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Subject: Alliance (a 2 players variant) rss

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I wrote a 2 players variant requiring the 'Tenno's Court' expansion (base game and its 2 expansion modules).
There is also an advanced version that can be played with the Big Box (4 expansion modules).
All feedback and English corrections to the rules are welcomed.

External link to the rules: https://plus.google.com/u/0/108068164917809709443/posts/MD3q...
Spanish version: https://plus.google.com/u/0/108068164917809709443/posts/F8K4...
Video in Spanish with a first look to the beta rules: https://youtu.be/_AnW3VJgb1Q

Solo variant: https://boardgamegeek.com/thread/1848636/frontiers-solo-vari...

Thanks.


SHOGUN - Alliance (2 Players variant)

Versions...
- (A) Advance game: it requires 'Shogun Big Box' (4 expansions).
- (B) Base game: it requires 'Shogun: Tenno's Court' (2 expansiones).
- Note: if not mentioned, original game rules apply.

Set up...
- Player 1: Yellow + Blue Alliance (Yellow and Blue individual boards).
- Player 2: Purple + Black Alliance (Purple and Black individual boards).
- Players individual boards (front side configuration): 1 full board (Yellow or Purple) + right part of the board of the allied color (blue or black), look at the back side and align it to be showing there 3 additional columns of action spaces.
- Countryside areas per player (11): 7 on the player's board, as in a 5 players game, plus 4 on the allied forces board (4, 3, 2, 2 armies of their color).
- Initial cards per player: 1 Daimyo card (Yellow or Purple), 5 Chest cards and 3 Battle Tower cards (from 'Tenno's Court' expansion).
- Initial Chests per player: 18 Chests in (A) Advance game; 21 Chests in (B) Base game.
- Permanent Event card (1): the one about neutral provinces, all neutral provinces always enter battle with 2 green cubes; you may place this card on the board/table as a reminder, or you may also place 2 green cubes on any empty province during the game.
- Special Event cards (3): the two about rice confiscation and the one about collecting taxes with the text "min. 6", used in the 1st winter round.
- Event cards (8): from 0 to -7 Rice loss, this deck doesn't include the so called special Event cards and the permanent Event card.
- Provinces (27): light green, violet and tan provinces (3 regions) of the Sun side of the board.
- Note: in order to highlight the limits of the play area on the game board, you may place a red court official on the adjacent provinces that are not part of the game (those adjacent to the tan provinces).

Expansions...
- 'Tenno's Court' (module 1): shuffle the Favor cards and place the deck face down next to the game board, used in the 1st Winter round.
- 'Samurai' (module 2): 7 cards, displayed on the table as a column/row (bonus path) between players (3-2-1-empty-1-2-3), and 2 red court oficials on the "empty" card, used after a battle and at the beginning of every round.
- 'Military Leaders' (module 3): yellow and purple components, original game rules apply.
- 'Chambers' (module 4): Player markers of the 4 colors and 3 Region tiles, used after executing all actions of the round.

Preparation...
0. Thematic variant (optional): Player 1 receives Aki card and place there a Castle, the yellow military leader and the 5 yellow armies/cubes; Player 2 receives Owari card and place there a Castle, the purple military leader and the 5 purple armies/cubes.
1. Shuffle the province cards (27) and randomly draw 1 Province card of each region (3), place 2 green cubes and 1 Revolt marker on them to indicate these are neutral provinces (not being available for players to claim as their starting provinces).
2. Load the Battle Tower with 7 armies of each player (cubes yellow and purple) and a total of 10 green cubes.
3. The player with most armies on the tower tray is First player and places his/her Daimyo card on the 4th position of the turn order spaces, the other player places his/hers on the 5th; in case of a tie, look which player has the majority of provinces on each region, the player with less majorities will be First player; when tie persists, Player 1 is First player when playing the thematic variant, otherwise, the weakest player is First player (Daimyo card on the 4th position).
4. Return to the supply all cubes on the tower tray.
5. First player begins claiming starting provinces like in the original game, each player starts the game with 11 provinces.
6. There will be 2 unclaimed provinces, you may place 2 green cubes on them or remember the modification of the Permanent Event card over empty provinces.
7. Shuffle the 3 Region tiles from the 'Chambers' expansion and place them randomly on the positions 1, 2 and 3 of the turn order spaces.

Players individual boards (back side)...
- Configuration: 1 full board (Yellow or Purple) + right part of the board of the allied color (blue or black) showing 3 columns of Action spaces.
- Additional Action spaces (3): building a theater, confiscating rice and collecting taxes.
- Auction spaces (3): "Deploy 1 army", "A" and "B".
- Original game auction space: you may place there your unused cards during the round.

Playing the game...
1. Preparation: players receive one of the benefits below each red court official located at their bonus path side ('Samurai' expansion).
2. Lay out Action cards: like in the original game.
3. Plan individual actions (13 available) and double-bids (see 'Player initiative' below).
4. Determine event.
5. Carry out actions (after a battle between players, see 'Samurai' expansion rules below).
6. 'Chambers' expansion (see below).
- Alliance: colors are not mixed during battles or deployment/movement of armies (original game rules apply).

Player initiative...
- All actions are taken simultaneously by both players except 'Deploy 1 army', 'A' and 'B', which require to be auctioned; in case of Revolts, they are resolved by First player first.
- Players must place 2 cards on their biding spaces ('Deploy 1 army', 'A' and 'B' on their second board).
- Cards priority from highest to lowest: 4 Chests, 3 Chests, 2 Chests, 1 Chest, Province, 'Tenno's Court' Blank, Double Blank.
1. Players reveal the top card of their bid on the current action, the highest bidder goes first and pays his/her bid.
2. In case of a tie (same card), both players reveal their bottom card, the highest bidder goes first and both players pay their bid.
3. In case of a double tie, First Player goes first, no one pays any bid.
- Note: if a player bid with a province card and he/she loses it in a battle before the auction, the other card is used for both auctions; in case of having lost both cards, his/her opponent automatically wins the auction for free.

Winter round...
1. Preparation: players receive one of the benefits below each red court official located at their bonus path side ('Samurai' expansion).
2. Supplying provinces with rice: allied provinces (blue and black) require 2 units of rice instead of one.
3. Revolts: the player who loses more provinces during the 1st winter randomly receives as much special Event cards as the difference of lost provinces between players that winter (see 'Special Event cards' below).
4. Score the Victory points of both players (like in the original game).
5. 'Tenno's Court' expansion (1st winter only): the player with less points draws as many Favor cards as gap points between players, this player may take any number of cards which numbers don't add up higher than his/her opponent's current scoring points, all the taken cards must be played at the beginning of the next round (2nd Spring) as described in the original rules.

Special Event cards...
- Ona card may be played when the event for the round is determined, it is discarded at the end of the round.
- When used for their "rice 'min. 4'" or their "chest 'min. 6'", the player benefists from such modification during the round.
- When used for their "rice 'max. 3'", the opponent suffers from such modification during the round.

'Samurai' expansion (module 2)...
- After a battle between players, the player who loses a province may move one red court official of his/her choice on the bonus path towards his/her side of the bonus path (upping the bonus level for him/herself, or lowering the bonus level for his/her opponent).
- Additionally, the loser of the province during a battle may move one red court official of his/her choice in each of these situations: when losing a province that was placed on an Action space that hasn't been resolved yet and it is not a Battle space (A, B) or an Auction space; when losing a Castle; when losing a Temple; when losing a Theater.
- Note: when claiming the bonus of adding cubes to the tray of the Battle Tower, you may choose which color(s), including green, and even your opponent's, if you consider it could balance the game for fun.

'Chambers' expansion (module 4)...
- The 6 chamber tiles are claimed one at a time in the following order: region on position 1, 2, 3, 3, 2, 1.
- In case of a tie, First Player claims one tile the first time and the other player claims one tile the second time.
- A player becomes First Player when he/she claims less tiles than his/her opponent in the current round.
- The round ends rearranging the order of the tiles: the first tile goes to the third position, the one at the third position goes to the second, and the tile on the second position goes to the first position (1 year in the game, 3 rounds, 3 different positions for each tile).
 
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