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1-1. Warrior monk revolt 1-2. Warrior monk revolt 2.

Arrival of Europeans
(Ikko-Ikki) (Ikko-Ikki)
Europeans arrive and begin trade. Roll
A warrior monk power has a chance of A warrior monk power has a chance of 1 die to determine which province they
occurring. Roll 1 die to determine where occurring. Roll 1 die to determine where arrive in. The player controlling that
the warrior monk's revolt occurs. After the warrior monk's revolt occurs. After province receives 10 additional war
determining where it occurs, adjacent determining where it occurs, adjacent funds during each turn's tax collection
provinces each make a spread check provinces each make a spread check phase.
(5~6; Honganji temples, Ikko sect: 4~6). (5~6; Honganji temples, Ikko sect: 4~6). 1D6 Province arrived in
1D6 Occurring province 1D6 Occurring province 1 - Izumi
1 - Echizen 1 - Kii 2 - Chikuzen
2 - Kaga 2 - Settsu 3 - Hizen
3 - Mikawa 3 - Kaga 4 - Bungo
4 - Etchuu 4 - Mikawa 5 - Higo
5 - Ise 5 - South Oumi 6 - Satsuma
6 - Honganji temples 6 - Honganji temples
(both Ise and Settsu) (both Ise and Settsu)

2. Arrival of Europeans 3. Prospering Christianity 4. Death of a daimyo


Europeans arrive and begin trade. Roll Christianity prospers in all provinces Death befalls your daimyo.
1 die to determine which province they containing European trade ship markers.
arrive in. The player controlling that Christianity markers are placed in the Immediately determine an heir. All
province receives 10 additional war affected provinces, and all adjacent vassals immediately perform a treachery
funds during each turn's tax collection provinces must perform a spread check check against the new daimyo.
phase. (which occurs on a 5~6). After that, all
1D6 Province arrived in provinces adjacent to provinces
1 - Izumi Christianity spread to must also make a
2 - Chikuzen spread check as above.
3 - Hizen
4 - Bungo Christianity does not spread over sea
5 - Higo zones. Any generals in a province
6 - Satsuma where Christianity occurs must take a
conversion check.

4. Death of a daimyo 4. Death of a daimyo 5. Death of a vassal


Death befalls your daimyo. Death befalls your daimyo. Death befalls one of your vassals.

Immediately determine an heir. All Immediately determine an heir. All Roll 1 die and remove the vassal with
vassals immediately perform a treachery vassals immediately perform a treachery the same number as the die rolled.
check against the new daimyo. check against the new daimyo. Reroll any results of 1 (your daimyo)
or of non-existent vassal numbers.

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5. Death of a vassal 5. Death of a vassal 6-1. Treachery
Death befalls one of your vassals. Death befalls one of your vassals. All your vassals each immediately
perform treachery checks.
Roll 1 die and remove the vassal with Roll 1 die and remove the vassal with
the same number as the die rolled. the same number as the die rolled. Execution checks may be made against
Re-roll any results of 1 (your daimyo) Re-roll any results of 1 (your daimyo) any generals that commit treachery.
or of non-existent vassal numbers. or of non-existent vassal numbers.

6-1. Treachery 6-2. Treachery 6-3. Treachery


All your vassals each immediately Your vassal with the lowest salary Your vassal with the lowest loyalty
perform treachery checks. automatically commits treachery automatically commits treachery
(randomly break ties). (randomly break ties).
Execution checks may be made against
any generals that commit treachery. Execution checks may be made against Execution checks may be made against
any generals that commit treachery. any generals that commit treachery.

7. Daimyo overthrown 7. Daimyo overthrown 8. Famine


(Revealed during the tax collection
Your most able general amongst your Your most able general amongst your phase's reveal fortune cards segment)
vassals takes the place of your current vassals takes the place of your current
daimyo. daimyo. Famine occurs in all of region 1 (North,
Central, South Mutsu and Dewa).
All vassals immediately perform a All vassals immediately perform a
treachery check against the new treachery check against the new All adjacent provinces must make a
daimyo, and all vassals that do not daimyo, and all vassals that do not spread check (which occurs on a 5~6).
commit treachery must have their commit treachery must have their After that, all provinces adjacent to
salary increased by at least 1. salary increased by at least 1. provinces Famine spread to must also
make a spread check as above.

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9-1. Crop failure 9-1. Crop failure 9-1. Crop failure
(Revealed during the tax collection (Revealed during the tax collection (Revealed during the tax collection
phase's reveal fortune cards segment) phase's reveal fortune cards segment) phase's reveal fortune cards segment)

Roll 1 die to determine the region where Roll 1 die to determine the region where Roll 1 die to determine the region where
crop failure occurs. All provinces in that crop failure occurs. All provinces in that crop failure occurs. All provinces in that
region provide only half normal income region provide only half normal income region provide only half normal income
(fractions dropped) that year. (fractions dropped) that year. (fractions dropped) that year.

1D6 Occurring region 1D6 Occurring region 1D6 Occurring region


1 - Region 1 1 - Region 1 1 - Region 1
2 - Region 1 2 - Region 1 2 - Region 1
3 - Region 2 3 - Region 2 3 - Region 2
4 - Region 3 4 - Region 3 4 - Region 3
5 - Region 4 5 - Region 4 5 - Region 4
6 - Region 5 6 - Region 5 6 - Region 5

9-2. Crop failure 9-2. Crop failure 9-2. Crop failure


(Revealed during the tax collection (Revealed during the tax collection (Revealed during the tax collection
phase's reveal fortune cards segment) phase's reveal fortune cards segment) phase's reveal fortune cards segment)

Roll 1 die to determine the region where Roll 1 die to determine the region where Roll 1 die to determine the region where
crop failure occurs. All provinces in that crop failure occurs. All provinces in that crop failure occurs. All provinces in that
region provide only half normal income region provide only half normal income region provide only half normal income
(fractions dropped) that year. (fractions dropped) that year. (fractions dropped) that year.

1D6 Occurring region 1D6 Occurring region 1D6 Occurring region


1 - Region 6 1 - Region 6 1 - Region 6
2 - Region 7 2 - Region 7 2 - Region 7
3 - Region 8 3 - Region 8 3 - Region 8
4 - Region 9 4 - Region 9 4 - Region 9
5 - Region 10 5 - Region 10 5 - Region 10
6 - Region 11 6 - Region 11 6 - Region 11

10-1. Bountiful harvest 10-1. Bountiful harvest 10-2. Bountiful harvest


(Revealed during the tax collection (Revealed during the tax collection (Revealed during the tax collection
phase's reveal fortune cards segment) phase's reveal fortune cards segment) phase's reveal fortune cards segment)

Roll 1 die to determine the region where Roll 1 die to determine the region where Roll 1 die to determine the region where
bountiful harvest occurs. All provinces bountiful harvest occurs. All provinces bountiful harvest occurs. All provinces
in that region provide double normal in that region provide double normal in that region provide double normal
income that year. income that year. income that year.

1D6 Occurring region(s) 1D6 Occurring region(s) 1D6 Occurring region(s)


1 - Regions 1,2 1 - Regions 1,2 1 - Region 5
2 - Region 3 2 - Region 3 2 - Region 6
3 - Regions 4,5 3 - Regions 4,5 3 - Region 7
4 - Region 6 4 - Region 6 4 - Regions 8,9
5 - Regions 7,8 5 - Regions 7,8 5 - Region 10
6 - Region 9 6 - Region 9 6 - Region 11

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10-2. Bountiful harvest 10-3. Bountiful harvest 10-3. Bountiful harvest
(Revealed during the tax collection (Revealed during the tax collection (Revealed during the tax collection
phase's reveal fortune cards segment) phase's reveal fortune cards segment) phase's reveal fortune cards segment)

Roll 1 die to determine the region where Roll 1 die to determine the region where Roll 1 die to determine the region where
bountiful harvest occurs. All provinces bountiful harvest occurs. All provinces bountiful harvest occurs. All provinces
in that region provide double normal in that region provide double normal in that region provide double normal
income that year. income that year. income that year.

1D6 Occurring region(s) 1D6 Occurring region(s) 1D6 Occurring region(s)


1 - Region 5 1 - Region 8 1 - Region 8
2 - Region 6 2 - Regions 9,10 2 - Regions 9,10
3 - Region 7 3 - Regions 11,1 3 - Regions 11,1
4 - Regions 8,9 4 - Region 2 4 - Region 2
5 - Region 10 5 - Region 3 5 - Region 3
6 - Region 11 6 - Region 4 6 - Region 4

10-4. Bountiful harvest 10-4. Bountiful harvest 11. Provincial unrest


(Revealed during the tax collection (Revealed during the tax collection (Revealed during the tax collection
phase's reveal fortune cards segment) phase's reveal fortune cards segment) phase's reveal fortune cards segment)

Roll 1 die to determine the region where Roll 1 die to determine the region where If your daimyo attempts to collect taxes,
bountiful harvest occurs. All provinces bountiful harvest occurs. All provinces all of the provinces taxes are collected
in that region provide double normal in that region provide double normal in automatically suffer unrest, and must
income that year. income that year. take a revolt check.

1D6 Occurring region(s) 1D6 Occurring region(s) However, nothing occurs in provinces
1 - Regions 10,11 1 - Regions 10,11 where no tax collection is attempted.
2 - Region 1 2 - Region 1
3 - Regions 2,3 3 - Regions 2,3
4 - Region 4 4 - Region 4
5 - Region 5 5 - Region 5
6 - Regions 6,7 6 - Regions 6,7

11. Provincial unrest 12. Assassin 12. Assassin


(Revealed during the tax collection
phase's reveal fortune cards segment) You send an assassin against another You send an assassin against another
player's daimyo or vassal. After you player's daimyo or vassal. After you
If your daimyo attempts to collect taxes, choose the general you are targeting for choose the general you are targeting for
all of the provinces taxes are collected assassination, roll 1 die to determine its assassination, roll 1 die to determine its
in automatically suffer unrest, and must success or failure. success or failure.
take a revolt check.
This card must be performed as long as This card must be performed as long as
However, nothing occurs in provinces you have the required war funds. you have the required war funds.
where no tax collection is attempted.
Cost: 10 war funds Cost: 10 war funds

Target is a daimyo: Succeeds on a 1~2 Target is a daimyo: Succeeds on a 1~2


Target is a vassal: Succeeds on a 1~3 Target is a vassal: Succeeds on a 1~3

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12. Assassin 13. Scheming with an enemy 13. Scheming with an enemy
vassal vassal
You send an assassin against another
player's daimyo or vassal. After you You scheme with an enemy vassal that You scheme with an enemy vassal that
choose the general you are targeting for belongs to a player that is in a province belongs to a player that is in a province
assassination, roll 1 die to determine its that is either in your zones of control or that is either in your zones of control or
success or failure. that you have power in (a fortress, that you have power in (a fortress,
general, soldiers, or war funds), or a general, soldiers, or war funds), or a
This card must be performed as long as province adjacent to one (the vassal you province adjacent to one (the vassal you
you have the required war funds. are scheming with does not need to be are scheming with does not need to be
adjacent). This card must be performed. adjacent). This card must be performed.
Cost: 10 war funds
Target number (roll higher than, not just Target number (roll higher than, not just
Target is a daimyo: Succeeds on a 1~2 equal to, and the vassal joins you): equal to, and the vassal joins you):
Target is a vassal: Succeeds on a 1~3
Target vassal's loyalty value (w/ raises) Target vassal's loyalty value (w/ raises)
minus the value of raises promised. minus the value of raises promised.

13. Scheming with an enemy 13. Scheming with an enemy 14. Chaos in an adjacent
vassal vassal province
You scheme with an enemy vassal that You scheme with an enemy vassal that You can choose a neutral power to occur
belongs to a player that is in a province belongs to a player that is in a province in a province either within your zones of
that is either in your zones of control or that is either in your zones of control or control or that you have power in (a
that you have power in (a fortress, that you have power in (a fortress, fortress, general, soldiers, or war funds),
general, soldiers, or war funds), or a general, soldiers, or war funds), or a or a province adjacent to one. Roll 1 die.
province adjacent to one (the vassal you province adjacent to one (the vassal you If you roll equal to or less than your
are scheming with does not need to be are scheming with does not need to be daimyo's prestige, 5 of the neutral
adjacent). This card must be performed. adjacent). This card must be performed. power's combat value becomes yours.

Target number (roll higher than, not just Target number (roll higher than, not just The neutral power occurring from this
equal to, and the vassal joins you): equal to, and the vassal joins you): card does not perform the usual
allegiance check.
Target vassal's loyalty value (w/ raises) Target vassal's loyalty value (w/ raises)
minus the value of raises promised. minus the value of raises promised.

14. Chaos in an adjacent 14. Chaos in an adjacent 15-1. Growth of an opposing


province province power
You can choose a neutral power to occur You can choose a neutral power to occur There is a chance of opposing powers
in a province either within your zones of in a province either within your zones of occurring in each of the provinces
control or that you have power in (a control or that you have power in (a within your zones of control. Roll 1 die
fortress, general, soldiers, or war funds), fortress, general, soldiers, or war funds), for each of your provinces to determine
or a province adjacent to one. Roll 1 die. or a province adjacent to one. Roll 1 die. whether or not a neutral power occurs.
If you roll equal to or less than your If you roll equal to or less than your Each province where a neutral power
daimyo's prestige, 5 of the neutral daimyo's prestige, 5 of the neutral occurs must perform a neutral powers
power's combat value becomes yours. power's combat value becomes yours. occurrence check.

The neutral power occurring from this The neutral power occurring from this When neutral powers occur (on 1 die):
card does not perform the usual card does not perform the usual Province under complete control: 6
allegiance check. allegiance check. Province under partial control: 5~6

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15-1. Growth of an opposing 15-1. Growth of an opposing 15-2. Growth of opposing
power power powers in Mutsu and Dewa
There is a chance of opposing powers There is a chance of opposing powers There is a chance of opposing powers
occurring in each of the provinces occurring in each of the provinces occurring in North, Central, South
within your zones of control. Roll 1 die within your zones of control. Roll 1 die Mustu and Dewa. Roll 1 die for each
for each of your provinces to determine for each of your provinces to determine province to determine whether or not a
whether or not a neutral power occurs. whether or not a neutral power occurs. neutral power occurs.
Each province where a neutral power Each province where a neutral power Each province where a neutral power
occurs must perform a neutral powers occurs must perform a neutral powers occurs must perform a neutral powers
occurrence check. occurrence check. occurrence check.

When neutral powers occur (on 1 die): When neutral powers occur (on 1 die): When neutral powers occur (on 1 die):
Province under complete control: 6 Province under complete control: 6 Province under complete control: 6
Province under partial control: 5~6 Province under partial control: 5~6 Province under partial control: 5~6
Province not under control: 4~6

15-3. Growth of opposing 15-4. Growth of opposing 16. Progress in fortification


powers in the Kantou region powers in Kyuushuu techniques
There is a chance of opposing powers There is a chance of opposing powers You may increase the combat value of
occurring in Kouzuke, Shimotsuke, occurring in Chikuzen, Chikugo, Hizen, any 1 fortress within your zones of
Hitachi, Kazusa, Shimousa, Awa Higo, Buzen, Bungo, Hyuuga, Oosumi, control by 5. You do not need a general
(Kantou), Musahsi, and Sagami. Roll 1 and Satsuma. Roll 1 die for each province present or war funds to do this.
die for each province to determine to determine whether or not a neutral
whether or not a neutral power occurs. power occurs. Each province where a
Each province where a neutral power neutral power occurs must perform a
occurs must perform a neutral powers neutral powers occurrence check.
occurrence check.
When neutral powers occur (on 1 die):
When neutral powers occur (on 1 die): Province under complete control: 6
Province under complete control: 6 Province under partial control: 5~6
Province under partial control: 5~6 Province not under control: 4~6
Province not under control: 4~6

16. Progress in fortification 17. Abandoned mine 18. Rise in prestige


techniques
1 gold mine within your zones of Your daimyo contributes war funds to
You may increase the combat value of control becomes an abandoned mine. the Imperial Court, and is rewarded with
any 1 fortress within your zones of Remove any 1 of your gold mine an official position, increasing his
control by 5. You do not need a general markers. prestige by 1. This rise in prestige
present or war funds to do this. continues until the daimyo dies.

As long as you have the war funds to use


this card, it must be performed.

Cost: 20 war funds

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18. Rise in prestige 19-1. Frivolous spending 19-2. Frivolous spending
Your daimyo contributes war funds to Your daimyo is consumed in an Your daimyo's wife comes from the
the Imperial Court, and is rewarded with extravagant lifestyle, and loses half capital, along with her elegant lifestyle,
an official position, increasing his your current war funds (fractions and you lose half your current war funds
prestige by 1. This rise in prestige dropped). (fractions dropped).
continues until the daimyo dies.

As long as you have the war funds to use


this card, it must be performed.

Cost: 20 war funds

20. Reconciliation with 20. Reconciliation with 21. Reconciliation with a


warrior monks warrior monks provincial revolt
You can cancel the occurrence of all You can cancel the occurrence of all You can cancel the occurrence of all
simultaneously occurring warrior monk simultaneously occurring warrior monk simultaneously occurring provincial
revolts within your zones of control, or revolts within your zones of control, or revolts within your zones of control.
remove all warrior monk powers within remove all warrior monk powers within
your zones of control. your zones of control. However, you cannot remove
provincial revolt powers that have
However, you cannot perform both at However, you cannot perform both at already occurred.
the same time. the same time.

21. Reconciliation with a 22. Reconciliation with a 22. Reconciliation with a


provincial revolt peasant revolt peasant revolt
You can cancel the occurrence of all You can cancel the occurrence of all You can cancel the occurrence of all
simultaneously occurring provincial simultaneously occurring peasant simultaneously occurring peasant
revolts within your zones of control. revolts within your zones of control. revolts within your zones of control.

However, you cannot remove However, you cannot remove However, you cannot remove
provincial revolt powers that have peasant revolt powers that have peasant revolt powers that have
already occurred. already occurred. already occurred.

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23. Fake general 23. Fake general 23. Fake general
When a daimyo or vassal dies, either in When a daimyo or vassal dies, either in When a daimyo or vassal dies, either in
battle or due to assassination, it can be battle or due to assassination, it can be battle or due to assassination, it can be
avoided by playing this card. This can avoided by playing this card. This can avoided by playing this card. This can
be used even if the death is due to being be used even if the death is due to being be used even if the death is due to being
unable to retreat. unable to retreat. unable to retreat.

24. Create unrest 24. Create unrest 24. Create unrest


You can cause unrest in either a You can cause unrest in either a You can cause unrest in either a
province containing one of your province containing one of your province containing one of your
generals, or in an adjacent province. generals, or in an adjacent province. generals, or in an adjacent province.

Roll 1 die, and if you equal to or less Roll 1 die, and if you equal to or less Roll 1 die, and if you equal to or less
than the prestige of the general than the prestige of the general than the prestige of the general
attempting to create unrest, you are attempting to create unrest, you are attempting to create unrest, you are
successful. However, even if unrest is successful. However, even if unrest is successful. However, even if unrest is
created, there is no need to take an created, there is no need to take an created, there is no need to take an
immediate revolt check. immediate revolt check. immediate revolt check.

25. Scheming with other 25. Scheming with other 25. Scheming with other
powers powers powers
In a province either within your zones In a province either within your zones In a province either within your zones
of control or that you have power in (a of control or that you have power in (a of control or that you have power in (a
fortress, general, soldiers, or war fortress, general, soldiers, or war fortress, general, soldiers, or war
funds), or in a province adjacent to it, funds), or in a province adjacent to it, funds), or in a province adjacent to it,
you can take 5 combat value from a you can take 5 combat value from a you can take 5 combat value from a
fortress belonging to another power fortress belonging to another power fortress belonging to another power
and replace it with a 5 combat value and replace it with a 5 combat value and replace it with a 5 combat value
fortress of your own. fortress of your own. fortress of your own.

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25. Scheming with other 25. Scheming with other 26. Gold mine discovered
powers powers
You have discovered a gold mine within
In a province either within your zones In a province either within your zones your zones of control.
of control or that you have power in (a of control or that you have power in (a
fortress, general, soldiers, or war fortress, general, soldiers, or war Place a 'Gold mine' marker in any 1
funds), or in a province adjacent to it, funds), or in a province adjacent to it, province within your zones of control
you can take 5 combat value from a you can take 5 combat value from a that has a gold mine mark on it.
fortress belonging to another power fortress belonging to another power
and replace it with a 5 combat value and replace it with a 5 combat value Each turn the gold mine will provide
fortress of your own. fortress of your own. the additional income indicated on the
map in war funds to the player
controlling it.

26. Gold mine discovered 26. Gold mine discovered 27-1. Justice
You have discovered a gold mine within You have discovered a gold mine within Your daimyo has been appointed to the
your zones of control. your zones of control. defense of Yamashiro.

Place a 'Gold mine' marker in any 1 Place a 'Gold mine' marker in any 1 The player who controls Yamashiro at
province within your zones of control province within your zones of control the end of the game receives a 10
that has a gold mine mark on it. that has a gold mine mark on it. victory point bonus.

Each turn the gold mine will provide Each turn the gold mine will provide This card can only be used at the end
the additional income indicated on the the additional income indicated on the of the game, or at a time when you
map in war funds to the player map in war funds to the player both control Yamashiro and are within
controlling it. controlling it. 10 victory points of a set victory point
goal of a scenario.

27-2. Justice 28. Admonishment from a 29. Secret information


wise subject
Official orders have arrived from the You can choose any 1 player and look
Shogun in Yamashiro. You can play this card to negate the at 1 secret card they hold at random. If
effects of any 1 card. that card is a combat card, it is
The player who controls Yamashiro at immediately discarded.
the end of the game receives a 10
victory point bonus.

This card can only be used at the end


of the game, or at a time when you
both control Yamashiro and are within
10 victory points of a set victory point
goal of a scenario.

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29. Secret information 29. Secret information 29. Secret information
You can choose any 1 player and look You can choose any 1 player and look You can choose any 1 player and look
at 1 secret card they hold at random. If at 1 secret card they hold at random. If at 1 secret card they hold at random. If
that card is a combat card, it is that card is a combat card, it is that card is a combat card, it is
immediately discarded. immediately discarded. immediately discarded.

29. Secret information 30. Successful ploy 31-1. Surprise attack


(Playable only during a field combat (Playable only during a field combat
You can choose any 1 player and look segment) segment)
at 1 secret card they hold at random. If
that card is a combat card, it is For this field combat, break your The enemy army is forced into field
immediately discarded. opponent's combat value into two combat, and in the 1st combat round,
halves, and perform combat against your army receives a beneficial
each separately. modifier of ± 4 to the dice roll.

Also, during the 1st combat round, your


army receives a beneficial modifier of
± 3 to the dice roll.

31-2. Surprise attack 32. Ambush 32. Ambush


(Playable only during a field combat (Playable only during a field combat (Playable only during a field combat
segment) segment by the defender) segment by the defender)

The enemy army is forced into field Your army receives a beneficial Your army receives a beneficial
combat, and in the 1st combat round, modifier of -5 to the dice roll for the modifier of -5 to the dice roll for the
your army receives a beneficial 1st round of combat only. 1st round of combat only.
modifier of ± 5 to the dice roll.
Also, any 'Surprise attack' or Also, any 'Surprise attack' or
'Successful ploy' card played by the 'Successful ploy' card played by the
attacker is negated. attacker is negated.

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33-1. Betrayal within a fortress 33-2. Betrayal within a fortress 33-2. Betrayal within a fortress
(Playable only during a siege combat (Playable only during a siege combat (Playable only during a siege combat
(assault) segment) (assault) segment) (assault) segment)

Your army can automatically remove Roll 1 die to determine how much Roll 1 die to determine how much
an enemy's fortress combat value your enemy's fortress combat value your enemy's fortress
loses. This card can be used anytime loses. This card can be used anytime
during the siege combat (assault) during the siege combat (assault)
segment, and a normal assault and/or segment, and a normal assault and/or
encirclement can also be performed. encirclement can also be performed.
1D6 Combat value lost 1D6 Combat value lost
1 - 5 combat value 1 - 5 combat value
2 - 10 combat value 2 - 10 combat value
3 - 15 combat value 3 - 15 combat value
4 - 20 combat value 4 - 20 combat value
5 - 25 combat value 5 - 25 combat value
6 - 30 combat value 6 - 30 combat value

33-3. Betrayal within a fortress 33-3. Betrayal within a fortress 33-3. Betrayal within a fortress
(Playable only during a siege combat (Playable only during a siege combat (Playable only during a siege combat
(assault) segment) (assault) segment) (assault) segment)

Roll 1 die to determine how much Roll 1 die to determine how much Roll 1 die to determine how much
combat value your enemy's fortress combat value your enemy's fortress combat value your enemy's fortress
loses. This card can be used anytime loses. This card can be used anytime loses. This card can be used anytime
during the siege combat (assault) during the siege combat (assault) during the siege combat (assault)
segment, and a normal assault and/or segment, and a normal assault and/or segment, and a normal assault and/or
encirclement can also be performed. encirclement can also be performed. encirclement can also be performed.
1D6 Combat value lost 1D6 Combat value lost 1D6 Combat value lost
1 - 5 combat value 1 - 5 combat value 1 - 5 combat value
2 - 10 combat value 2 - 10 combat value 2 - 10 combat value
3 - 10 combat value 3 - 10 combat value 3 - 10 combat value
4 - 15 combat value 4 - 15 combat value 4 - 15 combat value
5 - 15 combat value 5 - 15 combat value 5 - 15 combat value
6 - 20 combat value 6 - 20 combat value 6 - 20 combat value

34. Discover betrayal 34. Discover betrayal 21. Reconciliation with a


(Playable only during a siege combat (Playable only during a siege combat provincial revolt
(assault) segment) (assault) segment) Optional revised card

Cancels the effects of a 'Betrayal Cancels the effects of a 'Betrayal You can cancel the occurrence of all
within a fortress' card played on your within a fortress' card played on your simultaneously occurring provincial
army, and forces the attacking side to army, and forces the attacking side to revolts within your zones of control, or
assault. assault. remove all provincial revolt powers
within your zones of control.

However, you cannot perform both at


the same time.

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21. Reconciliation with a 22. Reconciliation with a 22. Reconciliation with a
provincial revolt peasant revolt peasant revolt
Optional revised card Optional revised card Optional revised card

You can cancel the occurrence of all You can cancel the occurrence of all You can cancel the occurrence of all
simultaneously occurring provincial simultaneously occurring peasant simultaneously occurring peasant
revolts within your zones of control, or revolts within your zones of control, or revolts within your zones of control, or
remove all provincial revolt powers remove all peasant revolt powers remove all peasant revolt powers
within your zones of control. within your zones of control. within your zones of control.

However, you cannot perform both at However, you cannot perform both at However, you cannot perform both at
the same time. the same time. the same time.

35. Starvation tactics 36. Perfect defense 37. Betrayal on the battlefield
Optional card Optional card Optional card
(Playable only during a siege combat (Playable only during a siege combat (Playable only during a field combat
(assault) segment by the attacker) (assault) segment by the defender) segment)

You do not receive damage as the In all combat rounds, the attacker Before the 1st combat round, 1/10th of
attacker for the 1st combat round of receives damage equal to the full the enemy's soldiers leave their army
siege combat (assault). combat value of your fortress, and any and join yours (fractions rounded
holed up soldiers, not just half. down, to a minimum of 1). No extra
marching costs are paid for this.
If 'Betrayal within a fortress' is played,
the attacker receives damage equal to
the combat value of the fortress and
any holed up soldiers after the betrayal is
resolved.

38. Execute strategy 38. Execute strategy 39. Escape route


Optional card Optional card Optional card
(Playable only all segments of the (Playable only all segments of the (Playable only during a field combat
combat phase) combat phase) segment)

This card can only be played when an This card can only be played when an Play this card when retreating in order
opposing player plays a combat card. opposing player plays a combat card. to dodge an enemy that is attempting
to chase you.
Any combat cards played can be Any combat cards played can be
negated. A negated combat card is negated. A negated combat card is You retreat without the enemy
discarded. An enemy's 'Execute discarded. An enemy's 'Execute performing their chase, and your
strategy' can be negated by another strategy' can be negated by another generals do not need to take any
'Execute strategy'. However, a single 'Execute strategy'. However, a single death in battle checks.
'Execute strategy' card can only 'Execute strategy' card can only
negate 1 'Execute strategy' card. negate 1 'Execute strategy' card.

Feudal Lord fortune cards Page 12/13


40. Steadfast defenders 41. Strong morale 42. Misinformation
Optional card Optional card Optional card
(Playable only during a siege combat (Playable only all segments of the
(encirclement) segment by the defender) combat phase) You can play this card when 'Secret
information' is played to negate it.
For the siege combat (encirclement) For the 1st round of all field combats
segment this card is played in, and siege (assault) combats this phase, Your opponent can negate your
surrounded fortresses do not have your army receives a beneficial 'Misinformation' card with one of their
their combat value reduced. modifier of ± 1 to the dice roll. own 'Misinformation' cards. However,
a single 'Misinformation' card can only
negate 1 other 'Misinformation' card.

42. Misinformation 43. Forced march 44. Overnight fortress


Optional card Optional card Optional card
(Playable only during a march phase) (Playable only during a march phase)
You can play this card when 'Secret
information' is played to negate it. For this march phase only, one of your You can, as an exception to the normal
general's marching range, and that of rules, fortify or build a fortress this
Your opponent can negate your any soldiers he leads, is 4 provinces. march phase. However, normal war
'Misinformation' card with one of their All other marching rules are applied as funds must be paid, and a general that
own 'Misinformation' cards. However, normal. has not battled this year must be present
a single 'Misinformation' card can only and responsible for the fortification.
negate 1 other 'Misinformation' card.
A fortress that this card is used to build
or fortify cannot be fortified again in
this year's fortification phase.

45. Successor
Optional card

One of the generals you currently


employ of your choice becomes your
daimyo's heir. If an heir has already
been determined, this card has no
effect and is discarded.

This heir will automatically become


the daimyo when the current daimyo
dies, and in this case, there is no need
for any vassals to take a treachery
check.

Feudal Lord fortune cards Page 13/13

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