The Main Map represents the military and strategic landscape of Japan. Locations, armies, fortifications, resource sites, and rebellions are represented physically on the map during play.
Armies move between named locations connected by roads and routes. Locations may include castle towns, ports, temples, crossroads, and fortified positions.
Each province contains one or more strategic locations. One location within each province is designated as the Administrative Center. A clan is generally considered to have consolidated local control over a province if it controls:
the Administrative Center, and
a majority of the province’s locations.
However, military occupation alone does not necessarily grant legal ownership or political legitimacy.
Armies are represented by troop counters and are led by either a player acting as a General or by a Commander.
Each troop counter represents approximately 1,000 soldiers.
Armies may vary greatly in size, from small local warbands to massive coalition forces involving several allied Generals.
Large armies are powerful but difficult to coordinate, expensive to maintain, and vulnerable to instability, attrition, and political fragmentation.
Any player present at the Main Map acting in military command is considered a General.
Generals:
issue orders,
move armies,
negotiate with enemies,
command assaults,
conduct sieges,
and participate in battles.
A General’s token also contributes an additional 1,000 troops to their army, representing personal retainers, guards, bannermen, and attendants.
All Generals receive three opportunities to act during each Action Phase, representing a season of campaigning.
Victorious or accomplished Generals may be rewarded with Action Cards, political recognition, titles, or increased prestige at the discretion of Control.
Commanders are non-player military leaders capable of controlling armies independently.
Unlike Generals:
Commanders do not provide bonus troops,
cannot negotiate politically,
and do not gain prestige or rewards from victories.
They exist primarily to extend a clan’s operational flexibility.
Locations suffering from severe Instability may rebel.
Rebellions may:
disrupt taxation,
destroy local authority,
block recruitment,
seize locations,
or even form entirely new clans if left unchecked.
Regions neighboring active rebellions are more vulnerable to unrest as instability spreads across the countryside.
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