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Category: Variant

Sengoku Jidai Variant Rules, Version 6DP


Variant Description:

Sengoku Jidai Variant Rules, Version 6(DP) Homepage:

Sengoku Jidai Variant Rules, Version 6(DP) Homepage:

The Sengoku Jidai Variant is a historical transplant of Hasbro/Avalon Hill's Diplomacy to medieval Japan. The Sengoku Jidai Variant conforms to the standard rules of Hasbro/Avalon Hill's Diplomacy in most every way, with the few exceptions listed below. The standard rules are NOT copied here, and all players of the Sengoku Jidai Variant are assumed to own or expected to purchase the Rules of Diplomacy (or better yet, the full game) through Hasbro/AH, as I did. Turns move from Spring to Fall just like standard Diplomacy, and the first turn is Spring 1570.

Abbreviations are often not at all what you might expect them to be because of the significant number of provinces that share the same first three letters (i.e. Echigo, Echizen, Izumo, Izu, Yamashiro, Yamato, and all those that share their name with a body of water e.g. Tosa, Tosa Bay etc.) Be sure to check the names feature on Realpolitik.

Units may be built on any vacant supply center that you have held for a fall. (i.e. all SCs controlled by players are considered their "home supply centers" for the purpose of building units - Chaos Builds.) Bizen and Sanuki are considered land contiguous, as are Nagato and Chikuzen, Iyo and Bungo, Iyo and Suo, Mikawa and Shima, and Awa and Kii, though they appear separated by water on the map. Both Armies and Fleets may cross from one of these territories directly to the other. Movement by fleets through the surrounding sea zones is unaffected. The six dark borders indicate these "bridges" on the map. The area containing the nameplate of the variant is impassable (though it appears to be a sea zone - this is for aesthetics only).

In addition to the 8 players of this variant, there are neutral territories, represented by White on the map. Each neutral territory is occupied by a neutral unit that may be ordered to either hold or support another unit by using Diplomacy Points (DP).

Every spring and fall, each player in the game receives 1 Diplomacy Point for each SC controlled (up to a maximum of 3) to use to influence the actions of the neutral units on the map. Each season, players may submit up to three orders (hold or support only) for the various neutral units as if they were their own, and assign up to 2 of their total DP points to each order. During adjudication, the order that received the most total DP points for a particular unit is carried out. Any other orders submitted with fewer DP points are not carried out, and those DP points are lost. A unit must receive at least 1 DP point to execute an order. Units receiving no DP points hold. Neutral units, like any other, may have their support cut by an attacking unit, and may be supported to hold by other neutrals or players. Neutral units are *not* subject to the self-dislodgement rule - meaning that a neutral unit *may* support a player to dislodge another neutral unit. (i.e. each neutral unit is treated like a separate player). Neutral units are disbanded immediately if dislodged, but rebuilt at the end of the year if the territory is not occupied. Once occupied, the territory becomes a standard SC, and never reverts to a neutral again.

Victory is declared when one Daimyo has control of 21 SCs, or all other players concede defeat. Unlike previous versions, all types of draw proposals are now acceptable. Have fun and welcome to 16th Century Japan!


One of the most ancient and well-established families among the daimyo of the Sengoku Jidai. Benefits from a defensible corner position on the map, but can be slow to develop. Conquest of the neutrals in Bungo (Otomo Sorin) and Hizen (Ryuzoji Takanobu) is a common objective. A full attack by Mori and Chosokabe spells disaster for the Shimazu.

An upstart daimyo, formerly a retainer to his slain master of the Ouchi family. Inherited his former master's holdings and developed them to become the strongest opponent of Nobunaga's successor, Toyotomi Hideyoshi. Must avoid cooperation between Shimazu and Asakura at all costs. Surrounded by neutrals, Mori does better to support some of them as buffers, rather than picking them off. Vulnerable to attack by Shimazu and Asakura, and to a lesser extent, Chosokabe.

Dominant on his home island of Shikoku, Chosokabe struggles to build influence on Honshu or Kyushu. Development of ground forces is a top priority. Benefits most from either the destruction of Shimazu, or a solid alliance with him, although the division of Mori spoils often tends to favor Shimazu. Tensions over the vulnerable Suo Sea and wealthy Bizen should not preclude cooperation with Mori.

Surrounded by neutral armies and resource-poor lands, Asakura must choose early to move decisively either north or south along the coast of Honshu. Splitting attentions between Mori and Uesugi leads to an early downfall. Alliance with Oda is common, but more often, the two simply agree to leave one another alone rather than coordinate attacks. Uesugi can pose a serious challenge if Takeda allows him to grow unchecked. Takeda proves to be a worthy ally, especially in an alliance against Uesugi or Oda.

The first of the three great unifiers of Japan, Oda Nobunaga rose from humble beginnings in the resource-poor province of Owari to dominate the heartland of Honshu. He was the daimyo that unseated the Ashikaga Emperor in Kyoto, Yamashiro province. Like Asakura, Oda must move decisively in one direction early in the game to succeed, while using diplomacy to secure the other front. A negotiated peace with Asakura, Takeda, or Hojo usually determines the focus of Oda's attacks.

Perhaps the most beloved and famous of the Sengoku daimyo, Takeda Shingen led the famed mounted samurai of Kai, whose superior tactics were dominant for many years over infantry wielding the European arquebus. The frequent opponent of Uesugi, Hojo, and Oda historically, Takeda's hopes for victory lie in early aggression to restrain Uesugi and/or Hojo from claiming their otherwise easy builds. An early spoiler attack from Takeda will crush the hopes of the other northern powers.

Historically, the downfall of Uesugi was that his strength was spent on the battlefields of Kawanakajima (North Shinano) rather than focused on the shogunate. His many battles with Takeda were the undoing of both great daimyo, and so it is in this game. A negotiated settlement with Takeda is priceless, albeit difficult to achieve. Cooperation with Hojo yields significant benefit, although the two powers can do little to aid each other initially - and often come into conflict over the ownership of neutral Hitachi (whose daimyo, Satake Yoshishige, was powerful in his own right).

One of the last daimyo to fall before the mighty army of Toyotomi Hideyoshi, Oda Nobunaga's successor. If left uncontested, the Hojo will quickly rise to dominate the Kanto region of Japan. The potential for rapid initial gains can be easily negated by Takeda aggression however, and Oda poses a serious obstacle to southern conquests. If trust can be built, alliance with Takeda is potentially the most profitable.

Start Position Map:

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