English edition v1.3.3

#30 Battlemap Examples (戰鬪圖 三十選)

Contents

30 battlefield samples the GM can pull out right before a session. Each combines basic zone structure, Core, Outside, and terrain gimmicks under the latest Canon baseline.

Related Entries: Zone Tactics · Zone Layout · Core Zone · Zone Gimmick Catalog


#Map Index

I. Blockade and Front Zone Types

  1. Bridge Blockade
  2. Mountain Path Ambush
  3. Castle Gate Pressure Battle
  4. Stair Battle
  5. Crossing the Rice-Dike
  6. Dockside Jetty

II. Flank and Ambush Types

  1. Bamboo Grove Bypass
  2. Night Market Alley
  3. Cemetery Stone Wall
  4. Cliff Ladder
  5. Riverside Shallows
  6. Abandoned Village Rooftop Route

III. Core-Centered Types

  1. Broken Wall Gap
  2. Altar Seizure Battle
  3. Burning Cart Line
  4. Twin-Well Core
  5. Red Moon Ritual Site
  6. Yoma Nest Tunnel Mouth

IV. Siege and Strongpoint Types

  1. Mountain Temple Defense
  2. Harbor Warehouse Battle
  3. Fortress Counterattack
  4. Village Square Barrier Battle
  5. Supply Convoy Battle
  6. Underground Graveyard Exploration

V. Spirit Realm and Special Battle Types

  1. Torn Boundary
  2. Raid on Enemy Headquarters
  3. Refuge Evacuation Battle
  4. Yoma Passage Chase
  5. Inside a Giant Yoma
  6. Final Crack Defense

#How to Use

  • Parentheses in a structure diagram mean zone type / applied gimmick.
  • ── means normal adjacent movement, means directly locked Front Zone engagement, means vertical/separate connecting passage, and x means a basically blocked passage.
  • Unless otherwise stated, movement cost, Breakthrough, Core, and Outside rules follow their Canon text as written.
  • A Dedicated Element under Law is a scenario rule added only to this battlefield.

#I. Blockade and Front Zone Types

#01. Bridge Blockade

#Structure Diagram

[allied Rear Zone] ── [on bridge (Front Zone, Narrow Path cap 3)] ── [enemy Rear Zone]

#Scent

One log bridge over the river is the entire battlefield. When one person stands with blade raised, ten people stop; one wrong step sends you drifting downriver. This map gives the most honest picture of the war-tale image of "holding the way."

#Law

  • Zones: 2 Rear, 1 engagement zone. No Flank Zone/Core Zone/Outside.
  • Applied gimmick: Narrow Path.
  • Dedicated Element: if shove or forced movement succeeds on the bridge, you may treat the target as pushed not to the Rear Zone, but to Outside below the river.
  • Dedicated Element: a squad incapacitated on the bridge does not immediately remain as an obstacle blocking the route. If you want a corpse pile, promote it to Barricade starting next range.

#Advice

  • A long-weapon squad + 1 stance-type Lord-grade character works at its strongest here.
  • Instead of Breakthrough, the standard play is to cut down the blocker with ranged checking.
  • Recommended enemies: spear Minions, ko-oni mob, impregnable-type autonomous automaton.

#02. Mountain Path Ambush

#Structure Diagram

       [forest slope (Flank, Forest/Brush)]
          │
[allied Rear Zone] ── [mountain path neck (Front Zone, Narrow Path cap 4)] ⇌ [enemy Front Zone] ── [enemy Rear Zone]
          │
       [cliff road (Flank, Rockfall)]

#Scent

The mountain path looks wide, but in practice only about four people at a time can properly extend their blades. The brush and slope beside the road favor infiltrators, and one runaway horse or rolling rock can collapse the Front Zone.

#Law

  • Zones: 2 Rear, 2 Front Zone, 2 Flank. No Core/Outside.
  • Applied gimmicks: Narrow Path, Forest/Brush, Rockfall.
  • Dedicated Element: keep cliff road as a rockfall trigger point usable only 1 time per range.
  • Dedicated Element: if the enemy Rear Zone is bandit/thief type, you may hide-deploy a squad on forest slope once at combat start.

#Advice

  • The defender uses Narrow Path Blockade + Flank checking; the attacker circles through the forest Flank for a pincer.
  • Shinobi, ronin, and archer squads shine here.
  • Recommended enemies: bandit squads, wolf-type yoma, tengu types that use rockfalls.

#03. Castle Gate Pressure Battle

#Structure Diagram

[outside rally point (allied Rear Zone)] ── [castle gate passage (Front Zone, Narrow Path cap 4, Barricade)] ⇌ [inside gate Front Zone] ── [inner bailey (enemy Rear Zone)]
                       │
                   [on castle wall (Flank, High Ground)]

#Scent

A castle gate is built from the start so people can stand there and block it. Gate doors, palisades, boiling oil, and shooters on the wall stack together until one small zone pulls the weight of the whole battle.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 High Ground. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Narrow Path, Wall/Barricade, High Ground.
  • Dedicated Element: on castle wall is initially occupied only by the defender. The attacker cannot enter without leap or a separate ladder event.
  • Dedicated Element: once the barricade in castle gate passage is destroyed 1 time, it is not restored.

#Advice

  • If the attacker does not clear the wall, castle gate Breakthrough efficiency drops sharply.
  • The defender is strong when placing arquebuses/archers on High Ground and tying the Front Zone down with long-weapon blockade.
  • Recommended enemies: regular army spearmen, arquebus unit, nurikabe-type gatekeeper.

#04. Stair Battle

#Structure Diagram

[below mountain gate (allied Rear Zone)] ── [stone stairs (Front Zone, Narrow Path cap 3)] ── [before mountain gate (enemy Front Zone, Barrier)]
                       │
                    [stone lantern platform (Flank, High Ground)]

#Scent

A narrow, long stone stair is crueler than a bridge. Anyone pushed off tumbles down, while arrows and sorcery pour from above. Stone lanterns and pillars serve as cover, but if you lose the flow once, you get pushed all the way to the foot of the stairs.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 High Ground. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Narrow Path, High Ground, Barrier.
  • Dedicated Element: when a shove/charge fails on stone stairs, the user is pushed back to their own Rear Zone.
  • Dedicated Element: the Barrier at before mountain gate remains until the defender's caster or ritual implement is destroyed.

#Advice

  • The side climbing up is better off preparing leap / short weapons / spell checking rather than long weapons.
  • The defender wants to push enemies down the stairs; the attacker wants to clear the High Ground and create a pincer route.
  • Recommended enemies: mountain temple guardian monks, onryo casters, Barrier-maintaining yoma.

#05. Crossing the Rice-Dike

#Structure Diagram

[dry dike road (allied Rear Zone)] ── [rice-dike (Front Zone, Narrow Path cap 4)] ⇌ [enemy dike road (enemy Front Zone)]
       │                │
   [flooded rice field (Water/Waterside)]      [flooded rice field (Water/Waterside)]

#Scent

A rain-soaked paddy eats your feet before any blade does. The dike road is narrow; one step sideways puts you in mud. Bows and arquebuses are strong on the dike road, while anyone fallen into the paddy has little answer to unarmed combat and grappling.

#Law

  • Zones: 1 Rear, 2 Front Zone, 2 Water. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Narrow Path, Water/Waterside.
  • Dedicated Element: a unit pushed into the rice field takes an additional movement Energy +1 until its next count.
  • Dedicated Element: fire attack remains only on the dike road and disappears the moment it touches the flooded rice field.

#Advice

  • Dike blockade + unarmed tactics that push enemies into the paddy are very strong.
  • Water zones weaken firearms and strengthen unarmed combat at the same time, so build combinations matter greatly.
  • Recommended enemies: militia spear line, dorotabo, marsh-type yoma.

#06. Dockside Jetty

#Structure Diagram

[dock warehouse (allied Rear Zone, Supply Depot)] ── [jetty (Front Zone, Narrow Path cap 3)] ── [moored ship (enemy Front Zone)]
                       │
                     [seawater (Water/Waterside)]

#Scent

The wooden jetty that connects ship and land is slipperier and less stable than a bridge. Dockside crates and ropes, powder barrels on the ship, and the fear that falling into the water is the end make the fight impatient.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 Water. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Narrow Path, Water/Waterside, Supply Depot.
  • Dedicated Element: while the defender occupies dock warehouse, you may treat them as advantaged on upkeep-related checks during lull.
  • Dedicated Element: if fire starts on moored ship, it spreads to jetty at the end of the next range.

#Advice

  • The defender aims for a long battle from the Supply Depot Rear; the attacker aims to break the jetty in a short battle.
  • Techniques that push enemies into water and fire attack are especially threatening.
  • Recommended enemies: pirate squad, gaijin gunners, waterside yoma.

#II. Flank and Ambush Types

#07. Bamboo Grove Bypass

#Structure Diagram

[allied Rear Zone] ── [allied Front Zone] ⇌ [enemy Front Zone] ── [enemy Rear Zone]
   │       │        │       │
[allied Flank (Forest)] ───────────── [enemy Flank (Forest)]

#Scent

The bamboo grove does not block the battlefield; it flows around it. Spears and shields crash in the front, but inside the bamboo grove, soundless ambushes and vanishing shadows make the true flow of battle.

#Law

  • Zones: basic 6 zones. No Core/Outside.
  • Applied gimmick: Forest/Brush.
  • Dedicated Element: treat the Flanks as directly connected to each other. Shinobi and ronin can easily use the Flank route in sequence.
  • Dedicated Element: you may describe squad orders in forest Flanks as one step more troublesome than usual.

#Advice

  • This is the textbook battlefield of holding the front and flanking from the side.
  • If you leave the Flank empty, your Rear Zone is immediately exposed.
  • Recommended enemies: shinobi units, archers, bakeneko/tengu-type ambush yoma.

#08. Night Market Alley

#Structure Diagram

[market entrance (allied Rear Zone)] ── [alley (Front Zone, Tight Interior, Narrow Path cap 3)] ⇌ [backyard (enemy Front Zone)]
       │                          │
   [rooftop route (Flank, High Ground)] ─────────────────────────────── [rooftop route (Flank, High Ground)]

#Scent

Tarps, lanterns, rain-wet stone, and alleys where falling is the end. The market is wide, but the real fight happens at once in narrow passages and on rooftops. Below, blades rule; above, falling and gunfire rule.

#Law

  • Zones: 1 Rear, 2 Front Zone, 2 High Ground. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Tight Interior, Narrow Path, High Ground.
  • Dedicated Element: rooftop routes are directly adjacent to each other, and you may make entry difficult for heavy armor without Lightness Skill.
  • Dedicated Element: if lanterns break, you may describe that zone as darkness for one range.

#Advice

  • The core structure is holding in the alley below while stabbing from the rooftops above.
  • Unarmed combat, daggers, shinobi, and gaijin pistol use are strong.
  • Recommended enemies: thief band, assassin, night-market lurking yoma.

#09. Cemetery Stone Wall

#Structure Diagram

[cemetery entrance (allied Rear Zone)] ── [1st wall (Front Zone, Barricade)] ⇌ [courtyard (enemy Front Zone, Spiritual Taint)]
       │                       │
   [grave-marker forest (Flank, Forest/Brush)] ─────────────── [behind shrine (Flank)]

#Scent

The cemetery is not wide, but sight breaks apart. Stone walls, grave markers, a small shrine, and the hazy presence of spirits stack together until frontal engagement and Flank bypass both matter.

#Law

  • Zones: 1 Rear, 2 Front Zone, 2 Flank. No Core/Outside.
  • Applied gimmicks: Wall/Barricade, Forest/Brush, Spiritual Taint.
  • Dedicated Element: humans who remain in courtyard for a long time should feel strong spiritual pressure.
  • Dedicated Element: the grave-marker forest is good for hidden movement but poor for squad operation.

#Advice

  • Frontal pressure and Flank infiltration both live here. Choosing only one side makes the fight cramped.
  • The richest scenes happen when exorcism types and shinobi types are both present.
  • Recommended enemies: onryo, guardian spirits, militia guarding the cemetery/shrine gatekeeper.

#10. Cliff Ladder

#Structure Diagram

[below cliff (allied Rear Zone)] ── [ladder mouth (Front Zone, Narrow Path cap 2)] ── [cliff edge (enemy Front Zone)]
                       │
                    [cliff top (Flank, High Ground)]

#Scent

The one climbing the ladder has no choice but to look up, while the one standing above only has to strike downward. Because this is both a Narrow Path and High Ground, the attacker and defender experience it in radically different ways.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 High Ground. No Flank Zone/Core Zone/Outside.
  • Applied gimmicks: Narrow Path, High Ground.
  • Dedicated Element: ladder mouth may use cap 2. It feels close to a log bridge.
  • Dedicated Element: if the ladder is destroyed, the attacker loses entry method for one range.

#Advice

  • Without shooting or sorcery support to clear the top, the attacker pays heavily.
  • The defender should use High Ground advantage, but once pushed, the short retreat route can collapse immediately.
  • Recommended enemies: archers, arquebusiers, mountain tengu, fall-inducing yoma.

#11. Riverside Shallows

#Structure Diagram

[gravel bar (allied Rear Zone)] ── [shallows (Front Zone, Water/Waterside)] ⇌ [opposite bank (enemy Front Zone)]
       │                   │
   [reed bed (Flank, Forest/Brush)] ───────────── [reed bed (Flank, Forest/Brush)]

#Scent

The water is not deep, but it catches your feet. The shallows are easy to cross but open to sight, while the reed beds are good for infiltration but disrupt squad operation. The fight turns on who enters the water and who holds the bank.

#Law

  • Zones: 1 Rear, 2 Front Zone, 2 Flank. No Core/Outside.
  • Applied gimmicks: Water/Waterside, Forest/Brush.
  • Dedicated Element: shallows may be described as shallow water, not full underwater terrain.
  • Dedicated Element: the reed bed Flanks favor hidden movement, but if fire attack catches, they immediately become hazardous zones.

#Advice

  • Waterside favors unarmed combat and shoves; reed beds favor ambush and pincer attacks.
  • Pull enemies weak to water down to the bank, or hold the bank and take ranged advantage.
  • Recommended enemies: waterside bandits, snake-type yoma, reed-bed hidden archers.

#12. Abandoned Village Rooftop Route

#Structure Diagram

[empty square (allied Rear Zone)] ── [sake-house street (allied Front Zone)] ⇌ [shrine-front road (enemy Front Zone)] ── [well site (enemy Rear Zone)]
     │             │                 │
  [rooftop route (Flank, High Ground)] ─────────────────────────────── [rooftop route (Flank, High Ground)]

#Scent

The people are gone; only roof tiles and eaves remain. When the rhythm of those running over the roofs and those blocking the alleys below falls out of sync, the battle becomes a chase.

#Law

  • Zones: 2 Rear, 2 Front Zone, 2 High Ground. No Core/Outside.
  • Applied gimmick: High Ground.
  • Dedicated Element: rooftop routes are directly connected, so the Rear can be threatened without crossing the Front Zone.
  • Dedicated Element: you may describe it as hard for large squads to hold on rooftops for long.

#Advice

  • Look only at the front and your Rear Zone gets stabbed; look only at the roofs and your Front Zone gets pushed. You must watch both at once.
  • Shinobi, lightly armed ronin, and shooting gaijin are very strong.
  • Recommended enemies: roof-running cat-type yoma, bandit archers, nimble assassins.

#III. Core-Centered Types

#13. Broken Wall Gap

#Structure Diagram

[allied Rear Zone] ── [allied Front Zone] ⇌ [enemy Front Zone] ── [enemy Rear Zone]
           │       │
           └──── [Core: wall gap (standard melee)] ───┘

#Scent

Where the Front Zones collided, rubble from the wall collapsed and opened a hole. Inside a cramped, dark gap, allies and enemies, humans and yoma, tangle together. This is the standard dense-melee form.

#Law

  • Zones: basic 5 zones.
  • Applied gimmick: Core Type 1: Standard Melee.
  • Dedicated Element: the wall gap is not wide, but not fully blocked either. Inside the Core Zone, long-weapon disadvantage is clear.
  • Dedicated Element: actively describe the risk of Misidentified Fire when shooting from outside the Core Zone into it.

#Advice

  • Core free-entry classes become central.
  • It is important to hold in the Front Zone while controlling the timing of Core commitment.
  • Recommended enemies: ko-oni mob, close-combat berserker, melee-type yoma.

#14. Altar Seizure Battle

#Structure Diagram

[allied Front Zone] ⇌ [before altar (enemy Front Zone, Spiritual Taint)]
   │          │
   └──── [Core: blood altar (Objective Point, Spiritual Vein)] ────┘
              │
           [enemy Rear Zone]

#Scent

The altar that drinks blood is not just terrain; it is the reason for the battle. Whether to take the altar, cut off the ritual, or push someone in before the taint spreads decides every choice.

#Law

  • Zones: 2 Front Zone, 1 Rear, 1 Core Zone.
  • Applied gimmicks: Core Type 2: Objective Point, Spiritual Taint, Spiritual Vein.
  • Dedicated Element: only the side occupying blood altar can attempt ritual interruption or sealing.
  • Dedicated Element: if the altar is ignored, you may push the scene by increasing spiritual pressure at the end of each range.

#Advice

  • Maintaining Core occupation is the key, so the power to endure matters more than single-target firepower.
  • Spiritual-response classes such as esoteric monk, shugenja, and arahitogami are strong.
  • Recommended enemies: ritual-maintaining caster, onryo, altar guardian yoma.

#15. Burning Cart Line

#Structure Diagram

[allied Rear Zone] ── [allied Front Zone] ⇌ [enemy Front Zone] ── [enemy Rear Zone]
           │
        [Core: fire cart (Moving Core, Fire Zone)]

#Scent

The center of the battlefield is not a place, but a moving cart. When the cart is pushed, the Core Zone moves with it; when powder and flame spread, the Core Zone becomes a fire cart outright. The sense of distance between Front Zone and Core keeps shifting.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 Core Zone.
  • Applied gimmicks: Core Type 4: Moving Core, Fire Zone.
  • Dedicated Element: at the end of a range, the cart's nature tilts one step toward the occupying side's Front Zone.
  • Dedicated Element: if the fire cart is destroyed, the Core Zone remains as a normal Fire Zone.

#Advice

  • Squads that can push the cart and short-weapon Lord-grade characters that can endure inside the Core Zone have the advantage.
  • Choices split between breaking the fire cart with shooting and directly mounting the Core Zone.
  • Recommended enemies: escort spearmen, fire-attack yoma, huge destroyer.

#16. Twin-Well Core

#Structure Diagram

[allied Front Zone] ⇌ [courtyard (Front Zone)] ⇌ [enemy Front Zone]
   │       │           │
 [Core A: dry well (Multiple Core A)]     [Core B: blood-water well (Multiple Core B, Spiritual Taint)]

#Scent

Two wells each hold a different disaster. One is a melee with no escape; the other is an altar boiling with blood and curses. Which Core you clear first changes the danger posed by the other.

#Law

  • Zones: 3 Front Zone, 2 Core. No Rear/Flank/Outside.
  • Applied gimmick: Core Type 5: Multiple Cores.
  • Dedicated Element: the two Cores should have different natures. Make one a simple engagement and the other an objective type such as ritual, poison, or taint.
  • Dedicated Element: controlling the courtyard heavily determines access to the Cores.

#Advice

  • This map tests whether the party can split in two.
  • With weak command, handling two Cores at once is hard; with strong command, overwhelming division of labor is possible.
  • Recommended enemies: split yoma guardian teams, dual ritual circles, well spirits.

#17. Red Moon Ritual Site

#Structure Diagram

[allied Front Zone] ⇌ [ritual perimeter (enemy Front Zone, Barrier)]
           │
     [Core: red moon altar (Conditional Core, Spiritual Vein)]
           │
         [Outside: moonshadow corridor (Outside Type 2: Spirit Realm Interface)]

#Scent

The Core is not open from the beginning. The moment the moon is covered, or the altar seal releases, the ground below the Front Zone splits open and the real battlefield appears.

#Law

  • Zones: 2 Front Zone, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Core Type 6: Conditional Core, Barrier, Spiritual Vein.
  • Dedicated Element: before the specific condition is met, the Core Zone is closed.
  • Dedicated Element: Outside moonshadow corridor is a bypass axis accessible only by shinobi, yoma, or a specific ritual.

#Advice

  • The key is when opening the Core Zone helps you.
  • The choice is whether to trigger the condition early and tear open the Core Zone, or seize the Outside bypass first.
  • Recommended enemies: ritual-type Lord-grade, moonshadow yoma, Barrier gatekeeper.

#18. Yoma Nest Tunnel Mouth

#Structure Diagram

[tunnel entrance (allied Front Zone, Tight Interior)] ── [deep tunnel (enemy Front Zone, Spiritual Taint)] ── [Core: nest inner chamber (Boss Lair)]
                            │
                         [Outside: rear tunnel]

#Scent

The tunnel is narrow, deep, and foul. The boundary between Front Zone and Core looks short, but in truth you must fight as if crawling inside; deep in the nest, not one yoma but the nest itself holds like an enemy.

#Law

  • Zones: 2 Front Zone, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Tight Interior, Spiritual Taint, Core Type 3: Boss Lair, Outside Type 5: Yoma Passage.
  • Dedicated Element: rear tunnel is the enemy bypass. Unless fully blocked, enemy reinforcements may appear.
  • Dedicated Element: the boss zone may grant stronger terrain advantage than a normal Core Zone.

#Advice

  • Watch only the front and the rear tunnel opens; watch only the rear tunnel and the inner chamber holds.
  • Inside the tunnel, arquebuses and long weapons feel cramped, while short weapons, unarmed combat, and Exorcism become strong.
  • Recommended enemies: nest-guardian yoma, spider-type/man-eating monsters, 1 boss + many Minions.

#IV. Siege and Strongpoint Types

#19. Mountain Temple Defense

#Structure Diagram

[below temple gate (allied Rear Zone)] ── [approach path (allied Front Zone)] ⇌ [before stone gate (enemy Front Zone)] ── [lecture hall courtyard (enemy Rear Zone)]
    │                           │
 [bell tower (Flank, High Ground)]                    [Core: inside lecture hall (Objective Point, Barrier)]

#Scent

The lecture hall is not just a building, but the final defensive line. The approach path and stone gate create frontal pressure, while the bell tower and inside the lecture hall create different battle axes.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 High Ground, 1 Core Zone.
  • Applied gimmicks: High Ground, Barrier, Core Type 2: Objective Point.
  • Dedicated Element: inside lecture hall works well as an objective Core to protect, not destroy.
  • Dedicated Element: the side occupying the bell tower gains ranged advantage supporting the whole Front Zone.

#Advice

  • The defender must protect two objectives(bell tower, lecture hall) at once, while the attacker must concentrate resources on one.
  • This balanced map lets esoteric monks, archers, and long-weapon samurai all shine.
  • Recommended enemies: temple raiders, fire-attack yoma, vengeful spirits tainting a sanctuary.

#20. Harbor Warehouse Battle

#Structure Diagram

[dock (allied Rear Zone, Supply Depot)] ── [before warehouse (allied Front Zone, Barricade)] ⇌ [pier road (enemy Front Zone)] ── [berth (enemy Rear Zone)]
       │                             │
    [warehouse roof (Flank, High Ground)] ─────────────────────────────── [ship deck (Flank, High Ground)]

#Scent

The warehouse is cover, the dock is supply, and the deck is a moving High Ground. Harbor battles bind land and ship, crates and ropes together, making fire attack and ranged combat especially sharp.

#Law

  • Zones: 2 Rear, 2 Front Zone, 2 High Ground.
  • Applied gimmicks: Supply Depot, Wall/Barricade, High Ground.
  • Dedicated Element: ship deck may be described as swaying High Ground.
  • Dedicated Element: if fire attack catches the warehouse, there is a risk it spreads to before warehouse after one range.

#Advice

  • Whoever takes warehouse roof and ship deck first decides the ranged battle.
  • The fight splits between defending with the Supply Depot and burning away terrain with fire attack.
  • Recommended enemies: pirates, gaijin gunners, puppet soldiers using powder.

#21. Fortress Counterattack

#Structure Diagram

[inner bailey (allied Rear Zone)] ── [under gate tower (allied Front Zone)] ⇌ [castle gate passage (enemy Front Zone, Narrow Path cap 4, Barricade)] ── [outside camp (enemy Rear Zone)]
     │
  [on castle wall (Flank, High Ground)]

#Scent

It is the same castle gate, but this time you must push from inside to outside. Because the map uses the defensive structure in reverse for a counterattack, the choice is whether to break the barricade or press and hold it as-is.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 High Ground.
  • Applied gimmicks: Narrow Path, Barricade, High Ground.
  • Dedicated Element: the inside-castle side has easy High Ground access, while the outside-castle side has a wide reinforcement Rear.
  • Dedicated Element: who breaks the barricade greatly changes later advantage and disadvantage.

#Advice

  • The inside side must trust High Ground support and watch for the moment to open the gate.
  • The outside side should not force itself into a blockade; wearing down with a shooting fight is better.
  • Recommended enemies: siege forces, fire-attack unit, gate-breaking yoma.

#22. Village Square Barrier Battle

#Structure Diagram

[house alley (allied Rear Zone)] ── [square perimeter (allied Front Zone)] ⇌ [opposite square side (enemy Front Zone)] ── [burned house (enemy Rear Zone)]
                │
           [Core: well altar (Objective Point, Barrier, Spiritual Vein)]

#Scent

The village square looks empty, but everyone is watching its center. If a well, altar, or stone monument becomes the reason the square exists, the Front Zones become only the perimeter around the Core Zone.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 Core Zone.
  • Applied gimmicks: Barrier, Spiritual Vein, Core Type 2: Objective Point.
  • Dedicated Element: while the Barrier remains, allow a specific action only inside the Core Zone.
  • Dedicated Element: village houses can be used only as Rear scenery, not full zones.

#Advice

  • When to occupy the Core Zone overturns the flow of the whole square.
  • The defender thinks about perimeter blockade; the attacker thinks about going straight to the Core Zone, not the Flank Zone.
  • Recommended enemies: ritual-maintaining caster, vengeful spirit inhabiting the village, well spirit.

#23. Supply Convoy Battle

#Structure Diagram

[departure point (allied Rear Zone, Supply Depot)] ── [convoy road (allied Front Zone)] ⇌ [ambush point (enemy Front Zone)] ── [blocked road (enemy Rear Zone)]
              │
          [Core: cart line (Moving Core)]

#Scent

The center of the fight is not people, but carts. If the carts stop, the line stops; if the carts burn, the entire supply line breaks. The battle leans away from cutting people down and toward preserving the flow.

#Law

  • Zones: 2 Rear, 2 Front Zone, 1 Core Zone.
  • Applied gimmicks: Supply Depot, Core Type 4: Moving Core.
  • Dedicated Element: cart line may draw closer to one side's Front Zone at the end of a range.
  • Dedicated Element: if the cart becomes incapacitated, it is easy to set immediate defeat or partial defeat conditions.

#Advice

  • The escort side must defend the Core Zone around the carts even by force.
  • The ambush side must choose whether to target only the carts or cut down the escort Lord-grade first.
  • Recommended enemies: bandits, puppet destroyers, fire-attack-specialized yoma.

#24. Underground Graveyard Exploration

#Structure Diagram

[graveyard entrance (allied Rear Zone)] ── [underground passage (Front Zone, Tight Interior, Trap)] ⇌ [tomb chamber (enemy Front Zone, Spiritual Taint)]
                      ↕
                [Core: coffin room (Conditional Core, Spiritual Taint)]
                      ↕
                [Outside: underground waterway (Water/Waterside)]

#Scent

The graveyard does not connect in a straight line. A narrow passage suddenly opens into a wide tomb chamber, and beneath it hides an Outside passage where water, corpses, and curses mix.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Tight Interior, Trap, Spiritual Taint, Core Type 6: Conditional Core, Water/Waterside.
  • Dedicated Element: the Core Zone opens only after a specific coffin is opened or a seal is disabled.
  • Dedicated Element: the underground waterway can be used as a bypass or escape route, but is strongly affected by underwater weaknesses.

#Advice

  • It looks like a single route, but in practice it has upper and lower layers, so choices split.
  • Disable, Exorcism, and water handling all matter, making it suitable for a longer dungeon session.
  • Recommended enemies: onryo, jikininki, graveyard guardian yoma.

#V. Spirit Realm and Special Battle Types

#25. Torn Boundary

#Structure Diagram

[allied Front Zone] ⇌ [crack perimeter (enemy Front Zone, Spiritual Taint)] ── [enemy Rear Zone]
    │
 [Core: crack core (Conditional Core, Spiritual Vein)]
    │
 [Outside: Spirit Realm Interface]

#Scent

Below the Front Zone is reality, and below that is immediately the Spirit Realm. The crack works less like part of the map and more like part of the rules, so mundane combat and Spirit Realm combat overlap moment by moment.

#Law

  • Zones: 2 Front Zone, 1 Rear, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Spiritual Taint, Spiritual Vein, Core Type 6: Conditional Core, Outside Type 2: Spirit Realm Interface.
  • Dedicated Element: before the crack core opens, the Outside interface is unstable.
  • Dedicated Element: enemies emerging from Outside Zone may intervene directly in the crack perimeter or Core instead of the mundane Front Zone.

#Advice

  • Command is hard because you must watch the mundane world and Spirit Realm at the same time, but the scenes become powerful.
  • If the party has spiritual-response classes and Outside-entry classes, map use rises sharply.
  • Recommended enemies: Spirit Realm interface yoma, crack gatekeeper, vengeful spirit gnawing at reality.

#26. Raid on Enemy Headquarters

#Structure Diagram

[allied Flank] ── [enemy Flank] ── [enemy Rear Zone]
          │
        [enemy Front Zone]
          │
       [Outside: enemy headquarters]

#Scent

This is not a frontal fight, but a decapitation strike. The enemy headquarters is separate, but the moment Flank and Rear connect, it becomes the nearest target. Once discovered, there is no way back.

#Law

  • Zones: 2 Flank, 1 Rear, 1 Front Zone, 1 Outside.
  • Applied gimmick: Outside Type 3: Enemy Headquarters.
  • Dedicated Element: headquarters is not a direct engagement zone, but a target zone for infiltration/assassination/document seizure.
  • Dedicated Element: on discovery, you may have the enemy Rear Zone immediately enter alert state.

#Advice

  • The Front Zone is bait; the Flank and Outside are the real board.
  • Shinobi, ronin, gaijin, and mobile squads are strong.
  • Recommended enemies: enemy commander guard team, secret-document guardian, headquarters gatekeeper yoma.

#27. Refuge Evacuation Battle

#Structure Diagram

[village edge (allied Rear Zone)] ── [escape road (allied Front Zone)] ⇌ [pursuit road (enemy Front Zone)]
                  │
              [Outside: refuge]

#Scent

The purpose of this map is not victory, but survival. The refuge is outside the battlefield, but more important than its center; a one-space difference divides survival from sacrifice.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 Outside.
  • Applied gimmick: Outside Type 4: Refuge.
  • Dedicated Element: it works well to run noncombat objectives such as civilians, baggage carts, or wounded people at the same time.
  • Dedicated Element: once an objective enters the refuge, you may treat it as immediately leaving the battlefield.

#Advice

  • Buying time matters more than winning the fight.
  • Wall, Barrier, shove, Blockade, and Retreat rules all come alive.
  • Recommended enemies: pursuers, mobile yoma, fear-inciting onryo.

#28. Yoma Passage Chase

#Structure Diagram

[mundane entrance (allied Front Zone)] ── [split passage (enemy Front Zone, Spiritual Taint)] ── [dead-end cave (enemy Rear Zone)]
                   │
                [Outside: yoma passage]

#Scent

The passage is not a road; it writhes like a living thing. Even when standing in the same place, the twisted route changes, and the chase becomes a game of tag. This map has a blurry boundary between Front Zone and Outside.

#Law

  • Zones: 2 Front Zone, 1 Rear, 1 Outside.
  • Applied gimmicks: Spiritual Taint, Outside Type 5: Yoma Passage.
  • Dedicated Element: when the range changes, you may show parts of the passage connection shifting.
  • Dedicated Element: specific enemies can skip the Rear through Outside and reappear.

#Advice

  • Tracking, blocking, and reading retreat routes matter more than a static Front Zone fight.
  • If you do not understand the terrain, you lose on time rather than Wounds.
  • Recommended enemies: nue-type/snake-type passage yoma, disruption shinobi, chase-specialized monsters.

#29. Inside a Giant Yoma

#Structure Diagram

[entry flesh gate (allied Front Zone, Tight Interior)] ── [esophagus (enemy Front Zone, Spiritual Taint)] ── [stomach sac (enemy Rear Zone, Poison Mist)]
                     │
                 [Core: heart chamber (Boss Lair, Spiritual Vein)]
                     │
                [Outside: body-surface crack / escape hole]

#Scent

This battlefield is not a place, but the inside of the enemy's body. The walls writhe, the floor is slick, and the air is poisonous. The Core is not merely a melee; it is the vital point.

#Law

  • Zones: 2 Front Zone, 1 Rear, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Tight Interior, Spiritual Taint, Poison Mist, Core Type 3: Boss Lair, Outside Type 6: Inside a Giant Yoma.
  • Dedicated Element: you may run it so Core damage connects directly to the main body only when the vital point is exposed.
  • Dedicated Element: if the escape hole is not opened, victory does not immediately let the party get out.

#Advice

  • Players must choose whether to strike the vital point first or break down internal defenses.
  • This is a boss-only map that handles Exorcism and living-body gimmick destruction at once.
  • Recommended enemies: 1 giant yoma, internal guardian bodies, acid-secreting monster.

#30. Final Crack Defense

#Structure Diagram

[village square (allied Rear Zone, Supply Depot)] ── [village edge (allied Front Zone, Barrier)] ⇌ [crack zone (enemy Front Zone, Spiritual Taint, Spiritual Vein)]
                           │
                   [Core: crack core (Conditional Core)]
                           │
                   [Outside: Spirit Realm Interface]

#Scent

The final battle where every front overlaps into one. The square is supply and command; the edge is Barrier maintenance; the crack zone is frontal defense; the Core Zone is sealing; Outside is the invasion route from the Spirit Realm. Drop even one zone and the battlefield collapses.

#Law

  • Zones: 1 Rear, 2 Front Zone, 1 Core Zone, 1 Outside.
  • Applied gimmicks: Supply Depot, Barrier, Spiritual Taint, Spiritual Vein, Core Type 6: Conditional Core, Outside Type 2: Spirit Realm Interface.
  • Dedicated Element: Core sealing works well as a 2~3 range maintain objective.
  • Dedicated Element: if you use a structure where reinforcements keep coming from Outside Zone, tension rises sharply.

#Advice

  • This is a comprehensive tactical exam that watches Rear, Front Zone, Core, and Outside all at once.
  • Party role division and rotation are most important.
  • Recommended enemies: crack-guardian Lord-grade, Spirit Realm reinforcement Minions/Veterans, seal-disrupting yoma.

#Quick Selection Guide

  • Introductory 1-session battlefield: 01, 02, 05, 07, 11
  • Narrow Path / Blockade training: 01, 03, 04, 06, 10
  • Flank / Ambush training: 07, 08, 11, 12, 26
  • Core-focused party test: 13, 14, 15, 16, 18
  • Long-scenario key battlefield: 19, 20, 23, 24, 30
  • Spirit Realm / yoma special battle: 17, 25, 27, 28, 29, 30

A good battlefield is not a complicated map. It is a map where it is clear which choices shine and which choices are blocked.