DAIMYO







INTRODUCTION
Board & card game for 2 players.
Medieval Japanese Warfare theme.  
Each figure represents a company or unit of men. 

VICTORY
You win if you kill your opponents Daiyamo.

THE MAP
Use an 8x8 chessboard or Grid.

THE MEN
Use chits or miniatures to represent units.
There are 10 types of units.

COUNTERSET AVAILABLE
by Raymond Salvas:
GotoWarpspawn III

UNITS TABLE NOTATION
K = Katanas
G = Guns
B = Bows
S = Spears
Y = Yes
N = No
Weapon = Weapon type the unit uses.
# = Number of that type of unit each player has in setup.

UNITS TABLE
Name:				#	Armor	Horse	Weapon
Daimyo 				1	Y	Y	K	
Ashigaru Spearmen              	1	N	N	S	
Bushi Gunners                	4	N	N	G	
Bushi Spear Cavalry            	2	N	Y	S	
Warrior Monks                 	1	N	N	K	
Samurai Swordsmen         	1	Y	N	K	
Samurai Horse Archers          	2	Y	Y	B	
Samurai Archers              	2	Y	N	B	
Samurai Heavy Cavalry		1	Y	Y	K	
Samurai Naginata             	1	Y	N	S	

SETUP
Each player places one unit on each square of his back two rows.
Units may not stack. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase

ORDERS PHASE
Draw 3 cards. 
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your units. 
Only units on Foot can use Foot cards.
Only units on Horses can use Horse cards.
Units cannot move through other units except for the Daimyo.
The move card has a number. 
This is the number of spaces the unit moves.
Some moves are diagonal, some orthogonal, and some can be either. 
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one unit in any direction, you have the 
option of moving one or more units forward the indicated number of 
spaces using a single move card.

BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
A unit must use an attack card that is the same as his weapon.
For Example: Archers can only use Bow & Arrow cards.
The attack card has a number. 
This is the range of the attack.
Some attacks are diagonal, some orthogonal, and some can be either. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack is automatically 
Killed and removed from the map. 
Units cannot attack through other units except for Archers.
Your opponent may play certain Defense cards to negate your attack.
Only units with Armor may use an armor card.
The Daimyo can make two attacks per turn (using two attack cards)

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
U = Any type of Unit
K = Katanas
G = Guns
B = Bows
S = Spears
R = Units with Armor
X = All Units 
H = Units on Horses
N = as a Knight would move in Chess
Type = Purpose of card
User = What type of unit can use the card

CARD LIST
Card Name:		#	Range	Type	User	Notes
Muskets			2	3	A	G	
Arquebus		3	2	A	G	
Bows 			2	2	A	B	Indirect
Arrows			3	N	A	B	Indirect
Spears			3	1	A	S	Orthogonal
Naginatas		2	1	A	S	Diagonal
Katanas			3	1	A	K	Diagonal
Swords			2	1	A	K 	Orthogonal
March			4	1	M	X	Orthogonal
Advance			4	1	M	X	Diagonal
Run			4	2	M	X	Diagonal
Charge			4	2	M	X	Orthogonal
Canter			2	3	M	H
Outflank		2	N	M	H
Ride			2	4	M	H
Gallop			2	5	M	H
Difficult Terrain	2	-	-	-	Negate a Move Card
Rally			2	-	D	U	Negate an Attack
Armor			6	-	D	R	Negate an Attack








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