
- BGG rank
- BGG #26,769
- BGG rating
- 5.9
Warfighter: The Fantasy Card Game
- 1–6 players
- 30–180 min
- Complexity 3.4/5
- 2023

Rules assistance for Kamakura
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Kamakura is a board game released in 2011 for 2–4 players, 5 minutes per game, and ages 13 and up. It was designed by Alex Montgomery, Orie Rush, and Lee Mcintosh and its main mechanics are Hand Management and Campaign / Battle Card Driven.
Kamakura is a game of feudal Japanese warfare in which you attempt to defeat an opponent by taking their territories before they take yours; this is done by carefully choosing combinations of weapons, soldiers, and arrow barrages to attack with, while defending your own territories with a myriad of defensive techniques. Strategy, deception, and bravery will be your most valuable assets in the complex and varied game of Kamakura. The game features original artwork and game play. The premise of the game is to capture all of your opponents territories OR gain a score of 17 or more. You combine various soldiers each with unique abilities with crafty weapons in order to take territories as your own. The mechanics behind the game are card management and general strategy. As of 2014 edition: Gameplay; We’ve decided to introduce “Clan Power” cards. Each deck comes with 1 Clan Power card for each Clan, totaling 4 Clan Power cards per deck. Each Clan Power is unique, adding new strategic elements and depth. To compensate for adding the new Clan Power cards we took away 1 Naginata and 1 Yumi (the two most powerful weapons). The deck now totals 54 cards. Color coded backs have been added for easy sorting with their corresponding Clans. Updated Territories; Barrages and Walls now have point values. 1 barrage (Attack Power of 2) can take either the Farm or Village, but 2 barrages (total Attack Power of 4) are needed to take a Fortress or Palace. Walls now have a Defense Power of 2. Walls also have the ability to scout territories. For example, 1 Barrage can be played on a palace, if your opponent doesn’t have a wall, they must still reveal the Territory, but it cannot be captured. Even though the Barrage now has an Attack Power, it still may NOT be used with a soldier. Refined Card UI; Along with enhanced card and box quality we wanted to address the card design and how they explained themselves. We rethought how to phrase the descriptions and abilities of every single card. This led us to add slight iconography to the cards to further help explain the context that each card may be used in. At the top right of the Abilities box is either a sword, shield, flag or a combination of sword and shield. For more info on the 2014 edition refer to the updates section of the Kickstarter for the 2011 edition.
Kamakura supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Kamakura is 5 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Kamakura for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Kamakura has a complexity rating of 1.2 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Kamakura belongs to these categories: Card Game, Wargame, and Medieval. Its main mechanics are Hand Management and Campaign / Battle Card Driven. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Kamakura are: Alex Montgomery, Orie Rush, and Lee Mcintosh. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Kamakura as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.