# New Factions -- Samurai and Ninja

By Jason D. Steel.

## Samurai

Samurai are basically a faction that is effective as a 'wait-to-punch-through-after-turtling-for-a-while' faction. For them I gave a defensive ambush that can only be used by an unturned character. I haven't decded what to call it...honor? Fortitude? *shrug* Ah well, 'tis not for me to decide. They have archers, horsemen, and lots of defenses, along with a few key cards to allow them to punch through once they decide to attack. They would, of course, have Chi, with probably some Magic (ancient Japanese sorcerers abound as well).

Examples of Samurai cards are as follows (s = Samurai, C = Chi, M = Magic Resources):

Iron Poles
State
sC2
Target feng shui site has -3 Body as long this state remains on it. This state may not reduce an undamaged feng shui site below 1 Body. (This state's idea was actually taken from the Japanese warfare tactic, as they used in Korea, of driving iron poles into the ground to disrupt the flow of chi).

Seppukku
Event
ss0
Smoke target [s] character you own. (No samurai would let himself be taken by his enemies!).

Archers on the Wall
Samurai Bowmen
ss3
5 Fighting
s Resources
Fortitude. Cannot turn to attack. (These are the 'wall' of the Samurai...they will stop most big hitters from trying to come in, giving the Samurai time to build up enough forces to attack).

Nightwatch Cavalry
Samurai Horsemen
s3
2 Fighting
s Resources
Mobility. Fortitude. (Heh, now this should stop weenies from trying to pound through).

## Ninjas

Next, the Ninja clan. I gave these mercenary people the ability of Tactical Team and Redeemed Assassin, but made it a named ability called Infiltrate. These bad-asses are the team of keeping your opponent guessing what is coming down when. They too have Chi, and some High-Tech, but no Magic. In addition, many of them have assassinate.

Some examples of cards are as follows (n = Ninja, C = Chi, H = High-Tech):

Dark Talon
Ninja Scout
n0
1 Fighting
Infiltrate. (This guy is free to play, save the resource, and comes down on anyone's turn...but, produces no resources himself, and is only a 1 Fighting).

Poison Grenade
Event
nn0
Play only during combat. Target character opponent controls who is currently in combat with a character you control is smoked. Turn your character and remove him from combat immediately. (Kind of like Nerve Gas, only...different, and takes much more skill or right-combos to pull of at will).

Tiger-claw Chain
State
nn1
Weapon. When subject character enters combat, smoke all weapons on any characters in combat with him immediately. May be played at any time during opponent's turn. Subject character does +1 Damage in combat. (Those wonderful ninja weapons... actually, I wanted them to have a lot of low-cost weapons that may be played on opponents' turns).

Black Ninja
Master Assassin
nnn4
3 Fighting
Unique. Ambush. Assassinate. Infiltrate. May attack any time during your opponent's turn. (This is one of the Ninja-clan's 'big guns'! He can be played on your opponent's turn, and he can Assassinate people. It just takes a little longer to bring him out).

- Creative Efforts

Last modified: April 16, 1996;