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Yohei

Yohei Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Set Up
  • Gameplay
    • Turn Sequence
    • Unit Cards
    • Deploying a Unit
    • Minpei: "The basic Militia unit"
    • Playing Event Cards
    • Playing Item Cards
  • Actions
    • Move
    • Run
    • Plot
    • Lay a Foundation and Build
    • Melee Attack
    • Attack a Building
    • Ranged Attack
  • Victory by Points
  • Rerolling Dice
  • Game Modes
    • The Offer
    • Clan Mode (2-4 players)
    • Yohei Mode (2-4 players)
    • Duel Mode (2 players)
    • Skirmish (3-4 players)
    • The Akuma Vortex (Clan Mode)
  • Reference: Skills
    • Most Frequent Skills
    • Clan Skills
    • Deployment Skills
  • Reference: Item Cards
  • Reference: Event Cards
  • Reference: Torii Tokens
  • Reference: Round Tokens
  • Reference: Yohei Clans
  • Reference: Temples

Components

  • 1 Rulebook and Quick Reference Sheet
  • 64 Unit Cards
  • 6 Item Cards
  • 30 Event Cards
  • 24 Round Tokens
  • 64 Unit Tokens
  • 5 Market Tokens
  • 24 Torii Tokens
  • 6 Item Tokens
  • 18 Command Point / Wound / KO / Engaged in Combat Tokens
  • 3 Chest Tokens
  • 1 Vortex Token and 3 Tower Tokens
  • 3 Deployment Area Tiles
  • 4 Temple Tiles
  • 6 Six-Hex Map Tiles
  • 6 Four-Hex Map Tiles
  • 3 Three-Hex Map Tiles
  • 12 Walls
  • 6 Barracks
  • 3 Towers
  • 1 Akuma Vortex
  • 9 Six-Sided Dice
  • 28 Plastic Bases

Objective

In Yohei, you fight violent battles to destroy your enemies. If you do not manage to destroy them, survive and gain the most Victory Points (VP) among the survivors.

At the end of any round of play, if a player does not control a single unit on the battlefield and has no bases left in their supply, that player is out of the game.

If there is only one player or team left in the game, they automatically win.

At the end of the seventh round, if there are at least two opponents, each of them with at least 1 unit on the battlefield, both players tally their total score.

The player or team with the most VP wins the game.

If players are tied, the player or team with the most healthy units on the battlefield wins.

If the tie persists, the game ends in a tie.

Set Up

  1. Setup the battlefield map using the map tiles. You can design the battlefield map at random with players taking turns to place map tiles.
  2. Place the Deployment Areas and randomly determine which Deployment Area is used by each player. We recommend placing Deployment Areas equidistant from the Temple tile.
  3. Mix the Torii Tokens and place them face down near the board to create a supply. Place 1 Torii token face down on each space of the map with the Torii token outline.
  4. Event and Unit Cards: Cards are arranged depending on the game mode (more information on page 18 and subsequent pages).
    • Duel Mode: each player has their own deck of Event and Unit cards.
    • Clan Mode: shuffle all the Event cards into a facedown deck and place them near the board. Arrange Unit cards into clans according to the symbols on the cards and create a supply with all the clans. Each Clan has four different members. Each player chooses two clans for the game.
    • Yohei Mode: shuffle all the Event cards into a facedown deck and place them near the board. Shuffle the Unit cards of all the clans and the Rogue units into a single deck and take the Market tokens. Arrange the tokens in a row as shown in the image, from highest cost to lowest, and place the deck above the "3" Market token. Then place one card on each of the available Market spaces to form a row with 5 units. If a Commander unit is revealed (the cards with the helmet icon next to the name), place it above the Market token with the highest cost, moving the rest of the cards one space to the right, towards lower costs.
  5. Choose the color for each player at random: In 2 vs 2 games, players on the same team will play with components of the same color scheme: light colors vs dark colors, and the player with the white bases will be the first player. Players can choose to determine the first player using "The Offer" system, as explained later in this rulebook. This way players can avoid choosing the first player at random.
  6. Give each player their starting resources (Event cards and Command Points (CP)) according to the number of players and turn order, as shown in the following table:

Clan / Yohei modes

1st Player2nd Player3rd Player
2 Players2 Events (or The Offer)3 Events + 1 CP (or The Offer)
3 Players2 Events3 Events3 Events + 1 CP
2 Teams2 Events (or The Offer)3 Events + 1 CP (or The Offer)

Duel Mode: Only The Offer.

For example, in a 3-player game, the first player takes 2 Event cards, the second player takes 3 Event cards, and the third player takes 3 Event cards and 1 Command Point.

* If you are playing with "The Offer" rules in Clan or Yohei Mode (see Game Modes), each player or team takes 2 Event cards before the offer is made.

  1. Each player takes the following components from the box:

    • Initial Militia unit (1 per player in Clan or Yohei Mode). Place it on the Deployment Area.
    • 2 Barracks.
    • 1 Chest token.
    • 1 Tower token.
    • 7 Bases of the same color.

    Clan Mode: Each player selects 2 clans as follows: The first player (white bases) selects 1 clan, followed by the rest of the players in order, according to the color of their bases and depending on the number of players: black, light gray, and dark gray, respectively. Once all players have selected 1 clan, the last player to choose selects another clan, followed by the rest of the players in reverse order (white bases last), until each player has 2 clans and the corresponding units.

    Now each player has their own supply of units they will deploy during the game. These units have no cost.

    Clan Mode is explained in detail later in Game Modes, on page 18.

    If a player has selected the Akuma clan, they also take the Akuma Vortex and the Vortex token.

  2. Randomly select 7 Round tokens, shuffle them, and place them in a facedown stack near the board.

  3. Arrange the rest of the tokens by type and place them near the board.

Gameplay

Yohei is played in turns. Start the game following the game order: in 3-player games, white, black, and light grey; in games with 2 teams, Team 1 and Team 2 alternate.

Turn Sequence

  1. If you are the first player, reveal a new Round token from the top of the stack. The effect of the Round token applies to all players until the end of the round.

  2. If you control the Temple, you gain 1 CP (one Command Point token). Your unit gains Intuition, as long as it is on the Temple tile.

  3. In any order, you can:

    • Deploy 1 unit: once deployed, if you still control less units than an opponent, you can deploy extra units until you have the same number of units on the battlefield as your opponent. Every deployed unit starts their Move from the Deployment Area.
    • Play any number of Event cards, paying the CP cost.
    • Perform up to 2 different actions with each of your units: Move, Run, Plot, Lay a Foundation, Build, Melee Attack, Ranged Attack, Attack a Building.

    Remember that the 2 actions per unit must be different and performed consecutively. To remember which units have performed actions, turn the card of the unit sideways 90°.

  4. At the end of your turn, you may discard 1 Event card from your hand and draw 1 card from the Event deck.

  5. If you are playing Yohei Mode, the last player of the round must discard the unit that costs 0 from the Market and move the rest of the cards one space towards the 0 token (to the right). A new unit will be revealed.

  6. Proceed to the next player's turn.

Example of a turn: The first player reveals a new Round token from the top of the stack. Since they control the normal Temple, they gain 1 CP. They deploy 2 units because the opponent has 2 units more than they do. The first player decides to play 2 Event cards and perform 2 different actions with each of their units. Then, they play a third Event card. At the end of this turn, they choose to discard 1 Event card and draw 1 new card. Remember you can deploy units, perform actions, and play Event cards in any order during your turn.

Unit Cards

In addition to the token you deploy on the battlefield, each unit has a card that indicates its attributes and skills, its name, the clan it belongs to, and shows the image of that specific unit.

Every Unit card has 2 sides: front side and back side.

  • The front side represents the HEALTHY unit with no wounds.
  • The back side represents a WOUNDED unit and usually shows a decline in the quality and/or number of skills and attributes, to indicate the unit is fatally wounded or exhausted from combat.

If a unit is wounded during the game, flip the card and place 1 Wound marker on the Unit token.

If the unit is healed by a game effect, remove the Wound marker and flip the card back to its healthy front side. If a unit suffers a second wound, it dies.

When a unit is killed and removed from the battlefield, return the Unit token, base, and card to the game box.

In 3-player games, the player who killed the unit takes the unit card and places it under their Chest token, as a trophy that scores 1 VP at the end of the game.

After performing 2 actions, remember to turn the Unit card sideways, 90° to the right, to remind the rest of the players that the unit has no more actions available during the current turn.

Unit card anatomy: Name, Clan, Movement Points, Ranged Attack, Skills, Melee Attack.

Deploying a Unit

At the start of the game, each player takes 7 bases of their chosen color. The bases represent the number of units each player can deploy during the game.

Every time a unit is removed from the battlefield, return its corresponding base, token, and card to the game box.

During your turn, you can always deploy 1 unit.

At any time during your turn, if you control fewer units than an opponent, you can deploy more units to match their number of units on the battlefield.

In Yohei Mode, units are deployed directly from the Market, paying their CP cost.

To deploy a unit: Place the Unit card on your side of the table, with the front side (healthy side) facing up. Then, take a base from your supply, attach it to the corresponding Unit token, and place it on an available slot of your Deployment Area.

Resolve any deployment skills the unit may have, in any order. The effects of deployment skills are only applied during deployment.

Deployment skills are indicated with a red arrow under the skill.

This unit may perform 2 actions at any time during the turn. A unit in the Deployment Area must Move as its first action, to enter the battlefield. The unit cannot be in the Deployment Area at the end of the turn.

Minpei: "The basic Militia unit"

This unit starts the game already deployed in the Deployment Area. Therefore, it does not count against your deployment limit per turn.

Note: In Duel Mode, players can hire up to 4 Minpei at a cost of 0.5 points per unit. This would allow for an explosive start. However, remember that your opponent, during their turn, can deploy units until they match your number of units on the battlefield, and these are likely to be better.

Playing Event Cards

During your turn, you may play any number of Event cards, as long as you can pay the cost. Resolve the effects of Event cards as soon as they are played.

Pay an amount of CP tokens equal to the cost of the Event card, applying any modifier in play when doing so. The CP tokens are returned to the general supply.

The Event card is then placed under your Chest token face down to score Victory Points (VP) at the end of the game.

There is no limit to the number of Event cards you can have in your hand during the game.

Draw 1 Event card from the deck when your units perform 1 Plot action on the battlefield.

In order to be played, Event cards must have a valid target or allow for its effect to be resolved, at least in part.

At the end of your turn, you can discard 1 Event card from your hand and draw 1 new card from the Event deck.

If there are no more cards to draw in the Event deck, reshuffle the discard pile and form a new Event deck.

In Duel Mode, where each player uses their own Event deck, the same rule applies.

Playing Item Cards

Item cards are shuffled in the Event deck, but are easily recognizable because the frame is different and they do not include a scoring symbol. Instead, Item cards show a cogwheel icon to indicate they are items.

To play an Item card, pay its CP cost and do not discard it. Take the item token that matches the Item card and place it on the target allied unit.

Place the Item card under the corresponding Unit card, so the rest of the players can easily see the attributes or skills acquired by the unit.

From now on, until the unit is removed from the battlefield or the end of the game, it will carry this item.

Units equipped with Item cards gain extra skills and/or special attributes.

If an equipped unit dies, the Item token falls on the ground and the Item card is placed in a neutral zone next to the board. The first player (ally or enemy) to pass through or end their Move in the hex where the item token is, takes the Item card and adds it to their hand.

The Item token returns to the supply. The player who took the card may now play it paying its cost. You may use Item cards to equip units in your Deployment Area or units you do not control. When doing so, you cannot benefit from the skills or effects of the Item card until you control the unit or the unit is on the battlefield.

In Duel Mode, if an Item Card is in your hand and you decide to discard it at the end of your turn to draw another card, place the Item card in your discard pile.

Actions

Each unit can perform 2 different actions in consecutive order. You can play Event cards between one action and the other. To represent a unit has performed its 2 actions, turn the Unit card sideways, 90° to the right.

Move

The unit uses its Movement Points to move across the board. Each adjacent hex the unit moves to costs a number of Movement Points according to the difficulty of the terrain. Moving into an adjacent Temple tile costs 1 Movement Point. If a unit you control is on the Temple tile at the start of your turn, gain 1 CP. In addition, your unit gains Intuition, as long as it is on the Temple tile.

There are 4 kinds of terrain in Yohei: grass, water (sea or lake), mountain, and forest. Units may pass through any kind of terrain, but the Movement Points to move into one terrain or the other differ.

  • Grass: Moving into a Grass hex costs 1 Movement Point.
  • Forest: Moving into a Forest hex costs 2 Movement Points (add 1 die to your Dodge roll).
  • Water: Moving into a Water hex costs 2 Movement Points.
  • Mountain: Moving into a Mountain hex costs 3 Movement Points (mountains obstruct the line of sight and cannot be shot through).

Rotating your Unit token is also considered a Move action, even if the unit does not move into another hex. You can rotate your unit in any direction at the end of your MOVE action at no cost. Once the Move action is over, you cannot change the direction the unit is facing.

When a unit performs a Move action, it may move through hexes containing allied units, but cannot end their Move in an occupied hex. Units cannot move through hexes containing enemy units, unless the unit has a skill that enables it to do so.

Torii tokens: If a unit you control ends their Move or passes through a hex containing a Torii token, take the Torii token immediately and place it on your side of the table. You may choose to hide the content of the Torii token.

Example: Nekomata (Majishan clan) has 3 Movement Points. He performs 1 Move action and spends 2 Movement Points to move into the lake. Once he is in the lake, the player controlling Nekomata takes the Torii token and places it face down on their side of the table. With 1 Movement Point left, Nekomata moves to the Temple hex (which is grass and costs 1 Movement Point) and assumes control of the Temple... for the moment!

Run

Any unit can use 1 action to add 1 Movement Point to that unit's Move. This way, the unit will only Move during the turn, but will be able to reach farther or pass through more difficult terrain.

Example: The player that controls Yoshio Haruhisa (Kotei clan) wants to reach the Temple, passing through water. With 1 Move action, Yoshio moves into the water hex, but does not have enough Movement Points to continue, as he only has 2 MPs. With the second action, the player controlling Yoshio chooses to Run, giving Yoshio 1 extra Movement Point to move into the Temple hex, considered grass.

Plot

You can spend 1 action with your units to gain 1 CP or draw a card from the top of the Event deck.

There is no limit to the number of CP and Event cards a player or team can have during the game.

Lay a Foundation and Build

These two actions enable you to construct buildings on the battlefield, which will provide certain benefits. Buildings are always constructed using 2 actions: first you Lay a Foundation and then you Build, always in that order. Both actions can be performed during the same round with the same unit, with two different units, or even in different rounds with different units.

Units may Lay a Foundation in the intersection between 3 hexes. The unit that Lays a Foundation has to be adjacent to the intersection.

Units cannot Lay a Foundation in an intersection adjacent to a wall.

To Lay a Foundation, place the Building token with the "foundation" side face up on an intersection adjacent to the unit that performs the action, only if there is no previous foundation or building, or a wall reaching the intersection. Although the building is not considered to be built, it can still be attacked by enemy units.

To perform a Build action, flip the token to show the "built" side. From now on the building can be used, and its controller will gain 1 Victory Point at the end of the game.

Types of buildings

Walls: Walls are not controlled and cannot be built by any player, unless stated otherwise. It is up to all the players in the game to decide whether to include them and where to place them. Walls block unit movement and obstruct line of sight. The "Cross Any" skill only affects terrain, and therefore units with "Cross Any" cannot walk through walls.

Barracks: Each player starts with 2 Barracks in their supply. You may Build Barracks in an empty intersection between 3 hexes that is not adjacent to a wall. The same turn you Build a Barrack, you or your team may start moving your units (only the units deployed the current turn, not any unit) from any of the 3 hexes adjacent to the Barrack. The first hex adjacent to the Barrack also counts against your movement limit.

Watchtowers: The same as Barracks, Watchtowers are built in an empty intersection that is not adjacent to a wall. At the start of the game, each player takes only 1 Watchtower. When you build a Watchtower, take a Tower token from the supply. The token indicates the shooting values of the Watchtower. Whenever you use the Watchtower, flip the token to represent it has already been used the current turn. The role of these Watchtowers is to perform small Ranged Attacks within 5 hexes, with 1 Attack die and Accuracy.

Melee Attack

Attacking: When a unit attacks or is under attack, the border of the Unit token gains significance. Although moving your units along the map to engage in melee combat is relevant, how to position your units and protecting them from your opponent's future actions is also key.

Units can attack enemy units in adjacent hexes. An Engaged in Combat token is used to represent this action. This token is not removed until one of the units is killed or disengages.

Terrain, enemy deployment, and Event cards need to be taken into account when you choose how to position your units.

A unit that is Engaged in Combat cannot perform Lay a Foundation, Build, Ranged Attack, Attack a Building or Melee Attack actions against enemy units other than the units it is already engaged with. In addition, when you declare a Move action with the purpose of disengaging, your unit will have to roll 1 die for every unit it is engaged in combat with. The result of each die roll has to exceed the number of Movement Points of the respective enemy unit. Your unit will always manage to Move and the Engaged in Combat token will be removed. But for every die roll that does not exceed the movement attribute of its respective unit, that enemy unit can perform a Melee Attack immediately if its controller chooses to.

Sometimes letting a unit run away is not such a bad idea, despite losing the opportunity of a free attack, because that unit might have a dangerous skill such as Counterattack, Regenerate, or Explosive.

The attacker rolls 3, 2, or 1 dice depending on the color of the section their unit is attacking from (Green 3 / Yellow 2 / Red 1). The die results that are equal or higher than the enemy Shield value are considered hits that your opponent has to defend. If the enemy unit does not block all the hits, it suffers a wound. Place a Wound marker on the unit and flip the corresponding Unit card to indicate the unit is wounded.

Units can never take more than 1 wound from a single attack, even if they fail to block more than one hit.

Unit types: There are 5 types of units represented by 5 different token frames:

  • Assault: 2 Green sections, 2 Yellow sections, 2 Red sections
  • Elite: 3 Green sections, 2 Yellow sections, 1 Red section
  • Recon: 2 Green sections, 4 Yellow sections, 0 Red sections
  • Line: 1 Green section, 4 Yellow sections, 1 Red section
  • Projectile: 1 Green section, 2 Yellow sections, 3 Red sections

Blocking: The defender rolls 3, 2, or 1 dice depending on the color of the unit section that is under attack (Green 3 / Yellow 2 / Red 1). The defender needs to match or exceed the result of each attack roll that hits the unit. If the defender fails, their unit suffers a wound.

Example: Chiyome rolls 3 dice, because she is attacking with her green section, with results of 3, 5, and 6. Manjari's Shield value is 5, so Chiyome achieves 2 successful hits. Manjari rolls 2 dice, because his yellow section is under attack, with results of 2 and 4. He rolls an extra die thanks to his Mighty skill with a result of 1. Since he cannot defend all of Chiyome's hits, Manjari is now wounded and gets an additional KO marker as a consequence of Chiyome's Stun skill.

KO: Some Event cards and unit skills can KO an enemy unit. A KO marker is placed on the Unit token to represent it is disoriented or confused. The affected unit performs -1 action during its next turn for each KO marker on it. At the end of the next turn, remove all the KO markers from that unit.

If a unit has 2 or more KO markers on it, it cannot perform any actions during its next turn. Remove all the markers at the end of the next turn.

If a unit has a FREE action skill, the unit cannot use that action during the turns it is affected by a KO.

Attack a Building

To attack a building, place your unit adjacent to an enemy or neutral building. Declare an attack against the building by spending 1 action (if the unit has Demolish, the action is performed successfully at no cost once every turn).

To resolve the attack, roll a number of dice equal to the Melee Attack value of the unit, taking into account the attacking section of the unit.

If you attack a building located in an intersection, the unit will attack with the strongest section of the two facing the building. The Shield value of every building is 6.

Buildings do not roll to defend. It only takes 1 successful hit to destroy a building and remove it from the game. Aimed Strike cannot be used against buildings.

Ranged Attack

Units with the green shooting attribute can perform Ranged Attacks. This attribute shows the maximum hex distance for an enemy to be within range and the number of dice rolled. (Example: "4" with 2 dice = Ranged Attack within range 4 using 2 Attack dice.)

Units can shoot in any direction (360°).

The attacking unit must meet the following requirements:

  • The target must be within range.
  • The target must be within line of sight (no walls or mountains between attacker and target).
  • The attacking unit cannot be engaged in combat with another unit.
  • The targeted unit cannot be engaged in combat against an allied unit of the attacker.

Line of sight: There are only 2 elements in the game that obstruct line of sight: Mountains and Walls.

When checking line of sight, the center of the hex is used to determine whether there is anything obstructing line of sight. Draw a straight line between attacker and target.

If the line touches any portion of a Mountain hex or Wall token, the attacking unit cannot shoot.

Walls block the whole side of the hex they are built on (including intersections).

If necessary and in case of doubt, you can use a piece of cord or a ruler to determine whether there is line of sight.

Watchtowers and the Akuma Vortex are placed on the intersection between 3 hexes. Therefore, line of sight is determined from the intersection, not the center of the hex as usual.

Shooting: Roll the number of dice indicated by the unit's shooting attribute. The results that are equal to or higher than the target unit's distance from the attacker are considered hits. Rolling 1s is always considered a failed shot.

Dodging: The unit that is being shot has a chance to dodge the shot. Roll a number of dice equal to or higher than the defending unit's Movement Points. All the hits must be blocked to dodge the shot. Each hit must be blocked with a die result equal to or higher than the hit.

Forest hexes provide cover to units occupying the hex. Therefore, defending units can add 1 die to their dodge roll.

If a unit performs a Ranged Attack, facing has no effect for both the attacker and the defender, as the sections of the units are not involved in resolving dice rolls.

Example: Minamoto Kiyomori of the Kotei clan decides to shoot the opponent's initial Militia unit (Minpei) to the right. His range is 4 and he rolls 2 dice. The unit is within range 4, so he can shoot the unit if it is also within line of sight. The line of sight from hex to hex is clear, as the Wall does not provide cover to that section and there are no mountains obstructing line of sight. The player controlling Kiyomori rolls 2 dice, resulting in 3 and 4. As the range is 4, the target number is 4, and the result is a hit. The Minpei unit has 2 Movement Points, so its controller rolls 2 dice to dodge Kiyomori's hit. The defending player needs to roll at least one 4. If the attacking player would have rolled a 4 and 5, the defender would need to roll a 4 or higher and a 5 or higher to dodge the shot.

Victory by Points

Once the 7 rounds of play are over, the players or teams with at least 1 surviving unit on the battlefield can tally their total Victory Points.

Separate and arrange the Event cards played and the Torii tokens gathered according to the type of symbol on them. You gain a number of Victory Points equal to the total gathered of each symbol -1.

  • Gain 2 Victory Points for each healthy unit.
  • Gain 1 Victory Point for each wounded unit.
  • Gain 1 Victory Point for each building you control still standing.
  • In 3-player games: gain 1 Victory Point for each enemy unit killed.
  • Gain X-1 Victory Points for each scoring symbol (on Event cards, Torii tokens, etc.), where X is the total number of identical symbols gathered.

For example: 4 umbrellas: 3 VP; 3 rice bowls: 2 VP; 2 origami: 1 VP; 1 of any other symbol: 0 VP.

Scoring Symbols: there are specific symbols on Event cards (except items) and some Torii tokens that give extra Victory Points at the end of the game. Stars represent the number of cards with that symbol in the deck. The symbols are: Rice bowl, Umbrella, Origami, Bamboo, Hand fan, Lantern.

Rerolling Dice

Yohei has two combat systems, both based on dice rolling, and therefore subject to luck. For this reason, the game uses rerolls that can be achieved in different ways. You must always reroll ALL the dice, and only the results of the last roll are valid.

  • Reroll with Torii tokens: Discard the Torii token to reroll.
  • Reroll discarding 2 cards from your Chest: Discard any 2 cards from your Chest to reroll. Remember to check the symbols on the cards and Torii tokens. You might be discarding potential Victory Points. In 3-player games, players can also choose to discard enemy Unit cards, gained as trophies, to reroll dice.

Game Modes

In the war that takes place on the Island of Jiin, new recruits are instructed in the knowledge of the clans that inhabit the country. The soldiers able to prove the value of their experience rise to more challenging positions to ensure the survival of the population against the demonic hordes that ravage the island for a second time.

For all kinds of players: beginners, advanced or highly experienced, Yohei offers different game modes that provide a rewarding experience to those willing to learn and delve into its rules, units, and cards.

The Offer

In Yohei, as in most war games, initiative (being the first player) presents certain advantages.

By using this game mode, we are trying to avoid luck in favor of a system that is more fair and requires players to be cunning.

In both Clan and Yohei Mode, each player takes 2 Event cards before making the offer. In Duel Mode, players do not take cards, as they have to buy them with hiring points at the Market to gather their custom army.

Randomly select player A. Player B will be the opponent.

Player A makes player B an offer. The offer may consist of any amount of resources combining Command Points and Event cards.

Player B decides whether to accept or reject the offer:

  • If they accept the offer, player B takes those resources from the supply and player A is the first player.
  • If player B rejects the offer, player A takes those resources from the supply and player B is the first player.

Clan Mode (2-4 players)

This is the basic mode explained so far in the rulebook. Randomly decide who the first player is. Each player selects two clans.

The last player (white bases) selects 1 clan, followed by the rest of the players in order, according to the color of their bases and depending on the number of players: black, light gray, and dark gray, respectively.

Once all players have selected 1 clan, the last player to choose selects another clan, followed by the rest of the players in reverse order (white bases last), until each player has 2 clans and the corresponding units. Each player now has their own supply of units they will deploy during the game.

These units have no cost.

Yohei Mode (2-4 players)

For advanced and competitive players.

Each player starts with only the initial Militia unit (Minpei) in their Deployment Area.

Shuffle the Unit cards of all the clans and the Rogue units into a single deck and take the Market tokens.

Place 5 tokens in a row, as shown in the image, from highest cost to lowest, and place the deck above the "3" Market token. Place 1 card face up above each other token to form a row of 5 available units to hire.

Important: Commander cards of each clan are indicated by a helmet icon next to the name of the unit.

In this game mode, there are always 5 units available to hire. The number on the Market token is the cost in Command Points (CP) of hiring the unit. There must never be empty spaces in the Market.

Therefore, every time a player takes a unit, move the remaining units one space to the right until there's a unit in every space of the Market.

The price of hiring a unit tends to drop from 3 to 0 CP.

Optional: Arrange the first 5 cards of the market according to their power.

  • Low costs: Rogue units (no clan).
  • Medium costs: units that belong to a clan.
  • High costs: clan commanders (indicated by a helmet icon next to the name of the unit).

Duel Mode (2 players)

This game mode is designed for players with one copy of Yohei each.

Each player selects units and Event cards to build their own army. Each player has 7 bases and 15 hiring points to spend as follows:

  • Loyal Clans, faithful to the (false) Sun Emperor: Majishan, Kotei, Ankoku.
  • Rebel Clans, faithful to Arashi the Exile: Muryo, Kaji, Kaizoku.
  • Ancestral Clans, under watch and with no affiliation: Shisai, Akuma.
  • Rogue units: Do not belong to any of the 3 factions.

The units that belong to a clan are faithful to one of these three factions: Loyal, Rebel, or Ancestral. This affinity changes the price of the units depending on the commander you have chosen.

Costs:

  • Initial Militia unit (Minpei): 0.5 points (up to 4 copies).
  • Clan Commander unit: 3 points. REQUIRED (only 1 commander per army).
  • Rogue Commander unit: 2 points. REQUIRED (units that belong to a faction cost 2.5 points. Only 1 commander per army).
  • Clan unit loyal to the commander's faction: 2 points.
  • Clan unit not loyal to the commander's faction: 2.5 points.
  • Rogue unit: 1 point.
  • Choose an Event card (for starting hand): 1.5 points.
  • Random Event card (for starting hand): 1 point.
  • 1 Command Point (CP): 1 point.

In addition, each player has to build their own Event deck according to the following rules:

  • The deck must have a minimum of 24 cards.
  • The deck must meet the card limit restrictions according to their frequency (common x3, uncommon x2, or rare x1).
  • Common and uncommon cards of the same type must have different scoring symbols, meaning that you cannot combine the same cards of two or more game sets.
  • The Event cards you choose or draw at random at the start of the game to form your starting hand must come from your own deck.

Skirmish (3-4 players)

Clan and Yohei Modes can be played with 3-4 players, but there are some differences to consider:

3 Players: The game setup is the same as for 2 players but with an extra Deployment Area. The third player takes the bases and buildings of the third color in the turn sequence.

It is a free-for-all game. Although temporary alliances may form, which no player is forced to commit to, only one player can win.

Whenever a player kills an enemy unit in combat or using Event cards, the player takes the unit card and places it under their Chest token to gain 1 Victory Point at the end of the game. This unit card can also be discarded with another card from your Chest to reroll.

The player that has killed the least units does not score any Victory Points at the end of the game.

4 Players: Players in the same team share the Command Point supply, buildings, Event cards, Torii tokens, and Deployment Area.

The Akuma Vortex (Clan Mode)

The Akuma Vortex is only used in Clan Mode if one of the players selects the Akuma clan.

That player takes the Akuma Vortex and the Vortex token, and places both on their side of the table near the Deployment Area.

This Akuma Vortex can move 2 hex intersections across the battlefield at the cost of 1 CP, and must end its Move in an unoccupied intersection.

The Akuma Vortex enables you to deploy units with Demon from its location.

The Akuma Vortex can also perform a 1 die Ranged Attack with Lightning within range 4.

The Akuma Vortex can be destroyed as any other building.

Once destroyed, return the Akuma Vortex to its controller's Deployment Area to indicate the Akuma clan has summoned a new Akuma Vortex.

The Akuma Vortex does not score Victory Points at the end of the game.

Reference: Skills

Most Frequent Skills

Repeated skills have a cumulative effect.

  • DEMOLISH: The unit can destroy buildings if it moves past or ends its Move next to a building.
  • STUN: Place a KO marker, besides any Wound markers, if you successfully hit an enemy unit during a Melee Attack.
  • CHARGE: If the unit Moves and then performs a Melee Attack, add +1 to its Movement Points and the red die to the attack roll. If a unit manages to have this skill twice, it cannot roll more than 1 red die.
  • CROSS [TERRAIN]: Units with this skill can pass through the various terrains with no penalty, spending 1 Movement Point.
  • ELUSIVE: The unit does not need to roll dice to disengage. It can pass through hexes occupied by enemy units (but not end its Move there).
  • AIMED STRIKE: Instead of rolling dice in a Melee Attack, the unit can score one straight 6. The defending unit rolls as usual according to the section engaged in combat.
  • LIGHTNING: Place a KO marker, instead of a wound, if you successfully hit an enemy unit during a Ranged Attack.
  • MIGHTY: In melee combat, the unit rolls an extra die while attacking or defending.
  • ACCURACY: The unit can shoot enemy units engaged in melee combat against allied units. Additionally, each die result in Ranged Attacks by this unit gets +1.
  • EXPLOSIVE: When this unit dies, roll one die for each adjacent unit and, according to the result, apply the following effect to each unit: 1-3 nothing / 4-5 KO / 6 wound.

Clan Skills

Each of these skills is usually related to a specific clan, specialized in certain combat techniques.

  • INTUITION: The first Event card you play each turn costs -1 CP for each unit with Intuition you control on the battlefield.
  • CONFOUND: The unit can rotate the enemy unit 1 section in every Melee Attack.
  • COUNTERATTACK: In melee combat, if an enemy attack roll does not result in any hits, this unit can return the attack.
  • DEMON: When the unit wounds or kills an enemy unit, you take 1 CP from the supply of the player who controlled that unit. If the player has no CPs, take 1 CP from the general supply. This unit cannot Lay a Foundation or Build.
  • MARTYR: This unit can transfer a Wound marker from another unit to itself at any time during its controller's turn. Flip this card. It is now considered to be wounded. Flip the other unit card to its healthy side.
  • STEALTH: Each die result in Ranged Attacks against this unit gets -1.
  • AURA: The unit cannot be the target of Event cards controlled by opponents.
  • DISRUPT: As long as this unit is on the battlefield, Event cards cost +1 CP more to play.
  • ANNOY: Look at target player/team's hand and choose an Event card from it. They discard that card.

Deployment Skills

The effects of these skills are resolved only once, as soon as the unit is deployed.

  • ARCANE: Look at the first 3 cards of the Event deck. Put 1 in your hand and discard 2.
  • PLUNDER: Take a Torii token at random from the supply.
  • RELOCATE VORTEX: Move the Akuma Vortex up to 2 hex intersections.
  • STRATEGIST: Gain 1 Command Point.
  • SMOKE BOMB: Place 1 KO marker on any target unit.
  • FAVOR: Draw 1 card.
  • MEDIC: Remove 1 Wound marker from target unit.
  • PILLAGE: Choose an Event card at random from your opponent's hand and put it in your hand.
  • BURY: You can place up to 2 Event cards from your hand under your Chest.
  • EQUIPPED: Reveal the first 6 cards of the Event deck. If there is at least one item card among them, choose one item and equip it on the unit for free. Return the rest of the revealed cards to the bottom of the deck.

Reference: Item Cards

  • KATANAS: Target equipped unit can perform 1 Counterattack and gains Stun.
  • BOW: Target equipped unit gains a 3-dice Ranged Attack with Accuracy and Lightning. The target must be within range 5.
  • ARMOR: Equipped unit gains 6 Shield.
  • HELMET: If the Helmet is equipped on a unit at the end of the game, you gain 1 of each of the 6 scoring symbols.
  • GREAVES: Equipped unit gains Cross Any and +1 Movement Point.
  • CLOAK: Equipped unit gains Stealth and Elusive.

Reference: Event Cards

  • IT EMERGED FROM THE SEA: Roll 3 dice to perform a Melee Attack from a Water hex against an enemy unit on the Water hex or an adjacent hex. If the target unit is on the Water hex, choose which section to attack.
  • BLAST OF FURY: Your Watchtower can perform an extra attack with Accuracy this turn. Roll 2 dice to attack an enemy unit within range 6.
  • KARMIC CURE: Remove 1 Wound marker from target unit.
  • THE LAST OPTION: Sacrifice a unit to gain 3 CPs.
  • EXPLOSIVE SPEED: Target unit gets +2 Movement Points during this turn.
  • SUDDEN ARRIVAL: Change the location of a target unit by placing it on another hex. You may choose facing. You can select units engaged in combat.
  • DRUNK: Target unit gets 1 KO marker.
  • FEAR BOMB: Select a hex. Place 1 KO marker on every unit occupying target hex and the 6 adjacent hexes around it.
  • WATER READING: Draw 3 Event cards.
  • YOU WILL LOSE EVERYTHING: Target player/team discards 2 Event cards at random from their hand.
  • FATAL WOUND: Target unit gets 1 Wound marker.
  • ATTACK THE SUPPLY CHAIN: Destroy target building.

Exclusive cards: These cards are the Exclusive Events that were unlocked during the Kickstarter campaign and that is the reason why they are not included in the core box.

  • LIFE IN THE VOID: Place the first 2 cards of the Event deck under your Chest token.
  • CLEARING THE PEAK: Remove all the KO markers from the battlefield.
  • VAULT LOOT: Take 3 Torii tokens from the supply.
  • SUPPLIES: Gain 2 CP (the card costs 0 CP, but you must have at least 1 Barrack).
  • CHIPPED BLADE: Destroy target item.
  • WRATH OF THE KAJI: Choose 3 hexes adjacent to one another. Each unit on the chosen hexes suffers a wound.

Reference: Torii Tokens

Torii tokens are small boosts or treasures players can pick up from the battlefield. A unit moving through a hex containing a token can automatically pick it up. Once used, discard the Torii token.

  • 1 CP: the token is equal to 1 CP. Remember that Torii tokens are kept secret and cannot be taken from you by another player or forcefully discarded by an effect that makes you lose CPs.
  • CROSS ANY: target unit gains Cross Any until the end of turn.
  • REROLL: repeat one of your dice rolls. You must reroll all the dice. It can be used during an opponent's turn.
  • EVENT CARD: draw 1 Event card.
  • SCORING SYMBOLS: Origami and Bamboo. Save it until the end of the game.
  • SCORING SYMBOLS: Hand Fan and Rice Bowl. Save it until the end of the game.
  • SCORING SYMBOLS: Lantern and Umbrella. Save it until the end of the game.
  • ITEM FOUND: choose a unit to target. Reveal the first 6 cards of the Event deck. If there is at least one Item card among them, choose one item and equip it on the unit for free.
  • AIMED STRIKE: target unit gains Aimed Strike until the end of turn.
  • ELUSIVE: target unit gains Elusive until the end of turn.
  • KO: place 1 KO marker on target unit.
  • MEDIC: remove 1 Wound marker from target unit. You can only use this token during your turn.

Reference: Round Tokens

  • NIGHTFALL: During the current round, all units gain Stealth. Repeated skills have a cumulative effect.
  • LIGHTNING-FAST COMBAT: Discard this Round token and reveal the next one. The game will last one round less.
  • ABANDON: Each player or team discards an Event card from their hand. In Yohei Mode, the two cheapest (rightmost) units are discarded from the Market.
  • THE GREAT FIRE: Flip the Temple hex. During the rest of the game, the Temple cannot be used.
  • IMPOSING TOWERS: During the current round Watchtowers roll 3 dice instead of 1 when used normally.
  • EARTHQUAKE: Destroy all Walls. Knock down Barracks and Watchtowers as if only the foundation had been laid.
  • OLD TREASURES: Place a Torii token in each empty Torii space on the battlefield that is not occupied by a unit.
  • SUPPLY ROUTE: For every Barrack built, the player or team that controls it gains 2 CPs.
  • THE PRICE TO PAY: During the current round Event cards cost +1 CP more to play.
  • ROYAL TAXES: Each player or team loses 3 CPs.
  • BLIZZARD: During the current round, units lose 1 Movement Point. This affects both Move and Dodge actions.
  • ENLIGHTENMENT: During the current round, all units gain Intuition.

Reference: Yohei Clans

Loyal clans (faithful to the (false) Sun Emperor): Majishan, Kotei, Ankoku, Kitsune. Rebel clans (faithful to Arashi the Exile): Kaizoku, Kaji, Muryos, Hori. Ancestral clans (under watch with no affiliation): Akuma, Shisai, Bunraku. Rogue units: units that do not share affiliation with the above factions.

(Faction grouping as printed on the rulebook's clan page and quick reference sheet; the Duel Mode section lists the factions without Kitsune, Hori and Bunraku.)

  • ANKOKU CLAN: "Blood stalkers". Would you rather avoid close combat and torment your enemy from the shadows? This is your clan. The Ankoku use forests as a weapon, which grants them extra defense against ranged attacks and turns them into elusive assassins. In addition, when they are deployed on the battlefield, they throw smoke bombs that automatically stun any enemy unit. This clan is ideal for a disruptive fighting style combined with fast units with pinpoint accuracy.
  • AKUMA CLAN: "The dawn of horror". The demonic scourge of Jiin. They are the cause of the fracture between clans and the current war that tears the country apart. Powerful in melee combat and with the ability to move across any terrain on the battlefield. They also possess the Demon skill, which drains the opponent's Command Points when their units are injured. They control the Vortex which acts like a mobile portal to deploy units as if it were a regular Barrack and can also perform ranged attacks that protect it from being destroyed by unwary enemies.
  • BUNRAKU CLAN: "Masters of mechanics". War engineers and forgers of secret weapons with impossible mechanisms, incurable poisons, and paralyzing gases. The Bunraku swell their ranks with humanoid war machines that cannot be KO'd and explode when destroyed. Their unique ability to equip themselves enables them to choose and take for free one of the items revealed among the first cards of the event deck.
  • HORI CLAN: "The claws of the Earth". Ancient architects of the emperor, the Hori were condemned to live in the tunnels of the Island of Jiin for their horrific slavery practices. They reject magic, which they consider a transgression of order, and possess a unique skill that increases the cost of events while they are on the battlefield. Their wicked speed crossing mountains and their brutal strength in melee combat make them powerful pockets of resistance against the enemy's advance or to neutralize the best enemy units.
  • KAIZOKU CLAN: "Relic snatchers". The pillagers of Jiin. A disruptive and opportunistic clan. They take random cards from your opponent's hand when deployed and find precious Torii tokens without having to pick them up from the battlefield. This clan includes one of the game's toughest units, the resilient Kappa, capable of moving through water.

Reference: Temples

These are the different types of Temple tiles you can use during a game of Yohei. You can include one or more Temples in the same scenario, although we do not recommend using too many at the same time.

  • NORMAL TEMPLE (Grass): The Temple described so far in the rulebook. The player controlling the Temple gains 1 CP at the start of their turn and the unit occupying the Temple tile gains Intuition as long as it is there.
  • OMINOUS TEMPLE (Forest): This Temple is located in the heart of a dark and mysterious forest. The player controlling the Temple gains 1 CP at the start of their turn and the unit occupying the Temple tile gains Stealth as long as it is there.
  • ISLAND TEMPLE (Water): It is located on an island in the center of a lake. The player controlling the Temple gets 2 Torii tokens from the supply at the start of their turn.
  • SINISTER TEMPLE (Mountain): It is located inside a mountain. The player controlling the Temple gains 1 CP at the start of their turn and the unit occupying the Temple tile gains Disrupt as long as it is there.
  • WILD: The unit can perform 2 Melee Attacks in the same turn. The unit cannot Lay a Foundation, Build, or carry items.
  • MECHANICAL: The unit cannot get KO markers and cannot be healed.
  • IMPULSIVE: When deployed, the unit gets +1 Movement Point.
  • KAJI CLAN: "The scourge of thunder and fire". The gunpowder of Jiin. If you enjoy slaughtering your enemies from a distance rather than drawing your sword, Kaji is your clan. Their most powerful skill, Accuracy, allows them to shoot against enemy units engaged in melee combat. Additionally, each die result in ranged attacks by this unit gets +1. Imagine what they can do if you combine this clan with other clans or units that act as a "shield" to protect them in the rear. It's just an idea.
  • KITSUNE CLAN: "The murderous wit of the woods". Anthropomorphic creatures of legendary wisdom and shrewdness. Masters of deceit, these creatures are untouchable on the battlefield thanks to magic, since they are immune to any enemy event that may cause them any harm. Their power lies in hand disruption when deployed, since they can choose any card of the opponent and make them discard it, interfering with their strategy. Fast and nimble, the Kitsune are famous for collecting centuries of knowledge in their fox tails which they proudly show in battle.
  • KOTEI CLAN: "The relentless steel of Jiin". The reliable enforcers of the Emperor. Its members have moved away from magic, but are lethal in ranged and melee combat. Their Counterattack skill punishes the enemy with a free and automatic attack every time the enemy fails to produce a single hit on an attack roll during melee combat. A perfect clan for beginners to become familiar with the secrets of the game.
  • MAJISHAN CLAN: "Reality weavers". The supreme mages of Jiin. They can foresee the future by manipulating the Event deck every time they enter the battlefield and choosing the Event that best suits their needs. Additionally, they can channel the elements into a ranged attack that immediately causes a KO when damaging an enemy unit.
  • MURYOS CLAN: "Mistresses of the pack". Geishas and wild beasts mixed together in an elegant and brutal clan. Their combined skills are as destructive as they are effective. The geishas can manipulate the combat frame of units, turning them towards their weakest section. The beasts are the only creatures that can attack twice in the same turn when engaged in melee combat.
  • SHISAI CLAN: "The guardians of destiny". Healers. A support clan that can transfer allied wounds to themselves. They also have one of the most mysterious skills in Yohei: Intuition. Thanks to this skill, the first Event card you play costs -1 Command Points for each unit with Intuition you control on the battlefield. It is a cumulative effect. Where other clans invest a lot of actions and time, the Shisai clan allows you to play events with higher costs by simply deploying units on the map.