The unit counters are to a high standard, having icons of Samurai warriors rather than standard NAT0 symbols. They are double sided but the reverse side shows the same unit in the opposing players colours. The games map is equally well done. All in all a very pleasing package. A game turn commences with players ascertaining who goes first by each rolling a die.
Highest roller can decide whether to go first or second.
The phasing player then rolls another die and cross references the result on his command table. By spending 1 CP he is able to move a previously or just activated clan. Each clan can only move once per turn and movement rules use standard wargame procedures. However, if you move within two hexes of an unactivated enemy clan you will automatically activate it, possibly doing your opponent a favour unless it joins your side. Don't move close to unactivated enemy clans until you are ready to pounce on them, or there's a strong possibility they will defect.