Overview
Kamakura is a game of war, diplomacy, and Machiavellian intrigue set during the Kamakura Shogunate (1192-1333), when Japanese feudalism and the samurai class reached full development. Two to six players represent various clans and powerful groups, maneuvering forces, fighting battles on land and sea, and conducting negotiations to become the dominant power in Japan and assume the title of Shogun. The game is often described as “Diplomacy set in feudal Japan.”
Components
- Game board (map of feudal Japan with territories and sea zones)
- Army and fleet counters (per clan/faction)
- Diplomacy cards or negotiation aids
- Battle resolution charts
- Turn record track
Setup
- Place the map of Japan in the center.
- Each player selects a clan or faction.
- Place starting forces in designated territories per the scenario.
- Determine turn order.
Turn Structure
Each turn represents a season or period and follows a Diplomacy-style sequence:
- Negotiation Phase: Players discuss alliances, make deals, and plan jointly (all agreements are non-binding).
- Order Writing Phase: Players secretly write orders for all their units.
- Order Revelation Phase: All orders are revealed simultaneously.
- Movement Phase: Units move according to written orders.
- Combat Phase: Battles are resolved where opposing forces occupy the same territory.
- Adjustment Phase: Territories are controlled, new units may be built.
Actions
Diplomacy
- Players negotiate freely during the negotiation phase.
- Alliances, non-aggression pacts, and joint attacks can be arranged.
- All agreements are non-binding – betrayal is a valid and often necessary strategy.
Movement
- Armies move between adjacent land territories.
- Fleets move between adjacent sea zones or coastal territories.
- Units can support other units’ attacks or defenses.
Combat
- When opposing forces occupy the same territory, combat is resolved.
- Support from adjacent units can tip the balance.
- Battles are resolved using the combat resolution system (similar to Diplomacy-style resolution where equal forces bounce).
Building
- Players controlling supply centers may build new units during the adjustment phase.
- The number of units a player can maintain is limited by the supply centers they control.
Scoring / Victory Conditions
The player who controls enough territories/supply centers to be declared Shogun wins. This typically requires controlling a majority of Japan’s key territories. Alternatively, players may agree on victory conditions at the start.
Special Rules & Edge Cases
- The game draws heavily from Diplomacy mechanics, making negotiation and alliance management as important as military strategy.
- Naval power is important for controlling coastal territories and sea trade routes.
- Betrayal of alliances is expected and part of the game’s design.
- The Kamakura period setting provides historical flavor but the game is primarily a strategic exercise.
- Games can run long (3+ hours) due to the negotiation-heavy gameplay.
Player Reference
| Key Concept |
Detail |
| Setting |
Kamakura Shogunate (1192-1333) |
| Core mechanic |
Diplomacy + simultaneous orders |
| Alliances |
Non-binding |
| Win condition |
Control enough territories for Shogun title |
| Unit types |
Armies (land), Fleets (sea) |
| Key Numbers |
Value |
| Players |
2-6 |
| Play time |
~3 hours |