RISE OF THE DAIMYO
How to Play
Battles are won through more than strength alone. Commanders must choose their orders carefully, position their warriors wisely and recognise the right moment to strike.
Rise of the Daimyo uses a hex-based battlefield, command cards, dice and tactical decisions to bring the struggles of Sengoku Japan to the tabletop. Each round gives you opportunities to advance, attack, defend or rally your troops.
A Battle in Five Stages
1. Prepare for the Round
At the start of a round, the battlefield comes alive again. Scenario effects and unit abilities are resolved, and the weather table may influence the conditions of the battle. Players select their Daimyo Command Cards and prepare their Battle Event Cards for the coming action.
Initiative determines who acts first. Players secretly choose a Battle Event Card for the initiative check, then reveal their choices. The player with the lowest number takes the first turn.
2. Issue Orders
Your commander is the centre of your plans. During the Command Phase, you choose a commander and attempt to issue orders to your units or brigades. These orders determine how your army responds to the situation on the battlefield.
Command is not always straightforward. Distance, nearby enemies, difficult terrain and a commander already involved in combat can make it harder to coordinate your troops. Battle Event Cards may help you overcome these challenges.
A commander who fails to issue an order cannot continue issuing orders that turn. If your commander fails, the Command Phase ends immediately. The opposing player gains momentum and an additional Battle Event Card.
3. Move and Position Your Warriors
Movement is about more than covering ground. Facing, terrain, available action points and the position of nearby enemies all influence your choices. Moving a brigade requires coordination, while flying units have their own options for taking off, gaining height and descending.
A well-positioned unit can threaten a flank, protect a vulnerable formation or prepare a charge. Units that are already engaged may have to deal with the enemy before they can safely reposition.
4. Shoot and Fight
Ranged attacks depend on the target's distance, line of sight and the shooting ability of the firing unit. Skirmishers, overhead shots and attacks against a flank or rear can change how many dice are rolled.
Hand-to-hand combat is where positioning becomes especially important. Flanking and rear attacks can bring extra dice, while hard cover can make an enemy harder to defeat. Fighting from higher ground can also provide an advantage.
Combat results are compared with a unit's quality value to determine wounds. Units that suffer wounds may have to take a Morale Test, so winning a fight can mean more than simply damaging the enemy.
5. Test Morale and Face the Consequences
Even experienced warriors can lose their nerve. After suffering wounds, a unit may stand its ground, fall back or begin to rout. The result depends on the Morale Test and the circumstances surrounding the unit.
A retreat can create an opening for the enemy to follow up. A routing unit may be forced to move away from the fighting, and some results cause additional wounds. Fearsome opponents and nearby friendly units that are routing can make a difficult situation even worse.
Command Is the Key to Victory
A commander must decide which opportunities deserve attention. Issuing too many orders can become difficult, especially when troops are spread across the battlefield or surrounded by enemies. Sometimes the best choice is to rally a unit, retreat from a dangerous position or wait for a better opportunity.
Units can also be ordered to watch for an opportunity to strike. An Overwatch order allows a unit to hold its position instead of moving or shooting immediately, ready to respond when the battle develops.
Every Decision Has Consequences
The battlefield is constantly changing. A successful charge may break an enemy formation, but a failed attack can leave your own warriors exposed. A carefully timed retreat may save a unit that would otherwise be lost.
Command cards, Battle Event Cards, terrain, morale and unit positioning all work together. The challenge is to understand the situation, choose your priorities and make the most of every opportunity.
Ready to Learn More?
This page introduces the flow and tactical ideas behind Rise of the Daimyo. For exact procedures, dice modifiers, command penalties and Morale Test results, consult the complete rules and the Summary Sheet.
Explore the downloads when the game documents are available.