Bushido is best enjoyed by playing a scenario. Whilst beating your opponent into the ground until the last man is standing is fun, especially when learning the rules, there will come a time when you want to explore the full strategically challenging potential that Bushido has to offer.
Scenarios are named and then broken down into five simple sections, that when understood allow players to quickly pick up and play any scenario.
Name
Thematic title purely to add to the cinematic experience that a game of Bushido brings.
Type: All scenarios have one or more Types:
- Objectives
- Very Important Models (VIM)
- Zone Control Types are linked to the scoring of Victory Points (VPs) in scenarios. How this is achieved is dependent on the scenario and is explained under its Victory Conditions.
Deployment
Where to deploy your models and any Scenario Objectives. If the scenario presents a choice then for a single game determine randomly, at an event the TO will announce what type is being used.
Game Length
The number of turns the game will last.
Scenario Objective Interactions
How models interact with any Scenario Objectives.
Victory Conditions
How the players ultimately win a game by scoring Victory Points.
Scenario Points
Used by some scenarios to decide a Victory Point.
Alignment
Scenario Objectives and Zones are one of three Alignments (Friendly, Neutral or Enemy).
This can be shown on the battlefield by turning the Scenario Objective to face the player’s Deployment Zone to whom it is Friendly, and to face neither player when it is Neutral.
If a Scenario Objective is Friendly to a player then his Opponent considers it Enemy.
When scoring Scenario Points according to the Alignment of a Zone or Scenario Objective, score as follows:
| Alignment | Scenario Points |
|---|---|
| Friendly | 1 |
| Neutral | 2 |
| Enemy | 3 |
Objectives
In these scenarios players are vying for control of specific terrain elements:
- Small, represented on 30mm bases
- Large, represented on 50mm bases Most scenarios using Objectives are one of two layouts:
- Centre Objective scenarios have three Scenario Objectives
- Circle Objective scenarios have six Scenario Objectives Scenario Objectives are [Impassable, Blocking, (Small/Large)] Terrain elements on the battlefield that players must attempt to interact with.
Some scenarios will have additional rules denoted by the following keywords and their rules are detailed as follows:Decreasing
During the End Phase of a Turn after scoring VPs, if a VP was scored, the player who did not score may choose one Objective to remove.
Link to originalScenario Objective Interactions
Players can interact with Scenario Objectives by taking Simple or Complex Scenario Actions, listed in brackets after the Interaction: e.g. Influence (Simple).
The effect of an action depends on the Interactions of the scenario. If there is more than one Interaction available to the model then the controlling player decides which to use.
Only those Interactions outlined in a scenario can be used. The Interactions will appear as keywords:Influence (Simple/Complex)
The player changes the Alignment of a Scenario Objective from Enemy to Neutral, or Neutral to Friendly.
Link to originalLink to originalPrayer (X) (Simple/Complex)
The player removes one Prayer Token from their Prayer Pool and scores Scenario Points according to the Alignment of the Scenario Objective the model is in BtB with.
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A model may only declare a Prayer Scenario Interaction once per Objective in any turn.
Each player starts the game with X Prayer Tokens. These are placed in a Prayer Pool for each player.
Zone Control
In these scenarios there are areas on the battlefield which the players must battle to Control. A player Controls a Zone if, completely within its area, they have both: • more models than their Opponent • a higher Rice Cost of models than their Opponent
NOTE
The Rice Cost printed on the card is used, regardless of Enhancements, discounts etc. If two models are considered the same model when making a Warband, use the Rice Cost printed on whichever card has a Rice Cost. If two or more models are bought for a rice cost (usually written “X for Both”) then each model is one model as usual, but both (or all) models must be in the same Zone to contribute Rice Cost towards controlling that Zone.
A player gains a number of Scenario Points defined by the Alignment of the Zone during the End Phase.
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In Masters scenarios, Zones are 4” or 8” diameter circles, with the layout detailed in the scenario.
Game Length
The length of a game of Bushido can be Fixed or Variable and lasts a number of Turns detailed below.
The game ends at the End Phase of the last Turn or if all of one player’s models are removed from play.Variable (X)
During the Starting Phase of Turn (X) one of the players rolls a single D6.
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If the result is 4 or more the game will finish at the end of the Turn, If not then the game continues to the next Turn when this roll will be made again.
The game will always finish after the End Phase of the seventh Turn.Link to originalFixed (X)
The game finishes after the End Phase of the designated Turn (X).
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Scenario Reset
Some scenarios reset aspects on certain turns:
Reset Scenario Points (X,Y...)
During the Starting Phase of Turns X, Y… reset each player’s Scenario Points total to 0.
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Reset Alignment (X/Y/...)
During the Starting Phase of Turns X, Y… reset the Alignment of all Scenario Objectives to Neutral.
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Victory Conditions
Each scenario has three VPs available to the players. At the end of the game the player who has scored the highest number of VPs is the winner.
If both players have scored an equal number of VPs then the game is a draw. Only 3 VPs can be scored in any scenario, so both players VP scores combined will always be three or less.
If the scenario has multiple scoring options and the order is relevant, resolve scoring in the following order:
- Scenario Influence, including Decreasing removals.
- Scenario Points, including Decreasing removals.
- VIMs.
Link to originalLast Turn
Any reference to the last Turn for scoring refers to:
- Fixed Game Length: the final Turn a game could reach (usually 6)
- Variable Game Length: the Turn that has been determined to be the last Turn by dice roll
If the game ends earlier (e.g. due to one player having no models remaining in play) then no last Turn took place, so no scoring for that last turn applies.
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