Compare their starting strength and cards. Find a style of play you’ll enjoy.
Tsugaru
Tamenobu Tsugaru
Starting StrengthA
Summon giant trees with Kukunochi and heal wounded soldiers in forests and groves with Wood Spirits. Put the power of the forest on your side!
Starting Tactic Cards
2 cards
Kukunochi
Kukunochi, god of trees, awakens giant trees to attack enemy soldiers.
Detailed effect
Summon groups of giant trees near the enemy. They move as allies and attack enemy soldiers. Keep their weakness to fire in mind, especially around enemy fire arrows. Once per war.
Wood Spirits
Wood spirits heal wounded soldiers in forests and groves.
Detailed effect
Heal wounded allied units in forests and groves. Let the trees shelter your soldiers as they regain their fighting strength. Once per war.
Nanbu
Nobunao Nanbu
Starting StrengthC
Open the Gate to the Underworld and reflect damage with the Underworld King’s shield. Choose your targets and timing carefully.
Starting Tactic Cards
2 cards
Gate to the Underworld
Open a gate to the underworld and make allied and enemy soldiers vanish beyond it. Ignores defense modifiers from terrain and cards.
Detailed effect
Open a gate at a chosen location and affect nearby units, ignoring protection from terrain and cards. Allies are caught in the effect too, so choose the location carefully. Once per war.
Shield of the Underworld King
Reflect received damage back at the attacker with the Underworld King’s shield. Counterattacks do not activate it.
Detailed effect
Raise a shield that reflects damage received from enemy attacks. Your army still suffers that damage. Counterattacks during your own attack do not activate it. Friendly losses caused by your gate can also reflect to enemies. The shield expires after reflecting and cannot stack. Twice per war.
Dewa
Yoshiaki Mogami
Starting strengthB
Attack and restore allies with Shogun Jizo. Once the enemy is close, unleash a daring assault with Namahage!
Borrow the power of Namahage for a fierce assault, sacrificing defense.
Detailed effects
Borrow the power of Namahage for a fierce assault, sacrificing defense.
Mutsu
Masamune Date
Starting strengthB
Mounted Gunners, Fire Attack, and Field Hospital. Strike, set fires, and recover—choose the right card for the moment!
Starting Tactic Cards
3 cards
Mounted Gunners
Mounted gunners charge past the enemy and fire together.
Detailed effects
Mounted gunners charge past the enemy and fire together.
Fire Attack
Covert troops sneak into enemy lines and set fires.
Detailed effects
Covert troops sneak into enemy lines and set fires.
Field Hospital
Treat wounded soldiers at a field hospital to restore troops in all allied units. Can be used once per battle.
Detailed effects
Treat wounded soldiers at a field hospital to restore troops in all allied units. Usable once per battle.
Echigo
Kenshin Uesugi
Starting strengthB
Strike every enemy unit with Whirlwind Blades! Read the terrain and take the initiative early.
Starting Tactic Cards
1 card
Whirlwind Blades
Unleash razor-sharp whirlwinds on every enemy unit.
Detailed effects
Attacks every enemy unit. Weaker in forests and mountains, stronger on plains and marshland. Usable once per battle.
Ueda
Yukimura Sanada
Starting strengthA
Strengthen your army with Sanadamaru and slow the enemy with Maze and Giant Pitfall! Make a small army go further with clever tactics.
Starting Tactic Cards
3 cards
Sanadamaru
The power of Sanada strengthens your army’s attack and defense.
Detailed effects
Raises attack and reduces damage from attacks for all allied units, including reinforcements, for the rest of the battle. The effect does not stack. Usable once per battle.
Giant Pitfall
Reduce an enemy unit’s troops with large pitfall traps.
Detailed effects
Places two groups of pitfalls, each covering a 2×2 area in your territory, excluding marshland. Each group needs at least one land tile. When an enemy crosses a trap, it loses soldiers and the entire group disappears. Allies do not fall in; enemies cannot see the traps. Usable once per battle.
Maze
Confuse the enemy army and halt its advance.
Detailed effects
Every enemy unit, including reinforcements, skips its next action and cannot move or attack. Units that have already acted skip their action the next day. Usable twice per battle.
Kai · Shinano
Shingen Takeda
Starting strengthB
Hit every enemy unit with Furinkazan! Starting with two provinces also gives you plenty to build on.
Starting Tactic Cards
1 card
Furinkazan
Attack every enemy unit with earth-shaking force.
Detailed effects
Attacks every enemy unit. Usable once per battle.
Sagami · Musashi
Ujiyasu Hojo
Starting strengthC
Support your army with Supreme Mastery and recover with Return from Yomi. Turn a strong defense into your next opportunity!
Starting Tactic Cards
2 cards
Supreme Mastery
Your army fights with the skill of a master.
Detailed effects
All allied units, including reinforcements, fight with a master’s skill for the rest of the battle. Province Training is unchanged.
Return from Yomi
Bring your fallen soldiers back from the land of the dead.
Detailed effects
Restores some soldiers lost by each of your daimyo’s units. Soldiers who fled or defected are excluded. Usable once per battle.
Suruga · Totomi
Yoshimoto Imagawa
Starting strengthC
Shroud the field with Solar Eclipse, then charge with Flame Infantry! How will you make a path to the enemy?
Starting Tactic Cards
2 cards
Flame Infantry
Infantry cloaked in flames charge an enemy unit.
Detailed effects
Infantry make a powerful charge against one enemy unit on an adjacent tile, horizontally or vertically. Enemy defense and counterattacks within range still apply. In clear or cloudy weather, the enemy’s tile catches fire; marshland does not burn. Usable twice per battle.
Solar Eclipse
Shroud the battlefield in darkness with an eclipse.
Detailed effects
For four days after the day of use, only the area around each unit is visible. Usable once per battle.
Awa
Yoshitaka Satomi
Starting strengthA
Block enemy cards with Barrier of Light, then strike back with Satomi’s Eight Dogs! Find your opening through defense.
Starting Tactic Cards
2 cards
Satomi’s Eight Dogs
A giant dog of light scatters the enemy army.
Detailed effects
Attacks every enemy unit in any weather. Usable twice per battle.
Barrier of Light
Blocks enemy card effects for 10 turns.
Detailed effects
Blocks new effects from enemy cards. One round passes when all units in both armies have finished acting. Lasts for ten rounds beginning after the round in which it is used. Usable once per battle.
Noto
Yoshitsuna Hatakeyama
Starting StrengthA
Move unseen with Cat Steps, then strike every enemy unit with Cat's Paw! Use Cat's Purr after closing in to stop the enemy and seize your chance.
Starting Tactic Cards
3 cards
Cat's Paw
Strike every enemy unit with the power of cats.
Detailed effect
Use the power of cats to damage every enemy unit. Twice per war.
Cat Steps
Hide your entire army from distant enemies.
Detailed effect
For this war, all allied units, including reinforcements, are hidden from enemies two or more tiles away. Adjacent enemies can see them. Once per war.
Cat's Purr
Stop every enemy unit for one action.
Detailed effect
Every enemy unit skips its next action. Units that have already acted skip their next action on the following day. Once per war.
Echizen
Yoshikage Asakura
Starting strengthC
Block paths with Ice Wall and strike from a distance with Ice Blades. Where will you put a wall that neither army can cross?
Starting Tactic Cards
2 cards
Ice Blades
Attack and freeze the enemy with arrows of ice.
Detailed effects
Archers make a powerful strike against one enemy unit within four tiles, counting horizontal and vertical steps. Enemy defense and counterattacks within range still apply. The frozen unit skips its next action. Usable twice per battle.
Ice Wall
Create ice walls on any five battlefield tiles to block every unit’s movement.
Detailed effects
Places ice walls on five unoccupied tiles that are not castles. Neither army nor mononoke can pass through them. Usable once per battle.
Mino
Dosan Saito
Starting strengthB
Move quickly with Godspeed and make mononoke your allies! Try a different approach with speed and spirit helpers.
Starting Tactic Cards
2 cards
Godspeed
Your army moves as swiftly as the wind.
Detailed effects
All allied units, including reinforcements, can move farther for the rest of the battle. The extra movement gained by resting is unchanged. The effect does not stack.
Mononoke Master
Control mononoke and send them against the enemy army.
Detailed effects
Summoned mononoke and mononoke already on the battlefield become allies and attack only the enemy army. Mononoke that appear later also become allies. Allied mononoke can receive healing and buffs. Usable once per battle.
Owari
Nobunaga Oda
Starting strengthB
Musketeers give you three chances to strike. Build a Fort and steadily take control of the battlefield!
Starting Tactic Cards
2 cards
Musketeers
Fire a volley of muskets at the enemy army on a rainless day.
Detailed effects
Attacks every enemy unit. Cannot be used in rain. Kannon’s Protection can block it. Usable three times per battle.
Build a Fort
Build a fort as a foothold for your army. Boosts attack and defense, with a small amount of healing.
Detailed effects
Build a fort on an empty space. Units inside become stronger in attack and defense, while wounded soldiers gradually recover. It cannot be built on marshland or right beside an enemy castle, and remains vulnerable to Fire Attack. Once per war.
Mikawa
Ieyasu Tokugawa
Starting strengthC
Reshape the terrain with Flood Attack, then charge with Flame Cavalry! Bring cavalry and choose your moment to close in.
Starting Tactic Cards
2 cards
Flame Cavalry
Cavalry cloaked in flames charge an enemy unit.
Detailed effects
Cavalry make a powerful charge against one enemy unit on an adjacent tile, horizontally or vertically. Enemy defense and counterattacks within range still apply. In clear or cloudy weather, the enemy’s tile catches fire; marshland does not burn. Usable twice per battle.
Flood Attack
Breach the dam to turn the ground beneath and around enemy units into marsh.
Detailed effects
Turns the tiles beneath every enemy unit, plus nearby tiles extending one to three tiles away, into marshland. Extinguishes fires. Castles and tiles occupied by allied units are excluded. Usable once per battle.
Ise
Tomonori Kitabatake
Starting strengthA
Pitfalls, Defection, and Ninja! Combine your tricks and seize a chance to turn the tide.
Starting Tactic Cards
3 cards
Ninja
A ninja targets the enemy commander.
Detailed effects
Sends a ninja after the enemy daimyo. If successful, the daimyo falls and the battle ends. Their remaining provinces become unclaimed. A failed attempt still uses one charge. Usable three times per battle.
Pitfall
Reduce an enemy unit’s troops with hidden pitfall traps.
Detailed effects
Places hidden pitfalls on five empty land tiles in your territory. An enemy unit loses soldiers when it crosses or stops on a trap. Allies do not fall in. Each triggered trap disappears. Usable once per battle.
Defection
Persuade enemy soldiers to join your army.
Detailed effects
Soldiers from each enemy unit defect to your side. They are distributed evenly among surviving allied units, up to their troop limits. Usable twice per battle.
Omi
Nagamasa Azai
Starting strengthB
Close in, then stop time! Combine Lightning Charge with the Time-Stop Clock and look for a chance to turn the battle around.
Starting Tactic Cards
2 cards
Lightning Charge
A lightning-charged assault shocks the enemy.
Detailed effects
Cavalry make a powerful strike against one enemy unit on an adjacent tile, horizontally or vertically. Enemy defense and counterattacks within range still apply. The shocked unit skips its next action. Usable twice per battle.
Time-Stop Clock
Stop time for every non-allied unit on the battlefield for two turns.
Detailed effects
Stops time for every non-allied unit for two rounds. Counterattacks, evasion, and defense boosts are also disabled. Mononoke do not appear during this time. Uses the casting unit’s action. Usable once per battle.
Yamashiro
Yoshiaki Ashikaga
Starting strengthC
Even a small army can make its move with Paralysis and Susanoo! Watch for the moment the enemy comes within reach.
Starting Tactic Cards
2 cards
Paralysis
Mysterious power immobilizes the enemy army.
Detailed effects
Every enemy unit skips its next action and cannot move or attack. Units that have already acted skip their action the next day. Usable twice per battle.
Susanoo
Susanoo’s aura drives enemy soldiers off the battlefield.
Detailed effects
Some soldiers in each enemy unit flee the battlefield. The number who flee varies each time. Usable once per battle.
Settsu
Kennyo Honganji
Starting strengthS
A large army and Kannon’s power are on your side. Drive enemy soldiers away and protect your troops from arrows and muskets!
Starting Tactic Cards
2 cards
Kannon’s Mercy
Kannon’s sacred power drives enemy soldiers from the battlefield.
Detailed effects
Soldiers flee from every enemy unit. Usable once per battle.
Kannon’s Protection
Kannon’s blessing protects your army from arrows and muskets.
Detailed effects
Each allied unit, including reinforcements, avoids one arrow or musket attack. Using the card again resets each unit’s protection to one attack; it does not stack. Usable twice per battle.
Kawachi
Nagayoshi Miyoshi
Starting strengthS
Give your large army the power of Elusive Warriors. Add a Banquet and build momentum from the start!
Starting Tactic Cards
2 cards
Banquet
Offer a feast to lure enemy soldiers away from the battlefield.
Detailed effects
Spends some of the gold in the province you launched from to lure soldiers away from every enemy unit. Usable once per battle.
Elusive Warriors
Conceal your army and strengthen every allied unit’s attack and defense.
Detailed effects
Strengthens attack and defense for all allied units, including reinforcements, for the rest of the battle. The effect does not stack. Usable once per battle.
These ranks give a guide to each daimyo’s strength at the start of the game. How you use your cards shapes how you fight.