TO BUSHIDO -
A WHOLE NEW GAMING IDEA
The active player, the Daymio, assigns different roles to the other players, who then can act them out for good or for bad. In crucial contrast to traditional conquest games the Daymio doesn´t conquer himself but assigns all other players to use their powers to further his machinations.
Being the Daymio you receive Honor and other advantages while conquering areas. Being a Samurai and winning battles for the Daymio you will get "Samurai - Honor", which may be transfered to your own Daymio later on when doing a tea ceremony.
Whoever acquires 50 honor points first will be named Shogun by the Emperor and wins the game. In case no player acquires 50 honor points the game will end as soon as the Shogun-counter leaves the 12th month. In this case is the players with the most advanced Daymio-counter the winner of the game.
1 x Gaming rules
1 x Cloth bag
From the cloth bag the reinforcements (Katana- and Effect-markers) will be drawn. Markers ceded by the players return immediately into the cloth bag again.
1 x Battle resolution table
5 x Screens (1 per color)
Behind the screen you can hide your enforcement-markers and tactical discs.
1x Game layout with counter ledges
All actions by the players which can cause different valuations during the game (such as win and loss of troops, honor or provinces) will be noted on the stylized map of Japan with markers in the color of the according player.
Counter ledge enforcements
The number of Katanas on all owned provinces shows how many markers the active Daymio may draw concealed at the beginning of his move out of the cloth bag.
Counter ledge Shogun
The maximum of remaining time in months until a new Shogun must be named. Furthermore the amount of lines around the number pads shows the present count of enforcement counters for a potential retrofit.
Counter ledge troops
Here are shown the number of Koku (rice bowls) which are supplied by your own provinces. These equal the amount of troops a player can provide in all his provinces.
Counter ledge Bushido
Honor received by the Bushido and the Samurai will be counted with 2 different markers.
The 3 main tactics which can be activated by the players in combat and their value among themselves.
some more game components:
32 Hexbases / Provinces to build the gameboard from
They come divided in the following
5x Rice fields
11 x Mountains
the Backside of all Provinces always shows the Clan Fortress
Area-honor of the Province: Amount of Honor gained by owning the province or by conquering it. The total will be annotated on the counter ledge Bushido with the Daymio-marker.
Koku of the Province: Amount of troops which can be supplied with this Province. The total will be annotated on the counter ledge Troops.
Reinforcement of the Province: Amount of additional enforcements this Province may provide. The total will be annotated on the counter ledge Reinforcements.
Please note: Only Cities, Temples possess Reinforcement symbols.
Symbol of the province
5x Character cards
The active player is always the Daymio. Each turn/month clockwise one of the players is appointed Daymio. The Daymio assigns the remaining character cards to the other players.
The Samurai leads the troops of the Daymio to battle and places the Katana markers, which represent the attack power. The Samurai chooses the tactics of the troops eventually deciding victory or defeat.
The Bushi is the defender und places the reinforcements (Katana marker) and the tactics of his own troops.
The Sensei may shift the balance of power using intrigues (with effect markers) and may counsel the Daymio. Furthermore traditionally he controls the correct procedure of the fights.
Hatamoto (only when playing with 5 players)
The Hatamoto may cause a revolution of the ronins and create neutral territories.
to be continued.....