Contents
Samurai Sword Game Rules
Introduction
Welcome to the world of Samurai Sword, a thrilling game that transports you back to feudal Japan. In this game, you will have the chance to immerse yourself in the rich culture and fierce battles of the samurai warriors. As you embark on this adventure, it’s essential to understand the rules of the game and how to navigate through its challenges.
The Objective
The objective of Samurai Sword is to be the last samurai standing. You will face off against other players, each representing a samurai warrior. The goal is to defeat your opponents by strategically using your skills, weapons, and defense. Your ultimate aim is to eliminate all other samurai and emerge as the victor.
Card Types
In Samurai Sword, there are different types of cards that you will come across. Let’s take a closer look at them:
1. Character Cards: These cards represent the samurai warriors, each with their unique abilities and strengths. You will choose a character to play as at the beginning of the game.
2. Weapon Cards: These cards depict the various weapons used by the samurai. They provide you with attack power and help you defeat your opponents.
3. Defense Cards: These cards allow you to protect yourself from attacks. They serve as a shield, allowing you to withstand enemy assaults.
4. Action Cards: These cards enable you to perform special actions during your turn. They can give you an advantage over your opponents or change the course of the game.
The Gameplay
Now that you understand the different card types, let’s delve into how the game is played:
1. Setup: Each player selects a character card and places it in front of them. The character card represents their samurai warrior. Shuffle the deck of weapon, defense, and action cards, and then deal each player four cards.
2. Turns: The game proceeds in turns, with each player taking their actions one by one. On your turn, you have three options:
– Draw a Card: You can draw a card from the deck, increasing your hand size and giving you more options for your next turn.
– Play a Card: You can play a weapon, defense, or action card from your hand. This allows you to attack your opponents, defend yourself, or perform special actions.
– Pass: If you don’t wish to draw or play a card, you can choose to pass your turn.
3. Attacking and Defending: When you attack another player, you must select a weapon card from your hand and declare your target. The defending player can then play a defense card, attempting to mitigate or block your attack.
4. Eliminating Players: To eliminate a player, you must reduce their health points to zero. Each character card has a certain number of health points, representing their vitality. Use your weapons and special actions strategically to deplete your opponents’ health.
5. Last Samurai Standing: Continue playing rounds until only one samurai warrior remains. The last remaining player is declared the winner of the game.
Conclusion
By understanding the rules and gameplay of Samurai Sword, you can fully immerse yourself in the world of the samurai warriors. As you engage in battles, remember to strategize, use your cards wisely, and always be on the lookout for opportunities. May your skills and bravery guide you to victory in this thrilling game of skill and strategy.


In the box, you’ll find a bunch of stuff:
- 7 Role cards
- 12 Character cards
- 32 Weapon cards
- 15 Property cards
- 43 Action cards
- 1 summary card
- 30 Honor Points
- 36 Resilience Points
- Rulebook
Now, let me tell you what this game is all about. The game has three secret teams: the Shogun and Samurai team (the number of Samurai depends on the number of players), the Ninjas (2 or 3, depending on the players), and the Ronin, who always plays for himself. Each team is trying to gather the most Honor Points or be the last one standing.
Alright, let’s set up the game. Keep in mind that these instructions are for 4-7 players. We’ve got special rules for 3-player games, which we’ll cover later on.
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So, let’s get started! We’ll begin by taking a look at some Role cards:

- For 4 players: 1 Shogun, 1 Samurai, 2 Ninja (we remove one of the 3 Ninjas randomly, without peeking)
- For 5 players: 1 Shogun, 1 Samurai, 1 Ronin, 2 Ninja
- For 6 players: 1 Shogun, 1 Samurai, 1 Ronin, 3 Ninja
- For 7 players: 1 Shogun, 2 Samurai, 1 Ronin, 3 Ninja
- Now we shuffle the Role cards and give one to each player, facedown. The Shogun needs to show his card and keep it face up. Everyone else looks at their card, but they have to keep it a secret.
I know you’re probably looking for some instructions on how to play a game called “Samurai Sword”, so let me break it down for you:
First, let’s get all the players ready. We shuffle the 12 Character cards and deal one to each player, face up. Each player announces their character’s name and reads out their special ability. Then, we take Resilience Points based on the number shown on our Character card and place them on our card. Any unused Resilience Points go in a pile in the middle of the table. We can put the Role and Character cards we didn’t use back in the box.
Next, the Shogun gets 5 Honor Points, while the other players get 4 Honor Points each (except when playing with 4 or 5 players, then it’s only 3 Honor Points). Everyone places their Honor Points on their Role card, and any unused Honor Points go back in the box.
Now, it’s time to start the game. We shuffle the 90 playing cards and deal them to each player in a clockwise order. Here’s how many cards each player gets:
– The Shogun: 4 cards
– 2nd and 3rd player: 5 cards
– 4th and 5th player (if there are any): 6 cards
That’s it! You’re all set to begin your adventure in the world of “Samurai Sword”. Have fun and may the best warrior win!
Hey there! Let me explain how this card game works. First, let’s talk about the number of cards each player starts with.
- 1st and 2nd player (if present): 9 cards
- 3rd and 4th player (if present): 8 cards
- 5th player (if present): 7 cards
- 6th and 7th player (if present): 7 cards
These are the cards you’ll have in your hand at the beginning. The rest of the cards are placed face-down in the middle to create a draw deck. Make sure to leave enough space for a discard pile too.

Meet the Characters!
Every character in this game has a special ability that makes them unique. We’ll be calling you the “player” or the “character” interchangeably in these rules. One more thing – each character also has a Resilience value. This value tells you how many wounds you can take before you’re knocked out!
Some Characters Are Harmless
In this game, there are moments when you’ll be considered “Harmless.” Here are two situations in which you’ll be classified as such:
- If you have no Resilience Points
- If you have no cards in your hand
As a Harmless character, you’ll have some special rules to follow:
- Weapon cards can’t target you
- You won’t be affected by the Action cards called Battle Cry and Jujutsu
- When the Difficulty of an attack is being calculated, you won’t be counted
Other than that, you’re still considered to be “in play” for all other purposes!
Game Play
When we play the game, we take turns in a circle, starting with the Shogun.
Each turn is divided into 4 phases, and you have to complete them in order:
- Recover: If you have no Resilience Points left, you need to recover them all;
- Draw: You draw 2 cards from the deck;
- Play: You can play as many cards as you want;
- Discard: If you have too many cards, you need to discard some.
1. Recover
If you don’t have any Resilience Points, it’s time to recover. Look at your Character card and see how many Resilience Points you should have. Put that number of Resilience Points back on your card. If you already have some Resilience Points, you can skip this phase.
2. Draw
Now it’s time to draw cards. Take the top two cards from the deck. If there are no more cards in the deck, follow the rules for what to do when the deck is empty.
3. Play
Now, you can start playing cards from your hand. These cards can be used to benefit yourself or disrupt the other players. It’s up to you to decide who you think belongs to a different team and try to defeat them. Remember, you have the option to not play any cards during this phase if you prefer.
Weapon cards are a special type of card that we use to attack other characters in the game. Once we’ve used a weapon card, we have to get rid of it and can’t use it again.
Action cards are a type of cards that have a unique power when you play them. These cards have an immediate effect on the game, and once you use them, they are taken out of play. In other words, you can only use them once and then they go away.
Action cards are interesting because they can change the course of the game in a single move. They have the ability to surprise and disrupt your opponents’ strategies, making them an exciting element to incorporate into your gameplay.
Some action cards may allow you to draw more cards, while others may let you skip turns or steal resources from your opponents. They offer a wide range of possibilities that you can use to your advantage, depending on the situation you find yourself in.
When you have action cards in your hand, you need to think strategically about when and how to use them. Sometimes, it’s best to hold on to them and wait for the perfect moment to unleash their power. Other times, you may want to play them early in the game to gain an early advantage.
Action cards add an element of unpredictability to the game, keeping it fresh and exciting. They create opportunities for clever moves and unexpected comebacks. So, next time you play, don’t forget to pay attention to the action cards in your hand. They might just be your key to victory!
Property cards stick around for a long time. They’re placed facing up in front of you until something in the game makes you get rid of them (like the Geisha card).
You can play as many cards as you want, except for one rule: you can only play one Weapon card per turn.
Each card has its own effect, which you can see on the card itself. I’ll explain it all in the sections below.

Note: Only I can play cards when it’s my turn, except for cards with the parry symbol (see Weapons and Parries).
4. Discard
At the end of my turn, I can only have 7 cards in my hand. If I have more than 7 cards, I must discard down to seven.
Once I’ve discarded, my turn comes to an end, and it’s the next player’s turn on my left.
Note: I’m allowed to talk freely during the game. This is useful for bluffing my Role, which I must keep a secret until the end of the game!
However, I am not allowed to ask other players about the cards in their hand or if a card in my hand will hurt them.
Attack Difficulty

When you want to target another character with a Weapon card, the first thing you have to do is determine the Difficulty.
The Difficulty of attacking a character is based on the shortest distance, either clockwise or counterclockwise, between the two characters. Take a look at the picture to see how it works.
Now, if a character is Harmless, they don’t count towards the Difficulty of an attack. This means that sometimes, certain characters may temporarily become easier targets because someone else is Harmless.

The Armor card I have is a game-changer. It’s like having a shield that raises the bar for anyone trying to attack me. Each Armor card I play increases the Difficulty level for my opponents by 1. So, if I have two Armor cards in play, it’s going to be tough for others to harm me. For them, the Difficulty level shoots up by 2, which means they have to work harder to land an attack.
But here’s the catch: I can still go on the offensive and attack other players at the normal Difficulty level. So, while I’m protected by my Armor cards, I can dish it out just like anyone else.
Let me break it down with an example. Say I’m Player A and I have two Armor cards. That means if players B and F want to attack me, they’ll face Difficulty 3. It gets even tougher for players C and E at Difficulty 4, and player D will have the hardest time with Difficulty 5. However, I can still attack them with the regular Difficulty level shown in the picture.
Now, let’s talk about weapons and parries. The main way I can cause damage to other players is by playing a Weapon card. It’s like my offensive tool. When I attack with a Weapon, it can lead to wounds for my opponents. So, while the Armor offers me defense, the Weapon gives me the power to attack and score some points.
In summary, the Armor card is a game-changer because it alters the Difficulty level when others try to attack me. It adds an extra layer of defense while still allowing me to go on the offense. And with Weapons in my arsenal, I can dish out some damage and make my mark in the game.

When you look at each Weapon card, you’ll see two numbers. The top number tells you the highest level of Difficulty you can use when attacking with that card. The lower number tells you how many wounds the Weapon will inflict if it successfully hits.
If you want to use a Weapon card to attack another character, there are two things you need to do:
- First, you need to check the Difficulty of the target character.
- Next, you need to see if your Weapon is strong enough to match or surpass that Difficulty.
Just remember: You can never use a Weapon card against a Harmless character!


If you’re the one being targeted by a Weapon card, you have the option to play a parry card to defend yourself, even if it’s not your turn. When you play a parry card, the attack is nullified and you won’t take any damage.

If you fail to parry, the Weapon will hit you, causing you to lose the number of Resilience Points indicated on the Weapon card.
If your Resilience Points reach zero, you are considered “Defeated” and become harmless. Excess wounds are disregarded if you are Defeated.
Any discarded Resilience Points are returned to the central pile. The Weapon is then discarded, regardless of whether the attack was parried or not.
Note: You are only allowed to parry attacks that are aimed at you.
For example: Let’s say Player A wants to attack Player D. The attack from A to D has a Difficulty of 3 (since D has no armor), so A will need a powerful Weapon like a Daikyu, Nodachi, or Naginata. Using a Bo or Wakizashi will not be sufficient. If D did have an Armor card, the Difficulty would increase to 4, and even a Nodachi would not be strong enough!

So, here’s the situation: I’m attacking Player A with my Daikyu card. She doesn’t play a parry, which means she’s going to take 2 wounds. Now, if Player A had at least 3 Resilience Points before I attacked, she wouldn’t be defeated. But since she doesn’t, she’s gonna go down!
What Happens When You’re Defeated
When you lose all your Resilience Points, it’s game over for you. We call that being “Defeated.” And when that happens, you have to give one of your Honor Points to the player who kicked your butt.
By the way, this also applies to the Battle Cry or Jujutsu action cards. If you have no Honor Points left after being defeated, then the game ends right there. Just like that. Kaput.
Now, when you’re defeated, you become Harmless until your next turn begins. So, you can’t do anything to anyone until then. Tough break, huh?
Something Important About Other Cards
Here’s a golden rule for you: whenever a card contradicts the rules, the card is the boss. It takes precedence. So, keep that in mind as you play.

Listen Up: When I let out a battle cry, everyone else has to make a quick choice. They can either defend themselves by playing a parry, or they can take a chance and let me give them a small wound. But don’t worry, if someone is harmless, my battle cry won’t have any effect on them.

Breathing: When I take a moment to breathe, I get back all the points that I lost. This means I heal all of my wounds and become resilient once again.
After I breathe, I can choose one person from the group (but not myself) to draw a card from the deck. I can’t heal others, but I can help them by giving them a chance to draw a card and gain an advantage.
I can use the breathing technique anytime, even if I already have all of my Resilience Points.

Bushido: Hey there! Play this card right in front of anyone, regardless of how good they are at the game or if they’re just a beginner.
If Bushido is still in front of you when your turn is over, I’ve got a surprise for you! Flip the Ssr card and discard the top card from the deck. Now, what happens next depends on the card you reveal:
- Got a Weapon? Well, here’s the deal: you gotta choose between discarding a Weapon card from your hand or letting go of 1 Honor Point (put it in the box). If you choose to get rid of a Weapon card, Bushido goes to the player on your left. They’re gonna have to make the same choice on their turn. But if you decide to lose an Honor Point instead, just remember that Bushido goes poof and gets discarded;
- Oops, no Weapon this time. Don’t worry, I’ve got you covered. Just slide Bushido over to the player on your left. And yep, they’re gonna have to make that same choice on their turn. And so on and so forth.
When you’re playing a game, there are some rules you need to follow. One of those rules involves a special card called Bushido. Bushido is a tricky card, with its own set of rules, and it can only be played under certain circumstances.
Here’s how it works: If you have a Bushido card in your hand and it’s your turn to play, you can choose to play it. But there’s a catch – you can only play Bushido if there isn’t already another Bushido card in play. So you have to pay close attention and make sure you’re the only one playing Bushido at any given time.
Once you’ve played your Bushido card, your turn continues as normal. You can proceed with your next move, following the regular rules of the game. But remember, Bushido is a special card, and it can only be played under specific conditions.
So, keep an eye out for Bushido and make sure you’re the only one playing it. It can be a powerful card, but you have to play it wisely.

Daimyo: If you have this card, you can use it to draw 2 cards from the deck.
But be careful! If you still have the Daimyo card in your hand when the game ends, it will only give you 1 Honor Point. And remember, Daimyo Honor points cannot be multiplied. If the Ronin player has a Daimyo card in their hand, it won’t give them any Honor Points at all. ‘

Here’s a fun twist: You get to draw a random card from another player’s hand and add it to your own! It doesn’t matter how difficult the game is, you still get to choose any card you want.

Speedy Draw: When I hit someone else with a Weapon card, I can inflict extra damage by adding 1 additional wound for every Speedy Draw card I have in my possession.

Focus: When it’s your turn, you can play an extra Weapon card for every J Focus you have in play.
When I’m in the midst of my turn, I get the incredible ability to wield even more power. For every J Focus I have on the table, I can bring one additional Weapon card into play. It’s a pretty awesome advantage to have.
The concept of Focus brings up an interesting question: how can I use it to its fullest potential? It’s something I’ve been pondering over, and I think I’ve come up with a few key principles to keep in mind.
First, it’s crucial to understand that Focus is a double-edged sword. While it gives me the opportunity to elevate my gameplay, it also means I need to be strategic in how I regenerate my response. I have to consider the trade-offs involved and make sure I’m using Focus in the most efficient way possible.
Additionally, Focus is all about choosing the right moment to unleash my power. I need to pay attention to the game and assess the situation. By interpreting the moves and actions of my opponents, I can make informed decisions about when and how to use my additional Weapon cards for maximum impact.
But it’s not just about the timing. It’s also about the cards themselves. I need to select the right Weapons that complement my strategy and work well together. By choosing wisely, I can create powerful combinations and increase my chances of success.
So, if you’re like me and you love the thrill of the game, then you’ll absolutely adore the possibilities that come with Focus. With this incredible ability, you have the potential to take your gameplay to a whole new level.
Just remember, Focus is a valuable asset, but it’s important to use it wisely. Keep these principles in mind, and you’ll be well on your way to becoming a true master of the game.

Let’s talk about the Geisha card. It has a special power that can make things quite interesting. When you play this card, you get to choose one player and force them to discard one of their cards. It doesn’t matter how difficult the game is, you can always use this power.
Now, when it comes to choosing which card to discard, you have a few options. You can pick any Property card that is already in play, or you can choose randomly from the player’s hand. It’s up to you to decide what will give you the best advantage.
Using the Geisha card can be a game-changer. It adds an element of surprise and strategy to your gameplay. You might even say it’s a double-edged sword. On one hand, you can use it to your advantage and disrupt your opponent’s plans. On the other hand, your opponent could turn the tables on you and use it against you.
So, if you’re looking for a card that can shake things up and keep the game exciting, the Geisha card is a great choice. Just remember to use it wisely and consider your options carefully. Good luck!

Jujutsu: When someone plays the Jujutsu card, all the other players have a choice: they can either play a Weapon card or take 1 wound. If you don’t have any Weapon cards, you’ll have to suffer the wound. It’s important to note that if you’re considered a harmless player, you won’t be affected by the Jujutsu card.

Tea Ceremony: I’ll start by drawing 3 cards from the deck. Then, each of you can draw 1 card from the deck.
End of the Deck
When we run out of cards in the draw deck, we’ll need to reshuffle the discard pile and create a new draw deck. But, there’s a catch! Each of us will have to put 1 Honor Point back into the box. This could potentially bring the game to an end (more on that later).
End of the Game
If any of us run out of Honor Points at any point, the game is over. It’s time for the big reveal! We will all show our Role cards and calculate our final scores.
Your score is determined by the number of Honor Points you have, multiplied by a bonus based on your Role and the number of players. Here’s a handy chart to help you calculate your score:
I can’t stress enough how crucial it is to choose the right players for your game. It’s not always an easy decision, and there are a few key factors to consider. Let me break it down for you.
First off, let’s talk about Shogun. This player is a real powerhouse, doubling their worth when there are three players, and still maintaining a strong presence with four, five, six, or even seven players. They’re a force to be reckoned with!
Next up, we have Samurai. While they don’t boost their value with more players, they still hold their ground with two players. Their strength shines through with four or six players, and they even get an additional boost at five or seven players. They’re a solid choice!
Now, let’s move on to Ninja. These stealthy players have a unique ability to adapt. With one or two players, they’re not quite as formidable, but they really shine with three and maintain that strength with four, five, six, or seven players. Keep an eye on their stars, though – the more they have, the more they multiply their worth!
Lastly, we have Ronin. They may not be as adaptable as the others, but they make up for it with sheer force. With two players, they’re not in the game, but with three, they start to make an impact. Their power grows exponentially with four, five, and six players, and they’re at their absolute best with seven players. They’re a force to be reckoned with!
So there you have it – a breakdown of the players and their strengths. Remember to consider these factors when choosing your team. Happy gaming!
| Shogun | x 2 | x 1 | x 1 | x 1 | x 1 |
| Samurai | – | x 2 | x 1 | x 2 | x 1 |
| Ninja | x 1 | x 1 (fewer stars) x 2 (more stars) |
x 1 | x 1 | x 1 |
| Ronin | – | – | x 2 | x 3 | x 3 |

Ninjas come in different varieties, distinguished by the number of stars they possess – you’ll find ninjas with 1, 2, or 3 stars. But here’s an interesting twist – if there are 4 players, only the ninja with the highest number of stars gets their points doubled! Cool, right?
But wait, there’s more. You can also earn points in different ways:
- Darmyo cards: These cards represent powerful Daimyos, and each one you have in your hand is worth 1 Honor Point. It’s important to note that Daimyo points do not get doubled or tripled. However, if you happen to be the Ronin, Daimyo cards in your hand are worth 0 Honor Points. Ouch!
- Deadly Strike: If the game ends because a player on your team defeated you, your team suffers a penalty of 3 Honor Points. That’s quite a blow!
Now, let’s do some math. Add up the scores for all players on your team: The Shogun gets to add their points together with the Samurai(s). Meanwhile, the ninjas combine their points too, and remember – only the ninja with the most stars sees their points doubled. The Ronin, on the other hand, fights alone and has no teammates to collaborate with. Exciting, isn’t it?
Hey there! Guess what? The team that gets the highest score wins something pretty cool – a “Victory of Honor”! But here’s the twist – if there’s a tie between the Ninjas and any other team, the Ninjas automatically take home the victory. And if there’s a tie between the Shogun/Samurai team and the Ronin, well, the Shogun/Samurai team gets the win.
Let me give you an example to make things clearer. Imagine there’s a 6-player game. At the end of the game, the Shogun has 1 Honor Point, the Samurai has 3, the Ronin has 3, and the Ninjas have 2, 3, and 0. Now, let’s do the math.
The Shogun/Samurai team scores 1 + (3×2) = 7 points. On the other hand, the Ninja team scores 2 + 3 + 0 = 5 points. The Ronin seems like they’re in the lead with a score of 3×3 = 9 points.
But hold on! Both the Samurai and the Shogun have a special card called the Daimyo card in their hands. Each card is worth 1 point. So when we add that to their team’s score, it becomes 7 + 1 + 1 = 9 points, just like the Ronin.
Since the Shogun/Samurai team is tied with the Ronin, they actually win the game. Pretty cool, right?
And now, let’s talk about the “Victory of the Swordmaster”!
If there’s only one player left with Resilience Points, the game is over, and that player’s team wins. This special victory is known as the “Victory of the Swordmaster”.
Remember: The Victory of the Swordmaster isn’t granted if a player loses because of a teammate! The game still ends, but scores are tallied as usual.
Special Rules for 3 Players
One player is randomly given the Shogun card, while the other two players become Ninjas. The Shogun starts with 6 Honor Points, and each Ninja begins with 3 Honor Points. The game proceeds normally, with the following exceptions:
- The Shogun draws an extra card during their draw phase, getting 3 cards instead of 2.
When I become the Shogun, things change. For starters, I get to play an extra Weapon card during my turn – twice as many as usual. It’s a power move that gives me an advantage on the battlefield. And speaking of advantages, I double my Honor Points at the end of the game. That’s a big boost to my score and puts me ahead of the competition. And when it comes to Bushido, I’m untouchable. I never lose an Honor Point because of it. If I have to, I can just discard it without penalty. Plus, the Victory of the Swordmaster doesn’t affect me. I stand alone as the Shogun, a force to be reckoned with.