Kunitori! Is the world on ﬁreKunitori! Tenka wa moeteiruka

Credits:
Game design: Gin’ichiro Suzuki and Yukio Kawamura
Assistant design: Yoshinori Yanagida, Motoki Kimura,
Developpers: Atsuo Yoshizawa (Arclight) , Tomohide Iijima (Arclight) and Naoki Kubouchi (Arclight)
Assistant developpers: Takatoyo Katoh (Hobby Station), Youhei
Morisono, Jun-ichi Itoh and Yosito Huruta
Art direction: Kazuna Shizukuishi (Arclight)
Graphic design: Jun-ichi Narusawa (Media desk N)
Translation: Simon Lundstrom

0. Game overview

This game consists of this rule book and 290 cards.
* 168 Action cards–8 Generals–62 Troops–50 Tactics–48 Politics* 52 Victory point cards* 70 Treasure cards

Draw
deck

Player 3’s territory

1. Components

Trash
area

Troops Troops Troops
Draw
deck

Player 2’s territory

Warrior Feudal Lord Card Game ”Kunitori! Is theworld on ﬁre?” is a deck building card game for 2–6
players (3–5 recommended). Players play a ”nameless lord”, buy cards such as ”Cavallery”, ”Town” and”Gold”, gradually ﬁlling his deck of cards. As the gamenears its end, players can take command of his generals
and troops, and go to battle against the other players.
This battle heavily inﬂuences the game. The players
who has the most victory points in his possession once
the game ends, is declared the winner.
Aim to be the greatest of all feudal lords!

Set-up example

Generals
Victory
pointsTreasure

Card pool
Victory
pointsPolitics Politics Tactics Tactics

Victory
pointsPolitics Politics Tactics Tactics

Treasure

Treasure

Draw
deck
Politics Politics Tactics Tactics

2. Preparations

Players sit around the game table. In the middle of thetable, all available cards are placed; this is called thecard pool. Beside this there is the trash area, wherecards that have been removed from the game are kept.
Keep these two separate.
Each player should have a territory in front of him,
enough table space to play his cards. Each territory
consists of the army area, where cards are played, theplayer’s personal draw deck and discard pile.
* First, sort out the Generals, shufﬂe them and make aface up draw pile in the card pool.
* Secondly, sort out the 6 types of Troops cards, 6 types of Tactics cards, 6 types of Politics cards, 3 types ofVictory Point cards, and 3 types of Treasure cards andmake a face up draw pile of each card type, in the cardpool. Please refer to the ﬁgure.
Each player now takes 6 ”Copper” cards, and 2 ”Village” cards, shufﬂes them thoroughly, and places themin a face down stack before him – his draw deck. He
then draws the top 4 cards and keeps in his hand. Decide starting player in any suitable fashion.
Players take turns, with the starting player taking theﬁrst turn. Each turn consists of the following four phases (described in detail later in the rules):Troops Troops Troops

Player 4’s territory

Warrior feudal lord card game

Player 1’s territory
Discard
pile

Draw
deck

Army area

3. Flow of the gameThe game is played in turns, each player ﬁnishing histurn before the next player takes his. The starting player takes the ﬁrst turn. Each turn consists of four phasesthat must be performed in the following order:
1: Action phase
2: Battle phase
3: Buy phase
4: Redraw phase
Phase details are explained later in the rules. Whena player has ﬁnished all four phases, play goes to theplayer to the left, and this continues until the game end
conditions are met.

Art credits:
CARNELIAN
F.S
Enomoto Natsu Samba-sou
Tanaka Toshihi Yuiko Bami
Miyashita Miki Yasuyuki
refeiaCover illustration: CARNELIAN

Akiho Miina
Kusaka Souji
Tategawa Mako
Matoki Misa

4. The cards

3

2

Action card: General (full picture)

There are roughly three types of cards in the game:
Action cards, Victory Point cards (VP cards) andTreasure cards.

Action cards

9
10

5

7

10

9

1

2

1

9
6

8

10

3

2

1

9
4
10

8

Action card: Politics (blue frame)

1

Action card: Strategy (purple frame)

2

4

Action card: Troops (red frame)

There are four categories of action cards: Generals,
Troops, Politics and Strategy. They are all playedin the same way, but some special rules apply only tocertain categories.
Action cards are played during the action phase ofa player’s turn. To play one action card requires theplayer to pay 1 ”action”. Each player starts his action
phase with 1 action, which means that each turn, he will
be able to play at least 1 action card.
When a player plays an action card, he follows the instructions on the card. If there are several, they should
be taken in order from top to bottom.
For example, if the card gives him ”+2 actions”, it means the player will be able to, during this action phase,play another 2 action cards.
Tactic cards may, unlike other cards, be saved for alater turn. See ”5: Redraw phase”.
1. Card name
2. Buy cost The amount of money required to buy thiscard from the card pool.
3. Victory points
4. +cards How many cards the player must draw fromhis deck when this card is played.
5. +money How much money the player gains when
this card is played. The money is used to buy cards fromthe card pool during the buy phase in the same turn.
6. +actions How many extra actions the player gains
when this card is played.
7. +buys How many extra cards the player may buy
during the buy phase the turn this card is played.
8. Attack The amount of offensive power the player
gets when attacking or defending during the combat
phase.
9. Card category
10. Flavor text Something the card characters say orare. Just for your entertainment.

Victory point cards

3

2

1

Victory Point card (green frame)

Victory point cards are what decides the winner at theend of the game. However, they have no effect during
the game, and they cannot be played. Please note that
not only Victory Point cards can yield Victory Points.
Some other cards do as well.
1. Card name
2. Buy cost The amount of money required to buy thiscard from the card pool.
3. Victory Points
4. Flavour text Something the card characters say orare. Just for your entertainment.

Treasure cards

5. Phase details

The phases are in details as follows:

4

2

1

3

Treasure card (yellow frame)

Treasure cards are cards that you use when buying
cards from the card pool. During the buy phase, theturn player may play any number of treasure cards fromhis hand; he then gains the equivalent amount of money. Unlike action cards, treasure cards do not require
actions to play, and the player can play as many as hewants, from his hand. However, like action cards, they
still cost money to buy from the card pool.
A ”Copper” treasure card will give +1 money, a ”Silver” treasure card will give +2 money, and a ”Gold”
treasure card will give +3 money. This money is used
to buy a card (or several, if allowed) from the card pool.
Any unused money disappears once the buy phase ends.
They do not carry over to the next turn.
1. Card name
2. Buy cost The amount of money required to buy thiscard from the card pool.
3. +money This icon displays how much money theplayer gains when this card is played. The money isused to buy cards from the card pool during the buy
phase in the same turn.
4. Flavour text Something the card characters say orare. Just for your entertainment.

4

Action phase

During this phase, the player plays action card(s) fromhis hand. It costs 1 ”action” to play 1 action card. At
the start of the action phase, the turn player receives 1
action, which means he will be able to play at least one
action card from his hand. If the player has gained moreactions from card effects, he can use these to play moreaction cards. He is not forced to use all actions even if
he can, but any unused actions are lost once the action
phase ends – they do not carry over to the next turn.
To play an action card, the player places it in his territory, and follows the instructions on the cards. If there
are several, they are taken in order from top to bottom.
If the card effect includes +cards, the player must
immediately draw that number of cards from his deck.
The cards that he draws this way may be used during
the same turn if possible. If his draw deck is empty, hereshufﬂes his discard pile to form a new draw deck.
Any +action effects stack; these actions do not need
to be used immediately, but may be used to play further
action cards at any time during the action phase. Any+buy and +money are also stacked; however, they

are used during the buy phase (like actions, they do notcarry over to the next turn).
Action cards that have been played are not discarded
immediately. Instead, they remain open in the playarea until the redraw phase, at which time they are all
discarded together. Exception: Deployable cards.
The action phase ends when a player chooses to– most often because he runs out of actions or action
cards.

About the reshufﬂing the deck:
Please note that the discard pile is not reshufﬂed toform a new draw deck just because the draw deck isempty. A new draw deck is created if the draw deck isempty and the player is instructed to draw a card, andnot earlier.
If the draw deck and the discard pile are both empty,
then any excess +cards are lost.

Battle phase

If the player played a General during the Action phase,
he may now declare battle against the other players.
Also, if he played ”Warrior Monk”, he may declare
battle together with another player. Battles are described in detail later in the rules.

Buy phase

During this phase, the player buys cards from the pool.
Bought cards are, unless stated otherwise, placed on theplayer’s discard pile. They do not go the player’s hand.
Buying a card costs 1 ”buy” and the appropriate
amount of money. At the start of the buy phase, the turnplayer gets 1 ”buy”, so provided he has enough money,
he will always be able to buy at least one card eachturn. Effects from action cards may have increased theplayer’s number of buys, but if the player buys several
cards he must still have played enough treasure to pay
for all bought cards together.
During the buy phase, the player may play any number of treasure cards from his hand, to increase hisamount of money this turn. The treasure cards are put
in his play area (territory). Unlike action cards, it does
not cost any actions to play treasure cards. Please notethat treasure cards are not consumed in the buy process – they are not put out of the game or returned tothe card pool. They simply indicate the maximum total
cost for card(s) that the player may buy this turn.
The buy phase ends when the player chooses to– most often because he runs out of buys or money.
About ”gaining” cards:
A card that is ”gained” (or ”bought”) is placed onyour discard pile. It does not go to your hand, unlessspeciﬁed so.

Redraw phase

First in the Redraw phase, the player discards all cards
that he played this turn, except the ”Moat” and any
played cards he may and wants to deploy, see below.
Next, he discards all cards that remain in his hand,
except any unplayed Tactics card that he wants tokeep. The player may keep as many Tactics cards as hewants, but only cards he hasn’t played. Also, he mustshow the cards to the other players, so they can conﬁrm
that the saved cards are Tactics cards.
Last, he draws cards from his draw deck until he has 4
cards in hand.
If the draw deck runs out, he draws as many cards as
he can, then shufﬂes his discard pile, makes a new draw
deck out of it, and then draws the next.

6. Deploying cards

Certain action cards are ”deployable”. They carry the”deployable” symbol – a little black banner on the
diamond-shaped attack/defence icon. A player who has
played cards with this symbol may choose to let themstay in his territory instead of discarding them during
the redraw phase. This is called to ”deploy” the card.
Cards that are deployed at the start of a player’s action phase, are treated just as if they the player playedthem from his hand. The timing of a deployed card isafter the player has received 1 action at the beginning of

the action phase, but before he plays any further action
cards. Please note that deployed cards aren’t playedfor free – the 1 action cost to play them is not nulliﬁed.
Please note that ”Moat” doesn’t count as deployed!
If the player has several deployed cards, he chooses
in which order he plays them.
For example, if a player has ”Archers” deployed, his
1 action that he gets at the start of his action phase isimmediately consumed, and he receives +2 actions, allowing him to play a further 2 Action cards.

7. Battle

Battles are held after the action phase and are perfomed
according to the following method.

Declaring battle

A player can only declare battle if he has played any
General in this turn.
At this point, all of the generals and the troops in his
territory take part in the battle (Politics or Tactics do
not).
First, the player must decide which general(s) will
attack which player(s). It’s possible to attack one player
with several generals and also to attack several playerswith one general.
If the turn player attacks several players with different
generals, he must decide which troops run with which
general. It’s possible to attack with only a general, but
it’s not possible to attack with only troops.
If the player attacks several players, the battles are
performed in clockwise order around the table.

Defending

The defending player may now choose between Ambush
or Reinforcements.
If he chooses Ambush, he may reveal any number ofcards from his hand. All revealed cards that have attack
value are placed in his territory and remain there until
the battle ends. Aloso, their total attack is increased by 1
until the end of the battle.
If he chooses Reinforcements, he reveals the top two
cards from his draw deck. All revealed cards that haveattack value are placed in his territory and remain there
until the battle ends.

Battle result

The total attack value of the attacking force iscompared to the total attack value of the defending force. The player with the highest value wins thebattle. If the values are the same, nothing happens.
The victor receives his prize according to the tablebelow. Taking the prize is mandatory for a winning attacker, but not for a winning defender.
If the attacker won
with 1–3 points: Attacker gains a Village
with 6–7 points: Attacker gains a Town
with 7+ points: Attacker gains a Land
If the defender won
with 1 point: Defender may gain a Village
with 2 points: Defender may gain a Town
with 3+ points: Defender may gain a Land

After the battle, the defender returns the card(s) herevealed prior to the battle: ambush cards are returned
to his hand, and reinforcements are returned – in any
order – onto the top of his draw deck.

Example of battle

Nobunaga has played ”Akechi Mitsuhide” during his action phase and declares battle agains Hideyoshi.
Hideyoshi has one ”Akechi Mitsuhide” (attack 2) andthree ”Gunner mercenaries” (attack 3) in his territory,a total attack of 8. Hideyoshi has two ”Fake castle” (attack 2) and one ”Light archer” (attack 1), deployed sinceearlier turns, thus a total attack power of 3.
Ieyasu declares ”ambush” and plays two ”Light spearman” (attack 2) from his hand and puts in his territory.
As this was an ambush, they two cards get 1 extra attack
point total, so instead of 4 they’re worth 5 together.
Nobunaga’s total attack value is 8. Hideyoshi’s attack
value is also 8. Thus it’s a draw, and nothing happens.
Hideyoshi retakes his two ”Light spearman” to his
hand. The Fake Fortress is discarded as per the card’s
rules, and the battle is over.

8. Example of play

Nobunaga, Hideyoshi and Ieyasu are playing. It’s
Hideyoshi’s turn.
Nobunaga has 1 ”copper”, 1 ”silver”, 1 ”light archers”
and 1 ”fortress town” in his hand. He also has 1 ”cavallery” deployed in his territory.
The action phase starts, and Hideyoshi gets 1 action.
It’s immediately used to play his ”cavallery” that was
already deployed since earlier. ”Cavallery” gives +2
actions, so now Hideyoshi has 2 actions. He uses one ofthem to play ”light archer”.
”Light archer” gives +2 actions, so now Hideyoshi has
3 actions. Hideyoshi continues with playing ”FortressTown”. This card gives him +3 cards, so he immediately
draws the top three cards from his draw deck, and theyturn out to be ”Revenge”, ”silver” and ”gold”.
Hideyoshi has 2 actions left, but doesn’t want to play
”Revenge, ”so he ends the action phase.
Next is the battle phase. But Hideyoshi doesn’t haveany general in his territory, so he can’t declare battle– there is none to lead his troops.
Next is the buy phase. Hideyoshi gets 1 buy, and plays
his ”copper”, his 2 ”silver” and his ”gold”, which results
in a total of 8 money.
He uses 7 of his money and his only buy to buy one”country destroyer” from the card pool and he places it
on his discard pile. He has 1 money left, but no buy left,
so he ends the buy phase.
Next is the redraw phase. Of the cards Hideyoshi
played, ”light archer” and ”cavallery” are deployable, so
he leaves those in his territory but discards the rest – 1”copper”, 2 ”silver”, 1 ”gold” and 1 ”Fortress town”. Hi
unplayed ”Revenge” is a Tactics card and can be saved
till the next turn, so he shows it to the others and keepsit.
As he kept 1 card he doesn’t draw 4 new, but only 3
new cards from his deck. And it’s nobunaga’s turn.

9. Game end and victory

When one of the victory card piles are empty, the game
will continue until the player to the right of the current
turn player has had another turn. Then the game ends.
Once the game has ended, all players count the victory
points from all the cards in their possession (in hand,
discard pile, and deployed). The player with the mostpoints wins. In the case of a tie, the one that was farthest away from the starting player wins.
The winner is declared the greatest of all daimyo!

10. Combining with Kunitori!

The basic rules for base game ”Kunitori!” and ”Kunitori!
Is the World on Fire?” are the same. If players wish,
cards from both games may be combined to form agame with greater variety.
When combining the games, only Generals and Action
cards from both games should be used. Treasure and VP
cards should be taken from one game only.
First, put Generals from both games into one pile.
Select a total of about 18 Action cards from the combined variety of both sets. However, when you do, observe
the following recommendations:• Use the ”10. Light spearmen”, ”11. Light archers”, ”12.
Cavallery”, ”13. Gunner mercenaries” from ”World on
Fire”.
• Have at least 3 Tactics card types.
• If you use ”Magniﬁcent Fortress” from Kunitori!, use 2of ”14. Country Destroyer”, ”18. Warrior Monk” or ”16.
Trap”
• Use either ”Ninja Clan” or ”Skilled ninjas” (not both).

Example: ”World chaos”
6 Troop cards:”Ninja clan””Light spearmen””Light archers””Cavallery””Gunner mercenaries””Country Destroyer”
4 Tactics cards:”Loyal Servant’s Warning””Trap””Travelling monk””A beauty to topple kingdoms”
8 Politics cards:”Technology Developpment””Rice Field Plowing””Temple town””Soil Renovation””Harbour Town””Fortress Town””Trade Harbour””Magniﬁcent Castle”