
Small Samurai Empires: Rise of Tokugawa
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FroGames — Moments You'll Remember
Everyone plans three moves ahead. Then they discover that everyone else's plan was better. And that the castle no longer saves anyone.
ABOUT THIS GAME
The Rise of the Tokugawa and the Last Clan War
Rise of Tokugawa is the expansion that brings Small Samurai Empires to its definitive form. Designed by Milan Tasevski, also the author of the base game, it adds a fifth player, a complete solo mode, samurai training camps, and a playmat that transforms the table. The setting remains that of feudal Japan, at the moment when the Tokugawa house prepares for unification — and all other clans prepare for the last, inevitable war.
At the table, you program three actions per turn without knowing what others will do. You train invincible samurai, deploy archers and elite units, and position generals who change the tactical balance. And when the castle walls are no longer enough, there is only the siege. The expansion does not add complexity: it adds tactical depth and tension. Every move counts double, because now battles are decisive.
What they say abroad
The definitive expansion for an already tense game. Now every battle is a siege.
— FroGames
Rise of Tokugawa transforms Small Samurai Empires into a complete tactical experience, without losing its abstract elegance.
— FroGames
Small Samurai Empires: Rise of Tokugawa
The expansion introduces a dedicated automa system that simulates an opposing clan with asymmetrical rules and decision cards. The experience is complete and challenging, only lacking the psychological tension of double-blind play against humans.
Your Feudal Arsenal
What the expansion adds to the battlefield
Archers
They strike from afar and change the tactical balance. Positioning them well means winning a siege before it begins.
Elite Units
Stronger, faster, more expensive. When you deploy them, everyone at the table recalculates their moves.
Generals
They give unique bonuses to your faction and change the way you fight. Choosing which one to deploy is half the strategy.
Training Camps
Here you transform your samurai into invincible warriors. But they require time. And time is the only resource no one has.
In an hour, someone will have unified Japan. And someone else will have realized too late where to deploy their archers.
A game in five moments
What happens at the table
Not the rules. The experience.
Silent Expansion
Everyone chooses their clan, places their castle, deploys their first samurai. No one knows yet where the others will strike. The first three turns are cautious expansion: you occupy territories, prepare defenses, study the map. But someone is already planning a siege.
The First Clash
Two players reveal their moves at the same time and discover they had planned for the same territory. Immediate battle. The loser withdraws their troops. The winner realizes they are now a target. The table awakens.
The Training Race
Mid-game: everyone has realized that basic samurai are not enough. Those who invest in training camps sacrifice expansion. Those who expand sacrifice strength. No choice is safe. And the generals have not yet entered the field.
The Siege that Changes Everything
Someone deploys archers and elite units in front of an enemy castle. Everyone stops talking. The siege is the moment you realize if you planned well or if you wasted twenty minutes. The battle lasts one turn. The consequences last until the end.
Counting Territories and Lost Honor
End of game: controlled territories, surviving castles, trained samurai are counted. The winner sacrificed something to win. The loser knows exactly which move, three turns ago, made everything collapse. And wants to play again immediately.
How to play
The flow of each round
Three planned actions. All revealed together. Conflicts resolved in order.
Everyone chooses three actions (movement, recruitment, training, construction) and places them face down. No one knows what the others will do.
Everyone reveals their actions at the same time. If two players have planned for the same territory, there's a battle. Otherwise, actions are executed in order.
Battles and sieges are resolved by comparing unit strength, general bonuses, and archer positioning. The loser withdraws. The winner controls.
Used actions are collected, territory controls are updated, new moves are prepared. And you try to figure out what the others will do.
Why it's different from others
Six elements that make the difference
Asymmetric Generals
Castle Sieges
Archers and Special Units
Training Camps
Fifth Player and Solo Mode
Dedicated Playmat
How it ends
How to win and how to lose
The game ends when all territories are controlled or when a player militarily dominates. Territories, castles, and trained samurai are counted.
Victory
- You control more territories than other clans at the end of the game
- You have surviving castles and trained elite samurai (worth bonus points)
- You have conquered at least one enemy castle (immediate military victory in some variants)
Defeat
- All your castles have been conquered (direct elimination)
- You expanded too early and lost every battle due to lack of training
- You programmed your moves poorly and found yourself isolated without territories
Rise of Tokugawa transforms Small Samurai Empires into a complete tactical war system. If you love tense abstracts and calculated battles, this expansion is a must-have.
Frequently Asked Questions
FAQ about Small Samurai Empires: Rise of Tokugawa
Is the base game required to play?
Yes, Rise of Tokugawa is an expansion and requires the Small Samurai Empires base game to be played. It is not standalone. It adds components, rules, and modes, but cannot be used on its own.
Is the solo mode truly balanced?
Yes. The automa uses a dedicated decision deck that simulates an opposing clan with credible tactical choices. It's not a stupid bot: it forces you to defend, attack, adapt. The experience is complete, only lacking the psychological tension of multiplayer.
Does the expansion slow down the game?
No. It adds tactical depth, not complexity. Turns remain fluid: you program three actions, reveal, resolve. The new units (archers, elites, generals) integrate into existing mechanics without overcomplicating things. In fact, they make games more dynamic.
Is it worth it even if I mainly play with 2-3 players?
Yes. The fifth player is just one of the advantages. Rise of Tokugawa is worth it for the solo mode, asymmetric generals, sieges, and the playmat. Even with 2-3 players, the expansion significantly improves the base experience.
Is the edition in Italian?
Yes, this is the Italian edition published by Boardgames Invasion. Rulebook, cards, and components with text are fully translated. The base game in Italian is required to play.
Small Samurai Empires: Rise of Tokugawa is the definitive expansion for the tactical territory control game set in feudal Japan. Designed by Milan Tasevski and published by Boardgames Invasion, it adds a fifth player, a dedicated solo automa mode, asymmetric generals, elite units, archers, and training camps. For 1-5 players, ages 13+, duration 45-90 minutes. Mechanics: action programming, area majority, territory control. Rise of Tokugawa transforms Small Samurai Empires into a complete tactical war system, with castle sieges, decisive battles, and a dedicated playmat. Available on FroGames.it.

Small Samurai Empires: Rise of Tokugawa
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