
- BGG rank
- BGG #85
- BGG rating
- 7.9
Android: Netrunner
- 2 players
- 45 min
- Complexity 3.4/5
- 2012

Rules assistance for Sakura Arms: Kikou Kakumei
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.
Sakura Arms: Kikou Kakumei is an expansion for Sakura Arms released in 2017 for 2 players, 15–20 minutes per game, and ages 13 and up. It was designed by BakaFire and its main mechanics are Variable Player Powers, Hand Management, and Take That.
Expansion for sakura arms dueling card game, this expansion adds 2 new machine/invention themed megami: Kururu(クルル) and thallya(サリヤ). Kururu is the megami of innovation and madness. She does not care what sacrifices it takes to complete her machines. Her mechanic requires you to have played cards(not discard) in order to complete the required components(the card type determines what components it counts as). She is the hardest megami to learn , and will remain that way according to the designer. Thallya is a megami who was formerly a human from another land/country. She rides a motorcycle and fights with a "sword-whip". Her mechanics revolve around her "fuel", an extra resource that many of your cards require to use, or can make use of. She also has the ability to gain unique basic actions via transforming(utilizing her S4 special card)While she has a high skill cap she is easier to approach than Kururu. This expansion adds more difficult mechanics than prior expansions, according to the publisher it will likely remain the most mechanically difficult expansion. Sakura Arms is a Japanese dueling living card game made for 2 players, in which players build 10 card decks from a limited pool in order to reduce the opponents life to zero.
Sakura Arms: Kikou Kakumei supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Sakura Arms: Kikou Kakumei is 15–20 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 Sakura Arms: Kikou Kakumei 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.
Sakura Arms: Kikou Kakumei belongs to these categories: Card Game and Expansion for Base-game. Its main mechanics are Variable Player Powers, Hand Management, and Take That. 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 Sakura Arms: Kikou Kakumei are: BakaFire. 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 Sakura Arms: Kikou Kakumei as an expansion for Sakura Arms. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Sakura Arms to use it. Check that your edition of Sakura Arms is compatible, as some expansions were revised between editions.