Skip to main content

Daisho, quick review

 Daisho is a fantastical Samurai ruleset. Here's a quick run down for those who TLDR, or in my case are too lazy to write proper reviews;

Lady Takori and her retainers storm the sake den, whilst the sisters and their archer move to flank


> Its what I call a toybox ruleset. Lots of options, very customisable, easy to build your bespoke warband for your toys and create your scenarios.


Is anyone in?


> It's light on game design, and probably strategy. There are points for the stats and builds of your warband, but little else. The core rules are roll a D10 and add some modifiers. It really is just move and attack, no gimmicky or clever mechanisms. You could min max your warband built, but that's clearly not what this ruleset is for.


A troop of aggressive warrior monks storms the Sake House


> It really does have a lot of options. About 10 of the 90 page book are rules, the rest is either character/warband creation options or ideas for scenarios


A brawl ensues


> It is really aimed at fantasy Japan. The best bits of content are the Ki powers, spells, and mythical creatures. Without these the experience will be very vanilla. Ki powers include rerolls, running across water, cutting arrows out of the air etc.


> Because it is a toy box it lacks focus as either a competitive game or a campaign narrative game. You definitely can create the latter but you will have to take all the ingredients, divide them out to create unique factions and really design the game yourself.


The sisters dispatch a second peasant before being shot


> In play high defence ability single characters are quite powerful. This is good from a narrative balance point of view as a swarm of peasants is not going to easily rundown the sword master. But the game can drag if two such sword masters fail to hurt each other for several rounds running. Some of the equipment choices are clearly better than others, even with the points system in place. You could create a more narrative focused warband, but it might suck.


> Daisho gets a tentative recommendation from me. Its cheap, easy to get on the table and has variety. However for it to really sing you will need to build a top notch scenario and pair of warbands from the ideas presented. There are examples, but no templates.

Comments

  1. Decent capsuler review- personally I'd prefer if it leant one way or another - tournament or campaign- as it is it sounds like it is just a quick 'filler' game better suited to one off...?

    Cheers,

    Pete.

    ReplyDelete
    Replies
    1. agreed, it either needs more balance and variety for pick up play, or more direction for campaign play.

      Delete

Post a Comment

Popular posts from this blog

Quick Looks: Cimean War Battles - Tchernaya River

 A quick one today I traded off Across the Narva by Revolution Games (should post something on this) for an oldish (2000) copy of an S&T magazine. The mag came with two battles reprinted from the 1978 Quad game on the Crimean War. The full Quad also contained Inkerman and Balaklava, this magazine version just has Tchernaya River and Alma. Initial setup Early SPI games (and actually GDW and AH come to think of it) of the 70s tend to have lots of rules you already know. I go, U go, movement, fire, melee, rally, and most of the rules are standard. Command and control rules and friction of war arrived a lot later. To couter this I have added a simple house rule. For each division (units are brigates and regiments, about 2-8 per division) roll. On a 1 in 6 movement is halved unless the unit can charge, in which case it must charge the nearest enemy.  A simple easy to apply rule for generating those light brigade charges. You could also easily convert this to a chit pull game by division

Wilderness War is probably the best CDG (review)

One attribute of a good war game is that it opens up rather than narrows down the more you play it. Each time you play you see there is more strategic depth than you thought there was. When I first started playing Wilderness War, a card driven wargame design (CDG) on the French Indian War by Volko Runke, I thought it was simply a case of the British building a large kill stack and marching it up the Hudson and the French trying to get enough victory points (vps) from raiding to win before the inevitable. The outcome would likely be decided by card play and who got the reinforcement cards when they needed them. The game is afoot.  Four games later I have realised that this is not the case. Yes the British will sometimes win by marching a big army up the Hudson and sieging out Montreal, but a lot of the time things will play out quite differently. Maybe the French strike first, perhaps the British realise that going up the Hudson is going to be a slog try another route. Ei

Quick Looks; Red Star / White Eagle

I generally hate it when people describe designs or ideas in games as dated, because many of the most innovative games  are older than I am. Equally it implies there is something innately good about new designs, which I don't think there is. Dune is arguably the best multiplayer 'war' boardgame and the 70s basic DnD is in my view still the best RPG. I wasn't born until the late 80s and didn't discover these things to the mid 2000s so this isn't nostalgia doing my thinking, its just that some old ideas are better than new ones, despite our apparent 'progress'. Back when Roger B MacGowan did cool art house covers But having said all this Red Star / White Eagle is a dated game design. And this matters if you are looking at popping £70 on a new reprint of it from Compass Games. I am a wary cheapskate so I picked up a second hand copy with a trashed box of ebay for £20. It was worth it, but only just. Poles have just been creamed on the south we