Goal: unite Japan by holding all 38 provinces. You lose if your last province falls, or if a third succession breaks your clan.
On the title screen choose New campaign, then the scenario (1560 or 1582), then how many players (0 to 9; press ? to see what each number means):
Each player chooses the fief whose daimyo they will be, on the map or in the list beside it, confirms it, may change their lord's name, and then sets his politics, war, charisma and ambition one at a time: each number counts quickly through the range the computer's lords have, and Space stops it. N counts all four again; Y keeps them. Then: do you want to watch the other fiefs' wars on the battle field? Last, the level of the computer clans (Gentle, Easy, Normal, Hard or Ruthless).
Quick start begins at once as the Oda clan in 1560. Continue picks up the game from its last autosave, made at the end of every month. Load campaign opens a save slot, or imports a save file.
Click a province on the map, or use the arrow keys, to see it. Tab steps through your own provinces. Red is your clan; the gold outline is the province you are looking at; the small white keep marks your lord's seat.
| Key | Order | What is under it |
|---|---|---|
| 1 | Move | Officers; Gold or rice |
| 2 | Develop | Cultivate land, Flood control, Develop town, Reinforce castle |
| 3 | Trade | Sell rice, Buy rice, Buy arms, Borrow gold, Settle debts |
| 4 | View | Province data, Officer roster, Territory list, The daimyo, Relations and debts, Chronicle |
| 5 | Personnel | Search for ronin, Recruit officers, Dismiss officers, Give rewards, Train officers, Appoint governor, Delegate or rule |
| 6 | Diplomacy | Arrange a marriage, Propose alliance, Threaten, Send tribute, Break alliance, Answer offers |
| 7 | Spy | Spread war rumours, Incite uprising, Assassinate |
| 8 | Military | Hire soldiers, Reassign men, Train men, War |
| 9 | Other | Save, Load, New campaign, Quit, Display time, Animation, Sound, Hex battles, Settings, How to play |
| 0 | Rest | End this province's turn |
Esc opens Other. Mouse and touch work as well as the keys.
Each of your provinces gives its orders in turn, your lord's seat first (a delegated province has no turn: its governor gives its orders); Orders on the province panel marks the one whose turn it is. 0 Rest ends that province's turn and moves to the next. After your last province the month ends (with several players, the next player takes the screen; after the last, the month ends).
Each province has a governor and up to seven samurai: eight officers at most. Every officer has his own politics, war, charisma, ambition and loyalty, his own body points (BP), and leads his own men, with their skill and arms, in one kind of unit: cavalry, infantry or rifles. A province's men are its officers' men together, at most 100. View > Officer roster shows them all: S sorts it (by name, politics, war, charisma, loyalty, men or BP) and Enter or V shows an officer's own page. View > Province data shows everything about the province, with the ronin (samurai of no clan, each with a band of men) waiting in it.
Every order is carried out by an officer you appoint. Officers without the BP an order needs are shown in red; one with exactly enough may act. BP come back each month: 10, and three tenths of the officer's politics, up to 200, so a rested officer can take on the costly orders. Before you Authorize an order, your advisor (the officer of the province with the most politics) says what he thinks of it, in green; cancelling costs nothing. The result shows the values before and after, and goes into the chronicle.
Some orders take several officers: Enter marks or unmarks each, and D is done. Training men, moving officers and marching to war work this way.
Ronin come and go. Disloyal samurai may leave, taking their men.
| Order | BP | Who |
|---|---|---|
| Cultivate land, flood control, develop town, reinforce castle | 50 | the officer you appoint |
| Sell rice, buy rice, buy arms, borrow gold | 40 | the trader |
| Transfer gold or rice; move officers | 20 | the overseer; each officer who moves |
| Search for ronin; recruit an officer | 70 | the recruiter; the messenger |
| Dismiss an officer | 20 | your lord |
| Give rewards | 20 | the governor |
| Train an officer | 90 (and 30 gold) | the trainee |
| Appoint a governor | 0 | your lord |
| Send tribute | 80 | the envoy |
| Propose alliance; arrange a marriage | 100 | the negotiator |
| Threaten | 60 | the envoy |
| Spread war rumours; assassinate | 100 | the agent |
| Incite uprising | 90 (and 10 gold) | the agent |
| Hire soldiers | 50 | the recruiter |
| Reassign men | 20 | the governor |
| Train men; war | 40 | each officer marked |
In month 3 (spring) gold comes in from trade; in month 9 (autumn) the rice is harvested. Soldiers eat into both. Floods come with the rains of months 5 to 7, and typhoons in summer; good flood protection keeps the fields. Unhappy provinces rise up. Envoys of weaker neighbours bring tribute or offer alliances, and strong, hostile clans mass soldiers on your borders.
Your lord governs from his seat. If the seat falls, he escapes to another of the clan's provinces. If he dies, the next officer of his province succeeds him, and the clan's officers lose some loyalty; a third succession breaks the clan. Officers whose loyalty falls low are reported. At the end of a campaign a summary shows how long it lasted, what you held, the battles won and lost, your rulers and your major battles, and then the map as the campaign left it.
View > Chronicle keeps the campaign's news, orders, battles and decisions, and goes with the campaign into its saves.
Military > War: choose a bordering rival, mark the officers who march (someone must stay), choose the commander from them, and how much gold (for bribes) and rice the army carries. Each of them pays 40 BP.
Every officer leads his own unit: C cavalry, I infantry, R rifles, with his men's number under it; the pennant marks a commander. The field has plains, a road, forests, hills, mountains, a river crossed by a bridge and a ford, and the castle, where the defenders stand.
Afterwards a page tells every officer's fate: the victors hold the province (the commander governs it, with the rice and gold left); after a defeat the army falls back where the commander chose, and some may be killed, captured or desert, the disloyal first. A summary heads the page: the men on both sides, the rice and gold carried, eaten, spent and returned, and the province. After a conquest you choose who governs it; if your lord led the army, he governs it himself and nothing is asked.
When a computer clan marches on one of your provinces, you are asked after the month's wars: lead the defence yourself, or leave it to your generals. Leading it, you fight on the same field from the castle: the enemy deploys and moves first in each phase, then you move your units (M, A, H, V and T as above). S calls in a reserve from a bordering province of yours; defenders do not bribe. F (or X, or Esc) gives up the castle: your army leaves with its men, and your lord goes to another of your provinces. The result goes into the month's news, and every officer's fate is shown. In the desktop edition, closing the window during a defence leaves it to your generals. In online games the server still fights invasions of your provinces.
With Other > Hex battles off, the computer fights your wars for you and you see the result. The computer clans fight their own wars on the same field; with Watch other fiefs' wars on (Other > Settings) you see each one at the end of the month: Enter skips a battle, Esc skips the rest.
Display time (1 slow to 5 fast) sets how long the battles you watch and the results take. Animation shows a develop order's result rising. Sound turns the music on and off; Settings also sets its volume, and Restore defaults puts every setting back. Quit goes back to the title screen. In the browser the music starts at your first key press or click, and F, or the button at the top right of the page, shows the game full screen.