#Zone Conversion Procedure — Translating Castles into co Zones
Contents
Scene Tool. The spine of this volume — every structure and mode document in 02~07 references these 4 steps as its compliance base. Castles need no new numbers. A castle gate is already a
narrow path, the top of a castle wall is alreadyhigh ground, and the honmaru is already theCore Zone. This document is a dictionary for translating castles into existingcotools, not a new rule set (fc cannot overwritecoCanon).
#Scent — Same Stone, Four Names
One person stands before the same castle gate four times.
To the attacker, that gate is a wall to break. To the defender, it is the last locked line. To the infiltrator, it is a shadow to sidestep, and to the explorer walking through ruins, it is a collapsed tomb.
Same stone, four names. A structure is not a fixed number, but a scene function that turns on by viewing angle — so one castle can be used four times. This document teaches that translation.
#Law 0 — Grand Principle of Conversion
Do not create a separate stat system for castles. All numbers come directly from co canon.
- Fortress Defense =
co-03-10: palisade 12 / stone castle 15 / great castle 18. This value is the Defense of castle gate and wall zones on the battlefield. - Breakthrough and Blockade Target Numbers =
co-05-03: normal Breakthrough 11 (advantage)/13 (complete control), Blockade Breakthrough 15. (2d10 + Courage ≥ Target Number, cost 3 Energy.) - Checks, time, durability =
coconventions as written:2d10 + attribute + skill ≥ Target Number, time = round, durability = Wounds (no HP), ranged shooting = Archery (no separate gun skill).
Do not create new gimmicks, new skills, or new dice. The only judgment the GM makes in this volume is "which co gimmick should I attach?"
#Law 1 — Step 1: Check Scene Function
Ask seven questions in front of the structure. Turn on only 1~2 functions for one structure (no overloading).
- Does it block? (cuts Approach and forces detours)
- Does it hide? (gives sightline concealment and stealth)
- Does it give height? (advantage in shooting and sightline)
- Does it cut sightlines? (melee chaos and Surprise Attack)
- Does it gather troops? (mustering and waiting)
- Does it protect supplies? (water, food, gunpowder)
- Does it connect to the Core Zone? (to the final objective)
The same structure turns on different functions by mode — a castle gate is "does it block?" in siege, and "does it hide?" in Infiltration. The role in today's scene comes before historical accuracy.
#Law 2 — Step 2: Assign Zone Property (Function → co Gimmick Dictionary)
Translate Step 1 functions into gimmicks from the co-05-05 gimmick catalog. Quote the gimmicks as written; do not invent new ones.
| Scene Function | co Zone Property (Quoted As Written) |
|---|---|
| Does it block? | narrow path (Domination cap usually 3~5, the side that reaches it Blockades — opposing side cannot enter) + Blockade Breakthrough (2d10+Courage ≥ 15) |
| Does it block but break? | wall/barricade (movement +2 Energy, durability 3, Defense +1 when taking cover, installation artisan 3 Energy) + co-05-03 Breakthrough 11/13 |
| Does it give height? | high ground (entry +1 Energy, ranged +2 in this zone, enemy melee -1) |
| Does it hide / cut sightlines? | narrow interior (short weapons -1 Energy, Infiltration +2, mounted entry impossible) or forest/thicket |
| Does it protect supplies? | supply depot (reload all teppo during lull + replenish consumables, destroyed by 2 enemy attacks) — wells and storehouses are objective zones |
| Does it connect to the Core Zone? | Core Zone type — honmaru = "boss residence (type 3)", well/altar = "objective point (type 2, maintain Domination for 3 rounds)" |
| Does it gather troops? | Domination modifier (co-05-02 — militia squad +2, trained squad +3, commander +4, etc.) + Rear Zone/waiting zone |
| Shrine/Barrier | Barrier (2 Wounds or Wisdom ≥ 11 when yoma enters, upkeep 1 Energy/lull) · spirit-vein · Spiritual Taint |
The main gimmicks for human siege are narrow path + wall + high ground + fire. Barrier and Spiritual Taint are turned on for castles involving yoma (Infiltration and ruin modes).
#Law 3 — Step 3: Assign Scene Pressure (Mode Switch)
Layer scene pressure onto the same zone. Pressure is not a new number, but repackaging of existing rules — and which pressure turns on is what determines the mode.
| Pressure | co Basis (Repackaged) |
|---|---|
| time | holdout clock (04-02) · counting rounds until relief force arrival |
| supply | [supply depot] destruction / well contamination / storehouse fire attack — lull supply nullified |
| morale and Popular Support | co-03-10: Popular Support ≥7 militia squad +1, ≤2 allied squad Cohesion -1 |
| yoma and Spirit Realm | [Barrier] upkeep (1 Energy/lull) · yoma entry (Wisdom ≥ 11) / [Spiritual Taint] Mental Save (Courage ≥ 11) |
| collusion | finding collaborators (Infiltration/defense) — Blockader replacement and gate-opening hook |
The pressure bundle determines the mode:
| Mode | Pressures Turned On |
|---|---|
| siege | time + morale (+ supply: attacker supply) |
| defense/holdout | supply + Popular Support + time + collusion |
| Infiltration | collusion + yoma/Spirit Realm (time is guard shift) |
| ruin exploration | yoma/Spirit Realm (+ time: collapsing structure) |
#Law 4 — Step 4: Compress into a Battlemap
Do not draw one castle as one map. Keep only the 3~7 zones important to today's scene, and mix structures with different purposes (castle gate, watchtower, inner yard, well, storehouse, secret passage), preserving the co-05-01 identity of "3~7 zones for one combat."
Do not draw new example maps; quote co-05-06 30 battlemaps as written:
- siege pressure battle → 03 castle gate pressure battle ([castle gate passage (Front Zone, narrow path cap 4, barricade)])
- defense counterattack → 21 fortress counterattack (inside-castle side has high-ground advantage, outside-castle side has reinforcement Rear Zone)
- collapsed wall → 13 gap in the collapsed wall ([Core Zone: wall gap, standard melee chaos])
- mountain temple/Barrier defense → 19 mountain temple defense ([Core Zone: inside the dharma hall (objective point, Barrier)], bell tower (high ground))
The "fortress assault recipe" in [
co-05-05] ([outside castle]──[castle gate (narrow path, cap 3)]⇌[inner yard (barricade)]↕[wall top (high ground)]↕[main castle (Core Zone: lord-tier residence)]) is the complete form of the conversion. No wargamification — keep small zone combat.
#Format — Structure Conversion Card (5 Fields)
Every card in structures fills these 5 fields. Here, only the blank format and standard are given — actual data (otemon, moat, watchtower...) is filled by 02-02.
Structure Name (Kanji)
├ Scene Function : (1~2 of the 7 questions in Law 1)
├ Zone Property : (co gimmick from the Law 2 dictionary — link)
├ Scene Pressure : (the mode-specific items turned on among the 6 pressures in Law 3)
└ GM Hook : siege / defense / Infiltration / ruins — one line each
The GM Hook 4-mode slot guarantees this volume's reuse economy at card level — one structure has a different line in each of four modes.
#Operation Dial — 5-Minute Session Prep
- Set the stage. Which kuruwa, gate, or watchtower is today's place?
- Pick 3~7 zones. Mix structures with different purposes (Law 4).
- Attach gimmicks. Give each zone 1~2 co gimmicks from the Law 2 dictionary.
- Turn on pressure. Call mode-appropriate pressure (Law 3) as clock, Popular Support, or Barrier.
- Open an example. Vary the nearest map among the [
co-05-06] 30 examples.
Lookup tables (which structure maps to which gimmick) are in the
quick reference. This document only gives the procedure flow.
#Scent — One Sentence
"A castle does not ask for new rules — it only asks from which angle to read the rules already present."