On this page
  1. How a turn works
  2. The seasons
  3. Health, age, and death
  4. When a daimyo dies
  5. Battles
  6. History
  7. Related
  8. Mechanics
  9. References
  10. Sources

Nobunaga’s Ambition is Koei’s turn-based strategy game of Japan’s Warring States period. The version described here is Nobunaga no Yabō Zenkokuban, which Wikidata dates to 1986, with its console ports: the Famicom in March 1988 and the NES in North America in June 19891. The NES manual calls it a bestseller in Japan for over five years, improved many times before it reached America2.

The claims here come from two manuals. The North American NES manual is the main one. The Japanese manual for the home-computer versions, dated 1986 and 1987, fills in rules the NES manual leaves out, above all what happens when the player’s daimyo dies3. Translations from it are the atlas’s own, and each sentence drawn from it names it as the computer manual.

Both scenarios start in spring 15604. One covers the 17 fiefs of central Japan, the other all 50, and the goal is to unify them4. Up to 8 players5 can play.

#How a turn works

A turn is one season, four to a year6. Each fief the player rules gives one order per season, so more fiefs mean more orders6. The computer manual says every country gives its one order in turn, in an order shuffled each season, and the season ends when all have given theirs7.

The order comes from a menu of 218 commands, from Move and War to Rest, Grant, Other, and Pass. The computer manual lists the same 21, in the same order9. A few actions leave the fief’s order unspent. On the NES, a fief can take a loan from the merchant and still give an order10. The computer manual says the same of Grant orders for vassal fiefs and of the Other options10.

A daimyo has five abilities: health, drive, luck, charm, and IQ11. At setup the player’s daimyo starts at most 109 in each, and play can raise them to 21011.

#The seasons

Each spring every daimyo grows a year older and loses a point of health12. Each fall brings in taxes of rice and gold, set by the fief’s output, town value, and the peasants’ loyalty and wealth13. The army is paid and fed then too, and men the fief can’t support leave13. Debts to the merchant come out of the gold in fall13.

Typhoons come only in summer and lower a fief’s rice output, less so where the dams are kept high14. Plague can break out in any season15. It lowers the daimyo’s health and his men, and it can kill a weak daimyo15.

Low army morale brings military revolts, and low peasant loyalty brings uprisings, more so under an unpopular daimyo16. The fief of Kaga never has a peasant uprising16.

The main display shows a market price that changes through the year17. The computer manual says the base rate for the year is set in spring, and that buying rice raises its price and selling lowers it17.

#Health, age, and death

Health falls every spring and with each epidemic, and a daimyo whose health reaches zero dies18. A healthier daimyo falls ill less often18. A sick one can’t give some commands, Move among them19. The computer manual says illness usually clears by the next season but can last two or more19.

Old age kills in spring, and high health can lengthen a life12. The computer manual says each daimyo’s lifespan is fixed in advance and never shown20. When it runs out he may die, but high health can save him20.

The Rest command raises health. The player picks how many seasons to rest, and the computer plays for him meanwhile, defending against any attack21. The computer manual caps a rest at 10 seasons and warns that losing the home country while resting kills the daimyo and ends the game21.

A daimyo can also die by violence. A ninja hired with Hire can try to assassinate a rival, and even a failed attempt will probably lower his health22. The computer manual says a daimyo who leads his army doubles its strength, but dies if his first unit is wiped out23.

#When a daimyo dies

The computer manual is plain about the player’s own daimyo. If he dies in war or reaches the end of his lifespan, the game is over24. It mentions no heir24. With several players, one death doesn’t end the game, which goes on until all of them have died or one has unified Japan24.

In Koei’s Genghis Khan, by contrast, a son aged 10 or older can take over when the ruler dies in World Conquest25.

A computer daimyo’s fief doesn’t pass to a son either. When a daimyo dies in spring, the computer manual says a new daimyo may rise to rule his country, or it becomes vacant land and goes to auction26. On the NES, when a neighbor is killed by peasants or dies of sickness, the player is asked to bid for his land27. The computer manual adds that a successful military revolt makes its leader a new daimyo28. A war can take a whole domain: an attacker who wins also takes the loser’s vassal fiefs if the losing daimyo was in the fief, and a defender who wins takes the attacker’s if the attacking daimyo was killed29.

#Battles

The defender places its units first, anywhere on the map. The attacker places its own near the fief it attacked from30. Each day the defender gives one command to each of its units, then the attacker does30. A war ends when one side runs out of rice, loses its command unit, or retreats31. A battle still going after a month is the defender’s, as is one where both sides are destroyed at once31. A winning attacker takes the losing fief, and a winning defender keeps the soldiers, rice, and gold the attacker left behind29.

#History

The computer manual’s last page says part of the program was built with a C compiler for each processor family it ran on. LSI Japan’s LSI-C served Z80 machines such as the PC-8801, Introl’s cross compiler 6809 machines such as the FM-7, and Microsoft C with the PLINK86 linker 8086 machines such as the PC-980132. It doesn’t say which part, or whether the console ports share any of it.

Mechanics

MechanicKindHow
Action pointsFixed ordersone order per fief per season; a loan, and on the computer original Grant and Other, leave it unspent
Character agingLifespaneach spring adds a year and takes a point of health; a hidden lifespan ends a life, and high health can stretch it
Random eventsSeasonal hazardstyphoons strike only in summer, and plague in any season
Turn orderSide by sidethe defender orders all its units, then the attacker, and a day passes
Commodity tradingmerchants trade rice and arms at a market price; the computer original sets a base rate each spring that trades then move
Dynastic successionNoneno heir: the computer original's manual ends the game when the player's daimyo dies
Every claim about this game, by concept (31)
generalWikidata dates Nobunaga's Ambition (Nobunaga no Yabō Zenkokuban) to 1986, its Famicom release in Japan to 18 March 1988, and its NES release in North America to June 1989; it also carries a second North American NES date, April 1991.Wikidata
The Japanese computer manual serves several machines, with key notes for the MZ-2500 among them, and its copyright line reads 1986 and 1987.Manual
The computer manual says part of the program was built with C compilers for each processor family, LSI Japan's LSI-C for Z80 machines such as the PC-8801 and X1, Introl's cross C compiler for 6809 machines such as the FM-7, and Microsoft C with Phoenix Software Associates' PLINK86 linker for 8086 and V30 machines such as the PC-9801.Manual
The NES manual calls Nobunaga's Ambition a bestseller in Japan for over five years and says the American version was improved many times before it arrived.Manual
Both scenarios start in spring 1560. One covers the 17 fiefs of central Japan, and the other all 50 fiefs of Japan; the goal is to unify them.Manual
One to eight people can play, each answering the setup questions in turn.Manual
The NES main display offers 21 commands, Move, War, Tax, Send, Dam, Pact, Grow, Marry, Trade, Hire, Train, View, Build, Give, Bribe, Assign, Rest, Map, Grant, Other, and Pass; each fief's one order a season is chosen from them.Manual
The PC-98 manual lists the same 21 commands in the same order, from Move (移動) and War (戦争) to Rest (休養), Grant (属領命令), Other (その他), and Pass (PASS).Manual
A daimyo has five abilities, health, drive, luck, charm, and IQ. At setup the player's daimyo can start no higher than 109 in each, and play can raise them as far as 210.Manual
The PC-98 manual says a daimyo falls ill when an epidemic strikes his country or his health is low; illness lowers health, limits his commands, and usually clears by the next season, though it can last two seasons or more. On the NES, a sick daimyo can't move.Manual
Rest raises the daimyo's health. The player names how many seasons to rest, and the computer runs the game for him meanwhile, defending against any attack. The PC-98 manual caps a rest at 10 seasons, and says a daimyo whose home country falls while he rests dies, which ends the game.Manual
Fall is tax time. The rice and gold collected depend on the fief's output, town value, and peasant loyalty and wealth; the men must be paid and fed then, and leave if the fief can't support them. Debts to the merchant are taken from the gold in fall.Manual
Military revolts come when army morale is low and the daimyo is unpopular, and peasant uprisings when peasant loyalty is low and the daimyo is unpopular. In the home fief the daimyo fights a revolt himself, and he can pay off an uprising or fight it. Fief 21, Kaga, in the 50-fief game and fief 4 in the 17-fief game never have peasant uprisings.Manual
The PC-98 manual says a successful military revolt makes the country's ruler a new daimyo, whose independent state attacks its former lord's countries first.Manual
A ninja hired with Hire can try to assassinate a rival daimyo; a large army or a high IQ makes the target hard to kill, and a failed attempt will probably still lower his health.Manual
An attacker who wins takes the losing fief, and all the loser's vassal fiefs too if the losing daimyo was in it. A defender who wins keeps the soldiers, rice, and gold the loser left, and all the attacker's vassal fiefs if the attacking daimyo was killed.Manual
The PC-98 manual says a daimyo who leads his army doubles its strength, but if his first unit is wiped out he is killed; a daimyo still in a country that loses a war, unable to flee, is killed too. If that daimyo is the player's, the game is over.Manual
A war ends when one side runs out of rice, loses its command unit, or retreats. If the battle doesn't end within a month, or both sides are destroyed at once, the defender wins.Manual
Action pointsA turn is one season, four to a year, and each fief the player rules gives one order per season, so a player with more fiefs gets more orders.Manual
Some actions don't use up a fief's order. On the NES, a loan from the merchant leaves the order free; the PC-98 manual says the same of Grant orders for vassal fiefs and of the Other options.Manual
Character agingHealth falls every spring and whenever there is an epidemic, and a daimyo whose health reaches zero dies. A healthier daimyo is less likely to fall ill, and a sick daimyo can't give some commands.Manual
Every spring each daimyo grows a year older and every health value drops by one point, and a daimyo whose time has come dies of old age then. High health can lengthen his life.Manual
The PC-98 manual says each daimyo's lifespan is fixed in advance and never shown. In spring an old daimyo may die when it runs out, but a high health value can save him.Manual
Commodity tradingThe main display shows a current market price, which changes through the year. The PC-98 manual says the year's base rate is set in spring, and that buying rice raises the rice price and selling lowers it.Manual
Dynastic successionWhen a neighboring daimyo is killed by peasants or dies of sickness, the game asks the player whether to bid for his land, paying from the home fief's gold.Manual
The PC-98 manual says that when a daimyo dies in spring, a newly appearing daimyo may rise to rule his country; otherwise it becomes vacant land and goes to auction.Manual
The PC-98 manual says the game is over when the player's daimyo is killed in war or dies at the end of his lifespan, and mentions no heir. With several players, one player's death doesn't end the game, which goes on until all of them have died or one has unified the country.Manual
Random eventsPlague can break out in any season. It lowers the daimyo's health, can kill a weak one, and reduces his men.Manual
Typhoons come only in summer and lower a fief's rice output; a high dams value limits the damage.Manual
Turn orderThe PC-98 manual says every one of the 50 (or 17) countries gives one order each season, one country at a time, in an order that changes at random every season; the season ends when all have given theirs.Manual
In battle the defender places its units first, anywhere on the map, and the attacker places its own near the fief it attacked from. Each day the defender gives one command to each of its units, then the attacker does, and a day passes.Manual

References

  1. ^Wikidata dates Nobunaga's Ambition (Nobunaga no Yabō Zenkokuban) to 1986, its Famicom release in Japan to 18 March 1988, and its NES release in North America to June 1989; it also carries a second North American NES date, April 1991.WikidataWikidata
    How we know
    +1986-00-00T00:00:00Z … +1988-03-18T00:00:00Z … +1989-06-00T00:00:00Z … +1991-04-00T00:00:00Z
    Q10856190, P577 statements 33607ED4 (unqualified, one reference; year precision), B7D94CE7 (P400 Q172742, P291 Q17), 766175DF and 481D3E6C (P400 Q172742, P291 Q49) · archived copy ↗

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  2. ^The NES manual calls Nobunaga's Ambition a bestseller in Japan for over five years and says the American version was improved many times before it arrived.ManualKoei, Nobunaga's Ambition NES manualrevised
    How we know
    a game that has been a bestseller in Japan for over five years! The version you've bought has been improved many times before arriving in America.
    p. 6 (PDF p. 5), Introduction · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-27: Printed p. 6, not 7: each PDF page is a spread whose left half is printed page 2n − 4.

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  3. ^The Japanese computer manual serves several machines, with key notes for the MZ-2500 among them, and its copyright line reads 1986 and 1987.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    ©KOEI CO.,LTD. 1986.87
    p. 63 (PDF p. 65), copyright line · archived copy ↗
    MZ-2500では,カナ・キーのロックを解除する必要はありません。
    p. 17 (PDF p. 19), 4. ゲームの初期設定, name entry · archived copy ↗

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  4. ^ abBoth scenarios start in spring 1560. One covers the 17 fiefs of central Japan, and the other all 50 fiefs of Japan; the goal is to unify them.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    Scenario One is simpler and consists of the 17 fiefs (states) of central Japan, while in Scenario Two you must unify all 50 fiefs of Japan. … Starting Date: Spring of 1560
    p. 10 (PDF p. 7), Scenario Selection · archived copy ↗
    ゲームの開始年度は,歴史では,桶狭間の合戦があった1560年の春です。
    p. 9 (PDF p. 11), 1. ゲームの概要 · archived copy ↗

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  5. ^One to eight people can play, each answering the setup questions in turn.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    One to eight may play. If there is more than one person playing, each player must answer the following questions
    p. 11 (PDF p. 7), Selecting Number of Players · archived copy ↗

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  6. ^ abA turn is one season, four to a year, and each fief the player rules gives one order per season, so a player with more fiefs gets more orders.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    You have one turn for every season of the year. You may issue one order per fief per season.
    p. 11 (PDF p. 7), Displays, Main Display · archived copy ↗
    1国につき1命令ですので,自分の領地が2国以上ある場合は,各季節毎に,自分の統治国数の分だけ命令の順番が回ってきます。
    p. 10 (PDF p. 12), 1. ゲームの概要 · archived copy ↗

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  7. ^The PC-98 manual says every one of the 50 (or 17) countries gives one order each season, one country at a time, in an order that changes at random every season; the season ends when all have given theirs.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    1年間は春・夏・秋・冬の4季節に分かれ,各季節毎に全50ケ国(17ケ国)が1回ずつ命令を下します。全ての国が命令を出し終えますと,その季節は … 毎季節ランダムに変化
    p. 9 (PDF p. 11), 1. ゲームの概要 · archived copy ↗

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  8. ^The NES main display offers 21 commands, Move, War, Tax, Send, Dam, Pact, Grow, Marry, Trade, Hire, Train, View, Build, Give, Bribe, Assign, Rest, Map, Grant, Other, and Pass; each fief's one order a season is chosen from them.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Each turn you have 21 commands to choose from.
    p. 18 (PDF p. 11), Main Display Commands · archived copy ↗
    Command 1 <Move> … Command 9 <Trade> … Command 17 <Rest> … Command 19 <Grant> … Command 21 <Pass>
    pp. 19–23 (PDF pp. 11–13), Command 1 to Command 21 · archived copy ↗

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  9. ^The PC-98 manual lists the same 21 commands in the same order, from Move (移動) and War (戦争) to Rest (休養), Grant (属領命令), Other (その他), and Pass (PASS).ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    以下21種類の命令の中から … 17|休養|健康値を上昇させます18|地図|見たい地図に切り換えます19|属領命令|属国のタイプを決定します
    p. 33 (PDF p. 35), 8. MAIN画面における命令の説明, command table · archived copy ↗

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  10. ^ abSome actions don't use up a fief's order. On the NES, a loan from the merchant leaves the order free; the PC-98 manual says the same of Grant orders for vassal fiefs and of the Other options.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    You may give another command after receiving a loan.
    p. 20 (PDF p. 12), Command 9 <Trade>, a) Loan · archived copy ↗
    属国地に対する命令はコマンド回数には入りません。同季節にもう一度他の命令を出す事が出来ます。
    p. 44 (PDF p. 46), 命令19 属領命令 · archived copy ↗
    命令回数には含まれません。
    p. 44 (PDF p. 46), 命令20 その他 · archived copy ↗

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  11. ^ abA daimyo has five abilities, health, drive, luck, charm, and IQ. At setup the player's daimyo can start no higher than 109 in each, and play can raise them as far as 210.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    When you start out, the maximum ability value is 109. The value of these abilities will change during the game. The maximum value these abilities can reach is 210.
    p. 12 (PDF p. 8), Setting Daimyo Abilities · archived copy ↗
    These abilities, health, drive, luck, charm, … and IQ, are explained in detail in the
    p. 14 (PDF p. 9), Daimyo Abilities · archived copy ↗
    プレイヤーが,ここで決定できる各要素の最高値は109です。
    p. 17 (PDF p. 19), 8. 大名の各要素の決定 · archived copy ↗

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  12. ^ abEvery spring each daimyo grows a year older and every health value drops by one point, and a daimyo whose time has come dies of old age then. High health can lengthen his life.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Every spring each daimyo grows one year older and all health values go down by one point.
    p. 16 (PDF p. 10), Game Events, Seasonal Events, a) Spring · archived copy ↗
    Every spring each daimyo grows one year … older, and any daimyo who should die now … because of old age will die. … value can lengthen your life.
    p. 14 (PDF p. 9), Daimyo Abilities and Fief Conditions, 1. Age · archived copy ↗

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  13. ^ abcFall is tax time. The rice and gold collected depend on the fief's output, town value, and peasant loyalty and wealth; the men must be paid and fed then, and leave if the fief can't support them. Debts to the merchant are taken from the gold in fall.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Fall is the time for taxes. The amount of rice and gold collected will depend on your fiefs level of output, town value, and peasant loyalty and wealth. Your men must be paid and fed in fall. If your fief cannot support these men, they will leave.
    p. 16 (PDF p. 10), Seasonal Events, b) Fall · archived copy ↗
    Loans will be automatically taken out of your gold supply in fall.
    p. 15 (PDF p. 9), 8. Debt · archived copy ↗

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  14. ^Typhoons come only in summer and lower a fief's rice output; a high dams value limits the damage.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Typhoons come only in summer. Your output will go down after a typhoon. Keep your dams value high to avoid some of the damage caused by the typhoons.
    p. 17 (PDF p. 10), Natural Disasters, a) Typhoons · archived copy ↗

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  15. ^ abPlague can break out in any season. It lowers the daimyo's health, can kill a weak one, and reduces his men.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Sickness may break out in any season. It will reduce the health value of your daimyo and, if he is a weakling, maybe even kill him. Plague will also cause the number of your men to fall.
    p. 17 (PDF p. 10), Natural Disasters, b) Plague · archived copy ↗

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  16. ^ abMilitary revolts come when army morale is low and the daimyo is unpopular, and peasant uprisings when peasant loyalty is low and the daimyo is unpopular. In the home fief the daimyo fights a revolt himself, and he can pay off an uprising or fight it. Fief 21, Kaga, in the 50-fief game and fief 4 in the 17-fief game never have peasant uprisings.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Military revolts will usually occur when your army morale is low and your daimyo isn't very popular. If a military revolt occurs in your home fief, the screen will change to the battle display and your daimyo will lead the defending men. … Uprisings occur when your peasant loyalty is low and your daimyo isn't very popular. … you can either give them gold or go to battle with them. … and fief 21, Kaga (in the 50 fief game), peasant uprisings never occur.
    p. 17 (PDF p. 10), Rebellions · archived copy ↗

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  17. ^ abThe main display shows a current market price, which changes through the year. The PC-98 manual says the year's base rate is set in spring, and that buying rice raises the rice price and selling lowers it.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    Current market price. Prices will change throughout the year.
    p. 13 (PDF p. 8), Main Display I · archived copy ↗
    その年の基本相場の … 米を買った時 … 米の相場が上がります … 米を売った時 … 米の相場が … 下がります
    p. 29 (PDF p. 31), 7. イベントについて, (1) 春 · archived copy ↗

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  18. ^ abHealth falls every spring and whenever there is an epidemic, and a daimyo whose health reaches zero dies. A healthier daimyo is less likely to fall ill, and a sick daimyo can't give some commands.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    The healthier your daimyo is, the less likely he is to become ill. Since there are some commands a sick daimyo cannot give, you should try to keep your daimyo's health as high as possible. Health values will decrease every spring and anytime there is an epidemic. If your health reaches zero, your daimyo will die!
    p. 12 (PDF p. 8), Setting Daimyo Abilities, a) Health · archived copy ↗
    この健康値が0になると,大名は死亡します。
    p. 18 (PDF p. 20), (1) 健康 · archived copy ↗

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  19. ^ abThe PC-98 manual says a daimyo falls ill when an epidemic strikes his country or his health is low; illness lowers health, limits his commands, and usually clears by the next season, though it can last two seasons or more. On the NES, a sick daimyo can't move.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP) · Koei, Nobunaga's Ambition NES manual
    How we know
    健康値が低かったりすると大名が病気になる事があり,健康値が減少します。 … 2季節以上病気の状態が続く事もあります。
    p. 32 (PDF p. 34), 5. 病気 · archived copy ↗
    Your daimyo must be moved with at least one unit of men, and cannot move when he is ill.
    p. 19 (PDF p. 11), Command 1 <Move> · archived copy ↗

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  20. ^ abThe PC-98 manual says each daimyo's lifespan is fixed in advance and never shown. In spring an old daimyo may die when it runs out, but a high health value can save him.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    寿命が来て死亡する場合もありますが,健康値が高い場合は助かることもあります。なお,その大名の寿命は,どこにも表示 … されていません。
    p. 24 (PDF p. 26), 6. 国の状態を表す要素の説明, 1. 年令 · archived copy ↗
    大名の寿命は各大名毎にそ … 定されていますが,この値が高いと多少寿命が伸びることもあ
    p. 18 (PDF p. 20), (1) 健康 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

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  21. ^ abRest raises the daimyo's health. The player names how many seasons to rest, and the computer runs the game for him meanwhile, defending against any attack. The PC-98 manual caps a rest at 10 seasons, and says a daimyo whose home country falls while he rests dies, which ends the game.ManualKoei, Nobunaga's Ambition NES manual · Koei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    Use this command to raise your daimyo's health value. Enter the number of seasons you want to rest, and during that time the computer will take over for you. If a rival attacks while your daimyo is resting, the computer will handle defense.
    p. 22 (PDF p. 13), Command 17 <Rest> · archived copy ↗
    戦争に負けた場合は貴方も死亡した事となり,ゲームオーバーになります。 … 休養は1回につき10季節までしか出来ません。
    p. 43 (PDF p. 45), 命令17 休養 · archived copy ↗

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  22. ^A ninja hired with Hire can try to assassinate a rival daimyo; a large army or a high IQ makes the target hard to kill, and a failed attempt will probably still lower his health.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    Your ninja will try to assassinate one of your rivals. Daimyos with a large army or a high IQ are difficult to kill, but even if you are unable to kill them you will probably lower their health.
    p. 21 (PDF p. 12), Command 10 <Hire>, b) Ninja, 4) Assassination · archived copy ↗

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  23. ^The PC-98 manual says a daimyo who leads his army doubles its strength, but if his first unit is wiped out he is killed; a daimyo still in a country that loses a war, unable to flee, is killed too. If that daimyo is the player's, the game is over.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    大名のいる第1部隊が全滅した場合,大名が戦死した事となり,ゲームオーバーとなってしまいますから
    p. 34 (PDF p. 36), 命令2 戦争 · archived copy ↗
    の大名は敵に殺されてしまいます。不幸にして,貴方がその大名だった場合はゲーム・オーバーとなります。
    pp. 53–54 (PDF pp. 55–56), the end of a war · archived copy ↗

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  24. ^ abcThe PC-98 manual says the game is over when the player's daimyo is killed in war or dies at the end of his lifespan, and mentions no heir. With several players, one player's death doesn't end the game, which goes on until all of them have died or one has unified the country.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    途中で貴方の選んだ大名が戦死したり, … 寿命で死んでしまった時は,ゲーム・オーバーとなります。 … 複数でプレイしている時は,誰か一人が死亡しても, … プレイしている全員が死亡するか,
    p. 10 (PDF p. 12), 2. ゲームの勝敗 · archived copy ↗
    貴方の選んだ大名が戦争中に戦死した場合や,寿命によりこの世を去った場合 … と表示され,終了します。
    p. 62 (PDF p. 64), 14. ゲームの終了, 1. 貴方の選んだ大名が死んだ場合 · archived copy ↗

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  25. ^If the lord dies in World Conquest, a son 10 years or older can succeed him; without one, the game ends.ManualKoei, Genghis Khan NES manual · Koei, Genghis Khan Famicom manual (JP)
    How we know
    If your lord dies in World Conquest while attacking another country, or because of natural causes, you may select an heir from among his children if he has a son ten years or older. Of course if he does not have an heir, the game will end at this point.
    p. 7, Lords · archived copy ↗
    世界編において、寿命で死ぬか他国で戦死した場合、10歳以上の息子がいれば、あとを継がせることができます。
    p. 7 (PDF p. 9) · archived copy ↗

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  26. ^The PC-98 manual says that when a daimyo dies in spring, a newly appearing daimyo may rise to rule his country; otherwise it becomes vacant land and goes to auction.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    大名のいなくなった国は,新しく出現 … した大名が,その国を治めるべく旗 … 上げする … か,誰も治める者のいないまま空 … 白地となり入札
    p. 29 (PDF p. 31), 7. イベントについて, (1) 春 · archived copy ↗

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  27. ^When a neighboring daimyo is killed by peasants or dies of sickness, the game asks the player whether to bid for his land, paying from the home fief's gold.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    If a neighboring daimyo is killed by peasants or dies because of sickness then the computer will ask you if you want to bid for his land. This gold must come from your home fief.
    p. 17 (PDF p. 10), Game Events, 4. Bidding · archived copy ↗

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  28. ^The PC-98 manual says a successful military revolt makes the country's ruler a new daimyo, whose independent state attacks its former lord's countries first.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    謀反が成功しますとその国の統治者は新しい大名になります。
    p. 30 (PDF p. 32), 3. 反乱, (1) 謀反 · archived copy ↗

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  29. ^ abAn attacker who wins takes the losing fief, and all the loser's vassal fiefs too if the losing daimyo was in it. A defender who wins keeps the soldiers, rice, and gold the loser left, and all the attacker's vassal fiefs if the attacking daimyo was killed.ManualKoei, Nobunaga's Ambition NES manual
    How we know
    If the attacking side wins, it will take over the losing fief. If the daimyo himself was in the losing fief, the winner will also take over all his vassal fiefs. … If the defending side wins the war, any soldiers, rice, or gold left behind by the loser become his property. If the attacking daimyo was killed in the battle, the defending side takes over all of his vassal fiefs.
    p. 27 (PDF p. 15), After the War · archived copy ↗

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  30. ^ abIn battle the defender places its units first, anywhere on the map, and the attacker places its own near the fief it attacked from. Each day the defender gives one command to each of its units, then the attacker does, and a day passes.ManualKoei, Nobunaga's Ambition NES manualrevised
    How we know
    Since the defending army places its men first, it can put them anywhere on the map. … The defending army issues one command to each of its units and then the attacking army has its turn. A day passes after both sides have issued one set of orders.
    p. 26 (PDF p. 15), Troop Deployment and Combat: the foot of the left column and the right column · archived copy ↗

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  31. ^ abA war ends when one side runs out of rice, loses its command unit, or retreats. If the battle doesn't end within a month, or both sides are destroyed at once, the defender wins.ManualKoei, Nobunaga's Ambition NES manualrevised
    How we know
    a) One side runs out of rice. b) One side's command unit is destroyed. c) One side retreats. d) If the battle doesn't end within one month, the defending side wins. e) If both sides are destroyed at the same time, the defending side wins.
    pp. 26-27 (PDF p. 15), Victory · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-27: Not flagged; the researcher saw the same slip, and the lead read it on the page image: the list starts at the foot of p. 26.

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  32. ^The computer manual says part of the program was built with C compilers for each processor family, LSI Japan's LSI-C for Z80 machines such as the PC-8801 and X1, Introl's cross C compiler for 6809 machines such as the FM-7, and Microsoft C with Phoenix Software Associates' PLINK86 linker for 8086 and V30 machines such as the PC-9801.ManualKoei, Nobunaga no Yabou Zenkokuban PC-98 manual (JP)
    How we know
    などのZ80マシンに対しては,エル・エス・アイジャパン … 社のLSI-C … などの6809マシ … イントロール社のイン … などの8086, … V30マシンに対し … マイクロソフト社のマイクロソフトCコンパイラ及びフェニックスソフトウェアア … を用いて製造
    p. 63 (PDF p. 65), compiler notice · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

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Sources

Primary

  • Corporation, Koei. 1989. “Nobunaga's Ambition: Instruction Manual (NES-NZ-USA).” Koei Corporation (Burlingame, California). original · archived · licence, all uses
  • Koei. 1987. “信長の野望 戦国兵法書 (Nobunaga no Yabou: Zenkokuban, PC-98 manual).” Koei (光栄). original · archived · licence, all uses
  • Corporation, Koei. 1990. “Genghis Khan: Instruction Manual (NES-GX-USA).” Koei Corporation (Burlingame, California). original · archived · licence, all uses
  • Koei. 1989. “蒼き狼と白き牝鹿・ジンギスカン 取扱説明書 (Aoki Ōkami to Shiroki Mejika: Genghis Khan, Famicom manual, KOE-GX).” Koei (光栄). original · archived · licence, all uses

Secondary