Ge Koku Jo Rules:

Samurai Skirmish

Reviewed by John Boehm

This is an interesting little set of rules produced by Lowell A. Francis and H. G. Walls. It is available from H. G. Walls, 3026 Spring Brook Drive, South Bend, Indiana 46614. There was no price listed for the rules. The rules consist of an 8 1/2 x 11 inch booklet with a semi-gloss cover and 31 pages which include black and white illustrations. As described, it is a fast paced game for Samurai skirmish games, intended to be played with a variety of scales and sizes in games lasting under two hours. In addition to the rules you will need a ten side die, playing or index cards, rulers and markers.

The rules are designed to play skirmish battles with each player controlling a force commanded by a Busho and made up of contingents commanded by sub-commanders known a s Taishos. In addition to these command personalities there are heroes. The units consist of Samurai warriors, warrior monks, and basic foot troops, Ashigaru. The warrior monks (Sahei) and the Samurai may be either foot or cavalry.

The rules are clearly written, easy to read and straight forward. They are accompanied by quotations regarding the Japanese art of war to place players in the proper frame of mind. The game uses of sequence deck which allows the various commanders to activate individual units which then perform actions including fire, charges, movement, melee and morale checks. Sequence decks include cards for the leaders and hero, 3. The presence of command is essential for executing actions, and units which happen to be out of command may only fire or fall back.

Figures are mounted individually. Each level of command has a command radius. Individual figures may thus also be out of command and limited in their ability to perform actions. Actions are resolved simultaneously. Both missile combat and melee combat is straight forward. Melee involves pairing off individual figures or in some cases doubling or tripling figures on individual opponents Morale check result from certain actions including missile fire, charging or being charged and post-melee situations. Commanders may become casualties which will also affect morale. There are also provisions for duels between personalities.

The rules contain examples of play and a point system, as well as optional rules to add a little more flavor. There are also optional rules to incorporate Japanese mythological creatures as well as magic for those so inclined. There is a section on developing campaigns for use with these rules and recommendations as to various board or role playing games that would lend themselves to such campaigns. Finally, the rules author has included his own design notes which are always very helpful in gaining an understanding of the premises and concepts inherent in the game.

Overall it appears to be a simple, straight forward set of skirmish rules for the Samurai period which can be easily grasped and which should provide an enjoyable fast priced game.

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