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Review of Ge Koku Jo: the Low Overcome the High

_Ge Koku Jo_ is a set of miniatures rules designed to provide for skirmish battles involving samurai warriors. The scale of choice is 25mm, although the rules provide for conversion to 15mm figures. The book contains optional rules in addition to the basic rules for play. The rules are deliberately simple to maintain playability, and the designer states his bias as clearly being in favor of playability over realism.

The Introduction establishes the hierarchy of troops and establishes a typical number of figures for each type on a stand. The main types of units are ashigaru, sohei, and samurai. The single figures include the Busho, the army commander, the Taishos, or unit commanders, and Heroes. The Busho and Taishos attach to units under their direct command, while the Heroes may act individually or attach to a unit.

The play sequence is fluid, as expected with skirmish rules, and has nice genre touches added. Taishos can command a number of units equal to their Ki ratings, for instance. The author suggests using cards from the _Lord of the Five Rings_ ccg for activation cards, although playing cards or index cards would work as well.

Each figure in a unit chooses what course of action to pursue, unless the unit charges, and this supports the skirmish feel quite well. Leaders have variable move rates, individual figures fire during combat, and Yumi (archer) units have the option of reaction fire when enemies move into range. Melee combat is a simple Òbest man winsÓ comparison of die rolls. Duels are possible among personalities and samurai unit leaders, with playing cards being the weapon of resolution. The archers and gunners have two ranges of fire, and the odds of hitting depend on range and amount of cover. Morale checks reflect the difference in troops well, with the samurai, of course, being the most steadfast units.

The game uses a point system in balancing the forces in combat. Each force must have a Busho and at least one Taisho, and these leaders may have extra action cards purchased for them. The troops are purchased with points varying by weapon and troop type. Samurai units are the point equivalent of a Sohei unit and Ashigaru unit together, reflecting their capabilities and desirability.

The rulebook then offers several sections of optional rules. Samurai unit commanders may commit seppuku. The personalities may possess special abilities such as being charismatic or lucky. Troops may be graded by experience with the addition of Green, Veteran, and Elite troops to the mix. Fantasy creatures are described to be added to battles, and magic may be used to complete the fantasy experience; the creatures and magic are, of course, flavored to complement the oriental flavor of the game.

A discussion of campaign play follows, then there are notes on adapting the game for use in conjunction with role playing games set in feudal Japan. A board game is mentioned with regards to using its map in campaign play. The LO5R card game is touted as a good supplement for use with the mechanics (action cards) in GKJ, and a discussion of using the LO5R clans and such in a miniatures campaign appears. The rules end with the DesignerÕs notes which are useful and informative, discussing several specific game factors.

The references to the _Legend of the Five Rings_ provide reinforcement to the notion that there is interest in matters samurai. That there have been several role playing games and supplements produced with the Orient and/or Japan as a setting also bespeaks interest. This set of rules fills a niche long empty--that of solid miniatures rules specifically dealing with feudal Japan and Samurai warriors.

The rules are clean and concise, making entry into the game quick and easy. The rules are for skirmish encounters, and skirmish rules lend themselves to exciting, fluid combat, further increasing the appeal of the game. The _Ge Koku Jo_ rules are a good buy for those interested in miniatures play with samurai, or for those interested in large-scale encounters in role playing campaigns set in oriental-flavored lands.

Complexity : Low to moderate
Coolness : Iced Tea

Style: 3 (Average)
Substance: 4 (Meaty)

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RPGnet Reviews1998-08-05 Larry D. Hols's Summary: Go to the full review for more information.

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