Torii en 1.0
Torii en 1.0
in Feudal
Japan
Skirmishes
in Feudal
Japan
Created by Editor / Translator Graphic Design
MINIATURAS Y JOE GALVEZ RedPig.es
WARGAMES
Collaboration
ZENIT MINIATURES, PLAST CRAFT GAMES, IMPERIO WARGAMES, CLUB
LANDWEHR, CAOBA ART, JACOBO RIVERA, MIGUEL ROBLES, GUSTAVO
GONZALEZ
www.miniaturasywargames.com
Torii is a skirmish
game, so you’ll only
need from 8 to 12
miniatures per side.
GAMING has to be made. To activate one of
our miniatures, roll 1D6 and add
MATERIALS its Initiative:
• 6 six sided dice (D6) and 1 ten Sometimes, the roll can be
sided die (D10). modified so the number of dice to
be rolled or the required value to
• A tape measure or ruler in cm. achieve a success may vary.
Attribute Test
BASIC CONCEPTS Occasionally, it will be necessary
to make an attribute test. To
To play the game, some rules have do this, roll 1D6. The roll is
to be followed. considered a failure if the result
is higher than the value of the
attribute.
:: ROLLS ::
Broadly speaking, there are Critical
three types of rolls in the game: A result of “6” on your dice roll
Command Roll, Success Roll and is considered Critical. As a basic
Attribute Test. rule, a critical die can’t be re-
rolled or discarded.
Command Roll If a 6 is rolled as part of a re-roll,
To determine how many actions a it’s not considered Critical.
miniature can perform, this roll
~4~
:: MEASURING :: them otherwise.
During the game, pre-measuring is
not allowed. You can only measure :: ATTRIBUTES ::
a distance when the action has
Each miniature has a series of
been already declared.
attributes that define its quality as
To measure the distance between a fighter:
two miniatures, use the distance
•Movement (MOV): The amount
between the two nearest points of
in centimeters (cm.) that a
their bases.
miniature can move around the
game board.
:: VIEW ::
•Attack (AT): The number of
Arc of Sight dice that can be rolled during the
success roll, for melee combat and
Miniatures have defined their shooting.
front, side and rear arcs. A
miniature’s arc of sight is 180° •Initiative (IN). Indicates the
from the rear line of the base miniature’s responsiveness.
forward.
•Harm (HR): Total damage a
Control Zone fighter can withstand before being
knocked out of combat.
The miniature’s Control Zone
(CZ) is a 5 cm radius, measured •Honor (HO): Courage and
from any edge of the base and mental strength of a fighter when
inside its Arc of Sight. facing various difficult situations
in battle.
Line of Sight
•Points (PTS): How much it costs
To determine the Line of Sight to include that miniature in your
(LoS), just draw a straight line group.
between a point of the miniature’s
base to its target. If any miniature
or scenery element obstructs the :: TYPES OF TROOPS ::
line of sight for more than half
In Torii, according to their
of the base (or its height) it is
courage, fighters are classified in
considered hidden.
three types of troops:
For the purpose of the game,
•Heroes: These are the clan
miniatures are considered
commanders.
standing, even if the sculpt shows
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•Elite: Units specialized in the art of
combat.
GAME PHASES
A game of Torii lasts 5 rounds, unless
mission rules indicate otherwise.
~6~
:: MAINTENANCE PHASE :: The “Activated” token will only
be placed after the miniature
The first phase of each turn is the has finished all its actions and
Maintenance Phase, in which you reactions from the enemy.
must:
This process continues until all
•Check if your group succeeded miniatures have been activated or
in its primary and/or secondary the active player decides to end his
objectives. turn.
•Calculate if your group has
suffered enough loses to Retreat.
~7~
Action List indicated value of its movement
attribute (in cm), changing their
facing and trajectory along the
Active Reactive way.
Move Disengage
During their movement, fighters
can jump obstacles with a
Run Flee
maximum height of 2 cm. without
Opportunity counting the height as part of the
Disengage
Charge (combat) movement.
Flee Fight (combat) However, if the movement occurs
through a scenery element
Opportunity Shot
Recharge
(combat)
considered difficult terrain,
the movement of the miniature
Lead through the terrain will be halved.
It is a good idea at the beginning
Interact of the game, to agree with your
opponent which elements are
Capture difficult or blocked terrain.
Disengage
A miniature can disengage from a
fight with this action. If successful,
:: MOVEMENT ACTIONS :: roll 2D6 (3D6 if mounted) to
determine the total the amount of
Move cm. you can move in any direction,
Miniatures can move up to the away from the combat.
~8~
As a result, the enemy you were •You must have line of sight
in combat with can make an (although it is partial) at the
opportunity attack (only if it has beginning of the action.
equal or more allied fighters in
•To be able to engage your enemy
base to base contact), but with only
from the back, you must start your
1D6.
charge from behind it.
~9~
trying to get base to base with the to leave the board and will remain
enemy. If it reaches the enemy, it facing towards the enemy.
won’t Fight. Instead, the attacker
will do an Initiative Test. If it is However, if the test is successful,
successful, it will stay in base to both heroes will make a Charge
base contact with its opponent. movement towards each other,
If it’s unsuccessful, it will have and other miniatures will not be
to step away half of its movement able to react to this activation in
facing the enemy and away from its any way. If the Charge movement
control zone. is not enough to get them into
base to base contact, it will be
considered as a failed charge
Combat and both miniatures will have to
If a miniature is in base to base return to their starting points.
contact with an opponent, at the The challenger will be considered
beginning of the turn you can use activated. If this Charge is
this action to attack your enemy successful, combat will be held as
(see below). usual.
Miniatures will always be able to This combat will not end until
fight, even if they’re marked as one of the heroes suffers a Wound.
“Activated”. Once this happens, every fighter
from the losing hero’s group
A miniature can only fight up to 4
(including the hero) will have
enemies at the same time.
to pass an Honor Test to avoid
making a complete movement
Challenge towards their deployment zone,
To use the Challenge order, unable to leave the board and
you have to use two actions, and remaining facing towards the
cannot take any other action enemy.
in this turn. Only a hero can
challenge another hero. They Shoot
need to have Line of Sight between
A miniature armed with a
them.
projectile weapon can choose a
The hero that has been challenged valid target and perform a success
must pass an Honor Test. If roll to try to hit (see below).
it fails the test or rejects the
challenge, the miniature and its Opportunity Shoot
entire group will have to make a A miniature armed with a
complete movement towards their projectile weapon can choose a
deployment zone; they’ll be unable valid target and take a success roll
~ 10 ~
to try to hit the enemy. can’t interact.
~ 11 ~
:: CONFRONTATION :: positively and negatively and in a
cumulative manner. These are:
In Torii, there are two ways
of harming your opponent’s •+2D6 when the charging
miniatures: in close combat and miniature is mounted.
with range weapons.
•+1D6 when the charging
Close Combat miniature is on foot.
When there is a base to base •+1D6 if the
contact between two miniatures attack comes
of enemy groups, they can fight. from an
Any contact between the bases is elevated
enough. position.
To resolve this situation, the •+1D6 when
attacker and defender perform a miniature
a Success Roll with the number fights with a
of dice indicated in their attack long weapon
attribute. against several
opponents.
If the attacker rolls more than
one die during the fight, and
obtains the same result in
each die (only if the roll with
its bonuses is successful), it
will obtain the Crush bonus. •-1D6 when
a miniature
Modifiers can reduce the number fights with
of dice to be rolled to 0. In that a long
case you can roll 1D6 and only if weapon
you obtain a critical hit (a 6), will inside
it be considered as an impact. small
The player that obtains more buildings
impacts wins the fight. The •-1D6
difference between both players’ if the
hits will be the Total Impacts that
have landed.
Combat Modifiers
The amount of dice to be
rolled can be modified both
~ 12 ~
miniature is attacked by an enemy Impacts, or the impact difference
from behind if the target has replied with a
successful Opportunity Shot.
•-1D6 if the miniature has the
“Activated” token The difficulty for a success, and
therefore an impact, is 4+ if there
Shooting is a clear line of sight; 5+ if the
line of sight is obstructed even
When a miniature is
partially.
equipped with a projectile
If the attacker rolls more than one
die to resolve the shot, and all the
results on the dice are the same, he
wins an automatic Fast Recharge
Bonus.
Shooting Modifiers
The amount of dice to be rolled
can be modified as they are for
close combat. These modifiers are
weapon, it can perform accumulative both positively and
ranged attacks. negatively. These are:
For resolving a shot, •+1D6 when shooting short-range
the attacking player weapons
performs a success roll
with the number of •-1D6 when shooting mid-range
dice indicated for weapons, at medium distance.
the attack attribute,
•-1D6 when shooting long-
after determining
range weapons in a short or long
all relevant
distance.
bonuses. All results
that are equal to
or exceeding the Solving Impacts
success value will be Once a combat or shot is
considered Impacts. successful, impacts are calculated
to find out the damage caused to
In this case, the the enemy miniature.
amount of impacts
that the attacker The player that has impacted will
obtains will roll 1D6 and will add the Total
be the Total Impacts to determine the type of
~ 13 ~
damage caused to the enemy: into account when calculating the
amount of wounds that a miniature
• 1 to 4: Stunned can suffer.
• 5 or 6: On the die will always be
considered a wound. At the beginning of each player’s
turn, the stunned tokens are
eliminated.
Modifiers When Solving
Impacts If a stunned miniature receives the
same damage again, the stunned
The rolls for impact solving can
also be modified: token is removed and is now
marked as wounded.
•+2 if it has been damaged with a
gunpowder weapon Wounds are permanent and have
direct effect on the fighter. If the
•+2 if the target has been attacked miniature suffers more wounds
by a mounted miniature that than those in its profile, it will be
was equipped with a long melee knocked out of combat, and will be
weapon. removed from the game.
•-1 if the target was in cover.
:: OFFERINGS TO THE
Suffering Wounds GODS ::
Once the type of damage caused to
Samurai are by definition very
a miniature has been determined,
religious people, and before
mark it with a token.
combat they usually pray to the
Also, if the miniature is wounded, gods and their ancestors for their
it has to perform an Honor Test, favor in battle.
or the wounded miniature will flee
2D6 cm. (3D6 cm. if it’s mounted) A group may obtain the Favor of
away from combat. the Gods before starting the game.
The maximum amount of Favor
If the wound was made in close that you may acquire is 6.
combat and the wounded flees,
the enemy can then follow it During the game, you can use one
by passing an Honor Test. In Favor to repeat a roll (critical
this case, roll 2D6 cm. (3D6 if included), but this can only be
mounted). If the total is enough to done each time per activation.
engage the fleeing target, they’ll
be considered in close combat next If when re-rolling all results
turn. obtained are critical, the Gods are
pleased and you recover the spent
The stunned state is not taken Favor.
~ 14 ~
Playing The required scenery elements that
your missions require.
Game
Starting The Game
:: Preparing The Game :: Both players roll 1D6 and the
winner chooses who will both
Playing Field deploy their group and play first.
The playing field is 90x90 cm. Next, the main and secondary
When you start the game, the field missions of each player are chosen.
must be divided into 3 segments.
Each player has an area of
deployment (20x90) on their own :: Missions ::
side of the field. The central area
is called Combat Zone. Selecting Missions
In a game, both players will share
Scenery a common mission and each player
will have their own mission that
The recommended scenery
will be secret and independent,
elements for your games are a
that must be accomplished in
maximum of 6 area elements
order to win. At the end of the
(houses, trees, ponds, etc.), and 4
game, points will be calculated
lineal elements up to 3 cm. wide
depending on the missions
(fences, hedges, walls, etc.). There
completed.
is no limit for placing other small
elements (boxes, barrels, etc.). To designate the common mission
of the game, you must roll 1D6
Place all buildings with the front
and check the next table:
doors facing the center of the
board. 1.Hostages
2.Recover Sacred Relics
Start by placing the scenery
3.Kidnap villagers
alternately, each player rolls 1D6
4.Find the Sensei
and the winner chooses an element
5.Hunting The Leader
and places it first.
6.Drive out the enemy
Initially the bigger elements will
be placed, and then the smaller To select the secondary Mission,
ones. There must be at least 10 cm you’ll have to use some playing
between area scenery elements. cards. To do this, deal each player
6 cards that go from 1 (ace) to 6.
After the scenery has been placed, Then remove the main mission
you’ll place the miniatures and card selected on the previous roll.
~ 15 ~
After that, each player must draw a objective of the game is to recover
random card from his pile, review them. The markers are placed
the table above for his secondary alternately between the players
mission, and keep it a secret until in the center line of the board,
the end of the game. starting with the player who won
the scenery deployment roll. Each
Some missions may have rules relic must be separated from each
that conflict with the rules in this other by at least 15 cm.
book; in those cases, the rules
described in the missions will To grab a relic, you must be in
always have priority, modifying contact with the marker and take
the standard rules. an interact action (+4). If the
holder of the relic is wounded,
The Missions it will automatically drop the
relic, and it can be taken again
Each mission has two descriptions,
the same way. Once it is in your
depending upon whether it is to be
fighter’s possession, take it to your
used as a main common mission or
deployment area.
a secondary mission.
~ 16 ~
At the beginning of each player’s 4. Find the Sensei
turn, the non-kidnapped villagers
move 1D10 cm. in a random The goal is to find the Sensei
direction. inside the houses that are not in
the deployment areas.
To capture a villager, you just have
to get into base to base contact To do this, you must enter each
with them. When in contact with house and perform an Interact
the villager, it will move with the Roll; if you get a 6+ the Sensei
captor automatically. will be inside, otherwise, the
Sensei is not in the
If the villager’s kidnapper building, so you can
enters close combat or receives burn it (see below),
any impact, the villager will be and keep looking
released automatically and move inside the other
1D10 cm. in a random direction. houses. You will
always find
Main Mission: the Sensei
•1 point for each villager in your in the
deployment area. last
•2 point if you have a captured
villager in your deployment area.
Secondary Mission:
•2 point if you have a villager
in your deployment area.
~ 17 ~
remaining house, no need for an mounted) away from the house in
Interact Roll. the opposite direction.
~ 18 ~
Secondary Mission: miniatures.
•2 points if your enemy does not
•You must include a hero, or a
have any miniature in the zone
maximum of 2. If there is more
that is closest to your deployment
than 1, they must be different.
area.
•The maximum amount of
miniatures for the group is 12.
The Groups
:: BUILDING THE GROUP :: Profiles
The first thing you need to do to Each miniature is
play a game is to build your group. identified as a troop
To do this you have 100 points to type and it has
choose your fighters. The cost of a number of
each miniature is indicated below, attributes.
along with its profile attributes. Its
When drawing up the list, you
should keep in mind the following
restrictions:
•You can
include up
to four
elite
~ 19 ~
point cost is indicated as well. Medium and Long Range.
Long
Options: Range
Teppo, Yumi… 0-60
~ 20 ~
Types of Bonuses •Chief of the Clan. In the
•Accelerate: Add an additional Command roll you can throw 2D6
+1D6 cm. when running (2D6 and choose one.
if mounted). If someone tries to •Concentration. Add + 1D6 to the
shoot you, the shot will be -1D6. success roll in combat (not when
•Accurate. Add +1 to the damage charge).
roll when shooting. •Countercharge. Launches + 1D6
•Aim: Add + 1D6 to the shooting in when you receive a charge but
action. gets -1 in the following damage
roll if it hits.
•Alert. All of your group’s
miniatures up to 20 cm. from the •Crush. Adds +1 to the damage
miniature that activates this bonus roll in combat.
and that are not in combat can •Deadly Blow. You gain a +2 bonus
change their facing. to the damage roll in combat.
•Apprentice: Loses the close •Deflect blow. Apply -1D6 to your
combat if it’s a draw. enemy’s success roll in combat.
•Armor. Increases the difficulty of •Dodge. The enemy repeats 1D6 of
the damage roll +1. your choice from his success roll in
•Ashigaru Leader. You can use combat.
the Lead action only with the •Evasive. You can avoid shots by
miniatures that have the Ashigaru throwing 1D6 and obtaining a
tag. critical.
•Assassin: Add +1 to the damage •Elusive. + 1D6 to the movement
roll when fighting the enemy from when fleeing.
behind.
•Expert. You can re-roll 1D6 of
•Brave. Never flees. your success roll in combat.
•Brutal. Apply the charge bonuses •Explore. +1 to success rolls with
even when engaging the enemy. interact actions.
•Bushido. +1 to the result of the •Faith. Apply a +1 bonus to one
success rolls in combat. of the dice of the success roll in
•Cautious movement. You cannot combat.
be targeted by ranged weapons. •Fast. Add 1D6 cm. to your
movement whenever you move on
~ 21 ~
the game board.
~ 22 ~
•JiuJitsu. You can re-roll 1s on the damage rolls in
combat.
~ 23 ~
•Quick recharge. At the end of •War cry. When you charge an
the shooting action it recharges enemy, it rolls -1D6 in the success
automatically. roll in combat.
~ 24 ~
~ 25 ~
~ 26 ~
TROOPS
COMMON
~ 27 ~
KUGE
~ 28 ~
BUKE
~ 29 ~
SOHEI
~ 30 ~
OTOKODATE
~ 31 ~
www.zenitminiatures.es
Skirmishes
in Feudal
Japan