Mini-Game (Postcard Game) "Shinsengumi Ikedaya Incident"

This is English rules of "Shinsengumi Ikedaya Incident", a free postcard game presented by Wargame Japanese History magazine in 2009. Original webpage is here.

Map and counters download (2.3MB)

<Outline of the Game>

A game of "Ikedaya Incident". Counters of Shinsengumi Chronicle are usable.

<Competences of the Counters>

Use three competences: strength, skill and status.

<Victory Conditions>

Compare the following numbers. Higher player wins. If a tie, Ronin player wins.
Ronin: The sum of status of Ronin who made his escape + the sum of status of Shinsengumi killed.
Shinsengumi: The sum of Ronin killed (or captured).

<Setup>

Ronin: Seven counters in Street Side Rooms, the others in Corridor and Backyard Side Rooms.
Shinsengumi: All in Entrance.

Ronin player places first. Putting a maximum of three counters per square is allowed. Piling counters up is called "stack".

shinsengumi-ikedaya-incident_mapE.jpg
shinsengumi-ikedaya-incident_wall.jpg Wall
shinsengumi-ikedaya-incident_door.jpg Door
shinsengumi-ikedaya-incident_railing.jpg Railing

<Sequence>

After finishing all the following Phases, one Turn ends and a new Turn begins:

1) Action Phase: Each player performs Movement (and Combat) of one unit/stack one after the other (Shinsengumi first). Rotate counters to indicate that they finished Movement. This Phase ends if both players pass sequentially or every counter finished Movement.

2) Recovery Phase: Return rotated counters.

Repeat Turn until every Ronin unit is removed or escapes.

<Movement>

Each Shinsengumi counter has a Movement Allowance of 5. Each Ronin counter has a limitless Movement Allowance.

Pay 1 Movement Point to enter an adjacent square on the same floor. Pay 2 Movement Points to enter an adjacent square via Stairs. Squares connected with an arrow are adjacent. Pay 1 or 2 Movement Points to enter the connected square.

If a counter enters a square adjacent to another square which is the same floor and contains an enemy counter, it must stop (diagonal square is not adjacent). Entrance and Court are considered to be adjacent.

Squares connected with an arrow and printed or are adjacent via Stairs, but a counter in such a square cannot stop enemy counters in different floor (Combat is allowed).

A counter which is adjacent to an enemy counter in the same floor from the beginning cannot move.

<Combat>

Combat always occurs if a counter become adjacent to an enemy counter in the same floor.

Each player rolls a die the same times as friendly counters (three times maximum), adds one of the highest roll to one of the highest "strength" in friendly counters and compares it with an enemy's one. The higher side wins. The loser removes the same number of friendly counters as the difference of numbers. If both sides are the same number, nothing occurs.

If a loser's counter survives, it must retreat one square. On this occasion, it cannot retreat into a square adjacent to an enemy counter. If a counter cannot retreat, it is removed.

After the combat ends, all the winner's counters must enter the square where was the loser's counters.

If a counter with a skill of "Swordsman" participates in the combat, may roll a die one more (may roll four times maximum).

If there is a Door between the both sides, the defender (non-phasing player) may roll a die one more (four times maximum. If there is a "Swordsman", five times maximum), but if the opponent has a skill of "Sword" or "Spear", this effect is canceled.

<Escape>

On and after Turn 2, Ronin side may jump from the upstairs to the downstairs. In the Ronin side's Action Phase, Ronin player selects one counter in a square with a Railing and makes it "escape" instead of Movement and Combat. Roll a die. If rolling a 1, it is captured by Shinsengumi in the downstairs (removed). If it jumps to Backyard or Street (and rolling a 2 or more), it is removed and considered to succeed in escaping. If it jumps to neither Backyard nor Street, the action ends. A counter in the downstairs may escape from Entrance by Movement.

A Ronin counter with a skill of "Light" may add one to the die roll of escape.

Even a counter adjacent to a Shinsengumi counter may try to escape, but subtract one from the die roll.

Shinsengumi player may subtract one from the die roll by moving one Shinsengumi counter out of the map. A Shinsengumi counter which moved out of the map cannot return.

<Okita's Tuberculosis>

If Okita Sōji takes his action, roll a die. Okita may take his action only if a 4-6. If a 1-3, Okita ends his action. If a stack including Okita takes their action, other counters may take their action even if a 1-3.

<FAQ>

Q1: If there are two or more adjacent squares containing an enemy counter after Movement, how to do Combat?
A1: Phasing player selects one target square of attacking.

Q2: If two or more Shinsengumi counter move out of the map, is the die roll modifier to prevent from escaping accumulated?
A2 Yes.

Q3: If a Ronin counter may move from the current square to Entrance without entering a square adjacent to an enemy counter, may it escape without stopping?
A3: Yes.

Q4: After passing once and the opponent takes action, if there is a counter which has not taken action yet, does it take action?
A4: Yes.

Q5: If a Shinsengumi counter moves out of the map and a Ronin counter jumps to Court, is the die roll subtracted?
A5: No.

<Counter List>

NameStrengthSkillStatus
近藤勇 (Kondō Isami)4剣 (Swordsman)4
永倉新八 (Nagakura Shinpachi)3剣 (Swordsman)2
藤堂平助 (Tōdō Heisuke)2刀 (Sword)2
武田観柳斎 (Takeda Kanryūsai)22
沖田総司 (Okita Sōji)5剣 (Swordsman)2
桂小五郎 (Katsura Kogorō)3軽 (Light)4
吉田稔麿 (Yoshida Toshimaro)2槍 (Spear)2
杉山松助 (Sugiyama Matsusuke)2刀 (Sword)1
山田虎之助 (Yamada Toranosuke)2軽 (Light)1
広岡浪秀 (Hirooka Namiho)1刀 (Sword)1
佐伯稜威雄 (Saeki Izuo)1刀 (Sword)1
宮部鼎蔵 (Miyabe Teizō)23
北添佶摩 (Kitazoe Kitsuma)22
望月亀弥太 (Mochizuki Kiyata)2軽 (Light)1
石川潤次郎 (Ishikawa Junjirō)2刀 (Sword)1



Last-modified: Sun 16-Dec-2018 07:32:10 PM +0900 JST