HISTORY DETAILS
After a hard days fighting, the Hojo army during the night repositioned to attack Satomi Yoshihiro's army who had fallen back. Yoshihiro had expected help to arrive from his allies, but none had come during the night. The battle resumed on the second day and soon the Hojo army was able to push the Satomi army back again. Yoshihiro realized it was futile to try to defend Konodai any longer and ordered a withdrawal.
The stage is set, the battle lines are drawn, and you are in command. Can you change history?
Note: The alternative narrative for this battle continues with the Satomi army drinking heavily in celebration during the night, only to be routed with great loss by an early morning surprise Hojo attack coming from all directions. Who would want to play the Satomi side in such a scenario?
Players may wish to play Scenario 18 and 19 as a mini-campaign. In this case, record the number of Victory Banners gained by each army on January 7th. Before dealing cards, each player will determine block losses that are carried over to the January 8th battle. The side that won will go first. Roll the battle dice equal to the number of Victory banners won. Remove one block in an enemy unit of your choice for each circle, triangle, square and sword rolled. In the case of a sword, the block may be removed from a unit that has an attached leader. No more than one block may be removed from a unit. For each flag rolled, move one enemy unit back one hex towards it's baseline. One Honor and Fortune token is lost from opponent's pool for each Honor and Fortune rolled. The side that lost will then roll the battle dice equal to the number of Victory Banners it won.
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10 | 9 | 10 | 4 |
Satomi Samurai Army (Red)
Move First
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4 | 2 | 1 | 1 | 1 | 1 | 2 | 1 |
Hojo Samurai Army (Blue)
Command Cards 6
Dragon Cards 2
Honour 6
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7 | 2 | 1 | 2 | 2 | 2 | 1 | 2 | 2 |
Victory
5 Banners
* 1 Victory Banner for each unit or leader eliminated.
* The Hojo player will gain 1 Victory Banner at the start of each Hojo player's turn, when there are no Satomi units in a section of the battlefield. Hexes with a dotted line in this case are considered center section hexes.
Special Rules
* The entire Ichikawa River is fordable.
HISTORY DETAILS
Having received a report that the Satomi force had captured Konodai Castle, Hojo Ujiyasu summoned his retainers and ordered the advance to Konodai. Although the Hojo army was more than double the strength of Satomi Yoshihiro's army, many men were lost in the initial fight as they attempted to cross the Ichikawa. But soon, by the sheer weight of numbers, the Hojo army was able to cross and gained the enemy flank. During the Satomi withdrawal Ota Sukemasa was wounded twice. The first day's action had gone somewhat well for the Hojo army.
The stage is set, the battle lines are drawn, and you are in command. Can you change history?
Note: There are varying accounts for this battle. Basically, the other version is that a Hojo advance force crossed the river, pursued the retreating Satomi troops into an ambush and retreated back across the river with loss. We chose to pursue a more evenly matched version for this scenario.
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6 | 7 | 10 | 4 |
Satomi Samurai Army (Red)
Move First
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4 | 2 | 1 | 1 | 1 | 2 | 1 |
Hojo Samurai Army (Blue)
Command Cards 6
Dragon Cards 2
Honour 6
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6 | 2 | 1 | 2 | 2 | 2 | 1 | 2 | 2 |
Victory
5 Banners
* 1 Victory Banner for each unit or leader eliminated.
* The Hojo player will gain 1 Victory Banner at the start of each Hojo player's turn, when there are no Satomi units in a section of the battlefield. Hexes with a dotted line in this case are considered center section hexes.
Special Rules
* The entire Ichikawa River is fordable.
In 1545-1546 Uesugi Tomomasa, with the assistance of his powerful relative Uesugi Norimasa and the Kamukura shogun, Ashikaga Haruuji, besieged the strategically important Kawagoe Castle, then held by the Hojo clan. Despite an overwhelming attacking force, numbering around 85,000, the 3,000 men in Kawagoe Castle's garrison, led by Hojo Tsunashige, held out until a relief force arrived. That relief force, numbering only 8,000, was led by Tsunashige's brother, Hojo Ujiyasu. A single warrior was sent to sneak past the Uesugi siege lines to inform the garrison of the relief's arrival. Though still strongly outnumbered, ninja spies informed the Hojo forces that the attackers, Ashikaga Haruuji in particular, had relaxed their vigilance due to their overconfidence in victory.
The Hojo tried a risky tactic, coordinating a night attack between the garrison and the relieving force. The Hojo samurai were ordered to leave behind any heavy armor, which would slow them down and perhaps reveal their position, and were forbidden to take the heads of their defeated enemies, denying themselves much honour. The Uesugi were totally surprised, thrown into confusion, and routed. This was Hojo Ujiyasu’s greatest victory and one from which the Uesugi never recovered.
The stage is set, the battle lines are drawn, and you are in command. Can you change history?
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1 | 6 |
Uesugi Samurai Army (Red)
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6 | 1 | 1 | 1 | 1 | 1 |
Hojo Samurai Army (Blue)
Move First
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4 | 2 | 1 | 3 | 1 | 2 |
Victory
5 Banners
* 1 Victory Banner for each unit or leader eliminated.
* If your unit occupies the enemy's Command Tent at the start of your turn, the camp (Command Tent) hex is removed from the battlefield. The capture of the enemy Command Tent is worth 3 permanent Victory Banners. When your command tent is removed, you must discard one of your Command cards at once, selected at random.
Special Rules
* None
Taking advantage of Hojo preoccupation with a dispute with the Imagawa, the Satomi and Ashikaga gathered an army to attack the Hojo's Musashi outposts. Ujitsuna hastily assembled troops from Izu and Sagami, pausing to assemble them at Edo before moving on to Konodai. There, the Satomi and Ashikaga forces were set upon and defeated with relative ease. Ashikaga Yoshiaki's son Motoyori was killed in battle leading his Samurai, and in grief, Yoshiaki went mad with rage. A Hõjõ archer recognised him and put an arrow into his chest. (Turnbull, Samurai Commanders (1) 976-1576; p.48) Resulting from Ashikaga's death, the allies collapsed and the Hojo pursued the Satomi onto the Boso Peninsula. The stage is set, the battle lines are drawn, and you are in command. The rest is history.
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1 | 1 | 4 | 1 | 1 | 10 | 6 | 6 | 3 |
Hojo Army (Red)
Move First
Commander: Hōjō Ujitsuna
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6 | 3 | 2 | 2 | 1 | 2 |
Satomi Army (Blue)
Commander: Satomi Yoshitaka
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2 | 2 | 1 | 2 | 1 | 1 | 2 |
Victory
5 Banners
* 1 Victory Banner for each unit or leader eliminated
* Each player gains 1 Victory Banner for a unit occupying Konodai at the start of their turn.
* The Victory Banner is retained as long as the unit remains on Konodai.
Special Rules
* The River Tonegawa is impassable except at the shallow fords.
In 1545-1546 Uesugi Tomomasa, with the assistance of his powerful relative Uesugi Norimasa and the Kamukura shogun, Ashikaga Haruuji, besieged the strategically important Kawagoe Castle, then held by the Hojo clan.
Despite an overwhelming attacking force, numbering around 85,000, the 3,000 men in Kawagoe Castle's garrison, led by Hojo Tsunashige, held out until a relief force arrived. That relief force, numbering only 8,000, was led by Tsunashige's brother, Hojo Ujiyasu. A single warrior was sent to sneak past the Uesugi siege lines to inform the garrison of the relief's arrival.
Though still strongly outnumbered, ninja spies informed the Hojo forces that the attackers, Ashikaga Haruuji in particular, had relaxed their vigilance due to their overconfidence in victory.
The Hojo tried a risky tactic, coordinating a night attack between the garrison and the relieving force. The Hojo samurai were ordered to leave behind any heavy armor, which would slow them down and perhaps reveal their position, and were forbidden to take the heads of their defeated enemies, denying themselves much honour.
The Uesugi were totally surprised, thrown into confusion, and routed.
This was Hojo Ujiyasu’s greatest victory and one from which the Uesugi never recovered.
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Set-Up Order
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Hojo Army (Red)
Move First
Commander: Hojo Ujiyasu
5 Command Cards
2 Dragon Cards* + Panic x 1 (remove from the Dragon Deck before initial shuffling and give to the Hojo commander)
9 Honour & Fortune
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3 | 1 | 1 | 2 | 1 | 1 | 1 |
Uesugi Army (Yellow)
Commander: Uesugi Tomomasa
5 Command Cards
2 Dragon Cards
5 Honour & Fortune
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5 | 2 | 1 | 1 | 1 | 1 | 1 |
Victory
6 Banners
* 1 Victory Banner for each unit or leader eliminated
* The building tile on the Hojo baseline represents Kawagoe Castle. If a Uesugi unit occupies the hex, he immediately collects 3 Victory Banners, which he keeps only so long as he continues to occupy the hex.
* The Uesugi Command Tent hex is worth 3 Victory Banners to the Hojo player, as per the Command Unit rules on the C&C reference sheet.
Special Rules
Unarmoured Hojo Troops
* All Hojo infantry units may move 2 hexes and still battle, or on the play of an Infantry Onslaught may move 3 hexes and still battle
* No Hojo units receive rank benefit for ignoring swords rolled in close combat (cavalry still gain their stature benefit against infantry)
Hojo Troops Forbidden to Take Heads
* In close combat rolls, Hojo units ignore the first Honour & Fortune symbol for which they would usually be eligible to collect an Honour & Fortune token.
Night Battle
* All ranged fire is reduced by 1 hex range (Ashigaru Archers fire at a maximum of 2 hexes; Ashigaru Arquebus fire with 2 dice at 2 hexes, 1 die at 3 hexes and may not fire at 4 hexes).