Far East War 1592
Far East War 1592 Rulebook
Table of Contents
Table of Contents
Preparation
Before your first game, please spend some time to apply stickers to the wooden troop tokens.
- Take 50 troop tokens, and apply 50 Japanese forces stickers to ONE SIDE only. On the other side, apply 25 "Kato" Faction stickers and 25 "Konishi" Faction stickers, respectively.
- Take another 50 troop tokens, and apply 50 Korean/Ming Forces stickers to ONE SIDE only. On the other side, apply 25 "Ming" Faction stickers and 25 "Korean" Faction stickers, respectively.
- Take 1 troop token, and apply the Provoke Icon stickers to both sides.
NOTE: The extra stickers are included as spares.
Components
- Game Map x 1
- Wooden troop tokens x 101
- General tokens x 34: Japanese x 12, Ming x 9, Korean x 9, Legendary x 4
- General cards x 34: Japanese x 12, Ming x 9, Korean x 9, Legendary x 4
- Event cards x 18
- Japanese Influence tokens x 10 (back used in 4-player games; Kato Faction x 5, Konishi Faction x 5)
- Korean/Ming Influence tokens x 10 (back used in 4-player games; Ming Faction x 5, Korean Faction x 5)
- Battle dice x 8
- Red attack sticks x 8
- Yellow support sticks x 12
- Faction token bags x 2
- Sticker sheets x 4: Japanese Forces x 53, Korean/Ming Forces x 53, Kato Faction x 27, Konishi Faction x 27, Ming Faction x 27, Korean Faction x 27, Provoke Icon x 2
Game Map
The map is labelled as follows:
- Action Rondel: used to select actions (see Turn Overview). It shows the actions Production/Generals, Recruit/Regroup and Move/Battle, and the Event Line.
- Event Deck Space: where the Event Deck is placed.
- Supply Point Track: tracks each side's Supply Points (SP). The maximum SP for each side is 60.
- Production Point Track: tracks each side's Production Points.
- Wounds Track (Japanese side and Korean/Ming side): where Generals' wounds are recorded.
- Area Production Points: the number shown in each area, added up during the Production phase.
- Area Recruit Limit: the maximum number of troops that may be recruited into that area in one turn.
- Area Border Line: marks the boundaries between areas.
- Japan Special Recruiting Areas: East Tsushima Strait and West Tsushima Strait.
- Korean/Ming Special Recruiting Areas: West Korea Bay and Daetong Bay.
- Immediate Win Areas of Japan and Immediate Win Areas of Korean/Ming: used for the immediate win conditions (see End of Game).
2-Player Game
In a 2-player game, one player represents the Japanese forces, and the other player represents the Korean/Ming Alliance forces.
Game Setup
- Place the game map between the players, so that the Japanese player is on the Japanese side, and the Korean/Ming player is on the Korean/Ming side.
- Place 1 Japanese and 1 Korean/Ming Influence token on the "Move/Battle" space of the Action Rondel, to be used as their "Turn Markers." (A)
- Place 1 Japanese and 1 Korean/Ming Influence token on the "30" space of the Supply Point Track, to be used as their "Supply Markers." (B)
- Place 1 Japanese Influence token on the "20" space of the Production Point Track, to be used as his "Production Marker." (C)
- Place 1 Korean/Ming Influence token on the "24" space of the Production Point Track, to be used as his "Production Marker." (D)
NOTE: The unused Influence tokens are placed aside for now. They will be used to indicate the control of land areas where the controlling player moves troops away from those areas.
- Place both sides' starting Troop tokens on the map, according to the chart below (E). Place the unused Troop tokens in front of their respective owners (F).
| Japan | Korea/Ming |
|---|---|
| 2-troop legion x 2 | 2-troop legion x 2 |
| East Tsushima Strait, West Tsushima Strait, Left Gyeonggi-Do, and West Gangwon-Do. | Right Gyeonggi-Do, Left Hwanghae-Do, and Daetong Bay. |
| 2-troop legion x 1 | 2-troop legion x 1 |
| Left Chungcheong-Do, Right Chungcheong-Do, Left Jeolla-Do, Right Jeolla-Do, and Left Gyeongsang-Do. | Right Hwanghae-Do, East Gangwon-Do, and West Korea Bay. |
| 1-troop legion x 1 | 1-troop legion x 1 |
| Right Gyeongsang-Do. | East Pyeongan-Do, West Pyeongan-Do, South Hamgyeong-Do, and North Hamgyeong-Do. |
| Overall: 27 troops in 14 legions. | Overall: 22 troops in 13 legions. |
- Remove the "Reset" card and shuffle all the remaining Event cards. Draw 2 cards, shuffle them with the "Reset" card, and place these 3 cards face down on the Event Deck space. Draw 5 more cards and place them face down on top of the previously placed 3 cards to create the Event Deck. Then put the rest near the map, they will be used later. You start with 8 cards in the Event Deck, with the "Reset" card somewhere in the bottom 3 cards (G).
- Both players select 8 General cards from the Generals belonging to their forces. Put unused Generals back into the box. Each player can pick only 2 Generals with 4 Health Points. Players can also choose to pick 1 Legendary General by paying 10 Supply Points; Legendary Generals do not belong to any side and can be chosen by any player. If both players wish to take Legendary Generals, the Japanese player chooses first.
- The Japanese player plays 1 General card from hand, and places it next to the game map. Take the corresponding General token, and place it on top of any Japanese legion (H).
- The Korean/Ming player plays 1 General card from hand, and places it next to the game map. Take the corresponding General token, and place it on top of any Korean/Ming legion (I).
- Repeat steps 9 – 10, so that both players start with 2 Generals on the map.
- You are ready to play!
Turn Overview
Game starts with the Japanese player. Each player takes a turn by moving his "Turn Marker" 1-2 spaces clockwise for free on the Action Rondel, or pays 8 supply points (SP) to move 3 spaces. After resolving the Action Space he landed on, the other player takes a turn. There are 3 different Action Spaces: Production/Generals, Recruit/Regroup, and Move/Battle.
Events
Player who moves his turn marker across the "Event Line" on the Action Rondel draws an Event card from the Event Deck, and resolves it before continuing with the active player's turn. If the Event card affects both players, then the active player resolves the event first. After the Event card is resolved, put it away along with the other unused Event cards.
NOTE: When the "Reset" card is drawn, shuffle all Event cards in the game (including those being set aside), and follow the instructions on the "Reset" card to create a new Event Deck.
Example
Bob is the Japanese player. At the start of Bob's turn, his Turn Marker is on the "Move/Battle" space. He moves one space clockwise around the rondel for free, and resolves "Production/Generals" action. After Bob's turn ends, the Korean/Ming player, Lisa, takes a turn. At the start of Lisa's turn, her Turn Marker is on the "Move/Battle" space. She pays 8 SP, and then moves 3 spaces clockwise around the rondel, landing on the other "Move/Battle" space.
But since she has crossed the Event Line, players must reveal the top card of the Event Deck, and resolve the event before continuing with Lisa's turn. "Reinforcements" is revealed. Lisa resolves the event first, and then Bob resolves it. After both players finish, Lisa can continue with her "Move/Battle" action.
Production/Generals
Production Phase
Tally the total Area Production Points shown in all areas you control, which is the amount of SP you produce this turn. Add this total to your SP Track. The maximum SP for both sides is 60. If any player accumulates more than 60 SP, ignore the extra.
NOTE: Players control all areas where they have legions. Use Influence tokens to mark the ownership of land areas that they move all their legions away from.
NOTE: Players should update their Production Point Track in real time to reflect the current total Production Points in their areas.
Example
Bob lands his Turn Marker on the "Production/Generals" space. First, he counts the total Production Points he has in all areas he controls. The total is 20, so he moves his Supply Marker 20 spaces on the Supply Track (5->25). Then he pays 5 SP (25->20) to deploy "Kuki" on a legion in West Tsushima Strait, and then pays 3 SP (20->17) to replace "Kato" with "Kobayakawa" from his hand. "Kato" was on the 1-wound space, so "Kobayakawa" inherits 1 wound, and is placed on the 1-wound space. Finally, he pays 3 SP (17->14) to withdraw "Tachibana" from Left Gyeonggi-Do. "Tachibana" was on the 2-wound space, but he will be completely healed if Bob deploys him on a future turn.
Generals Phase
Take any of the following 3 actions, in any order.
NOTE: For each legion, players can deploy, replace, or withdraw only 1 General each turn.
A. Deploy a General (once per turn) Pay 5 SP to play a new General card from your hand. Take the corresponding General token, and place it on any of your legions without a General. The General leads them, and this legion will benefit from the General's abilities.
NOTE: You cannot use this action to play General cards that are returned to your hand by action B or C this turn.
B. Replace a General (no limit) Pay 3 SP to play a General card from your hand to replace one existing General that you own, and take the replaced General card back to your hand. The newly played General inherits the replaced General's wounds, so place him/her on the Wound Space the replaced General previously occupied. Replace the General token accordingly, and the new token will stay with the same legion.
NOTE: When the returned General is deployed in later turns, he/she will be at full Health Points.
NOTE: You cannot use this action to play General cards that were returned to your hand by action B or C this turn.
C. Withdraw a General (no limit) Pay 3 SP to return a General that you own to your hand. Remove the corresponding General token from the map.
NOTE: When the returned General is deployed in later turns, he/she will be at full Health Points.
Recruit/Regroup
Recruit Phase
Pay SP to recruit new troops, up to a limit of 8 troops each turn. Each troop costs 1 SP. They must be placed in areas you control, but you cannot exceed the recruit limit of each area. There is also a limit of 2 legions in each area, and 4 troops in each legion. If all of the Troop tokens are already on the map, then the player cannot recruit new troops until his Troop tokens become available again.
NOTE: You can recruit troops in empty areas, as long as you control it.
NOTE: You cannot recruit troops in areas that do not have a recruit symbol.
Special recruiting areas
Only the Korean/Ming player can recruit troops in West Korea Bay and Daetong Bay. Even if the Japanese player controls these areas, he cannot place new troops there using the recruit action. Whenever these areas are free of Japanese forces, the Korean/Ming player immediately regains control.
Only the Japanese player can recruit troops in East and West Tsushima Strait. Even if the Korean/Ming player controls these areas, he cannot place new troops there using the recruit action. Whenever these areas are free of Korean/Ming forces, the Japanese player immediately regains control.
NOTE: The two special recruiting paragraphs above are printed in the source after the Regroup Phase text; they are placed here, under the same heading, to keep the recruit rules together.
Regroup Phase
In the areas where you have added at least 1 Troop token, you may redistribute troops between different legions within the same area. You may also freely split or combine legions, as long as you adhere to the limit of 2 legions in each area, and 4 troops in each legion.
Example
Lisa lands her Turn Marker on the "Recruit/Regroup" space. She adds 2 troops into legion A, meeting the limit of 4 troops per legion. Then she adds 1 troop into legion B, meeting the recruit limit of 3 in Right Gyeonggi-Do. In Right Hwanghae-Do (recruit limit of 3), she adds 2 troops into legion C, and creates a new legion D by placing 1 troop (limit of 2 legions in each area). In East Gangwon-Do (recruit limit of 1), she adds 1 troop into legion E. In Left Hwanghae-Do (recruit limit of 2), she adds 1 troop into legion F. Now she has recruited to the limit of 8 troops this turn, and pays 8 SP.
After Lisa recruited 8 troops, she decides to regroup the legions in Left Hwanghae-Do. She moves 1 Troop token from legion G to legion F, so now legion G has 1 troop and legion F has 4 troops.
Move/Battle
Move Phase
Pay SP to move your legions to an adjacent area. The cost is 1 SP for each troop in the moved legion. The entire legion must move, and you cannot split a legion while moving. There is no limit to how many legions you can move as long as you can pay enough SP, but each legion can move only once per turn. You cannot move into areas with enemy legions, but you can enter empty areas under your opponent's control.
Legions starting on a sea area may move 2 spaces each turn; they can move either 2 areas on sea, or 1 sea area plus 1 empty land area.
NOTE: Since there is a limit of 2 legions in each area, you cannot enter an area that already has 2 legions. But you may simultaneously exchange positions of 2 legions in adjacent areas by paying the required SP for moving both legions.
NOTE: You cannot move your legions after you've resolved battles. Therefore, you must make all your movements before initiating any battle in the same turn.
Example
Lisa lands her Turn Marker on the "Move/Battle" space. She moves legion A (1 troop) from East Pyeongan-Do to South Hamgyeong-Do, exchanges positions of legion B (4 troops) in Right Hwanghae-Do with legion C (2 troops) in Left Hwanghae-Do, and moves legion D (4 troops) 2 sea areas from West Korea Bay to East China Sea. She pays a total of 1+4+2+4 = 11 SP for all movements.
Battle Phase
After completing all movement, pay SP to declare attacks and battle enemy legions in adjacent areas. The cost is 1 SP for each troop in the attacking legion, and 1 SP for each troop in the supporting legions. The attacking player needs to pay SP, defender does not pay anything. The active player declares any number of battles as long as there is enough SP to pay for them. After paying the required SP for ALL the declared battles, choose the order of resolving the battles.
NOTE: Legions that you have moved this turn cannot be used for attack or support in the same turn.
NOTE: Remember to consider your General's abilities for use during battles, see General's Abilities.
Declare Battles
Declare a battle by choosing an enemy legion as the target, and use the red attack stick to link one of your legions from an adjacent area to the target. Then use the yellow support sticks to point up to two of your legions from adjacent areas to the target to support the battle. Each legion can be used to either attack or support in only one battle in a given turn. Each defending legion can only be attacked by the opponent ONCE in a given turn.
NOTE: The defender cannot use support sticks to help their legions under attack.
Legions on sea can attack or support in battles on both sea and land areas. Legions on land can be used to attack in battles on both sea and land areas, but they can only be used to support battles on land areas.
Legions starting the turn on sea areas may first move 1 sea area, and then attack a legion on an adjacent sea area. But they cannot be used for support if they had been moved this turn.
Example
Lisa finished her "Move" action, and she is now ready for some Battles! First she declares an enemy legion X (4 troops) in West Gangwon-Do as a target, choosing her legion E (4 troops) in Right Gyeonggi-Do as the attacker, and placing a red attack stick between legions E and X. Then she chooses legion F (1 troop) in South Hamgyeong-Do, and legion G (4 troops) in East Gangwon-Do to support the battle, and places one yellow support stick each between legions F and X, and between legions G and X.
NOTE: Since Lisa has just moved legion A earlier this turn, she cannot use legion A for attack or support.
Then Lisa decides to target legion Y (2 troops) in Gyeonggi Bay for another battle. She chooses legion H (2 troops) in West Korea Bay as the attacker, moves legion H into Yellow Sea, and places a red attack stick between legions H and Y. Then she chooses legion I (2 troops) in Daetong Bay to support this battle, and places a yellow support stick between legions I and Y.
NOTE: Since legion J in Right Gyeonggi-Do is on land, it cannot be used to support this sea battle. If Lisa used legion I as the attacking legion, since she cannot first move legion H and then use it for support, she will be attacking with a weaker force.
The battle on land costs 4+1+4 = 9 SP, and the battle on sea costs 2+2 = 4 SP, so Lisa pays a total of 13 SP for all battles. She decides to resolve the land battle with legion X first, then the sea battle with legion Y later.
Resolve Battles
When there are multiple battles declared on the map, the attacking player may decide the order to resolve each one.
There are 2 kinds of battles in this game: land and sea. This is determined by the location of the defender. Thus a sea legion attacking a land legion is a "land battle", and a land legion attacking a sea legion is a "sea battle."
For each battle, the attacking player gets 1 die for each troop in the attacking legion, and 1 die for each supporting legion (regardless of the number of troops in the supporting legion); the defender gets 1 die for each troop in the targeted legion. Both players roll their dice at the same time, and use the battle chart to resolve the battle. If there are not enough dice for both players to roll at the same time, then players should take turns rolling dice, but apply the results simultaneously.
Battle Results
Each die face has one of the following results:
- Land battles hit (horse and rider icon): 1 Hit in land battles.
- Sea battles hit (ship icon): 1 Hit in sea battles.
- Cannon hit (cannon icon): 1 Hit in either sea or land battles.
- Steal supply (supply cart icon): Steal 2 Supply Points from your opponent.
- General hit (warrior icon): Deal 1 wound to an opponent's General in the attacking/defending legion of this battle.
- Badge (miss): Nothing happens.
For each Hit, remove 1 troop token from your opponent's legion. Only troops in attacking/defending legions can be removed. Supporting legions do not receive damage.
If all troops in the defending legion are removed, and there are no other enemy legions in the targeted area, then the attacking legion may choose to move into that area without paying any SP to control it, while supporting legions cannot move into the targeted area.
If all troops in the attacking legion are also eliminated, then the defender will not lose control even if all defending troops are removed; the defender places an Influence token to show that he still controls the area. If the attacker is eliminated and the defender survives, then the control remains unchanged.
When a General receives a wound, move the corresponding General card 1 space on the wound track to record how many wounds the General has taken. If the number of wounds is equal to or greater than the Health Points shown on the card, then the General is killed and the opponent keeps the General token as a reward, and then removes the General card from the game.
NOTE: If a legion is eliminated and the General leading this legion is not killed, just remove the General token from the map and put it aside, and return the General card to its owner's hand. If the General is deployed again later in the game, it will be at full health points.
Example
Lisa decides to resolve the land battle in West Gangwon-Do first. The attacker, legion E, has 4 troops so she will get 4 dice, and 2 more dice from the 2 supporting legions F and G, for a total of 6 dice. The defender, Bob's legion X, has 4 troops, so Bob gets 4 dice. Both players roll their dice at the same time and the results are:
- Lisa: land battle hit, cannon hit, General hit, steal supply, steal supply, Badge: 2 Hits
- Bob: sea battle hit, cannon hit, Badge, Badge: 1 Hit
This is a land battle, so Lisa's land battle hit and cannon hit let her remove 2 troops from legion X, and her General hit would have let her wound a General, but since there is no General present in legion X, nothing happens. Her two steal supply results let Lisa steal 4 SP from Bob, so they adjust both players' Supply Markers accordingly. Bob's sea battle hit is a miss for him in a land battle, and his two Badges are also misses, so he only scores 1 Hit by his cannon hit and removes 1 troop from legion E. After all results are resolved, the battle ends. Since Bob's legion X still has troops, Lisa's attacker cannot enter West Gangwon-Do to control it.
NOTE: Results must be resolved at the same time, even if players take turns rolling dice.
NOTE: If there is a General in the legion, remember to apply the abilities that may affect the outcome of battle.
NOTE: The defender's dice results only apply to the attacking legion but not the supporting legions.
NOTE: If the opponent does not have enough SP, you get whatever he has left and ignore the extra results.
Lisa then resolves the sea battle in Gyeonggi Bay. The attacker, legion H, has 2 troops, so Lisa will get 2 dice, and 1 more die from the single supporting legion I, for a total of 3 dice. The defender, Bob's legion Y, has 2 troops, so Bob gets 2 dice. Both players roll their dice at the same time and the results are:
- Lisa: 2 Hits
- Bob: 1 Hit
This is a sea battle so these results count as Hits. Lisa removes 2 troops from legion Y and eliminates it. Bob removes 1 troop from legion H. Since legion H has 1 remaining troop, and Gyeonggi Bay is now empty, Lisa may choose to move legion H into Gyeonggi Bay to control it.
NOTE: Legion I, as a supporting legion, cannot enter Gyeonggi Bay to control it. Only the attacking legion may enter.
General's Abilities
If there is a General leading a legion, the General's abilities will allow this legion to gain benefits in battles, or some other effects to help you during the game. Generals cannot stand alone on the map. They must be deployed onto a legion, and must move and fight with the legion they are leading.
| Ability tag | Meaning |
|---|---|
| Sea | This ability can only be activated in sea battles. |
| Land | This ability can only be activated in land battles. |
| Attacker | This ability is only activated when the General is in the attacking legion. |
| Defender | This ability is only activated when the General is in the defending legion. |
| Not specified | This ability can be used in battles no matter the General is in the attacking or defending legion. |
You can activate the abilities of Generals only in attacking or defending legions. You can't activate Generals in supporting legions.
All abilities that add extra dice are used for the owner's own advantage. All abilities that reduce the number of dice are used against the opponent's legions.
Even if the total number of dice is reduced to 0 or lower due to the opponent's General's abilities, then the player can still roll at least one die in the battle.
When a General is wounded by a General hit result, move the General card to the corresponding wound space on the owner's side of the map. If the number of wounds is equal to or greater than the Health Points shown on the card, then the General is killed, the opponent claims the General token as a reward, and then removes the General card from the game. The General tokens serve as the tiebreaker at the end of the game.
End of Game
The game ends when the active player finishes his turn after the "Reset" card is revealed from the Event Deck for the 3rd time. No new Event card will be drawn.
Victory Conditions
At the end of the game:
- The player who controls the most land areas wins.
- In case of a tie, then the player who claims the most defeated General tokens wins.
- If there is still a tie, then the player who has a higher Production Points wins.
Immediate Win Conditions
Anytime during the game, when one of the following conditions is met, the game ends immediately, and the active player wins the game:
- Controlling 12 of the 16 land areas.
- When the Japanese forces control any 2 areas in West Pyeongan-Do, Right Hwanghae-Do, and Right Gyeonggi-Do.
- When the Korean/Ming forces control both East and West Tsushima Strait.
4 Player Game
This game can be played with 4 players in a 2-versus-2 mode. 2 players will represent the Japanese forces, and lead the "Kato" and the "Konishi" Factions. The other 2 players will represent the Korean/Ming alliance forces, and lead the "Ming" and the "Korean" Factions.
The rules for 2v2 mode are mostly the same as the 2-player game, with all changes listed below.
Game Setup
- Place the game map between the players, so that the Japanese players are on the Japanese side, and the Korean/Ming players are on the Korean/Ming side.
- Place 1 Japanese and 1 Korean/Ming Influence tokens on the "Move/Battle" space of the Action Rondel, to be used as their "Turn Markers." (A)
NOTE: Players of the same team share the Turn Markers.
- Each player places 1 Influence token of their faction (1x "Kato", 1x "Konishi", 1x "Ming", and 1x "Korean") on the "20" space of the Supply Point Track, to be used as their "Supply Markers." (B)
- Place 1 Japanese Influence token on the "20" space of the Supply Point Track, and the Korean/Ming one on the "24" space (the printed step does not name the track for this placement; it is transcribed as printed).
NOTE: Players of the same team share their Production Points.
- Each player places starting Troop tokens on the map according to the chart below (E). Place the unused Troop tokens in front of their respective owners (F).
| Kato Faction | Konishi Faction |
|---|---|
| 2-troop legion x 2: East Tsushima Strait and West Gangwon-Do. | 2-troop legion x 2: West Tsushima Strait and Left Gyeonggi-Do. |
| 2-troop legion x 1: Left Chungcheong-Do and Left Gyeongsang-Do. | 2-troop legion x 1: Right Chungcheong-Do, Left Jeolla-Do and Right Jeolla-Do. |
| 1-troop legion x 1: Right Gyeongsang-Do. | 1-troop legion x 1: (none) |
| Overall: 13 troops in 7 legions. | Overall: 14 troops in 7 legions. |
| Ming Faction | Korean Faction |
|---|---|
| 2-troop legion x 2: Right Gyeonggi-Do and Daetong Bay. | 2-troop legion x 2: Left Hwanghae-Do. |
| 2-troop legion x 1: East Gangwon-Do. | 2-troop legion x 1: Right Hwanghae-Do and West Korea Bay. |
| 1-troop legion x 1: North Hamgyeong-Do. | 1-troop legion x 1: East Pyeongan-Do, West Pyeongan-Do and South Hamgyeong-Do. |
| Overall: 11 troops in 6 legions. | Overall: 11 troops in 7 legions. |
- Remove the "Reset" card and shuffle all the remaining Event cards. Draw 2 cards, shuffle them with the "Reset" card, and place these 3 cards face down on the Event Deck space. Draw 7 more cards and place them face down on top of the previously placed 3 cards to create the Event Deck. Then put the rest near the map, they will be used later. You start with 10 cards in the Event Deck, with the "Reset" card somewhere in the bottom 3 cards (G).
- Each player selects 4 General cards from their faction, and the leader of each faction must be chosen. The unused Generals will be put back into the box. One player from each team can pick 1 Legendary General by paying 10 SP. Players of the same team may discuss about who will take it. If both teams wish to take Legendary Generals, the Japanese team chooses first.
- Kato Faction: Kato (leader), Fukushima, Tachibana, Ginchiyo, Kobayakawa, and Hatsume.
- Konishi Faction: Konishi (leader), Shimazu, Kuki, Mouri, Kuroda, and Ukita.
- Korean Faction: Yi Sunsin (leader), Rye Seongryong, Gim Si-min, Gwak Jae-woo, Gwon Yul, Yi Eokgi, Non-gae, Suh san dae-sa and Janggeum.
- Ming Faction: Li Ru-song (leader), Xing Jie, Luo Shangzhi, Chen Lin, Tzu Cheng-shiun, Liu Ting, Deng Zi-long, Ma Gui and Princess Rong-Chang.
- Each player plays 1 General card from his hand, and places the corresponding General token on top of one of their legions, following this order: "Kato", "Korean", "Konishi", and "Ming" (H).
- You are ready to play!
Turn Overview
Game starts with the "Kato" player. The turn order is "Kato", "Korean", "Konishi", and then "Ming". Players take turns by moving his "Turn Marker" 1-3 spaces clockwise for free on the Action Rondel. Resolve the Action Space he landed on, and then the next player takes a turn.
Production/Generals
Production: Tally the total Area Production Points shown in all areas your team controls, which is the amount of SP you can produce this turn. Split this total freely with your teammate, but the active player must take at least half of the SP. Add the amount to your and your teammate's SP tracks.
NOTE: Each team controls all areas where they have legions in, and use Influence tokens to mark the ownership of land areas that they have move all their legions away from.
NOTE: Each team should update their Production Point Track in real time to reflect the current total Production Points in their areas.
Generals: You may only deploy, replace, and withdraw Generals of your own Faction. You cannot manipulate your teammate's Generals.
Recruit/Regroup
Recruit:
- You can place troops only on your own legions. You cannot add troops to your teammate's legion.
- The limit of 2 legions per area account for all legions you and your teammate control.
Regroup: You can only regroup among your own legions. You cannot regroup your teammate's legion.
Move/Battle
Move: You can only move legions of your own Faction. You cannot move your teammate's legion.
Battle:
- You can only attack with legions of your own Faction.
- Your battle may be supported by your and your teammate's legions, but you have to pay all of the required SP.
Glossary of General Cards
Each General card shows its faction, Health Points and name (for example "Japan/4/ Kato Kiyomasa" means Japanese faction, 4 Health Points). Its dice icons are shown as bars: a red bar is for land battles and a blue bar for sea battles. In the bars, a dice icon means gain that many extra dice, and a crossed-dice icon means reduce the opponent's dice by that many.
Legend:
- Gain extra dice in land battles (red dice icon); example: two red dice icons = gain two extra dice in land battles.
- Gain extra dice in sea battles (blue dice icon).
- Reduce opponent's dice in land battles (red crossed-dice icon).
- Reduce opponent's dice in sea battles (blue crossed-dice icon).
- Land: abilities only activated in land battles.
- Sea: abilities only activated in sea battles.
- Attacker: abilities activated when the General is in the attacking legion.
- Defender: abilities activated when the General is in the defending legion.
Japanese Faction
- Japan/4/ Kato Kiyomasa: bars: 2 red extra dice. Attacker: After attacking, if this legion & General are still alive, regain 1 lost troop.
- Japan/4/ Konishi Yukinaga: bars: 1 red reduce die, 1 blue reduce die. For each Badge, regain 1 lost troop.
- Japan/3/ Kuroda Nagamasa: Defender: Ignore up to 2 Hits.
- Japan/3/ Kobayakawa Takakage: Infighting: After paying SP for declaring an attack with this legion, you may choose not to attack. Instead, choose an adjacent area with 2 enemy legions to attack each other. (Ignore [Steal supply], but [General hit] still applies.) No supporting legions & Generals' abilities are applied. One of these 2 legions cannot be attacked again this turn.
- Japan/3/ Fukushima Masanori: bars: 1 red extra die, 1 blue extra die. Attacker: Once per turn, if you score X Hits, you may attack the same target again using X dice. The target cannot roll dice in the 2nd battle.
- Japan/3/ Mouri Hidemoto: This legion may have up to 5 troops. Whenever this General is placed on a legion, that legion gains 2 extra troops (max. 5).
- Japan/3/ Tachibana Muneshige: Each Badge counts as a Hit. Defender: Ignore enemy General's ability that reduces your dice.
- Japan/3/ Ukita Hideie: bars: 1 red extra die. Attacker: Supporting legions cost no SP.
- Japan/4/ Shimazu Yoshihiro: bars: 1 red extra die, 2 blue extra dice. Each Badge counts as a General hit.
- Japan/3/ Tachibana Ginchiyo: bars: 1 red extra die. : Instead of rolling your battle dice, you may immediately remove 2 troops from the defender after resolving his dice results. NOTE: This General cannot be deployed during game setup.
Ming Faction
- Ming/4/ Li Ru-song: bars: 2 red extra dice, 1 red reduce. When moving this legion, it may move 2 land areas, or move 1 land area and then declare a land battle.
- Ming/4/ Xing Jie: bars: 1 red extra die, 1 blue extra die. When resolving battles, you may reroll up to 3 dice after your first dice roll.
- Ming/3/ Luo Shangzhi: Ignore 1 Hit. If this legion has only 1 troop, you gain 2 extra dice and ignore 2 Hits.
- Ming/3/ Chen Lin: bars: 1 blue extra die. Sea: Each Badge counts as a Hit.
- Ming/3/ Tzu Cheng Shiun: bars: 1 red reduce, 1 blue reduce. Attacker: After attacking, if you successfully removed troops from the defender, you may remove 1 troop from another legion in the same area after all battles have been resolved.
- Ming/3/ Liu Ting: Attacker: After attacking, if this legion & General are still alive, then you may add a number of troops to this legion equal to the number you have removed from the defender.
- Ming/3/ Deng Zi-long: Sea & Attacker: Roll your dice first. The defender applies the result before counting how many dice he gets to roll.
- Ming/3/ Ma Gui: Land & Attacker: After attacking, if this legion & General are still alive, decrease Opponent's SP by 7.
- Ming/3/ Princess Rong Chang: bars: 1 red reduce. Defender: Instead of removing troops from this legion when hit, you may remove troops from your other legion in the same or adjacent areas instead. You may freely distribute the losses among your other legions, but these legions cannot be eliminated.
Korean Faction
- Korea/4/ Yi Sunsin: bars: red 1 extra die and 1 red reduce; blue 3 extra dice and 1 blue reduce. Ignore 1 General hit.
- Korea/4/ Rye Seongryong: When Rye Seongryong is on the map, each time you recruit, your cost for recruiting is halved (rounded up); at the end of Move/Battle action, you gain 5 SP.
- Korea/3/ Gim Si-min: Land: Only the Cannon hit counts as a Hit, unless affected by other Generals' abilities.
- Korea/3/ Gwak Jae-woo: bars: 1 red extra die. Instead of deploying this General normally, you may choose a land area you control that has no more than 1 legion, place 2 troops to create a new legion, and deploy Gwak Jae-woo on it. This legion may immediately move or declare a battle for free (without any support). NOTE: This General cannot be deployed during game setup.
- Korea/3/ Gwon Yul: bars: 1 red reduce. Land: If an enemy General is present, your opponent loses 2 dice instead of 1. Land & Defender: After defending, if no troops are removed from this legion, remove 1 troop from the attacking legion.
- Korea/3/ Yi Eokgi: bars: 1 blue extra die and 1 blue reduce. After your Move/Battle action, you may deal 1 wound to Yi Eokgi, and add 2 troops to this legion (max. 4).
- Korea/3/ Non-gae: Provoke: After attacking a legion with a male General, you may place the Provoke token (possibly from another provoked General) on that General. The provoked General cannot be replaced or withdrawn. Before your opponent's Move/Battle action, the provoked General must attack this legion without support if they are in an adjacent area and have enough SP. The provoked legions cannot be used for attacks, and this legion cannot be targeted again in the Battle action. When Nongae dies, deal 2 wounds to the provoked General.
- Korea/3/ Suh san dae-sa: bars: 1 red extra die. : When attacking, this legion cannot be supported, and the defender cannot roll any dice.
Legendary Generals
These Generals do not belong to any side and can be chosen by any player (see Game Setup). The faction restriction printed on each card is shown in its entry.
- Legend/4/ Qi Jiguang: Only for the Korean/Ming alliance. bars: 1 red extra die, 1 blue extra die. Attacker: For each Cannon hit, remove 1 extra troop from the defending legion. Defender: Opponent cannot support this battle. NOTE: This General cannot be deployed during game setup.
- Legend/3/ Sanada Yukimura: Only for the Japanese forces. bars: 1 red extra die, 1 blue extra die. Attacker: Roll your dice first. The defender applies the result before counting how many dice they get to roll. If you eliminate the defending legion or kill a General, add 1 troop to this legion, respectively (max. 4). NOTE: This General cannot be deployed during game setup.
- Legend/3/ Nurhaci: bars: 2 red extra dice. Land: Deal 1 wound to Opponent's General in each battle. NOTE: This General cannot be deployed during game setup.
- Legend/3/ Nicholas Iquan Gaspard: bars: 1 red extra die, 2 blue reduce. Sea: Each Badge counts as a Hit. Land: Each Badge counts as a Steal supply result. NOTE: This General cannot be deployed during game setup.
Glossary of Event Cards
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Bountiful Harvest: Both sides take a "Production" action immediately. (4p: Freely split gains among teammates)
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Dissensions: Until the card under the next Event card is revealed, no player can take the "Generals" action.
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Assassinations: Both sides choose one enemy General to receive 1 wound, but cannot cause the General's death. (4p: Each team discusses and chooses one target together)
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Plague: All legions on land with 4 or more troops must remove troops until there are only 3.
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Medical Officers: Both sides choose one General on their side to heal 1 wound. (4p: Each team discusses and chooses one target together)
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Hidden forces: Both sides choose 2 areas to perform the "Recruit" action, but cannot "Regroup" afterwards. (4p: Each player chooses one area. The same area cannot be chosen twice.)
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Reset:
- Both sides may pay 5 SP to deploy a General. (4p: Each team deploys only one.)
- Set this card aside and shuffle all other Event cards together (including those being set aside).
- Build a new Event Deck of 8 cards for 2-player and 10 for 4-player games with this card randomly placed in the bottom 3 cards.
- Reveal and resolve the top card of the new Event Deck. Then the active player continues with his turn.