by Bill Boyle
Campaign Rules PLAYERS - campaign across the length and breadth of Japan trying to become Shogun using DBA for tactical combat. VICTORY - goes to the player who most clearly demonstrates the Samurai spirit. The player who becomes Shogun also wins. ARMY LISTS - each player selects 12 elements from the allowed list. CITIES - each player starts with three cities, one of which is the capital of their clan. If the CAPITAL is CAPTURED, the player has two turns to recapture or is out of the game. SUPPLY - each city can support four elements. A player must be able to trace a line of friendly cities back to owned cities to be in supply. Elements not in supply at the beginning of the winter turn are eliminated. REPLACEMENTS - three cities create one replacement during the winter turn. CAMPAIGN YEAR - the year consists of seven turns and then a winter turn. Troops can only be replaced during the winter turn. All elements return to a owned city at the end of a winter turn. MOVEMENT - each player places a marker with an arrow pointing to the road the army will use. Movement is from city to city - one city per turn. If two armies are going to pass each other on the road, the high roller declares which city the battle will be fought. Movement is simultaneous AND SECRET. Arrow direction is revealed only at the moment of movement. BATTLES - with more than 12 elements. Add two feet of length to the battle area for each seven to twelve additional elements of the larger army. NINJA - cost one replacement and may be purchased at any time, in secret. Any following turn the Ninja may be played. The owner of the Ninja and the declared target roll 1D6. Hgh roller kills low roller. If the rolls are equal, the Ninja is lost, but no other effect. KILLED LEADER - if a leader is killed (either by Ninja, in battle, in siege, or by lack of supply), roll 1 D6. If a six is rolled, the player is out. Otherwise, a new leader of the clan takes over. KYOTObattles fought at the capital have special effects. The loser is out and the winner gains control of all the loser's cities. The winner also retains one-third of the loser's army. If a player CONTROLS KYOTO, he receives one CV and one AX for free. If Kyhoto is besieged, the owning player must fight a battle against the besieger within two turns or the city gives up. FOR ANY ITEM NOT COVERED IN THE ABOVE RULES, USE DBA CAMPAIGN RULES.
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