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Champions of Rokugan

Champions of Rokugan Rulebook

Table of Contents

Table of Contents

  • Chapter 1 - Introduction
    • A. Background
    • B. Game Concept
    • C. Rule Hierarchy
  • Chapter 2 - Contents
    • Component Notes (page 7)
  • Chapter 3 - Scenarios
    • A. Scenario Types
    • B. Scenario Structure
  • Chapter 4 - Setup
    • 1. Choosing a Scenario
    • 2. Choosing Champions
    • 3. Choosing Starting Clan Objectives
    • 4. Tracking Board
    • 5. Imperial Favor
  • Chapter 5 - Characters
    • A. Clans
    • B. Character Types
    • C. Character Cards
      • 1. Ally Card
      • 2. Enemy and Boss Card
      • 3. Champion and Companion Card
    • D. Important Concepts Related to Characters
      • 1. Honor
      • 2. Glory
      • 3. Clan Objectives
      • 4. Destiny
      • 5. Life Points and Wounds
  • Chapter 6 - Tests
    • 1. Offensive and Defensive Successes, Wounds
    • 2. Dice Used
    • 3. Out of Combat Tests
    • 4. Combat Tests
    • 5. Secret Technique
    • 6. Investigation Tests
      • Successes and Investigation
      • Investigation Cards
  • Chapter 7 - Actions
    • A. Action Points
    • B. Action List
      • Game Board: Areas and Borders
    • C. Out of Combat Actions
      • Investigation [3 Action Points]
      • Complex Manipulation [3 Action Points]
      • Movement [1 to 2 Action Points]
      • Saturated Area
      • Healing [3 Action Points]
      • Concentration [2 Action Points] (1x/Activation)
      • Disengagement [+1 Action Point]
  • Chapter 8 - Game Turn
    • A. Imperial Favor
    • B. Game Phases
      • 1. Preparation Phase
      • 2. Champions and Allies Phase
      • 3. Enemies Phase
      • Enemy Behaviors
      • 4. Recovery Phase
  • C. End of the Game
    • 1. Victory Conditions
    • 2. Calculating Honor and Glory at the End of the Game
  • Chapter 8 (continued) - D. Intermission and Campaign Cards
  • Chapter 8 (continued) - E. Ring Event Cards
  • Chapter 10 - Lexicon
    • A. Keywords
    • B. Glossary

Chapter 1 - Introduction

A. Background

The events in Champions of Rokugan take place during the Clan Wars. This is a tumultuous period in Rokugan's history, marked by power struggles, political schemes, and armed conflict between the Great Clans. The death of Emperor Hantei 38th leaves the throne vacant and the Empire in a state of civil war. Since the rightful heir is a child, the clans vie for control of the Emerald Throne, manipulating traditions and alliances in pursuit of their own ambitions.

The fortunes of the Scorpion Clan have fallen, stained by the treachery of its leader. The Crab Clan fights fiercely to defend the Empire against the evil forces of the Shadowlands, but its pleas for help often go unanswered. The Crane Clan, masters of court intrigue, seeks to maintain its political influence, bringing the clan into deeper conflict with its ancient rivals, the Lion Clan, whose military traditions spur it to expand its territory amid the turmoil. The Unicorn Clan also mobilizes its mighty cavalry for war, seeking to settle longstanding grievances against the Lion Clan and others.

Meanwhile, the Dragon Clan remains mysteriously aloof, seemingly waiting for something, or someone, before descending from its mountain domain. The pacifistic Phoenix Clan must decide whether to join a side or withdraw to its elemental studies. And on the horizon, a ragtag force of rōnin known as "Toturi's Army" is rising, while the forces of the minor clans, the serpentine naga, and the ratlike nezumi all begin their march.

The Shadowlands is growing more powerful under the rule of mighty Oni lords and the corrupting influence of the god Fu Leng. Some samurai succumb to this Taint, adding an internal threat to the ones from outside the Empire's territories.

In this context, the champions of each clan play a central role. Their duty is to defend their values while navigating a world in which honor, glory, and survival intertwine. However, they must never forget that their real enemy lies on the southern border, where the Shadowlands are waiting to strike.

To learn more about the world of Champions of Rokugan, please refer to the "Introduction to Rokugan" chapter on page 33.

B. Game Concept

Champions of Rokugan is a coopetitive (cooperative with a secondary ranking system) miniature board game for 1 to 5 players, based on adventures that take place in the world of The Legend of the Five Rings.

Players form a group of samurai Champions from the various Great Clans and factions of Rokugan to protect the Emerald Empire from the Shadowlands and the corrupt creatures that inhabit it. Other, more insidious enemies are also trying to sabotage the Emerald Empire from within, for their own gain or simply to see it destroyed. The adventures you will experience will immerse you in investigations and battles on a small or large scale. The whole of Rokugan is under threat!

Bushido is an inherent part of the Champions' lives, and each of them will therefore have an Honor score that represents their behavior in the face of the challenges that arise. In addition to the objectives specific to each adventure, players will be asked to complete the scenarios with a certain amount of Honor by accumulating the Honor scores of all Champions at the end of the game: the Honorable Victory Threshold. Players win or lose together.

Each player will also have a Glory score, which represents their fame within the Emerald Empire and their clan, and will grow through their actions on the game board, as well as through the completion of Clan Objectives (because although the Champions work together, rivalries between clans remain strong, and each will try to advance the cause of their clan as much as the survival of the Emerald Empire).

If the Champions are victorious, the one with the highest Glory score will be Glorified and their deeds will be recounted throughout Rokugan. This "Glorified" status will only have an impact when you play in a campaign.

C. Rule Hierarchy

In addition to this Rulebook, you will find a Scenario Booklet. The special rules in the scenarios take precedence over the rules on the cards, which themselves take precedence over the rules in this Rulebook and therefore apply in place of the basic rules if they contradict them.

Chapter 2 - Contents

Component list, as illustrated on the Contents spread.

  • Rulebook (x1): the rulebook you have in your hands.
  • Miniatures: the miniatures represent the different types of Characters in the game: Champions, Allies, Enemies, and Bosses.
  • Base rings (x10: 5 small, 5 large): available in 5 different colors (one per player) and allow you to instantly identify which Champion belongs to which player.
  • Game boards (x6): the game boards represent the locations in the Rokugan universe where the game will take place and where the Characters will act.
  • Game board extensions (x4): added to a game board for certain scenarios.
  • Scenery elements (x24): placed on the game boards to suit the needs of certain scenarios.
  • Game aids (x2): player aids.
  • Champion cards: show all of your Champion's characteristics on the front and their story on the back.
  • Champion dashboards (x5): hold your Champion cards and prevent the cubes you use from being moved accidentally on or off your dashboard. They also each have a colored symbol in the bottom right corner that matches the colored ring you have chosen.
  • Cubes (x44): used to indicate your Life Points (LP), Honor, Purity, and Action Points (AP) on your dashboard. They also represent the Ki points you can spend to reroll dice during tests. These cubes are placed on the Champion dashboard.
  • Clan Power cards: each Champion has a Clan Power card, which influences how they are played. This card is placed on the Champion's dashboard.

Quantities for the Champion, Clan Power, Clan Objective, Ally, miniature, Enemy and Boss card groups are printed on the Contents spread as a stylised placeholder ("xXX") that does not render as a number in the source file, so they are omitted here.

Component Notes (page 7)

  • Scenario Booklet (x1).
  • Elemental Dice (x5): 10-sided dice used only for Tests performed by Champions and Allies. Their sides represent the Five Rings and elements present in the game and its universe, which are used to determine the successes and effects triggered by your dice roll. Each Element (Air, Earth, Fire, Void, and Water) is represented by a symbol that appears twice on the die.
  • Enemy Dice (x9): 6-sided dice used only for Tests performed by Enemies and Bosses. There are 3 Enemy Dice in 3 different colors, depending on their power level (white for the weakest, then gray, then black). These dice have katana and helmet symbols to represent potential Wounds inflicted or negated by Enemies.
  • Imperial Favor token (x1): allows the player who has it to choose their place on the Activation Track first, to break any ties that are not resolved by the rules, and to play Companions (Champions not controlled by a single player) when they are activated.
  • Tracking board (x1) and its 14 tracking tokens: allows you to see at any time the current turn number, the number of turns allowed by the scenario, the Honor Track representing the cumulative Honor scores of the Champions (Group Honor), the Honorable Victory Threshold, as well as the Glory scores of each Champion and their order on the Activation Track for the turn. The tracking tokens are used to indicate this information on the tracking board. The 14 tokens are: 1 Maximum Turns token, 1 Turn Counter token, 5 Glory Counter tokens, 5 Champion Activation tokens, 1 Group Honor Counter token, and 1 Honorable Victory Threshold token.
  • Equipment cards (x15): represent legendary items that can be awarded to Champions during certain scenarios.
  • Investigation cards: used in scenarios that include Investigation. Depending on the results of their Investigation Tests, Champions will draw a certain number of cards to advance their Investigation.

Chapter 3 - Scenarios

In Champions of Rokugan, you will experience epic adventures. These are presented in the Scenario Booklet, and will allow you to participate in individual stories (scenarios) or stories that are part of larger narrative arcs called campaigns. Each scenario can be played independently of the others, but they are all linked by the story of the Clan Wars and follow this timeline.

We recommend that you take your first steps in Rokugan by playing the Shinomen Campaign, which serves as an introduction to all the game mechanics through its five scenarios.

A. Scenario Types

There are several types of scenarios, offering a variety of experiences and challenges:

  • Adventure: This is the most basic type of scenario, in which Champions face off against Enemies in combat and tactical movement through Skill Tests (dice rolls). A limited number of miniatures are used in this type of game, and the standard rules are used.
  • Investigation: Some Adventure scenarios also include an Investigation component. These stories combine investigation and combat. Champions must question Personae in order to progress through the story. Interactions are resolved through Skill Tests (dice rolls), and Personae reveal information based on the results. These scenarios use an additional deck of cards called Investigation cards to ensure they run smoothly.
  • Battle: Some scenarios are real battles and feature more miniatures on the game board, giving the feel of a large-scale battle. These scenarios never include Investigation; it's too late for that, it's war! Some miniatures are grouped into Units in this type of scenario. This type of scenario comes with additional rules and longer games. We recommend that you play a few Adventure games before attempting a Battle so that you are familiar with the basic rules before adding the additional rules.

Each scenario also offers 3 difficulty levels (easy, normal, hard). You can change the difficulty between scenarios in the same campaign.

To succeed in a scenario, you must always:

  • Complete the objective(s) listed in the scenario.
  • Reach the required Honorable Victory Threshold (see End of the Game, page 31).

B. Scenario Structure

All scenarios in the Scenario Booklet are presented in the same way, with an insert at the top containing the following information:

  • The scenario type: Adventure, Investigation & Adventure, or Battle.
  • The game board to use.
  • The list of any mandatory or forbidden Champions.
  • The adjustment to the Honorable Victory Threshold depending on the selected difficulty.
  • The maximum number of turns in the scenario.
  • The average duration of the scenario in minutes.

Example of an insert (as printed on page 8): Scenario Type: Investigation / Combat. Mandatory Champions: none. Forbidden Champions: none. Difficulty, Honorable Victory Threshold: Easy = -3, Normal = no change, Hard = +3. Game Board: The Palace. Duration of Act 1: 3 rounds. Duration of Act 2: special. Average duration: 70 minutes. (The source prints "Duraction" and "Treshold"; corrected here to "Duration" and "Threshold".)

Each scenario then tells you:

  • The group objective(s) to be achieved, which may vary depending on the difficulty level.
  • A narrative introduction.
  • Specific information about the setup, such as the starting or deployment areas for the characters, the locations of scenery elements, tokens, and other equipment, accompanied by a map.
  • A list of the game components to be set up for the scenario or for each part of the scenario.
  • Any necessary changes or clarifications to the different game phases (additional reinforcements, events, different enemy behaviors, etc.).
  • A conclusion.

When setting up scenarios, the miniatures to be placed are always represented by the portraits of the Characters in question on their cards. As the miniatures are extremely faithful to these illustrations, this choice saves you time by making it easy to find the corresponding cards and miniatures.

Similarly, tokens and portraits always have a colored outline to help you immediately identify their function:

  • Red for Enemy portraits.
  • White for Ally portraits and deployment zone tokens (for Champions and Allies).
  • Dark gray for scenario tokens (events, reinforcements, objectives, etc.).

Chapter 4 - Setup

The Scenario Booklet will explain the details of each scenario, but they are all set up in the following steps.

1. Choosing a Scenario

Each game of Champions of Rokugan begins with the selection of a scenario. Once you have chosen a scenario, gather all the materials listed in that scenario and place them on and around the game board as indicated in the "Setup" section of the scenario.

  • Place the game board and any scenery elements and board extensions, as well as tokens and the Enemy and Ally miniatures that are already present when the scenario begins.
  • Place the Enemy cards next to the game board.
  • If the scenario is an Investigation scenario, create the Investigation deck with the cards listed in the scenario; shuffle it and place it next to the game board.

If there are fewer than 5 players, fill out the group of Champions with Companions. Companions are minor Characters who accompany Champions (and count as such), so that there are always 5 Champions at the table. We will return to this in the section on Champions.

For each Champion, place the following items on their dashboard:

  • The Champion card, to be inserted on the left.
  • The Clan Power card, to be inserted on the right.
  • One cube in each gauge at the score indicated by the Champion card. The starting Purity score is always 5.
  • As many Ki cubes as indicated on the Champion card, to be placed in the "Available Ki" space.

Finally, set up the necessary reserves around the game board:

  • Elemental Dice
  • Enemy Dice
  • Combat tokens
  • Wound tokens
  • Corruption tokens (if the scenario includes Allies)
  • Tokens used specifically for the scenario
  • Cubes (you will use some of these for the Champion Selection phase)

2. Choosing Champions

Each player chooses a Champion, observing any restrictions imposed by the scenario, then takes:

  • A colored base ring to attach to the Champion miniature.
  • The Champion dashboard in the same color as the base ring.
  • The Activation token and Glory Counter token in the same color.

3. Choosing Starting Clan Objectives

For each Champion, take the Clan Objective cards corresponding to their Champion. Remove any cards mentioning Investigation if the scenario is not of this type. Shuffle the deck. Then:

  • Draw 3 cards and look at them. Keep at least 1 card. Be careful, each Clan Objective not achieved at the end of the game will cause you to lose Glory.
  • Shuffle the others into the deck.
  • Keep the deck next to your Champion's dashboard.

Unless otherwise specified in the scenario, a player must always play a Champion from a different Clan than the other players.

Example of a card related to Investigation (as printed): Hidden - Instant. Get 5 successes on an Investigation test. Investigation only. +3.

4. Tracking Board

Place the tracking board next to the main game board and place the following on it:

  • The Turn Counter token on "1", and the Maximum Turns token on the number specified by the scenario.
  • The Glory Counter token in the color of each Champion on the "0" of the Glory Track.
  • On the Glory Track, place 5 +1 Defensive Success tokens on "3", 5 +1 Offensive Success tokens on "6", and 5 Enemy Die Transformation tokens on "9". (Token identity is taken from the icon colours in the printed setup diagram: the blue token is the Defensive Success token and the red token is the Offensive Success token.)
  • On the Honor Track, place the Group Honor Counter on the position equal to the sum of all Champions' Honor.
  • On the Honor Track, place the Honorable Victory Threshold token on the position equal to the sum of the Champions' Honor, plus the Destiny score (see Characters, page 13) of all Champions and the difficulty level chosen for the scenario.

Example (as printed): The players choose the following Champions: Asahina Takako (Honor 5, Destiny 1), Togashi Mitsu (Honor 3, Destiny 1), Matsu Tsuko (Honor 5, Destiny 1), Isawa Kaede (Honor 5, Destiny 2), Bayushi Aramoro (Honor 0, Destiny 1). Place the Honorable Victory Threshold token on 24 (18 Honor Points + 6 Destiny Points) and the Group Honor counter on 18.

5. Imperial Favor

The Champion with the highest Honor score will play first. In case of a tie, the players involved roll 5 Elemental dice, and the first to roll more Fire symbols than the other will be the first player. They then take the Imperial Favor token and choose their position on the Activation Track first during turn 1.

Chapter 5 - Characters

A. Clans

All Characters belong to a clan that identifies them and, in the case of Champions, has a strong influence on how they are played and on the role that Rokugan society expects them to play (rightly or wrongly).

There are 7 Great Clans. In Champions of Rokugan, for simplicity's sake, the Nagas are also considered a Clan, as are all Characters with varied motives or members of Minor Clans, who are grouped under the banner Unaligned, and the Shadowlands. For more details on these clans, see the Introduction to Rokugan chapter on page 33.

Here are the symbols you will encounter on Character cards, Clan Objective cards, and Clan Power cards: Crab, Crane, Dragon, Lion, Naga, Phoenix, Scorpion, Shadowlands, Unaligned, Unicorn.

B. Character Types

There are five types of characters: Champions and Companions, Allies, Enemies, and Bosses.

  • Champions represent the players' characters.
  • Companions complete the game table if there are fewer than five players. They function and count as Champions, with a few exceptions.
  • Allies accompany you during certain scenarios and come to help your Champions.
  • Enemies represent the adversity that will stand in your way.
  • Bosses are powerful enemies who are immune to certain effects that would affect normal enemies.

Unless otherwise specified, the term "Enemy" always includes Bosses.

C. Character Cards

1. Ally Card

The Ally card (example: Naga Archer) is labelled as follows:

  1. Type. Indicates that this is an Ally.
  2. Action Points (AP). The number of Action Points available each turn. Actions have varying costs.
  3. Life Points (LP). The number of Wounds the Character can sustain before being Eliminated.
  4. Size. This varies from 1 to 4.
  5. Keywords. The list of keywords that this Ally benefits from.
  6. Abilities. The special abilities applicable to this Ally.
  7. Melee Combat. The number of Elemental Dice this Character rolls during Melee Combat.
  8. Destiny Points. The number of Reroll tokens this Ally has for the scenario (see page 15).
  9. Ranged Combat. If this Ally can do Ranged Combat, this is the number of Elemental Dice they can roll.

2. Enemy and Boss Card

The Enemy and Boss card (example: Skeleton Archer) is labelled as follows:

  1. Type. Indicates whether this is an Enemy or a Boss.
  2. Action Points (AP). The number of Action Points available each turn. Actions have varying costs.
  3. Life Points (LP). The number of Wounds the Character can sustain before being Eliminated.
  4. Size. This varies from 1 to 4.
  5. Keywords. The list of keywords that this Enemy benefits from.
  6. Abilities. The special abilities applicable to this Enemy.
  7. Melee Combat. Number and type of Enemy Dice to roll during Melee Combat. Enemies use different dice from other Character categories.
  8. Glory. The amount earned by the Champion who eliminates this Enemy or Boss (see Glory, page 14).
  9. Ranged Combat. If this Enemy can do Ranged Combat, this is the number and type of Enemy Dice to roll. Enemies use different dice from other Character categories.

3. Champion and Companion Card

The Champion card, the Clan Power card and the Dashboard are labelled as follows:

  1. Destiny. The relative power of the Champion compared to the average Champion. Each Destiny Point increases the Honorable Victory Threshold that must be reached by the group, and decreases the Champion's Glory at the end of the game (see Destiny, page 15).
  2. Clan. Indicates the Champion's Clan.
  3. Keywords. The list of keywords that the Champion benefits from.
  4. Life Points (LP). The number of Wounds that the Character can sustain before being Eliminated (see page 15). When this card is placed on your dashboard, a red line on the left side of the illustration will also indicate when the Champion is considered to have Weakened status (see page 15). This number is tracked on the red Life Points gauge.
  5. Action Points (AP). The number of Action Points available each game turn. Actions have varying costs (see Actions, page 22). This number is tracked on the blue Action Points gauge.
  6. Honor. Indicates the Champion's starting Honor score and how it changes during the game. At the end of the game, the combined Honor score of all Champions must equal or exceed the Honorable Victory Threshold in addition to fulfilling the scenario objectives. If not, the scenario will end in defeat (see Honor, page 14). This number is tracked on the yellow Character Honor gauge.
  7. Ki. The starting Ki score, which the Champion regains at the end of each game turn. Each Ki Point can be spent to reroll as many dice as desired at once during a test (see Ki, page 16). This number is represented in the available Ki area on the left and is placed in the area on the right when used.
  8. Size. The space occupied within an area. An area cannot contain more than a total of 4 in Size between different miniatures. Sizes range from 1 to 4 (see page 23).

Unless otherwise specified, the term Champion always includes Companions.

D. Important Concepts Related to Characters

Several concepts are at the heart of the actions and reactions of the Characters, particularly the Champions you play. This is especially true of Honor, which will be essential for your group to succeed cooperatively by reaching the Honorable Victory Threshold, and Glory, which will give everyone the opportunity to advance their Clan within Rokugan, provided the group succeeds in the scenario.

1. Honor

Honor is an inner and very personal virtue. It reflects the Champion's commitment to living according to a strict moral code. Honor does not depend on the opinions of others, but on consistency with one's own principles and loyalty to one's lord and duty.

It is one of the most important characteristics of a Champion. In addition to the scenario objectives, your Honor added to that of the other Champions will help determine victory or defeat in a game (see End of Game, page 31). The Honor gauge on the Champion dashboard ranges from -5 to 10. A Champion can never, voluntarily or involuntarily, go below -5 Honor or exceed 10 Honor.

If a Champion's Honor is less than "0" at the end of an action, they are Dishonored. In this case, they can no longer use the Investigation action and no longer count their Defensive Successes (see Offensive and Defensive Successes, page 18) during Combat. The Champion becomes Honorable again if their Honor score returns to "0" or above at the end of a Combat or as soon as they are Outnumbered.

The tracking board shows the total Honor of all Champions who have not been Eliminated, as well as the Honorable Victory Threshold that must be equaled or exceeded in order to claim victory (see End of the Game, page 31).

Champion Honor Gains and Losses

  • +1 Honor Point when they wound an Enemy (limited to once per action).
  • +1 Honor Point when fighting Outnumbered.
  • +1 Honor Point for using certain Clan Powers.
  • -1 Honor Point when fighting in Numerical Superiority.
  • -2 Honor Points when using Deception to transform the result of a Skill Test (limited to once per action).
  • -2 Honor Points during Disengagement, i.e., when leaving an area containing at least one Enemy.
  • -1 Honor Point per Purity Point lost at the end of the game.

2. Glory

Glory, unlike Honor, is an entirely public concept that is imposed on the world. It results from the actions of the Champion that leave a lasting impression, such as their exploits or heroic sacrifices. Glory is often linked to recognition and respect from peers or society, particularly from their Clan. It is an important value linked to the public perception of the Champion's actions.

Each Champion has a Glory token placed on the Glory Track of the tracking board in the same color as their dashboard and base ring.

Each player moves their Champion's token on the Glory Track of the tracking board as their score increases their Glory score. When they reach the following values on the Track, they get a Bonus token that can be used once during the game. During Combat, these tokens can be used at any time during the Elemental Dice roll:

  • 3 points: Bonus token of +1 Defensive Success (token 1).
  • 6 points: Bonus token of +1 Offensive Success (token 2).
  • 9 points: Allows you to change the result of an Enemy's dice roll (token 3, Enemy Die Transformation).

Glory can never fall below 0 or rise above 25.

Champion Glory Gains and Losses

  • +X Glory Points for eliminating an Enemy. They gain the value indicated on the Enemy card.
  • +X Glory Points for completing a Clan Objective. They gain the value indicated on the card (see below).
  • +X Glory Points for completing certain actions or objectives during a scenario. Their value is specified in each scenario.
  • +2 Glory Points if Eliminated.
  • -X Glory Points for failing to complete their Clan Objectives. At the end of the game, they lose the value indicated on each uncompleted Objective card they possess (see below).
  • -1 Glory Point per Purity Point lost at the end of the game.
  • -1 Glory Point per Champion Destiny Point at the end of the game.

Unless otherwise stated, Champions always start the game with a Glory score of 0.

If any Champion has 0 Glory at the end of the game, the Honorable Victory Threshold increases by 1. If any Champions have 15 or more Glory, the Honorable Victory Threshold decreases by 1. These bonuses and penalties are per Champion affected, and can therefore decrease or increase by a maximum of 5.

Glory Track Overview: Glory 0 to 25 on the track; bonus tokens at 3, 6 and 9 points as described above.

3. Clan Objectives

Clan Objectives, represented by Clan Objective cards, are an important way for Champions to earn Glory outside of the means specific to different scenarios or defeating Enemies. A Companion does not have a Clan Objective and therefore cannot complete one.

Each of these cards contains the following information:

  • Types. A card will always be of two types at a time: Revealed or Hidden, and Instant or End.
  • Condition. This is what the Champion must accomplish to complete the Objective.
  • Glory. This is the number of Glory Points earned on the Glory Track on the tracking board.

Example of Clan Objective cards (as printed): "Hidden - End: If you have fewer Wounds than every other Champion, gain 4 Glory Points; 6 if one of them is from the Crane Clan." "Revealed - Instant: Perform 3 Secret Techniques. (Place one cube on this card for each Technique performed, until completed.)" Glory values shown: +4 / +6 and +3.

The four types of Clan Objectives have the following effects:

  • Revealed. Once selected, this Objective must be immediately revealed to all players and remain face up throughout the game.
  • Hidden. Once selected, this Objective remains face down until the precise moment when you fulfill the conditions for its completion.
  • Instant. This Objective awards you Glory Points as soon as it is completed. If it was Hidden, it must be revealed face up to the other players so that they are aware of the Objective you have completed. The conditions for some Clan Objectives are fulfilled during the other Champions' turns.
  • End. This Objective awards you its Glory Points during the final Glory calculation at the end of the game if you fulfill its conditions (see End of the Game, page 31).

During setup, each Champion takes their Clan Objective card deck, removes the card marked "Investigation only" if the scenario is not an Investigation scenario, shuffles the deck, and draws three cards. They select at least one card and reveal any cards of the Revealed type. Unselected cards are placed in a discard pile, face down.

Similarly, the Draw Objectives action (see Actions, page 22) also allows a Champion to draw two new Clan Objective cards and select one, with the other going to the discard pile.

You can select as many Clan Objective cards as there are cards in your deck. If you have no more cards available when you want to draw, shuffle your Clan Objective discard pile, to form a new draw deck.

Warning! If a Clan Objective is not completed by the end of the game, its Glory value will be deducted from the Champion's Glory Track on the tracking board. If this Objective has 2 potential values, the lowest value on the card will always be deducted.

4. Destiny

Champions of Rokugan offers you the opportunity to play important characters from Rokugan's history. Some of these legendary heroes are more powerful than average, which is reflected in their Destiny score.

In exchange for this superior power, each Destiny Point a Champion has increases the Honorable Victory Threshold by one point at the start of the game. If the Character is Eliminated, their Destiny Points are not subtracted from the Honorable Victory Threshold.

At the end of the game, the Champion's Glory score is reduced by the number of Destiny Points.

For Allies, each Destiny Point grants a Reroll token (and no penalties). A player controlling an Ally can reroll all or some of the Elemental Dice during an Ally's Skill Test by discarding one of their tokens.

Example (as printed): Matsu Tsuko has a Destiny score of 1. At the start of the game, the Honorable Victory Threshold increases by one point. She is Eliminated in a clash. At the end of the game, the Honorable Victory Threshold will remain increased by 1, and she will suffer a loss of one Glory Point.

5. Life Points and Wounds

Life Points represent the Characters' ability to withstand blows from their opponents. They are represented differently depending on the type of Character.

  • Wounds (drop icon) suffered by Allies, Enemies, and Bosses are represented by Wound tokens placed next to their miniatures or on their cards in the case of Bosses.
  • When an Ally is reduced to 0 Life Points, they are Eliminated. Their miniature is removed from the game board.
  • When an Enemy or Boss is reduced to 0 Life Points, they are Eliminated. Their miniature is removed from the game board and the Champion who eliminated them earns the Glory Points indicated on their card.
  • Wounds suffered by Champions are represented by a Life Point gauge. A Champion has an initial Life Point score noted on their card, as well as a Life Point threshold marked by a red line on the Champion's illustration, representing the "Weakened" state. When a Champion reaches the "Weakened" threshold, they only roll 4 Elemental Dice for all their Skill Tests, whether in Combat or Out of Combat.

Characters can never exceed their initial number of Life Points.

A Character reduced to 0 Life Points is Eliminated. They can no longer be healed, and nothing can cancel their elimination. If an Enemy or Boss is Eliminated by a Champion (including Companion), they advance the Champion's token on the Glory Track by the Glory score indicated on their Enemy or Boss card.

Eliminated Champion

When a Champion is Eliminated, remove their miniature from the game board. Keep their Champion Dashboard and scores, as these may be used to fulfill Objectives.

Immediately:

  • Their starting Honor is removed from the Honorable Victory Threshold (but not their Destiny score).
  • Their current Honor is removed from the Group Honor Track.
  • They gain 2 Glory Points.

At the end of the game:

  • They lose Honor and Glory based on their Purity (see below) and Destiny scores.
  • They resolve their End-type Clan Objective cards, gain Glory for any they can fulfill, then lose Glory for any they cannot fulfill.

Unless specified by the scenario, the Elimination of a Champion does not necessarily result in their failure. A player whose Champion is Eliminated may, if they wish, play one of the Companions present on the board for the rest of the game (or until the Companion is Eliminated).

6. Purity and Corruption

Champions and Allies defend the people of Rokugan against the Corruption of the Shadowlands. Sometimes, Fu Leng's minions spread Corruption during a successful attack or simply by their presence. In these cases, the Champion or Ally loses a number of Purity Points equal to the Corruption value indicated in the Keyword on the Enemy or Boss card, and the Purity gauge on their dashboard is reduced by the same amount (in the case of a Champion) or by recovering Corruption tokens (in the case of an Ally).

Unless otherwise stated, Champions and Allies always start the game with a Purity score of 5.

If a Champion's Purity reaches "0", there are two possibilities:

  • If the Champion has 0 Life Points: the Champion is Eliminated.
  • If they still have Life Points: the Champion is Corrupted. They are now part of the Enemy side and will be played with the rest of them.

The Corrupted Champion's miniature remains in place, they are no longer controlled by the player, but their Champion profile is replaced by their Boss card until the end of the game, retaining any Wounds they have suffered. The Corrupted Champion is considered Eliminated for the purposes of resolving the scenario but does not earn the 2 Glory Points for being Eliminated.

As with Elimination, the player whose Champion has been Corrupted may control a Companion already on the game board until the end of the game.

At the end of the game, each Purity Point lost also causes the Champion to lose 1 Honor Point and 1 Glory Point. A Corrupted Champion cannot be Glorified at the end of the game.

An Ally tracks lost Purity Points using Corruption tokens (which have a value of 1 to 4). Like Champions, when they reach "0," they will be Eliminated or Corrupted, depending on their remaining Life Points. If they are Corrupted, their Ally card is replaced by their Enemy card, retaining any Wounds they have suffered.

It is possible to prevent the loss of Purity when it occurs by spending as many available Ki Points as the potential loss of Purity.

It is also possible for a Champion, at any time during their Activation, to spend available Ki Points to raise their Purity gauge by the number of points spent.

7. Ki Points

Champions have a Ki score that represents both the number of Ki Points they have available at the start of the game and the number of points they recover to their initial level during each Recovery Phase at the end of the turn.

During a test, a Champion can spend one Ki Point to reroll as many of their Elemental Dice as they wish. They can do this several times during the same roll, paying the cost each time they want to reroll one or more dice.

A Champion can exceed their initial Ki score (for example, with the Concentration action), but only temporarily; during the Recovery Phase, any Ki Points remaining in excess of their initial score will be lost.

8. Equipment Cards

During certain scenarios, Champions can collect sacred items represented by three categories: Weapon, Armor, and Relic. The effects of an Equipment item are described on its card.

There is no limit to the number of Equipment cards a Champion can have, but they can only use one of each type in a scenario.

9. Companions

When there are fewer than 5 players at the table, use a Companion for each missing player instead of a Champion.

These Companions will always be Minor Clan Bushi, unless you are playing Solo (see Solo Game, below).

Companions count as Champions, with the following exceptions:

  • They are played by the player with Imperial Favor for the 3- and 4-player game, or divided between the players if there are only two players.
  • They do not have Clan Objectives and therefore cannot fulfill them.
  • They are never Glorified (see End of the Game, page 31).

If there are Minor Clan Companions in play, they are assigned to players as follows:

  • 4 players: The Minor Clan Companion is controlled by the player with Imperial Favor.
  • 3 players: Both Minor Clan Companions are played by the player with Imperial Favor.
  • 2 players: Assign one Minor Clan Companion to each player. The third will be controlled by the player with Imperial Favor.
  • Solo play: All Companions are controlled by the single player.

Be careful not to sacrifice your Companions too hastily, as each Eliminated Champion earns them 2 Glory Points, which could make it difficult for you to match their combined Glory scores at the end of the game!

10. Solo Game

It is possible to vary the strategic approach greatly when playing alone. In this case, only one Clan will be played and the following changes will apply:

  • The player selects their Champion, then chooses either the 4 Minor Clan Bushi or the 4 Companions specific to their Clan as Companions, represented by 4 identical Champion cards with the Companion Keyword.
  • Reminder: only your Champion has Clan Objectives and can fulfill them.
  • The player chooses the location of each of the five Champions on the Activation Track. Their Champion (and no longer the player themselves) is considered to hold Imperial Favor and retains it throughout the game.
  • To succeed in the scenario, in addition to completing the scenario objectives and reaching or exceeding the Honorable Victory Threshold, your selected Champion must have a Glory score higher than the combined Glory scores of his 4 Companions.

Minor Clan Bushi card (as printed): Companion, Minor Clan Bushi. Rallying Cry: In a Melee Combat, each Minor Clan Bushi regains 1 Life Point. Dragon Monk card (as printed): Companion, Ebb and Flow: You can remove 1 [icon] from your opponent and gain 1 [icon] for this Melee Combat. (The two icons are symbol glyphs in the source; the Success token types are not spelled out in the card text.)

Jade Scroll equipment card (as printed): Relic. If you inflict at least 1 [Wound] on an Enemy with the Shadowlands keyword during a Ranged Combat, inflict an additional 1 [Wound]. (Only for Elementalists.)

Chapter 6 - Tests

Throughout the scenarios, the Characters (Champions, Allies, and Enemies) will be called upon to perform numerous tests. The outcome of their actions is determined by dice rolls, whether in Combat or Out of Combat, which determine whether an action is successful or unsuccessful.

Out of Combat, the results are simply referred to as successes.

In Combat, the results are referred to as Offensive and Defensive Successes.

1. Offensive and Defensive Successes, Wounds

The results of Combat are represented by the following symbols:

  • The sword-slash symbol represents Offensive Successes, i.e., the number of potential Wounds that will be inflicted on the defender.
  • The figure symbol (a warrior with a shield) represents Defensive Successes, i.e., the number of potential Wounds canceled from the attacker's result.
  • A sword-slash minus a figure indicates the number of Wounds sustained by a Character.
  • The drop symbol represents Wounds sustained by Characters, both in Combat and Out of Combat.

In Combat: Wounds (drop) = Offensive Successes (sword-slash) - Defensive Successes (figure).

2. Dice Used

Enemies only perform tests during Combat. They use 6-sided Enemy Dice, which only have sword-slash and figure symbols on them and come in varying quantities depending on the sides and colors of the dice (white, gray, black). These sword-slash and figure symbols are counted and added to any modifiers to determine the Enemy's result.

Example (as printed): A Zombie Peasant is in Melee Combat with a Champion. During their attack, the Enemy Dice to be rolled are three dice. They roll them, and their final Attack score is therefore 2 sword-slash and 1 figure, which will be compared to the Champion's result.

Enemy Dice are grouped into three categories, ranging from weakest to most powerful:

  • Weak (white die).
  • Medium (gray die).
  • Strong (black die).

When an Enemy fights, you roll 6-sided dice; most of the time 3 dice and never less than 2. These dice are rolled at the same time as the Champion's Elemental Dice. Several modifiers, such as keywords noted on an Enemy's card or a Champion Power, can change the final result of a roll.

Enemies' Melee or Ranged Combat abilities are shown at the bottom of their cards. If no bow symbol appears on the right side, the Enemy cannot engage in Ranged Combat.

Champions and Allies use Elemental Dice, composed of symbols from the Five Rings of the Legend of the Five Rings. Each of these 5 Elements appears twice on these 10-sided dice: Air, Earth, Fire, Water, and Void.

The tests they perform are called Skill Tests.

3. Out of Combat Tests

Important: Champions and Allies roll 5 dice Out of Combat, and 4 to 5 depending on the values and symbols on their card for Combat.

A Champion who does not have a bow symbol with a value can never engage in Ranged Combat.

When a Champion is Weakened, they roll a maximum of 4 Elemental Dice, both in Combat and Out of Combat.

The Five Rings. The five elements, also known as the Five Rings, are represented as the sacred spirits of the natural world, as well as in society and the psyche.

  • Air: the element of subtlety, finesse, and perception. It is linked to diplomacy, precision, and cunning.
  • Earth: symbol of stability and defense. It represents physical and mental strength, as well as the ability to endure and protect.
  • Fire: embodies passion, energy, and creative destruction. It represents initiative, enthusiasm, and innovation.
  • Water: associated with adaptability and the power of flow. It reflects the ability to adapt to circumstances and exploit opportunities.
  • Void: the spiritual essence and universal harmony. It is the state of awakening and intuition, allowing one to act in perfect resonance with the universe.

When a Champion or Ally makes a test, they roll the dice and get a certain number of results for each Element. When resolving their test, they choose one of these Elements (except Void), for which they will have one success per symbol obtained on the top face of the die.

Example (as printed): Bayushi Aramoro rolls his 5 Elemental Dice and gets Earth, Earth, Water, Void, and Void, for a total of 2 successes. Fortunately for him, there are several ways to modify his final result.

After rolling the dice, a Champion or Ally may use these options, in the following order:

  • Focus. Use 1 Ki Point by moving it from the "available" slot to the "used" slot. Spending this point allows you to reroll all or some of the Elemental Dice. Focus can be used as long as the Champion has Ki Points. You can therefore spend 1 Ki Point, reroll one or more Elemental Dice, then spend another Ki Point to reroll one or more Elemental Dice again. An Ally does not have Ki but may have a Destiny score that gives them Reroll tokens that work in the same way.
  • Deception. By spending 2 Honor Points, you can transform any result of 1 Elemental Die into another Element of your choice, once only. Deception is limited to once per action.
  • Call of the Void. Remove 1 Elemental Die with a Void result from the test. Then transform each other Void result into a result of your choice.

Once these optional steps are complete, you get your final result and number of successes.

Example (as printed): Bayushi Aramoro rolled Earth, Earth, Water, Void, and Void, for a total of 2 successes. He decides to spend 1 Ki Point to reroll his Water Element and gets Water again. He spends a second Ki Point and this time gets Earth by rerolling his Water. He now has 3 successes. He then uses Call of the Void, discards his first result of Void, which allows him to convert his remaining Void results (i.e., 1) into the Element of his choice. He converts it to Earth, giving him 4 successes. Much better than the 2 he started with!

  • Harmony with the Elements. When you get a result from each of the Air, Earth, Water, Fire, and Void Elements during an Out of Combat Elemental Dice roll, you can use Harmony with the Elements to get 4 automatic successes without choosing an Element on Investigation Tests (see Investigation Tests, page 20) and on certain Complex Manipulation tests specific to certain scenarios.

4. Combat Tests

Combat can be initiated by Champions and Allies (during the Champion Phase) and by Enemies (during the Enemy Phase). Thus, during the same game turn, Champions can fight multiple times.

During Combat, both the attacker and the defender attack (if the defender can) and defend themselves.

The only actions that take place in Combat are Melee Combat and Ranged Combat (see Actions, page 22).

Combat Skill Tests work in much the same way as Out of Combat Tests, with the following changes:

  • Offensive and Defensive Elements. Mimicking the sword-slash and figure symbols of Enemies, Elemental Dice have their Elements split into three categories: Void (no change), Offensive Elements (Water, Fire), and Defensive Elements (Air, Earth). Instead of choosing a single Element as in Out of Combat, when resolving your test you must choose one Offensive Element and one Defensive Element.

  • Additional Effects. Additional Effects are applied to the results obtained by Champions (not Allies) when you have a combination of 3 identical Offensive or Defensive Elements:

    • 3 Air: +1 Action Point bonus and 1 Life Point healing.
    • 3 Earth: +1 figure (Defensive Success) bonus.
    • 3 Water: +1 sword-slash (Offensive Success) bonus.
    • 3 Fire: +1 Ki Point bonus.

    Example (as printed): Togashi Mitsu makes a Melee Combat test. He rolls 5 Elemental Dice and gets Fire, Fire, Air, Void, and Void. He decides to use Call of the Void to remove one Void and convert the last one into Fire. He will therefore have 3 Offensive Successes, 1 Defensive Success, and will gain +1 Ki Point as an Additional Effect.

  • Harmony with the Elements. When you get a result from each Element Air, Earth, Water, Fire, and Void during a Combat Elemental Dice roll, you can use Harmony with the Elements so that your Enemy's sword-slash does not inflict any drop on you, and you automatically inflict 1 sword-slash on them, ignoring all of their figure symbols. If you have abilities that cause you to gain sword-slash, they will not apply unless otherwise specified.

Reminder: a Dishonored Character does not count their figure symbol (Defensive Successes), so this is the only way to defend yourself effectively when you are Dishonored and be Honorable again at the same time.

5. Secret Technique

Each Champion has a Secret Technique that is triggered by a specific combination of Elements. This combination is only taken into account once the Elemental Dice have been modified, just before the final result. For most Champions, this Technique only has an effect during a Combat.

Using a Secret Technique does not remove any Elemental Dice; each die will have its full normal effect.

Example Secret Technique (as printed): Controlled Rage. Combination of Elements required to trigger it: Fire, Fire, Air. Effect: You gain +1 sword-slash (Offensive Success) for this Combat.

Example (as printed): Matsu Tsuko of the Lion Clan performs a Combat Skill Test. She gets the following result: Fire, Fire, Air, Earth, Water. The Elements Fire, Fire, Air allow her to trigger her Secret Technique, and thus gain 1 sword-slash to the final result.

6. Investigation Tests

Some Champions of Rokugan scenarios are Investigation scenarios, which means that you will need information and clues to progress. During these scenarios, your Champions will interact:

  • With Interlocutors, who are non-combatant characters represented on the game board by Persona tokens.
  • With Enemy Characters for whom the scenario calls for such interaction.

Champions will talk to Personae and Enemies to, for example, locate a suspect, a target, a specific house on the game board, or even a treasure. To do this, you will use the Investigation action (see Actions, page 22).

Place the Investigation deck next to the game board and set up a discard pile face down.

An Investigation card deck consists of all Investigation cards, minus any modifications indicated by the scenario. In this deck, you should only include a certain number of "Interesting Information" cards numbered from 1 to 10:

  • Take the cards numbered from 1 to the value required by the scenario and shuffle them.
  • Then discard one of these at random, face down, and shuffle the others into the deck used for the scenario. The discarded card is returned to the game box with the unused cards.

On the game board are tokens numbered from 1 to the same value as the "Interesting Information" cards required by the scenario. When players draw an "Interesting Information" card, they remove the token corresponding to the number on the card. Under one of them is the Investigation objective. When an "Interesting Information" card is revealed, remove the corresponding token until only one token remains. This token will be linked to the card you removed and will therefore be the one you were looking for!

Example (as printed): The scenario uses 4 "Interesting Information" cards, so take cards numbered 1 to 4, then discard one face down at random before shuffling them back into the Investigation deck. Cards numbered 1, 3, and 4 remain secret; card 2 has been discarded face down. There are 4 tokens on the board, numbered 1, 2, 3, and 4. During their Investigation, one of the Champions reveals an "Interesting Information" card numbered 3. The token 3 is removed from the game. Another Champion eliminates 4, and finally a last Champion eliminates 1. Only token 2 remains: this is where the Investigation objective is found.

Successes and Investigation

The result of the (Out of Combat) Elemental Dice test determines how the discussion goes:

  • 2 successes or less. It's a failure! Shuffle the discard pile, take two Investigation cards at random without looking at them, and place them on top of the draw pile. Put the discard pile back in place, still face down.
  • 3 successes. Draw a card and play it in front of all players. Once you have applied its effects, discard it face down.
  • 4 successes or Harmony with the Elements. Draw two cards, secretly this time. Play at least one of them in front of all players, then place both cards face down in the discard pile.
  • 5 successes. Draw three cards, secretly. Play at least one of them in front of all players, then place all three cards face down in the discard pile.

As soon as an "Interesting Information" card is drawn, it is applied to remove the corresponding token. Discard the card from the game and do not place it in the discard pile.

If at least one card is played during a discussion with a Character, it is no longer possible to Investigate that Character.

If at least one card is played during a discussion with a Persona:

  • Turn the Persona token to its gray side.
  • They can be questioned again.
  • If they are questioned again, remove the token from the game.

Investigation Cards

Here is the list of potential Investigation cards. Each entry gives the card's flavour line (where printed), its effect, and its copy count.

  • Look Out! (x2). "Help! Over here!" The 2 Enemies with Guard behavior closest to you change to Assault behavior. They activate immediately and will activate again during the Enemy Phase.
  • Draw Attention (x2). "The person starts waving their arms and calls for a guard!" The Enemy with Guard behavior closest to you spends 2 Action Points to get closer to this character; 3 if you used the Element during this Investigation.
  • Talkative (x2). "Blah, blah, blah... Didn't I tell you that story? Listen to this..." Draw 2 cards from the Investigation deck; 3 if you used the Element during this Investigation. Choose 1 and place it back on top of the Investigation deck.
  • Captivating (x2). "What you're saying is just incredible... I'd never have thought of it myself!" Gain one Ki Point if you used the Element during this Investigation. Once you've completed your action, you can carry out another Investigation on this character if he is still present without spending any Action Points.
  • Unpleasant (x2). "Excuse me, but I've got better things to do! Leave me alone!" Remove the character token from the game.
  • Pointless Discussion (x8). "Your Investigation yielded no results; your target had no information to give you."
  • Eloquence (x2). "As lightning strikes, sublime is he who knows nothing!" Gain 1 Honor Point; 2 if you used the Element during this Investigation.
  • False Lead (x2). "Hmm, interesting. In that case you should go that way... Actually, no, not that way!" Take 3 cards at random from the discard pile and place them back on top of the Investigation deck; 2 if you used the Element during this Investigation.
  • Interesting Information (x10, numbered 1 to 10). "After researching and questioning your target, you come to an interesting conclusion about your Investigation." Applied as described above: remove the token matching its number.

Note: the card-text columns on the printed spread are closely set and were matched to their card titles from the rendered page; the "Element" references are reproduced as printed.

Chapter 7 - Actions

A. Action Points

Action Points (AP) represent the ability of Champions, Allies, and Enemies to act. During their Activation Phase, each Character will spend all or part of their Action Points. Champions can carry over remaining Action Points from one turn to the next as long as their AP score does not exceed a maximum of 10 points.

B. Action List

Here is the list of actions available to Champions during their Activation:

  • 3 AP. Melee Combat: Attack in your area or in an adjacent Saturated area.
  • 3 AP. Ranged Combat: Attack outside your zone.
  • 3 AP. Investigation: question a Persona.
  • 3 AP. Complex Manipulation: interact with a setting or object requiring a Skill Test.
  • 3 AP. Healing: heal yourself.
  • 2 AP. Concentration: gain Ki Points for the current turn.
  • 1-2 AP. Movement: move according to the movement costs.
  • +1 AP. Disengagement: leave an area in which at least one opponent is present.
  • 1 AP. Simple Manipulation: simple interaction with an object that does not require a Skill Test.
  • 1 AP. Draw Objectives: draw two Clan Objective cards and keep one.

Allies and Enemies have access to more limited lists of actions (see Game Phases, page 29).

Game Board: Areas and Borders

Each game board is made up of areas which are themselves delineated by borders. There are several types of borders. Areas that surround another area are considered adjacent as long as they are not separated by a red border.

C. Out of Combat Actions

Investigation [3 Action Points]

In an Investigation scenario, this action allows you to interact with a Persona token, sometimes with an Enemy depending on the scenario, by questioning them to obtain information according to the scenario rules.

Complex Manipulation [3 Action Points]

This action allows you to interact with the Champion's environment, for example a mechanism needed to activate a piece of scenery. This action, if available, will be specific to the content of the scenarios.

In all cases, the Champion must make a Skill Test. The number of successes required will be determined by the scenario.

Movement [1 to 2 Action Points]

This action allows the Character to move out of one area and into another adjacent area, depending on the type of border separating the two areas.

By default, a normal border is called a single white border. It represents open terrain that is easy to cross.

  • Single [1 Action Point]: A single border is the default border, representing open terrain that is easy to cross.

Modifiers may apply to cross certain areas.

  • Double [2 Action Points]: A double border is unstable and requires effort to cross. It costs 2 Action Points to cross instead of 1.

    A Character with the Agile Keyword counts a double border as a single border.

  • Dotted [Variable]: This is a very narrow area. A Character of Size 2 or greater cannot cross this border. Crossing this border requires 1 or 2 Action Points depending on whether it is single or double.

    A Character with the Naga Keyword can cross this border normally despite its Size.

  • Split: This is an area littered with obstacles or steep slopes that cannot normally be crossed.

    A Character with the Break Through Keyword can cross this border for 2 Action Points.

  • Red: It is impossible to cross this border, regardless of the situation.

Saturated Area

It is impossible to enter an area if its occupancy (the combined Sizes of the Characters present) exceeds 4. An area that cannot be entered is called Saturated.

If an area is Saturated but only contains Characters from the same side (only Champions and Allies for players, or only Enemies for Enemies), a Character from the same side can cross it while respecting the rest of the Movement rules, provided they immediately spend the Action Points necessary to enter AND exit the Saturated area crossed.

Example (as printed): Matsu Tsuko wants to cross an area Saturated by Characters from the same side as her. The border separating her current area from the Saturated area is a single white border, which would cost her 1 AP. The area she wants to go to near the Saturated area is separated by a double dotted white border. She will therefore have to spend 3 AP in total (1 to cross a single border, 2 to cross a double white border).

Healing [3 Action Points]

This action allows a Champion or an Ally to take a moment to bandage their wounds or cast healing magic. They regain 2 Life Points. It is impossible to exceed your maximum Life Points, and it is impossible to use Healing if an Enemy is in the Champion's area.

Concentration [2 Action Points] (1x/Activation)

This action allows the Champion to draw on their inner strength. They immediately gain 1 Ki Point. Take a cube from the reserve and place it in the area of available cubes for your Ki. It is possible to temporarily exceed the maximum; the Ki Point will be lost during the next Recovery Phase.

Disengagement [+1 Action Point]

This action allows a Character to leave an area in which at least one opponent is present. In addition to costing 2 Honor Points, it also costs 1 additional Action Point for this Disengagement, on top of the cost of the Movement used to leave the area.

Simple Manipulation [1 Action Point]

This action does not require a Skill Test (unlike Complex Manipulation) and is used for risk-free interactions with the environment. In addition to scenario-specific cases, this includes:

  • Picking up/putting down an item.
  • Giving/taking an item. If it is an exchange between two Champions, only one of them, at their discretion, spends a single Action Point.

Draw Objectives [1 Action Point] (1x/Activation)

This action allows you to draw two cards from your Clan Objective deck. Select one, return the other to the deck, then shuffle it. If the selected card is a Revealed card, you must immediately play it face up.

D. Combat Actions

Champions of Rokugan is a heroic game in which Champions are often called upon to fight. Combat includes both Melee or Ranged Combat. It can be initiated by a Champion or an Ally during the Champion Phase, or by an Enemy during the Enemy Phase (see Game Phases, page 29). Thus, during the same game turn, Characters can face each other several times.

A Combat action represents several exchanges of blows between two Characters (a Champion or Ally against an Enemy), which is why the Character who initiates Combat and their opponent (their target) attack and defend during the same Combat (unless the defender cannot engage in Ranged Combat). Two Characters involved in a fight are also called Combatants.

1. List of Combat Steps

  1. Choose your target.
  2. Determine if there is a Numerical Superiority / Outnumbered situation.
  3. Start the Combat.
  4. Calculate the number of dice to roll.
  5. Roll each Combatant's dice.
  6. Reroll dice.
  7. Transform the results.
  8. Apply modifiers and calculate the final results.
  9. Inflict Wounds.
  10. End of Combat.

The number of steps in Combat may seem high, but it is only there to help you understand the order in which micro-decisions and modifications take place.

The basic rules of Combat are those of Melee Combat, with Ranged Combat being an adaptation of the latter.

2. Melee Combat [3 Action Points]

To initiate Melee Combat, a Character must either:

  • Be in the same area as their target.
  • Be adjacent to a Saturated area in which their target is located.

Additional concepts

  • Adjacent. An area is said to be adjacent to another if they are not separated by a red border. Characters present in this area will also be said to be adjacent.

  • Saturation. If a Character is near an area whose total cumulative Size of its occupants is 4, or if entering the area would bring that total to more than 4 (in the case of a Character with a Size greater than 1), the area is considered Saturated (see page 23).

    It is possible to initiate Combat in a Saturated area from an adjacent area. The two areas concerned are then considered to be the same area for the duration of the Melee Combat. If one of the Characters has to be moved because of this Combat, they must do so from the area where they are physically located.

  • Intervene. Once per turn, another Champion in the same area may Intervene for free and take the place of the Champion who should be fighting. If several Champions want to Intervene, the player with Imperial Favor decides. Each Champion may Intervene once per game turn.

  • Forced Movement. If a Champion or Enemy must be moved against their will due to the effects of a Secret Technique, power, or something else, this movement must take place in an area that can accommodate them (not Saturated, and whose borders they could cross during a Movement). If there is no area nearby that can accommodate them, the character is cornered, is not moved, but sustains 1 drop (Wound).

  • Important. A Champion with Numerical Superiority or Outnumbered loses or gains Honor accordingly and may therefore become Dishonored or be Honorable again right since the Combat has not yet begun (see Honor, page 14).

Details of Melee Combat Steps

  1. Choose your target. Choose a target from the opposing side that is in your area or in an adjacent Saturated area. Determine whether the Yojimbo Keyword (which allows an attack to be redirected to the person who has it, if they are in the same area as the target) or the Intervene option can be applied to this Combat, and whether these methods are used. If one of them is used, the target of the Combat changes.

  2. Determine if there is a Numerical Superiority / Outnumbered situation. Add up the Sizes of all Characters on each side present in the area and in the area where you are initiating Combat if you are fighting a Character in a Saturated area. If one side has a higher total than the other, their Combatant is considered to have Numerical Superiority, and their opponent is Outnumbered. The Outnumbered Character rolls one die less. For a Champion, this is one of their Elemental Dice; for an Enemy, remove the weakest Enemy Die (either a white Enemy Die if they have one, or a gray one if they don't, or a black one if they have neither white nor gray).

  3. Beginning of Combat. This is the step at which any mention of an "At the Beginning of Combat" effect applies.

  4. Calculate the number of dice to roll. Calculate the number of Elemental Dice the Champion or Ally must roll and the number of Enemy Dice the Enemy involved in the Combat must roll simultaneously, as indicated on their cards. Effects such as Outnumbered or Weakened may modify these numbers. Never roll more than 5 Elemental Dice, and never less than 4. Never roll more than 3 Enemy Dice, and never less than 2.

  5. Roll each Combatant's dice. Roll as many Elemental Dice and Enemy Dice as calculated in step 4.

  6. Reroll dice. If you wish, use one or more effects that allow you to reroll dice, such as Focus for Champions (using Ki Points), Reroll tokens (for your Elemental Dice), or Enemy Reroll tokens (to reroll Enemy Dice), and any other similar effects. There is no limit to the number of rerolls you can make as long as you have the resources to trigger them (Ki Points, tokens, etc.). Most of these effects also allow you to reroll more than one die at a time if you wish.

Simultaneous Eliminations. Since both Combatants' attacks occur at the same time, they can eliminate each other. Reminder: a Character reduced to 0 Life Points is Eliminated. They can no longer be healed and nothing can cancel their Elimination.

Melee Combat example (as printed): Matsu Tsuko wants to initiate a Melee Combat against an Armored Oni. The Oni's area is Saturated because it has a Size of 2 and there are also 2 Peasant Zombies in the area. There is also a Peasant Zombie in Matsu's area.

  1. Matsu Tsuko targets the Armored Oni.
  2. Matsu Tsuko's side has a total Size of 1. Opposite her, there is a total of 5 (4 in the Saturated area, and 1 in her own area, which counts for the duration of the Combat as being the same area as the Saturated area). She is Outnumbered, and therefore gains 1 Honor Point, +1 thanks to her Clan Power.
  3. Combat begins.
  4. Matsu Tsuko has 5 Elemental Dice to roll, and the Armored Oni must roll his 3 black Enemy Dice. Being Outnumbered should remove 1 Elemental Die from Matsu, but her Lion Ferocity power allows her to roll 5 Elemental Dice even when Outnumbered.
  5. Matsu Tsuko rolls her Elemental Dice and gets 2 Fire, 2 Water, and 1 Air. The Oni rolls his black Enemy Dice and gets 2 sword-slash and 2 figure.
  6. The Armored Oni has no rerolls to make. Matsu Tsuko decides to spend 1 Ki Point to reroll her 2 Water, as she intends to keep her Fire to serve as both her chosen Offensive Element and to use her Secret Technique, which requires 2 Fire and 1 Air, which she already has. She rolls a 1 Void and gets an additional 1 Fire. She keeps this and spends a second Ki Point to reroll her Void. She rolls a 1 Air, which is perfect for her.
  7. The Oni has no dice result transformations to make, and Matsu Tsuko, satisfied with her result, makes none either.
  8. Matsu Tsuko locks Fire as Offensive Element and Air as Defensive Element. This gives her 3 sword-slash and 2 figure. Thanks to her Secret Technique, which she can trigger since she has the right Elements, she gains an additional sword-slash, for a total of 4 sword-slash and 2 figure. Having 3 identical Elements, she also benefits from the Additional Element Effect and regains 1 Ki Point. All effects have been applied.
  9. Matsu Tsuko has 4 Offensive Successes, the Oni has 2 Defensive Successes, so he sustains 2 Wounds. The Armored Oni has 2 Offensive Successes, Matsu Tsuko has 2 Defensive Successes, so she does not sustain any Wounds.
  10. The Combat is over. Matsu Tsuko gains 1 additional Honor Point for wounding her opponent.

3. Ranged Combat [3 Action Points]

Ranged Combat is the only form of Combat possible when two potential opponents are not in Melee Combat. A Character who has both a Melee Combat and Ranged Combat value may choose to perform either the Melee Combat action or the Ranged Combat action if adjacent to a Saturated area. In both cases, their target will be considered to be performing the same type of Combat.

To initiate Ranged Combat, the Character must:

  • Have a Ranged Combat value.
  • Have a Line of Sight to their target.
  • Be within range of their target, i.e., 1 or 2 areas away from their target (unless otherwise stated).
  • Have no opponents in their area.

Additional concepts

  • Line of Sight. To determine if a Character has Line of Sight on an opponent, draw a path through each area from the Character to their target as if they were moving there. It is not possible to use a diagonal to determine Line of Sight, regardless of the configuration of the game board.

    The Line of Sight cannot cross:

    • 1 red border.
    • 2 double white borders in total.
    • 2 split borders in total.
    • 1 double white border and 1 split border in total.

    If the path crosses only single white borders within the firing range, it is a Direct Line of Sight. Any Line of Sight that crosses anything other than single white borders is called Indirect, which provides Cover to the target. A Character with Cover receives a +1 figure (Defensive Success) bonus during Ranged Combat.

  • Elevated Position. Depending on the game boards, scenery elements, and scenario rules, certain areas will offer an Elevated Position, which is very favorable to Characters who engage in Ranged Combat:

    • It increases the range of Ranged Combat by one area, for a total range of up to 3 areas.
    • It allows split borders to be counted as single white borders when calculating Line of Sight and Cover.
    • It allows the first double border crossed to be counted as a single white border when calculating Line of Sight and Cover.
    • These last two bonuses greatly reduce the opponent's ability to benefit from Cover.
    • These bonuses do not apply to Ranged Combat from an Elevated Position to another Elevated Position area.
    • These bonuses do not apply if the target is in an indoor area (as determined by the game board).

Example 1 (as printed): Isha wants to engage in Ranged Combat and is considering which enemy to attack.

  • The Ashigaru Spearman is 2 areas away from him, separated only by single white borders. He therefore has a Direct Line of Sight on them.
  • The second Ashigaru Spearman is 1 area away from him, but they are separated by a double border. He does not have Line of Sight on them, and therefore cannot target them.
  • The Skeleton Archer is 1 area away from him, separated by a double border. He therefore has Indirect Line of Sight, which provides Cover.

Example 2, Elevated Position (as printed): Asahina Takako wants to engage in Ranged Combat and is considering which enemy to attack. Being on a roof, she is in an Elevated Position.

  • The Ashigaru Spearman is 3 areas away from her, separated only by single white borders. She therefore has a Direct Line of Sight on him and remains within range thanks to her Elevated Position, which increases her range from 2 to 3.
  • The second Ashigaru Spearman is 2 areas away from her, but they are separated by a red border. She has no Line of Sight on him and therefore cannot target him.
  • The Skeleton Archer is 2 areas away from her, separated by a double border. She therefore has Indirect Line of Sight, but thanks to her Elevated Position, she counts the first double border as well as the split borders crossed as single white borders when calculating Line of Sight and Cover, so the Line of Sight becomes Direct.

In each example, the Ashigaru Spearmen would not count their sword-slash in Ranged Combat because they do not have a Combat value that allows them to do so. In each example, the Skeleton Archer could fight normally in Ranged Combat and would not provide Cover to their Champion opponent, because his ability allows him to treat the borders separating them as single white borders.

Bonuses related to Elevated Position may result in Ranged Combat in which the initiator of the Combat has Direct Line of Sight and Cover, but their target does not (range limited to 2, certain types of borders counted normally by the target but not by the person in Elevated Position, etc.).

Details of Changes to the Stages of Ranged Combat

Here is a list of changes to Ranged Combat compared to Melee Combat.

  1. Choose your target. Also check that the initiator of the Ranged Combat has Line of Sight, if their target has it, and if one or both opponents have Cover.
  2. Determine if there is a Numerical Superiority / Outnumbered situation. This step does not apply. There is never Numerical Superiority or Outnumbered in Ranged Combat.
  3. Start Combat. No change.
  4. Calculate the number of dice to roll. A target that is a Champion or an Ally can only roll 4 Elemental Dice.
  5. Roll each Combatant's dice. No change.
  6. Reroll dice. No change.
  7. Transform the results. No change.
  8. Apply modifiers and calculate the final results. A target that has no Ranged Combat value or no Line of Sight on the attacker does not count the sword-slash results they obtain. They count their figure (Defensive Success) results normally.
  9. Inflict Wounds. No change.
  10. End of Combat. No change.

Important: It is impossible to perform an action before completing the previous one.

E. Battle

In Champions of Rokugan, some scenarios will involve you in larger-scale confrontations: Battle scenarios! In these scenarios, non-Boss Enemies and some Allies will be grouped together into single entities composed of identical miniatures. These entities, like Champions, Bosses, and lone Allies, are called Units in the context of Battles. Any Unit that is not an Enemy Unit is considered an Ally Unit.

Reminder: we recommend that you take your first steps in Rokugan by playing the Shinomen Campaign, which serves as an introduction to all the game mechanics through its five scenarios. In this campaign, you can fight your first Battle after getting familiar with the rules.

1. Units

Each Unit, whether Ally or Enemy, is represented by identical miniatures if it has more than one miniature (up to four). Battle scenarios will indicate in their setup how many miniatures each Unit consists of. Two Units cannot be merged.

This type of scenario introduces the following changes:

Unit Size

  • The Size of a Unit is equal to the sum of the Sizes of the miniatures that comprise it.
  • A Unit can never exceed a Size of 4.
  • The Size of a Unit can change during the game when it has multiple miniatures.

Life Points and Wounds

  • When a Unit is composed of several miniatures, it has as many Life Points as the number indicated on the Ally or Enemy card, multiplied by the number of miniatures in the Unit at the start.
  • When Wounds are inflicted on this Unit, place drop tokens as if they were always sustained by the same miniature. When this miniature sustains enough drop to be Eliminated, remove it from the game board and transfer the excess to the next miniature of the Unit.
  • When the last miniature in a Unit is Eliminated, the Unit is Eliminated. Life Point recovery effects can never bring back an Eliminated miniature.
  • Effects that inflict drop on each Enemy or Character in an area do so for each miniature in the Unit. This total of drop is inflicted as if it was all inflicted on the same miniature.

Glory & Clan Objectives

  • A Champion gains the amount of Glory indicated on the Enemy card each time they eliminate one of its miniatures.
  • If a Champion eliminates the last miniature of an Enemy Unit that contained several miniatures, they earn 1 additional Glory Point.
  • A miniature from an Enemy Unit counts as an individual Enemy for the purposes of fulfilling Clan Objectives. For example, it is not necessary to eliminate all miniatures in a Unit to "eliminate an enemy whose starting Life Points are greater than 2" without suffering any in return.

Corruption

  • The Purity Points of an Allied Unit are equal to 5, +1 per miniature in the Unit in addition to the first. If an Allied Unit loses all its Purity Points, it switches to the opposing side and follows the rules for Enemy Units. Flip the Allied Unit card to its Enemy side, keeping any remaining Life Points and miniatures.

Movement

  • Miniatures from the same Unit always move together and, like all other Characters, cannot be separated or move to an area if their arrival there would cause the total Size to exceed 4 or if the area is already Saturated.
  • A Unit composed of miniatures with an individual Size of 1 (or 2 if Naga) can cross dotted borders normally.

Melee Combat

  • A Unit is only in Numerical Superiority if its Size is at least twice that of the opposing Unit (and vice versa for Outnumbered Units). Otherwise, there is no bonus or penalty related to Size.

  • Force Retreat. At the end of a Combat (step 9 of a Combat), the Unit that has eliminated the most miniatures can Force the opposing Unit to retreat to an area adjacent to the retreating Unit. It must be able to enter this area based on its Size and must not contain miniatures from a different side.

    Enemy Units Force Retreat under all circumstances. If an Allied Unit retreats, the player with Imperial Favor chooses the retreat area.

    If no area is eligible for forced retreat, the Unit that was to retreat sustains 3 drop and remains in its current area.

Battle Changes (continued from page 28)

  • Pursue. When a Unit has forced another Unit to retreat, it can Pursue it, allowing them to move immediately and without any cost into the area the retreating Unit was in (if that area was Saturated), or follow it into the area the Unit is retreating to if both Units were in the same area.

    To benefit from this free movement, the pursuing Unit must have enough space in the area concerned to accommodate their Size (they cannot enter if their arrival would cause the total Size in that area to exceed 4 or if the area is already Saturated).

    If it is an Allied Unit that has retreated, the Enemy Unit must Pursue it. If it is an Enemy Unit that has retreated, the Allied Unit or Champion may Pursue. If they do not do so when they could, they lose 1 Honor Point.

Example (as printed): Hida Kisada faces a Unit of 3 Samurai in Melee Combat. The Samurai Unit has a Size of 3, and Hida Kisada, thanks to the Imposing Keyword, counts as having a Size of 2. Therefore, there is no Numerical Superiority or Outnumbered to apply. They manage to inflict 1 drop on him, while he inflicts 4 on them, eliminating one Samurai (3 HP) and wounding a second, leaving the last one intact. He gains 1 Honor Point, as well as 1 Glory Point for eliminating a Samurai miniature. Hida Kisada eliminates more miniatures than the Samurai Unit, so he can Force them to retreat, which he does by pushing them back into one of the areas adjacent to the Samurai. He decides to Pursue and therefore moves into their area for free, since it is not Saturated. The Combat is over.

  • Ranged Combat. The range for Ranged Combat increases from 2 to 3. The Elevated Position range increases from 3 to 4.

2. Activation of Enemy Units

During the Enemy Phase (see Enemy Phase, page 30), contrary to the usual rules, each Enemy Unit will complete its entire Activation before moving on to the next Unit. Once a Unit has completed its Activation, place an End of Activation token next to it to indicate this.

Here is the order in which Enemy Activations are resolved, depending on the situation:

  • First, activate Enemy Units in the same area as Allied Units, one at a time.
  • Then activate Enemy Units adjacent to Allied Units.
  • Next, activate the Enemy Units that can move and engage in Combat (Melee Combat or Ranged Combat) an Allied Unit during the same Activation.
  • Finally, activate the rest of the Enemy Units.

Final important points:

  • The player with Imperial Favor determines the Activation order of Enemy and Allied Units, following the priority order detailed above.
  • Remove all End of Activation tokens from the game board at the end of the Enemy Phase.

Chapter 8 - Game Turn

The game turn is divided into four distinct phases that follow one another without any possibility of going back. The total number of game turns set by the scenario determines the maximum duration of a game in which the scenario can be completed.

A. Imperial Favor

Imperial Favor offers an advantage that passes to a different player each game turn (except in solo play). After the first game turn, when the Champion with the most Honor receives the Imperial Favor (see Imperial Favor, page 11), the player to the left of the player with the Favor receives it for the next turn, and so on until the end of the game.

When you have the Imperial Favor token, you are entitled to certain advantages:

  • You choose your place on the Activation Track on the tracking board first.
  • You determine the outcome of any ties not determined by the rules that may arise.
  • You play the Companions when it is their Activation.

B. Game Phases

The sequence of a game turn is always as follows:

  1. Preparation Phase
  2. Champions and Allies Phase
  3. Enemies Phase
  4. Recovery Phase

1. Preparation Phase

During this first phase of each game turn, you will plan your strategy together and decide the order in which the different Champions will activate. This order will be crucial in helping you succeed in the scenarios.

In this phase, perform the following steps in order:

  • Advance the Turn Counter token one space.
  • The player with Imperial Favor places their Champion's Activation token on the Activation Track on the tracking board, in the space of their choice.
  • Clockwise, the other players do the same with their Activation tokens.
  • If applicable, the Companion Activation tokens are placed afterwards on vacant spaces by the player with Imperial Favor. They play in the order of the Activation Track, like the Champions.

Example (as printed, four players): The red player has Imperial Favor. They want to act first so that their Champion can complete the "Eliminate a boss" objective. They place themselves on 1 on the Activation Track. Play passes to the player on their left. The yellow player wants to heal their Champion and does not need to act first. They place themselves on 5. Play passes to the player on their left. The green player needs help because they are overwhelmed by Enemies. They agree with the other players who have more Combat-oriented Champions and place themselves on 4. Play passes to the player on their left. The gray player places themselves on 2 to eliminate as many Enemies as possible around the green player's Champion. Play passes to the player on their left. The purple player places themselves on 3. Move on to the Champion Phase!

2. Champions and Allies Phase

Each Champion is Activated according to the order of the Activation queue on the tracking board. A Champion must complete all of the actions they wish to perform before passing the turn to the next Champion.

Performing an action requires paying its Action Point cost and completing it until it is resolved before moving on to the next action. A Champion's turn ends when they no longer wish (or are unable) to perform any actions. Unused Action Points are carried over to the Champion's next turn. A Champion can never have more than 10 Action Points.

Actions are discussed in detail in the previous chapter, Actions. Here is a summary of the actions available or unavailable to Champions, Allies, and Enemies:

ActionChampionAllyEnemy
Melee CombatYesYesYes
Ranged CombatYesYesYes
InvestigationYesYesNo
Complex ManipulationYesYesNo
Simple ManipulationYesYesYes
HealingYesYesNo
Concentration

Allies. Any Allies are Activated at the start of the Activation of the Champion with Imperial Favor, but are controlled by the other players. They can perform the same actions as a Champion (except Concentration and Draw Objectives). Any unused Action Points of Allies at the end of their phase are lost.

In Combat, they do not benefit from Additional Effects, but can be in Harmony with the Elements.

They have no Honor or Ki Points and can never gain or lose any. Allies always start with 5 Purity Points.

3. Enemies Phase

Enemy actions during scenarios are adapted to their role thanks to a behavior system, which governs the objectives and actions of Enemies. During a single scenario, an Enemy's Behavior may change.

The six behaviors, described below, are: Assault (Mobile, Stationary); Guardian (Gatekeeper, Sentinel); Patrol; Search; Assassination; and Escape.

If no specific behavior is specified for an Enemy in a scenario, it is then in Assault mode by default.

Enemies have Action Points like Champions. They are noted on their card and the costs to perform actions are identical to those of Champions.

Unlike Champions, Enemies activate at the same time and do all their Movement actions, then all their Combat actions. (Except in Battle scenarios, where they activate entirely one by one, like Champions and Allies.)

In this Phase, perform the following steps in order:

  • Remove 1 drop (Wound) from each of the Enemies with the Keyword Oni.
  • Perform the Movements of all Enemies, according to their behavior. Enemies with the Search behavior may also perform their Simple Manipulations during this step.
  • Each time an Enemy finishes the previous step, place a Combat token next to the Enemy miniature for every 3 Action Points remaining.
  • Once all Movements are complete, all Enemies with one or more Combat tokens perform one Combat action per token, according to their behavior.

An Enemy that can engage in Ranged Combat will always choose this action over Melee Combat, unless it forces them to move further.

An Enemy with the Reinforcement Keyword can be placed back on the game board at the end of this Phase if it was previously eliminated (see Reinforcement on page 33).

Example (as printed): The two Ashigaru Spearmen each have 4 Action Points. The first (1) spends 2 Action Points to move in Melee Combat against Hida Kisada. He cannot initiate Combat, as a Combat action would require 3 Action Points. The second (2) Spearman spends 1 Action Point to move in Melee Combat against Matsu Tsuko. A Combat token is placed next to his miniature, as he has 3 Action Points left, which will allow him to Fight. When all Enemies have moved, he will perform a Melee Combat against the Champion by spending his 3 remaining Action Points, symbolized by the token.

Enemy Behaviors

Assault Behavior. Enemies with Assault behavior have the primary objective of fighting Champions.

Enemies with Assault behavior always target the Champion closest to them in Action Point cost (not number of areas). If there is a tie in AP cost, they always target the Champion with the most remaining Ki Points. If there is still a tie, the player with Imperial Favor decides.

  • Mobile. This is the default behavior. This Enemy has been tasked with defeating the Champions at all costs. This Enemy will move toward the Champion closest to them in Action Point cost (not number of areas). They stop moving if they have a Ranged Combat ability and are within firing range with a Line of Sight, or if they enter the Champion's area.
  • Stationary. This Enemy never moves and never returns to its starting position if they are the victim of a Forced Movement. They follow the rest of the normal Assault behavior rules.

Example (as printed): The Ashigaru Spearman has 4 Action Points. Matsu Tsuko has 3 Ki Points and Togashi Mitsu has 2. The Spearman is equidistant in Action Point cost from each Champion: they will move into Matsu Tsuko's area, as she is the Champion with the most Ki. They will not receive a Combat token, as they will only have 2 Action Points left.

Guardian Behavior. This Enemy's mission is to guard an area or a piece of scenery. There are two types of Guardians:

  • Gatekeeper. This Enemy does not perform any actions and is ignored during Disengagement. Its Size still counts for occupying an area. The "Gatekeeper" Guardian switches to Assault behavior if it is attacked in any way or if a Combat involves another Enemy in its area or in an adjacent area.
  • Sentinel. This Enemy does not take any action as long as it does not see any danger threatening its mission. This Enemy switches to Assault behavior as soon as it has a Direct Line of Sight to a Champion or Ally during its Activation.

Patrol Behavior. This Enemy follows a patrol route predefined by the scenario. This route is marked on the game board by tokens labeled A, B, C, etc., which the Enemy will follow in alphabetical order until they reach the last letter, then move to A and continue their patrol. So if there are 3 tokens for their patrol, the Enemy will move to B, then C, then A, then B, etc.

This Enemy switches to Assault behavior as soon as they are attacked in any way or if they have a Direct Line of Sight on a Champion or Ally.

Search Behavior. This Enemy has been tasked with either retrieving an item or capturing a Persona. Three scenarios are possible:

  • In the same area as their target. This Enemy picks up the item or captures the Persona by spending the Action Points indicated by the scenario or by a Simple Manipulation (1 AP) if nothing is specified.
  • Outside the area of their goal. This Enemy moves along the path that costs the fewest Action Points, as seen previously, toward their objective. They do not initiate Combat unless their goal is in the possession of a Champion. They then initiate Combat with the Champion in question if they can.
  • Unable to reach what they are looking for. If the path with the lowest Action Point cost is blocked by a Saturated area, this Enemy initiates Combat against the Champions or Allies blocking their path if they have enough Action Points remaining.

Once their mission is complete, this Enemy switches to Flight behavior. (The source prints "Flight" here; the behavior is named "Escape" in the list of six behaviors and in the Escape section below. Reproduced as printed.)

Assassination Behavior. This Enemy has been tasked with eliminating one or more Champions, Allies, or Personae. The scenario determines the circumstances. Three cases are possible:

  • In the same area as their target. This Enemy initiates Combat.
  • Outside the area of their target. This Enemy moves along the path that costs the fewest Action Points, as seen previously, towards their target. As soon as they can, they initiate Combat if they have enough Action Points remaining, either Ranged or Melee Combat.
  • Unable to reach their target. If the path with the lowest Action Point cost is blocked by a Saturated area, this Enemy initiates Combat against the Champions or Allies blocking their path if they have enough Action Points remaining.

Once their target is eliminated, this Enemy switches to Assault.

Escape Behavior. This Enemy's priority is to leave the game board through the exit points defined by the scenario. These are symbolized by tokens with arrows or numbers. They do not initiate Combat and move along the path that costs the fewest Action Points to the nearest exit. In the event of a tie, the player with Imperial Favor chooses the path to take.

Once in the Escape area, the Enemy must spend 1 AP to leave the board, 2 if they must disengage.

A Boss that must Escape behaves differently from a normal Enemy. If they begin their Activation in an area (or while crossing an area) containing a Champion or Ally, they initiate Melee Combat if they have enough Action Points.

If the path with the lowest Action Point cost is blocked by a Saturated area, this Boss initiates Combat against the Champions or Allies blocking their path if they have enough Action Points remaining. If they are blocked by a destructible obstacle (as defined by the scenario), they destroy it according to the method described in the scenario.

In all these cases, the Boss immediately resumes their Escape Movement if they have any Action Points left. (This is the only case in which an Enemy can move again after spending Combat tokens.)

4. Recovery Phase

During the last Phase of the game turn, perform the following steps in order:

  • Adjust the Group Honor on the Group Honor track on the tracking board, if you haven't already done so, by adding the Honor of the non-Eliminated Champions.
  • Remove any temporary Ki Points acquired during the game turn from the player boards.
  • Move the used Ki cubes to the available Ki cube space.
  • Add your Champion's Action Point value (usually 6) to your Action Points. Reminder: you can never exceed 10 Action Points.
  • Each player takes back their Activation token.
  • Finally, the Imperial Favor token changes players clockwise, and a new game turn can begin.

C. End of the Game

1. Victory Conditions

Two conditions must be met to win a game with multiple players:

  • The scenario objective(s) must be achieved.
  • The Group Honor must reach or exceed the Honorable Victory Threshold.

In a solo game, a third condition must be met:

  • The player's Glory score must be higher than the cumulative Glory score of the 4 Companions.

If all these conditions are met, it is a victory for the Champions' side. If not, it is a defeat.

Important: As soon as you fulfill the scenario objective(s), the game ends immediately and you must check whether it is a victory or a defeat. Once the scenario objectives have been fulfilled, it is not possible to take the time to try to improve the Group Honor score to reach or exceed the Honorable Victory Threshold.

2. Calculating Honor and Glory at the End of the Game

Calculating Honor. At the end of the game, don't forget to:

  • Subtract 1 Honor Point from the Champion (and consequently from the Group Honor) for each Purity Point missing before comparing your Group Honor to the Honorable Victory Threshold. If you don't pay attention, this can cause you to lose the game!
  • Subtract 1 Honor Point from the Honorable Victory Threshold to be achieved by each player who ends the game with 15 or more Glory Points.
  • Add 1 Honor Point to the Honorable Victory Threshold to be achieved by each player who ends the game with 0 Glory Points.

Calculating Glory. There are several parameters to consider when calculating each Champion's final Glory score. At the end of the game, don't forget to:

  • Add Glory Points for completed Clan Objectives of the End type.
  • Subtract Glory Points for all uncompleted Clan Objectives. If the Clan Objective has two values, subtract the lower of the two.
  • Subtract 1 Glory Point from the Champion for each missing Purity Point.
  • Subtract 1 Glory Point from the Champion for each Destiny Point on their Champion card.

The Champion, or Champions in case of a tie, with the highest Glory score is said to be Glorified. Their Clan salutes their prowess! Outside of Campaign mode, this distinction is purely symbolic.

More cooperation. Some players may want to work even more closely together. In this case, simply do not Glorify any Champions at the end of the game and do not use Clan Objectives, as Glory is then only a way to increase or decrease the Honorable Victory Threshold and obtain the sword-slash, figure, and Enemy Die Transformation tokens from the Glory Track.

Chapter 8 (continued) - D. Intermission and Campaign Cards

Intermission Cards. At the end of each victorious campaign scenario, Glorified players (see End of the Game on page 31) earn a random Intermission Card. This card can be played at any time during the next scenario of the campaign. In case of a tie, each player involved draws a card.

Example Intermission card (as printed): Water Protection. You get an extra Water result on a Skill Test. (Once this card has been used, return it to the Intermission deck.)

End of Campaign. During a Campaign, after each scenario, note in the Campaign Log whether the scenario was successful or unsuccessful, the difference between the scenario's Honorable Victory Threshold and the final Honor of the Champions group. Also note each player's Glory. If a player ends up with a negative score, they are considered to have 0 Glory Points.

Finally, note the bonus for players who have been Glorified. At the end of the campaign, the player with the most Glory accumulated across all scenarios chooses a Clan (not necessarily their own!) and reads the end-of-campaign text for that Clan. If there is a tie, each player applies one ending.

Defeat in a campaign scenario. When a campaign scenario ends in defeat, players can decide to either replay the scenario or move on to the next one.

Reset between scenarios. Characters have all their scores reset to their original state: they regain their initial Life Points, Honor, Glory, Purity, and Action scores, and do not keep their tokens from previous scenarios (unless otherwise stated).

Chapter 8 (continued) - E. Ring Event Cards

If you want to add an extra dose of randomness to your scenarios, you can add this deck of cards, which will give an advantage or disadvantage a particular Element each turn. At the beginning of each turn, reveal the top card of this deck and leave it face up next to the game board. Its effects apply throughout the turn.

Example Ring Event card (as printed): Favor of Water. In Combat, you only need 2 Water to trigger Additional Effect. (Leave this card in play and apply its effect until the next Preparation Phase.)

Scope note: Chapter 9, "Introduction to Rokugan" (pages 33-38), is setting background, clan and place lore and is not transcribed here. Chapter 10 (Lexicon) is transcribed in full.

Chapter 10 - Lexicon

A. Keywords

Agile (Keyword). A Character with Agile counts double white borders as single white borders when moving.

Break Through (Keyword). A Character with the Break Through Keyword can cross split borders for 2 Action Points.

Cavalry (Keyword). A Character with Cavalry cannot access an area that is Elevated by a double white border or a split border. However, they can still initiate Combat in an adjacent Elevated area as if it were Saturated.

Companion (Keyword). A Character with Companion is not a player's main Character but functions and is considered a Champion. They complement the player's Champions until there is a total of 5 Champions on the table. However, they are a less powerful character. A Companion does not receive Clan Objectives to fulfill nor can they accomplish any.

Minor Clan Bushis are Companions who join Champions when there are fewer than five of them, and are managed by players.

In Solo mode, the player can take the 4 Companions from their Clan instead of the 4 Minor Clan Bushis. They cannot mix these types of Companions.

These Companions available in Solo are Crab Defenders, Crane Duellists, Dragon Monks, Lion Samurai, Phoenix Elementalists, Scorpion Shinobi, Unicorn Scouts, and Nagas Archers.

Corruption (X) (Keyword). A Character with Corruption (X) that deals at least 1 Wound to a Champion or Ally causes them to lose X Purity Points.

A Champion can spend Ki Points to avoid losing Purity Points or to recover them, at a rate of one Ki Point per Purity Point.

Courtier (Keyword). A Character with Courtier adds 1 success to their Elemental Dice roll during an Investigation.

Defense (X) (Keyword). A Character with Defense (X) has a +X bonus in Ranged Combat.

Elementalist (Keyword). A Character with Elementalist Melee Combat with 4 Elemental Dice instead of 5, but still benefits from a value allowing them to Ranged Combat, symbolized by a bow and arrow on their profile.

Imposing (Keyword). A Character with Imposing counts its Size as 1 Size higher than normal when calculating Numerical Superiority and Outnumbered. If they are a Champion or Ally and are the only one of their side in the area, they do not lose Honor Points due to Numerical Superiority.

Insignificant (Keyword). A Character with Insignificant does not earn 1 Honor Point when wounded.

All effects, bonuses, or penalties that apply or trigger when an enemy sustains one or more Wounds function normally.

Naga (Keyword). A Character with Naga may suffer additional restrictions or effects, as described in the relevant scenarios. They are not restricted by their size when crossing a dotted border.

Oni (Keyword). A Character with Oni is a demonic creature from the Shadowlands, a land of corruption and absolute evil. They heal themselves 1 Wound at the start of each Enemy Phase.

Pure (Keyword). A Character with Pure loses 1 less Purity Point each time they would lose one or more Purity Points.

Shadowlands (Keyword). A Character with Shadowlands may suffer additional restrictions or effects, as described in the relevant scenarios or on the Character profiles.

Reinforcement (Keyword). A Character with the Reinforcement Keyword can be placed back on the game board at the end of the Enemy Phase if it was previously Eliminated and if the scenario includes one or more Reinforcement areas.

In this case, they are replaced in one of the Reinforcement areas indicated by the scenario, in ascending order of Reinforcement area numbers, or, if there's no available space there, adjacent to the designated area if it is already Saturated.

Only one Character with Reinforcement can be replaced per turn in each Reinforcement area.

The player with Imperial Favor decides which Character returns as Reinforcement if it is not possible to return them all.

During a Battle, as soon as enough identical miniatures of the Unit with Reinforcement are destroyed to form a Size 4 Unit, that Unit enters the game board in the same way.

Yōjimbō and Yōjimbō + (character name) (Keyword). A Character with Yōjimbō must always be targeted if they are in the same area as the initial target of a Combat, and if they are on the same side as that target.

If a Character name is specified in parentheses, this rule only applies to becoming a target in place of that specific Character.

If several Yōjimbō in the same area are eligible to be designated as new targets, the one with the most Ki wins. In case of a tie, Imperial Favor decides.

A Champion who wishes to intervene takes priority over a Yōjimbō and becomes the new target of an attack.

B. Glossary

Actions / Action Points. Characters act by performing actions that require spending Action Points (AP). Possible actions are Melee Combat (3 AP), Ranged Combat (3 AP), Investigation (3 AP), Complex Manipulation (3 AP), Healing (3 AP), Concentration (2 AP), Movement (1+ AP), Disengagement (+1 AP), Simple Manipulation (1 AP), and Draw Objectives (1 AP).

Allies and Enemies do not have access to all actions.

An Ally or Enemy loses their unused AP at the end of a turn. A Champion keeps them but can never exceed 10 AP in total.

Activation. This is when Characters (Champions, Companions, Allies, Enemies, and Bosses) are Activated, meaning they perform their actions. For Champions, Companions, and Allies, this is during the Champion Phase; for Enemies and Bosses, it is during the Enemy Phase.

Champions are Activated in a specific order decided during the Preparation Phase, as shown on the Activation Track on the game board.

Additional Effects. During a Combat, an Additional Effect is applied to the final result obtained by a Champion (not by an Ally) when they obtain a combination of 3 identical Offensive (Water/Fire) or Defensive (Air/Earth) Elements:

  • 3 Air: +1 Action Point bonus and 1 Life Point healing.
  • 3 Earth: +1 Defensive Success (figure) bonus.
  • 3 Water: +1 Offensive Success (sword-slash) bonus.
  • 3 Fire: +1 Ki Point bonus.

Adjacent. Adjoining areas are considered adjacent unless they are separated by a red border. Characters present in this area are also said to be adjacent.

Ally. An Ally Character is a Character that is weaker than a Champion, with a simplified profile, that accompanies the Champions in certain scenarios. They are managed by the players during the Champions Phase.

Behavior. Enemies each act according to a behavior that dictates their missions, priorities, and actions. An Enemy's behavior may change during the scenario. There are 6 behaviors: Assassination, Assault, Guard, Escape, Patrol, Search. By default, an Enemy is in Assault mode. Any other behavior or change in behavior will be indicated by the scenario or by certain Investigation cards.

Boss. A Boss Character is a very powerful Enemy who is immune to certain effects and has advanced behaviors in certain scenarios. Unless otherwise stated, they function as Enemies.

Call Upon the Void. You remove 1 Elemental Die with a Void result from your roll. This die cannot be reused during this test. Then transform each of the others with a Void result into another result of your choice. You can choose different Elements if you have several results to transform.

Champion. A Champion Character is one of the main heroes of the scenario, played by a player. Champions are very powerful and have many options (such as their Secret Technique) and advantages that other types of Characters do not have. A scenario always includes 5 Champions.

If there are fewer than 5 players, each "missing player" will be replaced by a Companion, played by all the players.

Each Champion has an Ally version of themselves, as well as an Enemy version.

Characters. The miniatures in the game represent Characters, who are the important individuals in a scenario and who can fight each other. There are 5 types of Characters: Champions, Companions, Allies, Enemies, and Bosses.

Clan. Each Champion is a member of a Clan (represented by a symbol on their profile), which has its own Clan Objective cards and its own Clan Power.

Clan Objective. Clan Objectives are an important way for Champions to earn Glory. Each Clan has its own deck of Clan Objective cards from which the Champion affiliated with that Clan can draw and select Objectives to achieve. Each Clan Objective has a Glory value that the Champion earns when they complete the Objective in question. A Clan Objective is either Revealed (shown as soon as it is selected) or Hidden (only shown when the conditions for validation are met), and is either Instant (completed as soon as the conditions for validation are met) or End (completed at the end of the game if the conditions are met).

At the end of the game, each selected but unfulfilled Clan Objective loses as many Glory Points as its value.

Combat. A Character can participate in Combat, either by initiating it or as a target. Combat takes place either in Melee Combat (using the fist icon on their profile and the dice attached to it) if it takes place in the same area as their target (including in a Saturated area), or in Ranged Combat if it is outside their area (using the bow and arrow icon on their profile and the dice attached to it, if they can engage in Ranged Combat). During Combat, each participant rolls dice and has the opportunity to inflict and sustain damage. Initiating a Combat costs 3 Action Points.

Corrupted. A Champion or Ally who loses all their Purity Points becomes Corrupted. They are now part of the opposing side and change their profile to their equivalent in the Enemy category.

Cover. A Character in Indirect Line of Sight, i.e., with at least one split border or double white border between them and their attacker, gains a +1 bonus in Ranged Combat.

Deception. By spending 2 Honor Points, you can transform any result of 1 Elemental Die into another Element of your choice. Deception is limited to once per action.

Deployment. For the first turn of the game, the player with the highest Honor score will play first and take the Imperial Favor token. They choose their position on the Activation Track. The other players, in clockwise order, then choose their positions on the Activation Track. Any Companions are deployed last by the player with Imperial Favor. The game can begin.

Destiny. This is the relative power of the Champion or Ally compared to the average of the others.

For a Champion, each Destiny Point increases the Honorable Victory Threshold that the group must reach and decreases their Glory at the end of the game by the same amount.

For an Ally, each Destiny Point gives them a Reroll token that they can discard to reroll one or more Elemental Dice during a test.

Elemental Dice. Champions and Allies use 10-sided Elemental Dice representing the 5 Elements for their tests. Each Element is represented twice on each die: Air, Earth, Water, Fire, and Void.

Most of the time, you will roll 5 dice and never less than 4 dice. Several modifiers can change the final result of a roll. These are chosen and applied one by one after the result of the dice roll. In Combat, 3 identical Elements in your final result will give you an Additional Effect.

Elevated. An Elevated Position offers advantages to its occupants in Ranged Combat. It is determined by the game board and any scenery Elements used in the scenario. It applies to both Line of Sight and Cover. Elevated Position increases the range of a Ranged Combat by one area. For Line of Sight and Cover, split borders are considered single white borders, and the first double white border encountered when determining them also counts as a single white border.

Eliminated. A Character with no Life Points left is Eliminated. They are removed from the Game Board for the rest of the game. An Enemy Eliminated by a Champion earns them the amount of Glory Points indicated on their Enemy card. An Eliminated Champion earns 2 Glory Points, and their Honor is removed from both the Group Honor and the amount needed to reach the Honorable Victory Threshold.

Enemy. An Enemy Character is one of the Champions' opponents. Enemies have simplified profiles compared to Champions and use different dice from Allies and Champions: the Enemy Dice.

Enemy Die. Enemies use 6-sided Enemy Dice in 3 colors, ranging from the weakest (white) to the most powerful (black) for their tests.

Most of the time, you will roll 3 dice and never less than 2 dice. Several modifiers, such as an Enemy's keywords or a Champion Power, can change the final result of a roll. Each die has the following icons representing Offensive and Defensive Successes: sword-slash (Attack) and figure (Defense).

The three die strengths are Weak (white die), Medium (gray die), and Strong (black die). The die faces themselves are shown as illustrations in the source.

Focus. Focus allows Champions to use 1 Ki Point by moving it from the "available" slot to the "used" slot to reroll all or part of the Elemental dice. Focus can be used as many times per action as the Champion wishes, as long as they spend the necessary Ki Points.

Force Retreat. During a Battle, at the end of a Combat (step 9 of a Combat), the Unit that has eliminated the most miniatures can Force the retreat of the opposing Unit into an area adjacent to the retreating Unit. It must be able to enter that area based on its Size and must not contain miniatures from a side other than its own. Enemy Units force retreat in all circumstances.

If no area is eligible for forced retreat, the Unit that was supposed to retreat sustains 3 Wounds and remains in their current area.

Forced Movement. If a Champion or Enemy must be moved against their will, this movement must take place in an area that can accommodate them (not Saturated, and whose edges they could cross during a Movement). If there is no adjacent area that can accommodate them, the character is cornered, is not moved, but sustains 1 Wound.

Glorified. The Champion(s) with the most Glory at the end of the game are called Glorified. This distinction is purely symbolic in a scenario played individually. During a campaign, the Champion's player earns a reward in the form of an Intermission card that can be played in the next scenario. The player who accumulates the most Glory Points by adding up those earned during all scenarios chooses the end-of-campaign text from among several options.

Glory / Glory Point. Glory is earned by the Champion through memorable actions, such as heroic feats or sacrifices. A Champion earns Glory Points by eliminating Enemies, completing Clan Objectives, or through other successes or means specific to the scenario.

Their Glory level can also grant them temporary upgrade tokens, or lower or raise the Honorable Victory Threshold to be reached at the end of the game. The Champion(s) with the most Glory at the end of the game are called Glorified.

This score changes due to Glory Points, displayed on your Champion's dashboard and on the Glory Track on the tracking board.

Honor / Group Honor / Honor Point. This is one of the most important characteristics of a Champion. The total Honor of all the Champions, when added together, helps determine victory or defeat in a game by reaching or exceeding the Honorable Victory Threshold specific to each scenario.

The Honor gauge ranges from -5 to 10. It is impossible to fall below the minimum or exceed the maximum, even temporarily.

This score changes due to Honor Points, displayed on your Champion's dashboard. It is added to the scores of the other Champions on the Group Honor Track on the tracking board.

This cumulative total of Champions' Honor scores is called Group Honor.

Honorable / Dishonored. If a Champion's Honor is less than "0" at the end of their Action, they are Dishonored. In this case, they can no longer conduct Investigations and their Defensive Success (figure) results are ignored. The Champion becomes Honorable again if his Honor score returns to "0" or higher at the end of an Action or just before (in the case of an Outnumbered Combat).

Honorable Victory Threshold. For a scenario to be a victory, in addition to the scenario-specific objectives, a certain Honorable Victory Threshold must be reached or exceeded, represented by a token on the Honor Track on the tracking board. It is calculated by adding up the Honor of all Champions still present on the game board at the end of the game. If this Threshold is not reached, it is a defeat.

This Honorable Victory Threshold can be increased or decreased by the Champions' Destiny score, the difficulty level chosen for the scenario, and the Champions' Glory.

Imperial Favor. The Imperial Favor token provides an advantage that passes to a different player each game turn (except in solo play). The Champion, with the most Honor, starts the game with the Imperial Favor token. At the end of each turn, the Imperial Favor token passes left to the next player.

When you have the Imperial Favor token, you are entitled to certain advantages:

  • You choose your place on the Activation Track on the tracking board first.
  • You determine the outcome of any ties not determined by the rules that may arise.
  • You play the Companions when it is their Activation turn.

Intermission. At the end of each scenario, the Glorified player(s) randomly draw an Intermission card that can be played during the next scenario.

Intervene. Another Champion in the same area as you can Intervene and take the place of another Champion targeted by an Enemy. If several Champions want to Intervene, the player with Imperial Favor decides. Each Champion can Intervene once per game turn.

Investigation. This action allows you to interact with a Persona in an Investigation scenario. You question them to obtain information according to the scenario rules. The Champion or Ally must perform a Skill Test with the Elemental Dice. The number of successes determine the degree of the success. This action costs 3 Action Points.

Ki. A Champion has a Ki score, which allows them to reroll 1 or more Elemental Dice each time they spend 1 Ki Point by moving it from their available cube reserve to their used cube reserve. It is possible to exceed your Ki score through effects such as the Concentration action, for the duration of the current turn. A Champion returns the cubes they have used to their available cube area up to their Ki score. Any excess is lost.

Life Points. Life Points represent the number of Wounds a character can sustain before being Eliminated.

A Champion who loses half of their Life Points becomes Weakened.

Line of Sight. To determine if a Character has Line of Sight on an opponent, draw a (virtual) path through each area from the Character to their target as if they were moving there. It is not possible to use a diagonal to determine Line of Sight, regardless of the configuration of the game board.

Line of Sight cannot cross:

  • 1 red border.
  • 2 double white borders in total.
  • 2 split borders in total.
  • 1 double white border and 1 split border in total.

If the path only crosses single white borders within the firing range, it is a Direct Line of Sight. Any Line of Sight that crosses anything other than single white borders is called Indirect. An Indirect Line of Sight provides Cover.

Purity. The Purity Score indicates how far the Champion or Ally is from the Corruption of the Shadowlands. Each time they gain Corruption, this score decreases, and when it reaches zero, the Champion or Ally becomes Corrupted.

Pursue. During a Battle, if a Unit has forced another Unit to retreat, it can Pursue it, i.e., move for free and immediately into the area where it was (if that area was Saturated), or follow it into the area where it is retreating if both Units were in the same area. To benefit from this free movement, the pursuing Unit must have enough space in the area concerned to accommodate its Size. If it is an Allied Unit that has retreated, the Enemy Unit must Pursue it. If an Enemy Unit has retreated, the Champion or Ally Unit may Pursue. If it does not do so when it could, it loses 1 Honor Point.

Saturation. An area that contains a total of 4 cumulative Character Sizes, or would exceed 4 if your Character or the Enemy you are playing would enter it, is considered Saturated.

It is possible to initiate Combat in a Saturated area from an adjacent area.

The two areas concerned are then considered to be the same area for the duration of the Melee Combat. If one of the Characters has to be moved because of this Combat, they must do so from the area where they are physically located.

Scenario. Players progress by playing scenarios. Each scenario can be of the Adventure type (default), Investigation type (combining investigation and combat), or Battle type (with more Characters fighting each other).

Each scenario offers a choice of 3 difficulty levels: Easy, Normal, and Hard, and will have its own story and objectives, which must be accomplished in addition to reaching the Honorable Victory Threshold for the game to be considered a victory. A series of interconnected scenarios is called a campaign.

Secret Technique. Each Champion has a combination of Elements on their Champion Card that must be obtained on their final Elemental Die roll to trigger a unique effect unique to that Champion. It can only be used once per Action.

Tracking Board. The tracking board shows you at all times:

  • The current game turn number and the maximum number of turns allowed by the scenario.
  • The Group Honor score and the Honorable Victory Threshold.
  • The Glory score of each Champion.
  • The position of each Champion on the Activation Track.

Unit. In a Battle scenario, a unit represents either a single named Character (such as a Champion or Boss) or a group of identical miniatures with a maximum Size of 4, calculated by adding the Sizes of the miniatures that make up the unit.

Weakened. A Champion who loses half of their Life Points becomes Weakened and cannot roll more than 4 Elemental Dice during a test.

Wound. A Wound represents damage sustained by a Character or game Element. When the number of Wounds sustained is equal to or greater than the Character's Life Points, they are Eliminated. Damage inflicted and effects occurring during Combat apply simultaneously to both combatants.

  • 6. Purity and Corruption
  • 7. Ki Points
  • 8. Equipment Cards
  • 9. Companions
  • 10. Solo Game
  • Simple Manipulation [1 Action Point]
  • Draw Objectives [1 Action Point] (1x/Activation)
  • D. Combat Actions
    • 1. List of Combat Steps
    • 2. Melee Combat [3 Action Points]
    • 3. Ranged Combat [3 Action Points]
    • Details of Changes to the Stages of Ranged Combat
  • E. Battle
    • 1. Units
    • Battle Changes (continued from page 28)
    • 2. Activation of Enemy Units
  • Clan Objective cards: each clan has Clan Objective cards representing objectives that you may or may not attempt to achieve. Achieving them will earn you Honor Points, but failing to achieve them at the end of the game will cause you to lose Glory Points.
  • Ally cards: indicate the characteristics of additional Characters who will help you in certain scenarios. Allies have less detailed profiles than Champions. The backs of these cards have different profiles that serve as Enemy or Boss cards.
  • Enemy cards and Boss cards (including Shadowlands): Enemy cards and Boss cards (more powerful Enemies) indicate the characteristics of the Enemies you face during scenarios. Like Allies, they have less detailed profiles than Champions. Enemy cards with the Keyword Shadowlands do not have Ally card versions.
  • Intermission cards (x9): used to reward Glorified Champions at the end of a scenario during a campaign.
  • Ring Event cards: optional and introduce a variant that will make it easier or more difficult to use one of the Elements each turn.
  • Character tokens (x64): used to indicate next to Character miniatures the Wounds sustained, the Corruption sustained by Allies, Enemy Activations, and the free and additional Offensive and Defensive Successes that Characters can benefit from. The set is: 6 +1 Offensive Success tokens (+2 on the reverse); 6 +1 Defensive Success tokens (+2 on the reverse); 6 Reroll tokens (Enemy Die Transformation on the reverse); 20 Combat tokens (End of Enemy Activation on the reverse); 10 1 Wound tokens (2 on the reverse); 6 3 Wounds tokens (4 on the reverse); 5 1 Corruption tokens (2 on the reverse); 5 3 Corruption tokens (4 on the reverse).
  • Scenario tokens (x76): used to indicate information related to scenarios and their setup on the board. The set is: 5 Deployment Zone tokens (Oni Summoning Zone on the back); 15 Persona tokens (Persona grayed out on the back); 5 Item tokens (Item grayed out on the back); 8 Flaming Zone tokens (Flammable Zone on the back); 3 Direction Indicator tokens (Direction Indicator grayed out on the back); 8 red Patrol tokens (lettered on the back); 4 blue Patrol tokens (lettered on the back); 4 green Patrol tokens (lettered on the back); 8 Generic Objective tokens (numbered on the back); 6 Reinforcement tokens (numbered on the back); 10 Event tokens (numbered on the back).
  • Champion Power. A power unique to this Champion.
  • Melee Combat. The number of Elemental Dice this Champion rolls during Melee Combat (see Melee Combat, page 24).
  • Ranged Combat. The number of Elemental Dice this Champion rolls during Ranged Combat. If this symbol is not present, it means that this Champion can never initiate a Ranged Combat (see Ranged Combat, page 26).
  • Secret Technique. A combination of Elements that allows you to trigger a unique effect specific to that Champion for free when you roll the dice (see Secret Technique, page 20).
  • Purity. The Purity score indicates how far the Champion is from the Corruption of the Shadowlands. When it reaches 0, the Character is Corrupted (see Purity and Corruption, page 16). This number changes on the black Purity gauge.
  • Clan Power. The Clan's unique way of earning Honor.
  • Player Color.
  • Lies (x2). "I'm telling you, he's gone! Why don't you go look over there?" Shuffle a previously drawn Interesting Information card into the deck and cancel its effect.
  • Outrage (x2). "The person feels insulted. You should have perhaps chosen your words more carefully." This character becomes an Enemy whose type is specified in the scenario. They adopt the Assassin behavior, and you are their target.
  • Insight (x2). "You read between the lines of what the person is saying, and you understand what needs to be done." Secretly look at the top card of the Investigation deck; or the top 2 cards if you used the Element during this Investigation. Then put them back as they were.
  • Rhetorical Trap (x2). "The person makes you look like a fool. This one certainly has a sharp mind!" You lose 2 Honor Points; 1 if you used the Element during this Investigation.
  • Bribe (x2). "Kanpai!" You can draw 2 additional Investigation cards by spending 2 Honor Points; only 1 if you used the Element during this Investigation.
  • Apply the result transformations. If you wish, use one or more effects that allow you to replace a die result with another, such as Deception (spend 2 Honor Points to change an Elemental Die result) or Call of the Void (discard 1 Void result on an Elemental Die and change all remaining Void results to the Elements of your choice). Most of these effects are limited to once per action. Once all this is done, you cannot change your dice results unless otherwise stated.

  • Apply the modifiers and calculate the final results. Choose between Water and Fire as the Offensive Element for the Champion or Ally, and between Air and Earth as the Defensive Element. This represents the number of sword-slash (Offensive Successes) and figure (Defensive Successes) you have at this point.

    If applicable, also apply the Additional Effects to the result if you have at least 3 of the following identical Elements: Water (+1 sword-slash), Fire (+1 Ki Point), Earth (+1 figure), Air (+1 Action Point and 1 Life Point recovery).

    This is also the step where you can decide to use Harmony with the Elements if your result allows it.

    Also apply all effects related to Secret Techniques, abilities, cards, or tokens that modify sword-slash or figure, heal you, restore Ki, etc. With the exception of additional drop or directly inflicted Wounds, and effects marked "At the end of Combat."

  • Calculate and inflict Wounds. Subtract each Combatant's Defensive Successes from their opponent's Offensive Successes. This is the number of Wounds (drop) they sustain, to which you must add any additional Wound (drop) effects.

    This is also the stage at which you inflict any drop allowed by effects on Characters who did not participate in Combat, and at which any effects marked "At the end of Combat" apply. These effects apply even if the Character is Eliminated.

    Characters who have no Life Points left are then Eliminated; remove the miniatures of the Eliminated Characters from the board.

  • End of Combat. The Combat is over. Calculate your Honor and Glory gains and losses and change your status to Honorable (if you rise above 0 Honor) or Dishonored (if you fall to 0). You can move on to the next action, the next Character, or the next phase of the game.

  • Yes
    No
    No
    MovementYesYesYes
    DisengagementYesYesYes
    Draw ObjectivesYesNoNo