Showing posts with label Takeda Katsuyori. Show all posts
Showing posts with label Takeda Katsuyori. Show all posts

Saturday, April 19, 2014

Rotating Volleys of Merchandise: The Battle of Nagashino as Pop Culture Phenom


A few years ago we ran an article about the ‘Selling of Sekigahara’-how battles from Japan’s past were a popular subject for merchandising and found their way into all sorts of pop culture venues. It’s not unusual to see them featured in tabletop board games, video games, models, figures, toys, dioramas, TV programs, movies, and even weapon reproductions. Recently the SA podcast ran a feature on a battlefield archeology conference where the Battle of Nagashino in 1575 was a subject of one of the presentations, so we thought it a good time to run a similar feature on the merchandising of that famous battle that we’ve had in waiting for several months. We’re sticking to Japanese-produced items here, so you’ll have to read about GMT’s interesting depiction of the battle in their tabletop wargame ‘Samurai’ elsewhere (as well as similar efforts in Brian Bradford’s ‘Killer Katanas’ and ‘Total War: Shogun 2’). Likewise, we’re not going to discuss much in the way of books on the battle as they fall a bit outside of pop culture merchandising (although many of them are indeed pop culture efforts). With that in mind, here are some of the products fired the way of shoppers by the soldiers of corporate Japan. 

In passing, we’ll mention several sims/wargames dealing with the battle that have been released over the years. From the 1980’s is “Oda Teppotai (Oda Gun Corps)”, a hex-based rudimentary electronic game that’s beginner friendly, being on the difficulty level of early Avalon Hill games. A step up in complexity is “Nagashino: Shitaragahara Kassen (Nagashino: Battle of Shitaragahara)”, found in War Game in Japanese History #7. It’s a European-style game with area movement and card play that adds specific events and randomness to the proceedings. Finally, there’s Game Journal #23’s “Namida No Shitaragahara (Tears of Shitaragahara)” (one of two games found in this special Nobunaga Senki issue, the other being Anegawa). This hex based effort is the most detailed, accurate, and complex of the three listed here. Since we’ve covered all of these in varying degrees of detail on the Samurai Archives Forum, we’ll just refer you there for more details (particularly the Japanese history war game thread). 

Next up is the recent 90 page mook “Nagashino no Tatakai (Battle of Nagashino)” from Gakken (publishers of the popular pop culture history series “Rekishi Gunzou”). While at first glance it appears to be a pretty standard examination of the battle, the volume’s gimmick appears just inside the back cover. There’s a 3D four-panel fold-out map of the battlefield with troop positions along with a set of 3D glasses for your viewing pleasure. The 3D is of the old-fashioned blue/red 1950’s comics variety and truth to tell, the effect isn’t very good. However, the rest of the book is. Like most Gakken books it’s loaded with maps, charts, biographies, photos, and artwork. Particularly nice are several double paged spreads that show three/quarter bird’s eye views of the area at different points before, during, and after the battle. There are maps for every level-strategic, operational, and tactical, along with more detailed topographical maps. In-depth breakdowns of the armies and the types of unit tactics, weaponry, and defenses employed are shown. The entire campaign is examined with the climactic battle earning expanded coverage. Biographies of most of the major commanders present are given along with their actions during the battle (as expected, Oda Nobunaga, Tokugawa Ieyasu, and Takeda Katsuyori get the lion’s share but even their less famous vassals such as Hara Masatane get mentions). As a bonus, there’s also some nice material on the earlier battle of Migatagahara. Modern day photos explore the battlefield as it appears today. The history is a bit outdated (for example, the barricades are shown as being placed along the entire length of the line as well as having advanced redoubts-see Thomas Conlan's "Weapons & Fighting Techniques of the Samurai Warrior" for why this probably wasn't the case, or check out the excellent video tour HERE), but overall it’s a solid effort. Other volumes in the series include other of the ‘big four’ battles of the Sengoku- Sekigahara and the Siege of Osaka. 

Looking at a 3D battlefield is one thing, but building your own is much more fun. For those interested in giving that a try there’s “Nagashino no Tatakai (Battle of Nagashino)”, part of Facet’s “Sengoku Kassen (Warring States Battles)” papercraft line of products. This inexpensive and entertaining kit gives you everything you need to replicate and bring to life a famous painted screen of the battle. You get a base of the terrain and two sheets of various types of soldiers, sashimono, barricades, and castle sections. Punch them out and bring the battle to life! Enterprising miniature enthusiasts could even build a war game around it. Sure, it’s non-scale, but so much fun you won’t mind a bit. 

More in scale and of interest to miniaturists is Aoshima’s “Nagashino no Tatakai” plastic model kit, part of its “Japanese History Sengoku Battle” series. Aoshima produced a popular series of 20 samurai kits, each themed to a specific type of soldier, an individual leader, a defensive/offensive work, or even a subset of five kits dealing with Chushingura. As the years passed they would produce themed packages encompassing several of these kits along with additional items to make a diorama. There were the battles of Kawanakajima, Sekigahara, Migatagahara, a couple for Osaka, Shimabara, Odawara, an ‘Edo Elegance’ effort, and several kits showcasing the Date, Sanada, and Takeda clans. There was also the one we’re looking at, Nagashino. It was comprised of kits 4 (spearmen), 5 (arquebusiers), and 10 (Oda Nobunaga). A plastic unpainted base was included along with ‘grass’ to sprinkle on it, dowel rods and twine to construct barricades, and paper curtains to construct Nobunaga’s headquarters along with several flags. Ahead of its time, the kit was careful to show a mix of spearmen with the gunners rather than the masses of firearm toting samurai as seen in Kurosawa’s “Kagemusha”. The kits, while issued years ago, are regularly reissued and can be found cheaply on auction sites. 

But by far the best item featuring the battle to date is Videre/Oshiro Diorama Restoring Shops’s “Mikawa: Nagashino Castle”, the initial entry in their ‘Shirorama’ series of Japanese castle dioramas. This package has as its centerpiece a 1/1500 scale of the grounds and buildings of Nagashino Castle, the Tokugawa structure under siege by the Takeda whose relief precipitated the battle. Featuring an attractive 3D prepainted base, modelers can paint and add the included fences, walls, watchtowers, and buildings scattered about the several enclosures (‘maru’) of the castle. While most castle kits focus on the tower ('tenshu') of the castle (often the only part that has survived to the present day-or been reconstructed)-and for castles that never saw combat at that-this one is much more representative of the type of fortresses that were actually used in the Sengoku. Noted castle historian Fujii Hisao has overseen the development of the kit and the reconstruction is as accurate as possible. However, as well done as the diorama is, it’s only the tip of the iceberg of what’s included. 

 

There’s also an excellent 66 page book that details the history of the castle along with the battle itself. It’s loaded with maps, photographs, charts, and period artwork. The history of the castle contains the most up-to-date information, including the results of several recent digs. The battlefield history also contains much of the most recent scholarship, although it too presupposes barricades all along the line. Detailed painting and assembly instructions are given for the diorama. And since my wife told the retailer she was buying it for an English speaker, they included an excellent 68 page English translation by Ninomiya Hiroshi. It reflects the better scholarship also and among its sources are several excavation reports conducted by the local education system. There are quite a few interesting secondary sources used as well. It’s probably the best published English language treatment of the battle to date, being much more reliable than Stephen Turnbull’s outdated Osprey effort. 

Also included are two reproductions of antique maps of the castle, making for a nice wall poster-as well as being useful when putting the diorama together. There’s a great overhead shot of the castle and its environs that comes into play with a feature we’ll talk about in a bit. And-get this-there’s even a SOUNDTRACK CD. How cool is that? Yes, while building the diorama, you can chill out to several tunes specially written and performed for this set by Japanese guitarist Yamada Koji (best known for ‘Passport to Heaven’). 



And the coolest feature isn’t included in the box, but is rather downloaded through Itunes. It’s the Shirorama Nagashino Castle App. If you don’t own the diorama set, then the app does absolutely nothing-you’ll just see whatever you point your device at. But point it at the well done box artwork, or the aerial photo we talked about in the last paragraph, then the Sengoku comes to life. An animated AR version of the castle is superimposed upon the art/photo, featuring soldiers, rivers with running water, and a 3D rendition that can be examined from any angle. The app even challenges you to find the castle’s commander, Okudaira Sadamasa, squirreled away somewhere in the maze of defenses. It took some time, but we managed to ferret him out. Mikawa: Nagashino castle is the complete package, blending together several disparate elements to create a whole that is interactive, entertaining, and educational-showing once again that pop culture is an excellent way to bring history to the public at large. 

So that’s a good note to end on. There are other notable examples, such as the “Briefcase Diorama” of the battle that has over 50 miniature figures and opens up to a detailed prepainted layout of a section of the battlefield. There was a popular “Romance of History: Battle of Nagashino Bullet Revolution” series of plastic candy toys produced by Furuta that allowed buyers to build their own versions of Takeda Katsuyori’s army and their Tokugawa/Oda foes. And there’s the excellent full sized arquebus replica made out of wood and metal that was included with the premium edition of Koei’s “Nobungaga’s Ambition” 30th anniversary set. But this short sampling has given you a taste of the rotating volleys of merchandise that Japanese retailers have laid down on consumers looking for a taste of the battle of Nagashino-and the attraction that it continues to exert on the popular imagination over 400 years after it was decided.

Thursday, November 18, 2010

Samurai and Death in Battle - A Translation

As another translation, I've picked out a section of a book called "日本の歴史・合戦のおもしろ話" (Japanese History - Interesting Tales of Battle). This translation deals with Samurai and death in battle. Everyone likes to think that Samurai were in love with the idea of death in battle and that they had no fear of death.  Japanese historian Owada Tetsuo gives a much more reasonable explanation, which I hope everyone finds enlightening.  This is the first of two sections I'll be translating.  Due to the vague nature of Japanese, I've added some slight exposition here and there to clarify, but otherwise it is a direct translation.

What were the warriors thinking on the battlefield? - Translated from:
Nihon no Rekishi - Kassen no Omoshirobanashi by Owada Tetsuo

In his house codes, the famous general Takeda Nobushige wrote, "In regards to battle, one must never fear death". These words illustrate that the Sengoku warriors stood shoulder to shoulder with death on the battlefield. However, if one reads between the lines, it also illustrates that these warriors, as well as their vassals, actually feared death, otherwise it wouldn't be necessary to put it directly into the house codes. In fact, if one looks at the various family records of the 100 years of the Sengoku period, it will become obvious that death on the battlefield was the rule rather than exception.

Socho, a renga poet who served Imagawa Ujichika in Suruga province wrote in the historical document Socho Shuki "Death in battle. That is to be Samurai."  Death in battle was a matter of course, and to thus fully prepare for it before setting out on campaign. The fear of death was probably the same for the Sengoku warrior as it is for the modern man, however there was one definite difference: The awareness or at least hope of utility or practical benefit in one’s death.

This benefit or utility in dying a heroic death on the battlefield is that it brings fame to one's name, and by practical extension, one's descendants, family, and clan. During the Sengoku period, there was an awareness that a shameful showing in battle could have had a catastrophic effect on one's family, and a glorious death would be preferable. Therefore, there was by no means some sort of death-wish spurred on by a “beauty of death” philosophy. It was purely a practical matter.

Of course, death was not the goal, it was to survive and bring fame and glory on oneself. However, war service is accompanied by danger - a chance for glory also brings the danger of death, and on the battlefield, the difference between life and death is paper-thin. But, on the battlefield is the only place where one can find the glory they are looking for, and the Sengoku warriors must have been aware of the inherent danger.

When it’s said that a warrior wants to bring glory to their name, or protect their name, the "name" in question doesn’t refer only to their own individual name, but to their family name and family honor, including their ancestors and descendants. Warriors in battle carried responsibility for not sullying their name with shameful actions.

One famous example took place in 1581 during the siege of Tottori castle. Kikkawa Tsuneie, under siege by Hashiba Hideyoshi, was forced to commit seppuku, and left a written will for his children. In reading his will, you can see that he believed that by slitting his belly he could not only save his soldiers, but bring honor to his family and clan.

Based on the above, it is obvious that "name" is the keyword in the Sengoku warrior's opinion on life and death. And also as stated above, there was a tendency to believe that the sons of a warrior who died a valorous death in battle would also share that same honor and valor displayed by their father.

Tokugawa Ieyasu
For example, in the 3rd month of the 10th year of Tensho there is an episode involving Tokugawa Ieyasu after the battle of Temmokuzan in the countryside where Takeda Katsuyori was finally destroyed. At that time, there were barely 20 or 30 mounted warriors left alive on the the opposing side, and among them, one warrior, Tsuchiya Masatsune, served as Katsuyori's kaishaku (seppuku assistant), and then promptly followed his lord in death. When Ieyasu heard this, he said "Does Tsuchiya Masatsune have any sons?", and when he found out that Tsuchiya did have a son, he sent men out to find him. The son was eventually found being hidden in a temple, and he was called to Sumpu castle to meet with Ieyasu. Ieyasu took in the child who was barely six years old, and made him his son Hidetada’s page.

In Ieyasu's view, the son of a man who fulfilled his duty so honorably, and gave his life for his lord, would be destined to become a great man himself, which is likely why he took the child on as a vassal. That the child was the son of a man who fought him in battle didn't matter. His conduct on the battlefield moved Ieyasu.

Saturday, November 06, 2010

Mito Komon’s Coming To Town: Holiday Gifts For Japanese History Buffs

That jolly old soul with the white beard and hair recently paid a visit to the Samurai Archives, and along with him came several new Japanese wargames and RPG’s. No, it wasn’t Santa, or even our father-in-law, but rather Mito Komon-the Edo period hero who proved that the Tokugawa really were the good guys. The wizened Tokugawa scion brought along Sanada Yukimura, Shimizu No Jirochou, and Oda Nobunaga to join in the fun along with a bunch of frantically retreating Ming and Korean troops. With New Years and Christmas rapidly approaching, it’s time to start dropping hints to your friends and significant others about some of the items on your personal wish list-and we’re assuming since you’re here, some of them are probably Japanese history related. We’ll have book reviews of some interesting releases in the weeks to come but for now, let’s take a look at some historical simulations, card games, and board games dealing with pre-modern Japanese history-the perfect gift for those looking to replay the past. Everything reviewed here is Japanese language only except for ‘The Imjin War’.

The best of this round of offerings is likely Game Journal #36: Sanada Gunki: Kessen! Osaka No Jin (真田軍記:決戦!大坂の陣, Sanada War Chronicles: Decisive Battle! Siege Of Osaka). This is an update of Tenka Fubu’s 1992 release Sanada Gunki. It’s a strategic/operational level simulation of the Osaka campaigns of 1614-1615. The game has enough specialized rules to make it unique and interesting but not so many that it becomes overly complex and bogged down. Played on a well done map of Japan from Owari to west of Osaka, it employs a standard hexagonal movement grid. The counter sheet and orders of battle are excellent, sorting the different forces (Tokugawa vassals, Tokugawa allies, Toyotomi retainers, and Toyotomi allies/ronin) by color. The Tokugawa forces outnumber the Toyotomi by roughly two to one, but the Toyotomi are given a shot at surviving by the strength of most of their units. While this was done to balance the game, it works against it from a simulation standpoint. The Toyotomi units did tend to perform better in the battles, but is Sanada Yukimura’s small personal force really twice as strong as the main Tokugawa force under Ieyasu? For that matter, is Akashi Teruzumi’s detached force (which historically performed miserably, getting lost and missing the battle) one and a half times more effective than Ieyasu’s? The Toyotomi army also has the advantage of being able to hole up in Osaka castle when things go bad, an extremely hard nut to crack for the Tokugawa (and something they almost have to take to win). There are plenty of other castles and objectives to take for both armies. It’s well balanced and games played between two players of similar skill will go down to the final turns.

There are scenarios for the Winter campaign of 1614 and the summer campaign of 1615. There are also three ‘what-if’ scenarios. What if Sanada Masayuki had lived to take command of the Toyotomi forces? If Fukushima Masanori had deserted the Tokugawa and thrown his support back to the Toyotomi? And finally, what if it had been Ukita Hideie who had returned from exile to take command in 1614? Sanada Gunki is an excellent old school wargame that might be Game Journal’s strongest offering to date. The magazine has several articles on the Osaka campaigns, including an historical overview, designer’s notes, a phase by phase illustration of how the action unfolded in real life using the game components, and even a manga strip with gameplay tips. Comparisons of various Sengoku related wargames, reviews of other new releases, and articles on non-samurai related wargaming round out this excellent package.

Japanese History War Game Quarterly #7 features Nagashino: Shitaragahara Kassen (長篠:設楽原合戦, Nagashino: Battle Of Shitaragahara), the famous 1575 battle where the allied forces of the Oda and Tokugawa effectively ended the threat of the Takeda. Strangely enough, this tactical level game features area movement on a map that encompasses not just the main battlefield but also the area around the besieged Nagashino castle. A hex based map would have been far better for this level of game, but it’s not totally unexpected since JHWGQ hasn’t produced a hex game yet. The map itself is quite an ugly and abstract piece of work. As with most games that appear in this publication, there are cards to introduce random elements into the battle (like the weather changing, rendering the Oda guns useless). The counter mix is by far the best part of this offering-the oversized counters are broken down into generals for both sides and the Oda/Tokugawa forces have two for each commander-one used for equipping them with guns and one without. Yes, as if being outnumbered historically by almost three to one isn’t bad enough for the Takeda, they don’t know until battle is joined which of the Oda forces have guns-and for that matter what commander is where, since units are hidden until engaged (but all of the Takeda forces are clearly identified from the get-go). There’s great cover artwork featuring Takeda Katsuyori and a glowering Oda Nobunaga, and you’d swear it was Darth Vader being depicted on Oda’s in-game counter. As a bonus, there’s a code exposed when the game components are removed from the bubble that allows you to download a Vassal module for Nagashino from JHWGQ’s website. At any rate, it’s a fast play and has a high fun factor.

There have been several changes made in the format of JHWGQ with this issue. Some are minor-the magazine is now printed ‘Western style’, opening and being read from the ‘front’ (with the game components now in a bubble on the right side of the opened magazine rather than the left). Some are medium-the rules for the issue’s game are now printed separately instead of being part of the magazine, somewhat hurting the cohesiveness of the product as a whole. Some are major-there’s now only 16 pages to the magazine, just about half of what JHWGQ #1 had. A bit of this is due to not including the rules, but other content (such as reviews of DVD’s that tie in with the issue’s subject matter) have been eliminated. What’s there is fine-an overview of Oda Nobunaga’s army and various battles it took part in, an historical article on the Battle of Nagashino, set-up instructions and an introduction to wargaming, and an examination of the campaign using the game map and components to illustrate how the battle played out in real life. JHWGQ has been losing steam the past few issues with content being scaled back and using less polished components-probably cost cutting measures that bode ill for the future. Hopefully they’ll be back on track in issue 8, with a game depicting the action of the Bakumatsu.

Sengoku Daimyo Card Game: Kunitori! (戦国大名カードげーム:くにとり!, Steal The Nation!) combines the best of both possible worlds: a Sengoku period province grabbing game and hot anime chicks. Yes, all your favorite daimyo from the warring states are rendered as women in this game by some of Japan’s best known manga artists. Whether it’s the cutesy-pie flat chested Hideyoshi or brassy lingerie-wearing Oda Nobunaga strutting around with her big boobs spilling out, these famous historical figures take on a whole new dimension. This 270 card non-collectible set (meaning you get the whole thing at once-none of this ‘false collectible’ rare card and booster sets crap) from Arclight not only has novelty appeal but is a solid gaming experience as well. Like most card games, it’s easy to pick up and play but will take some time to master all its subtleties. Up to six players can compete and games can be finished in 30-60 minutes. Enlist the help of foreign traders, boost your economy, mash enemy daimyo, and check out Nobunaga’s rack. Go ahead-you know you want to.

‘The Imjin War’ is a condensed 16 page booklet produced for use with the Killer Katanas 2 (tsk, tsk-a plural Japanese word) miniatures game system. It contains information and rules for putting together miniature Ming Chinese and Korean armies and pitting them in battle against Japanese forces during the Bunroku/Keicho campaigns (Hideyoshi’s Invasions of Korea in the 1590’s). There’s a nice level of detail here, giving the mainland Asian forces plenty of armament and artillery options. Ming armies are rated differently for northern and southern troops and Korean forces are divided into regular army, Righteous Army, and armed monks. Sorry, no provisions for naval warfare, so Admiral Yi cultists will have to wait for another day. While the KK system is probably the most accurate and detailed English language rules system portraying tactical samurai warfare, this particular rules set tends to result in fairly balanced battles, coming up with rather ahistorical results. This is easily rectified by dropping the morale factors for Chinese troops (always) and (depending on the battle and type of forces) Korean troops by one. Then you’ll be seeing battles that play out accurately. For further fine tuning, try raising/lowering the morale of Japanese troops according to their supply status in a particular battle. Author Brian Bradford has been selling these booklets on eBay, but interested gamers might want to wait until early November when his full scaled ‘Hideyoshi’s Korean Invasion’ sourcebook comes out. The sourcebook will contain the rules found in ‘The Imjin War’ plus scenarios of notable battles and lots of background information such as illustrations of Ming banners and flags. Unfortunately, it appears that Kenneth Swope has had some input into the finished product, so it might be skewed in favor of a powered up Ming army-but that’s nothing that can’t be fixed by lowering a factor here or there.

For those not familiar with the KK2 system, it’s well worth checking out even if you’re not a gamer. Brian’s base set and supplements give some of the better information to be found about most of the major Sengoku daimyo and their campaigns in English (although a lot of it is taken from Rekishi Gunzou mooks and the notoriously unreliable Japanese General Staff written histories of the 1890’s, so be forewarned). You can contact Brian on the Yahoo ‘Asian War’ group for more information.

Our wife Ayame recently visited from Japan and gifted us with some older games we hadn’t known about. The following two games have been out for a couple of years, but are worth a look for their depictions of subject matter not usually covered in samurai era sims.

While Command Journal Japan #75 touts two WWII German vs Russian games as the main attractions, what we’re interested in is Toukai Yuukyou Den: Jirochou Sangoku Shi (東海遊侠伝:次郎長三国志, Eastern Gangster Legend: Jirochou’s Three Provinces Record). This is a game simulating the Edo area Yakuza turf wars of the late Edo/early Meiji periods. It’s based on the well known Japanese novel Jirouchou Sangoku Shi that details the adventures of historical Yakuza boss Shimizu No Jirochou (AKA Yamamoto Chougorou). Jirochou was a tremendously popular ‘chivalrous man’ along with being a master swordsman, gang mediator, philanthropist and a type of ‘Robin Hood’ figure in Japanese lore-he’s been the subject of dozens of films and novels. As indicated by Jirochou’s name, the object is to control Yakuza activity in the areas between Edo and Kyoto. There are several factions in the game (including Shogunal inspectors sent to control them) and the counters represent individual figures from history (and sometimes fictional ones). There are oyabuns, sub-bosses, enforcers, soldiers, and the occasional ronin bodyguard. The rules system covers a lot of options and has interesting ‘chrome’ rules, giving the gameplay that seedy Yakuza feel. The map features area movement with the different famous major roads of Japan (such as the Tokaido) playing a large part in strategy. Overall, the gameplay is quite like that seen in War Game In Japanese History’s #1 ‘Shinsengumi’ game (reviewed earlier in this thread). For fans of Zatoichi and Yakuza films, this game will have a lot of appeal and is an interesting break from the conventional battle games that usually appear in Command Journal. The reverse side of the map has a cool 'woodblock' look to it with illustrations and doubles as a fourth game-Meiji Zankyouden Sugoroku (明治残俠伝雙六, Meiji Yakuza Tales Sugoroku). Sugoroku is a simple Japanese dice game, in this case playing off the 'Showa Zankyouden' film series. It features the Yakuza as well (zankyouden means 'remaining chivalry' and is often used to describe the Yakuza). The main magazine also contains articles that give mini biographies for each of the figures in the counter mix and one that gives a history of the Yakuza in the Kanto area in the 1800’s. You also get the two other WWII games and loads of reviews, gameplay tips, and (non-samurai related) historical articles, making this issue a great value.



‘RPGamer’ is a Japanese magazine that touches every facet of Role Playing Games, from Call of Cthulhu to Star Wars to D & D-horror, SF, fantasy, and more. Issue #12 focuses on historical roleplaying, featuring Shibaiyuugi: Mito Komon (芝居遊戯:水戸黄門, Drama Game: Mito Komon). Mito Komon is the historical Tokugawa Mitsukuni, a member of the Tokugawa Mito branch family and an historian who began to put together the massive ‘Dai Nihonshi’ (‘Great History Of Japan’) that took around 200 years for the Mito branch to complete. Mitsukuni was said to have wandered the length and breadth of Edo period Japan incognito in his research efforts. Folk legend had it that using the guise of retired wealthy merchant Mito Komon he righted wrongs, broke up criminal gangs, and punished corrupt officials along the way. The Mito Komon legends have been the source for dozens of Edo period and modern novels along with a long running TV series and several movies. The game allows you to recreate these adventures of the elderly Mito and his two energetic young aids (and whatever other playable characters you might care to roll up), presumably pausing at the penultimate moment to dramatically flash an inro with the Tokugawa crest emblazoned on it just to show those punks who it is they’re REALLY dealing with. There’s a detailed 24 page rulebook/sourcebook with small scale maps for all sorts of Japanese environments-farming village, fishing village, small town, way station, daimyo mansion, etc. There are game markers to represent the forces of good and evil and a very nice three panel gamemasters screen. The latter has a map of Edo period Japan on one side with all of the provinces, major towns, and road networks displayed. The reverse side has all the tables needed to play this entertaining and colorful RPG. For anyone putting together Japanese themed RPG’s or even aspiring authors, it’s a great resource. The magazine has a huge variety of articles and reviews, including one that examines the different releases over the years in the ‘Japanese Historical RPG’ genre. Even better, it covers both English language (Sengoku, Gurps Japan, Land Of The Rising Sun, Ninja, and lots more) and Japanese releases-surprisingly, there seems to be more of these in English (although the Japanese releases appear to have lots more color, flavor, and chanbara feel to them).

Other highlights include reviews of ‘Edo period’ DVD’s to add flavor to any campaign, several manga strips (our favorite being a long one that pits ‘Mito Komon Vs Mobile Great Buddha’), ads for every RPG game ever released here or abroad, and overdeveloped gals in sailor suits with blazing automatics. Japanese publications almost always figure out a way to work hot chicks into the mix, and I for one appreciate their heartfelt efforts to gain my entertainment yen.