A Shaky Start with Yamazaki
As mentioned in the previous entry in this series, I started playing the Battle of Yamazaki to learn the rules. That decision was probably a mistake, since reading through the scenarios should have given me a hint that the second scenario described, the Battle of Nagakute, has far less scenario-specific rules and fewer chits for both sides. The Battle of Yamazaki is also the only scenario to use the fortress rules to address the siege of Shōryūji Castle. These siege rules feature a small, separate map board as well as completely different combat resolution procedures. While playing through the fortress siege, part of me wanted to hurry up and get back to the more familiar combat outside the fortress. Only when the siege was complete and the losses counted did the fortress rules click completely.
![]() |
| Painting of Akechi Mitsuhide |
It seems like it might be tough for the defending player to stop Hashiba Hideyoshi’s troops from easily winning the scenario, but I am already thinking of strategies that would give Akechi Mitsuhide a fighting chance. The Battle Plans chosen at the beginning of the game are vital; the Akechi player would likely benefit from any Battle Plan that allows the use of Defensive Positions (special markers that give Clans that remain stationary combat bonuses when defending).
We will have to come back to the Battle of Yamazaki. I made so many mistakes while learning the rules that it would be unfair to draw any conclusive thoughts about the scenario yet. Until then, we will take a look at the second scenario, which was still a learning process but arguably went far smoother than Yamazaki. If nothing else, at least the first scenario followed the historical reality fairly closely: Hashiba handily defeated Akechi.
The Battle of Nagakute (1584)
Let us start off by saying that the battle results did not reflect the historical reality. Ikeda Tsuneoki managed to secure a solid victory against Tokugawa Ieyasu, while the real Ikeda had his head carried off as a trophy. How exactly did that happen in the game? Well, readers will probably not be surprised to learn that mistakes were made.
![]() |
| Painting of Ikeda Tsuneoki |
Ikeda Tsuneoki and his Clan start the map in the south-eastern corner, near Iwasaki Castle. The rest of the troops for the player taking the role of Ikeda’s side (really, Hashiba Hideyoshi’s side) are spread across the long road that snakes from south-east to north-west. The Clans at the far end of this road are extremely distant from Ikeda, meaning that the player will likely have difficulty activating these Clans. I completely failed to follow this rule, and Ikeda’s Clans were freely activated. Oops! This mistake may not seem terribly significant, but it likely gave Ikeda a huge advantage. The Ikeda player has more units than the Tokugawa player; the fact that the Ikeda player cannot easily give his most distant Clans new Orders means that the Tokugawa player has a chance to even the odds numbers-wise.
All of Ikeda’s Clans begin the scenario with a Regroup Order, meaning that the player will likely want to change as many of these Orders as quickly as possible. Clans in Regroup suffer a pretty serious penalty in combat. To make matters worse, they can be forced to withdraw when enemy units get too close to them. Units that are forced to retreat off the map (a fairly real risk) are eliminated from the game entirely, possibly giving the opponent Victory Points in the process. This scenario really teaches the value of positioning. It was fascinating to see the fight from the Tokugawa player’s perspective: moving units close to enemy units in Regroup pushed the enemy away, no combat required!
One Victory Point is awarded for every point of Elan that either player is able to eliminate. Not all units have Elan. The units with an Elan score of zero are thus “disposable,” or at least should probably be used on the frontlines. They can, after all, still inflict damage on enemy units. The player using them does not have to worry overly much if they are defeated.
Five VPs are awarded to the player who controls Iwasaki Castle at the end of the game. The Ikeda player will likely easily capture the caslte within the first few turns. It makes one wonder: how feasible would it be for the Tokugawa player to focus on its recapture? A Battle Plan allowing for fast movement would be necessary. Those five VPs might be worth the effort!
As with the general rules, one VP is awarded per Bundori point (these points are accumulated by eliminating defeated enemy leaders). Of course, Bundori points only count as VPs at the end of the game, and do not make the VP tracker increase during the game.
The final VP totals are calculated at the end of the game. A victorious player must be in the lead by two points, otherwise the game is a draw.
Finally, the Ikeda player can win automatically if they can defeat Tokugawa Ieyasu himself. Interestingly, the Tokugawa player cannot win automatically by defeating Ikeda Tsuneoki; this rule seems to reflect both leaders’ relative importance. One point that bears mentioning: Tokugawa Ieyasu begins the scenario off-map, and does not enter the game until at least Turn #3. There seems to be nothing in the rules that forces his Clan to enter the map at all, making one wonder if it would be necessary to force the Tokugawa player to bring his Clan in. Otherwise, the Ikeda player would not have an opportunity to defeat Tokugawa Ieyasu himself. Not bringing his Clan in would likely be a mistake for the Tokugawa player, however, considering how few units the Tokugawa side has.
![]() |
| Ukiyo-e of Tokugawa Ieyasu, Utagawa Yoshitora, 1873 |
I tried playing an aggressive Ikeda intent on getting Tokugawa’s head, but it proved challenging to do so. Ii Naomasa’s Clan was able to hedge off Ikeda’s attack, and the two of them wound up in a stand-off in the forested mountain path in the center of the map for a few turns.
Some Lessons Learned
Combat is dangerous for both attacker and defender. It is quite common for both sides to take damage. Some attacks that seem like certain victory can go horribly wrong. It is also dangerous to let enemies surround one’s units; a unit without a path of retreat has a higher risk of taking step losses (units have four steps, from strongest to weakest: good order, shaken, disorganized, and exhausted).
It is sometimes worth changing a unit’s Order from Regroup to Defend and then wait a turn to change it from Defend to something else. Changing an Order from Regroup to Attack, for instance, requires a 5 or 6 on a roll of a six-sided die; not exactly great odds. Units under a Defend Order are also able to avoid forced advances after combat, which can quickly put an attacker in a bad situation.
Battle Plans and Tactics are key. Both sides chose Battle Plans with decent special abilities, but the Tactics available were lacking. Both sides would have benefitted greatly from having some Totsugeki (“charge”) Tactics to use. Using Tactics confers a great number of general benefits:
- units can be given Tactics and placed directly into the bowl even if they are on the Delay Tracker;
- units that are not able to use their Tactics because they were not pulled during that turn are still able to use their tactics the next time they are activated;
- and units that have Tactics and were not activated before a turn ends are automatically placed back into the bowl.
These bonuses are in addition to the specific benefits that the tactics also provide. Unfortunately, it is probably difficult to know which Battle Plan would be best for any given side in the scenarios until one actually plays through the scenario once. It also depends on what kind of play style a player prefers, since some scenarios do have multiple avenues to victory.
Playing through Nagakute still took a considerable amount of time: probably more than ten hours in total, spread over several sessions. Thanks to a greater understanding of the system rules, I had more fun with Nagakute overall. There was less need to reference the rulebook and even the combat resolution became second nature pretty quickly. If two units are fighting in Ransen (“mêlée”), for example, I know that it is a fight that involves comparing both units’ Elan and Masse totals and adding the resulting modifier (either positive or negative) to the red dice result. There could be additional modifiers to the blue dice result depending on the terrain, units’ states, and other factors. Understanding (and memorizing) these rules has made the game play quite smoothly. For anyone else concerned about a steep learning curve for this genre of games, fear not! At least for Tenkatōitsu, the rules start to become second-nature with a bit of experience playing. Teaching someone else the rules feels possible. The final scenario also seems less daunting.
Onwards to Sekigahara
With the Battle of Nagakute complete (at least for now), we have the big one left to explore: Sekigahara. This scenario is particularly exciting since it features a betrayal mechanic. Many of Ishida Mitsunari’s forces switched sides during the battle, ensuring Tokugawa Ieyasu’s victory. It will likely take a while to finish this scenario as it has more chits than the other two by a fairly wide margin.
Studying the map prior to setting it up raises one concern: why is one of the corners so dark? A black hex grid on green-so-dark-as-to-be-black may make navigating that corner an unnecessary challenge. We will have to wait and see whether it proves to be as troublesome as a cursory glance might indicate.





