Clan War is a miniature-based mass combat game set in the Legend of the Five Rings (L5R) universe. Players command armies of samurai clans in feudal Rokugan, maneuvering units of infantry, cavalry, archers, and shugenja (magic users) across a tabletop battlefield. The game translates the political and military conflicts of the L5R setting into tactical miniature warfare.
Players agree on a point limit for army construction.
Each player builds their army from their clan’s available units, spending points up to the agreed limit.
Set up terrain on the battlefield by mutual agreement.
Deploy armies on opposite sides of the battlefield according to the scenario.
Determine initiative.
Turn Structure
Each turn consists of:
Initiative Phase: Determine which player acts first this turn.
Movement Phase: Alternate moving units across the battlefield.
Ranged Attack Phase: Resolve archery and magical attacks.
Melee Phase: Resolve close combat between engaged units.
Morale Phase: Check unit morale for those that suffered casualties.
Rally Phase: Attempt to rally broken units.
Actions
Movement
Move units up to their movement value, measured with rulers or measuring tools.
Terrain affects movement speed (difficult terrain, forests, rivers slow units).
Formation matters — units in organized formation fight more effectively.
Ranged Attacks
Archer units and shugenja fire at enemies within range.
Roll dice; compare results against the target’s defense value.
Cover and terrain provide defensive bonuses.
Melee Combat
Units in base contact fight in close combat.
Roll dice modified by unit quality, equipment, and leadership.
Casualties are removed from units.
Magic (Shugenja)
Shugenja units can cast spells that buff allies, damage enemies, or alter the battlefield.
Spells cost resources or have limited uses per game.
Morale
Units that take significant casualties must pass morale checks.
Failed morale checks cause units to break and flee.
Broken units can be rallied on subsequent turns.
Scoring / Victory Conditions
Annihilation: Destroy all enemy units or force them all to flee.
Scenario objectives: Specific scenarios have unique victory conditions (hold terrain features, escort VIPs, break through enemy lines).
Point-based: In tournament play, victory points are awarded for units destroyed and objectives achieved.
Special Rules & Edge Cases
Clan abilities: Each clan has unique strengths reflecting their character in L5R lore (Crab Clan excels in defense, Crane in dueling, Lion in mass combat, etc.).
Hero characters: Named characters from L5R lore can lead units, providing powerful abilities and morale bonuses.
Flanking and rear attacks: Units attacked from the side or rear suffer penalties.
Terrain interaction: Forests block line of sight, rivers impede movement, hills provide elevation advantages.
Sieges: Expanded rules cover castle sieges with walls, gates, and siege engines.
Compatible with the Legend of the Five Rings card game universe.
Player Reference
Unit Types
Infantry, Cavalry, Archers, Shugenja
Combat
Dice + unit quality + modifiers
Morale
Check after casualties; fail = break
Magic
Shugenja cast spells with limited uses
Win Conditions
Destroy enemy forces or complete scenario objectives