#Josai Kobo-ki Overview
Contents
This document does not carry detailed cards for castle structures or scenario text. It is an entrance for quickly choosing which rules to read a castle through, and whether to unfold it as siege, defense, Infiltration, or ruin exploration.
#1. What This Volume Does
fc12 covers the following.
- General background knowledge on Japanese castles of the Sengoku period.
- Procedure for converting castle structures into
Konsei Reiyotanzone/battlemap rules. - Siege scene guide.
- Castle defense and holdout scene guide.
- Infiltration scene guide for castle settings.
- Abandoned castle/ruin exploration scene guide.
- Sample scenario using one fictional castle from four viewpoints.
fc12 does not replace the following.
- It does not replace
cozone, squad, domain, or combat rules. - It does not fully catalog every Sengoku-period castle like a historical encyclopedia.
- It does not process all large-scale war as a separate wargame.
- It does not attach an independent stat system to every castle structure.
#2. Castle Structure Conversion Principles
Convert castle structures in the following order.
- Check Scene Function
- Does it block?
- Does it hide?
- Does it give height?
- Does it cut line of sight?
- Does it gather troops?
- Does it protect supplies?
- Does it lead to the Core Zone?
- Assign Zone Properties
- Narrow path.
- High ground.
- Wall/barricade.
- Blockade.
- Breakthrough objective.
- Core Zone entrance.
- Domination modifier.
- Assign Scene Pressure
- Time pressure.
- Supply pressure.
- Morale pressure.
- Popular Support pressure.
- Yoma/Spirit Realm pressure.
- Internal betrayal or collusion.
- Compress into a Battlemap
- Do not draw an entire castle at once.
- Keep only the 3~7 zones important to today's scene.
- Mix zones with different purposes, such as the castle gate, watchtower, inner yard, well, storehouse, and secret passage.
#3. Major Structure Candidates
| Structure | Scene Function | Zone-Ruling Candidates |
|---|---|---|
| otemon / castle gate | Breakthrough objective, center of pressure battle | wall, Blockade, Breakthrough, high Defense |
| moat | blocks Approach, forces detour | narrow path, dangerous terrain, movement cost |
| earthwork / stonework | defense line, fall danger | high ground, wall, collapse danger |
| watchtower | sightline, shooting, signal | high ground, Domination modifier |
| honmaru | final Core Zone | Core Zone, command zone |
| ninomaru / sannomaru | middle defense line | multiple zones, retreat line |
| well | holdout resource | supply objective, poisoning/contamination hook |
| storehouse | food, gunpowder, loot | supply, fire attack, explosion danger |
| shrine / small shrine | Barrier, oath, taboo | Core Zone, Barrier, yoma hook |
| castle town | Popular Support, rumors, Infiltration route | social zone, information zone |
| secret passage | Infiltration, escape, betrayal | hidden connection, Infiltration objective |
#4. Four Use Modes
#Siege
The attacking side pressures the castle from outside to inside.
- Scouting and securing Approach routes.
- Choosing the castle gate or a weak wall.
- Fire attack, ladders, Bribery, collusion.
- Squad losses and morale management.
- Pressuring the honmaru after the final Breakthrough.
#Defense / Holdout
The defending side closes the castle and endures.
- Supplies and well status.
- Castle gate reinforcement.
- Popular Support and refugees.
- Wounded and squad fatigue.
- Finding collaborators.
- Clock until escape or relief force arrival.
#Infiltration
A small group enters while avoiding the castle's rules.
- Gathering castle-town rumors.
- Disguised identity.
- Kitchen, storehouse, well, shrine, sewer, cliff.
- Guard routes and shift times.
- On failure, immediately switch to a siege/defense scene.
#Ruin Exploration
Explore the castle left after war.
- Collapsed castle gate and blocked passages.
- Remaining arms and masterworks.
- Bound spirits, yoma, seals.
- Traces of past battles.
- Survivors or descendants inside the ruins.
#5. Sample Castle
The sample stage is Kageyama Castle (影山城).
The basic setup is as follows.
| Item | Value |
|---|---|
| Form | mountain castle |
| Location | border zone where two roads and one mountain path meet |
| Core Resources | mountain well, gunpowder storehouse, small shrine |
| Defensive Features | narrow uphill path, double castle gate, high watchtower |
| Weaknesses | old secret passage, tension with the castle town, dry well |
| Spirit Realm Element | shadow gate sealed beneath the shrine |
| Current State | changes by scenario mode into active castle, besieged castle, Infiltration target, or ruin |
The four uses are divided as follows.
| Mode | Central Question |
|---|---|
| Siege | How will Kageyama Castle be opened? |
| Defense | How many more days can Kageyama Castle hold? |
| Infiltration | What will be stolen or rescued without opening the castle gate? |
| Ruin Exploration | What remains after Kageyama Castle has fallen? |
#6. Reading Order
A first-time GM can read in this order.
- Use
01-01and01-02to establish the castle structure and Approach routes. - Use
02-01and02-02to connect structures to zone/battlemap rules. - Choose whether today's scene is siege, defense, Infiltration, or ruins, then open one of 03~06.
- If an immediately usable stage is needed, use
07-01 Kageyama Castleand07-02 4-mode use. - During a session, check only structures and modes in
99-01 quick reference.
#Scent — One Sentence
"The same castle is a gate to the attacker, a wall to the defender, a shadow to the infiltrator, and a tomb to the explorer."