kn26 Rulebook
kn26 Rulebook
kn26 Rulebook
I
t is a time of constant war and shifting loyalties in feudal
Japan. Lords across the nation vie for control of three precious
commodities: the loyalty of lesser lords, the land’s primary
sources of rice, and the very religion of the people. Throughout it
all, there is one constant: the samurai.
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Game Components
1 Game Board 39 Plastic Caste Pieces
C onsisting of 5 P ieces
4 Player Screens
80 Tiles
3 Leader Tokens
Game Overview
During a game of Samurai, players compete over the three societal castes of Japan: religion (represented by Buddha), commerce
(represented by rice), and military (represented by a castle). Players place tiles on the game board to influence settlement spaces and
capture the various caste pieces on those spaces. The player capturing the most pieces of a particular caste becomes the leader of
that caste. At the end of the game, the player who is the leader of the most castes wins the game.
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Setup Spaces
There are three types of spaces on the game board:
To set up a game of Samurai, follow these steps:
• Settlement spaces are shaded tan and have 1, 2,
1. Construct Game Board: Construct the game board based or 3 building images printed on them.
on the number of players as shown below.
After a player refreshes his hand, his turn ends, and the next
player in clockwise order takes his turn. Wild Tiles
Wild tiles have an illustration on their left side and provide their
Objective influence to all castes.
The objective of Samurai is to be the leader of the most castes, Samurai and ronin tiles provide influence to all adjacent
which is achieved by capturing caste pieces on the board. To settlements, regardless of which castes are present there. Ship
capture a caste piece, players must surround its settlement by tiles do the same; however, they can be placed only on empty
placing tiles on all land spaces adjacent to that settlement. (Two sea spaces and are the only tile that can do so.
spaces are considered adjacent if they share a border.)
Caste Pieces
There are three types of plastic caste pieces, one for each caste:
Buddhas represent religion, rice represents commerce, and
castles represent military. At the end of the game, the player
who captured the most pieces of a particular caste becomes that S amurai T ile R onin T ile S hip T ile
caste’s leader (see “Scoring” on page 6). The player who is
the leader of the most castes wins the game.
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Action Tiles Resolving Captures
Action tiles grant special abilities when played. There are two After a player’s turn, if all land spaces adjacent to a settlement
types of action tiles: switch tiles and move tiles. contain tiles, that settlement is surrounded and its caste pieces
become captured. (The adjacent sea spaces do not need to, but
Switch Tile may, contain ship tiles.) Each caste piece is captured at the end
Each player has one switch tile. This tile of the turn in which its settlement became surrounded.
allows the player to exchange the position of To determine who captures a caste piece, each player adds up
two caste pieces on the game board. To use the influence values of his tiles that are both adjacent to the caste
a switch tile, the player reveals it from behind piece and have an image corresponding to the caste piece type
his screen and switches the positions of any in question (or a wild image). The player with the highest total
S witc h T ile
two caste pieces on the game board. A influence captures the caste piece, taking it from the game board
player cannot use a switch tile to cause two caste pieces of the and placing it behind his player screen in a three or four-player
same type to occupy the same settlement space. After switching game, or in front of his player screen in a two-player game. If two
the position of the two caste pieces, he returns the switch tile to or more players are tied for the highest total influence, no player
the game box and continues his turn as normal. captures the caste piece. Instead, the caste piece is removed from
the game board and placed near it in view of all players—that
Move Tile caste piece does not belong to any player.
Each player has one move tile. This tile When a surrounded settlement space contains two or more
allows a player to reposition a tile that he has caste pieces, players calculate the influence for each caste piece
already placed on the game board during individually in the order of the current player’s choice.
a previous turn. To use a move tile, a player
takes one of his tiles that does not have a
fast icon from the game board and places it M ove T ile Winning the Game
on any other empty land space. Then, he places the move tile The game ends at the end of any player’s turn in which either of
on the repositioned tile’s original space. the following two conditions are met:
Scoring
When the game ends, each player reveals his captured caste
T he move tile is pl aced on the original pieces. If a player has more caste pieces of one caste than all
space of the repositioned tile . other players, he claims that caste’s leader token. If two or more
players are tied for the most caste pieces of a caste, that caste’s
Fast Icon leader token is set aside unclaimed. After all leader tokens have
Each player has five tiles that have a Japanese been claimed or set aside, if one player claimed more leader
character. This character represents the fast icon. tokens than any other player, he is the winner.
A player may play one tile and any number of fast F ast I con
If two or more players have each claimed only one leader token,
tiles on his turn. A player may choose to play only
each of those players sets aside the caste pieces from his own
fast tiles as his tile placement for the turn.
leader token’s caste. Then, he counts the total number of caste
pieces he has captured from the other two castes (those in
which he does not have a leader token). The player with the
most caste pieces from his other two castes is the winner. If there
is a tie, the tied player with the most caste pieces from all castes
(including those for which he has a leader token) is the winner. If
there is still a tie, the tied players share the win.
In the rare case that no player has claimed a leader token, the
player with the most captured caste pieces from all castes is the
6 winner. If there is a tie, all tied players share the win.
Resolving Captures Example
During the green player’s turn, he places a 3-Buddha tile next to a settlement
with a Buddha piece. All land spaces adjacent to this settlement contain tiles, so
the settlement is surrounded and this caste piece will be captured.
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Scoring Example
The green player has the most rice pieces so he receives the commerce leader token. The red player has the
most Buddha pieces so she receives the religious leader token. Both the green player and the gold player are
tied for the most castle pieces, so no player receives the military leader token. The green player and the red
player are tied for the most total leader tokens (1 each), so they proceed to the next step of scoring, while the
gold player is eliminated.
The green player ignores his rice pieces and counts his caste pieces from the other two castes, for a total of
3. The red player ignores her Buddha pieces and counts her caste pieces from the other two castes, also for a
total of 3. Since there is still no winner, all tied players continue to the tiebreaker.
The green player has 6 total caste pieces, while the red player has 7 total caste pieces; the red player
wins the game.