English edition v1.3.3

#Maneuver Card System (技法札, Maneuver Cards)

Contents

A physical aid that reduces choice paralysis. Hold cards in your hand, and play each breath by asking, "Which card do I play?"

No PDF template is provided. Users make their own — buy colored paper, color the edges with colored pencils, or add label stickers. Any format works as long as the 6 elements and 6 colors are consistent.


#Card Standard — 6 Elements + 6 Colors

#Standardizing the 6 Elements

Every maneuver card uses the following 6 elements in a consistent format.

ElementMeaning
① NameThe Korean/kanji name of the maneuver
② FormManeuver type ([technique]/[Kata]/[stance]/[aptitude]/[upkeep]/[tactic]) + sub-information (Attack A/Attack B/License, etc.)
③ SourceSource notation such as weapon/skill/trait/school/Renown Title
④ EnergyCost (separate reservation/improvised use, state limits)
⑤ Performance (Rule)Check formula + effect + limits
⑥ Description (Flavor)1~2 lines of atmospheric description

#6 Color Categories

Use card-edge color to identify categories quickly. Apply both 6 elements + 6 colors (colors are visual identification; elements are the content standard).

  • 🔴 Red = attack techniques (Attack A, Attack B, License, masterwork)
  • 🔵 Blue = defense/reservation techniques
  • 🟢 Green = stance (only 1 at a time)
  • 🟡 Yellow = Kata (active trait)
  • White = aptitude (always on — lay it out on the table)
  • 🟤 Brown = squad tactic (for commanders)

#Standard Card Format

┌────────────────────────────────────┐
│ ① Name: Horizontal Cut (橫斬り)    │ colored edge
│ ② Form: [technique] Attack A    │ (ex: red)
│ ③ Source: uchigatana        │
│ ─────────────────────────────────── │
│ ④ Energy: 2             │
│ ⑤ Performance (Rule):        │
│  2d10 + Courage + Swordsmanship >= Defense │
│  Hit: 1 Wound           │
│  Limit: —             │
│ ─────────────────────────────────── │
│ ⑥ Description (Flavor):       │
│  "A standard sideways cut.     │
│  Fast and precise."        │
└────────────────────────────────────┘

#How To Use

#1. Prepare Cards

From the character's list of owned maneuvers, make 1 card for each maneuver. Follow the standard format above.

#2. Breath Play

When your count arrives:

  1. Combine and play cards from your hand up to 5 Energy.
  2. At the end, you may place a 🔵 defense card in the "reservation zone."
  3. During an enemy breath, trigger the reserved card for 0 Energy.

The physical handling makes Energy calculation intuitive.

#3. Squad Cards

Squad tactics are also made as cards. They are 🟤 brown cards.

  • Play squad order (2 Energy/1 Energy) + tactic card together.
  • "I order this squad to do this during this breath" becomes visually clear.

#Card Printing Guide

#Basic Card Set (1st-Dan Samurai)

#Card NameColorEnergy
1Horizontal Cut (Attack A)🔴2
2Thrust (Attack B)🔴2
3Parry (Defense)🔵reserve 1/improvise 2
4Immovable Formation (stance)🟢2
5Tough (aptitude)
6Walk (move)2
7Sprint (move)3
8Breakthrough (move)3+check
9Squad Order (command)🟤2(1)

#Breath Combination Examples (Cards)

First breath (5 Energy):
 [🔴 Horizontal Cut, 2] + [🔴 Horizontal Cut, 2] + [🔵 Parry reservation, 1] = 5

Second breath (4 Energy):
 [🟤 Squad: Advance, 2] + [🔴 Horizontal Cut, 2] = 4

#Count Tracker For GMs

Count: 13 12 11 10 9 8 7 6 5 4 3 2 1 0
    ↓                      ↓
   [PC Name]                 [Lull]

Place PC/NPC name tokens on the count tracker. After an action, move the token downward.


When you hold the cards, you can see the battle. The cards in your hand are your options.