From: mike1@***DELETE***visi.com (Michael Schneider) Subject: Re: Samarai Swords websites? In article <65v470$6bu$1@news.nyu.edu>, donahue@acf2.nyu.edu (Adam Donahue) wrote: > Try grognard.com. There are some links from there, as well as reviews, > errata, etc. > > Adam > > David E. Aldinger (dealding@newstand.syr.edu) wrote: > : > : I just recently purchased Samarai Swords (previously known as > : Shogun) which is part of the Milton Bradley Gamemaster series. I was > : hoping that there may be someone out there who knows if there is a website > : for finding some playing techniques and strategies to work with. Every > : timeI try keywords, I just end up on some site about Japan and not the > : game. I don't expect this game to be as big as Axis and Allies, but it > : looks like a lot of fun. Any help is appreciated. Add these to spice up the game: STRATEGY CARDS FOR SHOGUN/SAMURAI SWORDS I invented these Strategy cards for the Milton Bradley game Shogun/Samurai Swords in order to provide a little extra uncertainty and historical flavor. Each player starts the game with one Strategy card. After collecting Koku each turn, each player draws one Strategy card. As an optional rule, allow each player to spend one Koku to draw one extra card after collecting Koku. The cards themselves are self-explanatory. The number after each card's title indicates how many copies of that card should go into the Strategy deck. Comments and questions should go to scottd@javanet.com! Thanks! -scott Bumper Crop (4) --Play when Collecting Koku You receive an extra Koku this turn. Diplomatic Marriage (4) --Play at the Start of the Turn If you pay one opponent of your choice one Koku, their forces may not attack yours, and your forces may not attack theirs for the duration of this turn. Famine (4) --Play when Collecting Koku An opponent of your choice receives one less Koku this turn. Hasty Construction (4) --Play at the Start of the Turn At no cost, build a Castle in a Province you control that does not have one, or upgrade a Castle you control to a Fortress. Peasant Revolt (4) --Play at the Start of the Turn Choose one opponent, who must select one of their provinces randomly. Five neutral Spearmen immediately attack the selected province, staying in play if they are victorious. Plague (4) --Play at the Start of the Turn A player of your choice must select one of his Provinces randomly. Roll a die for each unit in the selected Province; on a 2 or less that unit dies of the Plague and is removed from play. A Daimyo which dies from the Plague is treated as if he had been Assassinated. Risky Battle Plan (4) --Play at the Start of a Combat Round Roll a die. On a 7 or more, your forces inflict casualties this round before your opponent's. On a 2 or less, your opponent's forces inflict casualties this round before yours. Ronin Seek Employment (4) --Play when Hiring Ronin You may hire two Ronin for free this turn. Shinobi Spy (4) --Play at Any Time Choose one of the following to spy on: 1) An opponent's Koku allocation. 2) An opponent's Ronin deployment. 3) An opponent's Strategy cards in hand. Shinobi Warriors (4) --Play at Any Time Cancel any Strategy Card as it is being played, or Cancel one use of the Ninja. A Lesson Well Learned (1) --Play at the Start of a Battle where you have a Daimyo If you are outnumbered, and you win this battle, immediately advance your Daimyo's Experience Marker by one space. Cannon (1) --Play when Attacking a Castle or Fortress Roll a die. On a 2 or less, your forces take Casualties equal to the die roll. On a 7 or more, destroy the Defending Castle, or reduce the Fortress to a Castle. On any other roll, nothing happens. Defection (1) --Play at Any Time An opposing Daimyo of your choice loses all of his Experience. Add a Daimyo to your forces with Experience equal to the opposing Daimyo you chose. If you already have three Daimyo, you may replace one with the new Daimyo. Dissent (1) --Play during the Wage War Phase An opponent of your choice must select one of his Daimyo to not Move or Attack this turn. Illness (1) --Play at the Start of the Turn An opposing Daimyo of your choice may not Move this turn, although he Attacks and Defends normally. Kagemusha (1) --Play when one of your Daimyo is Assassinated Treat the Assassination as a Failure. At the end of the turn, your Daimyo loses all of his Experience. --(Historical Note: This card simulates the famous case of an impersonator concealing the death of a daimyo for a time.) Promising Youth (1) --Play at the Start of the Turn If you have lost at least one of your Daimyo, you may return to play one of your Daimyo immediately. Puppet Shogun (1) --Play at the Start of the Turn If you control the Province of Yamashiro, immediately gain two Koku. --(Historical Note: Yamashiro was the historical province of the capital, seat of the Ashikaga Shogunate.) Shinobi Assassin (1) --Play at Any Time You may attempt to Assassinate one opposing Daimyo, just as if you controlled the Ninja. Sudden Storm (1) --Play during a Battle where you are the Defender The Attacker must call off the Battle after this Combat Round. Ambush (2) --Play at the Start of a Battle Roll a die. On a 2 or less, your opponent gets one Free round of Combat before the Battle. On a 7 or more, your forces get one Free round of Combat before the Battle. On any other roll, nothing happens. Duel! (2) --Play at the Start of Any Round of Combat If both sides have a Daimyo present at this Battle, both players roll one die. The highest roller's Daimyo kills the other in a duel. Treat the killed Daimyo as if he had been Assassinated. If the roll is a tie, both Daimyo are killed. Expedient Ferry (2) --Play when Attacking via a Sea Line The Defender does not get the Naval Invasion bonus for this Battle. Favorable Terrain (2) --Play at the Start of a Battle Subtract one from all Combat rolls your forces make this Battle. Hostage (2) --Play at the Start of the Turn An opposing Daimyo of your choice may not Attack you this turn unless his controlling Player pays you one Koku. Passes Blocked (2) --Play at the Start of the Wage War Phase A Province of your choice may not be Moved into or out of this turn. Samurai Revolt (2) --Play at the Start of the Turn Choose one opponent, who must select one of their provinces randomly. Four neutral Ronin immediately attack the selected province, staying in play if they are victorious. Siege Tactics (2) --Play when Attacking a Castle or Fortress Ignore the Castle or Fortress for this entire Battle. Sohei Warrior Monks (2) --Play at the Start of a Battle when You are the Defender Three Ronin join your forces for the duration of this Battle. Typhoon (2) --Play at the Start of the Turn Each player selects two of their Provinces randomly. The selected Provinces are not counted for Koku this turn. * * * Added by Michael J. Schneider, mike1@nospam.visi.com Dense Fog (2) --Play at the start of a Turn Opposing factions do not encounter one another or impede each other's movement within one Province selected by the player of the card. --Play at the start of a Battle Archers and Gunners must attack simultaneously with Spearmen and Swordsmen in combat. Either attacker or defender may withdraw from combat after the first round (they may remain in the same province). Foreign Barbarians (1) --Play at the start of a Turn. One of an opponant's coastal Provinces is randomly selected by him. It is immediately attacked by five neutral Gunners, who remain in play if victorious. ------------------------------------------------------------------ "Hail Mary, mother of God, please pray for this drunken atheist to shoot straight" -- Two Mules for Sister Sara Delete ***DELETE*** to respond via email. I know it's a pain in the ass, but I'm sick of twenty email spams a day. Welcome to Rancho Runnamukka: http://www.accessone.com/~rivero/