SECTION CARDS (40 cards)
Section cards are used to order units and/or leaders in a specific section of the battlefield to move and/or battle. These cards indicate in which section of the battlefield you may order units or leaders and how many units or leaders you may order.
All Section Command cards have a Samurai helmet symbol on the card, to remind players that any leader in the section with a unit may be ordered to detach and move separately (for the cost of one 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 two, choose one 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 two, choose one 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 two, choose one 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. (5 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 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 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 or leader in the right section. (2 cards)
• Crane’s Wing: Issue an order to 1 unit 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 allow ordered units to move and/or battle in ways not normally allowed in the basic rules. Terrain movement and battle restrictions still apply when a Tactic card actions contradicts the basic rules.
• Order Units with ? Standard: For each Command card you have, including this one, issue an order to 1 unit with a ? symbol on its standard. If you do not have any units with a ? standard, issue an order to 1 unit of your choice. (2 cards)
• Order Units with ? Standard: For each Command card you have, including this one, issue an order to 1 unit with a ? symbol on its standard. If you do not have any units with a ? standard, issue an order to 1 unit of your choice. (2 cards)
• Order Units with ? Standard: For each Command card you have, including this one, issue an order to 1 unit with a ? symbol on its standard. If you do not have any units with a ? standard, 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 ? symbol on its standard 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)
Note: A cavalry leader alone in a hex may be issued an order. A leader attached to an ordered cavalry unit may not be ordered to split from the cavalry unit.
• 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. At the end of the turn, you draw a replacement Command card first. (2 cards)
• Hold and Shoot: Issue an order to 4 or less ranged weapon units. 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 block (adjacent, linked, contiguous hexes). All ordered units, with a ? and/or ? symbol on their standard, may move 2 hexes and still engage in close combat. 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)
Note: An infantry leader alone in a hex may be issued an order. A leader attached to an ordered infantry unit may not be ordered to split from the infantry unit.
• Leadership: Issue an order to units under one leader's command (leader's hex and up to 3 adjacent, linked, contiguous hexes) or order one unit of your choice. (2 cards)
Note: A leader’s hex and units under his command are ordered. A leader attached to a unit may not be ordered to split from the unit.
• Serpent Command: Issue an order to a block of units. The block is formed by units that are in adjacent, linked, contiguous hexes. Units in the block may only move one 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 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 standard symbol rolled, one unit with this symbol on its standard is ordered. One unit or a leader of your choice is ordered for each flag symbol rolled. Units may be ordered in any section. Collect 1 honor & fortune for each honor symbol rolled. Ordered units battle with 1 additional die for the entire turn. Reshuffle the Command card deck and discard pile, also reshuffle the Dragon card deck and discard pile.
(1 card)
Note: A flag symbol rolled may be used to order a leader alone in a hex. A flag symbol rolled may be used to order a leader with a unit to split from the unit. A flag symbol may be used to order an attached leader and the unit he is leading.