LEGEND OF THE FIVE RINGS SKIRMISH








INTRODUCTION
Board & card game for 2 players.
Based on the Legend of the Five Rings Games.
Each figure represents a Hero or a company or unit of men. 

DISCLAIMER
Legend of the Five Rings is a copyrighted property.
This is merely a fan site.

VICTORY
You win if you kill your opponents Warlord.

THE MAP
Use an 8x8 chessboard.

THE MEN
Use chits or miniatures to represent units.
Each player starts with 16 units:
4 Infantry
4 Cavalry
4 Archers
1 Warlord
1 Champion
1 Shugenja
1 Special Unit (Depends on Clan)
Infantry, Cavalry, and Archers are bushi.
Other units are Heroes.


SETUP
Each player picks one Clan.
Each player places one unit on each square of his back two rows.
Units may not stack. 

HITS
A unit reduced to 0 Hits is killed.
Bushi have one hit each.
Warlords and Champions have 3 Hits.
Shugenja and Special units have 2 Hits.

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase

ORDERS PHASE
Draw 3 cards. 
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your units. 
Cavalry and Heroes may use Fast type movement cards.
Units cannot move through other units.
The move card has a number. 
This is the number of spaces the unit moves.
Moves are diagonal or orthogonal. 
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one unit in any direction, you have the 
option of moving up to 3 units forward the indicated number of 
spaces using a single move card.
A unit can only make one move per turn.

BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks are diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack takes 1 hit of damage. 
Units cannot attack through other units except for Archers and Spells.
Your opponent may play certain Defense cards to negate your attack.
A unit can only make one attack per turn.
Champions can make two attacks per turn (using two attack cards)

POWER CARDS
Each clan can use Power cards to different effects.

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special Card
P = Power Card (effect depents on unit & clan identity)
K = as a Knight would move in Chess
N = Negate target Move card
Type = Purpose of card
Only cavalry and Heroes can use Cavalry cards
Archers can only attack using Archer cards.
Only Warlords, Champions and Archers can use Archer cards. 
Only Shugenja can use spells.
OMD1RC = Opponent must discard 1 random card from hand.

CARD LIST
Card Name:		#	Range	Type	Notes:
March			7	1	M	Use by All
Double Time		6	2	M	Use by All
Charge			5	3	M	Use by All
Maneuver		4	K	M	Use by All
Canter			3	4	M	Use by Cavalry
Gallop			2	5	M	Use by Cavalry
Difficult Ground	1	-	N	
Superior Tactics	1	-	X	Discard to draw 3 cards
Katana			4	1	A	All except Archers & Shugenja
No Dachi		4	1	A	All except Archers & Shugenja
Yari			4	2	A	All except Archers & Shugenja
Naginata		4	2	A	All except Archers & Shugenja
Bows			4	3	A	Use by Archers
Arrows			4	4	A	Use by Archers
Armor			3	-	D	All except Archers & Shugenja
Hold Ground		3	-	D	All except Archers & Shugenja
Ying Power Card		4	-	P	
Yang Power Card		4	-	P	
Mists of Illusion	1	-	D	Spell; Target any friendly unit
Wind-Borne Speed	1	4	M	Spell; Target any friendly unit
Earthquake		1	4	A	Spell; Attack originates from caster
Fires of Purity		1	1	A	Spell; Attack originates from caster
Castle of Water		1	-	D	Spell; Target any friendly unit
Iajutsu Challenge	2	1	A	Hero vs Hero
Higher Ground		1	5	A	Use by Archers
Rally			1	-	D	Bushi Adjacent to friendly Hero
Fist of the Earth	1	3	A	Spell; Attack originates from caster
Brilliant Victory	1	-	X	Draw 3 cards if you just killed a Hero
Contentious Terrain	1	-	N	
Shield Wall		1	-	D	vs Archer attack
Dispersive Terrain	1	-	N
Diversionary Tactics	1	-	X	Opponent discards 2 cards
Wheel of Fate		1	-	X	Spell: Draw 3 cards
Charge			1	1	A	Use by Cavalry & Infantry
Jade Arrow		1	3	A	Use by Hero
Strength of Purity	1	-	D	Use by Hero
Unexpected Allies	1	K	M	Plus draw 1 card
Another Time		1	-	D	Hero vs Hero
Reserve Movement	1	3	M	Use by Bushi
Traversable Terrain	1	4	M	Plus draw 1 card
Call Upon the Wind	1	-	X	Spell: Look at opponent’s hand
Look into the Void	1	-	X	Spell: Look at next 7 cards in deck
Fiery Wrath		1	5	A	Spell: Originates from caster
Deadly Ground		1	-	D	Negate Defense card
Treacherous Terrain	1	-	N	OMD1RC
Blazing Arrows		1	3	A	Use by Archers
Shriken of Serpents	1	2	A	Spell: Originates from caster
The Fire from Within	1	3	A	Spell: Originates from caster
Biting Steel		1	1	A	Spell: Use by any Hero
Block Supply Lines	1	-	X	Opponent skips draw phase
The Arrow Knows the Way	1	4	A	Hero vs Hero
Disharmony		1	-	X	Spell: Negate target Spell
Walking the Way		1	-	X	Spell: Search deck for card & keep it
Entrapping Terrain	1	-	N	OMD1RC
Accessible Terrain	1	3	M	Plus Draw 1 card
Encircled Terrain	1	K	M	OMD1RC
The Armor of Sun Tao	1	-	D	Use by Hero
Scout			1	-	X	Look at opponents hand. OMD1RC
The Fury of Osano Wo	1	3	A	Spell: Originates from caster
Final Breath		1	1	A	Use by Hero just killed
Strike with No Thought	1	1	A	Use by Hero only
Strike at the Roots	1	-	X	Spell: Opponent discards 3 cards
Careful Planning	1	-	X	Draw 3 cards
Occupied Terrain	1	-	N	Plus Draw 1 card
Arrows from the Woods	1	1	A	Use by Archers
Way of Deception	1	-	X	Switch location of 2 of your units
Meditation		1	-	X	Draw 2 cards









CLAN LISTS
Clan lists describe: 
-Variations to the basic army unit type composition.
-How units of that clan can use Power cards. 
-Special powers of Special units. 

CRAB CLAN
Power cards can be used 2 ways:
Ying: Berserk: Attack = 1
Yang: Armor of the Crab: Defense
The special unit is the Task Master.
The Task Master can discard a power card to:
Move any adjacent friendly bushi 2 or 3 spaces or Whip: Attack = 2

CRANE CLAN 
Power cards can be used 2 ways:
Ying: Ijatsu Attack: Attack = 1 as a second attack made by one unit on the same 
or a different target. 
Yang: Sudden Strike: Defense plus you may immediately play an attack card by any unit.
The special unit is the Magistrate.
The Magistrate can discard a power card for: 
Defense vs any attack made against self or a Crane unit within 3 spaces.

DRAGON CLAN
Power cards can be used 2 ways:
Ying: Two Swords: Attack = 1 as a second attack made by one unit on the same 
or a different target. 
Yang: Dragon Magic: Defense
The special unit is the Tattooed Man.
The Tattooed Man can discard a power card for: Move = 1 or Attack = 1.

LION CLAN
Power cards can be used 2 ways:
Ying: Strength of Purity: Move =1 and then Attack = 1.
Yang: Hand of Destiny: Negate a defense card or power card used by opponent.
The special unit is the Tactician.
The Tactician can discard a power card to: Move 1-3 friendly units 1-2 spaces.

NAGA CLAN
Power cards can be used 2 ways:
Ying: Weaving Movements: Defense vs Range = 1 Attacks
Yang: Polearms: Attack = 2 
The special unit is the Slayer.
The Slayer can discard a power card for: Attack = 1 as a second 
attack made by self on the same or a different target.
Naga have no Cavalry, they have 6 Archers & 6 Infantry.
All Naga can use the Canter Movement card.

PHOENIX CLAN
Power cards can be used 2 ways:
Ying: Master Archers: Archer Attack = 3
Yang: Elemental Magic: Attack  = 2
The special unit is the Elemental Master.
All Phoenix Heroes can cast spells.

SCORPION CLAN
Power cards can be used 2 ways:
Ying: Ninja Ways: Move = K 
Yang: Scorpion Strike: Attack  = 1
The special unit is the Saboteur.
The Saboteur can discard a power card to:
Cause opponent to discard a random card.

UNICORN CLAN
Power cards can be used 2 ways:
Ying: Riders: Move = 4
Yang: Charge: Move = 3 and then Attack = 1
The special unit is the Scout.
The Scout can discard a power card to: Move = K or Defense of Self
All Unicorn bushi are mounted and can use cavalry movement cards.
All Unicorn Heroes can use up to 2 move cards per turn.








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