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The Portland/Vancouver Axis and Allies Meetup Group Message Board › Samurai swords- some ideas for new ninja abilites -from boardgame geek

Samurai swords- some ideas for new ninja abilites -from boardgame geek

Erik S
user 9748771
West Linn, OR
Post #: 40
We Thought that the ninja should have other abilities, manly becuase he should. So these are some of the choices that you can use if you get the ninja.
1. Steal koku. Name opponet during the phase where you allocat your money but before it is shown. Roll a die on even lose 2 koku on odd lose 1. The player who had the ninja does NOT get that koku.

2. Kill lookout. Before a Battle in which comes from the sea. you kill the lookout and therefore conduct battles as normal without the defender getting a free attack.

3. Kill guard. During the first round of combat in a castle the defender does not get any addition help for the castle. Starting with round 2 the player get extra pieaces as normal (unless he was completely defeted in the first found)

4. Kill unit other than general. Choose a unit at any time (your turn, his turn. During combat, out of combat - whenever.) Roll a d12 If you roll over that units combat value eliminate it. No retaliation is possible

D.K.Maclaren
D.K.Maclaren
Group Organizer
West Linn, OR
Post #: 380
I like all 4 of these...and suggest a 5th..

#5 Spy on Ronin: may look at one of the facedown province cards with ronin on it.

#1 should be 1-2:lose no Koku, 3-8: lose 1 koku, 9-10: lose 2 koku.

#2 should be: defender chooses a unit as lookout. attacker must roll higher than defenders attack value to kill the lookout and eliminate first strike. That way the defender may actually lose a unit to the ninja.

#3 should apply both to castles and fortresses and should read: roll 1 di for each auto defense unit and kill any that you roll greater than their attack number on (5 or better for castles pikemen, 6 or better for fortress ronin.) Any casualties are removed before the first round of combat.


These are very interesting as long as we maintain the rule that in the event of a tie bid for the ninja, he goes to nobody.


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