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A card and miniature combat game. Two or more players customize their battle deck for 1 vs. 1, team vs. team or free for all combat!

About Yashima

You are a Kami Master. Trained in the art of channeling the spirit energy of the Kami, unrivaled in expertise of your chosen fighting style, you are sworn to uphold the honor of your House. 3D Renders of Miniatures (Click for full size) 3D Renders of Miniatures (Click for full size)   Yashima: Legend of the Kami Masters is a fast-paced combat game that combines the speed and complexity of card games with the tactical movement and terrain found in miniature games. With various styles of play, you can compete in a two-player duel, team-based combat, or a free-for-all showdown!
  • A player's Battle Deck is their life force, used to generate Karma and unleash new abilities. Every card you play and lose matters in your hand, and in the future.
  • Unique Tome cards with page-turning mechanics provide players with multiple tactical options to keep every turn exciting!
  • The Action Pool and the ability to influence turn-order makes every round a distinctive experience.
  • Facing, attack patterns, and “friendly fire” makes melee-combat simple, yet engaging.
  • Multiplayer competition stays intense and engaging for all players with restoration mode. Instead of elimination, defeated players return more powerful and with a vengeance. Drive all your opponents to restoration and be the last one standing to claim victory for yourself or for your team.
>Cards affect battle! [Example Attack] (Click for larger image) Cards affect battle! [Example Attack] (Click for larger image)   Your custom Battle Deck is central to the game. Representing the martial arts skills of your Kami Master bound to the powers of your chosen Kami spirit, the Battle Deck is not only the source of your attack and defense techniques, but also your life force. As you play cards from your hand, place them back on the bottom of your deck. But when you lose life, you discard. Those techniques are now lost!


  • Rosamu, the monk, uses chains to create powerful combinations of multiple attacks.
  • Hikaru, the priestess, is a powerful healer who counters her foes with spiritual cleansing.
  • Akiko, the fire sorceress, wields the power to burn all who stand in her way.
  • Kenta, the ronin warrior, studies his enemy's weaknesses before he unleashes his fury.
  • Click for more details and lore on each of these Masters!
Unlocked Expansion Characters:
  • Dokubaba, the witch, uses her ability to cast plague on other Kami Masters and cough her poison at farther distances which is harmful to others, but also to herself.
  • Toru, the druid, calls upon an unnatural power of nature. He casts seeds, then wills them to grow into different plants that can hurt or heal.
  • Yuki, the spirit of the snow, a child of the snow topped mountain, has been gifted with its spirit. Her weapons are shards of ice used as throwing stars, and she can pull ice and snow as barriers to protect herself.
  • Mitsuo & Saru, the traveling bard and his pet, a small man, and at first glance can be mistaken for frail. He is blind, so he plays up being the ancient-sage-type by having a long wispy beard and droopy robes. Wherever you find Mitsuo you will find Saru, his companion. Much like his master, Saru’s appearance covers his mischievous nature.
  • Click for more details and lore on each of these Masters!
  • The Dragon Kami builds upon its attack power and evades attacks by flying or dodging. The Dragon Kami is low in health, but it is known for its luck (high karma).
  • The Tiger can use mechanics to set up the perfect combination of deck, hand, and karma pool manipulation. When in the fray of battle, it has a powerful block defense.
  • The Tortoise is slow and deliberate; its low karma makes it often the last one into battle. Like a shell Tortoise's blocks are some of the best and when it strikes they are very powerful blows.
  • Like the mythical beast of legend, the Phoenix Kami is brilliant, daring, and willing to risk it all for glorious success or a spectacular fiery crash.
Interchangeable character and Kami cards provide 16 playable combinations. Expandable with new Masters and new Kami! (Click for larger image) Interchangeable character and Kami cards provide 16 playable combinations. Expandable with new Masters and new Kami! (Click for larger image)   Be the last remaining player with cards in your Battle Deck, and prove your might as a Kami Master! ~ Marco Arnaudo “The game has a lot of possibilities, a lot of options, a lot of fun crazy facts that you can create. It just takes a turn or two, but when that happens oh boy that is really fun, a fun situation, a fun game!” ~ Forrest Bower "Once you get into the game, the gameplay is incredibly deep! ... There is an awful lot to like in this game! ... Gorgeous art work, really fun gameplay, tons of stuff to be paying attention to, tons of ways to sabotage your opponents." David Kartzinel short P&P Review on the BGG forums, his Initial Impressions of the Print & Play. http://boardgamegeek.com/thread/1234977/initial-impressions-print-and-play ~David Kartzinel “Simply put, there is a monster load of depth to this game. It's just going to get richer and more interesting as you play it and really get a feel for strategies.”


  • I have been fortunate enough to play Yashima over a span of years, and through various iterations. I can confidently say that it has evolved into a phenomenal game which (in my opinion at least) should appeal to a wide variety of gamers and non-gamers alike. The blend between card based combat and real life miniatures bridges a gap between two otherwise largely exclusive gaming genres. I think the inclusion of miniatures also makes the game more accessible to newer players or even those who aren’t serious gamers. It creates a simple, logical point of reference for the player to grasp and build from. The use of the hex shaped tiles can be a bit confusing at first, but as players adjust to viewing the board from the perspective of their kami master it becomes second nature.

    Perhaps the greatest strength of Yashima (IMO) is it’s scalability. The base game being released currently has brilliantly simple mechanics which can be easily grasped by even an introductory level gamer. However, these elegantly simple mechanics hide the true capacity for strategy in this game. Something as simple as choosing the amount of attack or move actions available gives the player control over the coming turn. Selectively “losing life” from your hand and deck allows you to eliminate weaker cards from your pool and shape your character as the game progresses. The fact that you don’t shuffle your draw pile allows shrewd player to stack their deck and plan out massive attacks on a future turn. When combined with meta-game strategies a truly cunning player can exhibit a staggering level of control and influence over the game by herding players, manipulating their choice of actions and movements, planning big swings and tricks and maneuvering your opponents into the trap. And all of that is just in the base game. The promise of new masters, kamis, and mechanics means that this game has only begun to scratch the surface of its full potential.

    I am very glad that Greenbrier, the guys at Lore-Chase Games, and the kickstarter community have come together to bring this game to the world. I think Yashima brings an interesting blend of gaming elements in one box. If nothing else this could be the compromise between card game players and mini enthusiasts at weekly gamer meet-ups.


    ~Josh Vergiels aka Fuzzy

  • Introduction:
    Being a competitive player in both Magic: The Gathering and Heroclix, I was drawn to the idea of a game that combines both game genres into something new. I am skeptical when I hear the phrase, "Miniature combat game," because, in my experience, those games seem long and drawn out. You spend 30 minutes setting up the massive map, and then game-play involves mostly rolling 10-20 dice and assigning damage. Then after a couple of massive turns the game is over.
    So when I sat down and played Yashima I was shocked at how quick the game-play and setup was. It took under 5 minutes to set up the game board, pick our Master and Kami, and start playing. The first few turns did take a few minutes. Learning what the cards do, and figuring out what attacks will hit what hex tiles (character orientation plays a big factor in this) was the longest part about the game. Once my opponent and I got familiar with the cards and attacking, things really go by quickly.
    Master's and Kami:
    The biggest part of the game is deciding what Master and what Kami to bond him with. The four Master's do a good enough job of representing different types of play style. You have the typical Mage, Priest, Fighter and Monk archetypes for the Masters with a couple of tweaks to make them more unique. The Kami are also unique, but they don't really fit into any typical archetype so when you pair them together there aren't any obvious decisions.
    Players who want to play the same Master, but choose a different Kami, will have different play styles. Since about 2/3 of your deck's cards are made up of the Kami's cards the Kami really has a strong effect on the strategy that you may use. For example, Kenta is a melee fighter and really has to be in your face to deal damage. If you bond him with the Phoenix you can expect to dish out a lot of damage because of the Phoenix's high karma which gives Kenta a bonus, but it is also has the least number of cards in the Kami deck. So in trade you have less life and less defense cards when compared to the Tortoise who has the most life, but low Karma.
    As you are trading blows and losing cards from your battle deck you have to carefully think about what cards you want to play that turn. It was like a way of stacking your deck, since the cards you play go back to the bottom of the deck that enables you to predict what cards are coming up, and with some characters you can set up combos.
    Learning when to use your cards really determines a good player from an excellent one. I found that using your defense cards early was really a bad idea unless you were being hit with a lot of damage. Since most defense cards require you to lose the card (it is put into the lose pile, which is lost life and out of the game) you only have a limited number at your disposal. There are some cards that let you gain a lost card back in the form of life gain, but you only return the most recent card lost. That means that you really have to set things up correctly if you want to try and heal a lost defense card.
    Saving defense cards for the last few turns of the game really paid off. At that point in the game players are really getting their tome actions going, they are getting good combo's off and playing that defense card can really stop their momentum. The downside to that strategy is the defend cards usually have a pretty low attack value. If you choose to keep them in your fairly small hand limit, you are possibly losing the ability to dish out more damage.
    When you first look at your tome things don't make a lot of sense. You don't really know what is the best option for that turn. Do I use the ability on the tome? Do I turn the page to something better? Those were all questions I had when learning the different Master's and their abilities. I have to say though, none of the tome powers are completely game-changing. The ones that do inflict a lot of damage require planning and skill to set up, and they are hard to preform multiple times a game.
    Master's tomes are completely unique to that Master. For example, Kenta's tome has special equipment you can summon and equip to him that gives them stronger attacks or defense. Akiko's tome is mostly fire spells and traps, which start small in the beginning and grow to be pretty substantial as you get to the last pages of the tome. Hikaru's tome is some healing and status effects.
    In a two player game you have four actions. In the rules you have one attack action and one move action in the, "Action pool." Each player chooses either a move or attack action and adds that into the pool as well. When its your town, you use one of the actions in the pool. That action is gone for the round, so deciding to what action to take is a calculated decision as you try to read your opponent.
    Final Thoughts:
    The game is great. I was initially concerned with only have 4 Masters and 4 Kami in the base game. I didn't realize the Kami decks were such a huge factor in deciding the way your Master's deck will play out. Now that I realize that, it really is like having 16 different characters to choose from. Now that the Kickstarter has began unlocking even more Masters and Kami, the replay-ability and customization is going to be huge.
    I played the game a lot. I did 2 players, 3 players and 4 players. Each game was extremely close, it was amazing how there was never a game where one person just seemed to dominate. I most life anyone ever won by was 6, in a deck of 30-40 cards that is really strong evidence to how balanced the game is. I also had at least 4 games that ended in a draw. Akiko has some abilities that does damage to the entire board tile, so there were some times when she took out herself and the opponent. There are also some defense cards that do damage, which killed off both players a few times when we were hit for lethal damage.
    I played one team game where my partner bum rushed the other team. Since friendly fire does happen in this game, I used Akiko's large area attacks to hit my ally and opponents. Once someone dies in a free for all or team game, they become restored. That essentially means they become possessed by their Kami and are a lot stronger, but in a free for all they can't win. In a 2v2 as long as your partner is still alive when the other team becomes restored, you win. I intentionally hit my partner with attacks while hitting the opposing team as well, causing him to become restored much quicker allowing him to go nuts.
    There are still a lot of placeholders for the game. The board tiles for one are placeholders, and a lot of the art and design has yet to be finalized. The game is still very playable, the board really doesn't play a huge factor in the game, but that may change. Most of the time all of the Master's just ended up meeting in the middle and smashing each others faces while trying to predict attacks from the opponent.
    If you are on the fence about the game, do yourself a favor, buy it. I have a feeling it is going to be a great game and Greenbrier has an outstanding track record. The designers seem to have a great feel for how to balance the game, and I am looking forward to seeing how far this goes in the future!

    ~Matt White