Well, the demo game with Andreas answered a lot of questions. This post is a summary of my first impressions of the game and a bit of game mechanics and rules that I can remember.
Summary of Bushido:
Bushido takes place in a feudal Japanese setting, the factions are however a mix of real humans and fantasy elements from Japanese mythology I suppose. Some factions are made up of more or less only humans, while there are some that are more or less only monsters, and everything in between.
The game is always played on a tiny 60x60cm/2x2' area, games are always about a scenario (no mindless brain bashing) and at the core the game uses D6's to generate results from actions. It's also alternate activations which is the standard of most skirmish games nowadays. Each game also lasts 6 turns.
The number of models on the table is quite small, it's a "warband" game. Models are each worth X-amount of "rice" (points) and games are meant to be played in the area of 30-50 points. With the number of named characters I thought it would be like Malifaux where you need a "commander" or something like that, but Andreas said you can play with anything you like within your faction as long as you can pay for it in points. That means that you can field a couple of strong characters or a horde of minions. The choice is up to you and there are no faction restrictions beyond that you can't field more than 1 of each named character in your warband.
Now the broken up action point spending in itself is not revolutionary, but the added twist which the game mechanics apply makes a whole lot of difference. You see every time you activate your miniature OR is forced to react with your miniature you accumulate stamina loss. A model that has spent, or been forced to spend, both his action cannot activate for the remainder of the turn and will also be easier to attack as it's tired.
2) Combat in the game uses D6 which I find as exciting as stale bread most of the time, but I am always impressed when a game manages to make something different with it. And Bushido certainly manages to do just that in a for me completely new way. Each miniature has X-amount of attack dice used in close combat. But, you bust secretly, before rolling the dice, choose the amount of dice to be used for Defense and the amount to be used for Attack. Sometimes the choice is clear, but most of the time you don't really want to be left without any defense dice because combat can be brutal.
Dice rolling mechanics in Bushido works as such, both players take a number of designated D6 and roll them. You then pick the one highest result in your roll, and then add the number of remaining dice (except for those that rolled 1) to that result. Example, Rolling 3x D6, result is 4.2.2. That means your highest result is 4, you add the other dice you that result making your final result a 6. Had you rolled 6.4.4. the final result would have been an 8.
As you can perhaps conclude the further down the damage column you go the easier it becomes to inflict damage and most important of all - the damage inflicted is increased vastly. And it's not really as complex as it may sound, but you will have to check the column chart when dealing damage unless you are Rainman.
This makes shooting very difficult to both hit and deal damage with beyond short range, but makes shooting very deadly and close range.
3) The third and last thing that stood out is connected to the combat is that each faction has some kind of resource handling, it's different from faction to faction, but using the demons that I played as an example each model generate a "Chi" marker. Chi markers could be traded in for additional combat dice, to cast magic spells or summon additional minions onto the table. This resource carried over from one turn to the other, so it was wise to save up a bit so you could trade in for a number of additional extra combat dice when you really wanted to kill something or avoid being killed by a powerful attack. In combination with the dice rolling mechanic, being able to trade Chi in for additional dice could boost average fighters and make them quite good or make it possible to fire a bow at a range span previously deemed impossible.
So that is my summary of Bushido. I actually liked it quite a bit, the theme of the game is not really my cup of tea - but there is at least 1 faction with "generic" humans/Samurai warriors that I could consider collecting and playing with myself.
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