Вы находитесь на странице: 1из 4

Sekigahara

Steven McDougall (24/09/11)

_____________________________________________________________________

Set Up
─ Set up units as per the Rules Booklet (5.2)
─ Draw 4 random blocks for each Recruitment Box
─ Deal 5 cards to each player
_____________________________________________________________________

_____________________________________________________________________

Victory Conditions
─ Black (Tokugawa) win immediately if either Ishida (3-dot yellow Leader)
or Toyotomi (yellow disk at Osaka) is eliminated
─ Yellow (Ishida) win immediately if Tokugawa (3-dot black Leader) is
eliminated

─ If no immediate win, then highest VP total at end of Turn 7 wins


• 1VP per Resource City controlled
– Resource City remains controlled by last side to occupy
or pass through it (whether occupied or not)
• 2VP per Castle controlled
– Castle control reverts to original owner if left
un-garrisoned
• Yellow wins if tied
_____________________________________________________________________

_____________________________________________________________________

Turn Summary
1. Reinforcements (not on Turn 1)
─ Each player discards half of hand (round down)
─ Each player draws 5 cards
• +1 to player controlling most Castles
─ Randomly add reinforcements to Recruitment Box (as per Turn Track)
• +1 to player controlling most Resource Cities (both if tied)

2. Bid for Turn Order


─ Each player plays a card face down – reveal simultaneously
─ Winner decides who will be Player 1 for Turn
• same player will play first in both 3a and 4a below

1
3a. First Player Move and Combat

Movement
─ There are 3 card play options:
• 0 cards: discard and redraw any number of cards
• 0 cards: activate 1 stack for movement
– or Muster once
• 1 card: activate up to 3 stacks for movement
– can Muster once instead of 1 move
• 2 cards: activate all stacks for movement
– can also Muster once

─ Movement rules:
• stack can disperse and move to different destinations
– moving to an enemy-occupied location will lead to
combat
– all Mori blocks in Mori Box immediately deploy to
Osaka when city is attacked
• blocks can be dropped off from sxack during its movement
• no block can be moved more than once per turn
• a road section can only be used once per turn
• a force (i.e. stack or substack) can normally move 1 location
– +1 location if Leadership present at starting location
• controlled Castle, or
• controlled Capital, or
• Leader (no need to show)
– +1 location if complete move along Highway
– +1 location if a Forced March (discard 1 card)
– -1 location if 5-8 blocks move as single group,
-2 locations if 9-12 blocks move as single group and so on

─ Mustering rules:
• move any/all blocks of the same symbol to the corresponding
recruitment location (must be shown), or
• move any single block to any friendly recruitment location
• blocks cannot move in the same turn they are mustered
• blocks can be mustered into an existing combat

─ Yellow (Ishida) can also transfer Mori blocks from holding box to
Osaka by discarding 1 card per block
• Leader must be last block to enter map

─ Overrun rules
• occurs whenever a player has 4 times the number of blocks in a
location than the enemy
– can occur through movement, retreats, mustering, or
Mori block arrival
– not possible in Castle locations
– enemy blocks are immediately eliminated (possible cards)
• overrunning blocks can continue movement

2
Combat

─ Combat is declared in locations where both forces are present


• order decided one at a time by active player
─ If defender has only 1 or 2 blocks in a Castle location, he may choose
to retreat into the Castle and endure a Siege
─ Otherwise, a Battle occurs at the location

─ Battle procedure
• attacker deploys a block by playing card with matching symbol
– Leaders can be deployed without playing a card
(up until the player has played a card to deploy a block)
– double cards allow 2 blocks to be deployed (one at a time)
– block containing  symbol (Ishida and Ii blocks) can be
deployed using any symbol
– opponent can play Loyalty card to attempt defection of
most recently deployed block(s) (not freely deployed Leaders)
• deployed unit(s) (and Impact points – excluding any
immediate Special Attack bonus) go to opponent unless
an in-hand card with matching symbol can be
shown
– mark Impact on track equal to number of symbols on
block
• +1 for every block played previously with
matching symbol
• +2 if deploying a gun or cavalry using a
card containing a sword
• +2 if deploying a gun/cavalry for each
previously played gun/cavalry respectively
• defender then deploys block(s) until:
defender Impact ≥ attacker Impact
• battle continues with initiative changing sides alternately until
one side either cannot or chooses not to relinquish the initiative
– Impact leader can then continue to deploy units to
maximise attack total
• opponent can still play Loyalty cards (only)
• winner is the side with the highest Impact at end of battle
– defender wins ties
• each side lose 1 block per 7 Impact inflicted on them
– loser loses an additional block
– attacker removes first (defected blocks then deployed blocks then
un-deployed blocks)
• loser retreats all units to a single adjacent preferred location
– defender: to enemy-free location not used to launch
attack
– attacker: back to location used to launch attack
– up to 2 defending units can retreat into controlled Castle
• both sides discard all cards used in battle and replenish
– +1 card for every 2 blocks lost

3
─ Siege procedure
• occurs when 1 or 2 units decide to retreat into Castle once
combat is designated
– a full battle must be fought if defender has more than 2
blocks in the Castle location
• besieging player must conduct combat each combat phase for
as long as both sides are present at the location
– besiegers must move away if unable to fight
• procedure is as per the Battle procedure except:
– defender plays no cards and deploys no units
– besieger does not get gun/cavalry bonuses
– neither side can make Loyalty challenges
– defender (only) takes losses (1 block for each 7 Impact inflicted)
• a disk can be chosen as a casualty
(if Toyotomi, yellow loses game)
• defender draws 1 card for each block lost

3b. Second Player Move and Combat


─ As per 3a

4a. First Player Move and Combat


─ As per 3a

4b. Second Player Move and Combat


─ As per 3a

5. Advance Turn Marker


_____________________________________________________________________

Вам также может понравиться