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General Orders: Sengoku Jidai

In looking back at my review of General Orders: World War II, I was surprised to see that I’d given it 3.5/5 stars. Feels high. My opinion of the game hasn’t exactly soured over time, that’s a bit strong, but I never reached a point where I got much enjoyment out of it. Play after play, it was a design that floated on the periphery of working without ever quite crossing over. As much as I loved the idea of an approachable and quick-playing war game in a small box, General Orders: World War II didn’t do it.

I was ready to pass on the follow-up until I saw the box: I’m a sucker for sengoku-era Japan, and I love a boat. I’m a simple man, you know? And sometimes that works out! David Thompson and Trevor Benjamin’s burgeoning series deserved another airing. General Orders: Sengoku Jidai improves on the original in just about every way imaginable.

A crowded board near the end of a game. The board, which includes water and land spaces, is divided into hexagons. Wooden boats and discs that represent troops populate the map.

Boats

I think it’s the boats. It has to be. That’s the only major change that separates Sengoku Jidai from its…

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