Part 2 The Scenario
THE SITUATION:
The evil Daimyo has caused the humiliation and subsequent suicide of a brave young lord. This young lord's forty seven former retainers are now masterless samurai, or "Ronin". The Ronin have decided to take revenge. They have spent a year to lay out plans to enter the Donjon of the daimyo, to take his life, and then to commit suicide themselves.
The daimyo, who is the Lord Chamberlain of the Shogun, is unaware of all of this. However, he has many enemies and has taken precautions to make his donjon a formidable defense. He has many retainers guarding strategic locations in the donjon and more retainers patrolling the locale.
THIS IS A CO-OPERATIVE GAME! ALL PLAYERS WILL BE ASSIGNED CONTROL OF SEVERAL OF THE RONIN. THE ROLE OF DAIMYO IS PLAYED BY THE UMPIRE WHO WILL ALSO MAKE ALL (UNDISPUTABLE) RULINGS IN THE GAME.
THE ONLY COMPETITION IS IN THE FOLLOWING:
- WHO IS THE BEST SAMURAI?
- WHO CAN WRITE THE BEST DEATH POEM?
VICTORY CONDITIONS FOR THESE ARE EXPLAINED BELOW. IT IS NOT NECESSARY TO KILL THE DAIMYO TO WIN!
Each player (up to twelve) is assigned some of the Ronin. One of the players should also be assigned as overall leader of the Ronin.
Senso rules will be used to play the game. Each player has at least one samurai, who is D6. All other samurai belonging to the players are level D8.
PRIZES
First Prize: Best Samurai
Given to the best samurai on either side. The umpire makes the decision. He will base it on some or all of the following merits:
- loyalty to fellow samurai
- personal bravery
- killed the daimyo
- killed the most enemy
Second Prize: Best death poem
All players are eligible to present to the umpire a death poem at the end of the game or upon the death of their figure(s). As the ronin will have written their poem before starting the battle, you need not actually commit suicide to win. You may write the poem at any time during the game. You will also have ten minutes after the umpire calls the game to write the poem. The umpire decides who wins. He will base this decision on some or all of the following merits:
- Adherence to Haiku style (see below)
- Humour
- Relates to the scenario
Haiku style is a poem of three lines. Rhyming is not necessary. The first line has five syllables, the second line has seven syllables and the third line has five syllables. (5-7-5) Haiku generally contains metaphor, in which the object of the metaphor may be quite subtle.
INTELLIGENCE REPORT FOR THE RONIN:
The donjon is a lonely place, fourteen miles outside of Yedo. On the grounds outside the donjon is an old teahouse, now converted to a barracks for additional guards. There are seven stories of rooms in the donjon itself, including a prison in the lowest level.
Nearby, is a small village. The villagers are of course highly loyal to the lord and may join in the defense of the donjon. A few miles to the south is the donjon of the Ii family, loyal retainers of the Tokugawa shoguns. They may also be able to hear the alarm and rush to the support of the Shogun's Chamberlain. They may arrive by land or sea.
One of your number has posed as a merchant over the last few years, in the vicinity of the donjon. Careful observation of the donjon over this time has led to the following observations:
During daylight hours most of the guards are awake and alert.
During night (midnight to dawn), 90% of the guards are sleeping, either in the teahouse or in the donjon.
There is a mounted party of 4 samurai that patrol the grounds on a circuitous route at all times. This group travels 6" per tum and NEVER change their route. Why don't you ask the umpire to point out this route to you?
You have no idea which level contains the Daimyo's bedroom.
Local gossip has it that the Daimyo has arrested the monks from a local monastary. These warrior monks were not paying taxes and were found to be hiding weapons. The Daimyo probably has them locked up somewhere in the lower prison and is torturing them to death one by one. Freeing these guys might give the Ronin some valuable allies.
THE RONIN'S INSTRUCTIONS:
You may attack the castle in any fashion you please. You may enter the table at the edge from any location(s), and you may specify the time of day or night for the assault. You may specify a certain number of turns before dawn or dusk arrive. No ronin may begin the game on the board.
Up to 12 of the ronin may begin the game mounted.
To release prisoners in the prison, simply kill the guard at the prison door. All prisoners will automatically arm themselves upon being freed.
The castle has many rooms and seven levels. All occupants of a room automatically awaken and arm themselves during the movement phase in which a Ronin enters their room. Thus, they can fight (or shout) in the immediately following melee phase.
SPECIAL RULES
- The ronin remain undetected until they appear in the line of sight of a retainer, who then may use his next turn to shout out the alarm. You cannot be seen if you remain in cover at night! You cannot see out the windows at night. Remember that maximum vision range at night is 12".
- Climbing: performed at a vertical rate of 2" per tum. Entering a window takes a full turn.
- Going over a fence takes a full turn.
- Mount/Dismount takes one full turn. Horses don't climb stairs
- River takes a full turn to cross, except at the bridge, move along river at 3" per turn.
- Junks move 12" per turn. They can't be sunk, but you can burn one if you occupy it with two samurai for 5 turns.
THE UMPIRE'S (DAIMYO'S) INSTRUCTIONS
You may place the Daimyo and his retainers anywhere in the castle that you like. No more than 25% may be on any one floor of the castle until the alarm is given. No more than 10% are awake between midnight and dawn. Some of your retainers may be placed on guard outside the castle. Mounted retainers must follow a route that you will specify to the umpire. They will continue to follow this path until the alarm is given. The ronin will be aware of this route through patient observation.
Roll one die each turn after the alarm is given for each of the Ii family and the villagers. Do not divulge the needed die roll to the ronin. The Ii family take three turns to arrive at the south table edge after activation. You decide if it is best to arrive by land or sea. The villagers appear immediately in the village square.
Only the four patrolling samurai may be mounted during the game. The Daimyo may not leave the table. The Daimyo must start the game somewhere in the Donjon. No one from either side may go on the roof.
Give a Ninja to the Ronin if things look bad. He can appear anywhere, explain that the evil Daimyo has many enemies, and one of them must have hired a Ninja.
The ALARM Is sounded when a daimyo's figure uses a turn to shout instead of move or fight.
Skill Levels
Ronin: d6 or d8
Monks: d8
Ninja: d4
Daimyo and Hashimoto" d6
Daimyo's Samurai: d8
Daimyo's Ashigaru: d10
Villagers: d12
Ii Family Samurai: d6
Ii Family Ashigaru: d8
Part 3
One page Samurai Skirmish Wargames Rules
Rev: December 14, 1992
David Love
SCALE:
Senso is a skirmish game, 1:1 figure scale, for 25mm miniatures. One scale inch represents six feet and one turn roughly approximates one - two minutes. Bases should be square for foot, approximately one inch. Mounted can be 1" by 2". The game is WYSIWYG; figures are armed and armoured as they appear.
PLAYERS:
Each figure in the game has a skill level represented by a type of die. Better skill level gets a lower die to roll with. All actions taken by that figure use that die. For instance, a skill level D8 figure always uses an 8-sided die for shooting and fighting. That die type/skill level shall be hereafter called 'Die Value' or DV". See examples below.
RINGS:
Ring markers are used to record all the negative effects of combat and movement on a figure. Rings are applied every time a figure is negatively affected in combat or is reloading an arquebus. One ring is removed at the end of every turn. If a figure still has two or more rings remaining after ring removal, it is removed from play.
GAME SEQUENCE:
Player turn sequence is determined at the start of the game by dicing off. Umpire always goes last. During his/her turn, each player's figures may either Move, Reload or Shoot. If a figure has a ring, it cannot do anything!
If you move into contact with an enemy figure, you can also fight. Resolve this combat immediately.
At the end of each player's turn, every player can remove one ring from each of his/her figures. After this, any figure with two or more rings remaining is removed from play. There are no other morale rules in the game.
SHOOTING:
Any of the players figures may shoot at targets which they can see. Range limits are given below. Vision at night is limited to 12". To shoot, simply roll your DV. Modify the roll by adding appropriate modifiers below. A "1" is a hit, put a ring on the target. "Zero" or less is a kill, remove the target figure from play. Place 2 rings on a figure that has fired an arquebus (one is removed this turn, and next turn he is reloading). If a hit target is mounted, roll DV again. An odd number kills the horse instead of hitting the rider and the rider is now dismounted with one new ring for having fallen off.
Arquebus targets are always considered unarmoured.