My Account
Your cart is currently empty.
Shop by Age Shop by Players Kids Family Strategy Card Party Puzzles Toys Extras
Pre-Order Games Ashland Store Eugene Store Facebook Facebook
Join Our Newsletter
Samurai & Katana
Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.
Store:  Strategy Games
Theme:  Oriental
Format:  Board Games

Samurai & Katana

Funagain Games does not stock this edition of this title [], usually because it's out of print.

Notify me if/when this item becomes available:
(you will be asked to log in first)

Ages Play Time Players
12+ 120 minutes 3-6

Designer(s): Pascal Bernard

Manufacturer(s): Clash of Arms, Tilsit

Please Login to use shopping lists.

Product Description

It is the middle of the 16th century during a Japanese civil war. You are the daimyo of one of the greatest samurai clans. In order to end this war, you must seize the opportunity to become the new Shogun and to unify the country under your rule. But only an honorable daimyo can obtain the shogunal title. To this end, you will build castles, subject the minor clans, battle your rivals, wipe out the religious sects and conduct business with foreign countries. With different means at your disposal to hamper your opponents (ronin, ninja and dark forces), you must also prevent your rivals from gaining the most coveted title of Shogun. But be aware that effective methods are not always honorable.

Product Information


  • 1 game board representing 16th century Japan
  • 55 cards
  • 120 samurai miniatures
  • 18 castle miniatures
  • 19 small and major city counters
  • 24 koku counters
  • 6 clan reference cards

Product Reviews


Average Rating: 4 in 6 reviews

Sort reviews by:

Great game that deserves more attention.
March 16, 2005

Samurai & Katana is a game that has not yet made a big impression on board gamming, for me, this was the game that made me stop playing Risk and start exploring every kind of board games. When I saw S&K was "back in stock", I thought I might as well post my coments on the game.

The only real problem the game has is the horrendously written rules! It took me maybe 5 games to get them right (at least I think I got them right). Most problems people has with the game on the internet comes from a poor understanding of the rules, and it's incredible how diferently the game's played from the actual rules (ahem... what I think are the actual rules).

Once you get the rules, the game's very simple to teach to new players and games are always very balanced and very interesting, the aspect I like the most is that you need money to keep your forces moving, and since castles allow for free movement, their placement makes a very important decision on the strategical/tactical aspect of the game.

Some games can get to be VERY long, but never boring, also, we've had some very fast games and in that case we usually play again.

The games plays best with 5-6 players, I just LOVE a 6 player S&K game! Borders are tight, deals are important, winning combats the honorable way is a serious thing to consider (because there's always an easy option: kill the samurai, or revolt the province), the deck does feel like it has very few cards, but it also somewhat balances card use, as if you use a powerful card, you can expect it will be on some one elses hands very soon, some times ruining your plans. Some times the player with the least honor (you need honor points to win the game) can be the richest player, as he does has a very important influence on power balance. Situation around the capital gets very intense, and some warriors prefer to stay away, just making sure no one gets an easy shot for the control of the whole imperial province.

In simple words, S&K feels very strategic and very authentic you face constant decisions and must have a good balance between economic, militar and politic power, yet, the game is in escense very simple. The more you play the better it gets, it's been 3 years of board gamming for me (and I've spent a VERY good part of my money on them) and S&K is always an option I'm willing to play!

Beware the rules are a very good example of how a rulebook can ruin a great game!

If you are looking for something new over A&A and Risk, then I would seriously recommend S&K.

Winning becomes an intriguing puzzle.
September 12, 2002

Our group of four has enjoyed playing 'S&K' even more than the Milton Bradley 'Samurai/Samurai Blades'. The game goes much faster for one thing. One's location on the game map is also not as crucial as in Samurai. You can make steady progress towards winning without having to conquer the whole map.

The other reviews have left out perhaps the most intriguing aspect of the game: the player with the fewest victory points at the end of the turn chooses the turn order for the next turn. Furthermore,the next player is not chosen until the prievious player has completed his turn. This ability to choose turn order is a huge advantage. If you cut down another player too much at the wrong time you may be handing him/her the means to engineer your defeat.

The game gives you many difficult choices throughout the play of your turn and you're never sure which action will seem to help you at first but prove to be your undoing in the end.

S&K is an excellent combination a conqust game with a 'Euro' style game. Highly recommended.

good ideas and concepts, cards need to be clearer
July 21, 2002

I played this game twice and did a 2 round test to learn the rules so far. It's an interesting game with good ideas and concepts.

I enjoyed playing this game.

I found some cards and rules need to be clarified. When playing, too many times we had to make our own ruling what the card meaning meant and how it should to be played and when.

Also, there r not enough swords on the cards. It happend sometimes that the players had all except maybe one or two samurai's on the board, and like 10-15 koku's during his turn to buy. So there was a part of the koku's that was wasted.

So, in short, the samurai's doesnt get killed often, so ppl just retreat when lossing a battle.

In that point of view, there should be more cards with swords, so that we can spend the money on samurai's to put elsewhere.

Because ater a while, it can happend that,

on territories that has 2 or 3 samurai's in a zone that is none threating to an attack, these samurai's r just wasted.

There r not enough cards, we keeped on reshuffling the cards, so in a short period cards keeped repeating it self.

Speaking of the cards, there r too many cards that can move or replace one or group of samurai's.

So it was hard to keep a whole zone of the same color without someone using one of those cards to take a territory of their choice and so, preventing a player collecting his honor for having all the territories of the same color at the end of the turn.

One of the two times i played was a 4 player game. I found it funny on the box it said a game lasts about 2 hours.

Turned out, we were playing a just a 15 pts game, and after about 2 hours, the player with the lead had only 7 pts.

In general, I like the game and going to play it again. It is a good idea to get this game if u enjoy strategy games.

With my experience of playing this game, i give it is 3 stars out of 5. So its a solid game, but with the details i given above, and rules being clearer, this game can be easily be a 4 out of 5.

Show all 6 reviews >

Other Resources for Samurai & Katana:

Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.