As a counterpart to my previous thread, I decided to do one for the Japanese rules. Since the resource translation forum is so far out of the way, I hope this thread helps most of you guys to understand the many
many differences between the Japanese release and the other releases of this game. Please note that since the Japanese version is quite heavily based on the European version, I'll only be doing a comparison between the EU and JP release. Also note that the JP version never got any of the expansions, so there obviously won't be a comparison for those.
Backstory (Fixed thanks to Goblin-King)
EU: The game takes place in the same setting as Warhammer Fantasy. The players’ guide is named Mentor, the evil wizard is named Morcar, and the backstory describes Prince Rogar’s crusade against Morcar’s evil hordes.
JP: Takara seems to have crafted an entirely new setting for the game. The evil wizard player is called the “Demon King” and the wizard himself is named “Grimdead”. All of the location and character names are completely different. There is no Mentor or any similar guide character.
Rule StructureEU: All of the game’s rules are in place from the start, although the first edition lets the players practice in Mentor's arena while the second edition proposes that the first quest be an “Introductory” game that only uses the Monster cards.
JP: The entire quest book is divided into three different “chapters”, each of which gradually add more rules:
Chapter 1 = Quests 1-3 = Beginner Rules
Chapter 2 = Quests 4-8 = Intermediate Rules
Chapter 3 = Quests 9-14 = Expert Rules.
In the “beginner” rules, only Monster cards are used.
In the “intermediate” rules, Treasure cards, Equipment cards, potions, searching, traps, hidden doors, and the new “level up” rule are added.
In the “expert” rules, Spell cards and optional rules are added.
Mind PointsEU: Mind Points are not used at all.
JP: Mind Points are not important at first, but are used in the later quests.
ExpansionsEU: Future expansions are mentioned.
JP: Future expansions are not mentioned as Takara apparently never opted to publish any.
Quest BookEU: The Quest Book is made up of “Quest Maps”, “Parchment Text” and “Quest Notes”
JP: Quest Map is called the “Dungeon Map”. Parchment Text is called the “Book of Adventure”. Quest Notes are called “Quest Rules”. Each quest now as an “End of Quest” section telling what happens after the quest is over and how it leads into the next quest.
Quest TreasureEU: The five artifacts are called “Quest Treasure” and do not feature text on the back.
JP: Quest Treasures are called “Legendary Treasures” and are listed as such on the back. They are required for the heroes to complete the campaign.
Treasure ChestsEU: Treasure Chests are opened when searching for treasure.
JP: Treasure Chests work similarly to doors. A hero must move up to a chest and ask the evil wizard to open it. Unlike doors, the hero may not continue moving once the chest is open.
Monsters' Body PointsEU: All Monsters only have 1 BP, so 1 damage is enough to defeat them.
JP: The Chaos Warrior (called a “Dark Warrior” in this version) and the Gargoyle each have 2 BP. To defeat a monster with 2 BP, a hero must deal 2 damage in one attack. Any less and the monster’s BP will be restored on the next hero’s turn.
RewardsEU: Heroes don’t receive anything for defeating monsters unless the quest says so.
JP: Each monster drops a certain amount of gold when defeated. The hero who defeated the monster receives the gold.
Dead HeroesEU: If a hero dies, their belongings remain on the ground for the other heroes to pick up. If a fellow hero does not pick up the belongings, a monster may steal them.
JP: If a hero dies, their belongings are removed from the game. A player may revive their hero at the cost of all their gold, but only once.
SpellsEU: The Elf and the Wizard only have the four elemental spell groups and can use them from the beginning.
JP: The Elf and Wizard cannot use the four elemental spell groups until the “Expert” chapter. During the “Beginner” chapter, the Wizard can use a spell called “First Aid” as many times as he wants:
First Aid: May be cast on yourself or a fellow hero. Restores 1 BP.
During the “Intermediate” chapter, the Wizard can use two spells called “Heal” and “Holy Flame” as many times as he wants. The Elf may only use one of these at a time and must choose which one he wants to use before each quest:
Heal: May be cast on yourself or a fellow hero. Roll 4 combat dice and restore BP equal to the number of white shields.
Holy Flame: May be cast on a monster. Roll 2 combat dice and deal damage equal to the number of skulls. The monster must roll defense dice equal to their MP. The rules point out that undead monsters are especially vulnerable to Holy Flame since they don’t have any MP.
Choosing SpellsEU: At the start of a quest, the Wizard picks a spell group first, then the Elf picks a spell group, then the Wizard gets the last two spell groups.
JP: The Elf picks a spell group first, then the Wizard gets the other three spell groups.
Types of TrapsEU: There are four types of traps: Pit traps, falling rock traps, spear traps and treasure chest traps.
JP: Pit traps are called “Pitfalls”. Falling rocks are called “Crush”. There are no spear traps.
JumpingEU: Heroes and monsters can jump over pits as long as they have enough moves left and an empty space after the pit.
JP: Rules are the same, except they also specify that you can only jump in a straight line.
Falling RocksEU: If a hero is hit by a falling rock, they roll 3 combat dice to determine the damage. The rules also state that a hero must “move to an adjacent unoccupied square” after getting hit by a falling rock.
JP: If a hero is hit by a falling rock, they take 2 damage. They must then go back one space in the direction they came from.
Disarming TrapsEU: Traps may be disarmed by the Dwarf or by a hero with a Tool Kit.
JP: Only the Dwarf may disarm traps. There are no Tool Kits.
Searching in CorridorsEU: Heroes are allowed to search for treasure in both rooms and corridors.
JP: Treasure cannot be found in corridors.
PotionsEU: Potions aren’t described in the rules at all.
JP: Potion cards obtained from a treasure search are kept in front of the hero. They are discarded after they’re used. They may only be used during the quest in which they’re found. After the quest is over, all treasure cards including potions are returned to the treasure deck. Furthermore, using potions is considered an action and they may only be used on a hero’s turn
instead of moving. Heroes may
not pass potions to one another during a quest.
Wandering MonstersEU: If a Wandering Monster is found during a treasure search, a specific monster is placed on the board next to the hero based on the quest.
JP: Wandering Monsters are not quest-specific. Each of the five cards lists a different monster: Goblin, Orc, Skeleton, Zombie, Mummy. The monsters are not placed on the board either. They simply attack the hero once and then disappear.
Buying EquipmentEU: Heroes are allowed to purchase equipment right after the first quest is over.
JP: Equipment is not used until the “intermediate” chapter, so equipment is not available for purchase until Quest 3 has ended.
Shop InventoryEU: When buying equipment, players are instructed to take the respective card and write the equipment down on their character sheet, but nothing is stated about what to do when the cards run out or if two players want to buy the same item.
JP: The rules state that there is a limited amount of equipment at the shop and recommends that the players talk it over when more than one player wants to buy the same item. There is enough equipment for each hero to attain their highest attack and defense values.
Selling EquipmentEU: Nothing is stated about selling or trading. Being able to sell equipment wasn’t introduced until the expansions.
JP: Heroes are allowed to sell equipment back to the shop at half price. They may also sell equipment to, trade equipment with, or give equipment to fellow heroes.
Thrown WeaponsEU: Nothing is stated about what to do with a weapon card after the weapon in question is thrown.
JP: The rules state that a thrown weapon’s card must be returned to the equipment pile.
Buying PotionsEU: Potions are not sold at the shop.
JP: Potions of Healing (called "Heal Potions" in this version) appear as Equipment cards and are sold at the shop. When a potion is used, it is returned to the equipment card pile.
Level UpEU: Gold is only used for buying equipment.
JP: Gold can also be used for the new “Level Up” rule. Starting in the second chapter, heroes may pay 500 gold at the end of each quest for a chance to “level up”. The Barbarian and Dwarf then roll 4 combat dice. The Elf and Wizard roll 3 combat dice. If a hero rolls 2 white shields, he succeeds and his maximum BP will increase by 1. If he fails, nothing happens and his gold is not returned.
Projectile ObstaclesEU: The rules talk about line of sight, but do not say anything about what to do if another figure is standing in the way of your target if you’re firing a spell or a projectile.
JP: In the “expert” chapter, you cannot fire a spell or a projectile if another monster is standing in the way of your target. You can fire through fellow heroes just fine, however.
Searching When Monsters are PresentJP: Heroes cannot search if there are monsters in the room.
EU: Heroes are allowed to search for traps or treasure even if there are monsters present. In the “expert” chapter the “no search” rule is presented as an optional rule. There is also an optional rule where the players may not open treasure chests if there are monsters present.
Becoming a ChampionEU: If a hero completes three quests, they attain the title of “Champion”. In the first edition this is accompanied by a reward of 500 gold. In the second edition it's accompanied by absolutely nothing.
JP: The rules say nothing about becoming a champion.
Game piece differencesEU: The 5 artifact cards are called ‘Quest Treasure’ and are not marked as such on the back.
JP: The 5 artifact cards are called ‘Legendary Treasures’ and are marked as such. Borin’s Armor, Orc’s Bane and Spirit Blade have been removed. The Flame Axe, Freeze Bow and Silver Blade have been added. These three treasures are required to beat the campaign, as they are the keys to defeating the Evil God.
EU: There is a set of 14 Equipment cards illustrating what can be bought at the armory. They’re labeled WEAPON and ARMOR where appropriate.
JP: There are now 18 Equipment cards. The Bracers, Battle Axe and Tool Kit have been removed. A Helmet, two Shields and four Potions of Healing have been added. Prices have all been adjusted. There are also greater restrictions on which hero can use each piece of equipment.
EU: There is a total of 25 Treasure cards that can be drawn: 2 Gem! 6 Gold! 1 Jewels! 1 Treasure Hoard! 7 Potions, 3 Traps, 5 Wandering Monsters, and 1 Nothing!
JP: There are only 21 Treasure cards. 3 Gold!, 1 Gem!, and Nothing! have been removed. Treasure values have been adjusted.
EU: Monster cards have red backs.
JP: Monster cards have purple backs.
EU: Character boards feature blank backs.
JP: Character boards feature reminder text on the back for how leveling up works, how the Dwarf’s special ability works, and how the Elf and Wizard’s beginner and intermediate spells work.
EU: There’s a figure called the Chaos Warlock used for non-player characters and special monsters.
JP: The Chaos Warlock is called the “Evil God” figure.
Character sheet differencesEU: There is a space for a Name and a ‘Character’, which presumably means the class of hero you’re playing.
JP: There is a space for a Name and a ‘Type’ box where you circle which class you’re playing: Barbarian, Dwarf, Elf or Wizard.
EU: The character sheet only has boxes for Body and Mind points.
JP: They’ve added boxes for Max BP and Max MP, as well as Attack, Defense and Gold.
EU: There’s a ‘Tasks Completed’ box where you write down all the Quests your character has finished so far.
JP: There is a box listing the names of all 14 Quests, with checkboxes for you to check them off.
EU: The entire bottom half of the sheet is taken up by a coat of arms you can decorate yourself.
JP: The rest of the sheet is taken up by a box where you can write down Equipment you currently have.
Quest Treasure differencesEU: Talisman of Lore increases MP by 2.
JP: Talisman of Lore allows all four heroes to revive as many times as they want, still at the cost of all their gold.
EU: Wand of Recall allows the Elf and Wizard to cast two spells instead of one during their turn.
JP: Wand of Recall can only be used by the Wizard and allows him cast all of his spells as many times as he wants.
Equipment differencesEU: Broadsword costs 250 Gold. Sets Attack to 3. Used by the Barbarian, Dwarf and Elf
JP: Broadsword costs 500 Gold. Sets Attack to 4. Used only by the Barbarian.
EU: Chain Mail costs 450 Gold. Used by the Barbarian, Dwarf and Elf.
JP: Chain Mail costs 500 Gold. Used by the Barbarian and Dwarf.
EU: There is armor for the Wizard called 'Cloak of Protection'.
JP: It's been renamed 'Mantle', a word commonly used for cloaks or capes in Japan.
EU: Crossbow is used by the Barbarian, Dwarf and Elf.
JP: Crossbow is used only by the Elf.
EU: Hand Axe costs 150 Gold. Sets Attack to 2. Used by the Barbarian, Dwarf and Elf.
JP: Hand Axe costs 250 Gold. Sets Attack to 3. Used by the Barbarian and Dwarf.
EU: 'The Helmet' costs 120 Gold. Used by the Barbarian, Dwarf and Elf.
JP: Helmet costs 250 Gold. Used by the Barbarian and Dwarf. There are two of these.
EU: Plate Armor sets Defense to 4, but you can only roll 1 red die for movement. Used by the Barbarian, Dwarf and Elf.
JP: Plate Armor sets Defense to 4 with no movement restrictions. Used by only by the Barbarian.
EU: 'The Shield' costs 100 Gold. Used by the Barbarian, Dwarf and Elf.
JP: Shield costs 150 Gold. Used by the Barbarian and Dwarf. There are three of these.
EU: Shortsword costs 150 Gold. Sets Attack to 2.
JP: Shortsword costs 250 Gold. Sets Attack to 3.
Monster differencesEU: Chaos Warrior [ BP: 1 ]
JP: Dark Warrior [ BP: 2, Gold: 100 ]
EU: Fimir
JP: Monolizard [ Gold: 30 ]
The name was presumably changed since Fimirs are a creature from Warhammer Fantasy's mythos and the game no longer takes place in that setting in the Japanese release.
EU: Gargoyle [ BP: 1 ]
JP: Gargoyle [ BP: 2 ][ Gold: 150 ]
EU: Goblin
JP: Goblin [ Gold: 5 ]
EU: Mummy
JP: Mummy [ Gold: 50 ]
EU: Orc
JP: Orc [ Gold: 20 ]
EU: Skeleton
JP: Skeleton [ Gold: 10 ]
EU: Zombie
JP: Zombie [ Gold: 20 ]
Treasure differencesEU: Gold! can give out 1 red die x 10, 10, 20, 25 (two of these), or 50 gold.
JP: Gold! can give out 1 red die x 10, 25, or 35 gold.
EU: Jewels! gives out 50 gold.
JP: Jewels! gives out 80 gold.
EU: Potion of Healing recovers up to 4 BP.
JP: Renamed 'Heal Potion'. One of them recovers up to 3 BP. This could be a misprint.
EU: There's a potion called Heroic Brew.
JP: Its Japanese name literally means "Hero’s Drink" or "Hero’s Ale".
EU: Potion of Resilience may be used at any time.
JP: Potion of Resilience may be used only when defending. (I
think. I might very well be wrong about this.)
EU: Potion of Speed may be used at any time.
JP: Renamed 'Speed Potion'. May be used only when moving. (Same here.)
EU: Potion of Strength may be used at any time.
JP: Renamed 'Power Potion'. May be used only when attacking. (Ditto.)
EU: Wandering Monster - The evil wizard places a monster on the board according to the Quest, which then attacks the hero who searched.
JP: Wandering Monster - Quests do not have specific Wandering Monsters. Each of the five cards lists a Goblin, an Orc, a Skeleton, a Zombie or a Mummy. They are not placed on the board. They simply launch a surprise attack, then disappear.
Spell differencesEU: Genie may either open any door on the board or attack any figure on the board with 5 combat dice.
JP: Genie may only attack any monster on the board with 3 combat dice.
EU: Swift Wind doubles a hero’s movement dice for one turn.
JP: Renamed 'Gust'. Teleports a hero to any space on the board, as long as it’s already been explored.
EU: Third Air spell is named Tempest.
JP: Renamed 'Storm'.
EU: Pass Through Rock allows a hero to move through walls for one turn.
JP: Pass Through Rock allows a hero to move through walls for one turn, but they may only move to areas that have already been explored.
EU: Ball of Flame deals 2 damage to any figure in sight. Target rolls 2 combat dice in defense.
JP: Renamed 'Fireball'. May be cast on any monster in sight. Attacks with 3 combat dice.
EU: Fire of Wrath deals 1 damage to any figure on the board. Target rolls 1 combat die in defense.
JP: Renamed 'Flame of Rage'. Deals 2 damage to any monster on the board. Target rolls 1 combat die in defense.
EU: Sleep may be cast on any figure in sight.
JP: Sleep may be cast on any monster in sight.
I think that's all. For a game built so heavily on the original release, there sure are a lot of differences, don't you think?