Some actions may require the model to take a test in order to see whether the intended action succeeds or fails (regardless of which, the action is still considered ‘spent’, though). If an action does not state a test is required it is automatically successful. There are two kinds of tests in Bushido: Target Tests and Opposed Tests.
• Target Tests: Target Tests are indicated by the statistic used for the test, followed by the number which indicates the difficulty of the test. For example, a model may be required to take a Move (5) Test or a Ki (4) Test. The player rolls the number of dice indicated by their statistic (in the first case, 4 dice if the model has Move 4; in the second, 2 dice if the model has Ki 2). If the highest-scoring die is equal to or exceeds the Test difficulty, the Test succeeds. Otherwise they have failed the action. The dice roll for the Test may be modified, if indicated by the rules or by a models’ Profile Card. Any effects that will modify this result must be declared before the dice are rolled.
• Opposed Tests: The model attempting to perform the action that requires the Opposed Test rolls as many dice as indicated by the statistic needed for the Test (same as for Target Tests). The opposing model may in some cases use the same statistic, in other cases a different statistic or a set number of dice – this is indicated elsewhere in the rules or on the Profile Card.
Modifiers may be applied to either models roll, and/or to the number of dice used. If an effect or modifier causes a player to have no dice left to roll then that player still rolls a single dice, but the opponent gains an extra die for every die the opponent would have had below one (for example, if a game effect causes one model to end up having to roll -2 dice, that player still rolls one die but his/her opponent gets to roll 3 extra dice).
Once both players have determined the number of dice they will use and any modifiers, they roll their respective dice simultaneously. Any effects that will modify this result must be declared before the dice are rolled. Each player then takes the highest result and compares it with the opposing players’ highest result. The successful player’s models action is resolved.
If the dice’ results are equal, the players then compare the number of dice they each rolled. If one player rolled more dice, then their model’s action is successful. If the players are rolling the same numbers of dice then compare the second highest result rolled, then the third highest, and so on... If the tie still cannot be broken then the base value of the models statistics used determines the winner; highest base statistic wins. If the results are still the same and the tie still cannot be broken, both players have to re-roll their dice.




