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RISING SUN, TUMBLING BEAR

RISING SUN, TUMBLING BEAR A Solitaire Game of the Russo-Japanese War (1904-1905) Game Design by Erik

A Solitaire Game of the Russo-Japanese War

(1904-1905)

BEAR A Solitaire Game of the Russo-Japanese War (1904-1905) Game Design by Erik von Rossing Copyright

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.

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 20 th 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

4
4
4
4
4
4
4
4
24 3 3(3)
24
3
3(3)

+2

4(3)

22 2 2(3)
22
2
2(3)

+1

3(3)

24 2 3(3)
24
2
3(3)

+1

4(3)

22 1 2(3)
22
1
2(3)

+0

3(3)

Naval Commander

 

Uryu

Subordinate

4 24 3 +2 2(4) 2(3)
4 24 3 +2 2(4) 2(3)
4
24
3
+2
2(4)
2(3)
4
4

+1

22 2 2(3)
22
2
2(3)

2(2)

Commander Ratings: Commanders have the following Ratings:

Command (

Command competently.

Commandership (

Action Points (AP) the Commander provides for Player expenditure.

The Army Commander’s Ranged Attack Rating. The number next to the icon is the number of D6s Commander’s 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.

is the result or less rolled on a D6 to score a Hit. ): Command reflects

): Command reflects the Rank of the Commander and the number of Troop Points (TP) or Ship Points (SP) the Commander is able to

Points (TP) or Ship Points (SP) the Commander is able to ): Commandership reflects their overall

): Commandership reflects their overall skill at military tactics and strategy. Commandership, also, determines the number of

:
:

The Army Commander’s 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 Commander’s 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 Commander’s 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 Commander’s Morale Modifier. This modifier applies the Unit or Ship’s Morale Rating when Attached to it. : The Commander’s 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.

Commandership. More on Heroic Officers later in the rules. Heroic Army Officer Heroic Naval Officer Motojiro
Commandership. More on Heroic Officers later in the rules. Heroic Army Officer Heroic Naval Officer Motojiro

Heroic Army Officer

Heroic Naval Officer

Motojiro

Motojiro

Takashi

Takashi

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

4(3)

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

3(3)

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

3 5
3 5

3

5

Blown Track Markers: Japanese Commanders may not move until repaired.

Blown Tracks

 
Blown Track Markers: Japanese Commanders may not move until repaired. Blown Tracks   2AP to Repair

2AP to Repair

1 2
1 2

1

2

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.

Disordered Disordered
Disordered
Disordered

Control Status Markers: Place when a Settlement on the Map changes ownership.

Japanese

Russian

 
Status Markers: Place when a Settlement on the Map changes ownership. Japanese Russian   Control Control
Status Markers: Place when a Settlement on the Map changes ownership. Japanese Russian   Control Control

Control

Control

AP Tracking Marker: Use this Marker to keep track of your current Action Points.

AP Tracking Marker: Use this Marker to keep track of your current Action Points.
TROOP POINT (TP) COUNTERS: These Counters represent the number of Army Troop Points ( beneath

TROOP POINT (TP) COUNTERS: These Counters represent the number of Army Troop Points (

beneath or on top of your Army Commander Counters on the Map to represent the Strength of that Force.

) a Force is composed of. Place these Counters

that Force. ) a Force is composed of. Place these Counters SHIP POINTS (SP) COUNTERS: These

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

Commander Counters with their current SP value facing up. ) a Naval Force is composed of.

) a Naval Force is composed of. These

SP value facing up. ) a Naval Force is composed of. These SHIP COUNTERS: These Counters

SHIP COUNTERS: These Counters are used to resolve Naval Battles. Each Ship Counter has an undamaged and damaged side.

 

Undamaged Side

 

Damaged Side

3/5 Light Cruiser 3 4 Light Cruiser 3

3/5

Light Cruiser

3
3
4
4

Light Cruiser

3
3
3(1) 2(3) 5(2) 7
3(1)
2(3)
5(2)
7
2(1) 1(3) 3(2) 5
2(1)
1(3)
3(2)
5
3 3(1) 2(3) 5(2) 7 2(1) 1(3) 3(2) 5 GAME TERMINOLOGY Troop Points: Troop Points may

GAME TERMINOLOGY

GAME TERMINOLOGY Troop Points: Troop Points may be referred to as “TP” or the ( Ship

Troop Points: Troop Points may be referred to as “TP” or the ( Ship Points: Ship Points may be referred to as “SP” or the (

) icon.

) icon.

Ship’s Structure Rating (

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.

Ship’s Save Rating (

Torpedoes (

parentheses is the “To Hit” rating. Each Torpedo that Hits inflicts 6 Damage Points.

Long Range Cannon (

number in parentheses is the “To Hit” rating. Each Long Range Hit inflicts 4 Damage Points.

Close Range Cannon (

The number in parentheses is the “To Hit” rating. Each Close Range Hit inflicts 2 Damage Points.

Morale (

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.

): This is the number of Damage Points required to Damage and Destroy the Ship. If an undamaged Ship takes Damage

and Destroy the Ship. If an undamaged Ship takes Damage ): This is the Ship’s basic

): This is the Ship’s basic Save Rating and reflects the Ship’s Armor, Size and Displacement.

and reflects the Ship’s Armor, Size and Displacement. ): The Ship’s Torpedo Attack Rating. The number

): The Ship’s Torpedo Attack Rating. The number next to the Icon is the number of Torpedo Attacks it conducts. The number in

is the number of Torpedo Attacks it conducts. The number in ): The Ship’s Long Range
is the number of Torpedo Attacks it conducts. The number in ): The Ship’s Long Range

): The Ship’s Long Range Attack Rating. The number next to the Icon is the number of Long Range Attacks it conducts. The

): The Ship’s Close Range Attack Rating. The number next to the Icon is the number of Close Range Attacks it conducts.

the Icon is the number of Close Range Attacks it conducts. ): This Reflects the Ship’s

): This Reflects the Ship’s Fighting Spirit.

Full Strength Side

Half Strength Side

Japanese Cavalry

Japanese Cavalry 5(2) 8(4/2) 2/3 8
5(2) 8(4/2) 2/3 8
5(2)
8(4/2)
2/3
8

Japanese Cavalry

Japanese Cavalry 3(2) 5(4/2) 2/3 7
Japanese Cavalry 3(2) 5(4/2) 2/3 7
Japanese Cavalry 3(2) 5(4/2) 2/3 7
Japanese Cavalry 3(2) 5(4/2) 2/3 7
3(2) 5(4/2) 2/3 7
3(2)
5(4/2)
2/3
7

Artillery Battery

Artillery Battery

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

8

4(3) 5(4) 3(2) 3/1
4(3)
5(4)
3(2)
3/1

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 Unit’s 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 Unit’s 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 Unit’s 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 onl y one value, it is used both for Attacking and Defending.

:
:
:
:
:
:

The Unit’s 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.

Ranged Attacks and the second is used against Melee Attacks. : The Unit’s Morale Rating. The

: The Unit’s 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 (

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 (

Melee Combat. If both Attacking and Defending Units are Fierce, then the Attacker Attacks First.

Fighting Withdraw (

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

Unit will retreat off the Field. BATLEFIELD TERRAIN MARKERS ): After being selected for Melee Attack,

): After being selected for Melee Attack, the Unit rolls 2D6; if the roll is less than the Unit’s Morale (

rolls 2D6; if the roll is less than the Unit’s Morale ( ) Rating, the Unit

) Rating, the Unit

roll is less than the Unit’s Morale ( ) Rating, the Unit ): If the Unit

): 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

is considered to be Fierce and always Attacks First during ): After being selected for Attack

): After being selected for Attack during Melee Combat, the Unit rolls 2D6 vs. its Morale (

during Melee Combat, the Unit rolls 2D6 vs. its Morale ( ) Rating. If the test

) Rating. If the test fails, the Unit

FORTIFIED SETTLEMENT

(+1)

+2

+2

(+1),
(+1),

ENTRENCHMENTS

+2

+2

(+1),
(+1),

HIGH GROUND

(+1),

(+1)

(+1),
(+1),

FORTIFIED HIGH GROUND

(+1),

(+1)

+2,

+2

(+1),
(+1),

Battle Mats: Used when resolving Battles. Land Battle Mat

Battle Mats: Used when resolving Battles. Land Battle Mat Naval Battle Mat

Naval Battle Mat

Battle Mats: Used when resolving Battles. Land Battle Mat Naval Battle Mat

Fortified Settlement Counters: Used to identify Fortified Settlements on the Map.

Fortified

Used to identify Fortified Settlements on the Map. Fortified Town Fortified City CAMPAIGN CARDS The Campaign

Town

Fortified

Fortified Settlements on the Map. Fortified Town Fortified City CAMPAIGN CARDS The Campaign Card Deck is

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 Commander’s Force in Battle.

Commander

Commander
Commander Event Fortification Action Torpedo Boats! Reinforcements Sappers Event Baltic Fleet Arrives

Event

Fortification

Action Torpedo Boats!

Action

Torpedo Boats!

Reinforcements

Reinforcements Sappers

Sappers

Event Baltic Fleet Arrives

Event Baltic Fleet Arrives

Discard to Draw a Japanese Army or Naval Commander Counter. Commander begins

Discard to Draw a Japanese Army or Naval Commander Counter. Commander begins

Place a Fortified Town Marker on Wiju. If Japanese controlled, ignore.

Place a Fortified Town Marker on Wiju. If Japanese controlled, ignore.

 
Town Marker on Wiju. If Japanese controlled, ignore.   Discard to add an Elite Infantry Unit
Discard to add an Elite Infantry Unit to a current Battle. May not exceed maximum

Discard to add an Elite Infantry Unit to a current Battle. May not exceed maximum unit allowance.

Place the Rozhestvenski and 24

Place the Rozhestvenski and 24

Discard prior to a round of Naval Combat in which the Japanese have the Initiative. Conduct a standard Torpedo Attack with 8 Torpedoes. Each Hit on rolls of 1 and inflict 6 Damage Points.

Ship Points (

Fleet Entry Point on the Map. Each turn, during the Russian Action Phase, it advances one space towards Vladivostok. If it reaches Vladivostok, the Russians win.

Action Phase, it advances one space towards Vladivostok. If it reaches Vladivostok, the Russians win. )on

)on the Baltic

play with full

/ .
/
.
 

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

Town

Town

Town Rail Road Roads Naval Lane Naval Route
Town Rail Road Roads Naval Lane Naval Route
Town Rail Road Roads Naval Lane Naval Route
Rail Road

Rail Road

Roads

Roads

Naval Lane

Naval Lane

Naval Route

Naval Route

City

Fortified Town

Fortified City

Line

Route City Fortified Town Fortified City Line Control Flags: Settlements and Naval Lanes with either a

Control Flags: Settlements and Naval Lanes with either a Russian (

Key Settlements: Settlements with a Star (

) or Japanese (a Russian ( Key Settlements: Settlements with a Star ( ) Flag Icon next to them

) Flag Icon next to them are controlled by that side.

( ) Flag Icon next to them are controlled by that side. ) icon next to

) icon next to them are Key Settlements that are important to control.