Post by Rich Jones on Oct 25, 2010 20:41:18 GMT
38 pages inside the covers including QRS and 3 pages of 'Karma Cards'.
Opposed rolls for all combat.Period flavour is captured by using weapon and skill special rules … some weapons when used by characters with the skills can disarm some are better than others at putting opponents down, differentials in similar weapons are in there, the tachi is different from the katana for instance. Figures have a Kyu Grade and a Bujutsu level, the weapon can add specific abilities and damage potential. Unarmed combat can be supplemented with abilities … some skills Muto-dori for instance will allow disarms if succesful, taijutsu skill can help floor an opponent rather than damage. The 'morale' system is supplemented with a 'ON' system which means the characters need to act in certain ways. Insulting and shaming your opponent can effect this as well. There are 35 abilities a to personalise the characters.
When not in a position where they have to worry (ie they are not tied up or floored etc) figure positioning in the open is fairly loose as it is aimed at modelling skirmish combat,obviously the amount of opponents you are fighting is important.
It is not strictly IGO-UGO activation for a whole force is not necessarily guaranteed and characters in 'Zanshin' can interupt the opponents turn. Karma cards throw in a random element as well.
There are rules for weather, light etc etc as well as a magic system and mythical beasts for those wanting to play fantasy.Other optional rules are there to give the games a more chanbarra type feel.
A 50-60 minute game has between 5-15 characters depending on what you take. We often play bigger games but to be honest it slows down with anything over about 20 for one player to handle, unless they are dross.
Opposed rolls for all combat.Period flavour is captured by using weapon and skill special rules … some weapons when used by characters with the skills can disarm some are better than others at putting opponents down, differentials in similar weapons are in there, the tachi is different from the katana for instance. Figures have a Kyu Grade and a Bujutsu level, the weapon can add specific abilities and damage potential. Unarmed combat can be supplemented with abilities … some skills Muto-dori for instance will allow disarms if succesful, taijutsu skill can help floor an opponent rather than damage. The 'morale' system is supplemented with a 'ON' system which means the characters need to act in certain ways. Insulting and shaming your opponent can effect this as well. There are 35 abilities a to personalise the characters.
When not in a position where they have to worry (ie they are not tied up or floored etc) figure positioning in the open is fairly loose as it is aimed at modelling skirmish combat,obviously the amount of opponents you are fighting is important.
It is not strictly IGO-UGO activation for a whole force is not necessarily guaranteed and characters in 'Zanshin' can interupt the opponents turn. Karma cards throw in a random element as well.
There are rules for weather, light etc etc as well as a magic system and mythical beasts for those wanting to play fantasy.Other optional rules are there to give the games a more chanbarra type feel.
A 50-60 minute game has between 5-15 characters depending on what you take. We often play bigger games but to be honest it slows down with anything over about 20 for one player to handle, unless they are dross.