Back to ZOCO

This page hosted by Geocities Get your own Free Homepage


Bumper Crop (4)

Play when Collecting Koku

You receive an extra Koku this turn.

Bumper Crop (4)

Play when Collecting Koku

You receive an extra Koku this turn.

Bumper Crop (4)

Play when Collecting Koku

You receive an extra Koku this turn.

Bumper Crop (4)

Play when Collecting Koku

You receive an extra Koku this turn.

Diplomatic Marriage (4)

Play at the Start of the Turn

If you pay one opponent of your choice one Koku, their forces may not attack yours, and your forces may not attack theirs for the duration of this turn.

Diplomatic Marriage (4)

Play at the Start of the Turn

If you pay one opponent of your choice one Koku, their forces may not attack yours, and your forces may not attack theirs for the duration of this turn.

Diplomatic Marriage (4)

Play at the Start of the Turn

If you pay one opponent of your choice one Koku, their forces may not attack yours, and your forces may not attack theirs for the duration of this turn.

Diplomatic Marriage (4)

Play at the Start of the Turn

If you pay one opponent of your choice one Koku, their forces may not attack yours, and your forces may not attack theirs for the duration of this turn.

Famine (4)

Play when Collecting Koku

An opponent of your choice receives one less Koku this turn.

Famine (4)

Play when Collecting Koku

An opponent of your choice receives one less Koku this turn.

Famine (4)

Play when Collecting Koku

An opponent of your choice receives one less Koku this turn.

Famine (4)

Play when Collecting Koku

An opponent of your choice receives one less Koku this turn.

Hasty Construction (4)

Play at the Start of the Turn At no cost, build a Castle in a Province you control that does not have one, or upgrade a Castle you control to a Fortress.

Hasty Construction (4)

Play at the Start of the Turn At no cost, build a Castle in a Province you control that does not have one, or upgrade a Castle you control to a Fortress.

Hasty Construction (4)

Play at the Start of the Turn At no cost, build a Castle in a Province you control that does not have one, or upgrade a Castle you control to a Fortress.

Hasty Construction (4)

Play at the Start of the Turn At no cost, build a Castle in a Province you control that does not have one, or upgrade a Castle you control to a Fortress.

Peasant Revolt (4)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Five neutral Spearmen immediately attack the selected province, staying in play if they are victorious.

Peasant Revolt (4)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Five neutral Spearmen immediately attack the selected province, staying in play if they are victorious.

Peasant Revolt (4)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Five neutral Spearmen immediately attack the selected province, staying in play if they are victorious.

Peasant Revolt (4)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Five neutral Spearmen immediately attack the selected province, staying in play if they are victorious.

 

 

 

 

Plague (4)

Play at the Start of the Turn. A player of your choice must select one of his Provinces randomly. Roll a die for each unit in the selected Province; on a 2 or less that unit dies of the Plague and is removed from play. A Daimyo which dies from the Plague is treated as if he had been assassinated.

Plague (4)

Play at the Start of the Turn. A player of your choice must select one of his Provinces randomly. Roll a die for each unit in the selected Province; on a 2 or less that unit dies of the Plague and is removed from play. A Daimyo which dies from the Plague is treated as if he had been assassinated.

Plague (4)

Play at the Start of the Turn. A player of your choice must select one of his Provinces randomly. Roll a die for each unit in the selected Province; on a 2 or less that unit dies of the Plague and is removed from play. A Daimyo which dies from the Plague is treated as if he had been assassinated.

Plague (4)

Play at the Start of the Turn. A player of your choice must select one of his Provinces randomly. Roll a die for each unit in the selected Province; on a 2 or less that unit dies of the Plague and is removed from play. A Daimyo which dies from the Plague is treated as if he had been assassinated.

Typhoon (2)

Play at the Start of the Turn

Players select two of their Provinces randomly. The selected Provinces are not counted for Koku this turn.

Typhoon (2)

Play at the Start of the Turn

Players select two of their Provinces randomly. The selected Provinces are not counted for Koku this turn.

Sohei Warrior Monks (2)

Play at the Start of a Battle when You are the Defender

Three Ronin join your forces for the duration of this Battle.

Sohei Warrior Monks (2)

Play at the Start of a Battle when You are the Defender

Three Ronin join your forces for the duration of this Battle.

Risky Battle Plan (4)

Play at the Start of a Combat Round

Roll a die. On a 7 or more, your forces inflict casualties this round before your opponent's. On a 2 or less, your opponent's forces inflict casualties this round before yours.

Risky Battle Plan (4)

Play at the Start of a Combat Round

Roll a die. On a 7 or more, your forces inflict casualties this round before your opponent's. On a 2 or less, your opponent's forces inflict casualties this round before yours.

Risky Battle Plan (4)

Play at the Start of a Combat Round

Roll a die. On a 7 or more, your forces inflict casualties this round before your opponent's. On a 2 or less, your opponent's forces inflict casualties this round before yours.

Risky Battle Plan (4)

Play at the Start of a Combat Round

Roll a die. On a 7 or more, your forces inflict casualties this round before your opponent's. On a 2 or less, your opponent's forces inflict casualties this round before yours.

Ronin Seek Employment (4)

Play when Hiring Ronin

You may hire two Ronin for free this turn.

Ronin Seek Employment (4)

Play when Hiring Ronin

You may hire two Ronin for free this turn.

Ronin Seek Employment (4)

Play when Hiring Ronin

You may hire two Ronin for free this turn.

Ronin Seek Employment (4)

Play when Hiring Ronin

You may hire two Ronin for free this turn.

Shinobi Spy (4)

Play at Any Time

Choose one of the following to spy on:

1) An opponent's Koku allocation.

2) An opponent's Ronin deployment.

3) An opponent's Strategy cards in hand.

Shinobi Spy (4)

Play at Any Time

Choose one of the following to spy on:

1) An opponent's Koku allocation.

2) An opponent's Ronin deployment.

3) An opponent's Strategy cards in hand.

Shinobi Spy (4)

Play at Any Time

Choose one of the following to spy on:

1) An opponent's Koku allocation.

2) An opponent's Ronin deployment.

3) An opponent's Strategy cards in hand.

Shinobi Spy (4)

Play at Any Time

Choose one of the following to spy on:

1) An opponent's Koku allocation.

2) An opponent's Ronin deployment.

3) An opponent's Strategy cards in hand.

 

 

 

 

 

 

Shinobi Warriors (4)

Play at Any Time

Cancel any Strategy Card as it is being played, or Cancel one use of the Ninja.

Shinobi Warriors (4)

Play at Any Time

Cancel any Strategy Card as it is being played, or Cancel one use of the Ninja.

Shinobi Warriors (4)

Play at Any Time

Cancel any Strategy Card as it is being played, or Cancel one use of the Ninja.

Shinobi Warriors (4)

Play at Any Time

Cancel any Strategy Card as it is being played, or Cancel one use of the Ninja.

Ambush (2)

Play at the Start of a Battle

Roll a die. On a 2 or less, your opponent gets one Free round of Combat before the Battle. On a 7 or more, your forces get one Free round of Combat before the Battle. On any other roll, nothing happens.

 

Ambush (2)

Play at the Start of a Battle

Roll a die. On a 2 or less, your opponent gets one Free round of Combat before the Battle. On a 7 or more, your forces get one Free round of Combat before the Battle. On any other roll, nothing happens.

 

Duel! (2)

Play at the Start of Any Round of Combat If both sides have a Daimyo present at this Battle, both players roll one die.

The highest roller's Daimyo kills the other in a duel. Treat the killed Daimyo as if he had been assassinated. If the roll is a tie, both Daimyo are killed.

Duel! (2)

Play at the Start of Any Round of Combat If both sides have a Daimyo present at this Battle, both players roll one die.

The highest roller's Daimyo kills the other in a duel. Treat the killed Daimyo as if he had been assassinated. If the roll is a tie, both Daimyo are killed.

Passes Blocked (2)

Play at the Start of the Wage War Phase

A Province of your choice may not be Moved into or out of this turn.

Passes Blocked (2)

Play at the Start of the Wage War Phase

A Province of your choice may not be Moved into or out of this turn.

Expedient Ferry (2)

Play when attacking via a Sea Line

The Defender does not get the Naval Invasion bonus for this Battle.

 

Expedient Ferry (2)

Play when attacking via a Sea Line

The Defender does not get the Naval Invasion bonus for this Battle.

 

Favourable Terrain (2)

Play at the Start of a Battle

Subtract one from all Combat rolls your forces make this Battle.

Favourable Terrain (2)

Play at the Start of a Battle

Subtract one from all Combat rolls your forces make this Battle.

Samurai Revolt (2)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Four neutral Ronin immediately attack the selected province, staying in play if they are victorious.

Samurai Revolt (2)

Play at the Start of the Turn

Choose one opponent, who must select one of their provinces randomly. Four neutral Ronin immediately attack the selected province, staying in play if they are victorious.

Siege Tactics (2)

Play when attacking a Castle or Fortress

Ignore the Castle or Fortress for this entire Battle.

Siege Tactics (2)

Play when attacking a Castle or Fortress

Ignore the Castle or Fortress for this entire Battle.

Sohei Warrior Monks (2)

Play at the Start of a Battle when You are the Defender

Three Ronin join your forces for the duration of this Battle.

 

Sohei Warrior Monks (2)

Play at the Start of a Battle when You are the Defender

Three Ronin join your forces for the duration of this Battle.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Typhoon (2)

Play at the Start of the Turn

Players select two of their Provinces randomly. The selected Provinces are not counted for Koku this turn.

Typhoon (2)

Play at the Start of the Turn

Players select two of their Provinces randomly. The selected Provinces are not counted for Koku this turn.

A Lesson Well Learned (1)

Play at the Start of a Battle where you have a Daimyo

If you are outnumbered, and you win this battle, immediately advance your Daimyo's Experience Marker by one space.

Cannon (1)

Play when Attacking a Castle or Fortress

Roll a die. On a 2 or less, your forces take Casualties equal to the die roll. On a 7 or more, destroy the Defending Castle, or reduce the Fortress to a Castle. On any other roll, nothing happens.

Defection (1)

Play at Any Time

An opposing Daimyo of your choice loses all of his Experience. Add a Daimyo to your forces with Experience equal to the opposing Daimyo you chose. If you already have three Daimyo, you may replace one with the new Daimyo.

 

Dissent (1)

Play during the Wage War Phase

An opponent of your choice must select one of his Daimyo to not Move or Attack this turn.

Illness (1)

Play at the Start of the Turn

An opposing Daimyo of your choice may not Move this turn, although he Attacks and Defends normally.

 

Kagemusha (1)

Play when one of your Daimyo is Assassinated

Treat the Assassination as a Failure. At the end of the turn, your Daimyo loses all of his Experience.

(Historical Note: This card simulates the famous case of an impersonator

concealing the death of a daimyo for a time.)

Promising Youth (1)

Play at the Start of the Turn

If you have lost at least one of your Daimyo, you may return to play one of your Daimyo immediately.

Puppet Shogun (1)

Play at the Start of the Turn

If you control the Province of Yamashiro, immediately gain two Koku.

(Historical Note: Yamashiro was the historical province of the capital, seat of the Ashikaga Shogunate.)

Shinobi Assassin (1)

Play at Any Time

You may attempt to Assassinate one opposing Daimyo, just as if you controlled the Ninja.

Sudden Storm (1)

Play during a Battle where you are the Defender

The Attacker must call off the Battle after this Combat Round.

 

Shogun random event cards. Set to print on A4 paper. Draw one per turn. Optionally buy 1 extra for 1 koku. Cards must be played on discarded each turn. Cards may be sold or excahnged. These are not my design, I found them on the web and converted them tom HTML. ZOCO