1st epoch 2 2nd epoch 1 2nd epoch 2 fujiwara … ß 2nd epoch deck 1 lesser daimyo kumano pirates...
TRANSCRIPT
1st Epoch 2Matsuuratou
General: Unknown
Initial province: Hizen (Kyuushuu)
(Regional daimyo)
2
2nd Epoch 1Fujiwara clan
General:Fujiwara no Motohira
Initial province: North Mutsu (Dewa-Mutsu)
(Regional daimyo)
Receives 2 VPs if no Fujiwaraarmy power ends turn outsideDewa-Mutsu region.
7 ★* North Mutsu(Hiraizumi)
2nd Epoch 2
Taira clanGeneral:
Taira no KiyomoriInitial province:
Ise (Eastern Coast) Not a past daimyo until afterMinomoto no Yoritomo's turn.When defending, receives 1 VPfor each enemy army removed(exc: revolts, lesser daimyos).
13 ß ★* Miyako (Rokuhara)
2nd Epoch 3
Minamoto noYukiieGeneral:
Minamoto no YukiieInitial province:
Mino (Eastern Coast) Can place armies in non-adjacent provinces. Only rolls1 die in combat. For each Tairaclan army removed in combat,receives 1 VP.
6
1st Epoch 3Kiyohara clan
General:Kiyohara no Takenori
Initial province: Dewa (Dewa-Mutsu)
(Regional daimyo)
4
2nd Epoch 4Minamoto no
YoshinakaGeneral:
Minamoto no YoshinakaInitial province:
Shinano (Northern Lands) (Regional daimyo)
Can roll 3 dice in combat. Foreach Taira clan army removedin combat, receives 1 VP.
11
2nd Epoch 5Minamoto no
YoritomoGeneral:
Minamoto no YoritomoInitial province:
Kazusa (Kantou) For each Taira clan army
removed in combat, receives 1VP.
18 ß ★* Sagami (Kamakura)
2nd Epoch 6Houjou clan
General:Houjou YoshitokiInitial province: Izu (Kantou)
(Regional daimyo)
Receives 5 VPs for gainingsupremacy of Miyako.
9 ß
1st Epoch 4Minamoto no
YoshiieGeneral:
Minamoto no YoshiieInitial province:
Miyako (Miyako)
5
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3rd Epoch 1
AkutouGeneral:
Kusunoki MasashigeInitial province:
Kawachi (Kinai) (Regional daimyo)
Not a past daimyo until the endof this epoch. Can roll 3 dicewhen defending in combat.
6
3rd Epoch 2
Nitta clanGeneral:
Nitta YoshisadaInitial province:
Kouzuke (Kantou)
Can roll 3 dice in combat inthe Kantou region.
10
3rd Epoch 3
Kitabatake clanGeneral:
Kitabatake AkiieInitial province:
South Mutsu (Dewa-Mutsu)
Add 1 to highest die roll incombat.
9 ★* South Mutsu (Chinjufu)
1st Epoch 5Kouno clan
General:Kouno MichikiyoInitial province: Iyo (Shikoku)
(Regional daimyo)
3 ß
3rd Epoch 4Ashikaga clan
General:Ashikaga TakaujiInitial province:
Chikuzen (Kyuushuu)
Receives 3 VPs for conqueringthe province of Sagami.
15 ß ★* Miyako
3rd Epoch 5
Southern DynastyGeneral:Go Daigo
Initial province: Yamato (Kinai)
Armies can be placed in non-adjacent provinces. Only rolls1 die in combat.
5 ★* Yamato (Yoshino)
3rd Epoch 6Kikuchi clan
General:Kikuchi Takemitsu
Initial province: Higo (Kyuushuu) (Regional daimyo)
Can roll 3 dice in combat.
4
7th Epoch 3Toyotomi clan
General:Toyotomi Hideyoshi
Initial province: Harima (Kinai)
Not a past daimyo until afterWestern Army General's turn.
16 ß ★* Settsu (Osaka)
4th Epoch 1
KantouShogunate
General:Ashikaga Ujimitsu
Initial province: Shimousa (Kantou)
(Regional daimyo)In combat, loses what wouldotherwise be a draw.
7 ★* Sagami (Kamakura)
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4th Epoch 2Hatakeyama
clanGeneral:
Hatakeyama MochikuniInitial province:
Etchuu (Northern Lands)
Receives 1 VP for conqueringthe province of Kii.
6
4th Epoch 3Yamana clan
General:Yamana SouzenInitial province: Tajima (Kinai)
Not a past daimyo until afterHosokawa clan's turn. For eachHosokawa clan army removedin combat, receives 1 VP.
11
7th Epoch 4Western Army
GeneralsGeneral:
Ishida MitsunariInitial province:
Oumi (Eastern Coast) Loses 1 VP for every Toyotomiclan army removed in combat.Not a past daimyo until afterTokugawa clan's turn.
10
4th Epoch 4
Hosokawa clanGeneral:
Hosokawa KatsumotoInitial province:
Sanuki (Shikoku)
For each Yamana clan armyremoved in combat, receives 1VP.
10 ß
4th Epoch 5Oouchi clan
General:Oouchi MasahiroInitial province:
Nagato (Central Japan)
Adds 1 to highest die roll incombat in sea zones.
9 ß ★* Nagato (Yamaguchi)
4th Epoch 6Shouni clan
General:Shouni MasasugeInitial province:
Chikugo (Kyuushuu) (Regional daimyo)
Receives 5 VPs for gainingcontrol of the Kyuushuuregion.
5 ß
7th Epoch 5
Tokugawa clanGeneral:
Tokugawa IeyasuInitial province:
Musashi (Kantou)
Loses 5 VP if supremacy is notgained in Miyako.
14 ß ★* Musashi (Edo)
5th Epoch 1
Later Houjou clanGeneral:
Houjou UjitsunaInitial province:
Sagami (Kantou) (Regional daimyo)
In combat, wins what wouldotherwise be a draw.
8 ß ★* Sagami (Odawara)
5th Epoch 2
Mouri clanGeneral:
Mouri MotonariInitial province:
Aki (Central Japan) (Regional daimyo)
In combat, wins what wouldotherwise be a draw.
8 ß
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5th Epoch 3Miyoshi clan
General:Miyoshi Nagayoshi
Initial province: Awa (Shikoku)
Receives 1 VP for gainingsupremacy of Miyako.
7 ß
7th Epoch 6
Date clanGeneral:
Date MasamuneInitial province:
Central Mutsu(Dewa-Mutsu)(Regional daimyo)
Receives 3 VPs for gainingsupremacy of the Dewa-Mutsuregion.
6 ★* Central Mutsu
5th Epoch 4Imagawa clan
General:Imagawa Yoshimoto
Initial province: Suruga (Eastern Coast)
(Regional daimyo)
Receives 3 VPs for gainingsupremacy of Miyako.
6 ß ★* Suruga
5th Epoch 5
HonganjiGeneral:Kennyo
Initial province: Settsu and Kaga (Kinai and
Northern Lands)
Initially appears in 2 differentprovinces.
2*2
5th Epoch 6Ootomo clan
General:Ootomo SourinInitial province:
Bungo (Kyuushuu) (Regional daimyo)
Receives 5 VPs for gainingsupremacy of the Kyuushuuregion.
7 ß
1st Epoch 6Satake clan
General:Satake Masayoshi
Initial province: Hitachi (Kantou) (Regional daimyo)
3
1st Epoch (1)
SamuraiDivisionInitial province:
Your choice
1 Only used in 6 player games
7th Epoch 1
Chousokabe clanGeneral:
Chousokabe MotochikaInitial province: Tosa (Shikoku)
(Regional daimyo)
Receives 3 VPs for gainingsupremacy of the Shikokuregion.
7 ß
6th Epoch 1
Takeda clanGeneral:
Takeda ShingenInitial province:
Kai (Eastern Coast) In combat, wins what wouldotherwise be a draw. Not a pastdaimyo until after Uesugiclan's turn. For each Uesugiclan army removed in combat,receives 1 VP.
8
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6th Epoch 2Uesugi clan
General:Uesugi KenshinInitial province:
Echigo (Northern Lands)
Adds 1 to highest die roll incombat. For each Takeda clanarmy removed in combat,receives 1 VP.
8
6th Epoch 3
Oda clanGeneral:
Oda NobunagaInitial province:
Owari (Eastern Coast)
Not a past daimyo until afterAkechi clan's turn.
17 ß ★* Oumi (Azuchi)
7th Epoch 2Shimazu clan
General:Shimazu Yoshihisa
Initial province: Satsuma (Kyuushuu)
(Regional daimyo)
Receives 5 VPs for gainingsupremacy of Kyuushuuregion.
8 ß
6th Epoch 4Akechi clan
General:Akechi HidemitsuInitial province: Tanba (Kinai)
Can roll 3 dice when attackingOda clan armies in combat.For each Oda clan armyremoved in combat, receives 1VP.
10
6th Epoch 5Shibata clan
General:Shibata KatsuieInitial province:
Echizen (Northern Lands)
Receives 2 VPs for building acastle in the province ofOwari.
9
6th Epoch 6
Ryuuzouji clanGeneral:
Ryuuzouji TakanobuInitial province:
Saga (Kyuushuu) (Regional daimyo)
Receives 10 VPs for gainingsupremacy of the Kyuushuuregion.
6 ß
2nd Epoch Deck 1Lesser Daimyo
Kumano PiratesInitial province:
Kii (Kinai)(Regional daimyo)
3 ß Play before turn
3rd Epoch Deck 1Lesser Daimyo
Nawa NagatoshiInitial province:
Inaba (Central Japan)(Regional daimyo)
3 ß Play before turn
4th Epoch Deck 1Lesser Daimyo
Yuuki UjitomoInitial province:
Shimotsuke (Kantou)(Regional daimyo)
2 Play before turn
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5th Epoch Deck 1Lesser Daimyo
Amako TsunehisaInitial province:
Izumo (Central Japan)(Regional daimyo)
3 Play before turn
6th Epoch Deck 1Lesser Daimyo
Ukita NaoieInitial province:
Bizen (Central Japan)(Regional daimyo)
3 ★* Bizen (Okayama)
Play before turn
7th Epoch Deck 1Lesser Daimyo
Maeda ToshiieInitial province:
Noto (Northern Lands)(Regional daimyo)
3 ★* Kaga (Kanazawa)
Play before turn
Epochs 1-7 Deck 2Treachery
Automatically win allcombats against oneprovince this turn.
Play during turn
Epochs 1-7 Deck 2Treachery
Automatically win allcombats against oneprovince this turn.
Play during turn
Epochs 1-7 Deck 2Treachery
Automatically win allcombats against oneprovince this turn.
Play during turn
Epochs 1-7 Deck 2Surprise Attack
Ignore all castle anddefensive terrain effectsin 1 province this turn.Receive 1 VP for eachvictory in the selectedprovince this turn.
Play during turn
Epochs 1-7 Deck 2Revolt
One army attacks anenemy province of yourchoice.
Play before turn
Epochs 1-7 Deck 2Revolt
One army attacks anenemy province of yourchoice.
Play before turn
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Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 3Reinforcements
Your current daimyoreceives 2 extraarmies.
Play during turn
Epochs 1-7 Deck 4Takeda's Banner:FuRinKaZan
The current daimyoreceives 1 extra diewhen attacking until acombat is lost.Furinkazan = "Wind, Forest, Fire,Mountain", meaning "As fast asthe wind, as quiet as the forest, asdaring as the fire, and asimmovable as the mountain"
Play during turn
Epochs 1-7 Deck 4Uesugi's Banner:
Bi The current daimyoreceives 1 extra diewhen attacking until acombat is lost.
"Bi" refers to Bishamonten, theGuardian God of Buddism.
Play during turn
Epochs 1-7 Deck 4Brave Warrior
The current daimyoadds 1 to theirhighest die roll incombat until acombat is lost.
Play during turn
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Epochs 1-7 Deck 4Armored Ships
The current daimyoreceives 1 extra dieand adds 1 to theirhighest die roll incombat in sea zones.
Play during turn
Epochs 1-7 Deck 4Siegecraft
The current daimyocan attack ignoringany castle effects.
Play during turn
Epochs 1-7 Deck 4Relentless Attacks
The current daimyoreceives 1 extra die incombat until the 1stloss. In addition, winswhat would otherwisebe a draw until the2nd loss.
Play during turn
Epochs 1-7 Deck 5New Weaponry
The current daimyoadds 1 to theirhighest die roll incombat.
Play during turn
Epochs 1-7 Deck 5New Weaponry
The current daimyoadds 1 to theirhighest die roll incombat.
Play during turn
Epochs 1-7 Deck 5Strategist
The current daimyoreceives 1 extra diewhen attacking.
Play during turn
Epochs 1-7 Deck 5Strategist
The current daimyoreceives 1 extra diewhen attacking.
Play during turn
Epochs 1-7 Deck 5New Tactics
The current daimyowins all combats thatwould otherwise be adraw.
Play during turn
Epochs 1-7 Deck 5New Tactics
The current daimyowins all combats thatwould otherwise be adraw.
Play during turn
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Epochs 4-7 Deck 6Provincial Revolt
A single lesserdaimyo combatstrength counterappears in theprovince of yourchoice.
Play before turn
Epochs 4-7 Deck 6Ikko-Ikki
(Warrior Monks)
Place a total of 3armies in enemyprovinces, andperform combat.
Play before turn
Epochs 4-6 Deck 6Provincial
Daimyo
A single lesserdaimyo combatstrength counterappears in Hyuuga.
Play before turn
Epochs 4-6 Deck 6Provincial
Daimyo
A single lesserdaimyo combatstrength counterappears in Hida.
Play before turn
Epochs 4-7 Deck 6Ikko-Ikki
(Warrior Monks)
Place a total of 3armies in enemyprovinces, andperform combat.
Play before turn
Epochs 4-7 Deck 6Ikko-Ikki
(Warrior Monks)
Place a total of 3armies in enemyprovinces, andperform combat.
Play before turn
Epochs 1-7 Deck 7Plague
Choose 1 province.Any army in thatprovince or in anadjacent provincerolls 1 die, and isremoved on a 3 orless.
Play before turn
Epochs 1-7 Deck 7Plague
Choose 1 province.Any army in thatprovince or in anadjacent provincerolls 1 die, and isremoved on a 3 orless.
Play before turn
Epochs 1-7 Deck 7Heavy Storms
Remove all combatstrength countersfrom 3 sea zones ofyour choice.
Play before turn
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Epochs 1-7 Deck 7Crop Failure
Choose 2 regions. Allprovinces in thoseregions with morethan 1 army mustremove all armies inexcess of 1.
Play before turn
Epochs 1-7 Deck 7Earthquake
Choose 1 province.Any castle and/or cityin it is removed, andany capital is reducedto a city.
Play before turn
Epochs 1-7 Deck 7Famine
Choose 1 region.Each army in thatregion rolls a die, andis removed on a 2 orless.
Play before turn
Epochs 2-7 Deck 8Restoration
Place 3 of yourcurrent daimyoarmies in a singleprovince that youhave a past daimyoarmy in.
Play before turn
Epochs 2-7 Deck 8Restoration
Place 3 of yourcurrent daimyoarmies in a singleprovince that youhave a past daimyoarmy in.
Play before turn
Epochs 1-7 Deck 8Kusunoki's Banner:
HirihoukentenThe current daimyoreceives 1 extra diewhen attacking until acombat is lost.Hirihoukenten = short for 'Crueltycannot beat reason. Reasoncannot beat law. Law cannot beat agreat leader. A great leader cannotbeat the Son of God"
Play during turn
Epochs 1-7 Deck 8Surprise Attack
Ignore all castle anddefensive terrain effectsin 1 province this turn.Receive 1 VP for eachvictory in the selectedprovince this turn.
Play during turn
Epochs 1-7 Deck 8Revolt
One army attacks anenemy province of yourchoice.
Play before turn
Epochs 1-7 Deck 8Home territory
The current daimyoreceives 2 bonusarmies, but they mustbe placed in emptyland provinces.
Play during turn
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After 2nd epoch Deck 9Mongol Invasion
3 combat strengthcounters attack fromoverseas beginning withHizen or Chikuzen. Novictory points arereceived at this time. Play when all playersare done with the 2nd
epoch
After 3rd epoch Deck 9Ashikaga
Yoshimitsu
A 3 combat strengthlesser daimyo appears inMiyako. Place a capital inMiyako. No victory pointsare received at this time.Play when all playersare done with the 3rd
epoch
After 5th epoch Deck 9European Trade
Place the "Hakata" and"Sakai" counters as desiredin provinces adjacent to asea or ocean (any provincewhere a ship could reachoverseas). No victory pointsare received at this time.Play when all playersare done with the 5th
epoch
After 4th epoch Deck 9Saitou Dousan
Choose 1 province, andreplace the enemyarmies in it with an equalnumber of your own. Novictory points arereceived at this time.
Play when all playersare done with the 4th
epoch
After 1st epoch Deck 9Karma
Throughout thisgame, whendetermining daimyos,subtract 1 from yourtotal combat strength.Play when all playersare done with the 1st
epoch
After 6th epoch Deck 9ProsperingChristianity
In all provinces (exceptsea zones) that do notcontain any armies, place1 army. No victory pointsare received at this time.Play when all playersare done with the 6th
epoch
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