Shogun: Gekokujō

Rulebook v78 (Living Rulebook)

A New Way to Wage War

Welcome to a modernized classic. Shogun: Gekokujō is a deep, strategic wargame that re-engineers its 1986 predecessor for a new generation of players. It is a medium-heavy game of economic management, military conquest, and fragile alliances set in the tumultuous Sengoku period of Japan.

This living rulebook is designed to be a comprehensive guide for both aspiring warlords and seasoned veterans, providing a clear path to mastering the game's interlocking systems.

What This Game Is (and Is Not)

  • IS: A 2-3 hour strategic euro-wargame focused on logistics and positioning.
  • IS: A thematic experience capturing the desperate atmosphere of the Sengoku period.
  • IS NOT: An all-day spectacle like Twilight Imperium.
  • IS NOT: An asymmetric faction game. All clans share the same core mechanics.

The Four Pillars of Power

  1. 1. Gekokujō Principle: The fewer provinces you control, the earlier you act.
  2. 2. Economic Balance: Armies cost money to maintain, not just to recruit.
  3. 3. Irreplaceable Leadership: You begin with 3 Daimyō and can never recruit more.
  4. 4. The Cost of Geography: Mountains provide defense but drain your treasury.

How to Learn This Game

For your first one to two games, we strongly advise playing the Core Game without any optional modules. This will allow you to master the fundamental pillars of the game.

  1. Read this Start Page in full.
  2. Next, go to the New Players page. It contains high-level concepts and practical tools for your first game night.
  3. Finally, read The Rules page for the complete, detailed mechanics.
  4. For your first game, ignore The Modules.

For a strategically balanced first game, we recommend players choose from: Oda, Shimazu, Tokugawa, and Uesugi.


What's New? (Changelog)

Changes in v78 (Current)
  • Content Enrichment (§9.1 ref): Added 10 new key terms to the Glossary based on playtester feedback to improve clarity for nuanced rules. These terms now have interactive tooltips throughout the document.
History: Changes in v77
  • Improved Clarity (§2.2.2): Rewrote the draft procedure with a clearer, step-by-step guide to make it more accessible for players unfamiliar with drafting mechanics.
History: Changes in v76
  • Thematic Renaming (§2.2): The clan selection draft is now called "The Eve of War" to better reflect the pre-conflict tension.
History: Changes in v75
  • Rule Clarity (§0.1): Clarified the "Rule of the Highest Source" to define what constitutes a bonus "type" and provided a clear example.
  • Rule Clarity (§6.1 & §10.1): Refined the stacking limit rules for both standard movement and allied units to remove ambiguity.
  • Rule Clarity (§6.2.1): Clarified the combat sequence to ensure simultaneous casualty removal is unambiguous.
  • Document Cohesion: Corrected inconsistent section numbering and cross-references throughout the Modules chapter.
  • New Player Experience: Replaced an incorrect and misleading table in the "New Players" guide with an accurate Combat quick-reference chart.

For Veterans of the Original Game: What Has Changed?

If you've played the 1986 Milton Bradley classic \*Shogun\* (also known as \*Samurai Swords\* or \*Ikusa\*), you'll find the soul of the game intact, but the engine has been completely rebuilt. This version is designed to be a faster, more strategically focused euro-wargame. Here are the most impactful changes:

1. The Economic Engine: Upkeep is Everything

THE OLD WAY: You received Koku based on your province count and had to spend it all each round on bidding for turn order or buying units. Armies were free to maintain.

THE NEW WAY (GEKOKUJŌ): Armies now have an ongoing Upkeep cost every single round (1 Koku for every 2 Bushi). This is the single most important change. Income is now a stable base amount plus Koku per province.

STRATEGIC IMPACT: You can no longer build massive, unstoppable armies ("doomstacks") without an economy to support them. The game is now a tense balancing act between military expansion and economic sustainability. An overextended army will bankrupt your clan.

2. Turn Order: The Gekokujō Principle

THE OLD WAY: Turn order was determined by bidding Koku for swords. The wealthiest player could often secure the first turn.

THE NEW WAY (GEKOKUJŌ): Turn order is now a core catch-up mechanic. The player with the fewest provinces goes first. This is the Gekokujō Principle: "the low overthrow the high."

STRATEGIC IMPACT: This completely inverts the power dynamic. The player in the lead is now predictable and acts last, while trailing players are given the powerful advantage of initiative. Losing a province can be a strategic choice to gain the first move in the next round.

3. Unit & Combat Simplification

THE OLD WAY: A detailed roster of units (Bowmen, Gunners, Swordsmen, Spearmen) with different stats, and a multi-phase combat system.

THE NEW WAY (GEKOKUJŌ): The core game abstracts all standard warriors into a single unit type: the Bushi. Combat is resolved in one single, simultaneous dice roll from both sides. The old unit complexity has been moved into an optional "Specialized Warfare" module.

Additionally, this version has been rebalanced to use standard six-sided dice (d6) instead of the original's twelve-sided dice (d12) to make the game more accessible.

STRATEGIC IMPACT: Combat is much faster, more decisive, and less attritional. It raises the stakes of every battle and keeps the game moving at a brisk pace.

4. Daimyō & Player Elimination

THE OLD WAY: Daimyō had a complex experience track. Losing your last Daimyō meant you were eliminated from the game.

THE NEW WAY (GEKOKUJŌ): Daimyō are simplified to be incredibly powerful combat units (rolling 3 dice) without the experience track. More importantly, losing your last Daimyō no longer eliminates you. Instead, you become a Vassal—you cannot win, but you remain in the game and can fight to break free.

STRATEGIC IMPACT: The game is less punishing and keeps all players engaged until the end. Vassalage provides interesting new objectives for a defeated player, preventing feel-bad moments of early elimination.

5. New Paths to Victory

THE OLD WAY: Win by conquering 35 provinces.

THE NEW WAY (GEKOKUJŌ): The province count is lower (e.g., 20 for 4 players) for a shorter playtime, and there is a new, alternative victory condition: The Shōgun's Mandate. Achieve this by gaining sole control of the three key provinces of Yamashiro (Kyoto), Settsu (Osaka), and Sagami (Edo).

STRATEGIC IMPACT: This creates a second strategic focal point. Players can now pursue a "king of the hill" strategy focused on these key territories instead of a slow march across the entire map, adding more strategic diversity and a clear mid-game objective.

First-Time Player Guide

The Daimyō's Kit for Game Night

Everything you need to get your game started quickly after a long time away from the battlefield.

1. Visual Component List

  • 🏯 3 Daimyō figures per clan
  • ⚔️ 69 Bushi cubes per clan
  • 💰 Koku coins for your treasury
  • 🛡️ 10 Castle pieces
  • 🎲 Six-sided dice for combat

2. Printable Player Aid

For at-the-table reference, the most important cheat sheets have been compiled into a separate, printer-friendly document. Download it here:


Your Turn in 30 Seconds

At its heart, the gameplay loop is simple. On your turn, you will:

  1. Get Paid: Collect Koku based on your provinces.
  2. Buy Troops: Spend that Koku to recruit new Bushi.
  3. March & Fight: Move your armies to attack enemies or claim new territory.

Mastering how these three simple steps interact is the key to victory.


Example of a First Round: The Rise of the Oda

Scenario: A 4-player game with Oda, Tokugawa, Uesugi, and Shimazu. As all players begin with 1 province, the first round's turn order is determined alphabetically: Oda → Shimazu → Tokugawa → Uesugi.

Phase 1: Planning & Reinforcement

  1. Income: All players simultaneously receive 4 Koku (3 base + 1 for their starting province).
  2. Upkeep: This step is skipped on the first turn of the game. All players have 4 Koku to spend.
  3. Recruitment (Oda's Turn): The Oda player acts first. They plan for their next turn: if they conquer one province, they will have 2 provinces, giving them 5 Koku income (3+2). Their upkeep would then be 1 Koku for 2 Bushi. To fuel an aggressive opening, Oda spends 3 Koku to recruit 3 Bushi, leaving 1 Koku in their treasury. The new Bushi are placed in their home province of Owari.
  4. Recruitment (Other Clans): Shimazu, Tokugawa, and Uesugi take their turns, making their own calculations and recruiting forces.

Phase 2: Campaign

  1. Movement (Oda's Turn): Oda moves 1 Daimyō and 2 Bushi from Owari into the adjacent, neutral province of Mino. Their army is now poised on the Tokugawa border.
  2. Battle Resolution: Since Mino was unoccupied, no battle occurs. Oda now controls the province.

Phase 3: Winter & Outlook

No player controls a mountain province, so no Winter Supply costs are paid. At the end of the round, Oda controls 2 provinces. They have established a forward position for their next campaign, but because they now have more provinces than the others, they will likely act later in the next round due to the Gekokujō principle.


Combat Made Simple

When armies meet, both sides roll all their dice at the same time. It's one decisive clash!

Unit Type Dice Rolled Attack Hits On... Defense Hits On...
Bushi (Warrior) 1 die 5 or 6 6
Daimyō (Leader) 3 dice 4, 5, or 6 4, 5, or 6

Note: Various factors like clan abilities or castles can modify these numbers. Remember the Golden Rule (§0.1): only the single highest bonus applies!


What Happens if My Last Daimyō Dies? (Vassalage)

You're not out of the game! You become a Vassal.

  • Immediately: You lose half of your provinces and troops.
  • Your New Goal: You can no longer win, but you can break free.

Choose one path to liberation:

  1. The Gekokujō Assault (Risky & Fast): For one round, spend all your Koku to hire double the Ronin. If you defeat any player's last Daimyō, you are free!
  2. Rebuilding (Safe & Slow): Each round, put up to 3 Koku in a "Liberation Fund." At 10 Koku, you're free.

Note: The optional 'Path of Glory' module (§10.4) offers an alternative comeback mechanic that replaces this rule.

§ 0Golden Rules

§ 0.1Rule of the Highest Source

Only the single largest bonus and the single largest penalty of each type apply. Types are defined by their effect (e.g., "defense roll bonus", "income bonus"). All bonuses to defense rolls are considered the same type, regardless of their source (clan ability, castle, etc.). They do not stack.
Example 1: A defending Uesugi unit (+1 defense) in a province with a castle (+1 defense) receives only a single +1 bonus to its defense rolls, not +2.
Example 2: A defending Hōjō unit in their Fortress (+2 defense) that is targeted by a Ninja's Sabotage (-1 defense) would resolve its defense rolls with a net +1 bonus. This confirms that bonuses and penalties apply concurrently.

§ 0.2Module Rules Break Core Rules

The rule of an optional module always takes precedence over a core rule it directly contradicts.


§ 1THE CORE GAME

§ 1.1The Goal of the War

§ 1.1.1Victory Conditions

Victory is achieved by meeting one of two conditions:

  • a) Province Control (see §1.2)
  • b) The Shōgun's Mandate (see §1.3)

The game ends immediately when a victory condition is met. In case of a simultaneous fulfillment, the priority is:

  1. Shōgun's Mandate
  2. Province Control
  3. Path of Glory (Module, see §10.4)

§ 1.1.2Timing of Victory Check

You must check for victory at the end of every phase. This check occurs after all actions for that phase are complete, but before any new actions for the next phase begin.

§ 1.2Victory by Province Control

You win immediately if you control a certain number of provinces:

  • 4 Players: 20 provinces
  • 5 Players: 18 provinces

§ 1.2.1Tie-Breaker

In the rare case of a tie, a clear winner is determined by the following sequence:

  1. Economic Strength: The tied player with more Koku wins.
  2. Leadership Preservation: The player with the most Daimyō remaining wins.
  3. Strategic Prestige: The player who controls the most Mandate Provinces wins.
  4. Initiative: The player who would have acted earlier in the next round's turn order wins.

§ 1.3Alternative Victory: The Shōgun's Mandate

You win immediately if you have sole, undisputed control over the three Mandate Provinces:

  • Yamashiro (Kyoto)
  • Settsu (Osaka)
  • Sagami (Edo)

There must be no units from allies (see §10.1) in these provinces for you to claim this victory.

Special Rule: When defending in Yamashiro (Kyoto), your units receive a +1 bonus to their defense rolls.


§ 2Preparing for Battle

§ 2.1Components

  • Daimyō (3 per clan): Your irreplaceable leaders.
  • Bushi (69 per clan): The backbone of your clan.
  • Koku: The lifeblood of your clan, representing rice and resources.
  • Ronin (30 total): Masterless samurai for hire.
  • Castles (10 total): Fortifications for your provinces.
  • Ninja (1 total): A master of espionage.
  • Player Screens, Game Board, six-sided dice (d6), and various markers.

§ 2.2The Eve of War: Clan Selection

To ensure a balanced and strategically engaging conflict, the great clans are selected through a draft. This guarantees a wide geographic distribution of power, preventing strategic isolation and fostering immediate interaction.

§ 2.2.1Define the Strategic Regions

The nine great clans are grouped into three strategic regions, reflecting their historical spheres of influence.

  • The West: Shimazu (Satsuma), Otomo (Bungo), Mōri (Aki)
  • The Center: Oda (Owari), Tokugawa (Mikawa), Chosokabe (Tosa)
  • The East: Takeda (Kai), Uesugi (Echigo), Hōjō (Sagami)

§ 2.2.2Step-by-Step: The Draft Procedure

A draft is a simple way to choose factions to ensure a fair and interesting game. Instead of everyone grabbing their favorite clan at once, you will take turns picking one by one. This section breaks it down into simple steps.

§ 2.2.2.1 Step 1: Determine the Pick Order

Determine a random starting order for the players (e.g., by rolling dice). The player who would act last in this random order gets to pick their clan first. The clan pick order is the reverse of the randomly determined player order.

Designer's Note on Initial Order

As all players begin the game with an identical number of provinces (0), Koku (0), and units (0), the standard Gekokujō tie-breakers cannot apply. A random method is therefore required to establish the initial draft order. This ensures fairness and resolves the logical inconsistency of needing a clan name to determine the order in which clan names are chosen.

§ 2.2.2.2 Step 2: Make Your Picks (with one restriction)

Starting with the first player in the pick order, each player chooses one available clan. There is only one special rule for the first few picks:

The Regional Restriction Rule: The first three players picking must each choose a clan from a different, unclaimed Strategic Region (West, Center, or East). Once all three regions have been chosen from, this restriction is lifted for any remaining players.

This ensures that the clans are spread out across the map, creating an interactive game from the very beginning.

Example Draft Walkthrough (4-Player Game)

Let's walk through an example with these steps.

  1. Determine Pick Order: The players roll dice to establish a random turn order. The result is: Player D → C → B → A. The clan draft pick order is the reverse of this: Player A → B → C → D.
  2. Player A (picks 1st): Player A must pick a clan. They choose the Takeda from the East. The "East" region is now considered claimed for the initial picks.
  3. Player B (picks 2nd): Player B must pick from an unclaimed region (West or Center). They select the Oda from the Center. The "Center" region is now claimed.
  4. Player C (picks 3rd): Player C must pick from the last unclaimed region, the West. They choose the Shimazu. All three regions are now represented.
  5. Player D (picks 4th): The Regional Restriction is now lifted. Player D can choose any of the remaining clans from any region.

This draft system becomes a "meta-game" before the first turn. Your initial choice is not just about which clan ability you prefer; it also limits the options of your opponents and shapes the political landscape of the entire game.

§ 2.3Initial Setup

  1. Place Starting Units: Each player places three Daimyō and one Bushi in their clan's starting province.
  2. Receive Starting Capital: Each player receives three Koku.
  3. First Turn Exception: On the first turn of the game only, players do not pay the Upkeep cost.

§ 2.4The Great Clans

The clans are not fundamentally different, but their unique advantages reflect their historical strengths and strategic focus.
ClanArchetypeProvinceAbility NameAbility
ChosokabeEconomistTosaIsland EconomyYour base income is 4 Koku (instead of 3). Additionally, you gain +1 Koku for every 2 coastal provinces you control (max +2 Koku per round).
HōjōBuilderSagamiThe Unbreakable WallThe cost to build your Fortress is 3 Koku. Its defense bonus is +2 (instead of +1). If your Fortress is destroyed, you may rebuild it in a later round for the same cost.
MōriNaval PowerAkiMasters of the Inland SeaMovement between two Mōri-controlled provinces that border the same sea zone costs only 1 movement point, even if they share no land border. Additionally, you gain +1 Koku for every 3 coastal provinces you control.
OdaAggressorOwariThe Shogun's VanguardIf an Oda Daimyō is present, all attacking Oda units in that battle receive a +1 bonus to their attack rolls.
OtomoGamblerBungoNanban TradeWhen you declare an attack, you may spend 2 Koku before any dice are rolled. If you do, you may re-roll all of your failed attack rolls for your Bushi units in that battle.
ShimazuExpansionistSatsumaMasters of the Western Seas+1 Koku per coastal province you control (max +3 per round).
TakedaMobile ForceKaiThe Wind of KaiWhen a Takeda Daimyō moves, up to 6 Bushi from the same starting province may move with him as a single group, using the Daimyō's movement of 3.
TokugawaTurtleMikawaMasters of the MountainsImmune to supply costs in mountain provinces.
UesugiDefenderEchigoThe Dragon's DomainAny Uesugi unit defending in a province under your control at the start of this round receives a +1 bonus to its defense rolls.

§ 3The Round Structure

Each round mirrors a year of feudal war. Spring Planning -> Summer Campaign -> Harsh Winter. Mastering this rhythm of Logistics -> Operations -> Attrition is the true path to becoming Shogun.

§ 3.1Phase Overview

  1. Phase 1a: Administration (Income, Upkeep, Player Order)
  2. Phase 1b: Reinforcement (Recruitment & Construction)
  3. Phase 2: Campaign (Movement & Combat)
  4. Phase 3: Winter (Supply)

§ 4Phase 1a: Administration

§ 4.1Income, Upkeep & Gekokujō (Sequential-Simultaneous)

Though these steps are completed by all players before moving on, they are resolved in a strict sequence to prevent timing conflicts:

  1. 1. Collect Income: All players simultaneously gain 3 Koku base income + 1 Koku per controlled province.
  2. 2. Pay Upkeep: All players simultaneously pay 1 Koku for every 2 Bushi units (rounded up). Daimyō are free. (This is skipped on the first turn of the game).
  3. 3. Determine Player Order (Gekokujō): Only after all income and upkeep have been fully resolved, the player order for the round is determined. The player with the fewest provinces acts first. Ties are broken by: 1st - less Koku, 2nd - fewer total units, 3rd - clan name alphabetically.

§ 4.2Honor & Bankruptcy

A Daimyō is bound by their word and must meet their financial obligations. If a player is unable to pay a required cost (Upkeep, Winter Supply, etc.) at any time, they must immediately remove two of their Bushi units (player's choice) from the board for every 1 Koku they cannot pay. A clan cannot go into debt.

For example, if you are short 3 Koku, you must immediately remove 6 of your Bushi from the board.


§ 5Phase 1b: Reinforcement

§ 5.1Recruitment & Construction (In Player Order)

  1. Recruit: Pay 1 Koku per Bushi.
  2. Hire Ninja: Pay 3 Koku (see §9.1).
  3. Castle & Fortress Construction: Spend Koku to build or fortify a castle (see §9.2).

§ 5.2Unit Placement

All newly recruited units must be placed in a province that you controlled at the start of the Planning & Reinforcement phase.


§ 6Phase 2: Campaign

After all players have completed their reinforcements, the Campaign phase begins, proceeding in the newly established player order.

§ 6.1Movement

  1. Movement Allowance: Move any number of your units. Bushi may move up to 2 provinces; Daimyō may move up to 3.
  2. Entering Enemy Provinces: Movement of a unit or army must end immediately upon entering a province containing units of another player (unless they are an ally).
  3. Stacking Limit: A province may not contain more than 7 units from a single player at the end of any move. A move that would violate this limit is illegal. Units may temporarily exceed this limit while moving through a province; the limit must only be respected in the province where a unit or army ends its movement.

§ 6.2The Art of War: Combat

Combat occurs when units of different players are in the same province after the active player has completed all of their movement. The player whose turn it is is the attacker. All combat rolls are made using standard six-sided dice (d6).

§ 6.2.1The Combat Sequence

  1. (Optional) Hire Ronin: Attacker, then defender, may hire Ronin.
  2. (Optional) Ninja Assassination: Reveal Ninja if on a mission.
  3. Determine Hits: All units from all sides roll dice simultaneously to determine the number of hits they score.
  4. Assign & Remove Casualties: Starting with the attacker, each player assigns their hits to enemy units. After all hits are assigned, all marked units are removed from the board at the same time.
  5. Check for Control: If units from only one side remain, that player controls the province. If units from more than one side remain, or no units remain, the province becomes neutral.
  6. (Module) Raiding: If using module §10.3, the new controller seizes any invested Koku (see §6.2.7).

§ 6.2.2Combat With 3+ Players

In a battle involving three or more players, all sides roll their dice simultaneously. Then, a player who has been attacked distributes their hits first. Finally, all players remove casualties at the same time.

§ 6.2.3Combat Rolls

UnitDiceAttack HitsDefense Hits
Bushi1d65-66
Daimyō3d64-64-6

§ 6.2.4Ronin: Mercenaries

  • Hiring: Pay 1 Koku per Ronin to add them to a battle.
  • Combat Profile: Ronin act as Bushi in all respects during combat, rolling one die and hitting on a 5-6 when attacking or a 6 when defending. They are affected by all applicable combat modifiers.
  • Limit: You may not have more Ronin than your own Bushi in a battle.
  • Fleeting Loyalty: After combat, all Ronin are removed from the board.

§ 6.2.5Example of Basic Combat

The Tokugawa player attacks a neutral province with 3 Bushi. It is defended by 2 Ronin hired by another player. No other modifiers are in play.

  • Tokugawa (Attacking): Rolls 3 dice for their 3 Bushi. An attack hits on a 5-6. They roll a 1, 4, and 5. This is \*\*1 hit\*\*.
  • Ronin (Defending): Rolls 2 dice for the 2 Ronin. A defense hits on a 6. They roll a 2 and 6. This is \*\*1 hit\*\*.
  • Resolving: Each side scored 1 hit. The Tokugawa player removes one Bushi, and the Ronin player removes one Ronin. The Tokugawa player now has 2 Bushi in the province, and the Ronin player has 1. The province remains contested.

§ 6.2.6Example of Combat with Modifiers

The Oda player attacks Echigo, defended by Uesugi. Attacker has 1 Daimyō, 3 Bushi. Defender has 4 Bushi and a castle.

§ 6.2.6.1Calculating Target Numbers
  • Oda (Attacking): Oda Daimyō is present, so clan ability applies (+1). Daimyō hits on 3-6, Bushi on 4-6.
  • Uesugi (Defending): Uesugi has +1 from clan ability and +1 from the castle. Per Golden Rule §0.1, only one +1 bonus applies. Bushi hit on 5-6.
§ 6.2.6.2Rolling Dice & Resolving

Oda rolls for 1 Daimyō (3 dice) and 3 Bushi (3 dice), getting 4 hits total. Uesugi rolls for 4 Bushi (4 dice), getting 2 hits. Uesugi removes all 4 of their Bushi. Oda removes 2 Bushi. Oda now controls Echigo.

§ 6.2.7Raiding Invested Provinces 🌾

This rule is only in effect when using \*\*The Cycle of Rice and War\*\* module (§10.3).

If an attacker gains control of a province that contains invested Koku tokens from the Sowing step, the attacker immediately seizes all Koku tokens from that province and adds them to their own treasury. This occurs at the end of combat, after all units have been removed and control is determined.


§ 7Phase 3: Winter

After all players have completed their Campaign phase, the Winter phase occurs simultaneously for all players.

§ 7.1Pay Supply Costs

Pay 1 Koku for each mountain province you control, PLUS 1 Koku per 3 units (any type, rounded up) located across all those mountain provinces.

● This rule is replaced by \*\*The Cycle of Rice and War\*\* module (§10.3).🌾


§ 8Victory & Defeat

§ 8.1Vassalage

The instant your final Daimyō is removed, you become a vassal of the player who defeated it.

§ 8.1.1Consequences

  • Immediately lose half of your provinces and troops (your choice).
  • A vassal cannot win the game but retains their clan ability.
  • Upon becoming a Vassal, all existing Honor Pacts are immediately dissolved. A Vassal may not offer or accept new Honor Pacts until they are liberated.⚖️

§ 8.1.2Paths to Liberation

  1. Gekokujō Assault: For one round, spend all Koku to hire twice as many Ronin (1 Koku = 2 Ronin). You are liberated if you defeat any free clan's last Daimyō.
  2. Rebuilding: Deposit up to 3 Koku per round into a "Liberation Fund." You are liberated when the fund reaches 10 Koku.

★ This rule is replaced by the \*\*Path of Glory\*\* module (§10.4).🏆

§ 8.2Player Elimination

A player is eliminated if they lose their last province while having no Daimyō on the board.

A player with zero provinces is not eliminated as long as they have at least one Daimyō on the board. On their turn, they continue to collect their base income of 3 Koku and may take actions as normal. This Daimyō exists in a contested, neutral province and must win a battle to reclaim territory—a difficult but not impossible path back into the conflict.


§ 9Advanced Rules

§ 9.1The Ninja System

Hire the Ninja for 3 Koku. Choose a public Field Operation or a covert Assassination. A Field Operation must be declared and its target province announced immediately after the Ninja is hired during your Reinforcement turn.

Mission TypeSub-TypeEffect
Field OperationSabotage-1 on defense rolls and no recruitment in a province for the round.
DiversionThe target province cannot be attacked for the round. This ability cannot target a Mandate Province if there is a player currently on the 'Path of Glory.'
AssassinationAssassinationAt the start of a combat, you may reveal your hidden Ninja to remove one enemy Bushi from the battle. This ability cannot be used if the targeted Bushi is in the same province as one of its clan's Daimyō.

§ 9.2Castle & Fortress Construction

  • Build Castle (5 Koku): Place a castle in a province you control. Provides +1 on defense rolls. Limit 1 per player.
  • Fortify Castle (3 Koku): Place a marker on your castle. Increases its defense bonus to +2 for one round.

§ 10OPTIONAL MODULES

§ 10.1Module: Political Play & Diplomacy⚖️

Complexity Assessment: Rules: Low | Depth: Medium | Playtime: Low
In a Nutshell: Adds negotiation & betrayal.

Design Philosophy: This module poses a new strategic question: "Is the short-term benefit of an ally worth the long-term risk of betrayal?" It models the fragile, opportunistic alliances of the Sengoku Jidai, where pacts were tools, not bonds of friendship.

The Central Dilemma: Ally or Isolate?

This module forces a critical diplomatic decision each round.

  • 🤝
    FORGE AN ALLIANCE: Gain a temporary shield for your shared border and coordinate attacks.
    Benefit: Increased security and offensive potential. Risk: Your ally may betray you, or their presence could block your victory.
  • 👤
    TRUST NO ONE: Maintain absolute strategic freedom to attack anyone at any time.
    Benefit: Unpredictability and total autonomy. Risk: You face all enemies alone, with no one to guard your flank.

§ 10.1.1Honor Pact System

  • Offer: In the Planning Phase, pay 1 Koku to propose a pact for the current round.

§ 10.1.2Pact Consequences

  • Joint Defense: Allies may occupy the same province.
  • Combined Stacking: When allied units occupy the same province, each allied player may have up to 7 of their own units in the province, provided the combined total of all allied units does not exceed 10.
  • Breach of Honor: If you attack your ally, your units get a -1 penalty on attack rolls for the rest of the round.

§ 10.1.3Combat With Allies

If a province with allied units is attacked, the attacker decides how to split their hits between the allied players.

§ 10.2Module: Specialized Warfare🛡️

Complexity Assessment: Rules: High | Depth: High | Playtime: Medium
In a Nutshell: Transforms combat into a tactical puzzle.

Design Philosophy: This module changes the strategic question from "How large is my army?" to "What is the composition of my army?" It rewards reconnaissance, adaptation, and the creation of synergistic unit groups to counter specific enemy threats.

The Central Dilemma: Combined Arms or Hard Counter?

This module forces a critical recruitment decision.

  • ⚔️
    COMBINED ARMS: Recruit a balanced force (e.g., spears and archers).
    Benefit: Tactical flexibility; no crippling weakness. Risk: Master of none; can be overwhelmed by a specialized force.
  • 🛡️
    SPECIALIZED DOCTRINE: Recruit a homogenous force (e.g., all spearmen) to counter a specific threat.
    Benefit: Dominant in its ideal situation. Risk: Highly vulnerable if caught in the wrong engagement.

Replaces Bushi with specialized units. Adds a Ranged Phase before Melee.

UnitAttack (d6)Defense (d6)Special
Ashigaru Spearmen65-6Spear Wall: +1 defense if ≥2 are present.
Samurai Swordsmen5-65-6Duelist: Rolls two dice if attacking alone.
Samurai Archers4-6 (Ranged)6Attacks in Ranged Phase only.
Samurai Bannermen-6Grants +1 movement to Ashigaru in the same province.

§ 10.2.1Expansion: Technological Change🛡️

Adds the "Ashigaru Arquebusiers" unit and a "Firearm Phase" before the Ranged Phase.

UnitAttack (d6)Defense (d6)Special
Ashigaru Arquebusiers4-6 (Firearm)-Volley: Ignores castle defense bonus.

§ 10.3Module: The Cycle of Rice and War🌾

Complexity Assessment: Rules: High | Depth: High | Playtime: Medium
In a Nutshell: Introduces deep economic planning, risk, and raiding.

Design Philosophy: This module introduces a profound strategic trilemma by making your treasury vulnerable. In the core game, saving Koku is always a safe option. With this module, unmanaged wealth is lost to \*\*Spoilage\*\*. You must now actively choose how to protect your resources for the future.

The Central Dilemma: Spend, Sow, or Store?

This module forces a critical decision at the start of each round. Any Koku not spent on your army must be allocated:

  • ⚔️
    SPEND: Use Koku for immediate military power (recruitment, castles).
    Benefit: Maximum tempo. Risk: No future economic growth.
  • 🌾
    SOW: Invest Koku on provinces for a high return.
    Benefit: Highest potential reward. Risk: Vulnerable to Raiding and bad Harvests.
  • 🏯
    STORE: Place Koku in your granaries, safe from Spoilage.
    Benefit: Absolute security. Risk: Zero growth; the Koku is unavailable for the round.

This module replaces the standard Winter rule (§7) and adds a new combat rule for Raiding (§6.2.7).

§ 10.3.1Modified Round Structure

  • Phase 1: Planning & Reinforcement
    • Step 0: Sowing & Storing (New Step)

      After all players have received their income, they must decide the fate of their treasury. In player order, each player performs one or both of the following actions with any amount of their unspent Koku:

      1. Sow in Provinces: Place Koku tokens from your treasury directly onto one or more provinces you currently control. This is a high-risk investment, vulnerable to Raiding.
      2. Store in Granaries: Announce you are "Storing Rice." This action allows you to carry Koku securely into the next round, protecting it from Spoilage. You simply keep these Koku coins behind your player screen. They cannot be Sown in the same round they are Stored.
  • Phase 3: Winter (Replaces standard Winter Phase)
    • Step 1: Determine Harvest

      One player rolls a single d6. The result determines the harvest yield for all players this round:

      • 1-2 (Famine): Harvest yields 1 Koku for every 1 Koku Sown.
      • 3-5 (Normal): Harvest yields 2 Koku for every 1 Koku Sown.
      • 6 (Bountiful): Harvest yields 3 Koku for every 1 Koku Sown.
    • Step 2: Harvest - For each province you still control that has invested Koku on it, receive the harvest yield and return the Sown Koku to the general supply.
    • Step 3: Supply (Replaces §4.1 Upkeep) - Pay Upkeep for all your Bushi and any supply costs for units in mountain provinces.
    • Step 4: Spoilage (New Step) - At the very end of the round, any Koku remaining in a player's active treasury (not Sown or Stored from a previous round) is subject to spoilage. Each player must discard half of their remaining Koku, rounded down. Koku gained from the Harvest step is immediately added to your active treasury and is subject to Spoilage at the end of the current round.

Warning: High Complexity Combination

Combining The Cycle of Rice and War 🌾 with Specialized Warfare 🛡️ is recommended for expert players only. This pairing creates a deep, logistical wargame that requires managing both a complex economy and a granular combat system simultaneously.

§ 10.4Module: Path of Glory🏆

Complexity Assessment: Rules: Low | Depth: Medium | Playtime: Minimal
In a Nutshell: Adds a 'king-slayer' comeback victory.

Design Philosophy: This module changes the strategic question for a defeated player from "How do I survive?" to "How can I forge a legend?" It embodies the ultimate Gekokujō spirit, reflecting historical figures like Toyotomi Hideyoshi who rose from nothing to rule Japan through sheer military genius.

The Central Dilemma: Avenger or Warlord?

Once your Daimyō are defeated, you must choose your path to glory.

  • 🗡️
    THE AVENGER: Hunt the leaders of other clans to claim Glory Points.
    Benefit: Fastest path to victory. Risk: Makes you a direct threat to all players.
  • 🏯
    THE WARLORD: Focus on seizing the lightly defended Mandate provinces.
    Benefit: A massive, single-turn Glory Point swing. Risk: Requires a large army and makes your intentions obvious.

Replaces the Vassalage rule (§8.1). A player whose last Daimyō is defeated collects Glory Points (GP). Win immediately upon reaching 7 GP.

ConditionGP Earned
Defeat any player's last Daimyō.+2 GP
Defeat the leading player's last Daimyō.+3 GP
Gain sole control of a mandate province.+3 GP

The Art of War: A Strategic Primer

This section moves beyond the "how" of the rules and into the "why" of expert play. To master Shogun: Gekokujō is to understand its interlocking systems not as a set of restrictions, but as a training ground for strategic thought. This guide provides a didactic path, from grasping the game's fundamental truths to executing multi-layered grand strategy, all through the lens of history's greatest military minds.


The Journeyman's Path: Mastering the Foundations

Before one can command, one must understand the unyielding terrain of war. These are the four pillars of this world, the fundamental truths upon which all strategies are built or broken. Each is a lesson in causation, grounded in the timeless principles of Sun Tzu's \*Art of War\*.

Pillar 1: The Economic Engine

The Mechanic: Armies have an ongoing Upkeep cost (§4.1), paid every round after income is collected.

The Strategic Principle (Sun Tzu): "The general who wins a battle makes many calculations in his temple ere the battle is fought." Victory is a function of superior administration and pre-conflict calculation. Conflict is an economic undertaking.

The Historical Lesson: A campaign is a logistical undertaking before it is a military one. Armies do not materialize on the battlefield; they are products of a state's economic capacity. An army that outstrips its supply lines will starve long before it is defeated.

Application in Gekokujō: Every conquest must be profitable. If you conquer three provinces (+3 Koku income) but require eight new Bushi to hold them (+4 Koku upkeep), you have become strategically poorer. Before every action, ask the guiding question: Can my economy sustain this operation?

Module Consideration: The Cycle of Rice and War 🌾

This module fundamentally changes the economic pillar. The passive act of saving Koku is no longer safe due to \*\*Spoilage\*\*. The new guiding question becomes a trilemma: "Should I \*\*Spend\*\* for immediate power, \*\*Sow\*\* for high-risk growth, or \*\*Store\*\* for long-term security?" Your treasury is no longer a bank; it is a resource that must be actively managed or lost.

Pillar 2: The Gekokujō Principle

The Mechanic: The player with the fewest provinces acts first in a round (§4.1).

The Strategic Principle (Sun Tzu): "He who is skilled in creating momentum rolls round logs or stones down a hill." A strategist must distinguish between static strength (the number of provinces) and dynamic potential (the ability to act decisively).

The Historical Lesson: The Sengoku Jidai was defined by Gekokujō - "the low overthrow the high." Power was not a birthright; it was a function of momentum and initiative. A larger domain was a greater target, its ruler burdened by predictability, while a smaller, ambitious clan could strike with speed and surprise.

The Strategic Application: Initiative is a resource. A tactical withdrawal is not a defeat; it is a calculated sacrifice of territory ('space') to seize the initiative ('tempo'). Ask the guiding question: Is losing this province worth gaining the first move next round? This is the application of the \*36 Stratagems' #36: If All Else Fails, Retreat.\*

Pillar 3: Irreplaceable Leadership

The Mechanic: You begin with three Daimyō and can never recruit more (§2.3).

The Strategic Principle (Sun Tzu): "If you know the enemy and know yourself, you need not fear the result of a hundred battles." Knowing yourself means understanding your critical vulnerabilities.

The Historical Lesson: An army's effectiveness is tied to its command. The loss of a leader like Takeda Shingen or Uesugi Kenshin was not just the loss of a single man; it was a blow to the morale, structure, and tactical genius of their entire clan, from which they might never recover.

The Strategic Application: Your Daimyō are your clan's center of gravity. Their preservation is your primary military objective. A specific application of this is \*The 36 Stratagems' #18: Defeat the Enemy by Capturing Their Chief.\* Ask the guiding question: Is the tactical advantage I gain from this move worth the risk to my leadership?

Pillar 4: The Logistics of Geography

The Mechanic: Armies in mountain provinces incur significant supply costs during Winter (§7.1).

The Strategic Principle (Sun Tzu): "The natural formation of the country is the soldier's best ally." A wise general does not fight against the terrain; they use it to amplify their own strengths and exploit the enemy's weaknesses.

The Historical Lesson: Mountains are natural fortresses but logistical nightmares. An army could defend a mountain pass with few men, but supplying that army through the winter could bankrupt a clan.

The Strategic Application: Use geography as a weapon. For most clans, mountains are a temporary shield, not a sustainable empire. Lure enemies into them before winter, letting attrition become your ally, an application of \*The 36 Stratagems' #16: In Order to Capture, One Must Let Go.\* You must ask: Can I afford to hold this mountain through the winter, or should I use it as a temporary trap?


The Commander's Path: Operational Art & The 36 Stratagems

With the foundations mastered, a commander learns to apply them. This is the art of operations—the use of engagements for the purpose of the war. While Sun Tzu provides the philosophy, the \*Thirty-Six Stratagems\* provide a playbook of specific, often deceptive, tactical maneuvers.

On Deception and Misdirection

The Principle (Sun Tzu): "All warfare is based on deception. Hence, when able to attack, we must seem unable."

The Maneuver (Stratagem #6): "Make a Sound in the East, then Strike in the West." This is the classic feint. Focus the enemy's attention on a credible but false threat to achieve surprise elsewhere.

Application in Gekokujō: Hire the Ninja for a "Province Sabotage" (§9.1) on a northern province. This is your "sound in the east." After your opponent repositions forces to counter the public threat, use your Campaign phase to make your real attack, seizing the key southern province they left vulnerable.

On Asymmetrical Warfare

The Principle (Sun Tzu): "The supreme art of war is to subdue the enemy without fighting." The most efficient victory is one where the enemy's will to fight is broken before the battle begins.

The Maneuver (Stratagem #19): "Remove the Firewood from Under the Cauldron." This stratagem teaches that the primary target is not the enemy army, but its economic base. An army that cannot pay its upkeep will collapse. Both Sun Tzu's principle and this stratagem share the core idea of indirect attack against an opponent's source of strength.

Application in Gekokujō: This is the fundamental strategy against a militarily superior but economically overextended foe. Do not fight the Oda clan's armies head-on; capture their economic provinces. Without Koku, they cannot afford the upkeep (§4.1) on their large armies. You win by making it impossible for them to continue the war.

Module Consideration: The Cycle of Rice and War 🌾

This module provides the ultimate expression of this stratagem. \*\*Raiding (§6.2.7)\*\* allows you to physically seize an opponent's invested Koku from the board, directly removing the "firewood" from their economic engine and adding it to your own.


Historical Interlude: The Three Great Unifiers

The game you are playing is a reflection of the ambitions and failures of real historical figures. Understanding their paths is to understand the soul of this game.

Oda Nobunaga (The Demon King): Nobunaga was a revolutionary. He embraced new technologies (firearms) and ruthless tactics. His clan ability, The Shogun's Vanguard, reflects this aggressive, leader-led doctrine. To play the Oda is to walk his path: high-risk, high-reward assaults that rely on the direct presence of your leadership to break the enemy.

Toyotomi Hideyoshi (The Taikō): Hideyoshi was the ultimate Gekokujō story. He rose from a peasant sandal-bearer to the ruler of all Japan. He was a master of logistics, diplomacy, and siege warfare. The \*\*Path of Glory\*\* module (§10.4) is a direct homage to his journey—a player who has lost everything can still achieve victory not through territory, but through legendary, giant-slaying feats.

Tokugawa Ieyasu (The Shōgun): Ieyasu was a master of patience and strategic resilience. He outlasted all his rivals, consolidating his power base and waiting for his enemies to exhaust themselves. His immunity to mountain attrition reflects his historical stronghold in the mountainous Kanto region. To play the Tokugawa is to embrace his philosophy: build an unshakeable foundation, practice patience, and win the long war.


The Master's Path: Grand Strategy & Synthesis

A master does not view the game's systems in isolation, but forges them into new weapons. This is the art of synthesis—understanding how modules interact, how player count dictates strategy, and how to execute a decisive, game-winning turn.

On Module Synergy

Modules are not mere additions; they are multipliers that create new strategic dilemmas.

  • The Diplomat's Trap (Political Play + Mandate Victory): Your ally helps you conquer Kyōto. You now control all three mandate provinces but cannot win because their troops are present (§1.3). The pact that enabled your conquest has become the trap that prevents your victory. This is a perfect setup for \*Stratagem #24: Obtain Safe Passage to Conquer the State of Guo.\*
  • The Logistical Nightmare (The Cycle of Rice and War + Specialized Warfare): This combination transforms the game into a deep logistical simulation. The expensive, elite units of Specialized Warfare require the long-term economic planning of The Cycle of Rice and War. Failure to perfectly balance your Sowing and Storing of rice (§10.3) with your recruitment of costly Samurai will lead to swift bankruptcy.

Case Study: The Decisive Sacrifice

The Scenario: The Takeda, in second place, face the superior army of the leading Oda clan. A direct battle would be a costly defeat.

The Master's Move: Instead of reinforcing, the Takeda player moves their army \*away\* from the border, completely abandoning the province. The Oda player walks in without a fight. This is a direct execution of \*Stratagem #36: If All Else Fails, Retreat.\*

The Strategic Victory: By losing a province, Takeda ensures they will act first in the next round (Gekokujō Principle). On their turn, they use this initiative to launch a devastating attack on a different, weaker part of the Oda empire. By refusing a tactical battle they were likely to lose, they created the conditions for a strategic victory. They traded space for tempo.

Detailed Timing & Action Structure

This document provides a granular, step-by-step breakdown of the game's sequences to eliminate ambiguity and serve as a definitive reference for procedural questions during play.

Part 1: The Round Timing Structure

StepActionPlayer(s) & Notes
1.0. Phase 1: Planning & Reinforcement
1.1Income & Administration StepSimultaneous
1.1.1. Collect Income (§4.1)Add 3 Koku + 1 Koku per province.
Sowing Step (§10.3) 🌾Module Only: "Cycle of Rice & War". Players invest Koku.
1.1.2. Pay Upkeep (§4.1)Pay 1 Koku per 2 Bushi. (Skipped if using "Cycle of Rice & War").
1.1.3. Determine Player Order (§4.1)Fewest provinces go first.
1.2Vassal Decision PointVassals Only (Replaced by "Path of Glory" module).
1.2.1. Choose Path to Liberation (§8.1.2)Binding choice for the round.
1.3Recruitment & Construction StepIn Player Order
1.3.1. First player recruits/builds.Continues sequentially.
1.3aDiplomacy Step ⚖️Module Only: "Political Play"
1.3a.1. Offer/Accept Honor Pacts (§10.1)Performed sequentially in player order.
1.4End of Phase Checkpoint
1.4.1. Check for Victory Conditions (§1.1.2)Game ends if met.
2.0. Phase 2: Campaign
2.1Movement StepIn Player Order
2.1.1. First player moves all units.Continues sequentially.
2.2Battle Resolution StepIn Player Order
2.2.1. First player resolves all their initiated battles.Player chooses order of their battles.
2.3End of Phase Checkpoint
2.3.1. Check for Victory Conditions (§1.1.2)Game ends if met.
3.0. Phase 3: Winter
3.1Supply StepSimultaneous (Replaced by "Cycle of Rice & War").
3.1aHarvest Step 🌾Module Only: "Cycle of Rice & War"
Receive Koku from Sowing (§10.3).
3.1bModule Supply Step 🌾Module Only: "Cycle of Rice & War"
Pay Upkeep & Mountain Costs (§10.3).
3.2End of Phase Checkpoint
3.2.1. Check for Victory Conditions (§1.1.2).Game ends if met.
3.2.2. If no winner, round ends.Proceed to next round.

Part 2: The Combat Timing Structure

StepActionNotes
1.0Announce CombatAttacker declares which battle.
2.0Hire Ronin StepAttacker, then Defender(s).
3.0Ninja Assassination StepWindow for Ninja player to act.
4.0Firearm Phase 🛡️Module Only: "Technological Change"
4.1. Arquebusiers fire and resolve hits.
5.0Melee Phase
5.1. All sides determine total hits.
5.2. All sides assign hits.
5.3. All marked units are removed simultaneously.
6.0Conclude CombatRemove Ronin, resolve Raiding (§6.2.7).

The Strategist's Arsenal: Reference & Cheatsheets

This page serves as a quick reference during the game. It's structured didactically, from the most basic procedures to specific rules for advanced concepts.


Level 1: The Basics at the Table

Everything every player needs at a glance.

The Round Sequence (Core Game)

  1. Phase 1: Planning & Reinforcement
    • Income & Administration (Simultaneous): Receive income, pay upkeep (skip on turn 1), determine player order (Gekokujō).
    • Recruitment & Construction (In Player Order): Recruit Bushi, hire Ninja, build castles.
  2. Phase 2: Campaign
    • Movement (In Player Order): Move all units.
    • Resolve Battles (In Player Order): Resolve all resulting battles one by one.
  3. Phase 3: Winter
    • Supply (Simultaneous): Pay supply costs for units in mountain provinces. 🌾

The Combat Sequence

  1. (Optional) Hire Ronin: Attacker, then Defender.
  2. (Optional) Ninja Assassination: Covert Ninja is revealed.
  3. Determine Hits: All units roll dice simultaneously.
  4. Assign & Remove Casualties: Assign hits, then remove all marked units.
  5. Determine Outcome: Province controlled, neutral, or contested.

The Great Clans at a Glance

ClanArchetypeStrengthWeakness
ChosokabeEconomistHigh, flexible income.No direct military bonuses.
HōjōBuilderSuperior, cost-effective defense.Static; power is tied to one location.
MōriNaval PowerExceptional strategic mobility.Reliant on controlling specific sea zones.
OdaAggressorSuperior combat effectiveness.Reliant on exposed Daimyō.
OtomoGamblerAbility to win decisive battles through investment.Koku-intensive; can be baited.
ShimazuExpansionistRapid early economic growth.Predictable strategic goals.
TakedaMobile ForceUnmatched force projection.Power is concentrated.
TokugawaTurtleExtremely resilient heartland.Can become passive.
UesugiDefenderCost-effective, attritional defense.Purely reactive.

Level 2: Core Mechanics in Detail

The most frequently referenced values and rules in one place.

Cheat Sheet: The Economic Cycle

ActionCost / YieldWhen?
Base Income+3 KokuPhase 1.1
Province Income+1 Koku per ProvincePhase 1.1
Upkeep-1 Koku per 2 Bushi (rounded up)Phase 1.1 (Skipped on Turn 1)
Recruitment-1 Koku per BushiPhase 1.2
Winter Supply 🌾-1 Koku per Mountain Province + -1 Koku per 3 units therePhase 3 (Replaced by Module)

Cheat Sheet: Combat Values & Modifiers

Base Values

UnitDiceAttack Hits OnDefense Hits On
Bushi1d65-66
Daimyō3d64-64-6

Possible Modifiers (Highest bonus/penalty applies, §0.1)

SourceEffectCondition
Oda Clan+1 on attack rollsOda Daimyō is present.
Uesugi Clan+1 on defense rollsProvince was controlled at start of round.
Kyoto (Province)+1 on defense rollsDefender in Yamashiro (Kyoto).
Castle+1 on defense rollsDefender in province with a castle.
Hōjō Fortress+2 on defense rollsHōjō player defending in their Fortress province.
Fortified Castle+2 on defense rollsDefender in province with a fortified castle (for 1 round).
Ninja (Sabotage)-1 on defense rollsNinja is on a Sabotage mission in the province.
Honor Pact Broken ⚖️-1 on attack rolls(Module) You are attacking an ally.

Cheat Sheet: Province Types

This list is for at-a-glance reference for rules concerning specific terrain types. A province can be both coastal and mountainous.

Mountain Provinces

These provinces incur extra supply costs during the Winter phase (unless you are Tokugawa).

  • Shinano
  • Kai
  • Hida
  • Etchu
  • Mino
  • Kozuke

Coastal Provinces

These provinces interact with certain clan abilities (e.g., Shimazu, Chosokabe).

  • Satsuma
  • Tosa
  • Owari
  • Echigo
  • Settsu (Osaka)
  • Sagami (Edo)
  • Nagato
  • Suruga
  • Aki
  • Bungo

Mandate Provinces

Control of these three provinces is required for the "Shōgun's Mandate" victory condition.

  • Yamashiro (Kyoto)
  • Settsu (Osaka)
  • Sagami (Edo)

Level 3: Advanced Concepts

Quick references for modules and more specific rules.

Cheat Sheet: The Ninja

Mission TypeSub-TypeEffect
Field Operation (Public)Sabotage-1 on defense rolls & no recruitment in province for 1 round.
Field Operation (Public)DiversionProvince cannot be attacked this round.
Assassination (Covert)AssassinationAt start of combat, remove one enemy Bushi (not with a Daimyō).

Cheat Sheet: Modules at a Glance

ModuleReplaces / ChangesAdds
Political Play ⚖️-Honor Pacts (alliances), betrayal.
Specialized Warfare 🛡️Standard BushiSpearmen, Swordsmen, Archers; Ranged Phase.
The Cycle of Rice and War 🌾Standard Winter & Upkeep in Phase 1Provincial Investment, Harvest Events, Raiding, Storing Rice, Spoilage.
Path of Glory 🏆Vassalage System (§8.1)Comeback mechanic with Glory Points for defeated players.

Module Compatibility

CombinationComplexityNotes
Political Play + AnyLow IncreaseAdds negotiation without heavy system interaction.
Specialized Warfare + The Cycle of Rice and WarHigh IncreaseRecommended for expert players only.


Glossary

  • Assassination: A covert Ninja mission that can be revealed at the start of a combat to remove one enemy Bushi.
  • Attacker: The player who moves units into a province occupied by an opponent.
  • Bushi: Standard warrior figures, the backbone of your army.
  • Castle / Fortress: A defensive structure that grants a +1 bonus to defense rolls in its province. The Hōjō Fortress provides a +2 bonus.
  • Clan: The faction each player controls, each with a unique starting position and ability.
  • Control: You are the only player with units in a province at the end of a phase.
  • Daimyō: Your three irreplaceable leader units. They are powerful in combat but cannot be recruited again if lost.
  • Defender: The player whose province is being entered by an attacker's units.
  • Field Operation: A public Ninja mission (Sabotage or Diversion) that must be declared during the Reinforcement phase.
  • Gekokujō: The core principle that determines turn order; the player with the fewest provinces acts first.
  • Glory Points (GP): A resource gained by a defeated player for achieving legendary feats, such as defeating an enemy Daimyō. Reaching 7 GP wins the game.
  • Honor Pact: A formal, single-round alliance between two players that allows for joint occupation of provinces.
  • Koku: The game's currency, representing rice and resources used to pay for armies and construction.
  • Mandate Provinces: The three special provinces (Yamashiro (Kyoto), Settsu (Osaka), and Sagami (Edo)) required for the Shōgun's Mandate victory.
  • Module: An optional set of rules that can be added to the core game to change or deepen the experience.
  • Province: A single territory or area on the game board.
  • Raiding: The act of seizing an opponent's Sown Koku tokens from a province immediately after conquering it.
  • Ronin: Mercenaries hired for a single battle who are removed from the board after combat.
  • Shōgun's Mandate: An alternative victory condition achieved by gaining sole, undisputed control of the three Mandate Provinces.
  • Spoilage: The loss of half of a player's unspent, un-stored Koku at the very end of the Winter phase.
  • Stacking Limit: The maximum number of a single player's units (7) allowed to be in a single province at the end of a movement action.
  • Supply Costs: The Koku paid during the Winter phase for controlling mountain provinces and for the units stationed within them.
  • Upkeep: The cost in Koku required at the start of each round to maintain your army of Bushi.
  • Vassal: A player who has lost their last Daimyō. A Vassal cannot win but can work to become free again.

Feedback & Playtest Reports

Your insights are the most valuable resource for balancing and refining Shogun: Gekokujō. Whether you've found a potential typo, have a question about a rule interaction, or want to share a detailed report from your latest game night, this is the place to do it.

Submit Your Feedback

Please use the form below to send your thoughts directly to the design team. All feedback is read and appreciated.

10. The Living Rulebook

This is more than a rulebook; it is the foundation of a partnership between the designers and you, the players. A game truly comes alive on the table, and it is there—through countless sessions of brilliant plays, surprising tactics, and heated debates—that its true form is revealed.

We honor this process by treating this document as a "living rulebook." It is built to adapt and grow, incorporating the collective wisdom of its community to achieve a state of perfect elegance and balance. Every game you play is a playtest, and every piece of feedback you share is a contribution to this shared project.

We believe that the most resilient and beloved games are those that are stewarded by their communities. To that end, this document is released under the Creative Commons Attribution 4.0 International License.

This isn't just a license; it's an invitation. It empowers you to become a co-creator, to help us identify ambiguities, refine mechanics, and ensure the game remains a vibrant and challenging experience for years to come.

Join the Community

This living rulebook is a community project. Join the discussion, ask questions, report issues, and find other players at the official BoardGameGeek forum.

(Saves a single .html file with all rules)


11. License

This work is licensed under the Creative Commons Attribution 4.0 International License. To view the full legal code, visit creativecommons.org/licenses/by/4.0/.

You are free to:

  • Share — copy and redistribute the material in any medium or format for any purpose, even commercially.
  • Adapt — remix, transform, and build upon the material for any purpose, even commercially.

The licensor cannot revoke these freedoms as long as you follow the license terms.

Under the following terms:

  • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.