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: Each faction/clan has 4 provinces at the start of the game, based on the following map (click for full-size map):
  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:

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:

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.



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:



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:



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:



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:



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:

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:
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.



Upcoming additions:

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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.