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Harakiri: Blades of Honor

Harakiri: Blades of Honor Rulebook

Table of Contents

Table of Contents

  • Credits
  • The Characters
  • Adventure Phase Components
  • Adventure Phase Setup
    • Character's Setup
    • Map Board Setup
  • Adventure Phase Overview
    • Shōgun's Turn
    • Character's Turn
      • Actions
        • Travel
        • Attack an Enemy
        • Interact with a Mission, Clan or Personal Mission Token
        • Interact with a City
        • Interact with a Special Location Card
        • Interact with a Sanctuary
        • Work or Camp
      • Free Actions
  • Ending the Adventure Phase
  • Other Concepts (Adventure Phase)
    • Attributes
    • Captured and Razed Cities
    • Campaign Sheet
    • Personal Missions
    • Defeated Characters
    • Delayed Characters
    • Attribute Tests
    • Combat Tests
    • Hits and Damage
  • Adventure Phase Iconography
  • Exploration Phase Setup
    • Character Setup
    • Zone Setup
    • Minions
    • Servants and Wanderers
    • Chosen
  • Exploration Phase Overview
    • Golden Rules
    • 1. Oracle Deck, Events and Malice
    • 2. Determining the Initiative
    • 3. Activations
    • Character Activation
      • Character Actions
      • Free Actions (Exploration Phase)
    • Reduce Ki Dice
    • Enemy Activation
  • Ending the Exploration Phase
    • Victory
    • Level Increase
    • Failure
  • Key Concepts
    • Adjacency
    • Attributes
    • Attribute Tests
    • Kami Change
    • Counter Attacks
    • Determining Range and Line of Sight (LOS)
    • Resistors
    • Conditions
      • Negative Conditions
      • Positive Conditions
      • Special Token
    • Character Skills, Kami Skills, and Enemy Skills
    • Spawn Points
    • Optional Rule: Replace the Red Die
    • Equipment and Item Limits
    • Defeated Characters
    • Terrain Types, Height Levels, Flying, and Spectral Movement
  • Shinigami Expansion: Additional Rules
    • Yomi Mode
  • Appendix: Skills
    • Act 1
      • Akira
      • Hattori
      • Hikaru
      • Tomoe
    • Act 2
      • Akane
      • Byakuei
      • Hanako
      • Takashi
  • Kami Skills
    • Amaterasu
    • Amatsumara
    • Amatsumikaboshi
    • Dosojin
    • Hachiman
    • Inari
    • Izanami
    • Ryujin
    • Shinigami
    • Susanoo
  • Exploration Phase Iconography

Credits

Authors: Fernando Gamero and Joel Torres.

Senior development: Javier López.

Texts: David Velasco (Act I), Joel Torres and Tobias D. Robison (Act II, Jubei's Curse and Wrath of the Gods).

Artists: Mich Bucana, AJ Manzanedo, David Benzal, Víctor Leza, Henning Ludvingsen, Björn Barends, Josep Díaz, Israel Pato, Daryl Mandryk, Silviu Sadoschi and David Demaret.

Sculptors: Ludus Magnus Studio, Roberto Chaudón, Francesco Orrú, Oniric Artwork, Barruz Studio, JD Flores, Kieran Russel and Alessandro Depaoli.

Graphic design: Mich Bucana, Marta Mercurio and Javier Alonso.

Logo design: David Lanza.

Editing: Anthony Howgego, Tobias D. Robison, Peter Groome, Thomas Millard, Hi-Fi Words, Helena Maquieira and Paul Grogan.

Layout: Marta Hermesy and Fernando Gamero.

Translation: Hi-Fi Words.

Testing: Matt Bell, Mariano Toledo, Ramón Vázquez, David Vielba, Javier Alonso, David Hernández, Carlos López, Juan Hernández, Pablo Benjumea, Claudia López, Adrián Cano, Joaquín Azabal, Javier Murillo, Fernando Hellín, Carlos Gutiérrez, Damián Junquera, Javier Martínez, Jorge Vilar and the dozens of volunteers at conferences and fairs over the last few years.

Others: Juan Vicente García, Javi Cruz, Carlos López, David Hernández, Jaime Juárez, Luca Rossi and Keita Sugawara.

The Characters

In Harakiri: Blades of Honor you will play using all of the 4 characters who are at the heart of the story. If playing with 4 players, each player controls their own character. If playing with fewer than four players, divide the characters between yourselves as you choose. If playing solo, you control all four characters.

Tomoe is a young samurai heiress of the prestigious Sakura clan, whose skills are focused on ranged combat.

Akira is a ronin linked to the Firefly clan, specialized in the defense and protection of his allies, while being able to find opportunities to counterattack his enemies.

Hattori is a ninja of the Mountain Clan, with great mobility and ability to inflict damage on his enemies.

Hikaru is a monk of the Dragon clan, with healing skills and the ability to incapacitate enemies.

Adventure Phase Components

  • Shōgun's chosen: demon hunter, dark Shōgun.
  • Characters: Akira, Hattori, Hikaru x2, Tomoe.
  • Servants: Akane, Byakuei, Hanako, Takashi.
  • Minions: nue, keiko, izumi, TESSO, yamamba, hive demon, Undertaker, akaname x6, ashigaru x6, kabuki x6, Tengu x3, JIKININKI x6, kappa x6, kachi x6, Gory x6, shikome x3, onryo x3, Aoandaon x6.
  • Wanderers: blood oni, Daimyō, tsurube otoshi, Nyx, sedrik, sumosapo, nobuyuki, hiroshi, daidarabotchi, landolfo.
  • 8 character boards, including the Shinigami (Expansion) board.
  • 4 storage trays, 4 player boards.
  • 1 double-sided map, 1 mega tile and 11 double-sided tiles.
  • 40 skill tokens.
  • 12 plastic rings.
  • 16 oracle cards, 213 event cards.
  • 28 color cubes.
  • 104 blacksmith cards, 10 kami cards.
  • 20 ki dice, 1 test die, 9 attack dice.
  • 125 market cards, 68 AI cards.
  • 4 character booklets.
  • 80 initiative cards, 59 mission cards.
  • 8 mission tokens.
  • 6 special location cards, 122 travel event cards.
  • 32 clan/personal mission tokens.
  • 1 final round token.
  • 3 allies tokens.
  • 76 Shōgun's influence cards.
  • 8 omamoris.
  • 6 spawn tokens.
  • 6 civilians tokens.
  • 7 chosens.
  • 1 help sheet.
  • 1 affinity/malice track.
  • 6 objective/special tokens.
  • 7 servants and 11 wanderers.
  • 8 interaction/cut path tokens.
  • 2 campaign books.
  • 11 minions/minions+ tokens.
  • 16 action point tokens, 1 Shōgun's malice/influence token, 4 meditation tokens.
  • Negative condition tokens: 7 poisoned, 7 bleeding, 6 downed, and 6 blinded.
  • 21 head tokens (1/3 and boss).
  • 6 blessed tokens (1/2).
  • 1 trigger/final round token.
  • 1 Yastun Lad token.
  • 6 charge tokens (1/2).
  • 4 large doors, 4 small doors.
  • 10 camp/horde tokens.
  • 6 captured/razed city tokens.
  • 22 damage tokens (1/3, 5/10).
  • 12 karma tokens (1/3).
  • 7 +1 armor/-1 armor tokens.
  • 12 resistance tokens (1/3).
  • 56 coins (values 1, 5, and 25).

Adventure Phase Setup

Character's Setup

Before going through the following steps, read the preparation section of the chapter you are playing and apply any rule changes or additional preparation steps that are specific to that chapter. In the first pages of the Act 1 Campaign Book, you will find more information about specific game preparations.

  1. Place each character board in front of the player controlling them.

  2. Place a cube on the health track, on the space matching the character's maximum health. A character's maximum health depends on their class and level, which is shown in the graphic on the character board below their name, and can never be exceeded above the indicated maximum. If this is the first chapter, place the cube on the 11 space of Akira's track, the 9 space of Hattori's track, the 8 space of Hikaru's track, and the 10 space of Tomoe's track. (The character board's health and attribute track shows: A. Health; B. Power; C. Dexterity; D. Knowledge; E. Spirit.)

  3. Place each character's Kami card next to their player board. If this is the first chapter, choose one of the 8 initial Kami available (Amaterasu, Amatsumara, Amatsumikaboshi, Dosojin, Hachiman, Inari, Izanami and Susanoo) for each character.

  4. Place a cube on the Kami affinity track, in the space recorded on the campaign sheet. If this is the first chapter, all characters place the cube on the 1 space of the track. If the affinity level reaches 0, remove the cube from the track, but do not remove the Kami card.

  5. Place all blacksmith cards (A.I, A.II and WotG, if available) matching the character class with their current and lower levels in a facedown deck next to the player board. If this is the first chapter, place the level 1 Ronin equipment next to Akira, the level 1 Ninja equipment next to Hattori, the level 1 Monk equipment next to Hikaru, and the level 1 Samurai equipment next to Tomoe.

  6. Insert the acquired skill tokens matching the character into their board, using the same side as the last game session. If this is the first chapter, insert the "Sixth Sense" tile into Akira's board, the "Roll" tile into Hattori's board, the "Healing" tile into Hikaru's board, and the "Military Discipline" tile into Tomoe's board.

  7. Place cubes according to the attribute scores recorded on the campaign sheet. If this is the first chapter, for Akira place 1 cube in dexterity, for Hattori place 1 cube in dexterity, for Hikaru place 1 cube in spirit, and for Tomoe place 1 cube in power. (Deck classification example: A.I, Class Monk, Level 1.)

  8. Place the clan tokens to the right of the character board, forming that character's supply.

  9. Place each character's items and equipment cards into the character's supply. If a character has 2 weapons, place the unequipped weapon facedown. If this is the first chapter of Act 1, place the "Ronin Robe" next to Akira, the "Shinobi Armor" next to Hattori, the "Celestial Armor" next to Hikaru, and the "Ceremonial Armor" next to Tomoe. Then, each character chooses 1 level 1 weapon from their blacksmith deck and adds it to their supply. Finally, each character receives the special item "Jirōbō's omamori" and adds it to their supply.

Map Board Setup

The map board is divided into 4 territories, one for each clan: to the northwest, in red, lies the Dragon Clan's territory; to the northeast, in green, lies the Mountain Clan's territory; in the center, in purple, lies the Sakura Clan's territory; and to the south, in orange, lies the Firefly Clan's territory.

  1. Place the map board in the center of the table.

  2. Place the coins, karma, heads, resistance tokens, action point tokens, and razed/captured city tokens into a general supply next to the map.

  3. Place each character's miniature on the starting locations indicated in the setup image.

  4. Place the Shōgun's Influence track next to the map and the Shōgun's Influence token where indicated in the Adventure Phase preparation section. Place the round token next to the track. Place the Final Round token where indicated in the preparation section.

  5. Shuffle the Shōgun's influence cards of the chapter that is about to begin into a facedown pile next to the main board, to form the Shōgun's influence deck.

  6. Gather market cards marked with A.I, A.II, and WotG, if available. Find the lowest and highest knowledge of any character. Find the market cards (excluding special cards) with levels within this range and shuffle them. Place them, face-up, as the market deck. For example, if the lowest knowledge is 1 and highest is 3, take all the market cards of level 1-3, excluding the cards with no knowledge requirement. If this is the first chapter, take the market cards with no requirement and those with a level 1 requirement, because Akira has knowledge 1 and other characters have none.

  7. Place the travel event cards specified in the campaign book and shuffle them into a deck next to the main board, with their green side up, as the travel event deck.

  8. Place the mission cards for the current chapter facedown, next to the board. Then, place any mission token detailed in the setup image. Some missions may be active from the start of the phase. If so, place those mission cards faceup. Bear in mind, some missions may not be available from the start of the phase.

  9. Place any discovered special location cards as indicated by the campaign sheet. Place any undiscovered location cards if indicated in the Adventure Phase preparation section.

  10. Place razed/captured city tokens on the locations indicated by the campaign sheet. In the first chapter do not place any razed/captured city tokens on any location.

Adventure Phase Overview

The Adventure Phase is divided into a series of rounds. Each round, the Shōgun will take a turn, and then each character will take a turn. Players decide the order for the characters' activations. Once a character has completed their activation, players choose a different character to activate. Repeat this process until all characters have activated once, at which point the round ends. During an activation, characters will be moving across the map, resolving missions, improving their equipment, earning coins, attacking enemies, and more.

Shōgun's Turn

The Shōgun's turn consists of four parts:

  1. Advance the round token.
  2. Update the Shōgun's influence track.
  3. Draw and resolve a Shōgun's influence card.
  4. Activate Enemies.

1. Advance the round token. Move the round token 1 space higher on the influence track. During Round 1, the token is placed in space 1. Then, during the second round, move it to space 2, and so on.

If the round token moves onto a space with a trigger, immediately consult that chapter's trigger information in the setup and resolve the corresponding section. If the round token moves onto the same space as the final round token, this will be the final round to be played in this phase. After the last round ends, read the corresponding section as indicated by the current setup.

2. Update the Shōgun's influence track. Move the Shōgun's influence token on the influence track according to the influence increase rules shown in the Adventure Phase preparation section of the campaign book. During Round 1, ignore this step. If the Shōgun's influence token reaches 12, the phase ends in failure (see Ending the Adventure Phase below).

3. Draw and resolve a Shōgun's influence card. Draw the top card of the Shōgun's influence deck and resolve the effect matching the level of the Shōgun's influence. If the Shōgun's influence is 5 or less, it is considered low. If the Shōgun's influence is 6-9, it is considered medium. If the Shōgun's influence is 10 or more, it is considered high. A Shōgun's influence card shows a title, narrative text, and separate effect text for high, medium, and low influence. When a new one is revealed, discard the previous Shōgun's Influence card, if any, unless an effect tells you not to do so.

4. Activate Enemies. Enemies activate one by one. If there are more than one, players decide their activation order. After an enemy finishes their activation, players decide another one to activate, until all of them have done so. The actions of each enemy upon being activated are detailed in either the Adventure Phase preparation section of the campaign book, or on the mission that caused the enemy to be placed. This text may have the following instructions:

  • Target: the character or location that the enemy will move toward when activated. The enemy will always use the shortest path to their target. If more than one path is equally short and no other tiebreaker is specified, the players decide which path the enemy will take.
  • Movement: the number of locations that the enemy will move toward their goal. Enemies may finish their movement in the same location as characters and other enemies.
  • Combat test: the difficulty of the combat test a character must roll to remove the enemy from the map (see Combat Tests, below).

Example: The kachi targeting Tomoe activate. As specified in the Adventure Phase preparation section of the chapter, minions move toward their target when activated. If they finish their movement on the same location as their target, the target character must pass a combat test (5). Kachi have movement 3. The blue kachi cannot reach Tomoe's location, so instead must end its movement 1 location away, in either Iga or Amaterasu's shrine. Players agree to move the kachi to Iga. The yellow kachi reaches Tomoe's location, forcing a combat test.

Character's Turn

Characters are activated in any order decided by the players. When one character completes their activations, another is chosen, continuing until all characters have completed their activations.

When activating, each character gains 3 action point tokens, placing them in their supply, up to a maximum of 3.

Actions

During a character's activation, they may do any of the following actions, in any order, by spending 1 action point each time:

  • Travel.
  • Attack an enemy.
  • Interact with a mission token or matching clan token.
  • Interact with a city service.
  • Interact with a special location card.
  • Interact with a sanctuary.
  • Work or camp.

Each action may be done multiple times and in any combination, with the exception that a character may only travel once each activation. As a general rule, once a character has started an action, they must complete it fully before taking another action.

However, during a character's activation, they may perform free actions, that may be taken at any time, including mid-way through the resolution of another action, that does not require the active character to spend action points. See Free Actions below.

Also, some actions may modify another action, such as a dice roll. This kind of action may be performed during the modified action.

Travel

This action may only be taken once per character per round. The active character gains movement points equal to 3 + dexterity + any applicable modifier. They may exert, by spending an additional action point to gain 1 extra movement point, any number of times. With the obtained movement points, the active character may then travel between adjacent locations, using either the imperial road (paved) or the dangerous paths (unpaved), spending 1 movement point each time. Once the movement is done, the travel action ends and spare movement points are lost. Then, draw a travel event card.

Travel Events. After the active character has finished their movement, if they spent 2 or more movement points moving over land, the player to the left of the one controlling the active character draws a travel event from the bottom of the deck. If the character has moved only 1 location by the end of their travel action, do not draw any travel event.

A travel event card shows a green side and a red side, each with a title, an arc or number, and a narrative introduction, followed by a decision or evidence and a resolution.

When resolving a travel event card, if the character's movement was only over imperial roads, resolve the green side of the card, indicated by the koi fish. If the character's movement was over 1 or more dangerous paths, resolve the red side, indicated by the Shōgun's eyes, instead. Red travel events are generally more dangerous.

The player who took the event card reads its narrative introduction for the active character to resolve it. If the event includes a decision or a test, do not read the resolution text until it has been resolved.

Once a travel event has been resolved, unless otherwise stated on the card, place the card on top of the travel events deck. Some travel events are removed after use. Travel events discarded in this way will not be used for the remainder of the campaign.

The travel event deck will evolve during the campaign. The campaign book may include instructions on which events must be removed, and which must be included, for the upcoming chapters. Most of the events include a letter code (A, B or C) to easily identify which are to be included in the travel events deck. There are also some events that are identified with numbers. Numbered events are added, or removed, from the travel events deck when directed by missions, decisions, or marks. Whenever any effect adds or removes cards from the travel events deck, shuffle the deck.

Traits. Some events or missions may require the active player to pass a test or decide between 2 or more options. Some of those decisions and tests may be affected by one or more traits that characters may have. Normally, there will be a pre-condition, which if satisfied, will result in a bonus to the dice test, offer new options, or even automatic success. Traits are gained by the characters when acquiring new skills, as they increase their level after specific Exploration Phases. Some of the skills available may grant a new trait, which may be useful during the campaign. Usually, skills that grant a new trait are slightly less powerful than those that don't.

Group Travel. If the active character begins a travel action in a location with other characters that have not either yet activated or already traveled by group this round, they may agree to travel as a group. If traveling as a group, the active character nominates, in agreement with the other players, 1 or more other characters in the same location at the beginning of the travel action to be part of the group. All non-active characters included in the group will receive 1 less action point when activating, and this will count as having taken their travel action this round.

The group gains movement points equal to 3 + dexterity of the character with the lowest dexterity in the group. Characters traveling as a group may not exert to gain movement, neither leave the group during their travel.

The active character then spends movement points to travel between adjacent locations, moving each character in the group with them as they do. At the end of a group travel action, all unused movement points are lost, and you do not draw a travel event. The main purpose of traveling with a group is to avoid drawing travel events.

Once a group travel action ends, the active character will continue their activation. Then, other group members will complete their activations.

Travel by Sea. If at any point during their movement the active character moves to a location with a port, they may choose to travel by sea. To do so, the active character must spend 3 movement points and 10 coins. If the active character has fewer than 10 coins, or does not have 3 movement points available, they may not travel by sea. To travel by sea, find the sea adjacent to the active character's location. Choose any location with a port adjacent to that sea. Move the active character to that location, keeping available any movement points they may still have. Moving from one port to another counts as a 1 location movement.

Group Travel by Sea. If at any point during their travel action the group moves to a location with a port, they may choose to travel by sea. To do so, the group spends 3 movement points, and 10 coins among all group members. If the group has fewer than 10 coins between them, or does not have 3 movement points to spend, the group may not travel by sea. To travel by sea, find the sea adjacent to the active character's location. Choose any location with a port adjacent to that sea. Move the group to that location.

Example: Hikaru wants to reach the Amatsumikaboshi temple, south of Ise, which is 7 locations away by land, so he would need to exert himself twice to get there. However, he prefers not to spend additional action points to reach his destination. In addition, Hattori, who has also not activated yet, is in the same location as Hikaru, and wants to reach the same temple. They cannot exert themselves if they perform a group travel action. The only option to reach their destination is to travel by sea. Hikaru and Hattori choose to travel by sea as a group, each spending 1 action point. Hikaru's dexterity is 2, the lowest in the group, so the group gains 5 movement points. The group spends 1 to go to Nagoya, then 3 movement points and 10 coins to travel by sea to Ise, and then 1 to arrive at the temple. Since they travelled as a group, no travel event is revealed. Hikaru then completes his activation and Hattori will be the next character to do so, but he won't be able to travel again during his activation, having 2 action points to use.

Attack an Enemy

During the Adventure Phase, all enemy miniatures, horde and camp tokens are considered enemies. Choose an enemy to target on the same location as the active character. Perform a combat test (see Combat Tests below); if successful, remove the enemy from the map board.

Interact with a Mission, Clan or Personal Mission Token

Take this action in a location with a mission, matching clan, or matching personal mission token. It is not necessary to interact with the missions following their numbers.

Mission cards show a mission number, title, mission hint, act and chapter, objective, description of the mission, conclusion, and mission number.

If interacting with a mission token, remove the mission token from the map, flip the corresponding mission face-up, and resolve its on-reveal effect. This is now considered an active mission. Some chapters may start with missions already active, depending on their setup. When a mission indicates that miniatures are to be placed on the map, all characters can interact with them and with the mission (or event) that has spawned them. All characters must place their clan token for that mission.

If interacting with a clan token, resolve the effect on the corresponding active mission.

If interacting with a mission or clan token causes a mission to be completed or failed, after resolving the relevant entry in the campaign book, remove all mission and clan tokens from the board corresponding to that mission. This is now considered a completed mission. Unless otherwise specified, the rewards for a mission go to the person who started the mission.

Example: Akira previously placed a clan token in Iga as a result of a mission's on-reveal effect. Akira has just completed a travel action, finishing his movement in Iga. He then takes an action point to interact with his clan token there, resolving the clan token interaction effect by reading the corresponding entry in the campaign book. The entry specifies that the mission has been completed, and so Akira removes his clan token from the board. The mission is now resolved.

Interact with a City

Take this action in a location with at least 1 of the following services: blacksmith, market, inn, or port. Choose 1 of the services in the location, spend 1 action point and resolve the corresponding effect.

Blacksmith. The active character may purchase 1 card from their blacksmith deck by paying the cost indicated in the bottom right of the card. Place the chosen card in the character's supply. If the card is an armor, move the cube on the armor track to match its armor resistance. The active character may sell equipment in their supply, gaining half the cost rounded down and returning the equipment to their blacksmith deck. In addition, the active character may spend 10 coins to repair all of their equipped resistance.

Armor cards show a name, armor resistance, effect, cost, and class. Each item of armor has a maximum resistance value which can be decreased by combats and/or events.

Each character may have a maximum of 2 weapons (1 equipped, and 1 unequipped) and 1 item of armor in their supply. If an action would cause a character to exceed this limit, choose and sell equipment from that character's supply until this is no longer the case. For example, if a character acquires a new piece of armor, they must sell their previous armor.

Each character may have a maximum of 1 weapon equipped at any time. If a character has 2 weapons in their supply, indicate which one is unequipped by placing it facedown. If these limits are exceeded outside of an interaction on a city, the active character will have to discard cards enough to comply with the limitation and return them to the blacksmith deck. Unless otherwise specified, weapons and armors cannot be lost due to game effects.

Market. Reveal 3 cards from the top of the market deck. The active character may buy any number of the revealed cards, placing each bought card into that character's supply. Shuffle any unbought cards back into the market deck.

Market cards show a name, knowledge requirement, range, effect, cost, and type (e.g. consumable).

Characters may buy and keep market items in their supply even if they do not meet their knowledge requirement, although they cannot use them. When the active character interacts with the market, the character may also sell items in their supply, gaining half their cost in coins rounded down. At any point before, during, or after this action, the active character may sell heads and boss heads in their supply, gaining 10 coins per head sold, and 30 coins per boss head sold. Heads are mostly obtained by defeating enemies during the exploration phase.

Item Limit and Special Items. Each character may have in their supply a maximum of 2 permanent items, and a maximum of 5 market items total. If an action would cause a character to exceed this limit, choose and sell items from that character's supply until this is no longer the case. If this limit is exceeded outside of an interaction in a city, the active character will have to discard any item required to comply with the limitation and return them to the market. Special type items are not considered market items, and therefore they do not count toward either the limit of 2 permanent items or the overall limit of 5 market items. Special items ignore any effect that may discard them, unless the effect specifically targets the item.

Inn. The activated character spends 10 coins to regain health equal to their level +2. Characters cannot exceed their maximum health value at any time.

Interact with a Special Location Card

Take this action at any discovered (colored) special location card. The Adventure Phase preparation section of the chapter you are playing may instruct you to place special location cards on the board. Certain effects during the Adventure Phase may cause an undiscovered special location to be discovered. When this happens, flip the card and record it on the campaign sheet. You can interact with special location cards placed during the preparation phase of each chapter. When doing so, follow the instructions for that secret location from the campaign book. Special locations can grant secondary missions or other effects.

Interact with a Sanctuary

Take this action at any Sanctuary location. Spend any amount of karma from the active character's supply. For each 3 karma spent, move the token on the character's Kami affinity track up once. Characters begin the game with access to their first Kami skill. If the character reaches space 3 of the track, they get access to their second Kami skill. If the active character reaches space 6 of the track, this allows access to the Kami Mode skill.

Work or Camp

Work: if the active character is in a city, they gain 2 coins. Camp: if the active character is in a non-city location, they regain 1 health. Characters cannot exceed their maximum health value by taking this action.

Free Actions

Free actions may be taken at any time during a character's activation, including mid-way through the resolution of another action, and do not require the active character to spend action points. There are 3 free actions: Use an item, swap weapon, and share.

Use an item. Use the effect of an item in the character's supply if the active character meets its knowledge requirement. If the item is of the "consumable" type, return it to the market deck and shuffle it after use. If the item has the keyword "uses X", when obtained, place X tokens on it. Each time it is used, remove 1 token. When it has no more tokens on it, return it to the market deck and shuffle it. If the item is of the "permanent" type, it may be used any number of times, unless stated otherwise on the card.

Swap Weapon. Exchange your equipped weapon for your unequipped weapon. Place facedown the unequipped weapon.

Share. Take this free action if the active character is in the same location as other characters. A sharing action may be done midway through a travel action. An active character that shares a location with another character may exchange coins, heads, items, equipment and mission or event tokens. Remember that even if a character does not fulfill the requisites for using an item or piece of equipment (for not being the required class or not having enough knowledge) to use it, those items can still be part of the character's supply.

If any character at the active character's location has placed clan tokens on the map as a result of an active mission that is not a personal mission, each other character in the location may also place their clan tokens on the board in the area indicated by the active mission. This part of the share action is defined as "sharing information". During Act 1, characters will have access to a very special item, "Jirōbō's Omamori", that allows them, once per Adventure Phase, to share information on (only) one active mission (however, this special item does not allow the sharing of cards or tokens). Once used, all Omamoris remain unavailable until the next Adventure Phase.

Remember that some missions require something to be delivered somewhere and interacting with a character's clan token is not enough for the mission to be completed.

Example: Hattori, during his travel action, passes by Tomoe's location and performs a share action. As he had previously placed a token of his clan in Kyoto as part of a mission, Tomoe can also place a token of her clan. As part of that same share action, Tomoe gives Hattori the item "Holy Water" and the Ninja continues his journey to another location. If Tomoe had active missions, she could have shared that information with Hattori as well.

Ending the Adventure Phase

The phase ends immediately if any one of the following is true:

  • The Shōgun's influence token is in space 12.
  • All characters are defeated.
  • An ending condition specified in the Adventure Phase preparation section is met.

Read the indicated success or failure section in the phase setup, and then, for each defeated character, resolve the defeated character section (see Other Concepts below). Reveal all un-revealed mission cards, and resolve their failure section, if any. Additionally, the adventure and Exploration Phase preparation sections of a chapter may specify consequences for meeting certain ending conditions, and succeeding or failing certain missions.

If the phase ends with success, each character regains health equal to their level and the campaign continues. If the phase ends with failure, the campaign will continue as well, but the characters will not regain any health. Then, proceed to the exploration phase of the chapter.

If you are going to pack the game away and play the Exploration Phase of the chapter at a later time, save the character progress into each character case.

Other Concepts (Adventure Phase)

Attributes

  • Power: the character's physical strength. It is added to any combat test.
  • Dexterity: the character's physical agility. It is added to any travel action.
  • Spirit: the character's inner strength. It reduces the probability of suffering an attribute loss when resurrecting.
  • Knowledge: the character's understanding. It allows you to equip better items.

Remember that some skills may grant a trait that may have effects during the Adventure Phase.

Captured and Razed Cities

Specific effects may cause captured/razed city tokens to be placed on city locations. If a city is captured, place a captured/razed city token on it on its captured side. Characters may not take the "interact with a city" action in a captured city. If a city is razed, place a city damage token next to it on its razed side. Characters may not enter (or go through) razed city locations during "travel" actions. When a location is razed or captured, also record it on the campaign sheet. Cities will discard their tokens at the end of the chapter following the one in which they were placed.

Example: Kyoto was razed during chapter 5. At the end of the Adventure Phase of chapter 6, discard Kyoto's razed city token. Characters will be able to move to or through it again from chapter 7 onwards.

Campaign Sheet

The campaign book contains a campaign sheet to keep track of marks, locations, city statuses and more.

Personal Missions

Personal missions are specified in the Adventure Phase preparation section of the campaign book. Characters can only interact with their own personal mission tokens. This type of mission's information cannot be shared using the free "Share" action.

Defeated Characters

If a character's health reaches 0, they are defeated. Immediately remove the miniature from the map. The character takes no further part in the Adventure Phase.

At the end of the Adventure Phase, before resolving any entries in the campaign book resulting from ending the phase, defeated characters will be resurrected, regaining health up to their current maximum. If you are playing using the Yomi Mode, check its rules in the Shinigami Expansion section of the Exploration Phase rulebook.

When a character is resurrected, they make an attribute test (X), where X is the character's current level (see Attribute Tests below). If the test is successful, there is no further effect. If the test is failed, the character loses an attribute point of the controlling player's choice. The initial attribute point for each class cannot be lost at any time. Attributes are tracked on each character's board.

Delayed Characters

When a consequence indicates that the character is delayed, the character loses all remaining action point tokens and ends the turn immediately. This effect is considered a negative condition. Therefore, it can be avoided if the active character discards a blessed token.

Attribute Tests

Attribute tests are indicated by a symbol Power(X), Dexterity(X), Spirit(X), or Knowledge(X), where X is the difficulty. A character performs an attribute test by rolling 1 test die and adding their relevant attribute score and any applicable modifier. If the total is equal to or greater than the difficulty of the test, it succeeds. Otherwise, it fails. Consequences for succeeding an attribute test, if there are any, are indicated by the success icon. Consequences for failing an attribute test, if any, are indicated by the failure icon.

Example: Hikaru has 1 spirit and faces a Spirit(5) attribute test. He rolls a 4. Adding his 1 spirit, he succeeds and reads the corresponding section.

Combat Tests

Combat tests are indicated by the symbol (X). Perform a combat test by rolling the dice indicated in your equipped weapon's strong attack, adding the values rolled to the active character's power and any applicable modifier. For help adding up the values rolled in a combat test, see the Adventure Phase reference sheet.

If the total is equal to or greater than the difficulty, the combat test is successful, the enemy is removed from the map, and the active character gains 1 head, adding it to their supply. Otherwise, the test failed and the enemy is not removed. Effects for succeeding a combat test, if any, are indicated by the success icon. Consequences for failing a combat test, if any, are indicated by the failure icon. Additional consequences for succeeding or failing combat tests may be specified in the Adventure Phase preparation section of the scenario, or on the mission or event card that caused the enemy to be placed.

The focus die and yin-yang effects are not available during the Adventure Phase. Their use is detailed in the Exploration Phase rulebook.

Gain Objects. When an effect indicates to gain or draw an object, draw them randomly from the market deck.

Example: Tomoe faces 2 kachi at her location, whose combat difficulty is 6. She makes a first attack action against one of the kachi. She rolls one green and one red die, as indicated by the strong attack of the weapon she is equipped with. The result of her roll is 5, which added to her +1 power is a total of 6. She succeeds the test, removes the kachi miniature and reads the consequences.

In certain situations several characters can participate in the same joint attack roll. The active character must spend 1 action point to initiate their attack in the usual way. Characters present in the same location who have not yet activated may attack in the usual way and add their results to the active character's attack. Participating characters will gain 1 less action point during their activation.

Example: Hikaru is going to perform a (10) combat test against an enemy camp. Tomoe has not yet activated this round, so she decides to assist. Hikaru spends 1 action point and both perform a roll, adding their power and rolls to get a 12 and pass the test. Tomoe, at the start of her activation, will have 1 less action point.

Hits and Damage

Events, missions, or enemies will deal hits to the characters. If a character receives hits, reduce them by the value of the equipped armor. If the result is greater than 0, reduce the character's health by that amount. If the character takes damage directly, subtract that amount from the character's health track.

Adventure Phase Iconography

Tokens: Armor +1/-1; Captured City/Razed City; Mission (1-8); Spawn point (6 colors); Allies; Civilian (6 colors); Coins (1, 5 and 25); Interaction point/Cut path; Blessed 1x/2x; Trigger/Final Round; Objective (6 colors)/Special; Resistance x1/x3; Head (boss); Head x1/x3; Damage x10/x5/x3/x1; Round; Camp/Horde; Influence/Malice; Doors closed/open; Yastun Lad; Charge x1/x2; Karma x1/x3; Action Point; Meditate.

Activation: Kami Affinity; Power; Knowledge; Dexterity; Spirit; Attack/Combat test icon and token; Skills (passive, technique and attack); Damage; Armor; Defense; Health; Impact; Range; Movement.

Negative Conditions: Poisoned; Bleeding; Blinded; Downed.

Clan/Personal Mission: Dragon/Hikaru; Firefly/Akira; Sakura/Tomoe; Mountain/Hattori.

City Services: Blacksmith; Market; Inn; Port.

Symbology: Failure; Fast attack; Gold; Head; Karma; Read; Strong attack; Success; Trigger.

Symbol Shapes / Impacts: Yellow; Blue; Orange; Green; Purple; Red; Blue (expansion).

Attack Dice: The nine attack dice (Orange, Green, Purple, Red, and the expansion's Blue die) each show a face pattern of blank results and 1-4 impact results; see the printed dice for exact faces.

Focus Die: Fail; -1; -1; -1; Fail + ignore counterattack; -1 (with the focus die, a fail also lets you ignore a counterattack, at a further -1 penalty).

Exploration Phase Setup

Before setting up the Exploration Phase, if you just completed an Adventure Phase, leave the market deck and the general supply of karma, heads, and action point tokens in the play area, and pack away every other component you were instructed to place as part of the map board setup during the preceding Adventure Phase.

Character Setup

The game is designed such that you can proceed directly from the character setup you finished the preceding phase with to the current phase while making minimal adjustments to the setup. Not all the following steps will be necessary if the game is stored using the storage trays provided.

  1. Place each character board in front of the player controlling them.

  2. Characters can exchange items as per the share action during the Adventure Phase before the Exploration Phase starts.

  3. Take a number of Ki dice equal to the character's level, roll them, and place the rolled dice in the character's supply. In your turn you will be able to use them to activate your available skills.

  4. Place a cube on the health track, on the space matching the current health.

  5. Place cubes according to the current attribute scores (health, power, knowledge, dexterity, spirit).

  6. Place each character's Kami card next to their respective player board.

  7. Place a cube on the Kami affinity track, on the space matching the current affinity.

  8. Place the blacksmith cards of each class up to its current level in a facedown pile next to each player board.

  9. Insert already acquired character skill tokens. During the first Exploration Phase, only the first skill will be available.

  10. Place already acquired items and equipment into the character's supply. If a character has 2 weapons, place the unequipped weapon facedown.

  11. Place a cube on the armor track, on its value at the end of the last game session.

  12. Gather the attack dice corresponding to the type of weapon you have equipped.

  13. Place 4 action point tokens into the character's supply. During the Exploration Phase characters can have up to 4 action points.

  14. Place the Shōgun's Malice track next to the play area and the Shōgun's Malice token next to it. Malice starts at 0.

Zone Setup

The Exploration Phase is fought through zones. They are made up of tiles, which have a grid pattern of squares. In the campaign book, after the introduction to the current chapter, you will find the setup for the first area of the Exploration Phase. Each zone may have up to 2 exploration event cards associated with it, that are placed inside the Omamori sleeves. There are two ways of accessing a new zone: surveying or traveling.

Surveying: opening a door or interacting with an interaction point (by spending 1 action point) can give access to a new zone. Place the new tile adjacent to the current one and add any enemies indicated in the setup. Any other character stays in place. Adjust the initiative as indicated below. After that, the active character can continue their activation, including any action points they had remaining.

Example: While adventuring, Hattori has interacted with the interaction point A and has revealed a new zone, tile 10B. Two new enemies appear, as instructed by the zone setup: the red Kachi and the purple Kachi. Hikaru and Tomoe have not yet activated, so their Initiative cards are shuffled together with those of the new enemies. The Initiative is then updated accordingly. Hattori's activation continues, and if he has movement points left, he may use them, as revealing a new zone does not interrupt his current action. He then continues his activation as usual.

Travel: Other times, interacting with a point will grant access to more remote areas that are not directly connected to the current tile. Remove the areas in play, including its miniatures and events. Place the new zone and the indicated enemies. Place the characters in play on any square indicated as the starting location. Finish the current round, by reducing active Ki dice, and then a new round starts, updating the Initiative.

Example: Tomoe interacts with A. The corresponding section reveals a new zone including new initial squares for all characters. The group immediately moves to the new area and removes the old zone from play, including all miniatures and tokens there. No more events for the removed zone are allowed to be played. Reduce the Ki dice for all characters and start a new round, restarting the Initiative by shuffling the cards of all characters and enemies still in play.

Minions

Place the Minion board next to the zone the enemy is in. Attach different colored bases to each miniature (red, orange, blue, yellow, green, purple). The colors of bases are used to track which miniature of a given type has taken damage or had negative conditions imposed on it.

Minion boards show health, movement, range, defense, and armor, plus a regular version and an upgraded version, enemy skills, normal behavior, aggressive behavior, and enemy attack dice, along with features.

Minions are the most numerous and least dangerous of the Shōgun's followers. If the zone setup instructions listed in the campaign book have a "+" next to the Minion's name, use the upgraded (black background) version of the Minion card. Otherwise, use the regular version. When a zone setup instructs you to use the "+" upgraded version, any Minion of that type played later in the current chapter will use the upgraded version as well.

Servants and Wanderers

Servants are unique enemies, much more powerful than minions. Place the Servant board face up next to the zone the enemy is in.

Wanderers are individuals of unknown loyalties that you may encounter during your adventure. During an Exploration Phase preparation, you may be instructed to add Wanderers to a zone. The campaign book will specify whether these Wanderers act as allies or enemies. Treat Wanderers as Servants for activation purposes. Allied Wanderers are considered as Resistors by the characters' enemies when determining their target. This means that they are priority targets when there are several targets available for the same enemy activation line (see Resistors, below). Wanderers, whether allies or not, do not drop Heads when defeated.

Chosen

Place the Chosen's board face up next to the zone the enemy is in. Shuffle the Chosen's AI cards into a facedown deck and place them on the Chosen's board. Their skills are shown on the upper right part of their board. Their stats are shown in the central part. Chosen are the most dangerous enemies you will face.

Exploration Phase Overview

The Exploration Phase is divided into a series of rounds. Each round is made up as follows:

  1. Draw a new Oracle card, resolve Events and apply Malice, if necessary.
  2. Determining Initiative.
  3. Activations.
  4. Reduce Ki dice.

Golden Rules

The "Enemy" tag applies to those creatures (characters, Wanderers, Shōgun's forces and living Resistors) that the active creature fights against. As a general rule, and especially when revealing exploration event effects, the "Enemy" tag is applied to the creatures the characters fight against, including Minions, Servants, Chosens and Wanderers (if that is the case).

If an effect forces a character to lose a resource of which they do not have enough (like coins, karma, armor or others), the character loses the amount they have available, even if less than the specified requirement.

If an effect requires placing a component that is not available (like a miniature), that effect is not applied.

When an effect is resolved, if there is more than one target that fulfills all of the conditions for that effect, the players decide which target will be affected.

When an attack or effect applies to several targets, roll the dice only once and then apply the result to all targets.

Example: The Kachi activates and his line instructs him to move adjacent and attack the enemy with the most health. However, the two available targets, Akira and Tomoe, currently have the same health. As there are no other specified conditions to apply, the players decide which of them the Kachi will attack.

1. Oracle Deck, Events and Malice

Create the Oracle deck and the event deck. The campaign book will specify the amount of each kind of Oracle cards (green and red) that are added to the Oracle deck each time a zone is revealed, depending on the success or failure of the last Adventure Phase. You then start creating the Oracle deck by adding the cards specified in the zone for the current Exploration Phase. The setup of each new area indicates whether new cards should be added to the Oracle's deck. After adding cards in this manner, reshuffle the entire Oracle deck, without including the already revealed cards.

Select Exploration Events. At the start of every chapter and when revealing a new zone through surveying or travelling, follow these steps to create the event deck for each of the current active zones that are on the map:

  1. Find all event cards that are connected to the active zones currently on the map. Normally, each zone has green and red event cards, indicated by the similar name at the top of the event card. Some zones also have a purple events card instead of the green and red event cards. These are scripted events for that particular zone.
  2. Shuffle all the event cards, place each of them in an Omamori sleeve next to their respective area.

Exploration event cards indicate whether you are playing with scripted or random events. Remember that exploration event cards are placed inside the Omamori, so players have access to the events one by one. In addition to their color, exploration event cards also differentiate with an icon on their upper part. Green cards include a green-event icon, while red cards include a red-event icon. Scripted cards have no icon.

Draw Oracle Card. At the start of each round, draw the top card of the Oracle deck of the zone any character or enemy is currently in. If the Oracle deck is ever empty, immediately shuffle all previously drawn Oracle cards to form a new Oracle deck. A red card means that events and enemy activations are likely to be more dangerous to players this round. A green card means that they are likely to be slightly less dangerous.

Resolve Events. For each zone that contains at least 1 miniature, reveal and resolve an event from that zone's event deck. If a zone has both green and red event cards assigned, reveal and resolve the next event of the color that matches the drawn Oracle card (red or green). If a zone has scripted (purple) events, reveal and resolve the next event.

Event effects, unless otherwise stated, are only active for the round in which they are drawn. Events only apply to creatures that are in the corresponding zone when the event is drawn. Event effects continue to apply to creatures even if they move out from the zone they started their activation on.

Malice. If you would need to resolve an event and none are available for the current zone, move the Shōgun's Malice token up once on the Shōgun's Malice track instead. If the Malice token ever reaches the 6 space, the chapter immediately ends in a failure (see Ending the Exploration Phase, below). The Exploration Phase setup section of the chapter may specify any additional effects to be resolved. Remember to place the Shōgun's Malice track and its token next to the play area. The Malice track always starts at 0.

2. Determining the Initiative

To determine Initiative, resolve the following steps:

  1. Take the Initiative card corresponding to each Character, Minion (based on their color), Servant, and Wanderer in play, shuffle them into a facedown deck, and then place the shuffled cards face up in a line from left to right to form the Initiative queue. Some events may instruct to reveal the initiative card by card.

  2. Apply any event or skill effects to the Initiative queue.

  3. Place any Initiative cards corresponding to Chosen in play to the left of the previously placed cards, at the front of the queue. Chosen Ones will always activate first.

Some skills and events affect the Initiative queue. Resolve any applicable effects in the following order:

  1. Event effects. If more than one event modifies the Initiative, apply it from left to right if the effect advances the Initiative, and from right to left when the effect delays the Initiative.
  2. Effects from character skills. If multiple character skills affect the Initiative queue, players choose the order in which they are resolved.
  3. Effects from other skills. If multiple non-character skills affect the Initiative queue, players may choose the order in which their effects are resolved. Servants and Wanderers advance up to 3 spaces every round as a passive skill.
  4. Character's swap. After all skills and events affecting the Initiative have been resolved, once per round, players may collectively agree to swap the position of 2 character Initiative cards in the Initiative queue.

Add New Enemies. When a new enemy is added, add all the newly placed miniature Initiative cards to the Initiative, by shuffling them with the ones that have not been activated this round. Update the Initiative by placing all of them, after the current activation, in random order. When Initiative cards are introduced this way into the Initiative, do not apply any of the usual modifying effects (events, character skills and enemy skills). After the current activation ends, continue activating cards from the updated Initiative queue.

Example: The Initiative cards for Hattori, Akira, a Minion, Hikaru, Tomoe, and a Servant are shuffled and placed into a queue. There is no event effect to be applied this round. Akira's skill "Sixth Sense" lets him move one space forward in the queue. The Servant card is then advanced 3 spaces forward. Players decide to swap the positions of Akira and Tomoe. Finally, a card corresponding to a Chosen is added to the front of the queue. The Initiative is ready.

3. Activations

Starting from the card farthest left in the Initiative queue and proceeding from left to right, miniatures are activated. After a miniature has been activated, rotate the corresponding Initiative card 90 degrees to indicate that it has been resolved. Once all cards in the Initiative queue have been rotated, proceed to the next part of the round.

Special rules may set activation conditions for creatures that do not use any miniature, like Resistors (see Key Concepts, below).

Character Activation

At the beginning of their activation, each character gains 3 action point tokens, placing them in their supply. During their activation, a character may spend action points to take any of the following actions:

  1. Move.
  2. Use technique skill.
  3. Reroll Ki dice.
  4. Attack.
  5. Interact.
  6. Use an item.
  7. Meditate.

Each action may be done multiple times and in any order, with the exception of the movement action and the attack action, which can only be done once per activation. Once a character starts an action, they must complete it fully before taking another action, except for Interact, Use an item, or any of the following free actions:

  1. Place Ki Dice.
  2. Withdraw Ki Dice.
  3. Retrieve 1 Head token.
  4. Activate Kami Mode.

These free actions can be taken by a character during their turn and do not use action points to be performed. In addition, each of these free actions has its own rules for when it can be taken (see below).

At the end of a character's activation, if they have more than 1 action point remaining, they return all of them to the general supply except 1. If characters retain 1 action point, they may have up to 4 for their following activation. No character can have more than 4 action points at any given moment; thus if they would receive a 5th one, it is immediately discarded.

Character Actions

Move and Exert. This action may only be taken once per activation. The active character spends 1 action point to gain movement points equal to 3 + dexterity + any other active effect. They may exert, by spending an additional action point to gain 3 extra movement points, without adding dexterity or modifiers, any number of times.

Characters can move through squares containing other characters or allies but must finish their movement on an empty square. Characters can only move diagonally across squares occupied by allies or through empty squares. See the "Occupied Terrain" section (Key Concepts, below) to find out which squares are considered occupied. Squares containing enemies are considered occupied.

Example: Hikaru is trying to move adjacent to the Undertaker. He has no action points and so generates 3 movement points. He spends 1 movement point to move diagonally and is now adjacent to the Kachi. However, he cannot move diagonally again, because the square with the Minion is an occupied square, and he cannot move diagonally if an occupied square is adjacent to both the square he is in and the square he is moving into. Instead, Hikaru decides to move down 1 square and across 1 square and then exerts once to gain 3 additional movement points. Finally, he uses 1 movement point to move adjacent to the Undertaker. He then chooses not to spend his remaining 2 movement points, ending his movement action.

Use Technique Skill. Spend 1 action point to activate a technique skill that you meet the requirements for. See Character Skills, Kami Skills, and Enemy Skills (Key Concepts, below) for details on skills and requirements. The 1 action point cost to activate a skill is independent of the cost to perform the action modified by the skill.

Reroll Ki Dice. Spend 2 action points to reroll any Ki dice that are in action slots, exhausted, or in the character's supply. Place all rerolled dice back into the character's supply.

Attack. This action may only be taken once per activation, either to attack by activating an attack skill or by performing an attack with the equipped weapon.

Choose an enemy to target within range of the active character's equipped weapon and within Line Of Sight (LOS) of the active character. All weapons have a range of at least 1 (see Key Concepts, below, for rules for determining adjacency, and rules on range and for determining LOS). You may spend 1 action point to take a fast attack against the chosen enemy, or 2 action points to take a strong attack. If the active character's equipped weapon has neither a fast nor a strong attack, you may not choose that option.

The active character may choose one attack skill that they meet the requirements for. See Key Concepts, below, for details on skills and requirements. Then, roll all the dice in the dice pool, including those of any additional effect, like a skill or consumable, to begin the attack.

If you rolled the test die and it's showing a blank side, the attack fails: the action ends immediately, no damage is taken, and no negative conditions are imposed. If you rolled the test die and it's showing a fail symbol, the attack critically fails: the action ends immediately, no damage is taken, no negative conditions are imposed, and the target of the attack may immediately counter attack the active character (see Counter Attacks, below). If you did not roll a blank side or a fail on the test die, the attack hits: resolve the damage section below.

Weapon cards show a name, weapon range, dice for fast attacks, dice for strong attacks, a yin-yang effect, cost, and class and level.

In general, strong attacks tend to deal more hits than fast attacks. Remember that when targeting multiple targets with the same attack, roll the dice once. Each attack action can only be modified by one attack skill.

Create Dice Pool and Activate Skills. Prepare the dice pool based on the type of attack you will be using, fast or strong. You may also add a focus dice to the dice pool. Focus dice will make your attack more powerful but also much riskier.

Damage and Yin-Yang Effects. If you rolled both a success symbol and a fail symbol on your attack dice, and the equipped weapon has a yin-yang icon effect, you may resolve it, even if the roll does not cause any hits, unless the effect provokes a condition, in which case causing hits is mandatory. Add the value of your rolled attack dice to your power and any other effects to calculate the total hits. Subtract the target's defense and armor from the calculated amount of hits. The result, if higher than 0, is the amount of damage that will be taken (Damage = Hits − Defense − Armor). For help adding up the values rolled, see the "iconography sheet" at the end of this book.

Some skills, weapons or effects can allow rerolling some of the attack dice. If you want to keep the yin-yang effect, at least one of each initial die (success and fail) has to be kept.

If you rolled the test die and it's showing a critical success, ignore the target's defense and armor when calculating the hits. If the attack was from a square at a higher height level than the target, add +1 to the hits rolled. See the rules for the influence of height levels on an attack (Key Concepts, below).

If the attack's damage is equal to or greater than the enemy's remaining health, they are defeated. Remove the enemy from play. When an enemy is defeated, change its miniature for a Head token if it was a Minion, or a Boss Head token if it was a Servant or Chosen. Heads can be sold at the Market during the Adventure Phase. If defeating the enemy was the ending condition for a zone or chapter, add its Head token to the active player supply.

If the attack's damage is less than the enemy's remaining health, add damage tokens equal to the damage to their board, along with any condition token provoked by the attack. If you rolled the test die and obtained a fail or critical success, add a -1 armor token as well after applying the damage, even if the attack caused no damage. If the enemy was a Minion, use the matching color board zone to do so. A creature with 0 armor cannot receive -1 armor tokens. See Conditions (Key Concepts, below) for the rules on applying conditions.

Example: Akira makes a strong attack with his katana against an Ashigaru, spending 2 action points, choosing not to roll the focus die, and deciding to use the stab skill. The total value rolled is 4 and he has power 1. The Ashigaru has defense 1 and armor 1, but the stab skill ignores the target's defense, so the amount of hits is 5, and so damage is 4 (4+1-1). The Ashigaru's total damage is added to the corresponding section of his board. The yin-yang effect of the katana is that if 3+ damage is dealt, the character using it gains 1 karma. Because Akira rolled at least one success and one fail, and he dealt 3+ damage, he gains 1 karma.

Interact. Spend 1 action point to interact with an interaction point in the current or adjacent square. Check the current setup section of the campaign book and resolve the corresponding section. Then, unless otherwise indicated, remove the interaction point. Remember that an interaction that opens a new zone by surveying does not interrupt the movement action of the active character.

If the interaction point was a closed door (red), flip the token to its opened side. An opened door occupying an inaccessible terrain square makes it regular terrain after it has been opened. Opened door (green) tokens cannot be interacted with. Interacting with a door does not interrupt the movement action of the active character.

When interacting with a non-playable character, check the corresponding section for the current chapter. If the interaction point was not a door, remove it unless otherwise indicated by the campaign book.

During the Exploration Phase, the interact action includes interacting with other adjacent characters or with the active character's equipped weapons. When interacting with another character, both can swap coins, Heads, items, equipment, and other tokens (excluding any condition or karma tokens). A character may exchange their equipped weapon for an unequipped one if they have one. Remember that during the Adventure Phase, the swap weapon and share actions are free actions. During the Exploration Phase, each of them costs 1 action point instead of being a free action.

Use an Item. If they meet the knowledge requirement, spend 1 action point to use an item in the active character's supply. Resolve its effect. Each item may be used a maximum of once per round. If the item has the tag "consumable", discard it after use by returning it to the market deck, which is then shuffled.

If the item has the keyword "Uses: X" you must discard 1 of its available tokens each time it is used. When obtained, add tokens equal to the number of uses available on the item card. Each time it is used, you then remove one of the tokens placed on the item card previously. When it has no more tokens on it, discard it by returning to the market deck, which is then shuffled.

Some items or skills may modify other actions when used, adding effects. In this case, the "use an item" or "use a skill" action can be performed during the action that is being modified, paying its corresponding action point cost, if there is any. Permanent items do not require action points to be used, and their effect can only be applied once each time that their requirements are fulfilled.

Meditate. Spend 1 action point to obtain a meditation token and add it to your supply. The maximum amount of meditation tokens a character can have at any given moment is 1. After performing an attack roll, discard 1 meditation token to reroll a single die (test die excluded). At the end of each phase, discard all meditation tokens.

Free Actions (Exploration Phase)

Free actions may be taken at any time during a character's activation, including mid-way through the resolution of another action, including a move action, and do not require the active character to spend action points.

Place Ki Dice. Place a Ki die from the active character's supply into an empty skill slot for which it meets or exceeds the Ki requirement of that slot. If the skill has no requirement, it can be activated with a Ki die of any value.

Withdrawing Ki Dice. This action may be taken a number of times per activation equal to the active character's knowledge. The active character may exhaust a Ki die in an active slot, setting it to the exhausted area.

Retrieve 1 Head Token. If a Head token is on the same or any adjacent square, the active character adds it to their supply. Head tokens can be sold for coins at the Market during the Adventure Phase.

Activate Kami Mode Ability. This free action may be taken at any time during a character's activation if the following conditions apply: the active character's current health is less than half of their maximum health value (rounded down); the active character has a Kami affinity of 6; no other character has an active Kami Mode ability.

When a character uses their Kami Mode ability, it is active for their current activation and until the end of their next activation, until they are defeated or until the chapter ends, whichever happens sooner. When a character's Kami Mode ability is no longer active or the chapter ends, they are immediately defeated (see Defeated Characters, below). If the only remaining undefeated character when finishing a chapter has their Kami Mode active, the chapter is considered failed. The Kami Mode is the last resort to try to turn a fight in your favor.

Reduce Ki Dice

After every character and enemy has activated in a round, all Ki dice in action slots are reduced by 1. If any die would be reduced to a zero, remove it from its current skill slot and place it aside. This Ki die is now considered exhausted. If all Ki dice are exhausted, a character immediately rerolls all Ki dice and places them back into their character's supply. Ki dice can also be exhausted as a result of the 'Withdraw Ki dice' free action.

Enemy Activation

The rules for resolving enemy activations depend on their enemy type and are detailed in their respective sections below. General rules that apply to activating enemies of all types are listed after those sections.

Minions. When a Minion activates, roll 1 test die. If the current Oracle card is green, find the entry matching the die result in the normal behavior section of their Minion board, indicated by the green 'Normal' header. If the current Oracle card is red, find the entry matching the die result in the aggressive behavior section of their Minion board, indicated by the red 'Aggressive' header. Read the numbered line corresponding to the number rolled. If it can be resolved fully, do so. If you cannot resolve the line fully, instead read the next line corresponding to the number rolled. Repeat this process until you have a single line that corresponds to the number rolled that can be fully resolved. Once one line has been fully resolved, the Minion's activation ends.

Servants or Wanderers. When a Servant or Wanderer activates, roll 1 test die. Servant and Wanderer boards are different than those for Minions. They include lines based on the dice result. Read the numbered line corresponding to the number rolled. If the line can be resolved fully, do so. If you cannot resolve the line fully, instead read the next line. Repeat this process until you have a single line that corresponds to the number rolled that can be fully resolved. Once a line has been fully resolved, the Servant or Wanderer activation ends.

Chosen. Draw the top card of the Chosen AI deck. If the Chosen deck is empty, first shuffle all discarded Chosen AI cards to form a new deck. Read the numbered line. If it can be resolved fully, do so. If you cannot resolve the line fully, instead read the next line. Repeat this process until you have a single line that can be fully resolved. Once a numbered line has been fully resolved, the Chosen's activation ends. Discard the drawn Chosen card.

Resolving Enemy Lines. A line can be resolved fully if all attacks and skills in the line have at least one target. Most enemy effects begin with a priority icon that indicates the criteria the enemy is using to determine its target if there is more than one available. There are generally two types of priority that an enemy can indicate as criteria: the "+" icon means the character that has the most health; the "-" icon means the character that has the least health.

If there are multiple characters that the enemy line can meet the condition for, follow the criteria indicated by the priority icon to decide the priority target. If there are multiple characters tied by the priority, players may collectively choose which of the tied characters is the target. Sometimes a line can add another priority icon. If that is the case, the priority icon included in the resolved line takes priority over the general one.

When available, Resistors with at least one resistance token take priority as the target. If there are multiple eligible Resistors, players collectively choose which of the eligible Resistors is the target. See Resistors (Key Concepts, below) for rules on how to use Resistors.

Healing effects on the enemy are not considered mandatory to consider a line fully resolved.

Remember, priority applies when there are several potential targets that can be chosen to resolve the same line. If there is only one target available to resolve an enemy line, priority conditions are not used.

Resolving Enemy Movement. Enemy movement specifies a condition: adjacent, range (X), toward, or away. First, find the target (enemy or Resistor) so the enemy has movement enough to meet the condition.

  • When the condition is adjacent, the target must be within movement range so that the enemy can move adjacent to it.
  • When the condition is toward or away, any target is eligible.
  • When the condition is range (X), the enemy must be able to move toward or away from the target so that it is within range (X) and Line Of Sight (LOS).

See Determining Range and Line of Sight (below) for rules for determining range and LOS.

Then, move them along a path of adjacent squares, equal to or less than their movement, to a square that meets their condition relative to their target.

  • When the condition is adjacent, the enemy moves adjacent to their target.
  • When the condition is toward, the enemy moves to a square where the range to their target is as small as possible.
  • When the condition is away, the enemy moves to a square where the range to their target is as large as possible.
  • When the condition is range (X), the enemy moves such that they are within range (X) and in LOS of their target.

See Determining Range and Line of Sight (below) for rules on how to determine range and how to set the LOS.

If there are multiple squares the enemy could move to that fulfill the condition relative to the target, choose the square that requires the enemy to move the fewest number of times. If there are still multiple squares the enemy could move to, players may collectively choose which of them the enemy moves to.

Enemies can move through squares containing other enemies, but must finish their movement on an empty square. Enemies may move diagonally if no occupied square is adjacent to both the square the active enemy is in and the square they are moving into. See Occupied Terrain (below) for which squares are considered occupied. For enemies, squares containing characters or wanderers that are not allies are considered occupied.

Example: A kappa Minion is resolving a movement effect where the condition is to move to be adjacent, and the priority condition is (+ health). Kappa have movement 3. Akira has 9 health, Tomoe has 8 health, and Hikaru has 7 health. First, the kappa must find the target. The condition is adjacency, and the line allows the kappa to move to be adjacent, so its target must be one the kappa can move adjacent to. The kappa does not have enough movement to reach Akira, because it cannot move diagonally past the square Tomoe is in. Of the eligible characters, Tomoe has the most health, so she is considered the target for the kappa's attack. There are multiple squares the kappa can move to such that it meets its condition, so it moves to the square decided by the players which requires the least movement (2).

Resolving Enemy Attacks. To resolve an attack, find a target in LOS and in range.

Resolving Attacks against Resistors. Resolve an attack against a Resistor by removing one resistance token from it. If you remove the last resistance token from a Resistor in this way, they are defeated. Remove the Resistor from play. The campaign book may specify additional consequences when a Resistor is defeated. If an enemy with the blinded condition attacks a Resistor, roll a d6; with a result of 1 to 3, the attack misses.

Resolving Attacks against Characters and Wanderers. Resolve the attack by rolling the dice indicated on the enemy board. If there is a focus die icon next to the condition of the line being resolved, add the focus die. When rolling an enemy attack using the test die, follow the same rules indicated for characters (above). In addition, most of the attacks may use a skill described on the Minion, Servant, Wanderer or Chosen board, applying these specific effects to the attack according to their description.

Damage. When calculating the damage dealt by enemies, follow the same rules indicated for characters (above). Some events or skills may add effects to the resulting damage.

Reduce the target's health by an amount equal to the damage. If this would bring the target's health to 0, they are defeated (see Defeated Characters, below). If the target was not defeated, add to the target's supply any negative condition tokens provoked by the attacking enemy. Then, if you rolled the test die and it's showing a fail or critical success, move the cube on the target's armor track down by 1 after the attack has been resolved. If the target was a Wanderer allied with the characters, add one -1 armor token to its board. See Conditions (below) for the rules on how to apply different conditions.

Example: A kachi Minion activates while the active Oracle card is green and rolls a result of 6 on the test die. Line 1 cannot be resolved fully because no target is directly adjacent to the Kachi. Line 2 cannot be resolved because the Kachi is the only Minion in play and thus cannot move adjacent to another Kachi using the SUPPORT skill. Therefore, it wouldn't move and cannot find a target for the KENJUTSU skill, thus the attack cannot be fully resolved. However, line 3 can be resolved. The Kachi first takes a movement action, taking the shortest path to its target. The priority target is (-health), which is Tomoe, because she is the closest as the condition is to be adjacent. His SLICE THEM skill has two possible targets: Hikaru and Tomoe, and the Kachi again targets Tomoe because she has the least amount of health left. Line 4 will not take place as the Kachi has completely performed line 3.

Example: The Undertaker rolls a 1 when rolling the test die. We want to know if the first line can be resolved. Line 1 (MACHETE) reads that the Undertaker prioritizes the target first in Initiative, which is Akira. However, the first line reads attack adjacent. Only Tomoe is adjacent to the Undertaker, and so it attacks her over Akira.

Example: The Blood Oni draws the Hate card. There is already a Hate card set aside due to the GROWING HATE passive skill the Blood Oni has, so the empowered version of the card is resolved. The first numbered line can be resolved because the Blood Oni has a target to attack. The priority target for this line is the character next in Initiative, which is Akira, and so the Blood Oni moves to him and attacks him, also rolling the test die. If the attack deals damage, because of GROWING HATE, Akira cannot use Kami skills for the rest of this combat. Usually, the drawn card would go in the discard pile, but because Hate cards remain in play until the combat finishes, both Hate cards remain in play and the Blood Oni's activation ends.

Ending the Exploration Phase

The phase ends immediately if any one of the following is true:

  • The objective specified in the Exploration Phase preparation section of the chapter is achieved.
  • An ending condition specified in the Exploration Phase preparation section is met.
  • The Malice token reaches the sixth space of the Malice track.
  • All characters are defeated.

When the Exploration Phase ends, discard all condition tokens, both positive and negative, and the meditation tokens. If the phase ends as a result of the objective being achieved, resolve the Victory section below. If the phase ends any other way, instead resolve the Failure section below.

Victory

Before resolving this section, for each defeated character, resolve the defeated character section (see Defeated Characters, below). Then resolve any entries specified in the Exploration Phase preparation section.

At the narrative level, the resurrection section takes place BEFORE the reading of the narrative section ending the current chapter. If you included the Shinigami Expansion (Yomi Mode), apply its effects before moving on to the next chapter.

Before continuing on to the next chapter, all characters regain all their Ki dice. Current health value remains the same for the upcoming chapter.

Level Increase

If an entry specifies that characters gain a level, resolve the following steps for each character:

  1. Increase the chosen attribute by 1, to a maximum of 3. No effect can increase an attribute score above 3.
  2. Take a double-sided character skill token matching the character's new level. Choose 1 of the 2 skills to acquire, slotting the tile into the character board such that the side corresponding to the chosen skill is face up. Between chapters, chosen skills are tracked on each character's board. Skills cannot be switched to the unselected option during the campaign, unless otherwise stated. Remember that some skills may grant a trait that can give benefits to tests, among others.
  3. Increase the maximum health available and regain health up to the new maximum level. The health levels depend on the character class (for example: Level 1: 10; Level 2: 11; Level 3: 13; Level 4: 15; Level 5: 18).
  4. Update the Blacksmith deck, adding the armor and weapon cards for the character's new level. Characters may still purchase equipment from lower levels, if they want to.
  5. During the setup step of future chapters, the character will gain an extra Ki die, up to their current level.

Failure

  1. For each defeated character, refer to the "Defeated Characters" section (below) and resolve the corresponding effects.
  2. Each character may perform a Market action and a Blacksmith action.
  3. If any character has acquired a specific token during the Exploration Phase, they keep it in their supply.
  4. Keep all zones that were present at the time of the last character's defeat on the table. Then, reset all active zones by: respawning enemies, tokens, Malice markers, and events. Important: the zones are already connected and placed. If an event or interaction point leads you to open a zone that is already on the board, ignore that effect. Remember, a zone without miniatures is not considered active, so do not replenish miniatures, tokens, or events in zones that were already inactive.
  5. Place all four characters adjacent to the square where the last character was defeated.
  6. Start of a new round: begin from step 1, "Draw Oracle card, resolve events, and apply Malice".
  7. Enemy rewards: no enemy heads can be acquired in zones that were already active. They can only be acquired in newly discovered zones from this point onward.
  8. If the phase fails a second time, players may choose to either repeat steps 1 through 7 or read the phase's success section.

Key Concepts

Adjacency

Squares are adjacent if they are touching along either a side or a corner (see Terrain Types, below, for any exceptions related to squares at different heights).

Attributes

  • Power: the character's physical strength. It is added to any attack action.
  • Dexterity: the character's physical agility. It is added to any movement action.
  • Spirit: the character's inner strength. It reduces the probability of suffering an attribute loss when resurrecting and allows condition removal.
  • Knowledge: the character's understanding of the world around them. It allows you to equip better items.

Attribute Tests

Attribute tests are indicated by the icon Power(X), Dexterity(X), Spirit(X) or Knowledge(X), where X is the difficulty. A character performs an attribute test by rolling a test die and adding their relevant attribute score (either +0, +1, +2, or +3) and any applicable effect. If the value meets or exceeds the difficulty of the test, it succeeds. Otherwise, it fails. Benefits for succeeding an attribute test, if any, are indicated by the success icon. Consequences for failing an attribute test, if any, are indicated by the failure icon.

Kami Change

During play, players may unlock new Kami. At the end of a phase where a Kami has been unlocked as a result of a personal mission, the character referenced in that mission may replace their current Kami with the unlocked Kami. At the end of a phase where a Kami has been unlocked as a result of a non-personal mission, any 1 character may choose to replace their current Kami with the unlocked Kami. Characters who replace their Kami maintain their current affinity level even though they are swapping Kami.

Counter Attacks

There are two types of counter attacks that can happen during combat: from the attacked enemy to the active character; and from the attacked character to the active enemy.

From the attacked enemy to the active character. When a character rolls the test die during an attack, and gets a critical fail result, the attack critically fails: no damage is taken, no negative conditions are imposed, and the target enemy may immediately attack the active character if they are within the enemy's range (use the highest range available). Use only the attack dice shown on the enemy board and disregard any enemy skills or abilities (except passive skills, which do still apply). After resolving the attack, the active character's activation continues.

From the attacked character to the active enemy. When an enemy rolls the test die during an attack, and gets a critical fail result, the attack critically fails. No damage is taken, no negative conditions are imposed, and the target character may immediately counterattack the active enemy if that character is within range of their equipped weapon. Resolve a fast attack, rolling only the attack dice shown on the equipped weapon. The character may not use either attack or technique skills during this attack, but the focus die, the yin-yang effects from your equipped weapon and any passive effects will still apply. After resolving the attack, the enemy's activation then continues.

Determining Range and Line of Sight (LOS)

Determining Range. To determine the range, count the shortest distance in squares, excluding the origin square, but including the target square. If the weapon's range is 3, you can attack up to 3 squares away.

Example: Hattori is range 5 from the kappa.

Range and Height Level. To be able to attack a target at a different height, the weapon or skill must have +3 range. See Terrain Types, below.

Determining Line of Sight (LOS). To determine whether a square has LOS to another square, trace a straight line between the center of the origin square and the center of the target square. If the traced line goes through any occupied squares, there is no line of sight between the 2 squares. If the line touches the corner of 2 or more squares of occupied terrain, there is no line of sight. Remember, for enemies, squares containing characters count as occupied. For characters, squares containing enemies count as occupied. See Terrain Types, below.

If the line does not go through any occupied squares and touches the corner of 1 or fewer occupied squares, then there is LOS between the two squares.

Example: Hattori is in LOS of the top Kappa, because the traced line touches the corner of exactly 1 occupied (obstacle) square. He does not have LOS to the Onryō, because the traced line touches the corner of 2 occupied squares: the inaccessible terrain, and the square containing the bottom Kappa. However, as the allies do not obstruct LOS, Hattori does see the kappa adjacent to Tomoe.

Line of Sight (LOS) and Height Level. When tracing LOS between an origin square and a target square that are at different height levels, for the purposes of determining LOS, obstacle occupied squares do not obstruct LOS. See Terrain Types, below.

Resistors

The campaign book may specify that Resistors be placed on certain squares. Resistors are represented by Resistor tokens. In addition, the campaign book may specify a number of resistance tokens to be placed with that Resistor. If a Resistor has no resistance tokens from the start, it cannot be targeted by enemies. If a Resistor is a living creature and loses all of its resistance tokens, it is removed from play.

Resistors obstruct LOS for both characters and enemies. Every time a Resistor is the target of an attack, automatically remove one resistance token from it. Resistors are usually Non-Playable Characters like civilians, but can also be other elements like doors, mechanisms, etc.

Squares containing Resistors count as occupied terrain (see Occupied Terrain, below) and interrupt the LOS. The Exploration Phase setup will indicate whether Resistors can be interacted with or not (see the Interact action, above, for more specific rules on interacting with Resistors).

Remember that when an Enemy attacks a Resistor while Blinded, it rolls a d6, with a result of 1 to 3, the attack fails.

Conditions

Some weapons, skills, equipment, and abilities may impose conditions on other characters and minions. When removing a negative condition, remove all tokens of that type of condition. Conditions cannot be imposed on Servants, Wanderers, Chosens, or Resistors, unless specifically indicated by an effect. Negative conditions cannot be imposed as an effect of an attack that causes no damage. If what provokes the negative condition is not an attack, it may be applied even if it causes no damage.

Negative Conditions

  • Bleeding: at the beginning of each of their activations, a creature that is bleeding is dealt 1 damage. It can only be removed using skills or items. Several bleeding conditions may apply to the same target, accumulating its effects.
  • Poisoned: a poisoned creature receives -1 to all combat/attribute rolls. It can only be removed using skills or items. Several poisoned conditions may apply to the same target, accumulating its effects.
  • Blinded: when taking the attack action, before calculating damage, if the attacking creature is blinded, roll a d6. On a 1-3 the attack misses and has no effect. After rolling, discard the blinded condition token. Only 1 Blinded token can be gained per creature. When an enemy attacking a Resistor rolls a 1-3, do not remove any resistance token. Only one blinded condition may apply to the same target at any moment.
  • Downed: downed creatures have -1 defense (minimum 0). Downed characters gain 1 fewer action point at the start of their next activation (2 instead of 3) and then discard the downed condition token. Downed enemies and Wanderers can only attack adjacent targets, using their printed dice only, without any attack or technique skill effect added. Passive skills still apply. Enemies discard their downed condition token after their activation. Only 1 Downed token can be gained per creature.

Positive Conditions

Blessed Protection. If a character with a Blessed token would gain a negative condition, they instead may discard a blessed condition token to negate the condition gained. If a character with a negative condition gains a Blessed token, remove both.

Special Token

Certain effects may require players to use special tokens. Their use will change depending on the effect that creates them.

Character Skills, Kami Skills, and Enemy Skills

As characters level up, they gain access to new skills. As characters increase their Kami affinity, they gain access to new Kami skills. Enemies have their skills listed on their card.

For character and Kami skills to be usable, characters must meet their requirements. Enemy skills do not have requirements.

For character skills, the requirement is to have a Ki die in their action slot that meets or exceeds the written Ki requirement. You may assign Ki dice to action slots using the 'place Ki dice' free action.

For Kami skills, the requirements are that: they can only be used once per phase; the active character must meet their affinity requirement.

Three kinds of skills are represented in the game: passive skills, technique skills, and attack skills. For characters, character and Kami skills are in effect at all times as long as their requirements are met. For enemies, skills are always in effect. Passive skills do not require action points to be used. Remember that during the Exploration Phase, the first Kami skill cannot be used, except for Izanami's, as those are only available as passive skills during the Adventure Phase.

Spending 1 action point during their activation, characters can use character or Kami skills for which they meet the requirements. Enemies use skills as part of their activation.

When taking an attack action, characters can use up to one character or Kami skill for which they meet the requirements, by spending 1 action point and performing a fast attack, or spending 2 action points and performing a strong attack. When taking an attack action, enemies use skills as part of their activation.

Some skills may have different effects depending on the Ki die placed in the slot. If that is the case, Ki dice conditions will be colored BLUE. Some skills may have cumulative effects depending on the Ki die placed on the slot. If that is the case, those skills will have the keyword aggregate.

Spawn Points

The campaign book may tell you to place spawn tokens on certain squares to represent spawn points. Spawn points cannot be interacted with. When an instruction (like an event or text section) refers to a color, apply it to the spawn point that matches that color.

Enemies may be added to zones from spawn points depending on the zone. When adding an enemy, if the square the spawn point is on is not occupied, place the enemy on the square containing the spawn point. If the spawn point square is occupied, spawn the enemy in the closest available square to it. If there are multiple eligible squares tied for being the closest, players may collectively agree which square the enemy is added to. If there are no available miniatures of the enemy to be spawned, ignore the spawn effect entirely.

Spawn points do not block or interrupt line of sight (LOS).

Optional Rule: Replace the Red Die

The new blue attack die, available in the Souls of Yomi expansion, and the red die have the same average, so one can be substituted for the other. The blue die has a smaller range of possible results (1 to 3), reducing the randomness of the red die (0 to 4).

Equipment and Item Limits

Each character may have a maximum of 2 weapons and 1 piece of armor in their supply. If an effect would cause a character to exceed this limit, choose and return equipment from that character's supply to their Blacksmith deck until this is no longer the case.

Next to that, each character is allowed to have a maximum of 2 permanent items with a maximum of 5 items in total in their supply. If an effect would cause a character to exceed this limit, immediately choose and return items from that character's supply to the bottom of the market deck until this is no longer the case.

Items with the special keyword do not count towards either the limit of 2 permanent items or the overall limit of 5 items. Special items ignore any effect that may discard them, unless the effect specifically targets the item.

Defeated Characters

If a character's health reaches 0 they are defeated. When this happens, immediately remove their miniature from the board. That character takes no further part in the Exploration Phase.

At the end of the Exploration Phase, before resolving any entries in the campaign book resulting from ending the phase, defeated characters will be resurrected, regaining health up to their current maximum.

When a character is resurrected, they make a Spirit(X) check, where X is the character's current level. If the check is passed, then there is no further effect. If the check is failed, the character loses an attribute point of the controlling player's choice.

Level 1 Kami skills do not apply during the Exploration Phase, with one exception: Izanami's "KNOWN PATH" skill is applied even if a character is defeated during the Exploration Phase.

Attributes are tracked on each character's board. The initial attribute point for each class cannot be lost at any time.

Terrain Types, Height Levels, Flying, and Spectral Movement

The Exploration Phase includes the following types of terrain:

Obstacles (yellow). Obstacles are marked in yellow. Creatures cannot enter obstacle squares, move diagonally, or trace LOS through them. For enemies, squares containing characters count as obstacles. For characters, squares containing enemies count as obstacles.

Inaccessible Terrain (red). Inaccessible terrain is marked in red. Unless allowed for their movement skills, creatures cannot enter, move diagonally, or trace LOS through inaccessible terrain squares. Walls depicted in illustrations also count as inaccessible terrain.

The difference between obstacles and inaccessible terrain is that flying allows movement through obstacles, but not inaccessible terrain. Also, when attacking from different heights, inaccessible squares block LOS, while obstacles do not.

Occupied Terrain. Both inaccessible terrain and obstacles cause a square to be considered occupied.

Special Terrain (blue). Special terrain is marked in blue. The rules for special terrain are specific to each Exploration Phase and are laid out in the campaign book.

Difficult Terrain (purple). Difficult terrain is marked in purple. Moving out of a difficult terrain square costs an additional movement point (2 instead of 1). Remember: when crossing a square, even if diagonally, its effects apply. Crossing a difficult terrain square costs 2 movement points, even if a creature does not end its movement on it.

Height Levels. Some tiles specify different height levels. Squares that are at different heights are not considered to be adjacent. Squares at different heights can only be moved between by using a ladder or stairs. An attack from a greater height adds +1 to its hits result, and its LOS is not affected by obstacles. An attack from a lower level has no modifiers.

Ladders/Stairs. Stairs and ladders provide access to different height levels. They are at the lowest level of the different heights. Characters and enemies will be able to move between heights by using ladders and stairs. In order to do this, the miniature must fit in the ladder or stair squares during all their moves. Miniatures with bases larger than 1 square cannot fit in 1 square-wide ladders or stairs.

Flying Movement. Creatures with flying movement: ignore the effects of difficult terrain; can move between squares at different heights as if they were adjacent; can move through any kind of terrain, except inaccessible terrain. The rule that they cannot end their movement on occupied squares still applies.

Spectral Movement. Creatures with spectral movement: ignore the effects of difficult terrain; can move through any kind of terrain, but cannot end their movement on squares occupied by creatures. A creature with spectral movement that ends its movement on 1 occupied square, like inside a wall of stone, cannot target or be targeted by any attack or skill.

Shinigami Expansion: Additional Rules

Yomi Mode

After completing each phase, mark a box from the Yomi Mode track on the campaign sheet for each character who was defeated. Once you reach one of the bold squares, do not continue marking boxes. Instead, all characters face the Shinigami, resolving the encounter as directed in the Act 1 campaign book.

Before starting the confrontation, the characters regain all their health and repair their armor up to the number indicated on their equipped armor. Characters defeated by the Shinigami automatically succeed their resurrection test.

Before moving on to the next chapter, characters regain all their health and repair their armor up to the number indicated on their equipped armor.

Appendix: Skills

Act 1

Akira

Level 1

  • Sixth Sense: While this skill is active, at the start of the round, after initiative has been revealed and event effects have been applied, but before enemy effects are applied, you may move your initiative position forward or backward by one space. If initiative is revealed card by card due to an event, you cannot use this skill. Note that in the first round of the phase, you won't have it available because you won't have any initiative card placed, and that this effect will not allow Akira to go in first position if there is a Chosen Enemy.

Level 2

  • Counter Attack: Spend 3 action points and perform an attack. Until the end of your next turn, if you receive damage, you may perform a counter attack against the attacker at no action point cost. You can only activate the effect once, and only if the attacker is in your range. If you receive damage beyond your range, the effect ends.
  • Stab: Perform an attack and ignore the target's defense value. The armor value still applies.

Level 3

  • Defensive Stance: While this skill is active, you can only perform fast attacks. Every time you are about to receive damage due to an attack, reduce it according to the value of the Ki die you have in the skill: 1-2 reduce the damage by 1, 3-4 reduce the damage by 2, 5-6 reduce the damage by 3.
  • Dodgy: While this skill is active, enemies cannot add the focus die when they attack you.

Level 4

  • Crescent Strike: Your next attack, whether fast or strong, will target up to 2 enemies adjacent to you with the same dice roll. If you only have one adjacent enemy, it does not receive 2 attacks.
  • Chained Slashes: Spend 3 action points and move up to 3 squares plus modifiers (you cannot exert). At the end of your movement, perform a fast attack against all enemies you have been adjacent to throughout your move.

Level 5

  • Concentration: Your next attack using power will be considered a critical hit without having to roll the test die. The attack can be performed on your next turn.
  • Hachiman's Wrath: Perform an attack. For every damage you deal, you may choose to either repair 1 armor or regain 1 health. You can mix the effects of repairing armor and regaining health.

Hattori

Level 1

  • Roll: You gain extra movement depending on the value of the Ki die, before or immediately after performing the attack. You cannot split the movement between before and after the attack. It is not considered a movement action, so you can use it to move closer to your target or move away from it after you have attacked, and then perform a movement action. You must perform an attack during the action.

Level 2

  • Metsubushi: If you deal damage, you provoke blinded.
  • Elusive: While this skill is active, enemies do not hinder your movement. However, you must end your movement on an empty square.

Level 3

  • Slaughter: Spend 2 action points to perform 2 attacks against the same target. If the target is defeated by the first attack, the second is not performed. Effects (such as consumables) that affect attacks apply to both attacks.
  • Distraction: The next enemy to activate after you will perform its attack as usual, but you will be the one to decide which of its potential targets it will attack. You cannot choose a target that would prevent the enemy from performing its attack.

Level 4

  • Ninja Shadow: For the rest of the round, after attacking, each time you receive damage you may choose and remove one die from the attack.
  • Evade: While this skill is active, you can add your dexterity value to your defense when defending against an attack. You can only do this once per round. The maximum applicable defense will always be 6.

Level 5

  • Star Rain: Choose up to 3 enemies within range 2. Deal damage to each target, ignoring their defense and armor.
  • Energy Alteration: Perform an attack; if it deals damage, you provoke Downed, Blinded, Poisoned, and Bleeding to the target.

Hikaru

Level 1

  • Healing: You and an adjacent ally discard your negative conditions. Additionally, each of you regains health based on the value of the Ki die: 1-2 you regain 1 health; 3-4 you regain 2 health; 5 you regain 3 health; 6 you regain 4 health.

Level 2

  • Menacing Shadow: Perform a strong attack with range 3, regardless of the range of your equipped weapon. Target must still be within LOS. If the attack deals 3+ damage, remove the target's initiative cards for this round.
  • Ebisu's Strike: After performing the attack, you may reroll any die from your roll, including the test die. You must keep the new result.

Level 3

  • Kami's Assistance: Increases the value of all your Ki dice in reserve by 1. Remember that this does not include those that are active or exhausted.
  • Drain Spirit: Regain as many health as the damage you deal to your target with this attack.

Level 4

  • Blinding Light: If you cause damage, you can deal 4 extra total damage to other enemies within range 2 of you; the damage can be divided.
  • Healing Wave: You and all characters within range 2 discard your negative condition effects. Additionally, all characters regain health.

Level 5

  • Multi-Form: Place the second Hikaru miniature adjacent to yours. When you finish your turn, your double's turn begins. Your double gains 3 movement, but cannot activate skills; however, it can perform attacks using your weapon stats. Modify their actions as if it has the same attributes as you. It can be targeted by enemies' attacks as if it is a character, although it is immune to damage. At the end of the round, remove the double.
  • Spiritual Protection: While this skill is active, each character, including you, up to range 2, add their spirit value to their defense when they receive an attack.

Tomoe

Level 1

  • Military Discipline: While this skill is active, add +1 to your damage as long as you are equipped with a weapon that has a 3+ range. Additionally, switching weapons is a free action.

Level 2

  • Divine Arrow: Add power to your attack rolls while using a 3+ range weapon.
  • Shockwave: If you deal 3+ damage, place the target's initiative card at the back of the initiative queue.

Level 3

  • Teamwork: While this skill is active, other characters within range 2 of you add +1 damage to their attack rolls.
  • Escort: While this skill is active, at the end of your turn, you and all characters within range 2 heal 1 armor. Remember that the value of armor can never exceed the base value of the equipped armor.

Level 4

  • Piercing: Attack ignores the target's defense and armor if it is adjacent to you when you attack it.
  • Relentless Vengeance: For each enemy you defeat this turn, you gain 2 damage extra, but you can never have more than 4 damage. At the end of your turn, you can only keep a maximum of 1 damage.

Level 5

  • Arrow's Mantle: If your weapon has 3+ range, you can attack up to 3 enemies adjacent to another character with a -2 damage penalty. Use a single roll to calculate the damage.
  • Full of resources: While this skill is active, you regain Ki dice at the end of your turn based on the value of the Ki die you have in the skill: 1-2 regain 2 Ki dice; 3-4 regain 3 Ki dice; 5-6 regain 4 Ki dice. Your Ki dice can never exceed the maximum of your current level.

Act 2

Akane

Level 1

  • My loyal friend: While this skill is active, you can move Yastun Lad up to 4 squares once per turn during your activation. If he shares a space with an enemy, place Yastun Lad's token on top of the enemy's board and apply effects based on the value of the Ki die you have in the skill: 1-3 the enemy attacks with -1 damage; with 4-6 additionally, the enemy will have -1 defense. Yastun Lad is an ally; he is not considered a character and does not have a miniature, so if he is the only creature in an area, no event is revealed. When the skill becomes exhausted, return the Yastun Lad token to Akane's reserve; when the skill is reactivated, place it adjacent to Akane, and then you may move it up to 4 squares. Terrain effects affect its movement. If his movement is decreased by them, reduce the amount of squares he moves. While the skill is active and Yastun Lad is on one Enemy board, Yastun moves with them whenever they move.

Level 2

  • Self Taught: If you defeat the target, you regain 1 Ki die.
  • Recovery: Discard 1 negative condition based on the value of the Ki die you have in the skill: 3-4 discard 1 of your conditions; 5-6 discard 1 of your conditions or 1 ally's conditions up to range 2.

Level 3

  • One for each: If you defeat the target, you can perform a fast attack against another enemy adjacent to you, at no cost in action points.
  • Patch: While this skill is active, you repair 1 armor at the end of your turn. This effect is not temporary; move the marker up on the track. The counter can never exceed the initial value of the equipped armor.

Level 4

  • Bite: Yastun Lad can attack the enemy on whose space his token is placed, depending on the value of Ki die you have in the skill: 3-4 (fast attack); 5-6 (strong attack). Apply damage and defense of the objective as usual. This is not considered an attack, and therefore can be performed multiple times per round and cannot use the focus die.
  • Adrenaline: Gain attribute points until the end of your turn based on the value of the Ki die you have in the skill: 2-3 you gain 1 attribute point; 4-6 you gain 2 attribute points. You can choose any attribute you want for each point, but you cannot exceed the limit of 3 points per attribute type.

Level 5

  • Lightning's Dance: Spend 3 action points. Perform a movement action as usual, including movement, and exert, if you want. When done, make a single attack roll as if you attacked all enemies that were adjacent to you throughout your movement.
  • Full of resources: While this skill is active, you regain Ki dice at the end of your turn based on the value of the Ki die you have in the skill: 1-2 regain 2 Ki dice; 3-4 regain 3 Ki dice; 5-6 regain 4 Ki dice. Your Ki dice can never exceed the maximum of your current level.

Byakuei

Level 1

  • Additional Help: While this skill is active, you will have additional arms that add damage to each of your attacks based on the value of the Ki die you have in the skill: 1-3 you have 1 extra arm and add +1 damage; 4-6 you have 2 extra arms and add +2 damage.

Level 2

  • Necessary Sacrifice: You gain 1 random negative condition. Then, roll a die. Regain that amount of health, which you can distribute among yourself and your allies up to range 2.
  • Good for both: If you defeat your target, you gain 1 health and one ally up to range 2 can discard all their negative conditions.

Level 3

  • I'll change it: Discard negative conditions from yourself or an ally up to range 2 and provoke them on an enemy up to range 2 away from you, depending on the value of Ki die you have in the skill: 4-5 transfer 1 condition; 6 transfer 2 conditions.
  • More Additional Help: While this skill is active, each extra arm obtained by the "Additional Help" skill grants you +1 health and +1 defense to each attack.

Level 4

  • Powered Hit: When attacking, add 1 damage for each extra arm you have active.
  • Come together: Swap 2 initiative cards (allies or enemies) from the initiative queue who have not yet been activated. Your current activation card cannot be included in the effect.

Level 5

  • Come here: You can only use fast attacks for this attack. Place an enemy that is up to range 3 away from you next to you. Add power to your damage and ignore the enemy's defense; their armor will be taken into account.
  • Hits Rain: Spend 2 action points. You can perform 1 attack for each extra arm you have active. Thus, if the "Additional Help" skill is granting you 2 extra arms, you can perform 2 attacks for 2 action points. The attacks can have 2 different targets. This is not considered an attack action, but focus die or other attack modifiers can be added. Example: you spend 2 action points and activate Hits Rain. Therefore, if you have 2 extra arms active you can perform 2 attacks for 2 action points total. In addition, as it is not considered an attack action, you could spend 1 action point to perform 1 attack.

Hanako

Level 1

  • Nemesis: Place a marker on the enemy's board. When you attack it, aggregate effects based on the Ki die you have in the skill: 1-2 +1 damage to your attack; 3-4 additionally, you can reroll a die other than the test die; 5-6 additionally, provoke a negative condition of your choice. If you reactivate this skill, you can change the marker to another enemy. There can only be 1 enemy with the marker.

Level 2

  • Voracious Blade: While this skill is active, add damage to your attack based on the value of the Ki die you have in the skill, as long as the enemy has not yet activated this round. With 3-4, add +1 damage; with 5-6, add +2 damage.
  • Deadly: Perform an attack rolling the test die twice and choosing the best result between the two.

Level 3

  • Blood Thirsty: Spend 3 action points to perform 2 attacks against the same enemy or different enemies.
  • Craft Improvement: Once per consumable item and round, your items that deal damage will add extra damage based on the value of the Ki die you have in your skill: 3-4 add +2 damage; 5-6 add +3 damage. The effect lasts until the end of the current round.

Level 4

  • Smell the blood: Add 1 damage to your next attack for each negative condition your target has.
  • Cautious: While this skill is active, at the end of your turn, gain armor based on the value of the Ki die you have in the skill: 2-4 +1 armor; 5-6 +2 armor. Use +1 tokens to indicate the effect; these are discarded at the end of the round. This effect does not mean that your armor is repaired.

Level 5

  • You and Me: While this skill is active, your attacks against the enemy marked with Nemesis cost 1 action point less, with 0 being the minimum.
  • Duel to Death: If you defeat the enemy marked with Nemesis with this attack, you regain 4 health, gain 1 karma, and can transfer all your negative conditions to 1 target (enemy or ally) up to range 3.

Takashi

Level 1

  • Intimidation: While this skill is active, you may choose at the start of the round the tiebreaker condition that all enemies must apply. The condition replaces any they may have and can be (+/-) health or (+/-) defense. The skill must be active at the start of the round to apply the effect.

Level 2

  • Inspiration: While this skill is active, every time an ally up to range 3 defeats an enemy, aggregate effects until the end of the round based on the value of the Ki die you have in the skill: 3-4 +1 damage; 5-6 additionally +1 damage and +1 defense. This effect does not mean that your armor is repaired.
  • Upward Cut: Add 1 die based on the value of the Ki die you have in the skill: 3-4 fast attack die; 5-6 strong attack die. Can only be a fast attack.

Level 3

  • Reborn Strength: The other characters, up to range 3, gain 1 armor. A character's armor can never be more than 4.
  • Fluid Tactic: While this skill is active, gain or add damage to your attack depending on the oracle and the value of the Ki die you have in the skill: 2-3 if the oracle is red, gain +1 damage; if it is green, add 1+ damage; 4-5 if the oracle is red, gain 2+ damage, if it is green, add 2+ damage; 6 if the oracle is red, gain +3 damage, if it is green, add 3+ damage. This effect does not mean that your armor is repaired.

Level 4

  • Team Hit: Add +1 damage for each ally (not just characters) that is up to range 2. Remember that Yastun Lad and allied Wanderers are considered allies.
  • Tactical Retreat: An ally up to range 5 can move 3 squares. This is not a movement action, so they cannot apply other effects such as movement or exert.

Level 5

  • The Last Word: Add +1 damage for each creature (both ally and enemy) that has activated before your turn.
  • New Breath: An ally that has already activated gains 1 Ki die and may activate again after you. Additionally, it can attack and move as usual even if it has already done so during their previous activation.

Kami Skills

The level 1 Kami skills are considered active at all times once the indicated affinity level is reached. They can be activated whenever their conditions are met. If a character is defeated, their skills, including Kami Mode, cease to have effect. The level 1 Kami skills require spending 1 action point to be activated. They can only be activated once per phase.

The level 3+ Kami skills can be activated as other character's skills (1 action point for 1 fast attack or 2 for 1 strong attack). They can only be activated once per phase. A character can only perform one attack action per turn, so if one Kami skill is used, the character cannot use their own, and vice versa.

Kami Mode can only be activated during your turn if your health is below half of its current maximum. It does not require spending any action points. At the end of your next turn, you are defeated. Only one character can use their Kami Mode at a time.

Level 1 skills can only be used during the Adventure Phase (with the exception of Izanami's "Known Path" skill). Level 3+ and Level 6 skills can only be used during the Exploration Phase.

Amaterasu

Level 1

  • The Holy One: When interacting with any sanctuary, regain up to 3 health. A character's health can never exceed their current level maximum.

Level 3+

  • Divine Fire: Deal damage to an enemy up to range 10. The damage ignores defense and armor. Target must still be within LOS. You cannot perform any attacks this round (even before activating this technique).

Level 6

  • Kami Mode: At the end of your turn and the next round, all characters regain health and all enemies are dealt damage. There is no range or LOS limitation.

Amatsumara

Level 1

  • Master Blacksmith: When interacting with a blacksmith, you can repair all your armor at no cost. A character's armor value can never exceed the base value of their armor.

Level 3+

  • Destiny Forger: Characters repair 1 armor and then regain as many health as their current armor value.

Level 6

  • Kami Mode: At the end of your turn and the next round, reduce all enemies' armor by 1 by placing a -1 armor token on their board. The armor of any creature can never be less than 0. A creature with armor 0 cannot receive -1 armor tokens.

Amatsumikaboshi

Level 1

  • Chaos Unleashed: Before revealing your travel events, roll a die: 1-3 draw a green event; 4-6 draw a red event. This effect has priority over the path you have used to travel and is always active.

Level 3+

  • Total Devastation: Perform a fast or strong attack, adding +6 damage to your roll. However, the damage will not be received by your target, but by another random enemy up to range 5. If there is only one enemy, that enemy will receive the effect, even if it is the initial target.

Level 6

  • Kami Mode: For the remainder of this round and the next, determine the target of the attacks performed by enemies. The new target must be within their range. The attacker's allies can also be valid targets for the attack. This does not change the target toward which the affected attacker will move; it only determines the final target of the attack among those within their range after it finishes their movement action.

Dosojin

Level 1

  • Traveler Shield: When losing health due to travel events, reduce the amount by 1.

Level 3+

  • Protective Breeze: Characters ignore the first 2 damage they receive during this round. If the same character receives damage from multiple effects (such as multiple attacks) during the round, only the first source would reduce their damage.

Level 6

  • Kami Mode: For the remainder of this round and the next, you are immune to all types of damage.

Hachiman

Level 1

  • Sharpened Blade: Add +1 power to your combat tests.

Level 3+

  • Relentless Strike: You can reroll the test die of your attack. This effect can be activated after rolling the test die, by spending 1 action point, before applying the effect of the test die.

Level 6

  • Kami Mode: During your turn and the next round, you can perform a special attack that affects all enemies in a straight line and up to range 4. Additionally, the attack adds +2 damage. Apply effects to this attack as you would to a regular attack, including your items, consumables, power, or others.

Inari

Level 1

  • Nine-tailed fox: Add +1 movement when you travel.

Level 3+

  • The Beasts' Friend: Perform a fast or strong attack, and then, duplicate its damage. The effects of yin-yang, if any, are not duplicated, as it is considered a single attack.

Level 6

  • Kami Mode: During your turn and the next round, perform a fast or strong attack and add +4 damage to the result. Additionally, your active Ki dice increase by 1 point instead of decreasing at the end of the current round.

Izanami

Level 1

  • Known Path: You always succeed on resurrection rolls, whether you were defeated during the Adventure Phase or the Exploration Phase. This is the only level 1 skill that also applies its effects during the Exploration Phase.

Level 3+

  • Yomi's Servant: You resurrect a Minion that was defeated during this phase. Place its miniature adjacent to yours. It is considered an ally of the characters and activates at the end of your turn. Consider the characters' enemies as potential targets. If there are multiple targets available with the same priority, you decide who to attack.

Level 6

  • Kami Mode: During your turn and the next round, the amount of damage you receive from attacks performed by enemies will be inflicted on your attacker as well. You can only apply this if you have health available. If you are defeated, the surplus damage cannot be inflicted.

Ryujin

Level 1

  • Healing Wave: When interacting with a port, you regain as many health as your level.

Level 3+

  • Dragon Tail: Perform a fast or strong attack. If it deals damage, you may swap 2 cards from the initiative, even if they have already been activated. Cards that come before yours will not activate; those that come after will. This means you can allow an ally who has already activated to do so again if they move to a position after yours. Similarly, you can prevent an enemy who has not yet activated from doing so if they move to a position before yours.

Level 6

  • Kami Mode: During your turn and the next round, your movement is considered flying. Additionally, your power, dexterity, spirit, and knowledge are set to 3 for the rest of the current phase. In the next round, you will start first in the initiative, even ahead of the Shōgun's Chosen, and you will also gain 4 action points during your turn, instead of 3. Remember that you cannot have more than 4 action points at any time.

Shinigami

Level 1

  • Vital Absorption: When defeating an enemy through an attack, you regain 2 health. A character's health can never exceed their current level maximum.

Level 3+

  • Salute to Death: Discard up to 3 health, which can be part of a combination of several characters' supplies. For each health discarded, (only) you regain 1 karma and deal 1 damage to all enemies, no matter the range or LOS.

Level 6

  • Kami Mode: During your turn and the next round, add +1 damage to your attack for each health in your supply, up to 7.

Susanoo

Level 1

  • Guided by the Waves: Once per phase, you may spend 3 movement points to travel from one port to any other, even if they are not in the same sea. When using this ability, do not reveal any travel events.

Level 3+

  • Susanoo's Fury: Perform a fast or strong attack. If it deals damage, inflict 2 negative conditions of your choice on any Minion, even if it was not the target of the attack.

Level 6

  • Kami Mode: In the next round, you decide the order of initiative, including that of the Shōgun's Chosen. This effect cannot be modified by other effects, such as events or others.

Exploration Phase Iconography

Tokens: Armor +1/-1; Captured City/Razed City; Mission (1-8); Spawn point (6 colors); Allies; Civilian (6 colors); Coins (1, 5 and 25); Interaction point/Cut path; Blessed 1x/2x; Trigger/Final Round; Objective (6 colors)/Special; Resistance x1/x3; Head (boss); Head x1/x3; Damage x10/x5/x3/x1; Round; Camp/Horde; Influence/Malice; Doors closed/open; Yastun Lad; Charge x1/x2; Karma x1/x3; Action Point; Meditate.

Activation: Kami Affinity; Power; Knowledge; Dexterity; Spirit; Attack/Combat test icon and token; Skills (passive, technique and attack); Damage; Armor; Defense; Health; Impact; Range; Movement.

Negative Conditions: Poisoned; Bleeding; Blinded; Downed.

Clan/Personal Mission: Dragon/Hikaru; Firefly/Akira; Sakura/Tomoe; Mountain/Hattori.

City Services: Blacksmith; Market; Inn; Port.

Symbology / Symbol Shapes: Failure (Yellow); Fast attack (Green); Gold (Purple); Head (Orange); Karma (Red); Read (Green); Strong attack (Test die); Success (Ki die); Trigger (Focus die).

Attack Dice: The nine attack dice (Orange, Green, Purple, Red, and the expansion's Blue die) each show a face pattern of blank results and 1-4 impact results; see the printed dice for exact faces.

Focus Die: Fail; -1; -1; -1; Fail + ignore counterattack; -1 (with the focus die, a fail also lets you ignore a counterattack, at a further -1 penalty).

  • Place a cube on the armor track, on the value it ended after the last game session. If this is the first chapter, place the cube on the 2 value for Akira, the 1 value for Hattori, the 1 value for Hikaru, and the 2 value for Tomoe. If the armor value reaches 0, remove the cube from the track, but do not discard the armor card.

  • Gather the attack dice corresponding to the strong attack of your equipped weapon.

  • Place the rest of the items and tokens for each character next to their board.