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Ikusa Rulebook (12 mb pdf) - Wizards of the Coast

Ikusa Rulebook (12 mb pdf) - Wizards of the Coast

Ikusa Rulebook (12 mb pdf) - Wizards of the Coast

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Action Sequence<strong>Ikusa</strong> is played in rounds. Each round <strong>of</strong> play ismade up <strong>of</strong> nine actions, called <strong>the</strong> action sequence.Players perform each action in <strong>the</strong> action sequencesimultaneously, except for Action 7: Wage War. Oneplayer at a time performs all four phases <strong>of</strong> <strong>the</strong> WageWar action, in <strong>the</strong> turn order established duringAction 2: Determine Turn Order.Action Sequence1. Plan2. Determine Turn Order3. Build4. Levy Units5. Hire Ronin6. Hire Ninja7. Wage WarA. Move Daimyos’ ArmiesB. Declare First BattlesC. Conduct Co<strong>mb</strong>atD. Final Movement8. Remove Ronin9. Collect KokuAction 1: PlanDuring this action, players allocate koku in <strong>the</strong>irplanning trays to determine what <strong>the</strong>y will do duringsubsequent actions. The rules for each action describewhat affect <strong>the</strong> allocated koku will have.All players secretly allocate <strong>the</strong>ir koku at <strong>the</strong> sametime, behind <strong>the</strong>ir reference screens. Allocate all <strong>of</strong>your koku (no holding back for <strong>the</strong> next round) howeveryou choose among <strong>the</strong> five bins in your planning tray:Turn Order, Build, Levy Units, Hire Ronin, and HireNinja.The Build bin has a limitation on <strong>the</strong> amount <strong>of</strong> kokuthat you can place in it; you place ei<strong>the</strong>r two koku <strong>the</strong>reor none. The o<strong>the</strong>r bins have no limits, but keep inmind that during Action 4: Levy Units, you can’t levymore units than <strong>the</strong> nu<strong>mb</strong>er <strong>of</strong> provinces you own.Once all players have allocated <strong>the</strong>ir koku, turn yourtrays around at <strong>the</strong> same time, to reveal your plans toone ano<strong>the</strong>r. Let all players see how many koku you’veplaced in each bin.Using <strong>the</strong> Ninja as a Spy: If you hired <strong>the</strong> ninja during<strong>the</strong> previous round and didn’t use him as an assassin,you can use him during this action to spy on oneplayer’s allocation before you allocate your own koku.For details, see Ninja As a Spy on page 17.Action 2: Determine Turn OrderDuring this action, each player will take a turn ordermarker to establish <strong>the</strong> turn order for Action 7: WageWar <strong>of</strong> <strong>the</strong> current round <strong>of</strong> play. The player who takes<strong>the</strong> “1” will wage war first; <strong>the</strong> player who takes <strong>the</strong> “2”will wage war second; and so on.The player who placed <strong>the</strong> most koku in his or her TurnOrder bin chooses a turn order marker first. Then <strong>the</strong>player who placed <strong>the</strong> second-most koku chooses anymarker from those that remain; and so on. In case <strong>of</strong> atie, <strong>the</strong> tying players decide which <strong>of</strong> <strong>the</strong>m gets whichmarker. If <strong>the</strong>y can’t agree, <strong>the</strong>y randomly determinewho among <strong>the</strong>m chooses first.After each player who placed koku in <strong>the</strong> Turn Orderbin has chosen a marker, <strong>the</strong>n each player who didn’tplace any koku in a Turn Order bin draws a marker atrandom from <strong>the</strong> remaining markers.After all players have turn order markers, put yourmarker face up in front <strong>of</strong> you and return any koku inyour Turn Order bins to <strong>the</strong> master tray.<strong>12</strong>

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