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Feudal Japan 2
Feudal Japan 2


Designed by Rolf Larsson


Japan, in the 16th century, faced one of the longest and bloodiest civil wars in history, called the Sengoku Era or Warring States period.
In this game (inspired by the Shogun/Samurai Swords board game) you control one of 18 historical clans struggling for the domination of Japan.
The map expands the ideas of the board game with: Cavalry and Alliances.
Each clan starts with only one territory and claims more and more territories from his foe.
After a few rounds of easy expanding into passive minor Clan territories, the real fight for domination starts.
Each Clan fights for its own and most of them will be controlled by the AI to make it lively and every game unique.
The AI gets many useful boni in this map and is challenging for a single player match, too.
Defeat your rivals and claim the title of Shogun for your clan! There is much to be conquered!

Daimyos and Promotion


Only victorious Daimyos must be promoted (Successful attack). This is the only player enforced rule to watch out for.
Just place a Daimyo with one more star in the territory of your victorious Daimyo during Promotion phase.
Only one promotion per territory is possible. Attacking with more than one Daimyo will earn only one promotion, but player may choose which to promote.
Each Daimyo promotion raises values or abilities.
12 promotions are possible:

Daimyo: 6 attack, 6 defense, 1 movement, no special abilities. (as purchased)
Daimyo1: 7 attack, 6 defense, 1 movement,
Daimyo2: 7 attack, 7 defense, 1 movement,
Daimyo3: 7 attack, 7 defense, 2 movement,
Daimyo4: 8 attack, 7 defense, 2 movement,
Daimyo5: 8 attack, 8 defense, 2 movement,
Daimyo6: 8 attack, 8 defense, 2 movement, can blitz with cavalry.
Daimyo7: 9 attack, 8 defense, 2 movement, can blitz with cavalry.
Daimyo8: 9 attack, 9 defense, 2 movement, can blitz with cavalry.
Daimyo9: 9 attack, 9 defense, 2 movement, can blitz.
Daimyo10: 10 attack, 9 defense, 2 movement, can blitz.
Daimyo11: 10 attack, 10 defense, 2 movement, can blitz.
Daimyo12: 10 attack, 10 defense, 2 movement, can blitz, recruits 1 Ashigaru per turn.

Production and Placement


Each territory is worth 10.
Production in every territory is 1 unit.
Producton in every territory with a castle is 2 units.
Production in every territory with a fortress is 3 units.
Unplaced units are lost. Use edit when you made a mistake.

Victory Conditions


Victory can only be claimed at start of a players turn, means he has to hold onto his dominion for 1 round.


  • Hold 41 out of 81 territories


  • Hold 51 out of 81 territories




There are no capitals on the board. As long as a player holds at least one territory, he is still in the game.



Units



A 12 sided dice is used for this map. ...

Unit Attack Defense Movement Cost Ability
Ashigaru     4      4        1   10
Teppo     4      4        1   15 Firststrikes Att&Def
Archer     6      6        1   25 Firststrikes Att&Def
Samurai     6      6        1   15
Cavalry     6      6        2   20 Blitz(capture empty territory and move on)
Daimyo     6      6        1   25 Upgradeable
Castle     -     3x3        -   50 Allows to place 2 units, 3 hit points, 3 rolls, destroyed when captured
Fortress     -     4x4        -   50 Consumes Castle, allows to place 3 units, 4 hit points, 4 rolls, reduced to castle when captured
Ronin     5      5        0   15 Minor Clans only
Ashigaruban     3      3        0   10 Minor Clans only




Many thanks to all those who are TripleA and support it.

Have fun.