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Sekigahara: Unification of Japan

Setup Combat
Setup Blocks Attacker moves into occupied location
Place upon matching symbols Battle in a castle location?
Draw additional blocks per location NO Defender must battle
Place blocks in recruitment areas YES Does defender have more than two blocks?
Each player draws 5 cards Yes Defender must battle
No Defender may retreat into the castle - Attacker Conducts a Seige
1st Turn 2nd - 7th Turn 8.2.4 1a Attacker may deploy leaders at no cost prior to playing a card (no limit)
Bid for initiative Each player draws 5 cards 8.2.4 1b Defender may deploy leaders at no cost prior to playing a card (no limit)
Winner determines order Player with the most castles +1 card (Leaders may continue to be deployed in this manner until owning side places a combatant)
Turn 1A Player 1 Move Each player draws recruitment blocks 8.2.2 2a Attacker deploys a block (a card must be played to deploy a leader after this point)
Player 1 Attack Weeks 2 - 4, two blocks 8.6 Opponent May Play Loyalty Card
Player 2 Move Weeks 5 - 7, one block Attacker must show a card with the same mon as the block just placed
Player 2 Attack Owner of most resources draws +1 block If block fails loyalty check switches sides for the battle (2 blocks for a double mon card)
Turn 1B Player 1 Move Bid for initiative 8.2.3 2b Count the mon on the block and adjust impact track
Player 1 Attack Winner determines order 8.3.3 Attacker adds +1 impact for each additional block of the same mon
Attacker adds +2 impact if placing a specialty attack unit with a sword card, and another +2 for
Player 2 Move Turn 1A Player 1 Move 8.4.1
each deployed matching special unit (regardless of clan/mon)
Player 2 Attack Player 1 Attack 8.2.2 2c Defender deploys a block (a card must be played to deploy a leader at this point)
Discard 1/2 of cards held Player 2 Move 8.6 Opponent May Play Loyalty Card
Player 2 Attack Defender must show a card with the same mon as the block just placed
Turn 1B Player 1 Move
Block that fails loyalty check switches sides for the current battle (2 blocks for a double mon card)
Player 1 Attack 8.2.3 2d Count the mon on the block and adjust impact track
Player 2 Move 8.3.3 Defender adds +1 impact for each additional block of the same mon
Defender adds +2 impact if placing a specialty attack unit with a sword card, and another +2 for
Player 2 Attack 8.4.1
each deployed matching special unit (regardless of clan/mon)
Discard 1/2 of cards held 8.5 2e Compare impact values
8.5 2f Lower impact gains the initiative and may deploy a block
Movement Repeat 2a - 2f until both sides declare no more deployments
0 Cards Discard any number and redraw +1 Base Movement
0 Cards Move 1 stack or Muster +1 Leadership/Castle/Capital 8.7 Calculate Losses
1 Card Move 3 Stacks or Move 2 Stacks and Muster +1 All movement on Highway 8.7.1 Loser (player generating the least impact) of the battle immediately loses one block
2 Cards Move ALL Stacks and Muster +1 Forced March (Discard one Card) 8.7.1 Each Player loses one block for every 7 points of impact received
8.7.2 Attacker removes losses first
1 - 4 Blocks 0 8.7.2 Defector blocks must be removed first
5 - 8 Blocks -1 8.7.2 Blocks that were deployed must then be removed including leader blocks (owner decides)
7.3.1 Movement starts from a single location 9 - 12 Blocks -2 8.7.2 If needed undeployed blocks are then removed
Stacks may divide & move in different directions 13 - 16 Blocks -3 8.8.1 Losing army must retreat
Must use rules for stack size and distance 17+ Cannot Move 2 blocks may retreat into a castle if previously controlled
Stack may drop blocks (movement rate is not recalculated)
Stack MAY NOT pick-up blocks 8.9 Seige
Movement of one location must be completed before starting another move 8.9.2 Castles hold 2 blocks (discs do not count)
Each road segment may only be used once per phase 8.9.4 Attacker holds the initiative
Once traversed friendly blocks/stacks may not use a segment 8.9.4 A Attacker deploys blocks (1 block for each matching mon card)
8.9.5 Cavalry or Rifle attacks are not used in a seige attack, block counts as one mon
Overruns 8.9.5 Loyalty cards cannot be played during a seige
4 to 1 = Automatic Battle Success 8.9.4 B Defender removes one block or disc for every 7 points of impact delivered
Castles cannot be overrun 8.9.4 F Defender draws one card for each block lost (do not draw a card for a lost disc)
Castle garrison MAY contribute to overrun
8.10 Replenish cards played after each battle
+1 card for every 2 blocks lost (When in a seige the defender draws +1 card for every block lost)