TRANSLATIONS FOR QUEENS GATE characters

This page last changed March 14, 2008 and seldom needs changing.

You can get a pdf of the general rules for "Lost Worlds" in English by clicking here.

Alice, gate opener

---- On the character sheet, she has a height of 3+ and 9 body points and 1 attack. She has 12 "Tactics" points.
The Height "3+" means:
Her height is 3 normaly, and is 4 when she does "Boost" manuever.
Her height is usually 3, and becomes 4 when she executes "Boost" action.

The first section is "Fire Pistols" Fire Both Pistols and Single shot.
The second section is "Pistol Dagger" Strong, Swing High, Swing Low, Thrust High and Thrust Low.
The third section is blank.
The fourth section is "Boost" Aim & Fire Pistol and Whipping Lash.
The fifth section is "Whip Attacks" Wrap & Choke , Wrap & Snag, Wrap & Trip.
The sixth section is "Special" Kick, Wild Swing, dislodge weapon and Retrieve.
The seventh section is "Boost Blocking" Blocing High and Blocking Low.
The eighth section is "Jump" Jump Up, Dodge & Load, Duck and Away.

The extended range section, the top white one is "Charging".
The two black ones are "Boost Whiping" and "Wrap & Trip".
The next two white ones are "Boost Aim Pistol" and "Fire Both Pistol".
The three brown ones are "Block & Close", "Dodge & Load", and "Jump Back".

She has two pistols, and the dagger is mounted in each pistol. She wears the protection jacket.

---- Special rule: She has two battle modes : Pistol mode or Whip mode. She should always select one of these modes.

At the Pistol mode, she equips two Pistol. Therefore, you can't do any whip action at Pistol mode.
"Wild swing" and "Dislode weapon(30)" are actions that need a dagger.
"Fire Both Pistols" needs two pistols.
Three bullets can be loaded for each Pistol.
If you shot all bullets, you can not do any fire action until you reload.
There are unlimited bullets that you can reload.

At the Whip mode, she equips a whip. Therefore, you can't do any Pistol or dagger action.

The game begins with the Pistol mode.

Exception: "Boost Blocking" is action that needs a whip, however, you can select at Pistol mode.

----
In the book:
Page 1 is "Jumping Away", tell opponent: "No restrictions and add +2 if you Score next turn. You may change mode.(P)"
Page 3 is "Attacking with Dagger", tell opponent: "Do only Pistol, Green or Yellow next turn and add +1 to any Dagger attack that scores."
Page 5 is "Boosted Attack", tell opponent: "Do only Boost, Green or Yellow next turn and add +2 to any Whip that Scores. Reload, if firing third shot on a pistol."
Page 7 is "Dazed", tell opponent: "Do only Jump next turn." "If scoring 9 or more, then include Critical restriction." "CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Wrap & Choke", tell opponent: "Do only Yellow or Wrap & Choke next turn and add +4 if you Score next turn."
Page 11 is "Boost Blocking", tell opponent: "No restrictions next turn and add +1 to any Pistol shot that Scores."
Page 13 is "Leg Wound", tell opponent:Do no Red or Orange next turn. You can not change mode next turn." "If scoring 7 or more, then include Critical restriction." "CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Fire Pistols", tell opponent:"Do only Pistol, Green or Yellow next turn. Reload, if third shot on a pistol."
Page 17 is "Wrap & Snag", tell opponent:"If on a Score page go to page 27. Do only Whip, Green or Yellow next turn."
Page 19 is "Off Balance", tell opponent: "Do only green or yellow next turn."
Page 21 is "Turned Around",tell opponent: "Do only yellow next turn."
Page 23 is "Behind You", tell opponent:"No restrictions next turn. You may change mode."(P)
Page 25 is "Kicking", tell opponent:"Do no Blue or Yellow next turn. You may change mode."
Page 27 is "Dislodge Weapon", tell opponent:"Do no weapon attacks, with the weapon you have been using, until it has been retrieved."
Page 29 is "Ducking", tell opponent:"Do no Orange next turn and add +1 to any Blue that Scores. You may change mode." (P*)
Page 31 is "Arm Wound", tell opponent:"Do no Pistol attacks next turn." "If scoring 6 or more, then include Critical restriction." CRITICAL: "Do no Pistol attacks for the rest of the combat."
Page 33 is "Dodge & Load", tell opponent:"No restrictions next turn. You may change weapons next turn. Both pistols are now reloaded." (P*)
Page 35 is "Extended Range Body Wound",tell opponent: "Do only Brown next turn" "If scoring 7 or more, then include Critical restriction." "CRITICAL: Do no Red for the rest of the combat."
Page 37 is "Jumping Up", tell opponent: "Do no Blue next turn and add +2 to any Orange that Scores. You may change mode."
Page 39 is "Charging", tell opponent:"Do only Pistol or Whip next turn."
Page 41 is "Knocked Down", tell opponent: "Do only Jump next turn." "If scoring 4 or more, then include Critical restriction." "Do no Whip for the rest of the combat."
Page 43 is "Retrieve Weapon", tell opponent:"You may retrieve a weapon or you may change mode. No restrictions next turn."
Page 45 is "Parrying",tell opponent: No restrictions next turn. You may change mode."
Page 47 is "Whip Fumble", tell opponent: "Do only Green or Yellow for the next two turns."
Page 49 is "Extebded Range Wrap & Trip",tell opponent: "If you are on a Score page, go to page 41 and direct me to page 1. Otherwise , do only X -Range except Charge next turn."
Page 51 is "Extended Range Boosted Attack", tell opponent:"Do only X- Range Boost or Brown next turn and add +1 if you Score next turn. Reload, if firing third shot on a pistol."
Page 53 is "Body Wound", tell opponent:"Do only Green or Yellow next turn." "If scoring 7 or more, then include Critical restriction." "CRITICAL: Do no Red for the rest of the combat."
Page 55 is "Extended Range Back & eating doughnut", tell opponent: Do only X-Range next turn, and you may regain a Body Point. You may change mode.
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range next turn. You may change mode."(P)
Page 59 is "Extended Range Fire Both Pistols", tell opponent:"Do only X- Range next turn. You may change mode. Reload, if firing third shot on a pistol."
Page 61 is "Extended Range Dodge & Load", tell opponent: "Do only X- Range next turn. You may change mode. B oth pistols are now reloaded." (P*)
Page 63 is "Wrap & Trip", tell opponent: "If on a Score page go to page 41. Otherwise, do only Whip, Green or Yellow next turn."
----


"Ink Nijihara, Witch Girl". ----

She differs from other LW/QB/QG characters, she doesn't do a physical attack. Instead, she teaches English to the opponent. Of course this is only flavor. you play game normally.
----
On the character sheet, she has a height of 3 and 14 body points and 1 attack. She has 5 "Luck" points.

The first section is "Senior lesson" Bash and Smash.
The second section is "Middle lesson" High in a Strong tone, High and Low.
The third section is "Beginner's lesson" Thrust severely and Thrust gently
The fourth section is blank.
The fifth section is "Applied lesson" Transformation, Cosplay and Bathe.
The sixth section is blank.
The seventh section is "Special lesson" Kick, High in a flurry, Dislodge weapon and Retrieve.
The eighth section is blank.
The nineth section is "Jump" Jump Up, Dodge, Duck and Away.

The extended range section, the top white one is "Charge".
The two black ones are "Swing severely" and "Swing gently".
The next two white ones are "Change cloth" and "Thrust".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

She has a magical staff.

----

In the book:
Page 1 is "Jump Back", tell opponent: "No restrictions and add +1 if you Score next turn. (P)"
Page 3 is "High", tell opponent: "Do no Beginner's lesson and Red next turn."
Page 5 is "Low", tell opponent: "Do no Beginner's lesson or Blue next turn."
Page 7 is "Dazed", tell opponent: "Do only Jump next turn." "If scoring 10 or more, then include Critical restriction." "CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrust", tell opponent: "Do no Applied lesson next turn."
Page 11 is "Extended range Swing", tell opponent: "Do only extended range next turn."
Page 13 is "Leg", tell opponent:"Do no Red or Orange next turn." "If scoring 7 or more, then include Critical restriction." "CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Smash", tell opponent:"Do no Red or Orange next turn."
Page 17 is "Bash", tell opponent:"Do no Red or Orange next turn."
Page 19 is "Balance", tell opponent: "Do only green or yellow next turn."
Page 21 is "Turned Around",tell opponent: "Do only yellow next turn."
Page 23 is "Behind", tell opponent:"No restrictions next turn."(P*)
Page 25 is "Kick", tell opponent:"Do no Blue or Yellow next turn."
Page 27 is "Dislodge", tell opponent:"Do only Kick, Green, Yellow(except High in a flurry) until retrieve weapon."
Page 29 is "Ducking", tell opponent:"Do no Orange next turn and add +3 to any Blue that Scores." (P*)
Page 31 is "Arm", tell opponent:"Do no Red or Orange next turn." "If scoring 6 or more, then include Critical restriction." CRITICAL: "Do no Applied lesson for the rest of the combat."
Page 33 is "Dodge", tell opponent:"No restrictions next turn." (P)
Page 35 is "Extended Range Body Wound",tell opponent: "Do only Brown next turn" "If scoring 8 or more, then include Critical restriction." "CRITICAL: Do no Special Lesson(except retrieve) for the rest of the combat."
Page 37 is "Jumping Up", tell opponent: "Do no Blue next turn and add +3 to any Orange that Scores."
Page 39 is "Charging", tell opponent:"Do no Green or yellow next turn."
Page 41 is "Knocked Down", tell opponent: "Do only Jump next turn." "If scoring 5 or more, then include Critical restriction." "Do no Red for the rest of the combat."
Page 43 is "Retrieve", tell opponent:"You may retrieve a weapon. No restrictions next turn."
Page 45 is "Parry",tell opponent: No restrictions next turn. "
Page 47 is "Transformation", tell opponent: "Do no Orange next turns."
Page 49 is "Bathe",tell opponent: "Do only Kick, Green, Yellow(except High in a flurry) until retrieve weapon."
Page 51 is "Extended Range Change Clothes", tell opponent:"Do only Blown next turn. Do only Kick, Green, Yellow(except High in a flurry) until retrieve weapon."
Page 53 is "Body", tell opponent:"Do only Green or Yellow next turn." "If scoring 7 or more, then include Critical restriction." "CRITICAL: Do no Special lessen(except Retrieve) for the rest of the combat."
Page 55 is "Extended Range Escape", tell opponent: "Do only X-Range next turn, and you may regain a Body Point."
Page 57 is "Extended Range Block", tell opponent:"Do only extended range next turn. "(P)
Page 59 is "Extended Range Thrust", tell opponent:"Do only X-Range next turn. "
Page 61 is "Extended Range Dodge", tell opponent: "Do only X-Range next turn and add +1 if you Score next turn. " (P*)
Page 63 is "Cosplay", tell opponent: "Do no Orange next turns."

My thanks to Haruka Tomose for the Queens Gate and Queens Blade translations.

Email any questions, comments or suggestions to rick at flyingbuffalodotcom

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