Terms and Concepts
  • Activating Model
    • The model as chosen by the Active Player currently resolving its action.
  • Active Player
    • The player whose turn it is to activate a model.
  • Base to Base
    • A model is in Base to Base (BtB) with another model if their bases are physically touching.
    • An activating model can only enter BtB with one Enemy model per activation. Some ranges are given as BtB instead of in inches.
  • Battlefield
    • Bushido is played on a 2x2’ area we call the Battlefield.
    • Models on the Battlefield or Elsewhere are in play.
  • Controller
    • A model’s Controller is the player with whom it is currently Friendly.
  • Counters
    • Counters are to keep track of in-game effects.
    • They are often named for the effect that requires them and may be used to count turn, activations or some other timing effect before they expire.
    • One special kind of Counter are Activation Counters, which show how many Activations a model can make this turn. See Conditions.
  • Cover
    • When Terrain partially blocks LOS to a model, that model gains Cover against Ranged Attacks.
  • Damage Roll
    • A roll using 2D6, applying any negative or positive modifiers and cross referencing on the Wound Table in the column equal to the Success Level of the test, to see the number of wounds inflicted on a model.
  • Deploy
    • When a model is first put into play it is Deployed onto the battlefield.
    • This is not a Move or Place.
    • A model may not be Deployed into BtB with an Enemy Model or in an Enemy Model’s Zone of Control (ZoC).
    • Models are Deployed with no Activation Counters.
  • Dice Rolls
    • Bushido uses ordinary six-sided dice.
    • When a die is rolled the number given is referred to as the value on the die.
    • We use dice in the following ways:
      • D6: The number shown on a single die roll
      • 2D6: Two dice added together to give a value between 2 and 12
      • D3: Roll a D6 with the value given by 1-2=1, 3-4=2, 5-6=3
      • D2: Roll a D6 with the value given by 1-3=1, 4-6=2.
    • Some abilities call for a coin flip, this can be represented with a D2 if needed.
    • In some instances a random model or other element may need to be selected, any fair method may be used, in general assigning each a number then rolling a dice should suffice.
  • Effects
    • This is a catch-all term for various rules including Ki Feats, Theme bonuses, Unique Effects, Event cards or others.
    • Usually for timing we say “Effects that happen in this phase” or similar.
    • This just means any rule that says it happens in that phase.
  • Elsewhere
    • Elsewhere is a specific place for models in play but not on the Battlefield.
    • These may be Flanking troops, models flying high over the battle or fighting on another plane of existence.
    • Models in Elsewhere generate Ki tokens as normal and are affected by traits and conditions (Such as Fire and Regenerate) but do not generate Activation Counters and cannot spend Tokens.
  • Enemy/Friendly
    • Models can be either Friendly or Enemy, depending on which player’s Warband they are currently in.
    • Models in a player’s own Warband are considered Friendly.
    • Models in an Opponent’s Warband are Enemy.
  • Exhausted
    • A model with no Activation tokens is considered Exhausted.
  • Facing
    • A model’s Facing is directly in the centre of its LoS.
    • It should be marked with an arrow or dot.
  • Faction
    • One of the many warring factions of the Jwar Isles.
    • In rules terms models have a Faction Icon to denote which Faction they belong to.
    • If a rule states Faction, it refers to the Faction printed on the model’s card.
  • Initiative
    • The model with the Initiative checks its Attack dice first in Melee Exchanges and declares the use of Ki Boosts and Ki Feats after their Opponent.
    • The Activating model has the Initiative unless a trait, State or game effect changes this.
  • Killed
    • When a model has all of it's wound boxes marked it is Killed, remove the model from the table.
  • Line of Sight
    • A model can draw LoS up to 90 degrees either side of its Facing (see Facing) and should be marked on the base with a line or dot.
    • LoS is achieved if you are able to draw a straight line from any part of a model’s Base to a point on the table or Base of another model.
    • LoS is blocked by other models’ Bases (including Friendly) and Terrain elements depending on Size.
    • Models and terrain elements which are categorised as smaller (see the Terrain rules) than another model do not block LoS to or from that other, larger model.
    • LoS may be checked for any model (Friendly or Enemy) at any time.
  • Markers
    • Markers are used to mark what States are currently affecting a model. See Model States.
  • Measuring Distances
    • Distances in Bushido are measured in inches.
      • Movement distances are measured from the nearest base edge to the point the model wishes to move following the route the model’s base will take.
      • Targeting distances are measured from the nearest base edge of a model to the nearest base edge of the Target.
      • Measurements, whether distances LOS or other measurements may be taken at any time for any reason by either player.
      • When measuring if a model or point is within a given range then exactly up to that range is considered within. E.g. if the edge of a model’s base is exactly 6" away from its Opponent’s base it is considered to be within 6".
  • Modifiers
    • When a statistic is modified it can never go above double its base value.
    • If results are divided and leave fractions, always round down except in the case of distances where fractions of inches are kept.
    • Numerical values of Traits can be modified.
    • If an effect requires dice to be substituted, the value of the die is often fixed to some value
      • Physically remove the die and place it, showing that value, with the dice that were rolled.
      • If a dice is substituted it cannot be re-rolled.
      • If modifiers, rerolls or adding or removal of dice affect any roll then only after all of these have been finished can a result be determined.
  • Movement
    • Movement is measured using a tape measure (Or other measuring device).
    • If a model must move Toward another game element (such as another model or Terrain piece) then it cannot increase its distance from that element for any part of its movement.
    • If it must move Directly Toward a game element then it can only move in a straight line drawn from the centre of its base to the centre of the game element.
    • Similarly, a model which must move Away cannot decrease it's distance from that element for any part of its movement.
    • If it must move Directly Away from a game element then it can only move in a straight line drawn from the centre of its base away from the centre of the game element.
    • An activating model can only enter BtB with one Enemy model per activation. Also see Movement and Placing.
  • Open and Hidden Information
    • In Bushido, all information is open unless specifically stated otherwise.
    • Both players are entitled to read any rules, stats, model cards, special cards or any other information pertinent to the game unless the rules specifically state the information is hidden.
    • Each player’s Hidden Information should be recorded on one sheet of paper and handed over after the game.
    • If you have a third party they can be used to check hidden information during the game to make sure no mistakes are made.
  • Owner
    • A model’s owner is the player who originally recruited the model into their warband or summoned the model, ignoring any control markers or game effects.
  • Place
    • Sometimes Models are Placed on the table instead of moving around the table (see Movement and Placing).
  • Replace
    • When a model is replaced, swap the model on the board with the new model.
    • If the model was not in play the new model is Deployed.
    • The player using the replacing effect chooses the new model’s facing.
    • If the new model has a different sized base, then it must be placed so that the area of the smaller base is entirely covered by the larger base.
    • If the model being replaced was in BtB with an enemy model, the new model must be placed in BtB with the enemy model if possible.
    • When two models swap positions, replace each model with the other model.
  • Select
    • No LoS is needed to select a model, selecting is not targeting.
    • A model may select itself.
  • Size
    • Unless a model’s Size is stated as a Trait it is determined by its base:
      • Small Base (30mm) = Small size
      • Medium Base (40mm) = Medium size
      • Large Base (50mm) = Large size
      • Huge Base (60mm) = Huge Size
    • Tiny and Huge models are indicated by Traits.
    • Models with these traits have the given size regardless of base size.
  • Supporting Dice
    • When making a Test, up to 2 Dice may be chosen as supporting dice, these each add +1 to the value of the highest die to get the final result.
  • Targeting
    • A model must be able to draw LoS to another model to Target it.
    • A model may always Target itself.
  • Test
    • Whenever a model attempts an action which may succeed or fail, it's controlling player rolls a Test.
    • We use dice to determine if the model succeeds or fails.
  • Timing
    • Any effect which does not specify when it can be used should be used any time, except during Melee Exchanges or Ranged Attacks - where the timing is restricted as detailed under the Melee Exchanges and Ranged Attacks sections. If both players wish to use such effects the active player goes first. If an effect does not have a stated expiration time it ends in the End Phase.
  • Tokens
    • Tokens are used to track a model’s resources, such as Ki Tokens.
  • Virtue Tokens
    • Many effects give out Virtue Tokens, this special type of Token represents different benefits depending on the models you recruit. Some models have abilities that can only be used by spending a Virtue Token. When a model spends a Virtue Token you may choose any permitted ability on any models card. Note some models have abilities only useable by that model; see individual cards for details.
  • Warband
    • A player’s Warband consists of recruited, summoned and Controlled models as well as Special cards.
  • Zone of Control
    • In Bushido, every model has a Zone of Control (abbreviated to ZoC) extending 1" from the edge of its base to any point within its LoS.
    • Models ignore Friendly Zones of Control but once a model enters an Enemy model’s ZoC it may only move directly towards that model, or directly away, until it leaves the ZoC.
    • Models beginning their Activations in one or more ZoC must either:
      1. Declare an action that allows them to move into BtB with one of those models and move directly toward the enemy model until they reach BtB
      2. Declare another action that allows a move but they must move directly away from the enemy model until they leave the ZoC; or away from all models until they leave all ZoC if in multiple Zones of Control, after which they can move freely.
    • Models can ignore the ZoC of Models that are in BtB with Enemy models for movement and declaring or performing actions (such as Ranged Attacks or Scenario Actions which otherwise cannot be performed in a ZoC).
    • If a model moves out of BtB then it may ignore the ZoC until that move is completed.

FAQ

Q: Does a model's ZoC still block movement, if the model is completely within Obscuring Terrain?
A: Yes. The ZoC is not impacted by visibility.

Example: Ghost is hiding inside a cloud of smoke, and a Minamoto Ashigaru wishes to move past him to get to an objective. The Ashigaru must still avoid Ghost's ZoC while moving even though neither model has visibility of the other.

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