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Esoteric Order Gamers: Another Game Aid by

This document provides a summary of the rules for the board game OKKO: Era of the Asagiri. It outlines setup instructions, character creation and band composition, turn order, movement, combat, shooting, skills, and terrain types.

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0% found this document useful (0 votes)
95 views4 pages

Esoteric Order Gamers: Another Game Aid by

This document provides a summary of the rules for the board game OKKO: Era of the Asagiri. It outlines setup instructions, character creation and band composition, turn order, movement, combat, shooting, skills, and terrain types.

Uploaded by

Brendan Walsh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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by Universal Head

Another game aid

The

Esoteric Order of Gamers


www.orderofgamers.com

Tabletop game rules summaries, foamcore box plans, articles,


interviews, reviews and lots more at www.orderofgamers.com
@EOGamers

gplus.to/EOGamers

facebook.com/EOGamers

EsotericOrderGamers

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.

Game:

OKKO: ERA of the ASAGIRI

Publisher:
Page 1:
Page 2:
Page 3:

Asmodee (2008)

Rules summary front


Rules summary back
Era of the Karasu summary

v2.1
Sep 2013

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

Universal Head. Design That Works. www.universalhead.com

Setup
Either choose a scenario or:
Compose bands with a budget of 16 Zeni per player.
Build the game board with 4 tiles forming a square.
Each player rolls a d6: the highest roller is Player A, the
other, Player B.
Deploy bands: player A picks a side of the board and
deploys his characters in the first row of squares. Player
B does the same on his side. Player A starts.

Gathering Your Band


Each character has a value in Zeni on his profile card.
Each character has an alignment: Demon Hunters (red),
Evil Creatures (black) or Mercenaries (grey).
You cannot have both Evil Creatures and Demon
Hunters in your band. Mercenaries may be hired by
either of these bands.
Some characters are unique. You may only have 1 of a
unique character in your band, but it is possible to have
the same character in an opposing band. Characters
who arent unique may be recruited more than once.
Each band may only recruit a single civilian.
A civilian grants an extra inspiration dice, but if he is
disabled a chosen die is permanently lost. Civilians
follow the same rules as the other characters.
Equipment cards
Each equipment card has a value in Zeni. They are
included in the total budget of the band. Unless stated
otherwise, an equipment card may be given to any
character at the beginning of the game.
If the character is disabled, it is lost. Some cards are
permanent while others may only be used once per
game (flip face down after use).
Each character may only have 1 equipment card.
Characters may not trade equipment between each
other once the game has begun.

Order of Play
Each turn consists of a Player A phase followed by a
Player B phase. In each phase:
1. Player rolls his inspiration dice.
2. Activate characters one by one in order of choice
and use inspiration dice.
3. Choose which dice to put in reserve from unused
inspiration dice

An activated character may make 1 of these actions:


Attack
Shoot
Test willpower to return to vigilant state
Use a skill with Action in its description
A character may not move or take an action during
the opponents phase, but if involved in an opponents
action, he can use inspiration dice in reserve to
increase one of his stats or use a skill.

Inspiration Dice
A band always has 4 inspiration dice.
The inspiration dice can be used to increase stats:
1 Fire die adds +1 to a characters Attack

value when he attacks.


1 Earth die in reserve on a profile card adds


+1 to a characters Defense value when the
character is attacked, or the target of a ranged
attack during the opponents playing phase.

1 Water die adds +1 to a characters


Willpower value when he tests his willpower.

1 Air die adds +1 Movement point when the



character moves.

During a single phase, a character cannot use more


than 1 inspiration die per stat. An inspiration die bonus
disappears as soon as it is used.
The inspiration dice can be used to activate skills:
To activate a skill associated with an element, an
inspiration die with the appropriate element is used.
Used inspiration dice are set aside. The player will roll
them again at the beginning of his next playing phase.
Inspiration dice can be put in reserve:
At the end of a playing phase, the dice which were
unused can be distributed between the bands
characters.
To put an inspiration die in reserve, the player places the
die (symbol rolled faceup) on the characters profile card.
Only 1 inspiration die can be put in reserve per profile
card. A reserved die can only be used by that character.
An inspiration die in reserve can be used to increase
a stat or to use a skill, and can be kept as such
over multiple turns. A character can use a reserved
inspiration die during the opponents phase in order to
defend himself. At the beginning of his phase, a player
can take back any or all inspiration dice put in reserve.

4. Announce end of phase.

An inspiration die in reserve is lost for the playing if the


profile card on which it was reserved is turned over.

Characters can only be activated once per phase. Each


activated character may make 1 action and then 1
movement, or 1 movement and then 1 action.

Inspiration die results which have neither been used,


nor put in reserve, are lost. The player will re-roll them
at the beginning of his next playing phase.

Skills
Skills not associated with an element are automatic
and do not require inspiration dice to be used. Skills
associated with an element are temporary and require an
inspiration die to be used. A character can only use each
skill once per playing phase.
Skill effects are detailed on the characters profile cards;
these take precedence over the manual if there is a
contradiction. Skills that contain the word Action must
be used instead of an action.

Movement
All characters can move when they are activated (this
movement is not an action). Their Movement value is how
many movement points (MPs) they may spent to move.
Moving forward or diagonally into one of the 3 squares
of ones own control zone, or stay in place and make
a quarter-turn: 1 MP.
Moving into any other adjacent square (sideways or
backwards): 2 MP.
Enter a hindering or aquatic terrain square: +1 MP.
A character may not enter a square of blocking terrain or
one occupied by another character; move through a wall
or off the game board (unless specified in the adventure);
or enter a square if he doesnt have the MPs to do so.
A character cannot move diagonally between 2 squares
occupied by characters or blocking terrain.
Movement and control zones
A character who enters an enemys control zone must
stop his movement is over for this phase and he can
neither turn nor continue moving. He is free to attack or
use an Action skill if he hasnt already taken an action.
A shaken character who begins his movement in an
enemys control zone can turn, but not move.
A vigilant character who begins his movement in an
enemys control zone can move normally, but becomes
shaken at the end of his movement.
Terrain types
Clear terrain (eg. corridor, grassy area, stairs): No symbol.
Does not hinder movement, does not block LOS, and gives
no cover against shooting.
Hindering terrain (eg. furniture, flora, ruins):
Hinders movement, does not block LOS,
and gives cover against shooting.
Aquatic terrain (eg. small river, shallow pond):
Hinders movement, does not block LOS,
and gives no cover against shooting.
Blocking terrain (eg. monument, big boulder):
Blocks movement and LOS.
Walls: Red lines drawn between 2 squares. Blocks
movement and LOS.

Combat
Attacking is an action and is only possible if the character
has not taken another action during his activation.
The character initiating combat is the attacker and uses
his Attack value; the character being attacked is the
defender and uses his Defense value.
A character can only attack an enemy who is in his
control zone.
He is never forced to attack, but he must always defend
if attacked.
Combat resolution
1. The active player declares which character attacks
which enemy.
2. The attacker announces the inspiration dice and skills
he will use for the attack.
3. The defender announces the inspiration dice and skills
he will use to defend himself.
4. The defender turns (if necessary), so that the attacker
is now in his control zone.
5. The attacker and defender each roll a d6 combat die.

Attacking from behind


If the attacker makes all of his movement behind a line
in front of and perpendicular to the defenders facing,
the defender is surprised. The attacker adds +1 to his
combat die result as a bonus for attacking from behind.
Regardless of whether a defender is attacked from behind
or not, he gets a free turn so that the attacker now faces
him (ie, the attacker is now in his control zone).

Shooting
Shooting is an action, and is only possible if the character
has not taken another action during his activation.
The character making the ranged attack is the shooter.
The person he is aiming at is the target.
To shoot, a character must use a ranged attack skill,
indicated by the Shot descriptor. Range and value of the
shot is as described. The target uses his Defense value.
The shooter must not be in an enemys control zone, the
target must be in the shooters field of vision (all squares
on the other side of a line in front of and perpendicular
to his facing) and in range, and LOS must not be blocked.

6. The attacker adds together his Attack value, the result


of his combat roll and any bonuses.

Line of Sight (LOS)


The LOS is an imaginary line between the center of the
shooters square and the center of the targets square.

7. The defender adds together his Defense value, the


result of his combat die and any bonuses.

LOS is blocked by walls, blocking terrain squares and


squares containing characters other than the target.

8. Whoever has the highest total wins the combat.

A LOS going diagonally between two occupied squares or


blocking terrain squares is considered blocked.

If the combat is won with a difference of 1 or 2


points, the losing character retreats.
If the combat is won with a difference of 3 points, the
losing character becomes shaken and retreats. If the
character had a die in reserve, it is lost.
If the combat is won with a difference of 4+ points,
the losing character is disabled and removed from the
game. If the character had a die in reserve, it is lost.
In case of a draw, the characters remain in contact.
A defending character is also active by winning a
combat he could disable his opponent, make him retreat,
or even put him in the shaken state.
Supporting characters
Characters may be in support in combat. They are not
the ones attacking or being attacked, but as they have
the enemy character in their control zone, they will
influence the result of combat.
During a combat, each friendly supporting character
gives a +1 bonus to the combat die result.
Supporting characters are not affected by the result of
combat.
A character can benefit from support(s) in attack just as
he can in defense.
A character can support in multiple fights in a single phase.
A character can both attack, and provide support in
another fight, in the same phase.

Each hindering terrain square crossed by the LOS adds


+1 to the targets die roll (ignore a square of hindering
terrain the shooter is occupying). A LOS going diagonally
between 2 hindering terrain squares also adds +1 to the
targets die roll.
Range
The range of a ranged attack is expressed in squares.
To shoot, the target must be in the weapons range.
Shooting resolution
1. The player announces which character is shooting at
whom.
2. The shooter announces which inspiration dice and skills
he is using to shoot at the target.
3. The target announces which inspiration dice and skills
he will use to defend against the ranged attack.
4. The shooting character rolls a d6 and adds his
Shooting value and any bonuses.
5. The target rolls a d6 and adds his Defense value and
any bonuses.
6. If the shooter wins by 1 or 2 points, the target turns
around (if necessary) to have the shooter in his field of
vision, then retreats.
If the shooter wins by 3 points, the target turns
around (if necessary) to have the shooter in his field of
vision, then becomes shaken and retreats. If the target
had a die in reserve, the die is lost.

If the shooter wins by 4+ points, the target is disabled


and removed from the game.
In any other case, the shot has no effect and the
target does not turn around.

Retreat
Retreating is a mandatory movement. A character forced
to retreat must retreat into his retreat zone. He selects a
square from the 3 possible retreat squares behind him,
and does not change his facing.
A character who is forced to retreat, but is unable to do
so automatically becomes shaken.
If forced to retreat into aquatic or hindering terrain
he automatically becomes shaken If he is in aquatic
or hindering terrain and is forced to retreat into clear
terrain, he does not become shaken.
A character who is forced to retreat into an enemys
control zone automatically becomes shaken.
A shaken character who becomes shaken again because
of a difficult or impossible retreat is disabled.
Vigilant/Shaken
Each profile card has two sides:
A blue side, showing the character in a vigilant state.
A red side, showing the character when shaken.
A vigilant character who becomes shaken turns his
profile card over, red side up. If he had an inspiration die
in reserve, it is lost.
A character who is shaken, and for some reason becomes
shaken again is disabled and removed from the game.
A shaken character who wants to become vigilant again
must succeed at a Willpower test. This is an action. If
the test is successful, the card is turned blue side up. If
he had an inspiration die in reserve, the die is lost. If the
test fails, the character stays shaken. In any case, the
character has taken his action and cannot do anything
more during his activation.
A character who is shaken cannot become vigilant again
if he is in an enemys control zone.
Testing Willpower
A character testing his willpower rolls a d6 and must roll
lower than or equal to his Willpower stat. He may use
an appropriate skill or use a Water die to add +1 to his
willpower value.
Testing your willpower to return to a vigilant state is an
action. Testing your willpower in other circumstances
(eg, to attack a fearsome foe or to resist magic), is not
an action.

Winning the Game


The game ends as soon as a band has lost 12 Zeni (add
the value of the characters to that of their equipment).
The band who inflicted the losses wins the game.
If you are playing with a budget of 12 Zeni, the game
ends as soon as a band has lost 8 Zeni.

The Kami
Recruiting a Sorcerer
A band may only recruit a single sorcerer.

Skills
Sorceror Skill
The sorcerer cannot re-roll inspiration dice which were
used this phase, or put in reserve. Once rolled, the new
results replace the previous ones and are used normally.
Summoning Skill
The sorcerer cannot use this skill if he is in an enemys
control zone, or if his band already contains a Kami.
The inspiration die result determines the Kami summoned:


Summons the Kami of Fire.


Summons the Kami of Earth.
Summons the Kami of Water.

Summons the Kami of Air.


The prayer has no effect.

If summoned by a Demon Hunter sorcerer, it appears in


its celestial form (black background).
If summoned by an Evil Creature sorcerer, it appears in
its celestial form (grey background).
If the summoned Kami is already controlled by the
enemy band, it leaves that band and joins that of the
sorcerer who just summoned it.
When a Kami is summoned, put the token on a square
adjacent to the sorcerer (that is not hindering terrain
or occupied) with a facing of his choice. The Kami is
considered already activated. Add the Kamis profile
card to the appropriate band.
If the summoning sorcerer is disabled, the Kami is
unaffected.

Skills
All Kami have the Influence skill and a major skill tied
to their element (shaken enemies who fail the skill
resistance test are disabled).
After a Kami uses its major skill its token is removed
from the board and its profile card leaves the band.
It can be summoned again.
Resistance Tests
To resist the Kami, characters must test their Attack,
Defense, Movement or Willpower.
To succeed, roll a result equal to or less than the
characteristic on a 6-sided die.
The character can use a skill or inspiration die to add
+1 to his characteristic.

Door Tokens
Door tokens may be used either to make the floor tiles
more modular, by placing an open door token on a wall
between two tiles, or to close openings. A closed door
acts like a wall.
A character who wants to open a door must face it
at the beginning of its activation. It can open the
door, removing the door token, and then be activated
normally.
A door, once opened, cannot be closed.

Playing without a scenario


Each player rolls a 6-sided die. The highest roller is
Player A and the other is Player B.
1. Compose the Bands
Place the character profile cards and the equipment
cards faceup on the table.
Player A chooses one, then Player B, and so on in
alternate order, until both bands reach a total of 18
Zeni. Band composition rules remain unchanged.
Then each player adds a free equipment card to his
band.

Kami fight, move and are activated normally. Their


facing is indicated by a red dot.

2. Construct the Board


Player A chooses and places a map tile, then Player B,
and so on in alternate order, until a square game board
is made.

Their profile cards do not have a shaken side. One


side is the Kami in its celestial form, the other in its
corrupted form.

3. Choose the Scenario Card


Player A draws a scenario card and reads it aloud. The
effects are applied to both bands.

If a Kami is shaken or disabled, it disappears. It can


be summoned again. Its loss grants no Zeni to the
opponent.

4. Deploy the Bands


Player A chooses a side of the board as a deployment
zone and his opponent has the opposite side.

A Kami cannot use inspiration dice to increase its


characteristics, or hold any in reserve.

Starting with Player A, players deploy their characters in


order on the first row of squares on their board edge.

Activating a Kami

5. Play
Player A begins the game.
The game lasts 6 turns. Each character disabled
earns the opponent its value in Zeni (the value of any
equipment is included). Some cards change the victory
conditions. At the end of the game, players count the
Zeni earned to determine the winner.

Playing A Campaign
After an adventure, equipment cards used are lost. Each
character chooses an action:
Heal If disabled or shaken, check the Heal table.
Pray If vigilant, consult the Honors table.
Seek If vigilant, search the board. Draw 3 equipment
cards and keep one. If the character cannot use any of
the 3, draw 3 cards again. If the character already had
equipment, choose which equipment card (between the
new one and the old one) he will keep.
Heal
Roll a 6-sided die to determine the state the character
will be in at the start of the next adventure:

Disabled
Shaken

1-4

5-6

Dead* Shaken Vigilant


Shaken Vigilant Vigilant

*Dead: the character is replaced by one or more


characters of equivalent value (equipment included). If
the character was Unique, it cannot be recruited for the
remainder of the campaign.
Honors
Roll an inspiration die:
Experienced: the character can re-roll its
combat die but must keep the second die.

Determined: the character stays vigilant


if it was supposed to become shaken after
an attack.

Skillful: the character adds +3 to its


Movement value.

Courageous: the character does not need


to roll a die, it automatically succeeds its
Willpower test.
The prayer remains unanswered.

An honor is represented by the appropriate token next


to the characters profile card.
An honor is lost if it is used or the character is
disabled. A character may only have one honor at a
time. If a character already has an honor, it chooses
which of the two it keeps.

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