Crane And Wave - Samurai at War -

2 - 6 Players ~ Age 12 and above ~ 45 - 60 Minutes Game Background in 1567, at the height of the Sengoku Jidai – the Age of Warring States. Powerful Samurai families each have conquered large parts of Japan, and the days of the last Ashikaga Shogun in are numbered. By land and sea, many more battles will befall the already war-torn country. And soon, one of the many Daimyōs – the Samurai Warlords – might unite enough regions of Japan under his banner, to call himself the new Shogun. Who will be the first to quench his thirst for power, and start a dynasty to shape Japan for the centuries to come? Game Components - 1 Game Board – 10 pages of A4/Letter - 28 Region Cards - 18 Army Cards - 10 Agent/Siege Cards - 10 Event Cards - 27 Neutral Army Counters: 3 Castle, 5 Daimyo, 21 Ashigaru - 33 Army Counters (less for player 4-6) per Player: 5 Fune, 3 Samurai, 3 Cavalry, 2 Lancer, 3 Castle, 2 Sohei, 5 Teppo, 2 Daimyo, 8 Ashigaru OBJECT OF THE GAME

Players strive to control as many Clans as possible. Each Clan, with the exception of Ashikaga controlled Kyoto in , rules over at least 2 provinces. The provinces showing the biggest Clan symbols (Mon) are the Main Provinces of that Clan’s territory.

To control a Clan, you must have at least one of your armies in the Main province. Controlling the Main Province of a Clan will allow you to place new armies more easily in this clan’s territory as well.

2 Setup

Board Preperation First, place a neutral Castle and Daimyo in Yamashiro Province , to represent the current Ashikaga Shogun and the Emperor’s Royal Court in Kyoto, nominally the current leaders of Japan. Then place a neutral Castle in as well as in to represent the Buddhist Ikko-Ikki and Saika-Ikki sects, controlling these provinces and striving for independence from feudal samurai rule.

Choose Clans If a game with more than 3 players is played, those players with additional tokens remove 1 Fune , 1 Lancer , 1 Cavalry 1 Teppo , 1 Samurai , 1

Castle and 2 Ashigaru .

Players now take turns to pick a starting Clan, by placing one of their Daimyo and a Castle into any empty Main Province. Next, place a neutral Ashigaru in each Main Province that is still unclaimed.

Each player now takes his starting Army: 2 Fune , 1 Cavalry 1 Samurai as well as in turn order: 1 to 6 Ashigaru , with the first player receiving 1 Ashigaru, and the 6th player 6 Ashigaru. Players then take turns to place their starting armies, up to 2 armies at a time. Each army must be placed in an empty (sea-)province next to any (sea-)province this player has already placed an army in. If a player cannot place all his armies because he is blocked by another player, or neutral armies, his remaining armies are lost.

Build Draw Pile Put aside all of the cards marked with N (Last Ashikaga , New Dynasty , Nanban Trade , Religious Unrest , Missionary , Teppo ), as they are not needed in the beginning of the game. Shuffle all the remaining cards, and place them face down next to the board, to form the Draw Pile. In turn order, starting with the 2nd player, players now draw cards: 2nd Player: 2 Cards, 3rd Player: 4 Cards, 4th Player: 6 Cards, 5th Player: 8 Cards, 6th Player 10 Cards. Resolve any Event Cards as you would during the Game. 3 Gameplay

Turn Sequence Each player in his turn must follow the following turn sequence: 1. Move up to one army 2. Perform up to 3 of these Actions: 1. Move up to two more armies, or one army twice. 2. Draw a card. 3. Play a card Some Cards may require you to spend more than 1 Action to play them. Some you may play without taking any Action at all. Playing most cards will allow you to place a new army in some form, some however are Agents , or Siege , and let you perform special actions. 4. Attack a province. Players may choose to perform the same type of action more than once. 3. Discard surplus cards. Discard cards, that exceed the allowed hand size as shown on the Clan Counter of the map. 4. Draw one free card from the Draw Pile for the 1st, 3rd, 5th and 7th controlled Clan, with the maximum of 4 free cards.

Movement and Placing armies

You may not move or place armies and navies into a province which already holds an army, only one army or navy may occupy a province at any one time. The only exceptions to this rule are Teppo , Daimyo and Castles , who may move

(and be placed) into own, already occupied provinces as well, and don’t block their own armies from moving (or being placed) into a province. However, at no time at all may there be more than 3 armies in a province. How far an army can move depends on its Movement Range . Armies with range greater than 1 may move through any friendly armies. Only Fune may move into sea provinces, but not onto land provinces. Other armies may be transported by Fune . Thus, they may freely move through a Sea Province with a Fune of their own (or of an allied player) present, without using up any of their Movement Range. This may extend the Movement Range by more

4 than 1, if a player owns several sea provinces adjacent to each other.

Attacking

If one wish to attack an enemy, you may spend one of your actions, to use adjacent armies to conquer a single province containing an enemy army. To do this, the combined Attack Points of your forces must match or exceed the Defense Points of at least one enemy army in the province.

First, the Defender removes army tokens worth as many Defense Points as the attacking army tokens are worth Attack Points . Next, the Attacker removes attacking army tokens worth at least as many Attack Points , as the already removed defending tokens are worth Defense Points .

Lastly, if all the defenders have been defeated, the Attacker may move one remaining attacking army token into the province previously occupied by the enemy. If you can not do this, or choose not to, the province remains empty.

Note:

In order to perform an attack, all of your armies must be allowed to move into the space you are attacking, using a single movement action. For example, you must use land armies, to attack an enemy army on land. If you wish to attack an enemy Fune at sea, you must use at least one of your own Fune to attack with, because land armies cannot move into sea provinces. The transport capability of Fune may be used to determine, whether an army may attack a land province. If you wish to attack a province containing a Castle , you may decide to play one or two Siege cards, to reduce the enemy’s castle’s defensive strength by 2 per card. You will need to spend as many additional Actions for the attack, as you play cards. If you play two Siege cards, and there is no other enemy army besides the Castle in the province you wish to conquer, you may thus even conquer the province with any single army, and without any losses. As long as there is a Castle in a province, you may not attack any other Armies in the same province. You need to first defeat the Castle . You may however, defeat a Castle and other Armies with one single attack, if you are strong enough.

5 Cards

Cards that allow you to place Ashigaru will either allow you to place one in a Clan Territory in which you control the Main Province, or anywhere in the Region, which is highlighted on the card. You will not have to spend an Action to play the card if both conditions are met.

The Shinobi, Geisha and Usurper Agent Cards allow you to kill a Daimyo even if he is placed in the same province as a Castle . The only way to defend against those Cards are Shinobi Cards.

If an Event Card is drawn, the event is immediately performed, before anything else. The player drawing the Event Card may not draw another card with the same draw action. Event Cards , that require you to build a new Draw Pile, are returned to the box. They are not placed on the Discard Pile, and thus not shuffled into a new Draw Pile later on. A player may draw an Event Card , that calls for action against the player, who controls the most Clans. Should no single player control the most Clans, the player may decide, which of the players, joint in controlling the most Clans, is effected by it.

6 Game End

To win the game, players need to control a certain amount of Clans and need to have at least 1 Daimyo . The number of Clans needed to win depends on the number of players. Should a Player control Yamashiro Province , and therefore the Emperors Court in Kyoto, the number of Clans required decreases:

2 Players: 8 territories (6 if controlling Yamashiro)

3 Players: 7 territories (5 if controlling Yamashiro)

4-6 Players: 6 territories (4 if controlling Yamashiro)

4 Players 2 vs 2: The team needs to own 11 territories (9 if controlling Yamashiro)

6 Players 2 vs 2 vs 2: The team needs to own 9 territories (7 if controlling Yamashiro)

6 players 3 vs 3: The team needs to own 13 territories (11 if controlling Yamashiro)

If any player at any time can fulfill these requirements, he immediately wins.

The current territories owned by players must be marked by the Clan Counters (ranging from 1-7) on the map.

If no player ever meets these requirements, the game will at some point inadvertently end, once the New Dynasty card is drawn by a player.

At this point, whoever controls the most territories wins. If there is a draw, but Yamashiro is controlled by any player or team involved in the draw, that player wins. If none of the relevant players or teams control Yamashiro, the drawn player or team who would take his turn next wins.

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