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Shadow
Warrior units represent 25,000 samurai not subject to the normal
movement rules - they can strike far and fast, but are no good
in defense, unless you wish to dismantle them into a normal
samurai army, thus losing their mobility. Your Daimyo are your
leaders, and like many wargames your army is largely incapable
of movement without the presence of a Daimyo. Army units move
from point to point; Daimyo and Shadow Warriors move from
province to province, and affect all units in their province.
Each province has multiple, border "checkpoints" - these are the
places where the movement paths cross the borders, and control
of them is crucial for a couple of reasons. First, you can only
move a Daimyo or Shadow Warrior into a province if you control
the checkpoints between where the unit currently is and where
you want to send it. Secondly, control of a province gets you
20,000 koku of annual income, and you must control all
checkpoints of a province to collect that income. While samurai
can sit at a checkpoint between two provinces, they cannot move
beyond that checkpoint - into a province - unless one of their
Daimyo is in that province.
Each player
starts with 100,000 Samurai. These can be organized in any
denominations of army units you wish, within counter mix
limitations. (There are only 15 of each of the aforementioned
denominations, which means the most units you can deploy for
that 100,000 man army would be 47.) As the smallest increment of
loss in battle is 3,000 samurai, defending with a single,
1,000-samurai counter can often be as effective - and more
efficient - than defending with a 2,000- or 3,000-samurai unit.
Normally, a player will pick a small number of "meaty" units
(10,000 and 25,000) to form the cadre of his forces - something
with which he can try to play shell games. Since border
checkpoints must be covered, a large portion of your army will
be spread out at any time; this requires the use of numerous,
smaller units. The overall effect of these factors is that the
army composition for the various players will probably differ
less than you might otherwise think.
Movement is handled by the roll of one,
ten-sided die. Each Player, on their turn, rolls the die, and
has a number of movement points equal to the die result. Each
movement point can be used to move a stack of armies (or a
single army) from one point on the map to an adjacent point. The
movement rules allow for "dropping off" units. Obviously, there
are going to be some large disparities in movement allowance,
from one turn to another, or (worse) from one player to another.
If I roll a "1" on my turn, and you roll a "10" on your turn,
guess who is getting the upper hand for the turn. When the
designers were confronted on their forum about this, one of them
responded that this forces a player to be more "efficient" with
his movement, and to be flexible in their planning. This type of
response is all fine and well, but rather glib and not exactly
to the point. To use an analogy, if I get 3 moves in a game of
chess for every 1 move Kasparov gets, even I can kick his butt.
At that point, superior strategy is unequivocally overwhelmed by
the disparity in levels of activity. (Imagine if the Army of the
Potomac had trucks, during the Civil War. From a results point
of view, McClellan would have come off as a military genius, and
Lee would have seemed the hesitant nincompoop.) Our group has
adopted a compromise of sorts - we roll one ten-sided die at the
beginning of the turn, which applies to everyone, and each
player adds 1 six-sided die roll of his own to that number,
during his or her turn. This allows for some variation, but
establishes a common minimum of movement. If you're completely
dead-set against any type of disparity, you could just apply the
same, one roll to all players for the turn. (An even more
interesting possibility might be to give each player the 1
through 10 of one suit, in a deck of cards, and simultaneously
place one facedown at the beginning of the month - revealing
your choice on your turn. If no card can be re-used until all
cards have been played, then this creates variety that never
unfairly affects one player over another.)
Your method for expansion is somewhat scripted, based on my
experience. Your initial moves will be to secure the borders of
your starting province (or provinces), and you'll then expand
into the province(s) between your castles and the central
province, where the resource sites are found. As you deploy
garrisons to the various border checkpoints, you'll whittle down
your "screening" units, and thus restrict your ability to
deceive your opponents. (Fewer shells increase the odds for the
mark, in a shell game, assuming someone isn't cheating.) Your
decision at this point is just how much to throw into the
resource province. The way the game is set up, you'll need to
capture at least one resource center, early in the first year
(12 turns), in order to have enough Koku to support all of your
samurai, at the end of the year. There are 5 resource centers,
so in a 3 player game, this isn't difficult. In a 4 player game,
however, it could be a struggle, particularly if your opponents
are inclined to be greedy.
After 12
turns (i.e., months), there is an "annual" maintenance and
income phase, in which each player must first pay for his troops
(by paying maintenance for his castles), then collect income and
cards from his castles. The resource centers pay on a monthly
basis, so you should have some of that stored up, going into the
maintenance phase. The options for collecting from your castle
cards (as described above) are critical - it's tempting to try
and emphasize just money or just ring cards, for example, but
you must balance your needs, to a certain extent. You also draw
a Fate card, at this time, and these cards represent the
vagaries of life, as it
were.
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Based on what you roll on the 20-sided die, combined with what
side of the board you call your home (East, West, North, or
South), these cards can give or take things such as money,
Element cards, Ring cards, Samurai, castles, or Daimyo. In the
case of the first three, this isn't usually a big plus or minus.
In the case of the losing or gaining of Samurai, castles or
Daimyo, however, the cards may have a disproportionate impact on
the game. I say disproportionate, because one "Community Chest"
card shouldn't have the power to cut your force's mobility by
half (when losing one of two Daimyo, for instance), your income
by nearly half (in the case of the castle), or your armies by a
roughly equal amount. A negative result on some of these cards,
at the end of the first year, can really cripple your chances of
winning, all other things being equal. Somehow, this doesn't
seem appropriate in a game that touts its element of strategy.
The last of the card types to discuss are the Element and Ring
cards. You start with some of each, at the beginning of the
game, and are eligible to collect more, during the annual
maintenance phase. (And eligible to lose some, too, through a
bad result on a Fate card.) The rules describe the two types of
cards as follows:
"Element cards represent tactics of war, and Ring cards
represent the strength of your tactics." Hmm. I'm not sure that
I completely agree with that assessment, but judge for yourself.
There are five types of Element cards:
"Fire" allows you to send a ninja against an enemy
Daimyo or family member, anywhere on the board. If
successful, the ninja does, well, what ninja do.
Woosh. Thwack. Grunt. Gasp. Thud.
"Wind" allows you to give one group of your Samurai
potentially incredible (dare I say "ludicrous") mobility,
for one turn. Just how much they move depends on how many of
your Ring cards you want to toss in the deal. Consider
that the most an army can move during a turn is 10 (on a die
roll of 10), and consider that - provided you have the Ring
cards - an army can move an additional 27(!) with a Wind card.
If this reminds you of certain, gravity-defying scenes from
a certain, recent, Oriental-legend movie, then you are not alone.
However, the scale is far grander here, as literally tens of
thousands of Samurai can hang from hidden wires with this card.
For those who scoff at such fantasies, consider the Wind card
as giving 16th century Japanese armies thousands
of troop trucks. Feel better with that image?
"Water" allows you to bypass any number of consecutive,
enemy-occupied points with one stack of Samurai. I suppose this
can be rationalized as moving quietly down a stream or river,
while the dumber, bad guys watch only the road. Ahem.
"Earth" is - simply put - a card
with awe-inspiring effects. The Earth card destroys anything
located at one point on the board, provided you have Samurai
adjacent to that point. I guess this is the 16th-century
equivalent of DUNE'S "Family Atomics". If you
can stare menacingly enough, and make convincing enough guttural
sounds through gritting teeth, then presumably the very ground
beneath your enemies yawns open to swallow them into a - no
doubt - eternally-painful oblivion. Sweet.
"Void" can be played to negate the effect of other
Element cards, except for the "Wind" card. However,
you must play a higher total value in Ring cards with the Void,
than your opponent played with his card. (Your teeth-gritting
sounds are more convincing than those of your enemy.)
Needless to say, you want to (recite after me) always keep
a Void card on hand. As indicated above, "Ring"
cards (each having a value ranging from 1 to 5) dictate how
convincing your side of the issue is. It is the gaming equivalent
of a nay-saying shouting match; I shout "Earth!"
at ninety decibels, and you shout "Nuh, uh!"
at one hundred decibels. Clearly your tactics are superior to
mine. Q.E.D. You win.
Battle occurs between adjacent units, and can be both a perplexing
and frustrating affair. It involves computing of modifiers,
and rolling of dice, and favors the defender. As the rules explain
it, each battle (or what they call a "skirmish") requires
one of your movement points.
Now, you get a modifier to your roll for having more Daimyos
present than your opponent, and for having numerical superiority
measured in multiples of the enemies size (that is, twice as
large as the enemy - or 2 to 1 - adds 1 to your roll, 3 to 1
adds 2 to your roll, etc). The third modifier is one added to
your roll for each location adjacent to the defender that you
have armies, not counting your attacking stack. So, if you have
3 stacks adjacent to the enemy (regardless of their content),
you're attacking with one of them, and the other two are adding
2 to your die roll.
The perplexing part is the decision
to use a 20-sided die for combat resolution. Since the
defender wins ties, this means that in a "straight-up"
(that is, no modifiers, or equal number of modifiers) battle,
the attacker has a 45% chance of winning (180 out of 400 results).
That's all fine and well - in a straight-up battle, the defender
should have an advantage. Now, let's look at 3 to 1 odds (that
is, the attacker has 3 times the troops the defender has), which
in the history of combat is usually the "magic" number
at which an attacker can reasonably expect victory, all other
circumstances being equal. At 3 to 1 odds, the attacker adds
2 to his die, however his roll cannot exceed 20, according to
the rules. What this means is that the attacker now has 179
out of 360 possibilities of winning, or a 49.8% chance of winning.
Not exactly reassuring, is it? So, how about 6 to 1 odds? At
6 to 1, historically, a defender will almost inevitably
get crushed,
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