Command cards are used to order a player’s units to move, battle or perform other essential actions. Units may only move or battle when given an order.

SECTION CARDS (39 cards)

Section cards are used to order a number of units and/or Leaders in a specific section of the battlefield to move and/or battle.
Section Command cards that have a Samurai helmet symbol on the top of the card help remind players that a Leader with a unit may be ordered to detach and move separately for the cost of 1 order when the card is played.

  • Order One Unit Left: Issue an order to 1 unit or Leader in the left section. When drawing a new Command card, draw 2, choose 1 and discard the other. (2 cards)
  • Order One Unit Center: Issue an order to 1 unit or Leader in the center section. When drawing a new Command card, draw 2, choose 1 and discard the other. (2 cards)
  • Order One Unit Right: Issue an order to 1 unit or Leader in the right section. When drawing a new Command card, draw 2, choose 1 and discard the other. (2 cards)
  • Order Two Units Left: Issue an order to 2 units and/or Leaders in the left section. (3 cards)
  • Order Two Units Center: Issue an order to 2 units and/or Leaders in the center section. (4 cards)
  • Order Two Units Right: Issue an order to 2 units and/or Leaders in the right section. (3 cards)
  • Order Three Units Left: Issue an order to 3 units and/or Leaders in the left section. (3 cards)
  • Order Three Units Center: Issue an order to 3 units and/or Leaders in the center section. (3 cards)
  • Order Three Units Right: Issue an order to 3 units and/or Leaders in the right section. (3 cards)
  • Advance Left: For each Command card you have, including this one, issue an order to 1 unit and/or Leader in the left section. (2 cards)
  • Advance Center: For each Command card you have, including this one, issue an order to 1 unit and/or Leader in the center section. (2 cards)
  • Advance Right: For each Command card you have, including this one, issue an order to 1 unit and/or Leader in the right section. (2 cards)
  • Crane’s Wing: Issue an order to 1 unit and/or Leader in each section. (2 cards)
  • Flying Geese: Issue an order to 2 units and/or Leaders in each section. (2 cards)
  • Out Flanked: Issue an order to 2 units and/or Leaders in both the left and right sections. (2 cards)
  • Tiger Tail Left: Issue an order to 2 units and/or Leaders in the center section and 1 unit or Leader in the left section. (1 card)
  • Tiger Tail Right: Issue an order to 2 units and/or Leaders in the center section and 1 unit or Leader in the right section. (1 card).

TACTIC CARDS (21 cards)

Tactic cards often allow ordered units to move and/or battle in ways not normally allowed in the basic rules or to activate without regard to section. Terrain movement and battle restrictions still apply to units activated by a Tactic card.

  • Order Units with Green Circle Symbol: For each Command card you have, including this one, issue an order to 1 unit with a Green Circle symbol. If you do not have any units with a Green Circle symbol, issue an order to 1 unit of your choice. (2 cards)
  • Order Units with Blue Triangle Symbol: For each Command card you have, including this one, issue an order to 1 unit with a Blue Triangle symbol. If you do not have any units with a Blue Triangle symbol issue an order to 1 unit of your choice. (2 cards)
  • Order Units with Red Square Symbol: For each Command card you have, including this one, issue an order to 1 unit with a Red Square symbol. If you do not have any units with a Red Square symbol, issue an order to 1 unit of your choice. (2 cards)
  • Cavalry Charge: Issue an order to 4 or less cavalry units. Ordered units battle in close combat with 1 additional die for the entire turn. Cavalry units with a Red Square symbol may move 3 hexes and battle. Ordered units may not do ranged combat. If you do not have any cavalry units, issue an order to 1 unit of your choice. (2 cards)
  • Counter Attack: When you play this card, it becomes a copy of the Command card your opponent played on his last turn. Follow the instructions on that card as though you were actually playing it, except reverse any section references made on the card (left section becomes right section and vice versa). (2 cards)
  • First Strike: Play this card after your opponent declares a close combat, but before he rolls his dice. Your defending unit will battle first. If the opponent’s unit is not eliminated or retreats, it may then battle as originally ordered. Your unit will not battle back after the opponent’s battle. At the end of the turn, you draw a replacement Command card first. (2 cards)
  • Hold and Shoot: Issue an order to 4 or fewer units with ranged weapons. Ordered units may fire twice. Ordered units may not be in an adjacent hex to an enemy unit or Leader. Units may not move before or after combat. If you do not have any ranged weapon units, order 1 unit of your choice. (2 cards)
  • Infantry Onslaught: Issue an order to 4 or less infantry units in a group (adjacent, linked, contiguous hexes). All ordered units, with a Blue Triangle and/or Red Square symbol, may move 2 hexes and still engage in close combat. Units with a Green Circle symbol may be ordered, but ordered ranged weapon units may not engage in close or ranged combat. If you do not have any infantry units, order 1 unit of your choice. (2 cards)
  • Leadership: Issue an order to units under one Leader’s command including the Leader hex and up to 4 adjacent, linked, contiguous hexes, or order 1 unit of your choice. (2 cards)
    Note: A Leader that is alone in a hex under the ordered Leader command, may be issued an order. A Leader with an ordered unit may not be ordered to split from the unit.
  • Serpent Command: Issue an order to a group of units. The group is formed by units that are in adjacent, linked, contiguous hexes without a limit to the number of hexes. Units in the group may only move 1 hex. After movement, a unit may engage in either ranged or close combat if eligible. A unit may gain ground after a successful close combat and may make a bonus close combat if eligible. (2 cards)
    Note: A Leader alone in a hex may be part of the group and be issued an order. A Leader with an ordered unit may not be ordered to split from the unit.
  • Shogun: For each Command card you have, including this one, roll 1 die. For each unit symbol rolled, 1 unit with this symbol is ordered. One unit or a Leader of your choice is ordered for each flag symbol rolled. Units may be ordered in any sections. Collect 1 Honor & Fortune for each honor symbol rolled. Ordered units battle with 1 additional die for the entire turn. Reshuffe the Command card deck and discard pile, also reshuffe the Dragon card deck and discard pile. (1 card)
    Note: A flag symbol may be used to order a Leader alone in a hex, order a Leader with a unit to split from the unit, or order an attached Leader along with the unit he is leading.
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