Stealth Ninja Miniatures Board Game Rise of the Kage Introduction Rise of the Kage is a fast paced, tense and thrilling board game for two to four players. The game is set in the world of the Jwar Isles, and requires one or more players to control the stealthy ninja, and one player to control the stalwart guards. The Golden Empire, led by the Takashi Clan, faces threats from all sides, and its borderlands are descending into chaos. The last thing the Takashis need is for the ninja to make matters worse. The ninja players must attempt to accomplish their hidden goals whilst searching for items and equipment to help them achieve this. They need to avoid raising the alarm in order to escape with their lives. At the same time, the Takashi Clan player must stop them, throwing all his resources into eliminating the vermin that attack from the shadows. Will you try to further the inscrutable and nefarious goals of the Kage Kaze Zoku, the Shadow Wind Clan? Or will you defend the life and honour of the Daimyo of the Prefecture of Ryu? Gameplay Breakdown & Victory Conditions In Rise of the Kage, the ninja player(s) must accomplish their mission to win the game. In order to do so, they need to acquire enough search tokens in order to meet the difficulty of the chosen mission and also fulfil the conditions on the mission card. The guard player wins if by day-break (turn tracker reaches the bell) the ninjas have not completed their mission, or if they are fully alerted to (alert level reaches the bell) the ninja presence. If all of the ninjas are eliminated, then the guard player has also won. Players Rise of the Kage is played with between two and four players. One player takes the role of the Takashi Clan, using the guards and boss, while the other players play as the Kage Kaze Zoku and split the three ninjas equally between themselves. Game Contents 41 models in 11 unique sculpts: • Six types of guards and a guard dog, led by Kenta, the Samurai Lord • Three ninja of the Shadow Wind Clan: Yuto, Shizuka and Katsumi 15 dice 1 double sided board 196 cards 1 rulebook 4 player mats 16 doors and stands 113 tokens (24 status tokens, 24 move tokens, 20 search tokens, 18 noise tokens, 16 action tokens, 16 wound tokens, 4 barracks tokens, 4 lantern tokens, 4 bell tokens, 3 escape/infiltration tokens, 4 fire/explosion tokens, 2 caltrops tokens, 2 poisoned rice tokens, 2 turn/alert level tokens, 1 hostage token, 1 ninja token) 2 Rise of the Kage Game Components Breakdown Guard Play Mat 1. Name - This is the name of the boss. 2. Move - The number of squares the model may move per move action. 3. Combat - This is the modifier applied to force tests. 4. Defence - This is the target number for force tests made against this boss. 5. Area of influence - AOI only extends to the side and front in the un-alerted state, but extends 360° in the alerted state. Only squares to which the boss has line of sight are considered to be in his AOI. See over the page for more information. 6. Actions - This is the number of action tokens that may be allocated to the model in a single turn. All actions must be performed before allocating action tokens to the next model. Any number of noise tokens can be allocated to a model. 7. Awareness - This is the target number for stealth tests against this boss model, it is also the number of dice rolled when this guard type attempts a detection test. 8. Turn tracker - At the start of the guard player’s turn move the turn token one space towards the bell if any noise tokens were generated in the previous ninja turn. 9. Alert level - For each ninja model that generated one or more noise tokens on its activation, the alert level token moves one space closer to the bell. There are three possible alert levels: yellow, amber and red. The tracker is colour coded and the current level will affect how many action tokens the guard player gets and which guards he is able to recruit. 10.Hand size - This model’s maximum card hand displayed on the appropriate play mat. 11. Card slots - Cards may only be played if there is an empty card slot to place them on. 12. Guard slots - This is the type of guards this boss is able to recruit for each guard slot. The guard player can only select one guard type from each slot. The number in the right hand corner of each guard slot indicates the number of guards available during set up. 13. Special rules - Any special rules this boss may have. 14.Action token pool - The number of action tokens collected each turn as determined by the alert level. 15. Special events - Events are triggered when the alert level reaches these points and are applied immediately. 16.Wound locations - Used to track the damage the boss has sustained. Once the last location has a wound token placed on it, the boss is removed from play. 9 15 11 16 2 13 10 1 3 4 5 6 14 8 7 12 Rise of the Kage 3 Area of Influence This guard has an AOI of 2. In an un-alerted state, his AOI is to the dark green squares, although it doesn’t extend to the red squares as he has no line of sight to those. In an alerted state, his AOI is to all green squares, light and dark, but not to the red or orange squares, as he doesn’t have line of sight to those. Ninja Play Mat Dice When a ninja model is in the concealed state use the values in the top line and when in the detected state use the values in the bottom line. Rise of the Kage uses standard six-sided dice, which are referred to as D6. When dice rolls are made, the single highest die (regardless of the number of dice rolled) is compared to a target number that is determined by the type of action. In order to succeed the value must equal or exceed the target value. Regardless of the target value, a six is always successful, and a one is always a failure. 1. Name - The name of the ninja model. 2. House - The house the ninja belongs to. There can only be one ninja model from each house in any game. Dice Pool (Ninja Player) 3. Combat - Modifier added to the result of force tests. Each ninja model has a pool of dice, this is made up of the corresponding colour die as shown on the model’s player mat. White dice are force dice, and black dice are stealth dice. When performing an action, the ninja player must roll at least one dice of the colour associated with that type of action (i.e. black for stealth actions, white for force actions). The ninja player may choose to roll additional dice of any colour he has remaining on his player mat. Note that the modifiers on a ninja’s play mat affect the action and not the dice. Any dice used in a test are removed from the play mat. See over the page for more information. 4. Stealth - Modifier added to the result of stealth tests. 5. Defence - This is the target number for force tests made against the ninja model. 6.Reaction - This number is the modifier added to the result of reaction tests. 7. Special rules - Any special rules this ninja may have. 8.Card slots - A ninja may only have a number of bonus and equipment cards as it has card slots. 9.Dice locations - Each location receives a dice of the corresponding colour. Locations with a wound token on them are not allocated a dice. 3 4 2 8 1 4 Rise of the Kage 5 6 7 9 Tokens Tokens are used to indicate various conditions and items within the game. Unless stated otherwise a model may occupy the same square as a token. Action Tokens The guard player receives a number of action tokens equal to the amount displayed in the ‘Action Token Pool’. Action tokens are allocated to the guards in order to allow them to perform actions. Any unused action tokens are discarded at the end of the guard player’s turn. Wound Tokens Wound tokens are used to keep track of the damage sustained by the ninja and the guard player models. Tokens are placed over the first available dice pool location when a ninja is wounded or over one of the wound locations if the boss is wounded. When there are no more dice/ wound locations to place wound tokens on, the model is removed from play. Search Tokens There are five groups of search tokens: A, B, C, D, and Traps, which range in value from 3 to 6, and are placed number side up. Action tokens are also used to recruit additional guards in the ninja player’s turn. Noise Tokens Whenever a ninja player fails any test, or performs an action without including a stealth dice, a noise token is placed on the guard player’s play mat. These will be utilized as additional action tokens by the guard player on his following turn, and allow a guard model to be activated above the limit set out on the guard’s specific card. There is no limit to the number of noise tokens you can allocate to a guard model. If a noise token is generated within the Area of Influence of an un-alerted guard model, the model automatically goes into the alerted state. If a ninja model generates any noise tokens the alert level is increased by one. If the alert level token is on the bell at the end of the ninja turn, the guard player wins. The Game Board in use dictates the number and type of search tokens in play, and where they can be placed by the guard player during the set-up phase. During the game the ninja players must collect enough search tokens to meet the conditions of the selected mission. In order to collect a search token the ninja must perform a successful stealth test while in an adjacent square to the token. The value on the token (3-6) is the target number for this test. Each time a search token is collected it is added to the ninjas’ mission pool. Once the mission pool contains six tokens, every time an additional token is added to the pool a test is made to see if the victory conditions of the mission are met. This is done by rolling one D6 and adding its result to the mission pool total. If the result is equal to or greater than the difficulty of the mission, then the mission condition is met, the mission card is revealed and any effects are resolved. Trap Search Tokens If during a ninja’s search action, the search token is revealed to be a trap then the guard player performs a combat test against the ninja, modified by the reaction value. If successful, the ninja sustains a wound. The token is still added to the ninja player’s mission pool. When a trap is revealed it always generates a noise token. Move Tokens Move tokens are used to denote the path the ninja model will follow on the game board. Rise of the Kage 5 Lantern Tokens Door Tokens Shoji Door There are two types of door in Rise of the Kage: Shoji doors (target value 4), and Plank doors (target value 5). The Game Board being played dictates how many of each door type is available to the guard player during set up. Doors may only be placed on doorways. All doors are considered to be locked. A guard model may move freely through any door as part of its move action, but the door is then removed from play once he does so. If a ninja model wishes to move through a door he must either make a force test to break it down, which will create a noise token even if a stealth dice is rolled, or make a stealth test to pick the lock quietly. If successful the door is removed from play. Plank Door Barrack Tokens The guard player starts with two barrack tokens, these are placed in any permissible search area that does not contain a search token. An additional two barrack tokens may be brought into play via game effects found on the cards. Any guard model recruited comes into play adjacent to any barrack token in play, chosen by the guard player. Escape/Infiltration Tokens Escape/Infiltration tokens indicate the location on the game board where ninja models will enter play, and in certain missions, where they can escape. The tokens are placed by the ninja players during their set-up phase according to the placement rules, which will vary depending on the game board chosen for play. Escape/Infiltration tokens are placed number side down. Bell Tokens Bell tokens are another tool in the guard player’s arsenal. When a bell token is placed adjacent to any door, any attempt to move through that door by a ninja model will generate an automatic noise token for the guard player. Hostage/Ninja Token Denotes a hostage or ninja and is only used on certain missions. The mission card will dictate how the hostage or ninja token is used. 6 Rise of the Kage Lantern tokens have an area of influence of three squares and are permanently in the alerted state. Any guard models who occupy squares within the lantern’s area of influence are considered to be alerted and have their awareness increased by two. The guard models also have their area of influence increased to any squares that they have line of sight to and within the area of Influence of the lantern. Turn/Alert Level Tokens At the beginning of each of the guard player’s turns (after the first), the turn token is moved one place closer to the bell if any noise tokens were generated in the previous ninja turn. The alert level token is moved closer to the bell the first time a ninja generates a noise token each turn. This is applicable to each ninja model, therefore it can move one, two, or three (or none at all) positions to the bell following a complete ninja turn. Caltrop Tokens A ninja model equipped with caltrops may place a caltrop token on any square that contains one of his move tokens. If a guard model moves over a caltrop token then his move ends on the square the token was placed. The guard model may not be assigned any further action or noise tokens this turn. Any caltrop token with a guard model on the same square is removed from play at the end of the guard player’s turn. Poisoned Rice Tokens A ninja model equipped with rice tokens, may place a rice token on any square that contains one of his move tokens. If he chooses to do this he must remove a dice from his play mat. Rice tokens have an area of influence of three. Any un-alerted guard model that has line of sight to the rice token and is within its area of influence has their Awareness and area of influence reduced to one. If a guard model within the area of influence of a rice token activates he must move towards the rice token. If a guard model is adjacent to a rice token, the guard player can spend an action token to remove the rice token but the model is also then removed from play. Status Tokens Once a guard model becomes alerted or a ninja model is detected, a status token is placed on the model’s base to indicate that this model is alerted or detected. Chest/Fire Tokens Used as objectives in certain missions. Card Types Smoke Bombs Disturbed Ninja Deck - Equipment Ninja Deck - Event Adrenaline Assassinate (14) Ninja Deck - Bonus Mission Deck Ninja Deck Equipment – These cards represent equipment the ninja models may use, these must be placed on an available card slot when they are used. Some cards have a limited use and are discarded after the number of uses. Events – Event cards must be revealed as soon as they are drawn and the effects applied immediately. Bonuses – Bonus cards may be played at any time. If a ‘remains in play’ bonus card is played, then it must be placed as an equipment card. Mission Deck The mission deck consists of 10 generic missions and the board-specific missions. See page 9 for more information. Escape Deck The escape deck cards indicate which escape/infiltration token the ninjas need to escape from as well as other effects explained on the mission cards. Guard Deck The guard deck is made up of generic guard cards and the selected boss cards. Boss cards are identified by an associated boss image on the card (see A). These cards are shuffled together to create the guard deck. Forest Guard Profile Cards 3 A When a guard model is in the un-alerted state use the values in the black line and when in the alerted state use the values in the white line. 1. Name – Indicates the name of this guard type. 2. Move – The number of squares moved per action token spent. 3. Combat – Modifier to the result of force tests. 4.Defence – Target number for force tests made against this guard type. 5. Area of Influence – AOI only extends to the side and front in the un-alerted state, but extends 360° in the alerted state. Only squares to which the guard has line of sight are considered to be in his AOI. Any guards recruited cost 1 more, but may be placed 1 Remains in play Escape Deck 6.Awareness – This is the target number for stealth tests against this guard model. It is also the number of dice rolled when this guard type attempts a detection test. 7. Actions – This is the maximum number of action tokens that can be allocated to this model in a single turn. All actions must be performed before allocating action tokens to the next model. Any number of noise tokens can be allocated to a model. Guard Deck 2 3 4 5 6 7 8 9 1 8.Cost – This is how many action or noise tokens must be spent to recruit a guard of this type. 9. Special rules – Unique rules for this guard type are listed here. Guard Profile Card Rise of the Kage 7 Models Game Board Guard Models Moving Guard models enter play in the un-alerted state. Watchdog Model The Watchdog model is always in the alerted state. Boss Model The boss model is always in the alerted state. Ninja Models Ninjas are represented by the corresponding playing piece. Guard models can move a number of squares equal to their move statistic for every move action performed. A guard model may change its facing as part of a move action. They may move through squares occupied by other guard models or concealed ninja models, but may not occupy the same square as another model at the end of their move. Ninja models move six squares per activation. They may move through squares occupied by un-alerted guard models or other ninja models but may not occupy the same square as another model at the end of their movement. Walls Wall Walls block all movement as well as the line of sight (and therefore the AOI of guards). Square A move cannot be made diagonally across a corner. Permissible search area Doorway Infiltration Points/ Escape Points Permissible Search Areas Areas where search tokens can be placed during set up. Only one token can be placed per area. Doorways Locations where door tokens can be placed during set up. Models may not move diagonally through a doorway. Infiltration Points/ Escape Points For All Boards In this example, Shizuka has line of sight to only one guard (as shown by the green line) - line of sight to the other four guards is blocked by walls, a door or the Guard she can see. Shaded areas indicate where escape/infiltration tokens may be placed. They must be placed at least 12 squares apart, measured around the perimeter of the board. If this is not possible any remaining tokens are not placed on the board. Line Of Sight A ninja model has line of sight to all squares from which it can draw an imaginary line to the center of the square it occupies without passing through a wall, door, or a square occupied by another model. A guard model has line of sight to all squares within his AOI from which it can draw an imaginary line to the center of the square it occupies without passing through a wall or door. In this example, the guard has line of sight to Shizuka (as shown by the green line), but does not have line of sight to Yuto (as his Line of Sight is blocked by the door) or Katsumi (as while his line of sight is clear, Katsumi is not within his AOI). 8 Rise of the Kage The Basic Game Setting Up Round Sequence Guard Player Set-Up One round consists of the ninja turn, followed by the guard turn. 1. Select a game board. 2. Select a ‘Boss’. The Ninja Turn 3. Select guard models from those available. Ninja players always take the first turn. 4.Place starting guard models, door tokens, search location tokens and any special items. 1. Replenish dice. 5. Shuffle guard deck. 3. Reaction roll. 6.Ready to play. Ninja Player Set-Up 1. Take board-specific mission cards and shuffle into the ninja mission deck. 2. Draw one mission card. 3. Show the selected mission card to the ninja players (but not the guard player). 4.Select three ninja models, one from each house, and allocate starting dice to play mats. 5. Each ninja player places an infiltration token number side down. 6.Place selected ninja models adjacent to ANY infiltration token. 7. Shuffle the ninja deck. Each ninja model draws from the top of the ninja deck until they draw a bonus or equipment card. This is placed on their play mat. Once all ninja models have their starting card, shuffle the ninja deck. 8.The game is about to begin. 2. Allocate move. 4.Activate ninjas. 5. End of ninja turn, start the guard turn. Replenish Dice All ninja models replace corresponding colour dice on any dice locations without wound tokens on them. Allocate Move All ninja models place six move tokens. The first token must be placed adjacent to the ninja model’s current square and each subsequent one adjacent to the previously placed one. A ninja model may discard up to two dice from his play mat in order to place an equal number of additional move tokens. Reaction Roll All ninja models make a reaction roll using 1D6 (not taken from your dice pool) modified by their reaction attribute. Each ninja model will activate in order from highest to lowest. Activation The ninja models move along the path dictated by their move tokens. A ninja model may stop anywhere along the path, but cannot deviate from the path already laid out. A ninja model may attempt (or be forced) to make actions at any point along the path. A ninja model can only be activated once per turn. Rise of the Kage 9 The actions available to the ninja are: Melee (Force action) Search Action (Stealth Action) See door tokens (page 6) for full details. Make a force test against a guard model in an adjacent square. The target value for this test is the defence value of the guard model. If the ninja player doesn’t roll a black stealth die as part of this test, he will automatically create a noise token. If the force test is successful, remove the guard from play or mark a wound on his card if this is the boss. If the force test is a failure, a noise token is generated even if a stealth dice was included in this test. If the ninja model is not in the AOI of any guard models then the test is made as though a stealth die had been rolled, and if successful, a noise marker will not be generated. Evade (Stealth Action) Ranged Attack (Force Action) If a ninja model moves into, or out of the AOI of a guard model it must perform a stealth test. The ninja player only has to make one test per guard, per turn. So if his move takes him past a guard more than once in a turn, he does not need to make repeated tests. However he needs to perform a stealth test for each guard model’s AOI he passes through. The target value for the test is equal to the guard model’s awareness value. For each additional AOI the ninja model is in the awareness of the guard is increased by 1. If the ninja model’s intended movement takes him through a square occupied by the guard model, then the target value is increased by 2. Ranged force tests can only be made by ninja models that have the range attack ability. The value of the range attack ability is the weapon’s range in squares. The targeted guard model must be within the ninja model’s weapon’s range and line of sight. The target value for this test is the defence value of the guard model. If the ninja player doesn’t roll a black stealth die as part of this test, he will automatically create a noise token. If the force test is successful, remove the guard from play or mark a wound on his card if this is the boss. If the force test is a failure, a noise token is generated even if he used a stealth die. The noise token is generated in the square occupied by the targeted guard model. In order to attempt a search action, the ninja model must be adjacent to a search token and not in the AOI of a guard model. Each time a ninja model conducts a search action the player must draw a card from the ninja deck whether the search is successful or not. Open Doors (Stealth/Force Action) If the square the ninja is moving to or from is within multiple guard models’ AOI, then only a single test is done to avoid being detected by all the guards. The target value is the highest awareness statistic of the guards. For each additional guard model’s AOI the ninja model is in, the awareness is raised by 1. If the stealth test is successful he may continue moving undetected, but if it fails the guard model(s) become alerted, and a noise token is generated. A ninja model may enter the AOI of a guard model without rolling a stealth test, but will be considered to have failed the test. If a ninja model is in the detected state, then he may only attempt to evade un-alerted guard models. If a detected ninja model moves into the AOI of an alerted guard it automatically fails the evade test. 10 Rise of the Kage Exchange Equipment (Free Action) If at any point ninja models’ move tokens are on the same square, the ninja models may exchange any number of equipment cards from their play mats. Fade Into The Shadows (Special Action) If at the start of the ninja turn any detected ninja may become concealed if they are not in any guards Area of influence. Evade Examples In this example, Shizuka is moving past an unalerted Tesaki. She must take a stealth test with a difficulty of 2 (based on the Tesaki’s awareness). In this example, Shizuka is moving past an unalerted Tesaki and an unalerted Bushi. As the first square she enters overlaps both AOIs, she must take one stealth test with a difficulty of 4 (based on the Bushi’s awareness, plus 1 for being within the Tesaki’s AOI). Melee Examples In this example, Katsumi is attacking an unalerted Bushi from within his AOI. The difficulty is the guard’s defence of 3. Katsumi rolls a single force dice, and because he doesn’t wish to generate a noise token he rolls a single stealth dice as well. He rolls a 1 and a 2, which succeeds thanks to his combat modifier of +1. In this example, Katsumi is attacking the same unalerted Bushi, but this time he is not in his AOI. The difficulty is the guard’s defence of 3. Katsumi rolls a single force dice, but as he is not within the AOI of a guard he doesn’t roll a stealth dice. He rolls a 3, which succeeds, and thus does not generate a noise token. In this example, Shizuka is again moving past an unalerted Tesaki and an unalerted Bushi, but from the other side this time. As she enters the guards’ AOI on different squares, she takes two stealth tests, the first with a difficulty of 2 (based on the Tesaki’s awareness), and the second with a difficulty of 4 (based on the Bushi’s awareness, plus 1 for as she is still in the Tesaki’s AOI). Rise of the Kage 11 Guard Turn 1. Advance the turn token. Guard Actions Move 3. Collect action tokens. Model may move a number of squares equal to their move statistic. A guard model cannot move through a square occupied by a detected ninja model or end its move on the same square occupied by another model. 4.Perform actions and play cards. Detect 2. Discard cards & draw back to hand size. 5. Recruit new guard models. 6.End of turn, start next round. Advance The Turn Token If the ninja player generated any noise tokens in the previous turn advance the turn marker one place along the turn tracker. If the marker reaches the bell and remains there until the end of his turn the guard player has won. Discard Cards The player may discard any number of cards from his play mat and his hand. He may then draw cards up to his maximum hand size from the guard deck. Collect Action Tokens The guard player gets a number of action tokens as indicated by the chosen Boss’s Action Pool. Perform Actions The guard player may perform as many actions with guard models as he has action or noise tokens. Select a guard model to activate and allocate that model an action token. The token is discarded and the effects of the action are applied. Once a guard model has been allocated an action token any further actions using action tokens, must be allocated to this guard model before allocating action tokens to another guard model. Any number of guard cards may be played to open slots on your play mat. Once there are no more empty slots you can no longer play cards, until the start of your next turn. During the following ninja player’s turn you may play cards in reaction to ninjas’ actions if any empty card slots are available. Recruit Guards Spend any remaining action or noise tokens to recruit additional guard models. The guard player may only recruit guards of the same level or lower as the Alert level. The guard player must have an available model of the type he wishes to recruit. 12 Rise of the Kage A guard model may attempt to detect a ninja model that is within their AOI. Roll a number of dice equal to the guard model’s awareness. The target number is 6 modified by any penalties to the ninja model’s stealth. If the ninja model is in the AOI of more than one guard model, then the guard player receives a +1 modifier, for each additional guard model, to the detection roll. Attack An alerted guard model may make an attack against a detected ninja model in an adjacent square. The target value for the force test is the ninja model’s defence value. The guard player rolls a single dice, modified by the guard model’s combat value. If the attack is successful a wound token is placed at the next dice location on the ninja model’s play mat. If this is the last dice location available, the ninja model is removed from play. Ranged attack An alerted guard model, with the range attack ability can declare a ranged attack against a detected ninja model within its line of sight, AOI and the weapon’s range. The target value for the force test is the ninja model’s defence value. The guard player rolls a single dice, modified by the guard model’s combat value. If the attack is successful a wound token is placed at the next dice location on the ninja model’s play mat. If this is the last dice location available, the ninja model is removed from play. Call for help Change the state of a single un-alerted guard model that is within the active model’s AOI to alerted. Ring the bell Increase the alert level by one. This may only be done at certain locations. The Thoughts of the Grand Master… The Kage Kaze Zoku, the Shadow Wind Clan has since time immemorial stood watch over the world of men. For generations at a time we have faded in and out of the Jwar Isles’ collective consciousness, in and out of favour as a mother’s threat of choice to an unruly child, in and out of the nightmares of lowly Burakumin and lordly Daimyo alike. Layer upon layer of myth and legend building up over a time so vast that separating the truth from the story has left many a wise man broken and entire rooms of the Blue Libraries of Sen no Machi overflowing with scrolls and tomes dedicated to our clan. That is about to change, we have been stirring of recent. Seeding information in carefully selected fertile minds. Razing entire villages to the ground simply to fire the imagination of the people and their leaders. Small reminders of who, in the rich darkness of night, must truly be feared. Alas such subtle acts are no longer enough for old man Takashi. Sat atop his mountain, he has forgotten his pledge to the Shadows. Following the Battle of Segwan and the loss of his son and heir, Hida lost a grip on the war he had started. Impressively swift and incisive strikes by the Eagle clan orchestrated by the tactical master, general Shiho Hideo, were taking their toll on Hida’s forces and the Dragon was learning that preparation is not always a match for brilliance. One lonely night amongst many, knelt in the privacy of his own chambers, Hida wept again for Akira and there during this moment of weakness was when we reached out a hand to him, when he accepted our help. There he reviewed with amazement the offer we gave and who knows what drove him; revenge for his son? Lust for power? Only Hida could truly tell. But he accepted, with all his heart, he accepted. And now old man Takashi sleeps so soundly in his bed. Perhaps his hearing is not quite what it was or he simply feels safe in his hill top fortress, his surviving sons giving him comfort and confidence. Perhaps he no longer fears the Shadow Wind Clan, like his predecessor before him. He certainly has not heeded our calls nor paid what he owes, what is rightfully ours. He will though, he will learn to fear his own shadow by the time that we are through with him. Ideals The Shadow Wind Clan have at their very heart the belief in the power of the number three, they embark on missions in squads of threes, they train in threes, their organization is split into three houses. Their Mon embodies and explains this belief showing the Crows, three of course, believed to have been the messengers of the first divine Grand Master. These Crows at their master’s bidding ventured to lands not meant for the living. Their life was the fee to enter Jigoku, for which they paid willingly. A long tale is told about their journey to the depths of hell but in the end each managed to return to their master. All three bore the gift of a single berry, plucked from the Tree of Jigoku. Said to be a sorry looking thing, its trunk withered and broken, its bark jagged and brittle, the very opposite of the Grand Father Tree that the monks of Ro-Kan so revere. And yet it endures. Sustained by the constant flow of misery ripped from those that enter its domain. With all of this pain it bore three simple yet elegant looking red berries, the agonies of eternity condensed and distilled into their tiny forms. The Shadow Crows left the Tree of Jigoku bare and there it has sat to this day, barren. With his prize collected it is said that the Grand Master held the power of the Kami in his hands. And he had prepared all of his life to use it. The berries were host to the most powerful poison known to man, the hatred and bile encapsulated in them was enough for their wielder to strike down any who opposed him. With a mere thought they would contract a malady from which there would be no return. It began when a prominent warlord was taken ill, although the lands of man were fractured during Ankoku Jidai (the Dark Age), the daimyo was still a powerful man of his time, with sizeable forces to call upon. It meant nothing as all of his best shugenja were called to his chambers, upon which, one at a time they all hastily withdrew muttering and shaking their heads. None could offer a solution, leaving him finally alone with a young monk from a local temple he had been so disdainful of when in good health. In the space of two days his impressive form had decayed to nothing and in the space of a week the lands he called his own were in disarray, neighbor fighting against neighbor to stake their own little claim. By the time the Cycle was through the Kage Kaze Zoku had swept down from ‘the Nest’, their mountain fortress, and crushed what little resistance they met. All swore fealty to the Shadow Wind Clan. The Grand Master struck out to take more and more leaving death and destruction in his wake. Slavery and torture cemented their own place in the Jwar Isles as a way of life, whilst humanity and kindness ebbed and faded gradually away. The sun was setting slowly on the people of the East. In an age of shadows, the world was plunged yet further into the depths of darkness. The stories of the Jwar Isles are littered with heroes of light and great honour. However the eventual decline in power of the ninja was ultimately brought about from the unlikeliest of sources. An odd collection of individuals led by the fallen samurai, known now only as, Tetsuo. That Tetsuo should be included in the halls and histories of heroes would have been as unthinkable to the man himself as much as to any that were unlucky enough to cross his path. In the many years since, it has been prophesized that if all three orbs were to fall into the hands of the Kage Kaze Zoku once again, then even the focused might of the Golden Empire would be swept away before it, extinguishing the age of Saisho Kara and ushering a new age the likes the world has never seen before. Rise of the Kage 13 Structure of the Clan The clan is structured now as it has been for millennia. The size of the clan has varied over time, growing and shrinking dependent on the Grand Master but its brutal training and selection process have always meant that numbers are kept relatively low. Always a Grand Master sits at the head of the clan. Below him and serving him directly are his three Chief Crows. Each Chief Crow runs their own House within the clan, the three Houses being: The House of the Long Shadow The House of the Bleeding Moon The House of the North Star The Houses consist of the Chief Crow and his Shadow Crows. Below the Houses are the Soulless these former Shadow Crows train the recruits filtering out only the best, through a brutal regime, to become Shadow Crows. Grand Master Favoured House House of the Long Shadow House of the Bleeding Moon Shadow Crows The Soulless Training Acolytes Adepts Worms Genin 14 Rise of the Kage House of the North Star Organisation Grand Master Houses How a Grand Master is selected is a secret known only by the Grand Master. Throughout their time as Shadow Crows, the new Chief Crows will have learned to hate the other Houses. Even when one has completed the training and been elevated to the status of Shadow Crow the killing and the culling of the weak does not stop. Competition is fierce between the Houses, annual duels to the death between the three Houses eliminate those not worthy to stand up and be counted as a ninja of the Shadow Wind Clan. The Chief Crows select the ninja that will represent their House each year and it is seen as an honour and a privilege to get the opportunity. The House that emerges victorious from these duels is the favoured House over the twelve Cycles of the following year. Chief Crows The Chief Crows have successfully completed the Rites of Shadow, these rituals are sacred to the ninja of the Kage Kaze Zoku and occur only when the Chief Crows die. The Grand Master chooses the ninjas that will complete the Rites. Three squads are formed, each house represented by one Shadow Crow in each squad. The end of the Rites of Shadow sees the nine ninja fight for their squads in mortal combat. The melee is only paused if a ninja falls and then the two remaining Shadow Crows have to make a choice, live the life they have left or commit Seppuku in honour of the lost. In truth the combat is only a tiny fraction of the Rites of Shadow. When a squad undergoes the rituals together, every member is changed by the process forever, the bonds forged between members of the squad are beyond camaraderie, friendship, love or the ties of blood. Their psyches are intertwined, the very fabric of their beings woven together to make a stronger whole. When a member of the squad is lost many cannot survive this loss and Seppuku is the easiest of the choices. Those that choose to live on take charge of training the clan’s new recruits and are given the term The Soulless. The remaining two squads now battle it out for the right to become the Chief Crows and take leadership of their respective Houses. Only then do they finalise the Rites of Shadow, linking their life force, living on in the knowledge that if one falls they all do. Only once in the history of the Kage Kaze Zoku have the Chief Crows been sent on a mission and that to the very depths of Jigoku. The Chiefs were asked to select the Shadow Crows for the most important task any Grand Master of the clan had ever devised. For the first and last time in the clan’s history the Chief Crows returned to their Master united; in failure. They had no Shadow Crows worthy of the undertaking. They could think of no other way to claim the prize their Master sought than to take it themselves. The rivalries that exist between Houses are eliminated in Chief Crows during the Rites of Shadow. The linking of their souls and the understanding their merging brings them puts everything into perspective; the Chief Crows work in perfect unison to run the clan as effectively as possible. Shadow Crows Below the Chief Crows lie the Shadow Crows, only these ninja are entrusted with missions from the Grand Master. If the Grand Master is the head and the Chief Crows the eyes and ears, then the Shadow Crows are certainly the arms of the clan. Only those ninja selected by the Chief Crows for missions ever meet the Grand Master and even then they do not see him. They wait for his presence prostrate, sometimes for days, to receive their orders. Even if they looked up they would struggle to see him. The master of shadows, his outline is unclear, his exact location hard to pinpoint even if one were to stare. The Soulless The choice to live on as The Soulless is final, never again will they take a mission as a Shadow Crow nor again attempt the Rite of Shadow. The breaking of their squad during the Rite of Shadow tears their very soul to pieces, those that do choose the harder path of living lose whatever glimmer of humanity, however small, they may have had left. This makes them incredibly competent taskmasters, unable to feel compassion they care nothing for those whose training is entrusted to them other than to weed out the weakest, ensuring only the strongest survive. Whether this is the intention of the Rite or a useful side effect, is unknown. Rise of the Kage 15 Training The training and selection process begins immediately upon induction. The flat blue, empty eyes of the Soulless are the first thing new children see when they are initiated; those that flinch away or show fear are the first to fail the training. Those that can’t or will not kill these failures are the next to fail. Those that survive these first two tests go on to receive the title of Worm. They receive no formal training and are treated like vermin. All of the mundane tasks that need doing fall to them and the Genin and they learn quickly to carry these out without complaint. Many Worms starve, the only food available to them is from the scraps of others, the Kage Kaze Zoku are isolated and lead a Spartan lifestyle, scraps are few and far between. Beatings are both regular and brutal particularly at the increasingly skilled hands of the Adepts, but nobody is allowed to kill the Worms except for the Soulless. The Worms are though often left to their own devices, learning to climb during this time as well as working out which plants on the basin wall will sustain and which will kill is essential. The few that are destined to rise within the organization, adapt. They begin to observe the training around them, they learn to listen without stopping what they are doing, to watch without raising their heads from their chores. They force their eyes to attune to the darkness of the basin. Most importantly of all they learn that not being seen is seemingly impossible, not being noticed however is within their grasp. There is only one way to move up through the ranks from a Worm to an Adept. Three Worms, no more no less, may form their own rudimentary squad. Together they attempt to take the life of an Adept, succeed and the clan welcomes three new Adepts. Fail and die. Planning and preparation is important, as is going about the business of forming a squad. Selecting the best to ally oneself with is essential, but not so much as doing so discreetly. The Soulless remain ever vigilant, their dead eyes always seeking to identify the forming of Worm squads and they are always on hand to crush them. Not all Worms are young, whilst the clan only recruits children there is no requirement for the Worms to form a squad and try to take down an Adept. However if on a Worm’s sixteenth birthday they haven’t risen to Adept then they never will, they become a member of the Genin. Timing is also of utmost importance, one must be ready to defend his or her life as an Adept, and no one is more vulnerable than a newly promoted Adept. They are thought an easy target by the Worms they left behind, holding the status but without the training other experienced Adepts have been immersed in. From Adept to Acolyte is a matter of training. Those Adepts that complete the rigorous training the clan offers whilst fending off the Worms that plague them at every turn have the right to be considered an Acolyte. 16 Rise of the Kage From Worm to Acolyte the recruits bodies go through dramatic changes, all remnants of fat from their former lives are stripped from the children; their bodies becoming lean and rangy. Their repetitive climbing for food develops their flexibility and suppleness as well as building strength that runs to their very core. Lean sinuous muscles cling closely to their young frames and are more powerful than one could believe. Once they become Adepts they begin to add to this base, increased food and heavy lifting see them bulk out, again the rigorous nature of their training builds a remarkable muscle memory. By the time recruits pass through their training they are well and truly ready to be considered an adult. Both men and women serve the clan, any form of affection between members is strictly forbidden, punishable by death. There is no place for love in the Kage Kaze Zoku. Genin The lowest of the low, the Genin are Worms that never plucked up the courage to take their place amongst the Adepts. If a Worm fails to make the step before their twelth birthday then they are consigned to the fate of the Genin. They live to serve alongside the Worms they once were, they often live the longest lives in the clan Rise of the Kage 17 MH Manor House Game Board Layout 18 Rise of the Kage AD Artisan District Game Board Layout Rise of the Kage 19 Reference Introduction����������������������2 Gameplay Breakdown & Victory Conditions��������2 Players��������������������������������2 Game Components Breakdown ������������������������3 Guard Play Mat . . . . . . . . . . . . . . . 3 Ninja Play Mat. . . . . . . . . . . . . . . . 4 Dice. . . . . . . . . . . . . . . . . . . . . . . . . 4 Dice Pool (Ninja Player). . . . . . . . 4 Tokens��������������������������������5 Action Tokens . . . . . . . . . . . . . . . . 5 Noise Tokens . . . . . . . . . . . . . . . . . 5 Wound Tokens. . . . . . . . . . . . . . . . 5 Search Tokens . . . . . . . . . . . . . . . . 5 Card Types��������������������������7 Ninja Deck. . . . . . . . . . . . . . . . . . . 7 Mission Deck. . . . . . . . . . . . . . . . . 7 Escape Deck. . . . . . . . . . . . . . . . . . 7 Guard Deck . . . . . . . . . . . . . . . . . . 7 Guard Profile Cards. . . . . . . . . . . . 7 Round Sequence��������������� 9 The Ninja Turn����������������� 9 Replenish Dice. . . . . . . . . . . . . . . . 9 Allocate Move. . . . . . . . . . . . . . . . . 9 Reaction Roll. . . . . . . . . . . . . . . . . 9 Activation. . . . . . . . . . . . . . . . . . . . 9 Models������������������������������� 8 Search Action (Stealth Action). . . 10 Guard Models. . . . . . . . . . . . . . . . . 8 Open Doors (Stealth/Force Action). . . . . . . . . . 10 Watchdog Model. . . . . . . . . . . . . . 8 Ninja Models. . . . . . . . . . . . . . . . . 8 Evade (Stealth Action) . . . . . . . . . 10 Melee (Force Action). . . . . . . . . . . 10 Game Board ��������������������� 8 Ranged Attack (Force Action) . . . 10 Moving. . . . . . . . . . . . . . . . . . . . . . 8 Exchange Equipment (Free Action) . . . . . . . . . . . . . . . . . 10 Walls. . . . . . . . . . . . . . . . . . . . . . . . 8 Permissible Search Areas . . . . . . . 8 Doorways. . . . . . . . . . . . . . . . . . . . 8 Fade Into The Shadows (Special Action). . . . . . . . . . . . . . . 10 Evade Examples. . . . . . . . . . . . . . . 11 Trap Search Tokens. . . . . . . . . . . . 5 Infiltration Points/ Escape Points For All Boards . . . . 8 Move Tokens. . . . . . . . . . . . . . . . . . 5 Line Of Sight. . . . . . . . . . . . . . . . . 8 Guard Turn ���������������������� 12 Setting Up������������������������� 9 Advance The Turn Token . . . . . . . 12 Door Tokens. . . . . . . . . . . . . . . . . . 6 Barrack Tokens. . . . . . . . . . . . . . . . 6 Escape/Infiltration Tokens. . . . . . 6 Bell Tokens. . . . . . . . . . . . . . . . . . . 6 Hostage/Ninja Token. . . . . . . . . . . 6 Turn/Alert Level Tokens. . . . . . . . 6 Caltrop Tokens. . . . . . . . . . . . . . . . 6 Poisoned Rice Tokens. . . . . . . . . . 6 Status Tokens. . . . . . . . . . . . . . . . . 6 Chest/Fire Tokens. . . . . . . . . . . . . 6 Guard Player Set-Up . . . . . . . . . . . 9 Ninja Player Set-Up. . . . . . . . . . . . 9 Melee Examples. . . . . . . . . . . . . . . 11 Discard Cards. . . . . . . . . . . . . . . . . 12 Collect Action Points. . . . . . . . . . . 12 Perform Actions. . . . . . . . . . . . . . . 12 Recruit Guards. . . . . . . . . . . . . . . . 12 Guard Actions . . . . . . . . . . . . . . . . 12
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