Kawanakajima1561
Total Page:16
File Type:pdf, Size:1020Kb
Kawanakajima 1561 Armies consist of clans, each of which is represented by one or more units. Each unit is identified by a letter and a color – which denote the Clan, and has the following characteristics : Clan Fire Leadership Elan Mass A unit can be in one of four States: in Good Order, Shaken, Disorganized and Exhausted. Shaken and Exhausted Statuses are indicated by placing a marker on top of the unit. Clans can be in one of four different Modes: Attack, Defense (no marker), Move and Regroup. Depending on its Mode, the Clan can or must perform various actions at particular points in a turn. A game of Sengoku Jidai consists of several turns. In each turn, players first put Turn Marker: Activation Chits into a Selection Bowl, and then Chits are drawn at random. There are 3 types of Chits: Clan Activation Chits, Compulsory Activation Chits and Special Activation Chits. Clan Activates the Clan whose letter is on the Chit. Drawing this Chit allows the Clan Activation Chit: to change Mode. Special Allows the player to perform special actions depending on his Battle Plan, which Activation Chit: he secretly chose before the battle. Compulsory Activation Chits: they are always placed in the Selection Bowl at the start of each turn. They simulate actions which are outside the immediate control of the army commander. Move Chit: Allows all Clans in Move Mode to move. Force units of Clans in Attack Mode to engage the enemy, and obliges all others Combat Chit: in contact with the enemy to fight. The color of the Chit denotes which army’s Clans are activated. Clans in Regroup Mode either retreat from the enemy or try to Rally (improve Rally Chit: their Status) if already in a position of safety. Clan Initiative Chit: Gives some hard-pressed Clans an opportunity to respond. Other markers Defensive Position Leader Lost Samurai marker Marker Marker Out of Combat Bundori Marker Control Marker Marker 3 Sengoku Jidai volume 1 What remains of the fallen warriors Contents 1 ー Introduction 4 2 ー Components 4 3 ー Set up 4 4 ー Sequence of play 4 5 ー Units and their State 5 6 ー Clans and Modes 5 7 ー Armies and the Battle Plan 6 8 ー The command phase 7 9 ー Activating Clans 7 10 ー Movement 8 11 ー Combat 8 12 ー Rally 10 13 ー Fortress and sieges 10 14 ー Optional Rule 12 15 ー End of the game and victory conditions 13 16 ー Specific rules for Kawanakajima 1561 13 17 ー The historical scenario 13 18 ー The hypothetical scenario 14 19 ー Historical Notes 14 A game by François Vander Meulen. Graphics by Guillaume and François Vander Meulen. English version by Mike Brewer reviewed by David Hoeft and Bill Barrett. Many thanks to Angel Ballesteros, Christophe Gentil-Perret, Laurent Guenette, Lionel Liron, Gaël Marchand, Jean-François Morel, and Laurent Schmitt. Special thanks to Laurent Closier for his work on rules. Sengoku Jidai 4 markers near their respective Tracks. Put the Control Markers near the fortress map. Note that the Manpower, Out of Combat and Control Markers are not needed in the historical scenario. Next, both players secretly choose a Battle Plan [7] for their army to follow. The Plan can not be changed during the game. If the 1 ー Introduction Plan is active at the start of the battle (which is specified by the This game simulates the fourth battle of Kawanakajima. It is the scenario rules), the player should note on the Battle Plan Log the first in the Sengoku Jidai series, which will simulate battles in 16th Special Activities which can be assigned to the Special Activation and 17th Century Japan. Each player, taking the role of an army Chits, and put the Special Activation Chits in their Reserve box on commander, must come up with a battle plan, and then try to put the Honjin. it into action. The game’s mechanisms simulate in an abstract way Next, both players choose a Mode for each of their Clans, the limited control which the commander has over his troops once remembering that these must conform to the overall Battle Plan. the battle has begun. Put Mode Markers [6.2] next to the units (or on the Honjin if playing with additional Fog of War [2.3]). 2 ー Components Finally, put the Clan Activation Chits for all Clans in play in the Reserve box on the Honjin. 2.1. Counters: The game uses three types of counter: • Markers, which indicate the state of units, the Mode of Clans, or to help resolve sieges; 4 ー Sequence of play • Activation chits, which govern the flow of the game. There 4.1. Overview: The game consists of turns, each of variable length. are three types: Compulsory Activation Chits, Clan Activation At the start of a turn, both players put Activation Chits in the Chits and Special Activation Chits; Selection Bowl [8.3, 8.4]. Each turn then consists of a number of Activations, in each of which an Activation Chit is drawn at random • Combat units, which make up the Clans of each army. These from the Selection Bowl. Each Activation Chit will allow one or are double-sided: one side is used when the unit is Good Order more Clans to perform actions according to the Clan’s Mode. or Shaken, and the other side is used if the unit is Disorganized or Exhausted [5.3]. 4.2. Turn sequence: A game turn consists of a Command Phase, several (for most turns, at least five) Activation Phases, and an End The players will need a single opaque container, such as a coffee of Turn Phase. These are executed as follows: cup, from which both players’ Activation Chits will be randomly drawn. This is referred to as the Selection Bowl. Command Phase 2.2. The map: The map represents the battlefield. A hexagonal grid is provided to govern the placement of units. A hexagon (or 1. Each player updates their Delay Track [8.1]. a hex) with a hex-side which is not drawn on the map represents 2. Each player determines the number of Command Points [8.2]. impassable terrain. Partial hexes (denoting riverbanks) are 3. Each player can attempt to activate their Battle Plan [7.2]. playable. The map contains a Turn Track, an area to store the Compulsory Activation Chits that have been drawn in the current 4. Each player chooses Activation Chits for this turn [8.3]. turn, a Victory Point (VP) Track and a “Bundori” Track. If there is more than 1 terrain type in a hex, the following rules apply: Activation Phase • for movement, use the terrain which costs the most 1. One of the players (it does not matter which) draws a Chit movement points; from the Selection Bowl. • for combat, the defender can choose which terrain type 2. One or both players perform the actions associated with that applies. Activation Chit, depending on its type (Clan Activation Chit, Compulsory Activation Chit, Special Activation Chit) [9.1]. The scale can vary between the games in the series, and will be specified in the scenario-specific rules. To calculate the distance 3. If the five Compulsory Activation Chits have not yet been between two hexes, count the destination hex but not the hex of drawn, go back to 1 and begin a new Activation Phase. origin. 2.3. Player aids: Each player has a player aid, the Honjin (in End of Turn Phase Japanese, this means the battlefield headquarters). The Honjin is A turn ends when the five Compulsory Activation Chits used to store the Activation Chits when they are not in the Selection have been drawn and acted on [Exception: 16.5]. Then Bowl: the Reserve box is used to keep the Activation Chits which perform the following: are currently available to the player, and the boxes marked 1 to 4 1. Place any Clan Activation Chits remaining in the represent the Delay Track [8.1]. The Honjin also has a Command Selection Bowl in the owning player’s Reserve Box on their Point Table, which is consulted at the start of each turn [8.2]. The Honjin. Place any Special Activation Chits remaining in the rest of the Honjin is used to record the Mode of each Clan. If both Selection Bowl in the “1” box on the owning player’s Delay players agree, the Honjins can be kept out of their opponent’s sight: Track on their Honjin. this introduces some Fog of War by keeping secret the available Chits and the Clans’ Modes [6.2]. 2. If it is the last turn of the game, then consult the Victory Conditions in the scenario-specific instructions to decide A double-sided game aid contains the tables needed during play. who has won. If it is not the last turn, then the players should 2.4. Dice: The rules will often instruct the players to roll one six- play a new turn, starting with another Command Phase. sided die (d6) or the sum of two dice added together (2d6). “To move the shade” is used when you can not see the enemy’s 3 ー Set up spirit. When you can not see the enemy’s position, indicate that you are about to attack strongly, to discover his resources. Place the units on the map in accordance with the rules for that scenario [17, 18]. Place the Victory Point marker on the map with the score at 0 VPs. Put the Bundori, Manpower and Out of Combat The Book of Five Rings.