![Ge Koku Jo Ge Koku Jo](/rules/pics/373130.jpg)
The Low Overcome The High
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![gold star gold star](boards/icons/gold_star.gif)
![no star no star](boards/icons/no_star.gif)
![no star no star](boards/icons/no_star.gif)
Total Votes: 1
Simple, quick-playing set of samurai-era skirmish rules. Soldiers (ashigaru, sohei, or samurai) form groups (4-10 figures, depending on type) which in turn form Contingents. Busho, Taisho, and Heroes (Personalities) lead contingents or armies. During each turn, the draw of cards determines which Personalities can act (or cause units to act). Soldiers take individual actions - fire, move, charge, or special actions (such as gunners reloading teppo). Dice are rolled for movement, and units move as groups. Being outside of a Personality's command radius limits a soldier's actions; and soldiers can charge only if an appropriate Personality is close at hand. Taking casualties or charging requires a group to take a Morale check, the exact nature of which is determined randomly. Personalities can challenge each other to duel. A point system allows balanced armies to be constructed, and a campaign game is provided. Optional rules include magic, monsters, seppuku, and special abilities for Personalities.
Back to RULES DIRECTORY Areas of InterestFantasyMedieval Featured Hobby News ArticleFeatured LinkTop-Rated RulesetFeatured Showcase ArticleFeatured Profile ArticleFeatured Book ReviewThis entry created by 2,472 hits since 12 Oct 2016 |
|