1st Epoch 2 2nd Epoch 1 2nd Epoch 2 Matsuuratou General: General: General: Unknown Fujiwara no Motohira Taira no Kiyomori Initial province: Initial province: Initial province: Hizen (Kyuushuu) North Mutsu (Dewa-Mutsu) Ise (Eastern Coast) (Regional daimyo) (Regional daimyo) Not a past daimyo until after Minomoto no Yoritomo's turn. Receives 2 VPs if no Fujiwara When defending, receives 1 VP army power ends turn outside for each enemy army removed (exc: revolts, lesser daimyos). 2 Dewa-Mutsu region. 13 ß ★ 7 ★ * North Mutsu(Hiraizumi) * Miyako (Rokuhara)

2nd Epoch 3 1st Epoch 3 2nd Epoch 4 Minamoto no Kiyohara clan Minamoto no Yukiie General: Yoshinaka General: Kiyohara no Takenori Initial province: General: Minamoto no Yukiie Initial province: Dewa (Dewa-Mutsu) (Regional daimyo) Initial province: Mino (Eastern Coast) Shinano (Northern Lands) Can place armies in non- (Regional daimyo) adjacent provinces. Only rolls Can roll 3 dice in combat. For 1 die in combat. For each Taira each Taira clan army removed clan army removed in combat, in combat, receives 1 VP. recei6ve s 1 VP. 4 11

2nd Epoch 5 2nd Epoch 6 1st Epoch 4 Minamoto no Houjou clan General: Yoshiie General: Houjou Yoshitoki Initial province: General: Minamoto no Yoritomo Initial province: Izu (Kantou) (Regional daimyo) Initial province: Kazusa (Kantou) Miyako (Miyako) For each Taira clan army removed in combat, receives 1 Receives 5 VPs for gaining VP. supremacy of Miyako. ß 18 ★ 9 ß 5 * Sagami (Kamakura)

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3rd Epoch 1 3rd Epoch 2 3rd Epoch 3 Akutou Nitta clan Kitabatake clan General: General: General: Kusunoki Masashige Kitabatake Akiie Initial province: Initial province: Initial province: Kawachi () Kouzuke (Kantou) South Mutsu (Dewa-Mutsu) (Regional daimyo) Can roll 3 dice in combat in Add 1 to highest die roll in Not a past daimyo until the end the Kantou region. combat. of this epoch. Can roll 3 dice when defending in combat. 6 10 9 ★ * South Mutsu (Chinjufu)

1st Epoch 5 3rd Epoch 4 3rd Epoch 5 Kouno clan Ashikaga clan Southern Dynasty General: General: General: Kouno Michikiyo Go Daigo Initial province: Initial province: Initial province: Iyo () Chikuzen (Kyuushuu) Yamato (Kinai) (Regional daimyo) Receives 3 VPs for conquering Armies can be placed in non- the province of Sagami. adjacent provinces. Only rolls ß 1 die in combat. 3 ß 15 ★ 5 ★ * Miyako * Yamato (Yoshino)

3rd Epoch 6 7th Epoch 3 4th Epoch 1 Toyotomi clan Kantou General: General: Shogunate Kikuchi Takemitsu General: Initial province: Initial province: Ashikaga Ujimitsu Higo (Kyuushuu) Harima (Kinai) Initial province: (Regional daimyo) Shimousa (Kantou) Not a past daimyo until after (Regional daimyo) Can roll 3 dice in combat. Western Army General's turn. In combat, loses what would otherwise be a draw. 4 16 ß ★ 7 ★ * Settsu (Osaka) * Sagami (Kamakura)

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4th Epoch 2 4th Epoch 3 7th Epoch 4 Hatakeyama Yamana clan Western Army clan General: Generals Yamana Souzen General: General: Initial province: Hatakeyama Mochikuni Tajima (Kinai) Initial province: Initial province: Etchuu (Northern Lands) Oumi (Eastern Coast) Not a past daimyo until after Loses 1 VP for every Toyotomi 's turn. For each clan army removed in combat. Receives 1 VP for conquering Hosokawa clan army removed the province of Kii. Not a past daimyo until after in combat, receives 1 VP. 's turn. 6 11 10

4th Epoch 4 4th Epoch 5 4th Epoch 6 Hosokawa clan Oouchi clan Shouni clan General: General: General: Hosokawa Katsumoto Oouchi Masahiro Shouni Masasuge Initial province: Initial province: Initial province: Sanuki (Shikoku) Nagato (Central ) Chikugo (Kyuushuu) (Regional daimyo) For each Yamana clan army Adds 1 to highest die roll in removed in combat, receives 1 combat in sea zones. Receives 5 VPs for gaining VP. control of the Kyuushuu 10 ß 9 ß ★ regi5on. ß * Nagato (Yamaguchi)

7th Epoch 5 5th Epoch 1 5th Epoch 2 Tokugawa clan Later Houjou clan Mouri clan General: General: General: Houjou Ujitsuna Mouri Motonari Initial province: Initial province: Initial province: Musashi (Kantou) Sagami (Kantou) Aki (Central Japan) (Regional daimyo) (Regional daimyo) Loses 5 VP if supremacy is not gained in Miyako. In combat, wins what would In combat, wins what would otherwise be a draw. 14 ß ★ 8 ß ★ other8wiseß be a dr aw.

* Musashi (Edo) * Sagami (Odawara)

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5th Epoch 3 7th Epoch 6 5th Epoch 4 Miyoshi clan Date clan General: General: General: Date Masamune Initial province: Initial province: Initial province: Awa (Shikoku) Central Mutsu(Dewa-Mutsu) Suruga (Eastern Coast) (Regional daimyo) (Regional daimyo) Receives 1 VP for gaining Receives 3 VPs for gaining supremacy of Miyako. supremacy of the Dewa-Mutsu Receives 3 VPs for gaining region. supremacy of Miyako. 7 ß 6 ★ 6 ß ★ * Central Mutsu * Suruga

5th Epoch 5 5th Epoch 6 1st Epoch 6 Honganji Ootomo clan Satake clan General: General: General: Kennyo Ootomo Sourin Satake Masayoshi Initial province: Initial province: Initial province: Settsu and Kaga (Kinai and Bungo (Kyuushuu) Hitachi (Kantou) Northern Lands) (Regional daimyo) (Regional daimyo)

Initially appears in 2 different Receives 5 VPs for gaining provinces. supremacy of the Kyuushuu region.

2*2 7 ß 3

1st Epoch (1) 7th Epoch 1 6th Epoch 1 Chousokabe clan clan General: General: Division Chousokabe Motochika Initial province: Initial province: Initial province: Tosa (Shikoku) Kai (Eastern Coast) Your choice (Regional daimyo) In combat, wins what would otherwise be a draw. Not a past Receives 3 VPs for gaining daimyo until after Uesugi 1 supremacy of the Shikoku clan's turn. For each Uesugi region. clan army removed in combat, Only used in 6 receives 1 VP. 7 ß player games 8

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6th Epoch 2 6th Epoch 3 7th Epoch 2 Uesugi clan Shimazu clan General: General: General: Uesugi Kenshin Shimazu Yoshihisa Initial province: Initial province: Initial province: Echigo (Northern Lands) Owari (Eastern Coast) Satsuma (Kyuushuu) (Regional daimyo) Adds 1 to highest die roll in Not a past daimyo until after combat. For each Akechi clan's turn. Receives 5 VPs for gaining army removed in combat, supremacy of Kyuushuu receives 1 VP. 17 ß ★ re8gion. ß 8 * Oumi (Azuchi)

6th Epoch 4 6th Epoch 5 6th Epoch 6 Akechi clan Shibata clan Ryuuzouji clan General: General: General: Akechi Hidemitsu Shibata Katsuie Ryuuzouji Takanobu Initial province: Initial province: Initial province: Tanba (Kinai) Echizen (Northern Lands) Saga (Kyuushuu) Can roll 3 dice when attacking (Regional daimyo) Oda clan armies in combat. Receives 2 VPs for building a For each Oda clan army castle in the province of Receives 10 VPs for gaining removed in combat, receives 1 Owari. supremacy of the Kyuushuu VP. region. 10 9 6 ß

2nd Epoch Deck 1 3rd Epoch Deck 1 4th Epoch Deck 1 Lesser Daimyo Lesser Daimyo Lesser Daimyo

Kumano Pirates Nawa Nagatoshi Yuuki Ujitomo Initial province: Initial province: Initial province: Kii (Kinai) Inaba (Central Japan) Shimotsuke (Kantou) (Regional daimyo) (Regional daimyo) (Regional daimyo) 3 ß 3 ß 2 Play before turn Play before turn Play before turn

Page 5/11 5th Epoch Deck 1 6th Epoch Deck 1 7th Epoch Deck 1 Lesser Daimyo Lesser Daimyo Lesser Daimyo

Amako Tsunehisa Ukita Naoie Maeda Toshiie Initial province: Initial province: Initial province: Izumo (Central Japan) Bizen (Central Japan) Noto (Northern Lands) (Regional daimyo) (Regional daimyo) (Regional daimyo) 3 3 ★ 3 ★ * Bizen (Okayama) * Kaga (Kanazawa)

Play before turn Play before turn Play before turn

Epochs 1-7 Deck 2 Epochs 1-7 Deck 2 Epochs 1-7 Deck 2 Treachery Treachery Treachery

Automatically win all Automatically win all Automatically win all combats against one combats against one combats against one province this turn. province this turn. province this turn.

Play during turn Play during turn Play during turn

Epochs 1-7 Deck 2 Epochs 1-7 Deck 2 Epochs 1-7 Deck 2 Surprise Attack Revolt Revolt

Ignore all castle and One army attacks an One army attacks an defensive terrain effects enemy province of your enemy province of your in 1 province this turn. choice. choice. Receive 1 VP for each victory in the selected province this turn.

Play during turn Play before turn Play before turn

Page 6/11 Epochs 1-7 Deck 3 Epochs 1-7 Deck 3 Epochs 1-7 Deck 3 Reinforcements Reinforcements Reinforcements

Your current daimyo Your current daimyo Your current daimyo receives 2 extra receives 2 extra receives 2 extra armies. armies. armies.

Play during turn Play during turn Play during turn

Epochs 1-7 Deck 3 Epochs 1-7 Deck 3 Epochs 1-7 Deck 3 Reinforcements Reinforcements Reinforcements

Your current daimyo Your current daimyo Your current daimyo receives 2 extra receives 2 extra receives 2 extra armies. armies. armies.

Play during turn Play during turn Play during turn

Epochs 1-7 Deck 4 Epochs 1-7 Deck 4 Epochs 1-7 Deck 4 Takeda's Banner: Uesugi's Banner: Brave Warrior FuRinKaZan Bi The current daimyo The current daimyo The current daimyo receives 1 extra die receives 1 extra die adds 1 to their when attacking until a when attacking until a highest die roll in combat is lost. combat is lost. combat until a Furinkazan = "Wind, Forest, Fire, Mountain", meaning "As fast as combat is lost. the wind, as quiet as the forest, as "Bi" refers to Bishamonten, the daring as the fire, and as Guardian God of Buddism. immovable as the mountain" Play during turn Play during turn Play during turn

Page 7/11 Epochs 1-7 Deck 4 Epochs 1-7 Deck 4 Epochs 1-7 Deck 4 Armored Ships Siegecraft Relentless Attacks

The current daimyo The current daimyo The current daimyo receives 1 extra die can attack ignoring receives 1 extra die in and adds 1 to their any castle effects. combat until the 1st highest die roll in loss. In addition, wins combat in sea zones. what would otherwise be a draw until the 2nd loss. Play during turn Play during turn Play during turn

Epochs 1-7 Deck 5 Epochs 1-7 Deck 5 Epochs 1-7 Deck 5 New Weaponry New Weaponry Strategist

The current daimyo The current daimyo The current daimyo adds 1 to their adds 1 to their receives 1 extra die highest die roll in highest die roll in when attacking. combat. combat.

Play during turn Play during turn Play during turn

Epochs 1-7 Deck 5 Epochs 1-7 Deck 5 Epochs 1-7 Deck 5 Strategist New Tactics New Tactics

The current daimyo The current daimyo The current daimyo receives 1 extra die wins all combats that wins all combats that when attacking. would otherwise be a would otherwise be a draw. draw.

Play during turn Play during turn Play during turn

Page 8/11 Epochs 4-7 Deck 6 Epochs 4-7 Deck 6 Epochs 4-6 Deck 6 Provincial Revolt Ikko-Ikki Provincial (Warrior Monks) Daimyo A single lesser daimyo combat Place a total of 3 A single lesser strength counter armies in enemy daimyo combat appears in the provinces, and strength counter province of your perform combat. appears in Hyuuga. choice. Play before turn Play before turn Play before turn

Epochs 4-6 Deck 6 Epochs 4-7 Deck 6 Epochs 4-7 Deck 6 Provincial Ikko-Ikki Ikko-Ikki Daimyo (Warrior Monks) (Warrior Monks)

A single lesser Place a total of 3 Place a total of 3 daimyo combat armies in enemy armies in enemy strength counter provinces, and provinces, and appears in Hida. perform combat. perform combat.

Play before turn Play before turn Play before turn

Epochs 1-7 Deck 7 Epochs 1-7 Deck 7 Epochs 1-7 Deck 7 Plague Plague Heavy Storms

Choose 1 province. Choose 1 province. Remove all combat Any army in that Any army in that strength counters province or in an province or in an from 3 sea zones of adjacent province adjacent province your choice. rolls 1 die, and is rolls 1 die, and is removed on a 3 or removed on a 3 or less. less. Play before turn Play before turn Play before turn

Page 9/11 Epochs 1-7 Deck 7 Epochs 1-7 Deck 7 Epochs 1-7 Deck 7 Crop Failure Earthquake Famine

Choose 2 regions. All Choose 1 province. Choose 1 region. provinces in those Any castle and/or city Each army in that regions with more in it is removed, and region rolls a die, and than 1 army must any capital is reduced is removed on a 2 or remove all armies in to a city. less. excess of 1.

Play before turn Play before turn Play before turn

Epochs 2-7 Deck 8 Epochs 2-7 Deck 8 Epochs 1-7 Deck 8 Restoration Restoration Kusunoki's Banner: Hirihoukenten Place 3 of your Place 3 of your The current daimyo current daimyo current daimyo receives 1 extra die armies in a single armies in a single when attacking until a province that you province that you combat is lost. Hirihoukenten = short for 'Cruelty have a past daimyo have a past daimyo cannot beat reason. Reason army in. army in. cannot beat law. Law cannot beat a great leader. A great leader cannot beat the Son of God" Play before turn Play before turn Play during turn

Epochs 1-7 Deck 8 Epochs 1-7 Deck 8 Epochs 1-7 Deck 8 Surprise Attack Revolt Home territory

Ignore all castle and One army attacks an The current daimyo defensive terrain effects enemy province of your receives 2 bonus in 1 province this turn. choice. armies, but they must Receive 1 VP for each be placed in empty victory in the selected land provinces. province this turn.

Play during turn Play before turn Play during turn

Page 10/11 After 2nd epoch Deck 9 After 3rd epoch Deck 9 After 5th epoch Deck 9 Mongol Invasion Ashikaga European Trade Yoshimitsu 3 combat strength Place the "Hakata" and counters attack from "Sakai" counters as desired A 3 combat strength overseas beginning with in provinces adjacent to a lesser daimyo appears in Hizen or Chikuzen. No sea or ocean (any province Miyako. Place a capital in victory points are where a ship could reach Miyako. No victory points received at this time. overseas). No victory points are received at this time. are received at this time. Play when all players Play when all players Play when all players are done with the 2nd are done with the 3rd are done with the 5th epoch epoch epoch

After 4th epoch Deck 9 After 1st epoch Deck 9 After 6th epoch Deck 9 Saitou Dousan Karma Prospering Christianity Choose 1 province, and Throughout this replace the enemy armies in it with an equal game, when In all provinces (except number of your own. No determining daimyos, sea zones) that do not victory points are subtract 1 from your contain any armies, place received at this time. total combat strength. 1 army. No victory points are received at this time. Play when all players Play when all players Play when all players are done with the 4th are done with the 1st are done with the 6th epoch epoch epoch

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