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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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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 19 June 1997. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 11 October 2016.

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©1994-2020 Bill Armintrout
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Ge Koku Jo

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Editions

Out of print