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RISING SUN, TUMBLING BEAR

A Solitaire Game of the Russo-Japanese War


(1904-1905)

Game Design by Erik von Rossing


Copyright 2017

Counter Art Credits: I would like to thank the many talented artists at Junior General
(www.juniorgeneral.org) for use of their images, from which, I was able to use or modify to create
the various game counters. Your skill and work are much appreciated.

Version 1.0
RISING SUN, TUMBLING BEAR: A Game of the Russo-Japanese War (1904-1905).
BACKGROUND: RISING SUN, TUMBLING BEAR is semi-historical simulation of the Russo-Japanese War (1904-1905) at the dawn of the 20th
Century. The Game begins shortly after the Japanese surprise naval attack on the Russian warships docked in Port Arthur. The Russians are now
building up their forces and gathering their fleets to kick the Japanese out of Manchuria and Korea. The Japanese must capture a number of key Russian
controlled settlements before Russia is able to effectively mobilize an overwhelming force into the region or the United States President, Theodore
Roosevelt, signs the Peace Treaty of Portsmouth.
OBJECTIVE: As the Commander of the Japanese Naval and Land Forces, you must gather your land and naval forces to capture a number of Key
Russian Controlled Settlements before the Russian Baltic Fleet reaches Port Arthur or President Theodore Roosevelt signs the Portsmouth Peace
Accord. The Japanese must control all 7 of the Key Russian Settlements in order to win. If the Baltic Fleet reaches Vladivostok, they win.
DICE
This Game uses standard 6-Sided (D6) Dice. Two are recommended. Sometimes players are required to roll a D3. Just roll a D6 and divide in half
(rounding up). The result will be: 1-2=1, 2-3=2, 5-6=3. Many times, modifiers are added or subtracted from die rolls and will state something like Roll
D6+4 which means roll a D6 and add 4 to the result.
GAME COUNTERS
COMMANDERS: There are two types of Commander Counters; Army Commanders and Naval Commanders. Commanders are required to lead
Forces. Commander Counters are double-sided with a named Commander on one side and a generic Subordinate Commander on the other. If a Named
Commander is Incapacitated or Killed, the Counter is flipped to its Subordinate Side.
Kuroki Subordinate Kawamura Subordinate
Naval Commander
Uryu Subordinate

4 4 4 4 4 4
24 3 +2 22 2 +1 24 2 +1 22 1 +0 24 3 +2 22 2 +1
3(3) 4(3) 2(3) 3(3) 3(3) 4(3) 2(3) 3(3) 2(4) 2(3) 2(3) 2(2)

Commander Ratings: Commanders have the following Ratings:


Command ( ): Command reflects the Rank of the Commander and the number of Troop Points (TP) or Ship Points (SP) the Commander is able to
Command competently.
Commandership ( ): Commandership reflects their overall skill at military tactics and strategy. Commandership, also, determines the number of
Action Points (AP) the Commander provides for Player expenditure.
: The Army Commanders Ranged Attack Rating. The number next to the icon is the number of D6s the Commander rolls when conducting Ranged
Attacks. The Value in Parentheses is the result or less rolled on a D6 to score a Hit.
: The Army Commanders Melee Attack Rating. The number next to the Icon is the number of D6s the Commander rolls when conducting Melee
Attacks. The Value(s) in Parentheses is the result or less needed on a D6 roll to score a Hit.
: The Naval Commanders Long Ranged Gunnery Rating. The number next to the icon is the number of D6s the Commander rolls when conducting
Long Ranged Gunnery Attacks. The Value in Parentheses is the result or less rolled on a D6 to score a Hit.
: The Naval Commanders Close Ranged Gunnery Attack Rating. The number next to the Icon is the number of D6s the Commander rolls when
conducting Close Ranged Gunnery Attacks. The Value(s) in Parentheses is the result or less needed on a D6 roll to score a Hit.
: The Commanders Morale Modifier. This modifier applies the Unit or Ships Morale Rating when Attached to it.
: The Commanders Save Rating. For each Hit inflicted on a Unit, roll a D6 and if the result is equal or less than the Save, the Hit is negated.
HEROIC OFFICERS: There are two types of Heroic Officer Counters; Heroic Army Officers and Heroic Naval Officers. Heroic Officers have an
unwounded side and a wounded side. Heroic Officers have many of the same Ratings as Commanders, with the exceptions of Command and
Commandership. More on Heroic Officers later in the rules.
Heroic Army Officer Heroic Naval Officer
Motojiro Motojiro Takashi Takashi

3(3) 4(3) 2(3) 3(3) 2(3) 4 2(2) 4


+2 4 +2 4 2(3) +2 2(2) +2

CASUALTY COUNTERS: These Counters should be double-sided and represent the number of Casualties a Unit currently has. These Counters are
placed on or next to the Unit. Blown Track Markers: Japanese Commanders may not move until repaired.
Blown Tracks

1 2 2AP to Repair
3 5

DISORDERED COUNTERS: These Counters are used to indicate a Disordered Units in Battle. These are double-sided with Japanese figures on one
side and Russian figures on the other.
Control Status Markers: Place when a AP Tracking Marker: Use this Marker to keep track
Settlement on the Map changes ownership. of your current Action Points.
Japanese Russian
Disordered Disordered
Control Control
TROOP POINT (TP) COUNTERS: These Counters represent the number of Army Troop Points ( ) a Force is composed of. Place these Counters
beneath or on top of your Army Commander Counters on the Map to represent the Strength of that Force.

SHIP POINTS (SP) COUNTERS: These are used to keep track of the current number of Ship Points ( ) a Naval Force is composed of. These
Counters may be placed underneath the Naval Commander Counters with their current SP value facing up.

SHIP COUNTERS: These Counters are used to resolve Naval Battles. Each Ship Counter has an undamaged and damaged side.
Undamaged Side Damaged Side
GAME TERMINOLOGY
3/5 Light Cruiser 3 4 Light Cruiser 3
Troop Points: Troop Points may be referred to as TP or the ( ) icon.
Ship Points: Ship Points may be referred to as SP or the ( ) icon.
3(1) 2(3) 5(2) 7 2(1) 1(3) 3(2) 5
Ships Structure Rating ( ): This is the number of Damage Points required to Damage and Destroy the Ship. If an undamaged Ship takes Damage
Points equal or greater than the value before the Slash, it is flipped over to its reduced side. If an undamaged Ship takes Damage Points equal or greater
than the value after the Slash, the Ship is Destroyed. When a Damaged Ship takes Damage equal or greater than the value listed on its Reduced Side, the
Ship is Destroyed.
Ships Save Rating ( ): This is the Ships basic Save Rating and reflects the Ships Armor, Size and Displacement.
Torpedoes ( ): The Ships Torpedo Attack Rating. The number next to the Icon is the number of Torpedo Attacks it conducts. The number in
parentheses is the To Hit rating. Each Torpedo that Hits inflicts 6 Damage Points.
Long Range Cannon ( ): The Ships Long Range Attack Rating. The number next to the Icon is the number of Long Range Attacks it conducts. The
number in parentheses is the To Hit rating. Each Long Range Hit inflicts 4 Damage Points.
Close Range Cannon ( ): The Ships Close Range Attack Rating. The number next to the Icon is the number of Close Range Attacks it conducts.
The number in parentheses is the To Hit rating. Each Close Range Hit inflicts 2 Damage Points.
Morale ( ): This Reflects the Ships Fighting Spirit.
UNIT COUNTERS: These Counters represent the various Units for resolving Battles. Unit Counters are double-sided with a Full Strength side and a
Half Strength side. In Battle, use the Casualty Counters to indicate the number of Casualties the Unit has. When a Unit takes Casualties equal to half its
strength, flip it over to its reduced side. Units may be an 8 Figure Unit, a 10 Figure Unit or 12 Figure Units.
Full Strength Side Half Strength Side
Japanese Cavalry Japanese Cavalry
Artillery Battery Artillery Battery

6(3) 8(4) 6(2) 3/1 8 4(3) 5(4) 3(2) 3/1 7

5(2) 8(4/2) 2/3 8 3(2) 5(4/2) 2/3 7

UNIT INFORMATION: Units have the following Information and Rating:


Unit Type: The Commander type of Unit it is.
Figure Strength: The depiction of the number and type of Combatants composing the Unit at Full Strength and at Half Strength. Full Strength Units
are either composed of 8 Figures, 10 Figures or 12 Figures. When a Unit takes a number of Casualties equal or greater than Half its Full Strength Value,
it is flipped over to its Reduced (Half Strength) side. In other words, when an 8 Figure Full Strength Unit takes 4 Casualties, it is flipped to its reduced
side.
: The Units Long Ranged Attack Rating. The number next to the icon is the number of D6s the Unit rolls when conducting Long Ranged Attacks.
The Value in Parentheses is the result or less rolled on a D6 to score a Hit when conducting a Long Ranged Attack.
: The Units Close Ranged Attack Rating. The number next to the icon is the number of D6s the Unit rolls when conducting Close Ranged Attacks.
The Value in Parentheses is the result or less rolled on a D6 to score a Hit when conducting a Close Ranged Attack.
: The Units Melee Attack Rating. The number next to the Icon is the number of D6s the Unit rolls when conducting Melee Attacks. The Value(s) in
Parentheses is the result or less needed on a D6 roll to score a Hit when conducting Melee Attacks. If there are two values separated by a slash, the
value before the slash is used when the Unit is Attacking and the value after the slash is used when the Unit is Defending. If there is only one value, it is
used both for Attacking and Defending.
: The Units Save Rating. For each Hit inflicted on a Unit, roll a D6 and if the result is equal or less than the Save, the Hit is negated. Any Hit not
negated inflicts a Casualty. If there are two numbers separated by a slash, the first is used against Ranged Attacks and the second is used against Melee
Attacks.
: The Units Morale Rating. The result or more rolled on 2D6 to pass a Morale Test.
SPECIAL COMBAT RULES: Some Units have Special Combat Rules that apply to them (see Unit Data Table). Below are the descriptions of the
various Special Combat Rules.
Counter Charge ( ): After being selected for Melee Attack, the Unit rolls 2D6; if the roll is less than the Units Morale ( ) Rating, the Unit
Counter Attacks and uses its Attack Rating instead of its Defend Rating. If the roll is greater, the Unit Defends normally. If there is an * next to the
icon it means this effect only applies to Attacking Foot Units (i.e. not Mounted Units).
Fierce ( ): If the Unit has a Crossed-Swords Icon instead of a Single Sword, the Unit is considered to be Fierce and always Attacks First during
Melee Combat. If both Attacking and Defending Units are Fierce, then the Attacker Attacks First.
Fighting Withdraw ( ): After being selected for Attack during Melee Combat, the Unit rolls 2D6 vs. its Morale ( ) Rating. If the test fails, the Unit
Defends Normally. If the test is successful, the Unit conducts a Shoot Attack. If the Attacking Unit passes its Morale Test, the Defending Unit will
retreat off the Field.
BATLEFIELD TERRAIN MARKERS
FORTIFIED SETTLEMENT ENTRENCHMENTS HIGH GROUND FORTIFIED HIGH GROUND

(+1), (+1) +2 +2 (+1), +2 +2 (+1), (+1), (+1) (+1), (+1), (+1) +2, +2

Battle Mats: Used when resolving Battles. Fortified Settlement Counters: Used to identify Fortified Settlements
Land Battle Mat Naval Battle Mat on the Map.
Fortified Fortified

Town City

CAMPAIGN CARDS
The Campaign Card Deck is the engine that drives the game. There are four types of Cards; Commanders, Events, Action and Forces. Commander
Cards allow you to place Commander Counters on the Map along with their Troop Point (TP) or Ship Point (SP) Counters. Commanders and their
TP/SP Counters are placed and moved on the Map to capture and defend settlements. Event Cards are played immediately when drawn. Action Cards
provide some benefit that can be played, usually before a battle. Forces Cards represent various Military Units that may be added to a Commanders
Force in Battle.
Commander Event Action Reinforcements Event
Fortification Torpedo Boats! Sappers Baltic Fleet Arrives

Place the Rozhestvenski and 24


Ship Points ( )on the Baltic
Discard prior to a round of
Fleet Entry Point on the Map.
Naval Combat in which the Each turn, during the Russian
Discard to Draw a Japanese Place a Fortified Town Japanese have the Initiative. Discard to add an Elite
Marker on Wiju. If Japanese Infantry Unit to a current Action Phase, it advances one
Army or Naval Commander Conduct a standard Torpedo space towards Vladivostok. If it
Counter. Commander begins controlled, ignore. Attack with 8 Torpedoes. Each Battle. May not exceed
reaches Vladivostok, the Russians
Hit on rolls of 1 and inflict 6 maximum unit allowance. win.
play with full / . Damage Points.

THE MAP: The Map is a representation of Japan, Korea and Manchuria and contains the following Icons.

Town Rail Road Roads Naval Lane Naval Route


City Fortified Town Fortified City Line
Control Flags: Settlements and Naval Lanes with either a Russian ( ) or Japanese ( ) Flag Icon next to them are controlled by that side.
Key Settlements: Settlements with a Star ( ) icon next to them are Key Settlements that are important to control.

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