GAME SETUP
1) Deal out the Province Cards
Shuffle the province cards and deal them out facedown to each player, according to the number of players in the
game:
3) Draw Swords
Players draw swords according the regular rules.
NUMBER OF
PLAYERS
PROVINCES
OWNED
PER PLAYER
SPEARMEN
ON BOARD
PER PLAYER
SPEARMEN
LEFT IN TRAY
PER PLAYER
PROVINCES
STILL
UNOCCUPIED
13
25
11
17
29
22
34
5 Samurai swordsmen
6 Ashigaru gunners
(No Ashigaru spearmen)
Each player may distribute his troops among his three armies as he wishes, as long as he stays within the legal
limits of each army.
ACTION SEQUENCES
Action 1: Plan
Players are not required to spend all of their koku during this phase. There will, however, be a penalty for saving.
Players will only be allowed to save 1 koku for every 2 koku not used. There is no limit to the amount of koku a
player may save.
Action 3: Build
No changes were made to this phase.
RONIN REVOLT
RONIN TO
REGULAR
TROOPS
ROLL NEEDED
TO PREVENT
REVOLT
(PERCENTAGE UNDER
OR EQUAL TO)
100%
12
125%
11
150%
10
175%
200%
225%
250%
275%
300%
325%
350%
375%
400% +
WILL REVOLT
Ronin Revolt
You may hire as many ronin as you wish, but if you
hire more ronin than you have military units in the
army and/or provincial force they join, you risk a
Ronin Revolt. The die roll to determine if there is a
Ronin Revolt will occur when you Reveal Your Hidden
Ronin (explained below). To determine if your ronin
will revolt, use the chart on the side.
Note: Never count army markers, castle, or fortress bonus defense units (daimyos do count).
If a Ronin Revolt occurs, the player who hired the ronin must use all the units in the province to defend against the
revolt (army and provincial). The units will battle each other, using the same rules from Action 7- Phase B: Conduct
Combat, until the battle is resolved. If the Ronin Revolt is successful, the player loses the province, and the ronin
remain on the board until eliminated. If the player eliminates all the revolted ronin, they maintain control of the
province, but they will not be allowed to use any units in the province to attack, move, or occupy for that round.
the daimyo is eliminated by the ninja. Players will be given the opportunity to work out the details of the attack even
if the Ninja strike occurs before they have done so in Action 7- Phase A: Declare All Battles. Ninja strikes will not
affect army and provincial force swapping.
Wage War In Turn Order: In the turn order indicated by his sword, each player completes the entire 3-phase
Wage War action, from A to C. The player with the 1-diamond sword wages war first; after he completes all three
phases, the player with the 2-diamond sword wages war; and so on.
Garrisons
Players are not required to leave any units behind as a garrison. They may leave a province empty at any time and
will retain ownership of the province until it is occupied by an enemy unit. When leaving the province empty, players
must leave behind a control marker to indicate ownership.
Daimyo Experience
Daimyo experience represents the knowledge and status a daimyo achieves with success in battle. A daimyos
experience is charted on your army card by its matching experience marker. Any provincial or army force engaged
in battle against an experienced daimyo will have its unit roll values negatively affected. This simulates the daimyos
effectiveness in battle. For a complete list of the roll values, see Wage War- Phase B: Conduct Combat.
How Does a Daimyo Gain Experience? A daimyo gains experience either by attacking and eliminating all enemy
forces in a province, or by repelling an attack from an enemy army. If a daimyo has made one or more successful
attacks or defenses, his experience will increase. A successful attack is one in which the daimyo eliminates all
the enemy forces in a province. A successful defense is one in which an enemy daimyo attacks and retreats or is
eliminated. The daimyo is not required to occupy the province to gain experience.
Point Increases:
1) If a daimyo attacks and eliminates an enemy provincial force, they increase one experience level.
2) If a daimyo attacks and eliminates an enemy army and provincial force (if applicable), they increase
two experience levels.
3) If a daimyo successfully defends against an attack from an enemy daimyo, they increase one
experience level.
These point increases are not cumulative, and players must choose only one of these point increases in Action 9:
Increase Daimyos Experience.
Army Movement
All armies can move up to two provinces and attack up to two provinces, in any order during Wage War. They can
only move up to two provinces during the entire Wage War Action, but the player may choose how to distribute
these moves amongst the phases (e.g. an army that moves once and attacks twice in Phase B, will still have one
movement point for Phase C).
Only one army marker may occupy a province at one time. An army can pass through a province occupied by
another one of your armies, or it can move into and remain in an army-occupied provinceas long as the other
occupying army is, in turn, moved out. When moving two armies in this way, players may never exchange units
between them. This can allow a player to declare multiple battles in Phase A that are dependent upon each other,
meaning an army will not be allowed to retreat and must be victorious in battle or die.
Phase A:
-Army force to provincial force: A player may leave behind any units in the territory they occupy at
the start of the round (without violating the 5 unit provincial limit). These units will be treated the same
as a provincial force that has occupied the territory from the start of the turn.
-Provincial force to Army force: An army may pick up any provincial units in any territory they occupy at
the start of the round (without violating the army unit limits). The provincial forces must not have
moved or attacked before joining the army.
Phase B:
-Army force to provincial force: A player may leave behind any units in any province(s) they occupy in
Phase B (without violating the 5 unit provincial limit). These units will not be allowed to move once
they have been removed from the army.
Phase C:
-Army force to provincial force: A player may leave behind any units in any province(s) they occupy in
Phase C (without violating the 5 unit provincial limit). These units will not be allowed to move once
they have been removed from the army.
-Provincial force to Army force: An army may pick up any provincial units in any territory they occupy
in Phase B (without violating the army unit limits). The provincial forces must not have moved or
attacked before joining the army.
Note: This means it is not possible to occupy a province with forces that have been removed from
an army. The occupation must occur by a separate provincial force, or by the entire army.
-Provincial force to Army force: An army may pick up any provincial units in any territory they occupy
in Phase C (without violating the army unit limits). The provincial forces may have moved and/or
attacked before joining the army.
SHORT-RANGE UNITS
ARCHER
GUNNER
DIAMYO
SWORDSMAN/
RONIN
SPEARMAN
Battle Results:
A battle ends as soon as one (or more) of the following happens:
1) Defending units are eliminated
2) Attacking units are eliminated
3) The attacker calls off the battle
If an attacker calls of the battle, they must remain in the province from which they launched the attack, and cannot
move for the remainder of the turn, including moving units from army to provincial forces. They can still be reinforced
by provincial forces that comply with the rules in Army and Provincial Force Swapping.
Rule Change: Players are not required to remove temporary defenders given by a castle or a fortress first. They
may choose the order in which all units are pulled.
Note: Temporary bonus units for castles and fortresses do not take part in the first strike defense of a naval
invasion.
If a player is eliminated during the round of play, the provinces required to win the game are immediately increased
to the appropriate level.
This revision borrows from the text and concepts in the original Milton Bradley Samurai Swords rulebook. The
original rules are copyrighted and protected from distribution for profit. All alterations to the original content are for
personal use only and should not be reproduced or distributed for profit without written consent from both Milton
Bradley and the authors of this document.