Sangokushi Taisen --English Translation/Guide --Version 3.0 -------------------------------FOREWORD---------------------------------------- Sangokushi Taisen is a recently released arcade game available only in Japan. In fact, the opening screens of the game strictly prohibit it being operated outside of Japan. That being said, this game is quite the revolution in the direction that I hope many arcade games are headed in. You can tell the quality of work that went into this game moments after you have started playing and then you will see it once again when you more fully understand how to play. Needless to say, I have been spending a horrid amount of time playing this game whenever I can spare it. Not only to improve my record and ability, but also as to figure things out and so make it easier for others to learn the game. Sangokushi Taisen is set in 2nd Century China. For those that have played any of the several extensive Koei games such as Dynasty Warriors, Kessen, Romance of the Three Kingdoms, etc... will recognize some of the artwork that resembles key figures during this era that has been established by Koei game artists. This game in particular will seem like playing Kessen to some extent with the added bonus of having a major CCG card collecting aspect, therefore allowing you to customize your deck to fell your enemies. The artwork on nearly all the cards is exquisite. In short, I have never been so impressed by any game such as this one. So let's begin... ------------------------------------------------------------------------------- HISTORY ------------------------------------------------------------------------------- v 1.0 - initial translation of official japanese manual. v 1.5 - sufficient gameplay testing and experience added. v 2.0 - first FAQ added to GAMEFAQs, primarily just a translation of the japanese instruction book, with added advice and some finer game mechanics explained. v 2.1 - card list added, all but about 15 cards accounted for, rarities included. clarified the ambush trait. minor grammar/spelling fixes. more better advice. v 2.2 - included rough effect of patch 1.003 effects. v 2.4 - almost all cards accounted for except two of them. Tactics list added. Tactics list is near complete as far as who has what. v 2.5 - card list complete. Tactic list near complete, alphabetized as well. tactic's explanations are being researched for addition to tactic list. v 2.9 - events added, all rules and non-listings finalized. only a few tactics missing from listing. Added the strategies I have, explained the ones I know off-hand. Tournament summary for August 28th. v 3.0 - VERSION 1.100 announced. Many miscellaneous info added. in the near future: any information about the special offers from SEGA (always) I'm leaving Japan this month forever... or a very very long time, so this will not be updated after this month for anything that is new starting in october. I will do my best to update what info i can, but it will be very limited after i leave here. i will have no experience with the new cards, so it will all be just speculation on my part. ------------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------------- I. Getting Started II. The Tutorial III. Card Breakdown IV. Gameplay V. Traits VI. Strategies VII. Tactics VIII. Card List IX. Advice X. Miscellaneous XI. Legal ------------------------------------------------------------------------------- I. GETTING STARTED ------------------------------------------------------------------------------- When you enter an arcade that has this game, you will notice four stations, where the game is actually played, a big screen or two perhaps that will show recent replays, and a stand-up nearby that you will have to purchase some things out of in order to play. In order to acquire what you need to play this game, you MUST AT LEAST purchase an IC Card (middle option) from the stand-up for 300 yen. Push the button, then put the money in, and get the card out of the little box it comes in. NOTE that if you need cards, i.e. your friend or someone else didn't hand you anything to get started with, then DO NOT buy the IC Card... INSTEAD buy the Starter Pack (leftmost option) for 500 yen. The Starter Pack will contain an IC Card as well as 4 fixed cards and 4 card sleeves. The rightmost option for 200 yen is a pack of sleeves, if memory serves I think there are 30 in it. ****THERE IS NO WAY TO BUY PACKS OF RANDOM CARDS**** There are 3 different fixed Starter Packs, it's random which one you will get. From here on out, the only way to get cards other than by trade with other players, is for you to play the game. www.sangokushi-taisen.com does have a collectors set that has binders and such and comes with ONE uncommon card that can only be had from this offer. This set costs 7000 yen (slightly less than $70 US). Now you have what you need to actually play, so get some 100 yen pieces and find a station that is open. Here comes the part where you NEED that IC Card. If you put your money in the machine it will slide right through and come back out. You MUST insert your IC Card FIRST before it will accept your money. This being done, you will be asked to input a name. Using the trackball on the left (which is used to move the camera during gameplay) you may move the cursor and input your desired name. The big green "A" will change it to the english alphabet. The other symbol there is for... symbols... actually. The three options on screen under the alphabet are [random kanji], [finished], and [backspace/cancel]. From here on out, the big red button is the [yes/accept] button and the big blue one is the [no/cancel] button. At this point the game will ask you if you would like to go through the tutorial. If you say yes, proceed to the TUTORIAL section. If not, you may skip or just skim through that part. ------------------------------------------------------------------------------- II. TUTORIAL ------------------------------------------------------------------------------- The tutorial is very simple. Assuming that you can't understand any japanese, which could be why you are reading this, just hit the [accept] button a lot, and watch what happens on screen (as you may understand what it's SHOWING you rather than what it's trying to TELL you). At some point you will be able to set up your army and a battle will happen. Your enemy will be the CPU and they will be extremely underpowered. All you have to do to win is move your cards into his and kill them, and then go for his wall (much like an endzone in football). Eventually the tutorial will end and you will be rewarded with some experience points and a new random card. Now, the next time you play, it will go through tutorial part 2. This is more of the same, but it deals with the more advanced features of the game. Do as you did in the 1st tutorial and skip through talk and fight the fights. What you should learn from this is that the [red] button activates a power from your card, depending on the card selected, and the [blue] button activates your player strategy, which can only be used once per game. For more on these aspects of the game skip down to GAMEPLAY. Again, when part 2 is finished you are rewarded with points and a card. After that, the tutorial is completely over, and you may select from the normal game options. ------------------------------------------------------------------------------- III. CARD BREAKDOWN ------------------------------------------------------------------------------- Now, it wouldn't do much good to explain how the game works unless you know what is on the cards. So pay attention... All the cards in this game represent warlords from 2nd Century China. By placing the card on the tabletop in the playfield, the game will read it and put it on the screen. Your cards will look just as the card face does, while enemy cards will appear as a gray card on the minimap. In the main area of the screen the units are represented by a block of soldiers and a leader on a steed with a flagbearer. The game is aware of unit facing, as such the top of the card is facing forward. Starting from the top left corner we will explain everything on the card. a) the little red stamped kanji in the topleft corner shows the name of the faction they belong to. There are four factions. Wei, Wu, Shu, and Other. b) under that is gonna be three black dots. The COST of the card is equal to how many of those black dots are filled in with gold. Every card costs at least ONE point. Three is the max cost of one card. When you field your army it cannot exceed EIGHT points. So at most you can field 8 one point cards. The game will notify you if you are over this limit while selecting your army. c) the kanji following this is the name of the card or warlord on the card. On the back of the card there is hiragana next to them. This may help you pronounce the kanji in japanese, as it will be pronounced differently than what you are used to seeing. Knowing how to say the name in japanese will make it easier to trade with the japanese who play the game, because they won't know the english names we are used to. The chinese also would pronounce them differently, but I don't know anything about that. d) in the bottom left corner now, there is one of five different symbols. this is the unit type. sword=swordsmen, horse head=cavalry, bow and arrow=archers, house lookin' thing=siege, spear=spearmen. These are explained in GAMEPLAY. e) the number to the immediate right of the unit type is the physical STRENGTH of the card. This number is the prime factor for nearly all combat in the game. The current strength of a card is shown on the screen in the corner of the unit. There is also a green life bar on your cards, while the whole of the enemy gray card's on the minimap is just one big life bar. f) the next number to the right from that one is the card's INTELLIGENCE. This is the key factor used to determine damage dealt or received when either using or being hit by any tactic that has a damage effect. Both strength and intelligence are on a printed scale of 1-10. In game effects can lower these to ZERO or raise it much higher than 10. I imagine 99 is the max, but there is no way to reach that high. 34 is the highest I have seen. g) the jumble of kanji to the right of that is the card's tactic and the little red number next to it is how many [orbs] it will cost to use it. The cheapest tactic has a 2 cost, while the most expensive has a 12 cost. Your current and maximum orbs will be shown at the bottom of the screen. h) the small box following that will have a black dot (representing this card) and a black "T" crossing through it which is all over a green background. Now, the ORANGE area in that box shows you the area of effect of that card's tactic. This area will also show on the minimap. If that area on the minimap is green then the tactic targets enemies, as will be indicated by the little tick mark that will appear above any card that will be affected. If the area is blue then it targets friendly units in the same manner. i) the obvious very large picture drawn by an artist whose name is on the bottom of the backside of the card. **NOTE** There is no information on the back of the card that isn't on the front THAT IS GOING TO HELP YOU. If you understand japanese then you get some fun facts and what not, and a better description of the card's tactic. ******RARITY****** There are FOUR rarities. COMMON = the background around the picture will be WHITE UNCOMMON = the background around the picture will be BLACK RARE = there will be a SILVER strip running down the left side of the face of the card. These cards are also shiny with foil flecks. SUPER RARE = there will be a GOLD strip running down the left side of the face of the card. These cards are also shiny with foil flecks. I believe the odds, assuming you stay on one station the whole time, per about every 20 cards, is going to be 1 super rare, 2 rares, 6 uncommons, and the rest common. I have noticed that there seems to always be a RARE about 3 or 4 cards in front of a super rare. UNLESS the staff shuffle the cards before placing them in the machine. Which most DO NOT, but they may drop some now and then. SEGA may have changed their distribution, or the staff may be shuffling the packs up, but since the patch the 20 card rule of thumb is not working for me. it seems to be more like 1 super rare per 30 cards these days, but that may just be my imagination or unluck. ------------------------------------------------------------------------------- IV. GAMEPLAY ------------------------------------------------------------------------------- ******STARTING A GAME****** Tutorial being either skipped or finished, when you hit the start button (which blinks after putting in the required amount of money) you are faced with THREE options. The lowest option is to fight up to 2 games against the CPU. Whether you win or lose your points won't change much. I recommend this option for if you wish to test the abilities of certain cards or want to familiarize yourself a little before playing people, or better yet you just want to test a game plan. The middle option is to also play against a player who is in the same place as you. You and a friend will play each other just as if you were playing online. Just make sure that both of you choose the second option. Then the game will find your friend for you. The top-most option is to play online. Slightly unfortunately you will not get a choice of who you play against. The game automatically pairs you against someone who is close to your rank. The cool thing is that you can play ANYBODY in Japan. Your rank is updated all the time, after every game BUT it will not show until the server updates after a day or two. You SHOULD be playing against players ALL the time. Round 1 will cost 300 yen, if you win then round 2 will cost 200 yen, and winning that the final round is 100 yen. Each time will be a different opponent, and if the game finds no-one for you to play against, then you fight the CPU. Playing the second round will net you an extra card, and playing round 3 will net yet another card for a maximum of 3 cards. Winning the last round will get you a large point bonus to your chosen strategy. My suggestion is to always play all the rounds if possible and always play against people unless you want to test something by playing the CPU first. Whether you win or lose round 1, you will get one card. The additional cards are based on PAYING to play that round, whether you end up winning it or not doesn't matter as far as getting that extra card is concerned. *NOTE* playing against the computer is much different than people. The AI is fairly intelligent as far as killing your units, using card tactics at good times, putting priority on staying alive and killing you. But there are two things the AI is not capable of, the first is that from the game start they will just charge at you, you can use this knowledge to your advantage as you like. The other thing is the computer will not have a once per game strategy. So you don't have to worry about any of those usual things that may save a human player's ass. ******STRATEGY******* After you have selected your chosen army, you will be faced with a list of strategies to choose from. Each strategy has a shown level ranging from 1-9 and then MASTER. Strategies can only be used ONCE per game. Strategies gain ranks based on how well you played your games for that sitting. This is based on TIME and 2 other things which I presume to be how many enemies you killed and possibly how much wall damage you dealt. Also the number of games played (through continuous winning) is factored into it as well. At the start you will have only one strategy to use and its effect is that it will recover all your defeated units currently inside your wall (easily seen as they will have a timer on them) to a small amount of health. When strategies reach certain levels you will acquire new ones. Those levels seem to be 4 and 6 as far as I can tell. Other kinds include strength bonuses, enemy slow down, health restore on field, etc... There are tons more. ******SET UP******* After choosing a strategy you will be shown your cards on the left and your enemy's cards on the right. Take a good look at them and analyze their weak point and start thinking what you need to do to win. You will then be shown the field and have a set amount of time to set your army up on YOUR side of the field. You MAY place them in your wall (which I don't recommend). If your unit is over the centerline, a big red "X" will be shown over their name. If you do not correct this unit before time runs out, then it will start inside your wall by default. Some units are capable of starting with a fence in front of them. While fielding this unit, a fence will be shown. However if the unit is placed in such a way that the fence cannot be fielded, i.e. the fence is over the line, the fence would be partially off the field, or the fence will be oriented more vertically than horizontal, then the fence will not appear and a little message will appear over that unit. A card will also be marked if it is an ambush unit that is placed inside your wall. You may hit the [red] button if you are ready ahead of time. ******UNIT TYPES****** As noted before, there are 5 types of units. This is immensely important to the game. You will quickly find that most people play with 5 cards in their decks. So it can be a key element to be using unit types that counter their unit types. SPEARMEN ------ Strong vs. Cavalry, Weak vs. Archers If a spearmen unit is not in combat for a few moments, a large array of red spears will protrude from the front of the unit. any enemy hit by this will take a greater amount of damage. If a Cavalry unit "Rushes" against this "Phalanx" then its damage will be countered. This is successful if you see the COUNTER message appear immediately after the RUSH message appears. The "Spearwall" is only effective from the front side of the spearmen unit. Slowest moving unit next to siege units. Average wall damage. CAVALRY ------- Strong vs. Archers, Weak vs. Spearmen If a cavalry unit is not in combat, and has a little bit of running space to build up speed, a blue wave will appear in front of them. Any unit that is then rammed into by this unit will receive a large amount of damage immediately, before normal combat would ensue. This is very powerful if you can handle your cavalry well, and the stronger the unit the more damage that will be dealt. It is possible to defeat units in this way before they can even fight back. Cavalry are also the fastest moving unit type. Small wall damage. ARCHERS ------- Strong vs. Spearmen, Weak vs. Cavalry Archers are the only unit type capable of damaging an enemy at range. Archers will automatically begin shooting at any enemy in range. The priority of who they target goes like this: If they are idle and shooting nobody, and any number of units then they will begin shooting the FIRST unit that came into range. If they are surrounded by targets then they will target a unit in their forward arc EVEN if there is a closer target to their rear or side. Average move speed. Average wall damage. SWORDSMEN ----- No bonuses or penalties vs. any unit type. Swordsmen have no distinguishing traits or abilities. They are neutral to all unit types. They have a decent movement speed however. Average move speed. Average wall damage. SIEGE --------- No bonuses or penalties vs. any unit type. Siege units are Battering Rams. They move extremely slow and often will be destroyed before reaching the enemy wall. HOWEVER, if they do manage to reach the wall, they will deal CATASTROPHIC DAMAGE to it. ******FIGHTING****** To move your unit, just move his card. The unit will continue in a straight line regardless of everything in the way until it reaches that point or dies trying. When dealing damage between units who are in contact with each other, STRENGTH and unit type are the only factors. If being hit by a tactic that deals damage, then INTELLIGENCE is compared and unit type is irrelevant. You CANNOT damage your own units. Units will automatically attack enemies they come into contact with, but they will still progress to their destination while doing so. When your unit is destroyed, the "EVACUATION" message appears. When it is your enemy's unit that is destroyed, the "SMASH" message appears. When the enemy is "SMASHED" you will no longer be able to see it on the screen or minimap. When it is your unit, he will be removed from the screen and appear as a grayed out card with a skull on it in the minimap. You should IMMEDIATELY move that unit into your wall area. Once he is in the wall, a timer will appear on him. When that timer runs out, then he will be restored to a small amount of health, and from then is deployable once more. At any time, you may move a unit into your wall, once they arrive in it, their health will slowly recover. It is much much better to do this than to let the unit die in vain and wait for the timer. If a unit is in front of the enemy wall, they will attack the wall. If that unit is then attacked in hand-to-hand combat by an enemy unit, it will cease attacking the wall until freed from combat. If your wall smashing unit is instead shot at by an archer unit, that will only SLOW him down. A gauge will appear above your unit with crossed swords next to it. When the gauge fills up is when he will strike the wall. You can see for yourself if strength or unit type has any effect on the speed of this happening. If you are attacking the weak point of the wall (the center gate part) you will deal double damage. ******DUELING****** Dueling is a near entirely random event that MAY occur very often or not at all. Dueling will only occur from units in melee combat. That being said, you have no control over whether it will happen or not. The ONLY thing that I am sure that influences whether a duel will occur or not is if both you and your enemy are playing with the SAME card and they run into each other on the field. This IMMENSELY increases the chances of a duel, and nearly guarantees it. The unit that has a higher STRENGTH will have the advantage in a duel. Higher STRENGTH seems to make your hit boxes larger; the difference in STRENGTH between you and your opponent would seem to make whoever has the lesser STRENGTH have smaller hit boxes. Dueling is a little mini-game. You have a line on the left side, and 5 hit boxes are gonna come sliding from right to left through that line. You want to hit the [red] button when the line is in that box. If you miss you will get a dull blue kanji. A near miss will be a glowing blue kanji, and a glancing hit will be dull yellow kanji. While a solid hit will be glowing yellow kanji. In that hit box if the end of it is glowing yellow, then hitting on that line will give the red kanji for a big hit. If your character has the "YUU" trait discussed later in the Trait section, then not only will his hit boxes be larger, there will also be one or more of them that are all yellow and on fire. Hitting anywhere in that box will produce a red kanji. At the end, your 5 hits will be compared to their 5 hits respectively. If they beat you in a bout then an "X" will be shown, if you beat them then a "O" will be shown, and if it that bout was a draw then a "triangle" will be shown. O = 1 point; X = 1 point for them; triangle = zero points for either player. Whoever has the most points wins, and the loser is immediately destroyed. If the duel is a draw, then both cards will live. ******TERRAIN / OBSTACLES****** Randomly generated terrain is thrown on the map most of the time. There are only rocks and trees. Both slow down unit movement. Cavalry and Siege are greatly affected by this. Cavalry cannot maintain a rush into difficult terrain. Obstacles would include fences and watchtowers. These serve to block your path. Running into them several times will destroy them. Their appearance will change to look more damaged the closer they are to being destroyed. This is also shown on the minimap by their full health white color gradually becoming red and then gone when destroyed. ******PLAYER RANK****** The more you win the higher this goes. It serves to match you against equally skilled players. You can earn new troop colors and models, like female troops for one, or yellow turbans even. RANKING is something different. RANKING is probably that over 40,000 number that you see from time to time. The better you do the lower that number gets. This number shows you how you rate compared to ALL the other players in Japan. There were about 40,000 ranked players when I started; certainly more now. The replay monitor will show the TOP 100 from time to time. It also shows the percentage of which factions are being played most, and even which single card is being played most. ------------------------------------------------------------------------------- V. TRAITS ------------------------------------------------------------------------------- There are 5 traits total, no card will have more than 3 traits. Traits are shown on the card to the immediate right of the unit type as little gold boxes with black kanji in them. "YUU" YUUMOU meaning VALOR; this kanji appears to be a big box with two little legs. This trait gives the card a great advantage in duels. **see the DUELING part of the GAMEPLAY section for more details** "FUKU" FUKUHEI meaning AMBUSH; this kanji appears to be the simplest of all 5 traits. It looks something like an umbrella with a line through it. This trait has the effect of starting that card in an ambush state. An ambushing unit will begin the battle "underground" and will look like a mass of black spots. An ambush unit moves EXTREMELY SLOWLY. Even slower than siege units. If and when this unit makes contact with an enemy unit, it will suddenly appear and a big "AMBUSH" message will appear on the screen. The unit that is 'ambushed' will take a great deal of damage which is based on the difference of their INTELLIGENCE scores. It is for this reason that many ambush capable units have high INTELLIGENCE scores. It is possible that two ambush units ambush each other and in this case they will both take damage. "KATSU" FUKATSU meaning RESURRECTION; this kanji appears to be a flower in a pot with three tick marks to the left of it. This trait is powerful indeed. Whenever this unit is destroyed, and you move it into your wall area, this unit's timer will be shorter than normal. Normal timer is about 36 seconds, with this you will recover in about 24 seconds. "SAKU" BOSAKU meaning FENCE; this kanji appears to be a tree to the left of a fence. This unit will start with a wooden fence in front of it. **See SET UP in the GAMEPLAY section for more details** "MI" MIRYOKU meaning CHARM; this kanji doesn't look like the others described. The effects of this kanji are hard to track, but from what I gather it to be is an orb bonus of some kind. I believe that you get more initial orb power when the battle starts. If you have 8 units with this trait, you will have about 3 orbs to start the battle with. ------------------------------------------------------------------------------- VI. STRATEGIES ------------------------------------------------------------------------------- There is no way to write the english for these and have that be helpful to you. So i have wrote the romaji here, and you can read that on screen, if you don't know hiragana, you're gonna have to learn or use trial and error method. The better you do in your battles, and the more battles you fight, the faster these will level up. If it is one that restores health or revives something, then higher levels will increase the amount of health restored. If it lasts for a short amount of time, then increasing the level will make it last longer. 1. tazei no daikousei = +3 STR for a short time to all your units 2. saiken no hou = revives and repairs damage to your fences 3. saiki no hou = revives your dead units to life with some health in your wall 4. zouen no hou = restores some health to your units on the field 5. gogun no daikousei = all your spear units STR 6. shokugun no taikousei = all your horse units STR up 7. tooyumi no daikousei = all your archer units STR up 8. sharin no daikousei = 9. shinsoku no daikousei = 10. shougun no hou = 11. seihei no hou = 12. sokugun no hou = increases the speed of your units 13. renkan no hou = decreases the speed of all the enemy units 14. ? 15. *version 1.100 will add this* 16. *version 1.100 will add this* ------------------------------------------------------------------------------- VII. TACTICS ------------------------------------------------------------------------------- There is a HUGE amount of Tactics in this game. Some are common and shared by several cards, others will be unique to only one card. For the most part, you are going to have to have to use them and see what they do. At the bottom of the screen there is 12 Orbs with a bar under them. As the battle progresses the bar will slowly fill up. Every time that bar reaches the next increment, the Orb above it will fill up to be red and fiery colored. Using a Tactic requires that you have sufficient Orbs to do so. Provided you have enough Orbs, select the Tactic you wish to use by having the card it belongs to highlighted in the minimap. Once you have that accomplished (which is very easy) all you have to do is hit the [red] button. The power will then activate with a big message on the screen. Time stops while any animation cut- scene type effect is happening. Any of your cards who currently have enough power to use their tactic will show a little red fireball on their icon in the minimap. If you DON'T have enough Orbs to use the tactic, then the required amount of Orbs will show a little red dot in the Orb. Now let's say that you have a unit selected with a Tactic that costs 6 Orbs. At this time you have 10 Orbs filled. The last two will be black since they are empty. The first 6 Orbs will be animated fireballs, and the 4 after that will still be filled but they won't be animated. This is showing you how many Orbs you will have left after using this tactic. Of course, simple math can tell us this too. Lastly, if your deck consists of all one color of faction, then your Orb max will be 12 (all of them). If you are using two different colors then your max will be 9, and if you are using three or four different colors your max is 6 Orbs. The following Tactic list will name the Tactic as it is read, there will be no kanji listed as it would not be visible. You may identify the kanji by matching the number(s) after the "--" to the apprpriate cards from the card list. Therefore the numbers listed represent the cards that have the tactic. Tactics a set time duration that is one of three kinds... #1. Instant--these are one-time effects that run their course and are done. For example any instant damage effect like flood, or a revive effect, simply does what it does, and has no lasting effect. #2. Timed--these are those that have a lasting effect for no seemingly set amount of time. This covers a vast majority of the tactics in the game. However, these are based on the INTELLIGENCE of the user; thus a higher INTELLIGENCE will have a longer lasting effect, even if two cards have the exact same power. #3. Dance--only female cards have this effect. It is marked with the song note in the little tactic area box. Once these are activated, the effect will last until EITHER the game ends, or the user is destroyed. There is no voluntary way to cancel this effect by the player. You may even remove the card from the table and its effect will still go on. TACTIC LIST NAME -- CARDS WHO HAVE THE TACTIC COST - DURATION - TARGET EFFECT 1. bosaku kyouka -- 32 4 - ONE - FIELD Revives and restores your fences 2. bosaku saiken -- 70 6 - ONE - FIELD Reinforces your fences (makes them able to take more hits) 3. cho hatsu -- 13, 54, 70, 73 3 - INT - AREA ENEMY Forces enemy cards to move directly towards the user 4. choku me -- 87, 132 4 - INT - FIELD STR+8 to your unit currently with the highest STRENGTH 5. daisharin senpou -- 52, 72, 74, 90, 136 4 - INT - SELF STR+3; Spiral Slash effect (deals continuous damage to all enemy units in contact and counts as a spearwall in all directions) 6. daisuike -- 21 7 - ONE - AREA ENEMY Water damage to all 7. denkan no ke -- 84 6 - INT - AREA ENEMY SPD decrease 8. denkan no susume -- 83 6 - INT - AREA ENEMY major Speed decrease 9. enin senpou -- 102, 105, 119 4 - INT - SELF STR+3, Rnage increases 10. engun -- 46, 56, 58, 146 6 - ONE - AREA FRIENDLY Restores health 11. enya no mai -- 103 5 - DANCE - FIELD your archers have their range greatly increased. 12. funki senpou -- 1, 12, 14, 55, 93 5 - INT - SELF STR+3, health restored 13. futou fukutsu -- 60 6 - INT - SELF STR+ 14. fuuin no mai -- 113 12 - DANCE - FIELD Opponent's cards can no longer use any tactics 15. genmyonaru hanke -- 20 3 - ONE - AREA ENEMY Cancels enemy tactic; if that tactic would have dealt damage, then the damage is reversed upon the user of that tactic. 16. gibu no kyou -- 116 4 - INT - SELF STR+ 17. goe no engun -- 112 5 - ONE - AREA FRIENDLY Restores health 18. goka no ago -- 128 5 - INT - SELF STR+ 19. gotobedo -- 4 - ONE - FIELD Revives one random destroyed card of yours 20. hakai no gorai -- 63 8 - ONE - AREA ENEMY 5 random Lightning damage strikes 21. hakubajin -- 134 5 - INT - AREA FRIENDLY SPD increase 22. hakugin no shishi -- 77 5 - INT - SELF STR+5, Speed increase, damage bonus 23. hangyaku no rouen -- 53, 85 4 - INT - SELF STR+ 24. hanke -- 37 2 - ONE - AREA ENEMY Cancels an enemy tactic being used 25. henge no jutsu -- 17 4 - INT - SELF STR and INT are switched 26. hiten no bai -- 15 5 - DANCE - FIELD Major Speed increase for all your units 27. iki tousen -- 78 5 - INT - SELF STR+ , cannot be damaged by "ke" tactics of any kind 28. iryo no hono -- 123 8 - ONE - AREA ENEMY Fire damage to all 29. jakutaika no ke -- 3 4 - INT - AREA ENEMY STR- 30. jakutaika no shoke -- 6 5 - INT - AREA ENEMY STR- 31. jouka no ke -- 27 2 - ONE - AREA ENEMY Cancels enemy tactic being used 32. kaifuku no mai -- 51 7 - DANCE - FIELD Continuously heals your units on the field 33. kajiba no bakashikara --71 4 - INT - SELF STR increase based upon how much damage your wall has taken 34. kake -- 95, 101, 126 7 - ONE - AREA ENEMY Fire damage to all 35. kanpa -- 45 2 - ONE - AREA ENEMY Cancels enemy tactic being used 36. kataki uchi -- 125 4 - INT - SELF STR+ 37. kekoku no mai -- 139 7 - DANCE - FIELD Enemy wall takes continuous damage 38. kenbo no tasuke -- 97 5 - INT - AREA FRIENDLY STR+4, INT increased 39. kinsentan -- 144 6 - ONE - AREA FRIENDLY Restores health 40. kobu no mai -- 41 4 - DANCE - FIELD increases rate of "orb" growth 41. koho shiki -- 5, 82 4 - INT - AREA FRIENDLY STR+4 42. kou -- 130 3 - INT - FIELD Creates RAIN on the Field; flood/lightning tactics become stronger and cost 2 less to use. "Kake" costs 2 more to use. 43. koukin no mure -- 141, 143 3 - ONE - SELF Completely restores user's health 44. koushiki kosaku souchi -- 57 45. kyouka senpou -- 7, 10, 40, 44, 47, 50, 76, 91, 94, 122, 131, 136, 138, 145 4 - INT - SELF STR+4 46. migawari -- 38, 81 3 - ONE - FIELD Revives one random dead unit of yours to full health; user is destroyed 47. naite bashoku okiru -- 75 3 - ONE - SELF this unit dies, you gain 6 orbs (so you net gain 3 from this) 48. otoko no iji -- 90, 96, 118, 121 4 - INT - SELF STR gradually increases, peaks off, and then gradually decreases back to it's base value; user is then destroyed. 49. rakurai -- 48, 86, 140 6 - ONE - AREA ENEMY 3 random Strikes lightning damage 50. reikyori senpou -- 59, 61 4 - INT - SELF STR+4; user loses ranged attack 51. renkan no shoke -- 16, 43 5 - INT - AREA ENEMY Speed decrease 52. ryusei shorai -- 104, 114 7 - ONE - FIELD Opponent's wall takes damage 53. ryuubi no taitoku -- 88 6 - INT - AREA FRIENDLY STR+5 54. saigo no gyoen -- 99 4 - ONE - AREA ENEMY lots and lots of Fire damage to all; user is destroyed 55. saisai shutsugeki -- 80 5 - ONE - FIELD Randomly revives 2 of your destroyed units 56. saishutsugeki -- 66 4 - ONE - FIELD Randomly revives 1 of your destroyed units 57. seishin touitsu -- 69, 92 4 - INT - SELF STR+ 58. sekigan no urami -- 10 5 - INT - AREA ENEMY STR-4 59. sekiheki no taika -- 100 7 - ONE - AREA ENEMY Fire damage to all 60. sharin no daigore -- 49 6 - INT - AREA FRIENDLY STR+3; Spiral slash effect to all (deals continuous damage to every enemy card in contact and counts as a spearwall in all directions) 61. shibireya no daigore -- 127 6 - INT - AREA FRIENDLY "shibireya senpou" to all 62. shibireya senpou -- 107, 120, 124, 133 4 - INT - SELF Grants ability to cause major Speed reduction effect to any target hit by this unit's arrow attacks 63. shiki -- 129 5 - INT - AREA FRIENDLY STR+4 64. shi no oshie -- 18 3 - INT - AREA FRIENDLY INT increased 65. shinsoku no daigore -- 141 - INT - AREA FRIENDLY "shinsoku senpou" to all 66. shinsoku senpou -- 9, 22, 26, 28, 68 4 - INT - SELF STR+3, major Speed increase 67. shohao no banyuu -- 111 5 - INT - SELF STR+9, Speed increase; destroyed after duration runs out 68. shokue no engun -- 112 69. shugo no gorai -- 79 8 - ONE - AREA ENEMY 5 random lightning damage strikes 70. shusei no meikun -- 108 4 - INT - AREA ENEMY Wall damage decreased greatly 71. shutoyori no engun -- 8 5 - ONE - AREA FRIENDLY Restores health 72. songo no saihen -- 106 73. suike -- 35 7 - ONE - AREA ENEMY Water damage to all 74. suike denpa -- 18 6 - ONE - AREA FRIENDLY Water damage to all 75. taikeiyojutsu -- 137 6 - ONE - FIELD Revives all of your destroyed cards 76. ten i muho -- 115 6 - INT - SELF STR+ 77. tenka musou -- 148 6 - INT - SELF STR+14, Speed increases 78. tenkei no maboroshi -- 109 7 - INT - AREA FRIENDLY STR+10, all targets of this effect will be destroyed after it's finished 79. toko no daigore -- 30 7 - INT - AREA ENEMY STR+3, Wall damage increased. Targets must move towards enemy wall and once there cannot move and must attack the wall. 80. toko senpou -- 25, 42 4 - INT - SELF STR+3, Wall damage increased, card must move towards enemy wall and upon reaching the wall may no longer move and must attack the wall. 81. touen no chikai -- 89 7 - INT - AREA FRIENDLY STR+ 82. tounan no kaze -- 64 3 - INT - FIELD Creates a dry wind causing "kake" tactic to cost 2 less 83. umashita no ke -- 147 3 - INT - AREA ENEMY INT decreased 84. usan no ke -- 36 3 - ONE - AREA ENEMY Negates the STR bonus(es) given to enemy units by the other player's tactics. Also will cancel any other effect along with the STR bonus. 85. usan shochi no ke -- 19, 33 6 - INT - AREA ENEMY STR-4 86. wakakia no shuwan -- 110 6 - INT - AREA FRIENDLY STR+ 87. [kanji]kan no ke -- 4 6 - INT - AREA ENEMY STR- , INT decreased, Speed decreased ------------------------------------------------------------------------------- VIII. CARD LIST ------------------------------------------------------------------------------- ***A CARD LIST WILL BE ADDED HERE IN THE FUTURE*** 1. U Kin /uncommon 75. Ba Shoku /rare 2. Uo I /super rare 76. Ba Tai /uncommon 3. Kai Etsu /common 77. Ba Chou /super rare 4. Ka Ku /super rare 78. Ba Chou /rare 5. Kaku Ka /rare 79. Ba Ryou /uncommon 6. Kaku Kou Gou/common 80. Bi Jiku /uncommon 7. Gaku Shin /rare 81. Bi Fu Jin /common 8. Ka Kou En /rare 82. Hou Sei /uncommon 9. Ka Kou En /uncommon 83. Hou Tou /super rare 10. Ka Kou Ton /rare 84. Hou Tou /rare 11. Ka Kou Ton /uncommon 85. Mou Tatsu /common 12. Gyuu Kin /common 86. Rai Dou /common 13. Kyo Cho /rare 87. Ryuu Zen /uncommon 14. Kyo Cho /uncommon 88. Ryuu Bi /super rare 15. Sai Bun Ki /uncommon 89. Ryuu Bi /rare 16. Sai Bou /common 90. Ryuu Hou /common 17. Sa Ji /rare 91. Ryou Ka /common 18. Shi Ba I /rare 92. Kan Tou /common 19. Shi Ba I /uncommon 93. Kan Nei /super rare 20. Jun Iku /rare 94. Kan Nei /uncommon 21. Jun Yuu /uncommon 95. Gu Hon /common 22. Jou Kou /rare 96. Kou Gai /uncommon 23. Shin Kou /super rare 97. Go Fu Jin /super rare 24. Shin Kou /common 98. Shuu Tai /rare 25. Sou Kou /uncommon 99. Shuu Yu /super rare 26. Sou Shou /common 100. Shuu Yu /rare 27. Sou Shoku /common 101. Shu Kan /common 28. Sou Jin /uncommon 102. Shu Chi /common 29. Sou Sou /super rare 103. Shou Kyou /super rare 30. Sou Sou /rare 104. Shou Kyou /uncommon 31. Sou Hi /common 105. Shou Kin /uncommon 32. Chou Kou /uncommon 106. Shou Katsu Kin/uncommon 33. Chou Shun Ka/super rare 107. Jo Sei /uncommon 34. Chou Ryou /super rare 108. Son Ken /super rare 35. Chin Kyuu /common 109. Son Ken /rare 36. Chin Gun /common 110. Son Ken /rare 37. Tei Iku /uncommon 111. Son Saku /rare 38. Ten I /rare 112. Son Shou Kou/rare 39. Ten I /uncommon 113. Dai Kyou /super rare 40. Bun Pei /common 114. Dai Kyou /uncommon 41. Ben Kou Gou /uncommon 115. Tai Shi Ji /rare 42. Hou Toku /super rare 116. Chou Kou /uncommon 43. Man Chou /common 117. Chou Shou /rare 44. Ri Ten /common 118. Chin Bu /common 45. Ryuu You /common 119. Tei Fu /uncommon 46. I Seki /common 120. Tei Hou /common 47. Ou Hei /common 121. Tou Shuu /common 48. Ka Kou Getsu Ki/common 122. Han Shou /common 49. Kan U /rare 123. Riku Son /rare 50. Kan U /uncommon 124. Ryou Sou /common 51. Kan Kou Gou /uncommon 125. Ryou Tou /uncommon 52. Kan Pei /common 126. Ryo Han /common 53. Gi En /uncommon 127. Ryo Mou /super rare 54. Kyou I /rare 128. Ryo Mou /rare 55. Gen Kan /uncommon 129. Ro Shuku /uncommon 56. Go I /common 130. U Kitsu /rare 57. Kou Getsu Ei/super rare 131. Kei Dou Ei /common 58. Kou Getsu Ei/uncommon 132. Ken Tei /rare 59. Kou Chuu /rare 133. Kou So /common 60. Kou Chuu /uncommon 134. Kou Son San/uncommon 61. Sha Ma Ka /common 135. Shi Ba Ki /rare 62. Shuu Sou /uncommon 136. Shuu Sou /uncommon 63. Sho Katsu Ryou/super rare 137. Chou Kaku /super rare 64. Sho Katsu Ryou/rare 138. Chou Jin /common 65. Jou Sho /rare 139. Chou Sen /super rare 66. Son Ken /common 140. Chou Hou /common 67. Son Shou Kou/super rare 141. Chou Ryou /common 68. Chou Un /super rare 142. Chou Ro /uncommon 69. Chou Un /rare 143. Tei En Shi /common 70. Chou Shou /common 144. Nan Ka Rou Sen/uncommon 71. Chou Hi /rare 145. Hai Gen Shou/common 72. Chou Hi /uncommon 146. Ryuu Shou /common 73. Chin Kei & Chin Tou/common 147. Ryuu Hyou /common 74. Chin Tou /uncommon 148. Ryo Fu /super rare EX. Ryuu Bi /promo* EX. Sho Katsu Ryou/promo* * this card is not REALLY uncommon as it is a special offer card, however it is colored as if it was an uncommon card. Ryuu Bi is in the 7000 yen package, and Sho Katsu Ryou is included in the 2000 yen official strategy guide. The guide, is a very good guide, although all written in japanese, plus you get that card. The other package you would probably have to be a big big fan to get. I don't think I have ever seen either of those actually played, but maybe that is because not many people have them, especially the Ryuu Bi. ------------------------------------------------------------------------------- IX. ADVICE ------------------------------------------------------------------------------- I am making an entirely new advice section. Reason being the times have changed. Now that most players have access to most all cards, the decks you will play against are more organized, standardized, and difficult to fight. In addition to that I have more knowledge, and have played against and with more than before therefore granting me a better understanding. So let's go... MANY MANY people still play with lots of cavalry. Rightfully so, they hit hard, move fast, have good tactics to make use of. Many people are also using one big spear unit with all there horses, giving them an edge against all horse decks. Make friends with all the other players in the arcade. It the best thing you can do. The japanese players are usually more than happy to help you out. they won't GIVE you cards, but they will trade, sell extras, help you put a deck together if you are having trouble with that part of the game. Maybe you are a good player, but can't put decks together that are worth anything. They will also keep you informed of when tournaments are, and what little special things are going on that you can't read or understand. If you want to have a strong record, either make the best deck you have seen someone else using, or make something that can beat it. But you will never have the ultimate deck. There is always something you will be weak against. I advise to aim for a deck that wins 2 out of 3. Keep in mind that some days you are just gonna have terrible luck with what you play against. In reference to the above statement, a deck I had recently made, focused on the KATSU ability, with 3 cardswith that trait, and an xtra horseman, and the fast moving song red girl. I found out that the 2.5 cost red 9/1 spearman with the LURE tactic, destroys me. And there was a whole day where 3 out of 5 games the other guy was using that card... so I lost all those... except one. SO this is not a good deck to win with, although fun to play, because there is one card that too many people play with that destroys it. Don't stick with a deck that never wins just because you are too stubborn to let it go and try something else. Some decks work best with certain strategies. You may not have that strategy yet, so try something else until you get it. Then switch. I used 3 decks to build 3 different strategies. You are gonna be good with some decks, and bad with others. Use whatever suits your play-style best. Have fun with the game. Use one of your weaker, or smarter cards to search for ambushers. Get a general idea of how you should play your deck against certain deck-types. For example, with Ryo Fu and friends deck, I normally will flood left or right depending on the terrain, trying to get one or two cards on the wall to get some early damage in, while Ryo Fu and another kill their units off. However if they are playin a deck that has lots of archers and fences, I will spread out more for the same effect. Other decks, I may set up in the center, because I know he is going to flood left or right, so if I can get on his wall's weak point, he should die first in that kind of race. Sometimes I use an ambusher, and may set a reverse wedge that baits them into the center ambush, and then close the wedge on him to kill him off. There are many ways to play the same deck; learn them. You can win against the computer all day if you want, but that still doesn't mean you can beat any other player; it's certainly not as exciting or even rewarding. you are gonig to lose a lot at first probably. Not because your deck sucks, or you suck at playing, but because you don't know what your enemy is playing with. You won't know that that one card he has has the ability to drop lightning bolts on your head, or slow your whole army to a dead stop. This is something you will learn over time, just don't get pissed off and just deal with it. In order to get super-rares, it's best that you sit at a machine and stay on it. Don't stop playing until you get a super rare. Once you do, get up and move to another machine. It's a 20-30 card cycle normally to get a super rare. Alternately, you can sit around and watch others play, take note of what cards the get from the machine, if they get up after 14 cards, and they didn't get a super rare, sit down there and you won't have to spend as much money before you get one. ------------------------------------------------------------------------------- X. MISCELLANEOUS ------------------------------------------------------------------------------- Some of the arcades where you might be playing, offer some or all of the items that the official website offers. Seems to me that if the arcade is a Sega owned and operated place, then it will offer these things. Thus far, there is a Guide Book, which is 2000 yen, and includes sample decks, and tips and such. There is also the DX Set thingie which is 7000 yen and includes an official binder with keen artwork, some card cases and what not, the Ryuu Bi uncommon EX card, and some other stuff of semi-usefulness. They also have just offered "official" card sleeves, that are the same as the usual ones except that they have either yellow, red, blue, or green wavy intricate like lines on them. So basically they are just more decorative. ****I LEAVE JAPAN**** I will be leaving Japan before the end of September 2005. What does this mean? This means that I will not be playing this anymore, as its only in japan. I will keep my cards in hopes that the game is alive and well when i plan to
return a couple years from now.  So anything new after that is up to you to
figure out.  In my spare time I may check the official site and attempt to
update the card lists and such that can be updated.  I am also taking the
official strategy guide home with me, and will convert that to english on this
FAQ, which will be INCREDIBLY detailed, but will take much time.  So please
check back to the web-site this is posted on for current info.  Also feel free
to print it out for the local arcades as you see fit to assist anyone else in
the area who may need it.

****VERSION 1.100****

The first true expansion to Sangokushi Taisen will be released on October 13th.
In the least, it will feature 2 new strategies for players to try and abuse as
well as 82 new cards.  YES I KNOW 82 new cards!!!! I would be excited except I
will no longer be in Japan to enjoy them...

****PATCH 1.003****

This patch has altered the damage formula.  Cards now deal less damage per hit.
This is very evident in Intelligence-based damage.  It used to be that a 7
intelligence card with say a Thunderstorm ability could destroy a card with
equal or higher intelligence with maybe 2 bolts under the change nature effect;
this takes more like 4 strikes now.  Same with Strength combat; a rushing 10
strength card should have nearly killed a strength 1 archer, now it's closer to
50% damage.  So what does this mean?  It means that cards last longer, and
damage effects aren't as powerful.  It would be better now to have something
that raises YOUR strength or intelligence values OR something that lowers your
enemy's card values.  This makes combinations more potent, and many of those
interrupt area effects much more useful.  I imagine abilities like flood, which
were rampant before the patch, will now become less used which is good because
it will give way to more of the under-used abilities coming from the myriad of
cards that nobody would touch.

****LOCAL EVENTS****

DRAGON PALACE held a tournament last month.  I was unaware of it, so I didn't
contend.  There were about 16 entrants I believe, a round-robin format was used.
The winner was "umigame" with a perfect record (coz i wasn't there).  Although
players were allowed to use any deck for any game, his final winning deck over
the #2 player was a RED deck using 4 horsemen and one horsewoman who happened
to be the "fast song" dancing girl.  This can be particularly deadly in a very
quick way.  I believe the prize was a handful of free plays on the game, about
a 4000 yen value i think ($40).

Faruche (spelling?) won Dragon Palace's second tournament.  Nue-chan got 2nd,
Umigame placed third.  i got fourth i think.  Only 12 players for that one.
The following Sega tournament was won by ME, mwahaha. Second was a guy who I 
had never met, Umigame was the only difficult game I had that day, he had
beaten me at dragon palace, but i just barely got him this time.  20-ish players
for this one.

It appears as tho Sega snuck a tournament by me recently, counted about 25
players on the bracket.  Faruche won that one as well. I did not see any other
players of note on that bracket, to include umigame, nue, nao, other good
players... so i can't imagine it was hard to win.

There looks to be tournaments going to be held every month from here on out.



****WHO IS WHO****

For the Dynsaty Warriors and such out there... also keep in mind that many of
these cards have more than one version.  for example Sun Quan has 2 rares, both
of which are archers, but they are slightly different with different tactics.
Guan Yu has a rare and an uncommon version, again they are similar but not
quite the same.

SHU

Guan Yu = Kan U
Zhang Fei = Chou Hi
Zhuge Liang = Sho Katsu Ryou
Liu Bei - Ryuu Bi
Ma Chao = Ba Chou
Huang Zhong = Kou Chou
Jiang Wei = Kyou I
Pang Tong = Hou Tou
Guan Ping = Kan Pei
Zhao Yun = Chou Un
Wei Yan = Gi En

WEI

Cao Cao = Sou Sou
Xiahou Yuan = Ka Kou En
Zhang Liao = Chou Ryou
Sima Yi = Shi Ba I
Xu Huang = Jo Kou
Zhang He = (?)
Cao Ren = Sou Jin
Pang De = Hou Toku
Xiahou Dun = Ka Kou Ton
Dian Wei = Ten I
Xu Zhu = Kyo Cho

WU

Zhou Yu = Shuu Yu
Lu Xun = Riku Son
Taishi Ci = Tai Shi Ji
Sun Shang Xiang = Son Shou Kou
Sun Jian = Son Ken (cavalry type)
Sun Quan = Son Ken
Lu Meng = Ryo Mou
Huang Gai = Kou Gai
Sun Ce = Son Saku
Da Qiao = Dai Kyou
Xiao Qiao = Shou Kyou
Zhou Tai = Shuu Tai
Ling Tong = Ryou Tou
Gan Ning = Kan Nei

OTHER

Lu Bu = Ryo Fu
Diao Chan = Chou Sen
Zhang Jiao = Chou Kaku
Zuo Ci = Sa Ji

****For your Information****

This FAQ can be found on www.gamefaqs.com, as well as info related to any
other game on any other platform.

KOEI has produced numerous games for this time, most (if not all) of which
are on the Playstation and Playstation 2.  The oldest ones were on the
Nintendo. CAPCOM (i think it was) is set to release a game on this genre as
well, which seems to be interesting at least.

Nintendo--Destiny of an Emperor, Destiny of an Emperor 2 (excellent games)

Playstation--Dynasty Warriors (terrible fighting game) Rot3K 4, Rot3K 6

Playstation 2--Dynasty Warriors (DW) 2, DW 3, DW 3 Xtreme Legends, DW 4, 
DW 4 Xtreme Legends, DW 4 Empires, DW 5, DW 5 Xtreme Legends, Dynasty Tactics,
Dynasty Tactics 2, Romance of the Three Kingdoms 7, Rot3K 8, Rot3K 9, Rot3K 10,
Kessen 2

If you would like to read the Novel that is the basis for all of this piece of
history, you may read it online at www.threekingdoms.com in its 120 chapters
of glory, with additional side-notes from people who have some knowledge of the
times.  The site also recommends actual printed books to buy and why.

****WHO IS ZUO CI???****

Zuo Ci was supposedly present at the time of death of Zhuge Liang.  Zuo Ci had
spent many many years in solitude becoming enlightened.  During this era he
came down and approached Cao Cao as well as Liu Bei on who is righteous and
proposed that they should both rule the land and join him in becoming
enlightened.  Cao Cao believed this to be rubbish, and tried to torment the old
man.  Nothing phased him, he can eat 100 sheep in a day, or nothing for years.
He can do pretty much anything, he cursed Cao Cao that day which caused Cao Cao
much pain but eventually he recovered.  Liu Bei was curteous but became caught
up in vengeance over Guan Yu's death, which Zuo Ci saw as straying from the
path.  Finall, upon Zhuge Liang's death, Zuo Ci saw that the most brilliant
mind of the time had passed away and so he turned into a dove (or some kind of
bird) and flew off.  Supposedly he will return when he is needed again.  Your
guess is as good as mine as to if this man truly possessed the powers he was
rumored too.  But there is no harm in believing is there?

Run a search in www.google.com or a similar site for any of these names and you
should find some entertaing/interesting stories.

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XI.				LEGAL
-------------------------------------------------------------------------------

This guide is authorized to be posted on the GAMEFAQs website.  It is also
authorized to be printed and posted inside any arcade that has the Sangokushi-
Taisen game in it, so long as it is used solely for those in the establishment
who would be playing or are interested in playing this game.  As long as you
aren't making money from this, it's probably ok.  If you ARE making money from
this then I get 80% of it.  Your 20% is a finder's fee sort of.

Do not add this guide to your website or anything else that it was not
originally authorized for.

COPYRIGHT 2005 Justin Leisner

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