[Ed Allen (c) 2000] Ken No Sen: When you decide to attack, keep calm and dash in quickly, forestalling the enemy. Or you can advance seemingly strongly but with a reserved spirit, forestalling him with the reserve.
Tai No Sen: As the enemy attacks, attack still more strongly, taking advantage of the resulting disorder in his timing to win.
Tai Tai No Sen: When the enemy makes a quick attack, you must attack strongly and calmly, aim for his weak point as he draws near, and strongly defeat him.

Book of Five Rings by Miyamoto Musashi

[Ed Allen (c) 2000]

The Cry of the Samurai

Alternate Rules: Feudal Japanese by Renaud Verlaque

Disclaimer: These rules are offered "as is," without scenarios, without support. To enjoy them fully, use them as a starting point for creating your own version of this setting. The images used above are © 2000 by Ed Allen, and are used by kind permission. It is our hope that players interested in boardgames will also be interested in miniatures gaming (see Ed's Hobby Hovel for a great introduction).

Equipment Notes
[o] Use the figures from Milton-Bradley's Samurai Swords game as a source for this alternate rule set.
[o] Use the game board, terrain, cards, and dice as supplied in Richard Borg's Battle Cry from Hasbro.

Object
Kill all three enemy Daimyos to win the battle. The goal of capturing "flags" is not used in this rule set. Please note that the Daimyo functions like the General does in Battle Cry.

Army Definition
Independent of how scenarios are constructed, and whether units are chosen via a points method or some other way, the Feudal Japanese army is represented by three Daimyos, three Flag Bearers, and a set of units defined below:
[o] Up to 2 units of 4 Samurai Swordsmen
[o] Up to 2 units of 4 Samurai Archers
[o] Up to 2 units of 4 Ashigaru Gunners
[o] Up to 8 units of 4 Ashigaru Spearmen
Thus, a Feudal Army would contain up to 14 units, 3 Daimyos and 3 Flag Bearers.

Rules Additions and Modifications
[o] The Flag Bearer units may be attached to any unit or Daimyo desired by the player (using the standard rules for attaching and detaching). Only one Flag Bearer may be present in any one hex.
[o] Any unit with an attached Flag Bearer receives one additional battle die (due to the morale boost). This is in addition to additional battle dice given by an attached Daimyo (due to leadership).
[o] If a Flag Bearer is present in a hex suffering casualties, it may suffer one of the battle losses required, and then be removed permanently.

Unit Capabilities

Unit Move Range Strength When Attacking
Samurai Swordsmen (Ss)
[may use Hit and Run card]
3 1 4 Samurai: hit on Cavalry, Swords
Ashigaru: hit on Infantry, Swords
Samurai Archers (Sa)
[may shoot over adjacent friendly unit]
3 3 3/2/1 Samurai: hit on Cavalry, Swords
Ashigaru: hit on Infantry, Swords
Ashigaru Spearmen (As) 2 1 2 Samurai: hit on Cavalry, Swords
Ashigaru: hit on Infantry, Swords
Ashigaru Gunners (Ag)
[may NOT shoot over adjacent friendly unit]
2 2 2/2 All types: hit on Artillery only
Daimyos (D)
[figure assumed to be mounted]
4 N/A N/A N/A
Flag Bearer (F)
[may suffer one battle loss]
3 N/A N/A N/A


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Site: by John A. Foley    Launched 06/30/2000, last updated 10/18/2000.