Contents
- 1 Discover The Thrilling World of Rising Sun
Discover The Thrilling World of Rising Sun
Welcome to the exciting universe of Rising Sun! Are you ready to dive into a world filled with action, strategy, and epic battles? Then sit tight, because I’m about to guide you through the key rules of this incredible game.
In Rising Sun, you’ll take on the role of a powerful clan in feudal Japan. Your mission? To harness the strength of mystical creatures, forge alliances, and lead your warriors to victory. Now, let’s delve into some of the most important aspects of the game:
Mystical Monsters: An Unleashed Power
First things first, let’s talk about the majestic creatures that roam the land of Rising Sun. These mythical beings possess incredible abilities, and they are an essential asset in your quest for domination. By strategically deploying these creatures, you can tip the balance of battle in your favor.
An army of supernatural beings awaits your command. From the fearsome Dragon to the enigmatic Lotus, each of these creatures will bring a unique set of skills to the battlefield. Remember, mastering their abilities is the key to achieving victory.
Forge Alliances: Strength in Unity
In the world of Rising Sun, alliances hold immense power. By teaming up with other clans, you can pool your strengths, share resources, and create an unstoppable force. But be careful! Allies can quickly turn into rivals, and treachery lurks around every corner.
Choose your partners wisely and ensure your interests align. Together, you can dominate the territories, control the flow of resources, and secure your place as the ruler of feudal Japan.
Battles: The Clash of Warriors
Warriors are the heart and soul of Rising Sun. These fierce fighters will wage epic battles, and it’s up to you to guide them to victory. Plan your strategies carefully, choose the right time to strike, and be prepared to adapt to your opponent’s moves.
But remember, battles in Rising Sun are not just about the sheer strength of your armies. Diplomacy and negotiation play a crucial role in the game. Sometimes, it’s wiser to form alliances or forge temporary truces rather than engaging in direct conflict. The decision is yours to make.
Honor and Glory Await
Now that you have a glimpse of the world that awaits you in Rising Sun, it’s time to embark on your path to honor and glory. The decisions you make, the alliances you form, and the battles you fight will shape the destiny of your clan.
Are you ready to embrace the challenge? Prepare yourself, gather your warriors, and may the rising sun guide you to victory!
- 1 Game Board
- 5 Clan Screens
- 7 Shrine Tiles
- 10 Political Mandate Tiles
- 21 Core Season Cards (7 per Season)
- 5 POLITICAL/WAR Tiles
- 24 War Province Tokens (8 per Season)
- 15 Teapot Set Season Cards (5 per Season)
- 15 Horseman Set Season Cards (5 per Season)
- 15 Archway Set Season Cards (5 per Season)
- 5 Alliance Tokens
- 20 Stronghold Tokens (4 per Clan)
- 20 Ronin Tokens
- 8 War Number Tokens
- 65 Plastic Coins
- 10 Clan Markers (2 per Clan)
- 10 Bonsai Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
- 10 Koi Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
- 10 Dragonfly Clan Figures (6 Bushi, 3 Shinto, 1 Daimyo)
It’s incredible how many components are included in this game! When you crack open the box, you’ll find an array of items that will transport you to the world of Feudal Japan. Let me give you a glimpse of what’s inside.
First, there’s the game board, which serves as the backdrop for all the action. It’s where you’ll strategically move your pieces and make your decisions.
But it’s not just the board that’s included. You’ll also get five clan screens, which not only add a touch of secrecy and mystery to the game but also provide a handy way to keep your pieces organized.
And speaking of pieces, there are quite a few of those as well. You’ll find shrine tiles, political mandate tiles, and war province tokens, all of which play a crucial role in the game. Additionally, there are season cards, which come in sets of three different themes: teapot, horseman, and archway. These cards add a dynamic element to the gameplay, with each season bringing new challenges and opportunities.
Of course, no game would be complete without some tokens and figures. In this game, you’ll find alliance tokens, stronghold tokens, ronin tokens, and war number tokens. Each of these tokens serves a specific purpose, whether it’s forming alliances, fortifying your position, or engaging in battle.
And let’s not forget about the coins! This game comes with a whopping 65 plastic coins that you can use to track your resources and wealth.
Finally, we have the clan markers and clan figures. The markers, which come in sets of two per clan, help you keep track of your progress and territory. As for the figures, they represent the different units in your clan, including bushi (warriors), shinto (priests), and daimyo (leaders). These figures are beautifully designed and add a touch of elegance to the game.
So, as you can see, this game is packed with components that will immerse you in the world of Feudal Japan. Get ready for an epic adventure filled with strategy, diplomacy, and conquest!
10 Lotus Clan Figures
I’ve got you covered with 10Lotus Clan Figures, including 6 Bushi, 3 Shinto, and 1 Daimyo.
5 Huge Monster Bases
For each Clan, you’ll receive a huge monster base. That’s a total of 5!
10 Turtle Clan Figures
With 6 Bushi, 3 Shinto, and 1 Daimyo, you’ll get an impressive entourage of 10 Turtle Clan Figures.
15 Shinto White Bases
Add a touch of elegance to your collection with 15 Shinto White Bases, perfect for displaying your Shinto Clan Figures.
5 Daimyo Black Bases
Give your Daimyo Clan Figures the royal treatment with 5 sleek and stylish Daimyo Black Bases.
15 Large Monster Bases
Each Clan gets 3 Large Monster Bases, so you’ll receive a total of 15. These beastly bases are ready to showcase your mighty monsters.
Welcome to the Game!
I’m excited to introduce you to the amazing world of Rising Sun, a board game set in legendary feudal Japan. It’s a game for 3 to 5 players, and the goal is to lead your Clan to victory by earning Victory Points throughout the Seasons.
Now, you may be wondering, how do you earn these Victory Points? Well, there are several ways! You can win battles, harvest the right provinces, and even play to the Virtues accumulated by your Clan. It’s all about strategy and making the right choices!
But first, let’s get everything set up. Each player needs to choose a Clan. Take one of the Clan Screens and place it in front of you. Behind the screen, place a POLITICAL/WAR tile with the Political side facing up. This will represent your Clan’s choices and actions throughout the game.
Alright, now that we’re all ready, let’s dive into the Land of the Rising Sun and see who will emerge as the ultimate victor!
Once the game is over, any unused materials and figures from the Clans that weren’t chosen are put back in the game box.
How to Decide the Order
To start the game off right, it’s important for players to sit in the correct order around the table. This order is determined by the Clan’s Starting Honor Rank, which is indicated on their Clan Screens. The Clan with the lowest Starting Honor Rank goes first, followed by the Clan with the next-highest Rank sitting to their left, and so on. Basically, play moves clockwise around the table, starting with the Clan with the lowest Starting Honor Rank and continuing in ascending order. It’s worth noting that the sitting order, and therefore the play order, doesn’t change during the game.
For example: If there are five players, the sitting order going clockwise should be KOI, LOTUS, TURTLE, DRAGONFLY, and BONSAI.
First, I place one of my markers from my Clan on the first slot of the Victory Point Track on the board.
Next, I put my other Clan marker on the Honor Track. The specific slot it goes on is determined by my Clan’s Starting Honor Rank. The Clan with the lowest Rank is placed on the top slot, followed by the Clan with the next Starting Honor Rank, and so on. There should be no empty slots between Clan markers, but there may be empty slots at the bottom, depending on how many players there are.
For example, let’s say we’re playing with 5 players. The starting order on the Honor Track, from top to bottom, would be KOI, LOTUS, TURTLE, DRAGONFLY, and BONSAI.
Okay, let’s get started with setting up the game. Here’s what you need to do:
Step 1: Grab your clan’s Daimyo figure, 3 Shinto figures, and 6 Bushi figures. Make sure to attach a black plastic base to the Daimyo and white bases to the Shinto figures. This will help you and the other players easily identify them. Keep all these figures near your Clan Screen, so everyone can see.
Step 2: You also need some plastic bases in your clan’s color. Keep these next to you. They will come in handy if you acquire any Monsters during the game.
Step 3: Don’t forget to grab the 4 Stronghold tokens and the Alliance token that belong to your Clan. Keep these next to you as well.
Step 4: Now, it’s time to set up your Home Province. Take your Daimyo figure, a Bushi figure, and a Stronghold token and place them on the board in your Home Province. You can find the location of your Home Province on your Clan Screen.
And there you have it! You’re all set up and ready to start playing. Have fun!
Let’s Get Ready for the Kami!
First, I’ll shuffle the 7 Shrine tiles and put them facedown. Then, I’ll draw 4 of them and place them faceup on the Shrine Slots on the board, starting from the left. If you’re playing for the first time, you should use the following tiles in this order: Amaterasu, Fujin, Hachiman, and Tsukuyomi. The other 3 Shrine tiles can go back in the game box for now.
Time to Prepare the Season Decks
Now, let’s take the Core Season cards and put them facedown next to the board. We need to create 3 separate decks: Spring, Summer, and Autumn.
So, here’s what you need to do: first, you and your fellow players have to choose which Set of Season Cards you want to use for this game. The Rising Sun core box gives you three options: Horseman, Archway, and Teapot. Each Set offers a different gameplay experience.
If you’re new to the game, I recommend starting with the Archway Set. Of course, you can also mix things up by shuffling one card from each Set and drawing one at random.
Once you’ve picked a Set, take its five cards for each Season and add them to the Core Spring, Summer, and Autumn decks. This will make sure each deck contains twelve cards. Any extra Season cards can be put back in the game box for now.
Last Steps
Alright, we’re almost there! Next, you’ll need to separate the War Province tokens. There are three types: I, II, and III. Shuffle them into three facedown piles, with eight tokens in each pile. Make sure to place these piles next to the game board.
Lastly, take all the War Number tokens and put them next to the board as well. And that’s it – you’re all set to start playing!
Let’s get started on setting up the game!
First, I shuffle the 10 Political Mandate tiles and place them facedown in a pile next to the board.
Next, I make sure all the Monster figures are within reach of all players by placing them next to the board.
Then, I put all the Coins and Ronin tokens in common piles next to the board, also within reach of all players.
Remember: Coins and Ronin are unlimited, so don’t worry if we run out. We can always use substitute components.
Time to Play!
We’ll be playing Rising Sun for 4 rounds, which are called Seasons. We start with Spring, then move on to Summer and Autumn. The game ends when Winter comes, and everything gets quiet under a blanket of snow. That’s when we calculate our bonuses and see who wins!
When a new Season begins, there are certain tasks that need to be completed in a specific order. Let me walk you through the different phases of each Season:
Here are the different Phases of each Season:
- Seasonal Setup
- Tea Ceremony
- Political Phase
- War Phase
- Seasonal Cleanup
Once alliances have been formed, each Season is divided into two main phases: first, the Political Phase, where you’ll be playing Political Mandates and invoking the Kami to prepare your Clans and strategically position your forces on the board. And second, the War Phase, where the Battles in the contested Provinces will be resolved.
Seasonal Setup
Prepare For Battle
Let’s get ready for war! We need to set up the game board for the current season – Spring, Summer, or Autumn. To do this, we’ll need some War Province tokens. These tokens represent different areas where the battles will take place.
First, grab the War Province tokens and place them face-up on the designated War Province Slots on the board. The number of tokens you place on the board should be equal to the number of players plus 2. For example, if you have 4 players, you’ll need to use 6 tokens. The board has slots for these tokens, and the top 5 slots should always be filled. If the player count matches the number written on the slot, you’ll also fill the remaining slots.
Next, take the War Number tokens and put them in the corresponding War Number Slot on the Province indicated by the War Province tokens. These War Number tokens represent the strength of each Province’s army. If there are any War Number tokens left unused, just put them back in the game box.
Here’s an example: In the game of Spring Season, we randomly select 6 War Province tokens for a fun 4-player experience.
Preparing the Season Cards
If there are any Season cards left over from the previous Season, we’ll get rid of them. They won’t be needed anymore.
Now, it’s time to set up the Season deck for the current Season. We’ll place all the cards faceup next to the board where everyone can reach them.
If there are any identical cards, we can stack them on top of each other, slightly offset so we can see how many we have. This will make it easier for us to choose from all the available options.
So, here’s the deal. We’re talking about the Spring Season cards and using the Teapot Set. Pay attention, because this is important.
Seasonal Income
Now, don’t go thinking about how much money you’ve got, because you should have none of it at this point. But here’s what happens next: each player gets some Coins from a common pile. The number of Coins you get is based on your Seasonal Income, as shown on your Clan Screen. Makes sense, right?
Return Hostages
Now, let’s talk about something else. At the beginning of Summer, Autumn, and Winter, if you’ve taken any figures hostage from other players, you’ve got to give them back. Yep, they go back to their rightful owners. And here’s a bonus – for each figure you return, you get an extra Coin from the common pile. Not bad, huh?
II. Tea Ceremony
Alright, time for a Tea Ceremony. Once the Seasonal Setup is done, it’s time to negotiate your Alliances for the Season. By the way, any Alliances you had before are off the table. It’s a clean slate. Each player grabs their Clan’s Alliance token and starts proposing new Alliances. Exciting, isn’t it?
Being part of an Alliance can have its benefits and drawbacks. It can provide you with advantages and a sense of security, but it can also limit your freedom and hinder your plans. That’s why it’s crucial to make careful choices when it comes to forming an Alliance.
Alliances are formed when two players come to an agreement. It’s a mutual decision that requires both players to be on board.
Once an Alliance is established, the players combine their Alliance tokens to create a complete circle. These tokens are then placed where all players can see them (we recommend the top right corner of the board). An Alliance remains in effect for the current Season, unless it is dissolved by a Betray Mandate. After that, no new Alliances can be formed until the next Season.
Before committing to an Alliance, you need to consider various factors. Think about how far you are willing to go with this Alliance and what you hope to gain from it. It’s also important to ask yourself if being part of an Alliance is the right choice for you this Season.
Remember, an Alliance can be a powerful tool, but it should be approached with caution. Make sure you make an informed decision that aligns with your goals and strategies.
Example: In the game, there are four groups of players: the LOTUS, TURTLE, DRAGONFLY, and KOI. Some players decide to team up and form an Alliance, while others remain unallied.
Depending on how many people are playing, there may be multiple Alliances. But remember, only one player can win the game, so the competition is still on.
Joining an Alliance can have its perks, like getting bonuses, but even if you don’t join one, you can still do well on your own.
Just remember, the goal is to further your own cause, whether you team up or not. So think strategically and make deals that will benefit you in the long run.
Tip for Making Deals
The Tea Ceremony presents a golden opportunity to showcase your negotiation skills. It’s like forming a strategic bond that can truly make a difference. You might seek an ally who isn’t particularly interested in the territories you desire or someone who possesses abilities that complement your own. And if your alliance doesn’t seem too appealing to them, a handful of coins can work wonders in persuading them to join forces.
The Impact of an Alliance
- Collaborating with an ally unlocks remarkable bonuses that stem from the Political Mandates they implement during the Political Phase.
- When allied players find themselves as the sole contenders for a province during the War Phase, they refrain from battling each other. In this case, victory automatically goes to the player with the highest force.
- During a battle involving multiple players, if one of the allied players emerges victorious, they spare their ally’s forces from decimation.
All right, let’s give this a shot! Remembering the rules and the information, let’s see how we can make this text more engaging and accessible, without sacrificing any of the essential details.
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In the game, Allied players are still considered opponents when it comes to Season card abilities and other effects. It’s important to remember this, as it can be a bit perplexing at first. Allied players might not always be your allies!
Now, let’s talk about the Betray Political Mandate. If an Allied player decides to play this card, brace yourself. It’s not going to end well. When they play it, they immediately lose Honor and the Alliance falls apart. It’s like a trust that’s broken in a blink of an eye.
But hey, in the unlikely event that the game ends in a tie between Allied players, they share the victory. It’s a burst of relief, a moment of celebration for both of them. Even in the midst of competition, they can find common ground and come out on top together.
Now, onto the Political Phase. This is where alliances can be made or broken, where empires rise and fall. It’s a crucial moment in the game, a turning point that can completely change the course of history. The decisions made here can shape the destiny of nations.
So, remember, even in the midst of alliances and betrayals, the game goes on. It’s up to you to navigate these complex dynamics, to understand the intricate dance of power and ambition. By following your instincts and strategies, you can emerge victorious and claim your place in history.
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Hope you like it! Let me know if there’s anything else I can help you with.
In the Political Phase, we get to make important decisions that set the stage for our clans and prepare our forces. It’s a strategic time where we can position ourselves for success.
The Political Track on the board shows us the order of the Political Phase for each Season:
- First, we have 3 Mandate Turns
- Then, it’s Kami Turn
- Next, we have 2 Mandate Turns
- Followed by another Kami Turn
- And then, we have 2 more Mandate Turns
- Finally, it’s Kami Turn again
- After that, the War Phase begins
IV. War Phase
Now it’s time for the War Phase! This is where we engage in battles to conquer the contested Provinces. Winning battles not only earns us Victory Points but also offers great rewards, especially if we conquer a variety of Provinces. And here’s a secret – even losing battles can bring us benefits if we play our cards right.
When the War Phase begins, I need to flip my POLITICAL/WAR tiles to their War side. Gotta make sure I resolve any War Upgrade Season cards I have too. But remember, these effects only happen at the start of the War Phase in each Season, not during every Battle.
Every Season, there’s gonna be war in the Provinces marked with a War Number token. These tokens are randomly chosen during the Seasonal Setup, so the Provinces at war and the order they’re resolved in change each time.
Important: When the War Phase is happening, I can’t just freely give Coins or Ronin tokens to other players during negotiations.
Here’s how War plays out in each Province, starting with Province number 1 and going in ascending order:
If nobody has any Force in the Province, nothing happens and its corresponding War Province token is simply discarded. But if you or someone else has Force in the Province, that changes things. You can take the War Province token and keep it next to your Clan screen, showing everyone that you have power in that area.
Now, things get more interesting if there are two or more players who are helping each other, or what we call Allied players. If two or more of you have Force in the Province, there won’t be a battle. Instead, the player with the most Force just takes the War Province token and keeps it next to their Clan screen. If there’s a tie, we break it by looking at the players’ Honor. The one with the highest Honor gets the token.
But if the players who have Force in the Province aren’t allies, then things get intense. A Battle takes place to find out who comes out on top. It’s a fight to prove dominance and control over the Province.
Example: As Spring comes to a close, we enter the War Phase, where we resolve conflicts in specific Provinces in the following order:
1. Kyoto – Since no one has any military presence there, the War Province token is discarded.
2. Hokkaido – Only DRAGONFLY has military forces in Hokkaido, so they take control of the War Province token.
3. Oshu – Although there are no figures in Oshu, the TURTLE faction’s special ability allows their Strongholds to count as 1 Force. As a result, the TURTLE faction takes the War Province token.
4. Kansai – Both the TURTLE and LOTUS factions have 2 Forces in Kansai. Since they are Allied, no Battle occurs. Because the LOTUS faction has higher Honor, they take control of the War Province token.
5. Nagato – The TURTLE, LOTUS, and KOI factions all have military forces in Nagato. While the TURTLE and LOTUS factions are Allied, the KOI faction is not, so a Battle takes place involving all three factions. See the example in the next chapter for more details.
Figuring Out Who Wins
So, listen up! Battles only happen in Provinces when there are at least 2 players who aren’t buddies and have some serious Force. And get this, even if those players are on the same side, they still have to fight it out. It’s a free-for-all, folks!
When the Battle starts, all the players with Force in that Province are in the mix. And guess what? They have a shot at using their Coins to score some serious War Advantages. Now, I’m not just talking about changing the overall Force in the Province. Nope, these advantages can actually give the players some cool perks.
But hold on, before the Battle begins, everyone needs to lay it all out on the table. I mean, literally. Show your Coins and Ronin tokens right there next to your Clan Screens. And don’t even think about lying about how many Coins or Ronin tokens you have. We’re all playing fair here, got it?
Alright, let’s get this battle started! We each gather up our Coins and bring them behind our Clan Screen. It’s time to decide where we want to place them on the War tile. But here’s the exciting part – we’ll do it secretly and at the same time. So, no peeking!
You can put as many Coins as you want on each War Advantage spot. You can even choose not to put any if you don’t think it’s worth it. Just remember, the key is to aim for the Advantages you want to win. For the Coins you decide not to use, keep them behind the Screen, but below the War tile. We don’t want our opponents to see which spots we’re placing Coins on, or if we’re placing any outside the War tile.
Once we all agree that we’re finished with our Coin allocations, it’s time to reveal our bids. Ready? Lift those Clan Screens and let the games begin!
When it comes to the Battle in the War tile, any Coins that are placed outside of it don’t count. Instead, they are returned to the player’s reserve. Now, let’s talk about the War Advantages slots. We start from the leftmost one, called Seppuku, and move to the right.
In each War Advantage slot, the player who bids the most Coins wins that slot. It’s that simple. But what if there’s a tie? Well, in that case, we look at the players’ Honor. The tied player with the highest Honor is considered to have bid the most Coins. If no one bids any Coins on a War Advantage, we just move on to the next one.
Now, here’s the interesting part. Only the player who wins a War Advantage gets to execute it. But here’s the catch – they can choose not to execute it at all. Sometimes, winning a War Advantage is just a way to keep it away from someone else. It’s like saying, “I won fair and square, but I don’t actually want to use it.”
Let’s talk about War Advantages. These are like a list of benefits that we look at one by one, starting from the left and moving to the right. The important thing to remember is that when we resolve one of these War Advantages, it can impact what happens with the next one.
Seppuku
Instead of suffering a humiliating defeat at the hands of your enemy, there is more honor in engaging in ritualistic self-sacrifice.
When I win Seppuku, I have the option to kill all of my figures in the Province. If I choose to do so, I immediately earn 1 Victory Point for every figure I eliminate this way. Additionally, I acquire Honor for each figure killed in this manner. It’s crucial to note that this could alter the Honor tiebreaker for subsequent War Advantages.
If I decide to perform Seppuku, I must eliminate all of my figures in the Province; leaving some behind is not an option. It’s important to understand that even if I no longer have any figures in the Province, I am still considered to be in the Battle.
Take Hostage
Did you know that taking a hostage can completely change the course of a battle without any more fighting?
If I win the Take Hostage ability, I can choose to capture one of your figures that is in a Province, even if it’s part of your Ally’s Province. The figure I capture will be moved from the Province and placed next to my Clan Screen. Don’t worry, I won’t kill the figure, just capture it.
But that’s not all! When I take a hostage, I also get to steal one of your Victory Points. I’ll move your Clan’s marker back one slot on the Victory Point Track, and move my own Clan’s marker forward one slot. This way, I benefit while you lose out.
However, it’s important to note that if your Clan doesn’t have any Victory Points, I won’t be able to take any from you. So make sure you have some Victory Points to protect yourself!
Listen up! Daimyo are way too important to get taken hostage or be affected by this War Advantage.
Recruit Samurai
Imagine having a powerful group of Ronin mercenaries by your side. They could be the game-changer in your quest for victory, but only if you have the coins to secure their loyalty.
When I win the Hire Ronin game, I have the option to include the Ronin tokens in my forces in the Province. Each Ronin token I have in reserve adds +1 Force to determine the Battle outcome. The best part is that these tokens are not spent when used this way, so I can hire them again for future Battles.
Now, if you win the Hire Ronin game but don’t have any Ronin tokens, you don’t get to add any Force to your figures. However, you do have the satisfaction of thwarting other players’ plans by preventing them from adding their Ronin tokens to their forces.
How the Battle Plays Out
Before Imperial Poets, the final War Advantage, can be resolved, the Battle must come to an end. But what exactly determines the outcome? Well, it all boils down to the total Force possessed by each player in the Province. It’s important to remember that the Force can change throughout the Battle.
Let’s take a closer look at some of the factors that can affect the Force. For one, some figures may have chosen to perform Seppuku – a ritualistic suicide to maintain honor. Others may have been Taken Hostage, while a Clan may have decided to Hire Ronin to strengthen their ranks.
At the end of the Battle, the Clan with the highest total Force emerges as the victor. They earn the coveted War Province token, which they proudly display next to their Clan Screen. In the case of a tie, the player with the highest Honor takes precedence and is considered to have the most Force in the Province.
In the Province, when the players lose the Battle, all their figures are killed. But if one of the losers is on the same side as the winning player, their figures are not killed.
Note that if no players have any Force left in the Province at the end of a Battle, the player with the highest Honor wins.
Let’s talk about the Imperial Poets now.
Whether you win or lose a battle, true victory can be achieved by the epic poems
written to honor the fallen warriors.
The player who wins Imperial Poets will earn Victory Points equal to the total number of figures killed during the battle. It doesn’t matter who the figures belonged to or how they were killed – whether it was through Seppuku, a Monster’s ability, or at the end of the battle – all figures that were killed will award Victory Points to the player who wins Imperial Poets. To make counting easier, keep the killed figures separate from each player’s reserves until Imperial Poets has been resolved.
War Reparations
Now that the battle is finished, all losing players must discard all the coins they allocated on the War tile into the common pile.
When you win a game, you have to give away all the Coins you put on your War tile. The other players who lost the game get to share those Coins equally. They can keep the Coins for the next Battles. But if the number of Coins can’t be divided equally, the winner gets to decide who gets an extra Coin.
We keep playing Wars in the next Province until we finish all the Provinces with a War Number token. Then the War Phase is over.
Imagine this: Picture yourself in Nagato, engaged in a fierce battle between TURTLE, KOI, and LOTUS. TURTLE and LOTUS have formed an alliance, but because KOI is involved, everyone must battle it out. Now, let’s break down the numbers.
TURTLE brings 4 Force to the table – 1 from the Bushi and 3 from the fearsome Oni of Skulls. This intimidating force comes into play because TURTLE holds the lowest Honor in the Province. But that’s not all! They also possess 4 Coins and 1 Ronin, adding some financial muscle to the mix.
KOI, on the other hand, enters the fray with 2 Force – 1 from the Bushi and 1 from their strategic Daimyo. In terms of currency, KOI wields 8 Coins and 2 Ronin, showcasing their financial firepower.
Lastly, LOTUS brings in 1 Force, thanks to their trusty Shinto. To support their cause, they possess 6 Coins and 3 Ronin, proving they are not to be underestimated.
Here’s a handy negotiation tip for you:
Hey there! Did you know that even in the midst of a chaotic battle, negotiation is still possible? Yep, it’s true! Although you can’t directly give each other coins or ronin during the war phase, you can still strike deals with your allies to improve your chances of winning. Pretty cool, right?
For instance, you and your allies can team up against a common enemy by agreeing to prioritize certain war advantages and making sure none of you compete for the same ones. It’s all about trust, though. If you can trust each other to keep your word, then you’re golden.
Now, let me give you an example. Picture this – three players are in the midst of a battle. They each have their own set of coins, which they secretly allocate on their war tiles. Once everyone is done, they reveal their bids. Exciting, isn’t it?
Guess what? SEPPUKU – I won Seppuku and decided to kill my own Shinto, gaining 1 VP and some Honor!
Hold up! TAKE HOSTAGE – My turtle and I both had 3 Coins, but because I had higher Honor, I won. So, I decided to hold my turtle’s Oni of Skulls hostage, even though we’re allies.
Look at that! HIRE RONIN – I beat KOI with 2 Coins to 1 and got to hire all 3 of their Ronin tokens. That gave me a boost of 3 Force!
V. Seasonal Cleanup
Now that the War Phase is over, it’s time to clean up and get ready for the next Season:
Get Rid of Coins and Ronin – Any Coins and Ronin tokens that players had in their reserves are put back into the common pile. We’ll have to start building up our resources again next Season.
Return Shinto – When I finish a game of Shinto, I have to give back all the figures on the Shrine tiles to their rightful owners. It’s like they need to take a break and then start worshipping again in the next Season. But don’t worry, the figures on the Map will stay there and won’t go anywhere until the next Season comes along.
Return Political Mandates – Oh, and there’s something else I have to do. I need to gather up all the Political Mandates that are on the board and mix them back in with the deck of Political Mandates. I’ll make sure to keep the deck close to the player on my left who did the last Mandate Turn this Season. That way, everything will be ready for the next Season to begin.
And that’s it! Once I’ve finished returning the Shinto figures and the Political Mandates, it’s time for the next Season to start with its Seasonal Setup step.
Goodbye, Game: The Winter Season
As the game draws to a close, winter sets in. The land is blanketed in white snow, and a new Emperor will soon take the throne, guided by the mighty Kami.
During winter, there is only one important step to take: returning the hostages. If you have any Season cards that activate when hostages are returned, this is when it happens.
But that’s not all! You also have a chance to earn extra Victory Points. Here’s how:
Winter Upgrades: These special cards can give you additional Victory Points based on specific conditions.
War Province Tokens: If you collected any of these tokens throughout the game, you can earn Victory Points based on when you won them:
- Spring = 1 Victory Point
- Summer = 2 Victory Points
- Autumn = 3 Victory Points
War Province Set Bonus: Hey there! You know what’s cool? When you collect different War Province tokens, you also get a bonus in Victory Points. But here’s the thing, if you collect multiple tokens from the same Province, they don’t count for this bonus. Only tokens from different Provinces count, got it? Let me break it down for you:
Number Of Different War Province Tokens | Victory Point Bonus |
3-4 | 10 VP |
5-6 | 20 VP |
7-8 | 30 VP |
Okay, so, after collecting the tokens, it’s time to move your Clan marker along the Victory Point track. Make sure to add in all those extra Victory Points you managed to get. However, if you go beyond the 50 slot, guess what? Your marker goes back to the 1 slot and gets flipped upside down. Why? So we remember to add a whopping 50 points to your score. So, keep that in mind, folks! Once we’ve tallied up all the Victory Points, the player with the highest score is the big winner! Whoop!