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Subject: VP-Shogun: a variation, your comments welcome rss

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Scott Randolph
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Here's another spin on the idea of VP-Shogun:

Your comments are welcome (no flames though please) - this is also available on the d/l files below in case you like it.

RULES for Victory Point Shogun / Samurai Swords


1. Unless herein modified all standard as-written rules for the MB GM Series game “Shogun” (also sometimes referred to as “Samurai Swords”) remain unchanged.
2. Game Length for Victory Point (“VP”) Shogun:
a. The normal game length in complete rounds of play shall equal the total number of players plus two. Example: if there are [5] players the game will go for seven normal, complete rounds. At the end of the normal length final round, Victory Points (“VP’s”) are totaled and whichever player has the most VP’s wins, and is declared the Shogun Warlord.
b. Overtime: one extra round will be played if, at the end of the normal fully completed set of required rounds of play, there is a player in second place behind the VP Leader who is [4] VP’s or fewer behind the VP Leader, or, if this is not the case, but there are two players behind the VP Leader who are each [8] VP’s or fewer behind the VP Leader, then one more full overtime round will be played. At the end of overtime the game is over. Whichever player has the most VP’s wins and is declared the Shogun Warlord.
3. Victory Points (“VP’s”) are categorized in two types:
a. Variable Victory Points (“VVP’s”) and Permanent Victory Points (“PVP’s”)
b. VVP’s ebb and flow throughout the game and are tracked at the end of each player’s turn, and rechecked for accuracy at the end of each round by the scorekeeper. VVP’s are earned or lost in the following manner:
i. Possession of one Province = [1] VVP
ii. Possession of one Castle = [1] VVP; *note – possession of a province with a castle in effect makes that province a [2] VVP province
iii. Possession of a Fortress = [2] VVP’s; *note – possession of a province with a Fortress in effect makes that province a [3] VVP province
iv. For each and every Daimyo Experience Level above Level 1 that a player’s Daimyos have gained, the player receives one VVP. Example: a player has one Level 1 Daimyo, one Level 2 Daimyo, and one Level 3 Daimyo; receives [0] VVP’s for the 1st Daimyo at Lvl 1 (1-1= 0), receives [1] VVP for the 2nd Daimyo at Lvl 2 (2-1=1), and receives [2] VVP’s for the 3rd Daimyo at Lvl 3 (3-1=2).
c. PVP’s, once earned, are always added to a player’s VVP’s for a cumulative total, and they cannot be lost or traded. Accumulating PVP’s is further signified by the black coins (or “chips”) held by the player in front of their Daimyo’s Army Card when they are earned. PVP’s are earned in the following manner:
i. Successfully assassinating a Daimyo with the Ninja yields [1] PVP; either as the primary strike, or as the revenge counter-strike. {*Exception: if a player with a white “Peace” token has a Daimyo assassinated, the attacking player receives zero (“0”) PVP’s, and the defending player retains their white “Peace” token}
ii. Eliminating a Daimyo’s Army, including the Daimyo’s board piece yields [4] PVP’s (player eliminating another player’s Daimyo receives [4] black coins)
iii. Eliminating a player’s Last Daimyo, or final remaining Daimyo, yields [7] PVP’s (player eliminating another player’s last Daimyo receives [7] black coins)
4. The “Daimyo ‘No Honor’ & Peace” rule and the “Never Out Rule”
a. If a player’s Daimyo is eliminated that player with the eliminated Daimyo receives [1] white Daimyo “No Honor Gained – Peace” token. If there arises another occasion where any of this player’s Daimyo’s Armies are attacked and subsequently eliminated, the white “Peace” token is turned in by the owning player and the attacking player who has now eliminated a another of this player’s Daimyo Armies receives zero PVP’s. In effect, the white “Peace” token means that if a 2nd Daimyo Army of a player who has already lost one Daimyo Army is destroyed, the player destroying the next one does not receive any PVP coins. Once the peace token is turned in however, play resumes as normal. Further, an attacking player who eliminates the final Daimyo of a player who still has a remaining white “Peace” token does not receive a refreshed full compliment of Daimyos if the attacking player should be short one or more of their own Daimyos.
b. The “Never Out” rule
i. If a player’s last Daimyo Army is destroyed the player receives two white “Peace” tokens.
ii. This player now “runs for the hills” to find a wealthy but politically unconnected family who will give them patronage
iii. On this player’s next turn, they receive [2] Koku. They may purchase any one province, with the Koku going to the bank, which has not more than one Ashigaru unit guarding it. For the first Koku, the returning “Never Out” player receives the province card and the Ashigaru unit; the returning player should return the unit to the owning player and replace it with the same type of unit in their own color. With the second Koku, the returning player may hire a New Daimyo *{NOTE: this is the only circumstance in the game in which a Daimyo may be bought}
iv. The now returned player has two white “Peace” tokens. On the next two occasions in which his Daimyo is attacked, the attacking player will not receive any PVP’s if the attacking player eliminates this player’s Daimyo, and further, an attacking player who eliminates the final Daimyo of a player who still has a remaining white “Peace” token does not receive a refreshed full compliment of Daimyos if the attacking player should be short one or more of their own Daimyos.
v. White “Peace” tokens must be displayed in front of the player’s Daimyo’s Army Card.

The White Tokens

“No Honor Gained – Peace”

いいえ栄誉を得た
平和
 
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