shogun/samurai swords [Updated July 2000]

SSS    
   10-14
   17-21  
     18-23     9-14

     Maryland 4       Garden

Dave Huss, NY

1999 Champion

2nd: Jack Jaeger, VA

3rd: Robert Sacks, NY

4th: John Koskl, MD

5th: Tom Bivens, MD

6th Chris Storzillo, NJ
Event History
1991    None      -
1992    None      -
1993    None      -
1994    None      -
1995    None      -
1996    None      -
1997    None      -
1998    None      -
1999    Jack Jaeger     20
AREA Ratings
1    David Huss      1571
2    Chris Storzillo      1536
3    Scott Moshier      1536
4    Tom Bivens      1536
5    Daniel Case      1535
6    Robert Sacks      1524
7    John Koskl      1524
8    David Large      1515
9    Jack Jaeger      1514
10    Mike Backstrom      1491

Risk in Japan with swords

SHOGUN was published by Milton Bradley as part of their Game Master series. It has enjoyed popularity over the years due to it's combination of gameplay and fantastically detailed peices. Milton Bradley re-released the game as SAMURAI SWORDS a number of years ago. It represents a period when the daimyos were fighting over the provinces of Japan in order to become the supreme ruler - SHOGUN! Shogun is a superior blend of Strategic Warfare, Economy, and Intrigue.

Strategic Warfare: the game incorporates a variety of units, the concept of armies vs. provincial forces, the ability to build (and subsequently fortify) cities for defense, and a complicated mapboard wherein land mass control and coastal defenses play a key part.

Economy; the control of provinces determines a players koku when beginning a round of play. The income is given as 1 koku for 3 provinces controlled. This then adds an element to the strategic game where players are often attacking opponents to simply lower them below a multiple of 3 provinces in order to withhold that last koku. Not only does the econonomy determine the number of units a player may purchase, but also the turn order, building of cities, purchasing of temporary Ronin, and purchase of the ninja.

Intrigue:there is a hidden spending of koku, a hidden placement of Ronin, and the use of the Ninja!

If you've always wanted to play a mature version of Risk, try Shogun/Samurai Swords. You won't be disappointed!

This event will be single elimination with two semi final boards composed of the best players in the first round. 2nd and 3rd place players, determined by the number of territories remaining at the end of the game, may advance to the semi-final round. Ties will be broken in this order: number of outstanding daimyos (those not assasinated), outstanding armies, ownership of the ninja, number of fortified cities, number of cities, number of units in all armies.

There will be a "Fast" board offered in each of the preliminary rds. The intention of this board will be for the game to end quickly so that players may continue on to other events at the convention. The players that volunteer for this board will agree that the game will be ended after 3, 3.5 or 4 hours of play. Ending occurs when the last player in a round finishes their turn. Ranking will be determined by number of provinces owned, ties broken as described above.

There will be an option at each board to pick starting provinces instead of the standard "shuffled card" method. Choosing of provinces will take place by draw of swords to determine the first player, then choosing will continue clockwise around the board. The first player will occupy a province, then the next until the last player is reached. The last player will then take a second province and the order will reverse back to the first player. All players at the board must agree to play under this option.

With only two Heats this year, there may not be a need for a semi-final round, in which case the final will be held Saturday during the scheduled Round 2.

Typical Rules Questions and Corresponding rulings:

1 Situation: Is a player out of the game when he loses his last daimyo due to a Ninja attack?
A player is out when he loses his last Daimyo. Because the Ninja assasinates a daimyo, that player is then out of the game.

2 Situation: How do armies pick up and drop off units?
Armies acquire units by levying, and by movement into a province (at which point they may add any number of units in the province to their army). Units may leave an army only when the army vacates a province. Those units leaving are then left behind in the vacated province. They may not be split off into the destination province.


Tournament Advancement Rules

The top five players advance. Standings will be posted after the second preliminary round. If a player is not present at the start of the final round, the next alternate present will be seated.Players will be ranked by number of wins; within number of wins they will be ranked by sum of scores.
Last year's champion will be credited with a 1.0 win automatically.
If a preliminary round does not result in a rulebook winner (35 provinces) the player with the most provinces at the end of the game will be the winner. No round will begin later than 25 mins. before the scheduled ending time. The score for an adjourned game is the number of provinces divided by 35.
For a rulebook victory, the winner's score will be the number of provinces/divided by the runner up's count; the other players' scores will be the number of provinces/divided by the winner's count.

 GM      Robert Sacks [1st Year]  NA 
   NA  NA

1999 Yearbook Page
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