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Records of Three Kingdoms 190-280

Records of Three Kingdoms 190-280 Rulebook

Table of Contents

Table of Contents

  • 1.0 About the Game
  • 2.0 Contents of the Game
    • 2.1 The Map
      • 2.1.1 Victory Point Track
      • 2.1.2 Army Provisions Track
      • 2.1.3 Action Track
      • 2.1.4 Victory Conditions Table
      • 2.1.5 General Defeat Table
      • 2.1.6 General Reserve Area
      • 2.1.7 Fate Table
    • 2.2 Units
      • 2.2.1 Generals
      • 2.2.2 Troops
    • 2.3 Markers
      • 2.3.1 Turn Marker
      • 2.3.2 Record Markers
      • 2.3.3 Control Markers
      • 2.3.4 Strategem Markers
      • 2.3.5 Failure Markers
  • 3.0 Game Procedure
    • 3.1 Game Setup
    • 3.2 Turn Structure
      • 3.2.1 Start Phase
      • 3.2.2 Action Phase
      • 3.2.3 Control Phase
      • 3.2.4 Fate Phase
      • 3.2.5 Appearance Phase
      • 3.2.6 Production Phase
  • 4.0 Actions
    • 4.1 Divide and Advance (分進)
    • 4.2 Combined Strike (合撃)
    • 4.3 Persuasion (遊説)
      • 4.3.1 Sowing Discord (離間)
      • 4.3.2 Alliance (同盟)
    • 4.4 Sweep (掃蕩)
    • 4.5 Military Farming (屯田)
  • 5.0 Movement
    • 5.1 Movement Restrictions
    • 5.2 Movement of Special Troop Types
  • 6.0 Battle
    • 6.1 Army Provisions
    • 6.2 Field Battle
    • 6.3 Siege
    • 6.4 Special Troop Types in Battle
    • 6.5 Retreat
    • 6.6 Defeat
  • 7.0 Strategems
  • 8.0 Victory Conditions
  • 9.0 Scenarios
    • 9.1 Contest for Supremacy among the Warlords (群雄争覇)
    • 9.2 Tripartite Balance (三国鼎立)
    • 9.3 Bonus Scenario: Anti-Dong Zhuo Alliance (反董聯盟)
  • Quick Reference
  • Q&A

1.0 About the Game

"Records of Three Kingdoms 190-280" is a strategic-level board wargame for two or three players. The game simulates the large and small campaigns of the Three Kingdoms period of China that took place between 190 and 280 CE. Players command the generals of Wei, Shu and Wu and fight against one another.

The game has two scenarios: "Contest for Supremacy among the Warlords" (a two-player game) and "Tripartite Balance" (a three-player game). Each scenario lasts six turns, and each turn represents five to ten years of history. Two or three players take turns, in order, spending their action points on actions such as Divide and Advance, Combined Strike, Persuasion, Sweep and Military Farming.

More than one hundred generals and strategists appear in the game. Each general has different abilities (martial strength, intellect, command, and special troop types). A defeated general may be killed in action, may rebel, or may withdraw into seclusion. After each turn, players gain a set number of army provisions and troops from the commanderies they control. At the end of the game, the player with the highest victory points wins.

Note on colours (section 1.0 as printed): red, green and blue areas represent areas that the Wei, Shu and Wu players respectively find relatively easy to control (see rule 5.0 as printed in the source). The Japanese cross-reference reads 5.0; the colour convention itself is explained in rule 2.2.1.

2.0 Contents of the Game

The game includes one map and 180 square die-cut counters. To play, you also need between one and seven six-sided dice.

2.1 The Map

The map shows China at the end of the Eastern Han dynasty. Thick solid lines divide it into 13 provinces (州), and thin dotted lines divide it into 20 commanderies (郡). There are 27 areas in total.

Each area is separated by white, brown and black lines, which represent plains, mountains and obstacles (障害, obstructions). Blue lines crossing some areas show the course of the Yellow River (north) and the Yangtze River (south). The Yangtze basin affects the production of special troop types (see rules 5.2 and 6.4).

Red, green and blue areas are the areas that the Wei, Shu and Wu players respectively find relatively easy to control. Each area has one to three coin icons, which show its victory points, its production and its area defence value. Green coins are food production points. Yellow plus green coins are conscription points and area defence value (see rule 3.2.6).

The commandery names printed in yellow (Henan, Shu and Danyang) are the capitals of the Wei, Shu and Wu players respectively (see rule 9.1).

2.1.1 Victory Point Track

Place victory point markers on this track to record each player's victory points. Turn a marker over when the player's total exceeds 100.

2.1.2 Army Provisions Track

Place army provisions markers on this track to record each player's surplus army provisions. Turn a marker over when the player's total exceeds 10.

2.1.3 Action Track

Place action markers on this track to record each player's surplus action points. When a marker is turned over, it shows that the player has performed a Persuasion action (see rule 4.3).

2.1.4 Victory Conditions Table

Presents the various ways in which players can gain victory points.

2.1.5 General Defeat Table

Presents how to determine the defeat of a general after each battle (see rule 6.5).

2.1.6 General Reserve Area

Generals who have not yet appeared on the map are placed in the reserve boxes for Wei, Shu and Wu, and for the unaffiliated (在野) generals, separated by their entry turn. In the Appearance Phase of each turn, the generals due in the next turn enter the map (see rule 3.2.5).

2.1.7 Fate Table

Used to determine the deaths of generals in the Fate Phase of each turn (see rule 3.2.4).

2.2 Units

Units are of two kinds, generals and troops. They are used for the various actions on the map.

2.2.1 Generals

Generals are divided into two kinds, martial generals (武将, marked by a sword icon) and strategist generals (智将, marked by a fan icon). The rank icon identifies them. A martial general (sword) has Martial and Command values. A strategist (fan) has Intellect and Command values. A martial general's Intellect is 1, and a strategist's Martial is 1.

Martial value determines the number of hits on the dice rolled. Intellect determines the number of strategem marker points drawn. Command determines the number of dice that may be rolled (see rule 6.0).

Every general has an entry turn, a rank and a birthplace. The entry turn is the turn in which the general is placed on the map. The rank, doubled, is the maximum number of troops the general can lead. The general's own 10,000 troops are not counted toward this limit.

Example: Cao Cao has rank 3, so he can lead up to 60,000 troops, and with his own 10,000 he has 70,000 troops in total. Zhuge Liang has rank 2, so he can lead up to 40,000 troops, and with his own 10,000 he has 50,000 troops in total.

Generals belong to different factions according to the background colour of their unit. Whether a general can follow a player as one of that player's own generals is determined by the colour of the loyalty box on the left side of the unit. Players of Wei, Shu and Wu control the generals whose background colours are red, green and blue respectively. Generals of other colours must be brought under control through Persuasion actions (see rule 4.3).

2.2.2 Troops

Each troop unit's number represents its strength in tens of thousands. Players may represent any strength by any combination of troop units. Troop units may be used face up or face down.

If troop units run short during the game, players may substitute other units in their place. It is not the case that troop strength cannot be increased.

Example: three troop units of strength 2 equal one troop unit of strength 6. One troop unit of strength 1 and one of strength 2 equal one troop unit of strength 3.

Troop units are assigned to generals in the Appearance Phase and the Production Phase. Once assigned to a particular general, troops stay with that general during Divide and Advance and Combined Strike actions, and are reduced by battle. If that general dies in the Fate Phase, the troops are reassigned to other generals (see rules 3.2.4 to 3.2.6).

2.3 Markers

The game has five kinds of markers. They are used either to record information on the tables or as random elements in battle.

2.3.1 Turn Marker

Placed on the turn track in the General Reserve Area, to show the current turn.

2.3.2 Record Markers

Record markers are divided into victory point markers, army provisions markers and action markers. They are placed on the victory point, army provisions and action tracks, so that each player's current victory points, surplus army provisions and surplus action points are visible.

The back of a victory point marker reads "+100", and the marker is turned over when the player's total exceeds 100. The back of an army provisions marker reads "+10", and it is turned over when provisions exceed 10 points.

The front of an action marker reads "1-2" (Wei), "1-3" (Wu) and "1-4" (Shu). These are the persuasion values of each state and show the different Persuasion abilities of Wei, Wu and Shu. After a Persuasion action, the marker is turned over, and it is turned back to its front at the start of a new turn.

2.3.3 Control Markers

There are three kinds of control marker, for Wei, Shu and Wu. They are placed on the areas during the Control Phase. Besides restraining enemy movement (see rule 5.1) and preventing retreat (see rule 6.4 as printed), control markers are the starting point of the attacker's army provisions supply line (see rule 6.1).

2.3.4 Strategem Markers

Each marker has two sides. The front shows a disadvantage for the opponent, and the back shows an advantage for the owner. In a field battle, the Intellect values of the two generals are compared. If one is higher, its player draws strategem markers equal to the difference.

2.3.5 Failure Markers

Used when a field battle or siege fails, to show the number of consecutive failures of the attacker. The front shows one failed attack, and the back shows two consecutive failed attacks. An attacker that fails three times in a row can no longer attack.

Example: the attacker makes its first attack, rolls the dice and scores no hits (the attack fails), so a failure marker is placed. When the attacker makes a second attack and there are hits, the marker is removed. If there are no hits, the marker is turned over to show two consecutive failed attacks.

3.0 Game Procedure

Place the map in the centre of the table, prepare one to seven six-sided dice, and decide which player will be the ruler of Wei, Shu and Wu.

3.1 Game Setup

  1. Place each player's victory point, army provisions and action markers face up at the 0 position on the victory point, army provisions and action tracks.
  2. Put the seven strategem markers in a mug so that players can draw them easily.
  3. Sort the troop units into stacks of 1, 3 and 5, so that players can exchange them easily.
  4. Refer to the scenario to set the starting areas and army provisions of each faction's generals. Generals of rank 3 start with a troop unit of strength 2, and generals of rank 1 or 2 start with a troop unit of strength 1.

3.2 Turn Structure

Each turn has six phases, as follows.

3.2.1 Start Phase

Each player rolls one six-sided die to decide the order of action. The player who rolls the highest number acts first. If numbers are tied, the player who acted last in the previous turn acts first. If there is a tie in the first turn of scenario 1, the players act in the order Wei, Wu, Shu.

In scenario 1, the two players each roll one die. The smaller number becomes the number of action points for both players.

Example: in the Start Phase of the first turn, the Wei player rolls a 3 and the Shu and Wu player rolls a 4. The Shu and Wu player acts first, and both players have three actions.

In scenario 2, the three players each roll one die. The smaller number plus one becomes the action count of the Wei player, and the smallest number becomes the action points of the Wu and Shu players. (Translator's note: the Japanese does not state which of the rolls is "the smaller number" in the case of the Wei player; the wording is transcribed literally.)

3.2.2 Action Phase

(As printed, the first sentence of this section repeats the sentence that appears in 3.2.3 and is retained here as it appears in the source.)

Players calculate victory points in this phase. Starting with the player who acts first, and in turn order, each player spends one action point to perform one of the five kinds of action: Divide and Advance, Combined Strike, Persuasion, Sweep or Military Farming, and then passes the turn to the next player.

After all players have spent their action points, check whether generals of different nations are on the same area on the map. If there is such an area, the attacking general is considered to have lost the battle, and must immediately withdraw from that area. The defending side may pursue.

If there was a battle, the winner gains one victory point after the battle. In addition, refer to the Victory Conditions Table and calculate victory points based on the rank of the generals killed on each side.

3.2.3 Control Phase

(As printed, the first sentence of this section repeats the sentence in 3.2.2.)

Players calculate victory points in this phase. Check the areas on the map where a player has a control marker. If a player has no general in such an area and a general of another nation is present, that player's control marker is removed. In this case the general of the other nation may not roll dice to decide whether it can control the area.

Check all areas on the map that are not controlled by any player and contain a general who has not retreated. Choose one general and roll dice to decide whether it can control the area.

Player's note: dice are not rolled to decide control of an area from which a control marker was removed this turn, or of an area containing only generals who retreated.

In all scenarios, the game ends after the Control Phase of the last turn.

The control strength is the rank of the general, plus 2 if the area is a dark colour of the general's nation, or plus 1 if it is a light colour of the general's nation. Add 1 more if it is the general's birthplace.

Roll one six-sided die. If the result is equal to or less than the control strength, the general controls the area, and the player places a control marker there.

Example: the unoccupied area of Nanjun (K2) on the map has no control marker. Shu general Ma Liang, of rank 1, is there. The area is a dark green area of Shu (+2), and Ma Liang's birthplace is Jingzhou (+1). The die must roll 1+2+1 = 4 or less to control Nanjun.

After placing control markers, each player refers to the Victory Conditions Table and adds victory points for each district based on its defence value.

3.2.4 Fate Phase

The left-hand column of the Fate Table shows the turn in which a general appeared. The corresponding column for each turn to the right is the fate value. Players use the Fate Table to determine the deaths of all generals on the map.

If the die roll is equal to the fate value, the general dies. Remove a dead general, and the troops it led remain on the map.

Example: in the Fate Phase of turn 4, the Wei player checks the death of Xun You. The Wei player rolls a 1. Xun You appeared in turn 3, and the die roll equals the fate value for that turn, so he dies. The player removes Xun You, and the troops he led remain on the map.

3.2.5 Appearance Phase

Advance the turn marker to the next turn. Starting with the player who acted last, in turn, each player selects one unaffiliated general and places the general due to appear that turn on the map.

Generals may be placed on their birthplace, or in an area with one of their own generals or a control marker. A general who appears on its birthplace may also be placed with one troop unit of strength 1.

Player's note: even if an enemy general is on the birthplace, a general may appear there together with troops.

3.2.6 Production Phase

All players produce food and conscript troops based on the areas they control.

(1) Green coins: food production points. Advance the army provisions marker by the corresponding number, to a maximum of 19.

(2) Gold plus green coins: conscription points. Troops gained, and troops left by dead generals, are assigned under the player's generals. Surplus troops are removed.

For each area held by neutral forces, increase troop strength by one.

Example: in the Production Phase of turn 1, if the Wei player controls Yuzhou, Yanzhou and Henan Commandery, the Wei player gains 5 provisions and 8 troops.

4.0 Actions

There are five kinds of action. In the Action Phase, in action order, each player chooses one action and carries it out as follows.

4.1 Divide and Advance (分進)

Includes one movement and one battle. The player chooses an area and moves the generals in it to adjacent areas, then chooses whether or not to fight a battle.

4.2 Combined Strike (合撃)

Includes one movement and one battle. The player chooses an area and moves generals from adjacent areas into it, then chooses whether or not to fight a battle.

Player's note: a player may also fight a battle alone, in an area where both friendly and enemy generals are present.

4.3 Persuasion (遊説)

Persuasion comes in two types, Sowing Discord (離間) and Alliance (同盟). Each may be used only once per turn. The loyalty of a general is shown by the colour of the box on its left side. If a general's loyalty colour matches the player's colour, the player may use Alliance to bring an independent force under control, or Sowing Discord to make the general defect to the player.

After a successful Persuasion, the player may immediately carry out one Divide and Advance, Combined Strike or Sweep.

4.3.1 Sowing Discord (離間)

The player chooses one independent or unaffiliated general that can be made to defect. Referring to the general's loyalty and the player's Persuasion value (the action marker value, rule 2.1.3), the player rolls one six-sided die. If the die shows a number equal to or less than the Persuasion value, the attempt succeeds: the general is turned over and becomes the player's general, and the player may immediately carry out one Divide and Advance, Combined Strike or Sweep.

A general that has defected counts as an attacker when a battle occurs. If the defected general shares an area with generals of the other two nations (that is, three nations' generals are in one area), a battle must take place between it and its former comrades before the defection. This effect lasts until another player's Persuasion on that general succeeds.

4.3.2 Alliance (同盟)

The player chooses one independent force and rolls one six-sided die, comparing the result with the Persuasion value. If the Alliance succeeds, the player places a control marker on the area where the independent force is, and may immediately carry out one Divide and Advance, Combined Strike or Sweep.

During that turn, the player may have the allied force it controls carry out Divide and Advance, Combined Strike or Sweep again. This effect lasts only one turn; at the end of the turn, the player removes its control marker.

4.4 Sweep (掃蕩)

If the player has a general in an area with no enemy general, but the area still has an enemy control marker, this action removes that control marker.

4.5 Military Farming (屯田)

Army provisions increase by three: move the player's army provisions marker three places to the right. In scenario 1, Shu and Wu may each increase their provisions by one or two.

5.0 Movement

When a player chooses Divide and Advance or Combined Strike, generals may be moved to adjacent areas. Movement follows the rules below.

5.1 Movement Restrictions

Each time, a player may move at most two generals across a white line, or one general across a brown line, into an adjacent area. If the destination area is under the player's control and contains no enemy general, the player may move the generals one further area.

Generals may not be moved to an adjacent area across a black line.

An area may hold generals of at most two nations (in scenario 1, Shu and Wu count as one nation).

When both players have generals in the same area, compare their restraint values (牽制力). Restraint equals the number of generals, plus one if the player has a control marker in the area. The player with the higher restraint may move the difference in generals to other areas. If the restraint values are equal, neither player may move generals to other areas.

Example: if an area holds four generals of player A, A's restraint is 4. If player B has two generals and a control marker there, B's restraint is 3. A may then move one of its generals to another area.

5.2 Movement of Special Troop Types

A naval general may move, together with two other generals, through the Yangtze to an adjacent area. A naval general's restraint is increased by one when it moves within an area that the Yangtze flows through.

A cavalry general's restraint is increased by one when it moves within an area that the Yangtze does not flow through.

6.0 Battle

When a player chooses Divide and Advance or Combined Strike, a battle may be fought after movement, provided that army provisions are sufficient.

When a battle is fought, the player that entered the area first is the defender (if it has a general there), and the player that entered later is the attacker (if other generals were already present before its entry).

Player's note: if the defender has a control marker in the area but no defending general, the enemy general that entered first becomes the defender.

If the area holds a defender's control marker, the defender may choose between a field battle and a siege; otherwise only a field battle is possible. If the area holds an attacker's control marker, the attacker may not choose a siege and must fight a field battle.

The defender chooses which generals take part in the field battle or siege. Generals that do not take part retreat to an adjacent area that holds no enemy general and no control marker. If the defender keeps at least one general in the area, the attacker may not pursue. If the defender withdraws all of its generals, the attacker wins, and the defender suffers one pursuit and loses one army provision.

6.1 Army Provisions

The defender loses army provisions based on the total troops of all its generals: one provision for every 30,000 troops. A loss of one provision occurs even when the total is under 30,000.

The attacker loses army provisions based on the total troops of all its generals and on the border lines crossed on the way from the nearest area it controls: one provision for every 30,000 troops, with one provision lost even when the total is under 30,000. Crossing one white border costs no provisions; for every two white borders crossed, one provision is lost. Each brown border crossed costs one provision. If the Yangtze flows along the route, one provision is lost. Both sides must lose at least one provision.

Example: Cao Cao, of Yuzhou, with 30,000 troops attacks Liu Bei, who has 10,000 troops at Jiujiang. The Wei player loses two provisions (a total of 40,000 troops), and the Shu player loses one provision (a total of 20,000 troops).

6.2 Field Battle

(1) Choosing the main commander and the adviser: each player chooses, based on rank, one martial general or one strategist general to be its main commander (主将) for the field battle. Each player also chooses one martial general or one strategist general to be its adviser (軍師).

Player's note: the main commander may also serve as the adviser.

(2) Comparing Intellect of the advisers: if both advisers have the same Intellect value, neither player draws strategem markers. If their Intellect values differ, the higher one draws strategem markers equal to the difference. The lower one never draws strategem markers. Strategems affect the field battle.

(3) Comparing Martial of the main commanders: if both main commanders have the same Martial value, each side scores one hit for each die showing 6. If their Martial values differ, the higher one adds the difference to the results of its dice (so that a die result is raised by that amount). The lower one scores hits only on a 6.

(4) Calculating the number of dice the main commander rolls: compare the main commander's Command value with the total troops of the side (the total troops led by all generals of the attacker or of the defender). The smaller of the two is the number of dice rolled.

After the dice modifiers and the number of dice have been determined, both sides roll their dice simultaneously once. Each hit removes one enemy troop unit of 10,000 troops. If the attacker has no hits, place a failure marker (if there is already one, turn it over). After each roll, the number of dice may fall as troops are lost.

(5) Continuing the battle: both sides roll dice simultaneously, round after round, until one side announces a retreat, one side is wiped out, or the attacker fails three times in a row in the field battle (three consecutive rolls with no hit). The general left in the area wins. If both sides are wiped out simultaneously, the defender wins.

Example: Sun Ce, leading 2 troops, attacks Cao Cao, who has 3 troops in Yuzhou, and Xun Yu, who has 1 troop.

  • Sun Ce, as main commander, has Martial 1 higher than Cao Cao and total troops 3, which is less than his Command of 4. He rolls 3 dice, and a 5 or a 6 scores a hit.
  • Cao Cao, as main commander, has total troops of 6, equal to his Command of 6, and cavalry gives +1. He rolls 7 dice, and a 6 scores a hit.
  • Round 1: Sun Ce rolls 5, 5, 6, all hits. Cao Cao rolls 1, 2, 2, 4, 5, 5, 6, with one hit. Cao Cao's troops fall to 3 and Sun Ce's fall to 2. Sun Ce now rolls 2 dice and Cao Cao rolls 4.
  • Round 2: Sun Ce rolls 5, 5, with two hits. Cao Cao rolls 2, 3, 5, 5, with no hits. Cao Cao's troops fall to 1, and Xun Yu is defeated. Sun Ce now rolls 2 dice and Cao Cao rolls 2 dice.
  • Round 3: Sun Ce rolls 2, 5, with one hit. Cao Cao rolls 5, 6, with one hit. Sun Ce's troops fall to 1, and Cao Cao is defeated.

6.3 Siege

The siege value (守城値) of the defender is the highest of the Martial value of its martial generals and the Intellect value of its strategist generals, plus the defence value of the area, minus one-third (rounded down) of the attacker's total troops.

For every 30,000 troops of the attacker, the siege value is reduced by one, to a maximum reduction of three.

The attacker reduces its troops by one and rolls one die. If the result is greater than the siege value, the attacker wins the siege. Otherwise, it is a failure. The attacker may again reduce its troops by one and roll; the siege value may change at this time.

The siege ends when the attacker succeeds, when it fails three times in a row, or when it announces a retreat.

(Translator's note: the source states that a failed siege causes the defender to lose all troop units, and that all its generals must undergo a defeat check; see Q&A 30.)

6.4 Special Troop Types in Battle

A cavalry general rolls one extra die when it fights a field battle in an area that the Yangtze does not flow through.

A naval general rolls one extra die when it fights a field battle in an area that the Yangtze flows through.

A general of the archer type may roll 1D6 before the battle dice are rolled. If the die shows 6, it scores a hit, and one enemy troop unit is removed first.

A general of the crossbow type may roll 2D6 before the battle dice are rolled. A die showing 6 scores a hit, and enemy troops are removed first.

6.5 Retreat

Either the attacker or the defender may declare a retreat before a field battle begins. A defender may not declare a retreat during a siege.

An attacker must declare a retreat after three consecutive failed attacks with no hits, in a field battle or a siege.

After a retreat is declared, the winning side may carry out one additional battle (pursuit). The pursuit follows the same method as the battle, but only the winning side rolls dice, and every die receives +1.

A retreating general may not enter an area that holds an enemy general or an enemy control marker. A retreated general may not control any area in the Control Phase.

Example: if, in the example above, Cao Cao declares a retreat before his second battle, Sun Ce may carry out one additional battle. If the pursuit fails, Cao Cao and Xun Yu retreat to an adjacent area.

6.6 Defeat

A general that is defeated (including one whose retreat fails) undergoes a defeat check according to its type, using the General Loss Chart (將領敗戦表). The loyalty box on the left of a general with a diagonal slash marks an unaffiliated (在野) general; a general without the slash is a loyal (忠誠) general. An independent-force general becomes a loyal general after it defects.

General Loss Chart (將領敗戦表), as printed in the source. The chart is a low-resolution raster image in the source PDF; the entries below were read from it and should be checked against the printed chart before release.

Die rollUnaffiliated (在野) generalLoyal (忠誠) general
1-2Killed in action (戦死)—
1-3—Killed in action (戦死)
3-5Rebels (反叛)—
4-6—Retreats (撤退)
6Retires into seclusion (帰隠)—

The chart also carries a separate box reading "Cannot Retreat, D6-1" (無法撤退 D6-1), which applies to a loyal general that cannot retreat. The Japanese rules text does not describe this box in the sections transcribed here; see Q&A 42, and see the gap note in the Table of Contents.

Results of a defeat check:

  • A killed general is removed from the map.
  • A rebel general is turned over and becomes an enemy general.
  • A general that retires into seclusion is placed in the General Reserve Area for the next turn, from which a player may choose it then.
  • A retreating general retreats to an adjacent area that holds no enemy general and no control marker.

Example: the Shu player sends Wei Yan and Wang Ping from Hanzhong and Wudu against Jingzhao of Wei, but runs out of provisions and loses. Wei Yan is a loyal general, so the loyal column is used; the die shows 4, so he retreats to Hanzhong. Wang Ping is an unaffiliated general, so the unaffiliated column is used; the die shows 3, so he stays at Jingzhao, but is turned over and becomes a Wei general.

After a battle, the winner gains one victory point. In addition, refer to the Victory Conditions Table (勝利情況表) and calculate victory points from the ranks of the generals killed on each side.

(Translator's note: the Victory Conditions Table is not legible in the source PDF; the rules that rely on it are transcribed as printed. See the gap note in the Table of Contents.)

7.0 Strategems

In a field battle, the player whose general has the higher Intellect draws strategem markers (see rule 6.2). The player chooses one strategem marker and uses either its front side (a disadvantage for the enemy) or its back side (an advantage for the player). The two sides are an either/or choice. After the field battle, return the drawn strategem markers.

The strategems, as listed in the source:

  1. Watch the Fire from Across the River (隔岸観火): if two or more enemy generals take part, choose two of them and have them fight each other three times.
  2. Chain Strategem (連環の計): choose one strategem marker drawn by a friendly player (strategems 3, 5, 8, 10 and 14 may not be chosen) and carry it out twice. If there is no other strategem, this strategem has no effect.
  3. Cicada Sheds Its Shell (金蝉脱殻): if the enemy is the attacker, after two consecutive failures the enemy is forced to retreat.
  4. Take Advantage of the Fire to Loot (趁火打劫): in the friendly side's first battle, all dice receive +1.
  5. Remove the Ladder (上屋抽梯): the enemy may not retreat.
  6. Empty Fort (空城の計): the friendly main commander's Martial value is increased by 1.
  7. Double Agent (反間の計): the enemy main commander's Command value is reduced by 1, to a minimum of 1; or, as the alternative, the effects in cavalry and naval battles are cancelled.
  8. Beat the Grass to Startle the Snake (打草驚蛇): if the friendly side is the attacker, after four consecutive failures it retreats.
  9. Beauty Stratagem (美人の計): the enemy main commander's Martial value is reduced by 1, to a minimum of 0.
  10. Running Is the Best Policy (走為上策): when the friendly side retreats, it is not pursued.
  11. Lure the Tiger from the Mountain (調虎離山): if two or more enemy generals take part, choose one and have it retreat to an adjacent area.

8.0 Victory Conditions

At the end of turn 6 (scenario 1) or turn 12 (scenario 2):

  • If the Wei player's victory points are greater than the total of the Shu and Wu players' victory points, the Wei player wins.
  • Otherwise, compare the Shu and Wu players' victory points. If the Wu player's total is greater than the Shu player's total, the Wu player wins. Otherwise, the Shu player wins.

Example: at the end of turn 12 of scenario 2, if the Wei, Shu and Wu players have 100, 50 and 50 victory points, the Shu player wins.

9.0 Scenarios

9.1 Contest for Supremacy among the Warlords (群雄争覇)

This scenario covers the period from 194 to 220 CE (turns 1 to 6). It simulates the most colourful campaigns of the Three Kingdoms period. It is recommended for beginners.

Generals of the different factions are told apart by their loyalty colour. Initial placement: generals of rank 3 start with a troop unit of strength 2, and generals of rank 1 or 2 start with a troop unit of strength 1 (see rule 3.1, item 4).

Special rule, "Ride with the Emperor" (奉迎天子): from the turn after the Control Phase in which a player controls Henan (F1), that player's action dice receive +1 for every action.

Example: if the Wei player controls Henan in the Control Phase of turn 1, then in the Start Phase of turn 2, with Wei rolling 3 and Shu and Wu rolling 3, Wei's die becomes 4 after the +1, so the Wei player acts first. Both players still have three actions in that turn.

This scenario suits two players. To play it with three players, the Shu and Wu players share one pool of action points (the total of the Shu and Wu action points equals the Wei player's action points). In addition, Shu and Wu are treated as one nation in turns 1 to 3, and may carry out Divide and Advance and Combined Strike together.

Scenario 1 may also add the following generals: Zhang Ji, Gao Shun and Gongsun Du.

9.2 Tripartite Balance (三国鼎立)

This scenario covers the period from 221 to 280 CE (turns 7 to 12). It simulates the transition from the three-way division of the realm to unification. It is recommended for experienced players.

Initial placement: beginning with the Wei player and continuing in the order Wei, Wu, Shu, each player places one general at a time until all generals are placed. Generals of rank 3 start with two troop units of strength 2, and generals of rank 1 or 2 start with one troop unit of strength 1.

Action points: the Wei player always gains one additional action. After the Wei player has taken one action, the players act in the determined order.

Example: in turn 1, if Wei, Shu and Wu roll 2, 5 and 3, the order is Shu, Wu, Wei. The Wei player nevertheless acts first once, and then the order Shu, Wu, Wei applies.

Special rule, "Jin Overthrows Wei" (晋武簒魏): in turn 11, the Wei player becomes the Jin player (its loyalty colour changes from red to orange). Its control markers become Jin control markers. The Jin player must first eliminate the Wei generals (loyalty colour red), who are now hostile. If it has not done so, it loses one victory point at the end of each turn. (See Q&A 50 to 55.)

Special rule, "Two of Three" (三分其二): if a player controls two of the three areas Luoyang (Henan Commandery), Chengdu (Shu Commandery) and Jianye (Danyang Commandery) in its Control Phase, the game ends and that player wins.

Scenario 2 setup and values, as printed in the source:

ItemWeiShuWu
Turns7 to 127 to 127 to 12
Persuasion value (labelled 行動 in the table)1 to 21 to 41 to 3
Army provisions1668
Loyal generals (turns 4 to 7)1288
Unaffiliated generals (turns 4 to 7)422

Note: the persuasion values in this table match the front faces of the action markers (Wei 1-2, Wu 1-3, Shu 1-4).

9.3 Bonus Scenario: Anti-Dong Zhuo Alliance (反董聯盟)

This is a short bonus scenario of about one hour, taken from issue 8 of the magazine 戰棋, as stated in the source. It requires the original game "Records of Three Kingdoms" (from issue 7 of 戰棋). It suits two or four players. In a two-player game, one player commands Dong Zhuo's forces and the other commands the combined Wei, Shu and Wu forces. In a four-player game, one player commands Dong Zhuo's forces and the other three command Wei, Shu and Wu.

The game has three camps. The Dong Zhuo alliance includes Dong Zhuo and Lü Bu (who appears in turn 1). The Eastern Alliance (関東軍聯盟) includes Tao Qian (Liu Bei appears in turn 1), Sun Jian (Sun Ce appears in turn 1), Cao Cao, Yuan Shu, Yuan Shao and Zhang Yang. The neutral camp includes Liu Biao, Liu Yan, Ma Teng, Gongsun Zan, Gongsun Du, Zhang Lu (appears in turn 1) and Liu Yao (appears in turn 1). Players may use alliance actions during the game to win over forces from the other camps. The Eastern Alliance must eliminate Dong Zhuo's forces before the game ends.

Setup:

  1. Replace the units of Cao Cao, Ma Teng, Yuan Shao, Gongsun Zan, Yuan Shu and Liu Biao with the new units supplied for this scenario.
  2. Place Dong Zhuo control markers in Henan, Jingzhao and Anding. Place Han control markers in Bing, Ji, Yan, Yu, Xu and Nanyang. Place Shu control markers in Bing, Ji and Xu, Wei control markers in Yan and Yu, and a Wu control marker in Nanyang.
  3. Following the diagram for turn 0 in the source (page 95 of the original magazine), place the generals appearing in turn 0. Dong Zhuo places 8 troop units in total. The Eastern Alliance and the other forces place two troop units per rank-3 general and one troop unit per rank-2 general.
  4. Place the turn marker in the box before turn one, to show turn 0.
  5. Place each player's action, army provisions and victory point markers on the record tracks as shown in the source diagram.

Special rules:

  • Burning Luoyang (火焼洛陽): a player that controls Jingzhao scores 2 victory points (instead of 1). A player that controls Henan scores 1 victory point (instead of 2).
  • Eastern Alliance (関東聯盟): at the start of turn 0, Shu is allied with Yuan Shao and Zhang Yang, and Wei is allied with Yuan Shu. These alliances last until a Dong Zhuo alliance succeeds, at which point the Wei and Shu control markers on the independent forces are removed. At the start of turn 1, all Han control markers are removed. Victory points gained by independent forces in battle belong to the allied Wei, Shu or Wu player. However, Wei, Shu and Wu may not gain army provisions, troops or control victory points from areas held by independent forces.
  • Dong Zhuo Alliance (董卓聯盟): in turn 1, Lü Bu belongs to Dong Zhuo's forces. Place Lü Bu in an area controlled by any Dong Zhuo force. If Dong Zhuo dies, or if an Eastern Alliance Persuasion succeeds, Lü Bu becomes an independent force. An alliance with him remains possible, but his force may not be used to control areas.
  • Each turn, Dong Zhuo's forces may carry out two Persuasion (Alliance) actions. The first succeeds on a die roll of 1 to 3, and the second on a roll of 1 to 2. When an alliance succeeds, place a Dong Zhuo control marker, or turn over an existing Han control marker, and remove any Wei, Shu or Wu control marker in that area.
  • Other independent forces: if a player allies with other independent forces, it may use them to advance into northern China. Its generals may enter only areas of pale red or red colour in northern China.

Victory: if Dong Zhuo and Niu Fu both die, the Eastern Alliance wins immediately. Otherwise, at the end of turn 1, compare the points. If the total victory points of Wei, Shu and Wu exceed those of Dong Zhuo's forces, Wei, Shu and Wu win; otherwise Dong Zhuo's forces win.

Scenario 3 values, as printed in the source:

ItemDong ZhuoWeiWuShu
Turns0 to 10 to 10 to 10 to 1
Actions5222
Persuasion3 to 2234
Army provisions8533
Troops8422
Loyal generals

Quick Reference

PhaseContent
StartEach player rolls 1D6. The roll sets the order of action and the number of actions in the turn.
Action (scoring)Players act in order. Divide and Advance: choose an area and move generals to adjacent areas; battle may follow. Combined Strike: choose an area and move generals in from adjacent areas; battle may follow. Sweep: where the player has generals and no enemy general is present, remove an enemy control marker. Persuasion: Sowing Discord or Alliance. Military Farming: army provisions +3.
Control (scoring)Remove control markers where the owner has no general and another nation's general is present. Then, for areas controlled by no player that contain a general which has not retreated, roll to take control. Score victory points from the Victory Conditions Table.
FateCheck each general's death on the Fate Table.
AppearanceAdvance the turn marker. Generals from the reserve enter, in order from the last-acting player.
ProductionGain army provisions (green coins) and troops (gold plus green coins).

Reference values in the quick reference: the restraint value is the number of generals, plus one if a control marker is present. Martial difference is the hit modifier (counted from 6). Intellect difference is the number of strategem markers drawn. The number of dice is the smaller of Command and total troops. The siege value is the higher of martial or intellect, plus the area's defence value, minus one-third (rounded down) of the attacker's troops. Control strength is the general's rank, plus the colour bonus and the birthplace bonus.

Q&A

The following questions and answers are the Q&A printed in the source document (the source links an official FAQ, listed at the end), transcribed in order. The rule numbers in brackets are those printed in the source.

Q1. What do the background colours of the general units mean? (rule 2.2.1) A. Background colours correspond to the Wei, Shu and Wu nations: red, green and blue generals. Other generals belong to independent forces. For example, Lü Bu is grey and Liu Zhang is dark green. An unaffiliated general may become a Wei, Shu or Wu general depending on its background colour.

Q2. What is a general's loyalty? (rule 2.2.1) A. Loyalty is the colour of the rectangular box on the left side of a general unit. If the box has no diagonal slash, the general cannot be made to defect to another nation by Sowing Discord. An independent-force general that has a diagonal slash and a colour matching the player can be affected: it can be the target of Alliance (where the two faces differ) or of Sowing Discord (where the two faces are the same). All unaffiliated generals may be the target of Sowing Discord. Alliance and Sowing Discord actions require the player's own colour to be present.

Q3. The rules say "the smaller number plus one becomes the Wei player's action count". Does "smaller" mean "smallest"? (rule 3.2.1) A. Choose the smallest of the three dice.

Q4. After a battle, may a retreat go to an area where an allied independent force is present? (rule 3.2.2) A. Yes. The player must, however, be the attacker (having entered the area after the allied force). An alliance lasts only one turn, so the player must leave that area before the end of the turn. Otherwise, under the rule on different nations' generals sharing an area, the player must retreat at once.

Q5. In the Control Phase, may an allied independent force make a control roll? If the alliance controls an area, may it produce provisions and troops? (rule 3.2.3) A. An alliance lasts only one turn, and the player must remove its control marker at the end of the Action Phase. Allied independent generals therefore may not make a control roll, and may not produce provisions or troops.

Q6. How can famous independent generals (for example Zhao Yun, Zhang Liao, Zhang He, Jia Xu, Huang Zhong, Gan Ning, Taishi Ci) be brought to a player's side? (rule 3.2.5) A. There are three methods. (1) Sowing Discord: Shu's Persuasion value is 1 to 4, which gives the highest chance of success at two in three; Wu's chance is one in two, and Wei's chance is one in three. (2) Battle: after a battle, if the general is not killed in the die roll, it defects on a roll of one in two. (3) Before turn 3, eliminate these forces. The forces most likely to be eliminated are Liu Yao, Li Jue, Gongsun Zan and Lü Bu, each of which has two generals.

Q7. If an independent force's rank 3 general and its successor are both killed, does the force cease to exist? (rule 3.2.5) A. If both are killed but another general of the same force remains, the independent force still exists.

Q8. In the three-player scenario, how are unaffiliated generals chosen in the Appearance Phase? Only two can be chosen each turn; if no general retires, does the first player get nothing? (rule 3.2.5) A. This is not fixed. Wei is always the only player who can take one unaffiliated general at the end of every turn. In a three-player game, if Shu acted later in the previous turn, Shu chooses first; if Wu acted later, Wu chooses first. In any case Wei always gets one unaffiliated general. Wu and Shu have the chance to take one depending on their order. If a general retired into seclusion in the previous turn and is available this turn, all three players may take an unaffiliated general.

Q9. After Lü Bu is killed, does the reverse side (Chen Gong, grey, belonging to no nation) go to the unaffiliated reserve for the next turn? (rule 3.2.5) A. Correct. Chen Gong may appear in the next turn with a troop unit of strength 1 at Yanzhou. If Zhang Liao also appears in that turn, then, because Chen Gong has not yet died, Zhang Liao must be placed at Yanzhou without troops (Zhang Liao's birthplace is Bingzhou).

Q10. Is there a restriction on where a general may be placed when it appears? Only at its birthplace, or only in areas of its own colour, or in another player's nation? (rule 3.2.5) A. A newly appearing general may appear at its birthplace with a troop unit of strength 1. Alternatively, without troops, it may appear in an area with its own nation's control marker or with a general of its own nation.

Q11. What does "increase one troop unit for each area held by neutral forces" mean? (rule 3.2.6) A. For each area held by an independent force, one troop unit (10,000 troops) is placed under a general of the player's choice in that area. Thus, the earlier an independent area is attacked, the easier it is to take. Otherwise the number of troop units keeps growing.

Q12. May Sowing Discord only be used on a general with a background colour of the player's own nation? (rule 4.3.1) A. Yes. After a successful Sowing Discord, the general is turned over and becomes the player's general.

Q13. Generals such as Pang Tong or Xu Shu have loyalty in two different colours on the two faces. May they be Sowing-Discorded repeatedly? (rule 4.3.1) A. Yes.

Q14. The rule that a defected general must fight its former nation's generals is hard to understand. Please give a concrete example. (rule 4.3.1) A. This happens only when a general of its former nation is in the same area as the defected general. Forcing the defected general to fight its former comrades means that one side will leave the area. This also prevents the situation where three nations' generals are in one area.

Q15. After a player allies with an independent force, if the force it controls invades another nation, must the player lose provisions in the battle? If the allied force wins, does the player gain victory points? (rule 4.3.2) A. In battle the independent force loses no provisions. If the allied force wins, the player also gains victory points.

Q16. Is an alliance with one general of an independent force, or with the whole force? If the whole force, do the ruler and its generals all become allied, with all controlled areas? (rule 4.3.2) A. An alliance is always with a whole force, at one time. For example, if Liu Bei allies with Yuan Shao in turn 1, Shu places control markers on Bingzhou and Jizhou and may take one action at once. Yuan Shao may then send troops south from Bingzhou and Jizhou to invade Henan, which is a great threat to Wei.

Q17. Sowing Discord is possible only where the general has a background colour of the player's own nation (Q12). For an unaffiliated general such as Xu Shu, the loyalty colour matches the reverse background colour. For a general under an independent force, the loyalty is not uniform. For example, if the front has red (Wei) and green (Shu) loyalty and the background is the dark green of Liu Zhang, what does the red mean? (rule 4.3.2) A. The red at the top left shows that Wei may ally with it. An alliance is always with the whole force, so each general in the force having the same loyalty colour indicates that the force may be allied. The allied relations are: Shu may ally with Yuan Shao and Li Jue; Wu may ally with Zhang Lu, Lü Bu, Ma Teng and Gongsun Zan; Wei may ally with Liu Biao, Liu Zhang, Liu Yao and Yuan Shu.

Q18. After allying with an independent force and attacking a region, a player's general and its ally's general enter the captured city together. Only two nations may be in one area, so can it never be attacked again? If it is attacked, is the defender the player or the ally? May the area not be controlled? (rule 4.3.2) A. Only two nations may be in an area. There are three possible situations: one's own nation and an ally, one's own nation and an enemy, or an ally and an enemy. A case where one's own nation and its ally attack an enemy together does not arise, because the player cannot control its own and its ally's generals at the same time. If the player's nation and its ally are in one area, whichever entered first is the defender. Only the attacker, which entered later, may roll the control die after the battle. If the player's own nation leaves the area and the ally then enters, the ally leaves (as the attacker) after its action and may not roll a control die, because the alliance lasts only one turn. If it remains, it must leave at once under the rule on different nations' generals in one area.

Q19. The rules say a player may move at most two generals per movement to an adjacent area. In the record of play, can generals from three different areas enter the same area in one action? (rule 5.1) A. Yes. The limit of two generals applies to moving from one area to an adjacent area. Generals from different areas may each move two generals to the adjacent target area, provided the borders between them are not brown (one general only) or black (impassable). With a naval general, three generals may move through an area that the Yangtze flows through.

Q20. Why may only two nations' generals be in one area? (rule 5.1) A. Otherwise there would be many problems: who controls the area, who scores victory points, and so on. In early playtests the biggest problem was Shu and Wu attacking Wei together, where it was unclear whether the control marker placed afterwards was Shu's or Wu's. In scenario 1 Shu and Wu are therefore treated as one nation to avoid such complications. Alliance rules were used in later playtests. Without the two-nation limit the situation would be even more confused. In a three-player scenario 1, when Shu and Wu are treated as one nation in turns 1 to 3, the players may divide the attack by nation, or the commander of the campaign may decide the areas to be attacked.

Q21. The rules say that if an adjacent area is under the player's control and has no enemy general, the generals may move one more area. May this be repeated? (rule 5.1) A. No. At most one further area may be added.

Q22. If there are two naval generals, may six generals be moved through an area of the Yangtze in one movement? (rule 5.2) A. In one movement, at most three generals may move. When two naval generals move, their restraint is increased by +2.

Q23. May a player attack an independent force's general directly? (rule 6.0) A. Yes. An independent general cannot be besieged (it has no control marker), so only a field battle is possible; the other players then control the area during the Control Phase.

Q24. "If the Yangtze flows, one provision is lost": is this the border or the area? (rule 6.1) A. From the area where the battle takes place to the area the friendly side controls, if there is only a border through which the Yangtze flows, one provision is lost.

Q25. If the defender has no army provisions in a battle, what happens? (rule 6.1) A. If both sides have sufficient provisions, the battle takes place. If the defender has no provisions before the battle, the defender must retreat automatically when the attacker enters, and it is considered defeated. There is no pursuit, and neither side loses provisions.

Q26. If there is no battle, does a unit that simply moves lose provisions? (rule 6.1) A. No provisions need to be lost in actions other than battle.

Q27. If the defender has no provisions and retreats directly, is it treated as defeated? Does the attacker pursue? Is a die roll needed for this defeat? What if the defender has one provision? (rule 6.1) A. If the defender has no provisions when the attacker enters, the defender retreats directly. Neither side loses provisions and there is no pursuit. The defender is considered defeated, so the attacker gains one victory point. If the defender has provisions when the attacker enters, the defender may move all its generals away after the attacker starts the battle. The attacker loses provisions, and the defender loses one provision. The defender is considered defeated and is pursued. The attacker gains one victory point, and if the pursuit succeeds (a general is hit), the attacker has another chance to gain victory points on the general's defeat check. In this case the attacker loses provisions, so the defender does not suffer a disadvantage.

Q28. What is a hit? (rule 6.2) A. In one battle, each hit may remove one of the opponent's troop units (10,000 troops).

Q29. If one side has one main commander and the opponent has one main commander and one adviser, does the opposing adviser only provide strategems, or may it also take troops into battle? If so, in what order do the three generals fight? (rule 6.2) A. An adviser only provides strategems. Only the main commander fights with troops. Example: Sun Ce (Martial 4, Command 4) leads 2 troop units for the Shu-Wu player. Cao Cao (Martial 3, Command 6, cavalry) leads 3 troop units for the Wei player, and Xun Yu (Intellect 4, Command 2) leads 1 troop unit. Sun Ce and Cao Cao are the main commanders, and Xun Yu is Wei's adviser. Wei draws three strategem markers (Xun Yu's Intellect 4 less Sun Ce's Intellect 1). Shu and Wu cannot draw any. Wei uses its three strategems first, and then the battle example under rule 6.2 is played.

Q30. What happens to the defender when a siege fails? (rule 6.3) A. On failure, all troop units are removed, and all the generals who held the city must undergo a defeat check. A siege is a one-or-nothing affair: although a very strong general reduces the danger of a siege, if the city falls the losses are severe. Not only are all troops destroyed, but all generals must undergo defeat checks, and none may retreat.

Q31. In a field battle, the intellect difference draws strategem markers, and crossbow and archer generals may attack. Is this done before each battle die roll, or once before the battle starts? (rule 6.4) A. Strategem markers are drawn once, before the battle starts. Special troop-type dice are rolled before each battle roll (a battle may consist of several rolls).

Q32. If both sides have two or more generals, does only the main commander's special troop type affect the battle, or do all generals? (rule 6.4) A. Only the main commander's special troop type affects the battle. For example, if Liu Bei, Huang Zhong and Gan Ning are present and Liu Bei is the main commander, no die is rolled before the battle. If Huang Zhong or Gan Ning is the main commander, one die is rolled before the battle, not two.

Q33. "All dice receive +1 in a pursuit": is this +1 to the die result, or one extra die? (rule 6.5) A. It is +1 to each die result.

Q34. What happens when an independent force's general dies (killed in action or in the Fate Phase)? (rule 6.5) A. If an independent force's ruler (a rank 3 general) is killed in action, it is turned over and retreats to another area. If it dies by the Fate Table, it is turned over and becomes the successor ruler (a rank 3 general). If the reverse side is a general of a different rank and a different nation, it appears in the next turn as a general of that other nation.

Q35. After a general dies and is turned over to a younger general, is it placed in the Reserve in the next turn, or in its appearance turn? (rule 6.5) A. It is placed in the Reserve in its appearance turn, as stated. If that turn has already passed, it is placed in the same-colour box in the next turn. The sole exception is an independent force whose reverse is a rank 3 general: it is not placed in the Reserve but retreats to another area. If it cannot retreat, it can no longer appear.

Q36. Can the attacker or the defender declare a retreat? (rule 6.5) A. Both may declare a retreat, but the side that declares a retreat in a field battle is pursued by the winner.

Q37. At the end of a battle the attacker wins, but its main commander has only its own 10,000 troops left and the adviser is gone. After the defeat checks, if the adviser retreats successfully, does the adviser's own 10,000 troops recover? (rule 6.6) A. After the battle, every general that was hit must undergo a defeat check. Even if the attacker wins, its generals that were hit in the battle must undergo defeat checks. The adviser in the example also takes a check. The two main commanders are always hit last, so a main commander is never hit before the other generals. After the defeat check, if the adviser retreats successfully there is nothing more to do. Each general represents its own 10,000 troops.

Q38. When retreating, may a general leave together with the troops under its command? (rule 6.5) A. A general may leave with its troops on retreat. The difference lies in the retreat after a battle, which depends on the pursuit. Troops that leave with the general may be reduced by the attacker's pursuit.

Q39. If the defeated side's general does not have the winning side's colour on its reverse, is the defeat check made with the loyal-general table? (rule 6.6) A. Yes. Only a general whose unit has the same general on both faces (such as Jia Xu of an independent force, or Xu Shu of the unaffiliated) may defect. Otherwise only an alliance is possible (for example Liu Biao).

Q40. Independent force Liu Biao (appears turn 1) has the red Wei general Liu Zong (appears turn 2) on its reverse. If Liu Biao dies in turn 1, is it turned over to become Liu Zong? Or does Liu Zong appear as a Wei reinforcement in turn 2, since he does not appear in turn 1 and his colour differs? (rule 6.6) A. Turn 2. If Liu Biao dies in turn 2 or later, Liu Zong appears in the next turn and enters as a Wei general.

Q41. Independent force Ma Teng (appears turn 1) has Han Sui (same independent force, appears turn 2) on its reverse. If Ma Teng is killed in turn 1, is it turned over to become Han Sui? Or does Han Sui appear in turn 2 as an independent general of the same force, since he does not appear in turn 1? (rule 6.6) A. Han Sui is a rank 3 general of the same independent force, so he succeeds Ma Teng and is turned over in the same turn (turn 1), retreating to an adjacent area. He is not removed from the game.

Q42. A general that cannot retreat, if the die roll for defeat is a retreat, what happens? (rule 6.6) A. When a die roll gives a retreat, the general moves to an adjacent area that has no enemy general and no control marker. When a general that cannot retreat is killed in action, its troops are already gone by the time the defeat check is made: in a field battle the troops are always hit before the general, and in a siege all the defender's troops are removed before the defeat check.

Q43. If an independent force's general has an unaffiliated (diagonal slash) loyalty on the front and a loyal (no slash) general on the back, is it an unaffiliated or a loyal general? (rule 6.6) A. Use the General Loss Chart according to the face that is showing when the battle occurs. If the front is showing, use the unaffiliated column (which allows defection). If the back is showing, use the loyal column (no defection to an independent force).

Q44. If Wei attacks Fa Zheng and Fa Zheng is defeated, by the explanation Fa Zheng has two loyalty colours and is therefore unaffiliated. If the die roll is a rebellion, but the reverse is green Shu, that contradicts the fact that Wei has defeated him. Should the rule say that a rebel general's die is not necessarily fixed by the colour the general is turned to after it is overturned? (rule 6.6) A. The colour in the lower-right of the loyalty box shows whether a rebel becomes a general of the player. A rebellion is not the same as retiring into seclusion. If the independent force still exists in the next turn, the general joins that independent force. If the force has already disappeared by the next turn, the general joins the player whose colour is on the reverse.

Q45. A general must undergo a defeat check when it retreats too. If the defeat check result is also a retreat, does the process never end? (rule 6.6) A. A defeat check and a retreat are separate matters. A defeat check is needed when a general is hit. If a general only loses its troops in an automatic retreat and takes no hit itself, no defeat check is needed, because it has already retreated successfully. The cases where a defeat check must be made are: at the end of a field battle (troops are always hit before generals); at the end of a siege (all troops are removed when the city falls); and when a retreat fails, for example a general with 10,000 troops that takes two hits and cannot leave. In that case a defeat check is made for each general that was hit.

Q46. How is the strategem "Secretly Cross at Chencang" used? (rule 7.0) A. Place the marker under a friendly general, which may then use one additional troop unit (10,000 troops). Whatever troops are lost in battle, the marker must be returned at the end of the battle.

Q47. How is the strategem "Wait at Ease for the Exhausted Enemy" used? (rule 7.0) A. Before the battle, remove one of the enemy's troop units (10,000 troops).

Q48. In scenario 1, is Li Jue placed at Jingzhao as in the figure on page 82, or at Henan as in the figure on page 86? (rule 9.1) A. Li Jue is placed at Jingzhao. The figure on page 86 is wrong.

Q49. In scenario 1, is Liu Bei placed at Xuzhou or at Youzhou? (rule 9.1) A. This follows the historical situation: Liu Bei was invited by Tao Qian and was stationed at Xuzhou at this time, so he is placed at Xuzhou.

Q50. What is the "Jin Overthrows Wei" rule? (rule 9.2) A. When the game reaches turn 11, the Wei player becomes the Jin player (its loyalty colour changes from red to orange). Its control markers become Jin control markers. The Jin player must eliminate all Wei generals (loyalty colour red). If any Wei generals remain at the end of a turn, the Jin player loses one victory point each turn.

Q51. In scenario 2, which independent-force generals are available for Sowing Discord? What about Zhang He, Jia Xu, Zhao Yun and Zhang Liao? (rule 9.2) A. In scenario 2 only the generals appearing in turns 4 to 7 and later are used. The generals named in the question appear in turn 3.

Q52. In scenario 2, what happens to unaffiliated generals that are left over? (rule 9.2) A. No unaffiliated generals are left over. There are eight unaffiliated generals in turns 4 to 7 in total. The three players choose in turn: Wei takes four, Wu two and Shu two, so Wei, Wu and Shu choose one each in turn until all are taken.

Q53. In the "Jin Overthrows Wei" rule, the Jin control markers were not included in the magazine. Should the Wei control markers simply be used as Jin control markers, or will a supplement be provided? (rule 9.2) A. Use the Wei control markers as the Jin control markers.

Q54. In the "Jin Overthrows Wei" rule, how does the Jin player eliminate the Wei forces? Does it attack directly? Can the Wei forces counter-attack? What is the detailed procedure? (rule 9.2) A. The Jin generals fight field battles directly against the Wei generals. The Wei generals may not defend by siege. Normally they may take no action. However, after the end of a turn, under rule 3.2.3, because an enemy general is present, the Jin (Wei) control marker is removed.

Q55. After the "Jin Overthrows Wei" rule starts, can the Jin player lose at most two points? (rule 9.2) A. If the Wei generals are not eliminated, then in addition to the two points deducted, if a Wei general remains in an area where there was an original control marker, that Wei general is always treated as the defender and the control marker there is removed. Therefore the Jin player not only loses two points, but may also gain fewer points.

The official FAQ is at http://joolbg.org/phpBB3/viewtopic.php?t=18119 (as printed in the source).

  • Secretly Cross at Chencang (暗渡陳倉): place this marker under any one friendly general, which then counts as one troop unit. Return the marker after the battle.
  • Wait at Ease for the Exhausted Enemy (以逸待労): the enemy permanently loses one troop unit.
  • Capture the Bandits by Capturing Their King (擒賊擒王): each side chooses only one martial general. The side whose general has the lower result of 1D6 plus its Martial value withdraws all its troops. If the results are equal, roll again. If either side has no martial general, this strategem has no effect.
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