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Bushi no yume
FAST AND FURIOUS SKIRMISH ACTION IN
THE LAND OF THE SAMURAI AND NINJA
BY RICH JONES
© 2010 Surf Shack Productions
Bushi no yume
Character traits P3 Killed Revenge is Oishi – Revenge Raid P21
Kyu Grade Gory Death Victory Points – Who Won? P21
Bujutsu
Buki Armour & Hard Cover P12 Campaigns P22
Nouroku
Wound Check Table P12 Special Items P22-23
Clan Affairs P3
Koku amouts Special Weapon Rules P12-13 Tomozei (Retinues) P23
Bushi P23
Kihon (Basics) P4 Tasks P14 Ronin P24
How a game runs Kyu Grade Test Ninja P24
Kyu Grade Modifiers Yamabushi P24
A player’s turn P5 Forces of Evil P25
Activation & Actions Morale P14
How the game ends When to check Mythical Creatures P25
Morale Test
All about moving P6-7 Personalities and Morale Points System P27
Basic techniques Seppuka
Terrain Weapon Characteristics P27
Terrain types Nouroku P15 (Added detail to weapons)
Tobijutsu - Leaping around Character Traits and Abilities
Magic P29
Mounted Characters P8 Advanced Rules P16 Gakusho
Ki Shugenja
Group Activations P8 Karma Cards Mythical Beasts
Magic Casting P30
Dice Conventions P9 Advanced Rules P17 Spells P30
Night Time Action
How Charcters Fight P9 Hidden Characters QRS P31-33
Abunai – Ambush Spotting Test
Zanshin – Awareness KARMA CARDS P34-38
ON – Honour P17-18
Close Combat P10 Concept Combat Example P39
Closing Fire Comparing ON
Combat Total Forums and Contact P39
Buki – Weapon Modifiers Collecting & Losing ON P18
Combat Modifiers Korosu どうも有り難うございます
Datesugata My Thanks P39
Ranged Combat P11 Bujoku
Shooting into Combat Giri
Combat Total Hekomasu
Buki – Weapon Modifiers
Combat Modifiers How to Insult in Nihongo P18

Combat Result Table P11-12 Scenarios P19


Recoil Hairuna – Keep Out P19
Into Cover Kataki – Clan Feud P19
Floored Kami no Katana – Legendary Sword P19
Wound Check Kusa – Ninja in the Night P20


Crouching in the shadows cast his 3 sons to learn his Gung Fu on. This lasted quite a
few years until the family moved back to Hong Kong.
against the wall by the statue, the
However, the seeds were set for a 42 year (so far) journey
Kusa (who we would now call a that has seen me spending time in different parts of the
Ninja) waited, slowing down his world, doing every conceivable martial art I could lay my
breathing. Treading along the hands on, and for the last 25’ish years a Japanese form
pebbled path the Ashigaru guard of traditional bujutsu which encompasses nine martial
was thinking more of what he traditions called the BUJINKAN.
would have with his rice later on
than he was of possible intruders. Gaming wise a potentially unhealthy obsession with
Suddenly the iron ring shot out, Role Playing in my teenage years saw me either
the horse hair twine attaching screwing every game to an Oriental slant or playing
it to the kyoketsu-shoge, wrapped around the Bushido. Along side this became a ‘sub’ obsession with
the Japanese equivalent of Spaghetti Westerns – the
guards throat, stifling his cry. Leaping out of the
Chanbara movies (you can pick from about 3 western
shadows the Kusa pounced, the hooked blade of spellings). Big characters, fast action and loads of extras
the weapon silencing the guard for ever. Using the dying in spectacular ways. Pre digital special effects, the
aruki sabaki (walking methods) which had been Asian movie industry were using slightly unethical ways
handed down as a kuden (oral transmission) from to portray gore. The least offensive method involved
his teacher, he silently crossed the sand garden. using animal intestines wrapped in gut, put around the
actors’ bodies and being sliced through by semi live
Behind the shoji screen the Hatamoto had been blades! In chanbara there was a real emphasis (although
watching the cursed figure cross stepping over like spag westerns it got somewhat blurred) on right
towards his Lord’s sleeping room. Masking his versus wrong as well as spectacularly brutal and quick
intent he waited until the Kusa passed by him and sword work. There was little of the theatrical leaps and
‘unrealistic’ fight scenes of Chinese entertainment (don’t
then leapt out, landing behind the black figure,
get me wrong I love these movies as well) the fights were
drawing the razor sharp sword and cutting in quick and bloody. If they lasted any length it is because
one motion. But the Kusa cart wheeled away, his the hero is fighting lots of people, or the two characters
three companions crept up behind the Hatamoto, are waiting for an opening to strike.
four ashigaru guards rushed out into the garden,
alerted by the Hatamoto’s shouts … Bushi no Yume allows the player to enter this world of
chanbara and play the action out on the tabletop. As well
With Bushi no Yume you can finish the story … as pretending you are in a Kurosowa’s Yojimbo the rules
will allow players to play in a strictly historical setting
You are reading the introduction to a rulebook allowing and also in a fantasy medieval Japan where mythical
you create skirmish actions involving the Samurai and creatures roam.
Ninja of history and mythology, on the table-top.
What you will need to enter
Bushi no Yume is neither a wargame, nor a Role Playing the world of the samurai
Game, but it is somewhere in-between. Read through the Apart from the rules, you will need a few things to play
rules, get some figures on the table and work through a Bushi no Yume. They are:
few combats, soon you’ll be dreaming of being a Samurai
warrior or maybe even a Ninja! • Six-sided dice, also known as d6. It is best to have at
least six of these, and the more you have, the quicker
Yoroshiku ne games will play. At least two in a different colour than
I grew up being fascinated, perhaps the word should the rest will be useful.
be ‘obsessed’, by Japanese Bujutsu (martial techniques). • A set of measuring sticks appropriate to the size of the
Long before the Kung Fu craze hit England I was miniatures you are using.
hunting down books on self defence written by people • Any combination of metal, plastic, or paper figures in a
who had lived in Japan around the turn of the 1900’s. consistent scale of your choice.
These books showed jujutsu, judo and cane (instead of • Something to represent buildings and other terrain
traditional stick) techniques. By the age of 7, in 1969, I’d features.
already given my father a ‘dead leg’ he was never going • A flat surface at least 3’x3’ (in 28mm) for smaller
to completely recover from and was doing judo with a games.
guy who learnt it after being stationed in Japan after the • 40-60 minutes to play a standard size game.
war. I was also soon to become friendly with a Chinese
boy, whose father basically wanted a big kick bag for


Measuring Sticks: its front to show it is prone, on its back, head pointing
You will need to make a set of sticks for each player to the opponent to show they are floored. Wounded
Figure size 12-20mm 25-40mm figures can be laid on its back with their head pointing
Short 2” 3” towards their player. Some players like to use tokens or
Medium 3” 5” alternative figures to show these states.
Long 4” 7”
Clan Affairs
Once you have the above equipment you are ready to Most characters in Bushi no Yume will be members of a
play. Come and join the Bushi no Yume community at: Clan, family or gang. In a standard game a player will be
able to choose characters totalling up to 60 Koku. A larger
http://surfshackgames.proboards.com/index.cgi game will see 100-120 Koku being available to recruit a
Tomozei. Characters to use can be found in the Tomozei
SOKE SAYS: Throughout the rules you will find snippets of (Retinue) section of rules on page 23. Once the players
‘kuden’ (oral transmissions) from Soke (Grandmaster). These have got a Tomozei together and chosen a scenario it’s
will always be set out like so! time to play …

Characters in Bushi no Yume Ikimasho - LeT us go


Most standard games will use 5-10 characters a side and How a typical game begins
they all have the following characteristics: Set Up - On the first turn of the game the players roll a six
Kyu Grade (K) – this is an overall indication of the sided die (from now on known as a d6) to see who is to
characters physical abilities, initiative, intelligence be classed as the attacker. The player rolling the highest
training and morale. The lower the Kyu the better it is for number can choose. However, in an ongoing campaign
the character. this might be predetermined. The defender then chooses
and places the terrain, again this might be determined,
Bujutsu (Bu) – this is an overall indication of how well the or limited, by the scenario or by the campaign. The
character can fight with various weapons. An average attacker may then choose which table edge will be their
trained character will have a Bujutsu value of 2. baseline and normally the opposite edge will belong to
the opponent.
Buki (B)– this is the primary weapon that the character is
using. All weapons have a Buki (B+) value which is added
to the character’s Bujutsu value.

Nouroku – a character may have abilities and special


powers which give them special rules to use in some
situations that will occur during the game. Some of these
rules will be detrimental to the character. Weapons and
equipment are also noted in the character’s Nouroku.

Larger games with 10-20 characters a side tend to


increase the playing time by about an hour. Some
players will play with even larger forces but a lot of the
characters will be ‘extras’.
In the above photo, the table is set, the Tomozei (retinues) are ready - let the game
Character Conventions begin!
Characters can be based as the player sees fit, so long as
they are not on overtly large bases. In order for different Placing the forces – Defender’s forces are normally placed
sized and shaped bases to be used the following first. Unless dictated otherwise this must be within a
conventions are followed: Medium Length of their base edge. The attacking forces
• A character can only be in base to base contact with are then placed within a Short Length of their base edge.
four other figures. The table is normally a 2’x2’ table for 20mm figures and
• A base width is determined by a standard size base. If under and a 3’x3’ table for 25mm plus figures. This size
different sized bases are used in a force (or game) it may table will be all that is required for a normal size game,
be useful to have a base on a stick to use. the morale rules are designed to have a base edge within
• A character has no facing as such, it is presumed they are about three Medium Length moves of the table middle.
tracking and moving around within the space occupied
by the figure on a constant basis. If bigger forces are used we normally increase the players
• It is presumed the character is in the most appropriate base edge and not the width of the table. Most of our 120
stance for the terrain or task, the figure can be placed on Koku point games are played on a 4’x3’ table.


Initiative and Karma card roll – Initiative determines Some factors may modify the Kyu level when testing:
who has the first turn and is only rolled for at the • Within influence range of a Leader and or Hata Jirushi/
beginning of the game. Both players roll 1d6 and add Nobori (banners) -1
any scenario modifiers. The highest total (or the attacker
in the case of a draw) has the initiative. The Initiative Roll The influence range will vary, Leaders have Long Length
also determines if anyone gets a Karma Card that turn. range, Sub Leaders and Banners have a Short Length
From the second turn onwards a Karma Card Roll is done range.
at the beginning of EVERY turn. Please note; this is not
an initiative roll. If the player does not have his TURN ended, they can
activate another character until either they pass the turn
A player’s game turn – The player who won the initiative to the opponent because they fail two dice OR they have
will begin the game. That player chooses one of their activated all the characters that they wish to.
characters to activate. Once activated the character is
able to perform a number of actions in the turn. The The second player then follows the same procedure,
actual number is determined by the player and how when their turn is over it is the END of turn 1 for both
well they roll during the ACTIVATION ROLL. The player players.
can choose to try for between one and three actions for
that character. They roll between one and three dice, any At the start of turn two Karma cards are rolled for but
of the dice which are EQUAL or ABOVE a players KYU remember there is no activation roll. Player 1 may then
GRADE gives the character an action activate any character they wish and attempt to roll
them some actions. It is important to note that this can
SOKE SAYS: It is obvious that the lower a character’s KYU be any character even if not every character activated in
GRADE the better they are. Throughout the game there may be the previous turn, there is no restriction.
modifiers to a character’s KYU GRADE roll which is shown as -1
etc, thus making them more likely to pass … This is important Characters may only activate once in a turn although in
to remember! some instances they may interrupt the opponents turn
(see ZANSHIN page 9).
Here is the CRUX of the activation sequence:
IF a player fails to gain an action on 2 or 3 of the dice Matte – When the game stops.
rolled his TURN is over and the opponent begins The game continues until one force is no longer
theirs. combative … This may happen because they have all
fled the battlefield, the scenario has a time limit and/or
This can be seen clearly on the chart below, in reality specific victory conditions or, in a few rare cases, they
though all a player has to remember is that if they do not have all been killed.
fail with two dice (either because they passed enough or
only rolled one die) their turn can continue. Actions
Once activated a character may receive a number of
Activation Results Table actions. The player can use these actions to make the
Dice Roll Actions character ‘perform’ on the table top. A character must
1 failure no action; player may activate another (unless in one very special Leader action exception)
character. perform all their actions before the player moves onto
1 success 1 action, then player may activate another character in their Tomozei (retinue). A character
another figure. can not receive 3 actions, use two of them and then come
1 success & 1 failure 1 action, then player may activate back for the third when other characters have moved.
another figure.
1 success & 2 failures 1 action, then play passes to the SOKE SAYS: For this reason it is very important to choice which
opponent. characters to activate carefully. One character may be able to
2 or 3 failures no actions, play passes to the opponent have a great effect on the actions of another if they activate
2 successes 2 actions, player may activate beforehand. This might range from a Leader moving into their
another character. effective influence range or an ashigaru ‘pinning’ an enemy
2 successes & 1 failure 2 actions, player may before a samurai rushes in for the kill.
activate another character.
3 successes 3 actions, after that the player may An action can be used by the character to do a number of
activate another character. activities on the table top. Some very common examples
are found in the chart below:
On a roll of 1,1,1 the character’s Kyu Grade worsens +1 Normal Length Move 1 action
On a roll of 6,6,6 the character receives 4 actions. Short Move through dense/hindering terrain 2 actions
Close Combat attack 1 action


Perform a powerful hand to hand attack (-1 on opponent’s If a character is PRONE they can crawl a Short Length. We
Bujutsu level) 2 actions usually stand the figure to move it and then lay it down
Achieving ZANSHIN 2 actions prone again to avoid any difficulties.
Snap attack with a ranged weapon 1 action
Aimed Shot with a ranged weapon If at any point in their movement action a character’s
(-1 on opponent’s Combat Total) 2 actions base would contact that of an enemy they are deemed
Reload or swap a weapon during a turn 1 action to be in effective combat, even if no strikes take place, we
Disengage from hand to hand combat 1 action say the characters are ‘pinned’. In reality the characters
(move one base width away) might not be in physical contact but are occupied with
Recover from floored (remain prone) 1 action each other, facing off, finding their combat distance etc.
Standing from Prone 1 action
Casting a spell 1-3 actions SOKE SAYS: Some players like to play that a character must
stop if they come within a base width of an enemy character.
A normal character can only attack once in their In this case they are not deemed to be in effective combat but it
activation. However, this can be at any point in the models a character having to ‘jink’ or ‘sidestep’ an opponent.
activation with the only caveat being, that unless a
character has a special ability saying otherwise, it ends a Moving through friendly characters – a character can
movement action. Note, this does not stop them making move through the space occupied by a friendly figure so
a movement action into Close Combat, striking, then if long as the friendly character is not involved in combat or
they can making another movement action. in a cramped situation. Cramped situations will include
very narrow tunnels and passages, we suggest that these
However, they can use actions to enhance their strike or areas on the table top are specified before play begins.
shot, think of this as targeting a weak spot or nerve point,
or aiming the ranged shot carefully. This takes one off It is presumed that the friendly figure will turn to ‘make
the opponent’s total which makes it easier to double. room’. However, if movement does not allow the character
to completely clear the friendly base the character must
Moving around stop before the friendly character’s base. A character
Characters move around may recoil through a friend so long as there is room,
the table top using the this implies the figures must be theoretically on the
Length sticks. An average same size base.
human character who is
not encumbered in any Encumbered characters – Carrying a heavy or
way uses the Medium awkward load will have an effect on the movement
Length for their base rate of the character. In such cases the character
movement. This models will use one lesser movement Length. For example
fairly cautious movement an encumbered character who usually moves a
within a dangerous Medium Length will move a Short Length while
environment. Obviously encumbered unless they have the Strong ability.
the more actions spent Some objects can be carried using a group action to
moving will determine negate the movement penalty. Characters moving
the distance the character a Short Length as their base movement can only
moves during their use a maximum of one action for movement while
activation. A character can encumbered. Some heavy armour has an effect on
move from one end of the movement rates, the heavily armoured character
stick to the other (or any is only allowed to use one of their normal base
where between) by using an available action. This is movement Lengths, any other movement is done using
done from the front of the base to the rear of the base. a shorter Length.
Astute readers will realise that larger bases cover more
ground and this was intentional as it gives a large model Moving through terrain – There are six classes of terrain
a slightly bigger movement. Slight variations in base in Bushi no Yume, Clear, Broken, Dense, Obstacles,
sizes amongst opponents will make little difference. impassable and Hindering.

The major difference between movement in Bushi no CLEAR – all characters can move easily over clear
Yume and other games is that although not all the move terrain.
allowance has to be made, the movement MUST be in a
straight line along the stick. The only way to go around BROKEN TERRAIN – Examples would be patches of rocky
an object or to turn a corner is to make multiple moves. ground, marsh, crops, knee deep water, loose bamboo
This nicely models the difficulty of negotiating objects groves and the inside of buildings. A character normally
and corners while moving.

moves a shorter Length when moving through Broken Other terrain features:
Terrain. For example a character who would normally Paper walls – shoji walls and doors are obviously not really
move a Medium Length would move a Short Length very good security, they may be ‘cut’ through using an
through Broken Terrain. A character who would normally action or just barged through using a Short Length.
move a Short Length would need to spend two actions
to move a Short Length in broken terrain. Doors, gates, steps and stairs – characters must always stop
at a closed door, even if it is not locked. Doors should be
DENSE TERRAIN – Examples would be waist deep classified as locked or ‘stuck’ before starting the game.
water, very dense bamboo groves, rice paddies etc. All If this is not done, the players should presume that any
characters need to spend two actions to move a Short outdoor doors/gates are locked and any indoor ones are
Length through Dense Terrain. open. Characters can break down doors and attempting
to do so costs one action. Breaking down the door is
SOKE SAYS: Woods and Forests (including bamboo) can be treated as a task with the difficulty being appropriate to
classified as Broken or Dense Terrain. We use a terrain coloured the size and strength of the door. The Kyu Grade of the
template to delineate the edges of the area of terrain. In this character is modified as follows:
way any models on the template can be moved to enable easy Character is strong -1
figure placement. Using a ram -1
Each character helping -1
OBSTACLES – Examples range from linear types like The door must be large enough.
walls and hedges to blocking obstacles like boulders. Each opponent +1
For linear types below head height a character moves They are holding it from the other side.
a shorter Length when moving over them, like Broken
Terrain. For higher obstacles the character will need to Stairs and steps are treated as broken terrain. In most
climb or heroic leap over them. buildings count moving up or down levels, via steps/
stairs, as costing one action. If the building is derelict roll
HINDERING TERRAIN – Some terrain can be classed as 1d6 when the character is using the steps/stairs. On a roll
hindering terrain. It is any terrain that is aimed at either of a 1 is it deemed they have collapsed and the character
slowing the character down or triggering an alarm will sustain falling damage.
of some sort. Examples of such terrain would include
nightingale floorboards which squeaked and moved Tobijutsu – leaping around.
when walked upon, twine crisscrossed across a corridor A character may leap across a gap their normal movement
to trip and slow down and even tetsubishi (caltrops) Length wide if they pass a Kyu Grade Test Roll on 1d6.
which were strewn to hinder a pursuer. Two actions are
required to move one base width into the terrain. From A die is rolled against the Character’s Kyu value. If the
that point it costs the character two actions to move a roll is equal or exceeds the value the leap has spanned a
Short Length as the character has to use their utmost normal movement Length. If the roll is less than the value
concentration. If the hindering terrain also acts as an then the leap is short and the distance covered is one
alarm the actions must be accompanied by a Kyu Grade less Length. In other words a Medium Length moving
check or the alarm will be raised. character will only manage a leap of a Short Length.

SOKE SAYS: Some players like to play that if a character


fails on ONE less than the target roll they are left
‘hanging’ by their finger tips, taking an action for the
character to ‘pull themselves’ up.

Apply the following modifiers to character’s Kyu


Grade for the test:
-1 if the character has ‘karumijutsu’ skill.
-1 if the character focuses themselves before the
‘leap’. This involves spending an action doing so.
-1 for every move action spent before the leap.
+1 if the character is wearing partial armour or
carrying excessive equipment.
+2 if the character is wearing full armour.

If the leap distance is not enough to clear the gap


the model will fall and take the normal falling
damage.


Hassles and Hinderances – not every take off or landing (place the character ‘prone’ next to the horse).
spot is going to be secure. Moss covered stones, uneven
footing on the take-off or landing will all worsen the Kyu When used to charge into Close Combat with foot
Grade … apply a +1 to the Character’s Kyu Grade. characters the horse gives the attacker B+2 on the initial
contact. After the initial contact the horse does not add
Vertical leaps – work out as above but the vertical leap any extra value to the combat score; any advantages are
distance is a Short Length, if it fails the character will not deemed to be outweighed by the horse being a target.
move position.
If a mounted character is forced to ‘recoil’ they must roll
Leaping over linear objects up to ‘chest height’ is 1d6. On a roll of a 1 the horse rears and throws the rider
automatic and uses a Short Length, higher walls and who is placed prone next to the horse.
hedges are tested for as a leap, moving to the other side
if successful. If the roll is failed the character will not If a mounted character is wounded but not from
move over the object. combat, randomly determine if it is the horse or rider
that is wounded. If it is the horse it is removed from play,
Falling Damage – When a character falls, either as a deemed too injured to carry on or to have bolted, the
result of a recoil off an object or a failed leap or climb test, rider is laid prone and suffers a B+2 attack immediately.
they must make a Kyu Grade Test roll on 1d6 if the fall is
a Short Length in height, 2d6 if it is a Medium Length Firing at or fighting a horse and rider is done as normal.
and 3d6 if it is a Long Length or more. Any fail leaves the However, the following hit resolution outcomes are
character ‘floored’ used:
and is a wound roll. If the horse and rider is ‘trebled’ the rider is deemed to be
Remember some killed in action and falls off the horse.
skills will modify If the horse and rider is ‘doubled’ the horse is deemed to
the Kyu Grade. be out of action and either rears or falls to the ground.
The rider finds themselves prone on the ground and
immediately takes a B+2 attack.
If the horse and rider are beaten the horse is deemed
to have shied away, the horse moves a short and the
rider must make a Kyu Grade Test (at +1) to choose the
Mounted Characters Characters mounting or direction of the movement. If they fail the horse will
dismounting a horse requires one action unless they move a short stick in a random direction. This may well
have the born rider, Karumijutsu or the Ukemi skill in result in a collision.
which case they may mount or dismount at the end
of a movement action so long as they are not fully Group Activations
armoured. A Shuryou (Leader) can use one of their actions to give
a ‘Group Activation’ order. In Bushi no Yume a group can
An unencumbered ridden horse moves a long distance consist of up to five characters. At least one member
on firm surfaces. If the surface is ‘hard’, for example a road, of the Group must be within the Shuryou’s Command
or ‘soft’, for example rain soaked ground or moorland, Range. If any of the Group are Kyu Grade 5 or 6 the group
the horse only moves a medium distance but may make members must be in base to base contact with at least
one long move per activation. Firm terrain is the default one of the other Group Members. For other Kyu Grades a
terrain for a game. group may be formed by characters being within a Short
Length of another group member.
Crossing a linear obstacle by ‘jumping’ decreases the
movement Length by one category. This jump may be Once the Group Order has been given the Group activates
up to the height of the back of the horse model. Jumping as if they are one character. The Kyu Grade of the Group
from this single height to approximately twice the horse is taken to be the worst Kyu Grade of any member of
back height is a difficult task with the Kyu Grade being the group. The Group members receive the amount of
taken as that of the rider. The consequence of failing will actions shown by the activation roll and the characters
be the horse refusing the jump, stopping at the obstacle
and the rider having to take a Kyu Grade check to avoid
falling off.

Jumping over ‘gaps’ is treated as a ‘leap’ and it is the Kyu


Grade of the rider that is tested against. Failure sees the
horse refusing to jump and the rider having to make a
Kyu Grade Test Roll on 1d6 to avoid being dismounted


Dice in Bushi no Yume Rally/Regroup – this is a special group action. It takes
The only dice used in Bushi no Yume is the good a Shuryou one action to give the order and then any
old common six sided die, numbered 1-6, this will characters who have not yet activated that turn AND
be called a d6 throughout the rules. The reason for are within the Leader’s Command Range can act as a
this is that it is easy for players to get hold of and group. However ALL actions gained must be used to
the spread of results are not too extreme. move towards base to base contact with the Leader or
designated rally point (banner etc).
At some points in the game players may be asked
to roll a 3 sided die, in the rules it is written as d3. If Group actions without a Leader – sometimes two more
a d3 is called for the player must roll a d6 reading characters will need to act together as a group without
1&2 as 1, 3&4 as 2 and 5&6 as 3. being in Command Range of a Leader. Examples of such
Activation rolls involve using three d6 (written as times include where two characters are carrying a heavy
3d6) and if the player rolls: load, or where characters are acting to break down a
1,1,1 – the Kyu Grade of the character being rolled door. This is permitted for ease of game play.
for is worsened by one for the rest of the game
(this means you +1 to the Kyu Grade). If rolling for Flashing Katana
a group the player may choose one character to How the characters fight
apply this to. Combat in Bushi no
6,6,6 – the character has a burst of energy and Yume happens in
inspiration and may do 4 actions instead of the two ways; Ranged
normal 3. If rolling for a group the player may Combat, where
choose one character to apply this to. a character fires,
throws or blows
OPTIONAL RULE a projectile at the
Dai Roku – comes into play when rolling for target and Close
combat. If the player rolls a ‘6’ during combat then Combat where the
it will explode. The player may roll another d6 and characters are both
adds the number shown to the existing result, if hacking at each
this roll also happens to be a ‘6’ yet another die other with their hand
may be thrown. However the spirit of the die is, weapons. Magic in
as all the samurai know; a fickle character and if the mythical world
at any point a ‘1’ is rolled on a Dai Roku die then of Nippon is covered
NOTHING is added to the characters Combat Total later.
at all, including the initial ‘6’.
Abunai !
Naming conventions in Bushi no Yume Danger lurks around every corner and bush! A character
Japanese names will maintain their original ‘family can launch an ambush using either Ranged or Close
name’ first format. Combat, if they start their turn in concealing cover which
Player – the person in charge of the force playing blocks line of sight to them, or they are ‘hidden’. The
the game. ambushing character will get +1 to their combat total.
Tomozei – the collection of characters that the So long as the attack happens during their activation it
player ‘controls’. can be combined with other combat actions. They can
Character – the table-top representation of a however only make one move action before the attack.
‘person’ in the force.
Figure – whatever is used to represent the Zanshin
character, usually a metal or plastic ‘figure’. Zanshin is a heightened state of awareness where the
Personality – a special character with skills and warrior is waiting for an opening to attack. In Bushi no
attributes that are limited when making the Yume it is only characters who are in Zanshin who are
‘tomozei’ (retinue). allowed to interrupt the opponents turn. It takes two
actions to achieve Zanshin and is only open to those
characters of a higher Kyu Grade (1,2,3 or 4) who are not
are activated one by one. If two fails are rolled then it is in combat. A character in Zanshin can react to movement
the end of the player’s turn, just as normal. If the turn is in their Line of Sight with one action. If this is a combat
not passed to the opponent in this way AND the Leader action they do so at -1 to their Bujutsu value. If they
has any actions left the player may return to the Leader choose to act with a movement action this movement
and continue with their move. This is the only exception uses a Short Length. This movement can be into Contact
to the rule. or can be used to move into cover etc. Note that with


only one action most characters will only be able to move Close Combat mechanics:
into contact and ‘pin’ an opponent. Zanshin is removed Both characters are deemed to be exchanging blows
when it is used OR at the end of the opponents turn. during the combat phase and either character can
wound or kill each other. Both characters work out their
Close Combat COMBAT VALUE and add the roll of a d6 to determine their
In order to fight in hand to hand combat the character’s COMBAT TOTAL. This is then compared to the opponent’s
figure must be in base to base combat with opponent’s to determine the result. The Base Combat Value of most
figure. This does not mean that in reality they are within human characters is a Bu2 or Bu3.
touching distance, they would actually be at the correct
maai (combat distance) for the weapon they are using. A weapon adds to the total by its Buki Value which is
However on the table-top the figures are shown as primarily based on how much damage the weapon has
touching to avoid any ambiguity. the possibility of doing on an unarmoured opponent
with an average successful strike:
SOKE SAYS: it may surprise some gamers that there is no Blunt impact weapons +1
charge bonus for the attacker. This is because in my experience Examples: tessen, yawara, jutte, improvised impact
it is normally not an advantage to ‘charge in’ to an experienced weapons, kusuri-fundo (manrikigasuri), Unarmed
fighter. Any impetus advantage is quickly negated by the combat skill, jo, hanbo, rokushakubo, nyuibo
opponent being able to manoeuvre in the action which a Short bladed weapons +1
small skirmish game is modelling. Examples: tanto, aiguchi, shoto (wakizashi), kama,
shoge,
Here they come - Closing to contact with an opponent Longer bladed weapons +2
who has a ranged weapon can be difficult. If the Examples: katana, dai katana, no-dachi, tachi, ninjato,
opponent has a ranged weapon, and the attacker starts yari, naginata, ono
further away than a Short Length they may choose to try
and get a shot out as the attacker closes. They roll a 3d6 The COMBAT TOTAL is:
Kyu Grade Test Roll when the attacker is a Short Length Characters Base Bujutsu Value (Bux) + the weapon’s Buki
away, Shuryou bonus may not be added: (B+x) + Combat Modifiers + the roll of 1d6
3 Successes – character gets a shot at the attacker. This is
worked out normally but with a -1 to the firer. If this does Combat Modifiers
not stop the attacker the defender fights using his best Higher ground or defending obstacle +1
weapon. (On contact only)
2 Successes - character gets a shot at the attacker. This is Better weapon modifier if applicable +1
worked out normally but with a -2 to the firer. If this does Mounted vs non mounted (on contact) +2
not stop the attacker the character fights using his best Attacking floored/immobile opponent +2
weapon. (any non kill hit is a wound)
1 Success – the character decides against trying and Attacking from prone -1
readies their weapon. Fight close combat as normal. Ambushing +1
0 Successes – the character fails miserably to get a shot Powerful blow (on opponents Bu) -1
out and is caught trying to change weapons. They count Fighting multiple opponents (per figure) -1
as being ‘fazed’. Fazed * -1

*Fazed is removed at the end


of the combat phase.

Once both Combat Totals


have been worked out they
are compared on the, Combat
Results Chart, if wearing
armour add to losing roll
before comparing.

Ranged Combat Mechanics


Ranged combat works in
a similar way. Shooting or
Ishizuka Shihan and his ashigaru retainers find themselves to be the first throwing a projectile is done using an ‘attack action’. This
line of defence against the Oni and his Gaki . can be ‘aimed’ by the use of another action.

10
Target Restrictions - The target must be within the Firing and moving in same action (limited) -1
maximum range of the weapon. Also the firer must have Firing from Zanshin -1
line of sight and a line of fire to the target. In simple Firing at ‘Hidden’ target -5
terms they must be able to draw a line from the firer to Target obscured -1
the target (centre to centre) which does not pass through Target prone (no modifier within Short) -1
and solid objects or friendly figures. Some players use a Target is floored - non Kill hit is a wound. +2
piece of string to check this while other players use a pen Shooting from ambush position +1
laser pointer. The only exception to the friendly figure Target is Mounted, Big or Huge +1
rule is when the firer is in base to base contact with the Anyone taking an Aimed shot -1
friendly figure. In this case it is presumed that in reality Applied to the opponent’s combat value
one of the characters would be crouching. To otherwise Using unfamiliar weapon -1
fire between two friendly figures there must be a gap of Firing at a character with the ukemi skill -1
at least two base widths between them. The firer must
attack the closest target (although they can ignore one Once both Combat Totals have been worked out they
in cover over a target in are compared on the, Combat Results
the open) unless they Chart, if wearing armour add to losing
pass a Kyu Grade Test roll before comparing.
Roll on 1d6. If they pass
they are able to pick a COMBAT RESULTS TABLE
target of their choice. Draw:
Ranged combat misses
Shooting into combat Melee combat move attacker/s back
A character may not fire a base width and the figures are
out of Close Combat disengaged.
unless their opponent Win but not double or more the
is at least ‘floored’. If a opponent:
character chooses to fire Ranged combat, target seeks cover.
into close combat the Melee combat, opponent recoils back
target is randomised. a base width, winner/s may follow up,
This is done before back into contact unless otherwise
rolling the combat dice. engaged in close combat.
If won on a 6 the opponent is ‘floored’
The firer and target both Win and double or more the
roll to find their Combat opponent:
Total as below: Wounded - Loser ‘floored’ and must
Characters Base Bujutsu make a wound check at the start of the
Value (Bux) + the weapon’s Buki (B+x) for the FIRER only owning player’s turn. Until the check they count as being
+ Combat Modifiers for the FIRER ONLY+ the roll of 1d6 ‘floored’.
Win and triple or more the opponent:
A ranged weapon adds to the total by its Buki Value Opponent is killed outright.
which is primarily based on how much damage the Triple opponent’s score on a roll of a ‘6’ Opponent has been
weapon has the possibility of doing on an unarmoured killed in a particularly gruesome fashion. Attacker gains 2
opponent with an average successful strike: ON points and opponents within a long length have to take
a morale check.
Thrown blades, weights, fukiya and pistols
Short range +0 If a figure can’t recoil the state of the figure becomes
Shuriken/Shaken (models a number thrown rapidly) worse. So a character will become floored, a floored
Short range but can move and fire +1 character will be wounded etc
Muskets and Hankyu
Medium Range +1 NB. Any civilian or character classed as ‘eta’ or an ‘extra’ is
Rifles (post 1830s) and Dai Kyu killed automatically on any winning roll.
Long Range +2
Recoil – the loser reels back under the onslaught from
Ranged fire modifiers: the attacker, place the figure a base width away in the
Target is in effective range to (2x range band) 0 direction the main attack came from. If this is not possible
Target is 2-3x range away -1 the state of the character becomes one worse.
Target is 3-4x range away -2 Seek cover – the character has a sudden longing to get
Target 4x to max range away -4 behind cover. Move the Character up to a Short Length

11
into cover. This is an automatic movement, is ‘free’ and them ‘win’ the combat.
happens immediately. If there is no cover available the
Character is moved a Short Length directly away from PARTIAL ARMOUR O-Yorei/Do-maru or Kusari/Tatami-do
the firer. (Chain), Ashigaru type – all lighter types of armour. Easy
Floored – the loser is knocked to the ground and must to move around in and not overly heavy it lends a decent
recover during their next activation. This recovery takes amount of protection. The armour will make it harder to
one action and leaves the character prone. Thus to do some tasks but does not hinder normal movement.
recover and stand takes two actions. Floored Characters The armour will add one (+1) to any LOSING combat roll.
are more prone to being injured when attacked, the This is added after it is determined that the character has
attacker receives a +2 to their Combat Total. lost and can not help them ‘win’ the combat.
Wound check – the character must roll on the Wound
Table at the beginning of the players next turn. They may Donning Armour – Donning partial armour takes one
need to make multiple tests of course. action, full armour takes two actions to don. These must
Killed – the character is killed outright. be in one activation phase not spread over activations.
Gory Death – the character has been killed in a Hard cover is treated as Full Armour. However, remember
particularly gruesome fashion and any friendly character it will also give a -1 to the Attacker’s/Firer’s Combat Total
within a long can see or hear the event. They must make for the target being obscured.
a Morale Test immediately.
WOUND CHECK TABLE
Armour and hard cover – armour and hard cover in Use the following mechanic if the Combat Result table
Bushi no Yume does not make the character harder to indicated that the character must make a wound check.
hit, but does makes them harder to harm. There are two At the beginning of the player’s next turn they roll 3d6,
classes of armour: trying to pass as many ‘die’ as possible depending on
what weapon caused the wound:
• Test against a 4 if the weapon was any impact
or ranged weapon.
•Test against a 5 if the weapon was any cutting
or piercing weapon.
•Test against a 6 if the character is already
wounded or is poisoned and their Kyu level has
reached ‘7’.

3 successes – Flesh wound, back in action, the


character stands and can be activated
this turn.
2 successes – Bad wound, can only move short and is
on -2 to Combat. The character stands and
can NOT be activated this turn.
1 success – Serious wound, is out of action and needs
to be carried.
0 success – Mortal wound, the character is dead.

SPECIAL WEAPON RULES


FULL ARMOUR O-Yorei and Do-maru, with Kabuto (helmet) Better weapon modifier:
and Men (face plate) – this is what most people think of Some weapons have an inherent advantage over other
when they imagine samurai armour. Much more flexible weapons and will receive a +1 to the Combat Total.
than European plate it was designed for mounted
warriors but did enable the wearer to fight on foot Below is an example better weapon hierarchy from best
for a limited amount of time. However, the idea that it to worse, most other weapons will be able to ‘best fit’
was light and easy to move around in is somewhat of a into the list:
fallacy. While providing a good amount of protection it 1) Katana, No-dachi, Naginata*, Tachi, Dai-katana
did stifle manoeuvrability. Within the confines of a game 2) Ninjato, Yari*, Ono
it is deemed the character will not become fatigued. 3) Rokushaku Bo*, Shoge, Kama, Nyuibo
However, the character can only make one Medium 4) Hanbo, kusuri fundo or similar, Taijutsu
Length move a turn, any other movement actions 5) Tanto or similar
use a Short Length. The armour will however add two 6) Improvised weapons
(+2) to any LOSING combat roll. This is added after it is 7) Unarmed
determined that the character has lost and can not help

12
Poison – if a character is hit with a poisoned weapon
they must pass a Kyu Grade Test Roll or their Kyu Grade
is increased by one (+1). This makes them a worse Kyu
Grade remember. If their Kyu Value reaches 7 they are
wounded and this is tested for on a ‘6’.

Reload – some weapons need to be reloaded, this is


automatically done at the end of a players turn. It can
be done within a turn by spending an action doing so.
This will only be useful for characters with the Menkyo
Kaidan ability.

Long reach weapons: Slow Reload – some weapons are very slow to reload and
These are marked with a * in the Better Weapon Modifier have to spend an action to reload before being fired
hierarchy. Two handed weapons between 6’-9’, such as again, they are not automatically reloaded at the end of
the rokushaku bo (6 foot staff ), naginata (halberd type a player’s turn.
weapon) and yari (thrusting spear) are classed as ‘Long
Reach Weapons’ . These weapons get an optional +2 Move and Shoot – some weapons, like the shaken/shuriken,
in combat as skilled practitioners can utilise the maai can be thrown/shot in the same action that the character
(combat distance) of the weapon. Imagine the character moved. However this has a -1 modifier to the Combat
in a one to one combat twirling or fake thrusting the Roll.
weapon to keep the opponent back. When fighting
multiple opponents they could be swirling the weapon Stealthy – some weapons are basically silent and require
around themselves. little movement, they may be used and still maintain a
characters ‘hidden’ status.
However, if they use this +2 modifier and they win the
combat on anything but a triple, the opponent and Fires, explosions and smoke
anyone contributing to the fight is only moved back Fire was a terrifying thing in a land where buildings used
a base width as if they are recoiling. If they triple the a lot of wood and paper in their construction. Setting
opponent/s they are all are floored! Using maai to this an object on fire is an easy task (increase difficulty in
effect is a skill and only characters with a Bujutsu of +3 bad weather). Once it is burning the fire will be a circle
or more can utilise the weapon reach in this way. a Short Length in diameter. It will double in size every
turn. To put one section of fire out is a difficult task for
Long Reach Weapons always count as a ‘better weapon’ a character, having water or fire fighting equipment
over any other non ‘Long Reach’ weapon in a combat until makes it an easy task. Characters caught in fire will take
they are beaten. From this point the other weapon will a B+3 attack in every turn they are in the fire (including
count as the better weapon. This models the difficulty of the opponent’s turn).
‘getting’ inside a Long Reach weapon and the fact that
once a character is ‘inside’ the Long Reach weapon is Gunpowder explosions cause a B+3 attack, the area of
often at a disadvantage. effect depends on what caused the explosion and ranges
in game terms from a base width in diameter to a Short
Kusuri - Chain/rope and weight weapons - Often hidden Length.
but they have a short range, treat as a ranged weapon.
However, if the weapon wielder has the ‘kusuri-jutsu’ Smoke causes a cloud of obscuring terrain a Short Length
ability it can be used to disarm. in diameter per section of fire which is burning for two
turns or more. Either remove at the end of the second
Ranged Weapons – If a ranged weapon rolls a ‘1’ during turn or as an option roll a d6. On a 1-3 it stays around and
the Combat Roll they must immediately roll 1d6, on on a 4-6 it disperses.
another roll of a ‘1’ the character has no more ammo for
the rest of the game. Tasks
A ‘task’ is a catch all phrase for activities that fall outside of
Weapon abilities a character’s normal ‘actions’. These tasks may take many
Entangle – if an entangle weapon doubles the opponent forms. In fact anything not covered by the normal rules
the opponent is not wounded but is entangled and fights can be played out as a task. Examples can be as diverse as
at -3 to combat until disengaged or they win a round of moving stealthily past a guard; avoiding the down grade
combat. If a triple is achieved the opponent fights at a to the movement Length for objects; solving puzzles/
-4 to combat until disengaged or they win a round of riddles; challenging another character to a game of ‘GO’
combat. or even a Haiku competition.

13
Character’s attempt to achieve an unopposed task by the nearest table edge. This is done at the normal
the use of a ‘TASK ROLL’. Basically this is a roll against movement rate ignoring Broken Terrain or linear object
a character’s modified Kyu Grade with 3d6. On three movement penalties. These movement actions can’t
successes the task is considered to be completed, on two leave the character nearer to any enemy at the end of
successes the task is completed but may not be done movement actions than they were at the beginning. If
perfectly. This will rarely matter in game terms, however, this is not possible the character will ‘surrender’.
use it to determine the quality of the ‘job’ when forging
papers, painting a picture to give a Daimyo etc. It can If the character is ‘floored’ when they have to move due
be used as a comparative assessment for a similar task to morale they must use the first action to stand. If they
undertaken by another character. fail to move out of a short length of any enemy they
must ‘surrender’.
On only one success the task is not yet completed. It will
be deemed the task is complete at the beginning of the If the character is forced to leave close combat due to a
character’s next activation. morale check any characters they are fighting will get a
free attack on the fleeing character. It does not take an
On zero successes the task is not completed (the action to disengage however.
character has failed) and the character will be at +1 to
their Kyu Grade if they attempt the task again. Personalities and Morale
Personalities automatically have the Tetsujin ability and
Task Modifiers to Kyu Grade they are not very likely to run away. However, any fails
Task is deemed to be ‘easy’ - This is a task which one would on the test sees their Kyu Grade made worse by one per
normally expect the character to be able to do in one fail. If their Kyu Grade reaches 6 then the character will
action easily. The Kyu Grade is not modified at all. commit seppuka (ritual suicide).
Task is deemed to be ‘moderate’ - This is a task which one would
normally expect the character to be able to achieve with
some work in one action. The Kyu Grade is modified by
+1. An example of such a task would be the trying to
solve a riddle or repairing some damaged equipment.
Task is deemed to be ‘difficult’ - This is a task that one would
normally expect the character to have a lot of trouble
achieving in one action. The Kyu Grade is modified by
+2.
‘You have to be joking’ - This is a task that is near impossible
to achieve full stop. The task will only be successful by
rolling a triple 6.

Morale
When to make a break for it
Individual characters are required to take a Morale Test
at various points during the game:
• Immediately when the tomozei have lost 50% or more
of their original KOKU total by losing characters who are
either dead or seriously wounded. If this happens the character immediately declares their
• Immediately when a Leader is killed. intention. Any personality from either side who is within
• When they are within a Long Length of a Gory Death, a Medium Length may be moved next to the figure to
they do not have to be within line of sight to be effected. act as a ‘Second’. The character committing Seppuka
The blood curdling sound may be enough! must make a Kyu Grade Test on 3d6.
• When instructed to do so by a Karma Card.
•Any non personality character every time another 0 successes – The character completely botches the
character is killed. or leaves the table, after reaching the attempt. The Tomozei lose double the ON than normal.
50% trigger point. The Second rolls a d6 and on a 6 they receive 3 ON for
• When they are the only character left on the table from making a final cut which restores some dignity to the
their Tomozei. The test must be made every turn. situation.
1 success – If the Second passes a 1d6 Kyu Grade Test the
A Morale Test is a 3d6 test taken against the character’s Tomozei will not lose any ON. If there is no Second the
modified Kyu Grade. A roll must equal or exceed the Tomozei will lose the normal amount of ON +1.
modified Kyu Grade to count as a success. For each 2 successes – The character shows great ‘Ki’ and the
failure the character must move a normal move towards Tomozei will not lose any ON. Of course the Koku loss

14
will count towards the Tomozei’s 50% point test. movement action past an opponent. They must use an
3 successes – The character could not have performed action to perform the attack but so long as they win the
better, the Second gains 1 On and the characters tomozei combat they may continue their move action. They do
gain 4 ON. Of course the Koku loss will count towards the not suffer a ‘disengage’ attack.
Tomozei’s 50% point test. Hitabashiri – the character is very swift, they may make
one Long Length movement action per activation.
Nouroku Iai jutsu – the character is skilled at drawing and cutting
Special character traits/abilities with their weapon while they are moving. The character
Nouroku add personality to the characters and creatures can strike with their weapon at the end of a movement
in the game. They add detail to the basic rules and should action. However, this attack is at -1 to the Combat Total.
be listed on the player’s Tomozei list. Some Nouroku can Ikari – the character has a hatred for particular creatures
give increased benefits if the character gets more skilled. or family enemies. One such object of their hatred must
Advantageous abilities add to the character’s Koku value, be specified and in combat against the target of their
whilst disadvantageous traits decrease the value. hatred they receive a +1 to the Combat Total.
Juukan – the character is adept at striking while moving
Nouroku marked with * can only be used by Personality past an opponent. They may strike at any point of their
Characters. movement action. So long as the character does not lose
The Koku value is shown in the Tomozei section. the combat the character may continue moving.
Karumijutsu – used mainly in a ‘mythical’ setting this
Shuryou * (Leader) – the character is the leader of the ability allows the character to leap a Short Length in any
Tomozei and has a Command Distance of a Long Length. direction (including upwards). If the landing point is a
They are capable of giving a ‘Group Order’ and enhance small area (less than 2 base widths) they must roll 3d6
a character’s Kyu Grade (-1) if the character is activated Kyu check:
within the Command Distance and Line of Sight of the 3 successes – fine
Leader. This also effects various Kyu Grade tests such as 2 successes – deviate randomly left or right one base
Morale. width (might mean fall)
Hanchou * – the character is the Leaders ‘right hand man’ 1 pass – same but two base width
and has a Command Distance of a Short Length. Within 0 pass – fails leap in some comical fashion, they miss the
this Command Distance a character will act as one better landing spot.
Kyu Grade during activation and Morale. Kuji-Kiri – the character is skilled at the esoteric hand
Gunshin * – the character is a Hero. They automatically weaving movements and ‘air cuttings’. Although often
pass one die roll on a 6 for activation, task and morale associated with the ninja it was in fact used by a number
purposes. In addition to this they may cause a reroll of of ‘samurai’ ryuha. The character can use the ‘Tenjiru’
any one set of dice for their force or the opponents per spell, even if they are not a magic using character.
game. Kusuri Jutsu – the character is skilled at using chain
Amatsu Tatara Goshinjutsu * – the character has a weapons to disarm their opponents. If they win the
knowledge of traditional medicine and can increase combat roll by rolling a 6 they can choose to ignore the
the likelihood of an injured character recovering when result and disarm the opponent instead. This makes
making their wound roll. If the character is next to the them drop the weapon that they are using.
character who is making the wound roll the character Kyoushinsha – the character is a fanatic. They always
will test against a 3. Neither character must be in combat conduct Morale Tests at -1 to the Kyu Grade and their
or within a base width of an enemy character. first strike in a Close Combat phase is at Bujutsu +1.
Ansatsusha * – the character is highly trained in Mahoutsuka * – the character is a magic user.
assassination techniques. Any hit inflicted by the Menkyo Kaidan * – the character has attained the highest
character will cause a wound and doubling the opponent ability in their particular ryuha (martial arts school). They
means they will test on the wound table against a ‘6’. may make more than one attack per activation, using an
Baka yaro! – the character is somewhat dim witted and action to make each attack.
is not able to follow directions or pay attention for any Mukon no Jutsu – the character is stealthy and is very
period of time. Dim witted characters suffer a +1 on their skilled at using the environment to their advantage.
Kyu Grade for activation. As long as the character stays within a base width of
Binshou – the character is very agile and their Kyu Grade concealing terrain they count as being ‘hidden’. Moving
is at -1 for tasks that require agility. In addition to this, between objects and keeping the hidden status is
any ranged projectile attack on the character is at -1. possible. It is a normal Task Roll.
Dokuyaku – the creature or weapon is poisonous. Every Muto-dori * – the character is skilled at unarmed
time a poison attack hits on a roll of a ‘6’ the target’s Kyu defences against bladed weapons. The bladed weapon
Grade is increased by one. If it ever exceeds 6 the target is not counted as a superior weapon. On a winning roll of
tests on the wound table against a ‘6’. a 5 or 6 the character has disarmed their opponent.
Hicho – the character can attack as they use a flying Nibui – the creature or character is very slow to move and

15
may only make one movement action an activation.
Ni-to Jutsu – the character is skilled at fighting with two
weapons, often a long and a short sword. This offsets
the fighting multiple opponents penalties. However, no
superior weapon modifier may be claimed.
Oki – the character is very large (Dai-oni for example).
They receive an additional +1 in close combat against
characters who are not themselves classed as ‘Oki’. Any
ranged attack on an Oki character receives a +1 to the
Combat Total.
Omake - beware of being an extra in a chanbara movie,
you will only be their for the main characters to cut
through! Omake are removed from play on ANY combat Advanced rules
roll loss. The previous pages contain all the information needed
Rikishi – the character is very strong and will have to play games in the land of the Samurai and Ninja.
an advantage when performing tasks which involve The following section will outline some advanced and
strength. some optional rules which may enhance your gaming
Sakki – the character can sense danger and can not experience.
be surprised or ambushed. All ‘fighting’ personality
characters and all Gunshin have this ability as standard. Ki
Shigamitsuku – the character/creature can ‘walk’ on Ki is an oriental concept of Universal Force and as
walls, ceilings, trees etc. They will never fall unless an optional rule players can use the concept of Ki in
wounded badly. If the terrain would allow, they always their games. Every personality has a point of Ki at the
count as attacking from a higher elevation. beginning of the game that they can use at any point in
Suijin – the creature is equally at home on land or in the game. It enables them to add or subtract one from
water and may cross any water type terrain with no any of their dice rolls once per point of KI. This can not be
movement or combat penalty. used to cause a 6 and thus a gory death. However it can
Taijutsu/jujutsu – the character is skilled in unarmed be used to bolster a combat roll of a 5 to a 6 for special
combat. They can choose to put the opponent on the weapon purposes. An example would be to make a 5 a
floor, prone, instead of making them recoil. 6 in order to disarm an opponent when using a Fumata-
Tenjiru – the character is a master at distracting their Yari.
opponent. They can use the ‘Tenjiru’ spell, even if they
are not a magic using character. Every time a personality rolls a ‘natural’ 6 in a combat roll
Tetsujin – the character has nerves of steel. They treat they receive an additional point of Ki.
Morale tests at one better Kyu Grade.
Ukemi – the character is adept at rolling out of danger. Karma Cards
Their Kyu Grade is two better (-2) for any rolls involving Karma cards add an amount of uncertainty to the game.
climbing and avoiding falling damage. In addition they Cards can be found at the back of the rule booklet and are
can use Ukemi to roll out of the way of a strike. The made to print out, cut out, fold and place inside a normal
character deciding to use ukemi receives a +2 on their collectable card ‘protector’. Karma cards are picked up
Combat Total but can not harm the attacker even in and read by a player on one of three occasions:
Close Combat. Instead any winning roll lets the character 1/ Where a scenario says one or both Tomozei must be
move a short length in a chosen direction. This models a dealt a card at the beginning of the game.
number of defensive moves ranging from ‘tobi’ (leaping). 2/ When a certain point in a scenario is reached, this will
nagare (flowing roll) and even the more fantastical be outlined in the scenario description.
acrobatic moves like cartwheels and somersaults. This 3/ At the beginning of each ‘turn’ both players rolls 1d6. If
ability can be used against ranged attacks that are not one side’s roll is double or more the other side’s roll, the
ambush attacks. winning player picks a Karma Card.
Yadome-jutsu – the character has been trained in an
okuden (oral transmission) which has enabled them to The card will stipulate if it needs to be played straight
be able to cut ranged weapons from the air. If a ranged away or if it can be kept to play at some other point. If
attack hits the character rolls 1d6. On the roll of a 5+ the it can be kept the card will stipulate at what point in the
missile has been cut from the air. turn the player can reveal the card. Some of the cards
Yamabushi – the character is a ‘mountain man’ and does will not be used unless the game is being played in the
not suffer any terrain penalties for difficult ground. ‘mythical’ or ‘cinematic’ settings. Player’s are advised to
Yuuki – the character is fearless, they are immune to the take out any cards which do not fit in with their choice of
effects of gory deaths and test for morale at -1 to their setting or even specific scenario.
Kyu Grade.

16
Night time action • Spotting character is within a Short Length of the
Visibility and hidden characters hidden character -2
Normal visibility is unlimited and only blocked by objects.
However, some actions will take place at night. If this is Spotting Task Results
the case the visibility will depend on the cloud cover on 3 successes – hidden character is spotted.
the night. Normally this is set by the scenario but may be 2 successes – spotting character is sure something is
rolled for as below: ‘there’ … they may warn other characters and make an
immediate reroll on -1 to their Kyu Grade.
Roll a D6 1 Success – the spotting character is suspicious and they
1 – Stormy cloud cover and mist. Base visibility is only a roll again.
Short Length. 0 Success – the hidden character is not spotted.
2 – Heavy cloud cover and high wind. Base visibility is Sound and shouting warnings
a Medium Length and normal sounds will only carry x2 A character can communicate to anyone within a long. A
Long Length. vague command or warning does not cost an action and
3 – Normal cloud cover. Base visibility is a Long Length. can be done at the same time as any other non-combat
4 – Patchy cloud cover. Base visibility is 2x a Medium action. A warning shout will travel 3x Long but costs an
Length. action. Warning bells, drums or conch shells etc can be
5 – Clear sky but little moon light. Base visibility is 2x heard all over a normal sized table. All these warnings
a Medium Length unless spotter rolls a 5+ on a d6, in take an action to sound.
which case it is 2x a Long Length.
6 – Clear sky and full moon. Base Visibility is 3x a Long
Length. ON
Honour and prestige (or when to slash your stomach)
The Base Visibility is determined to be the length that ON is a difficult concept to translate. It encompasses both
a character can see in the open. Visibility into covered/ ‘honour’ in a western chivalry sort of way, the eastern
shaded areas is a Medium Length at the most. The area notion of Kao (face) and also ‘reputation’. If you are seen
around a ‘light source’ is normal visibility up to a Long to be acting in a less than honourable fashion then
Length for larger fires and lanterns and a Short Length your Tomozei will lose ‘face’ and their reputation will be
for a hand held light source. Base visibility for characters tarnished. When a Tomozei’s ON is high enough they will
inside this area begins at the edge of the lit area. either gain the favour of the Shogunate or Emperor and
be sent on quests or will gain enough support from the
Spotting hidden characters ‘Daimyo’ (local feudal Lords) that they may themselves
Characters may be classed as hidden if they are placed in vie to be Shogun.
obscuring terrain at the beginning of the game OR they
have the stealth skill and are next to any piece of terrain. Characters in Bushi no Yume live by their reputation. In
A character outside of Base Visibility is also treated as game terms the characters collect and lose ON. The ON
if they are hidden if they have no light source. Stealthy system is an optional extra to the game play, it can work
characters outside of Base Visibility can not be spotted. to ‘force’ players to make their characters act in a suitable
way, other players see this as a guideline to help them to
Spotting hidden characters is a Task, when within a make choices during the game.
Medium Length (or Base Visibility if this is the lesser)
of the hidden character the task may be attempted … ON reflects the characters reputation, honour and
3d6 are rolled against the characters Kyu Grade with prestige. Obviously, samurai characters need to be
the following modifiers. (remember the higher the Kyu seen to be honourable and courageous. Yakuza bosses
Grade the worse): could go either way and Ninja need to live up to their
• Hidden character is completely enclosed by an object reputation. However, it will be obvious that all these get
(ie they are inside an object) or behind an object that somewhat blurred.
completely blocks the line of sight. This models the
hidden character being hard to sense but giving Each character has an ON value which when added
themselves away in some way or other. +3 together gives the Tomozei ON Total (TOT). This total can
• Spotting character is occupied +2, either in combat or be affected during the game so a running total needs
within a Short Length of combat. to be kept. Normally either deaths of Tomozei members
• The area where the hidden character is has lots of or the actions of the personality figures will be the main
shadow areas (in a night time scenario) +1 sources of change to the Tomozei On Total.
• The spotting character has been ‘told’ where the hidden
character is by someone who has already spotted them During the game it is the DIFFERENCE between the
-2 two Tomozei’s TOT which is important. As soon as the
• The spotting character has the ‘sakki’ ability -3 difference has an effect the players must play it out:

17
DIFFERENCE IN FOT ACTION slanging match with another personality.
1-5 Mutual respect/loathing – no effect If a character wins a slanging match with a personality
6-9 Non personalities must make Kyu Grade check with a Kyu Grade level equal or better to themselves,
on 1d6 to have the courage to close to combat with they may also challenge the opponent to a fight to he
personalities from the other force. death. If the opposing personality declines the challenge
10-14 When 10 points of difference is reached the non the challenging character’s Tomozei immediately gain 2
personalities must make a 3d6 Morale check. On 3 fails ON. If the challenge is accepted the two characters are
they SWAP sides. moved into base to base contact and they immediately
15-19 Yojimbo questions Leader’s ability – if samurai fight a round of close combat. They must continue to
they will commit seppuka, others will challenge leader fight until one character can not fight on. If any other
to duel. character joins the fight their Tomozei immediately loses
20+ Leader must commit seppuka. 2 ON.
Initial, collecting and losing ON Giri – honour is very important in the world of Bushi no
The initial ON of a Tomozei is equal to the number of Yume and doing an honourable task will increase the
personality characters and one for each Gunshin. Tomozei’s standing. A scenario may present opportunities
to gain ON points in this way.
There are various ways to collect and lose ON, some Hekomasu – personalities may humiliate their opposing
of which are outlined below. However, remember that personalities and gain ON. If a personality can
it is rather subjective and the rules can’t hope to cover incapacitate an opponent and then humiliate them, a
all eventualities. I suggest you award or subtract On at favourite method was to urinate on their back, they gain
other times, worked out between players (after all this is 1d6 +2 ON.
a fun, friendly game) or by a third party.
Collecting ON
On can be collected in the following ways:
Korosu - killing characters of a better standing or
Kyu Grade. When a character kills or seriously
wounds a personality or a character with a
higher Kyu Grade their side receives the ON
value of the victim. The victim’s side does not
suffer any ON subtraction.
Datesugata - Flashy Combat, a force’s ON will
be enhanced by a flashy bit of weapon work
as they are dispatching their opponent. This
may be a flurry of unnecessary weapon twirls,
or even taking on an opponent with a hastily
made Boken (wooden sword). In order to do this
flashy weapon work the character must take a
minus (-x) on their Combat Roll. This must be declared Sometimes on the coasts warriors from the Asian mainland will land to
before any rolls take place and can only be attempted pillage the towns ... our heroes must see them off!
on a fighting opponent in a 1:1 combat situation OR an
opponent that the character has floored by themselves. HOW TO INSULT IN NIHONGO!
If the character manages to kill or seriously wound their For those players wanting to use the ‘insult’ phase as
opponent their Tomozei receives the amount of ON that an opportunity to yell abuse at your opponent I have
they deducted from their Combat Roll. included the following phrases:
Bujoku – insulting an opposing personality successfully
will always increase the Tomozei’s ON. Whenever a Nanka yo – do you want something? Use with a stare.
personality moves to within a Long Length of another Baka yaro – you stupid xxxx
personality they may hurl insults at each other. This Usotsuki – LIAR !
takes an action to initiate and the opposing personality Oshaberi – big mouth
must not be in Close Combat. It is then deemed that the Kochi koi yo – come here!
opponents make guttural insulting comments to each Damare yo – shut up
other. Obviously it is better to see the players standing Kono kuso tare – you really don’t want to know this one
there insulting each other and the gathered crowd Kono imo – peasant
deciding on who has won. However, in reality 1d6 is Gaki – short arse
rolled by each character, the winner of the roll adds the Yowa mushi – weedy insect
difference to their TOT. A character may only engage Konjoo nashi – you have no testicles
in an insult match with another individual character Buta – pig
once during the game. They may however engage in a Okama – of dubious sexual orientation

18
Namenna yo – don’t mess with me
Hayaku kiena – go away (or words to that effect)
Kutabare – as above
Bukkoroshite yaru – I’m gonna kick your ass.
Nani teme – who do you think you are?
Shita ni! – bow down
Nanda yo – What do you want!
Sonna koto icha dame dayo - you really shouldn’t say
things like that!
Jaa yaroo – Let’s start.
Moo owatta – finished already?

SCENARIOS
HAIRUNA - Keep Out
Lord Ishizuka galloped ahead of his Tomozei, following KATAKI - Clan Hatred
his favoured hawk’s flight in the air, smiling as he saw Noda-shi was a fair sized postal town, Lord Ishizuka
it dive down upon its prey. Such beauty combined with was prepared to let his men have a few hours gracing
such violence … the bars of the town while he had a relaxing time at the
As he reached the crest of the hill his eyes were drawn Onsen letting the hot water soothe his aching, and if he
down to the River Noda that twisted its way across the was forced to admit it, aging body.
grassy plain. The river formed the border between the
fiefs of the Ishizuka and Someya families, a border which Nagato san looked across the packed dirt street …
had always been the subject of much ‘discussion’. If either “Dame desu neh!”
family managed to amalgamate the river into their lands There with a group about to enter a Soba restaurant was
they could control the irrigation of the surrounding rice Tanemura. The hatred between the families stretched
paddies. back decades … today that wrong would be put right.

Ishizuka Sama had cause for concern, Someya Sama was A member of each Tomozei involved in this scenario have
there with a small retinue searching for a decent crossing a very long lived family feud. Two randomly determined
place which had a valley beyond where he was hoping he figures have a blood feud… honour determines that the
could cross his army and make a camp when, in a couple meeting should result in BLOOD!
of months, he crossed during the ‘campaign season’.
The encounter could take place in any type of table
Ishizuka Sama gathered his retinue behind him. He had setup, the chance meeting may well happen as the two
to stop his rival from crossing and travelling up the valley. tomozei travel through a town or across the country side.
He himself had already started amassing his troops at This is an encounter scenario with a twist.
the head of the valley, ready for action in a few weeks.
Catching Someya off guard by attacking a month before One BVP point is awarded per 1 KOKU of the enemy
the campaign season was the plan, he couldn’t let it be killed, 1 BVP for each 2 KOKU of the enemy seriously
discovered. They galloped down the hillside to drive the wounded or chased off (left table). If one figure involved
enemy away from the crossing. in the Blood Feud manages to kill the other figure they
earn an extra 5 BVP.
Two travelling Tomozei from rival clans meet on the Each side sets up within a Medium Length of their
border of their lands. They are sure the other clan is up respective table edges.
to no good. They meet at a ford in the river separating
their lands. The aim is to chase the other clan off. KAMI NO KATANA
One BVP point is awarded per 1 KOKU of the enemy killed, Ishizuka Sama listened with intent to the story his vassal
1 BVP for each 2 KOKU of the enemy seriously wounded was telling him. An earthquake had hit the area three days
or chased off (left table). ago. Nothing unusual there in the land which seemed to
The table must be set up with a distinguishable ‘border’ be to any foreigner, in perpetual motion. However, this
running across it at the half way mark. This is most easily earthquake had apparently, if the gabbling ashigaru
done by setting it up as a fordable area of a river. Try in front of him was right, revealed the legendary lost
not to make the only crossing place to narrow as it will katana of Takezo Kensei. However, as the ashigaru who
squash the action too much! had seen the katana was rushing back to inform his Lord
he had spied Lord Nakamura rushing to the area; had he
Each side sets up within a Long Length of their respective also heard the news?
table edges.
A sword which is reputed to have ‘Godly’ qualities lies

19
suspended in its saya (scabbard). Legend has it that a Clans had their own ‘special forces’ who would deflect
hero thrusted the sword through a Dai Oni, returning it to blame for their actions onto the Ninja Clans by following
the saya he entwined his fingers and chanted a kuji, the their mode of operation. The black and white world of
sword was held in a magical aura … only a true follower honour often pales into grey over dishonourable deeds
of Bushido is reputed to be able to draw the sword. If done by a particular branch of a Daimyo’s army, it is
playing in a non fantasy setting the katana could be sometimes easier to pretend to be ninja than find them!
hidden, being ‘lost’ after the legendary encounter.
Either way it is fun to play. If the players want to have
Two rival Shuryou are convinced that they are the one a large group of ninja attacking their family complex
that deserves the sword … the sword to be found on the then we often play ‘same side’ and base the ninja on the
centre line of the table. The two rival bands will ‘come ‘hollywood’ stats found in the character section. Split the
onto’ the table, activating as normal but their first move large group into 2 forces and the player rolls the dice for
is onto the table. If only part of the Tomozei make it onto the group attacking their ‘partner’s’ characters. Follow the
the table the others are placed on the table but touching premise that the ninja will always try and move towards
the base edge. and fight through to their target (the player’s Shuryou).

When adjacent to the sword the Shuryou may try A Daimyo is visiting a family friend for a game of GO.
and draw the sword out of the saya (or find it in the Planning on staying for only one night the ninja must
undergrowth). It takes 3 actions to conjure up the power act quickly …
and attempt to draw (or find) the sword … the drawing
is treated as a combat between the Shuryou (6 – Kyu
Grade) and the sword (total C value of 3). If the sword
is doubled it is drawn out of the saya (or they find the
katana).

One BVP point is awarded per 1 KOKU of the enemy killed,


1 BVP for each 2 KOKU of the enemy seriously wounded
or chased off (left table).
Drawing/Finding the Katana is worth 5 BVP and getting
it off the table is worth another 5BVP.

The sword itself is B+3, with a further +1 against ‘mythical’


creatures (disregard in a historical setting – treat the
sword as a very fine quality blade which bestows B+3).

KUSA ! - Ninja in the Night


Noguchi Jonin pulled himself effortlessly onto the top of The scenario takes place at night but as the Ninja had no
the wall, his shuko (hand claws) helping him by digging choice about picking the date, use the night time chart
into the wooden brace under the grey tiles. Lying flat to to determine Base Visibility. The scenery should be based
make his silhouette blend in his eyes darted around the on a samurai villa with 3 buildings within the walled
grounds. Having seen that the grounds contained only complex. The defending side receives 5 base ashigaru to
a handful of ashigaru guards, none of which seemed to place any where they like as stationary guards and the
be particularly alert he gave the hand signal. Dropping ninja force has 3 ninja trainees. There are 8 fire lanterns
soundlessly to the floor he was followed by his Chunin that can be placed anywhere and cast their light a Short
and six genin. Length in every direction.

They spread out quickly, two would cause a distraction The Leader is placed in secret in one of the buildings. He
by setting fire to one of the out buildings while the rest is allowed to have a Hatimoto/Yojimbo on guard inside
descended on the tea house in which Lord Ishizuka and the building with him. All the rest of the force must be
Lord Noguchi were playing … placed in secret in any of the other buildings. We use
off board pieces of paper with the groups, writing the
In the cut throat world of Bushi no Yume there is no building number on the underside of the paper.
quicker way to gain a bit of power and land than
eliminating your neighbour. However, it is sometimes Everyone except the bodyguard is deemed to be asleep.
not the wisest idea to wade in and try and do it yourself. Once the alarm is raised they need 2 actions to be ‘roused’
In these cases a Daimyo can try and contact someone and grab a weapon. It cost 2 actions to get on enough
who can deliver the goods without leaving any blame on armour to count as partial armour.
their tatami – the local Ninja! It is possible that Samurai

20
A character can raise the alarm once a ninja is spotted as 1 BVP point is awarded per 3 KOKU of the enemy killed,
per the rules on Sounds & Warnings. 1 BVP for each 6 KOKU of the enemy seriously wounded
or chased off (left table). An extra 5 BVP is awarded for
The Ninja must start outside of the complex wall. killing or protecting the Leader.

1 BVP point is awarded per 3 KOKU of the enemy killed, Who won the battle - Victory Points
1 BVP for each 3 KOKU of the enemy seriously wounded Base Victory Points will be calculated after the scenario
or chased off (left table). An extra 5 KOKU is awarded for has concluded. The Tomozei who has the highest ON
killing or protecting the Leader. total can add the differential between the two Tomozeis’
totals. Once the BVP has been determined the players
secretly decide how to convert them into Total Victory
Points (TVP).
One option open to the player is to ‘bank’ the BVP by
multiplying them by three (x3). An example would be
a player who has earned 8BVP can bank them and get
24TVP.
Another option is that the player can ‘gamble’ the BVP, by
doing so it is possible to turn a seemingly close defeat
into a narrow victory. A BVP can be traded for 1d6, all the
d6 are then rolled and the total of all the dice ‘pips’ give
the number of TVP.
The players may of course do a combination of both the
above. We tend to just jot down how many points are
REVENGE IS OISHI being banked and how many are to be gambled.
Bushi would be honour bound to right a wrong against
their clan, even if it took years. Once the TVP has been calculated the differential is
A group of Bushi have spent 7 years planning, plotting compared, using the chart below:
and getting into position to avenge their clan. Win by 0-6 points
Indecisive result, any success gained by the victor was
The Daimyo who slighted the other clan is visiting a tempered by the casualties or lack of ON gained. In a
friend for a game of GO. Planning on staying for only one campaign setting it is deemed that neither side gained
night the avengers must act quickly … any Ten,Chi, Jin (TCJ) points.
Win by 7-12 points
The scenario takes place at night but as the avengers Marginal victory gained, but the cost was still quite high.
had no choice about picking the time use the night time In a campaign setting two TCJ points were gained by the
chart to determine Base Visibility. The scenery should victor.
be based on a samurai villa with 3 buildings within the Win by 12-21 points
walled complex. There are 8 fire lanterns that can be A successful encounter, a good show of force was given
placed anywhere and cast their light a Short Length in which had an instant effect on the local population who
every direction. are rallying towards the victorious leader. In a campaign
setting four TCJ points are gained by the victor.
The Leader is placed in secret in one of the buildings. He Win by 21 points or more
is allowed to have a Hatimoto/Yojimbo on guard inside The encounter could hardly have gone any better. The
the building with him. All the rest of the force must be enemy will think twice before taking on the victor again!
placed in secret in any of the other buildings. We use In a campaign setting eight TCJ points are gained by the
off board pieces of paper with the groups, writing the victor.
building number on the underside of the paper.
After the game
Everyone except the bodyguard is deemed to be asleep. If the game is part of a campaign it will be important to
Once the alarm is raised they need 2 actions to be ‘roused’ find out what happens to a wounded character. Lightly
and grab a weapon. It cost 3 actions to get on enough wounded characters must roll a d6, on anything but a
armour to count as partial armour. 1 they are available for the next game. On a 1 they will
miss the next two games. A seriously wounded character,
A character can raise the alarm once an avenger is who was not left on the table if the opposing side won,
spotted as per the rules on Sounds & Warnings. rolls a d6:
6 – character available for the next game.
The avengers must start outside of the complex walls. 2-5 – character misses next two games.
1 – character dies of the wounds.

21
Before the next game a player’s Tomozei can be bolstered Kami no Katana:
back up to the Tomozei’s starting Koku Value, this means The sword was forged using water from a local shrine. The
they can replace any characters who have been killed. kami (spirit) cursed the sword. The sword loves killing and
All Tomozei building restrictions must be adhered to of bestows the user with great strength. It gives the user an
course. additional B+1 to their Combat Total. However, on a roll
of a 1 in the Combat Roll the cursed sword turns on the
Campaigns wielder and does a ‘free hack’ on them at Buki +3.
A campaign can be as simple as a club deciding to play UNIQUE 5 TCJ Points
a mini-campaign over the course of an evening. They
would endeavour to play 3 games and the players would
keep a track of their TCJ points. At the end of the evening
the player with the highest total would be declared
Shogun and obviously it is every one else who buy the
rounds! However, it is also simple to set up an ongoing
campaign where the players are wrestling for control of
an area or areas which have been left in a vacuum by the
sudden demise (those damn ninja) of the local Daimyo.

The differential between TCJ points is used to determine


who has gained more control of the area. The players
may of course get as detailed as they want. Many players
use maps split into areas and use the TCJ points to Hicho Yoroi:
determine how many of the areas a player controls. We Armour that was made by ‘tengu’. Has the benefit of
tend to split the area into 10 and imagine that all the samurai armour but without any of the negative effects
Tomozei involved in the campaign ‘filled’ the vaccum. on movement. 5 TCJ Points
With two players this would be 5 territories each. For
each two point differential in TCJ points a player wrestles O- inori:
control of an area off the opponent. However, all this can A lucky charm from a shinto shrine. Worn on headgear
be done on paper with the differential being used to it enables the wearer to reroll any one die once during a
determine when a player has gained control of the area. game. 3 TCJ Points
A more detailed campaign system and board game is
planned by Surf Shack Games in the close future. Yamabushi’s potion:
Special potion made on the slopes of Mt. Fuji. It will
Once a player achieves a differential of seven or more restore a character’s Kyu Grade to the level it was at the
TCJ points they are entitled to choose the terrain the beginning of the game if it has fallen due to poison. Also
next encounter takes place on. it can be used when a character has to make a wound roll
and enables them to test on a ‘2’. One use item. It costs
Once a player achieves a differential of 20 or more points one action to drink the potion. 5 TCJ Points
the area being fought over is deemed to be entirely in
the player’s control. The next mini-campaign will begin Tengu mask:
with the player already having 2 TCJ points. The wearer can not be affected by spells or kuji kiri.
5 TCJ points
Special Items in campaigns
Players may opt to use the following ‘special’ items in Yoroi kudaki (armour breaking katana):
a campaign setting. They cost the shown amount of This fine sword was forged by a master swordsmith using
TCJ points. These points are then removed from the materials gathered from a volcano. It ignores armour.
Tomozei’s total. Some of the items are classed as ‘unique’. UNIQUE
These items are only available once in a campaign (unless 10 TCJ points
the character dies, at which point they become available
again) and it is first come first served. The winner of the Me no Kami:
last encounter gets to ‘acquire’ items first. The eyes of the gods. This amulet enables to wearer to
have line of sight anyway on the battlefield. They may
Yoroi no Kanasuke: shoot arrows and throw objects over obstacles blocking
Armour used by a Hero of Legend. As well as giving the normal line of sight. Targets right behind cover still get
normal protection it can also ignore the first floored cover benefit.
result in combat. 5 TCJ points
UNIQUE Sake no Bushi:
5 TJC points Drinking this sake before the battle bestows added fury

22
to the drinker. Once a game they may reroll any one TOMOZEI (RETINUE) BUILDING
Combat roll. At the start of each scenario roll a die. On a A basic game of Bushi no Yume entails both players
roll of a 1 the sake is finished. picking 60 Koku worth of characters for their Tomozei
7 TCJ points from the lists below. Up to 45 Koku of these may be
made up of personality characters. However, only one
Hamaya: of these may be a Gunshin. These can be listed on the
Evil destroying arrows made by a shinto priest - lethal to Tomozei Makimono, which may be reproduced for game
all evil creatures. Once a 1 is rolled the character is out of use. Players can of course make custom characters using
arrows. the Koku system which can be found at the end of the
10 TCJ points Tomozei section. In the core rules there are five main
types of ‘classes’ that your Tomozei can be built around,
Omikuji: there will be additional classes and these will appear on
A written horoscope kept close to the skin. One use, the forum from time to time as we playtest them.
protection from surprise attacks and ambush.
8 TCJ points Bushi
The Bushi characters are representative of the samurai
Renshu – Improving your characters class of Nihon. All bushi characters must have the
Improving budo skills is all down to ‘training’ and your Nouroku ‘Yuuki’. The Tomozei should consist of:
tomozei do plenty of ‘on the job training’, honing their A Daimyo (Shuryou/Leader) - they may be mounted.
skills in every encounter. Every character on the winning Aspiring to rise to the top, taking over land and maybe
side will receive a DAN point if they survived the possibly even being made Shogun by the Emperor.
encounter without being seriously wounded. Characters Youjinbou (Yojimbo) – a Hatamoto personal bodyguard.
on the losing side will only get two DAN points to They will give their life to protect their Lord. Well trained
distribute to whichever character they want. and extremely skilled in all forms of combat. In Yume no
Bushi they will often be a ‘Gunshin’.
A character can trade in three of their DAN points to A number of Hatamoto (literally ‘at the base of the flag’,
increase their BUKI skill by one or to enhance their KYU the favoured retainers). Both the Youjinbou and the
GRADE (meaning they get -1 to their Grade). A tomozei Hatamoto may be mounted.
can trade in combined DAN points for the tomozei A number of Ashigaru – the Ashigaru were not strictly
advances noted below, each advance costs a combined ‘samurai’ they were the retainers that the Hatamoto
10 Dan points. bought to the Daimyo’s service. They are commonly
Gambatte (Keep going) – once per game the tomozei armed with a kyu (bow) or yari (thrusting spear).
may reroll any set of activation dice and count the Kyu If playing in a fantasy setting the Tomozei may well have
Grade of the Leader as one better for that activation a Gakusho or Shugenja with them.
only.
Daimyo – 12 Koku
Kyu Grade 2+ Bu3
Kyu and Daisho or Naginata
Nouroku - Shuryou, Yukki

Add +1 Koku for partial, +2 Koku for full armour


Add +1 Koku for mounted

Youjinbou – 19 Koku
Kyu Grade 2+ Bu3
Kyu and Daisho or Naginata
Nouroku - Gunshin, Yukki, Juukan, Iai-jutsu, Sakki,
Menkyo Kaiden
Add +1 Koku for partial, +2 Koku for full armour
Add +1 koku for mounted

Dai Konjo (courageous) – once per game the tomozei Hatamoto – Hanchou – 9 Koku
may reroll any set of morale dice, counting the Leader as Kyu Grade 3+ Bu3
one better Kyu Grade for that roll only. Daisho or Naginata
In/Yo (universal balance) – once per game the tomozei Nouroku – Yukki, Hanchou
can negate the use of one special ability/trait. Add +1 Koku for partial, +2 Koku for full armour
Kamimatte (divine intervention) once per game a Add +1 Koku for mounted
tomozei can negate the effect of any one spell.

23
Hatamoto – 7 Koku Daisho and Kyu or Yari
Kyu Grade 3+ Bu3
Kyu and Daisho Yamabushi
Nouroku - Yukki Warrior monks who live an austere life in the mountains
Add +1 Koku for partial, +2 Koku for full armour who fight when their way of life is threatened. The
Add +1 Koku for mounted Tomozei will consist of:
A Shuryou – who is a fantasy setting will be a
Hatamoto – 7 Koku Mahoutsukai
Kyu Grade 3+ Bu3 A number of fanatic followers, one of whom will be a
Daisho or Naginata Gunshin.
Nouroku – Yukki All of the Tomozei may be mounted.
Add +1 Koku for partial, +2 Koku for full armour
Add +1 Koku for mounted Gunshin Follower – 14 Koku
Kyu Grade 3 Bu 3
Ashigaru – 5 Koku Piercing/cutting weapon or Impact weapon
Kyu Grade 4+ Bu2 Kyoushinsha, Gunshin, Menkyo Kaiden, Juukan
Shoto and Kyu or Yari
Follower – 7 Koku
Rounin (Ronin) – master-less samurai Kyu Grade 3 Bu 3
Rounin roam the towns and villages of Nihon. They are Piercing/cutting weapon or Impact weapon
Samurai (or sometimes wanna be Samurai) who have Kyoushinsha
lost their Lord and are looking to be a new retainer for a
Daimyo. To do this they will have to impress. Alternatively Follower – 7 Koku
they could have taken a less honourable path and Kyu Grade 3 Bu 3
basically become bandits. Rounin are also the source of Piercing/cutting weapon or Impact weapon
many types of ‘Robin Hood’ stories. Kyoushinsha
The Tomozei will typically consist of:
A Shuryou (Leader) who may be as ruthless or as Follower – 5 Koku
honourable as the player desires. Kyu Grade 4 Bu 2
A dedicated follower/bodyguard who will probably be Piercing/cutting weapon or Impact weapon
a Gunshin. Kyoushinsha
A Hanchou (right hand man).
A number of followers. Ninja
One can argue until the cows some home over the actual
Shuryou – 12 Koku role and accuracy of the ninja. Thought by many to
Kyu Grade 2+ Bu3 probably be the equivalent of today’s Special Operating
Kyu and Daisho or Naginata Forces, as in an elite arm of the normal army. The fact
Nouroku - Shuryou, Yukki that they were often working outside the philosophy of
Add +1 Koku for partial, +2 Koku for full armour ‘Bushido’ meant the Daimyo would invent stories of them
Add +1 Koku for mounted being hired assassins. Of course the player may view the
Ninja in a more cinematic or fantastical manner. They
Youjinbou – 19 Koku often use chainmail shirts under their clothing which
Kyu Grade 2+ Bu3 counts as partial armour.
Kyu and Daisho or Naginata Jounin/Shuryou (in pop culture known as a Kage) –
Nouroku - Gunshin, Yukki, Juukan, Iai-jutsu, Sakki, 19Koku
Menkyo Kaiden Kyu Grade 2 Bu3
Add +1 Koku for partial, +2 Koku for full armour Piercing weapon, Shaken/Shuriken
Add +1 koku for mounted +1 Koku for kusuri (chain) weapon
Karumijutsu, Kuji-kiri, Shuryou, Ukemi, Mukon no Jutsu,
Follower – Hanchou – 9 Koku Taijutsu
Kyu Grade 3+ Bu3
Daisho or Naginata Chunin (Youjimbo) – 23 Koku
Nouroku – Yukki, Hanchou Kyu Grade 3 Bu3
Add +1 Koku for partial, +2 Koku for full armour Piercing weapon, Shaken/Shuriken
Add +1 Koku for mounted +1 Koku for kusuri (chain) weapon
Karumijutsu, Kuji-kiri, Ukemi, Mukon no Jutsu, Gunshin,
Follower – 6 Koku Menkyo Kaiden, Taijutsu
Kyu Grade 4+ Bu2

24
Chunin – 17 Koku +1 Koku for cutting weapon
Kyu Grade 3 Bu3 Oki, Yuuki, Shuryou
Piercing weapon, Shaken/Shuriken The Ushi-Oni can make a Long Length move if the move
+1 Koku for kusuri (chain) weapon ends in close combat and the first attack is at Bu5. Always
Karumijutsu, Kuji-kiri, Ukemi, Mukon no Jutsu, Taijutsu counts as having partial armour.
+3 Koku to make the Ushi-oni a Gunshin
Genin – 8 Koku
Kyu Grade 4 Bu2 Oni (ogre/demon) -
Piercing weapon, Shaken/Shuriken Kyu Grade 4+ Bu4
+1 Koku for kusuri (chain) weapon Impact or cutting weapon
Ukemi, Mukon no Jutsu Yuuki
Always counts as having partial armour.
Add any of the following skills for the shown Koku
value: Dai Bakemono – Orc – 6 Koku
Amatsu Tatara Goshinjutsu * +2 Hanchou
Ansatsusha * +3 Kyu Grade 4+ Bu3
Shigamitsuka +2 Cutting/Piercing weapon
Taijutsu +1 Partial armour is the norm +1 Koku
Muto-dori +1
Dai Bakemono – Orc – 5 Koku
MOVIE NINJA – for those of you wanting a horde of Kyu Grade 4+ Bu3
cannon fodder for your heroes to plough through! Cutting/Piercing weapon
NINJA – 4 koku Partial armour is the norm +1 Koku
Kyu Grade 4 BU2
Ukemi, Omake Dai Bakemono – Orc – 5 Koku
Piercing Weapon, Shaken/Shuriken Kyu Grade 4+ Bu3
Kyu (ranged weapon)
Partial armour is the norm. +1 Koku

Bakemono sho – goblin – 3 Koku


Kyu Grade 4+ Bu2
Either cutting or piercing weapon or Kyu
(ranged weapon)
May have Partial Armour +1 Koku
If acting as a group of 3-5 characters their
Bujutsu will increase to Bu3. However, they
tend to squabble and fight so their Kyu Grade
for activation purposes drops to 5+

MYTHICAL CREATURES
Forces of Evil Unless a specific weapon is stated the Bu value of the
In a fantasy setting another tomozei can be formed from creature includes any attack weapons it may have.
the forces of demons and evil Daimyo. Medium Length move unless otherwise stated:
The tomozei is harder to define than most of the other Mukade (giant centipede) – 3 Koku
classes but one possible example would be: Kyu Grade 5+ Bu3
Ushi Oni - Shuryou Oki
Oni – Youjimbo The Mukade has a Long Length move.
One of the Oni will be the Gunshin
An assortment of Dai-Bakemono (Japanese Orcs) Raiju (thunder beasts) like huge red badgers. – 3 Koku
An assortment of Bakemono sho (Japanese Goblins) O portrayed dressed with different weapons.
Kyu 4+ Bu3
They can of course have an assortment of mythical beasts
attached to them. Shishi (foo lion) noble defenders of temples – 7 Koku
Kyu3+ Bu4
Ushi- Oni - 13 Koku Yuuki
Kyu Grade 2+ Bu4 The Shishi can make 2 attacks per action (at -1Bu for the
Impact weapon – often a tetsubo second attack).

25
Tako (giant octopus) – 8 Koku always move one medium. However, this has to be
Kyu 4+ Bu4 towards the nearest human form.
Dokuyaku
The Tako can make 2 attacks per action (at -1Bu for the Oni (ogre/demon) – 7 Koku
second attack) Kyu 4+ Bu4
Weapon
Ushi- Oni - 10 Koku Yuuki
Kyu Grade 2+ Bu4 Always counts as having partial armour.
Impact weapon – often a tetsubo
+1 Koku for cutting weapon Tengu – crow demons – 7 Koku
Oki, Yuuki Kyu 4+ Bu2
The Ushi-Oni Sword B+1
can make a Long Hicho, Juukan
Length move if Often found in flocks with a Leader
the move ends in who is Kyu3+
close combat and
the first attack is Gaki – zombie - 3 Koku
at Bu5. Always Kyu 5+ Bu3
counts as having Short Length move, Poison
partial armour. The Gaki will always move a
movement length towards the
Gotoku Neko – nearest human even if they get no
were cat – 5 Koku actions when activated.
Kyu Grade 4+
Bu4 Yurei – ghost – 5 Koku
Basically a Were- Kyu 4+ C2
wolf. The may always disengage from
The Gotoku Neko combat with no penalty. For three
does not suffer actions the Yurei may reappear
from the multiple anywhere on the table
opponent penalty.
It can appear as Tatsu - dragon – 13 Koku
a normal cat like Kyu 3+ Bu5
human and takes Big
2 actions to shape The Tatsu can spend one action to
shift. take flight. It is then deemed to be
airborne until it lands, while it is
Buruburu (gas airborne it can only be hit by ranged
witch) – 8 Koku weapons, It must land to make a
Kyu Grade 3+ Bu3 Close Combat attack. The Tatsu can
Dokuyaku make two attacks per action but the
The Buruburu causes terror in Kyu 5+ characters, they second is at Bu-1. Tatsu did not have a flame attack.
must pass a 1d6 Kyu Grade Test to move while in Line of
Sight of the Buruburu. They have no move as such but Building a Tomozei
can disappear and reappear within a Long Length of All characters in Bushi no Yume cost the player a certain
their current location per action spent. This means they amount to recruit and retain. This is measured in KOKU,
do not have any movement penalties at all. which in feudal times was an amount of rice (approx one
cubic metre) which was supposed to be the amount that
Kappa – water devils – 7 Koku would feed a person for one year. Effectively a KOKU was
Kyu Grade 4+ Bu3 used as a type of currency.
Magic User, Suijin
The kappa can use any spell but it takes them 2 actions A normal starting Tomozei will consist of characters
to cast a spell. with a total KOKU of 60 or less. Only 45 Koku can be
spent on characters which are classed as personalities.
Mu-shin – void less evil human like 3 Koku A personality is any character with any personality trait/
Kyu Grade 5+ Bu2 ability. These are marked on the list in the trait/ability
The Mu-shin is between a zombie and a ghost. Even if section with an asterix.
they do not get any actions when activated they may

26
A character’s base value is determined by their Kyu Grade Baka yaro! -1
and Buki value. As a guide, an average Ashigaru retainer Tenjiru 1
who has been trained in the weapon they are carrying Yuuki 1
(often a thrusting spear called a yari) has the base value Ikari 1
of: Hicho 2
Kyu Grade 4 Bujutsu 2 Iai jutsu 1
Kuji-Kiri. 2
Choose the base value from the charts below, some of Kusuri Jutsu 1
the more extreme values will only be used by mythical Omake -2
creatures: Ni-to Jutsu 2
Kyu5 Bu2= 1 Dokuyaku 2
Kyu4 Bu2= 2 Nibui -1
Kyu3 Bu2= 3 Sakki 1
Kyu2 Bu2= 4 Mukon no Jutsu 2
Taijutsu/jujutsu 1
Kyu5 Bu3= 2 Tetsujin 1
Kyu4 Bu3= 3 Yadome-jutsu 1
Kyu3 Bu3= 4 Yamabushi 1
Kyu2 Bu3= 5 Muto-dori 1
Karumijutsu 2
Kyu5 Bu4= 3 Hitabashiri 1
Kyu4 Bu4= 4 Ukemi 2
Kyu3 Bu4= 5 Kyoushinsha 2
Kyu2 Bu4= 6
WEAPON CHARACTERISTICS
Kyu5 Bu5= 4 The following descriptions add more detail to the
Kyu4 Bu5= 5 weapons found in the core section of the rules.
Kyu3 Bu5= 6
Kyu2 Bu5= 7

To this base value the characters equipment is added.


All characters are deemed to have some form of tanto
(knife).

C+ value of weapon C+
Cut or pierce weapon +1
Range weapon +1
Weapon has special ability +1
Partial Armour +1
Full Armour +2
Mounted +1

To this value is added any ability/skill values the character


has, those marked with an * are ones that distinguish the
character as a personality.

Shuryou * 3
Hanchou * 2
Amatsu Tatara Goshinjutsu * 2 Aiguchi – a thrusting knife, primarily used to dispatch
Mahoutsuka 3 floored opponents by thrusting under the armour.
Ansatsusha * 3 B+0 except when being used against a floored opponent
Menkyo Kaidan * 3 when it counts as B+2
Juukan* 2
Gunshin * 3 Bo (rokushakubo) – a six foot staff. Due to the way it is
Binshou 1 used characters of Bujutsu 2 or more can forgo the Long
Suijin 1 Reach advantage and instead make 2 attacks an action
Oki 1 at B+0 instead of the normal B+1.
Shigamitsuku 2 Long Reach B+1

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Fukiya – a blow pipe is not very powerful per se. However Shoto signifying samurai rank.
it allows the character to remain hidden if the character
passes a 1d6 Kyu Grade Test. The Fukiya is well known as Kiseru – an interesting weapon due to the fact it is an
a way to deliver poison to the target. almost 3’ long tobacco pipe. They were pointed and even
Short Length range, maximum of three Short Lengths. had the equivalent of a hand guard to make them even
B+0 more ‘short sword’ like. Essentially a weapon for people
who were not allowed to carry a sword. While it is a blunt
Fumata-yari – a thrusting spear which has a barbed hook weapon it is not classed as an inferior weapon to a short
which is used to disarm an opponent. On a winning sword.
combat roll of a 6 the character can decide to forgo any B+1
other combat result and disarm the opponent.
Kusuri-Fundo – a weighted chain also known as a
Jutte – an iron baton approximately 18” long with a blade manrikigusari. It can be used to disarm if the character
catching tine. It allows a skilled character of Bujutsu level has the Kusuri-Jutsu ability.
3 or more to disarm a sword wielding opponent on a B+1
combat result of a 6.
B+1 Kyoketsu-shoge – A double edged knife with a curving
hook with a hair rope ending in a metal ring. It can be
Jo/Hanbo – hardwood baton between 3’-4’ long. If used used to disarm if the character has the kusuri-jutsu
by a character with ju-jutsu ability they benefit from the ability. It can also be used as a Short Length ranged
B+1 but can still choose to make an opponent prone weapon with a two Short Length maximum range.
rather than wounding than making them recoil. B+1

Metsubishi – this can be hurled a Short Length out of


a saya (sword scabbard) or from the hand (it was often
kept in hollowed out eggs). Acts like a Short Length
ranged weapon with a maximum of two Short Lengths
and a B+3. If it is successful it acts like a Tenjiru spell.

Musket/Teppo – the musket had not been in Japan


long when it was cloned (Teppo). Very slow loading the
players will need to mark when it has been fired and is
unloaded. It takes 2 actions to reload and these have to
be in the same activation, there is no automatic reload
like for most weapons.
Medium Length Range
B+1

Nagamaki – a short handled naginata, it’s battlefield


use was to chop horses legs off. It does not get the
Long Reach Weapon ability but counts as B+3 against
mounted targets.
B+2

Kama – a short handled sickle. It can be combined with Naginata – a Japanese polearm it consists of a curving
a weighted chain which then gives it the kusuri weapon blade on the end of an approximately 6’ shaft.
ability. B+2
B+1
Ono – a very large poleaxe. It’s weight means it is
Katana – the famous Samurai sword. The blade has a extremely effective at knocking down armour clad
length of approximately 24”-30” with a handle off around fighters. It ‘floors’ an opponent on a winning roll of 5 or
12”. Primarily a two handed weapon it may be used one 6.
handed. Not as effective as a Tachi against armour. In the B+2
hands of a character with Bujutsu 3 and better the katana
can be used as a ‘move and strike’ weapon. The character Rifle – available in Japan in the early 1800’s in small
can move and strike as one action although this is at a -1 numbers, they were quickly cloned but despised by the
to the Combat Total. ‘true’ Samurai. Some were slow reload (meaning it takes
Will normally be worn as a Daisho – the set of Katana and an action to load during the turn) but later models are

28
‘repeaters’. However they can only be fired a maximum Length away. The character rolls a Kyu Grade Test on 2d6,
of twice per turn even with characters who are able to on only 1 success the opponent may move the target
make more than one attack. point one Short Length, this has to be away from the
Long Length Range character spreading the tesubishi.
B+2
Tetsubo – a thick iron plated staff. Studded at the end that
Shuriken/Shaken – throwing darts and‘stars’, shaken is the is thicker. It is used to flatten the opponent while using it
star shaped throwing weapon that we all love so much as a ‘shield’ against blade attacks. It gives the wielder the
from Ninja movies. In reality they were a short ranged same protection as partial armour. If the wielder is Bu 3
throwing weapon used by all fighting classes. They have or more they can use any hit to make an opponent prone
a B+2 value due to the fact that it is supposed more than instead of recoiling.
one is being hurled in one attack. . The character can B+2 Impact
move and hurl as one action although this is at a -1 to
the Ranged Combat Total. Wakizashi/Shoto – the short sword which has a blade
of approximately 18”-24”. It is the second sword which
Sodegarami – A polearm made with a many barbed makes up the Dai-sho and is the main sword found in the
head which was used to entangle opponents. It allows possession of non Samurai.
the user to lay the opponent prone on any result that B+1
would see the opponent usually recoil.
B+1 Long Reach Weapon Yari – a straight bladed spear of about 7’ with a 1’ blade. It
is a Long Reach Weapon in the hands of any wielder.
Tachi – the Tachi was a long sword, longer than the B+2
katana, that had a far more pronounced curve in the
blade. This was used mainly to thrust and then push up Yari-nage – this is a throwing spear. It can be used as a
under armour. Because of this it reduces the effectiveness short thrusting spear. It has a Short Length range with a
of partial or full armour by -1. three Short Length maximum range.
B+2 B+1

Tanto – this is the Japanese dagger, it may also be thrown Magic in Bushi no Yume
as a B+1 Short Length ranged weapon. The following rules are for players who want to set their
B+1 games in the mythical environment of medieval Japan.
Traditional stories, and their modern ‘manga’ and ‘anime’
versions are a great source of ideas for this period.

There are three classes of Mahoutsukai (magic users) in


Bushi no Yume:

Gakusho - these are the mainly Shinto or Buddhist


priests, will also include visiting ‘mystics’ to the shores of
Nihon however. They can only use the spells marked (G)
on the spell list.

Shugneja – basically what the west would call a wizard.


They are a student of occult practices revolving around
the teachings of Chinese Taoists. The magic revolves
around the properties of the Five Elements of nature.

Personalities – some characters and types of characters


(ninja for example) may be limited magic users.

Mythical beasts – some of the mythological animals will


have some magical abilities.

Films in the Chanbara genre, such as Yojimbo, are excellent inspiration for Magic is treated as a form of attack and takes one action
games of Bushi no Yume. to ‘cast’. However, the more actions that are used to focus
Tetsubishi – caltrops, they can be spread as a hurl action. the ‘spell’ the more power it potentially has. Just like any
The caltrops form a Short Length diameter patch of other attack casting uses the Bujutsu value of the magic
difficult ground centred on a target point up to a Short user. However, the Bujutsu value of the magic using

29
character is doubled. For example if the character is a Spells in Bushi no Yume
lowly Bujutsu 1 usually they will be Bu 2 when casting.
A Bu 2 character will be Bu 4 when casting. Every action KIAI – not really a spell as such. A Kiai is a psychological
spent on focussing the spell will add one (+1) to the BASE attack on an opponent prior to a strike. If successful the
Bujutsu value before it is doubled. Thus a Bu 2 character target is Fazed unless they roll 3 successes on a 3d Quality
using an action to focus will cast a spell with a value of check. A character may move and Kiai OR Kiai and strike,
Bujutsu 6 (2+1=3 then 3x2=6). both these options suffer a -1..
All personalities can use Kiai – Range - Short Length
Apply the Magic Modifiers to this value, spells will have
a ‘range’ just like ranged fire. The Target of the spell Hi no Tama –a ball of fire erupts towards the target.
always uses a base value of 2 unless they have some Causes a B+3 hit on the target and any character within
special magic resistance which may increase this value. a base width of the target. Any character within a base
Add the roll of 1d6 to each value and compare on the width of the path of the fireball suffers a B+2 attack.
Casting Result table. This will tell the player if the spell Range - Long Length
was successful and how powerful it was.
Tenjiru/Saminjutsu (G) – basically a hypnotic attack, the
Ranged fire modifiers: target is fixed in place in place unless they roll 3 passes
Target is in effective range to (2x range band) 0 on a 3d6 Kyu Grade Test. It takes two actions to shake of
Target is 2-3x range away -1 the effects.
Target is 3-4x range away -2 Range - Short Length
Target 4x to max range away -4
Target obscured -1 Energy Blast – the target is hit by a mental ball of energy.
Target prone (no modifier within Short) -1 The target takes a B+2 hit and is pushed back 2 base
Target is floored +2 widths. Caster must have an unobstructed line of sight
Casting at a character with the ukemi etc skill -1 to the recipient..
Range - Medium Length
Once both Casting Totals have been worked out they are
compared on the; Energy Push (G) – the target is pushed back a medium
Casting Results Chart, if wearing armour add to losing stick, unless they make 2+ passes on a 3d6 Kyu Grade
roll then compare: Test, and is made prone.
Range - Medium Length
Draw: Spell was cast but had little effect. The recipient
of the spell must roll a Kyu Grade Test on 1d6, if they fail Illusion – the target and anyone within a short of them
they recoil a base width away from the caster. sees an illusion which causes panic. They must make a
morale check on 2d6 immediately.
Win but not double or more the opponent: Range - Long Length
•Caster – the spell was successfully cast.
•Recipient – the spell was cast but had no effect. Protection spell (G) - the target receives +2 on any losing
combat roll for the players activation phase.
Win and double or more the opponent:
•Caster – spell was successfully cast with an enhanced Healing spell (G) – the target recovers from being
effect on recipient. B+1 on any effect the spell has the wounded to just being ‘prone’. The target must not be in
potential to do. combat at the time of healing.
•Recipient - spell was successfully cast but the recipient
was seen to ‘shrug’ the effect off. Recipient’s Tomozei At any time if a magic user rolls a ‘1’ on the attack die the
gain 1 ON. energy has been deflected back to them … they become
‘fazed’.
Win and triple or more the opponent:
•Caster – spell was spectacularly cast with an enhanced
effect on recipient. B+2 on any effect the spell has the
potential to do,
•Recipient – the Caster suffered a ‘backlash’ from the
failed attack and takes a B+3 attack.

Spells only affecting the Caster or their Tomozei are


worked out in the same way against a ‘target’ C of +2.
Ignore any negative effects from the roll for the Caster. It
either works or does not work.

30
Bushi no yume qrs
Activation Results Table Here they come - Closing to contact with an opponent
Dice Roll Actions who has a ranged weapon can be difficult. If the
1 failure no action; player may activate another opponent has a ranged weapon, and the attacker starts
character. further away than a Short Length they may choose to try
1 success 1 action, then player may activate and get a shot out as the attacker closes. They roll 3d6
another figure. Kyu Grade Test Roll when the attacker is a Short Length
1 success & 1 failure 1 action, then player may activate away, Shuryou bonus may not be added:
another figure. 3 Successes – character gets a shot at the attacker. This is
1 success & 2 failures 1 action, then play passes to the worked out normally but with a -1 to the firer. If this does
opponent. not stop the attacker the character fights using his best
2 or 3 failures no actions, play passes to the weapon.
opponent 2 Successes - character gets a shot at the attacker. This is
2 successes 2 actions, player may activate worked out normally but with a -3 to the firer. If this does
another character. not stop the attacker the character fights using his best
2 successes & 1 failure 2 actions, player may weapon.
activate another character. 1 Success – the character decides against trying and
3 successes 3 actions, after that the player may readies their weapon. Fight close combat as normal.
activate another character. 0 Successes – the character fails miserably to get a shot
On a roll of 1,1,1 the character’s Kyu Grade worsens +1 out and is caught trying to change weapons. They count
On a roll of 6,6,6 the character receives 4 actions. as being ‘fazed’.

Action Cost Close Combat


Normal Length Move 1 action Blunt impact weapons +1
Short Move through dense/hindering terrain 2 actions Examples: tessen, yawara, jutte, improvised impact
Close Combat attack 1 action weapons, kusuri-fundo (manrikigasuri), Unarmed
Perform a powerful hand to hand attack combat skill, jo, hanbo, rokushakubo, nyuibo
( -1 on opponent’s total) 2 actions Short bladed weapons +1
Achieving ZANSHIN 2 actions Examples: tanto, aiguchi, shoto (wakizashi), kama,
Snap attack with a ranged weapon 1 action shoge,
Aimed Shot with a ranged weapon Longer bladed weapons +2
(-1 on opponent’s total) 2 actions Examples: katana, dai katana, no-dachi, tachi, ninjato,
Reload or swap a weapon during a turn 1 action yari, naginata, ono
Disengage from hand to hand combat 1 action
(move one base width away) The COMBAT TOTAL is:
Recover from floored (remain prone) 1 action Characters Base Bujutsu Value (Bux) + the weapon’s Buki
Standing from Prone 1 action (B+x) + Combat Modifiers + the roll of a D6
Casting a spell 1-3 actions
Combat Modifiers
Higher ground or defending obstacle +1
(On contact only)
Better weapon modifier if applicable +1
Mounted vs non mounted (on contact) +2
Attacking floored/immobile opponent +2
(any non kill hit is a wound)
Attacking from prone +1
Ambushing +1
Powerful blow (on opponents Bu) -1
Fighting multiple opponents (per) -1
Fazed * -1

31
Bushi no yume qrs
Ranged Combat Wound Check
The firer and target both roll to find their Combat Total as Use the following mechanic if the Combat Result table
below: indicated that the character must make a wound check.
Characters Base Buki Value (Bx) + the weapon’s Buki (B+x) At the beginning of the player’s next turn they roll 3d6,
for the FIRER only + Combat Modifiers for the FIRER trying to pass as many ‘die’ as possible depending on
ONLY+ the roll of a D6 what weapon caused the wound:
Thrown blades, weights, fukiya and pistols • Test against a 4 if the weapon was any impact
Short range +0 or ranged weapon.
Shuriken/Shaken (models a number thrown rapidly) •Test against a 5 if the weapon was any cutting
Short range but can move and fire +1 or piercing weapon.
Muskets and Hankyu •Test against a 6 if the character is already
Medium Range +1 wounded or is poisoned and their Kyu level has
Rifles (post 1830s) and Dai Kyu reached ‘7’.
Long Range +2
3 successes – Flesh wound, back in action, the
Ranged fire modifiers: character stands and can be activated
Target is in effective range to (2x range band) 0 this turn.
Target is 2-3x range away -1 2 successes – Bad wound, can only move short and is
Target is 3-4x range away -2 on -2 to Combat. The character stands and
Target 4x to max range away -4 can NOT be activated this turn.
Firing and moving in same action (limited) -1 1 success – Serious wound, is out of action and needs
Firing from Zanshin -1 to be carried.
Firing at ‘Hidden’ target -5 0 success – Mortal wound, the character is dead.
Target obscured -1
Target prone (no modifier within Short) -1 Seppuka
Target is floored - non Kill hit is a wound. +2 must make a Kyu Grade Test on 3d6.
Shooting from ambush position +1 0 successes – The character completely botches the
Target is Mounted, Big or Huge +1 attempt. The tomozei lose double the ON than normal.
Anyone taking an Aimed shot -1 The Second rolls a d6 and on a 6 they receive 3 ON for
Applied to the opponent’s combat value making a final cut which restores some dignity to the
Using unfamiliar weapon -1 situation.
Firing at a character with the ukemi -1 1 success – If the Second passes a 1d6 Kyu Grade Test the
tomozei will not lose any ON. If there is no Second the
Compare on the, Combat Results Chart, if wearing armour tomozei will lose the normal amount of ON +1.
add to losing roll before comparing. 2 successes – The character shows great ‘Ki’ and the
tomozei will not lose any ON. Of course the Koku loss
COMBAT RESULTS TABLE will count towards the tomozei’s 50% point test.
Draw: 3 successes – The character could not have performed
Ranged combat misses better, the Second gains 1 On and the characters tomozei
Melee combat move attacker/s back a base width and gain 4 ON. Of course the Koku loss will count towards the
the figures are disengaged. tomozei’s 50% point test.
Win but not double or more the opponent:
Ranged combat, target seeks cover.
Melee combat, opponent recoils back a base width,
winner/s may follow up, back into contact unless
otherwise engaged in close combat.
If won on a 6 the opponent is ‘floored’
Win and double or more the opponent:
Wounded - Loser ‘floored’ and must make a wound check
at the start of the owning player’s turn. Until the check
they count as being ‘floored’.
Win and triple or more the opponent:
Opponent is killed outright.
On a ‘6’ Gory DeathWOUND CHECK TABLE

32
Bushi no yume qrs
Shuryou * (Leader) – the character is the leader of the tomozei and can choose to ignore the result and disarm the opponent instead.
has a Command Distance of a Long Length. They are capable of This makes them drop the weapon that they are using.
giving a ‘Group Order’ and enhance a characters Kyu Grade (-1) if Kyoushinsha – the character is a fanatic. They always conduct Morale
the character is activated within the Command Distance and Line of Tests at -1 to the Kyu Grade and their first strike in a Close Combat
Sight of the Leader. This also effects various Kyu Grade tests such as phase is at Bujutsu +1.
Morale. Mahoutsuka * – the character is a magic user.
Hanchou * – the character is the Leaders ‘right hand man’ and has a Menkyo Kaidan * – the character has attained the highest ability in
Command Distance of a Short Length. Within this Command Distance their particular ryuha (martial arts school). They may make more than
a character will act as one better Kyu Grade during activation and one attack per activation, using an action to make each attack.
Morale. Mukon no Jutsu – the character is stealthy and is very skilled at using
Gunshin * – the character is a Hero. They automatically pass one die the environment to their advantage. As long as the character stays
roll on a 6 for activation, task and morale purposes. In addition to this within a base width of concealing terrain they count as being ‘hidden’.
they may cause a reroll of any one set of dice for their force or the Moving between objects and keeping the hidden status is possible. It
opponents per game. is a normal Task Roll.
Amatsu Tatara Goshinjutsu – the character has a knowledge of Muto-dori – the character is skilled at unarmed defences against
traditional medicine and can increase the likelihood of an injured bladed weapons. The bladed weapon is not counted as a superior
character recovering when making their wound roll. If the character weapon. On a winning roll of a 5 or 6 the character has disarmed their
is next to the character who is making the wound roll the character opponent.
will test against a 3. Neither character must be in combat or within a Nibui – the creature or character is very slow to move and may only
base width of an enemy character. make one movement action an activation.
Ansatsusha * – the character is highly trained in assassination Ni-to Jutsu – the character is skilled at fighting with two weapons,
techniques. Any hit inflicted by the character will cause a wound often a long and a short sword. This offsets the fighting multiple
and doubling the opponent means they will test on the wound table opponents penalties. However, no superior weapon modifier may be
against a ‘6’. claimed.
Baka yaro! – the character is somewhat dim witted and is not able to Oki – the character is very large (Dai-oni for example). They receive
follow directions or pay attention for any period of time. Dim witted an additional +1 in close combat against characters who are not
characters suffer a +1 on their Kyu Grade for activation. themselves classed as ‘Oki’. Any ranged attack on an Oki character
Binshou – the character is very agile and their Kyu Grade is at -1 for receives a +1 to the Combat Total.
tasks that require agility. In addition to this, any ranged projectile Omake - beware of being an extra in a chanbara movie, you will only
attack on the character is at -1. be their for the main characters to cut through! Omake are removed
Dokuyaku – the creature or weapon is poisonous. Every time a poison from play on ANY combat roll loss.
attack hits on a roll of a ‘6’ the target’s Kyu Grade is increased by one. If Rikishi – the character is very strong and will have an advantage
it ever exceeds 6 the target tests on the wound table against a ‘6’. when performing tasks which involve strength.
Hicho – the character can attack as they use a flying movement action Sakki – the character can sense danger and can not be surprised or
past an opponent. They must use an action to perform the attack but ambushed. All Samurai personality characters and all Gunshin have
so long as they win the combat they may continue their move action. this ability as standard.
They do not suffer a ‘disengage’ attack. Shigamitsuku – the character/creature can ‘walk’ on walls, ceilings,
Hitabashiri – the character is very swift, they may make one Long trees etc. They will never fall unless wounded badly and if the terrain
Length movement action per activation. would allow, they always count as attacking from a higher elevation.
Iai jutsu – the character is skilled at drawing and cutting with their Suijin – the creature is equally at home on land or in water and may
weapon while they are moving. The character can strike with their cross any water type terrain with no movement or combat penalty.
weapon at the end of a movement action. However, this attack is at Taijutsu/jujutsu – the character is skilled in unarmed combat. They
-1 to the Combat Total. can choose to put the opponent on the floor, prone, instead of
Ikari – the character has a hatred for particular creatures or family making them recoil.
enemies. One such object of their hatred must be specified and in Tenjiru – the character is a master at distracting their opponent.
combat against the target of their hatred they receive a +1 to the They can use the ‘Tenjiru’ spell, even if they are not a magic using
Combat Total. character.
Juukan – the character is adept at striking while moving past an Tetsujin – the character has nerves of steel. They treat Morale tests at
opponent. They may strike at any point of their movement action. one better Kyu Grade.
So long as the character does not lose the combat the character may Ukemi – the character is adept at rolling out of danger. Their Kyu
continue moving. Grade is two better (-2) for any rolls involving climbing and avoiding
Karumijutsu – used mainly in a ‘mythical’ setting this ability allows falling damage. In addition they can use Ukemi to roll out of the way
the character to leap a short distance in any direction (including of a strike. The character deciding to use ukemi receives a +2 on their
upwards). If the landing point is a small area (less than 2 base widths) Combat Total but can not harm the attacker even in Close Combat.
they must roll 3d6 Kyu check: Instead any winning roll lets the character move a short length in a
3 successes – fine chosen direction. This models a number of defensive moves ranging
2 successes – deviate randomly left or right one base width (might from ‘tobi’(leaping). nagare (flowing roll) and even the more fantastical
mean fall) acrobatic moves like cartwheels and somersaults. This ability can be
1 pass – same but two base width used against ranged attacks that are not ambush attacks.
0 pass – fails leap in some comical fashion, they miss the landing Yadome-jutsu – the character has been trained in an okuden (oral
spot. transmission) which has enabled them to be able to cut ranged
Kuji-Kiri – the character is skilled at the esoteric hand weaving weapons from the air. If a ranged attack hits the character rolls a d6.
movements and ‘air cuttings’. Although often associated with the ninja On the roll of a 5+ the missile has been cut from the air.
it was in fact used by a number of ‘samurai’ ryuha. The character can Yamabushi – the character is a ‘mountain man’ and does not suffer
use the ‘Tenjiru’ spell, even if they are not a magic using character. any terrain penalties for difficult ground.
Kusuri Jutsu – the character is skilled at using chain weapons to Yuuki – the character is fearless, they are immune to the effects of
disarm their opponents. If they win the combat roll by rolling a 6 they gory deaths and test for morale at -1 to their Kyu Grade.
33
武 Kyusho waza – precision strike
士 +2 to combat roll.
karma の
Play before rolling the Combat
Roll.


Kyusho waza – precision strike

karma
+2 to combat roll.
Play before rolling the Combat
の Roll.


Kyusho waza – precision strike

karma
+2 to combat roll.
Play before rolling the Combat
の Roll.


Kyusho waza – precision strike

karma
+2 to combat roll.
Play before rolling the Combat
の Roll.

武 Kudaki waza – breaking blow. If
the combat roll is won by double
士 or more the attacker can choose to
karma の
‘break’ the opponents weapon. This
leaves the opponent ‘fazed’ for the
turn.
夢 Play after results are known.

34
武 Kudaki waza – breaking blow. If
the combat roll is won by double
士 or more the attacker can choose to
karma の
‘break’ the opponents weapon. This
leaves the opponent ‘fazed’ for the
turn.
夢 Play after results are known.

武 Mystic Apparition – a mystic/ghostly


士 spirit seemingly appears and the

karma の
target of the card is fazed for the
turn.

夢 Play immediately.

武 Hyaku Hyakyu – a character may


士 make one extra medium movement

karma の
during their activation.

Play during activation.



武 Hyaku Hyakyu – a character may
士 make one extra medium movement

karma の
during their activation.

Play during activation.



武 Yadome Jutsu – the character is adept
士 at cutting arrows out the air. Play

karma
when a character is targeted by ranged

の weapons.
The firer is at -3 to the fire roll.


Play before rolling Combat Roll.

35
武 Yadome Jutsu – the character is adept
士 at cutting arrows out the air. Play

karma の
when a character is targeted by ranged
weapons.
The firer is at -3 to the fire roll.


Play before rolling Combat Roll.

武 Kami Kaze – Divine Wind – a divine


士 wind blows against the enemy for

karma
the turn. The enemy can not indulge

の in ranged fire at all this turn. Any


movement is reduced by a Length.


武 Kami Kaze – Divine Wind – a divine
士 wind blows against the enemy for

karma
the turn. The enemy can not indulge

の in ranged fire at all this turn. Any


movement is reduced by a Length.


武 Saru mo ki kara ochiru. – Even monkeys

士 fall from trees – a character trips up during

karma
movement. The character that the card is
played on must stop their movement when
の the card is played. They are placed prone
but may carry on if they have any actions
夢 left.

武 Meishin – in a land ruled by superstition

士 a character hesitates when they think they

karma
have seen a ‘sign’ the character loses
one action … play after the opponents
の activation roll.


36
武 Rain – torrential rain hits the area.
士 Until the end of the game any ranged

karma の
fire is a -2. After 3 turns all movement
is reduced by a Length.


武 Me no Kami – eyes of the gods
士 – apparently protected by the gods
karma の
the figure can ignore any wounding
hit.
Play when hit with a wounding roll.

武 Me no Kami – eyes of the gods
士 – apparently protected by the gods

karma の
the figure can ignore any wounding
hit.
Play when hit with a wounding roll.

武 Me no Kami – eyes of the gods
士 – apparently protected by the gods

karma の
the figure can ignore any wounding
hit.
Play when hit with a wounding roll.

武 Me no Kami – eyes of the gods
士 – apparently protected by the gods

karma の
the figure can ignore any wounding
hit.
Play when hit with a wounding roll.

37
武 Zanshin – a character may make
士 an additional action. This must be

karma の
played while the character is in their
activation phase.


武 Zanshin – a character may make
士 an additional action. This must be

karma の
played while the character is in their
activation phase.


武 Zanshin – a character may make
士 an additional action. This must be

karma の
played while the character is in their
activation phase.




karma の



karma の

38
A scene from a ‘Keep Out’ scenario game. The Nagato and Ishizuka Clan have met at the bridge and an altercation
starts. Kurosawa San (blue facings) and Ogechi San (red facings) square off against each other on the right hand side
of the bridge. Both are Bushi and both have a Kyu Grade of 3 and a Bujutsu level of 3. Their initial round of combat
had resulted in a draw and they had pushed each other back. Kurosawa had then activated and got 3 actions. Rushing
back into the combat (he would have lost ON otherwise) he spent one action to move in and decides to attack with
a powerful strike, spending an additional 2 actions on doing so. Both rolling a die we see Kurosawa rolling 5 and
Ogechi rolling 3. They are both using Katana so there is no better weapon modifier but Ogechi’s Bu is reduced by
1 for the powerful strike ... this gives a CT of 3 (Bu) +2 (katana) + 5 (die) = 10 for Kurosawa and 2 +2 +3 = 7 for
Ogechi. Ogechi has been hit but his full armour allows him to add two to a LOSING CT so when comparing it on the
table the CTs are 10 v. 9. Kurosawa has won by one and therefore pushes Ogechi back a base width. Kurosawa San
decides to follow up and next combat round will use his Ki. Combat between two equally matched, fully armoured
characters relies on a getting ‘lucky’. This could be from the use of a Karma Card, a good roll versus a bad roll or
winning on a ‘6’ which would have meant Ogechi San had been ‘floored’.

どうも有り難うございます
Bushi no Yume would not have been possible without the patience, help and
support of many people. The following deserve a special mention:
• Juni, my wife, Khally & Keshia, my daughters - can’t think of any other people who would put up
with my obsession with the Bujinkan, surfing/skating and playing games!
• Hatsumi Soke - the Grandmaster of the Bujinkan - this is all his fault !
• Agis Neugebauer (www.adpublishing.de) for the photos of his lovely painted miniatures, all his
apart from the one on this page - also check out his brilliant rules for WWII and Mechs!
• Khally Saarman-Jones for the wonderful photos of Japan.
• Duncan Stewart - for being the best student I could wish for ... now he is teaching me!
• Andrea Sfiligoi - the man behind Ganesha Games, these rules owe a lot to my Flying Lead set
of rules published by Ganesha and without Andrea’s Songs of Blades & Heroes (that Flying Lead
was based on) this set would have been very different. For fantasy action set outside of Japan
check out the superb stable of SOBH rules at http://www.ganeshagames.net
• Shaun McTague for putting up with my continual playtesting and gaming ADHD.

39
Bushi no Yume
Welcome to the land of the samurai and
ninja. Contained within this makimono


(scroll) is all the ancient teachings and
waza (techniques) of the legendary
warriors of old, enabling you to perform
like them. Follow the path of the Bushi
(samurai), the Ronin, the Oni (devils) or
even the Kusa (ninja).
Well OK not quite. But what you will find within


the covers of this fast play set of skirmish rules
is everything you need to play out the historical,
theatrical and even the fantastical action of fact and
fictional Japan. Build your Tomozei (retinue) from a
wide range of characters, all with different abilities
and weapon skills. Fight for your honour, Giri
(duty), money or just for the pure ‘fun of it’. Sample
scenarios lead onto the simple advancement and
campaign ideas. You may see your Tomozei fighting
for control of the neighboring fief or even seeking
to become the next SHOGUN.

Optional weapon detail, Ki Points and Karma Cards


add even more fun to your games.

The game can be played using any figures from your


collection in any scale. A standard game in 28mm uses a 3’-4’
square table and is over in about 50 minutes.

神出鬼没 shin shutsu ki botsu

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