Samurai The Card Game

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Contents
Events Played
Box Contents
How to Play
Scores
My review
Expansions
Card gameTile PlacementShared Board


Events Played
21st July 2014


Box Contents
104 square cards (15*4 player cards & 60 village cards)
48 victory point markers (16×3 shapes – square, round and triangular)
The Rules


How to play
The object of the games is to win. Winning is achieved by having the most victory points (see Scores
for the more convoluted explanation).
With a hand of five cards from their personal coloured deck, players take turns placing their cards orthogonally around a single village card (so up to 4 cards can be played around any one village). Village cards show 1-3 of the available victory shapes and players’ cards also depict these along with a number multiplier as well as wild cards. Once a card is played, a new card is drawn.
Whenever two neighbouring sides to a village have been claimed by two different players, a new village is taken from the face-up village stack and placed between the two neighbouring cards (and diagonally to the original village). Multiple villages can result in some card placements. If the same player owns both neighbouring sides, no new village is placed there.
The village is scored when all four sides are claimed. The player(s) with the highest representation of the village’s shape(s) win 1 marker of that shape. No wins for a tie. Scored villages and played cards no longer capable of scoring are flipped over.

Scores

Number of players 2-4
End game conditions Depletion of: 1 type of score markers or village cards or all playable cards.
Victory Conditions All 3 marker types are scored for the player who has the most of each type of marker. Players who do not have the most (not tied) of any are eliminated and their markers are discounted (in case of ties). Tied markers are not counted. The player with the most winning markers, wins.
Replayability It’s Christmas, bring it out This is a good filler game for those 10 minutes you have left of an evening.
Reading Requirements Everybody loves colours/symbols All shapes and a 1, 2, 3.
Rules Comprehension Ah! Now I get it The rules themselves stress certain points such as village placement and final scoring, suggesting that these rules are easily misunderstood.
Game-Breakability Not another 7!? Actually, this is pretty solid, though malicious players can really block those villages.
Durability Use as directed As long as nobody spills their drink on it. Also those markers are good and chunky – no easy way to lose them!
Box Size Bag Nice and compact makes for easy storage.
Play Area Dining table By the game’s conclusion, this has spread out somewhat.
Component Stability Indoors or no wind Cards don’t fall over, but they can be blown away. The markers make nice building blocks while waiting for your turn.
Storage Layout Organised Everything fits in respective compartments. Also forgiving for being upside down.
Aesthetics Unassuming The cards themselves are nothing special, though the markers are very tactile.

Turn Time/Involvement Already? I’m still choosing 3 cards to discard from my last turn There’s never that many options so even the slowest of deliberators can’t pontificate too much. As village scoring can potentially happen at any turn, a vested interest can be kept.
Game Length Quick A classic filler game.
Setup Time Seconds Open box, choose colour, shuffled decks place first village, done!

My Review
Nothing that Carcassonne or Dominoes hasn’t already done, this tile-laying game does provide a little intrigue as players decide on where best to place their cards – go for the points, or stymie their opponents. However, with card orientation irrelevant, there is less complexity than other games of this type. Ideal for younger players or those new to the gaming world.
The ‘live’ area has a functional feel to it, whereas the flipped scored area does improve the look of the game as it progresses. With not too confusing rules, this game can be picked up pretty quickly if explained well.
I would stick this firmly into the filler game category where 1 or 2 plays would go down well, though any further plays may well have a diminished enjoyment. It is a game that sticks with you, it’s been a while since I last played it and must say, I wouldn’t mind giving it another bash.
The Bad:
Not particularly original and lacking any real ‘meat’ to it.
The Good:
Easy to play suited to players both new to the tabletop world and seasoned veterans.
Final Verdict:
Well that was anticlimactic.
Expansions
None that I know of.

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