recursal/Fanatic-Fandom huggingface dataset:
Golden Phone

The **Golden Phone** is a hemicylindric, gold-coloured phone that sends messages to Jidou that usually have a poetic, allegorical or a hidden meaning into them. Jidou always takes the phone's advices and manages to reach the end of each competition event with a clear victory, until the phone gets broken in the episode Mud Wrestling in Mexico.

## History

The first place Jidou and Jazz have to visit is Athens, Greece. Jidou and Jazz meet their rivals, Jude and Dr. Jeff and when they ran off with their bike and left off smoke, a Golden Phone fell off the sky to the ground. Jidou notices it, and he wonders what it is and how it works by pressing the 'J' button located on the bottom of the phone. This is when he gets the first message from the phone.

Jidou has been using the phone throughout all the events, until he goes to Mexico. This is where Jude falls into a hidden catacomb and meets a girl. When the girl notices that Jude's earring has been missing, he gives him 2 earrings and one chocolate coco. After Jude was given some chocolate to drink, he passes out and manages to end up outside, where he meets the other main characters. Jidou goes to the market and gets a suspicious message from the phone saying "Failure is the beginning of success", which prepares the audience to experience Jidou's and Jazz's first defeat in the series but also the phone's ruinage.

This indeed happens in the 2nd round, where Jude's earring starts to show some burning effects to Jude's ear and then the earring flies to Jidou's phone. The phone manages to break and it is unable to be used. In the last round, Jude falls off the pyramid and the other earing starts to glow, transforming Dr. Jeff and making him muscular and black-skinned. Jeff manages to knock out both Jidou and Jazz and, for the first time, Dr. Jeff and Jude win.

Jidou and Jazz experienced many defeats and the phone was still broken until the episode "Zero-Gravity Challenge in Zenadu". This is where the phone finally gets fixed by Jidou when he reaches the glowing field in the Zero-Gravity Challenge. It's also the episode where for the first time the "j" button actually had a recreative effect.
Archery in Athens

**Previous:**"--"

## Prologue

The first episode begins with Jidou having a Nightmare, where he is trying to run away from his rivals and eventually falls down a cliff, with the outcome of waking him up.

The next day he visits Acropolis with his friend Jazz where he meets his rivals in real life, Dr. Jeff and Jude, and also gets the golden cellphone that fell off the sky. Next, we see Jeff and Jude trying to think of a plan and take advantage of the bad weather that will occur the next day in the main event.

## Main Event

### **Rules**:

* Match begins at exactly 12:00
* Match duration is 30 minutes
* Players will use the arena to drive their motorcycle
* Players will have bows with arrows so they can shoot the target attached to their backs
* 10 arrows in one target eliminates the player

### **Event description**:

Both teams start to drive. Jude and Jeff use their techonological mechanics to split the bike into two pieces so they can do more damage to the other team. However, Jidou's skillful maneuvers achieve some safety for their red targets. Judo and Jeff manage to shoot their targets nevertheless.

The weather changed into a stormy and sandy situation, but Jeff and Jude used their glasses to see through the fog of the sandstorm. Jazz loses. Jidou gives him his target and then he gets a call from his golden phone with the message "See with your ears, not with your eyes "

## Epilogue

Eventually, Jidou uses his ears to scan the enemies and find them. After some skillful shots,

**Jidou and Jazz win!**
Molly Ashcroft

Wiek
 Płeć
 Rodzina
 Przyjaciele
 Związki
 Grana przez
 Pierwszy odcinek

**Molly Ashcroft -** to czterdziestoletnia kobieta i matka Karmy i Zena oraz żona Lucasa. Wraz z mężem prowadzi rodzinny biznes - 'Good Karma'. Razem sprzedawali ciasteczka z trawką.

## Relacje

#### Karma Ashcroft - z córką ma bardzo dobry kontakt. Gdy dowiedziała się, że Karma jest lesbijką zaczęła być ulubionym dzieckiem rodziny.

Lucas Ashcroft - prowadzi z mężem rodzinny biznes - 'Good Karma'. Sprzedawali razem ciasteczka z trawką.

Zen Ashcroft - z synem ma dobry kontakt. Nie było jakiś czas. Jest z niego dumna.
Michael J.Willett

Data urodzenia
 Zawód

**Michael J. Willett -** amerykański aktor i muzyk, ur. 11 września 1989 w Californii.

## Filmografia

1. 2004 r. - Joan of Arcadia
2. 2005 r. - Without a Trace
3. 2010 r. - Cougar Town
4. 2011 r. - Blue Mountain State
5. 2010 - 2011 r. - United States of Tara
6. 2013 r. - GBF
7. 2014 - do dziś - Faking It
Amy Raudenfeld

Wiek
 Płeć
 Rodzina
 Przyjaciele
 Związki
 Grana przez
 Pierwszy odcinek

**Amy Raudenfeld -** jest szesnastoletnią lesbijką. Jej matka wzięła ślub z ojcem Lauren. Razem ze swoją najlepszą przyjaciółką Karmą udawały lesbijki dla popularności.

## Relacje

Karma Ashcroft - są najlepszymi przyjaciółkami. Kiedyś udawały lesbijki dla popularności, jednak Amy bardzo się zaangażowała i zaczęła czuć coś do Karmy. Dziewczyna jednak odrzuciła Amy, więc przespała się z jej chłopakiem Liamem. Karma dowiedziawszy się o tym po jakimś czasie, zerwała wszelkie kontakty z przyjaciółmi. Po kilku dniach wybaczyła im.
Liane

Status
 Aktorzy

**Liane** (**Li**am + Sh**ane**) - jest to przyjacielska nazwa pary. Są najlepszymi przyjaciółmi. Dzielą się ze sobą największymi sekretami. Shane jednak zataił przed Liamem, że Karma i Amy udawały lesbijki. Kłótnia nie trwała długo, więc od razu się pogodzili. Mogą na sobie zawsze polegać.
Arma

Status
 Aktorzy

**Karmy** (Karma + Amy) - jest to romantyczna/przyjacielska nazwa pary. Są najlepszymi przyjaciółkami. Kiedyś udawały lesbijki dla popularności, jednak Amy bardzo się zaangażowała i zaczęła czuć coś do Karmy. Dziewczyna jednak kocha Amy, jako przyjaciółkę i Amy zostaje odrzucona. Tej samej nocy Amy upija się i idzie do łóżka z Liamem - chłopakiem, którego kocha Karma. Ona dowiedziawszy się o tym po jakimś czasie, zrywa wszelkie kontakty z przyjaciółmi. Po kilku dniach wybacza im.
Katie Stevens

Data urodzenia
 Zawód

**Katie Stevens -** a właściwie to **Katherine Mari "Katie" Stevens** ur. 8 grudnia 1992 - amerykańska aktorka i piosenkarka muzyki pop. Szczególną sławę przyniosła jej rola w amerykańskim serialu pt. *Faking It,* gdzie wcieliła się w postać Karmy Ashcroft.

## Filmografia

1. Od 2014 roku występuje w filmie pt. *Faking It,* gdzie wcieliła się w postać Karmy Ashcroft.
Rita Volk

Data urodzenia
 Zawód

**Rita Volk -** a tak właściwie **Margarita Volkovinskaya** ur. 3 września 1990 w Taszkencie - amerykańska aktorka pochodzenia uzbeckiego, znana głównie z roli Amy Raudenfeld w komediowym serialu *Faking It.*

Urodziła się w Taszkencie. Kiedy miała 6 lat przeniosła się wraz z rodziną do San Francisco. Uczęszczała tam do Lowell High School. W liceum brała udział w szkolnych przedstawieniach, które pomogły rozwinąć jej zainteresowanie aktorstwem oraz zaaklimatyzować się w kulturze amerykańskiej i języku. Po ukończeniu szkoły średniej, Volk uczęszczała do Duke University, który ukończyła z dyplomem z psychologii. Podczas studiów występowała w filmach studenckich i była członkinią trupy komediowej.

## Filmografia

1. W 2012 roku wystąpiła w odcinku filmu pt. Partnerki jako Lea Babic.
2. W 2013 roku wystąpiła w odcinku filmu pt. Mroczne zagadki Los Angeles jako Briana Mathis.
3. W 2014 roku wystąpiła w parodii filmu pt. Igrzyska na kacu jako Katnip Everlean.
4. Od 2014 roku gra w serialu pt. Faking It jako Amy Raudenfeld.
Lauren Cooper

Wiek
 Płeć
 Rodzina
 Przyjaciele
 Związki
 Grana przez
 Pierwszy odcinek

**Lauren Cooper -** jest szesnastoletnią dziewczyną. Jej ojciec wziął ślub z matką Amy, dzięki czemu są teraz przyrodnimi siostrami. Czasami jest wredna a czasami potrafi pokazać prawdziwą siebie.

## Relacje

#### Shane Harvey - są dobrymi przyjaciółmi. Początkowo nie przepadali ze sobą jednak wszystko się zmieniło w 2 sezonie. Zaczęli więcej rozmawiać i spędzać czas. Czasami drwią z siebie, ale mimo to tak naprawdę mają dobre relacje. Wcześniej Lauren krytykowała Shane'a bo jest gejem, jednak później zmienia do niego nastawienie.

Elizabeth - są przyjaciółkami. Często pomagają sobie nawzajem.
Leo

Status
 Aktorzy

**Leo** (**L**auren + Th**eo**) - jest to romantyczna/przyjacielska nazwa pary. Byli ze sobą jakiś czas. Lauren zerwała z nim bo ją okłamywał i zataił przed nią fakt, że jest policjantem, ma tak naprawdę na imię Anthony i ma 20 lat. Od momentu kiedy byli ze sobą Lauren była szczęśliwą i otwartą osobą.
Homemade Pizza

"Homemade Pizza" is a culinary term Mandraken used during a weekend visitation from one of his minor children while he was living in a motel room. During this visitation, Kevin took to social media to proclaim that parenthood is the penultimate responsibility and reward, and boasted the simple comforts of the company of his child, movies on TV, and a dinner of "homemade pizza."

This claim is quizzical in that motels generally do not provide cooking appliances more complex than a coffee maker, much less one that would be needed to make a pizza from scratch.

It should also be noted that this is the only instance of visitation with any of his minor children that Mandraken memorialized via social media, both prior and since. Further, despite the pride he expressed during this encounter, Mandraken is on public record for failure to pay support for his child.
Donna Dixon

"Donna Dixon" is a term used by Kevin Mandraken to describe the incidence of a female discontinuing a sexual relationship with a male in order to initiate a sexual relationship with another male who is percieved as less physically attractive by her erstwhile lover.

Usage:

"I have been Donna Dixoned."

"Hey, bruh, you were Donna Dixoned."

The term and usage thereof was coined by Kevin in reference to the actress Donna Dixon breaking up with Paul Stanley (of the rock band Kiss) in order to establish a romantic relationship with comedian and actor Dan Aykroyd, implying that Kevin Mandraken finds Paul Stanley more attractive than Dan Aykroyd.
Erin Eischen (Erineischen89)

Erin Eischen is a fake girlfriend that was invented by Kevin in order to make people jealous.  During her short digital life, she would tweet at Kevin things of a sexual nature that Kevin would retweet seconds later.  A hater, without any evidence, suspected she was an invention of Kevin's mind and claimed they were tweeting from the same IP.  Kevin issued a denial from Erin's account, saying they were using the same phone to tweet at each other.  Rational people realized that no one would tweet at each other in the same room, using the same phone and Kevin was once again called out.  Erin's account was then deleted, and Kevin claimed he broke up with the imaginary 25 year old woman.
Sezon 2

## Sezon 2 - odcinki

1. *The Morning Aftermath* - Mama Amy zaczyna myśleć, że córka zmieniła swoją orientację, gdy przyłapała Liama jak wychodził z jej domu. Liamowi trudno ukrywać przed Karmą to, że przespał się z jej przyjaciółką.
2. *You Can't Handle The Truth or Dare -* Karma i Amy muszą sobie poradzić z napięciem między nimi na weekendzie dla dziewcząt. Tymczasem Liam poznaje Theo, który zabiera go do baru. Shane staje się zazdrosny.
3. *Lust in Translation -* Do liceum Hester przybywają Brazylijczycy. Karma próbuje z kimś zeswatać Amy. Tymczasem Lauren jest odpowiedzialna za przyjęcie powitalne.
4. *Stupid Drama Queens -* Amy dołącza do przyjęcie zaręczynowego matki Liama i udaje jego dziewczynę. Tymczasem Karma, Shane i Lauren walczą o miejsce w dramacie klubu Hester.
5. *Present Tense -* Amy planuje na przyjęcie urodzinowe Karmy zrobić podchody. Tymczasem Shane, Liam, Theo i Lauren uczestniczą w zajęciach MMA.
6. *The Ecstasy and the Agony -* Liam popełnia żenujący błąd. Tymczasem Shane i Amy zapraszają Lauren na imprezę.
7. *Date Expectations -* Amy i Reagen stają się parą. Natomiast Shane manipuluję Karmą, żeby poszli na grupową randkę.
8. *Zen and the Art of Pageantry -* Amy postanawia wziąć udział w konkursie piękności aby udowodnić matce, że ona też potrafi wygrać. Tymczasem Karma postanawia powiedzieć swoim rodzicom, że spotyka się z Liamem.
9. *Karmic Retribution -* Amy próbuje za wszelką cenę powiedzieć Karmie, że to nie tylko była wina Liama. Tymczasem Lauren zauważa, że Theo i ona oddalają się od siebie.
10. *Busted -* Karma wybacza Amy i Liamowi za zdradę. Tymczasem okazuje się, że Theo tak naprawdę ma 20 lat, ma na imię Anthony i pracuje w policji.
Chapter 190

**WARNING: The following chapter hasn't been officially translated, and thus contains spoilers.**

Diane and Lessa meet again while picking berries in the forest. She notes that while Lessa doesn't change, her vow to remember his name forever did. Rano wakes up from the memories of his past life, frustrated with Diane. Rabiel and Rano talk about why Diane betrayed Lessa and Lessa as a small goat. Rano reveals that Luciel tricked her into believing Lessa had let a pack of wolves into Diane's home, who killed and ate all of her family. Rabiel asks after Rano's intents for Lessa, Rano responds that all he wants is for Lessa to stop sacrificing himself. Rabiel encourages Rano to become stronger than the Deputy of God, Michael.
Terratons

The turtles are a bruiser team who benefit from a natural (and unique) ability to teleport away from danger. This compensates for their lack of speed, making it impossible for them to ever be hit from behind, and forces their opposition to either face them head on, or try to ignore them.

## Pros

* All Players have High Strength
* Jacks have Average Skill
* All players have *Teleport*
* Can NEVER be Slammed from Behind

## Cons

* No Strikers
* Poor Speed means they aren't good at Dashing or Evading
* Starts with No Coaching Dice and No Dreadball Cards

## Tactics

### What is a Sucker Punch?

Terratrons cannot be hit from behind - period. In fact any enemy who attempts do so gives the Terratron's a free 4 hex movement. While this may make you consider to place your back to the enemy, this is a rather poor choice since it prevents you creating Threat Hexes for your opposition to deal with.
Humans

## Playstyle

The humans are very much the "Jack of all Teams". They start as a blank slate that no one can predict and evolve as fate decides. This neutral state gives them great appeal for coaches who don't want to plan too far ahead and simply take things as they come - adapting to circumstances as they arise. Indeed, humans are able to quickly change tactics depending on what occurs and deals with any situation with impressive skill.

## Pros

* Has all three roles
* Easiest team to learn - all stats are average; no special skills
* Good number of players in all roles
* Very Affordable players; Cheapest Jacks in the game
* Starts with 1 Coaching dice and 2 Dreadball Cards

## Cons

* Average stats; Doesn't excel anywhere
* No progress control

## Player Progress

There is really no recomended way for Humans to level up any of their players. With no abilities, average stats, their progress is very luck based on what the dice give you. As such a Human team coach should simply research what they want their team to become and try to roll on those charts in the hopes of obtaining it.

## Team Progress

There is really no set way to develop a human team. They can take on any form the player likes. As such every option is available to them, from cheerleaders, to coaching assistants, extra cards, extra dice, extra players, extra training, and so forth.

Essentially a Human team can do anything, and evolves depending on what they roll with experience. Learning to see where the team is headed (i.e.: are they becoming more brashy, or focused more on scoring) and maximizing that direction is what helps the humans become successful. It also means no team can ever predict how they will grow, because not even the humans themselves know.

## How to Counter

Humans have no inherent weakness, which means the best way to deal with them is to play to your own strengths. If you have high Strength, take them head on with Slams and damage them. If you have high Speed, out manuver them. Utilize your unique abilities and punish them for being average.
Vermyn

While they are a Player team who maximize their speed to play a running game, Vermyn often needing to surrender the bonus point shots due to their lack of ball-handling skill. Despite that they are potentially the most 'bruiser' of the Player teams - using their few guards to pummel victims pinned by their strikers.

Essentially they are known for their ability to setup opportunities, but mess up when it comes to the pay off.

## Pros

* High Movement and good Speed
* Starts with 1 Card

## Cons

* A number of cons
* No Jacks
* Only two Guards
* Slightly Expensive players
* Average Strength and Poor skill
* Starts with no Coaching Dice

## Tactics

### Made to Run

Vermyn Strikers are the swiftest players in the game. With high Movement and Speed, its possible for these ratmen to run as far as a Forgefather can sprint, and even Sprint two thirds the distance of the entire Pitch! Indeed it is often recomended to have a Vermyn Striker dash this extra distance since their speed will usually allow them to make the extra three hexes and earn an achievement in the process.

### Try to Catch me!

If you have actions to burn, but want to keep your Vermyn where they are, consider using your speed to tease your opposition by having a Striker purposely evade through three of an enemy's threat Zones each time they move. If they succeed in doing so they will earn an achievement, and they can make up the detour by Dashing the lost distance (though doing so won't earn them a second achievement since only a maximum of one can be earned per action taken).

### Ratpile!

Though they lack Jacks, Vermyn can still pile up on an enemy target. A pair of Strikers can easily get into position on an enemy player to penalize them hard for a Vermyn Guard to deliver the punch.

## Player Progress

### Guards (S2)

Vermyn Guards really shouldn't become Keepers with their low skill, so avoid the S1 table and roll on the S2. If you can raise your Strength to 3+ take it. Otherwise anything else on the table is useful.

### Strikers (S2)

While many Coaches steer their strikers from the S2 table (to avoid *Show Of*f), Vermyn coaches often consider it as *Stretch* in particular will really assure your Vermyn of succeeding when they Dash. Naturally though the goal is to grab 4+ Skill to overcome the Vermyn's main weakness.

## Team Progress

No Coaching dice does hurt the Vermyn, so buying an extra one after each game will help them increase their chances of scoring points. Its rare you will ever have a Vermyn do extra training so these will quickly stock up.

An offense Coach will also aid the Verymn, especially by allowing your star striker to take three actions to really line up his shot and even get your Bonus points!
Marauders

The original bruiser team, the Marauders play a rough game as their Orx smash the opposition while supported by their Goblin's who help pin victims down for even more brutal tackles, or dash about with impressive speed to perform a running game to secure points.

Compared to their kin, the Hobgoblins, the Marauders play with a bit more balanced focus of gameplay in mind. While they may lack Strikers, their skill does give them an advantage in ball handling. However this difference is quite subtle. Inevitably both teams are designed to deal damage over securing landslide wins.

## Pros

* High Strength Guards
* Jacks have High Speed and Agility
* All players have 4+ Armor
* No Unique Abilities

## Cons

* No Unique Abilities
* No Strikers
* Jacks have Average Skill

## Unique Abilities

The Marauders have no special abilities - they are a straight forward team.

## Tactics

### Goblin Holds; Orc Smashes

Goblins have low Strength, so leave the Slams for your Orcs. However Goblins ARE fast and cheap, so Dash one (or two) up to a victim to make them suffer a dice penalty before the Orc delivers the Smash.

Ideally you want to get rid of your opponent's strikers. Your scoring game is weak, and you want to stay on the field as long as you can.

## Team Building

The Recommended Marauder Line Up is a decent one - 3 Guards, 5 Jacks, 2 dice, 1 card. This provides solid reserves, and decent dice for making strike attempts.

There are some alternate choices

Alternatively, -1 Guards can be exchanged for an extra +1 Card and +1 Dice.

## Player Progress

### Jacks

The biggest weakness of a Marauder team is their average Skill Jacks being their only means of scoring points.

## Team Purchases

The Marauder's biggest weakness is their Striking, so buy coaching dice to help. At 50mc a dice, you can secure one after each game at a minimum.

## How to Counter

The lack of Strikers hurt the Marauders point-scoring, so go for a Landslide victory. If you can win early, the game ends early, and your players will stay alive.
Playstyle

## Adaptive

Adaptive teams are known for being able to do just that - adapt to the situation as it occurs. They can take the initiative, but are better known for their ability to react to their opponent. They are typically recognized for their average stats and multiple role teams.

Includes

* Humans
* Rebels
* Robots
* Sphyr
* Z'Zor
* Zee

## Bruiser

Bruiser teams like to use games as an excuse to hurt the opposition. They do play the game, but rarely want to finish it early so they can get in as many hits as possible. They are typically recognized by having high strength and a lack of Strikers.

Includes

* Brokkr
* Hobgoblins
* Marauders
* Martians
* Nameless
* Terratons

## Player

Players are the opposite of a Bruiser team. They want to end games fast by racking up points and securing a landslide victory, usually because they cannot survive ongoing fights. They are typically recognized for having high speed and movement, and a lack of Guards.

Includes

* Asterians
* Humans Alt
* Judwan
* Vermyn
Asterians

A swift team who lack long-term survival who rely on their speed to avoid injury. They have learned to maximize their 'fragile-ness' to point blame where it isn't due and have the Ref remove threats from the pitch. As such they look to end games fast before the players they have removed come back for vengeance.

## Pros

* Has all three Roles
* One of few team to start with a Coaching Assistant (Defensive)
* High Movement and Speed
* Guard starts with *Dirty Tricks*
* Jacks start with*Taking a Dive*

## Cons

* Poor Strength
* Only 1 Guard
* Jacks and Strikers have *Fragile*
* *Taking a Dive* can only be used once per Rush, once per player, and leaves the acting player Prone.
* Starts with no Coaching Dice or Dreadball Cards

## Unique Abilies

### Taking a Dive

Anytime the Jack takes an action that moves it adjacent an opposing player, the Jack may fall prone in their Hex (makes no Armor check) and call *Foul* on an adjacent opponent. A Ref check is resolved as normal despite the victim doing nothing wrong.

The Jack must have opted to fall on their own accord. They cannot use Taking a Dive if they fell for any other reason - though they may Dash and opt to fall into the Hex before attempting to see if they fell or not.

If a Jack falls when *Taking a Dive* onto a Hex that had the ball, the ball scatters. This doesn't end the Jack's rush.

## Tactics

### Play Dirty! Play to Win!

As the only team with *Taking a Dive* and *Dirty Tricks*, make sure to utilize them. Using both on your first rush can allow you to potentially remove 2 enemies from the field (or remove one stubborn one the ref chose to ignore). Make sure to use it on the main threat of your opposition (typically their Star player) to give you better control of the pitch.

After your first Rush, make sure you keep abusing *Taking a Dive* to keep removing opposing players.

## Player Progress

### Jacks (S1)

Falling Prone does leave your Jacks vulnerable from Stomps when they are *Taking a Dive*. As such use the S1 Jack table to increase your chances of grabbing *Backflip* (to let you stand for free). Second to that, *Can't Feel a Thing* will help compensate for being *Fragile*.

### Strikers (S2)

Grabbing *Stretch* and *Misdirect* will take advantage of your high Speed, though like any Striker securing Skill 3+ is your priority.

## Team Progress

Though expensive, a second Guard can really maximize your *Dirty Tricks*. With luck its possible for two guards and a Jack to remove half the enemy team from the pitch in your first rush, significantly opening the field for you. Even if it doesn't happen, you still have a pair of durable fighters to pull some attention away from your fragile scorers.
Adaptive

Adaptive Teams have the ability to change tactics somewhat on the fly.

* Humans - no strengths, no weaknesses, able to deal with every situation as it comes
* Rebels - four radically different players offer a toolkit of options, letting you choose which to use for what circumstance
* Robots - players who can change their role to suit the circumstance
* Sphyr - essentially a third human team with a tail that helps them defend from rear attacks
* Z'Zor - a predominant all-jack team. Potentially the best starting jacks of any team.
* Zee - an all jack team that relies on paitence and luck but creates incredible chaos in the process.
Những điều bạn chưa biết: Cẩn thận khi nâng cấp phần mềm HTKK

Các phiên bản HTKK và IHTKK được nâng cấp liên tục, bắt buộc các kế toán viên liên tục phải update, nhưng rất phiền phức là mất hết dữ liệu trước đó ta đã lập.

KHi đó, cần phải làm gì???

Xin lưu ý một số thao tác khi nâng cấp ứng dụng iHTKK 3.1.8, HTKK 3.3.7

Mục đích:

1. Lưu dữ liệu cũ để có thể chỉnh sửa

2. Lưu các phiên bản HTKK để phục vụ làm lại tờ khai, BCTC các năm trước nếu cần

3. Tránh hiện tượng khi nâng cấp dữ liệu nhảy dòng, cột

Thao tác thực hiện:

1. Mở phần mềm HTKK trên máy tính và chọn MST ==> Bấm đồng ý

2. Vào phần CÔNG CỤ (Phía dưới cùng của phần mềm) ==> Chọn sao lưu dữ liệu

3. Chọn nơi chứa dữ liệu (Nên là ổ D của máy tính để khi cài lại máy không mất)

4. Gửi 1 bản sao vào Email ghi chú chi tiết

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Setup

Setting up a Rush has a decent degree of tactics to it. While it can be forgiving, there are things that need to be considered from the get go.

## The Keeper

Your 6th player, the innactive one, will be your "Keeper" (regardless of if they have that role or not). Their role will be to stand in the middle of your 3-pt Zone, obstructing the opponent from gaining the 4-point shot. They will typically gain no team-actions and simply do their job by standing in place. In fact the only time they will likely gain an action is if they are moved out of the way of their Guard post - using the action to resume their place on the pitch (at any means nessicary!)

Your Keeper typically will face forward to put threat on the three hexes in front of them, forcing the opposition to try to go around him to make any attempt at the 3pt strike.

With your keeper in place, you now need to consider how to place your remaining 5 players.

## Offensive Setup

If you are the Home team, you will act first. With that in mind you have two goals to accomplish:

* Weaken the opposing line
* Get the ball

The goals should occur in this order, though the setup should be considered in reverse:

### Get the Ball

When the ball launches there is a 33% chance it will land in one of the three hexes opposite the launcher. As such having a ball handler standing beside the 5th DB sign, and a second by the 2nd DB sign, means you will have a handler within close range of either ball.

Having two handlers on the line also give a good opening for a passing game, provided the handlers have at least average skill. After your bruisers have cleared the way (see below; you do not want to risk handling the ball first and loosing any remaining actions from a bad throw) you can have the ball-handler either attempt to make a 2pt shot at the nearest strike zone, or pass it to your second ball-handler on the midline if the local strike zone is too hot compared to the other.

### Clear the Way

With your two ball-handler's setup on the midline, and a keeper defending your half, look to setup your remaining three players adjacent each of the free DB signs. These should typically be bruisers (Guards or Jacks) since their role will be to clear the pitch of opposition - specifically to get the keeper out of the way so you can get the valuable 4pt strike!

## Defensive Setup

If you are the Visitors, you will act second. With that in mind you need to consider three things:

* Defend against their first-rush push
* Threaten the Ball Carrier
* Prepare to grab a newly launched ball
Rebels

Centaurs, Frog Men, Four-Armed Fighters, and Prehensile Feet. The Reb team are a mix-match of four races who united to oppose the Corporate Engine and use Dreadball as a means to have the voices heard. The result is a slightly complicated group of misfits who focus predominately on scoring, though hold enough Adaptability to change tactics as the game evolves.

## Pros

* Has all three roles
* Best Strikers in Game
* Two different Jacks
* Have their Jacks can run 7 Hexes as part of a Slam, and hit as hard as Guard in doing so
* Guards can make two Slams against a the Same target as a single action
* Strikers can move one hex if they dodge a Slam that didn't double their successes

## Cons

* Expensive Players
* Average Strength at Best
* Only two Guards of each player
* Strikers are heavily targeted
* Four different stat lines requires some memorizing
* Starts with no Coaching Dice and no Dreadball Cards

## Player Progress

### Guards (S2)

Lacking Skill, you do want to avoid having your Four Armed Guards becoming Keepers. Instead look to the S2 Chart to pick up 3+ Strength and *360 Vision* to radically increase their damage output.

### Galeian (Centaur) Jacks (S1)

These 'secondary Guards' have no control over how they progress. However it is recommended they grab *Run Interference* pairs well with *Charge* - allowing them to interrupt an enemy's action with a Slam from up to 7-Hexes away. Should it pick up 3+ Strength it can do some serious injury.

### Sorak (Feet) Jacks (S1)

The 'actual' Jacks on the team, Sorak's have decent Speed which allows them a decent chance of securing 3+ Skill. Running Interference or Alert will also help them become all rounders.

### Strikers (S1)

With the maximum skill and *Jump* to start with, Reb Strikers naturally should roll further progress on the S1 Table as it offers a 50% chance of choosing whatever of the remaining three skills they want. Like any striker with 3+ Skill, its recommended to grab *A Safe Pair of Hands*.

#### Lvl 2

Once they have this, consider giving you star Striker S1X training to gain some durability, since they will be often prioritized over the rest of their team as the victim of Slams.

## Team Progress

With every role on the team, it is worth investing in Dreadball Cards if you can afford it since any card drawn will be of use to your team.

Second to that are the Coaching Dice. Always useful, and investing in them early will mean you'll have them available for when you start S1X training your strikers.
Cards

## Actions

### Any Player

* Any Action x4
* Stand Up x4
* Run x4

### Jack Only

* Any Action x3
* Run Interference x3

### Guard or Jack

* Slam x4
* Sucker Punch/ Stomp x3

## Events

* Ball Shatters
* Blood on the Pitch
* Bloodthirsty Fans
* Bored Fans
* Ego has Landed
* Excitable Fans
* Fast Pitch
* Inattentive Ref
* Not Well Liked
* Number 1 Fan
* Sure Grip
* Weird Bounce
* Worse for Wear
* Vigilant Ref
Chapter 022

Lessa washes up on a shore and is still in disbelief over what Ares did to him. He manages to free his foot from the ropes tying his legs together and makes his way through the city. Because of his beaten and tied up appearance, he receives strange looks from people around him. Lessa suddenly collapses and the people around him call for help.

When Lessa awakens, he is back at Young-sam's hospital. He is informed that he almost died, but his injuries have been treated. Hearing this, Lessa shouts at Young-sam, angry that he was saved. Rano walks in at this point and tells Lessa that they didn't save him because they liked him—they saved him because he is a valuable sample for research. Rano then asks Lessa to tell them who he is and why he knew his name.

Of course, Lessa refuses, claiming that it doesn't matter anymore since Rano doesn't even remember him. Lessa then requests that Young-sam kill him, because he has sinned. Young-sam refuses, which irritates a tearful Lessa, and sedates him, saying that he will feel better after getting some sleep.

As Rano and Young-sam walk downstairs, Young-sam reprimands Rano for treating Lessa so roughly even though he helped save him. The chapter ends with Young-sam expressing his joy for having his sample back.
Ada-Lorana

If any team was to be considered pacifistic after the Judwan, it would be the Ada-Lorana. They are beings of pure energy who, even in their most solid state, are still intangible which makes it hard for enemies to strike them - but equally difficult for them to attack in turn.

## Playstyle

### Pros

* Only team with Phaser
* Has All Three Roles
* High Speed
* No Low Abilities
* Enemies roll -1 dice on Strength tests

### Cons

* All players roll -1 dice less on Strength tests
* No reserves
* Only 1 Guard.

## Tactics

### Ball Doesn't Use Strength

While Strength tests are penalized by the Ada-Lorana, throwing the ball at an enemy doesn't suffer such an issue. While risky, if you are fighting an enemy who has a key star-player, consider this rare manuver to remove them from the field.

## How to Counter

While they can't slam you well, nor can you slam them, the ball is still the ball and available for you to take. Knock it out of their hands, steal it, score points, and go to town.

Should your team lean towards beating the enemy, don't assume you shouldn't. With no reserves, if you can remove an Ada-Lorana from the field, they won't be able to replace them. Keep your bonus shots blocked, and smash em down.
Humans Alt

## Playstyle

The 'Female' Humans (or Amazons, or alt Humans) are an Adaptive team who excel at the early game and use a slightly higher degree of skill than their patriarchal counterpart. They are slightly less 'bashy' and more explosive in their game-play; excelling at disrupting their opponent's rushes.

## Pros

* All three roles
* Average Stats
* All Jacks start with *Running Interference*
* Starts with 4 Coaching Dice (most of any starting team)

## Cons

* Only One Guard
* Average Stats
* Starts with no Cards

## Tactics

### Interference!

Learning how to use skill is key to maximizing this team.

## Player Progress

### Guards (S2)

Since you have only one Guard, it is advised to delay Keeper training until you have purchased a second one (one of the first recommended purchases). Should you be given a choice of ability, *360 Vision* is always ideal for a Guard, as is Strength 3+.

### Jacks (S1)

Unlike the untrained male human Jacks, this team has some experience in that they all have *Running Interference*. This gives them a better control of progress by rolling on the S1 table (they have a 50% chance from the get go of choosing any ability from that table, or a 33% chance of choosing any ability from ANY table).

If given the choice, *Slide* is a great upgrade for *Running Interference* since it increases your threat range from 1 Hex to potentially 4. If you manage to get *Slide*, chase *Stretch* afterwards to increase your chances of successfully Dashing.

### Strikers (S1)

There isn't anything special about the alt Human Strikers. As typical grab *Skill 3+* and *Safe Pair of Hands* to increase ball handling.

## Team Progress

Buying a second Guard will help as it will allow you to maintain a bashy game while also training up a Keeper to secure your strike zone better.

After you have started training a Keeper, look to invest in some Cards. Since you have all three roles cards will certainly benefit your team.

## How to Counter

The strength of the Amazons come from their ability to *Run Interference* and their high amount of Coaching dice. Apply pressure early to tire them quick to take the advantage in the late game.
Chapter 024

Ryan wonders why Ares said God is in the basement, when he told the congregation of demans that God is inside him. Ares' response is that he's carrying only a part of God. However, Ryan is still confused since he assumed that Ares absorbed all of Lessa's powers-not part.

Ares then gives a lengthy explanation, saying that Lessa is only half of a complete god. Unbeknownst to Lessa, he was split in two with the other half in the basement. Therefore, when Ares took Lessa's powers, he only took half of God's power. Therefore, Lessa is no longer a god; he is only an empty shell now.

Behind the large double doors is a room with a large cage. To Ryan's surprise, there is a woman chained up inside. When he asks Ares why God is tied up like a prisoner, Ares tells him to take a closer look at what's inside the woman.

The woman then takes the form of a fairy from one of Ryan's book. Enraptured, Ryan marvels at her beauty. The God then hands him a dark orb which Ares tells him to hold onto; he will know what to do with it when the time comes. After Ryan leaves, Ares looks at the God, Dark Lessa, who has taken a different form.

Meanwhile, Sam confronts Rano about Lucy. Rano admits that he met her and was afraid of how Sam would react. Sam expresses his disappointment and asks him if he forgot how they met five years ago.

There's a flashback showing Sam standing inside his research lab and holding a gun to his head.
Tactics

* Have one Striker on the mid-line (your passer/ scorer) 2 hexes back from the middle Hex

This keeps one Striker and one Guard in reserve, and sets up a decent hammer opening. If the enemy sets up on the line, look to spend 3 actions to get both Jacks on a weak target (ideally an enemy Jack) and Slam them with one of your Guards. The -2 dice penalty from being outnumbered will hurt and potentially give your Guard +1 XP for taking the target out for 3+ Turns, and possibly even score an Achievement (which could earn an additional +1 XP).

After that attempt you have two actions left for you to consider using. Decent options to consider are:

* Buy a Card
* Have the Guard re-Slam their Victim, or Stomp them if they are down but not out, if they are still penalized by your Jacks
* If no opponent obstructs the 2-point hex near the ball, its possible to gain a 2-point advantage on turn one. Have your Striker run for the Ball (their placement will put them within 4-Hexes of all the spots the Ball could go, excluding the wall rebound). If they double the pick-up make a free Run to the nearest 2-Point Hex. Use your final action for a throw.
Chapter 199

**WARNING: The following chapter hasn't been officially translated, and thus contains spoilers.**

Rano tries and fails to lift Kabod. Mitt reveals only she can lift Kabod, and that Rano should meditate on the meaning of the weight of it. Rano, Rabiel, and Mitt leave to find the best 'blacksmith' of the era as directed by Gabriel. The three of them land in a toilet near Lexter.
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Chapter 039

Lessa and Ares are nearly finished building the castle that would later become Ares' former lair. Lessa sees a flower growing on top of a brick and tells Ares to stop building because "Every living thing blossoms for a reason." and that they must not lay a hand on its life. The pair leaves to pick some berries.

While picking berries, Lessa meets Diane. She explains that she picks berries in order to provide for her younger siblings, and asks for Lessa's help with berry harvesting. Lessa agrees to help her, which marks the beginning of their friendship. A jealous Ares watches from behind a tree.

Lessa returns to the castle and offers berries to Ares, who angrily reminds Lessa of how he wasn't supposed to be near humans and that he is no longer human himself.
Robots

## Playstyle

This is a team for the tactician, the ability to change players roles make them highly unpredictible and can in a skilled players hand have the oponnent constantly on his toes guessing your next moves.

## Pros

* Has all three roles (technically)
* Only team with *Transform*
* Guards have good strength, Strikers have good speed
* Jacks have average stats

## Cons

* Action Hungry
* Jacks have average stats
* Guards have Poor Speed
* Players always start off as Jacks
* Requires advanced planning of transform use to be effective
* Expensive Players
* Guard/ Striker forms cannot improve their stats beyond their starting one (i.e.: no Speed 4+ Guards, no Skill 3+ strikers).

## Player Progress

### Jacks (S2)

Robots have a very different way of progress since stat increases only affect their Jack form (Guard and Striker stats remain constant). They are also given the option to roll on any table, but this is a distraction and its recommended to stick with the S2 table. This is for a number of reasons:

* it has no increases to Strength, Skill, or Speed
* *Slide* benefits all roles; helping them dash better
* *Safe Pair of Hands* and *Misdirect* benefit your Striker/ Jack forms
* *Alert* benefits your Guard/ Jack forms.
* it has a 16% (1-in-6) chance of letting you choose whatever ability you want; which increases for each ability you gain on this chart.

If you are given the choice of skill, its highly recommended to grab *Can't Feel a Thing* since it will help keep your expensive bots alive. *Steady* is also useful as it will reduce your 'Action Hunger' by letting you take slams and not need to spend an action standing back up.

It is also worthwhile to have at least one Robot gain *Keeper*. With their ability to become a Striker to pick up the ball, they can then take on this protective form to maintain the ball as they advance up the pitch. Once in place they can revert back to Striker form to take a shot. Indeed, a Robot with Keeper and Steady is a Juggernaut that low speed teams will have a hard time getting the ball from.

*360* *Vision* is not recommended for Robots since it can hurt them in Jack form.

## Team Progress

Since they are Action hungry, a second DB card is a good early investment for the bots. If you can afford a third later on it will help again, and since your robots can take on any role there is no useless card for you in the deck.

## Replacements

Due to their high cost, you may want to revive your robots cheap though doing so can be painful for you. Should a robot loose Transformation their usefuless will drop significantly, however they can still be utilized as fodder to penalize enemy players and help your Guard-bots slam them easier.

## How to Counter

Robot Guards suffer from poor Speed so take advantage of Slamming them from behind.
Chapter 018

Rano starts to walk off but notices the balloons Lucy was holding float up in the air. He realizes someone is there and remembers that the demans mentioned that they were going to meet someone with balloons. He enters the forest Lucy is hiding in. Lucy quickly runs away while Rano follows after, yelling at her to stop and if she’s who he thinks she is.

When she stops running, Rano finally gets a good look at her and is shocked to find out she’s a deman. Before he can say anything, Lucy yells at him, saying she saw everything and that he’s an idiot for fighting against demans. Still distraught, Rano tells her he’s been searching for her for five years. It is then his turn to yell at her, asking her why she’s with
demans even though she’s not psychotic. Nevertheless, Rano says he knows she’s gentle and would never be with them of her own free will.

Steeling herself, Lucy claims he’s too weak to save her and suddenly punches Rano, knocking him out. She sets his unconscious body against a tree and tearfully asks him how their mother and pet, Marco, have been. She expresses her yearning to go home, but states that Belle would never let her leave. Even if she ran away, she would only put her family in danger. Despite her misery, Lucy thanks Rano for his efforts before saying goodbye.

By the time Rano wakes up, it is already morning. Lucy is long gone, but she left behind her jacket. Rano berates himself for accusing her. As he cries, he regrets not telling her how glad he is that she’s alive.

The chapter then shows White sneaking around hallways and then bumping into Ryan. The other deman asks why White is being suspicious, but White throws the comment back at him. Ryan watches him leave with a dark expression.

At the end of the hall, White pulls out a set of keys. The room he enters is Lessa’s
quarters. There, he tries bartering with Lessa to give him more power, so he can be like Ares.