WORLD 02 · SENGOKU ERA
RISE OF THE DAIMYO
A tactical tabletop wargame set in the age of Japan’s warring clans.
Rise of the Daimyo is a tabletop miniatures wargame set in Japan’s Sengoku era, a time of rival clans and competing warlords. Players command armies on a hex-based battlefield, trying to gain an advantage through orders, movement and combat.
The game is about making choices with limited opportunities. Which units should receive orders? Where should they move? When is it worth attacking, and when is it wiser to hold position or retreat? The answers depend on the battlefield and on the actions of your opponent.
Command cards, Battle Event Cards, dice and tokens help manage the changing situation. Positioning matters: terrain, facing, flanking attacks and higher ground can influence combat. Units may suffer wounds, face morale tests or be routed, so a strong position can still become dangerous when the battle turns against you.
HOW A ROUND WORKS
From orders to combat
Each round moves through a series of phases. Players choose commanders and issue orders, move units into position, and resolve the fighting between engaged forces. The order in which you act and the way you position your units can open opportunities—or leave your army exposed.
Command
Choose a commander and issue orders to eligible units or brigades.
Move
Check facing and terrain, then manoeuvre units across the hexes. Movement options depend on the situation.
Ranged attacks
Where permitted, resolve shooting and apply the relevant modifiers.
Combat
Resolve close combat with dice, taking account of the circumstances that affect each side.
Morale and consequences
Wounds, morale tests and routing can change the position of units and the course of the battle.
Battle Event Cards add another layer of uncertainty. They can introduce tactical opportunities or complications, so players must adapt rather than rely on a single plan from the start.
WHAT IS ON THE TABLE?
Miniatures, cards and battlefield tools
To play, you need miniature units and a battlefield with hexes. Terrain pieces such as hills, rocks and houses help create the setting. Cards, dice and tokens are used to manage commands and resolve events and combat.
Miniatures and terrain
Army miniatures represent the units under your command. Terrain features build the battlefield and influence movement and tactical choices.
Daimyo Command Cards
Command cards are used when selecting commanders and issuing orders during a round.
Battle Event Cards
Battle Event Cards introduce additional effects and decisions as the battle develops.
Dice and tokens
Dice are used for combat and other tests. Tokens help track battlefield effects such as wounds, charges, overwatch and momentum.
TACTICAL PLAY
Read the battlefield
There is more to victory than simply moving towards the enemy. A unit’s facing, its position relative to opposing forces and the terrain around it can all matter. Flanking attacks and higher ground may improve an attack, while a poor position can leave a unit vulnerable.
Command decisions also have consequences. Orders can fail, units can become engaged, and a commander may need to rally or retreat rather than continue an unfavourable fight. Knowing when to press an advantage—and when to preserve your force—is part of the challenge.
Rise of the Daimyo rewards players who plan ahead but remain flexible when events, combat results and morale change the situation.