Category Archives: Crusade

Macross 2nd TD Translation: Version Alpha Pt. 2

This is for the Green cards. The Blue ones have a few weird Google translations that doesn’t make sense when I was trying to put it in understandable English. The Green half is no better, unfortunately.

U-019 VF-25 Messiah (Super Pack/Alto unit) (B)
Ace 2, High Speed Battle, Battle Ready, [2.4]Switch (VF-25)
Defense Step: <1> Move this card into a detachment in any order in Reroll position.

U-082 VF-25 Messiah (Ranka Marking) (F)
Quick, High Speed Battle
Auto B: When this unit comes into play, search your deck for a Character card with “Ranka” in its name, set it on this card, paying all costs. Shuffle your deck afterwards.

U-083 VF-25 Messiah (Sheryl Marking) (F)
Quick, High Speed Battle
Auto B: When this unit comes into play, search your deck for a Character card with “Sheryl” in its name, set it on this card, paying all costs. Shuffle your deck afterwards.

U-102 VF-25 Messiah (Alto unit) (F)
Quick, Battle Ready, High Mobility, Switch (VF-25)

U-103 VF-25 Messiah (Alto unit) (G)
High Speed Battle, Switch (VF-25)
Auto D: At the start of your Damage Calculation Step, if this card is in your hand and you switch this unit with another unit with VF-25 in its name and the Fighter or Battroid trait, your detachment’s combat speed is -1 this turn.

U-104 VF-25 Messiah (Alto unit) (B)
Ace 1, Switch (VF-25)
Auto D: Each time a Song Coin is placed on this card, it gets +1/+1/+1 until the end of turn.
Auto D: Each time a Song Coin is removed from this card, it gets +2/+2/+2 until the end of turn.

U-105 VF-25 Messiah (Armoured Pack/ Alto unit) (B)
Ace 2, Encouragement (???), [2.4] Switch (VF-25)
Auto D: While this card is engaged, if a Song Coin has been gained or discard from this card, Roll another unit in combat with this unit.
Battle Phase: <1> Deal 3 damage to one unit in combat with this unit, or deal 2 damage to every unit in combat with this unit.

CH-077 Mylene & Ranka
Supply 1
Auto D: If you have resolved a Command with the Song trait, place a Song Coin on a card.
Auto D: If this card has gained a Song Coin or discarded a Song Coin, 1 of your unit gains “Auto D: <1> Negate the destruction of this card” until end of turn.

C-008 Diamond Crevasse
Defense Step: Roll an opponent’s card that is not a Unit.
(Song) Defense Step: Roll an opponent’s Unit.

C-034 Pink Monsoon
(Another impossibly translated card, from Google)
Was transferred to a deployment area of your own one unit of the person you are in the deployment area [attack step of opponent], remove this card from the game. At end of turn, I transferred to the deployment area of the unit owner.
———————————————–
♪ [feedback transferred deployment area of their one unit of the recipient Step] “[3.6]” set card is not set, it is removed from the game card.

C-036 Flow Over After School
Auto D: Discard 1 of your own Unit from the Deployment Area. At the end of the turn, put a Unit card from your Junkyard to your Damage pile.
(Song) Auto D: Discard 1 of your own Unit from the Deployment Area. At the end of the turn, put a Unit card from your Junkyard to your Damage pile.

C-060 Hoshikira
Opponent’s Turn: Put 1 G into your opponent’s hand, place the top card of your deck into G.
(Song) Your Turn: Put 1 G into your opponent’s hand, place the top card of your deck into G.

C-061 Glistening Summer (^ ω ^) Bruno
Auto D: Negate the play of an opponent’s Character, the opponent discards the card.
(Song) Defense Step: Negate the text of a card(? Maybe, maybe not. The translation is really short).

C-062 Forbidden Elixir
Battle Phase: Transfer an opponent’s Unit with a cost of 2 or less to its owner’s hand.
(Song) Auto D: Transfer an opponent’s Unit with a cost of 2 or less to the top of its owner’s deck.

Purple:

C-001 Singing voice you make a galaxy (???)
Auto D: Place all cards with the Song trait from your Junkyard to the top of your deck, shuffle it and draw a card.

C-013 Heavy equipment development
Auto D: Disable the text of your opponent’s card in G.
(Song) Auto D: Remove a card from your opponent’s Junkyard from the game.

C-P005 Star Performer Appearance!
(I think this is stupid powerful, but I can’t figure it out: Google!)
I remove from the game this [combat phase] “R” card. In that case, I want to G his one unit of the other party with a total cost of X or more, the character has not been set. The number of +1 G of the other party] the value of X,
take out one unit in the hand of the defense step] myself, transferred to its owner’s hand one unit of their own. In this case, to pay the cost of the normal, put in the active state in the same location as the unit to be transferred, the units extracted.

Macross 2nd TD Translation: Version Alpha, Part 1

With the absence of Hebime’s active involvement in the Crusade scene, translation for  some of the obscure Crusade series have been rather sporadic. Unfortunately, Macross Crusade is one of those obscure series 😦 I got a pack of the 2nd MC TD for quite some time now but I can’t figure out how to play it. With the help of Google translate…. I still can’t figure out a few of them thanks to bizarre sentence structures. Anyway, let’s start with a few, I’ll update this post until it’s complete. Only game text at this moment:

Blue.

U-102 VF-1J Valkyrie (Ichijo unit) (F)
Quick, Battle Ready, High Mobility, Switch[VF-1J]

U-103 VF-1J Valkyrie (Ichijo unit) (G)
High Speed Battle, Switch[VF-1J]
Auto B: At the beginning of Damage Calculation Step, if you switch this unit with another unit with “VF-1J” in its name and with the Fighter or Battroid trait, this card gets +2/+2/+2.

U-104 VF-1J Valkyrie (Ichijo unit) (B)
Ace 1, Switch[VF-1J]
Auto B: If you do not have a Character with the Singer trait, when this card comes into play, search through your deck for a Character with the Singer trait and deploy it in your Deployment Area, paying all cost. Shuffle your deck afterwards.

U-105 VF1J Valkyrie (Ichijo unit) & VF-1S Valkyrie (Fokker unit) (B)
Ace 2, Encouragement(?), [2.4] Switch[VF-1J, VF-1S]
Auto B: When this unit is destroyed, put a 4/1/4 Valkyrie token in your Deployment Area.
Damage Calculation Step: If this unit is engaged or have sortied to attack, you may discard 2 Song Coins from this card and opponent chooses to discard a card that is not a G. (Discard from the field? Field and hand? Not sure at this point)

CH-077 Lynn Minmay
Boost, Supply 1
Auto B: If you have resolved a Command card with the Song trait, place a Song Coin on one of your cards.
Combat Phase <1>: Remove 1 Song Coin. Until the end of the step, negate an opponent’s card from moving if they move into reroll position.

CH-078 Sheryl & Basara
Supply 1
Auto B: If you have resolved a Command card with the Song trait, place a Song Coin on one of your cards.
Auto D: After you remove 2 Song Coins, look at the top 3 cards from your deck. Put a unit onto your Deployment Area in Reroll position. (Put the rest back on top of your deck I presume, since no other text follows it)

C-009 Do You Remember Love
Battle Phase: All units in all detachments get -2/+-0/+-0 until the end of turn.
Song Battle Phase: All units in a detachment get -1/-1/-1 until the end of turn.

C-010 Love Flows
Self Turn: Recover X, where X is the amount of G cards you control.
(Song) Self Turn: Recover X, where X is the amount of all G cards.

C-021 MY FRIENDS (yes, it’s all caps)
Self Deploy Phase: Draw until you have 2 cards in your hand.
Song Self Deploy Phase: Draw until you have 3 cards in your hand.

C-022 Assault Love Heart
Self Battle Phase: Negate destruction of one of your own units except from your own card effects.
(Song) Self Battle Phase: Negate destruction of all units with Sound Force except from your own card effects.

C-060 Paint An Angel
Auto D: Negate the destruction of one of your Characters.
(Song) Auto D: If you remove 1 Song Coin, negate the destruction of any number of your cards. (Seriously? Need to double check with someone that can really read kanji on this one)

C-061 HEART & SOUL
Battle Phase: The Attack and Support value for one of your opponent’s unit is halved (rounded down) until the end of turn.
(Song) Battle Phase: Combat power of a single unit is halved (rounded down) until the end of turn (Not really sure, the original text is a bit confusing)

C-062 Nyan Nyan FIRE! Assault Planet Explosion
Auto D: Draw a card.
(Song) Damage Calculation Step: Remove X number of Song Coins. Destroy a single engaged unit with Ace X or less.

C-063 POWER TO THE DREAM
After a unit has been destroyed, move it to the bottom of the owner’s deck instead.
(Song) Own Attack Step: Move a single unit to a battle area in any order in reroll position.

RK Base flavour add-on

I think this will work. Taking the queue from the spare deck that I’ve scrounged up together (which I still haven’t posted yet, soon), I decided to build with an Oniwabanshu base and plunk in stuff to go on top of it. The base is still this:

U-008 Makimachi Misao x3
U-009 Kashiwazaki Nenji x2
U-010 Kurojou & Shirojou x2
U-011 Masugami x2
U-012 Omime x2
U-013 Aoiya x3

C-013 Ensatsu Goukoukon x3

For a Hiten Mitsurugi heavy deck (that’s Kenshin based for you), since the style itself has 5 moves, getting the entire play set in will make look like this:

U-001 Himura Kenshin x1
U-002 Himura Kenshin x2
U-007 Hiku Seijuro x3

C-001 Ryukansen-Tsumuji x3
C-002 Ryushosen x3
C-003 Hiryusen x3
C-004 Kuzuryusen x3
C-005 Amakakeru Ryu no Hirameki x3

Of course, there’s room for support. So let’s call in Kaoru and Yahiko:

Big guy, he’s actually really awesome.

U-003 Kamiya Kaoru x2
U-004 Myoujin Yahiko x3

C-011 Miyomimane-Ryutsuisen x3

With 2 characters that fit well with this deck:

CH-001 Takani Megumi x2
CH-002 Arai Seiku x2

But that’s just the beginning. If you still wish to keep your Hiten Mitsurugi base,  the support and character slot can easily change, though you might want to keep Kaoru there for healing.

Some good changes:

Featuring Saitou (take out Yahiko and his move):

U-006 Saitou Hajime x3

C-008 Gatotsu Ishiki x2
C-009 Gatotsu Zeroshiki x1

Featuring Sanosuke:

U-005 Sagara Sanosuke x2

C-006 Futae no Kiwami x2
C-007 Sanjuu no Kiwami x2

By changing the Hiten Mitsurugi base, you can easily convert it to be Saitou and Sanosuke heavy with Kenshin as support, probably a good idea to leave out Master Hiku because of the Ace limitation.

One stop RK translation

I know I posted a link to the translation a short while ago, but if, like me, hate clicking through every single link and pressing the back button to get back to the card list, here’s a page with everything in it:

Rurouni Kenshin Translation

PURPLE:====================

COMMAND

C-001
Meiji Swordsman Romantic Story
0-5-1
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): Move all the command with no G symbol in the Friendly Junkyard to the bottom of its Owner’s Nation in any order, remove this card from the game.
Traits: Movement
KR (Kenshin Rare)

BLUE:======================

UNIT

U-001
Himura Kenshin
2-5-0
Ace(2), [Swordsman (Hiten Mitsurugi-ryu)], Swift Strike
(Auto D):When all Enemy Unit(s) in combat with this card are destroyed by battle damage, negate the destruction. In that case, scrap 4 cards from the top of Enemy’s Nation.
Trait: Swordsman
5/3/5
M

U-002
Himura Kenshin
1-4-0
Ace(2), [Swordsman (Hiten Mitsurugi-ryu)], Battle Positions, Swift Strike
(AutoD): All Enemy Unit(s) in the same Battle Area as this card is moved to its Owner’s Hand when destroyed by battle damage.
Trait: Swordsman
4/1/4
U

U-003
Kamiya Kaoru
1-4-0
Ace(1), [Swordsman (Kamiya Kasshin-ryu)]
(AutoD): When this card’s detachment deals battle damage, heal Friendly Nation by half of the amount(rounded down) of damage dealt.
Trait: Swordsman
2/2/5
M

U-004
Myojin Yahiko
2-3-0
[Swordsman (Kamiya Kasshin-ryu)]
(Battle Phase)<1>:All the Command with 「Trait: Hiten Mitsurugi-ryu」 in Friendly Hand gains TNP+3 during this turn. In that case, this card gains Swordsman(Hiten Mitsurugi-ryu) until the end of the turn.
3/2/3
Trait: Swordsman
R

U-005
Sagara Sanosuke
2-4-0
Ace(1), [Swordsman (Futae no Kiwami)], Raid
(Damage Step)<2>:When this card is destroyed by battle damage, negate the destruction. In that case, all the detachments in the same area as this card (the moment this effect resolves) will conduct exchanging battle damage again. (Note: The exchanging battle damage of this effect is same as conducting the designated effect of damage step)
5/0/3
Trait: Swordsman
R

U-006
Saito Hajime
2-5-0
Ace(1), [Swordsman (Mizoguchi-ha Itto-ryu)]
(AutoB): This card is played to the Field in reroll if there is an Enemy Unit.
5/2/5
Trait: Swordsman
M

U-007
Hiku Seijuro
2-6-1
Ace(3), [Swordsman (Hiten Mitsurugi-ryu)], Battle Positions, Swift Strike
(Battle Phase)<2-7-1>: If this card is in G, this card enters a Battle Area that is in combat as a Unit in any order and in reroll status.
6/4/6
Trait: Swordsman
R

U-008
Makimachi Misao
2-3-1
[Swordsman (Oniwabanshu)]
(Battle Phase)<2>: If this card is in combat, gains +X/+X/+X until the end of the turn. The value of X is equal to the number of Friendly Unit with Swordsman(Oniwabanshu).
2/2/2
Trait: Swordsman
U

U-009
Kashiwazaki Nenji
1-3-0
[Swordsman (Oniwabanshu)], Boost
3/0/3
Trait: Swordsman
C

U-010
Kurojou & Shirojou
1-2-0
[Swordsman (Oniwabanshu)]
2/1/2
Trait: Swordsman
C

U-011
Masugami
1-1-0
[Swordsman (Oniwabanshu)]
0/2/1
Trait: Swordsman
C

U-012
Omime
1-1-0
[Swordsman (Oniwabanshu)]
1/1/1
Trait: Swordsman
C

U-013
Aoiya
1-1-0
Supply(3)
(AutoA): This card cannot sortie for attack.
0/0/4
C

U-P001 (Promo!)
Himura Kenshin & Saito Hajime
1-6-0
Ace(2), Battle Positions, [Swordsman (Hiten Mitsurugi-ryu)], [Swordsman (Mizoguchi-ha Itto-ryu)]
(AutoD): When this card is in combat as a only 1 unit detachment, gains +1/+1/+1 until the end of the turn.
6/3/6
Trait: Swordsman, Alias [Himura Kenshin/Saito Hajime]
P

CHARACTER

CH-001
Takani Megumi
2-4-0
(Battle Phase)<R1>: All Friendly Units with Blue DNP and Swordsman gains +1/+1/+1 until the end of the turn.
0/0/0
Trait: Female, Adult
R

CH-002
Arai Seiku
2-2-0
(Battle Phase)<R>: Negate the minus modification to 1 Friendly Unit during this turn.
(Enemy Turn)<0>: Reroll 1 Friendly Unit in the Deployment Area.
0/0/0
Trait: Male, Adult
C

CH-003
Okubo Toshimichi
2-2-0
(Battle Phase)<1>: All Friendly Units with Swordsman may sortie even if in the status 「Sortie Restriction Effect」 of Enemy effect is applied during this turn.
(Enemy Turn)<0>: Reroll 1 Friendly Unit in the Deployment Area.
0/0/0
Trait: Male, Adult
U

COMMAND

C-001
Ryukansen-Tsumuji
2-4-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be used up to 3 times per turn.
(Damage Step): The Detachment Battle Strength of Friendly Detachment that has a Unit with Swordsman(Hiten Mitsurugi-ryu) is in combat gets +5 until the detachment is disbanded.
Trait: Strengthen, Hiten Mitsurugi-ryu
U

C-002
Ryushosen
2-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Enemy Defense Step): All units sortie in the same detachment with a Friendly Unit with Swordsman(Hiten Mitsurugi-ryu)  may sortie even if in the status 「Sortie Restriction Effect」 of Enemy effect is applied during this turn.
Trait: Opposition, hiten Mitsurugi-ryu
C

C-003
Hiryusen
2-3-0
(AutoB) At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase) 1 Friendly Unit with Swordsman(Hiten Mitsurugi-ryu) cannot be targeted by Enemy Unit’s effects until the end of the Cut.
Trait: Opposition, Hitem Mitsurugi-ryu
C

C-004
Kuzuryusen
2-5-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Enemy Battle Phase) The Detachment Battle Strength of Enemy Detachment that is in combat with a Friendly Unit with Swordsman(Hiten Mitsurugi-ryu) gets -9 until the detachment is disbanded.
Trait: Control, Hiten Mitsurugi-ryu
R

C-005
Amakakeru Ryu no Hirameki
2-6-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Defense Step): Move 1 Enemy Unit that is in combat with a Friendly 「Himura Kenshin」 to it’s Owner’s Hand. Furthermore, at the start of Return Step, move 1 Enemy Unit (if there is) in Battle Area to it’s Owner’s Hand.
Trait: Movement, Hiten Mitsurugi-ryu
R

C-006
Futae no Kiwami
1-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): 1 Enemy Unit that is in combat with a Friendly Unit with Swordsman(Futae no Kiwami) gains -2/-2/-2 until the end of the turn. Furthermore, deal 2 damage to that Enemy Unit at the end of the step.
Trait: Destruction, Restraint, Futae no Kiwami
C

C-007
Sanjuu no Kiwami
2-5-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): Deal 2 damage to an Enemy Detachment that is in combat with a Friendly 「Sagara Sanosuke」. Furthermore, deal 2 damage to that detachment at the start of each step. (Note: This damage is applied in the same way as battle damage to detachment)
Trait: Destruction, Futae no Kiwami
U

C-008
Gatotsu-Ishiki
2-4-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Friendly Battle Phase): All Enemy Unit(s) that are in combat with a Friendly 「Saito Hajime」 gains ±0/±0/-2 until the end of the turn.
Trait: Restraint, Mizoguchi-ha Itto-ryu
C

C-009
Gatotsu-Zeroshiki
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Friendly Battle Phase) Enemy Detachment that is in combat with the detachment that has a Friendly 「Saito Hajime」 as the Vanguard gets ±0/±0/-X until the end of the turn. (Note: This modification is applied in the same way as battle damage to detachment)
Trait: Restraint, Mizoguchi-ha Itto-ryu
U

C-010
Tsuka no Gedan-Hiza Hishigi
2-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Enemy Damage Step) Move 1 Enemy Unit that is in combat with a Friendly Unit with Swordsman(Kamiya Kasshin-ryu) to it’s Owner’s Deployment Area in roll status.
Trait: Movement, Kamiya Kasshin-ryu
C

C-011
Miyomimane-Ryutsuisen
1-1-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase) A friendly 「Myoji Yahiko」 gains High Mobiliy and +3/+3/+3 until the end of the turn.
Trait: Strengthen, Hiten Mitsurugi-ryu
U

C-012
Kansatsu Tobi Kunai
1-2-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): If there is a Friendly Unit with Swordsman〔Oniwabanshu〕, 1~X Enemy Unit(s) in Battle Area gains -1/-1/-1 until the end of the turn. The value of X is equal to the number of Friendly Unit(s) with Swordsman(Oniwabanshu).
Trait: Restraint, Oniwabanshu
C

C-013
Ensatsu Goukoukon
1-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Damage Step) 1 Enemy Unit that is in combat with a Friendly Unit with Swordsman(Oniwabanshu) gains -X/-X/-X until the end of the turn. The value of X is equal to the number of Friendly Unit(s) with Swordsman(Oniwabanshu).
Trait: Restraint, Oniwabanshu
C

C-014
A Place to Return
1-3-1
(Damage Step): Negate the destruction of 1 Friendly Unit.
Trait: Rebirth
U

GREEN:=====================

UNIT

U-001
Shishi Makoto
2-5-1
Ace(2), [Swordsman(Mugenjin)], Raid
(Friendly Damage Step)<1>: Deal 2 damage to 1 Enemy Unit that is in combat with this card.
Trait: Swordsman
6/1/5
M

U-002
Shishio Makoto
2-5-1
Ace(2), [Swordsman(Mugenjin)], Battle Positions, Raid
(Battle Phase)<0 Each>: Deal 2 damage to this card, gain +1/+1/±0 until the end of the turn.
Trait: Swordsman
5/1/5
U

U-003
Seta Soujiro
3-5-1
Ace(1), [Swordsman(Shukuchi)], Swift Strike
(Deployment Phase)<R1>: Remove this card’s Set Group from the game. At the start of damage step, the card in this card’s Set Group (that has been removed) enters a Battle Area as 1 Set Group in any order and in reroll status.
Trait: Swordsman, Juppongatana
5/1/5
M

U-004
Uonoma Usui
2-4-1
Ace(1), [Swordsman(Ryukyu Bujutsu)], Iron Wall (2)
(AutoD): When this card’s detachment deals battle damage to an Enemy detachment, the Enemy Player chooses and scraps 1 card from Self Hand.
Trait: Swordsman, Juppongatana
3/3/4
R

U-005
Yukyuzan Anji
2-4-1
Ace(1), [Swordsman(Futae no Kiwami)]
(AutoA):The Friendly Player can play up to 2 cards of the same name command with 「Trait: Futae no Kiwami」in 1 turn.
(Defense Step)<R>: 1 Friendly Unit other than this card that is in the same area as this card gains Swordsman(Futae no Kiwami)until the end of the turn.
Trait: Swordsman, Juppongatana
4/0/5
R

U-006
Sawagejo Cho
1-4-0
[Swordsman(Katanagari)], Battle Positions
(Defense Step)<1>: This card gains +X/+X/+X until the end of the turn. The value of X is equal to the number of cards in the Friendly Hand.
Trait: Swordsman, Juppongatana
2/0/2
R

U-007
Honjo Kamatari
2-3-1
[Swordsman(Hojo-ryu Daikusarigama Jutsu)], Quick
Trait: Swordsman, Juppongatana
2/2/3
C

U-008
Kariwa Henya
2-3-1
[Swordsman(Soaring)]
(Friendly Damage Step)<1>: If this card is not in combat, deal 3 damage to 1 Enemy Unit in the Deployment Area.
Trait: Swordsman, Juppongatana
3/2/2
C

U-009
Iwanbo
2-3-0
[Swordsman(Juppongatana)], Iron Wall(2)
(Friendly Battle Phase)<1>: Move this card to its Owner’s Hand if it is destroyed.
Trait: Swordsman, Juppongatana
2/0/4
C

U-010
Fuji
2-2-1
[Swordsman(Juppongatana)]
(AutoA) This card cannot sortie if do not have a Friendly 「Saizuchi」.
(Enemy Battle Phase)<0>This card gains ±0/±0/-5 until the end of the turn. In that case, negate all the text of this card during this turn.
Trait: Swordsman, Juppongatana
4/0/6
U

U-011
Senkaku
1-2-0
[Swordsman(Juppongatana)]
(Battle Phase)<0>: This card gains Swift Strike until the end of the turn. At the end of the turn, scrap this card.
Trait: Swordsman
3/0/1
C

U-012
Rengoku
2-2-1
Supply(2)
0/1/4
C

U-013
Shinomori Aoshi
2-5-0
Ace(2), [Swordsman(Kodachi Nitou-ryu)], Quick
(Enemy Battle Phase)<1>Move this card to a Battle Area in reroll status that has an Enemy Unit.
Trait: Swordsman
5/3/5
M

CHARACTER

C-001
Komagata Yumi
2-4-0
(Battle Phase)<R1>: All Friendly Units with Green DNP and Swordsman gains +1/+1/+1 until the end of the turn.
0/0/0
Trait: Female, Adult
R

C-002
Sadohime Hoji
2-2-0
(Battle Phase)<1>: All Friendly Units with Swordsman may sortie even if in the status 「Sortie Restriction Effect」of Enemy effect is applied during this turn.
(Enemy Turn)<0>: Reroll 1 Friendly Unit in the Deployment Area.
0/0/0
Trait: Male, Adult, Juppongatana
U

C-003
Saizuchi
2-2-0
(AutoA): The Unit with 「Trait: Juppongatana」 that this card set on gains ±0/±0/+3 and text are negated.
(Enemy Turn)<0>Reroll 1 Friendly Unit in the Deployment Area.
0/0/0
Trait: Male, Adult, Juppongatana
U

COMMAND

C-001
Kaguzuchi
2-X-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Damage Step): Deal X+2 damage to 1 Enemy Unit that is in combat with a Friendly 「Shishio Makoto」.
Trait: Destruction, Mugenjin
R

C-002
Guren Kaina
2-5-1
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Friendly Damage Step): Move 1 Enemy Unit to the Vanguard of a Battle Area that has 「Shishio Makoto」 as the Vanguard in a Friendly detachment, and deal 3 damage to that unit.
Trait: Destruction, Movement, Mugenjin
R

C-003
Homura Dama
2-2-1
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): Deal 3 damage to 1 Enemy Unit that is in combat with a Friendly 「Shishio Makoto」. The destruction of that unit cannot be negated during this step.
Trait: Destruction, Mugenjin
C

C-004
Shukuchi
2-4-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): The 「Battle Damage Speed」 of a Friendly detachment that has 「Seta Sojiro」 get -1. The 「Battle Damage Speed」 by this effect can be 0. (Note: The battle damage of speed 0 will be resolve before speed 1 in order)
Trait: Strengthen, Shukuchi
C

C-005
Shuntensatsu
2-5-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Damage Step): The Defense Strength of 1 Enemy Unit is changed to X during this turn. The value of X is equal to the 「Battle Damage Speed」 of a Friendly detachment that has 「Seta Kojiro」.
Trait: Restraint, Shukuchi
U

C-006
Bouken Bougyoku Hyakka Ryoran
2-4-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Friendly Attack Step): If there is a Friendly Unit with Swordsman〔Ryukyu Bujutsu〕in a Battle Area, negate the text of 1 Enemy Unit and all the cards in the Enemy Hand during this turn.
Trait: Control, Ryukyu Bujutsu
U

C-007
Futae no Kiwami
1-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Defense Step): Negate all the modification of 1 Enemy Unit that is in combat with a Friendly Unit with Swordsman(Futae no Kiwam) and deal 3 damage to that unit.
Trait: Destruction, Restraint, Futae no Kiwami
U

C-008
Kiwami Hazushi
2-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): If a Friendly Unit with Swordsman(Futae no Kiwami) is in combat, negate the play of 1 Enemy Command with 「Trait: Destruction」「Trait: Restrain」 and move that card to the bottom of its Owner’s Nation.
Trait: Opposition, Futae no Kiwami
C

C-009
Orochi
1-2-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): Roll 1 Enemy Unit if a Friendly Unit with Swordsman(Katanagari) is in a Battle Area. If the play of this card gets Cut-In, you can re-select the target when resolving.
Trait: Movement, Katanagari
C

C-010
Benten Mawashi
2-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): Roll 1 Enemy Unit if a Friendly Unit with Swordsman(Honjo-ryu Daikusarigama Jutsu) is in a Battle Area. At the end of the step, that unit is rerolled and receives 2 damage.
Trait: Destruction, Movement, Honjo-ryu Daikusarigama Jutsu
C

C-011
Hikku Happa
1-3-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Battle Phase): 1 Friendly Unit in the same area as the Unit with Swordsman(Soaring) gains High Mobility until the end of the turn. Furthermore, deal 1 damage to 1 Enemy Unit.
Trait: Strengthen, Soaring
C

C-012
Kaiten Kenbu-Rokuren
2-5-2
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Defense Step): If a Friendly Unit with Swordsman(Kodachi Nitou-ryu) is in combat, deal 3 damage to 1 Enemy Unit that is in combat. Furthermore, deal 3 damage to 1 Enemy Unit.
Trait: Destruction, Kodachi Nito-ryu
U

C-013
Goko Juji
2-4-0
(AutoB): At the start of Friendly Deployment Phase, you may reveal this card from Friendly Hand and move it to the bottom of it’s Owner’s Nation. In that case, draw 1 card. Effects with this description, can only be use up to 3 times per turn.
(Defense Step): Move 1 Enemy Unit that is in combat with a Friendly Unit with Swordsman(Kodachi Nitou-ryu) to the number one order from behind of its detachment, and deal 2 damage to that unit.
Trait: Destruction, Movement, Kodachi Nito-ryu
C

C-014
Time For Battle
2-4-0
(Battle Phase): Roll 1 Enemy Unit.
Trait: Movement
U

Next up: A deck made of spares (that can be violent)