WELCOME
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.
GAME
CONTENTS
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.
Tactic-Triangle
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
numbers:
3x city
3x town
5x villages
5x Temple
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
Daymio
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.
Samurai
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.
Bushi
The Bushi is the defender und places the reinforcements (Katana marker)
and the tactics of his own troops.
Sensei
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.....