#Zone Topology (區域配置)
Contents
The battlefield is not a grid; it is a set of zones. Which zones you control decides victory or defeat.
Related Entries: Basic Premise §5 · Domination · Breakthrough · Core Zone
Basis Premise: Premise 5 (Zone Battlefields)
#Basic Zone Structure
#Scent — Reading the Battlefield
Look down on the battlefield from above and the formations of both sides become clear. Arrows fly from the Rear Zone, spears and blades clash on the Front Zone, and beyond them, in the center, spreads a melee where friend and foe are hard to tell apart. On both sides of the battlefield are flanking routes through brush and terrain; somewhere outside the battlefield, things invisible to human eyes crouch in wait.
#Law — Rules
[Allied Rear Zone] ─── [Allied Front Zone] ⇌ [Enemy Front Zone] ─── [Enemy Rear Zone]
│ │
[Allied Flank Zone] [Enemy Flank Zone]
│ │
└──── [Core Zone] ────────┘
│
[Outside Zone]
8 Basic Zones:
| Zone | Type | Description |
|---|---|---|
| Allied Rear Zone | Standard | Archers, teppo units, command post. Relatively safe. |
| Allied Front Zone | Standard | Allied main engagement zone. Spearmen, samurai. |
| Enemy Front Zone | Standard | Enemy main engagement zone. |
| Enemy Rear Zone | Standard | Enemy command post. Breakthrough target. |
| Allied Flank Zone | Special | Side bypass route. Enables stealth movement and ambush. |
| Enemy Flank Zone | Special | Enemy side. Target for flanking ambushes. |
| Core Zone | Special | Heart of the melee. Special entry condition. → Details |
| Outside Zone | Special | Outside the battlefield. Spirit Realm, underground, deep forest. Shinobi/yoma only. |
#Adjacency
#Law — Rules
| Zone | Adjacent Zones |
|---|---|
| Allied Rear Zone | Allied Front Zone, Allied Flank Zone |
| Allied Front Zone | Allied Rear Zone, Enemy Front Zone, Allied Flank Zone, Core Zone |
| Enemy Front Zone | Allied Front Zone, Enemy Rear Zone, Enemy Flank Zone, Core Zone |
| Enemy Rear Zone | Enemy Front Zone, Enemy Flank Zone |
| Allied Flank Zone | Allied Rear Zone, Allied Front Zone, Core Zone |
| Enemy Flank Zone | Enemy Rear Zone, Enemy Front Zone, Core Zone |
| Core Zone | Allied Front Zone, Enemy Front Zone, Allied Flank Zone, Enemy Flank Zone |
| Outside Zone | (Special: only shinobi/yoma can enter. It connects to all zones, but cannot be moved through freely.) |
Key Point: Allied Front Zone and Enemy Front Zone are directly adjacent. If you stand on the Front Zone, you can immediately attack enemies on the opposing Front Zone.
#Movement
#Law — Rules
- Adjacency First: Whether movement is possible is judged by the adjacency table above.
- Common Movement Cost: The Energy costs of common maneuvers such as walking, sprinting, stealth movement, and jumping follow Energy and Breath.
- Special Entry Axes: Core Zone, Breakthrough, and Outside Zone entry are handled as special movement rules separate from ordinary walking.
- Tactical Meaning by Zone: Which maneuvers grow stronger in each zone follows Zone Tactics.
#Battlefield Variation (GM Authority)
#Scent — The Living Battlefield
The battlefield is not fixed. When a bridge breaks, the connection between zones disappears; when a castle wall collapses, a new route opens. Skilled commanders use changes in the battlefield, and the GM uses these variations to make each battle distinct.
#Law — Rules
The GM may freely alter the zone structure according to the scenario.
| Variation | Effect | Example |
|---|---|---|
| Delete Zone | That zone cannot be used. Last stand. | delete Allied Rear Zone → no retreat |
| Block Passage | Movement between two zones is impossible. Barricade. | block Front Zone↔Core Zone |
| Capacity Limit | Limit maximum Domination inside a zone. | narrow bridge: Domination cap 3 |
| Add Zone | Create a new zone. | underground passage, 2nd-floor tower |
| Merge Zones | Merge two zones into one. | castle wall collapse → Front Zone+Core Zone merge |
| Special Effect | Add an environmental gimmick to a zone. | poison mist: 1 Wound each round. swamp: movement +1 Energy. |
Giant Yoma Battle: A yoma itself can become the map. Rebuild zones as the yoma's tentacles (Enemy Front Zone), torso (Core Zone), vital point (special target zone), and so on.
A zone is not a chessboard. It is a living battlefield.