Campaign
Rules
Introduction
These are campaign rules for Legend of the Five Rings Clan War.
The basic idea of these rules is that there is a large-scale strategic
map, which the players maneuver their forces around, and when forces meet,
then Clan War battles occur. The outcome of one battle may influence
the next, and careful strategic placement of forces can sometimes make
more of a difference than battlefield tactics. The map is based on
a campaign map I made for the CCG. The rules are a mishmash based
on ideas from my CCG campaign rules, the CCG itself, Clan War itself, and,
of course, Axis and Allies.
The inspiration behind these rules is to create a different kind of
balance of play on the clan-war battle level, by applying the individual
clans' unit restrictions and the personality uniqueness rules to a larger
scale, therefore placing more of an emphasis on less elite units, while
still maintaining a place in the game for those elite units, and dragons,
and powerful magic items.
Contents:
Setup
Each player chooses a clan. There can be up to 12 players, one
for each of the following factions:
-
Crab
-
Crane
-
Dragon
-
Lion
-
Phoenix
-
Scorpion
-
Unicorn
-
Naga
-
Brotherhood of Shinsei (Monk)
-
Yoritomo's Alliance (Mantis)
-
Totori's Army
-
Yogo Junzo's Army (Shadowlands)
Each faction/clan has 4 provinces at the start of the game, based on the
following map (click for full-size map):
-
Crab: Hida, Kaiu, Kuni (library), Yasuki
-
Crane: Asahina (library), Daidoji,
Doji, Kakita
-
Dragon: Agasha (library), Kitsuki,
Mirumoto, Togashi
-
Lion: Akodo, Ikoma, Kitsu (library),
Matsu
-
Phoenix: Asako, Isawa (library), Shiba,
Dragonfly
-
Scorpion: Bayushi, Shosuro, Soshi (library),
Yogo
-
Unicorn: Ide, Iuchi (library), Otaku,
Shinjo
-
Junzo/Shadowlands: Festering Pit, Shiro
Hiruma, Forgotten Tomb, Plains of Desperate Evil
-
Monk/Brotherhood of Shinsei: Temple
of Osano-Wo (library), Shrine of Shinsei, Three Sisters Shrine, Ki-Rin
Shrine
-
Naga: Plains above Evil, Shinomen Forest,
Naga Road Plain, Snow Plain
-
Toturi: none (see special rules)
-
Yoritomo's Alliance/Minor Clans: Mantis
islands, Fox clan, Wasp Clan, Usagi
-
Neutral provinces: Beiden Pass, Plain of Fast Troubles, Otosan Uchi
MAPS: Click Here to see the map
(click here to see the old map)
It is a good idea if players can agree to play clans that all border
each other. For example, if there are only 2 players, Crane versus
Naga will not work very well, unless you and your opponent like the idea
of spreading out through neutral territory and building your influence
before the final apocalyptic conflict.
Any province which is not controlled by a starting player is a Neutral
Province (more on Neutral Provinces later)
The players should agree in advance on a number of koku that they have
to spend on total forces. 2000 per province is probably a good number,
though you can experiment to find the best balance.
That koku is then spent to purchase a variety of units, personalities,
spells, and equipment, with the following restrictions and allowances:
-
Uniqueness and Unit Restrictions:
-
You may, obviously, only buy 1 of any Unique personality or item.
-
If a Unique personality becomes Dead (see the injury rules below), they
may not be re-purchased ever again over the course of the campaign.
-
Since non-unique personalities are considered "generic," you may
have experienced and non-experienced versions of the same personality in
your army if the non-experienced version is also non-unique.
-
You may have three of any non-unique item, clan leadership package, or
personality, rather than two, but this restriction is applied across your
entire force.
-
You may have unlimited generic leadership packages.
-
Forces which are restricted to a certain number of units or models have
those restrictions applied across your entire force, so use your elite
units carefully.
-
If more than one player wishes to recruit the same unaligned personality,
they must bid for it. All players wishing to recruit the personality
write down their bid on paper, and reveal them simultaneously. The
player with the higher bid recruits the personality at the higher price.
If all players bid the same, then no player recruits the personality (but
may attempt to recruit in later turns by the same process).
-
You cannot bid to take control of an unaligned unique personality once
another player controls them.
-
Clan personalities and units belonging to clans which no player is playing
use a similar process for recruiting. The recruitment multiplier
for allied troops is then applied to the bid price, not the base cost of
the unit.
-
You may optionally use the bidding rules for unique items as well.
-
You may not exceed the total number of models available for any troop type.
-
You may not buy allied units from other clans unless that clan is not being
played in this campaign by another player.
-
You may 'stockpile' mundane equipment (yari, no-dachi's, etcetera) to be
assigned at a later date to personalities so that their equipment matches
any unit they might be assigned to command. Ranged weapons may not
be stockpiled unless you can come up with a house rule that can deal with
the variable cost of such equipment.
-
Special items must be assigned to a personality, but they may be traded
between personalities later. If a special item replaces a personality's
equipment, that equipment is not placed in the 'stockpile' but is recovered
if that special item is later removed or traded to another personality.
-
Tattoos may not be traded, obviously. They may be used every battle,
however.
-
You may also stockpile Spells, to be traded among your shugenja at a later
time. These must be kept at your library. If your library is
captured, then so are any spells which are not currently on Shugenja.
-
You must pick a Daimyo, for your clan, by the same rules and restrictions
as choosing an Army General for Clan War. If your clan is allowed
to use Command Groups, your Daimyo comes with a free entourage of command
group models with a koku value less than or equal to 75% of the koku value
of your daimyo, with the following qualifications:
-
Command Group personalities such as Asako Ishio or Kakita Yoshi may not
be purchased as part of this free command group, and must be purchased
seperately.
-
If this is not enough models to form a legal command group, or if you wish
to field a larger command group, you may buy additional command group models
at regular cost.
-
If your daimyo leads a combat unit, these command group models are placed
off-table and out of use.
-
If you wish to have command groups for your other generals, you may purchase
command group models for them as normal, but must pay full cost for the
personality rather than 25%
-
If you wish to have your other generals field command groups as well, you
may use similar rules. However, this can get to be a lot of bookkeeping.
After you have bought all your models, spells, and equipment, you may deploy
them to your provinces however you see fit. Players should agree
on a method for keeping track of which forces are at which province.
You might make up a large campaign map and use counters (or figures) and
chips, or you might simply keep province army lists on paper.
Tactical Deck: Each player builds a 60 card tactical deck at the
start of the game. The player then builds their 30 card tactical
decks for each battle out of this pool of 60 cards.
Turns
and Phases:
The campaign game is broken into Strategic Turns, in which large scale
troop movements are made, and within each strategic turn, many Clan War
battles may be fought. There are several phases to the Strategic
Turn:
-
Start phase: Get everything in order. Adjust unit, equipment,
and personality assignments, buy new models and equipment, promote models
(to leadership package status)
-
Primary Movement: Any unit with a leader may move to an adjacent
province. Any personality may move to any province that the controlling
player controls, or an uncontrolled province adjacent to a province the
controlling player controls.
-
Cavalry Movement: Any Cavalry or Flying unit with a leader may move
to an adjacent province. Any cavalry personality can move to any
controlled province, or an adjacent one.
-
Battle Phase: At any province where opposing armies have forces,
a Clan War battle is fought.
-
Reserve Movement: Units which have not fought or attacked may move
-
Recovery Phase: Wounded models are recovered, personalities which
did not move or fight recover all wounds and void. Personalities
which moved or fought recover 1d/2 wounds and 1d/2 void. New forces
are deployed. Taxes are collected.
Start
Phase:
The start phase is where all the housekeeping gets taken care of before
armies are set out to march. You may do any of the following, in
any order.
-
Spend Koku: Koku may be spent to buy new spells and equipment,
or to recruit new troops and personalities. Also, troop models may
be promoted to Leadership status.
-
Promotion: For the listed koku cost, you may promote a model
in a unit to Nikutai, or a Nikutai to Gunso, or a Gunso to Chui.
As long as the unit is in existence, these LP's remain attatched to them.
Clan specific LP's must remain 'in-family'. In other words, a Kakita
Family Nikutai may not be promoted to Daidoji Family Gunso. Generic
LP's, however, may be promoted to a Family profile (allowing a generic
Gunso to be promoted to Doji Family Chui). Elemental Guardians may
not be promoted, and other LPs may not be promoted to Guardian status.
Also, non-experienced personalities may be promoted to their Experienced
version (if they have one) by paying the difference in Koku cost.
-
Replacing Casualties: Unique personalities which have been
killed cannot be replaced. However, elite troops may. If the
unit to be bolstered is in a friendly province, the player just spends
koku for replacement models. At the end of the turn (during the Recovery
Phase), the unit is brought up to the desired strength. Small units
may be enlarged this way even if they have not suffered casualties, up
to the maximum size of the unit (as determined by force profile restrictions
and leadership). For example, in a battle in campaign turn 2, I lose
four of my sixteen elite Daidoji Iron Warriors. Provided I control
the province they are in, during the Start Phase of turn 3, I may spend
the koku required to buy four Iron Warrior models. In the deploy
new forces segment of the recovery phase, I then place those models into
my damaged unit and bring them up to full strength.
-
If a unit is Tatooed, the player must pay for tatoos for the new models
as well. Also, see special rules for Togashi Yokuni.
-
If a unit is Experienced (see experience rules), they lose the Experienced
trait and assosciated bonuses if the number of 'experienced' models in
the unit is less than 75%. Ex. I have a unit of 15 experienced ashigaru.
I can buy up to 5 more without having the unit become inexperienced.
Assume inexperienced troops in a unit get killed before the experienced
ones.
-
Reassignment: Personalities and troop models may be shifted
between units at the same province, or in the case of personalities, may
be shifted into or out of units (as commanders or assosciated personalities).
-
Swapping: Spells and special items may be moved between personalities
at the same province. Mundane items may be swapped into or out of the 'stockpile'
as necessary. If a personality's equipment is replaced by any
equipment added in this phase, it is replaced automatically when the non-standard
equipment is removed. This equipment is not available to the 'stockpile'
-
Library: Spells may be swapped into or out of a Library, by Shugenja
who are at a Library. If a player controls more than one library,
it should be noted which scrolls are at which library.
-
Declare Alliances: Two factions may declare their alliance
at this point and gain all benefits of that alliance.
Movement:
Moving an army requires much more effort than moving a personality.
Supply lines must be established, formations must be organized, etcetera.
The rules for movement follow:
-
Roads: Roads are represented by the lines connecting the provinces
on the map. In some cases, these are actual roads. In other
cases, they are simply large borders which are easily crossed. In
any case, travel is only possible between provinces which are connected
by these lines.
-
Units: Units must have a leader (either a personality or an
LP) whose Command Limit is not exceeded in order to move. When a
unit makes a move, it simply moves from the province it is currently located
in to an adjacent province. Any unit may move during the Primary
phase. Only Cavalry units and Flight units may move in the Cavalry
phase. Units which are allowed to move in the Cavalry phase may do
so even if they already moved in the Primary phase. Any unit which
has not battled or entered neutral or enemy territory this turn may move
during the Reserve movement phase.
-
Personalities: Personalities who are not attatched to units
have unlimited movement while they are in friendly territory. However,
if they move into neutral or enemy territory, they may only make one such
move per phase in which they are eligible. A cavalry or flight-capable
personality which ends its primary movement phase in neutral or enemy territory
may make an additional move in the Cavalry movement phase only if the following
restrictions do not apply:
-
Provinces with enemy Cavalry troops block movement of Cavalry personalities
through (but not into) their province
-
Provinces with enemy Flight-capable troops block movement of Cavalry and
Flight-capable personalities through (but not into) their province.
-
Reserve Movement: Reserve movement has some special restrictions.
The following circumstances prevent reserve movement:
-
The unit or personality has battled during this strategic turn
-
The unit or personality has moved into or through a province which is not
controlled by their player or allies (i.e. a neutral or enemy province)
-
The unit or personality is in a province adjacent to one occupied by enemy
forces
-
Reserve movement may not be used to move forces into neutral or enemy territory
-
Reserve movement may not be used to bring forces into territory occupied
by opposing armies.
Battle
Phase
If movement has brought forces of opposing armies into the same province,
then a Clan War battle is fought, using standard rules, with the following
modifications and Campaign specific rules:
-
Terrain: If there is a Defender, then that player chooses
the terrain. If the armies meet on neutral ground, then the players
must agree on terrain
-
Withdrawl: Any and all units from an army that withdraw from
the field must retreat to the same province. This need not be the
province that the forces attacked from, but it must be a province that
the player controlled at the beginning of the strategic turn.
-
If a Broken or Ready unit leaves the table, they regroup at the friendly
province at their current strength.
-
If a Routed unit leaves the table, they regroup at the friendly province
at 60% of their current strength.
-
Lone Wolves: To be considered an Army, a force must have at
least one Unit of non-yojimbo troops. Personalities which are not
with an army, but find themselves in a province with an enemy army will
not have to face that army in a battle, but they may be captured.
Personalities with Yojimbo will have less of a chance of being captured.
[Detailed rules for this have not been written yet but will be forthcoming]
-
Death and Personalities: If a personality is taken to 0 wounds
in battle, that personality is removed from the table as a casualty.
However, there is a chance in a Campaign that they may survive to fight
another battle. At the end of the battle, use the following system
for each personality removed as a casualty:
-
Roll 1D10 and add the number of wounds that the personality took over their
max wounds. If the result is below the personality's Earth, then
that personality is Wounded, still removed from play for this battle, but
placed back in the army at the beginning of the Recovery phase.
-
If the roll fails, then the personality has one chance left: They
must roll 1D+wounds taken over Max, under Void. If they succeed,
they are Maimed and permenantly lose 1 from a ring of the controlling player's
choice, and are otherwise treated as Wounded. If they fail both rolls,
they are dead. Unique personalities who die in this manner are out
of play and may not be re-purchased (by any player).
-
Provincial Control: The army that wins the battle controls
the province, with the following qualifiers:
-
If two armies of two allied players are defending a province, then whoever
controlled the province to begin with keeps control of that province.
-
If a player 'liberates' a province that was originally controlled by a
current ally, but currently occupied by an enemy army, then that player
may return the province to control of its original owner, gaining honor.
If the liberating player elects not to do this, retaining control of the
province for him or herself, the original owner may break the alliance
without penalty.
-
If two allied players win a battle in an attack or fighting in a neutral
province, then they must agree on who will take control of the province.
If they cannot reach agreement, then they have two choices. 1) Leave
it neutral, but occupied by both forces. 2) break the alliance and
continue the battle...
Recovery
Phase
During this phase, armies take time to tend to their wounded.
Newly levied troops complete their training and take to the field.
Taxes are collected from the populace to fund the next battle. The
following things may happen during this phase:
-
Check victory conditions [victory conditions at this point are based
on house rules; detailed victory rules will be forth coming]
-
Recover wounded and maimed personalities: Personalities which
were Wounded or Maimed during the battle phase are set to 1 wound and 0
void and placed back into their armies.
-
Healing Personalities:
-
Personalities which moved or battled this turn, but were not Wounded or
Maimed (taken to 0 wounds but survived) recover 1d/2 Void and 1d/2 Wounds.
-
Personalities which did not move or battle recover all Void and all Wounds.
-
Recover casualties: Any army that battled and won may recover 1/2
of the casualties lost during battle. Any army that battled and lost
may recover 1/4 of the casualties lost in a battle.
-
Place new forces: Newly recruited personalities and troops
may be deployed to any province the player controlled at the beginning
of the turn. newly purchased spells may be placed in any library
that the player controlled at the beginning of the turn. Newly purchased
special items may be placed on any newly purchased personality, or any
personality who did not battle this turn. Newly purchased mundane
equipment becomes available in the Stockpile.
-
Collect Taxes: Players collect a previously agreed upon number
of Koku for each province they currently control. 100k is
probably a good number.
Alliances:
Any two factions may form an alliance. Alliances may be agreed
upon at any time, but may only be declared during the Start Phase.
Alliances take effect as soon as they are declared. Alliances have
the following effects and restrictions:
-
Allied units and personalities: With your ally's permission, you
may buy units from their clan, at your normal cost modifier for your clan
buying units of theirs. This is the only way you may buy out-of-clan
units which are from a clan in the Campaign game. The following rules
apply to this:
-
You must have the OK of your ally before buying forces from their clan
-
All unit limits and Uniqueness limits still apply.
-
You pay the regular cost modifier for your clan and theirs (example: Crane
recruiting Phoenix pay 120%)
-
Your ally gains 20% of the base cost of the unit in Koku.
-
If the alliance is broken, the units are lost. Period. No refund.
Personalites removed from play this way are not considered to be Dead,
and may be re-hired at a later time.
-
Cross-Alliances: If two factions are allied, they need not
be allied with their ally's allies. For example: Dragon and Phoenix
form an alliance. Phoenix is already aligned with Lion. Lion
and Dragon may, but need not form an alliance, and may in fact remain hostile.
-
Breaking Alliances: Alliances may be broken at any point.
Any action which would place forces in opposition to allied forces breaks
the alliance. This may happen in the middle of battle, with one force
'switching sides.' For example, in a 3 player battle, a Lion force
goes up against a Crane force and their Scorpion allies. Suddenly,
and unexpectedly, the Scorpion turn on the Cranes and join forces with
the Lions.
Experience
As they survive more and more battles, forces gain experience and skill.
Both Troops and Personalities may become experienced as the campaign lengthens.
Troop Experience:
Every time a unit survives a battle, there is a chance that they will
become Experienced. For each surviving unit at the end of the battle,
make two Experience Checks, one for Morale and one for Training.
The checks are made as followed:
-
Roll a d10.
-
Subtract the unit leader's Leadership from the roll
-
Add the Broken or Routing penalty to the roll as a positive, rather
than negative modifier
-
If the result is less than the stat you are checking for (ML or TL) then
that stat goes down by one for this unit permenantly.
Personality Experience
Personalities may also become experienced. At the end of battle
(after checking for wounded/maimed/dead status), for each surviving personality,
make a test with a target number equal to that personality's Glory x1.5
(round up), with a positive modifier equal to the number of battles that
personality has survived since their last successful Experience check.
If the check succeeds:
-
The personality gains the Experienced trait if they did not already have
it.
-
The personality gains the Unique trait if they did not already have it.
In this case, you should rename the character (keep the same family name)
for purposes of uniqueness.
-
The personality gains +1 to a randomly determined ring. Roll 1d10
on the table below. The character gains all benefits of the increased
ring immediately, whether it is increased ATT, DAM, Wounds, etcetera.
| D10 Roll |
+1 to: |
| 1-2 |
Air |
| 3-4 |
Earth |
| 5-6 |
Fire |
| 7-8 |
Water |
| 9-10 |
Void |
Special
Rules:
Many of the factions have special rules which apply only to them.
-
Naga: The Naga may never ally with a Shadowlands player.
Naga must attack a shadowlands or corrupt player whenever they get the
opportunity. Naga are immune to the corruptive effects of corrupted
Provinces.
-
Monk/Brotherhood of Shinsei: Monk may never capture provinces,
except for re-capturing provinces which they have lost to enemies.
Monks may move their forces into any province to defend it, regardless
of adjacency or alliances, or normal movement rules. Monks may also
ignore borders, adjacency, and movement rules when joining in an allied
attack against Shadowlands or corrupt players. Monk forces may attack
Shadowlands or corrupt forces in adjacent provinces but do not take control
of the province. Monk will never attack a non-shadowlands or non-corrupt
player, unless that player has conquered a Monk province. Any time
a Monk player wins a battle, they gain a Ring, which cannot be lost, and
is worth the same number of Koku per turn as a province.
-
Shadowlands: Shadowlands players may only ally with other
Corrupted players
-
Shiba Ujimitsu: If Shiba Ujimitsu uses his reincarnation ability
during a battle, then the original Ujimitsu is considered Dead, and does
not get to roll for being Maimed or Wounded. The old Ujimitsu is
considered dead for uniqueness purposes. The new Ujimitsu is considered
to be an 'experienced' version of the personality which Ujimitsu replaced
for purposes of uniqueness, and keeps her original name. However,
the original force profile is completely replaced by Ujimitsu's force profile.
If Ujimitsu is removed as a casualty and does not use his reincarnation
ability during battle, he may roll for being wounded or maimed. If
he fails, and becomes Dead, he must use his reincarnation ability,
during the Recovery Phase. He may target any legal target in your
army, though, not just a personality in the same province.
-
Togashi Yokuni: Togashi Yokuni's ability to tattoo his unit requires
some special considerations in the Campaign.
-
At the start of the campaign, when beginning koku are spent and units are
built, Yokuni's unit may be given two tattoos as per his game text, at
normal cost. If Yokuni is removed as the leader of this unit later
in the campaign, they keep their tattoos.
-
If Yokuni is placed in command of a new unit later in the game, he may
tattoo that unit as well. To do so, buy the tattoos during the spend
koku phase. The unit must spend the entire turn in the Togashi province.
During the Place new Forces segment of the Recovery Phase, the unit gains
the Tattooed trait and their tatoos are permentantly attatched to them.
-
Units which normally may not be tattooed but gain tattoos through Yokuni
are difficult to refresh with new troops. If such a unit takes casualties,
and the player wishes to buy new troops for the unit, they must have the
entire unit spend the entire turn in the Togashi Province as though the
entire unit were being tattooed all over again. However, the player
need only pay for the tattoos for the new troops (in addition to paying
for the troops themselves).
Upcoming
additions:
-
Corruption: Rules for how players and provinces become Corrupted
by the Shadowlands
-
Capture: Detailed rules for capture of personalities, as well as
their escape
-
Provinces: Detailed information on each of the provinces, its borders,
and its terrain
-
More clan-specific rules (Toturi's Army will be interesting)
-
Campaign Victory Points and Honor: Destroying forces, capturing
provinces, making and breaking alliances, crossing over to the Dark Side,
all will have an effect on your overall Campaign Score.
-
Imperial Coup: Rules for capturing the Plain of Fast Troubles and
Otosan Uchi
-
Holdings: Modify your province's output with Mines, Marketplaces,
Training Grounds, etcetera
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Clan War belongs to Alderac Entertainment Group. Legend of the
Five Rings belongs to Five Rings Publishing group. Axis and Allies
belongs to Milton Bradley. These rules and map © 1999 David
Ruete, All Rights Reserved.