Written by: Alessandro Crespi
Category: Rules
Hits: 3152

Battles are checked and resolved one ordered unit at a time, in the sequence of the player’s choice. Announce and resolve one unit’s battle entirely before beginning the next one.
•    A unit that is ordered does not have to battle, even when adjacent to 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 combat attack. This advance and bonus combat must be completed before beginning another unit’s battle.
•    A unit may not target and split its battle dice between several enemy units.
•    The number of casualties a unit has suffered does not affect the number of battle dice the unit rolls in combat. A unit with a single figure retains the same combat strength as a unit at full strength.
•    An ordered unit may only engage in one type of battle when ordered, even if it is capable of both ranged and close combat.

The combat sequence is purely at the owner’s choice and a player may freely switch between ranged combat and close combat from one unit to the next unit’s combat.

In combat, the number of battle dice rolled by default is determined by the unit’s rank, hence by the symbol on its standard.
A unit with a circle on its standard rolls 2 dice
A unit with a triangle on its standard rolls 3 dice
A unit with a square on its standard rolls 4 dice

Some units are subject to the combat restrictions stemming from their movement prior to battle.

 

RANGED COMBAT (Fire)

Only units armed with missile weapons may engage in ranged combat. In this core game, units with a circle symbol on their standard all have missile weapons.

A unit with missile 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 range weapons adjacent to an enemy unit may not target and fire on another, more distant, enemy unit. If it chooses to battle in this case, the unit must close combat an adjacent enemy unit.
•    A 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 reduction
5. Determine Combat and Dragon Card dice adjustments
6. Resolve Battle
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 your target 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.

•    An Ashigaru infantry bow unit has a range of 3 hexes: (adjacent, no fire dice) (two hexes to target, 2 dice) (three hexes to target, 2 dice).
When an Ashigaru infantry bow unit moves and engages in ranged combat, the number of battle dice rolled is reduced to one die.

•    An Ashigaru infantry arquebus unit has a range of 4 hexes: (adjacent, no fire dice) (two hexes to target, 2 dice) (three hexes to target, 2 dice) (four hexes to target, 1 die).
When an Ashigaru infantry harquebus unit moves, it may not engage in ranged combat.



3. Check Line of Sight: Verify that your target is within line of sight. A unit must be able to “see” the enemy unit it wants to fire at. 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 and baseline of the battlefield. The terrain in the target unit’s hex does not block line of sight.

If the imaginary line runs along the edge of one or more hexes that contain obstructions, line of sight is not blocked, unless the obstructions are on both sides of the line.

4. Determine terrain battle dice reduction: 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 the Terrain rules section for terrain effects.

5. Determine Combat 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 one hit for each dice symbol rolled that matches the targeted unit standard symbol.
•    A circle will score one hit on a unit with a circle symbol on its standard.
•    A triangle will score one hit on a unit with a triangle symbol on its standard.
•    A square will score one hit on a unit with a square symbol on its standard.
•    A arquebus unit will score one 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.

Effect of Range Combat Hits

For each hit scored, one figure is removed from the target unit. When the last enemy figure with the unit standard is eliminated, place the figure with its standard on your Samurai Victory Record card. If more hits are rolled than the number of figures in the enemy unit, these additional hits have no effect. For scoring a hit on a leader: see the Leader Casualty Check rules section.

A flag rolled in ranged combat does not cause a hit, but may cause the unit to retreat: see the Retreat rules section.

A bow unit, in ranged combat, will collect one honor & fortune token for each honor & fortune symbol rolled. An arquebus unit will not collect an honor & fortune token when an honor & fortune symbol is rolled in ranged combat.

8. Apply Retreats
After all hits have been resolved, casualties removed and leader casualty checks made, retreats are resolved: see the 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 another enemy unit within its range.

Close Combat Procedure

1. Announce Close Combat
2. Determine Terrain battle dice reduction
3. Determine Leader Inspired, Combat Card and Dragon Card dice adjustments
4. Attacker Resolve Battle
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: Announce which ordered unit is going to attack in close combat and the enemy unit it is attacking. A unit must be in an adjacent hex to an enemy unit to engage in close combat.

State the base number of battle dice the ordered unit is entitled to in close combat.
•    An ordered infantry unit with a circle on its standard may stay in position or move one or two hexes and close combat an adjacent enemy unit with 2 battle dice.
•    An ordered infantry unit with a triangle on its standard may stay in position or move one hex and close combat an adjacent enemy unit with 3 battle dice. If the unit moves two hexes, the unit may not battle.
•    An ordered infantry unit with a square on its standard may stay in position or move one hex and close combat an adjacent enemy unit with 4 battle dice.
•    An ordered cavalry unit with a square on its standard may stay in position or move one or two hexes and close combat an adjacent enemy unit with 4 battle dice.

Each close combat attack is declared and resolved one ordered unit at a time, in the sequence of the player’s choice. Resolve one unit’s close combat entirely (including any gaining ground, bonus close combat, and battle back) before beginning the next unit’s combat.

Note: Regardless of the number of ordered units adjacent to an enemy unit, each ordered unit’s close combat attack must be resolved separately.

2. Determine terrain battle dice reduction: 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 the Terrain rules section for terrain effects.

3. Determine Inspired Leader, Combat Card and Dragon Card dice adjustments: After terrain effects are applied, adjust the number of battle dice, based on any unit special abilities, inspired Leader modifier, Command card modifier, and Dragon card 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 one honor & fortune token to have a leader inspire a unit. A leader inspired unit will add one die to a unit’s close combat dice roll.

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.
•    A maximum of one honor & fortune may be spent on a unit during a close combat, therefore a maximum of only one die may be gained.
•    A unit may be inspired when it is attacking and also when the unit is battling back.
•    The honor & fortune token spent is returned to the common pool.
•    When a player’s unit was inspired and rolls the one additional dice in its close combat, the first honor & fortune symbol rolled during the combat will not gain the player an honor & fortune token. The honor & fortune symbol roll is ignored and no honor & fortune token is collected for this honor & fortune symbol 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 one hit for each dice symbol rolled that matches the targeted unit standard symbol.
•    A circle will score one hit on a unit with a circle symbol on its standard.
•    A triangle will score one hit on a unit with a triangle symbol on its standard.
•    A square will score one hit on a unit with a square symbol on its standard.

A sword rolled will normally score one hit in close combat, no matter what the target’s standard symbol with the following exceptions:
•    Because of its superior stature, a cavalry unit will ignore one sword rolled against it when attacked in close combat by an infantry unit.
•    Because of superior rank, a unit with a square symbol on its standard will ignore one sword rolled against it when attacked in close combat by a unit with a triangle symbol on its standard.
•    Because of superior rank, a unit with a square symbol on its standard will ignore two swords rolled against it when attacked in close combat by a unit with a circle symbol on its standard.
•    Because of superior rank, a unit with a triangle symbol on its standard will ignore one sword rolled against it when attacked in close combat by a unit with a circle symbol on its standard.
Note: Superior rank only applies to close combat, not ranged combat.

Effect of Close Combat Hits

For each hit scored, one figure is removed from the target unit. When the last enemy figure with the unit standard is eliminated, place the figure with its standard on your Samurai Victory Record card. If more hits are rolled than the number of figures in the enemy unit, these additional hits have no effect. For scoring a hit on a leader: see the Leader Casualty Check rules section.

A flag rolled in close combat does not cause a hit, but may cause the unit to retreat: see the Retreat rules section.

For each honor & fortune symbol rolled in close combat collect one honor & fortune token. However, when a player’s unit was inspired and rolls the one additional dice in its close combat, the first honor & fortune symbol rolled during the combat will not gain the player an honor & fortune token. The honor & fortune symbol roll is ignored and no honor & fortune token is collected for this honor & fortune symbol rolled.

6. Apply Retreats:
After all hits have been resolved, casualties removed and leader casualty checks made, retreats are resolved: see the Retreat rules section.

7. Possible Gain Ground and Bonus Close Combat: see Special Action rules section.

8. Battle Back: In close combat, the defending enemy unit may battle back against the attacking unit if one or more of the defending unit’s figures survived the close combat attack and the defending unit did not retreat from the hex it was in.

Battle Back Procedure will follow the same rules the attacker close combat
1. Announce Battle Back Close Combat
2. Determine Terrain battle dice reduction
3. Determine Inspired Leader and Dragon Card dice adjustments
4. Defender Resolve Battle Back
5. Apply Hits
6. Apply Retreats

•    A defending unit may still battle back when it is unable to fulfill a required retreat because its retreat path is blocked, as long as it still has one or more figures remaining on the battlefield after taking losses for not being able to complete its retreat movement: see the Retreat rules section.
•    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 attacking unit.
•    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.

RETREATS

After all hits have been resolved, casualties removed and leader casualty checks made, retreats are resolved. Each retreat flag rolled against a unit will require the unit to retreat one hex back toward its own side of the battlefield. Two flags will push the unit back two hexes, etc.

The player controlling the unit that is retreating decides which hex the unit retreats onto, using the following rules:
•    A unit must always retreat toward its controlling player’s side of the battlefield regardless of what direction the attack came from. A unit may never retreat sideways. There are usually two 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 two hexes, but must choose one that is not blocked, occupied, or impassable.
•    A unit may never retreat onto any half-hexes that border the side of the battlefield.
•    A unit may not retreat onto, or through, a hex already containing another unit regardless if friend or foe.
•    Terrain has no effect on 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 leader (infantry or cavalry leader), 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, 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 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, 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 other units or impassable terrain, one hit is scored on the unit (figure is removed from unit) for each retreat hex of movement that cannot be completed.
•    When a unit cannot retreat because it is at its army baseline, one hit is scored on the unit (figure is removed from unit) for each retreat hex of movement that cannot be completed. The half-hexes that border the baseline of the battlefield are not legal retreat hexes.

Leader Retreat

A leader with a unit that retreats must stay with the unit through the unit’s entire retreat movement.

A leader, not with a unit, 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 controlling player determines the number of hexes the leader will move, and which path he 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 leader may not end his retreat movement in a hex that contains another friendly leader, impassable terrain, an enemy unit or enemy leader.
•    A retreating leader may not move through 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.
•    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.
•    A leader may retreat off of his army’s baseline side of the battlefield to save his skin. Doing so prevents his standard from falling into the enemy’s clutches, but removes the leader from the battle for the rest of the battle.

Leader Retreat from the Battlefield

As part of his normal retreat, a leader not with a unit may retreat off his side of the battlefield provided he has enough retreat movement. The retreat move off of his side of the board from a hex adjacent to the board side is considered one hex of retreat movement. The half-hexes that border the baseline of the battlefield are not counted as full hexes.

A leader that retreats off the battlefield does not give the opponent a victory banner, but a leader that retreats from the battlefield is out of the battle and may not return on a later turn.

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 figure from the battlefield and gains 5 honor & fortune tokens, but the player must lose one Command card from his hand of cards selected at random by his opponent. The selected card is discarded. A leader that commits Seppuku will not give the opponent a victory banner, but the opposition player does draw one Dragon card and adds it to his Dragon cards.

LEADER CASUALTY CHECK

When a leader is with a unit and the unit loses one or more figures in combat (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.
If a unit with a leader loses one or more figures because it fails to complete a retreat movement, or due to a Dragon card, or during a lack of honor roll does not cause a leader casualty check. A leader casualty check is only made when a unit loses one or more figures in combat.

The opposing player will always roll for your leader casualty checks. When a hit is scored on the enemy leader, the leader figure with his standard is placed on your Samurai Victory Record card.

Ranged Combat Casualty Check Procedure

During a ranged combat attack, when a leader is with a unit and the unit loses one or more figures, but the unit is not eliminated, the leader casualty check is made with 2 battle dice. To hit and eliminate the leader, two sword symbols must be rolled. If two 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 figures in the unit are eliminated during a ranged combat attack leaving the leader alone in the hex, the leader casualty check is made with 1 battle die. To hit the leader, a sword symbol must be rolled. If the leader is not hit, the leader must retreat 1, 2, or 3 hexes, or commit Seppuku. Flags rolled against a lone leader have no effect, a leader, if not eliminated on the casualty check must always retreat 1, 2, or 3 hexes or commit Seppuku.

Close Combat Casualty Check Procedure

During a close combat attack, when a leader is with a unit and the unit loses one or more figures and the unit is not eliminated, the leader casualty check is made with 1 battle die. To hit and eliminate the leader, a sword symbol must be rolled. If a sword symbol is not rolled, the leader will survive the casualty check and remains with the unit.

When a leader is with a unit and all the figures in the unit are eliminated during a close combat attack leaving the leader alone in the hex, the leader casualty check is made with 1 battle die. To hit the leader, a sword symbol must be rolled. If the leader is not hit, the leader must retreat 1, 2, or 3 hexes, or commit Seppuku. Flags rolled against a lone leader have no effect, a leader, if not eliminated on the casualty check must always retreat 1, 2, or 3 hexes or commit Seppuku.

•    If a lone leader cannot retreat, the leader must commit Seppuku.
•    When a lone leader is at the friendly map edge hex, he must retreat off the battlefield or commit Seppuku.
•    In a close combat after the leader retreats or the leader is eliminated, the unit that was attacking the leader may gain ground onto the vacated hex.

Leader Alone in a Hex

When an enemy leader is alone in a hex, not with a unit when being attacked, the attacking unit determines the number of battle dice to roll as normal against the lone leader. One or more sword symbols rolled will score a hit and eliminate the leader. Place the leader figure with his standard on your Samurai Victory Record card.

•    A range weapon bow unit cannot hit a lone leader in ranged combat, because it does not score a hit when it rolls a sword symbol in ranged combat.
•    A arquebus unit can hit a lone leader in ranged combat, because it does score a hit when it rolls a sword symbol in ranged combat.

BOLSTER MORALE

Some situations will allow a unit to disregard one or more flags rolled against it. If more than one situation applies, a maximum of two flags may be ignored.

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

A unit may disregard a flag:
•    When supported by two friendly units. Support units may be in any two 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 three adjacent hexes support each other as illustrated as follows.
•    A leader figure, when alone in a hex, may act as an adjacent hex of support and will provide support just as a unit.
•    A leader figure, with a unit will allow a unit to ignore one flag. Note, a leader casualty check takes place prior to determining if a unit must retreat. Therefore, when a leader is eliminated, the unit may not ignore the flag because a leader is no longer with the unit.
•    A unit, with a square symbol on its standard, may ignore one flag.
•    The effect of certain Dragon cards may also give a unit the ability to ignore one or more flags.

 

RETREAT & LOSS OF HONOR

Anytime a unit or leader retreats, the retreat will cause the controlling player to lose honor & fortune tokens.
A unit, with a circle on its standard, must lose 1 honor & fortune token for each hex it retreats.

A unit, with a triangle on its standard, must lose 1 honor & fortune token for each hex it retreats.

A unit, with a square on its standard, must lose 2 honor & fortune tokens for each hex it retreats.

A unit, with a 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 on its standard 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 must lose 3 honor & fortune tokens. After losing 3 honor & fortune tokens, the leader may retreat 1, 2 or 3 hexes. Note a leader does not lose honor & fortune for each hex he retreats. A leader that is alone in a hex, instead of retreating may commit Seppuku.

Lack of Honor Roll

When a player does not have enough honor & fortune tokens in his reserve to cover the loss of honor due to a retreat or caused by the action of a Dragon card, the player must lose what tokens he has in his reserve and also suffers the following consequences to his army.

The opposition player will roll a “Lack of Honor” roll of 4 dice against the player’s army that was not able to pay.

Lack of Honor when Unit Retreats

When a player cannot pay, because a unit is retreating, after the unit has completed its retreat movement, each symbol rolled on the lack of honor roll that matches the symbol on the retreating unit’s standard, will eliminate one figure in the unit that retreated. Each standard symbol rolled that does not match the retreating unit, will cause one figure loss to the nearest unit in the army with a matching symbol on its standard. The controlling player will choose which unit will lose figures when two or more units are the same distance in hexes from where the retreating unit ended its retreat movement. A sword, flag or an honor & fortune symbol rolled during a lack of honor roll will not have any effect.

Lack of Honor when Leader Retreats

When a player cannot pay, because of a lone leader is retreating, after the leader has completed his retreat movement, one or more sword symbols rolled on the lack of honor roll will eliminate the leader figure. Each unit standard symbol rolled will also cause one figure loss to the nearest unit in the army with a matching symbol on its standard. The controlling player will choose which unit will lose figures when two or more units are the same distance in hexes from where the retreating leader ended its retreat.

Lack of Honor from Dragon Card Play

When a player does not have honor tokens to cover a honor loss from a Dragon card played against him, each symbol rolled on the lack of honor roll will cause one figure loss to a unit in his army with a matching symbol on its standard of the controlling player’s choice.

 

SPECIAL ACTIONS

Gaining Ground

When an ordered unit attacks in close combat and eliminates or forces the defending enemy unit to retreat from the hex it occupies, it has conducted a successful close combat. The victorious 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 adjacent to another enemy unit.

The following situations do not allow a unit to gain ground:
•    A unit that moves onto a terrain hex that prevents further movement on the turn will prevent a unit from gaining ground.
•    A unit battling back is not eligible to gain ground.
•    A unit ordered by a “First Strike” card is not eligible to gain ground.

Bonus Close Combat

After a successful close combat, a cavalry unit or an infantry unit with a 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 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 gain ground onto the vacated hex, but may not battle again this turn.

Some terrain restrictions will prevent a unit from taking a bonus close combat.

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Sagor replied the topic:
10 months 1 week ago
Hello, I have a little question. Is result of Seppuku successful close combat? So can the unit which triggered the Seppuku gain ground and have second close combat?