I have some optional editing suggestions for the character boards. The latest Google translate was refered to beyond what Malcadon used. I worked at retaining more of the original JA phrasing. Obviously, you won't be interested in everything, but I put it all out there to choose from.
It's been a while since translation of the Rules of Play. Since then, I've reached a new opinion. I'd say stay with the JA character and consider changing all instances of "Rules of Play" >
Rule Book.
Warrior(front)
- "You are a strong and skilled fighter. You have the endurance to be in the forefront of battle." > You are an expert combatant with physical strength. Your might is unsurpassed in battle.
(back)
- "Level Up (To be used from Quest 4)
(Details on page 18 of the Rules of Play)" >
Conditions For Leveling Up (Use for Quest 4
ggor later. Refer to page 18 of the Rule Book.) - "After each quest, you may attempt to Level Up by paying 500 gold. If you Level Up, your max. BP increases by 1." >
After each Quest, you may attempt to level up by paying 500 gold coins. If you level up, your maximum Body points increases by 1. - □"Roll 4 Combat Dice. If you roll 2 or more white shields, you Level Up." >
□The Warrior rolls four combat dice. If you roll two or more white
ggshields, you can level up.
Switching from one set of parenthesis from two sets makes better grammatical sense, but you may wish to keep the double sets if you're after that JA look. Changing max. BP to maximum Body points, Combat Dice to combat dice, and using number words for dice follows EU convention, but again, I understand you may be after that original JA style.
I kept in a bit more of the Google translation, but your translation works as is, of course. I did diverge from the JA translation to better match EU convention by changing
gold to
gold coins. (Again, you may want to keep the JA feel.) Changing
Level Up from a keyword to a phrase was intended to match EU formating of the Rules of Play.
Dwarf(front)
- "You are small in stature, but good in combat. Your skill allows you to disarm traps." > Although small in stature, you are good at fighting. With your deft hands you can disarm traps.
(back)
- "Disarm Traps (To be used from Quest 4)
(Details on page 16 of the Rules of Play)" >
Disarming Traps (Use for Quest 4
ggor later. Refer to page 16 of the Rule Book.) - "The Dwarf has the ability to disable traps while moving. Each time the Dwarf moves, he may disable one trap." >
Once during movement, the Dwarf may stop adjacent to a single trap and disarm it. - "Level Up >
[same as Warrior card, but:] - □"Roll 4 Combat Dice. If you roll 2 or more white shields, you Level Up." >
□The Dwarf rolls four combat dice. If you roll two or more white
ggshields, you can level up.
I was aiming at a more direct translation of the JA card with the Dwarf's ability.
Elf(front)
"You are a fairly skilled fighter with some magical ability. You can use a bow to attack distant enemies." >
You are a capable fighter and can use a little magic. You can also use a bow to attack distant enemies.
(back)
- "Beginner Magic (see page 11 of the Rules of Play)
During the first three quests, the Elf cannot cast any spells." >
Beginner Magic (See page 11 of the Rule Book.)
The Elf cannot use magic during Quests 1-3. - "Intermediate Magic (see page 12 of the Rules of Play)
You can only cast one of the following spells per quest, during Quests 4-8:" >
Intermediate Magic (See page 12 of the Rule Book.)
The Elf can choose one of the following spells to use in Quests 4-8:
- □ "Healing
ddMay be cast on yourself or an ally. Roll 4 CD. For each white shield
ddrolled, the hero recovers 1 BP." >
□ Recovery
ddMay be cast on yourself or an ally. Roll four combat dice. That hero
bbmagically recovers 1 Body point for each white shield rolled.
- □ "Holy Flame
bbMay be cast to attack one enemy. Roll 2 CD.
bbEach rolled skull counts as a hit, but the monster can
bbdefend by rolling a number of dice equal to its MP.
Intermediate spells can be cast any number of times." >
□ Holy Flame
bbMay be cast to attack one enemy. Roll two combat dice with each
bbskull dealing damage. That enemy rolls as many combat dice as its
bbnumber of Mind points to defend.
Intermediate magic can be used any number of times during a Quest.
- "Advanced Magic (See page 19 of the Rules of Play.)
From Quest 9 and after, the Elf may choose one of the
four magic elements' Spell Card decks. Each spell may
only be cast once per quest." >
Advanced Magic (See page 19 of the Rule Book.)
From Quest 9 and afterwards, the Elf can choose one type of magic from the four elements of magic. However, each spell can only be used once.
- "Level Up >
[same as Warrior card, but:] - □"Roll 3 Combat Dice. If you roll 2 or more white shields, you Level Up." >
□The Elf rolls three combat dice. If you roll two or more white
ggshields, you can level up.
Magician(front)
"You can use a number of magic such as attack, defence, and recovery. Magic is powerful, but you have no physical strength, so you are not good in combat." >
You can manipulate a number of magics, such as attack, defense, and recovery. Magic is powerful, but it is without physical strength and is lacking in combat.(back)
- "Beginner Magic (see page 11 of the Rules of Play)
You can cast the following spell during Quests 1-3:" >
Beginner Magic (See page 11 of the Rule Book.)
The Wizard can use the following magic in Quests 1-3: - □ "First Aid
bbMay be cast on yourself or on an ally. He recovers 1 BP.
Beginner spell can be cast any number of times." >
□ First Aid
bbMay be cast on yourself or your ally. The targeted hero recovers 1 Body point.
[Shortened: Cast on yourself or an ally. Target recovers 1 BP.]
Beginner magic can be used multiple times during a Quest. - "Intermediate Magic (see page 12 of the Rules of Play)
You can cast the following spells during Quests 4-8:" >
Intermediate Magic (See page 12 of the Rule Book.)
The Wizard can use the following magic in Quests 4-8: - □ "Healing
ddMay be cast on yourself or an ally. Roll 4 CD. For each white shield
ddrolled, the hero recovers 1 BP." >
□ Recovery
ddMay be cast on yourself or an ally. Roll four combat dice. That hero
bbmagically recovers 1 Body point for each white shield rolled. - □ "Holy Flame
bbMay be cast to attack one enemy. Roll 2 CD.
bbEach rolled skull counts as a hit, but the monster can
bbdefend by rolling a number of dice equal to its MP.
Intermediate spells can be cast any number of times." >
□ Holy Flame
bbMay be cast to attack one enemy. Roll two combat dice with each
bbskull dealing damage. That enemy rolls as many combat dice as its
bbnumber of Mind points to defend.
Intermediate magic can be used any number of times during a Quest.
[Shortened:Intermediate magic can be used multiple times during a Quest.] - "Advanced Magic (See page 19 of the Rules of Play.)
From Quest 9 and after, the Wizard may choose one of the
four magic elements' Spell Card decks. Each spell may
only be cast once per quest." >
Advanced Magic (See page 19 of the Rule Book.)
From Quest 9 and afterwards, the Wizard can choose three types of magic from the four elements of magic. However, each spell can only be used once.
- "Level Up >
[same as Warrior card, but:] - □"Roll 3 Combat Dice. If you roll 2 or more white shields, you Level Up." >
□The Wizard rolls three combat dice. If you roll two or more white
ggshields, you can level up.