SAMURAI QUEST
INTRODUCTION
Board game for 2+ players.
Each player controls a Samurai adventuring in the countryside.
VICTORY
Be the first player to accumulate 20 Honor points.
If a Samurai ever has wound markers equal to or greater than his Strength
Attribute level, he is killed, and the player must start over with a new Samurai.
THE BOARD
The Board is a circular track divided into 36 spaces.
Every sixth space is a Fortress.
FIGURES
Use a miniature or pawn to represent your Samurai.
DICE
Six sided dice (D6) are needed.
DECKS
There are 2 common decks:
The Encounter Deck, and the Spell Deck.
ATTRIBUTES
Each Character has 8 Attributes:
Attribute: Notes
Skill Personal Physical fighting ability
Strategy Leadership Ability on the Battlefield
Wit Ability to outwit opponents
Will Fighting ability vs spirits & resistance to magic
Court Courtly etiquette
Honor Deeds befitting a Samurai
Strength Ability to resist wounds, poison, disease
Command Number of retainers allowed
SETUP
For your Samurai roll 1D6 for each attribute to determine its starting level.
Keep track of Attribute levels on a piece of paper.
Each Samurai starts at a different Fortress.
ENCOUNTER DECK
The Encounter deck has 4 types of cards:
F = Foes
L = Locations
C = Companions
I = Items
TURN SEQUENCE
Players take turns.
On a players turn he rolls 1D6 and moves that many spaces in either direction.
If he lands on an empty space, he draws 1 card from the Encounter Deck.
If he lands on a space with a card, he follows the rules on the card.
If he lands on a Fortress space, nothing happens.
If he lands on a space occupied by another Samurai, they will Duel.
SPELLS
Normal Spell Hand size is zero.
Some companions & Items can increase this.
At the beginning of your turn fill up your spell hand from the spell deck.
Spells are cast when appropriate.
Spells are discarded as soon as they are used.
ENCOUNTERS
If a Samurai lands on an empty space, he draws 1 card from the Encounter Deck.
This card is placed face up on the space.
It will remain there until it is destroyed.
If it is a Foe there will be a battle.
If it is a Location, follow the rules on the card.
If it is a Companion, the Companion will join the Samurai if
The Samurai does not already have companions equal to his Command level.
If it is an Item, attach it to your Samurai or a companion.
If a companion or Item is not taken, leave it in the space.
LOCATIONS
Every time a location is visited roll 1D6.
On a roll of 6 the Location card is discarded.
COMPANIONS & ITEMS
Companions & Items improve one or more of your Samurai’s Attributes or provide some
Other special benefit or ability.
FIGHTING FOES
The Foe will fight using one Attribute indicated on the card.
Roll 3D6 & add the Foes level to get the Foe Attack Level
Roll 3D6 & add the Samurai’s level to get the Samurai Attack Level
If the Samurai’s Attack level is equal or greater, the Samurai Wins.
Discard the Foe and gain 1 Honor Point or 2 Honor Points if
The foes initial Attribute level was greater.
If the Foes attack level was higher, the Foe wins.
If the Foe wins, the Samurai must gain 1 Wound marker or lose 1 Companion.
The Winning Foe card is not discarded.
DUELING SAMURAI
If a Samurai lands on a space occupied by another Samurai, they will Duel.
The Samurai whose turn it is may choose which Attribute is used in the Duel.
Any Attribute may be used except Honor.
Each Samurai rolls 3D6 & adds their level in the chosen Attribute to get an Attack Total.
If it is a tie, no one wins.
The Samurai with the higher Attack total wins.
The Loser loses 1 Honor. The Winner gains 2 Honor.
ITEMS
A Samurai can only get the benefit from one Katana (Sword) & one Armor at a time.
ENCOUNTER DECK CARD LIST
Card Name Type Level Notes
Dojo L - Gain Skill +1
Training Camp L - Gain Battle +1
Tea Ceremony L - Gain Court +1
Temple L - Remove 1 Wound Counter
Shrine L - Gain 1 Honor
Oracle L - Look at next 5 cards in deck
Hermit L - Gain Will +1
Go Master C - Wit +1 & Strategy +1
Retired General C - Strategy +2
General Tiger C - Skill +5 (Discard after one use)
General Ox C - Strategy +5 (Discard after one use)
General Monkey C - Wit +5 (Discard after one use)
Eater of Dreams C - Will +5 (Discard after one use)
War Horse C - Skill +1 & Strategy +1
Protective Spirit C - Will +2
Karate Master C - Skill +2
Guards C - Wit +1
Infantry C - Strategy +1
Archers C - Strategy +1
Cavalry C - Strategy +1
Alchemist C - Spell Hand +1
Scribe C - Spell Hand +1
Sage C - Spell Hand +1
Wu Jen (Wizard) C - Spell Hand +1
Shukenja (Sorcerer) C - Spell Hand +1
Sohei (Warrior Priest) C - Spell Hand +1
Diplomat C - Court +2
Herald C - Court +2
Emperors Seal I - Court +2
Daikyu (Great Bow) I - Skill +1
Fine Wakizashi I - Skill +1
Fine Katana I - Skill +1
Crystal Katana I - Spell Hand +1
Jade Katana I - Skill +2
Imperial Katana I - Skill +2
Serpent Shurikens I - Skill +3 (One Use)
Magic War Fan I - Skill +1
Magic Kabuto (Helmet) I - Strength +1
Fine Armor I - Strength +1
Imperial Armor I - Command +1
Dragon Scale Armor I - Strength +2
Jade Armor I - Strength +2
War Banner I - Command +1
Magic Gong I - Will +2
Magic Bell I - Will +2
Bandits F 3 Strategy (Men)
Barbarians F 5 Strategy (Men)
White Ape Men F 6 Strategy (Men)
Bakemono (Goblins) F 4 Strategy (Men)
Wako (Pirates) F 2 Strategy (Men)
Tengu (Bird Men) F 1 Strategy (Men)
Kensai (Sword Saint) F 8 Skill (Man)
Buso (Savage Ghoul) F 4 Skill (Spirit)
Typhoon Dragon F 12 Skill (Dragon 3 Honor if Defeated)
River Dragon F 9 Skill (Dragon)
Ronin (Rogue Samurai) F 3 Skill (Man)
Tattooed Man F 6 Skill (Spell Caster)
Foo Dogs F 5 Skill (Monsters)
Geisha (Assassin) F 4 Wit (Woman)
Yakuza (Thieves) F 1 Wit (Men)
Kolat Assassin F 2 Wit (Man)
Kappa (Turtle Men) F 6 Wit (Monster)
Con Tinh (Maiden Spirit) F 5 Wit (Spirit)
Ninja (Assassin) F 7 Wit (Men)
Fox Woman F 3 Wit (Spirit)
Bajang (Evil Spirit) F 4 Will (Spirit)
Necromancer F 7 Will (Spell Caster)
Ogre Magi F 5 Will (Spell Caster)
Gaki (Wicked Spirits) F 3 Will (Spirit)
Oni (Demon) F 6 Will (Monster)
Kue (Demon Ghost) F 2 Will (Spirit)
Earthquake Beetle F 4 Strength (Monster)
Turtle Dragon F 6 Strength (Dragon)
SPELL DECK
Spell: Notes:
Healing Remove 1 Wound Counter
Flying Move an extra 1D6 spaces
Fireblast Strategy +5
Storm Destroy any Encounter card on the Board
Invisibility Ignore Foe Encounter or Duel
Fate Reroll target Die roll
Illusion Adjacent Opponent misses his next turn
Flaming Sword Skill +5
Banish Evil Level +5 vs Spirits
Protection Level +5 vs Monsters
Fear Level +5 vs Men
Spell Bind Level +5 vs Spell casters
Dragon Control Level +5 vs Dragons
Wards Wit +5
Curse Opponent gets –1 to all rolls for 2 turns
Divination Look at next 5 cards in encounter deck
Note: the spell deck contains 2 copies of each card listed.