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Clan War at the Flatlands
home campaign tools links

A Hundred Stances, A Thousand Manners


4'x4'

Right in the middle of the road equal-distance from both sides is a Crazy Old Coot.  Most of the peasants believe he is a powerful shugenja that brings great rice from the skies that they plant in the early seasons.  So if you could possess this man, take hostage, I mean captive, err... I mean make him an honorable guest, you could gain some influence on becoming the Shogun of Pitac.

Any unit possessing Coot at the end of the game gains an additional 2 VP.  In this battle no unit can leave the battlefield and not be consider a casualty, even the unit in possession of Coot.  In fact if you try to bail with Old Coot he escapes and starts running toward the arms of a random enemy every movement phase including reserve movement with the except Calvary movement.  Coot pretty swift and well, crazy, he runs 6".

Review the Hostage rules on www.clanwar.com.  Coot "joins" your unit at the end of the Primary Movement phase after coming into base-to-base contact with him.  If two (or more units) are in this position, move Coot aside and have at it.  The winner might go home with Coot.  If a unit in possession of Coot becomes broken or routed, Coot is either dropped in place (in the worst place) or turned over to any engaged enemy unit.

Map Details: Road is 4" wide.  Just for your recall, if 2/3rds of a unit is on the road you can 1" of movement.  The bogs are a little dry, so only subtract 1" from movement (vs. 1/2 from book).

Rewards: most VPs two moves, the other(s) get one campaign move.

Multi-player variation:
Fork the road or spoke-spiral it.  All players center placement area should be equal-distant from Coot.