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Senjutsu: Battle For Japan

Created by James and Paul at Stone Sword Games

Welcome to our store for Senjutsu: Battle For Japan. A tense, fast-play Samurai duelling game, with beautiful miniatures, expansive deck-crafting mechanics and memorable showdowns. This store features the same discounts and content from our original Kickstarter Campaign. Late-Pledge here and don't miss out!

Latest Updates from Our Project:

Update #8 The Legends- Musashi Vs Kojirō , The All-In Pledge FAQs (Bottom of update)
over 2 years ago – Thu, Nov 04, 2021 at 05:55:59 AM

Miyamoto Musashi

Miyamoto Musashi is likely the most famous Rōnin of all time, and indeed one of the most famous swordsmen and Samurai ever to live.

A famed duellist, Musashi travelled the length and breadth of feudal Japan, seeking out new opponents to defeat in duels. Later in life Musashi would write “The Book Of The Five Rings”, a manual on Kenjutsu (Swordsmanship). This treatise is still widely read today and contains many transferable anecdotes and life lessons that Musashi recorded in his relatively straight-forward style. There is a great emphasis in the Book Of The Five Rings for right-mindedness and avoiding over reliance on one trick/style.

Musashi is famously depicted as using two swords in many of the Woodblock paintings we have today. This is something that he himself advocated for in training and when fighting multiple opponents. It is also something we have decided to depict on his miniature as he prepares to fight Sasaki Kojirō, perhaps his most famous duel, fought in April 1612. The fateful duel, according to legend, lasted just ten minutes.

We’ve chosen to depict this duel in Senjutsu’s Season 1 Legends pack because of the fantastic differences that can be found between the two master fighters.

On Musashi’s miniature you can see a wooden Bokken which Musashi used to taunt Kojirō and as a way of gaining a reach advantage over his opponent’s huge sword. He fashioned this, according to legend, from the oar of his rowboat as he travelled to the island of Funa-jima for the duel. The remaining broken end of the oar can be found by the miniature’s feet.

Sasaki Kojirō:

Sasaki Kojirō was a master swordsman from the old and powerful Sasaki clan, born in 1575 in the late Sengoku period.

With the nickname “Ganryū” or “Large Rock Style”, Kojirō’s duels revolved around the use of his larger than average sword and an unusual technique, the “Tsubame Gaeshi” or “Swallow Reversal”/”Turning Swallow Cut”. This technique, according to legend, required great strength from the user and revolved around brutally changing the direction of a sword’s target following a downwards deflection of the enemy’s opening cut. Instead of carrying the strike downward, Kojirō would use a sideways flick of the blade to wound the opponent fatally.

Kojirō's sword is mired in historical obscurity and legend. It is believed the sword had a straight edge and was very long (35.5 inches) but it is unclear whether the sword was forged specifically to this design or was an amalgamation of an older blade with a modern mounting. With this long blade, Kojirō fought savagely – earning a reputation as a skilled duellist. He was so enraged and confident of his victory against Musashi that his scabbard cannot be found on the miniature- according to legend he cast it away - possibly into the sea itself!

On Kojirō’s back we find a Tessen, or War Fan, which he used to defeat three enemy assailants at the same time, all armed with swords. In Senjutsu- as an alternative Core Weapon Card, you may arm Kojirō- or any fighter- with the Tessen, an option we will be examining in Kojirō’s Samurai Spotlight.

Kojirō had a reputation for being flamboyant and often went everywhere with a retinue of followers, whilst being dressed as a Kabuki Theatre actor. It was this showmanship that Musashi would exploit in their famous and fatal duel…

 The All-In Pledges:

As you may have seen, our All-In Pledges are now live- providing a huge saving on Senjutsu's first season of fighters and the extra content. 

1) Will I lose my Early Bird Pledge by switching?

No, your EB Bonus is saved with your Backer Number and you cannot lose it. As the Ghost In The Night Add-On is included with the All-In, you will have £10 discounted from your shipping instead, giving you the exact same value in EB bonuses. 

2) Does the All-In fit in one box?

Yes, everything will fit in a single box, this "Big Box" will have dividers and be designed to fit into a Kallax/ your average shelf. 

3) Can I buy an empty Big Box after the campaign?

Yes, in the post-campaign store and whilst stocks last. 

4) Is anything exclusive?

Nothing except the Kickstarter discount- which will end with the closing of the post-campaign Pledge Manager store in 2022. Additionally, Deluxe copies of Senjutsu will be limited stock post-campaign, depending on which publishers / retailers decide to order them. 

5) How do I select my Language Options?

This information is picked up in a survey post-campaign. 

6) Is the Ink Drop optional? 

Yes, we can remove the Ink Drop from your pledge post-campaign. It is worth pointing out that the Ink Drop is compatible with being painted over too- so you can always go with the ink drop and then prime and paint the miniatures later. 

7) Is a German Language Version coming?

Yes. Germany is a huge territory for us and is being given a lot of thought and attention along with the other territories. New Language options beside the ones listed are also on the way!

Gameplay Guide #5 Narrative Solo Campaigns Quick Look + Senjutsu in Italy!
over 2 years ago – Wed, Nov 03, 2021 at 04:33:30 AM

Good morning, afternoon and evening backers!

Today we are going to take a quick look at Senjutsu's Narrative Solo Campaigns and how they fit mechanically and thematically with the Senjutsu system. 

Format: 

Each Solo Campaign will consist of an intertwining Graphic Novel and several major and minor narrative-centred combat / narrative scenarios. The outcomes of these scenarios will change the emerging plot of the Graphic Novel until eventually the ending of the Campaign Book fully reflects the choices you've made as your Samurai. Losing a battle is not going to be the end of the Campaign- instead losing will factor into the next part of the story being told.

Each campaign focusses on the backstory of a single Samurai, fixed canonically to the central plot of the Campaign but this does not mean the Campaign Book locks you to playing as that particular Samurai. "Arcade Mode" rules allow you to take any of the Core or Add-On fighters along with you to tell an entirely new story- using their Unique Rules and Ability Card Decks. 

If that is not enough content, then changing to a different difficulty rating will unlock new Enemy AI Abilities, new Skills for your Samurai to learn, new starting Ability Card Decks and even new Achievements to earn in your Senjutsu playthroughs!  

Terrain, Traps and Maps:

The Narrative Solo and Co-op Campaigns tell a story- but within that story are dozens of different settings and interactions with the 'world' of Senjutsu, contextualised against the backdrop of Feudal Japan. 

All of Senjutsu's components will be used in the narrative Campaign Books- allowing for a huge myriad of different maps and maps combinations. Terrain pieces and special miniatures like the Noblewomen will be utilised in clever and simple ways to add massive amounts of depth and replay value to the Solo game.

Some combat scenarios will be entirely contained within the pages of the Narrative Campaign Book itself! (Like with the 'Ambush On The Steps' scenario featured in this Update.) 

Other scenarios will feature and combine the Battlefield, Burning Village, Bridge, River Bank and Daimyo's Castle Maps! There is so much versatility in these Campaign Books that you will be able to play through dozens of times with each Campaign Book without experiencing repeat results!

Choices:

Senjutsu's Narrative Campaigns are about choices and measured outcomes. Not every Combat Scenario will be discovered in the first playthrough, nor does every battle needs to be won in order to progress through the Campaign Book (and sometimes even a defeat can feel as satisfying as a victory).

In these stories we will show you the characters of Senjutsu, their virtues and their weaknesses and it will be through your choices in the campaign that you will see your Samurai through to an ending. Whether that's the ending they would want or an ending that develops out of your performance and choices through the campaign. 

Choices and Combat: 

Not all Combat Scenarios in a Senjutsu Campaign will necessarily be experienced the first time you play. A friend from one Campaign may become your foe in a re-play if your choices push the plot in that direction. 

Another key part of the Senjutsu Campaign Books is the opportunity to change your Ability Card Deck as you play. Fighting a Battle or getting through a certain choice will permit you, as the player, to change your Samurai's deck to reflect their changing nature. For example, cutting down some Ashigaru without taking a single Wound may allow you to swap any Wood Card for any Steel Card- but take a Wound from impacting a Burning Card? That'll earn you the opportunity to add prepared Field Bandages to your Ability Card Deck on top of some other card choices. 

It is our intention that the Campaign Books will feel like a game in themselves- with simple but tactically complex AI interactions, emerging gameplay that reacts to selectable difficulty settings and legacy choices that guide your Samurai down new pathways in the Narrative. 

Senjutsu In Italy:

Paul and I are very happy to welcome Pendragon Studios onboard for the Senjutsu Campaign! This fantastic Italian Studio was born from a group of Italian hobby market professionals with more than a decade of experience, with the mission of creating new games for the international market and producing them in different languages through established partners (like us!).

Pendragon's lengthy experience in publishing products such as books, magazines, newspapers, and games, as well as marketing them and working with game associations, gives Pendragon Game Studio a complete knowledge of the hobby industry and the means to produce and sell games in both national and international markets.

Mini-Update #4: The "Name Our Dog" Challenge and Onna-Bugeisha revealed!
over 2 years ago – Tue, Nov 02, 2021 at 07:43:36 PM

The "Name Our Dog" Challenge! 

Want to make your mark on Senjutsu? To be able to point at the Akita dog and say "I named that pooch!" Well now you can! To enter this contest, simply Like this Update and Comment with your chosen name and a simple line or two to explain why you think it works as a name for Senjutsu's Akita!

All entries will be presented to our Cultural and Japanese Language Consultants at end of the Kickstarter Campaign. Then, a final winning name will be chosen by them and added to the final version of Senjutsu! 

(Deadline for entries is Friday 12th November at 5pm)

So far we have earnt over £600 for the DogsTrust, which will go to help needy dogs get homed, trained and fed over the cold Winter months. Well done Backers! 

 The Onna-Bugeisha:

Included in "The Wolf At The Door" Add-On, the Onna-Bugeisha fights with a simple Naginata and passion for her home in her heart. 

Included in "The Wolf At The Door" Add-On.
Included in "The Wolf At The Door" Add-On.

Samurai Spotlight #4 The Warrior - Blade Drawn, One Eye Open... + Hobble + A New Social Stretch Goal!
over 2 years ago – Sat, Oct 30, 2021 at 04:47:16 AM

Good morning, afternoon and evening grizzled Senjutsu veterans.

The Warrior:

The Warrior, an Onna-Bugeisha (meaning Woman-Warrior), lets out a piercing battle-cry and hefts her long Nodaichi Sword! She is coming for your head and no man or demon is going to stop her from taking it... 

Possessing very strong, sweeping Signature Attacks, the Warrior damages herself in a relentless quest for revenge against those that conspired to murder her family and destroy her Clan. 

The Warrior's backstory will be extensively revealed in the first Solo Narrative Campaign 'Path Of The Ronin'.

Designer's Notes- Where Does The Warrior Fit?

Armed with the mighty Nodaichi, the Warrior is an extremely aggressive fighter.

Senjutsu being a evocative, theme-driven game, Paul and I sought to balance her cards in a way that translates the backstory to the battlefield.  Missing her left eye gave Paul and myself a lot of room to make her weaker on the left side (losing half your vision may do that!) but very strong on her right side and a little "jumpy" about being outflanked. 

The Warrior's Core Ability Card lets her gain Focus independently to being in any position on the Kamae Tree, in return for a self-inflicted Hobble Status Effect Card. (See below)

The 'Nodaichi Thrust' Core Weapon Card is much slower than the other Core Weapon Cards but quite flexible, attacking a two Hex straight line from the Warrior's front facing. Rotate her beforehand or spend a Focus to step forwards to any of the front Hexes.  

The Warrior's Kamae Tree is really interesting too- Aggression (Red) is a single step away- but tapping Focus gives you a choice, return to Aggression or push through to either Defence or Balance, once you're through into these Kamae positions you will be unable to pass back without the help of your Ability Cards!

Hobble:

Hobble is a type of Status Effect Card. Similarly to a Stun, Hobble doesn't count as a Wound but does have a detrimental effect on your Samurai fighter.

Hobble is placed in front of you once inflicted by the enemy. Whilst present Hobble will reduce the Initiative Speed of all played Ability Cards by 1, to a minimum of 1. This is not an optional effect (but does not increase for multiple Hobbles like Bleeding Wounds don't increase top deck discards). 

At the end of your Round, you will flip the Hobble Card over as per the instructions on the bottom of the card. This reveals an identical card albeit with a new set of instructions on the bottom. This second set of instructions will instruct you to discard the Hobble at the end of the Round. 

Here are three varied examples of Signature Cards you can take with the Warrior. 

Ember Block:

Ember Block is a wood-type Defence Card with a really high and interesting Initiative Speed Range. Designed to catch Quick Stabs, Dashdown Strikes and more- Ember Block covers the Warrior's left flank, includes an Initiative Speed 8 Parry and rewards the Player on the completion of a simple block! You may either give the opponent a Stun or push them back 1 or, if you are in the Defensive Kamae, you may switch to Balanced or reset your Kamae Position by switching to the gate. 

This rewards you by allowing your Warrior to begin to build up Focus Points again by tapping the Kamae symbol. 

Blind Spot:

Blind Spot represents the paranoia that consumes the Warrior regarding attacks from the left. 

It provides you with a really fast rotation action that then is followed by the ability to draw a Wood-type Defence Ability Card from the deck before giving you the option to step backwards and switch to the Defensive (Yellow) Kamae. 

Spending a Focus on Blind Spot allows you to draw a Steel-type Defence Ability Card instead. It is a fantastic Card to use before searching for an Ember Block- especially if you think the Enemy is being aggressive and/or have managed to see their hand!

Flaming Phoenix Arc: 

Flaming Phoenix Arc is one of the very few Instant Kill Ability Cards in the game. Requiring a full 3 Focus and the Aggressive red Kamae position, you will take a forced forward or forward-right movement and then swing the Nodachi in a huge sweeping action. Land the Oni Mask symbol on the enemy's battlefield hex position without them blocking your attack and you will take their head off in a single swing! 

Flaming Phoenix Arc damages a lot of Hexes but only in a very specific way and the force of the blow will cause you to take two Stun Cards- so be sure you will hit or have a plan to deal with those! 

Social Stretch Goal: 

Click here to unlock Jug Smash for the Wakou Pirate!

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Samurai Spotlight #3 The Master - Wakizashi on, Wakizashi off...
over 2 years ago – Fri, Oct 29, 2021 at 02:36:02 AM

Good morning, afternoon and evening unbelievably lovely Samurai students! 

The Master:

A stoic and quiet older man, the Master remains keen-eyed and his blade sharp. Armed with a Tachi (an older pattern of sword prevalent in the Sengoku period), the Master Miniature echoes his strong defensive focus with his blade out- poised perfectly in front of him, a 'master' of both form and function. 

Hiding a dark past, the Master speaks but a little and the darkening shadows around him are full of whispers. His backstory will be extensively revealed in the first Solo Narrative Campaign 'Path Of The Ronin'.

Designer's Notes- Where Does The Master Fit?

Designing the Master has been one of the easiest and most fun character design periods so far for Paul and myself.  We knew that the Master had to be a character that played similarly to the Student-  but was much more focussed on Defence and using the enemy's aggression against them! Some of his Ability Cards will even have conditional effects that only activate when the ENEMY is in a Kamae! 

Let's look at the Master's Core Cards...

Every Samurai in Senjutsu has both a Core Card and a Core Weapon Card. Whilst the Core Weapon Cards vary wildly depending on what weapon the card represents, the Samurai Core Cards are fairly uniform (in most cases) except each has a special rule that Paul and I felt represents the Samurai thematically on the battlefield.

The Master wields a Tachi - a slightly longer sabre-like sword, which he uses to strike his front-right-side Hex with a good speed cut. The real gem on the Tachi Weapon card is the decent "About-turn" you can purchase with a focus, giving the Master a baked-in method to radically adjust his facing like all master swordsmen must! 

The Master's Core Card has a special ability unique to the Master- by discarding a Steel Card- you may retrieve a Wood Card from your Discard pile. It makes the Master very flexible and new player friendly- whilst adding in a "trade" (Swap X for Y) that will likely only be worth it when you absolutely have a plan for that Wood Ability Card. 

Here are two dynamic examples of the unique Signature Cards you can choose from with the Master, alongside a special Status Card. 

A unique Poison with a fantastically fun and PLOT RELEVANT mechanic!

Hidden Viper Fang:

A great front-sideways movement Attack Card that deals 2 Wounds. Use it whilst in Balance Kamae and change to any Kamae on your Kamae Tree, but... use this Ability Card with a Focus Spend and your opponent will have to shuffle 'Crippling Poison' into their deck! 

Crippling Poison looks like a regular Ability Card from the back of the card- but on the turn it is drawn from your enemy's Ability Card deck into their Hand- they must play it in lieu of a different Ability Card. This is not revealed to you as the Master Player until the Cards are flipped- so use it late game and really increase the chances of leaving your tiring Enemy completely defenceless for a Round! 

As this Ability Card is a strong one- it is a Jade Card. Build your Ability Card deck around having it as an option!

Bladed Echo:

An amazingly versatile Gold Instant Additional, this card allows you to draw an Attack Card, Defence Card or Meditation Card from your Ability Card Deck (Shuffling after) in return for either 2 Focus or 1 Focus, depending on whether you want to pull a Steel Card or a Wood Card. 

Note: Spending all 3 of your Focus will even allow you to draw both a Steel and a Wood Card to your hand!