The battle notes state which player goes first. The active (attacking) player, on his turn, orders the forces under his control into movement and battle with the play of a Command card and its associated effects. The active player’s opponent is considered the defending player during the turn. Players alternate taking turns, until one player reaches the number of Victory Banners indicated in the scenario’s victory conditions.

Player’s Turn

Follow the sequence shown below. Each phase must be completed before proceeding to the next phase.

Note: Sequence of play for Dragon cards is variable. Each card has instructions for when to play. 

PHASE 1 - PLAY A COMMAND CARD

At the start of a turn, the player must play 1 Command card from his hand. Place it face up and read it aloud. Command cards are used to order a player’s Leaders and units to move, battle, or do something special. The card played dictates in which section(s) of the battlefield orders are issued and how many units may be ordered. Hexes with dotted section lines running through them are always considered as simultaneously belonging to both the corresponding flank and center sections. Units and Leaders may only move or battle when given an order.

There are 2 types of Command cards, section cards and tactic cards:

  • Section cards (left, center, right) are recognizable by an iconic representation of the sections of the battlefield on the lower half of the card. These cards are used to order a set number of units and/or Leaders in a section or combination of sections highlighted by an arrow(s) and a number on the card.
  • Tactic cards feature an explicit description of the number and type of units that can be ordered by the play of the card and may allow the ordered units to move and/or battle in ways not normally allowed in the basic rules. Some tactic cards are used to order units of the same rank, i.e. units sharing the same symbol or order units of the same type, i.e. infantry, or cavalry. When the location of units is not specified on the card, the tactic card can be used to order units in any section(s) across the battlefield. Tactic cards have a black hexagon with crossed swords in the lower left corner of the card.

If a player is ever in a situation where no unit can be ordered by the Command card just played, disregard phases 2 through 4 of the game turn and go directly to the draw phase.

PHASE 2 - ORDER UNITS AND LEADERS

After playing a Command card face up, announce which eligible units or Leaders will receive orders.

  • Blocks grouped together on the same hex form a unit.
  • Only those units and/or Leaders that are issued an order may move, battle, or take a special action during this turn.
  • Only 1 order may be given to each unit or Leader during the course of a single game turn.
  • Units and lone Leaders on a hex with a dotted line running through it may be ordered from either section.
  • If a section Command card allows you to issue more orders in a given section of the battlefield than a player currently has units and/or Leaders in that section, those additional orders are lost.
  • If a tactic card allows a player to issue more orders than units and/or Leaders a player currently has, those additional orders are lost.

A Leader block is not a unit, but when alone in a hex and ordered, the Leader will follow the rules for the unit of its type. An infantry Leader (Leader on foot) will follow the general rules for infantry units, while a cavalry Leader (mounted Leader) will follow the general rules for cavalry units.
An infantry Leader block may only serve as a Leader for an infantry unit, while a cavalry Leader block may lead an infantry or cavalry unit.
A Leader block in the same hex as a friendly unit is considered “attached” to the unit. The Leader will behave like and is subject to the same rules and limitations as the unit he is accompanying.
A Leader and the unit he is leading can be ordered together as a single unit at the cost of a single order.

  • A Leader must remain with the unit he is leading unless ordered to split from the unit.
  • A Leader can be ordered to split from the unit he is leading at the cost of a single order. The unit is not ordered when a Leader is given an order and splits from a unit.
  • For the cost of 2 orders a Leader can be ordered to split from the unit he is leading and the unit can also be ordered separately.
  • When a Leader is ordered and the Leader moves and joins another unit, the unit the Leader joins is not ordered.
  • A Leader may not move, join a unit, and move again with the unit he just joined.

Section Command cards and the shogun Command card have a helmet symbol in the top right corner of the card to remind players that a Leader, when with a unit, may be ordered separately and leave the unit he is with. If a Command card does not have a helmet symbol, that card may not be used to order a Leader to split from the unit it is with.

Player’s Command

A player’s command is equal to the number of Command cards that player is allowed to hold as noted in the scenario’s battle notes.
When the number of units to be ordered is not a fixed number, but instead the Command card states “For each Command card you have, including this one” the number of units and/or Leaders a player may order is equal to the number of Command cards in the player’s possession including the Command card currently being played.

The following Command cards are where the number of units and/or Leaders ordered is equal to command:

  • Advance Left, Center and Right Section cards
  • Troop class cards (Green CircleBlue TriangleRed Square)
  • The Shogun Command card

When the number of Command cards changes in a scenario, command will increase or decrease to the new number of cards allowed to be held at the moment the card is played.

PHASE 3 - MOVEMENT

Movements are announced and made sequentially, one ordered unit and/or Leader at a time, in the sequence of a player’s choice. A player must complete one unit and/or Leader movement before beginning another.

Unit Movement

  • A unit may only move once per turn.
  • A unit that is ordered does not have to move.
  • A unit that is ordered may move in any direction.
  • A unit may move from one section of the battlefield into another.
  • A unit may only move off the battlefield’s baseline hexes when explicitly allowed to by the scenario’s battle notes.
  • Two units may not occupy the same hex.
  • When moving a unit, the unit may not move onto or through a hex occupied by friendly units or enemy units and Leaders.
  • A unit may not split off individual blocks from a unit; blocks in a unit must stay together and always move as a group.
  • A unit that is reduced through casualties may not combine with another unit.
  • Some terrain features impact movement and may prevent a unit from moving its full distance and/or battling.
  • An infantry unit may move onto a hex containing a friendly lone Leader (infantry or cavalry), as long as the unit does not already have a Leader. Upon moving onto the lone Leader’s hex, the infantry unit must stop and join the Leader.
  • A cavalry unit may move onto a hex containing a friendly lone cavalry Leader, as long as the unit does not already have a Leader. Upon moving onto the lone Leader’s hex, the cavalry unit must stop and join the Leader.
  • A cavalry unit may not move onto a hex containing a friendly lone infantry Leader.
  • An ordered unit may not move and join a Leader and move again if the Leader is also ordered to move.

Unit retreat movement rules vary slightly from ordered movement, see Retreat rules section.

Infantry Unit Movement

  • Samurai Infantry Spearmen may move 1 hex and battle.
  • Samurai Infantry Bowmen may move 1 hex and battle.
  • Ashigaru Infantry Spearmen may move 1 hex and battle, or 2 hexes and not battle.
  • Ashigaru Infantry Bowmen may move up to 2 hexes and battle.
  • Ashigaru Infantry Arquebusiers may move up to 2 hexes, but when the unit moves it may not battle.
  • Levy Irregular Infantry may move up to 2 hexes and battle.

The example below shows the movement rates of foot units.

Cavalry Unit Movement

  • Samurai Spearmen Cavalry may move up to 2 hexes and battle.
  • Samurai Bowmen Cavalry may move up to 2 hexes and battle.

Leader Movement

A Leader in the same hex as a friendly unit ordered to move must move with the unit as far as it moves unless the Leader also receives an order to split from a that unit.

  • A Leader and the unit he is leading are ordered together at the cost of a single order.
  • An ordered foot (infantry) Leader, when not with a unit, may move up to 2 hexes on his own.
  • An ordered mounted (cavalry) Leader, when not with a unit, may move up to 3 hexes on his own.

A Leader, moving on his own, is subject to the same movement rules and terrain limitations as any other unit in the game.

  • A Leader may only move once per turn.
  • A Leader that is ordered does not have to move.
  • A Leader that is ordered may move in any direction.
  • A Leader may move from 1 section of the battlefield into another.
  • Some terrain features impact movement and may prevent a Leader from moving its full distance.
  • A Leader may be ordered to split from a unit and move according to the Leader’s movement type.
  • A Leader may move onto and through a hex occupied by a friendly unit.
  • A Leader may move onto and through a hex occupied by a friendly unit with a Leader or a friendly Leader alone in a hex but cannot end its movement in that hex.
  • An infantry Leader may move onto a hex with a friendly infantry unit and stop in the hex and join the unit.
  • An infantry Leader may not move onto a hex with a friendly cavalry unit and stop in the hex and join the unit.
  • A cavalry Leader may move onto a hex with any friendly unit (infantry or cavalry) and stop in the hex and join the unit.
  • An ordered Leader may not move and join a unit and then move again if the unit is also ordered to move.
  • A Leader may not stop in or move through a hex with an enemy unit or an enemy Leader.
  • Only 1 Leader may occupy a hex at the end of movement.
  • A Leader may never move onto any of the half-hexes that border the side of the battlefield.

Leader retreat movement rules vary slightly from ordered movement, see Retreat rules section.

Leader Move off the Battlefield

As part of a Leader’s normal ordered movement, an unattached lone Leader may move off a baseline hex provided he has enough movement. The movement from a baseline hex off the battlefield is considered 1 hex movement. A Leader ordered to move off its army baseline hexes of the battlefield will deny the opponent the opportunity to possibly earn a Victory Banner, but 3 Honor and Fortune tokens are lost when the Leader moves off the baseline hex.
A Leader who moves off the battlefield does not give the opponent a Victory Banner, but removes the Leader from the battle for the rest of the scenario. The Leader may not return on a later turn.

PHASE 4 - BATTLE

Battles are checked and resolved in the sequence of the player’s choice 1 ordered unit at a time.
Announce and resolve one unit’s battle entirely before beginning the next unit.

  • A unit that is ordered does not have to battle, even when adjacent to 1 or more enemy units.
  • A unit may normally battle only once per turn. However, in some situations, a unit may gain ground after a successful close combat and then make a bonus close combat attack. This advance and bonus combat must be completed before beginning another unit’s battle.
  • A unit may not split its battle dice between several enemy units. All battle dice apply to the unit targeted in the combat.
  • The number of casualties a unit has suffered will not affect the number of battle dice the unit rolls in combat. A unit with a single block retains the same combat strength as a unit at full strength.
  • An ordered unit may only engage in one type of combat when ordered, even if it is capable of both ranged and close combat.

The sequence in which ordered units will combat is purely at the owner’s discretion and a player may freely switch between ranged combat and close combat from one unit to the next unit’s combat.

The example below shows the movement rates of mounted units and leaders.

RANGED COMBAT (FIRE)

Only units armed with missile weapons, which are bows and arquebuses, may engage in ranged combat.
A unit with missile (ranged) weapons battling an enemy unit more than 1 hex away is said to conduct ranged combat at that enemy unit, the “target unit”.

  • In ranged combat, the target unit must be within both range and line of sight of the firing unit.
  • Ranged combat may not be used against an adjacent enemy unit.
  • A unit with ranged weapons adjacent to an enemy unit may not target and fire on another more distant enemy unit. If the unit chooses to battle, the unit must close combat the adjacent enemy unit.
  • An enemy unit targeted by a ranged combat attack may not battle back.

Ranged Combat Procedure

1. Announce Firing Unit
2. Check Range
3. Check Line of Sight
4. Determine terrain battle dice maximum
5. Determine Combat card and Dragon card dice adjustments
6. Resolve Battle (roll dice)
7. Score Hits
8. Apply Retreats

1. Announce Firing Unit

Announce which ordered unit is going to fire and its target enemy unit. State the base number of battle dice the ordered unit is entitled to in ranged combat.

2. Check Range

Verify that the enemy target unit is within range. The range is the distance between the firing unit and the enemy target unit, measured in hexes. When counting the range in hexes include the target unit’s hex, but not the firing units hex.

3. Check Line of Sight

Verify that the enemy target unit is within line of sight. A unit must be able to “see” the enemy unit it wants to fire at, and this is known as having “line of sight.”
Imagine a line drawn from the center of the hex containing the firing unit to the center of the hex containing the target unit. This line of sight is blocked only if a hex (or part of a hex) between the battling unit and the target hex contains an obstruction.
Obstructions include a unit or Leader, regardless if friend or foe, some terrain features and the half-hexes that border the side of the battlefield.
If the imaginary line runs along the edge of 1 or more hexes that contain obstructions, line of sight is not blocked, unless there are obstructions on both sides of the line.
The terrain in the target unit’s hex does not block line of sight.

4. Determine Terrain Battle Dice Maximum

The terrain in which the target unit is on, and in some instances, the attacking unit battles from may impact (usually reduce) the number of battle dice rolled in combat. Adjust the number of battle dice rolled for terrain, see Terrain rules section.

5. Determine Command Card And Dragon Card Dice Adjustments

After terrain effects are applied, adjust the number of battle dice, based on any unit special abilities, Command card modifier and Dragon card modifier.

6. Resolve Battle

Roll the adjusted number of battle dice and resolve the resulting dice roll.

7. Score Hits

The unit firing scores 1 hit for each dice symbol rolled that matches the targeted unit’s symbol.

  • A green circle will score 1 hit on a unit with a Green Circle symbol.
  • A blue triangle will score 1 hit on a unit with a Blue Triangle symbol.
  • A red square will score 1 hit on a unit with a Red Square symbol.
  • An arquebus unit will also score 1 hit in ranged combat for each sword symbol rolled.
  • A bow unit will not score a hit when a sword symbol is rolled in ranged combat.
  • A flag rolled in ranged combat does not cause a hit, but may cause the unit to retreat, see Retreat rules section.
  • A bow unit, in ranged combat, will collect 1 Honor & Fortune token for each Honor & Fortune symbol rolled.
  • An arquebus unit will not collect a Honor & Fortune token when a Honor & Fortune symbol is rolled in ranged combat
Effect of Range Combat Hits

For each hit scored, 1 block is removed from the target unit. When the last block in the opponent’s unit is removed, collect a Victory Banner. When more hits are rolled than the number of blocks in the enemy unit, these additional hits have no effect.

Hitting a Leader

When an enemy unit with an attached Leader, takes a hit in range combat, the attached Leader must make a Leader Casualty Check, see Leader Casualty Check rules section.

8. Apply Retreats:

After all hits have been resolved, casualties removed and Leader Casualty Checks made, retreats are resolved, see Retreat rules section.

CLOSE COMBAT

A unit, battling against an enemy unit in an adjacent hex, is said to be in close combat with the enemy unit. A unit adjacent to an enemy unit must close combat the adjacent enemy unit if it chooses to battle, it cannot use ranged combat against the adjacent enemy unit or against another enemy unit within its range.

Close Combat Procedure

1. Announce Close Combat Unit
2. Determine Terrain battle dice maximum
3. Determine Leader Inspired, Command card and Dragon card dice adjustments
4. Attacker Resolve Battle (roll dice)
5. Attacker Score Hits
6. Apply Retreats
7. Possible Gain Ground and Bonus Close Combat
8. Battle Back.
The defender may battle back in some situations. If battle back occurs, the defender will battle and apply hits and resolve retreats on the original attacking unit.

1. Announce Close Combat Unit

Announce the ordered unit you want to close combat with and the enemy unit it is attacking.

  • A unit must be in an adjacent hex to an enemy unit to engage in close combat.
  • Close combat may be done in any direction.
  • Each close combat attack is declared and resolved 1 ordered unit at a time, in the sequence of the player’s choice.
  • A player must announce and resolve 1 unit’s close combat entirely, including any ground gained, bonus close combat, and opponent’s unit battle back, before beginning the next combat.
  • Each close combat is conducted by 1 eligible ordered unit against 1 adjacent defending enemy unit, regardless of the number of friendly and enemy units adjacent to each other.
  • If more than 1 ordered unit is adjacent to the defending enemy unit, each ordered close combat attack is resolved separately. Levy Irregular Infantry units are the exception, see Levy Infantry Swarm rules section.

State the base number of battle dice the ordered unit is entitled to in close combat.

  • Samurai Spearmen Cavalry, may stay in position or move 1 or 2 hexes and close combat an adjacent enemy unit with 4 battle dice.
  • Samurai Bowmen Cavalry, may stay in position, may move 1 or 2 hexes and close combat an adjacent enemy unit with 3 battle dice.
  • Samurai Infantry Spearmen may stay in position or move 1 hex and close combat an adjacent enemy unit with 4 battle dice.
  • Samurai Infantry Bowmen may stay in position or move 1 hex and close combat an adjacent enemy unit with 3 battle dice.
  • Ashigaru Infantry Spearmen may stay in position or move 1 hex and close combat an adjacent enemy unit with 3 battle dice. Ashigaru Infantry Spearmen may move 2 hexes but may not close combat.
  • Ashigaru Infantry Bowmen may stay in position or move 1 or 2 hexes and close combat an adjacent enemy unit with 2 battle dice.
  • Ashigaru Infantry Arquebusiers may stay in position and close combat an adjacent enemy unit with 2 dice. Ashigaru Infantry Arquebusiers may not close combat when the unit moves.
  • Levy Irregular Infantry may stay in position or move 1 or 2 hexes and close combat an adjacent enemy unit with 2 battle dice.

Levy Infantry Swarm - When 2 or more ordered levy units are adjacent to the same enemy unit and close combat that unit, all the levy units in the swarm close combat may combine their attack and roll all their close combat dice at the same time.

2. Determine Terrain Battle Dice Maximum

The terrain in which the target unit is on and in some instances, the attacking unit battles from, may impact (usually reduce) the number of battle dice rolled in close combat. Adjust the number of battle dice rolled for terrain, see Terrain rules section.

3. Determine Inspired Leader, Command Card And Dragon Card Dice Adjustments

After terrain effects are applied, adjust the number of battle dice, based on any unit special abilities, Command card modifier, Dragon card modifier and inspired Leader close combat modifier.

Leader Inspired Close Combat

A Leader, when alone in a hex may not battle. When a Leader is attached to a unit, he will follow the combat rules of the unit he is accompanying, including retreats and special actions.

Although a Leader may not battle, a Leader may still impact a unit’s close combat by inspiring a unit. A player may choose to spend 1 Honor & Fortune token to have a Leader inspire a unit. A Leader inspired unit will add 1 die to a unit’s close combat dice roll. The Honor & Fortune token spent is returned to the common pool.

An infantry Leader (a Leader on foot) must be in the same hex as the unit he is going to inspire. A cavalry Leader (a mounted Leader) can inspire a unit in his hex and may also inspire friendly units in adjacent hexes Each unit inspired by a cavalry Leader costs 1 Honor and Fortune token.

  • A maximum of 1 Honor & Fortune may be spent to inspire a unit during a close combat, therefore a maximum of only 1 battle die may be gained when a unit is inspired.
  • A unit may be inspired when it is attacking in close combat and when the unit is battling back.
  • A cavalry Leader does not have to be ordered to inspire an adjacent unit.
  • When a player’s unit was inspired and rolls the 1 additional dice in its close combat, collect 1 less Honor & Fortune token than the number of Honor & Fortune symbols rolled.

4. Attacker Resolve Battle

Roll the adjusted number of battle dice and resolve the resulting dice roll.

5. Attacker Score Hits

In close combat, the unit attacking scores 1 hit for each dice symbol rolled that matches the targeted unit symbol.

  • A green circle will score 1 hit on a unit with a Green Circle symbol.
  • A blue triangle will score 1 hit on a unit with a Blue Triangle symbol.
  • A red square will score 1 hit on a unit with a Red Square symbol.
  • A sword rolled will normally score 1 hit in close combat with the following exceptions:
    • Because of its superior stature, a cavalry unit will ignore 1 sword rolled against it when attacked in close combat by an infantry unit.
    • Because of superior rank, a unit with a square symbol will ignore 1 sword rolled against it when attacked in close combat by a unit with a Blue Triangle symbol.
    • Because of superior rank, a unit with a square symbol will ignore 2 swords rolled against it when attacked in close combat by a unit with a Green Circle symbol.
    • Because of superior rank, a unit with a triangle symbol will ignore 1 sword rolled against it when attacked in close combat by a unit with a Green Circle symbol.
      Note: Superior rank and stature are cumulative and will only apply to close combat, not ranged combat.
  • A flag rolled in close combat does not cause a hit, but may cause the unit to retreat, see Retreat rules section.
Effect of Close Combat Hits

For each hit scored, 1 block is removed from the target unit. When the last block in the opponent’s unit is removed, collect a Victory Banner (does not apply to Army Commander’s Bodyguard unit blocks). When more hits are rolled than the number of blocks in the enemy unit, these additional hits have no effect.

Hitting a Leader

When an enemy unit, with an attached Leader, takes a hit in close combat, the attached Leader must make a Leader Casualty Check, see Leader Casualty Check rules section.

Honor & Fortune

For each Honor & Fortune symbol rolled in close combat collect 1 Honor & Fortune token with the following exceptions:

  • When a player’s unit was inspired and rolls the 1 additional dice in its close combat, collect 1 less Honor & Fortune token than the number of Honor & Fortune symbols rolled.
  • When any Samurai Cavalry unit engages in close combat against a lower rank unit (blue triangle or green circle), do not collect any Honor & Fortune tokens even if Honor & Fortune symbols are rolled.
  • When attacking a levy irregular infantry, no attacking unit will collect any Honor & Fortune tokens when Honor & Fortune symbols are rolled.

6. Apply Retreats

After all hits have been resolved, casualties removed and Leader Casualty Checks made, retreats are resolved, see Retreat rules section.

7. Possible Gain Ground and Bonus Close Combat

See Special Action rules section.

8. Battle Back

In a close combat, the defending enemy unit may battle back against the attacking unit when 1 or more of the defending unit’s blocks survived the close combat attack and the defending unit did not retreat from its original hex.
The battle back procedure will follow the same rules as an attacker’s close combat. During a battle back, the defending unit therefore determines the proper number of dice to roll, including any terrain battle dice reduction, inspired Leader and Dragon card dice adjustments. The unit’s battling back is resolved, hits are applied and retreats determined in the same manner as if the unit were attacking.

  • A defending unit may not battle back when it is forced to retreat out of its original hex, even if the retreat move leaves the retreating defending unit in a hex that is still adjacent to the unit that originally attacked.
  • A defending unit may still battle back when it is unable to fulfill a required retreat because its retreat path is occupied and prevents the unit from retreating. A defending unit may still battle back as long as the unit still has 1 or more blocks remaining after taking losses for not being able to complete its retreat movement, see Retreat rules section.
  • No further battle back is possible after the defending unit’s battle back. The close combat will stop immediately after the non-active player unit’s battle back.
  • A unit battling back may not gain ground or a bonus close combat attack.
  • The target unit of a ranged attack is never eligible to battle back. Only units engaged in a close combat may battle back.

LEADER CASUALTY CHECK

Whenever a Leader is involved in a combat, there is a chance that the Leader may become a casualty. If a casualty check is required your opponent will roll to determine whether your Leader is hit and removed from the battlefield or survives.
When a Leader is with a unit and the unit loses 1 or more blocks in ranged or close combat, there is a chance that the Leader may also be hit and a Leader Casualty Check must be rolled against the Leader.
Note 1: When a unit with a Leader loses 1 or more blocks because it fails to complete a retreat movement, or due to a Dragon card, or during a Lack of Honor roll, these situations will not cause a Leader Casualty Check. A Leader Casualty Check is only made when a Leader is with a unit and the unit loses 1 or more blocks in combat.
Note 2: When an Army Commander’s four Bodyguard blocks are eliminated, if the Commander survives the Leader Casualty Check the Army Commander becomes a foot Leader in all respects and retreats.

Ranged Combat Leader Casualty Check Procedure

During a ranged combat attack, when a Leader is with a unit, if the unit loses 1 or more blocks but the unit is not eliminated, the Leader Casualty Check is made with 2 battle dice. To hit and eliminate the Leader, 2 sword symbols must be rolled. When 2 sword symbols are rolled the owning player removes the Leader block from the battlefield and the opposing player will collect a Victory Banner. If 2 sword symbols are not rolled, the Leader will survive the casualty check and remains with the unit.
When a Leader is with a unit and all the blocks in the unit are eliminated during a ranged combat attack leaving the Leader block alone in the hex, the Leader Casualty Check is made with 1 battle die. To hit and eliminate the Leader a sword symbol must be rolled. When a sword symbol is rolled the owning player removes the Leader block from the battlefield and the opposing player will collect a Victory Banner. If the Leader is not hit, the Leader must retreat 1, 2, or 3 hexes, or commit seppuku.

Note: The Army Commander’s Bodyguard blocks cannot be targeted by ranged combat.

Close Combat Leader Casualty Check Procedure

During a close combat attack, when a Leader is with a unit and the unit loses 1 or more blocks and the unit is not eliminated, the Leader Casualty Check is made with ONE battle die. To hit and eliminate the Leader, a sword symbol must be rolled. When a sword symbol is rolled the owning player removes the Leader block from the battlefield and the opposing player will collect a Victory Banner. If a sword symbol is not rolled, the Leader will survive the casualty check and remains with the unit.

Important Note: Rolling one die instead of two is a departure from similar Leader casualty check rules in other C&C games like Ancients, C&C Napoleonics and C&C Medieval. Japanese leaders traditionally fought from the front and suffered a higher casualty rate.

When a unit with an attached leader loses its last block during a close combat attack, the lone leader remaining in the hex makes a Leader Casualty Check with one battle die. To hit the lone Leader a sword symbol must be rolled. When a sword symbol is rolled the owning player removes the Leader block from the battlefield and the opposing player will collect a Victory Banner.
If the lone Leader is not hit, the lone Leader must then retreat 1, 2, or 3 hexes, or commit seppuku.

  • When a unit is eliminated, any flags rolled during the combat will have no effect on the lone Leader. After the Leader Casualty Check the Leader must retreat 1, 2, or 3 hexes, or commit seppuku. 
  • If a lone Leader cannot retreat at least 1 hex, the Leader must commit seppuku.
  • When a lone Leader is on its friendly baseline hex and has to retreat, the Leader must commit seppuku.
  • After a Leader retreats, is eliminated, or commits seppuku, the unit that was attacking the Leader in close combat may gain ground onto the vacated hex.

Combat Against a Leader Alone in a Hex

When an enemy Leader is alone in a hex and is being attacked, in ranged or close combat, the attacking unit determines the number of battle dice to roll against the lone Leader. When one or more sword symbols are rolled, the Leader is hit and eliminated. Bow units normally do not score a hit in ranged combat, but when attacking a lone leader will score a hit against a lone leader. No Leader Casualty Check is needed. The owning player removes the Leader block from the battlefield and the opposing player will collect a Victory Banner.

  • Any flags rolled during the combat will have no effect on the lone Leader. Instead the lone Leader must retreat 1, 2, or 3 hexes, or commit seppuku.
  • If a lone Leader cannot retreat at least 1 hex, the Leader must commit seppuku.
  • When a lone Leader is on its friendly baseline hex and has to retreat, the Leader must commit seppuku.
  • After a Leader retreats, is eliminated, or commits seppuku, the unit that was attacking the lone Leader in close combat may gain ground onto the vacated hex.

RETREATS

During a ranged or close combat, after all hits have been resolved, casualties removed and Leader Casualty Checks made, retreats are resolved. Each retreat flag rolled against a unit that cannot be ignored will require the unit to retreat 1 retreat movement back toward its own side of the battlefield. 2 flags, against a unit that cannot be ignored, will push the unit back 2 retreat movements, etc. All Samurai and Ashigaru infantry and cavalry units retreat 1 hex for each flag rolled against the unit that cannot be ignored, while levy irregular infantry units must retreat 2 hexes for each flag rolled against the unit that cannot be ignored.
The player controlling the unit that is retreating decides onto which hex the unit retreats using the following rules:

  • A unit must always retreat toward its controlling player’s baseline side of the battlefield regardless of what direction the attack came from. There are usually 2 hexes of choice when retreating to a player’s side of the battlefield, except near the side of the battlefield. The retreating player may choose either of these 2 hexes, but must choose 1 that is not occupied, or impassable. 
  • A unit may never retreat sideways.
  • A unit may not retreat onto, or through, a hex containing another unit regardless if friend or foe.
  • A unit may not retreat onto, or through, a hex containing an enemy Leader.
  • Terrain has no effect on a unit’s retreat movement, therefore a retreating unit may retreat through, for example, a forest terrain or fordable stream without stopping. However, impassable terrain may not be retreated onto or through during a retreat move.
  • An infantry unit may retreat onto a hex containing a friendly lone foot or mounted Leader. When moving onto the lone Leader’s hex, the infantry unit must stop and join the Leader, even if the unit has not fulfilled its entire retreat movement. The unit will ignore any additional retreat movement.
  • A cavalry unit may retreat onto a hex containing a friendly lone mounted Leader. Upon moving onto the lone Leader’s hex, the cavalry unit must stop and join the Leader, even if the unit has not fulfilled its entire retreat movement. The unit will ignore any additional retreat movement.
  • When a unit cannot retreat, because the unit’s retreat path is occupied, by units, Leaders or impassable terrain, 1 hit is scored on the unit and 1 block is removed from the unit for each retreat hex of movement that cannot be completed.
  • When a unit cannot retreat because it is at its army’s baseline, 1 hit is scored on the unit and 1 block is removed from unit for each retreat hex of movement that cannot be completed.
  • When a unit can retreat legally, toward its controlling player’s baseline, without taking block losses, it must take this retreat path instead of a retreat path where a block loss would occur.
  • Anytime a unit retreats, the retreat will cause the controlling player to lose Honor & Fortune, see Retreat & Loss of Honor rules section.

Leader Retreat

A Leader attached to a unit must stay with the unit through the unit’s entire retreat movement.
A Leader not with a unit (lone Leader) must retreat after being attacked and surviving the Leader Casualty Check. A retreating Leader is subject to the same retreat rules and terrain limitations as other units with the following exceptions:

  • A Leader’s retreat movement is 1, 2, or 3 hexes back towards his side of the battlefield the owing player’s choice. The controlling player determines the number of hexes the Leader will move and which path the Leader will take as he retreats.
  • A Leader may retreat through a hex that contains a friendly unit, a friendly unit with a Leader or another friendly Leader. A unit or Leader is not affected when a Leader retreats through its hex.
  • A retreating Leader may not retreat through a hex with enemy unit or enemy Leader.
  • A Leader may not end his retreat movement in a hex that contains another friendly Leader, impassable terrain, an enemy unit or enemy Leader.
  • An infantry Leader may retreat onto a hex with a friendly infantry unit that does not have a Leader and stop in the hex and join the unit.
  • An infantry Leader may not retreat onto a hex with a friendly cavalry unit.
  • A cavalry Leader may retreat onto a hex with any friendly unit, infantry or cavalry that does not have a Leader and stop in the hex and join the unit.
  • If a Leader cannot retreat at least one hex, the Leader must commit seppuku.
  • A Leader cannot retreat off a friendly baseline hex. The Leader may end its retreat on a friendly baseline hex.
  • A lone Leader attacked on its friendly baseline hex after it survives the Leader Casualty Check, must commit seppuku.

Leader Seppuku

Instead of retreating, the controlling player may choose to have a lone Leader commit seppuku (honorable suicide) even if that Leader has a clear path for retreat.
When a Leader commits seppuku, the owning player removes the Leader block from the battlefield and gains 5 Honor & Fortune tokens, but the player must lose 1 Command card from his hand of cards, selected at random by his opponent. The selected Command card is discarded. The loss of this card reduces the owning player’s command by one.

A Leader that commits seppuku will not give the opponent a Victory Banner, but the opposition player does draw 1 Dragon card and adds it to his hand of Dragon cards.

Bolster Morale

Some situations will allow a unit to disregard 1 or more flags rolled against it. A unit may disregard 1 or more flags each time it is attacked. Disregarding a flag result when eligible is purely a matter of choice. When 2 flag results can be ignored, the owning player can choose to ignore 1 and accept 1. All flags rolled against a unit, above and beyond those that can be ignored, automatically will trigger a retreat and must be taken.

Important Note: A unit may only ignore a maximum of 2 flags during a combat roll.

A unit may disregard 1 flag:

  • When supported by 2 friendly units. Support units may be in any 2 hexes that are adjacent to the unit. A unit must determine if it is in support for each attack made against a unit.
  • Support is reciprocal. Units in 3 adjacent hexes support each other.
  • A Leader block, when alone in a hex, may act as an adjacent hex of support and will provide the same support as a unit in a hex.
  • A unit with a red square symbol may ignore 1 flag.
  • The effect of certain Dragon cards may also give a unit the ability to ignore 1 or more flags.
  • A Leader with a unit will allow a unit to ignore 1 flag.

Note: A Leader Casualty Check takes place prior to determining if a unit must retreat. Therefore, when a Leader is eliminated by the Leader Casualty Check, the unit may not be able to ignore a flag because a Leader is no longer with the unit.

Retreat & Loss of Honor

Anytime a unit or Leader must retreat, the retreat will cause the controlling player to lose Honor & Fortune tokens.
Green Circle A unit, with a green circle, must lose 1 Honor & Fortune token for each hex it retreats. Note: Levy infantry (LI) retreat differently (see below).
Blue Triangle A unit, with a blue triangle, must lose 1 Honor & Fortune token for each hex it retreats.
Red Square A unit, with a red square, must lose 2 Honor & Fortune tokens for each hex it retreats.

  • Levies/Peasant Irregular Infantry - Only lose 2 Honor & Fortune tokens no matter the number of hexes the levy unit retreats.
  • A unit, with an attached Leader that retreats, will lose 1 additional Honor & Fortune token for each hex the unit together with the Leader retreats. For example, a retreating unit with a triangle symbol with a Leader will lose 2 Honor & Fortune tokens for each hex the unit with a Leader retreats (1 token for the unit and 1 token for the Leader being with the unit).
  • A Leader that is alone in a hex when he retreats 1, 2 or 3 hexes must lose 3 Honor & Fortune tokens. A Leader does not lose Honor & Fortune for each hex he retreats.
  • A Leader that is alone in a hex may commit seppuku instead of retreating.
  • A unit that cannot retreat, which results in blocks lost, will not lose Honor & Fortune tokens since it did not make a retreat movement from its original hex.

LACK OF HONOR

When a player does not have enough Honor & Fortune tokens in his reserve to cover the loss of honor due to a unit’s retreat or caused by the action of a Dragon card, the player must lose what Honor & Fortune tokens he has in his reserve pool and must make a Lack of Honor roll.
The Lack of Honor roll is equal to 4 dice, plus 1 additional die for each Honor & Fortune token that could not be paid.
Example: A player only has 1 Honor & Fortune token in his reserve pool, but the Samurai unit must retreat 1 hex, which requires a loss of 2 Honor & Fortune tokens. The Lack of Honor roll therefore would be 4 dice, plus 1 die. The 1 die additional because the player only had 1 token in his Honor & Fortune reserve pool, but had to pay 2 Honor & Fortune tokens for the Samurai unit’s retreat.

Lack of Honor when Unit Retreats

After the unit has completed its retreat movement, the player will make the Lack of Honor roll.

  • Each symbol rolled, that matches the symbol on the retreating unit, will eliminate 1 block in the unit that retreated. When the last block in the unit is removed, the opposition player collects a Victory Banner.
  • Each symbol rolled, that does not match the retreating unit, will cause 1 block loss to the nearest unit in the army with a matching symbol. The controlling player will choose which unit will lose blocks, when 2 or more units are the same distance in hexes from where the retreating unit ended its retreat. Should the last block in a unit be removed, the opposition player collects a Victory Banner.
  • A sword, flag or an Honor & Fortune symbol rolled during a Lack of Honor roll will not have any effect.

Note 1: When a unit with a Leader loses a block, there is no Leader Casualty Check.

Note 2: When a unit with a Leader is eliminated in a Lack of Honor roll, there is no Leader Casualty Check. The leader will remain in the hex wondering why his unit lost heart and left the battle.

Lack of Honor when Lone Leader Retreats

After a lone Leader has completed its retreat movement, the player will make the Lack of Honor roll.

  • 1 or more sword symbols rolled on the Lack of Honor roll will eliminate the Leader and the opposition player collects a Victory Banner.
  • Each symbol rolled will cause 1 block loss to the nearest unit in the army with a matching symbol. The controlling player will choose which unit will lose blocks, when 2 or more units are the same distance in hexes from where the retreating unit ended its retreat. Should the last block in a unit be removed, the opposition player collects a Victory Banner.
  • A sword only takes effect against a lone Leader, while a flag or an Honor & Fortune symbol rolled during a Lack of Honor roll will not have any effect.

Lack of Honor from Dragon Card Play

When a player does not have honor tokens to cover an honor loss from a Dragon card played against the player, each symbol rolled on the Lack of Honor roll will cause 1 block loss to a unit in his army with a matching symbol of the controlling player’s choice.
A sword, flag or an Honor & Fortune symbol rolled during a Dragon card Lack of Honor roll will not have any effect.

SPECIAL ACTIONS

Gaining Ground

When an active player’s ordered unit attacks in close combat and eliminates or forces the defending enemy unit to retreat from the hex it occupies, the attacking unit has conducted a successful close combat. The attacking unit may advance (move) onto that vacated hex. This is referred to as gaining ground.
Gaining ground, after a successful close combat is not mandatory.
However, if the unit does not gain ground, the victorious attacking unit forfeits the possible opportunity to make a bonus close combat, even if it is adjacent to another enemy unit.

The following situations do not allow a unit to gain ground:

  • A defending unit that is battling back is not eligible to gain ground.
  • A defending unit that plays a First Strike Command card is not eligible to gain ground.

Bonus Close Combat

After a successful close combat, a cavalry unit or an infantry unit with an attached Leader that gains ground is eligible to battle in close combat a second time. This bonus close combat is optional and gaining ground does not require an eligible unit to attack in close combat again.

  • A bonus close combat is figured and conducted the same as a close combat, see Close Combat rules section.
  • A unit that gains ground after a successful combat onto a terrain hex that prohibits combat upon entry cannot make a bonus close combat.
  • A unit that qualifies for a bonus close combat attack after gaining ground may choose to battle any enemy unit in any adjacent hex. It does not have to battle the enemy unit that just retreated from the hex.
  • When a unit’s bonus close combat is successful, it may advance onto the vacated hex, but may not battle again this turn.

PHASE 5 - END OF TURN

After all units’ movements and combat have been resolved, the active player discards the Command card just played face up next to the Command card deck and draws a new Command card.
The active player now also has the choice of drawing 1 Dragon card or gaining 2 Honor & Fortune tokens.

  • The active player always has the choice of drawing 1 Dragon card or gaining 2 Honor & Fortune tokens regardless of whether a Dragon card was played during the turn. 
  • In addition, if the active player did not play a Dragon card during his turn, 1 Dragon card may be discarded from his hand and 1 Honor & Fortune token can be collected.
  • No more than 1 Dragon card may be drawn or discarded at the end of a player’s game turn.
  • A Dragon card drawn at the end of a player’s turn cannot be discarded in the turn it was drawn.

If the Command card deck or Dragon card deck runs out of cards, shuffe the discarded cards to form a new draw deck.
Once the active player’s Command card is drawn and Dragon card or Honor & Fortune is replenished, the active player’s turn is over.

Note: A player who plays a Dragon card during the opponent’s turn does not immediately replenish his Dragon card or the Honor & Fortune tokens spent. Replenishment of a Dragon card or Honor & Fortune tokens is only done at the end of an active player’s turn.

 

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Mark-McG replied the topic:
2 years 9 months ago
boardgamegeek.com/thread/2651849/end-turn-phase

When an Order One Unit Command card is played, at the end of the turn, when drawing new Command cards, also in addition to all other card draws and/or gaining Honor & Fortune tokens, draw one additional Dragon card.
pmiranda-samurai replied the topic:
2 years 9 months ago
Under phase 5 is written that "No more than 1 Dragon card may be drawn or discarded at the end of a player’s game turn."

If you played an "Order 1 unit..." card which mentions "In addition draw one Dragon card" during your turn, does it mean that during the end of turn you must choose to gain 2 H&F tokens? Or are the Dragon cards drawn at different times, i.e. the first immediately during phase 1, and possibly a 2nd one during phase 5?