TRANSLATIONS FOR RISTY LEINA NOWA and IRMA and other QUEENS BLADE characters

This page last changed February 25, 2010 and seldom needs changing.

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

LEINA Leina is the blonde with the really big breasts. The ISBN number on the back ends in "400".

On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 6 "tactics" points.

The first section is "Downswing 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, side swing, and thrust.
The fifth section is "Protected attacks" Down swing, Side swing, and Thrust
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is "Shield Block" high and low
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +2 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no thrusts or red next turn"
Page 5 is "Swinging Low", "do no thrusts or blue next turn"
Page 7 is "Dazed", "Do only Green next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", "Do no side swings next turn."
Page 11 is "Thrusting Low", "Do no side swings or Red 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 "Swinging Down", "Do no blue next turn."
Page 17 is "Blocking High", "Do no blue next turn"
Page 19 is "Struck Off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Kicking", "Do no blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn"
Page 31 is "Arm Wound", "Do no red or orange next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", "Add +2 to any down or side swing that scores next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn, but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "Do only jumps next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. No restrictions next turn"
Page 45 is "Parrying High", "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn"
Page 51 is "Kicked off Balance", "Do only green or yellow next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Shield Smashed", "Do no blocks or protected attacks for the rest of the game"
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Pushed Off Balance", "Do only green or yellow next turn"
Page 61 is "Extended Range Dodging", "Do only extended range next turn"
Page 63 is "Blocking Low", "Do no orange next turn".

Leina - Exalted Warrior (3D-Leina)

Her data is almost same as original.

On the character sheet, she has a height of 4 and 10 body points and 1 attack. She has 7 "Luck" points.

The first section is "Downswing 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, side swing, and thrust.
The fifth section is "Protected attacks" Down swing, Side swing, and Thrust
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is "Shield Block" high and low
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her equipment:
circlet
sword
shield
bronzeplate ( as chainmail )
3 general items

In the book:
Page 1 is "Jumping Away", tell opponent: "add +2 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no red next turn"
Page 5 is "Swinging Low", "do no blue next turn"
Page 7 is "Dazed", "Do only Green or yellow next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", "No restrictions next turn"
Page 11 is "Thrusting Low", "Do no Red 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", "Do no blue next turn."
Page 17 is "Blocking High", "Do no blue next turn"
Page 19 is "Struck Off Balance", "Do only green or yellow next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Kicking", "Do no blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn"
Page 31 is "Arm Wound", "Do no red or orange next turn".
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", "Add +2 to any down or side swing that scores next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn,but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "Do only green 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", "May use weapon again. No restrictions next turn"
Page 45 is "Parrying High", "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn"
Page 51 is "Kicked off Balance", "Do only green or yellow next turn"
Page 53 is "Body Wound", "Do no red or orange next turn."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Shield Smashed", "Do no blocks or protected attacks for the rest of the game"
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Pushed Off Balance", "Do only green or yellow next turn"
Page 61 is "Extended Range Dodging", "Do only extended range next turn"
Page 63 is "Blocking Low", "Do no orange next turn".

IRMA IRMA is the lady with the blue hair. The ISBN number on the back ends in 401.

On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 7 "tactics" points.

The first section is "Downswing 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, side swing, and thrust.
The fifth section is "Dagger" throw
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is blank
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Throw dagger" and "Thrust"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +2 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no red next turn"
Page 5 is "Swinging Low", "do no blue 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 Orenge for the rest of the combat."
Page 9 is "Thrusting High", "No restrictions next turn"
Page 11 is "Thrusting Low", "Do no Red next turn."
Page 13 is "Leg Wound", "Do no 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", "No restrictions next turn."
Page 17 is "Kicked Off Balance", "Do only green or yellow next turn."
Page 19 is "Struck Off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Kicking", "Do no yellow next turn.
Page 27 is "Weapon Dislodged", "The weapon you just used is dislodged. If you are unarmed do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn"
Page 31 is "Arm 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 33 is "Dodging", "Add +2 to any down or side swing that scores next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn."
Page 39 is "Charging", "Do no yellow next turn"
Page 41 is "Knocked Down", "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 Weapons", "May use weapon again. No restrictions next turn"
Page 45 is "Parrying High and Stabbing", "No restrictions next turn. If you have both sword and dagger go to p 13 and stab me with "Thrust Low Dagger (14)"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low and Stabbing", "No restrictions next turn. If you have both sword and dagger go to p 53 and stab me with Thrust High Dagger(32)"
Page 51 is "Parrying Low", "No restrictions next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Parrying High", "No restrictions next turn."
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Throwing Dagger", "Do no orange next turn. If on a score page, go to p13. You have thrown your only dagger."
Page 61 is "Extended Range Throwing Dagger", "Do no White next turn. If on a score page, go to p 47. You have thrown your only dagger. Do only extended range next turn"
Page 63 is "Knife Lodged in Shield (if shieldless, go to P59)", "Do no orange next turn. You have thrown your only dagger into my shield. Ignore any score you did to me this turn.".
Note: Irma's parrying pages have two numbers. The "-3" is if she is parrying with her sword. The "-2" is if she has dropped her sword and is parrying with her dagger.

NOWA NOWA is the lady with the monkey on her shoulder. The ISBN number on the back ends in 399.

On the character sheet she has a height of 4, 10 body points, and 8 tactics points. She gets one attack, but on maneuvers marked with a * she can attack two opponents. (side swing strong and high).

The first section is "Downswing Bash and Smash"
The second section is "Side Swing" Strong, High, and Low.
The third section is "Thrust" High, and Low.
The fourth section is "Block and Strike" Swing and Thrust.
The fifth section is "Fake" Low and High
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is "Block" High and Low
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +2 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no red next turn"
Page 5 is "Swinging Low", "do no blue next turn"
Page 7 is "Dazed", "Do only Green or Yellow 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 High", "No restrictions next turn"
Page 11 is "Thrusting Low", "Do no Orange 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 "Swinging Down", "Do no blue next turn."
Page 17 is "Kicked Off Balance", "Do only green or yellow next turn."
Page 19 is "Struck Off Balance", "Do only green or yellow next turn."
Page 21 is "Turned Around", "Do only green or yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Kicking", "Do no blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn"
Page 31 is "Arm Wound", "Do no red or orange next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", "Add +2 to any down or side swing that scores next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn but add +2 to any Orange that scores next turn."
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "Do only jumps next turn."
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. Do no orange next turn"
Page 45 is "Parrying High", "No restrictions next turn."
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn."
Page 51 is "Extended range Swinging", "Do only brown or black next turn"
Page 53 is "Body Wound", "Do no red or orange next turn"
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Extended Range Thrusting", "Do only brown or white next turn."
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Blocking", "Do no orange next turn. If I am pushed off balance, go to page 19"
Page 61 is "Extended Range Blocking", "Do only extended range, but add +2 to any charge or swing that scores next turn."
Page 63 is "Weapon Broken", "Subtract -2 from all Scores (cumulative) (except kick) for the rest of the game.".

RISTY Risty is the redhead. The ISBN number on the back ends in 398.

On the character sheet she has a height of 4, 13 body points, and 5 tactics points. She gets one attack.

The first section is "Downswing Bash and 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.
The fifth section is "Protected Attacks" Down swing, Side swing, and Thrust.
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is "Shield Block" High and Low
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +1 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no thrusts or red next turn"
Page 5 is "Swinging Low", "do no thrusts or blue next turn"
Page 7 is "Dazed", "Do only Green 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", "Do no Side Swings next turn"
Page 11 is "Thrusting Low", "Do no Side Swings or Red 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", "Do no blue next turn."
Page 17 is "Blocking High", "Do no Blue next turn."
Page 19 is "Struck Off Balance", "Do only green or yellow next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Kicking", "Do no blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn but add +1 to any Blue that Scores next turn"
Page 31 is "Arm 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 33 is "Dodging", "Add +2 to any down or side swing that scores next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn but add +3 to any Orange that scores next turn."
Page 39 is "Charging", "Do no green or yellow next turn, but add +2 to any Down Swing that scores next turn."
Page 41 is "Knocked Down", "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", "May use weapon again. Do no orange next turn"
Page 45 is "Parrying High", "No restrictions next turn."
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn."
Page 51 is "Kicked Off Balance", "Do only green or yellow next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Shield Smashed", "Do no blocks or protected attacks for the rest of the game."
Page 57 is "Extended Range Blocking and Attacking", "Do only extended range next turn"
Page 59 is "Pushed Off Balance", "Do no green or yellow next turn"
Page 61 is "Extended Range Dodging", "Do only extended range next turn."
Page 63 is "Blocking Low", "Do no Orange next turn. .".

ECHIDONA Echidona is the one with black hair. The ISBN number on the back ends in "431".

On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 8 "tactics" points.

The first section is "Throw Dagger"
The second section is "Down Swing" Smash .
The third section is "Side Swing" Strong, High Swing, Low Swing
The fourth section is "Thrust" High Thrust, Lunge
The fifth section is "Fake" High Attack, Low Attack
The sixth section is "Sword & Dagger" Swing, Thrust
The seventh section is "Shielded Attacks" Down swing, side swing, thrust.
The eighth section is "Special" drop and trip, wild swing, dislodge weapon, and retrieve weapon
The ninth section is "Shield Block" high and low
The tenth section is "Jump" up, dodge & draw, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Throw dagger" (only if you've drawn a dagger) and "Thrust"
The three brown ones are "Block & Close", "Dodge and draw", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +2 if you Score next turn".
Page 3 is "Swinging", tell opponent: "Do no thrusts or throw next turn"
Page 5 is "Twin Blade Swinging", "do no thrusts next turn and do no Protected Attacks or Shield Blocks until shield has been retrieved"
Page 7 is "Dazed", "Do only Green or Yellow 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", "No restrictions next turn."
Page 11 is "Lunging", "Do no side swings, Orange or Red next turn."
Page 13 is "Leg Wound", "Do no 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 "Swinging Down", "No restrictions next turn."
Page 17 is "Blocking", "Do no fakes next turn"
Page 19 is "Struck Off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "no restrictions next turn"
Page 25 is "Dropping and Tripping", "Do only jumps next turn, and if on a score page go to page 41 and direct me to do only jumps for three turns.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been drawn or retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn and you may retrieve a dagger"
Page 31 is "Arm Wound", "Do no orange next turn".
"If scoring 5 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", "No restrictions next turn, add +1 to any side swing that scores next turn and you may draw or change weapons"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping", "Do no blue next turn, but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no yellow or throw next turn"
Page 41 is "Knocked Down", "Do green or yellow next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again, and do no throw next turn. (May retrieve one sword, dagger, or shield)"
Page 45 is "Parrying", "Do no throw next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying and Stabbing", "Do no Throw next turn and add +3 if on a score page"
Page 51 is "Thrusting and Stabbing", "Do no swings next turn, and do no Protected Attacks or Shield Blocks until shield is retrieved"
Page 53 is "Body Wound", "Do no red or orange next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Shield Smashed", "Do no blocks or protected attacks for the rest of the game"
Page 57 is "Extended Range Blocking and Attacking", "Do only extended range next turn"
Page 59 is "Throwing Dagger", "Do only jumps next turn and do no weapon attacks if you hold no weapon until you have drawn or retrieved a weapon"
Page 61 is "Extended Range Dodging", "Do only extended range next turn, add +1 to any side swing that scores, and you may draw or change weapons"
Page 63 is "Knife lodged in Shield (if Shieldless, go to P59)", "Do only jumps next turn and if you hold no weapon, do no weapon attacks until you have drawn or retrieved a weapon".

TOMOE Tomoe is the lady with the broom. The ISBN number on the back ends in "430".

On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 6 "tactics" points.

The first section is "Downswing" Bash and Split Helm
The second section is "Side Swing" Spin, head and body.
The third section is "Thrust" Head and Body.
The fourth section is "Block and Strike" Swing and Thrust.
The fifth section is blank
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is blank
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

In the book:
Page 1 is "Jumping Away", tell opponent: "add +3 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no thrusts next turn. If on page 53, go to page 7."
Page 5 is "Swinging Low", "do no thrusts next turn. If on page 13 go to page 53"
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", "Do only green or yellow next turn. If on page 53 go to page 7"
Page 11 is "Thrusting Low", "Do no orange next turn. If on page 13 go to page 53"
Page 13 is "Leg Wound", "Do only green or yellow next turn."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Swinging Down", "Do no blue next turn."
Page 17 is "Kicked off Balance", "Do only green or yellow next turn."
Page 19 is "Off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only yellow or spin next turn"
Page 23 is "Behind You", "No restrictions next turn"
Page 25 is "Kicking", "Do no thrusts or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Kick, Yellow, or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +3 to any blue that scores next turn"
Page 31 is "Arm Wound", "Do no red or orange next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", "Add +2 if you score next turn"
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue (except kick) next turn, but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "Do only jumps next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. Do no yellow next turn"
Page 45 is "Parrying High", "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn"
Page 51 is "Extended Range Attacking", "Do only brown or black next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Splitting Helm", "Add +2 for any page 7 scores for the rest of the game. If I am not wearing a helm, or it is already split, go to page 53"
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Spinning and Slashing", "Do only green or yellow next turn. If on page 53, go to page 7"
Page 61 is "Extended Range Dodging", "Do only extended range next turn and add +2 to any charge or swing that scores next turn."
Page 63 is "Block and Strike", "Do no orange next turn".

ELINA: Captain of the Royal Guard Elina is the blonde with the spear.

*Charactor Sheet:
On the character sheet, she has a height of 4 and 12 body points and 1 attack.
She also has 5 "Luck" and 9 "Tactics".

The first section is "Ironclaws" Scratch Face and Down swing.
The second section is "Side Swing Spear" Strong, High and Low.
The third section is "Thrust Spear" High and Low.
The fourth section is "Fakes" High and Low.
The fifth section is "Skill Spear" Block and Sideswing and Spin & trip.
The sixth section is "Skill Physical" Whisper and Leap & Attack.
The seventh section is "Special" Kick, Wild Spear, Dislode Weapon and Retrive Weapon.
The eighth section is "Trap" Wire.
The ninth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing" and "Thrust".
The next two white ones are "Leap & Attack" and "Wire".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

IMPORTANT: The wire is built in the spear.
So, to perform any "Wire" maneuver , she needs her spear.

*Book:
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and add +1 if you Score next turn".
Page 3 is "Swinging High", tell opponent: "Do no Thrust spear and +1 if any Skill that scores next turn."
Page 5 is "Swinging Low", "Do no Thrust spear and +1 if any Skill that scores next turn.
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 11 or more, then include Critical restriction."
"CRITICAL: Do no Skill for the rest of the combat."
Page 9 is "Thrusting Spear", "Do no Side swing Spear or Skill next turn."
Page 11 is "Leap and Attack", "No restrictions next turn, and if on a Score page direct me to do only Jumps 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 "Iron Claws", "Do no Orange next turn."
Page 17 is "Block & Sideswing", "Do no Down swing or Thrust spear and add+1 to any Skill attack that Scores next turn."
Page 19 is "Knocked off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "No restrictions next turn"
Page 25 is "Kicking", "Do no Blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do no Spear attacks until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +1 to any blue that scores next turn"
Page 31 is "Arm Wound", "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", "No restrictions next turn, and add +2 to any Orange or Skill that score."
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Skill for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn, and add +3 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "Do only jumps or Oanange next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. no restrictions next turn"
Page 45 is "Parrying", "No restrictions next turn"
Page 47 is "Whisper evil-word", "Do no Blue next turn. If on the Dazed page, include the CRITICAL damage."
Page 49 is "Spin and Trip", "Do no Orange or Red next turn, and if on a score page, turn to P.41."
Page 51 is "Extanded Range Thrust", "Do only White or Brown next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Skill for the rest of the combat."
Page 55 is "Extrended Range Back and Eat", "Do only Extended range next turn and regain one body point."
Page 57 is "Extended Range Leaping", "Do only extended range next turn"
Page 59 is "Extended Range Trap with the Wire", "If you are on a score page direct me to do only Jumps for two turns."
Page 61 is "Extended Range Dodging", "Do only extended range next turn and add +1 if you scores next turn."
Page 63 is "Trap with the Wire", "If you are on a score page direct me to do only Jumps for two turns."

MENACE: Ancient PrincessMenace is the vaguely Egyptian-looking one with a mace

*Charactor Sheet: On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 3 "Luck" points. Additionally, she is Undead.

The first section is "Downswing" Bash and 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 and Low.
The fifth section is "Hand to Hand" Knee Slam, Punch, Head Butt, Capture and Slap.
The sixth section is "Special" kick, wild swing, dislodge weapon, and retrieve weapon
The seventh section is blank
The eighth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Shriek"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

*Book:
Page 1 is "Jumping Away", tell opponent: "add +1 if you Score next turn".
Page 3 is "Swinging", tell opponent: "Do no thrusts , green, or Yellow next turn."
Page 5 is "Knee Slamming", "do no thrusts or Blue 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", "Do no Side swings next turn."
Page 11 is "Shrieking", "No restrictions next turn, and if on a Score page, drop my prime weapon."
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", "Do no blue next turn."
Page 17 is "Slapping with Cursed hand", "Do only Hand to Hand or Jump next turn, and if on a Score page add curse damage of one point per turn until end of game."
Page 19 is "Knocked off Balance", "Do only green or yellwo next turn."
Page 21 is "Turned Around", "Do only Head butt or yellow next turn"
Page 23 is "Behind You", "No restrictions next turn"
Page 25 is "Kicking", "Do no Blue or yellow next turn.
Page 27 is "Weapon Dislodged", "Do only Hand to Hand, Kick, Jump and double all Hand to Hand Scores until weapon has been retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +1 to any blue that scores next turn"
Page 31 is "Arm Wound", "Do no red, orange or Hand to Hand next turn".
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Hand to Hand for the rest of the combat."
Page 33 is "Dodging", "No restrictions next turn, and add +2 to any Down or Side swing that score."
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue next turn, but add +3 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green or yellow next turn"
Page 41 is "Knocked Down", "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", "May use weapon again. no restrictions next turn"
Page 45 is "Parrying", "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Punching", "Do only Hand to Hand or Jump next turn, and if on a Score page add curse damage of one point per turn for three turns."
Page 51 is "Kicked off balance", "Do only Gleen or Yellow next turn"
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Weapon Broken", "Do no thrusts next turn and subtract -5 from all weapon scores for the rest of the game. "
Page 57 is "Extended Range Attacking", "Do only extended range next turn"
Page 59 is "Capturing with the bandage", "Do only Hand to Hand or Jump next turn, and if on a Score page add curse damage of two point per turn for three turns."
Page 61 is "Extended Range Dodging", "Do only extended range next turn and add +2 if you scores next turn."
Page 63 is "Butting Head", "Do only Jumps next turn, and if on a Score page take 2 points of damage to your head and double your score on me.".

"Airi: Infernal Temptress"maid with sickle

On the character sheet, she has a height of 4 and 8 body points and 2 attack. She has 8 "Luck" points. She is "Undead".

The first section is "Downswing" Bash and Smash.
The second section is "Side Swing" Strong, High and Low.
The third section is "Thrust" Hook Shield and Hook Leg.
The fourth section is blank.
The fifth section is blank.
The sixth section is "Special" wild swing, dislodge weapon, retrieve weapon, and touch.
The seventh section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Summon minor spirit" and "Dematerialize"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
a Sickle
2 general items

Page 1 is "Jumping Away", tell opponent:"add +2 if you Score next turn ".
Page 3 is "Swinging High", tell opponent: "Do no thrusts , Red or touch next turn."
Page 5 is "Swinging Low", tell opponent: "Do no thrusts , Blue or touch next turn."
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", tell opponent: "Do no Blue next turn. If on P.53 and I am using a shield, go to P.55."
Page 11 is "Thrusting High", tell opponent: "Do no Orange or Red next turn. If on P.13 go to P.41."
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
"If scoring 6 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 "Extended Range Dematerializing", tell opponent: "No restrictions next turn."
"If you are on a score page , you successfully Dematerialize and go to P.57 and you recover all the body points. "
"Do only extended range next turn. See Special rule."
Page 19 is "Off Balance", "Do only Yellow or Green(expect Touch) next turn."
Page 21 is "Turned Around", "Do only Yellow next turn. Spend one body point to stay on this plane of existence, otherwise escape. See Special rule."
Page 23 is "Behind You", "No restrictions next turn."
Page 25 is "Summon Minor Spirit", "No restrictions next turn, and if on a Score page turn to P.19."
Page 27 is "Weapon Dislodged", "Do only Yellow, or Green (except Wild Swing) until weapon has been drawn or retrieved."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn."
Page 31 is "Arm Wound", "Do no red , orange and Touch next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Wild swing for the rest of the combat."
Page 33 is "Dodging", "Add +1 to down swing or side swing that scores next turn. "
"Spend one body point to stay on this plane of existence, otherwise escape.See Special rule."
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping", "Do no blue next turn, but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no yellow or green next turn"
Page 41 is "Knocked Down", "Do only jumps next turn"
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. No restrictions next turn."
Page 45 is "Parrying High", "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", "No restrictions next turn. If modified score is equal or larger than zero, add +3 that score."
Page 51 is "Kicked Off Balance", "Do only Yellow or Green next turn. I am drained 2 body points. See special rule."
Page 53 is "Body Wound", "Do only green or yellow next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 55 is "Weapon Broken", "Do no thrusts next turn and subtract -5 from all weapon scores for the rest of the game. "
Page 57 is "Extended Range Blocking", "Do only extended range next turn"
Page 59 is "Pushed Off Balance", "Do only Yellow or Green next turn."
Page 61 is "Extended Range Dodging", "Do only extended range next turn"
"Spend one body point to stay on this plane of existence, otherwise escape. See Special rule."
Page 63 is "Draining Touch", "Do no Yellow next turn. If score before modified is equal or larger than zero, go to P.19."
"I am drained 2 body points. See special rule."

Special rules for Airi:
1. Draining Body Points: she can survive longer on this plane of existence by absorbing the life energy of being with which she comes in contact. Whenever she touches, or is touched by, an opponent with anything except a weapon or shield, her opponent must immediately subtract 2 body points from her current total and she adds them to hers. This occurs regardless of whether or not any score was made. Note: Body points gained this way are not permanent, and disappear as soon as the game is over. (Remember, in multi-player battles, the game isn't over until one side is defeated or escapes.)

2. Spending Body Points and Dematerializing: It is difficult for her to remain on this plane of existance. Occasionally you will be instructed to "Spend one body point (or) escape". If you do not or cannot spend one Body Point, you immediately and automatically Escape; the game is over and your opponent, if conscious, wins. If you spend the Body Point, you must subtract it from your current total just as if you had been Scored against. You may attempt to restore Body Points by Dematerializing. If successful, start again on page 57 with the full Total Body Points with which you started the game. Dematerializing is not Escaping.


"Cattleya: Weapon Merchant".big sword, small child.

On the character sheet, she has a height of 4 and 12 body points and 1 attack. She has 4 "tactics" points.

The first section is "Downswing Sword-Bash, Sword-smash"
The second section is "Side Swing" Sword-Strong, Sword-High, and Sword- Low.
The third section is "Thrust" Sword-High, and Sword-Low.
The fourth section is "Block&Attack" Sword-Swing and Sword-Thrust.
The fifth section is "Javelin" Swing, Thrust, Throw, Check&Swing, Check &Thrust and Trip with Javelin.
The sixth section is "Special Sword" wild sword swing and dislodge weapon.
The seventh section is "Special" , and retrieve weapon.
The eighth section is "Jump" up, dodge, duck, and away.

The extended range section, the top white one is "Sword charge"
The two black ones are "Sword Swing High" and "Sword Swing Low"
The next two white ones are "Thrust Javelin" and "Throw Javelin"
The three brown ones are "Close with Sword", "Dodge; Get Javelin", and "Jump Back"

Her equipment: a sword
3 spears
leather armor
5 general items

In the book:
Page 1 is "Jumping Away", tell opponent: "Add +3 if you Score next turn. You may change weapons".
Page 3 is "Swinging Sword", tell opponent: "Do no Thrust or Javelin attacks next turn"
Page 5 is "Swinging Javelin", "Do no blue or Sword attacks next turn"
Page 7 is "Dazed", "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 "Thrusting Sword", "Do no Side swing or Javelin attacks next turn"
Page 11 is "Thrusting Javelin", "Do no Sword attacks next turn."
Page 13 is "Leg Wound", "Do no red or orange next turn."
"If scoring 89 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Swinging Down Sword", "Do no blue or Javelin attacks next turn."
Page 17 is "Throw Javelin", "No restriction next turn, and if on a score page, direct me to do Jumps for 2 turns to remove Javelin. You may change weapons."
Page 19 is "Knocked Off Balance", "Do only green or yellow next turn."
Page 21 is "Turned Around", "Do only yellow next turn"
Page 23 is "Behind You", "No restrictions next turn, and you may change weapons."
Page 25 is "Tripping", "If on a score page go to page 41. Do no sword attacks next turn.
Page 27 is "Weapon Dislodged", "Do no weapon attacks until a weapon has been retrieved"or you are allowed to change weapons."
Page 29 is "Ducking", "Do no orange next turn, but add +2 to any blue that scores next turn. You may change weapons".
Page 31 is "Arm Wound", "Do no red or orange next turn".
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no throw for the rest of the combat."
Page 33 is "Dodging", "No restriction and add +1 to any sword attack that scores next turn. You may change weapons".
Page 35 is "Extended Range Body Wound", "Do only brown next turn"
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special Sword maneuvers for the rest of the combat."
Page 37 is "Jumping Up", "Do no blue but add +2 to any Orange that scores next turn"
Page 39 is "Charging", "Do no green, yellow or Javelin attacks next turn"
Page 41 is "Knocked Down", "Do only Jump next turn and you may change weapons."
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", "May use weapon again. No restrictions next turn"
Page 45 is "Parrying with Sword", "Do no Javelin attacks next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying with Javelin", "Do no sword attacks next turn"
Page 51 is "Extended Range Swinging Sword", "Do only Brown or Black next turn"
Page 53 is "Body Wound", "Do no Green or yellow next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special Sword maneuvers for the rest of the combat."
Page 55 is "Extended Range Thrusting Javelin", "Do only white or Extended Jump away next turn."
Page 57 is "Extended Range Blocking", "Do only extended range next turn and you may change weapons."
Page 59 is "Extended Range Throwing Javelin", "Do only extended Range next turn, and if on a Score page, direct me to do Brown or Jumps for two turns and remove Javelin. You may change weapons".
Page 61 is "Extended Range Dodging", "Do only extended range next turn. You may change weapons".
Page 63 is "Blocking & Striking", "Do no orange next turn, and add +5 to score if on a Parry page."


Melpha: Priestess (Blue & Purple Skirt)

This character has NEW color-groups, "Gray" and "Purple". ----

On the character sheet, she has a height of 4 and 10 body points and 1 attack. She has 12 "Luck" points.

The first section is "Down Swing" Bash and Smash.
The second section is "Side Swing" Strong, High, and Low.
The third section is "Entangle" High, and Low.
The fourth section is "Divine Power" Empower and Dread.
The fifth section is "Shielded Attacks" Down swing, Side Swing and Thrust.
The sixth section is "Special" Kick, Wild swing, dislodge weapon, and retrieve weapon.
The seventh section is "Shield Block" High and Low.
The eighth section is "Jump" 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 Gray ones are "Divine Empower" and "Divine Dread".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her equipments are follows:
a Flail
a Shield
----
IMPOTANT RULE from backside:
* "Entangle" needs weapon.
"Divine Power" doesn't need weapon.
* "Dread" and "Empower" affect only maximum body point, not current body value.
However, if the maximum value becomes small more than current body values , the current body decreases to the maximum , too.

----

In the book:
Page 1 is "Jumping Away", tell opponent: " No restrictions and add +1 if you Score next turn."
Page 3 is "Side Swing", tell opponent: "Add +2 against Undead if you are on a score page. Do no Orange or Purple next turn."
Page 5 is "Sacred posture: Gospel", tell opponent: "Do no Purple next turn and if on a Score page add +2 to your Body point's maximum level (accumulative) ."
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 "Holy pose: Entangle", tell opponent:"Do no Shield Attacks next turn, and if on a Score page direct me to do only Jumps until I get to X-Range."
Page 11 is "Holy pose:Purification", tell opponent: "Do no Purple next turn and if on a Score, you will reduce my Body point's maximum level by two point, accumulative."
Page 13 is "Leg Wound", tell opponent:"Do no Red or Purple turn." "If scoring 7 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 Purple next turn."
Page 17 is "Shield Block", tell opponent:"Do no Purple next turn and add +1 to any attack that scores."
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."
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, but add +1 to any blue that scores next turn."
Page 31 is "Arm Wound", tell opponent:"Do no Red ,Orange or Purple next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Side swing for the rest of the combat."
Page 33 is "Dodging", tell opponent:"No restriction and add +2 if you Score next turn."
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 "Jumping Up", tell opponent: "Do no Blue next turn and add +2 to any Orange that scores."
Page 39 is "Charging", tell opponent:"Do no Green ,Purple or Yellow next turn."
Page 41 is "Knocked Down", tell opponent: "Do only Jump next turn."
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Purple for the rest of the combat."
Page 43 is "Retrieving Weapons", tell opponent:"May use weapon again. Do no Orange, Red or Purple next turn."
Page 45 is "Parrying",tell opponent: "No restrictions next turn."
Page 47 is "Shield Smashed", tell opponent: "Do no Shield attacks for the rest of the combat."
Page 49 is "Extended range Swinging",tell opponent: "Do only X-Range except Gray next turn."
Page 51 is "Extended Range Holy pose: Jubilance", tell opponent:"Do only X-Range except Gray next turn and if on a Score page add +2 to your Body point's maximum level (accumulative) ."
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 "Extended Range Back", tell opponent: "Do only X-Range except Gray next turn."
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range next turn."
Page 59 is "Extended Range Holy pose: Hail down", tell opponent:"Do only X-Range except Gray next turn and if on a Score, you will reduce my Body point's maximum level by two point, accumulative."
Page 61 is "Extended Dodge and Heal","Do only X-Range next turn and you may regain +2 Body Points."
Page 63 is "Shielded Attacks", "No restrictions next turn."


Nanael: Angel of Light (Blue Wings)

--------

On the character sheet, she has two height value : 4/6.
The left value (4) is applied when she is standing on ground.
The right value(6) is applied on flying.
She has 16 body points and 1 attack. She has 4 "Luck" points.

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 "Flying" Flying-Attack, Falling star Kick, Holy Diving, Down swing-smash, Down swing-Bash, Thrust-low, and Thrust-high.
The fifth section is "Special" Kick, Wild swing,dislodge weapon, and retrieve weapon.
The sixth section is "Jump" up, dodge, duck, and away.

The extended range section, the top white one is "Flying attack".
The two black ones are "Swing" and "Flying swing".
The next two white ones are "Flying thrust" and "Thrust".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her equipment:
a celestial scimitar
a general item

The symbol of a white star means "Restricted flying maneuver".
You may select those action when permitted.
----

In the book:
Page 1 is "Jumping Away", tell opponent: "Add +2 if you Score next turn."
Page 3 is "Swinging Hight", tell opponent: "Do no Red next turn."
Page 5 is "Swinging Low", tell opponent: "Do no Blue next turn."
Page 7 is "Dazed", tell opponent: "Do only Gleen or Yellow next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrusting High", tell opponent: "No restrictions next turn."
Page 11 is "Thrusting Low", tell opponent: "Do no Red next turn."
Page 13 is "Leg Wound", tell opponent:"Do no 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 "Swinging Down", tell opponent:"No restrictions next turn."
Page 17 is "Wing Wound", tell opponent:"Do no Orange next turn. If this is second wing wound, Do no Flying for the rest of the combat."
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Flying for the rest of the combat."
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, and you may start flying."
Page 25 is "Kicking", tell opponent:"Do no Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent:"Do only Kick, Green and Yellow (expect Wild swing) until a weapon has been retrieved. If you are flying, Do no thrust and downswing until retrieved."
Page 29 is "Landing", tell opponent:"No restrictions next turn, but add +2 to any blue that scores next turn."
Page 31 is "Arm Wound", tell opponent:"Do no orange next turn".
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", tell opponent:"No restriction and add +2 if you score next turn."
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(expect 'retrieve weapon') for the rest of the combat."
Page 37 is "Flying", tell opponent: "Do only Flying or Green next turn."
Page 39 is "Falling star kick", tell opponent:"If on score page go to page 41, and Do no restriction next turn. Otherwise, Do only Flying (expect Flying Bash) or Green next turn."
Page 41 is "Knocked Down", tell opponent: "If you have been flying, you take 2 damage by the addition. Do only Jump next turn."
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", tell opponent:"May use weapon again. No restrictions next turn"
Page 45 is "Parrying",tell opponent: "No restrictions next turn"
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Flying Parry",tell opponent: "Do only Flying or Green next turn."
Page 51 is "Holy Diving", tell opponent:"Do only Flying (except Blue) or Green next turn."
Page 53 is "Body Wound", tell opponent:"Do no red or orange next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Special(expect 'retrieve weapon') for the rest of the combat."
Page 55 is "Extended Range Flying", tell opponent:"Go to page 57. Do only Extended Flying next turn."
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range (except Flying) next turn."
Page 59 is "Flying Downswing", tell opponent:"Do only Flying (except Red) or Green next turn."
Page 61 is "Flying Thrust", tell opponent:"Do only Flying (except Blue) or Green next turn."
Page 63 is "Wound in Flying", "Go to Nanael's page 41 if Nanael takes second damage on one flight."
tell opponent: "Do only Flying (except Flying Bash, Flying-Attack) or Green next turn."
AND THERE IS ERRATA:
Page 63 should have "Score 3."


Nyx: Master of Flame (Black Wings)

--------
On the character sheet, she has a height of 4 and 10 body points and 1 attack. She has 15 "Luck" points.

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 "Fakes" Magic and Swing.
The fifth section is "Magic" Fire Bird, Bowling Ball, Armor Piercing and Rapid Shot.
The sixth section is "Special" Kick, Wild swing, dislodge weapon, and retrieve weapon.
The seventh section is "Jump" up, dodge, duck, and away.

The extended range section, the top white one is "Charging with Wand".
The two black ones are "Swinging High" and "Swinging Low".
The next two white ones are "Thrust" and "Magic".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her equipment:
Magical wand ( Intelligent wand: named "Funicula")
----

In the book:
Page 1 is "Jumping Away", tell opponent: "No restrictions and add +2 if you Score next turn."
Page 3 is "Side Swing", tell opponent: "Do no Thrust next turn."
Page 5 is "Attacking with Feint", tell opponent: "Do no Thrust and Magic next turn."
Page 7 is "Dazed", tell opponent: "Do only Jump 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 "Armor Piercing", tell opponent: "If scoring on a character wearing metal body armor, add +3 to the score. Do no Magic next turn. "
Page 13 is "Leg Wound", 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 "Swinging Down", tell opponent:"Do no Blue next turn."
Page 17 is "Bowling Ball", tell opponent:"Do no Magic 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."
Page 25 is "Kicking", tell opponent:"Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent:"Do only Kick, Green and Yellow (expect Wild swing) until a weapon has been retrieved."
Page 29 is "Ducking", tell opponent:"Do no Orange next turn, 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 Fakes for the rest of the combat."
Page 33 is "Dodging", tell opponent:"No restriction and add +2 to any Magic attack 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 Magic for the rest of the combat."
Page 37 is "Jumping Up", tell opponent: "Do no Blue next turn and add +1 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."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", tell opponent:"May use Wand again. No restrictions next turn"
Page 45 is "Parrying",tell opponent: "No restrictions next turn."
Page 47 is "Fire Bird", tell opponent: "if scoring on a character wearing cloth body armor add +3 to the Score. Do no Magic next turn."
Page 49 is "Rapid shot",tell opponent: "Do no Magic 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 only Green or Yellow next turn."
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Magic for the rest of the combat."
Page 55 is "Extended Range Back and take Medicine", tell opponent:"Do only Extend range next turn and regain 1 body point."
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range next turn."
Page 59 is "Extended Range Fireball", tell opponent:"Do only extended range next turn."
Page 61 is "Extended Dodge", "Do only extended range and add +2 to Magic that scores next turn."
Page 63 is "Magic Fizzles ", "Because Nyx is wounding herself, DON'T add your MOD. "
tell opponent: "Do only Green or Yellow next turn."


Claudette: Lord of Thunder the babe with the black cape and the gold helm. The ISBN number on the back ends in 615-6. ----
On the character sheet, she has a height of 4 and 11 body points and 1 attack. She has 16 "Tactics" points.

The first section is "Down Swing" Bash and Smash.
The second section is "Side Swing" Strong, High, and Low.
The third section is "Thrust" High, and Low.
The fourth section is "Helm" Head Butting.
The fifth section is "Storm Cloud" Lightning Strike, Thunder Clap.
The sixth section is "Hilt Attacks" Hammer, Spin & Grip to Gut, Back Grip Thrust.
The seventh section is "Special" Kick, Wild swing, dislodge weapon, and retrieve weapon.
The eighth section is "Sword Block" Shocking High Block and Shocking Low Block.
The nineth section is "Jump" up, dodge, duck, and away.

The extended range section, the top white one is "Charging ".
The two black ones are "Swinging" and "Lightning Strike".
The next two white ones are "Thrust" and "Thunder Clap".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her equipment is: Two-handed Magic Sword ( named "Thunder Clap")
Electric Helm
3 General Items
----

In the book:
Page 1 is "Jumping Away", tell opponent: "No restrictions and add +2 if you Score next turn."
Page 3 is "Swinging", tell opponent: "Do no Thrust and Red next turn."
Page 5 is "Lightning Strike", tell opponent: "Do no Orange or Red next turn."
Page 7 is "Dazed", tell opponent: "Do only Jump next turn."
"If scoring 8 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 "Thunder Clap", tell opponent: "Do no Orange next turn and if on a Score page direct me to do Jumps for the next 2 turns."
Page 13 is "Leg Wound", 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 "Swinging Down", tell opponent:"Do no Blue next turn."
Page 17 is "Sword Block", tell opponent:"No restrictions next turn and add +1 to any attack that scores."
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."
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 next turn, and 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 8 or more, then include Critical restriction."
"CRITICAL: Do no Block & Hilt attacks for the rest of the combat."
Page 33 is "Dodging", tell opponent:"No restriction and add +1 to any Swing 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 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."
"CRITICAL: Do no Blue for the rest of the combat."
Page 43 is "Retrieving Weapons", tell opponent:"May use Wand again. No restrictions next turn"
Page 45 is "Parrying",tell opponent: No restrictions next turn. Add +2 to this parry, if opponent's weapon is made of metal."
Page 47 is "Head Butting", tell opponent: "Do no Blue next turn. if on a score page, you take one damage."
Page 49 is "Extebded Range Lightning Strike",tell opponent: "Do only X- Range except Charge next turn."
Page 51 is "Extended Range Attacking", tell opponent:"Do only X-Range except Charge 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 Back and use Elixir", tell opponent:"Do only Extend range next turn and add one body point."
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range next turn."
Page 59 is "Extended Range Thunder Clap", tell opponent:"Do only X-Range next turn, and if on a Score page direct me to do only Brown or Jumps for the next 2 turns."
Page 61 is "Extended Dodge", "Do only extended range and add +1 if you score next turn."
Page 63 is "Hilt Attack", "No restrictions next turn."


Melona: Shapeshifter Melona is the one with the pink bunny ears. ISBN number on the back ends in 616-3. ----
On the character sheet, she has a height of 4 and 7 body points and 1 attack. She has 6 "Luck" points.

The first section is "Trample" Dragon Kick.
The second section is "Hammer" Hammer Bash.
The third section is "Swing Axe" Strong, High, and Low.
The fourth section is "Thrust Spear" High and Low.
The fifth section is "Swing Sword" High and Low.
The sixth section is "Cast Slime" Throw Object and Squirt Slime.
The seventh section is "Shield & Weapon" Hammer Smash, Swing Axe and Thrust Spear.
The eighth section is "Special(Trample)" Hip attack and Wild hip.
The nineth section is "Special" dislodge weapon, and Gether up.
The tenth section is "Shield Block" High and Low.
The eleventh section is "Jump" up, dodge, duck, and away.

The extended range section, the top white one is "Charging ".
The two black ones are "Swing Pole Axe" and "Throw Object".
The next two white ones are "Thrust" and "Squirt Slime".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

The symbol of a Up-Arrow means "There is possibility that increases her body point".
The symbol of a Down-Arrow means "There is possibility that decreases her body point".

She has no equipment.

She can scoop up her body point larger than her maximum body point value. Of course, this "Boost up" is effective only in that combat. ----
In the book:
Page 1 is "Jumping Away", tell opponent: "No restrictions and scoop up 1 Body Point or you may add +2 if you Score next turn."
Page 3 is "Swinging Axe", tell opponent: "Do no Thrust next turn."
Page 5 is "Throwing Dagger", tell opponent: "Reduce Melona's body by 2. Do no Orange next turn."
Page 7 is "Dazed", tell opponent: "Do only Jump 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 Spear", tell opponent: "Do no Swing next turn. "
Page 11 is "Squirt Slime", tell opponent: "Reduce Melona's body by 2. If on a Score page cause 1 damage to me besides normal damage. Do no Orange next turn."
Page 13 is "Leg Wound", tell opponent:"Do no Red or Orange next turn."
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Trample for the rest of the combat."
Page 15 is "Hammer Bash", tell opponent:"Do no Blue or Trample next turn."
Page 17 is "Shield Block", tell opponent:"Reduce Melona's body by 1. For the rest of the combat, all my MOD that uses current weapon is reduced by 1. This effect is not cumulative. "
Page 19 is "Off Balance", tell opponent: "Do only green or yellow next turn."
Page 21 is "Turned Around",tell opponent: "Do only Hip attack or yellow , and add +5 if you score next turn. "
Page 23 is "Behind You", tell opponent:"No restrictions next turn."
Page 25 is "Hip Attack", tell opponent:"Do no Blue or Yellow next turn."
Page 27 is "Weapon Unharmed", tell opponent:""Reduce Melona's body by 1. No restrictions next turn."
Page 29 is "Ducking", tell opponent:"Do no Orange and you may scoop up + 2 Body Points or add +2 to any Blue attack that Scores next turn."
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 Swing for the rest of the combat."
Page 33 is "Dodging", tell opponent:"No restrictions, and you may scoop up a Body Point or add +2 to any attack 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 and add +3 to any Orange that scores next turn "
Page 39 is "Charging", tell opponent:"Do only Trample 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 Blue for the rest of the combat."
Page 43 is "Gathering Up", tell opponent:"Scoop up +4 Body Points. Do only Jump attacks next turn."
Page 45 is "Parrying",tell opponent: No restrictions next turn."
Page 47 is "Swinging Sword", tell opponent: "Do no Thrust and add +1 if you score next turn."
Page 49 is "Extebded Range Throw Cards",tell opponent: "Reduce Melona's body by 2. Do only X-Range except Throw Object or Squirt Slime next turn."
Page 51 is "Extended Range Thrust Spear", tell opponent:"Do only X-Range Thrust Spear or Brown 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 Back", tell opponent:"Scoop up +1 Body Point. Do only Extend range next turn."
Page 57 is "Extended Range Blocking", tell opponent:"Do only extended range next turn."
Page 59 is "Extended Range Squirt Slime", tell opponent:"Reduce Melona's body by 2 and cause 1 damage to me besides normal damage. Do only X- Range next turn."
Page 61 is "Extended Range Dodge", "Scoop up +2 Body Point. Do only extended range next turn."
Page 63 is "Dragon Kick", "Do only Green or Yellow next turn."


Ymir, Iron Princess is the one with the big axe. ---- Character sheet
Height : 3
Body point: 14
Luck: 7
Attack: 1

The first section is "Downswing" Bash and Smash.
The second section is "Side Swing" Strong, High and Low.
The third section is "Thrust" Hook Shield and Hook Leg.
The fourth section is blank.
The fifth section is blank.
The sixth section is "Special" Kick, wild swing, dislodge weapon and retrieve weapon.
The seventh section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge"
The two black ones are "Swing High" and "Swing Low"
The next two white ones are blank and"Hook Leg"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
A Battle axe
Dwarven dress
Circlet
3 general items

Special Rule (Backside of character sheet)
Optional rule from flavor of character/stories.
Ymir loses the game immediately if her axe is broken.

---- In the book:
Page 1 is "Jumping Away", tell opponent:"add +2 if you Score next turn ".
Page 3 is "Swinging High", tell opponent: "Do no thrusts or , Red next turn."
Page 5 is "Swinging Low", tell opponent: "Do no thrusts or Blue next turn."
Page 7 is "Dazed", "Do only Jumps next turn."
"If scoring 10 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Hooking Shield", tell opponent: "Do no Blue next turn. If on P.53 and I am using a shield, go to P.55."
Page 11 is "Hooking Leg", tell opponent: "Do no Orange or Red next turn. If on P.13 go to P.41."
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 "Swinging Down", tell opponent: "Do no Blue next turn."
Page 17 is "Kicked Off Balance", tell opponent: "Do only Yellow or Green 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 only Yellow or Green (except Wild Swing) until weapon has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no orange next turn."
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 Protected attack for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions next turn"
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 maneuvers (except 'retrieve weapon') for the rest of the combat."
Page 37 is "Jumping", Tell opponent: "Do no blue next turn"
Page 39 is "Charging", 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 Red for the rest of the combat."
Page 43 is "Retrieving Weapons", Tell opponent:"May use weapon again. Do no Orange 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 "Extended Range Swinging", Tell opponent "Do only Black or Brown 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 Special maneuvers (except 'retrieve weapon') for the rest of the combat.
Page 55 is "Extended Range Hooking Leg", Tell opponent: "Do only White or Brown next turn.
If on P.47 go to P.41 and No restrictions next turn."
Page 57 is "Extended Range Blocking", Tell opponent:"Do only extended range next turn"
Page 59 is "Extended Range Arm Wound", Tell opponent:"Do only Brown next turn."
Page 61 is "Extended Range Dodging", Tell opponent:"Do only extended range next turn , but add +2 to any Swing or Charge that scores next turn"
Page 63 is Weapon Broken", Tell opponent:"Do no Thrust and Subtract -5 from all Scores(except kick), for the rest of the game.


Here is a link to a translated character card, by David Everett Ymir card

And here is a link to a printable translation also by David Everett Ymir translation


"Alleyne, Elfin Fighting Master" Character sheet:
Height : 4
Body point: 12
Tactics: 7
Attack: 1

The first section is "Downswing" Bash and 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 and Low.
The fifth section is "Skill" Tornado strike, Hurricane Fury, Eagle Talon.
The sixth section is "Bolas" Spin&Throw and Aim&Throw.
The seventh section is "Special" Kick, wild swing, dislodge weapon and retrieve weapon.
The eighth section is "Protected attack" High and Low.
The ninth section is "Jump" vault up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Tornado strike"
The next two white ones are "Thrust" and "Throw Bolas"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
a Quarterstaff
a Bolas

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 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 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 Side swing next turn. "
Page 11 is "Eagle Talon", tell opponent: "Do only Green or Yellow next turn, and if on a Score page go to P.41."
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 "Swinging Down", tell opponent: "Do no Blue next turn."
Page 17 is "Hurricane Fury", tell opponent: "No restrictions next turn, and add +2 to any Skill 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."
Page 25 is "Kicking", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no staff 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 Green for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions and add +1 to any Swing that scores next turn"
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 Skill for the rest of the combat."
Page 37 is "Vault up", Tell opponent: "Do no blue next turn, and add +3 to any Orange that scores."
Page 39 is "Charging", 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 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. and direct me to add +1 if I score next turn."
Page 47 is "Tornado strike", Tell opponent: "Do no Green or Yellow next turn, and add +2 to any Skill that scores."
Page 49 is "Throwing Bolas", Tell opponent:"Do no Orange next turn.
Do no Throw Bolas until it has been retrieved, and if on P.13 go to P.41."
Page 51 is "Extended Range Tornado strike", Tell opponent "Do only Black or Brown next turn, and add +2 to any Black that scores."
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 Skill for the rest of the combat.
Page 55 is "Extended Range Back and Eat cherry", 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 Throwing Bolas", Tell opponent:"Do only White or Brown next turn. Do no Throw Bolas until it has been retrieved."
Page 61 is "Extended Range Dodging", Tell opponent:"Do only extended range next turn , and add +1 to any Black."
Page 63 is "Protected Attack", Tell opponent:"No restrictions next turn."


Here is a link to a translated character card, by David Everett Alleyne card

And here is a link to a printable translation also by David Everett Alleyne translation


"Aldra, the Queen". Character sheet:
Height : 3
Body point: 15
Luck: 3
Attack: 1

The first section is "Downswing" 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 and Low.
The fifth section is "Skill" Neck hunter, Kiss of confusion, Secret Brade.
The sixth section is "Power of daemon" Gaze of petrifaction and summon minion.
The seventh section is "Special" wild swing, dislodge weapon and retrieve weapon.
The eighth section is "Power Gem" Flash.
The ninth section is "Jump" up, dodge, duck, and away.
The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Secret Brade."
The next two white ones are "Thrust" and "Summon minion"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
Magic sword called "Daemon's Blade"

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 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 Side swing next turn. "
Page 11 is "Secret Brade", tell opponent: "Do no Orange next turn, and add +1 to any Skill that scores."
Page 13 is "Crotch hit", "Do no Orange next turn."
"If scoring 6 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 "Kiss of Confusion", tell opponent: "Do no Orange next turn, and add +3 to Kiss of Confusion 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, and direct me to add +5 if I score next turn."
Page 23 is "Behind You", tell opponent:"No restrictions next turn."
Page 25 is "Summon minion", tell opponent: "Do no Green or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no Sword attacks until it has been retrieved."
Page 29 is "Ducking", tell opponent: "No restrictions next turn, and add +3 to any Skill or Power of Daemon that scores next turn."
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 Green for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions and add +1 to any Swing that scores next turn"
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 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 "Charging", 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 "Neck hunter", Tell opponent: "Do no Sword attack next turn"
Page 49 is "Gaze of petrifaction", Tell opponent:"Do no Orange next turn.
If I already have been scored 5 or more points of damage, I turned to stone and you win."
Page 51 is "Extended Range Secret Brade", Tell opponent "Do only White 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 Skill for the rest of the combat.
Page 55 is "Extended Range Back and Regenerate", Tell opponent: "Do only extended range next turn, and regain 2 body point."
Page 57 is "Extended Range Blocking", Tell opponent:"Do only extended range next turn"
Page 59 is "Extended Range Summon minion", 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 "Gem of Flash", Tell opponent:"No restrictions next turn, and if on a score page direct me to Do only Yellow or Brown for the next 2 turns."


Annelotte, Princess Knight Character sheet:
Height : 4 / 5 when mounted
Body points: 10
Tactics: 14

The first section is "Downswing" Mounted Bash and Smash.
The second section is "Side Swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Shield Attack" Mounted High, Mounted Low, Strike and Block.
The fifth section is "Mounted Attack" Trample, Swing, Thrust, Steed Kick and Meteor Lance .
The sixth section is "Special" wild swing, dislodge weapon and retrieve weapon.
The seventh section is "Jump" Mounted Away, Mounted Dodge, dodge, duck, and Away or Mount.

The extended range section, the top white one is "Mounted charge".
The two black ones are "Mounted Attack" and "Swing".
The next two white ones are "Mounted Lance" and "Thrust".
The three brown ones are "Mounted Blocking", "Dodge", and "Back or Mount".

Symbol of "Filled star" means "Mounted maneuver". She can use these when she is "mount".
Symbol of "non-Filled star"(in other word, "retrieve") means "non- Mounted maneuver". But, She can use these when she is "mount", and keep "mount".

Her Equipment:
Transforming Weapon: Sword and Lance.
Shield
Plate armor of Knight

Special Rule (Backside of character sheet)
Annelotte has two states: Mount or non-Mount.
You must not select "Mounted maneuver" if she is "non-Mount".
As long as you are not prohibited directly, You may select "non-Mounted maneuver" when she is "Mount". If you do so, she dismount immediately.
To mount, select 16 or 62.
She is not forced to "dismount" except on page 41.

Her weapon is only one: Her weapon is transformed into sword-form or Lance-form.
This transformation is done instantly, so she doesn't need any "change weapon". On the other hand, she is forbidden both "Sword" and "Lance" maneuvers if she drops the weapon.
----
Page 1 is "Jumping Away", tell opponent:"No restrictions next turn, and add +2 if you Score or Mount your steed."
Page 3 is "Swinging", tell opponent: "Do no Red or thrusts next turn."
Page 5 is "Meteor Lance", tell opponent: "Do only Mounted Maneuver next turn."
Page 7 is "Dazed", "Do only Jumps 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 Side swing next turn. "
Page 11 is "Mounted attack", tell opponent: "No restrictions next turn"
Page 13 is "Crotch hit", "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 "Mounted Bash", tell opponent: "Do only Red or Blue next turn."
Page 17 is "Mounted Block", tell opponent: "No restrictions next turn, and add +2 to any Mounted Maneuver 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 Green or Yellow next turn."
Page 23 is "Behind You", tell opponent:"No restrictions next turn."
Page 25 is "Steed Kick", tell opponent: "Do only Mounted Blue or Green maneuver 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 next turn, and add +2 to any Blue that scores."
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 not count Score on any Mounted attacks for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No restrictions and add +1 to any Swing that scores next turn"
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 "splendor riding", Tell opponent: "No restrictions next turn, and add +2 to any Orange that scores."
Page 39 is "Charging", Tell opponent:"Do only Mounted weapon attacks next turn"
Page 41 is "Knocked Down", Tell opponent:"Disregard your page, instead go to page 23, and 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. Do only Mounted maneuver next turn if you are Mount. No restrictions next turn if you are non-Mount."
Page 45 is "Parrying", Tell opponent:"No restrictions next turn."
Page 47 is "Smashing Down", Tell opponent: "Do no Blue attack next turn, and add +1 to any Orange that scores."
Page 49 is "Shield Attack", Tell opponent:"No restrictions next turn, and add +1 if you score next turn."
Page 51 is "Extended Range Lance Attack", Tell opponent "Do only Extended Range Mounted maneuver 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 "Extended Range Back and Mount", Tell opponent: "Do only extended range including Mounted maneuver, and regain 1 body point."
Page 57 is "Extended Range Blocking", Tell opponent:"Do only extended range next turn"
Page 59 is "Trample", Tell opponent:"Do only Mounted maneuvers next turn, and if on a Score page direct me to do only Yellow or Brown for the next 2 turns."
Page 61 is "Extended Range Mounted attack", Tell opponent:"Do only extended range next turn."
Page 63 is "Extended Range Attacking", Tell opponent:"Do only extended range except Mounted maneuver next turn."


"Mirim, Ultra Vibration Valkyrie " ----
Character sheet: Height : 4 Body point: 12 Tactics: 8

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, Side swing and Thrust.
The fifth section is "Protected Attack" Downswing, Side swing and Thrust.
The sixth section is "Special" Ultra-vibration Arrow, Wild swing, dislodge weapon and retrieve weapon.
The seventh section is "Shield Block" High and Low
The eighth section is "Jump" Jumping up, Dodge, duck, and Away.

The extended range section, the top white one is "charge".
The two black ones are "Swing High" and "Swing Low"
The next two white ones are "Thrust High" and "Thrust Low"
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
Ultra-vibration Sword, Ultra-vibration Shield, Ultra-vibration Crystal

Translator's notes:
*She has no Armor. She is protected by the force field that is made by her crystals.
*"Ultra-vibration Arrow" is maneuver that not need any weapon. Even if she loses her sword, you can use "Arrow" maneuver.
----
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 Thrusts or Red next turn."
Page 5 is "Swinging Low", tell opponent: "Do no Thrusts or Blue next turn."
Page 7 is "Dazed", "Do only Green next turn."
"If scoring 8 or more, then include Critical restriction."
"CRITICAL: Do no Orange for the rest of the combat."
Page 9 is "Thrust High", tell opponent: "Do no Side swing next turn. "
Page 11 is "Thrust Low", tell opponent: "Do no Side swing or Red next turn. "
Page 13 is "Leg Wound", "Do no Red or Orange next turn."
"If scoring 5 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 Red or Blue next turn."
Page 17 is "Shield Attack", tell opponent: "Do no Red or Orange 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 "Ultra-vibration Arrow", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no maneuver that needs Sword until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Red or Orange but add +2 to any Blue that scores next turn."
Page 31 is "Arm Wound", tell opponent: "Do only Yellow or Green next turn."
"If scoring 4 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 33 is "Dodging", tell opponent: "Do no Thrusts next turn and add +2 to any Down swing or Side swing that scores next turn."
Page 35 is "Extended Range Body Wound", Tell opponent: "Do only Brown next turn"
"If scoring 6 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."
Page 39 is "Charge", Tell opponent: "Do no yellow or green next turn"
Page 41 is "Knocked Down", Tell opponent: "Do only jumps next two turn. Other comments are invalid"
"If scoring 4 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 High", Tell opponent: "No restrictions next turn."
Page 47 is "Extended Range Leg Wound", "Do only brown next turn"
Page 49 is "Parrying Low", Tell opponent: "No restrictions next turn."
Page 51 is "Knee buckled by vibration", Tell opponent "Do only Blue, Green or Yellow next turn."
Page 53 is "Body Wound", Tell opponent: "Do only green or yellow next turn"
"If scoring 6 or more, then include Critical restriction."
"CRITICAL: Do no Special for the rest of the combat."
Page 55 is "Shield Smashed", "Do no Blocks, Protected Attacks and Block&Close for the rest of the game."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended range next turn."
Page 59 is "Pushed Off Balance", "Do only green or yellow next turn"
Page 61 is "Extended Range Dodging", Tell opponent: "Do only extended range next turn."
Page 63 is "Dazzled momentarily", "Do only green or yellow next turn"


"Huit and Vingt, the Alchemist and her Miracle". ----
Character sheet:
Height : 4
Body point: 9
Tactics: 0

The first section is "Hammer Swing" Hammer Swing.
The second section is "Punching" Strong, High and Low.
The third section is "Close combat" Jabbing High, Jabbing Low and Throw Huit.
The fourth section is "Mechanical Attack" Quick Attack, Fire machinegun and "Grapple & Throw".
The fifth section is "Missile Punch" High-power and Homing.
The sixth section is "Special" Kick and Wild swing.
The seventh section is "Alchemy Attack" Sonic blast and Chemical Gas.
The eighth section is "Jump" Jumping up, Dodge & Reload Gem, Cartwheel, and Away.

The extended range section, the top white one is "Charge".
The two black ones are "Punch" and "Sonic Blast"
The next two white ones are "Jab" and "Missile Punch"
The three brown ones are "Block & Close", "Dodge & Reload Gem", and "Jump Back".

Symbol of "Filled star" means "This maneuver needs Loaded Alchemy gem".

Her Equipment: Missile punch. Some Alchemy weapon.

Translator's notes:
*Vignt (Looks Elder girl) is Golem. Huit (Looks child) controls Vingt with controller.
*If you do "Missile Punch" maneuver, you may not use again it until you reload a gem.
To reload, do "Dodge & Reload". This weapon can keep only one gem.
She has countless gems for reloading.
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and add +1 if you Score (P)."
Page 3 is "Punching High", tell opponent: "Do no Jabbing next turn."
Page 5 is "Punching Low", tell opponent: "Do no Jabbing 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 "Jab", tell opponent: "Do no Punch next turn. "
Page 11 is "Grapple & Throw", tell opponent: "Do no Orange next turn, and if on a Score page direct me to take 2 point of damage per turn until end of game. "
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 "Hammer Swing", tell opponent: "Do no Blue next turn."
Page 17 is "Fire machinegun", tell opponent: "No restriction next turn , and if on a Score page direct me to take 1 point of damage per turn until end of game. "
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 "Jet Alchemy gas", tell opponent "No restriction next turn , and if on a Score page direct me to get Extended range within 3 turns or faint and lose."
Page 29 is "Cartwheel", tell opponent: "Do no Orange but 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 8 or more, then include Critical restriction."
"CRITICAL: Do no Missile Punch for the rest of the combat."
Page 33 is "Dodge & Reload Gem", tell opponent: "No Restriction next turn and add +1 to Hammer Swing or any Punch that scores next turn. You may Reload a Gem (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 Alchemy Attack 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."
Page 39 is "Charge", Tell opponent: "Do no yellow or green 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 Red for the rest of the combat."
Page 43 is "Throw Huit", Tell opponent: "Do no Missile Punch next turn, and if on a Score page direct me to take 1 point of damage per turn until end of game. "
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Quick Attack", Tell opponent: "No restriction next turn , and if on a Score page direct me to take 1 point of damage per turn until end of game. "
Page 49 is "Missile Punch", Tell opponent: "Do no Red or Orange next turn , and do no Missile Punch until you reload gem."
Page 51 is "Extended Range Sonic Blast", Tell opponent "Do only Black or Brown next turn, and if on a Score page direct me to do only Extended Range Dodge or Back 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: Double to Mechanical Attack's continuing effect for the rest of game."
Page 55 is "Extended Range Back and Self repair", 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 Missile Punch", Tell opponent: "Do only Black or Brown next turn , and do no Missile Punch until you reload gem."
Page 61 is "Extended Range Dodge & Reload Gem", tell opponent: "Do only Extended range next turn and add +1 to any white that scores next turn. You may Reload a Gem (P*)."
Page 63 is "Sonic Blast", Tell opponent "No restriction next turn, and if on a Score page direct me to do only Yellow next turn. "


"Twin Taimashi: Tarnyang & Sainyang ". ----
Character sheet:
Height : 4
Body point: 12
Luck:3

The first section is "Combined Attack" Dragonic Lightning, Dragonic Howling and Dragonic spin.
The second section is "Swing sword" High and Low.
The third section is "Thrust sword" High and Low.
The fourth section is "Spinning sword" High and Low
The fifth section is "Sainyang attacks" Crush Rock Shock and Wild attack.
The sixth section is "Special " Counter Evil and Pursue Attack.
The seventh section is "Jump" Double Dragon Formation , Dodge , Duck and Away.

The extended range section, the top white one is "Charge with sword".
The two black ones are "Double Dragon Formation " and "Sainyang Crush Rock Shock"
The next two white ones are "Thrust sword" and "Swing sword"
The three brown ones are "Block & Close", "Dodge" and "Jump Back".

Symbol of "(#)" means "Restricted maneuver". You may select those actions when permitted.

Her Equipment:
Holy sword.

Special Rule (Backside of character sheet)
*1. Combined Attack: This category is restricted maneuver. To be permitted , you have to succeed "Double Dragon formation(18)".
*2. Counter Evil: You may do it when directed, and you succeed only one time per game. If you succeed ,The opponent is forced to surrender immediately because the opponent loses "will to fight". And if opponent is UNDEAD character, the opponent is destroyed instead of surrender.
*3. Pursue Attack: You may do it when opponent is "off balance" or "Knocked down".
*4. Healing: This character may heal 2 point of damage when page 57 is opened. In the multi player game, you may heal other Allied character(s). You may heal 2 damage from a character, or heal 1 damage for each from two characters.
*5. Accumulation penalty: This character often gets penalty that subtracts MOD. These penalties are accumulated in that game.

Translator's notes:
This book contains two character Tarnyang & Sainyang. However, the body points are managed unified even if either takes damage
----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and add +2 if you Score."
Page 3 is "Swing sword", tell opponent: "Do no Thrust sword next turn."
Page 5 is "Dragonic Howling", tell opponent: "Do no restricted maneuvers (except Combined Attack) next turn, and if on page 41 you may attempt Pursue Attack(26)".
Page 7 is "Dazed", "Do only Green or Yellow 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 sword", tell opponent: "No restriction next turn. "
Page 11 is "Dragonic spin.", tell opponent: "Do no restricted maneuvers (except Combined Attack) next turn."
Page 13 is "Leg Wound", "Subtract -1 from any Combined Attack that scores for the rest of the combat."
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Blue for the rest of the combat."
Page 15 is "Dragonic Lightning", tell opponent: "Do no restricted maneuvers (except Combined Attack) next turn, and if on page 41 you may attempt Pursue Attack(26)".
Page 17 is "Dragonic Fang", tell opponent: "No restrictions next turn, and if on a Score page go to 41.you may attempt Pursue Attack(26)".
Page 19 is "Off Balance", tell opponent: "Do only Yellow or Green next turn."
Page 21 is "Turned Around", tell opponent: "Do only Yellow or Crush Rock Shock next turn and add +3 if you score next turn."
Page 23 is "Behind You", tell opponent: "No restrictions next turn."
Page 25 is "Crush Rock Shock", tell opponent: "Do only Yellow or Crush Rock Shock next turn."
Page 27 is "Sword Broken", tell opponent "Subtract -1 from any Sword attacks that score for the rest of the combat."
Page 29 is "Ducking", tell opponent: "No restrictions next turn."
Page 31 is "Sainyang damaged", tell opponent: "Subtract -1 from any Sainyang attacks that score for the rest of the combat."
"If scoring 9 or more, then include Critical restriction."
"CRITICAL: Do no Crush Rock Shock or Counter Evil for the rest of the combat."
Page 33 is "Dodging", tell opponent: "No Restriction next turn and add +2 to any Sword or Crush Rock Shock that scores next turn."
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 "Double Dragon Formation", Tell opponent: "Do no Blue next turn and add +2 to any Combined Attack that scores next turn."
Page 39 is "Charge", Tell opponent: "Do only yellow or green next turn and you may attempt Pursue Attack(26)."
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 "Counter Evil", Tell opponent: "You succeeded in the removal of my evil part. See backside of your character sheet."
Page 45 is "Parrying High", Tell opponent: "No restrictions next turn and you may attempt Counter Evil(30)."
Page 47 is "Extended Range Leg Wound", Tell opponent: "Subtract -1 from any Combined Attack that scores for the rest of the combat."
Page 49 is "Parrying Low", Tell opponent: "No restrictions next turn and you may attempt Counter Evil(30)."
Page 51 is "Wild attack", Tell opponent "Do no Sword attack next turn. "
Page 53 is "Body Wound", Tell opponent: "Do no Red next turn"
"If scoring 7 or more, then include Critical restriction."
"CRITICAL: Do no Combined Attack for the rest of the combat."
Page 55 is "Extended Range Crush Rock Shock", Tell opponent: "Do only extended range Crush Rock Shock or Brown next turn."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended range next turn. Heal 2 points of damage. See backside of your character sheet."
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 and add +2 if you Score next turn."
Page 63 is "Spinning Attack", Tell opponent "No restriction next turn. "


"Sigui: Inquisitor" ----
Character sheet:
Height : 4
Body point: 11
Luck: 3

The first section is "Stake" Hellfire and Holy fire.
The second section is "Swing mace" Strong, High and Low.
The third section is "Bind with chain" Body and Leg.
The fourth section is "Protected Attacks" Stake, Swing mace and Chain.
The fifth section is "Divine Power" Fear and Judgment.
The sixth section is "Special " Kick , Wild swing, dislodge weapon and retrieve weapon.
The seventh section is "Chain Blocks" High and Low.
The eighth section is "Jump" Jumping up, Dodge , Duck, and Away.

The extended range section, the top white one is "Charge".
The two black ones are "Swing mace High" and "Swing mace Low"
The next two white ones are "Divine Power Fear" and "Divine Power Repentance".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
Mace of Holy flame, Chain sword.

Special Rule (Backside of character sheet)
*Chain sword: This weapon is treated as a shield. Therefore, it is never dropped by maneuvers like "Dislodge weapon", and there is a possibility to be destroyed by the opponent's shield destruction attack. If chain is destroyed, Do no Chain maneuvers for the rest of the game. ----
Page 1 is "Jumping Away", tell opponent: "No restrictions next turn and add +1 if you Score (P)."
Page 3 is "Swinging mace", tell opponent: "Do no Orange or Blue next turn."
Page 5 is "Holy pose: Fear", tell opponent: "No restrictions next turn, and if on a Score page, direct me to drop all my equipped weapons."
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 "Binding with chain", tell opponent: "No restrictions next turn, and if on a Score page direct me to do only Jumps until I get to Extended range."
Page 11 is "Holy pose: Service", tell opponent: "Do no Protected Attack next turn, and if on a Score page go to Page 41. "
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 "Staking", tell opponent: "Do no Blue or Bind with chain next turn."
Page 17 is "Chain Block", tell opponent: "No restriction next turn, and add +1 to any Orange 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 "Kicking", tell opponent: "Do no Blue or Yellow next turn."
Page 27 is "Weapon Dislodged", tell opponent "Do no maneuvers that need the mace until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Orange or Red next turn ,and add +1 to any Blue that scores (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 Green for the rest of the combat."
Page 33 is "Dodge", tell opponent: "No Restriction next turn and add +2 to Stake or Swing mace 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 only Protected Attack, Chain Blocks or Jump 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."
Page 39 is "Charge", Tell opponent: "Do no yellow or green 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 Red for the rest of the combat."
Page 43 is "Retrieving Weapons", Tell opponent: "May use weapon again. Do no Orange or Red next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Chain Broken", Tell opponent: "Do no any Chain for the rest of game. "
Page 49 is "Holy pose: Judgment", Tell opponent: "No restriction next turn , and if on a Score page go to Page 21. "
Page 51 is "Extended Range Holy pose: Fear", tell opponent: "Do only White or Brown next turn, and if on a Score page, direct me to drop all my equipped weapons."
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 only Protected Attack, Chain Blocks or Jump for the rest of the combat."
Page 55 is "Extended Range Holy pose: Recovery", Tell opponent: "Do only extended range next turn, and regain a body point (P)."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended range next turn (P)."
Page 59 is "Extended Range Holy pose: Repentance", Tell opponent: "Do only Extended range next turn , and if on a Score page direct me to do only Brown or Jumps for the next 2 turns."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended range next turn and add +2 to any Black that scores next turn (P*)."
Page 63 is "Chain attack", Tell opponent "Do no Orange next turn, and add +2 to any Protected Attacks that score. "


"LunaLuna, Moon Shadow Dancer".
----
Character sheet:
Height : 4
Body point: 10
Luck: 9

The first section is "Divine blow" Fate and Annihilate.
The second section is "Side swing" Strong, High and Low.
The third section is "Thrust" High and Low.
The fourth section is "Fake" High and Low.
The fifth section is "Dance of War" Destruction, Saving and Creation.
The sixth section is "Dance of Temptation " Temptation.
The seventh section is "Special " Kick , Wild swing, dislodge weapon and retrieve weapon.
The eighth section is "Dance of Peace" High and Low.
The ninth section is "Jump" Jumping up, Dodge , Duck, and Away.

The extended range section, the top white one is "Charge".
The two black ones are "Swing" and "Dance of Temptation"
The next two white ones are "Thrust" and "Dance of Destruction".
The three brown ones are "Block & Close", "Dodge", and "Jump Back".

Her Equipment:
two Ring blade

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. If she drops weapons, you may not do Side swing or Wild swing until retrieved.
----
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 Thrust or Red next turn."
Page 5 is "Swinging Low", tell opponent: "Do no Thrust or Blue 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 "Thrusting", tell opponent: "Do no Side swing next turn."
Page 11 is "Dance of Creation", tell opponent: "Do no Blue next turn, and if on a Score page direct me to do only one color of your choosing. You may see my character sheet to select the color. "
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 "Divine blow", tell opponent: "Do no Blue next turn."
Page 17 is "Dance of Saving", tell opponent: "No restriction next turn , and add +2 to any Orange that 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 or Dance of Peace 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 maneuvers that need the weapons until it has been retrieved."
Page 29 is "Ducking", tell opponent: "Do no Orange next turn ,and add +2 to any Blue that scores (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 Dance of Peace for the rest of the combat."
Page 33 is "Dodge", tell opponent: "No Restriction next turn and add +2 if you score (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 Dance of War 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."
Page 39 is "Charge", Tell opponent: "Do no yellow or green next turn"
Page 41 is "Knocked Down", Tell opponent: "Do only jumps next turn."
"If scoring 3 or more, then include Critical restriction."
"CRITICAL: Do no Red for the rest of the combat."
Page 43 is "Retrieving Weapons", Tell opponent: "May use weapon again. No restriction next turn."
Page 45 is "Parrying", Tell opponent: "No restrictions next turn."
Page 47 is "Dance of Destruction", Tell opponent: "Do no Orange next turn. "
Page 49 is "Dance of Temptation", Tell opponent: "Do no Orange next turn, and if on a Score to do only Orange or Yellow next turn. "
Page 51 is "Extended Range Dance of Temptation", tell opponent: "Do no Black next turn, and if on a Score page direct me to do only Charge 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 Dance of War for the rest of the combat."
Page 55 is "Extended Range Back & Drink a portion", Tell opponent: "Do only extended range next turn, and regain a body points (P)."
Page 57 is "Extended Range Blocking", Tell opponent: "Do only Extended range next turn (P)."
Page 59 is "Extended Range Dance of Destruction", Tell opponent: "Do only White or Brown next turn."
Page 61 is "Extended Range Dodge", tell opponent: "Do only Extended range next turn and add +2 to any White that scores next turn (P*)."
Page 63 is "Dance of Peace", Tell opponent "Do no Green or Yellow next turn, and add +1 if you score. "


My thanks to Haruka Tomose for the above translations.

Email any questions, comments or suggestions to rick at flyingbuffalodotcom



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