
You can get a pdf of the general rules for "Lost Worlds" in English by clicking here.
You can download complete character cards in English, created by a fan, at http://www.esglabs.com/othergames/index.html#lostworlds
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."
The first section is "Super Moves" Crane's Dance ( Heavy) and (Light).
The second section is "Side Swing" Medium power , High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Guard break" High and Low.
The fifth section is "Skill move" Furious, "Dew Drizzle" and "Rain
Hollyhock".
The sixth section is "Pinwheel " at sky and at ground.
The seventh section is "Special" Kick, wild swing, dislodge weapon and retrieve weapon.
The eighth section is "Wind Slash" at sky and at ground.
The ninth section is "Jump" Jumping up, Dodge, duck, and Away.
The extended range section, the top white one is "Heavy slash".
The two black ones are "Medium swing" and "Pinwheel at sky".
The next two white ones are "Thrust" and "Wind Slash".
The three brown ones are "Blocking", "Dodge", and "Change to Stuffed Girl".
Her Equipment:
Two butterfly swords, named "Hourin" and "Ousai"
Special Rule (Backside of character sheet)
*She has two weapons, however, she drops those simultaneously if dislodged.And, she can pick them up by one Retrieve.
*You may use "kick, Furious, Change to Stuffed Girl, extended range Blocking and Jump" if she lost weapons.
----
Page 1 is "Jumping Away", tell opponent:"No restrictions next turn and add +1 if you Score,"
Page 3 is "Swinging High", tell opponent: "Do no thrusts next turn."
Page 5 is "Swinging Low", tell opponent: "Do no thrusts next turn."
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrust", tell opponent: "Do no Side swing next turn. "
Page 11 is "Rain Hollyhock", tell opponent: "Do no Orange or Side swing next turn."
Page 13 is "Leg Wound", "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 "Crane's Dance", tell opponent: "Do no Blue next turn."
Page 17 is "Dew Drizzle", tell opponent: "Do no Orange or Thrust next turn."
Page 19 is "Off Balance",tell opponent: "Do only Yellow or Green 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."
Page 25 is "Kicking", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no Weapon attacks until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no orange but add +1 to any Blue that scores next turn."
Page 31 is "Arm Wound", tell opponent:"Do no Red or Orange next turn".
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Super Moves, Pinwheel and Wind slash for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions and add +1 to Side swing or Super Moves that scores next turn"
Page 35 is "Extended Range Body Wound", Tell opponent:"Do only brown next turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Skill move 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."
Page 39 is "Power slash", Tell opponent:"Do no yellow or green next turn"
Page 41 is "Knocked Down", Tell opponent:"Do only jumps next turn"
"If scoring 5 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", Tell opponent:"May retrieve a weapon. No restrictions next turn."
Page 45 is "Parrying", Tell opponent:"No restrictions next turn."
Page 47 is "Furious", Tell opponent: "Do no Green or Yellow next turn, and add +1 to any Orange that scores."
Page 49 is "Pinwheel", Tell opponent:"Do no Thrust next turn, and add +1 to Super Moves that scores."
Page 51 is "Extended Range Pinwheell", Tell opponent "Do only White or Brown next turn."
Page 53 is "Body Wound", Tell opponent: "Do only green or yellow next turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Skill move for the rest of the combat."
Page 55 is "Change to Stuffed Girl", Tell opponent: "Do only extended range next turn, and regain a body point."
Page 57 is "Extended Range Blocking", Tell opponent:"Do only extended range next turn"
Page 59 is "Extended Range Wind Slash", Tell opponent:"Do only White or Brown next turn."
Page 61 is "Extended Range Dodging", Tell opponent:"Do only extended range next turn , and add +1 to any Black."
Page 63 is "Wind Slash", Tell opponent:"Do no Super Moves or Pinwheel next turn."
The first section is "Sayo Chidori" Heavy and Weak.
The second section is "Ryuuen Bu" Strong , High and Low.
The third section is "Thrust" High and Low.
The fourth section is blank.
The fifth section is "Kacho Sen" Low and High.
The sixth section is "Powered skill" Mizudori no mai, Kagerou no mai and ChouHissatsu Shinobi bachi.
The seventh section is "Special" Kick, wild swing, dislodge weapon and Rolling Avoid.
The eighth section is "Activate Power" Counter and Armor.
The ninth section is "Jump" Jumping up, Dodge, duck, and Away.
The extended range section, the top white one is "Musasabi no mai".
The two black ones are "Ryuuen Bu" and "Kagerou no mai".
The next two white ones are "Mizudori no mai" and "Kachi sen".
The three brown ones are "Activate Power", "Dodge", and "Change costume".
Her Equipment:
Some Butterfly-Fan
Symbol of "Filled star" means "Restricted maneuver". She can use these when she is "Maximum Power" mode.
Special Rule (Backside of character sheet, and append.)
To become "Maximum Power", do "Activate Power"or "Jumping away".
Once she becomes "Maximum", that mode is kept until directly canceled.
She has countless Butterfly-Fan. Even if she is disarmed current fan, she equips next fan immediately.
----
Page 1 is "Jumping Away", tell opponent:"No restrictions next turn and add +2 if you Score."
Page 3 is "Ryuuen Bu", tell opponent:"No restrictions next turn and add +1 if you Score."
Page 5 is "Thurust", tell opponent:"No restrictions next turn and add +1 if you Score."
Page 7 is "Dazed", "Do only Jumps next turn. Maximum Power mode is canceled."
"If scoring 12 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Mizudori no mai", tell opponent: "Do no Orange next turn. If on a Not-Score page , Maximum Power mode is canceled."
Page 11 is "Kacho Sen", tell opponent:"No restrictions next turn and add +1 if you Score."
"Page 13 is "Leg Wound", "Do no Red or Orange next turn. Maximum Power mode is canceled."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Sayo Chidori", tell opponent: "Do no Blue next turn and add +1 if you Score."
Page 17 is "Maximum Power", tell opponent: "No restrictions next turn.
Maximum Power mode is begun. You may use Powered skills until Maximum mode is canceled"
Page 19 is "Off Balance",tell opponent: "Do only Yellow or Green next turn. Maximum Power mode is canceled."
Page 21 is "Turned Around", tell opponent:"Do only Yellow next turn. Maximum Power mode is canceled."
Page 23 is "Behind You", tell opponent:"No restrictions next turn.
Maximum Power mode is begun. You may use Powered skills until Maximum mode is canceled"
Page 25 is "Kicking", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Take out next Fan", tell opponent:"No restrictions next turn and add +2 to Dislodge weapon that scores."
Page 29 is "Ducking", tell opponent: "Do no orange but add +2 to any Blue that scores next turn."
Page 31 is "Arm Wound", tell opponent:"Do no Red or Orange next turn. Maximum Power mode is canceled."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Kacho Sen and Mizudori no mai for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions next turn and add +2 if you score."
Page 35 is "Extended Range Body Wound", Tell opponent:"Do only brown next turn. Maximum Power mode is canceled."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Powered Skill 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."
Page 39 is "Musasabi no mai", Tell opponent:"Do no yellow or green next turn"
Page 41 is "Knocked Down", Tell opponent:"Do only jumps next turn. Maximum Power mode is canceled."
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Rolling Avoid", Tell opponent:"Go to page 21. No restrictions next turn and add +2 if you Score."
Page 45 is "Parrying", Tell opponent:"No restrictions next turn. Maximum Power mode is canceled."
Page 47 is "ChouHissatsu Shinobi bachi", Tell opponent: "Do no Orange next turn. If on a Not-Score page , Maximum Power mode is canceled."
Page 49 is "Extended range Kagerou no mai", Tell opponent:"Do only Extended range next turn. If on a Not-Score page , Maximum Power mode is canceled."
Page 51 is "Extended Range Ryuuen Bu", Tell opponent "Do only Extended range next turn."
Page 53 is "Body Wound", Tell opponent:"Do only green or yellow next turn. Maximum Power mode is canceled."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Powered Skill for the rest of the combat."
Page 55 is "Change costume", Tell opponent: "Do only extended range next turn, and regain three body points."
Page 57 is "Extended Range Maximum Power", Tell opponent:"Do only extended range next turn. Maximum Power mode is begun. You may use Powered skills until Maximum mode is canceled."
Page 59 is "Extended Range Kacho Sen", Tell opponent:"Do only Extended range next turn."
Page 61 is "Extended Range Dodging", Tell opponent:"Do only extended range next turn , and add +2 if you score."
"Page 63 is "Kagerou no mai ", Tell opponent:"Do no Orange next turn. If on a Not-Score page , Maximum Power mode is canceled."
The first section is "Gamma ray" Heavy and Weak.
The second section is "Necro Sideswing" Strong , High and Low.
The third section is "Necro Thrust" High and Low.
The first section is "Imperial ray" Imperial ray.
The fifth section is "Undine" Capture the Fish and Catch the Berry.
The sixth section is "Michael sword" Downswing, Swing, Thrust.
The seventh section is "Special" Kick, wild tail, dislodge weapon and
Flap wings.
The eighth section is "Necro Block" High and Low.
The ninth section is "Jump" "Jump up & Flap wings", "Dodge&Tail", duck,
and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Necro Sideswing" and "Undine Catch the Berry".
The next two white ones are "Necro Thrust" and "Undine Capture the Fish".
The three brown ones are "Block & Flap wings", "Dodge&Tail", and "Escape
to Sky Ship".
Her Equipment:
none.
Symbol of "Filled star" means "Needs Undine".
Symbol of "asterisk" means "Needs Necro".
Translator's notes.
Her wings forms humanoid. The right side wing is named "Necro",and left side is "Undine".
Some results prohibit her from using the wings. If Wings are prohibited , you must not select maneuver that needs Necro or Undine. To recover wings, do "Flap wings".
----
Page 1 is "Jumping Away", tell opponent:"No restrictions next turn and add +2 if you Score.(P)"
Page 3 is "Necro Swing", tell opponent:"Do no Necro Thrust next turn , and add +1 to any Necro that scores."
Page 5 is "Capture the Fish", tell opponent:"Do no Orange next turn."
Page 7 is "Dazed", "Do only Jumps next turn and No Wings until you are directed that you can do Wings again.
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Necro Thrust", tell opponent: "Do no Necro Swing or Gamma ray next turn and add +3 if you score."
Page 11 is "Catch the Berry", tell opponent: "Do no Necro and if on a Score page direct me to do Jumps next two turns."
Page 13 is "Leg Wound", "Do no Wings until you are directed that you can do Wings again."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Necro for the rest of the combat."
Page 15 is "Gamma ray", tell opponent: "Do no Necro except Block next turn."
Page 17 is "Necro Block", tell opponent: "No restrictions next turn and add +2 if you score.(P)"
Page 19 is "Off Balance",tell opponent: "Do only Yellow or Green 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. (P*)"
Page 25 is "Kicking", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Dizzy has no weapon", tell opponent:"No restrictions next turn and add +1 if you score."
Page 29 is "Ducking", tell opponent: "Do no orange and add +1 to any Blue that scores next turn.(P*)"
Page 31 is "Arm Wound", tell opponent:"Do no Necro or Undine next turn."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Undine for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions next turn and add +3 to any Tail that scores.(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 Red for the rest of the combat."
Page 37 is "Jump up & Flap Wings", Tell opponent: "Do no blue next turn, and you may do Wings again."
Page 39 is "Charge", Tell opponent:"Do no yellow or green next turn and add +1 to any Wings that scores."
Page 41 is "Knocked Down", Tell opponent:"Do only jumps next turn."
"If scoring 5 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 43 is "Flap Wings", Tell opponent:"No restrictions next turn and you may do Wings again."
Page 45 is "Parrying", Tell opponent:"No restrictions next turn."
Page 47 is "Imperial ray", Tell opponent: "No restrictions next turn."
Page 49 is "Extended range Catch the Berry", Tell opponent:"Do only Extended range next turn. If on a score page direct me to do Brown or Jumps next two turns."
Page 51 is "Extended Necro Attaking", Tell opponent "Do only Extended range except Charge next turn."
Page 53 is "Body Wound", Tell opponent: "Do only green or yellow next turn."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 55 is "Escape to Sky Ship", Tell opponent: "Do only extended range next turn, and regain a body point."
Page 57 is "Extended Range Maximum Power", Tell opponent:"Do only extended range next turn and you may do Wings again.(P)"
Page 59 is "Extended Range Capture the Fish", Tell opponent:"Do only Extended range except Charge next turn."
Page 61 is "Extended Range Dodge & Tail", Tell opponent:"Do only extended range next turn , and add +1 if you scores.(P*)"
Page 63 is "Michael sword", Tell opponent:"No restrictions next turn and subtract -1 if you score."
The first section is "Kicks" Heavy, High, Low.
The second section is "Thrust Bow" High and Low.
The third section is "Swing Bow" Low and High.
The fourth section is "Single shot" Snapshot and Sniping.
The fifth section is "Multi shot" Heavenly Bow-Heart, Nirai Kanai's Bind and Squat Fire.
The sixth section is "Special " Umichimun's Rage, wild swing, dislodge weapon and retrieve weapon.
The seventh section is "Sungan's Lure" High and Low
The eighth section is "Jump" Jumping up, Dodge, duck, and Away.
The extended range section, the top white one is "Shinabi's Grief".
The two black ones are "Heavenly Bow-Heart," and "Squat Fire".
The next two white ones are "Nirai Kanai's Bind" and "Mitonchi's Judgement".
The three brown ones are "Blocking", "Dodge", and "Change to Stuffed Girl".
Her Equipment:
Bow named "The Suppressing Holy Bow of 8 Purifications"
Translator's notes:
She has countless arrows.
----
Page 1 is "Jumping Away", tell opponent:"No restrictions next turn and add +1 if you Score.(P)"
Page 3 is "Swinging Bow", tell opponent: "Do no Thrusts or Red next turn."
Page 5 is "Squat Fire, tell opponent: "No restrictions next turn, if unmodified Score is zero or more, then you goto page 35 and I will goto page 49."
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 11 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrust Bow", tell opponent: "Do no Swing Bow next turn. "
Page 11 is "Single shot", tell opponent: "No restriction next turn and add +1 to any Single shot that scores."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Extended Range Nirai Kanai's Bind", tell opponent: "Do only Extended range except Shinabi's Grief next turn."
Page 17 is "Sungan's Lure", tell opponent: "No restriction next turn and add +2 to any Bow shot that scores."
Page 19 is "Off Balance",tell opponent: "Do only Yellow or Green 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.(P*)"
Page 25 is "Umichimun's Rage", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no Bow attacks until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no orange but add +2 to Squat Fire that scores next turn.(P*)"
Page 31 is "Arm Wound", tell opponent:"Do no Red or Orange next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Multi shot for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions and add +2 to any Single shot that scores next turn"
Page 35 is "Extended Range Body Wound", Tell opponent:"Do only brown next turn"
"If scoring 9 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 Heavenly Bow-Heart that scores."
Page 39 is "Shinabi's Grief", Tell opponent:"Do no yellow or green next turn"
Page 41 is "Knocked Down", Tell opponent:"Do only jumps next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 43 is "Retrieving Weapons", Tell opponent:"May retrieve a weapon. No restrictions next turn."
Page 45 is "Parrying", Tell opponent:"No restrictions next turn."
Page 47 is "Nirai Kanai's Bind", Tell opponent:"No restriction next turn, if unmodified Score is zero or more, then you goto page 35 and I will goto page 15."
Page 49 is "Extended Range Squat Fire", Tell opponent:"Do only Extended range except Shinabi's Grief next turn."
Page 51 is "Extended Range Heavenly Bow-Heart", Tell opponent "Do only Extended range except Shinabi's Grief next turn."
Page 53 is "Body Wound", Tell opponent: "Do only green or yellow next turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 55 is "Change to Stuffed Girl", Tell opponent: "Do only extended range next turn, and regain a body point."
Page 57 is "Extended Range Blocking", Tell opponent:"Do only extended range next turn (P)"
Page 59 is "Extended Range Mitonchi's Judgement", Tell opponent:"Do only extended range next turn."
Page 61 is "Extended Range Dodging", Tell opponent:"Do only extended range next turn , and add +1 if you score.(P*)"
Page 63 is "Heavenly Bow-Heart", Tell opponent:"No restriction next turn, if unmodified Score is zero or more, then you goto page 35 and I will goto page 51."
The first section is "Down swing" Smash.
The second section is "Side swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Fake" High, Low,Swing and Thrust.
The fifth section is "Special" Backstab, Kick, Wildswing, Dislodge
weapon, Retrieve and Vallyball Attack.
The seventh section is "Jump" Jumping up, , Dodge , Duck and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Swinging high" and "Swinging Low".
The next two white ones are "Vallyball attack" and "Thrust".
The three brown ones are "Block & Close", "Dodge" and "Sakura Matoi".
Her Equipment:
Ninja-to.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score."
Page 3 is "Swinging High", tell opponent: "Do no Red next turn."
Page 5 is "Swinging Low", tell opponent: "Do no Blue next turn".
Page 7 is "Dazed", "Do no Red, Orange or Vallyball Attack next turn."
"If scoring 11 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", tell opponent: "No restriction next turn. "
Page 11 is "Thrusting Low", tell opponent: "Do no Red next turn."
Page 13 is "Leg Wound", "Do no Orange next turn."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Swinging Down", tell opponent: "No restriction next turn".
Page 17 is "Extended Range Vallyball Attack", tell opponent: "Do only
Extended Range expect Vallyball Attack(54) next turn. if unmodified
Score is zero or more, then you go to 19 and add +3 to that score and No
restriction next turn".
Page 19 is "Off Balance", tell opponent: "Do only Yellow, Green or
Backstab 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. If
you do Backstab(26) this turn, go to page 21 and add +2 if you score
next turn".
Page 25 is "Kicking ", tell opponent: "Do no Yellow next turn, and if on
a score page go to page 41."
Page 27 is "Weapon Dislodged", tell opponent "Do no weapon attack until
it has been retrieved."
Page 29 is "Ducking", tell opponent: "No restrictions next turn, and add
+2 any Blue if you score next turn."
Page 31 is "Arm Wound", tell opponent: "Do no Orange or Vallyball Attack
next turn"
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
2 to any Side swing or Downswing that scores next turn."
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Special 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 score next turn."
Page 39 is "Charging", Tell opponent: "Do no yellow next turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Green or Yellow next
turn."
"If scoring 5 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapon", Tell opponent: "You may use weapon again.
No restriction next turn."
Page 45 is "Parrying High", Tell opponent: "No restrictions next turn."
Page 47 is "Extended Range Leg Wound", Tell opponent: "Do only Brown
next turn.."
Page 49 is "Parrying Low", Tell opponent: "No restrictions next turn."
Page 51 is "Kicked off balance", Tell opponent "Do only Green or Yellow
next turn. "
Page 53 is "Body Wound", Tell opponent: "Do no Orange next turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Special for the rest of the combat."
Page 55 is "Extended Range Sakura Matoi", Tell opponent: "Do only
extended range next turn."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn."
Page 59 is "Pushed off Balance", tell opponent: "Do only Yellow or Green
next turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn."
Page 63 is "Vallyball Attack", tell opponent: "Do no Vallyball Attack
(36) next turn. if unmodified Score is zero or more, then you go to 19
and add +3 to that score".
The extended range section, the top white one is "Metamoranimal".
The two black ones are "Swinging Boomerang" and "Pakupaku gabool".
The next two white ones are "Thrust Boomerang" and "Throw Boomerang".
The three brown ones are "Blocking", "Dodge", and "Change to Stuffed
Girl".
Her Equipment:
Boomerang named "Yok Mok Mook".
Special Rule (Backside of character sheet)
* Pakupaku gabool:
If you do Pakupaku gabool, Chamcham temporarily lose one Body point.
Therefore, if she does "Gabool" with one Body Point, she loses the
combat.
This lost point is recovered after you tell next maneuver number.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score."
Page 3 is "Swinging", tell opponent: "Do no Thrust next turn."
Page 5 is "Throw Boomerang", tell opponent: "Do no Boomerang next turn".
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 11 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting Boomerang", tell opponent: "Do no Swing or Scratch
face(48) next turn. "
Page 11 is "Scratch", tell opponent: "No restriction next turn and add +
3 to any Flying Scratcher or Kick that scores."
Page 13 is "Leg Wound", "Do no Orange next turn."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Swinging Down", tell opponent: "Do no Blue next turn".
Page 17 is "Boomerang Blocks", tell opponent:"No restrictions next turn
and add +2 if you Score."
Page 19 is "Off Balance", tell opponent: "Do only Yellow or Green 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".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no weapon attack until
it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn, and add +2
any Blue that scores."
Page 31 is "Arm Wound", tell opponent: "Do no Orange next turn."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Flying Scratcher for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
3 to any Swing or Scratch face(48) that scores next turn."
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
"If scoring 9 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 +3
to any Orange that score next turn."
Page 39 is "Metamoranimal", 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."
"CRITICAL: Do no Pakupaku gabool for the rest of the combat."
Page 43 is "Retrieving Weapon", Tell opponent: "You may use weapon again.
No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn, and
add +2 if you Score."
Page 47 is "Pakupaku gabool", Tell opponent: "Do no Orange next turn,
and you temporarily lose one Body point next turn."
Page 49 is "Extended Range Pakupaku gabool", Tell opponent: "Do only
extended range next turn, and you temporarily lose one Body point next
turn."
Page 51 is "Extended Range Attacking", Tell opponent "Do only Extended
range except Metamoranimal next turn. "
Page 53 is "Body Wound", Tell opponent: "Do only Green or Yellow next
turn"
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 55 is "Extended Range Change to Stuffed Girl, Tell opponent: "Do
only extended range next turn, and you may regain a Body point."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn."
Page 59 is "Extended Range Throw Boomerang", tell opponent: "Do only
Extended Range and no Boomerang next turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn, add +2 if you score."
Page 63 is "Flying Scratcher!", tell opponent: "No restrictions next
turn, and add +2 to any Flying scratcher that scores next turn."
The first section is "Flying Attack" Alstomeria and Spine Shot.
The second section is "Bloody Masquerade" Strong, High and Low.
The third section is "Chops" High and Low.
The fourth section is "Fake" High and Low.
The fifth section is "Attack to backside" Spinning Edge and Antelope
Kick.
The sixth section is "Counter counter" to Neck, to Arm and to Leg.
The seventh section is "Special " Frissia Thrust, Wild Punch, Kick to
dislodge and Concentrate Spirit.
The eighth section is "Blocks" High and Low.
The ninth section is "Jumps" Jumping up, Dodge , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Mustang Lance" and "Counter counter".
The next two white ones are "Chop High" and "Chop Low".
The three brown ones are "Block & Close", "Dodge" and "Provoke".
Her Equipment:
None
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score.(P) "
Page 3 is "Bloody Masquerade Lance", tell opponent: "Do no Chop, Fake or
Wild punch next turn."
Page 5 is "Hand kick Spinning Edge", tell opponent: "Do no Red or Orange
next turn".
Page 7 is "Dazed", "Do only Jumps next turn."
If scoring 11 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 9 is "Chop", tell opponent: "Do no Bloody Masquerade next turn. "
Page 11 is "Antelope Kick" , tell opponent: "Do no Orange next turn."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Alstomeria", tell opponent: "Do only Jumps next turn".
Page 17 is "Blocking", tell opponent: "No restrictions next turn and +1
any Counter Counter if you score next turn.(P)"
Page 19 is "Off Balance", tell opponent: "Do only Green or Yellow next
turn."
Page 21 is "Turned Around", tell opponent: "Do only Yellow or Attack to
backside next turn."
Page 23 is "Behind You", tell opponent: "No restrictions next turn and
add +3 if you Score next turn.(P*)"
Page 25 is "Frissia Thrust ", tell opponent: "Do no Blue or Yellow next
turn."
Page 27 is "She has no Weapon", tell opponent "No restrictions next turn
and add +1 if you Score."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn, and add +2
any Blue if you score next turn.(P*)"
Page 31 is "Arm Wound", tell opponent: "Do no Orange or Red next turn"
If scoring 7 or more, then include Critical restriction.
CRITICAL: Do no Counter Counter for the rest of the combat.
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
2 to any Bloody Masquerade that scores next turn.(P*)"
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
If scoring 9 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 score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Do no Fake for the rest of the combat.
Page 43 is "Concentrate Spirit", Tell opponent: "No restrictions next
turn and +1 any Chops, Fake and Wild punch if you score next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn and +2
any Counter Counter if you score next turn."
Page 47 is "Spine Shot", Tell opponent: "Do no Blue next turn."
Page 49 is "Extended Range Mustang Lance", Tell opponent: "Do only
extended range next turn and +1 any Spine Shot, Bloody Masquerade,
Attack to backside, Kick to dislodge and Mustang Lance if you score next
turn."
Page 51 is "Extended Range Chop", Tell opponent "Do only extended range
next turn and +1 any Chops, Fake and Counter Counter if you score next
turn."
Page 53 is "Body Wound", Tell opponent: "Do only Green or Yellow next
turn."
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Red for the rest of the combat.
Page 55 is "Extended Range Provoke", Tell opponent: "Do only extended
range next turn, and regain 2 body points (P)."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Extended Range Counter Counter", tell opponent: "Do only
Extended range next turn and +2 any Counter Counter if you score next
turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn and add +2 if you Score.(P*) ."
Page 63 is "Counter Counter", tell opponent: "No restriction next turn.
If on a Score page go to Page 41. "
The extended range section, the top white one is "Charge".
The two black ones are "Swinging" and "Raging Flame".
The next two white ones are "Thrust" and "Undercover of Fog".
The three brown ones are "Block & Close", "Dodge" and "Concentrate".
Her Equipment:
Ninja-to.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score(P)."
Page 3 is "Swinging", tell opponent: "Do no Thrust next turn."
Page 5 is "Raging Flame", tell opponent: "Do no Red or Orange next turn".
Page 7 is "Dazed", "Do only Jumps next turn."
If scoring 11 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 9 is "Thrusting", tell opponent: "Do no Side swing next turn. "
Page 11 is "Undercover of Fog.", tell opponent: "Do no Ninjyutu next
turn. If on a Score page go to Page 21".
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Swinging Down", tell opponent: "Do no Blue or Orange next
turn".
Page 17 is "Ninja-to Blocks", tell opponent: "No restrictions next turn,
and add +2 any Hilt attacks if you score next turn(P)."
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.(P*)".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no weapon attack until
retrieve weapon."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn, and add +1
any Blue if you score next turn(P*)."
Page 31 is "Arm Wound", tell opponent: "Do no Red or Orange next turn."
If scoring 7 or more, then include Critical restriction.
CRITICAL: Do no Hilt attacks or Blocking with Ninjya-to for the rest of
the combat.
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
1 to any Side swing that scores next turn.(P*)"
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
If scoring 9 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 score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 43 is "Retrieving Weapon", Tell opponent: "You may use weapon again.
No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Konoha gakure", Tell opponent: "Do no Dodge or Duck next
turn. If on a Score page go to Page 21".
Page 49 is "Extended Range Raging Flame", Tell opponent: "Do only
extended range except Charge next turn."
Page 51 is "Extended Range Swinging", Tell opponent "Do only Extended
range next turn."
Page 53 is "Body Wound", Tell opponent: "Do only Green or Yellow next
turn"
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Red for the rest of the combat.
Page 55 is "Extended Range Concentrate", Tell opponent: "Do only
extended range next turn, and regain 1 body points ."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Extended Range Undercover of Fog", tell opponent: "Do only
Yellow or Green next turn.If on a Score page go to Page 21 and direct me
to go to Page 23.".
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn, and add +1 if you Score(P*)."
Page 63 is "Hilt Attack", tell opponent: "No restriction next turn, and
add +2 to any Hilt Attacks that score next turn."
The first section is "Decapitation" Twin Fan Smash* and Bash.
The second section is "Slash" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Grapple" Low and High.
The fifth section is "Grab Combo*" Erectric Shock, Squeeze, Punishment,
Slash and Thrust.
The sixth section is "Special " Kick, Wild Swing, Dislodge Weapon and
Regain Control.
The seventh section is "Blocking" High and Low.
The eighth section is "Jumps" Flight, Dodge & Gain Soma , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Railgun Sweep High" and "Railgun Sweep Low".
The next two white ones are "Thrust" and "Shot Railgun".
The three brown ones are "Block & Close", "Dodge & Gain Soma" and "Back
& Punish Hana".
Her Equipment:
Anastasia , the guardian doll.
*: Restricted, do only when directed
E: This row means the amount of Soma necessary to execute the maneuver.
Special Rule (Backside of character sheet)
1. This book include two characters: Katja and Hana. You must manage the
body points for each characters.
Either name of them or "SELECT" is described on each SCORE page.
If the name is described, it means the character received the hit.
If "Select" is described, the opponent select the character who scored.
2. You lose the combat when Katja is defeated.
3. You may continue the combat even if Hana is defeated. In this case,
SCORE and Critical result that hit to Hana is ignored in the rest of the
combat.
4. The amount of Soma necessary to execute the maneuver that use
Anastasia.
To select the maneuver, you must spend the Soma points that described in
"E" row. You must not select the maneuver when there is no necessary
amount.
(Transrater's note: "-" in E row means "This maneuver don't use
Anastasia." )
5. Katja has 10 points of Soma at beginning of the combat. The Soma is
supplied according to the comment described in the some page.
However, if Hana has already been defeated, the supply comment is
invalid.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
regain 2 point of Soma (P)."
Page 3 is "Slashing", tell opponent: "Do no Thrust next turn. "
Page 5 is "Electric Shock", tell opponent: "No restrictions next turn.
".
Page 7 is "Dazed, to Katja", "Do only Jumps next turn."
If scoring 11 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 9 is "Thrusting", tell opponent:"Do no Slash next turn."
Page 11 is "Punishment", tell opponent: "No restrictions next turn. You
may use Grab Combo and +2 to any Grab Combo that Scores next turn."
Page 13 is "Leg Wound, to Hana", "Do no Red or Orange next turn."
If scoring 9 or more, then include Critical restriction.
CRITICAL: Loose 5 point of Soma. Do no Blue for the rest of the combat.
Page 15 is "Decapitation", tell opponent: "Do no Blue next turn".
Page 17 is "Blocks, SELECT", tell opponent: "No restrictions next turn.
(P)"
Page 19 is "Off Balance, to Katja", tell opponent: "Do only Green or
Yellow next turn."
Page 21 is "Turned Around, SELECT", tell opponent: "Do only Yellow next
turn."
Page 23 is "Behind You", tell opponent: "No restrictions next turn.(P*)".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Lost Control of Anastasia, SELECT", tell opponent "Do not use
Anastasia until regain control."
Page 29 is "Ducking", tell opponent: "Do no Orange , and add +2 to any
Blue that scores next turn (P*)."
Page 31 is "Arm Wound, to Hana", tell opponent: "Do no Red or Orange
next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Loose 5 point of Soma.Do no Grab Combo for the rest of the
combat.
Page 33 is "Dodging & Gain soma", tell opponent:"No restrictions next
turn and regain 2 points of Soma (P*)."
Page 35 is "Extended Range Body Wound, to Katja", Tell opponent: "Do
only Brown next turn"
If scoring 10 or more, then include Critical restriction.
CRITICAL: Do no Red for the rest of the combat.
Page 37 is "Flight", Tell opponent: "Do no Blue next turn and add +2 to
any Orange that score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down, to Hana", Tell opponent: "Do only Jumps next
turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Loose 5 point of Soma.Do no Decapitation and Slash for the
rest of the combat.
Page 43 is "Regain Control", Tell opponent: "You regain control of
Anastasia. No restriction next turn."
Page 45 is "Parrying, SELECT", Tell opponent: "No restrictions next turn."
Page 47 is "Squeeze", Tell opponent: "Do only Red or Orange next turn
and You may use Grab Combo next turn."
Page 49 is "Extended Range Railgun Sweep", Tell opponent: "Do only
Extended range next turn, and add +2 if you Score"
Page 51 is "Extended Range Railgun Shot", Tell opponent "Do only
Extended range next turn."
Page 53 is "Body Wound, to Katja", Tell opponent: "Do only Green or
Yellow next turn"
If scoring 10 or more, then include Critical restriction.
CRITICAL: Do no Red for the rest of the combat.
Page 55 is "Extended Range Punish Hana" , Tell opponent: "Do only
extended range next turn, and regain 1 body points ."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn. If your current Soma is less than 10, reset Soma to 10.
(P)"
Page 59 is "Anastasia's Punch", tell opponent: "No restrictions next
turn and you may use Grab Combo next turn."
Page 61 is "Extended Range Dodge & Gain Soma", tell opponent: "Do only
Extended range next turn, and regain 2 point of Soma .(P*)"
Page 63 is "Grapple", tell opponent: "Do no Decapitation next turn and
you may use Grab Combo next turn."
The first section is "Down swing" Smash amd Bash.
The second section is "Side swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Yagyu Shinkage style: Wheeling" Savage and Quick.
The fifth section is "Gush of power" wake up.
The sixth section is "Mikiri(Dodge and attacks)" Bash, Swing and Thrust.
The seventh section is "Special " Kick, Wild Swing, Dislodge Weapon
and Retrieve .
The eighth section is "Blocking" High and Low.
The ninth section is "Jumps" Jumping up, Dodge , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Hispeed Slash" and "Gush of Power".
The next two white ones are "Hispeed illusion" and "Hispeed thrust".
The three brown ones are "Block & Close", "Dodge" and "Hispeed Back".
Her Equipment:
Two Katanas made by "Miike Denta"
Special Rule (Backside of character sheet)
She has two katanas. She drops a Katana each time when result page 27 .
You may do weapon attacks if she has only a Katana, however, all MOD is
reduced by -3.
She retrieves a Katana at Page 43.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score(P)."
Page 3 is "Swinging", tell opponent: "Do no Thrust next turn."
Page 5 is "Mikiri", tell opponent: "No restrictions next turn".
Page 7 is "Dazed", "Do only Jumps next turn."
If scoring 12 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 9 is "Thrusting", tell opponent: "Do no Swing next turn. "
Page 11 is "Gush of power", tell opponent: "No restrictions next turn,
and add +4 any maneuvers (except Jump or Blocks) next turn."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Swinging Down", tell opponent: "Do no Blue next turn".
Page 17 is "Katana Blocks", tell opponent: "No restrictions next turn,
and add +2 any Mikiri if you score 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.(P*)".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "You are disloged a Katana.
Reduce all weapon attacks by -3 until it has been retrieved. If both
Katanas are dislodged, do no weapon attacks until retrieve."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn, and add +2
any Blue if you score next turn(P*)."
Page 31 is "Arm Wound", tell opponent: "Do no Red or Orange next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Do no Mikiri for the rest of the combat.
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
2 to any Swing that scores next turn.(P*)"
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
If scoring 10 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 score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 6 or more, then include Critical restriction.
CRITICAL: Do no Yagyu Shinkage style:Wheeling for the rest of the combat.
Page 43 is "Retrieving Weapon", Tell opponent: "You retrieve one weapon.
You may use weapon again. No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn and add
+1 if you Score."
Page 47 is "Hispeed Slash", Tell opponent: "Do only Red, Orange or
Jumps next turn."
Page 49 is "Extended Range Gush of power", Tell opponent: "Do only
extended range next turn, and add +4 to any Black or White that score
next turn."
Page 51 is "Extended Range Hispeed illusion", Tell opponent "Do only
Extended range next turn."
Page 53 is "Body Wound", Tell opponent: "Do only Green or Yellow next
turn"
If scoring 10 or more, then include Critical restriction.
CRITICAL: Do no Red for the rest of the combat.
Page 55 is "Extended Range Hispeed Back", Tell opponent: "Do only
extended range next turn, and regain 1 body points ."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Extended Range Hispeed Slash", tell opponent: "Do only Black
or White next turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn, and add +2 if you Score(P*)."
Page 63 is "Yagyu Shinkage style: Wheeling", tell opponent: "Do no
Mikiri next turn, and add +2 to any Yagyu Shinkage style: Wheeling that
score next turn."
The first section is "Down swing" Twin Fan Smash* amd Bash.
The second section is "Side swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Sanada's Secret Atrs" Rainy Thrusts*(Low), Rainy
Thrusts*(High), Throw Fan and Extreme Strategy.
The fifth section is "Cross Attacks" Bash*, High* and Low*.
The sixth section is "Special " Kick, Wild Swing, Dislodge Weapon and
Retrieve .
The seventh section is "Blocking" High and Low.
The eighth section is "Jumps" Jumping up, Dodge , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Battle Fan Swing High" and "Battle Fan Swing Low".
The next two white ones are "Thrust High" and "Thrust Low".
The three brown ones are "Block & Close", "Dodge" and "Back".
Her Equipment:
Two Battle Fans
*: The maneuvers marked by asterisk need two Battle fans.
Special Rule (Backside of character sheet)
1. She has two Battle-Fans. She drops a Katana each time when result
page 27 .
She retrieves a Katana at Page 43.
2. The thrown fan automatically return to Yukimura, so you need retrieve
only when result becomes "dislodged".
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +3 if you Score(P)."
Page 3 is "Swinging", tell opponent: "Do no Thrust next turn."
Page 5 is "Thrusting", tell opponent: "No restrictions next turn".
Page 7 is "Dazed", "Do only Green or Yellow next turn."
If scoring 11 or more, then include Critical restriction.
CRITICAL: Do no Sanada's Secret Atrs for the rest of the combat.
Page 9 is "Sanada's Secret Atrs: Rainy Thrusts", tell opponent:"No
restrictions next turn, and add +3 any Cross Attacks if you score next
turn."
Page 11 is "Cross Attack", tell opponent: "Do no Sanada's Secret Atrs
next turn."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Swinging Down", tell opponent: "No restrictions next turn".
Page 17 is "Blocks", tell opponent: "Do no Orange next turn, and add +3
any Thrust if you score next turn.(P)"
Page 19 is "Off Balance", tell opponent: "Do only Green or Yellow next
turn."
Page 21 is "Turned Around", tell opponent: "Do only Green or Yellow next
turn."
Page 23 is "Behind You", tell opponent: "No restrictions next turn.(P*)".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "You are disloged a Fan.
You do no Rainy Thrusts, Cross Attacks and Twin Fans Smash until
retrieve.If both Fans are dislodged, do no weapon attacks until retrieve."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn(P*)."
Page 31 is "Arm Wound", tell opponent: "Do no Red or Orange next turn."
If scoring 7 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +
3 to any Down or Side swing that scores next turn.(P*)"
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
If scoring 9 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 +3
to any Orange that score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Do no Down swings for the rest of the combat.
Page 43 is "Retrieving Weapon", Tell opponent: "You retrieve one weapon.
No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Sanada's Secret Atrs:Extreme Strategy", Tell opponent: "No
restrictions next turn and add +3 if you Score."
Page 49 is "Extended Range Swinging", Tell opponent: "Do only Black or
Brown next turn."
Page 51 is "Extended Range Thrusting", Tell opponent "Do only White or
Brown next turn."
Page 53 is "Body Wound", Tell opponent: "Do no Red or Orange next turn"
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Thrust for the rest of the combat.
Page 55 is "Extended Range Back and Drinking", Tell opponent: "Do only
extended range next turn, and regain 1 body points ."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Sanada's Secret Atrs:Throw Fan", tell opponent: "No
restrictions next turn and add +3 if you Score."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn, and add +2 to any Charge or Swing that scores next
turn.(P*)"
Page 63 is "Twin Fan Smash", tell opponent: "No restrictions next turn
and add +3 if you Score."
The first section is "Down swing" Bash.
The second section is "Side swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Fakes" Low and High.
The fifth section is "Claw Attacks" to Face and to Leg.
The sixth section is "Parry & Swing" Bash, High and Low.
The seventh section is "Special " Kick, Wild Swing, Dislodge Weapon
and Retrieve .
The eighth section is "Blocking" High and Low.
The ninth section is "Jumps" Jumping up, Dodge , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Whip Swing High" and "Whip Swing Low".
The next two white ones are "Whip Thrust High" and "Whip Thrust Low".
The three brown ones are "Block & Close", "Dodge" and "Provoke".
Her Equipment:
Valentine ( Segmented Sword )
Gauntlet
*** IMPORTANT ***
In the 1st printing , there are LARGE misprint. The matrix data on Page
50 are almost wrong.
Correct data is opened on HJ official page.
Look URL(pdf) :http://queensblade.net/pdf/QG_IVY_50.pdf
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score(P)."
Page 3 is "Swinging High", tell opponent: "Do no Thrusts or Blue next
turn."
Page 5 is "Swinging Low", tell opponent: "Do no Red or Orange next turn."
Page 7 is "Dazed", "Do only Jumps next turn."
If scoring 12 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 9 is "Thrusting", tell opponent: "Do no Swing next turn. "
Page 11 is "Extended Range Whip Thrust High", Tell opponent: "Do only
Extended range next turn."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Swinging Down", tell opponent: "Do no Blue next turn."
Page 17 is "Blocking", tell opponent: "No restrictions next turn and add
+2 if you Score(P)."
Page 19 is "Off Balance", tell opponent: "Do only Yellow or Green 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.(P*)"
Page 25 is "Kick", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Sword Dislodged", tell opponent "Do no Sword attacks until
it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Orange but add +2 to any
Blue that scores next turn (P*)."
Page 31 is "Arm Wound", tell opponent: "Do no Red or Orange next turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Do no Parry & Swing for the rest of the combat.
Page 33 is "Dodging", tell opponent: "No restrictions and add +2 to any
Swing that scores next turn.(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 score next turn."
Page 39 is "Charge", Tell opponent: "Do no Green or Yellow next turn"
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 4 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 43 is "Retrieving Weapons", Tell opponent: "May retrieve a weapon.
No restrictions next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Claw Attack", Tell opponent: "Do no Orange next turn and add
+1 to any Claw Attacks or Parry & Swing that scores next turn."
Page 49 is "Extended Range Whip Low", Tell opponent: "Do only Extended
range next turn."
Page 51 is "Extended Range Whip High", Tell opponent: "Do only Extended
range next turn."
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 Provoke", Tell opponent: "Do only extended
range next turn, and regain 1 body points."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Extended Range Whip Thrust Low", Tell opponent: "Do only
Brown next turn."
Page 61 is "Extended Range Dodging", Tell opponent: "Do only Extended
range next turn and add +2 if you Score(P*)."
Page 63 is "Parry & Swing", Tell opponent: "No restrictions next turn."
The first section is "Chain Revolver" Combo1 and Combo2.
The second section is "Shoot" Bullet Storm , Revolver Blast and Silencer.
The third section is "Spring Raid" High and Low.
The fourth section is Zero-gun: Thor" High and Low
The fifth section is "Zero-gun: Fenrir" Low and High.
The sixth section is "Protected Attacks" Bash, High and Low.
The seventh section is "Special " Kick, Wild Swing, Dislodge Weapon
and Retrieve .
The eighth section is "Blocking" High and Low.
The ninth section is "Jumps" Jumping up, Dodge , Duck, and Away.
The extended range section, the top white one is "Charge".
The two black ones are "Shoot High" and "Shoot Low".
The next two white ones are "Spring Raid High" and "Spring Raid Low".
The three brown ones are "Block & Close", "Dodge" and "barrier block".
Her Equipment:
Arcus Diabolus: Bolverk (Two handgun)
(Transrater's Note: Those guns are considered to be one about the
dislodge/ Retrieve.
She can only do follow maneuvers when dislodged:
Spring Raid, Kick, Retrieve, Block, Jumps, EX-range Spring Raid and
brown.)
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and
add +2 if you Score(P)."
Page 3 is "Silencer", tell opponent: "Do no Spring Raid next turn and
add +2 if you Score."
Page 5 is "Spring Raid", tell opponent: "No restrictions next turn".
Page 7 is "Dazed", "Do only Green or Yellow next turn."
If scoring 11 or more, then include Critical restriction.
CRITICAL: Do no Zero-gun: Thor for the rest of the combat.
Page 9 is "Zero-gun: Thor", tell opponent:"Do no Zero-gun: Thor next
turn."
Page 11 is "Protected Attacks", tell opponent: "No restrictions next
turn".
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
If scoring 8 or more, then include Critical restriction.
CRITICAL: Do no Blue for the rest of the combat.
Page 15 is "Bullet Storm", tell opponent: "Do no Zero-gun: Fenrir or
Orange next turn".
Page 17 is "Blocks", tell opponent: "No restrictions 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 Green or Yellow next
turn."
Page 23 is "Behind You", tell opponent: "No restrictions next turn.(P*)".
Page 25 is "Kicking ", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no Weapon attacks
until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Orange and add +1 to any
Blue that scores next turn (P*)."
Page 31 is "Arm Wound", tell opponent: "Do no Red or Orange next turn."
If scoring 7 or more, then include Critical restriction.
CRITICAL: Do no Orange for the rest of the combat.
Page 33 is "Dodging", tell opponent: "No Restriction next turn.(P*)"
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown
next turn"
If scoring 11 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 score next turn."
Page 39 is "Charging", Tell opponent: "Do no Green or Yellow or next
turn."
Page 41 is "Knocked Down", Tell opponent: "Do only Jumps next turn."
If scoring 5 or more, then include Critical restriction.
CRITICAL: Do no Chain Revolver for the rest of the combat.
Page 43 is "Retrieving Weapon", Tell opponent: "You retrieve the weapon.
No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Revolver Blast", Tell opponent: "Do no Orange next turn and
add +1 if you Score."
Page 49 is "Extended Range Shoot", Tell opponent: "Do only Black or
Brown next turn."
Page 51 is "Extended Range Spring Raid", Tell opponent "Do only White or
Brown next turn."
Page 53 is "Body Wound", Tell opponent: "Do no Red or Orange next turn"
If scoring 9 or more, then include Critical restriction.
CRITICAL: Do no Spring Raid for the rest of the combat.
Page 55 is "Extended Range barrier block", Tell opponent: "Do only
extended range next turn, and regain 1 body points ."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended
range next turn.(P)"
Page 59 is "Zero-gun: Fenrir", tell opponent: "Do no Orange next turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended
range next turn, and add +2 to any Charge or Shoot that scores next
turn.(P*)"
Page 63 is "Chain Revolver", tell opponent: "Do no Zero-gun: Fenrir
next turn."
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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