Game Setup

Before starting the first Turn, players need to set up the game using the following steps:

  1. First, each player should create a Warband.
  2. Then either agree on or randomly decide, a Scenario to play.
  3. Players deploy/nominate any Scenario Objectives as instructed by the Scenario.
  4. Players deploy Terrain and then select Deployment Zones. When deploying Terrain elements, follow these three steps:
    1. Players make a Deployment Tactical Test; the winner decides which player is Player 1. Player 1 sets up a Terrain element first.
    2. Players alternate in choosing Terrain elements until at least six elements are deployed. You may continue adding more terrain elements after this, but if one player chooses to stop, the other may only deploy one final terrain piece.
    3. The player who chose to stop placing terrain then chooses one of the Deployment Zones as dictated by the scenario.
      • No Impassable Terrain element may be deployed within a Scenario or Deployment Zone.
      • No Impassable Terrain element may be deployed within 2” of a Scenario Objective or another Terrain element with the Impassable trait.
  5. The Winner of the Deployment Tactical Test deploys terrain that is part of their Warband first, followed by the second player deploying terrain from their Warband. If you can’t deploy all of your models due to insufficient space, you are permitted to remove any Impassable terrain that restricts your deployment space.
  6. Players simultaneously Declare or Record any VIMs.
  7. Player 1 then decides which player deploys first; that player then deploys their entire force as detailed by the scenario. The second player then deploys their entire force as detailed by the scenario. See the Scout and Flank traits for deployment exceptions.
  8. The First Turn then begins.

A Game Turn

Games of Bushido are broken down into a number of Turns.
How many Turns the game lasts is dictated by the Scenario being played.
Each game Turn is divided into three Phases:

Starting Phase

  1. Tactical Test: Resolve the Tactical Test, the successful Player is Active for the Starting and End Phases this turn and chooses who will be Active Player first in the Main Phase.
  2. Non-Active Player rolls for Variable Turns. See Scenario Rules.
  3. Ki Generation: All models gain a number of Ki Tokens equal to the first number of their Ki Statistic.
  4. All models gain 2 Activation Counters each.
  5. Resolve any effects which happen “In the Starting Phase”. The Active Player resolves their Starting Phase effects first in the order they choose. Then the non-Active player resolves their Starting Phase Effects in the order the non-Active Player chooses.
  6. Players calculate the number of Pass Tokens for the Turn. Each player totals the number of models in their Warband. The player with the least gains the difference in Pass Tokens.
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Main Phase

  1. Starting with the Player chosen to go first via the Tactical Test.
  2. The player becomes the Active Player.
  3. The Active Player chooses a model in their Warband and declares a Simple or Complex action for it to perform. Alternatively, the player may spend a Pass Token instead of taking an action with one of their models, if they do, skip to step 5. Players must activate a model if they have models with activation counters available unless they spend a Pass Token.
  4. The model’s action is resolved.
  5. The Active Player may use Active Feats for the last time this activation.
  6. The Opponent then becomes the Active Player and follows from Step 2. If the Opponent is unable to activate any models, then the current player continues to be the Active Player until they are also unable to activate any models.
  7. Once neither player can activate a model, move to the End Phase.

NOTE

If at any point in the Main Phase either player has no models left in play, immediately move to the End Phase.

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End Phase

  1. Resolve any effects that occur in the End Phase (Other than those expressly stated to resolve in another step). Always resolve the adverse effects first.
  2. Resolve states that cause Damage in the End Phase (Fire, Bleeding, Poison).
  3. Effects that expire in the End Phase now expire.
  4. Refer to the Scenario being played and check for the scoring of Scenario Points and then Victory Points. If this is the final Turn, or if all available Victory Points have been scored, the game ends (games can only end in the End Phase). If either player has no models left in play, the game ends, and Victory Points are calculated immediately.
  5. Discard any unspent Pass Tokens.
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