Samurai Blades
Overview
Samurai Blades: The Game of Man-to-Man Combat in Feudal Japan is a tactical miniatures/board game published in 1984 by Standard Games and Publications. The game simulates small-scale skirmishes in feudal Japan, featuring mounted samurai, ninjas, monks, peasants, and ashigaru (foot soldiers) with various weapons. Players select scenarios from a scenario booklet, deploy forces on hex-based maps, and resolve combat using a d20 system. The game emphasizes the flavor of samurai-era combat with relatively simple rules.
Components
- 2 Full-color hex maps
- Rules booklet
- Scenario booklet
- Die-cut counters (representing Mounted Samurai, Samurai, Ninjas, Ashigaru with bow/yari/naginata, Monks, Peasants, and miscellaneous units)
- Reference sheets / help sheets
- 20-sided die (d20)
Setup
Choose a scenario from the scenario booklet. Each scenario specifies which map to use and which units each player deploys. Place the appropriate map on the table. Each player places their units on the map according to the scenario’s deployment instructions. Determine first player per scenario rules.
Turn Structure
Players alternate turns. Each turn consists of:
- Movement Phase: The active player moves any or all of their units.
- Combat Phase: The active player resolves attacks against adjacent enemy units.
- End Phase: Remove eliminated units, resolve special effects.
Actions
Movement
- Units move hex by hex, spending movement points based on terrain.
- Different unit types have different movement allowances (mounted units move farther, heavily armed units move slower).
- Terrain affects movement costs (open ground, forests, buildings, water, etc.).
Combat
- Combat is resolved using the 20-sided die.
- Each unit has combat values for attack and defense.
- Roll the d20 and compare to the attacker’s modified attack value versus the defender’s defense value.
- Modifiers include terrain, flanking, weapon type, and unit quality.
- Damage and Injury: Characters have multiple injury levels represented by different counter pieces. A unit may be wounded, incapacitated, or killed based on combat results.
Unit Types
- Mounted Samurai: High mobility and combat power.
- Samurai (on foot): Strong fighters with various weapons.
- Ninjas: Stealthy units with special movement and attack abilities.
- Ashigaru: Common foot soldiers armed with bows, yari (spears), or naginata (pole arms).
- Monks: Specialized units with unique combat styles.
- Peasants: Weak militia units.
Scoring / Victory Conditions
Victory conditions are determined by the chosen scenario:
- Elimination: Destroy all enemy units.
- Objective-based: Control specific map locations, escort VIPs, or complete mission goals.
- Rout: Force the enemy to retreat from the battlefield.
Special Rules & Edge Cases
- Ninja Stealth: Ninjas may move through enemy-occupied hexes and have special surprise attack bonuses.
- Mounted Combat: Mounted samurai have charge bonuses but are vulnerable when dismounted.
- Weapon Types: Each weapon type (katana, yari, naginata, bow) has different reach, damage, and combat modifiers.
- Injury System: Units sustain progressive injuries rather than being instantly eliminated, adding tactical depth.
- Custom Scenarios: The rules encourage players to create their own scenarios when they exhaust the booklet’s offerings.
- Multiple Maps: The two maps can be combined for larger battles.
Player Reference
| Unit Type |
Movement |
Combat Strength |
| Mounted Samurai |
High |
Very High |
| Samurai (foot) |
Medium |
High |
| Ninja |
Medium |
Medium (+ stealth bonus) |
| Ashigaru (bow) |
Medium |
Low (ranged) |
| Ashigaru (yari) |
Medium |
Medium |
| Monk |
Medium |
Medium |
| Peasant |
Medium |
Low |
Combat: Roll d20 vs. modified attack/defense values. Multiple injury levels per unit.