Cite as
Koei, Genghis Khan NES manual
Original
https://archive.org/details/nes-manuals-no-header-help-screens
sha256
ecc2150b0ef43861b3590fa8d1671b99fe5f486894b1289836eb77265f49d0ae
Archived
https://archive.org/download/nes-manuals-no-header-help-screens/Genghis%20Khan%20(USA)%20%5B2225C20F%5D.pdf
Accessed
2026-10-20
Licence
© Koei; scan hosted by the Internet Archive
Credit
Scan uploaded to the Internet Archive in the item nes-manuals-no-header-help-screens; the scanner is not named.
Notes
The North American NES manual. Locators are its printed page numbers. Read from the "NES Manuals No Header Help Screens" copy (one page per image, 1600×1200; sha256 ecc2150b0ef43861b3590fa8d1671b99fe5f486894b1289836eb77265f49d0ae). The same manual is in the NESManuals item as "Genghis Khan (USA).pdf" (two pages per image, lower resolution) and in MiSTer-NES-Manuals. The copyright line inside the cover seems to read 1989 but is blurred in every scan, so the date is the North American release year Wikidata gives (Q17190863, P577 qualified by NES and North America).

Cited on

Claims (44)

The NES manual introduces Genghis Khan as "the latest in a trilogy of historical simulations" from Koei.p. 1, IntroductionManual
Genghis Khan has two scenarios. Mongol Conquest starts in winter 1174, with the goal of uniting the 14 Mongol tribes; World Conquest starts in winter 1205, with the goal of unifying 27 Eurasian countries.p. 5, ScenariosManual
Uniting the 14 tribes advances Mongol Conquest to World Conquest, where Temujin becomes Genghis Khan.p. 5, ScenariosManual
World Conquest offers four rulers, Genghis Khan of the Mongol Empire, Richard I of England, Alexius III of the Byzantine Empire, and Minamoto no Yoritomo of Japan.p. 5, ScenariosManual
Mongol Conquest is for one player, and World Conquest is for up to four, who take turns as different rulers.p. 9, Number of PlayersManual
A year has four turns, one per season; each turn the player gives three orders in the base country and one in each directly controlled country.pp. 5–6, How to PlayManual
The computer issues the orders in a prince-controlled country, following the policy the player sends; a directly controlled country takes one order per turn and cannot issue War or Move.p. 6, Types of CountriesManual
The NES main display lists 14 commands, Tax, Assign, Give, Train, Trade, People, View, Move, Policy, Treaty, Spy, War, Pass, and Other.pp. 13–14, Main Display Commands tableManual
Every command needs minimum levels of the lord's abilities, and a lord who lacks them cannot carry it out.p. 13, Main Display CommandsManual
Lords and princes have six abilities, Leadership, Judgment, Planning, Charm, Body, and Battle, each with a maximum of 999.p. 8, AbilitiesManual
Abilities fall each time the lord carries out an order, and the Train command raises them.p. 8, AbilitiesManual
A lord or prince who wins a war gains Leadership 30, Judgment 15, Planning 10, Charm 10, Body 20, and Battle 25; a lost war changes nothing.p. 20, Command <War>Manual
The drafted population works in five groups, townspeople, masons, food producers, artisans, and soldiers; townspeople set the economy, masons the defenses, food producers the fall food tax, and artisans the specialty items.p. 14, Command <Assign>p. 12, Country Datapp. 12–13, Country DataManual
The tax rate can be set from 1 to 100, and changing it affects morale.p. 14, Command <Tax>Manual
Severe cold waves strike northern countries in winter, major storms strike southern countries in summer, and epidemics strike any country at random in spring and fall.pp. 22–23, Natural DisastersManual
A peasant uprising occurs when the tax rate is high or morale is low.p. 23, RebellionsManual
The draft can mobilize at most 50% of the people not yet drafted, and drafting lowers arms, skill, and morale.p. 15, Command <Train>, Peoplep. 17, Command <People>, DraftManual
Each spring the peasants receive food equal to half the population, everyone ages a year, children may be born, gold taxes come in, and each soldier is paid 1 gold; a food shortfall shrinks the population and a gold shortfall shrinks the army.p. 22, Game Events, Springp. 22, Game Events, SpringManual
Each fall, food and specialty items come in as taxes, in amounts that depend on the number of laborers in each group.p. 22, Game Events, FallManual
Every person ages one year each spring, and anyone who reaches the end of his life span dies.p. 22, Game Events, SpringManual
The NES manual says children are born at random each spring, less often as the lord ages, and that a lord can have at most five children.p. 22, Game Events, Springp. 7, ChildrenManual
Princes are generals chosen for loyalty and skill as well as the lord's sons, and a lord can have at most five.p. 7, PrincesManual
A son 10 years or older can be promoted to prince.p. 17, Command <People>, PromoteManual
A daughter 8 years or older can marry a prince, who then carries the family flag; princes with the family flag never rebel.p. 17, Command <People>, Marryp. 7, ChildrenManual
If the lord dies in World Conquest, a son 10 years or older can succeed him; without one, the game ends.p. 7, LordsManual
Three merchants trade in Genghis Khan, Chinese, Islamic, and Uighur, each working independently along its own sales routes.p. 15, Command <Trade>Manual
When a merchant is in the country, the player can sell food and specialty items for gold, buy food, specialty items, and weapons, or hire mercenaries, at the current market rate; weapons raise the arms value and cannot be resold.p. 16, Command <Trade>p. 16, Command <Trade>Manual
The main display shows the current market rate.p. 10, Main Display, item 7Manual
Mercenaries are hired at the current market rate; they add soldiers but lower morale, arms, and skill.p. 16, Command <Trade>, HireManual
The merchants deal in 17 goods, from fur and silk to pikes and bombs.p. 21, Merchant's ListManual
Weapons bought from merchants raise the arms value, which falls every winter and whenever new recruits join.p. 13, Country Data, ArmsManual
The Treaty command asks a country to become a vassal, to pay tribute, or to ally, and success depends on both countries' conditions and the lords' abilities.p. 19, Command <Treaty>Manual
An alliance lasts five years, during which neither ally may attack the other.p. 19, Command <Treaty>, AllyManual
Spying costs gold, 10 to scout a country, 50 to wreck an enemy's town and castle, and 100 to attack a lord, which halves his abilities if it succeeds.p. 20, Command <Spy>p. 20, Command <Spy>p. 20, Command <Spy>Manual
Going to war costs gold equal to the number of soldiers taken, plus food for them.p. 20, Command <War>Manual
In battle the attacker gives orders to all of his units, then the defender to all of his, and one day ends.p. 27, CombatManual
A battle may last 30 days for each order the attacker had left when he declared war, up to 90 days.p. 27, CombatManual
Moving onto a battlefield square costs 3 mobility on plains, 4 in forest or a town, 5 in mountains or a castle, 6 in desert, and 8 on oceans and lakes; forest, mountains, desert, and water also cost soldiers on the march.p. 25, Topographical MapManual
Cavalry start a battle with 10 mobility and infantry and archers with 8; only infantry can ambush, and only archers can fire on an enemy one square away.p. 26, Unit TypeManual
A unit that passes gains 1 mobility, up to 15 for cavalry and 13 for infantry and archers.p. 31, Battlefield Command <Pass>Manual
An army wins when the enemy's command unit is destroyed, its commander flees, surrenders, or is captured in a duel, or it runs out of food; an attacker who reaches his last day loses, and if both armies die together the defender keeps the country.p. 27, Conditions for Victoryp. 27, Conditions for VictoryManual
A commander may challenge the enemy to one duel per battle; a refusal lowers the enemy's abilities, and a win that fails to capture him brings 20% of his soldiers over.p. 30, Battlefield Command <Attack>, DuelManual
The Famicom manual lists 15 commands, with Ordo seventh; the NES manual lists 14 and has no Ordo.pp. 13–14, Main Display Commands tableManual
The lord can lead a war himself or send a prince in his place.p. 20, Command <War>Manual