Professional Documents
Culture Documents
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)
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.
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.
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.
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.
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.
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
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.
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
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
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.
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.
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.
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.
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
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.
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.
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.
45. Successor
Optional card