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Symbolic Level

Kigetsu involves a detailed study about early myths and the way they are represented.
It features a particular juxtaposition of Eastern symbols and concepts.
Click on the following links to go directly to the corresponding articles on the page.






"KI" and "KI-GETSU"

The word Kigestu is made of two Japanese characters : "Ki" (energy) and "Getsu" (moon).
The character "Getsu" is read "tsuki" if it stands alone.
Therefeore, the game's name means "energy of the moon", because of its very particular system of battle.


« Ki » (breath, spirit, energy), sometimes written "qi", is a crucial element is Asian thinking as a whole,
especially in medecine and martial arts. It refers to the energy which comes from the stomach. The "ki"
is the central vital point of the human body, located three fingers under the navel. The character "ki"
represents this vital point, with three fingers and a cross.

« Tsuki » or « Getsu » (moon, moon cycle) is a time marker, as the moon revolves around the earth for
28 days and allows to measure time. There is another meaning of this character, which refers to anatomy, and more precisely, to the area of the stomach, where the "ki" is situated too. The word "Kigetsu" could
thus be translated by "an inner glowing energy", with a conotation of mystery. The ultraviolet light, which
creates a magic atmosphere during the game, rejoins this specific meaning.


In Kigetsu, the 50 counters represent the Ki : they are all fragments of universal energy.
Actually, when the players realize actions, they use the counters, and not the cards
which represent their characters. Cards are only the containers of this energy. The idea
of reincarnation is thus one of the main devices of the game, as the counters make an
endless to and fro momvement from one character to the other, who are just
"body envelopes".



In the same way, the energy circulates and transforms in the world according to
Feng-Shui. Kigetsu features the 5 Eastern elements (water, earth, fire,
wood and metal) and puts them in opposition through the clans which represent
them. When the players travel, they make energy circulate from one city to another
- that is to say, from one element to another, each city representing an element -
which then allows the players to unlock their game, and put new cards down.

Check the section "the 5 families of Kigetsu" to get more information.


The "Battlefield" works on the same idea, except that here, universal energy is revealed
through its divine and cosmic form, thanks to the symbolic aspect of the moon-counters.

The Taiji symbol (Yin and Yang) represents the opposite forces of the universe,
which are completely balanced and always in movement. The energy that gives life to
visible things is more valued than the visible world itself. When the players put their
counters on the battlefield
, the vital strenght of their warriors - which is symbolized by
the counters - is transformed into cosmic energy. This shows how intense and terrific the
current fight is supposed to be. In great mythologies and early legends, battles are
described in the same way, as the clash of higher and invisble powers, transposed
to human scale. The manga Saint-Seiya (of Masami Kurumada), which is sometimes
qualified as "hypermyth", even deals with the concept of "cosmo-energy" : Kigetsu is
based on a similar idea, and pays tribute to it.







Cosmogony in Kigetsu

Cosmogony is a specific way of dealing with space and time in a myth.
The universe of Kigetsu is itself built around several specific elements from Japanese thinking.

The main board of Kigetsu represents a map of Japan. It is
inspired from the territorial organization of the Middle Ages, without
imitating it, in order to balance the game.


Kigetsu isn't a wargame and so, the borders are useless. However,
they are not here by chance. One the one hand, the colours of the five
provinces refer to the colours of the 5 families of the game. On the
other hand, their location is connected to a certain logic.



The Miyako area, at the center, used to be the Emperor's. The capital city and the Emperor's palace were there.
At the Emperor's court, endless plotting caused the fall of the regime many times. As a consequence, this area could
only be symbolized by the water clan (blue), the clan of the ninja, composed of mercenaries and plotters.


Sapporo island, at North East, was conquered late in Japanese history. Even today, it remains little civilized. It used to
be the shelter of many tribes, such as the Ainus. As a consequence, this province is symbolized by the earth clan (green).


Kyushu island, at South West, has the greatest volcano of Japan : mount Aso. The Fire clan (red) was thus the best to
represent this area. Furthermore, the isle of Shikoku also means "kingdom of the dead" in Japanese - a famous
pilgrimage takes place there, making this island a high spiritual place, which is greatly influenced by local sects,
reminding us of the fire clan again.


Edo - today's Tokyo - became the capital of Japan around 1600. The shogunate of the Tokugawa then reorganized
the state around a very rigid hierarchy, which allowed them to control the whole country, at the expense of the Emperor.
It was the time of the samurais and of the daimyos, and so, this area is symbolized by the metal clan (gray).


The mountainous areas of Miyako used to shelter the greatest sohei Busshist temples. They played an important
political role and competed with the samurai on the military level. Their monasteries were like fortresses, and
mountains made them difficult to attack. As a consequence, the whole moutainous area North West of Miyako is
symbolized by the wood clan (brown).



Fudo

The map of Kigetsu represents a self-sufficient and self-centered world, which
symbolizes the concept of "Fudo". Fudo refers to a mystical God, which keeps
the borders of the world, but the thinker Watsuji Tetsuro made a geographical
criteria out of it, which associates nature and collective imagination. Japan is
subjected to volcanoes, typhoons, earthquakes and many other disasters : as a
consequence, Japaese collective thinking rejects stable landmarks and
favours fluxes, processes and asymetry.


One of the oldest maps of Japan


The main board is a scroll (or parchment) which gradually tells the legend of the players. It mixes myth and history
without limiation. It represents space and time as absolutes. In that sense, the Great Sun and the Great Moon, next to the
map, symbolize the Golden age and the Dark age. The players constantly move from one to the other, and
gradually build the game aroud that to and fro movement. In Kigetsu, nothing is really defined in termes of time and space.
When a fight ends, the battle may have lasted several minutes, many days, or even centuries, according to the player's
perception. In the same way, when a player puts his counters on the map, he does more than travelling from one point to the other. He actually draws a line of power, he opens a track as people gradually open a track through a forest : it is a process
which takes a lot of time, but which then allows to travel faster.




A kata sequence in karate
Jo Ha Kyu

In Japanese primitive thinking, time is the real master of the universe : it is pure energy, which
triggers and submits everything. In martial arts and even in the tea ceremony, capturing
this pure energy can be performed through jo-ha-kyu, an aesthetic principle that could
be translated by "beginning, break, rapid". This arrangement may be found at many levels :
microcosmic (a combination of hits, notes, or dancing steps) and macrocosmic (an act,
a narrative structure, an epic tale).

In Kigetsu, each part is organized around this principle, globally (in the game) and
specifically (in the battles). Jo-ha-kyu is a "breath", which gives life to the game.
The playwright Zeami described jo-ha-kyu as a brook, which becomes a river, then a fall
which crashes into a quiet pond. It is the introduction, development and conclusion
of any action.


JO – slow and quiet introduction.
HA – Development, characterized
by ruptures, and by an increase of
speed and pressure.
KYU – quick conclusion, followed
by a brief final stasis.





Mystical and popular figures

Kigetsu
tells an epic story with many imaginary characters. Like in a theathre play,
various archetypal or anachronic figures may suddenly appear.



Dragon versus cock...
The 12 Chinese Zodiac signs

There are 15 "Sepcial Action" cards which can be used at any moment.
They are like jokers and may only be used once. Twelve of those represent
the twelve signs of the Cinese horoscope : dragon, goat, dog, rat, cock,
monkey, buffalo, tiger, rabbit, snake, pig and horse. The associated
special effect has always a connection with the featured animal. For example,
the snake can perform a "poisoning" attack.


Just like kami, which, in Japan, are protective gods often represented by
animals, the twelve Chinese signs of Kigetsu symbolize natural forces,
which come to help the player. In a more realistic interpretation, those cards
evoke a secret technique, learnt from a master, in a dojo, or
developed during a long and hard training.



The 3 major gods

Among the fifteen "Special Action" cards, three represent the three highest kami, which
are the second founding gods of Japanese cosmogony, just after Izanami and Izanagi.

They are Amaterasu, the Sun Goddess, Tsukiyomi, the God of the Moon, and Susanoo, the
God of Storms. According to the founding legend, those three kami originated from the body of Izanagi.

The kami are many, as the Shinto religion is dedicated to many aspects of nature. Yet, those three are
absolutely decisive. In Kigetsu, they are like "events", which can dramatically modify the balance of
the game, and accelerate or slow down the lenght of the game. Each kami is associated to a
specific element of the game, which it can alter : the Great Sun for Amaterasu, the Great Moon for
Tsukiyomi and the Map of Japan for Susanoo.

Amaterasu




Yoshitsune
The great archetypal Japanese heroes

Japanese collective imagination is built on a strong sense of place and opposes
constantly the inside and the outside worlds, as well as the visible and invisible worlds.
Noh theatre is a perfect example of the mise en scène of this "double" vision of the world.
It also invites to think about the blurred frontier between myth and History. As is the case
in many Japanese legends, such as the legends of Yoshitsune, realism isn't the point. It is the
same for Celtic or Indian legends : what matters is the "fable", the story that is told. No matter
if the heroes are always the same, or if they cross time and space without logic.

Kigetsu mixes historical figures that couldn't stand together in reality. For example,
Bushis, who were professional warriors from the Middle Ages, were heavily armed and had
quite a rough temper. They are nevetheless in the same clan as the elegant Samurais, who
only existed in the modern times. So, in Kigetsu, ninjas can meet Ainus, and gods can
fight against riflemen or warrior monks.

Check the section "the 5 families of Kigetsu" to get more information.



Religion and philosophy

In Japan, the two major spiritual worlds are Buddhism and Shinto.

- Shinto is a very old polytheist religion, which beleives in the existence of kami.
In Kigetsu, it is represented by the earth clan.

- Buddhism is a philosophy which came from China, and beleives in reincarnation and
enlightenment. In Kigetsu, it is represented by the wood clan.

- Many sectes developed, derived from the dominant religions, and dome became very powerful.
In Kigetsu, an esoteric sect is represented by the fire clan.

- Ninja clans developed ninpo, a martial art which was a spiritual art in itself, a method of
progressing technically, physically and spiritually. Those precepts are represented by the water clan.

- Finally, the bushido, the code of honour of the warrior caste, was a set of moral principles
which required honour and loyalty until death. This code is applied by the metal clan.




Contribution of other universes

As we have seen it already, Kigetsu is composed of many universes.
Some of them come from post-modern legends.

- The shugenja as a Japanese wizard comes from role playing games such as
Dunjeons and Dragons and Legend of the Five Rings.

- Hayao Miyazaki's universe is also a major source of inspiration.

- Magas such as Naruto are also present in the background.
Ckeck the "history of the game" section to get more information.