recursal/Fanatic-Fandom huggingface dataset:
Fuuma Hina

Nombre en japonés: 風魔 陽 菜
Traducción al romaji: Fuuma Hina
Debut (Novela ligera): Volumen 05
Debut (Anime): Hidan no Aria AA: Episodio 01
Aparece en: Novelas ligeras, anime

**Género:** Mujer
**Pelo:** Negro
**Ojos:** Castaños
**Nacionalidad:** Japonesa
**Clasificación:** Butei (Lezzad)
**Rango**: B
**Ancestro**: Fuuma Kotaro

Shuriken
Bombas de humo
Kunai
Pistola Matchlock

**Hina Fuuma**(風魔陽菜, *Fuuma Hina*) es una estudiante de primer año de la Preparatoria Butei , apuntada al curso de Lezzad , y la amica de Tohyama Kinji . Ella es descendiente del clan Fuuma, un famoso clan de ninjas.

## **Habilidades**

Al provenir de un clan de ninjas, Hina domina varios "jutsu". En el volumen 05, durante el partido de fútbol, Hina demuestra tener una gran velocidad.

Hina es buena en el sigilo y en el espionaje y, al pertenecer a Lezzad , también es bastante analítica.

## **Apariencia**

Hina tiene el cabello negro recogido en una cola de caballo por un lazo blanco. Sus ojos son castaños. Suele llevar una bufanda larga de color negro alrededor del cuello y la boca oculta. Lleva, por debajo del uniforme de la Preparatoria Butei , un atuendo típico de los ninjas.

## **Personalidad**

A primera vista parece ser que Hina tiene una actitud fría y distante. Sin embargo, cuando la situación se complica para ella, suele ponerse nerviosa. Aparte se le ha visto que puede tener una actitud boba y algo infantil.

## **Relaciones**

**Tohyama Kinji**

Hina es la amica de Kinji. En el instituto, durante un combate de práctica, Kinji, quien casualmente se encontraba en el Modo Histeria , venció a Hina sin problemas. Desde ese momento Hina admira y respeta a Kinji, llamándole "maestro". Al parecer Hina está enamorada de él.

**Kanzaki H. Aria**

No se sabe exactamente que clase de relación las une, pero al parecer Hina se dedica ha hacer trabajos de espionaje para Aria a cambio de comida.

## **Curiosidades**

* Su técnica temblor usa las articulaciones de su cuerpo, al igual que la técnica "ouka" de Tohyama Kinji.
* Hina trabaja en el Shintojyou, una tienda de ramen, como camarera.
* En el episodio 10 del anime Hidan no Aria, Hina tiene un pequeño cameo.
Board features

The various room tiles also have a number of graphical features, such as crystals jutting up from the ground or plates of discarded food. Any such features are not considered to be their own spaces, but are either part of the space they are within, like in the case of the skull in the Alchemist Chamber or the helmet in the Guardroom, or in-between spaces, like in the case of the crystals in the Crystal Tunnels. Board features in-between spaces can only be moved through if they fit the rule of thumb for moving between spaces described earlier.
Encounter cards

There are 2 types of encounter cards included in this game, differentiated by their background colors.

Encounter cards are used to determine what kinds of minions the mice will find when they enter a new area. The encounter that the mice will face is based on which page space the hourglass marker is on when the encounter is triggered. Encounter cards will also determine the next random surge that the mice must overcome.
Taking a turn with a mouse hero

On its turn, a mouse can either perform 1 of the following actions then move, or move then perform 1 of the following actions:

* Scurry
* Battle
* Search
* Recover
* Explore

In addition to performing an action, or choosing not to perform an action, mice can perform any of the following free actions at any time during their turn:

* Share
* Equip
* Level up

Each free action can only be performed once during a mouse's turn. A free action cannot be performed in the middle of performing another action.
Disguises

Disguises are bits of discarded rat clothing that can be put on to trick the rats. When revealing an encounter card, players may discard the Disguises token from the party stash to ignore all rat warriors for that encounter. Place any other minions from that encounter as usual. If the Disguises token is ever discarded, the Disguises card is shuffled back into the search deck. A surge effect cannot be ignored by using the Disguises.
Special area spaces

There are a few larger areas in the game that aren’t broken into smaller spaces. (Areas like the counter in the Kitchen, the table in the Dining Hall, and the bed in the King’s Chamber.) These areas are called – special area spaces. Special area spaces do not follow the normal rule of 4 small figures or 1 large figure per space. Instead a special area space may contain as many figures as you can physically fit into the surface area of that space.
Achievements

Throughout a story book the mice can earn a variety of story achievements. These achievements and their effects are described in the chapters in which they are earned.

Additionally, players can choose to also play with individual achievements. Included in the game are markers for these achievements, and listed on the back cover of this rulebook are a variety of individual achievements that a mouse can earn throughout the course of a chapter.

Cheesemaster

The first mouse that rolls 3 or more cheese in 1 attack or defense roll receives the Cheesemaster achievement token.

Effect: Move the chapter end marker one page further on the chapter track. Each time the Cheesemaster rolls 1 or more cheese on a defense roll, give 1 cheese to each active mouse.

Roachmaster

The first mouse that defeats 4 roaches in a single encounter receives the Roachmaster achievement token.

Effect: Move the chapter end marker one page further on the chapter track. For the rest of the chapter, roaches on the same tile as the Roachmaster are not considered greedy.

Poisonmaster

The first mouse that is captured with at least 1 unhealed poison wound receives the Poisonmaster achievement token.

Effect: For the rest of the chapter, when the Poisonmaster would receive a poison wound, it receives a normal wound instead.

Scaper

The first mouse that is captured twice in a chapter receives the Scaper achievement token.

Effect: Move the chapter end marker one page further on the chapter track. If the Scaper is captured a third time, it is immediately rescued and does not lose any equipped search cards. All other captured rules still take effect, such as all cheese and wounds being removed.

Cat Tamer

The first mouse that defeats Brodie earns the Cat Tamer achievement token.

Effect: For the rest of the chapter, all large minions roll one fewer die when defending against an attack from the Cat Tamer.
Action: Recover

If a mouse is stunned or webbed, it can use a recover action to get rid of this negative effect. See Negative Effects on page 17 for details on being stunned and webbed.

Recovering From Stunned

When a stunned mouse performs a recover action, remove the stunned marker from its initiative card.

Recovering From Webbed

When a webbed mouse performs a recover action, roll an action die. If a  symbol is rolled, remove the webbed marker from the mouse’s initiative card.
Ambushes

Some encounter cards include the word ’Ambush‘ near the top of the card. When determining initiative order for an ambush encounter, first place all minion cards onto the initiative track normally. Then roll an action die for each minion initiative card on the initiative track, one at a time. Move that card up on the initiative track a number of spaces equal to the number rolled on the die, scooting the cards below it down to make room. Ambushes do not affect the surge minions for that card.
Connect

La división de **Connect**o departamento de comunicación, se encargan de proporcionar información clasificada a través de dispositivos de comunicación.

## **Información general**

* Uso de dispositivos de almacenamiento de datos.
* Evaluación de la situación a partir de la información obtenida.
* Prácticas de intuición
* Ejercicios de memoria
* Uso de conexiones externas.
* Difusión de la información certificada.

## **Miembros destacados**

**Miembros actuales**

* Nakasorachi Misaki
* Takane
* Hayakawa
* Anesaki

## **Notas**

* Todos los estudiantes del departamento se evalúan a partir de sus habilidades para descifrar y analizar grandes cantidades de información.
Search cards

There are several types of search cards:

1. Items: items are things a mouse can carry in its pack and use as directed on the card. A mouse can carry up to 3 items in its pack. Some items have requirements on them. A mouse must meet these requirements to use the item. Scrolls are one use items. A mouse must discard a scroll after using it.

2. Tricks: tricks can be saved and used at a later time to gain an advantage over enemies. Tricks do not take up any slots on a mouse or any space in a mouse’s pack.

3. Events: event cards can either help or hinder the mice in their quest. Resolve event cards immediately when they are drawn.

4. Party items: party items each have special rules listed on page 18 of this rulebook. Party items are shared equally by all the mice and do not take up any room in any of the mice’s packs.

5. Weapons, armor, and accessories: mice can equip armor and accessories to help them along on their adventure. A mouse cannot attack unless it has a weapon equipped.
Minion turns

A minion’s turn consists of 2 parts:

1. Move

2. Battle

When a minion initiative card comes up in the turn order, each minion of that type will move and battle.

Minion turns are acted out by the player who controls the mouse lowest on the initiative track. Minions always act in a very specific way, as detailed below. When a minion’s card comes up in the initiative track, all figures on the board of that minion type take a turn, starting with the minions closest to the mice and moving outward.
Game round

Mice and Mystics is played over a series of rounds. Each round is made up of turns. The first turn of a round is taken by the card that is highest on the initiative track. The next turn is taken by the next highest card on the initiative track, and so on. Once the last card on the initiative track has taken a turn, a new round begins. When an initiative card comes up in the initiative order, all figures that the card represents will share that turn but will take their actions separately. To determine in which order the mice and the minions will take their turns, players must first determine an initiative order.
Captured mouse

When a mouse is wounded, place those wounds on the mouse’s hero card. If a mouse’s wounds are ever equal to or greater than that mouse’s life value, that mouse becomes captured. Leave the captured mouse’s initiative card on the initiative track, but remove that mouse’s figure from the game board, discard all of

that mouse’s cheese tokens and all of the search cards the captured mouse currently has equipped (starting equipment and any items in its pack are safe and do not need to be discarded), remove all wounds, poison wounds and other negative markers from that mouse’s card and move the hourglass marker 1 page closer to the chapter end marker along the chapter track.

Rescuing a Mouse

If a mouse is captured, that mouse is automatically rescued on its next turn as soon as there are no longer minions on the board. Place it on the same space as another mouse or on a space adjacent to another mouse. If there are still minions on the board when it becomes a captured mouse’s turn, it cannot be rescued and must skip its turn.

On a turn that a mouse is rescued, being rescued takes up that mouse’s whole turn.
Ability cards

At the start of the game players will choose an ability card for each mouse in play. Mice can earn more ability cards by leveling up.

1. Requirement: to use this card a mouse must meet the class requirement(s).

2. Ability: any special rules that apply to the ability are described here.

3. Cost: This is the number of cheese a mouse must discard to use the ability..

A mouse can only use one ability card per turn, even if that mouse has multiple abilities that are free actions. Choose wisely!
Room tiles

Room tiles are what make up the game board. Most chapters will have players setting out specific room tiles. Room tiles have two sides: a blue side and an orange side. Blue sides represent areas below-ground or between the castle walls. Orange sides represent portions of rooms and other common areas of the castle.

1. Orientation arrow: when multiple tiles are in play, their orientation arrows must always be facing in the same direction.

2. Exit areas: mice can use an explore action to move to an adjacent tile through an exit area.

3. Flip space: mice can use an explore action while on a flip space to flip a tile over.

4. Mousetrap spaces: spaces marked with a red X symbol are mousetrap spaces. Some encounter cards and story book setup instructions will have players place mousetraps. Those mousetraps go on these spaces.

Note: Do not confuse the term ‘tile’ with the term ‘space’. A tile represents a room: that room is made up of multiple spaces.
Minion tokens

There are 4 Elite Rat Warrior tokens and 1 Captain Vurst token included in the game. If an encounter or chapter calls for elite rat warriors to be placed, use the rat figures but add the Elite Rat Warrior tokens under the figures to show that the newly added rats are actually elite rat warriors. Follow the same rule for Captain Vurst. If the encounter calls for rat warriors, use the rat figures without any tokens added underneath.
Battling with a minion

Battling with a minion works just like battling with a mouse, except the minion will attack a specific target. See the battle section on page 10 for details on how to battle.

After moving with a minion, it attacks 1 mouse if able, following these rules:

1. If a minion can attack more than 1 mouse, it will attack the closest mouse that has not been attacked during this turn.

2. If more than 1 of those closest mice has not been attacked this turn, or if they have all been attacked this turn, the minion will attack the mouse that is highest on the initiative track.
Free action: Equip

When performing an equip action, a mouse can move cards from its equipment slots to its pack or from its pack to its equipment slots. Note that a mouse can only have up to 3 non-trick cards in its pack at any one time. If a mouse would ever go over this limit, that mouse’s player must choose and discard 1 non- trick card from that mouse’s pack. Cards that are in a mouse’s pack should be placed in a facedown stack in front of that mouse. Remember, trick cards do not add to the pack limit.

Cards that a mouse has equipped should be placed face up in front of that mouse. A mouse cannot have 2 cards equipped that fill up the same slot, with the exception of the paw slot (as each mouse has 2 paw slots). Note that some items fill both paw slots.
Ezekiel

Ezekiel was a peasant who was born two thousand years ago. He fell in love with a woman named Evangeline, who was kidnapped by the tyrannical king's soldiers. He drank from a river tainted with demon magic in order to become strong enough to rescue her, but she was dying by the time he reached her. He was driven mad with grief and began slaughtering everyone in the castle. His twin brother Caleb stopped him from murdering the king's daughters, then fled with his own mother and sisters.

With the misguided notion of eradicating malevolent people like the king, Ezekiel created more Calydon warriors from the river and went on a rampage across the land, murdering and spreading evil in his wake. Caleb knew he had to eliminate his twin, so he went to the demoniac river to gain the same powers. Ezekiel arrived and fell in love with Caleb's wife, who had accompanied him, at first sight. The brothers fought, but Ezekiel won and took Caleb's wife. Caleb and twenty warriors drank from the river, then defeated Ezekiel's army. Caleb was unable to kill his brother, so the twenty-one warriors used their weapons and Satinka magic to create a prison, in which Ezekiel resided for millennia.
Chan Wu

**Nombre en japonés:**ちゃんウー
**Traducción al romaji:**Chan Wu

**Género:**Mujer
**Nacionalidad:**China (posiblemente)
**Clasificación:**Butei (Lezzad)/Instructora

**Wu Chan**(ちゃんウー, *Chan Wu*) es una Butei profesional que se encarga de dar clases a la división de Lezzad de la Preparatoria Butei . A pesar de que ha sido nombrada varias veces, no se conoce su aspecto, ya que es una experta en ocultarse y pasar desapercibida.
Mjui

When a Calydon dies, the body is absorbed into the earth, giving the semblance of disappearance, and the only part of the person that remains is the spirit with memories of the last minutes of life, including the actual death. The spirit bonds to an object of the earth such as a rock. Another Calydon can read the memories in the *mjui* by shoving it into an open wound on his own body. If the *mjui* accepts this person, it dissolves. Then the person will dream the memories.
Armor card

1. Name: this is the name of the armor.

2. Bonus: this indicates what kind of bonus the armor grants when equipped.

3. Ability: any special rules that apply to the card are described here.

4. Equip slots required: this graphic indicates on what part of a mouse's body this armor is equipped. Mice can only have 1 piece of armor equipped per slot.

5. Other requirements: any class or stat required to use this armor are listed here.
Playing as a campaign

Playing as a campaign allows players to preserve the progress of their mice from one chapter to the next. The following guidelines are suggested for playing mice and mystics as a campaign:

1. Mice keep their story achievements and abilities earned from previous chapters.

2. Mice can keep only 1 search card that they had at the end of the previous chapters. This 1 card is in addition to their starting equipment cards. Mice will always begin a new chapter with their starting equipment cards.

3. Mice do not keep any party items, individual achievements, or cheese from previous chapters.
Game setup

To setup a game of Mice and Mystics follow these steps:

1. Chapter selection: Choose a chapter from a Mice

and Mystics story book. Depending on how many people are playing, some players may need to choose and control more than one mouse so that the correct number of mice are in the adventuring party.

2. Choose a hero: Each player chooses their mouse hero (or heroes) and collects that mouse’s hero card, initiative card, and figure. The chapter being played will tell players how many mice are going to be adventuring in that chapter (usually four).

3. Choose an ability: Players choose 1 ability card for each mouse that they are playing. Make sure a mouse meets the class requirements for the ability that is being chosen.

4. Gather equipment: Find the search cards that are indicated on each mouse’s starting setup and equip them to that mouse. Refer to the ‘Party Setup’ section of the chapter for any extra cards or party items that the adventuring party should start with.

5. Set up the board: Place the room tiles in the middle of the playing area as shown in the ‘Room Tile Setup’ section of the chapter being played. Be sure to place the tiles so that their arrows (located in a corner of each room tile) are all pointing in the same direction.

6. Place figures: Place the mice figures and any minion figures on the board as directed in the ‘Room Tile Setup’ section of the chapter being played.

7. Determine initiative order: Shuffle the initiative cards belonging to each mouse and minion that is on the board at the start of the chapter and determine the starting initiative order (see determining initiative order on page 7).

8. Set up the story control board: Place the story control board to the side of the playing area.

Place the hourglass marker on the first page of the chapter track and the chapter end marker on the page noted in the ‘Chapter End’ section of the chapter being played. Shuffle the remaining search cards and form a search deck on the search area ofthestorycontrolboard. Refertothe‘Encounter Deck Setup’ section of the chapter being played

for details on how to setup the encounter deck for that chapter.

9. Additional items: Place the cheese tokens, the minion figures, any remaining initiative and ability cards, and a pile of all other tokens off to the side of the playing area within reach of the players.

10. Follow any chapter specific instructions: Follow any further setup instructions as noted in the ‘Chapter Setup’ section of the chapter.
Mice and Mystics game products

*Mice and Mystics* is a board game published by Plaid Hat Games since 2012.

The first product in the line was the core game, Sorrow and Remembrance, which introduces protagonists Collin, Nez, Maginos, Tilda, Filch and Lily.

## Expansions

### Physical expansions

* Heart of Glorm picks up the history right after *Sorrow and Remembrance*. Introduces Nére
* Downwood Tales Expansion - Introduces Jakobe.

### Digital expansions

#### MP3s

A soundtrack of thematic MP3s for Mice and Mystics exists. The product page is at http://www.plaidhatgames.com/store/40

#### PDFs

Plaid Hat sells three PDF expansions, which it calls "Lost Chapters" to the core game.

* Lost Chapter One: Cat's Cradle, available at http://www.plaidhatgames.com/store/37
* Lost Chapter Two: The Ghost of Castle Andon, available at http://www.plaidhatgames.com/store/54
* Lost Chapter Three: Portents of Importance, available at http://www.plaidhatgames.com/store/102 ; requires the *Downwood Tales* physical expansion; a physical edition also exists.

## External links

* Official product page at Plaid Hat Games.
Inflicting wounds

Wounds on non-boss minions

When 1 or more wounds are inflicted on a non-boss figure, refer to its initiative card.

* If the figure’s initiative card shows that it only has 1 life, that figure is defeated. Remove it from the board.
* If the defeated figure was the last figure an initiative card represented, remove that initiative card from the track as well.
* If the figure’s initiative card shows that it has more than 1 life, place 1 wound marker on that figure’s initiative card for each wound it received. When a multiple life figure has a number of wounds on its initiative card equal to or greater than its life value, that figure is defeated. Remove it from the board and remove its initiative card from the track.

Wounds on boss minions

Boss minions normally have multiple initiative cards on the initiative track. Each time a mouse inflicts a wound on that boss, choose which initiative card to place the wound on. When a boss initiative card has

a number of wounds on it equal to or greater than its life value, remove that initiative card from the initiative track. Once the last initiative card for a boss has been removed from the track, remove its figure from the board as well - it has been defeated.
Weapon card

1. Name: this is the name of the weapon.

2. Range or melee symbol: this symbol indicates whether a weapon is usable at range or in melee. Any bonus the weapon grants is also listed here.

3. Type: this is the type of attack the weapon performs. Some minions are resistant to certain attack types.

4. Ability: any special rules that apply to the card are described here.

5. Paws required: this graphic indicates how many paws it takes to use this weapon. Most mice only have 2 paws available.

6. Other requirements: any class or stat required to use this weapon are listed here.
Hero card

1. Mouse name: this is the mouse’s name.

2. Mouse class: most abilities and some items can only be used by certain classes. Some mice have

2 classes and can use items and abilities from both classes.

3. Battle value: this represents the mouse’s ability to attack with a weapon.

4. Defense value: this represents the mouse’s natural defenses.

5. Lore value: this represents the mouse’s level of knowledge.

6. Move value: this represents how quickly the mouse can get around.

7. Abilities: these are special things that the mouse can do.

8. Starting equipment: these cards are equipped to the mouse at the start of a chapter unless otherwise stated.

9. Life value: this is the number of wounds the mouse can receive before being captured.
Fishhook & Thread

Fishhook & Thread allows the mice to access areas of the board that are either hard to reach or normally impossible to access. At anytime on a mouse’s turn, the player controlling that mouse can remove the Fishhook & Thread token from the party stash and place it on the board. It does not cost an action to place the token.

The Fishhook & Thread token is always placed so that one end is on the space occupied by the mouse that is using it.

The other end must be placed so that it is clearly within another space on the same room tile. At least one end of the token must be on a non-water space.

Once placed, any mouse can use their normal movement to move between the spaces on either end of the Fishhook & Thread token as if they were normal adjacent spaces.

A mouse on the same space as one of the ends of the token can use an action to remove the token and place it back in the party stash. If the mice leave a room tile that still has the token on it, remove the token from the board (not placed in the party stash) and shuffle the Fishhook & Thread card back into the search deck.
Sharing spaces

Up to 4 small figures can occupy the same space. However, a large figure (such as a spider or centipede), takes up a full space. A space is considered to be full when it has 4 small figures or 1 large figure on it. A mouse or minion cannot move onto or through a space that is full.

When a mouse moves onto a space occupied by a minion, the mouse must end its move. If a mouse starts its movement in the same space as one or more minions, that mouse can only move out of that space if the number of mice (before moving) is equal to or greater than the number of minions in that space.
Winning and losing

When playing Mice and Mystics, players will choose a chapter to play through from a story book. Each chapter has its own victory conditions. To win the game, players must complete these victory conditions before the hourglass marker moves onto the chapter end marker on the chapter track located on the story control board. We recommend players play the chapters in order.
Irokane

El ***Irokane*** (イロカネ Lit, Metal de colores) es un metal con atributos sobrenaturales. Este metal, que es muy codiciado, está arrastrando al mundo a una nueva guerra para el control de dicho metal. Ciertos grupos en el mundo tienen una gran existencia de Irokane, siendo uno de ellos la IU. Este metal otorga la capacidad de dar habilidades sobrenaturales a personas que no las posean de nacimiento.

## **Habilidades generales**

Aunque haya distintos tipos de Irokane, varios de ellos poseen las mismas habilidades:

**Control del pelo**

El usuario puede controlar su pelo a voluntad mientras el Irokane esté en contacto con su cuerpo. Riko

suele usar eso para controlar dos cuchillos con su cabello.

**Retrasar el envejecimiento**

El Irokane también puede retrasar el envejecimiento del cuerpo. Aria sería un ejemplo de ello, ya que aunque tiene dieciséis años, su cuerpo parece mucho más pequeño.

**Coloreamiento**

Si el usuario sigue creciendo mientras esté en contacto con el Irokane, el color de su cabello y ojos irá cambiando acercándose más al color de dicho Irokane. Por ejemplo, Aria al principio tenía el cabello rubio y los ojos azules, pero más tarde el cabello se volvió rosa y los ojos de color magenta.

Sin embargo, para utilizar estás habilidades, el Irokane ha de ser despertado. Para despertar cada Irokane es necesario que se cumplan ciertas condiciones.

## **Hihiirokane (緋々イロカネ, Metal colorido escarlata)**

También conocido como "Hidan". Es una bala con la punta de color escarlata que fue transmitido de la familia real británica a la familia Holmes. Aria tiene incrustado en su cuerpo el Hihiirokane por Sherlock,

quien le disparó para que ella lo heredase.

**Condiciones para suceder la "Hidan"**

* Solamente un cierto tipo de personalidad puede despertar el Hihiirokane. El sucesor tiene que ser apasionado y orgulloso. Él/ella tiene que tener una personalidad parecida a un niño. Aria cumple esos requisitos.
* El corazón del sucesor debe de crecer. Tanto en madurez como en amor.
* Antes de poder despertarlo, el sucesor debe de convivir con el Hihiirokane durante tres años.

**Habilidades**

* Hiten Hiyoumon (緋天 緋陽門 Lit. Cielo Escarlata o Puerta del Sol Escarlata)

Se trata de una gigantesca bola de luz escarlata que no emite calor. Capaz de vaporizar a la nada en un radio grande de su impacto.

* Koyomi Kagami (暦鏡 Lit.Tiempo de espejo)

Abre una puerta al pasado. A través de una lente los usuarios pueden interactuar con el pasado. Sherlock usó este método para introducir la "Hidan" en el cuerpo de su bisnieta a través de un disparo.

**Efectos secundarios**

* Se extiende la vida del usuario pero su envejecimiento se encuentra retrasado.
* El color de cabello y ojos cambian a escarlata.

## **Ririirokane (璃々イロカネ, Metal de color azur)**

Este legendario Irokane es el que existe en la tribu de Reki, Ulus, como explica Kazayuki en el volumen 7. Sus cualidades y habilidades son desconocidos.

## **Piezas conocidas del Irokane**

* En el cuerpo de Aria
* En la cruz de la madre de Riko.
* La Irokane Ayame de Shirayuki.
* En la Durandal de Jeanne.
* En el cuchillo mariposa de Kinji o en el cuerpo de Kinji (Probablemente).
Effect: Charmed

When a mouse becomes charmed, place a charmed marker on that mouse’s card.

When a charmed mouse takes a turn, treat that mouse as if it were a minion during that turn, moving and attacking just like a melee minion. A charmed mouse uses only the information listed on its initiative card, and receives no bonuses for equipped search cards or abilities. Once the charmed mouse finishes its turn, remove the charmed marker from its card.
Roaches

Some encounters include ’greedy roaches‘. Greedy roaches use the same initiative card as normal roaches. When greedy roaches are placed on the board, all roaches in play become greedy roaches. When a greedy roach steals a cheese from a mouse, that cheese is placed on the minion cheese wheel on the story control board.
BajiQuan Lineage Chart

This page is a work in progress and there WILL BE MULTIPLE MISTAKES.

This lineage chart aims to cover every major figure in Bajiquan history up to ~2016, and every contemporary teacher after this point. I have essentially included anyone that is named in historical documents or listed as having taught online.

Please be patient as there will be much fact checking and correction needed, so post in the comments section if you spot a mistake.

This chart will be updated when changes are made.

 To view chart:

* If on phone: Tap and hold on chart, tap "Open in New Tab", go to tab and zoom in to view the chart.
* If on computer: Click on chart, in the top left corner of menu that appears click "Baji Family Tree-1.jpeg", then under preview of the chart on the page that opens, click "download".
Dinner Fork

The dinner fork has a variety of uses. It can help mice access areas of the board that are hard or impossible to reach otherwise, it can pry open some traps, and it can even be turned into a grape-launching catapult! At anytime on a mouse’s turn, the player controlling that mouse can remove the Dinner Fork token from the party stash and place it on the board. It does not cost an action to place the token.

The Dinner Fork token is always placed on the space occupied by the mouse that is using it. The token cannot be placed on a water space.

On its turn, a mouse that is sharing a space with the Dinner Fork can use an action to catapult any other mouse that is on the same space to any target space on the same tile. The catapulted mouse must be able to see the target space. See page 11 for rules on Seeing the Target.

A mouse on the same space as the token can use an action to remove the token and place it back in the party stash. If the mice leave a room tile that has the token still on it, the token is removed from the board (not placed in the party stash) and the Dinner Fork card is shuffled back into the search deck.
Inferno of Darkness

**A brutal betrayal.**

Fatally wounded by his father, Dante Sinclair has only hours left to destroy his family's tainted legacy before he succumbs to the poison coursing through him. Rigidly focused on his goal, he has no time for anything else, until he meets a sensual, tormented woman that calls to his soul in ways that strip him raw and derails him from his mission.

**A desperate sacrifice.**

Elisha, the princess of darkness, is willing to give up her life to save the world she loves, until Dante Sinclair robs her of her one tool she has to defeat the evil that courses through her veins.

**And devastating passion.**

The darkness is closing in on them both, and the two tormented souls are torn from their chosen paths and thrust into a passionate whirlwind of sacrifice, betrayal, and devastating choices.

1/1
Boss minions

Sometimes a chapter in the story book will have the mice confronting boss minions. Boss minions are usually a stronger form of some other minion already in the game. Use the figure of that boss’s common counterpart to represent that boss on the game board. In the case of a common minion where more than one figure for that minion exists, place a token under the boss’s base to differentiate it from other minions of the same type.

Note that even though they may share a type with other minions, they are not affected by powers that affect those minions. For example, Captain Vurst is unaffected by any rules or powers that only affect rats.
Moving a minion

All movement rules that apply to a mouse also apply to a minion, with the exception that minions will always act in a predictable manner and minions ignore the effects of water, red lines, yellow lines, and mousetraps. See the mouse movement rules on page 8 for detailed rules on movement.

Moving Melee Minions

When moving a melee minion, first roll an action die. The minion can move up to a number of spaces equal to the number result rolled (1-3). Minions will always take the shortest route to the closest mouse in an attempt

to move into the same space as that mouse. Minions cannot move onto a space with a mouse if that space is already full, but they will attempt to get as close as they can. If a minion starts its turn on a space with a mouse, it will not move. If 2 mice are an equal distance from a minion, the minion will move toward the mouse that is highest on the initiative track.

Moving Ranged Minions

Ranged minions only move if they cannot ‘see’ any of the mice on their room tile. If a ranged minion cannot see any mice, it will use as much of its movement as necessary to move along the shortest route toward the closest mouse. As soon as it can see a mouse it stops moving.
Mouse movement

At the start of a mouse turn, the player controlling that mouse must roll an action die. Among other symbols, each die face has a number printed on it ranging from 1- 3. Add the number rolled on the action die to the mouse’s move value to determine the number of spaces that mouse can move on that turn.
Escuela Secundaria Butei de Tokio

La **Escuela Secundaria Butei de Katagawa**es una institución donde se enseña a los estudiantes a ser Buteis , Los estudiantes graduados de ahí suelen ir a estudiar a la Preparatoria Butei de Tokio . Aunque la gran mayoría de estudiantes de la Preparatoria Butei hallan estudiado en la Escuela Secundaria Butei, no es obligatorio haber estudiado allí para entrar en la Preparatoria Butei. Un ejemplo de ello es Mamiya Akari , que antes de entrar en la Preparatoria Butei estudió en una escuela normal.
Story Control Board

1. Chapter track: at the beginning of a chapter, place the hourglass marker on page 1 of this track and the chapter end marker on a page designated by the chapter that is being played through. If the hourglass marker reaches the chapter end marker before the mice have completed the chapter’s victory conditions, the mice have lost that chapter.

2. Minion cheese wheel: this wheel is where cheese tokens that are earned by minions will be placed. It triggers a minion surge when it fills.

3. Search deck: this is where the search deck is placed.

4. Encounter deck: this is where the deck of encounter cards is placed.

5. Party stash: this is where tokens associated with party items the mice have found are placed.

6. Initiative track: this is the track that initiative cards will be placed along to show the turn order.
Determining initiative order

At the beginning of a chapter, and each time a new encounter card is revealed, initiative order must be established.

If no minion cards are on the initiative track:

Take the initiative cards for each mouse and each minion type that are going to be on the board at the start of that encounter and shuffle them together to create an initiative deck. Then, one at a time, take each of the cards from the initiative deck and place them face up along the initiative track that runs down the side of the story control board. Place the first card on the 1 spot, the second on the 2 spot, and so on until all cards have been placed.

If there are already minion cards on the initiative track:

Simply shuffle up the initiative cards for the new minons that are going to be added and place them on the next available slots on the initiative track. If new minions that are being added already have an initiative card on the track, there is no need to add another initiative card to the track for those minions.

Note: If there are ever more initiative cards than available slots on the initiative track, follow the normal placement rules for initiative cards and simply allow the extra cards to temporarily extend the track.

If there are no minions on the board after the last mouse on the initiative track has taken a turn, place 1 cheese token on the minion cheese wheel. Continue to do this each time the last mouse on the initiative track completes a turn and there are no minions on the board.
Moving in water

When a mouse moves onto water, even from another water space, it must end its move. Whenamouse attempts to move onto a non-water space from a water space, it must use its entire move to do so. That mouse’s player must roll an action die for that mouse and every mouse on the destination space. If at least 1  symbol is rolled, the mouse has successfully climbed out of the water. Place the mouse on the destination space. If a  symbol is not rolled, the mouse does not move.

Some water also has a current, signified by directional arrows somewhere along the path of that water. A mouse moving in water, cannot move against the direction of thecurrent. At the end of a mouse’s turn, if that mouse is in a water area that has a current, move that mouse one space in the direction of that current. If this carries a mouse off of the room tile, that mouse is captured.

Note: Because they are fighting against the current, mice cannot use free actions when on water spaces.

Minions are not affected by water spaces in any way.
Sailing

Sailing in ArcheAge is not only fun and adventurous, but you can also find islands to claim, and even mobs to fight!

Unlike other games, there's no loading screen for the seas; however, first you'll need a ship. A clipper is recommended for beginners, unless you wish to rowboat all the way.

A clipper design (harpoon or not) is 50 Gilda Stars. You can easily get this amount after you finish the first main quest line (Falcorth Plains - Silent Forest). If you wish to aim higher, you'll need to put more effort into Gilda collecting.

## **Types of Ships**

Please note: any faction can purchase these ships.

There are lots of ships in ArcheAge with pros and cons.

### **Other**

#### **Adventurer's Clipper / Harpoon Clipper**

(as in default)

**Cost: 50 Gilda Star**

**Trade Pack Slots: none**

**Sail Count: one**

Recommended for beginners.

Though small, the Clipper can manage speeds up to 9. However, like all ships, regrading the sail will increase the speed.

You can equip a harpoon on the Adventurer's Clipper if you craft or buy it.

### **Small Warship**

#### **Lutesong Junk**

(as in default)

**Cost: 250 Gilda Star**

**Trade Pack Slots: four**

**Sail Count: two**

Recommended for those who adore the sea.

It is sturdy for raids and travel, with a sonar and extra space for passengers. It is Haranya's warship.

#### **Eznan Galleon**

(as in default)

**Cost: 250 Gilda Star**

**Trade Pack Slots: four**

**Sail Count: two**

Recommended for those who adore the sea.

It is sturdy for raids and travel, with a sonar and extra space for passengers. It is Nuia's warship.
SWLuke

## Luke Skywalker

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Star Wars épisode IV : Un Nouvel Espoir
2. ↑ Star Wars épisode III : La Revanche des Sith
3. ↑ 3.0 3.1 Star Wars épisode VIII : Les Derniers Jedi
4. ↑ 4.0 4.1 4.2 4.3 Star Wars épisode VII : Le Réveil de la Force
5. ↑ 5.0 5.1 Template:Databank
6. ↑ 6.0 6.1 6.2 Star Wars épisode V : L'Empire contre-attaque
7. ↑ 7.0 7.1 Star Wars épisode VI : Le Retour du Jedi
8. ↑ *Liens du Sang*
9. ↑ *Star Wars : Les Derniers Jedi : Le Guide Visuel*
Initiative Cards

There are two types of initiative cards: mouse initiative cards and minion initiative cards. Mouse initiative cards have a mouse’s name and picture on them, and a quick summary of their stats. Minion initiative cards display the stats for the associated minion(s).

1. Name: this is the name of the minion(s) belonging to this initiative card.

2. Ability: this is a unique rule that applies to this type of minion.

3. Battle value: this is the number of action dice rolled when this minion attacks.

4. Defense value: this is the number of action dice rolled when this minion defends.

5. Life value: this is the number of wounds a minion of this type must receive to be defeated.
Butei

***Butei*** (武装探偵, *Busou Tantei)* literalmente "detectives armados", es una calificación nacional creada para combatir la creciente tasa de criminalidad. Los Buteis están autorizados a llevar armas y a arrestar a criminales. Toman cualquier trabajo por dinero, siempre y cuando se lo permitan las "leyes Butei".

El centro de formación para Buteis se localiza en la bahía de Tokio, conocido como Preparatoria Butei de Tokio y apodada como "Isla Academia", su único objetivo es la formación de Buteis profesionales.
Ley Butei

El gobierno japonés legalizó la **Ley Butei** (武偵法, *Butei Hou*), para que todos los Butei del territorio japonés la llevase a cabo. Fue fundada por la **ADAI (Alianza de Detectives Armados Intergubernamental)** (国際武偵連盟, *Kokusai Butei Renmei*).

## **Artículos de la Ley Butei**

1. Cree en tus compañeros y ayudarse los unos a los otros.
2. Debes cumplir el contrato con el cliente. Sin importar lo que pase.
3. Debes de ser fuerte. Pero, sobre todo, apoyar la justicia.
4. Un Butei debe de ser independiente. No puedes ayudar a menos que lo soliciten.
5. Debes de ser rápido en reaccionar. Un Butei debe acabar en un solo golpe.
6. Reflexiona por ti mismo. Actúa por ti mismo.
7. Prepárate con pesimismo. Actúa con optimismo.
8. La misión tiene que ser cumplida por completo.
9. Independientemente de la situación, un Butei tiene prohibido matar.
10. Un Butei nunca se da por vencido.
Brouillon/Gestion

Le serveur Discord et le wiki sont administrés par un **Conseil administratif**.

## Composition

* Le Conseil administratif est composé d’administrateurs, d'un Président, d'un Vice-président et de membres consultatifs.

### Le Président du Conseil administratif

* Le Président du Conseil administratif est le propriétaire du serveur Discord. Il est bureaucrate du wiki.
* Il est chargé d’amener au vote des administrateurs les matières qu’ils doivent décider et s’assure du bon déroulement des débats au sein du Conseil administratif. Il a voix prépondérante en cas d’égalité des votes.

### Le Vice-président du Conseil administratif

* Le Vice-président du Conseil administratif est nommé par le Président du Conseil administratif. Il est bureaucrate du wiki.
* Le Vice-président du Conseil administratif seconde et assiste le Président du Conseil administratif en ce qui concerne la gestion du Conseil administratif et la conduite des discussions au sein de celui-ci.
* Lorsque le Président du Conseil administratif informe la communauté qu’il sera absent pendant une certaine période, le Vice-président du Conseil administratif le remplace temporairement dans ses fonctions.
* Si jamais le Président du Conseil administratif démissionne, le Vice-président du Conseil administratif lui succède et se voit transférer la propriété du serveur.
* Le Vice-président du Conseil administratif pourra être destitué par un vote unanime de ses collègues administrateurs.

### Administrateurs

* Les administrateurs sont nommés par leurs pairs, par un vote unanime. Ils ont toutes les permissions sur le serveur Discord et sont administrateurs (SysOp) sur le wiki.
* Les administrateurs peuvent être destitués par un vote unanime de leurs collègues. Si le Conseil administratif avait au préalable déclaré un état de crise et que le Président du Conseil administratif est à l’initiative de la procédure de destitution, celle-ci pourra être actée par un vote majoritaire du Conseil administratif.

### Membres consultatifs

* Les anciens présidents et vice-présidents sont membres consultatifs du Conseil administratif. Ils peuvent s’exprimer lors des discussions du Conseil mais ne jouissent pas de permissions particulières et ne prennent pas part aux votes.

## Attributions

* Les administrateurs ont le contrôle de la structure du serveur Discord : ils créent et suppriment les salons et créent des rôles avec les permissions qu'ils souhaitent.
* Le Conseil administratif peut établir des règles relatives au serveur Discord et au wiki.
* Le Conseil administratif peut nommer des modérateurs qui jouissent de droits que le Conseil leur attribuera.
	+ S’il considère qu'un modérateur abuse de ses pouvoirs, le Président du Conseil administratif peut le suspendre temporairement jusqu’à ce le Conseil administratif se soit prononcé.
* Un administrateur peut expulser ou bloquer du serveur un individu ayant spammé et/ou floodé. Lorsque les faits reprochés à un membre sont d'une autre nature, le Conseil administratif devra se prononcer à la majorité de ses membres pour bloquer définitivement celui-ci.
Lines on game tiles

Yellow Lines

Each yellow line that divides two spaces is marked with an arrow that points in one direction. Crossing a yellow line against the direction of that arrow costs 3 spaces of movement. Crossing a yellow line with the direction of that arrow costs the usual 1 space of movement.

Spaces divided by a yellow line are considered adjacent to one another.

Red lines

Mice cannot move from one space to another if they must cross a red line to do so. Spaces divided by a red line are not considered adjacent to one another.
Wikis to check

**This page is used by Dark Yada to list the potential wikis where Spam/Vandalism might be found.**

## Excessive spam wikis

* w:c:camerapedia:Special:Log/newusers
* w:c:itlaw:Special:RecentChanges
* w:c:fr.quimper:Comment\_j'ai\_conclu\_un\_pacte\_avec\_le\_diable#WikiaArticleComments
* w:c:pl.iniemamocni:Special:RecentChanges

## Excessive Vandalism wikis

* w:c:super-villain:Special:RecentChanges
* w:c:es.mundoheroes:Special:RecentChanges
* w:c:greekmythology:Special:RecentChanges
* w:c:fanon:Special:RecentChanges
* w:c:dumbledoresarmyroleplay:Special:RecentChanges
* w:c:theadventuresofsharkboyandlavagirl:Special:RecentChanges
* w:c:goldrush:Special:RecentChanges
* w:c:theultimatesidemen:Special:RecentChanges
* w:c:pokevortex:Special:RecentChanges (no need to report to VSTF for this one)