Sangokushi Taisen
       --English Translation/Guide
               --Version 3.0


-------------------------------FOREWORD----------------------------------------

Sangokushi Taisen is a recently released arcade game available only in Japan.
In fact, the opening screens of the game strictly prohibit it being operated
outside of Japan.  That being said, this game is quite the revolution in the
direction that I hope many arcade games are headed in.  You can tell the
quality of work that went into this game moments after you have started playing
and then you will see it once again when you more fully understand how to play.

Needless to say, I have been spending a horrid amount of time playing this game
whenever I can spare it.  Not only to improve my record and ability, but also
as to figure things out and so make it easier for others to learn the game.

Sangokushi Taisen is set in 2nd Century China.  For those that have played any
of the several extensive Koei games such as Dynasty Warriors, Kessen, Romance
of the Three Kingdoms, etc... will recognize some of the artwork that resembles
key figures during this era that has been established by Koei game artists.
This game in particular will seem like playing Kessen to some extent with the
added bonus of having a major CCG card collecting aspect, therefore allowing
you to customize your deck to fell your enemies.

The artwork on nearly all the cards is exquisite.  In short, I have never been
so impressed by any game such as this one.  So let's begin...

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                               HISTORY
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v 1.0 - initial translation of official japanese manual.
v 1.5 - sufficient gameplay testing and experience added.
v 2.0 - first FAQ added to GAMEFAQs, primarily just a translation of the
       japanese instruction book, with added advice and some finer game
       mechanics explained.
v 2.1 - card list added, all but about 15 cards accounted for, rarities
       included.  clarified the ambush trait.  minor grammar/spelling fixes.
       more better advice.
v 2.2 - included rough effect of patch 1.003 effects.
v 2.4 - almost all cards accounted for except two of them.  Tactics list added.
       Tactics list is near complete as far as who has what.
v 2.5 - card list complete.  Tactic list near complete, alphabetized as well.
       tactic's explanations are being researched for addition to tactic list.
v 2.9 - events added, all rules and non-listings finalized.  only a few tactics
       missing from listing.  Added the strategies I have, explained the ones
       I know off-hand.  Tournament summary for August 28th.
v 3.0 - VERSION 1.100 announced.  Many miscellaneous info added.

in the near future:

       any information about the special offers from SEGA (always)

       I'm leaving Japan this month forever... or a very very long time, so
       this will not be updated after this month for anything that is new
       starting in october.

       I will do my best to update what info i can, but it will be very
       limited after i leave here.  i will have no experience with the new
       cards, so it will all be just speculation on my part.

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                               TABLE OF CONTENTS
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I.      Getting Started
II.     The Tutorial
III.    Card Breakdown
IV.     Gameplay
V.      Traits
VI.     Strategies
VII.    Tactics
VIII.   Card List
IX.     Advice
X.      Miscellaneous
XI.     Legal

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I.                              GETTING STARTED
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When you enter an arcade that has this game, you will notice four stations,
where the game is actually played, a big screen or two perhaps that will show
recent replays, and a stand-up nearby that you will have to purchase some
things out of in order to play.

In order to acquire what you need to play this game, you MUST AT LEAST purchase
an IC Card (middle option) from the stand-up for 300 yen.  Push the button,
then put the money in, and get the card out of the little box it comes in.
NOTE that if you need cards, i.e. your friend or someone else didn't hand you
anything to get started with, then DO NOT buy the IC Card... INSTEAD buy the
Starter Pack (leftmost option) for 500 yen.  The Starter Pack will contain an
IC Card as well as 4 fixed cards and 4 card sleeves.  The rightmost option for
200 yen is a pack of sleeves, if memory serves I think there are 30 in it.

****THERE IS NO WAY TO BUY PACKS OF RANDOM CARDS****

There are 3 different fixed Starter Packs, it's random which one you will get.
From here on out, the only way to get cards other than by trade with other
players, is for you to play the game.  www.sangokushi-taisen.com does have a
collectors set that has binders and such and comes with ONE uncommon card that
can only be had from this offer.  This set costs 7000 yen (slightly less than
$70 US).

Now you have what you need to actually play, so get some 100 yen pieces and
find a station that is open.  Here comes the part where you NEED that IC Card.
If you put your money in the machine it will slide right through and come back
out.  You MUST insert your IC Card FIRST before it will accept your money.

This being done, you will be asked to input a name.  Using the trackball on the
left (which is used to move the camera during gameplay) you may move the cursor
and input your desired name.  The big green "A" will change it to the english
alphabet.  The other symbol there is for... symbols... actually.  The three
options on screen under the alphabet are [random kanji], [finished], and
[backspace/cancel].

From here on out, the big red button is the [yes/accept] button and the big
blue one is the [no/cancel] button.  At this point the game will ask you if you
would like to go through the tutorial.  If you say yes, proceed to the TUTORIAL
section.  If not, you may skip or just skim through that part.

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II.                             TUTORIAL
-------------------------------------------------------------------------------

The tutorial is very simple.  Assuming that you can't understand any japanese,
which could be why you are reading this, just hit the [accept] button a lot,
and watch what happens on screen (as you may understand what it's SHOWING you
rather than what it's trying to TELL you).

At some point you will be able to set up your army and a battle will happen.
Your enemy will be the CPU and they will be extremely underpowered.  All you
have to do to win is move your cards into his and kill them, and then go for
his wall (much like an endzone in football).  Eventually the tutorial will end
and you will be rewarded with some experience points and a new random card.

Now, the next time you play, it will go through tutorial part 2.  This is more
of the same, but it deals with the more advanced features of the game.  Do as
you did in the 1st tutorial and skip through talk and fight the fights.  What
you should learn from this is that the [red] button activates a power from your
card, depending on the card selected, and the [blue] button activates your
player strategy, which can only be used once per game.  For more on these
aspects of the game skip down to GAMEPLAY.

Again, when part 2 is finished you are rewarded with points and a card.  After
that, the tutorial is completely over, and you may select from the normal game
options.

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III.                            CARD BREAKDOWN
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Now, it wouldn't do much good to explain how the game works unless you know
what is on the cards.  So pay attention...

All the cards in this game represent warlords from 2nd Century China.  By
placing the card on the tabletop in the playfield, the game will read it and
put it on the screen.  Your cards will look just as the card face does, while
enemy cards will appear as a gray card on the minimap.  In the main area of the
screen the units are represented by a block of soldiers and a leader on a steed
with a flagbearer.  The game is aware of unit facing, as such the top of the
card is facing forward.

Starting from the top left corner we will explain everything on the card.

a) the little red stamped kanji in the topleft corner shows the name of the
faction they belong to.  There are four factions.  Wei, Wu, Shu, and Other.

b) under that is gonna be three black dots.  The COST of the card is equal to
how many of those black dots are filled in with gold.  Every card costs at
least ONE point.  Three is the max cost of one card.  When you field your army
it cannot exceed EIGHT points.  So at most you can field 8 one point cards.
The game will notify you if you are over this limit while selecting your army.

c) the kanji following this is the name of the card or warlord on the card.  On
the back of the card there is hiragana next to them.  This may help you
pronounce the kanji in japanese, as it will be pronounced differently than what
you are used to seeing.  Knowing how to say the name in japanese will make it
easier to trade with the japanese who play the game, because they won't know
the english names we are used to.  The chinese also would pronounce them
differently, but I don't know anything about that.

d) in the bottom left corner now, there is one of five different symbols.  this
is the unit type.  sword=swordsmen, horse head=cavalry, bow and arrow=archers,
house lookin' thing=siege, spear=spearmen.  These are explained in GAMEPLAY.

e) the number to the immediate right of the unit type is the physical STRENGTH
of the card.  This number is the prime factor for nearly all combat in the
game.  The current strength of a card is shown on the screen in the corner of
the unit.  There is also a green life bar on your cards, while the whole of the
enemy gray card's on the minimap is just one big life bar.

f) the next number to the right from that one is the card's INTELLIGENCE.  This
is the key factor used to determine damage dealt or received when either using
or being hit by any tactic that has a damage effect.  Both strength and
intelligence are on a printed scale of 1-10.  In game effects can lower these
to ZERO or raise it much higher than 10.  I imagine 99 is the max, but there is
no way to reach that high.  34 is the highest I have seen.

g) the jumble of kanji to the right of that is the card's tactic and the little
red number next to it is how many [orbs] it will cost to use it.  The cheapest
tactic has a 2 cost, while the most expensive has a 12 cost.  Your current and
maximum orbs will be shown at the bottom of the screen.

h) the small box following that will have a black dot (representing this card)
and a black "T" crossing through it which is all over a green background.  Now,
the ORANGE area in that box shows you the area of effect of that card's tactic.
This area will also show on the minimap.  If that area on the minimap is green
then the tactic targets enemies, as will be indicated by the little tick mark
that will appear above any card that will be affected.  If the area is blue
then it targets friendly units in the same manner.

i) the obvious very large picture drawn by an artist whose name is on the
bottom of the backside of the card.

**NOTE**  There is no information on the back of the card that isn't on the
front THAT IS GOING TO HELP YOU.  If you understand japanese then you get some
fun facts and what not, and a better description of the card's tactic.

******RARITY******

There are FOUR rarities.

COMMON     = the background around the picture will be WHITE
UNCOMMON   = the background around the picture will be BLACK
RARE       = there will be a SILVER strip running down the left side of the
            face of the card.  These cards are also shiny with foil flecks.
SUPER RARE = there will be a GOLD strip running down the left side of the face
            of the card.  These cards are also shiny with foil flecks.

I believe the odds, assuming you stay on one station the whole time, per about
every 20 cards, is going to be 1 super rare, 2 rares, 6 uncommons, and the rest
common.  I have noticed that there seems to always be a RARE about 3 or 4 cards
in front of a super rare.  UNLESS the staff shuffle the cards before placing
them in the machine.  Which most DO NOT, but they may drop some now and then.
SEGA may have changed their distribution, or the staff may be shuffling the
packs up, but since the patch the 20 card rule of thumb is not working for me.
it seems to be more like 1 super rare per 30 cards these days, but that may
just be my imagination or unluck.

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IV.                             GAMEPLAY
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******STARTING A GAME******

Tutorial being either skipped or finished, when you hit the start button (which
blinks after putting in the required amount of money) you are faced with THREE
options.  The lowest option is to fight up to 2 games against the CPU.  Whether
you win or lose your points won't change much.  I recommend this option for if
you wish to test the abilities of certain cards or want to familiarize yourself
a little before playing people, or better yet you just want to test a game
plan.

The middle option is to also play against a player who is in the same place as
you.  You and a friend will play each other just as if you were playing online.
Just make sure that both of you choose the second option.  Then the game will
find your friend for you.

The top-most option is to play online.  Slightly unfortunately you will not get
a choice of who you play against.  The game automatically pairs you against
someone who is close to your rank.  The cool thing is that you can play ANYBODY
in Japan.  Your rank is updated all the time, after every game BUT it will not
show until the server updates after a day or two.

You SHOULD be playing against players ALL the time.  Round 1 will cost 300 yen,
if you win then round 2 will cost 200 yen, and winning that the final round is
100 yen.  Each time will be a different opponent, and if the game finds no-one
for you to play against, then you fight the CPU.  Playing the second round will
net you an extra card, and playing round 3 will net yet another card for a
maximum of 3 cards.  Winning the last round will get you a large point bonus to
your chosen strategy.  My suggestion is to always play all the rounds if
possible and always play against people unless you want to test something by
playing the CPU first.  Whether you win or lose round 1, you will get one card.
The additional cards are based on PAYING to play that round, whether you end
up winning it or not doesn't matter as far as getting that extra card is
concerned.

*NOTE* playing against the computer is much different than people.  The AI is
fairly intelligent as far as killing your units, using card tactics at good
times, putting priority on staying alive and killing you.  But there are two
things the AI is not capable of, the first is that from the game start they
will just charge at you, you can use this knowledge to your advantage as you
like.  The other thing is the computer will not have a once per game strategy.
So you don't have to worry about any of those usual things that may save a human
player's ass.

******STRATEGY*******

After you have selected your chosen army, you will be faced with a list of
strategies to choose from.  Each strategy has a shown level ranging from 1-9
and then MASTER.  Strategies can only be used ONCE per game.  Strategies gain
ranks based on how well you played your games for that sitting.  This is based
on TIME and 2 other things which I presume to be how many enemies you killed
and possibly how much wall damage you dealt.  Also the number of games played
(through continuous winning) is factored into it as well.  At the start you
will have only one strategy to use and its effect is that it will recover all
your defeated units currently inside your wall (easily seen as they will have
a timer on them) to a small amount of health.  When strategies reach certain
levels you will acquire new ones.  Those levels seem to be 4 and 6 as far as
I can tell.  Other kinds include strength bonuses, enemy slow down, health
restore on field, etc...  There are tons more.

******SET UP*******

After choosing a strategy you will be shown your cards on the left and your
enemy's cards on the right.  Take a good look at them and analyze their weak
point and start thinking what you need to do to win.

You will then be shown the field and have a set amount of time to set your army
up on YOUR side of the field.  You MAY place them in your wall (which I don't
recommend).  If your unit is over the centerline, a big red "X" will be shown
over their name.  If you do not correct this unit before time runs out, then it
will start inside your wall by default.  Some units are capable of starting
with a fence in front of them.  While fielding this unit, a fence will be shown.
However if the unit is placed in such a way that the fence cannot be fielded,
i.e. the fence is over the line, the fence would be partially off the field, or
the fence will be oriented more vertically than horizontal, then the fence will
not appear and a little message will appear over that unit.  A card will also
be marked if it is an ambush unit that is placed inside your wall.

You may hit the [red] button if you are ready ahead of time.

******UNIT TYPES******

As noted before, there are 5 types of units.  This is immensely important to
the game.  You will quickly find that most people play with 5 cards in their
decks.  So it can be a key element to be using unit types that counter their
unit types.

SPEARMEN ------ Strong vs. Cavalry, Weak vs. Archers
               If a spearmen unit is not in combat for a few moments, a large
               array of red spears will protrude from the front of the unit.
               any enemy hit by this will take a greater amount of damage.
               If a Cavalry unit "Rushes" against this "Phalanx" then its
               damage will be countered.  This is successful if you see the
               COUNTER message appear immediately after the RUSH message
               appears.  The "Spearwall" is only effective from the front side
               of the spearmen unit.  Slowest moving unit next to siege units.
               Average wall damage.

CAVALRY ------- Strong vs. Archers, Weak vs. Spearmen
               If a cavalry unit is not in combat, and has a little bit of
               running space to build up speed, a blue wave will appear in
               front of them.  Any unit that is then rammed into by this unit
               will receive a large amount of damage immediately, before
               normal combat would ensue.  This is very powerful if you can
               handle your cavalry well, and the stronger the unit the more
               damage that will be dealt.  It is possible to defeat units in
               this way before they can even fight back.  Cavalry are also the
               fastest moving unit type.  Small wall damage.

ARCHERS ------- Strong vs. Spearmen, Weak vs. Cavalry
               Archers are the only unit type capable of damaging an enemy at
               range.  Archers will automatically begin shooting at any enemy
               in range.  The priority of who they target goes like this: If
               they are idle and shooting nobody, and any number of units
               then they will begin shooting the FIRST unit that came into
               range.  If they are surrounded by targets then they will target
               a unit in their forward arc EVEN if there is a closer target to
               their rear or side.  Average move speed.  Average wall damage.

SWORDSMEN ----- No bonuses or penalties vs. any unit type.
               Swordsmen have no distinguishing traits or abilities.  They are
               neutral to all unit types.  They have a decent movement speed
               however.  Average move speed.  Average wall damage.

SIEGE --------- No bonuses or penalties vs. any unit type.
               Siege units are Battering Rams.  They move extremely slow and
               often will be destroyed before reaching the enemy wall.
               HOWEVER, if they do manage to reach the wall, they will deal
               CATASTROPHIC DAMAGE to it.

******FIGHTING******

To move your unit, just move his card.  The unit will continue in a straight
line regardless of everything in the way until it reaches that point or dies
trying.

When dealing damage between units who are in contact with each other, STRENGTH
and unit type are the only factors.

If being hit by a tactic that deals damage, then INTELLIGENCE is compared and
unit type is irrelevant.

You CANNOT damage your own units.

Units will automatically attack enemies they come into contact with, but they
will still progress to their destination while doing so.

When your unit is destroyed, the "EVACUATION" message appears.  When it is your
enemy's unit that is destroyed, the "SMASH" message appears.  When the enemy
is "SMASHED" you will no longer be able to see it on the screen or minimap.
When it is your unit, he will be removed from the screen and appear as a grayed
out card with a skull on it in the minimap.  You should IMMEDIATELY move that
unit into your wall area.  Once he is in the wall, a timer will appear on him.
When that timer runs out, then he will be restored to a small amount of health,
and from then is deployable once more.

At any time, you may move a unit into your wall, once they arrive in it, their
health will slowly recover.  It is much much better to do this than to let the
unit die in vain and wait for the timer.

If a unit is in front of the enemy wall, they will attack the wall.  If that
unit is then attacked in hand-to-hand combat by an enemy unit, it will cease
attacking the wall until freed from combat.  If your wall smashing unit is
instead shot at by an archer unit, that will only SLOW him down.  A gauge will
appear above your unit with crossed swords next to it.  When the gauge fills
up is when he will strike the wall.  You can see for yourself if strength or
unit type has any effect on the speed of this happening.  If you are attacking
the weak point of the wall (the center gate part) you will deal double damage.

******DUELING******

Dueling is a near entirely random event that MAY occur very often or not at all.
Dueling will only occur from units in melee combat.  That being said, you have
no control over whether it will happen or not.  The ONLY thing that I am sure
that influences whether a duel will occur or not is if both you and your enemy
are playing with the SAME card and they run into each other on the field.  This
IMMENSELY increases the chances of a duel, and nearly guarantees it.  The unit
that has a higher STRENGTH will have the advantage in a duel.  Higher STRENGTH
seems to make your hit boxes larger; the difference in STRENGTH between you
and your opponent would seem to make whoever has the lesser STRENGTH have
smaller hit boxes.

Dueling is a little mini-game.  You have a line on the left side, and 5 hit
boxes are gonna come sliding from right to left through that line.  You want to
hit the [red] button when the line is in that box.  If you miss you will get a
dull blue kanji.  A near miss will be a glowing blue kanji, and a glancing hit
will be dull yellow kanji.  While a solid hit will be glowing yellow kanji.
In that hit box if the end of it is glowing yellow, then hitting
on that line will give the red kanji for a big hit.  If your character has the
"YUU" trait discussed later in the Trait section, then not only will his hit
boxes be larger, there will also be one or more of them that are all yellow and
on fire.  Hitting anywhere in that box will produce a red kanji.

At the end, your 5 hits will be compared to their 5 hits respectively.  If they
beat you in a bout then an "X" will be shown, if you beat them then a "O" will
be shown, and if it that bout was a draw then a "triangle" will be shown.
O = 1 point; X = 1 point for them; triangle = zero points for either player.
Whoever has the most points wins, and the loser is immediately destroyed.  If
the duel is a draw, then both cards will live.

******TERRAIN / OBSTACLES******

Randomly generated terrain is thrown on the map most of the time.  There are
only rocks and trees.  Both slow down unit movement.  Cavalry and Siege are
greatly affected by this.  Cavalry cannot maintain a rush into difficult
terrain.

Obstacles would include fences and watchtowers.  These serve to block your
path.  Running into them several times will destroy them.  Their appearance
will change to look more damaged the closer they are to being destroyed.  This
is also shown on the minimap by their full health white color gradually becoming
red and then gone when destroyed.

******PLAYER RANK******

The more you win the higher this goes.  It serves to match you against equally
skilled players.  You can earn new troop colors and models, like female troops
for one, or yellow turbans even.

RANKING is something different.  RANKING is probably that over 40,000 number
that you see from time to time.  The better you do the lower that number gets.
This number shows you how you rate compared to ALL the other players in Japan.
There were about 40,000 ranked players when I started; certainly more now.
The replay monitor will show the TOP 100 from time to time.  It also shows the
percentage of which factions are being played most, and even which single card
is being played most.

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V.                              TRAITS
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There are 5 traits total, no card will have more than 3 traits.  Traits are
shown on the card to the immediate right of the unit type as little gold boxes
with black kanji in them.

"YUU"   YUUMOU meaning VALOR; this kanji appears to be a big box with two
       little legs.  This trait gives the card a great advantage in duels.
       **see the DUELING part of the GAMEPLAY section for more details**

"FUKU"  FUKUHEI meaning AMBUSH; this kanji appears to be the simplest of all
       5 traits. It looks something like an umbrella with a line through it.
       This trait has the effect of starting that card in an ambush state.
       An ambushing unit will begin the battle "underground" and will look
       like a mass of black spots.  An ambush unit moves EXTREMELY SLOWLY.
       Even slower than siege units.  If and when this unit makes contact with
       an enemy unit, it will suddenly appear and a big "AMBUSH" message will
       appear on the screen.  The unit that is 'ambushed' will take a great
       deal of damage which is based on the difference of their INTELLIGENCE
       scores.  It is for this reason that many ambush capable units have high
       INTELLIGENCE scores.  It is possible that two ambush units ambush each
       other and in this case they will both take damage.

"KATSU" FUKATSU meaning RESURRECTION; this kanji appears to be a flower in a
       pot with three tick marks to the left of it.  This trait is powerful
       indeed.  Whenever this unit is destroyed, and you move it into your
       wall area, this unit's timer will be shorter than normal.  Normal timer
       is about 36 seconds, with this you will recover in about 24 seconds.

"SAKU"  BOSAKU meaning FENCE; this kanji appears to be a tree to the left of
       a fence. This unit will start with a wooden fence in front of it.
       **See SET UP in the GAMEPLAY section for more details**

"MI"    MIRYOKU meaning CHARM; this kanji doesn't look like the others
       described.  The effects of this kanji are hard to track, but from what
       I gather it to be is an orb bonus of some kind.  I believe that you get
       more initial orb power when the battle starts.  If you have 8 units
       with this trait, you will have about 3 orbs to start the battle with.

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VI.                             STRATEGIES
-------------------------------------------------------------------------------

There is no way to write the english for these and have that be helpful to you.
So i have wrote the romaji here, and you can read that on screen, if you don't
know hiragana, you're gonna have to learn or use trial and error method.

The better you do in your battles, and the more battles you fight, the faster
these will level up.  If it is one that restores health or revives something,
then higher levels will increase the amount of health restored.  If it lasts
for a short amount of time, then increasing the level will make it last longer.

1.  tazei no daikousei = +3 STR for a short time to all your units
2.  saiken no hou = revives and repairs damage to your fences
3.  saiki no hou = revives your dead units to life with some health in your wall
4.  zouen no hou = restores some health to your units on the field
5.  gogun no daikousei = all your spear units STR
6.  shokugun no taikousei = all your horse units STR up
7.  tooyumi no daikousei = all your archer units STR up
8.  sharin no daikousei =
9.  shinsoku no daikousei =
10. shougun no hou =
11. seihei no hou =
12. sokugun no hou = increases the speed of your units
13. renkan no hou = decreases the speed of all the enemy units
14. ?
15. *version 1.100 will add this*
16. *version 1.100 will add this*

-------------------------------------------------------------------------------
VII.                            TACTICS
-------------------------------------------------------------------------------

There is a HUGE amount of Tactics in this game.  Some are common and shared by
several cards, others will be unique to only one card.  For the most part, you
are going to have to have to use them and see what they do.

At the bottom of the screen there is 12 Orbs with a bar under them.  As the
battle progresses the bar will slowly fill up.  Every time that bar reaches the
next increment, the Orb above it will fill up to be red and fiery colored.
Using a Tactic requires that you have sufficient Orbs to do so.  Provided you
have enough Orbs, select the Tactic you wish to use by having the card it
belongs to highlighted in the minimap.  Once you have that accomplished (which
is very easy) all you have to do is hit the [red] button.  The power will then
activate with a big message on the screen.  Time stops while any animation cut-
scene type effect is happening.  Any of your cards who currently have enough
power to use their tactic will show a little red fireball on their icon in the
minimap.

If you DON'T have enough Orbs to use the tactic, then the required amount of
Orbs will show a little red dot in the Orb.

Now let's say that you have a unit selected with a Tactic that costs 6 Orbs.
At this time you have 10 Orbs filled.  The last two will be black since they
are empty.  The first 6 Orbs will be animated fireballs, and the 4 after that
will still be filled but they won't be animated.  This is showing you how many
Orbs you will have left after using this tactic.  Of course, simple math can
tell us this too.

Lastly, if your deck consists of all one color of faction, then your Orb max
will be 12 (all of them).  If you are using two different colors then your max
will be 9, and if you are using three or four different colors your max is
6 Orbs.

The following Tactic list will name the Tactic as it is read, there will be
no kanji listed as it would not be visible.  You may identify the kanji by
matching the number(s) after the "--" to the apprpriate cards from the card
list.  Therefore the numbers listed represent the cards that have the tactic.

Tactics a set time duration that is one of three kinds...

#1. Instant--these are one-time effects that run their course and are done.
For example any instant damage effect like flood, or a revive effect, simply
does what it does, and has no lasting effect.

#2. Timed--these are those that have a lasting effect for no seemingly set
amount of time.  This covers a vast majority of the tactics in the game.
However, these are based on the INTELLIGENCE of the user; thus a higher
INTELLIGENCE will have a longer lasting effect, even if two cards have the
exact same power.

#3. Dance--only female cards have this effect.  It is marked with the song note
in the little tactic area box.  Once these are activated, the effect will last
until EITHER the game ends, or the user is destroyed.  There is no voluntary
way to cancel this effect by the player.  You may even remove the card from the
table and its effect will still go on.

TACTIC LIST

       NAME -- CARDS WHO HAVE THE TACTIC
       COST - DURATION - TARGET
       EFFECT

1.  bosaku kyouka -- 32
       4 - ONE - FIELD
       Revives and restores your fences
2.  bosaku saiken -- 70
       6 - ONE - FIELD
       Reinforces your fences (makes them able to take more hits)
3.  cho hatsu -- 13, 54, 70, 73
       3 - INT - AREA ENEMY
       Forces enemy cards to move directly towards the user
4.  choku me -- 87, 132
       4 - INT - FIELD
       STR+8 to your unit currently with the highest STRENGTH
5.  daisharin senpou -- 52, 72, 74, 90, 136
       4 - INT - SELF
       STR+3; Spiral Slash effect (deals continuous damage to all enemy units
       in contact and counts as a spearwall in all directions)
6.  daisuike -- 21
       7 - ONE - AREA ENEMY
       Water damage to all
7.  denkan no ke -- 84
       6 - INT - AREA ENEMY
       SPD decrease
8.  denkan no susume -- 83
       6 - INT - AREA ENEMY
       major Speed decrease
9.  enin senpou -- 102, 105, 119
       4 - INT - SELF
       STR+3, Rnage increases
10. engun -- 46, 56, 58, 146
       6 - ONE - AREA FRIENDLY
       Restores health
11. enya no mai -- 103
       5 - DANCE - FIELD
       your archers have their range greatly increased.
12. funki senpou -- 1, 12, 14, 55, 93
       5 - INT - SELF
       STR+3, health restored
13. futou fukutsu -- 60
       6 - INT - SELF
       STR+
14. fuuin no mai -- 113
       12 - DANCE - FIELD
       Opponent's cards can no longer use any tactics
15. genmyonaru hanke -- 20
       3 - ONE - AREA ENEMY
       Cancels enemy tactic; if that tactic would have dealt damage, then the
       damage is reversed upon the user of that tactic.
16. gibu no kyou -- 116
       4 - INT - SELF
       STR+
17. goe no engun -- 112
       5 - ONE - AREA FRIENDLY
       Restores health
18. goka no ago -- 128
       5 - INT - SELF
       STR+
19. gotobedo --
       4 - ONE - FIELD
       Revives one random destroyed card of yours
20. hakai no gorai -- 63
       8 - ONE - AREA ENEMY
       5 random Lightning damage strikes
21. hakubajin -- 134
       5 - INT - AREA FRIENDLY
       SPD increase
22. hakugin no shishi -- 77
       5 - INT - SELF
       STR+5, Speed increase, damage bonus
23. hangyaku no rouen -- 53, 85
       4 - INT - SELF
       STR+
24. hanke -- 37
       2 - ONE - AREA ENEMY
       Cancels an enemy tactic being used
25. henge no jutsu -- 17
       4 - INT - SELF
       STR and INT are switched
26. hiten no bai -- 15
       5 - DANCE - FIELD
       Major Speed increase for all your units
27. iki tousen -- 78
       5 - INT - SELF
       STR+ , cannot be damaged by "ke" tactics of any kind
28. iryo no hono -- 123
       8 - ONE - AREA ENEMY
       Fire damage to all
29. jakutaika no ke -- 3
       4 - INT - AREA ENEMY
       STR-
30. jakutaika no shoke -- 6
       5 - INT - AREA ENEMY
       STR-
31. jouka no ke -- 27
       2 - ONE - AREA ENEMY
       Cancels enemy tactic being used
32. kaifuku no mai -- 51
       7 - DANCE - FIELD
       Continuously heals your units on the field
33. kajiba no bakashikara --71
       4 - INT - SELF
       STR increase based upon how much damage your wall has taken
34. kake -- 95, 101, 126
       7 - ONE - AREA ENEMY
       Fire damage to all
35. kanpa -- 45
       2 - ONE - AREA ENEMY
       Cancels enemy tactic being used
36. kataki uchi -- 125
       4 - INT - SELF
       STR+
37. kekoku no mai -- 139
       7 - DANCE - FIELD
       Enemy wall takes continuous damage
38. kenbo no tasuke -- 97
       5 - INT - AREA FRIENDLY
       STR+4, INT increased
39. kinsentan -- 144
       6 - ONE - AREA FRIENDLY
       Restores health
40. kobu no mai -- 41
       4 - DANCE - FIELD
       increases rate of "orb" growth
41. koho shiki -- 5, 82
       4 - INT - AREA FRIENDLY
       STR+4
42. kou -- 130
       3 - INT - FIELD
       Creates RAIN on the Field; flood/lightning tactics become stronger and
       cost 2 less to use.  "Kake" costs 2 more to use.
43. koukin no mure -- 141, 143
       3 - ONE - SELF
       Completely restores user's health
44. koushiki kosaku souchi -- 57
45. kyouka senpou -- 7, 10, 40, 44, 47, 50, 76, 91, 94, 122, 131, 136, 138, 145
       4 - INT - SELF
       STR+4
46. migawari -- 38, 81
       3 - ONE - FIELD
       Revives one random dead unit of yours to full health; user is destroyed
47. naite bashoku okiru -- 75
       3 - ONE - SELF
       this unit dies, you gain 6 orbs (so you net gain 3 from this)
48. otoko no iji -- 90, 96, 118, 121
       4 - INT - SELF
       STR gradually increases, peaks off, and then gradually decreases back
       to it's base value; user is then destroyed.
49. rakurai -- 48, 86, 140
       6 - ONE - AREA ENEMY
       3 random Strikes lightning damage
50. reikyori senpou -- 59, 61
       4 - INT - SELF
       STR+4; user loses ranged attack
51. renkan no shoke -- 16, 43
       5 - INT - AREA ENEMY
       Speed decrease
52. ryusei shorai -- 104, 114
       7 - ONE - FIELD
       Opponent's wall takes damage
53. ryuubi no taitoku -- 88
       6 - INT - AREA FRIENDLY
       STR+5
54. saigo no gyoen -- 99
       4 - ONE - AREA ENEMY
       lots and lots of Fire damage to all; user is destroyed
55. saisai shutsugeki -- 80
       5 - ONE - FIELD
       Randomly revives 2 of your destroyed units
56. saishutsugeki -- 66
       4 - ONE - FIELD
       Randomly revives 1 of your destroyed units
57. seishin touitsu -- 69, 92
       4 - INT - SELF
       STR+
58. sekigan no urami -- 10
       5 - INT - AREA ENEMY
       STR-4
59. sekiheki no taika -- 100
       7 - ONE - AREA ENEMY
       Fire damage to all
60. sharin no daigore -- 49
       6 - INT - AREA FRIENDLY
       STR+3; Spiral slash effect to all (deals continuous damage to every
       enemy card in contact and counts as a spearwall in all directions)
61. shibireya no daigore -- 127
       6 - INT - AREA FRIENDLY
       "shibireya senpou" to all
62. shibireya senpou -- 107, 120, 124, 133
       4 - INT - SELF
       Grants ability to cause major Speed reduction effect to any target hit
       by this unit's arrow attacks
63. shiki -- 129
       5 - INT - AREA FRIENDLY
       STR+4
64. shi no oshie -- 18
       3 - INT - AREA FRIENDLY
       INT increased
65. shinsoku no daigore -- 141
         - INT - AREA FRIENDLY
       "shinsoku senpou" to all
66. shinsoku senpou -- 9, 22, 26, 28, 68
       4 - INT - SELF
       STR+3, major Speed increase
67. shohao no banyuu -- 111
       5 - INT - SELF
       STR+9, Speed increase; destroyed after duration runs out
68. shokue no engun -- 112
69. shugo no gorai -- 79
       8 - ONE - AREA ENEMY
       5 random lightning damage strikes
70. shusei no meikun -- 108
       4 - INT - AREA ENEMY
       Wall damage decreased greatly
71. shutoyori no engun -- 8
       5 - ONE - AREA FRIENDLY
       Restores health
72. songo no saihen -- 106
73. suike -- 35
       7 - ONE - AREA ENEMY
       Water damage to all
74. suike denpa -- 18
       6 - ONE - AREA FRIENDLY
       Water damage to all
75. taikeiyojutsu -- 137
       6 - ONE - FIELD
       Revives all of your destroyed cards
76. ten i muho -- 115
       6 - INT - SELF
       STR+
77. tenka musou -- 148
       6 - INT - SELF
       STR+14, Speed increases
78. tenkei no maboroshi -- 109
       7 - INT - AREA FRIENDLY
       STR+10, all targets of this effect will be destroyed after it's
       finished
79. toko no daigore -- 30
       7 - INT - AREA ENEMY
       STR+3, Wall damage increased.  Targets must move towards enemy wall and
       once there cannot move and must attack the wall.
80. toko senpou -- 25, 42
       4 - INT - SELF
       STR+3, Wall damage increased, card must move towards enemy wall and
       upon reaching the wall may no longer move and must attack the wall.
81. touen no chikai -- 89
       7 - INT - AREA FRIENDLY
       STR+
82. tounan no kaze -- 64
       3 - INT - FIELD
       Creates a dry wind causing "kake" tactic to cost 2 less
83. umashita no ke -- 147
       3 - INT - AREA ENEMY
       INT decreased
84. usan no ke -- 36
       3 - ONE - AREA ENEMY
       Negates the STR bonus(es) given to enemy units by the other player's
       tactics.  Also will cancel any other effect along with the STR bonus.
85. usan shochi no ke -- 19, 33
       6 - INT - AREA ENEMY
       STR-4
86. wakakia no shuwan -- 110
       6 - INT - AREA FRIENDLY
       STR+
87. [kanji]kan no ke -- 4
       6 - INT - AREA ENEMY
       STR- , INT decreased, Speed decreased

-------------------------------------------------------------------------------
VIII.                           CARD LIST
-------------------------------------------------------------------------------
***A CARD LIST WILL BE ADDED HERE IN THE FUTURE***

1.  U Kin       /uncommon               75.  Ba Shoku   /rare
2.  Uo I        /super rare             76.  Ba Tai     /uncommon
3.  Kai Etsu    /common                 77.  Ba Chou    /super rare
4.  Ka Ku       /super rare             78.  Ba Chou    /rare
5.  Kaku Ka     /rare                   79.  Ba Ryou    /uncommon
6.  Kaku Kou Gou/common                 80.  Bi Jiku    /uncommon
7.  Gaku Shin   /rare                   81.  Bi Fu Jin  /common
8.  Ka Kou En   /rare                   82.  Hou Sei    /uncommon
9.  Ka Kou En   /uncommon               83.  Hou Tou    /super rare
10. Ka Kou Ton  /rare                   84.  Hou Tou    /rare
11. Ka Kou Ton  /uncommon               85.  Mou Tatsu  /common
12. Gyuu Kin    /common                 86.  Rai Dou    /common
13. Kyo Cho     /rare                   87.  Ryuu Zen   /uncommon
14. Kyo Cho     /uncommon               88.  Ryuu Bi    /super rare
15. Sai Bun Ki  /uncommon               89.  Ryuu Bi    /rare
16. Sai Bou     /common                 90.  Ryuu Hou   /common
17. Sa Ji       /rare                   91.  Ryou Ka    /common
18. Shi Ba I    /rare                   92.  Kan Tou    /common
19. Shi Ba I    /uncommon               93.  Kan Nei    /super rare
20. Jun Iku     /rare                   94.  Kan Nei    /uncommon
21. Jun Yuu     /uncommon               95.  Gu Hon     /common
22. Jou Kou     /rare                   96.  Kou Gai    /uncommon
23. Shin Kou    /super rare             97.  Go Fu Jin  /super rare
24. Shin Kou    /common                 98.  Shuu Tai   /rare
25. Sou Kou     /uncommon               99.  Shuu Yu    /super rare
26. Sou Shou    /common                 100. Shuu Yu    /rare
27. Sou Shoku   /common                 101. Shu Kan    /common
28. Sou Jin     /uncommon               102. Shu Chi    /common
29. Sou Sou     /super rare             103. Shou Kyou  /super rare
30. Sou Sou     /rare                   104. Shou Kyou  /uncommon
31. Sou Hi      /common                 105. Shou Kin   /uncommon
32. Chou Kou    /uncommon               106. Shou Katsu Kin/uncommon
33. Chou Shun Ka/super rare             107. Jo Sei     /uncommon
34. Chou Ryou   /super rare             108. Son Ken    /super rare
35. Chin Kyuu   /common                 109. Son Ken    /rare
36. Chin Gun    /common                 110. Son Ken    /rare
37. Tei Iku     /uncommon               111. Son Saku   /rare
38. Ten I       /rare                   112. Son Shou Kou/rare
39. Ten I       /uncommon               113. Dai Kyou   /super rare
40. Bun Pei     /common                 114. Dai Kyou   /uncommon
41. Ben Kou Gou /uncommon               115. Tai Shi Ji /rare
42. Hou Toku    /super rare             116. Chou Kou   /uncommon
43. Man Chou    /common                 117. Chou Shou  /rare
44. Ri Ten      /common                 118. Chin Bu    /common
45. Ryuu You    /common                 119. Tei Fu     /uncommon
46. I Seki      /common                 120. Tei Hou    /common
47. Ou Hei      /common                 121. Tou Shuu   /common
48. Ka Kou Getsu Ki/common              122. Han Shou   /common
49. Kan U       /rare                   123. Riku Son   /rare
50. Kan U       /uncommon               124. Ryou Sou   /common
51. Kan Kou Gou /uncommon               125. Ryou Tou   /uncommon
52. Kan Pei     /common                 126. Ryo Han    /common
53. Gi En       /uncommon               127. Ryo Mou    /super rare
54. Kyou I      /rare                   128. Ryo Mou    /rare
55. Gen Kan     /uncommon               129. Ro Shuku   /uncommon
56. Go I        /common                 130. U Kitsu    /rare
57. Kou Getsu Ei/super rare             131. Kei Dou Ei /common
58. Kou Getsu Ei/uncommon               132. Ken Tei    /rare
59. Kou Chuu    /rare                   133. Kou So     /common
60. Kou Chuu    /uncommon               134. Kou Son San/uncommon
61. Sha Ma Ka   /common                 135. Shi Ba Ki  /rare
62. Shuu Sou    /uncommon               136. Shuu Sou   /uncommon
63. Sho Katsu Ryou/super rare           137. Chou Kaku  /super rare
64. Sho Katsu Ryou/rare                 138. Chou Jin   /common
65. Jou Sho     /rare                   139. Chou Sen   /super rare
66. Son Ken     /common                 140. Chou Hou   /common
67. Son Shou Kou/super rare             141. Chou Ryou  /common
68. Chou Un     /super rare             142. Chou Ro    /uncommon
69. Chou Un     /rare                   143. Tei En Shi /common
70. Chou Shou   /common                 144. Nan Ka Rou Sen/uncommon
71. Chou Hi     /rare                   145. Hai Gen Shou/common
72. Chou Hi     /uncommon               146. Ryuu Shou  /common
73. Chin Kei & Chin Tou/common          147. Ryuu Hyou  /common
74. Chin Tou    /uncommon               148. Ryo Fu     /super rare

EX. Ryuu Bi     /promo*                 EX.  Sho Katsu Ryou/promo*

* this card is not REALLY uncommon as it is a special offer card, however it is
colored as if it was an uncommon card.  Ryuu Bi is in the 7000 yen package, and
Sho Katsu Ryou is included in the 2000 yen official strategy guide.  The guide,
is a very good guide, although all written in japanese, plus you get that card.
The other package you would probably have to be a big big fan to get.  I don't
think I have ever seen either of those actually played, but maybe that is
because not many people have them, especially the Ryuu Bi.

-------------------------------------------------------------------------------
IX.                             ADVICE
-------------------------------------------------------------------------------

I am making an entirely new advice section.  Reason being the times have
changed.  Now that most players have access to most all cards, the decks you
will play against are more organized, standardized, and difficult to fight.
In addition to that I have more knowledge, and have played against and with
more than before therefore granting me a better understanding.  So let's go...

MANY MANY people still play with lots of cavalry.  Rightfully so, they hit
hard, move fast, have good tactics to make use of.  Many people are also using
one big spear unit with all there horses, giving them an edge against all horse
decks.

Make friends with all the other players in the arcade.  It the best thing you
can do.  The japanese players are usually more than happy to help you out.
they won't GIVE you cards, but they will trade, sell extras, help you put a
deck together if you are having trouble with that part of the game.  Maybe you
are a good player, but can't put decks together that are worth anything.  They
will also keep you informed of when tournaments are, and what little special
things are going on that you can't read or understand.

If you want to have a strong record, either make the best deck you have seen
someone else using, or make something that can beat it.  But you will never
have the ultimate deck.  There is always something you will be weak against.
I advise to aim for a deck that wins 2 out of 3.  Keep in mind that some days
you are just gonna have terrible luck with what you play against.

In reference to the above statement, a deck I had recently made, focused on
the KATSU ability, with 3 cardswith that trait, and an xtra horseman, and the
fast moving song red girl.  I found out that the 2.5 cost red 9/1 spearman with
the LURE tactic, destroys me.  And there was a whole day where 3 out of 5 games
the other guy was using that card... so I lost all those... except one.  SO
this is not a good deck to win with, although fun to play, because there is one
card that too many people play with that destroys it.

Don't stick with a deck that never wins just because you are too stubborn to
let it go and try something else.

Some decks work best with certain strategies.  You may not have that strategy
yet, so try something else until you get it.  Then switch.  I used 3 decks to
build 3 different strategies.

You are gonna be good with some decks, and bad with others.  Use whatever suits
your play-style best.

Have fun with the game.

Use one of your weaker, or smarter cards to search for ambushers.

Get a general idea of how you should play your deck against certain deck-types.
For example, with Ryo Fu and friends deck, I normally will flood left or right
depending on the terrain, trying to get one or two cards on the wall to get
some early damage in, while Ryo Fu and another kill their units off.  However
if they are playin a deck that has lots of archers and fences, I will spread
out more for the same effect.  Other decks, I may set up in the center, because
I know he is going to flood left or right, so if I can get on his wall's weak
point, he should die first in that kind of race.  Sometimes I use an ambusher,
and may set a reverse wedge that baits them into the center ambush, and then
close the wedge on him to kill him off.  There are many ways to play the same
deck; learn them.

You can win against the computer all day if you want, but that still doesn't
mean you can beat any other player; it's certainly not as exciting or even
rewarding.

you are gonig to lose a lot at first probably.  Not because your deck sucks, or
you suck at playing, but because you don't know what your enemy is playing
with.  You won't know that that one card he has has the ability to drop
lightning bolts on your head, or slow your whole army to a dead stop.  This is
something you will learn over time, just don't get pissed off and just deal
with it.

In order to get super-rares, it's best that you sit at a machine and stay on
it.  Don't stop playing until you get a super rare.  Once you do, get up and
move to another machine.  It's a 20-30 card cycle normally to get a super rare.
Alternately, you can sit around and watch others play, take note of what cards
the get from the machine, if they get up after 14 cards, and they didn't get a
super rare, sit down there and you won't have to spend as much money before you
get one.

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X.                              MISCELLANEOUS
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Some of the arcades where you might be playing, offer some or all of the items
that the official website offers.  Seems to me that if the arcade is a Sega
owned and operated place, then it will offer these things.  Thus far, there is
a Guide Book, which is 2000 yen, and includes sample decks, and tips and such.
There is also the DX Set thingie which is 7000 yen and includes an official
binder with keen artwork, some card cases and what not, the Ryuu Bi uncommon
EX card, and some other stuff of semi-usefulness.  They also have just offered
"official" card sleeves, that are the same as the usual ones except that they
have either yellow, red, blue, or green wavy intricate like lines on them.  So
basically they are just more decorative.

****I LEAVE JAPAN****

I will be leaving Japan before the end of September 2005.  What does this mean?
This means that I will not be playing this anymore, as its only in japan.  I
will keep my cards in hopes that the game is alive and well when i plan to</pre><pre id="faqspan-2">
return a couple years from now.  So anything new after that is up to you to
figure out.  In my spare time I may check the official site and attempt to
update the card lists and such that can be updated.  I am also taking the
official strategy guide home with me, and will convert that to english on this
FAQ, which will be INCREDIBLY detailed, but will take much time.  So please
check back to the web-site this is posted on for current info.  Also feel free
to print it out for the local arcades as you see fit to assist anyone else in
the area who may need it.

****VERSION 1.100****

The first true expansion to Sangokushi Taisen will be released on October 13th.
In the least, it will feature 2 new strategies for players to try and abuse as
well as 82 new cards.  YES I KNOW 82 new cards!!!! I would be excited except I
will no longer be in Japan to enjoy them...

****PATCH 1.003****

This patch has altered the damage formula.  Cards now deal less damage per hit.
This is very evident in Intelligence-based damage.  It used to be that a 7
intelligence card with say a Thunderstorm ability could destroy a card with
equal or higher intelligence with maybe 2 bolts under the change nature effect;
this takes more like 4 strikes now.  Same with Strength combat; a rushing 10
strength card should have nearly killed a strength 1 archer, now it's closer to
50% damage.  So what does this mean?  It means that cards last longer, and
damage effects aren't as powerful.  It would be better now to have something
that raises YOUR strength or intelligence values OR something that lowers your
enemy's card values.  This makes combinations more potent, and many of those
interrupt area effects much more useful.  I imagine abilities like flood, which
were rampant before the patch, will now become less used which is good because
it will give way to more of the under-used abilities coming from the myriad of
cards that nobody would touch.

****LOCAL EVENTS****

DRAGON PALACE held a tournament last month.  I was unaware of it, so I didn't
contend.  There were about 16 entrants I believe, a round-robin format was used.
The winner was "umigame" with a perfect record (coz i wasn't there).  Although
players were allowed to use any deck for any game, his final winning deck over
the #2 player was a RED deck using 4 horsemen and one horsewoman who happened
to be the "fast song" dancing girl.  This can be particularly deadly in a very
quick way.  I believe the prize was a handful of free plays on the game, about
a 4000 yen value i think ($40).

Faruche (spelling?) won Dragon Palace's second tournament.  Nue-chan got 2nd,
Umigame placed third.  i got fourth i think.  Only 12 players for that one.
The following Sega tournament was won by ME, mwahaha. Second was a guy who I
had never met, Umigame was the only difficult game I had that day, he had
beaten me at dragon palace, but i just barely got him this time.  20-ish players
for this one.

It appears as tho Sega snuck a tournament by me recently, counted about 25
players on the bracket.  Faruche won that one as well. I did not see any other
players of note on that bracket, to include umigame, nue, nao, other good
players... so i can't imagine it was hard to win.

There looks to be tournaments going to be held every month from here on out.



****WHO IS WHO****

For the Dynsaty Warriors and such out there... also keep in mind that many of
these cards have more than one version.  for example Sun Quan has 2 rares, both
of which are archers, but they are slightly different with different tactics.
Guan Yu has a rare and an uncommon version, again they are similar but not
quite the same.

SHU

Guan Yu = Kan U
Zhang Fei = Chou Hi
Zhuge Liang = Sho Katsu Ryou
Liu Bei - Ryuu Bi
Ma Chao = Ba Chou
Huang Zhong = Kou Chou
Jiang Wei = Kyou I
Pang Tong = Hou Tou
Guan Ping = Kan Pei
Zhao Yun = Chou Un
Wei Yan = Gi En

WEI

Cao Cao = Sou Sou
Xiahou Yuan = Ka Kou En
Zhang Liao = Chou Ryou
Sima Yi = Shi Ba I
Xu Huang = Jo Kou
Zhang He = (?)
Cao Ren = Sou Jin
Pang De = Hou Toku
Xiahou Dun = Ka Kou Ton
Dian Wei = Ten I
Xu Zhu = Kyo Cho

WU

Zhou Yu = Shuu Yu
Lu Xun = Riku Son
Taishi Ci = Tai Shi Ji
Sun Shang Xiang = Son Shou Kou
Sun Jian = Son Ken (cavalry type)
Sun Quan = Son Ken
Lu Meng = Ryo Mou
Huang Gai = Kou Gai
Sun Ce = Son Saku
Da Qiao = Dai Kyou
Xiao Qiao = Shou Kyou
Zhou Tai = Shuu Tai
Ling Tong = Ryou Tou
Gan Ning = Kan Nei

OTHER

Lu Bu = Ryo Fu
Diao Chan = Chou Sen
Zhang Jiao = Chou Kaku
Zuo Ci = Sa Ji

****For your Information****

This FAQ can be found on www.gamefaqs.com, as well as info related to any
other game on any other platform.

KOEI has produced numerous games for this time, most (if not all) of which
are on the Playstation and Playstation 2.  The oldest ones were on the
Nintendo. CAPCOM (i think it was) is set to release a game on this genre as
well, which seems to be interesting at least.

Nintendo--Destiny of an Emperor, Destiny of an Emperor 2 (excellent games)

Playstation--Dynasty Warriors (terrible fighting game) Rot3K 4, Rot3K 6

Playstation 2--Dynasty Warriors (DW) 2, DW 3, DW 3 Xtreme Legends, DW 4,
DW 4 Xtreme Legends, DW 4 Empires, DW 5, DW 5 Xtreme Legends, Dynasty Tactics,
Dynasty Tactics 2, Romance of the Three Kingdoms 7, Rot3K 8, Rot3K 9, Rot3K 10,
Kessen 2

If you would like to read the Novel that is the basis for all of this piece of
history, you may read it online at www.threekingdoms.com in its 120 chapters
of glory, with additional side-notes from people who have some knowledge of the
times.  The site also recommends actual printed books to buy and why.

****WHO IS ZUO CI???****

Zuo Ci was supposedly present at the time of death of Zhuge Liang.  Zuo Ci had
spent many many years in solitude becoming enlightened.  During this era he
came down and approached Cao Cao as well as Liu Bei on who is righteous and
proposed that they should both rule the land and join him in becoming
enlightened.  Cao Cao believed this to be rubbish, and tried to torment the old
man.  Nothing phased him, he can eat 100 sheep in a day, or nothing for years.
He can do pretty much anything, he cursed Cao Cao that day which caused Cao Cao
much pain but eventually he recovered.  Liu Bei was curteous but became caught
up in vengeance over Guan Yu's death, which Zuo Ci saw as straying from the
path.  Finall, upon Zhuge Liang's death, Zuo Ci saw that the most brilliant
mind of the time had passed away and so he turned into a dove (or some kind of
bird) and flew off.  Supposedly he will return when he is needed again.  Your
guess is as good as mine as to if this man truly possessed the powers he was
rumored too.  But there is no harm in believing is there?

Run a search in www.google.com or a similar site for any of these names and you
should find some entertaing/interesting stories.

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XI.                             LEGAL
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This guide is authorized to be posted on the GAMEFAQs website.  It is also
authorized to be printed and posted inside any arcade that has the Sangokushi-
Taisen game in it, so long as it is used solely for those in the establishment
who would be playing or are interested in playing this game.  As long as you
aren't making money from this, it's probably ok.  If you ARE making money from
this then I get 80% of it.  Your 20% is a finder's fee sort of.

Do not add this guide to your website or anything else that it was not
originally authorized for.

COPYRIGHT 2005 Justin Leisner

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