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JAPANESE SWORDS




INTRODUCTION
Board game of warfare in Feudal Japan.

THE CARDS
The deck contains 116 cards as described in the card list.
The backs of all cards are identical.
The face should contain the name of the card and its Force value.

THE MAP
The map is a 10 X 10 grid.
There are 7 terrain types:
TERRAIN	        	MOVE		DEFENSE	        NOTES
Clear			1		0		Plains
Fortress		1		10		Ancestral Clan Home
Keep			1		5		Minor Castles
Difficult		2		0		Desert 
Covered			2		3		Forest, Hills		
Treacherous		2		-5		Rivers, swamps
Impassable		X		X		Water, Mountains
Move- This is the number of movement points required to enter the space.
Defense- This is the Force modifier applied to a defending army occupying the space.
When designing the map, place fortresses on opposite sides of the map.
There should be a number of fortresses equal to the number of players.
Include examples of all the terrain types.
There should be 2 or 3 Keeps per player, spread evenly around the map.

THE PIECES
Each player has a set of counters or chits of a unique color.
These pieces are marked with a 'C' or an 'A' or an 'H' or a 'G'.
C-counters are control markers. They are placed on Keeps and Fortresses you control.
A-counters represent an entire army each. 
H-counters are Honor counters.
G-counters represent gold.
Alternately, players may use painted miniatures to represent the army pieces.

SETUP
Each player starts the game controlling one fortress and two armies.
One army is located in the fortress, the other is adjacent.
Players start with 0 honor and gold.
The keeps start the game as neutral, undefended spaces.
Players determine turn order by rock-paper-scissors.

OBJECT
Capture the fortresses of your opponents.
If a player loses his fortress he is out of the game, and all of his armies are removed from the board.
Another way to win is to be the first to acquire 50 Honor points.

TURN SEQUENCE
Players take turns. 
Each turn consists of the following six phases played in order:
1. Revenue Phase
2. Expense Phase
3. Draw Phase
4. Honor Phase
5. Travel Phase
6. Battle Phase

REVENUE PHASE
Your Fortresses generate 3 gold in this phase.
Your Keeps generate 1 gold in this phase.
Fortresses and keeps are near settlements, ports, trade routes, farmland, and mines, from which
they derive their income.
Gold may be saved from turn to turn.

EXPENSE PHASE
Pay 1 gold per army to supply your armies.
Armies that are not supplied are immediately disbanded and are removed from play.
You may raise a new army at a cost of 4 gold.
A new army starts in or next to its owners fortress.

DRAW PHASE
You may draw 1 card from the deck.
You may repeatedly pay one gold to draw one extra card.
If the deck runs out, reshuffle the discard pile and continue.

HONOR PHASE
You may pay one gold to gain one honor.
This Honor award is derived from skilled and beautiful efforts in the arts, literature, dance, 
theatre, poetry, craftsmanship, tea ceremonies, courtly etiquitte, and the like.

TRAVEL PHASE
Each of your armies may move.
Each army has 2 movement points it may use per turn.
See the terrain list  for the number of movement points required to enter each type of terrain.
Only one army may occupy a space at a time.
If you move your army into a fortress or a keep, you gain control of it.
Place a control marker on keeps and fortresses you control.

BATTLE PHASE
You may have your armies attack adjacent enemy armies.
Only two armies are involved in each battle.
Each player in the battle draws 5 cards.
Each player sets aside 1 to 7 cards face down. 
Up to 5 of these cards may be soldier cards.
These cards are then revealed simultaneously.
Each player adds up the Force value of all of his revealed cards.
Cards have force values ranging from 0 to 10.
The defender also gets a Force modifier from the type of terrain he occupies.
The side with the higher force total wins.
The defender wins all ties.
The losing player removes his army from the board.
All revealed cards are discarded and go to the discard pile.
After each battle, the winner must discard down to 8 cards or less.
The loser must discard down to 3 cards or less.
If the loser occupied a keep or fortress the winning army immediately moves in to occupy it.
The winner gains 3 honor points.
The loser loses 1 honor point.

TRADING
Players, at any time, may trade promises, gold, cards, armies, keeps, and honor.

ARMY EXPERIENCE
Each time an army defeats another army it gets one experience point.
In battle, an army gets a force bonus equal to its experience.
Place counters marked with an 'E' under the army counter to keep track of experience.

CARD LIST
#	Card Name		Force	Notes
12	Peasant Foot Soldiers	3	Soldier
11	Bushi Spearmen		4	Soldier
10	Warrior Monks		5	Soldier
9	Bushi Musketeers	6	Soldier
8	Samurai	Swordsmen	7	Soldier
7	Samurai Archers		8	Soldier
6	Mounted Samurai		9	Soldier
5	Daimyo			10	General
5	Ninja			2	Kill opposing Daimyo. Lose 1 Honor.
10	Superior Tactics	7
8	Forced March		0	Target army gets a second travel and battle phase this turn.
5	Prosperity		0	Gain 3 gold. Play in revenue phase.
5	Much Honor		0	Gain 4 honor. Play in honor phase.
5	Diplomacy		0	Neither side wins the battle.
7	Intrigue		0	Opponent must lose 3 cards or 3 honor. Play in honor phase.
3	Treachery		10	Lose 7 honor.
# = number of such cards in the deck.
A player may play only one daimyo and one ninja in a battle.
A player may play multiple superior tactics cards in a battle.
If a ninja kills a daimyo, the daimyo does not add its force to his sides total.
If a diplomacy card is played, neither army is lost, no honor is lost or gained, and each side must 
discard down to 5 cards. All revealed cards are still discarded.







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