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The Yoroni

Yokai and samurai who move by Ideal Cards

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Army Lists

The force you bring to the Battlefield is chosen using an Army list. To help ensure you're playing a fair and balanced game, these Army lists are chosen to equal points values.

Points Values

Each Stand in a game of Conquest has a points value, representing its overall worth on the Battlefield. Stands with higher points values are generally better or more flexible fighters, while those with lower points values are less effective, or are useful in a narrow set of circumstances. Your Army's points value is equal to the total points values of every Stand in your Army, plus those of any upgrades you've purchased for those Stands. The higher the points value, the more lethal the Army you've selected. By choosing Armies to equal points values, you and your opponent can ensure a fair, challenging battle.

Size of Battle

By default, we recommend battles of 2,000 points โ€“ this generally gives enough slaughter for an evening's gaming. However, there's nothing to stop you from choosing a larger or smaller size for your confrontation. Indeed, smaller games of 1,000 points are an excellent way to learn the rules.

Building an Army

An Army consists of two types of entities: Character Stands and Regiments. You may include any number of either in your Army, subject to the following rules:

You must include one Character Stand to be your Warlord โ€“ your avatar on the Battlefield.

Each Character Stand in your Army (including the Warlord) must be accompanied by a Warband of Regiments. You'll normally have a choice of Regiments to choose from, but you must always include a Regiment of the same type โ€“ i.e Infantry, Cavalry or Brute โ€“ as your Character Stand to ensure that they have a Regiment to join at the start of the battle.

Each Regiment is drawn from the Regiments section of the Army List. It will also, depending on the Character Stand it is chosen for, count as a Mainstay or a Restricted choice. Each Character Stand's Warband has a Regiment allowance of 4 Regiments. A Warband can include as many Mainstay choices as your Warband allowance allows. Restricted choices are more limited, as the name suggests. Each Warband can only include two Restricted choices from all the options presented. This can be two of the same Regiment, or two different Regiments from the list. As a further restriction, you must include one Mainstay choice for each Restricted choice in your Army. Therefore, a Warband that includes two Restricted choices will always have at least two Mainstay choices too. Note that a Regiment might be a Mainstay choice for one Character type, and a Restricted choice for another โ€“ check the Character's Army List entry to be sure.

Many Character Stands and Regiments have additional options that can be purchased for them, such as Abilities, Command Models, or even extra Stands (in the case of Regiments). If you purchase any of these upgrades, simply add the points cost to that of the Character Stand or Regiment for which the upgrade was purchased.

Regiments and Character Stands in your Army have special descriptors called Battlefield Roles. These are supertypes that are used to identify a game entity as part of a broader category going beyond Type or Class.

These supertypes appear in the Battlefield Roles section of each game entity's Army List Entry and can be found within brackets. E.g. Titan for Nords and City States.

Often abilities or Special Rules may refer to these Battlefield Roles for targetting purposes. If for example all Exalted regiments are affected by a Supremacy Ability then all Regiments with that supertype will be affected regardless of Type or Class. A Character's Battlefield Role is not applied to the Regiment they are currently attached to.

Finally, it is possible to refine targeting restrictions further. For example a Nord ability could target only Infantry Exalted Regiments leaving the giants (who are Monsters) out.

Special Rules and Supremacy Abilities

Certain rules like those acquired through the purchasing of Masteries, Character Upgrades and Supremacy Abilities may provide unique abilities that extend beyond merely providing Characteristic upgrades to Character or Regiments and instead benefit an entire Warband or even the entire Army.

This raises the question of whether these abilities are "always active", "activated" or only applicable when the Character Stand or Regiment is on the Battlefield.

For this reason rules like this are followed by identifiers that allow the Player to easily recognize when these rules are applied. The identifiers are the following:

Always Active: This Ability is always considered to be active regardless of whether the Character or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.

Activated: This Ability may be used once per Battle and requires the Character or Regiment to currently be on the Battlefield. Once Activated the effects last until the end of the Round regardless if the Character or Regiment has been removed from the Battlefield in the meantime.

Battlefield: This Ability is considered to be active while the Character or Regiment is currently on the Battlefield.

Ideal Cards

Character Stands and Regiments in this Army do not use regular Command Cards like Army List Entries of other Factions. Instead they add Ideal Cards that are used during the Command Phase to determine when a Regiment or Character acts as if it was their Command Card. Each Army List Entry in this Army adds the same Ideal Cards as their Battlefield Role.

Ideal Cards are used as if they were Command Cards with the following exceptions:

1) There are five types of Ideal Cards Ka, Chi, Fu, Sui and Mu. Example: A Regiment of Shikigami has the Mu Battlefield Role. This means that it would add a Mu Ideal Card to your Command Stack.

2) ANY Ideal Card can Activate ANY Character or Regiment that has not yet Activated this Round, regardless of Name, Type or Battlefield Role.

3) When an Ideal Card Activates a Regiment of the same Battlefield Role, it confers Special Rules to it as seen later, until the end of the Round.

4) When an Ideal Card Activates a Character of the same Battlefield Role, the Regiment the Character is currently attached to benefits from the Ideal Card's Special Rules until the end of the Round regardless of its Battlefield Role. This means that a Regiment can be under the effects of multiple different Ideal Cards but cannot benefit more than once per Round from the same Ideal Card.

5) Regiments in this Army cannot perform Entourage Activations.

6) When a Regiment or Character is destroyed, at the end of the Round, remove as many Ideal Cards of any kind and in any combination as the number of Regiments and/or Characters that were destroyed this Round.

Ideal Card Effects

When a Regiment in this Army or a Character attached to a Regiment Activates, before the "Resolve Draw Event Step", all Stands in the Regiment, including attached Characters, gain the effect listed below until the end of the Round.

The Regiment gains the (+1) and (+1) Special Rules until the

end of the Round.

The Regiment gains the (2) Special Rule until the end of the Round.

The Regiment adds +2" to its March Distance for the first March Action it performs

during its Activation. You may choose a Stand in the Regiment and have that Stand's Command Rules replace

the current Command Rules until the end of the Round. The Regiment adds +1 to its Evasion Characteristic (to a maximum of 3) until the

end of the Round.

Ideal Cards - in a Nutshell!

Got questions about what you just read? Here's a quick rundown of how the Ideal Cards work! These explanations are brief and will help you quickly start playing your first games or answer some questions you may have!

Each Character or Regiment belongs to one of five Types and brings an Ideal Card of that Type in the game. ANY Ideal Card however, can be used to Activate ANY Regiment or Character in the game. Should an Ideal Card Activate a Regiment of the same type it also bestows additional abilities to it!

Each Ideal Card Type may also Activate Characters - should the Ideal Card Activate a Character of the same Type then the Regiment also gains the effects of that Ideal Card! This means that a Regiment can benefit from multiple different Ideal Cards allowing for powerful combos. Keep in mind - Characters in this Army cannot immediately activate the Regiment they are currently attached to or as otherwise known "as an Entourage Activation."

At the end of your Round keep a tally of the number of Characters and/or Regiments that were destroyed during this Round. Remove that many Ideal cards of any type and in any combination from your Command Stack.

That means that you can keep these important Ideal Cards in your Stack should you need them.

Don't be fooled! Although you can Activate everything with any Ideal Card - sequencing is important as only Regiments of the same Type benefit from the card's effects. Choose the sequence of Activations very carefully as these effects are the difference between winning and losing the game!

Characters

Daimyo๐Ÿ”

110 PointsBrute
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Oyabun๐Ÿ”

110 PointsBrute
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CharacterChi

Kitsune Bakasu๐Ÿ”

110 PointsBrute
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8
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CharacterFu

Kitsune Onmyoji๐Ÿ”

110 PointsBrute
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3
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CharacterSui

Jorogumo Mahotsu๐Ÿ”

240 PointsMonsterMedium
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CharacterMu

Jorogumo Geisha๐Ÿ”

260 PointsMonsterMedium
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14
18
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CharacterMu

Disciplines

Disciplines are optional upgrade abilities for your Characters, which are noted on your Army List and confer bonus abilities to your Character Stand. Each Discipline can only be purchased once per Army List.

Disciplines, just like Ideal Cards, belong to one of five Types. For every Character you field from one of the five Ideal types you may unlock one Discipline to purchase and equip any Character with. Each Character may be equipped with a maximum of one Discipline.

Ka - Force

Way of the Kensei โ€” 40 points

This Character gains the Special Rule and Duel Actions issued by this Character cannot be refused.

Hannya โ€” 30 points

The Regiment this Character is currently attached to gains the (1) Special Rule.

Kenshibu Dancer โ€” 15 points

Each time an Enemy Regiment fails a Defense Roll against a Character Stand with this Character Upgrade, the Wound inflicted counts as two for the purposes of Testing Morale.

Fu - Unfettered

Gunbai โ€” 30 points

This Character gains the Special Rule.

Hauchiwa โ€” 20 points

The Regiment this Character is currently attached to ignores the effects of Hindering Terrain.

Horagai Master โ€” 20 points

Friendly Regiments currently within 10" of this Character gain the Special Rule.

Chi - Resistance

Kata โ€” 30 points

The Regiment this Character is currently attached to gains the (+1) Special Rule.

Trial of hakari-ishi โ€” 25 points

The Regiment this Character is currently attached to gains the (1) Special Rule.

Takigyo Training โ€” 20 points

If the Regiment this Character is currently attached to performs no Actions during its Activation by Passing all of them, it gains the (3) Special Rule until the end of its next Activation.

Sui - Adaptability

Kabuki โ€” 30 points

When this Character successfully casts a Spell Targeting a Friendly Regiment, until the end of the Round that Friendly Regiment may benefit from the effects of any Ideal Card it is Activated with regardless of their Battlefield Role.

Shamisen โ€” 20 points

Enemy Regiments currently in contact with the Regiment this Character is currently attached to, lose all Special Rules gained from Enemy Spells.

Fudoshin โ€” 10 points

Friendly Regiments within 10" of this Character Stand count as +3 Stands for the purposes of Scaling against Enemy Spellcasting Actions.

Spells

NameRangeAttunementEffect
Iron Soul of DisciplineSelf 3Until the end of the Round: โ€ข The Regiment gains the Special Rule. โ€ข If upon performing this Spellcasting Action the Target Regiment is Below Starting Strength, it gains the (1) Special Rule.
Blossom in the Wind14" 3Target Enemy Regiment, until the end of the Round: โ€ข The Regiment loses the Special Rule. โ€ข The Regiment Rolls 2D6 and picks the lowest value for the purposes of determining Charge Distance. โ€ข If upon performing this Spellcasting Action, the Target Regiment is within a piece of Zonal Terrain, it suffers -1 to its Move Characteristic.
Hesitation, Bane of Deeds14" 3 (Scaling)Target Enemy Regiment, until the end of the Round: โ€ข The Regiment cannot benefit from the Special Rule. โ€ข If upon performing this Spellcasting Action, the Target Regiment has no Friendly Regiment within 8", it suffers -1 to its Clash Characteristic (to a maximum of -2).
Misery of Failure Envisioned14" 3Target Enemy Regiment, until the end of the Round: The Regiment suffers -1 to its Resolve Characteristic. โ€ข If upon performing this Spellcasting Action, the Target Regiment was not Activated this Round, it suffers an additional -1 to its Resolve Characteristic (to a maximum of -2). โ€ข If The Regiment does not have a Resolve Characteristic value then it suffers -1 to its Defense Characteristic instead.
NameRangeAttunementEffect
Repose in Healing Spring12" 4Target Friendly Modular Regiment: โ€ข The Regiment Heals 3 Wounds.
Honor, a Void of Self12" 4Target Enemy Regiment, until the end of the Round: โ€ข The Regiment cannot be Activated as part of an Entourage Activation.
Witness of the Void12" 4Target Friendly Regiment, until the end of the Round: โ€ข The Regiment adds +1 to its Defense Characteristic (to a maximum of 4).
Dancing Shadows12" 4Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the and Special Rules.

Modular Regiments

Some Regiments in this Army are fielded and constructed differently, consisting of a minimum of 2 Stands and may include Stands with various profiles. When building a Modular Regiment the following rules apply:

1) Select a Stand to be the Modular Regiment's Command Stand and Leader. The Command Stand's Battlefield Role determines the Ideal Card type the Regiment will be adding to your Command Stack as detailed in the "Ideal Cards" section of the rules. The Command Stand's Class will determine the Class of the Regiment.

2) Add a number of Stands of your choice as seen in the Modular Stands section below. You may select these Stands in any combination as long as:

3) The Regiment uses the lowest March Characteristic of all Stands in the Regiment.

4) Every Stand has a number of Special Rules. In addition, every Stand has a set of "Command Special Rules" that are accessible only when that Stand is the Modular Regiment's Command Stand, and will affect the whole Regiment, excluding Characters, as this is done during Army List Building.

5) When the Regiment performs a Clash, Volley or Charge Action, Roll the Attacks for each kind of Stand separately and use the Characteristics Profile listed for each Stand, including all of its Special Rules. Even though these Attacks are rolled separately, they are still inflicted simultaneously.

Finally all Modular Regiments in the Army Benefit from the Enlightened Special Rule.

Enlightened: The first time this Regiment would become Broken during the Battle, the Regiment performs an out-of-sequence Rally or Combat Rally Action at the end of the Action that caused it to become Broken.

Modular Regiments - in a Nutshell!

Some Regiments in the Army are constructed differently! When creating a Regiment pick any Stands from the list in any combination as long as you define one as the Regiment's Leader and more than half of the Stands are the same as the Leader's Stand.

Whatever Type the Leader is, add an Ideal Card of that Type. The Leader Stand confers certain Command Special Rules to the entire Regiment, not including Characters as this takes place during Army List Building.

Modular Regiment Stands

Oni Ayakashi๐Ÿ”

80 PointsBruteMedium
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Ka

Kami Ayakashi๐Ÿ”

75 PointsBruteMedium
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Chi

Tengu Bushi๐Ÿ”

75 PointsBruteMedium
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7
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6
6
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1
Fu

Tengu Ayakashi๐Ÿ”

80 PointsBruteMedium
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7
3
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1
Fu

Kappa Bushi๐Ÿ”

75 PointsBruteMedium
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6
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3
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1
Sui

Origami Warriors๐Ÿ”

60 PointsBruteMedium
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6
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Mu

Regiments

Domaru-damashi๐Ÿ”

140 Points / +40 Per StandBruteLight
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Mu

Shikigami๐Ÿ”

120 Points / +30 Per StandBruteLight
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Mu

Dai Yokai๐Ÿ”

220 PointsMonsterHeavy
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12
18
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KaChiFuSuiMu

Genya no Yokai๐Ÿ”

260 PointsMonsterHeavy
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KaChiFuSuiMu

Oni Kishin Raiu๐Ÿ”

250 Points (2 Models) / 120pts per StandCavalryHeavy
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7
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Ka

Oni Kishin Kiba๐Ÿ”

240 Points (2 Models) / 110pts per StandCavalryHeavy
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7
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Ka

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