
Ge Koku Jo
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.
- Designer
- Lowell A. Francis
- Publisher
- H. G. Walls
- Year Published
- 1997
- Status
- Out of Print
- Contents
- 32-page rulebook (requires use of playing
or index cards, not supplied)
- Scale
- Distance, time, and figure scale are deliberately abstract
- Basing
- Individual
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