Differences between Kouetsu-gunki and Hyakunen-sensou
The biggest difference is
1) In Hyakunen-sensou, there is a rule of generation change
2) In Kouetsu-gunki, there are many Shinsyu-minor warlords
In Kouetsu-gunki, buyuu (ability of combat) is written on leftside-upper, saihai ( a number of units who can control ) is written on leftside-down, mibun (rank of the leader and also affecting a number of units who can march) is written on middle-down with white square.
In Kouetsu-gunki, each leader can march as many as the double of the mibun (not the triple as in Hyakunen-sensou).
In Kouetsu-gunki, the sequence is as below,
1: initiative determination
6: Overall generals return
8: regular generals return
9: new generals
10: victory point calculation
Since there’s no generation change, death check of generals and reformation phases doesn’t exist. Neither, there’s no prisoner-exchange.
The new phases are betrayal, overall generals return and regular generals return.
In initiative rule,
There’s no modification of 5.2.1 in Kouetsu-gunki.
In march rule in Kouetsu-gunki,
When crossing plain border, up to 4 generals can march.
When crossing river border, up to 2 generals can march.
No march is possible across mountain borders.
There is a special rule, that if a march starts and ends in friendly-controlled area, the march can be extended by one more area.
In combat rule in Kouetsu-gunki,
There is no “besieged” option in Kouetsu-gunki and no siege combat.
In recruit rule in Kouetsu-gunki,
Recruit is based on each area not on continuous areas as Hyakunen-sensou.
There’s no 10. generation change, 12. prisoner-exchange, nor 13. regroup rule.
In new general rule in Kouetsu-gunki,
Since there are no neutral new generals during the game, 11.1.2 is ignored.
In victory point calculation in Kouetsu-gunki,
3VP for control of Kawanakajima
2VP for control of each home territory
1VP for control of each other area
2VP for removing enemy 3-mibun general (regardless of the result on elimination table)
1VP for removing enemy 2-mibun general (regardless of the result on elimination table)
Victory is determined if one side controls the other’s home territory.
Victory is determined if Takeda Shingen or Uesugi Kenshin could not be in its home-territory. In this case, the other side wins.
Victory is determined if one side achieves 20VPs.
If at the game end, the side which has higher VPs than the other side wins.
Betrayal, new rule,
Betrayal is a maneuver that one side tries to Shinsyu-warlord on other side or possible betrayal warlord on the other side (this is marked with red square instead of regular white square).
First of all, the number of betrayal maneuver is determined by initiative number. Each side’s betrayal maneuver is written below the initiative number on initiative number record track.
Starting with non-initiative side, each player tries a betrayal by spending the betrayal maneuver number. The betrayal chart shows what type of target can be approached and how many maneuver points are necessary.
Betrayal is optional, but unspent points could not be saved.
If betrayal is successful,
1: in case of the target being zaichibako (before in play)
The target is moved to the trying side of that zaichibako
2: in case of the target being on the map
The target changes the side at that location
3: in case of being in home territory of former side
The target changes the side at the location or immediately moved to its home territory.
Overall generals return, new rule
In Kouetsu-gunki, both Takeda Shingen and Uesugi Kenshin must return to its home territory each turn. They can return with their subsidiary generals if they wish. Their return is not a march and not restricted by terrain in any way.
Regular generals return, new rule
In Kouetsu-gunki, all general must return to be in its home-territory or in its subsidiary unit’s home-territory. If there’s no such territory, it must return to its side’s home territory.
In Kouetsu-gunki, there’s no Jeanne d'Arc rule.
There are 6 optional rules in Kouetsu-gunki.