Kensei Living Rules (eng)

February 2020 edition

Kensei is a miniatures wargame that takes place in a world called Hymukai, set in a fantasy feudal Japan. The players take on the role of a commander in one of this world’s clans. Your mission is to lead your clan’s armies to glory and control of your empire!

This “Living Rules” edition is a web version, written in a schematic form for players who are familiar with this type of game and who are looking for a rulebook for consultation. This edition is always the latest update of the rules as opposed to any pdf-file or physical book.

Introduction to Kensei

Game overview

Kensei is a game where you take the role of the commander of one of the great clans and families of Hymukai, the Dragon Islands, a fantastic/medieval land with a rich and exciting background

Hymukai saw the birth of the different samurai clans that served as the starting point for the story. These clans have been joined by pirates, explorers from the other side of the world, and other empires, which have given us the opportunity to see other places in the world where Kensei is active.

In Kensei you will play with an army of between 30 and 60 miniatures belonging to one of the army lists of this universe.

The game system is based on a system of unit activations in an alternating way in which maintaining the initiative in every moment is the key to success.

What you need to play

You will need these game components to play Kensei.

  • Miniatures: 28/32mm scale miniatures to represent the period and the army you will be playing.
  • Dice: About ten six-sided dice (D6).
  • Measuring tape: In centimetres.
  • A gaming table or board: A minimum 90×120 cm gaming area is recommended.
  • Scenery: Scaled elements to decorate your battle ground of this period.
  • Markers: These are not necessary but they will be very useful to remember some situations that occur during the game. You can also use colour-coded chips, coins, or anything else – as long as every player agrees as to what they represent or or download and print a free PDF from the download section.
  • A deck of cards: You can also use a normal deck of cards that has four different suits or download a free PDF and print your own deck from the download section.
  • A commander’s order deck: Download a free PDF and print your own command order deck from the download section.

Miniature basing

Kensei’s system allows any type of base, round or square, for your miniatures. The minimum size for a stand, used by an infantryman, is 25 mm.  

If you use round bases, you must clearly indicate where the miniature is facing, as it is important for certain aspects of the game.

Command Deck

This command deck is used during the game for several actions. Each player must prepare a 24 card deck, with cards valued from 0 to 3:

  • 7 cards of value 0.
  • 8 cards of value 1.
  • 6 cards of value 2.
  • 3 cards of value 3.

If you are using a normal deck, each suit will have a different value: Clubs 0, Spades 1, Hearts 2 and Diamonds 3.

Commander’s Order Deck

Commander’s orders are special strategies you can perform during the game. Each command deck has a description (the effect it has), a cost (the value in command cards to be spent) and the factions that can use it.

Print and prepare the pdf of the command deck for use during the game.

Basic Concepts

Troops and Units

Your army is formed by different types of soldiers that we call troops. Each soldier is represented by a miniature. Each troop has some attributes and each type one with a series of characteristics that make them unique and give them a character on the battlefield.

The miniatures are grouped into units. All miniatures of a unit are of the same troop type. These units have a variable number of miniatures that decide when you form the army.

Army leaders and other miniatures can fight alone or within a unit. All miniatures that act alone outside of a unit are considered single-miniature units.

Distance and Measurements

In Kensei all distances are given in centimetres. 

Distance between a miniature and another element on the table (either another miniature or any other element), is always measured between the nearest borders of their bases.

When moving troops on the tabletop, measuring will always take place from the same point of the base.

As a general rule, from the beginning of the first turn after deployment, no measurements can take place before declaring an order. Measurements related to the order can only be made at the moment the order is being carried out.


An obstacle is any scenery or miniature element (ally or enemy) on the battlefield.

Each obstacle has a height, as do the miniatures, as indicated in the description of each troop’s attributes.

Dice rolls

Kensei uses six-sided dice (D6 in simplified form) for event rolls.

The rolls can be modified in two ways:

  • The number of dice to be rolled: It is indicated by +XD6 or -XD6. The symbol indicates that the dice are added (+) or subtracted (-) and the X number of dice to be added or subtracted (+2D6, add 2 dice, -4D6, subtract 4 dice).
  • The value of the die: It is indicated with a +X or -X. The symbol indicates whether to add or subtract and X the value you must add or subtract from the value of each of the dice in the roll (+1 indicates that you must add 1 to every dice in the roll).

Some rolls may be one or more three-sided dice (D3). You roll 1D6 equally but the die value is divided by two and rounded up if there are decimals.

Success rolls

It is used when the troops are going to perform an action. On a success roll you must roll one or more six-sided dice (1D6, 2D6, etc.).

A die from this roll is considered a success if you get a result of 4+ (four or more). The success of a roll is the sum of the successful dice.

A result of 1 on the die (natural 1) is considered a fumble and is always a failure regardless of modifiers.

A result of 6 is a critical roll and is always a success regardless of modifiers.If for any reason the number of dice to be rolled is reduced to 0, roll 1D6 but only a critical roll (natural 6) is a success.

Honour rolls

It is used to find out if a troop is capable of resisting the pressure of combat. When a roll of honor is called, throw 1D6. The roll is a success if the result is less than or equal to the troop’s Honor attribute. There is no fumble or critical result on this roll.

Orientation of a miniature

A miniature is oriented to where it’s looking at its head. If there is any doubt about the miniature, it must somehow indicate where this miniature is facing.

Flank, Front and Rearguard

The sides of a base can be distinguished from each other:

  • Front: The point on the base to which the miniature is oriented.
  • Rearguard: The point on the base opposite the front.
  • Flanks: The points of the base between the front and the rear.

Visual field of a miniature

The visual field of a miniature is the entire area in front of the central point on the front side of the miniature’s base.

Line of sight of a miniature

The line of sight of a miniature indicates whether the miniature can see another miniature or object.

To know if there is a line of sight, the miniature you are looking at must be within its visual field. Then, draw a line as wide as the base of the miniature is looking at from the center of the base to the center of the base of the miniature observed. The following may occur:

  • No obstacle touches the line of sight. Total line of sight. The miniature sees the target completely.
  • There is an obstacle that touches the line of sight at some point. The line of sight is partial. The miniature sees the target but not completely.
  • Some obstacle totally obstructs the line of sight. There is not line of sight and the miniature does not see the target. An obstacle totally obstructs the line of sight only if it is equal to or greater in height than the miniature you are looking at. Otherwise, the line of sight is considered to be partial.

Orientation, visual field and line of sight of a unit

The orientation, visual field and line of sight of any unit is the sum of those of the miniatures that compose it.


A miniature is in cover with respect to another that is looking at it when:

  • It’s a 2.5 cm or less from an obstacle.
  • The obstacle makes partial the observer miniature’s line of sight.

A miniature in coverage is harder to hit in combat.

Melee combat

Two enemy miniatures are engaged in melee combat if the edges of their bases are 2.5 cm or less apart from each other (a miniature’s base width) and at least one of them is facing the center of the base of the enemy miniature.

Two units will be in melee combat if at least one miniature from each unit is in melee combat with each other.

Game System

To prepare a game of Kensei you must follow the steps below. Once these steps are completed, the battle begins.

1. Size of the battle

Choose the size of the battle in troop cost points This indicates the maximum size of each army. A small battle is around 250 points, a medium battle is around 400 points and a large battle is around 600 points.

2. Prepare your Army Lists

Choose a faction from the available army lists and create your army as using our online army creator. In the section Creating Armies it is explained how to create your army and the special rules of each faction.

Each army must have a maximum cost as indicated by the size of the battle.

3. Choose a Battle Scenario

The Battle Scenario indicates why and where the battle is being fought, as well as special rules, necessary scenery, etc. that affect the battle.

Randomly choose one of the existing ones in the Battle Scenarios section.

4. Game Table and Scenery elements

Prepare your game table by adding the minimum scenery elements as indicated in the chosen battle scenario.

Each player can include extra scenery elements according to the chosen battle scenario (which are obstacles) of up to 5×5 cm side depending on the Commander Level chosen when creating your army.

Level 11D3
Level 22D6 and choose the lower roll.
Level 32D6 and choose the higher roll.

You can join several elements to include an element of greater perimeter (ex: 2 elements of 5×5 can form 1 element of 10×10).

The player with the highest level of command decides which player places all his extra scenery first. If no player has a higher commander level, the first player decides at random.

5. Prepare your command deck

Command cards are used to maintain and draw the initiative for the turn as well as other strategic actions as described in the command deck section.

Place your command deck in an accessible location, as you will use it constantly throughout the battle. Each player must have his own.

Draw the cards from the deck to form your first hand. These cards can be used from this point on.

The maximum number of command cards in your hand depends on the battle and your army: 4 cards minimum plus 1 card for every 200 army points (e.g. in a 500 point battle you can have up to 6 command cards in your hand).

6. Prepare your commander’s orders deck

Take the commander’s order cards and withdraw the orders that cannot be used by your faction. Do the following with the remaining cards:

  • Pick 1 card. That command will be the first in your hand and you can use it from now on.
  • Choose 5 more cards. These cards are shuffled and placed face down next to the command deck. That’s your Commander’s Orders deck.

How to use the commander’s orders is described in the command deck section.

7. Deployment

With the armies and game table ready, it’s time to deploy armies. Follow these steps:

  1. Strategy roll. Each player rolls 1D6 and adds his level of commander. The player with the highest score wins this roll. In the event of a tie, the roll is repeated.
  2. Starting position of the units. Each player places 1 miniature of each of his units (soldiers, war machines, etc.) in his deployment zone. This is done alternately (one miniature you, one me..) until all the units are represented on the battlefield. The player who won the Strategy roll begins.
  3. Rest of the army. Each player places the rest of his army by completing the units with the miniatures that form that each unit. At this point, the army leaders inside and outside the units are placed. Miniatures belonging to the same unit must be 2.5 cm or less away.

Any special rules indicated in the battle scenario take precedence over this here.

8. Starting the battle

With the armies deployed, the first game turn begins. Follow the steps indicated in the sequence of play.

Game Sequence

A Kensei battle is divided into turns in which units perform actions more or less alternately. We do not differentiate between one player’s turn and another’s, both players act at the same time each turn. Each turn is also divided into the following phases which are repeated in order until the end of the game:

  1. maintenance
  2. initiative
  3. activation.

As a general rule the battle ends at the end of the fifth turn, although the battle scenario you play may add special rules in this regard.

1. Maintenance Phase

At the beginning of each turn, you and your opponent must check the status of the armies and prepare them for the new turn. Follow these steps in order:

  1. Check if it’s the end of the battle. From turn 3 on, add up the victory points of each side, 1 point for each of their leaders still in the game and 2 points if the general is still alive. The game ends if one of the sides has a higher score than the double enemy’s score. Otherwise, the game ends at the end of turn 5.
  2. Draw new command cards. Discard all cards in your hand. Then draw the number of command cards you are allowed to have in your hand plus as many as your level of command. From those you have drawn, choose the ones you want to keep in your hand (as many as allowed for the battle) and discard the rest. When your command deck runs out, shuffle your discard pile and use those cards again as a command deck. This action is not performed  in the first turn.
  3. Draw new commander order cards. Draw a commander’s order card and decide whether to keep this new card or the one you already have. The discarded card is placed in the discard pile.
  4. Retreating troops: Both players must make an Honour Roll for each unit that has a Fleeing Unit marker. Apply a -1 to this Honour Roll if the troop is engaged in melee combat against an enemy troop. If successful, remove the marker and the unit may act normally for the turn. In case of failure the entire unit is removed from the game table as casualties.
  5. Remove markers. Remove all Used Unit and Stunned Unit markers.

2. Initiative Phase

Both players throw 1D6 at the same time, the one who gets the higher result wins the initiative. If there is a tie, the roll is repeated.

Using the command deck, as explained in its section, you can take the initiative during the activation phase.

3. Activation Phase

This is the main phase of the turn when troops from both sides perform their actions. Both players activate one or more of their units at the same time and act with them alternately (one player first, then the other).

How to activate units is explained in the Unit Activation section.

This phase ends when one side has activated as many units as the number of his opponent plus one or until both sides have activated all their units, whichever comes first.

When this phase ends, the turn is over and the next one begins.

End of the Game

When the game is over for any reason, check the winning side by adding up the victory points of each side as indicated in the battle scenario you are playing.

Unit Activation

Activating the units means using them to perform an order. Each unit of your army can be activated at most once per turn.

While this activation phase is not over, follow the next sequence each time one or more new units are going to be activated.

This phase ends when one side has used all its units and the other side completes all extra activations allowed.

1. Order of Activation

The player with the initiative decides which side acts first in the activation (whether he or his opponent). The chosen side is known as the Active Side.

2. Choosing Units

Each player chooses one of the units in his army starting with the Active side. You cannot choose a unit that has a used unit marker (meaning it was used before in this turn).

The units chosen are called Active Units, all other units on both sides are called Reactive Units.

3. Order Roll

Both sides roll 1D6 at the same time and add their Active Unit’s Initiative attribute (INI) to the roll. Depending on the result you get one or two activation orders. With each activation order obtained, your Active Unit may perform one action.

  • 1 natural: this is a fumble. You receive an activation order regardless of the initiative value of the unit.
  • 2 to 3: you get 1 activation order.
  • 4 to 5: you receive 2 activation orders.
  • 6 or more (6+): 2 orders and also activates your ki, being able to use one of the ki (special) skills of the troop.

4. Performing actions

Alternately, starting with the Active side, each player spends 1 of his activation orders to perform an order with his active unit (1 action one side, another action the other, and so on) until both sides run out of activation orders. If one side has no orders left, it must wait until the other side spends all of its orders.

Also, if one of the reactive actions performs or is forced to perform an action (ie. due to an enemy attack), the player that owns that unit must expend an activation order. If you have no activation orders available, you cannot perform the action or your unit will be penalized performing the action.

There are complex actions that force you to spend 2 activation orders at a time and you must have them available in order to choose one of those actions.All actions and how to do them are explained in the Orders and Actions section.

Used Units

When all action orders have been spent, each side places a Used Unit marker next to its active units and all reactive units that have performed a reaction order and had not a used unit marker already. These troops may not be activated again until the next turn.

5. Activate new units

Repeat each point in this sequence with other units as long as both sides have unused units. When one side uses all of its units, the other side may perform an extra solo activation (if it has any unused units left) and then the turn is over.

Troops and Units

Your army is made up of heroes and soldiers all with their unique characteristics and role in battle. We call each one of them an army troop.

Troop profile

Each of your troops has a unique profile that contains all their characteristics. You can view the troop profiles of each faction in the online army creator.


The troop’s soldier category. The classes are ordered from highest to lowest as follows:

  1. Hero (H), Colossal Creature (C)
  2. Elite (E), Mayor Creature (M)
  3. Warrior (W), Inferior Creature (I)
  4. Peasant (K)
  5. Onmyouji (O)
  6. Peasant (P)


The troop’s name.


Each troop gets its traits through a set of abilities, providing modifiers to its attributes and special actions that can be used in battle. There are two types of abilities: Permanent abilities (PA) that can always be used and Ki abilities (unmarked) that can only be used if a 6+ is rolled on an Order roll. They are explained in the Troop Abilities section.


Weapons, armour, horses, etc. that this troop carries.

Weapon type

Weapons are grouped by type. Each of these types brings a series of bonuses as explained in the Equipment section.


Indicates the troop’s social and military education: Samurai, Ashigaru, Ninja, Monk, Undead, Spectre, etc. Each title provides the troop with a series of extra rules and abilities, described in the Troop Abilities section.


If a miniature has the Army leader rank it will be marked as a leader.


Some troops are legendary heroes of which there are no two the same. These troops are marked as unique or legendary on the army list. There cannot be more than one miniature with that profile in your army. 


Represents the troop’s value in points. When building an army you must sum up the cost of all your troops and this total must not exceed the maximum army point value agreed on for the battle.

Miniature volume

Indicates the size of the creature, the higher the value, the greater the height. This height is important in certain situations as larger miniatures occlude what is behind them.

Troop Attributes

Attributes represent the ability of soldiers to perform different actions. Attributes depend on the class of the troop.

(H) Heroe10 / 15 4 / 3 353
(E) Élite10 / 153 / 3 242
(W) Warrior 10 / 15 2 / 2131
(P) Peasant 10 / 150 / 0021
(C) Colossal Creature 15 / 20 6 / 5 4 5 4
(M) Major Creature 10 / 15 5 / 4 2 4 3
(I) Inferior Creature 10 / 15 3 / 3 1 3 2

Movement (MOV): movement in centimetres. The first value is applied to a miniature on foot, the second if mounted. 

Attack (AT): indicates the base number of attack dice The first value is used for the hand to hand combat roll, the second is used for the shooting roll.

Initiative (INI): initiative of each troop. Used for Order rolls

Honour (HO): honour of each troop. Used for Honour rolls.

Presence (PR): The creature’s connection with the physical world. It’s the equivalent to a troop’s honour roll and is used in the same way.  When a creature or its unit fails a presence roll, it doesn’t retreat but instead suffers an extra wound to reflect instability in its connection to the physical realm.

Wounds (WO): number of wounds that a troop can take before being considered a casualty.

Troop types

Kensei’s troops are divided into these categories, which determine how they behave in battle:  

Infantry. Foot troops that march in close formation are the backbone of your army.

Mounted. Troops equipped with horses or any other mount.

Skirmishers. Troops that are trained to act more freely on the battlefield, infiltrating enemy troops and creating chaos.

Support troops. These are troops such as musicians, standard bearers, etc. that are included within the unit and provide the benefits indicated in their abilities.

Spiritual troops. There are two types: the Onmyouji, wizards capable of performing magical invocations and dominating creatures from other realms of existence; the Komuso, the antithesis of the previous ones, followers of the absolute order and capable of counteracting their attempts to invoke.Mythological creatures. All kinds of creatures of magical origin: Onis, Misuchi (dragons), demons, etc.


Miniatures of the same profile are grouped in units.

All troops, except those marked as unique, are required to be deployed as units in a group of at least 3 miniatures.

Single troops (such as army leaders) may deploy alone and are considered a single-miniature unit.

Unit formation

Units formed by more than one miniature must keep the formation in battle maintaining a maximum distance between miniatures or they will suffer a series of penalties:

  • Non-skirmishers units: each miniature must be within 2.5 cm or less (an infantry stand) with at least two other miniatures in the unit (provided there are more than two miniatures in the unit). This is a closed formation.
  • Skirmishers units: each miniature must be within 5 cm (1 inch) or less with at least one other miniature in the unit. This is an open formation.
  • All units: No miniature may be more than 20 cm. away from any other miniature in the unit.

A unit is out of formation if it does not meet any of the requirements described.

Control area

The control area of a miniature or unit an area around it equal to the movement attribute of its profile.

Army leader

The leaders of the army are in charge of leading the troops on the battlefield. In your army profile you are marked as a leader. In addition, they are always considered unique troops.

Unlike other troops, they can be deployed either alone outside a unit, considering themselves a miniature unit, or inside one, becoming the leader of the unit.

Unit leader

We call a leader who is part of a unit a unit leader.  A unit leader must meet the following requirements

  • There cannot be another leader in that unit.
  • The leader must be of a class equal to or greater than that of the unit.
  • He must be of the same type (cavalry, infantry…). In addition, a hero can only join a unit with missile weapons if he is also equipped with one of the same type as the unit’s weapon.
  • Colossal creatures, Komuso(K) and Onmyouji(O) cannot be unit leaders.

A unit leader is considered to have exactly the same profile as the unit’s other miniatures while inside. However, he does provide these modifiers:

  • the unit always uses the leader’s initiative and honour attribute value.
  • It adds up as many dice as its attack attribute in combats and fire (explained in the combat section).
  • A unit leader has his own wound counter, independent of his unit’s. While inside the unit, he can only be wounded with critical results in combat, so he is more protected.

Army general  

One of the leaders of the army must be the general on the battlefield. The general must be a hero class troop (an elite leader can be an army leader but not your general). He behaves just like any army leader but adds these special rules:

Repeat honour roll

The general and any troop up to 15 cm. of the general and having line of sight with the general make their Honour Rolls with 2D6 and choosing better value.

If the general goes inside a unit as a leader, any miniature of the unit has the same effect on other units of the army.

Death of the general

All army troops apply -1 to their Honour and Initiative attributes until the end of the battle.

Orders and Actions

The orders represent the actions your troops can perform during the game.

Action and Reaction orders

There are two types of orders: Action Orders, which are those that can be performed by your active units during the activation phase, and Reaction Orders, which can be performed by both your active and reactive units.

Action TypeAction OrdersReaction Orders
Challenge to a duel
Opportunity Charge
Hold and shoot

Using orders

Every time you want to perform an order, whether action or reaction, you must spend an activation order obtained in the Order Roll. If this is not possible, you cannot perform the action except in melee combat.

When you are the target of an attack order you are obliged to react and fight. If you have activation orders, you must spend at least one. If you don’t have unused activation orders, your unit can still fight but it suffers combat penalties.

During its activation, the active unit may issue any combination of orders but may issue a single combat order voluntarily.

Boosting an order

Actions, both in action and reaction, that require only one activation command can be boosted by spending a second activation order at the same time. If the player does not have two activation orders, you cannot  boost any order.

The description of each order indicates the effect if it is boosted.

Movement Orders

All movement orders causes the miniatures to move around the game table. No command can make them leave the table, unless the battle scenario indicates it.


You can assign this order to any active unit that does not have a Used Unit marker.

A miniature that is not engaged in a melee can move up to as many centimeters as its movement attribute in any direction, and it will be faced wherever you want.

A miniature engaged in melee that receives this command can rotate up to 360° but remain in position.

While moving, it can change direction in the middle of the movement as many times as you want (for example, to go around some corners).

Rotate miniatures

A miniature always rotates using the center of its base as a pivot.

Moving multiple miniature units

When a unit formed by several miniatures moves, each of its miniature can be moved as indicated before.

If the unit is a skirmisher troop or if it is not engaged in melee combat when moving, add the following restrictions to its movement:

  • If there is displacement, all of the unit’s miniatures must end their movement looking at the movement direction.
  • If all unit’s miniatures remain static when ordered to move, each miniature may rotate to have a different orientation from each other (if desired).

Engage in melee combat

A miniature can end its movement in close combat with an enemy miniature. This movement is called “engage”, it is not considered a charge and therefore no automatic attack order is performed.

To engage in melee combat, the miniature must move at 2.5 cm or less of the closest points between its base and the enemy’s base at the first moment that there is a line of sight between them.

The engaging miniature must be oriented towards the centre of the enemy’s base.

If it is not possible for a miniature to be placed at that point (due to an obstacle, another miniature in that position, etc.), the miniature cannot engage.

Crossing obstacles

Obstacles on the battlefield can make it difficult or impossible to move a miniature. A miniature crosses an obstacle when its base touches (even minimally) that obstacle.

There are three types of obstacles, the battlefield indicates what type each of the main scenery elements are, and players must decide what type the rest are.

  • Normal: Fences, hedges, paths, etc. They do not apply any penalty to movement.
  • Difficult: Rivers, forests, crops, etc. The movement order cannot be boosted if during the movement cross any difficult terrain. Also, miniatures that make a second move action during its activation by touching any of these types of obstacles have their movement attribute reduced by half.
  • Impassable: Rock walls, torrential rivers, walls, etc. or elements taller than the miniature. Elements that cannot be crossed, both because of their height and for other reasons, and that must be surrounded. A miniature cannot finish its movement over an obstacle that is impassable to it.

Crossing miniatures

As a general rule, enemy and friendly units are considered impassable obstacles and cannot be crossed.

In the case of allied skirmishers unit or an allied individual miniature unit they can be crossed but the unit crossed is considered a difficult obstacle.

No miniature may end its movement over another miniature, either Allied or enemy.


The units cannot climb up and over a vertical element (e.g. a wall to a roof of a house) unless otherwise indicated.

Joining a unit

An army leader acting as a one-man unit may end his movement an inch or less from an Allied unit with a used unit marker and become part of it.

There may be no other leader in the unit and the incoming leader must meet all requirements to be the leader of the unit.

The leader, upon entering the unit, may exchange his position with any other miniature in the unit.

Leaving a unit

A unit leader (and only a leader) may leave the unit he is leading by leaving his formation at the end of the move if the unit do not engage in melee combat. 

Place the leader miniatures at 5 cm. of any miniature of the unit. The leader cannot engaged in melee combat if leaving a unit.

The leader becomes an individual unit, automatically receives a Used Unit marker, and becomes a reactive unit (even if the player has action orders left, which he may only use with the active unit).

Boost a movement

By boosting the movement the miniatures can run. If you spend 2 activation orders instead of one you can power up the movement by making all the thumbnails of the Active Unit able to move up to twice their movement attribute +1D6 cm. Add these restrictions.

  • Any miniature cannot cross a difficult obstacle.
  • Miniatures must move somewhere within their vision field, which means they must move forward or sideways.

Units out of formation

Miniatures out of formation must move so that they try to recover the formation.


The unit may withdraw from melee combat. This order forces you to spend 2 activation orders at a time, so it cannot be boosted.

The unit’s miniatures can perform a move as explained in the move order but away from the enemy units it is fighting.

The unit receives one wound for each miniature that was engaged in close combat. If casualties occur, remove the corresponding miniatures, as explained in the Casualty Removal section, from the table without suffering any further consequences.

Enemy reaction

The units that were fighting the unit they were destroying do not react at all. These units may act normally for the turn, as long as they do not have a Used Unit marker, but they may not charge against the unit that has been undone from them, although they may engage in combat against them.

Skirmishers troops

The miniatures of a skirmisher unit can unlock without receiving any wound.

Static Orders


Remove one of the unit’s unload weapon markers. All weapons start the battle loaded.

Boosting reload

If the unit has more than one marker of unloaded weapons, you can boost the reload and remove all the markers.


Your unit closes ranks and uses a few parapets to protect its progress. Only a unit that is not in melee combat, that is not already sheltered and that is not a mounted or skirmisher unit can perform this command.

Place a sheltered unit marker next to the unit and apply the following modifiers

  • Apply a -1 to the enemy’s Combat Roll and Shoot Roll.
  • Apply a -2D6 to your Close Combat and Fire die roll.

The sheltered unit marker is lost as soon as the unit makes a move of any kind.

This order cannot be boosted.

Combat Orders

The active unit can only perform one action combat order per activation. Reactive units are forced to perform the Combat order whenever they are targeted by an enemy Combat order.


The charging unit performs a full power move against the target unit that concludes with a shock and a combat.

The active unit that is not engaged in melee combat or out of formation may perform this action. Follow these steps:

1. Select the enemy target unit

A miniature of a unit can only charge over another enemy miniature with which it has line of sight before performing any movement or facing with this order. If there is no enemy miniature in sight, the miniature cannot perform any charging moves.

The miniature chosen as the target of the charge does not have to be the closest one to the charging miniature.

A multiple miniature unit can charge against several units, with multiple combat occurring at that time, as long as the miniatures of the charging unit maintain formation at all times.

2. Enemy unit’s reaction

The enemy indicates whether the unit receiving the charge and/or any other unit in his army reacts with any of the possible reaction order (hold and fire, flee, opportunity charge, etc.) and performs that action.

3. Charge Movement roll

Roll 1D6 and add the result to the unit’s movement attribute. That’s the maximum distance each miniature can travel in its movement.

Check if any of the target unit’s miniatures are, by measuring in a straight line, within the maximum loading distance of any miniature they load.

If no miniature succeeds in reaching any enemy miniature, the charge is considered failed, all miniatures perform the charge move equally, but by moving as many centimetres as their movement attribute (without adding up the die roll result) and there are no further consequences.

Otherwise, continue with the next point.

4. Charge movement

Perform the charge movement with each of the unit’s miniatures in the direction of one of the target unit’s miniatures. Respect all the rules seen in the move order and add these modifiers:

  • The maximum movement of each miniature is the unit’s movement attribute plus the result of the Charge Movement Roll.
  • The miniature may not make any turns during the charge move.
  • It must respect the rules seen for engaging in melee combat in the move order.
  • At the end of the charge movement, the miniature will be oriented to the center of the base of the miniature it is carrying.
  • The charge movement will only stop when contact is made with an enemy miniature (either the target or as part of an opportunity charge) or when the maximum charge movement distance is reached.

5. Attack Order

If the charge has not failed, an attack order is issued between the two units. Read the description of that order to see how to carry it out.

The side of the charging unit does not expend a new action order in this combat (it is included in the charge). The side receiving the charge must spend an activation order if possible as indicated in the attack order.

Boosting a Charge

If you boost a charge (spending an extra activation order), the unit doubles its base movement attribute (before making the movement die roll) and the subsequent combat is automatically boosted.


The Active Unit can be ordered to attack if any of its miniatures are in close combat with an enemy miniature (2.5 cm or less distance between the edges of their bases).

The unit that receives the attack is obliged to perform an attack order as well and spend one of your activation orders, if you have any left. If you do not have activation orders, the unit will combat anyway but suffering penalties.

Both units fight and suffer injuries at the same time.

Combat is conducted by following the steps below in order.

1. Combat Roll

Both sides perform this Success Roll at the same time (success with a 4+) to determine the number of hits the unit takes on the enemy. The number of dice to be rolled and the die roll modifiers are indicated on the Combat Roll Table.

Combat Roll Table

+xD6 The number of dice listed in the troop’s attack attribute.
+1D6 For each miniature, not the unit leader, in melee combat with an enemy miniature. This applies only when you are fighting with a unit of more than one miniature.
+xD6 As many dice as the unit leader’s attack attribute if there is a leader engaged in melee combat with any miniature belonging to the enemy unit.
+1D6 If you boosted the attack order.
+1D6/2D6If your troop declares a charge order. The first value is applied to troops on foot, the second to mounted troops. This modifier is not applicable to skirmisher units.
-1D6 if the unit suffered a casualty before in this turn.
-1D6 If your troop has a Used Unit marker.
-1D6 If the unit is a reactive unit and you could not spend any activation order when declaring this attack order in reaction.
2D6 If the troop has a sheltered unit marker.
-1If the unit is out of formation.
-1 If the enemy troop is behind cover or sheltered.
-1 to the troop that receives a charge if it is a shooting troop. This applies only to the combat that occurs after the charge.
-2 If the troop has a fleeing unit marker.
+1 If your troop attacks over the flank of the enemy unit.
+2 If your troop attacks over the rearguard of the enemy unit.
+/- XExtra modifiers due to troop skills, weapons and armor.

2.  Combat Resolution

For each die with a result of 4 or more (4+) the unit produces an impact over the enemy. Go to the combat resolution section (which is common between melee combat and shooting) to see how many wounds each unit suffers and the combat result.

Attacking by front, flank and rearguard

A miniature attacks to an enemy’s side depending on its position:

  • From the front: if any point of the attacking miniature’s base is in front of the attacked miniature’s front side.
  • From the rear: if the base of the attacking miniature is completely behind the of the attacked miniature’s rearguard side.
  • From the flank: if the base of the attacking miniature is completely behind the front side of the attacked miniature but is not completely in its rear.

The side on which one unit attacks another is the side on which half or more of its miniatures are attacking.

In the event that a unit is attacking several sides with same number of miniatures, the owner of the attacked unit decides which side is receiving the attack from among the affected sides.

A miniature or unit that is attacking from a flank or rear but is itself being attacked from its flank or rear is considered to be attacking from the front of the enemy miniature.

Boosting an attack

If you boost an attack (by expending an extra activation command), the unit adds +1D6 to its Combat Roll as indicated on the Combat Table.

The unit reacting to this combat may also boost its reactive attack if possible.

Multiple combat

When there are several different units from both sides fighting each other at the same time we call it multiple combat (2vs1, 2vs2, etc). When one of those troops declares an attack order, all the combats of the group are resolved in a chain.

Resolve each combat one by one by noting the number of casualties and injuries each unit receives in each combat. The one who has declared the first attack action is the one who decides the order of the combats.

When all combats are over, resolve the combat in the normal way with each of the units involved.

The order of combat resolution is decided by the winning side of the close combat.

If a miniature is in close combat against miniatures from two different units, the player controlling that miniature decides which unit it fights against and only adds dice against that unit.


The Active Unit can be ordered to shoot if none of its miniatures are in close combat with the enemy and they have ranged weapons in their equipment. Perform the following points in order to shoot with a unit.

1. Choose a target unit

Choose an enemy unit as the target of the shoot. You can’t shoot two troops at once.

At least one miniature of the firing unit must have line of sight with the target unit.

The target unit cannot be engaged in close combat with one of your units.

2. Check the shooting distance

Check if the target unit is within the weapon’s firing range with each of the miniatures of the firing unit. The Weapons and Armor section describes the characteristics of each weapon.

The shooting distances are:

Short range 0 to 20 cm .
Intermediate range more than 20 to 40 cm.
Long Range more than 40 to 60 cm.

If no miniature of the shooting unit reaches any miniature of the target unit, the shoot is lost and has no extra effect.

3. Shoot Roll

Only the shooting player performs this Shooting Success Roll to know the number of impacts produced by the shooting. The roll is modified as indicated on the Shooting Table.

Shoot Roll Table

xD6 The number of dice listed in the troop’s ranged attack attribute.
+1D6  For each miniature that is not the unit leader and has line of sight to any miniature of the target unit that is within shooting range.
+xD6 As many dice as the unit’s leader range attack attribute if the leader can shoot at the target unit.
+1D6 If you boost the shoot.
-1D6 If the shooting unit has suffered a casualty this turn.
-2D6 If the shooting unit has a sheltered unit marker.
-1 if the shooting unit is out of formation.
-1 f the enemy troop is behind cover or sheltered.
-1 If shooting at a single miniature or skirmisher unit.
+/-X Extra modifiers due to troop skills, weapons and armor.

4.  Shoot resolution

For each roll with a result of 4 or more (4+) the unit produces an impact over the enemy. Go to the combat resolution section to see how many wounds each unit suffers and the shoot result.

Boosting a shoot

You can boost your fire (by spending an extra activation order) and thus have a +1D6 modifier to your Shoot Roll.

Unloaded weapons

There are weapons (such as firearms) that cause the shooting unit to receive an unloaded weapons marker after shooting, in which case this unit may not shoot again until it performs the Reload order.

Challenge to a duel

A leader of your army can challenge an enemy leader to a duel to the death. This can be done if the challenging leader is locked in close combat against the unit the enemy leader is in or the leader himself.

The player who controls the challenged leader must decide whether to accept the duel or not.

The duel is accepted

The duel between the heroes takes place while the men around respect the combat. Follow these steps:

  1. If the two leaders are not physically in close combat, the player who has made the challenge must move both miniatures so that they are placed in close combat without losing the formation with the unit they were in (if they were in any).
  2. There is an Attack action exclusively between the leaders, using their own abilities and weapons (as if they were one miniature units).
  3. The rest of the miniatures of the units do not carry out the combat (they stay expectant with the duel).
  4. At the end of the combat, both units receive a Used Unit marker.

If one of the leaders withdraw or retreats after the combat its unit, if it is leading one, performs the same action and receives the same markers.

Until the end of the turn after the duel occurs, no other miniature or unit of either side may perform any Combat Action by the leaders and units involved in the duel.

If you want to continue the duel in later turns, you must perform this dueling order again.

The duel is not accepted

A normal attack action is conducted between the units in a normal way but the duel is not conducted and the attack attribute of the leader who refuses the duel is not counted for this combat.

The challenged leader goes to Dishonored Unit status by applying a -1 to his Honor and Initiative attributes for the rest of the game. Place a marker to remember this.

Spending activation orders

The side that performs the Dueling Challenge action spends an activation order in the normal way. The side receiving the challenge must also spend an activation order if it has one (whether it has accepted the duel or not). If it has no unused activation orders, the combat occurs with penalties for the unit being challenged.

Boosting a duel

By boosting a duel (either the dueler or the duel recipient), you automatically boost the attack action that is about to take place.

Multiple Combats

When multiple combat, units that are engaged with the dueling units are considered not to be in melee combat and may act normally during the turn in which the duel occurs but may not perform an attack action against the units involved in the duel.


A leader of your army outside a unit can use this order to activate several units at once. This order requires the expenditure of two activation orders.

The leader may select up to two Allied units that meet the following conditions:

  • They must be located within 10 cm or less of the leader
  • Not having a Used Unit marker
  • Not be led by another leader of the army.
  • Not to be another leader alone.

 The chosen units and leader are considered Active Units and act as such for the turn.

After units are chosen, all Active Units may issue an order, all of which are the same, although each unit may have different objectives in the case of combat orders.

Make an Order Roll for each activated unit other than the leader to check whether or not they activate their ki ability.

Once the action is completed, the activated units receive the Used Unit marker.

Reaction orders

Reaction orders can be used by both the active unit and by reactive units that do not have a used unit marker.

A reactive unit that performs one of these orders receives a used unit marker at the conclusion of the action.

The only reaction any unit with a used unit marker that is the target of a Combat command can do is also the Combat action.

Opportunity charge

A unit without a Used Unit marker may perform this order if an enemy troop performs a movement of any kind.

This order must be declared at the time the unit indicates where it is going to move.

This opportunity charge is performed just like a charge, but the target unit must be the moving unit. If the charging unit makes contact at any point along the way, the charging unit stops and an attack order is performed at the point in the movement decided by the player making the opportunity charge.

Hold and shoot

When a unit with ranged arms is targeted by a charge and does not have a used unit marker, it may hold position and perform a Shoot order before receiving the charge.

The unit receiving the charge performs a Shoot Roll dividing the number of wounds inflicted on the charging unit by two.

The unit receiving the charge can combat in the melee after the charge.

If the charge is successful, the shoot occurs at short distance. If it is a failure, the shoot is assumed to be at intermediate distance, regardless of the actual distance.

Casualties suffered by the charging unit are removed, before reaching the combat, from the ranks closest to the shooting troops. This may make the charge a failed charge.

The resolution of the combat will take into account the casualties produced by the shoot.

As with any order, carrying out this command expends an activation order. Note that if the charge is successful, you must spend another activation order to fight or, if you cannot, suffer the corresponding combat penalties.


The unit that is targeted by a charge, does not have a Used Unit marker, and is not engaged in melee combat, may declare that it reacts by fleeing.

This order must be declared and executed before the charging player makes his movement roll on the charge.

Roll 2D6. The result is the number of centimeters that the unit’s miniatures can retreat, always in the opposite direction from where it is being charged.

At the end of the move, rotate the miniatures so that its rearguard face the charging unit.

If the distance obtained is not sufficient and the unit that was charging comes into contact with the unit that is fleeing, a combat is resolved in the manner described in the charging action.The fleeing unit receives a Used Unit marker immediately.


Skirmishers troops may use this Flee reaction order when they receive a charge even if they have a Used Unit marker.

Combat Resolution

Once the impacts produced in melee combat or shooting are known, the combat resolution phase begins in order to check the combat result. Follow these steps

1. Wound Roll

Each attacking unit rolls 1D6 for each die that was a success on its Combat or Shoot roll. Check the Wound Roll Table to see how many injuries the enemy unit suffers depending on the outcome of each die.

The type of weapon, armor, abilities, etc. of the troops modify the value of each die, so keep this in mind.

Wound Roll Table

1 on the die (natural 1) Is considered a fumble and the die is ignored. Se considera pifia, se ignora el dado. 
natural 6It is a critical roll and always causes a wound, regardless of any modifiers to your roll. If your troop is fighting a unit with a unit leader in it, the leader suffers the wound instead of the unit.
Less than 4The enemy troop receives a stunned unit marker. Two stunned unit markers are swapped for an extra wound for that unit. When shooting this roll is ignored.
More or equal than 4The enemy troop suffers a direct wound. If you attack an individual troop, any die with this result is a direct wound for that miniature. You do not need a critical roll to wound a solitary leader.

Wounding a leader

A leader acting as an individual unit is wounded as described above.

A leader within a unit is wounded only through critical rolls in the Wound Roll.

You must note the wounds a leader receives, as they accumulate throughout the game.

Protecting the leader

The player who controls the unit leader may divert one or more wounds from the leader to the unit. Throw 1D6 for each wound you want to divert, with each result of 4 or more (4+) the wound is received by the unit. This wound can cause extra casualties.

2. Removing casualties

The unit receives as many casualties as the wounds received divided by its Wounds attribute. It removes one miniature for each casualty received. If there are any remaining wounds, place a wounded unit marker that adds to any subsequent combat in the game.

An individual unit (such as a leader) must keep a personal wound track until it receives as many wounds as its Wounds attribute, at which point it is a casualty and must be removed from the game.

Removing casualties in melee combats

In a  multiple miniatures unit both miniatures that are in direct melee combat against an enemy miniature and those that are not can be casualties.

Casualties are removed by the player who controls the unit removing the miniature that suits him/her best. Remove first the miniatures that are in melee combat, then (if there are more casualties than miniatures in melee) those that are not in melee combat.

Removing casualties in shoots

Casualties are removed by the player who controls the unit.

In shooting, the miniatures that can be removed as casualty are those that are seen (has partial or full line of sight) by at least one of the shooting miniatures.

It can happen that the unit suffers more wounds and casualties than visible miniatures, so that excess wounds are lost.

3. Victory and Defeated unit

The defeated unit in a melee is the one that has taken the most casualties. Losing a unit leader counts as two casualties for the purposes of this count.

In a combat between individual troops, the loser is the one that  receives more wounds.

The unit that totally eliminates its opponent is the winning unit, regardless of the number of casualties or wounds sustained.

In the event of a tie in close combat or shooting, no unit is victorious or defeated.

4. Honour Roll

After removing the casualties it is time to see if your troop can hold the position or retreat and flee. A unit must make an Honour Roll (1D6 and success is a result equal to or less than his honour attribute) when:

  • It’s the defeated troop after a melee combat. 
  • When shooting, a unit incurs 50% or more casualties from a ranged attack (50% of the unit’s miniatures at the moment of the shot).
  • If any rule or ability commands it.

If the roll is successful the troop stays put with no other effects. If the roll fails, one of the following happens:

  • The unit withdraws: In case the unit maintains at least half of the miniatures with which it started the game.
  • The troop retreats: If the unit has lost more than half of its initial miniatures.

A troop cannot decide to fail the honour roll to willingly flee after combat.

5. Withdrawn or retreating movements

Whether the unit withdraws or retreats, the unit moves 2D6 cm, or 3D6 if the unit is mounted troop, in a direction opposite to the units it is fighting and away from any enemy unit.

  • The unit withdraws: Miniatures can be faced anywhere (even keep facing).
  • The troop retreats: Miniatures must face in the direction of the retreat movement, with their backs to the units they were fighting.

At the end of movement, in both cases the units receive a Used Unit marker (they cannot be activated again until the next turn). The retreating unit also receives a Retreating Unit marker.

During this movement it may occur that units collide with a friendly or enemy unit.

  • Miniatures that collide with allied miniatures stop their movement. If the miniature is a skirmisher troop, it passes through the friendly unit and automatically moves to the other side, no more than 5cm. away from one miniature belonging the passed unit.
  • Miniatures that collide with enemy miniatures are automatically casualties and are removed from the game.

6. Chasing movements

The victorious unit that brings an enemy unit into retreat and is not in close combat with another unit may attempt to pursue and must pass an Honour Roll to do so.

If the die roll is a failure, the unit remains static.

If the die roll is a success, the winning unit moves its miniatures in the direction of the fleeing miniatures 2D6 cm, or 3D6 if the unit is mounted.

If a chasing miniature touches a retreating miniature, the chaser stops its movement and the fleeing miniature is removed from the game as a casualty.

7. Removing isolated miniatures

A miniature of a unit is considered isolated if it has no other miniature of the unit within the cohesive distance (2.5 cm or less). At the time that this occurs, the miniature is removed from the table as a casualty.

An army leader (whether or not he belonged to a unit) can never be an isolated troop.

8. Melee movements

After finishing a close combat, the winning unit’s miniatures that are not in close combat can move up to 5 cm as long as the unit’s formation is maintained and seeking to engage other enemy miniatures.

Command Deck

The cards in the command deck can be used for other tasks in addition to the views during the turn sequence.

Using Commander’s Order

Commander’s orders are special actions that your troops can perform during the turn and are activated using command cards. Each commander order card has the information of its effect, its cost and when it can be used.

The cost of a card is the number of cards (of any value) you must discard from your hand in order to use that order.

When the cost indicates a fixed value plus an X value (ex: 1+X) it indicates that you must discard the indicated fixed value plus a variable number of cards decided by you to modify the effect of the order. Choose the units when using the command order.

When one or more units are indicated to perform an action, the selected units may not have a used unit marker unless otherwise indicated on the card.

When a commander order is used, it goes into the discard pile and cannot be used again during the game.

Command Duel

The player that does not have the initiative can try to steal it from his opponent by declaring a Command Duel. This must be declared before activating two new units, during the activation phase. Let’s see how it’s done:

The player who lost the initiative may choose one or more command cards from his hand, and place them face down on the table. Next, the player who won the initiative also chooses one or more of his command cards, and places them face down on the table. Then, the cards from both players are turned over and revealed. The player that has bet the highest amount wins and becomes the player with the initiative from that moment on this turn. In the case of a tie, the player who already had the initiative keeps it. 

The bet cards are put on the discard pile and unit activation carries on. Another command duel cannot be declared (by any player) until the active units have completed their orders and two new units are going to be activated.

Offering to the Gods

At any moment of the game in which we have command cards in our hand, you can use one of them to modify a roll that has just been made. Only one card per roll can be used by each player to do one of the following actions:

  • Reroll one die in any roll that has just been made, either yours or your opponent’s. The player who uses the card decides which die must be repeated. Discard this card face down, without revealing its value. 
  • Boost a die’s value. At the card’s value to one die in the roll you have just made. If your opponent forces you to repeat that die immediately after you use this action, the card’s value is also added to the new roll. Discard this card face down, revealing its value to your opponent. 

After a roll the first player to declare the use of a card must be the player who lost the initiative. When this action finishes, the player who won the initiative must decide whether to use a command card to make an offering to the gods. If the player with the initiative is going to make an offering to the gods on a roll and the other player has said nothing, we must ask him before using a card if he wants to modify the roll in any way.

Commander Activation

Your value giving orders is legendary. If on ending the turn you still have a troop not used yet and you still have command cards in your hand, you can discard them all to activate one extra troop (individual or unit). These cards go onto the discard pile face down.

Troop Abilities

Each troop has one or more characteristic abilities, which bring modifiers and different ways of acting to the troop.

There are two types of troop abilities, permanent and special or ki.

Permanent Abilities

These are always active, whether the troop is activated or not, and can be used at any moment. They are marked as “(PA)” on the troop’s profile.

Ki Abilities

These are special abilities that are activated only when the unit, being the active unit, roll a 6+ on its Order Roll (adding your troop’s initiative attribute to the die roll result).

If the Ki ability is activated, it remains active for the rest of the turn.

 Ki abilities are those that do not have the mark (PA) in the troop profile.

Some troops have more than one Ki ability. In this case, you may only choose one. The chosen Ki ability remains active until the end of turn.

Even if you activate a Ki ability, the permanent abilities are still active. You can use both at the same time.


The title identifies a troop inside society and provides them with a series of rules and permanent abilities that are always active. even if they aren’t among the abilities on the troop’s profile.

All troop’s profile titles are described in the online army creator.

Abilities and Titles List

In the online army creator you can see the profile of each troop and the description of their skills and deals.


Each troop profile indicates what the troop is equipped with: weapons, armor, mounts, etc. In the online army builder you can see detailed and explained the modifiers that each of them provides.

Melee weapons

Melee weapons have different features and provide a series of combat modifiers. They are grouped by categories, each one providing a series of modifiers.

A miniature and unit can only use the weapon modifiers if it is being attacked only from the front, unless otherwise stated in the weapon description.

0Basic Weapons Farming equipment, Bo, Jingama, Tanto.
1 Polearms Jumonji Yari, Omi Yari, Yari, Lance
2 Bladed Polearms Mitsudogu, Naginata
3Katanas Katana
4 Swords Espadas, Shinobigatana, Wakizashi
5 Blunt Weapons Kanabo-tetsubo
6 Long Swords Dai katana, Nagamaki, No-Dachi.
7 Short Weapons Jitte, Kama, Sais.
8Pistols Pistols
9 Shields Shields
10Cavalry Polearms Cavalry naginata, yari, spear

Ranged weapons

Ranged weapons are divided into three categories, differentiated according to their maximum range.

Short range Blowpipe, Shuriken, Grenade, Ishitsubute (sling). up to 20 cm
Intermediate range Ozutsu*, Bo-hiya*, Arquebus*. up to 40 cm
Long range Yumi, Teppo*, Musket*. up to 60 cm

(* denotes a firearm)

Army creation

All the lists of armies and factions are updated in the online army builder. In the tab of each troop you can see all its information, special rules, equipment, modifiers, etc. In a quick and visual way you can prepare your army in minutes:

To create your army, follow the guide below (also included in the army builder)

1. Choose your faction

Choose your faction. Visit the background page to know more about them.

2. Choose the battle size

The battle size and your army size must be the same. that size can vary from 200 (a skirmish battle) to 1000 points (a great battle). Each miniature cost a number of points indicated in its profile. The sum of your troops’ cost cannot be higher than the battle size.

3. Choose your Commander level

Higher level commanders confer certain advantages, but cost more army points that you cannot spend on other troops and that you must add to your army cost.

  • Level 0 Commander (0 points): you will take on the role of a direct servant to the general (Hattamoto, Major Sergeant, etc.).
  • Level 1 Commander (10 ap): a general of a full army, great strategist. (Taisho, Field Master, etc.). 
  • Level 3 Commander (20 ap): great general lf several armies and warlord (Daimyo, High nobility, etc.).

4. Add your army general

The first miniature you must select one of your clan heroes. This miniature will be your army general.

This general and the rest of the leaders of your army do not count towards any limitations such as type of weapon, equipment or troop. For example, if he is a leader on horseback he is not counted when calculating the army points spent on cavalry troops.

5. Add your units

Each unit type has a maximum cost that you can allocate to it depending on the faction and the size of the battle. Follow what is indicated on the army configuration panel.

As units we understand any troop in your army other than the leaders, including war machines and special scenery elements.

6. Spiritual Troops 

Only if you and your opponent decide to play with the advanced rules of hidden powers, choose (if you want) one and only one of the two types, Onmyouji or Komuso, and include it in your list. You can only include one type of Onmyouji.

Creatures summoned by an Onmyouji through the Ki do not add points to your army and do not need to be added to your army list. You must pay the cost in points for creatures that are included among the available clan troops (as is the case with the Kuroi-te and Hattori). These creatures must be deployed at the start of the battle in the usual manner.

7. Save or print your army

Save your army clicking on the arrow icon.

Print your army (to pdf or paper) clicking in the print icon and then using the print function of your browser.

Extra Game Modes

Visit the extra game modes page to be able to play small skirmishes or big pitched battles by making small adjustments to the system.