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It is important to note that Sen So is a Combat system.  Many of the terms and options used here have been included in the basic game.  We have put some time into trying out different options and rules.  The basic game has been set up to supply simple, quick and easy to play rules. 

The following includes some of the other rules and options we have designed.  You may want to give some of them a try.  We do not recommend you try too many of them at once, it may just add to much confusion and time to a game.  Try some out and you will get the idea.

Types of attack results:

  • Score (attack)      plus to attackers Score
  • Wound                minus to defender Score/Endurance
  • Blow                   plus to attackers Score and minus to defenders Score/Endurance
  • Choice                attacker decides if they gain score or defender loses score/endurance


Value of attacks:

  • Glancing         1 point
  • Grazing          2 points
  • Minor             3 points
  • Fair               4 points
  • Strike            5 points


Glancing options
(an attack next to another player's location):

  1. Glancing Attack - Attackers gains +1 to score (allowed against multiple players at once)
  2. Glancing Wound - Defender loses -1 to score/endurance
  3. Glancing Blow - Attacker +1 score and Defender -1 to score/endurance
  4. Glancing Choice - Attacker decides if they gain +1 score or Defender loses -1 score/endurance
  5. No Glancing - Points are not rewarded for attacking next to another player.


Block Change options:

  1. Standard Block Change - Players Block is played and replaced as actions
  2. Rotating Block - Players Block can be rotated clockwise or counterclockwise one angle during the Pre-Action game phase.  The block must remain revealed when using this option.
  3. Instant Block Change - Players Block can be replaced (any angle) during the Pre-Action game phase.  The block must remain revealed when using this option.


Value of blocks:

  • Weak              1 point
  • Light              2 points
  • Minor             3 points
  • Fair               4 points
  • Block             5 points


Block effect options:

  1. Weak, Light, Minor or Fair (Block) - Players Block reduces damage received from that direction by (see Value of blocks above) points
  2. Standard Block - Players Block reduced damage received from that direction by 5 points.
  3. Full Block - Players Block prevents all damage received from that direction (this includes glancing options 2-4)
  4. Deflect (avoidance) - Same as Full block, but in addition the attackers score is reduced by 1 point. (attacker +4, defender 0)
  5. Parry (avoidance) - Same as Full block, but in addition the attackers score is reduced by 2 points. (attacker +3, defender 0)
  6. Evade (avoidance) - Same as Full block, but in addition the attackers score is reduced by 3 points. (attacker +2, defender 0)
    Avoidance options (4-6) -
    The use of avoidance options should be considered carefully and is not recommended with advanced block change options.


Weapon Change options:

  1. Standard Weapon Change - Players Weapon is played and replaced as an action
  2. Surprise Attack - Players Weapon is oriented and played as an attack when revealed.  Weapon is place into weapon location of play sheet, after scoring is complete.
  3. Instant Weapon Change - Players Weapon can be replaced during the Pre-Action game phase.


Flying Fury
- Option that enhances Flying Attack actions to allow them to apply the current weapons attack pattern in the attack location and direction.  Note - this makes the use of the Nagamaki weak at best.

More... yes we have more but it can start to get a little crazy, so we will stop here for now.

   
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