The Walls of China/Chinese Warring States
This game can be played Chinese versus barbarian or Chinese versus Chinese. Use the chart giving era ,tribe etc. in order to place pawns. Barbarian pawns are placed in flat plains (dark areas).The smaller hills are gently rolling hills while the mountains are rough terrain. Place Barbarians in the areas indicated, place the Chinese in the cities, towns or villages. Use the colored pawns to portray individual generals or tribal chiefs.
ERA |
TRIBE |
LOCATION (TRIBE) |
CHINESE |
BARBARIAM |
Ancient |
Shaniog/Xuiyu |
Mtns/other areas |
LI |
LI |
Xia |
Chinwei |
NW |
LI |
LI/LC |
Shang |
Gaifong/ Jianfen/Renfang |
NW/E |
LI/HI/HC |
LC |
Chou |
Rong/Di |
NW/E |
LI/HI/LC/HC |
LC DOUBLE |
Han |
Yeuzhi/Xianxu/Xianbi |
W/ NW/E |
LI/LC |
LC DOUBLE |
These colored pawns are paired with the colored strips. The below chart contains the color and number of indicating topographical type, type of spy, and eliminated units. These are placed upon colored strips corresponding to the color of the pawn.
|
BLUE |
GREEN |
RED |
YELLOW |
1 |
Living spy |
Dead spy |
Internal spy |
Local spy |
2 |
Local spy |
Local spy |
Local spy |
Rolling hills |
3 |
Flat plain |
Rough mountains |
Living spy |
Dead spy |
4 |
Internal spy |
Local spy |
Local spy |
Local spy |
5 |
Local spy |
Rolling hills |
Flat plain |
Rough mountain |
6 |
Elim. light cavalry |
Elim.heavy cavalry |
Elim. Light infantry |
Elimi.heavy infantry |
Player A plays the entire sequence to be followed by player B
Barbarian versus Chinese sequence
I. Assign spies
II. Movement
III. Combat
IV. Pillage
V. Income from Silk Road
VI. Place wall structure
VII. Intelligence.
Chinese versus Chinese sequence
I. Assign spies
II. Movement
III. Combat IV.
IV. Pillage
V. Omit this turn.
VI. Pillage
VII. Intelligence
Placing counters and rings
Rings represent separate units within a pawn or army. To separate the sub units from the parent unit place a ring upon the pawn. This signifies the fact that the sub unit of the army is now detached and will on the combat turn be placed in one of the adjacent squares. These rings are color coded. light cavalry, blue, heavy cavalry, green, light infantry, yellow and heavy infantry ,red.. When the parent army (pawn) is moved the ring is removed and replaced upon the generals color strip on the player’s aid signifying the fact that the detached unit is now back with its parent unit. Split units are used on the combat turn against either other split units or against united armies (pawns).
I. Assign spies
Each player secretly takes a spy counter and places it face down on the Players Aid
|
Chinese spies |
Barbarian spies |
Dead spy |
Place with any barbarian chiefs |
|
Living spy |
Place with any barbarian chiefs |
Place with any Chinese General |
Internal spy |
Place with barbarian C/C |
Place with Chinese C/C |
Local spy |
Place with any one cavalry or Infantry unit |
Place with any one cavalry or Infantry unit |
Turned spy |
Any one of above right column |
Any one of above left column |
To place the spy figure select a single figure. Note its function by referencing chart then place it using the below information.
a. Internal spy is placed on the opponents side of the table
b. Dead and living spy is placed on colored strip of the army it is infiltrating
c. Local spy is placed on the colored strip of the players army to which it assigned
d. Turned spy is placed at any of the above used the counters to denote the new function
Spies
Internal spy- number one. Red. This man is placed with enemy HQ by placing it on the opponent’s side of the table with a real spy of a dummy counter. The owner of the turned spy may by turning the counter face up force the opponent to either inform him as to whether he is about to place a wall or attack a municipality in the case of Chinese versus barbarian. If Chinese versus Chinese is being played the opponent player must inform the player whether he is going to launch an attack upon the player’s closest pawn on the combat turn.
Dead spy number-two. Blue Place a ‘Dead Spy’ on the situation track with the selected unit. This man imparts false information to the unit with which it is placed. When pillage if rolled for the die is now plus or minus that indicated. Roll 1d6.1-2=+3-6=-.For a village the variation is 2, for a town3 and for a city 4.
Turned spy- number two. Black. Player states a single opponent spy and rolls 1d6. 1-2= a turned spy. One of the opponent spies may now be designated as a turned spy. A counter, dummy or real, is placed alongside the figure. A turned spy may not be placed on one already turned. In addition to performing his noted function he now performs the function noted on the counter. E.g. player has a local spy assigned to an army. He has been turned and now performs for the opposition as an internal spy. The player first owning the spy still has the benefit of reducing the rolled movement die number. In addition to this the opponent player is able, so long as this man is in play,i.e the unit has not been removed from play, to have the benefit of, by turning the counter, forcing the opponent to inform him whether he is about to place a wall.
Local spy -number three. Green. This man is placed with a single friendly sub unit. A counter is placed with a colored ring on the colored strip for this army pawn. This man causes the die number on the movement turn to be -1. This applies to the sub units with which it is placed only. In addition if the unit is placed with a unit that is within two squares of an enemy the opponent must inform the player whether he will move the army pawn on his movement turn. This can be where the sub unit is detached on the combat turn thus putting it within the required distance.
Living spy- number two. Yellow. This man is placed with a single enemy unit causing the opponent player to inform him which one of the opponent units are to be moved on combat turn He need only inform regarding the army units (pawns) where a living spy is placed.
II.Movement
All units have a basic allowance of one square. In order to move a dice must first be rolled for each type of unit within an army (pawn).HI=1-2 LI=1-3, HC=1-4, LC-1-5.Where there are more than one type of unit it is necessary only to roll for the one having the lowest movement die number. When crossing to a higher or lower terrain such as rolling hills to flat plain or rough mountains a dice must be rolled in order to make the move valid. If more than one sub unit within an army roll for the one requiring the lowest die number. HC moving upwards will need a 1-2 to move while a light cavalry unit will need a 1-3. A HI unit moving upwards needs a 1-4 in order to move while a LI unit needs a 1-5. HC moving down ward need. 1-4 to move while a light cavalry unit needs 1-5. A HI unit moving downwards needs a 1-2 in order to move while a LI unit needs a 1-3 When a unit is moved on to a square where there is a choice of terrain this is noted by placing a counter on the situation chart indicating which type of terrain the unit occupies. Do not place two or more pawns on a single square. (H= Heavy ,L=light, I=infantry, C=cavalry).
III.Combat
Sequence
a. Non phasing player reveals any information required as noted in the spies and intelligence paragraphs. Phasing player moves any of his sub units by rolling for movement using the movement paragraph.
b. Phasing player reveals any information required as noted in the spies and intelligence paragraphs. Non phasing player moves any of his sub units by rolling for movement using the movement paragraph.
c. Phasing player selects units in the same square as combating units. He selects both his and opponent units as combating units.
d. Opponent now defines which of his units are defensive and which is offensive.
e. Phasing player takes a combat turn by cross referencing the below and then rolling a dice. If successful he removes the opponent combating unit from the game. If opponent has a double unit only one of these are removed. He selects one ring only. If he is unsuccessful he removes his units involved in the combat from play. This is done only in the case where the unit was paired with an offensive opponent unit.
COMBAT RESULTS CHART
Non phasing player | |||||||
Phasing player |
|
LC |
HC |
LI |
HI |
I=C |
Double unit |
LC |
1-3 |
1-2 |
1-2 |
1-2 |
1 |
1 | |
HC |
1-4 |
1-3 |
1-3 |
1-2 |
1 |
1 | |
LI |
1-4 |
1-2 |
1-3 |
1-3 |
1 |
1 | |
HI |
1-5 |
1-4 |
1-4 |
1-3 |
1-2 |
1 | |
I+C |
1-5 |
1-4 |
1-4 |
1-3 |
1-3 |
1-4 | |
Double unit |
1-5 |
1-3 |
1-3 |
1-3 |
1-2 |
1-3 |
IV Pillage
Barbarian entering a square containing a village, town or city may be said to have pillaged the municipality. Roll one dice. Die is amount of pillage awarded to Barbarian player. Add +3 for town and +6 for a city. If Chinese has a dead spy assigned to any of the pillaging units roll one dice. Subtract this from the pillage die in order to reflect false information given the spy before being sent on his fatal mission.
V Silk Roads
These begin on the top west side of the map covering all three squares downwards maximum ending at the fourth square down four squares in to the east. Roll 1d6 for Silk Road income Die is amount of income assigned to Chinese player. Subtract -1 per Barbarian pawn upon a silk road square. This income is used in order to purchase wall counters at the rate of one counter per four Silk Road income units. Take into account any dead spy placed.
VI
Walls
Chinese player places wall units any where on map one unit per turn. He deducts the income points accrued from the Silk Roads die roll or uses unexpended points awarded at game start. Barbarian unit may only cross walls if : square in not covered by wall; Chinese player gives permission to barbarian player for this turn only; following a combat turn where the barbarian is successful and no Chinese in the square. Walls defensive side is that facing the top of the map. Chinese units in wall squares are either in front or behind walls. If behind the units may only be used in defensive mode. Walls give the Chinese player an advantage of deduction of -1 on the CRT die roll. If in front they are used in both defense and offence mode on combat and do not in the case of offense receive the die number deduction advantage . Walls having barbarian to the south within the square are no longer defensive walls and ignored for combat purposes.
VII
Intelligence
The phasing player now rolls for intelligence received both A and B. Make on note. On the players next movement turn, before moving his forces, he rolls a 1d6 for each Intelligence A note made.1-3 =put into effect the instructions on Intelligence A. If the 1-3 is rolled cross out the intelligence note. Repeat this for Intelligence B. Intelligence A requires a dice roll, intelligence B does not.
Intelligence A Roll 2d6 . 1=Many trees move=he is advancing, 2=Many obstacles in the grass=he is misleading us, 3=Many birds rise =he is concealing himself, 4=Animals are startled=he is launching a total assault. Roll a further 1d6 1-2=infantry,3-4=cavalry,5=6=chariots.5= Dust is high and sharp=Chariots approaching. 6=Dust is low and wide=Infantry is approaching. 7=Dust is dispersed and wispy=Firewood gatherers are approaching. 8=Dust is scattered here and there=he is encamping his army.
Intelligence (B) Roll 1d6.1=His words are humble and his preparations increase=advance, 2=His words are strong and his advance is forced=retreat, 3= Light chariots come out first and take a position on the flank=deployment, 4=He is not in difficulty yet he requests a peace=strategizing.5=They rush out to deploy=set moment.6= Half of them advance=luring you.
Explanation of terms.
Intelligence (A)
ADVANCE. Move enemy pawns closest yours towards same. Take into account movement as explained in movement. If a pawn is adjacent yours ignore it and go one at least one square adjacent. MISLEADING. Roll 1d6 for enemy pawns within a two square radius. Roll 1d6. 1-2= Advance,3-4= retreat,5-6 take no action. See above and intelligence B.CONCEALING Remove all opponent rings placed upon his pawns and place on the appropriate colored strip. TOTAL ASSAULT. Place all enemy rings upon the appropriate pawns. CHARIOTS APPROCHING. Roll for enemy HC unit’s movement one square distant yours. 1-4= move unit. If successful place detached ring on enemy pawn for each moving unit. FIREWOOD GATHERERS. Roll dice as above but for light infantry.1-5= place unit. INFANTRY APPROACHING. As above roll 1d6, 1-4= light infantry 5-6=heavy infantry. ENCAMPING HIS ARMY.Cancells out total assault, chariots approaching, firewood gatherers, infantry approaching on the non phasing players next turn
Intelligence (B)
ADVANCE. Move enemy pawns closest yours towards same. Take into account movement as explained in movement. If a pawn is adjacent yours ignore it and go one at least one square adjacent..RETREAT If total assault has been rolled on intelligence A any enemy piece having two or more casualties is moved in a direction taking it away from your nearest pawn in the most direct route in such a way as to avoid where possible any future placement of your detached units. DEPLOYMENT Place opponent chariots in a square adjacent that of the parent unit in a flat plain square if possible failing this places in a square containing rolling hills. If it is not possible ignore this instruction. Any enemy stand to be placed will now be placed within the same square as these units. STRATEGIZING Take no action. SET MOMENT. Modifies Total Assault on intelligence A ‘Total Assault’ .roll 1d6.1=next opponent turn 2= one after next etc. LURING YOU Move an opponents pawn. Move the one nearest your forces in the direction of this piece only if it has a friendly pawn adjacent
Scenarios
Cost of units:
1x light cavalry unit costs 2 income units.1x heavy cavalry unit costs 3 income units.1x light infantry unit costs 1 income unit.1x heavy infantry unit costs 2 income units.3 income units buy one number one spy spy.2 income units buy one number two spy.1 income unit buy one number three spy.
Income units available(Li)
| ||
|
Barbarian |
Chinese |
Ancient |
4 |
6 |
Xia |
5 |
7 |
Shang |
6 |
8 |
Chou |
9 |
12 |
Han |
12 |
18 |
Victory Conditions
| ||
|
Barbarian |
Chinese |
Ancient |
Acquire 10 Li |
Place wall at northern most town |
Xia |
Acquire 15 Li |
As above plus sq. to north |
Shang |
Acquire 20 Li |
As above plus sq. adj this. |
Chou |
Acquire 25 Li |
As above plus sq. adj.to village |
Han |
Acquire 30 Li |
As above plus sq. extending to west edge of map |
|
Chinese player |
Chinese player |
|
Eliminate 1 sub unit= 1 point |
Acquire 1li un= 2 points |