Tenno
Tenno Rulebook
Table of Contents
Table of Contents
Components
- 77 character cards (7 sets of 11 cards each)
- 3 legend cards
The characters in each set: Peasants (1-3), Ninja (4), Monk (5), Ronin (6), Samurai (7-8), Daimyo (9), Shogun (10), Geisha (X).
Object of the Game
The emperor's patronage will go to whoever captures as many of their opponents' cards as possible. This is the only way to strengthen your position at the imperial court, expand your influence and win the game.
Setup
Each player takes a set of cards of the chosen colour, then places three Peasants (with strength 1, 2 and 3) on the table in front of them face down in any order. The remaining cards stay in the players' hands. Players may look at the cards lying in front of them on the table at any time, but may not change their arrangement.
Turn Sequence
Attack
The oldest player begins. On your turn, choose the player you want to attack. Flip one of your cards lying on the table and choose one of the opponent's cards lying on the table, which he must flip.
Then compare the strength of the flipped cards. As a rule, the card with the greater strength defeats the card with the lesser strength (exception: note the special abilities of cards, given at the end of the rules).
The attacker wins
If the attacking player's card wins, he takes the defeated card of his opponent and places it face down next to himself in a pile of captured cards. Then he turns his card back face down and leaves it in its former place. (Important: no player may look at captured cards!)
The defender wins
If the defending player's card wins, the attacker removes the defeated card from the game, placing it in the discard pile. The defending player turns his card back face down and leaves it in its former place.
Tie
If the strength of both cards is equal (and none of the special abilities of these cards changes the situation), both cards are placed in the discard pile.
After the Attack
After the attack is complete, the players who lost their cards fill the empty places on the table in front of them with any cards from their hand, laying them face down. (If a player lost two cards at once, he replaces both.) When laying out new cards, do not change the order in which the cards lie on the table.
The attacking player lost no cards
If the attacking player has not lost any of his cards on the table, he may replace one of them with any card from his hand. He takes any one of his cards from the table and puts a card from his hand in its place. The player may in this way put down the very card he just took from the table, but may not change the order of the cards lying on the table.
Alternatively, if the player has no cards in hand with which he could replace one of his cards on the table, he may swap two of his cards lying on the table with each other, if he wishes shuffling them under the table first (or pretending to, so as to mislead) and laying them out in any order.
The defending player wins
If the defending player wins the battle, he may look at one of the three cards lying on the table of the attacking player (without showing it to the other players) and put it back face down.
Then the next player in clockwise order takes his turn, beginning a new attack.
End of the Game
The game ends immediately when any player needs to fill an empty place on the table but has no cards in hand. Each player receives a number of points equal to the sum of the strength of all cards he has captured. The player with the most points wins. If the winner cannot be determined because of a tie in points among the leaders, each of them receives additional points equal to the sum of the strength of the cards remaining in his hand and on the table.
Special Abilities
Ninja (4)
The Ninja has strength 4 when defending. However, when he attacks, his strength increases to 8 thanks to his outstanding skill, speed and stealth.
Monk (5)
A player may flip his Monk when another of his cards is attacked, and it receives +2 to its strength in that attack. After this the Monk is put back in its place face down. While the Monk lies on the table, this ability can be used any number of times.
Ronin (6)
The Ronin has strength 6. After his attack, the player may, if he wishes, make an additional attack, using one of his two other cards on the table against another card of any opponent. It does not matter whether the Ronin won or lost the first battle. Only after the second attack may the player replace his lost cards on the table.
Shogun (10)
The Shogun never attacks. If he wins when attacked, he captures the attacking card. Since he has the greatest strength of all the cards in the game, he can be defeated only by the Geisha.
Geisha (X)
The strength of the Geisha (in attack or defence) is always 1 more than the strength of the opponent's card. However, after the Geisha is used she is always removed from the game. If two Geishas meet in a battle, both are removed from the game.
Summary Table: Who Won...
| ...the attacker | ...the defender | ...no one | |
|---|---|---|---|
| During the attack | He captures the opponent's flipped card. He leaves his own card in its former place face down. | He removes the opponent's flipped card from the game. He leaves his own card in its former place face down. | If neither player won, both cards are removed from the game. |
| After the attack | He may replace one of his cards lying on the table with any card from his hand. | He may look at one of the three cards lying on the table of the opponent's cards and put it back face down. | Both players fill the empty places on the table in front of them with any cards from their hands. |