Shogun Rules.pdf
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SAMURAI SWORDS
™
(SHOGUN)
BRIEF RULES SUMMARY WITH UNOFFICIAL CLARIFICATIONS
AND SOME
ALTERNATE RULES
•
Each player represents a 16th century Japanese Warlord commanding three generals, or daimyos.
Warlords do no fight directly; they battle through the armies of their daimyos and their provincial
forces. The goal of a Warlord is to become the Shogun of all Japan by controlling a certain number
of the 68 provinces. A Warlord is eliminated from play by eliminating his three daimyos.
Military Units
For fairness, all players must have the same number of plastic figures available to them, i.e., 36 spearmen,
and so forth, as these are a limited resource. Keep in mind that each plastic figure, or military unit,
represents a large number of 16th century Japanese fighting men. These men can be broadly classed as
either Samurai (noble warriors), Ashigaru (fighting peasants), or Ronin (masterless Samurai Swordsmen
who act as mercenaries for hire). There is also a Ninja. Every regular unit must either be part of an
army
(i.e., placed on an army card) or a
provincial force
(i.e., placed directly in a province). The limit
of samurai and ashigaru in an army is indicated by the "S" and "A" blocks on the army cards-- the daimyo
and four samurai, plus ten ashigaru, is the maximum amount of regular units in an army.
The maximum
amount of regular units in a provincial force is five
. Note that ronin do not count as regular units, nor
do the army markers, nor do bonus defensive units assigned to a castle or fortress.
Note also than only
one army can occupy any one province at a time
.
1/10
Samurai Swords / Shogun - with clarifications and alternate rules
SAMURAI
Daimyos: A daimyo is the general of an army, and as such is always placed on the army card. A daimyo
represents both the actual commander and his elite cavalry units. Each Warlord can never have more
than three daimyo. A daimyo fights in hand-to-hand combat and scores a kill on a 6 or less. New
daimyos cannot be levied (
but see optional rules below
). Each daimyo has a pegged experience marker to
mark experience points on the army card, with a matching army marker to show the position of the army
on the game board. Daimyos gain experience by fighting successful battles and thus gain more movement
and attack capabilities.
Bowmen: One bowman is initially placed in each army. Samurai bowmen strike during the ranged-
weapon phase of combat, and score a kill on a 6 or less. Hand-to-hand combat units that are killed by
ranged weapons do not get a chance to return fire, making bowmen very powerful. They cost 1 koku to
levy.
Swordsmen: One samurai swordsman is initially placed in each army. Swordsmen strike during the
hand-to-hand combat phase and score a kill on a five or less. They cost one-half of a koku to levy (you
can buy either two swordsmen or one swordsman and one gunner with your one koku).
RONIN
Ronin: Ronin are essentially samurai swordsmen that can be hired as mercenaries for one round at a time.
There must always be at least one more regular unit in the army or province where the ronin will be
placed than the number of ronin you intend to place there. Placement of ronin is done in secret; the ronin
are placed on top of the corresponding face-down province card. Ronin strike during the hand-to-hand
combat phase and score a kill on a five or less. They cost two per 1 koku to hire, and a minimum of two
must be hired if you chose to hire any.
ASHIGARU
Gunners: Gunners are peasant warriors who fight with a primitive firearm called the arquebus. Two
gunners are initially placed in each army. gunners strike during the ranged-weapon phase of combat, and
score a kill on a 4 or less. Remember, hand-to-hand combat units that are killed by ranged weapons do
not get a chance to return fire. Gunners cost one-half of a koku to levy (you can buy either two gunners
or one gunner and one swordsman with your one koku).
Spearmen: One peasant spearman is initially placed in each province controlled by a warlord, making up
the beginning provincial forces. Spearmen strike during the hand-to-hand combat phase and score a kill
on a four or less. They cost 3 per one koku to levy.
NINJA
There is a special black figure representing the ninja. The ninja may be hired for one round of play by
being the highest bidder. The ninja may perform one of two services: either to attempt the assassination
of an opponent's daimyo on the current round of play (on a roll of 8 or less); or to spy on an opponent's
plans at the beginning of the next round of play (automatic). If the ninja fails in an assassination attempt,
your opponent gets a free attempt to use the ninja to assassinate one of your daimyos (success on a 9 or
higher
).
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Samurai Swords / Shogun - with clarifications and alternate rules
Set-up
Shuffle the 68 province cards and deal them one at a time to each player. For five players, each player
starts with 13 provinces with 3 provinces empty. For four players, each player starts with 17 provinces
with no provinces empty. For three players, each player starts with 22 provinces with two provinces
empty. For two players, each player controls two separate colours, so treat as a four-player game in set-
up. Any empty province is "up for grabs" to the first player to move in. Cards for empty provinces are
placed on the red rectangle on the game board.
Every turn, each player gets one koku for each three provinces controlled, dropping remainders and with
a
minimum of three koku
. Thus, five players start with 4 koku each, four get 5, three get 7, and two
get 5 for each colour (and must keep them separate). All koku must be allocated during the planning
stage; they cannot be saved or loaned.
The official ways to win depend on whether you're playing a long game, a short game, a "quick-start"
game, or a two-player game. We suggest you adopt these alternate rules to standardise the winning
criterion:
A player must control a certain number of provinces at the end of a complete round of play in
order to be declared Shogun. For five players, the number is 30 provinces. For four, 35. For three, 40.
And for two, 50 provinces for the two colours combined.
Set up the three armies as described above, and put one spearman on each controlled province. Draw
swords to determine order to place the other spearmen and army markers. Now take 12 spearman and
place them, by pairs, in any owned provinces, in order of swords drawn. Note that during this stage only
you may not have more than three spearmen in any one province! Finally, place the three army markers,
one at a time, in owned provinces in order of swords drawn.
Action Sequence
Each of the nine actions in the Action Sequence making up a round of play is performed
simultaneously
by all players, except for Action 7: Wage War. Wage War is composed of 4 phases; all 4 phases are
performed by one player at a time, in the turn order established during Action 6: Take Swords. Note:
since everyone reveals their koku allocation at the end of Action 1 and the first thing everyone looks at is
who hired the Ninja, we suggest you adopt this alternate rule to switch Actions 2 and 6, since taking
swords affects nothing until Action 7 (unless you count who gets to buy a castle, a fortification base, or
hire ronin when the master tray is low on those pieces; in that rare case, simply wait until Action 6 to
resolve the conflict).
ACTION 1: PLAN
Secretly allocate all koku to any or all of the five planning bins. Players then simultaneously reveal their
plans to each other. Note: if you hired the ninja during the previous round and didn't use him as an
assassin, you can use him during this action to spy on one player's koku allocation
before
you allocate
your own koku. Chosen player shows you his allocation (and cannot change it), you then allocate your
koku, and then all players (including you) simultaneously reveal their plans to each other.
3/10
Samurai Swords / Shogun - with clarifications and alternate rules
ACTION 2: HIRE NINJA
Players compare the koku in their HIRE NINJA bins. The player with the most koku buys one of the two
services of the ninja as described above for that round of play. In case of a tie for the most koku, no one
hires the ninja! Place the ninja figure in front of the Warlord who hired him until he is used. If you hire
the ninja, you don't need to decide right away which service (if any) you'll use him for; you may hire him
only to prevent another player from hiring him. Don't reveal the ninja's mission until you're ready to use
him!
Special First Round Rule:
Daimyo assassination attempts are not permitted on the first round
of
play. If you hire the ninja on the first round of play, you can only use him as a spy during Action 1 of the
second round.
The ninja assassin can announce one strike on any opponent's daimyo at any point during Action 7 on the
current round of play. Assassination attempts are resolved as described above. If a daimyo is
assassinated, turn the assassinated daimyo unit on its side on your army card. Then turn the matching
army marker on its side in the game board province.
The assassinated daimyo cannot move, attack or defend for the rest of the current round. During that
time, its army is "disrupted": they cannot move or attack; but when attacked, they must defend. At the
end of the current round, if at least one unit of the assassinated daimyo's army survived combat; appoint
the daimyo's successor by
removing a unit from the army
and returning the assassinated daimyo and his
army marker to their standing positions. Return the experience marker to the beginning level of
experience.
Alternate rule: the unit promoted to be the new daimyo must be a samurai swordsman or
bowman, in that order of preference, never an ashigaru. If only ashigaru remain, the army is disbanded
and the ashigaru are added to the provincial force if room exists; excess ashigaru are lost.
If the daimyo's entire army is eliminated in battle, the daimyo is out of the game. This is true whether or
not the daimyo was assassinated by the ninja, or was removed as the last casualty of battle (the daimyo
must always be chosen as the last to be killed). If a Warlord loses his last daimyo, he is out of the game.
If you don't use the ninja as an assassin, you may use him as a spy on the next round of play as described
above
ACTION 3: BUILD
Players who allocated 2 koku to their BUILD bins buy and place either 1 castle or 1 fortification base. A
player can build only one castle (or upgrade one castle to a fortress by adding a fortification base) per
round of play, so either zero or two 2 koku may be allocated to build. Castles may be placed in any
owned province, one to a province. A castle adds four temporary spearmen in defence of a province
when attacked; a fortress add five temporary ronin. It does not matter if the player actually has enough
extra plastic units to represent them; anything may be used for that purpose. These temporary defensive
units must be chosen as the first casualties before any regular units are hit. Any killed defensive spearmen
or ronin are fully replenished upon attack by a different player, or at the start of the next round. These
defensive units never strike during a naval first strike defence, and never can be used to attack. They do
not count as regular units for figuring maximum provincial force size or number of ronin. If there are not
enough castles or fortresses to go around, they are purchased in order of swords drawn. Players unable
to build lose their two koku. Castles and fortresses may be captured, but can never be destroyed or
moved.
See also the optional
Seat of Power
rules below.
4/10
Samurai Swords / Shogun - with clarifications and alternate rules
ACTION 4: LEVY UNITS
Players who allocated koku to their LEVY UNITS bins buy and place reinforcement units from their
planning trays, at the costs and limits set forth above. You can place
only one levied unit per province
,
and
placing the unit in an army counts as placing it in the province the army is in!
Therefore, you can
never levy more units than the number of provinces you own. If you run out of a particular unit in your
planning tray, you may not levy more of that unit until some are returned to the tray as casualties.
ACTION 5: HIRE RONIN
Players who allocated koku to their HIRE RONIN bins buy ronin units, then secretly deploy them as
described above. Until they attack, defend or move, the exact ronin locations remain a secret from
opponents. You may split up hired ronin in any proportion to one or more provinces; you may decide the
ronin will join the army or the provincial force.
Option: To clarify exactly where ronin will appear while
maximising surprise, have the player write the name of the provinces, the number of ronin, and whether
the ronin are part of the army or the provincial force on a scrap of paper and place all hired ronin atop the
paper.
Remember that
ronin units cannot move or fight by themselves
; they must be accompanied by
the army or the provincial force they joined. When choosing casualties, you must always be sure there is
still at least one more regular unit in an army and/or provincial force than the number of ronin present. In
the unlikely event that there aren't enough ronin in the master tray for all players who need them, players
hire ronin in the turn order indicated by their swords. Any players who aren't able to hire ronin lose their
koku to the master tray.
ACTION 6: TAKE SWORDS
Swords are drawn randomly from a closed fist to determine turn order in Action 7. Players compare the
koku in their TAKE SWORDS bins. Players who placed koku take the swords of their
choice
in order of
most koku allocated; players who didn't, draw remaining swords at random. In the case of a tie for koku
allocated, and if tied players want the same sword, tying players alone must draw randomly from their
first and second choices.
ACTION 7: WAGE WAR
In the turn order indicated by his sword, each player completes the entire 4-phase Wage War action, from
A to D. There are three critical concepts/terms involved in various phases of the Wage War action:
ownership of provinces, garrisons and daimyo experience. All are explained briefly here:
Ownership of Provinces
Provinces are adjacent if they share a common border; provinces which meet at a point are not considered
to be adjacent. A
friendly province
contains at least one of your military units. You own the province;
you hold the corresponding province card. An
enemy province
contains at least one military unit of an
opponent. This opponent owns the province; he holds the corresponding province card. An
empty
province
is unowned and contains no military units because no player has moved in to take it. The
province cards for these provinces should be placed in the red rectangle on the game board.
Garrisons
You
cannot
leave a province empty when you move out; you must leave at least one
regular unit
behind
as you move. Units left behind for this purpose are provincial forces called
garrisons
.
5/10
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