Daimyo
Samurai Wargames Rules
1550-1615

2. Sequence of Play

by Ian Duncan

The game is played as a series of game-turns. During a game-turn, each player will take it in turn to activate a single clan or his General. When activated, the units in the clan may move and conduct combat actions. Units in non-active clans do have some limited actions they may perform such as fighting against or responding to charges by the active clan. Activating the General allows movement of the General (if mobile) including any unit he is attached to, and his hatamoto bodyguard.

A. Beginning of turn

At the beginning of a game-turn test for a change in the weather (if using weather rules). Next, test for initiative. Each player rolls a d6 and adds the score to his General’s Command Rating. Seated Generals gain an extra +1. If the General has been incapacitated then no additions are made to the die roll. Deduct 1 for each friendly unit that has been destroyed/dispersed and also for those currently in rout. The player with the highest result has the initiative for this game-turn; re-roll if scores are tied. The player with the initiative chooses to be the first or second player to dice for clan activation.

An alternative card-driven system is described below which gives players much less control over the activation of their clans and is also recommended for solo play.

B. Clan Activation

Players alternate in attempting to activate their clans. To activate a clan, roll 2d6 and add the daimyo’s rating and also +1 if using a seated general. A score of 8+ is required to make the clan active. A score of less than 8 means the chance has gone for that clan this turn and the other player now chooses a clan. If the daimyo is dead no additions are made to the die roll. Only one attempt may be made to activate a clan per turn. A player may choose to activate his general instead of a clan. No die roll is required for this.

Should the clan be successfully activated, follow the sequence in the table below for all units in the active clan that have not been activated earlier in the turn. First, units that made a Rout move or were Frenzied the last time they were activated may take a rally test in an attempt to rally. Next, all units in the clan that can and wish to move and manoeuvre do so. The daimyo can be moved at this time also. Firing by arquebusiers and archers is then conducted followed by melee resolution for any units of the clan in contact with enemy units. Units outside command radius of their daimyo have to test obedience to move but may rally, fire and melee normally. Should the Daimyo be incapacitated, all units in the clan wishing to move must test obedience.

Morale tests may be required during the Move/Manoeuvre phase to initiate or respond to a charge. Other morale tests are carried out at the end of turn. Units may have been activated earlier in the turn due to enemy action or morale tests. If so, then that unit cannot perform any of the above actions during it’s own clan activation. Conversely, a unit activated normally may respond to an enemy unit activated later in the turn, say, in response to a charge or a failed morale test. A unit can be activated earlier in the turn by any of the following:

    Morale induced movement (rout, retreat, retire and halt)
    Pursuing
    Response to being charged.
    Fighting in melee*

*May only affect some stands – other stands in the same unit could fight a different opponent later that turn should a fresh enemy charge in to create a multi-unit melee.

C. End of Turn

First, check morale of any unit requiring to do so (see section 5 Morale). Next, check victory conditions to see if either side has won. This will depend on scenario but the method described in section 10 Winning & Losing can be used for encounter style battles. If there is no victor yet, the disorder markers are removed from any units that successfully rallied or reformed. Then any leader who has not yet moved may now move. He may join or leave a unit. If he is attached to a unit that has not been activated this turn, the unit cannot be activated but the leader can still move independently. Once leaders have moved, roll 1d6. A 6 indicates a possible random event. Consult the random event table if necessary and then begin a new turn.

Sequence of Play
A Start of Turn
1 Weather Test (optional)
2 Initiative Test
B Clan Activation
1 Clan activation test
2 Rally attempts by Frenzied and Routing troops (optional).
3 Move / Manoeuvre.
4 Firing.
5 Melee.
C End of Turn
1 Morale Tests
2 Check Victory Conditions
3 Remove Disorder markers from reformed or rallied units
4 Unactivated leader movement
5 Roll for Random Event (optional)

Sample Random Events Table – Roll 1d6. Make up your own table – be creative!

Die RollEventEffect
1Bad VisibilityOnly fire at effective range allowed next turn. At the start of each turn after the next, roll 1d6: 1-3 = Bad visibility continues, test again next turn; 4-6 = Normal visibility restored, no more tests needed.
2SunsetThe game will end in as many turns as shown on 2d6. The first time this occurs, it can be ignored, but only by the mutual consent of both players.
3Surprise MarchNext turn, all units in the first clan activated move double distance for normal moves and manoeuvres.
4Heroic ChargeNext turn, first unit to charge into melee gets an additional +3 melee modifier.
5Superb DisciplineNext turn, all disordered units in the first clan activated regain good order before the movement phase. Remove any disorder markers.
6FanaticismNext turn, all unengaged non-disordered samurai, ronin and warrior monks of the first clan activated must attempt to charge nearest facing enemy.

Alternative Card System

Sample cards for the Takeda and Uesugi clans will soon be available for download from the “Daimyo” web site. Alternatively, ordinary playing cards can be used. One side uses red cards, the other black. Face cards represent the Generals and numbers represent the clans.

The Clan Deck

This consists of the following:
One card for each clan in both armies ideally stating the clan name and mon.
One card for each General bearing the General’s name and mon.

Game Turn Sequence

A. Both players dice for initiative as described above. The player who has the initiative chooses the first clan to be activated and removes that clan’s card from the deck. The chosen clan must dice for activation as above. The remaining cards (of both clans) are shuffled together. Once all activities of the chosen clan have been completed, go to step B.

B. One player draws a card from the Clan Deck.
If it is a clan card, go to step C.
If it is a general card, go to step D.

C. Clan Card.

The clan drawn may dice to activate as normal. Follow the procedure above for the active clan. When all activities for this clan have been completed, return to step B above.

D. General Card.

The General is activated and may behave as explained above. When the General’s activities have been completed, return to step B above.

Once the last card has been drawn and acted upon, proceed to the End of Turn sequence detailed above.

Daimyo Samurai Wargames Rules 1550-1615


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