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Pathfinder Society Scenario #5–16 Destiny of the Sands—Part 3 Sanctum of the Sages 3~7レベル用パスファインダー協会シナリオ Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past. “Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12 Destiny of the Sands—Part 1 "A Bitter Bargain" and Pathfinder Society Scenario #5–15 Destiny of the Sands—Part 2 "Race to Seeker’s Folly." All three chapters are intended to be played in order. Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction. 著者 Pedro Coelho, RPG Superstar 2013 finalist このシナリオはパスファインダー協会加盟プレイを遊ぶためにデザインされているが、いかなるワールドで使用するのにも簡単に改変できる。このシナリオはOpen Game License(OGL)が適用され、パスファインダー・ロールプレイング・ゲームの使用が適している。 カテゴリ:Pathfinder Society Scenario │ 製品リスト
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ここを編集 MISSION OBJECTIVE Destroy Jorium Stockpile Destroy Terrazine Tank Destroy Psi-Indoctrinator CREDIT REWARD 125,000 BONUS OPPORTUNITIES 50,000 +実績 10_Ghost%20of%20a%20Chance.jpgGhost of a Chance [15] Complete all mission objectives in the "Ghost of a Chance" mission. ミッション 【Ghost of a Chance】 中のクリア目標を全て達成せよ。 11_Dominate%20Tricks.jpgDominate Tricks [10] Complete the "Ghost of a Chance" mission using Dominated units to kill at least 15 enemy troops on Normal difficulty. ミッション 【Ghost of a Chance】 難易度 "Normal" において、支配したユニットを使って少なくとも15体の敵ユニットを殺し、達成せよ。 12_Total%20Protonic%20Reversal.jpgTotal Protonic Reversal [10] Kill every enemy unit in the "Ghost of a Chance" mission on Hard difficulty. ミッション 【Ghost of a Chance】 難易度 "Hard" において、全ての敵ユニットを殺し、達成せよ。 ミッション・ブリーフィング ▽惑星(New Folsom) New Folsom prison is a notorious political prison where enemies of the Dominion are kept on ice. Its remote location and inhospitable landscape makes escape from the prison virtually impossible. ニュー・フォルソム収容所はドミニオンの敵が監禁されている悪名高い政治犯収容所である。遠く離れた距離と荒涼とした地形は、この監獄から脱走することを事実上不可能にしている。 ▽打ち合わせ Tosh New Folsom is ripe for the taking, man. Every voice that was ever raised against Mengsk is penned up inside those walls. ニュー・フォルソムは摘みとるのに適した頃合いだ。メンスクに抵抗するあらゆる声たちが、あの壁の中に閉じ込められている。 Tosh We let all them prisoners loose an he ll never know what hit him. Just let me know when you re ready to pull the trigger. 我々は全ての囚人たちを解放するが、奴は何が起きてるか分からんだろうな。トリガーを引く準備ができたら教えてくれ。 ミッション選択シーン Raynor Where s Tosh? I thought he d be here by now. トッシュはどこだ? 今時分はここにいると思ってたんだが。 Horner He already left the ship. I thought you -- 彼は船を降りましたよ。てっきりあなたが― <ビープ音> Horner Sir, we have an incoming transmission. It s highly encrypted. サー、通信が入りました。とても高度に暗号化されています。 Raynor Patch it through. 接続しろ。 <通信機にノヴァの映像がでる> Nova Well, well - the infamous Jim Raynor. My name is Nova. We should talk. まあ、まあ、悪名高きジム・レイナー。私の名前はノヴァ。話があるんだけど。 Raynor Now what would one of Mengsk s pet Ghosts have to say to me? おや?メンスクのいい子ちゃんのゴースト部隊が、俺に何の話があるんだい? Nova Tosh is lying to you. トッシュはあなたに嘘をついているわ。 Raynor Get Tosh on comms. I m sure he s listenin in anyway, encrypted or not. トッシュと繋げ。いつだって聞き耳立ててることぐらい、俺だって知ってるんだ。暗号化されてようと無かろうと。 <通信機にトッシュの映像がでる> Tosh We Spectres be the future! You just couldn t handle it, little girl. スペクター達の未来のために!丸め込むことはできないぞ、お嬢ちゃん。 (別案)俺達スペクターは未来をつかむんだ!あんたには止められないさ、お嬢ちゃん。 Nova Every Ghost that became a Spectre has gone on a psychotic killing spree. The ones I ve captured are held in New Folsom. スペクターになったあらゆるゴーストが、猟奇的な殺戮をするようになってるの。私が捕まえたのは、ニュー・フォルソムにいた奴だった。 Tosh Don t listen to her brother. Help me bust the Spectres from New Folsom, and we ll bring down Mengsk together! その女の言葉を聞くな、兄弟。ニュー・フォルソムからスペクターを解放するのを手伝ってくれ、そして一緒にメンスクを打ち破ろう! Nova Tosh wants to reactivate his Spectre buddies using the substances you helped him collect. トッシュはあなたが集めた薬物を使って、スペクター部隊を復活させたがっている。 Nova New Folsom is full of psychopathic killers. Do you really want to release them into the galaxy? ニュー・フォルソムは精神異常の殺人者でいっぱい。そんな奴らを、本当にこの宇宙にばらまきたいの? Tosh I be helping you against Mengsk, and my people will too. She won t even join you. 俺はメンスクに抵抗するあんたを助けよう、俺の部隊もだ。なのにこの女はそうじゃない。 Nova He s a psychotic time bomb. He ll be on your side right up until he puts a knife in your back. 彼は精神異常の時限爆弾よ。あなたの背中にナイフを突き立てるまでは、あなたの味方でいるでしょうね。 Tosh This be the moment of truth. Make your choice. 正念場だな。どちらかを選べ。 ▽HELP TOSH Help Tosh break into New Folsom Prison and free the spectres held inside. Tosh will remain with you for the rest of the campaign, training spectres for your use. トッシュを助けてニュー・フォルソム収容所を破り、中に囚われているスペクター達を解放します。トッシュは残りのキャンペーンの間ずっと残留し、あなたのためにスペクターを訓練してくれます。 Spectre Infiltration unit. Can use Ultrasonic Pulse and Cloak abilities. Can also call down Tactical Nukes. スペクター 潜入ユニット。超音速パルスとクローク能力を使うことができます。また戦術核を要請することもできます。 Ultrasonic Pulse Stuns enemy units in target area for a short time. 超音速パルス 指定エリアの敵ユニットを短時間スタンさせます。 Cloak Conceals the Spectre. A cloaked Spectre can only be attacked when revealed by detectors or effects. クローク スペクターの姿を隠します。クローク状態のスペクターはディテクターに発見された場合、もしくは範囲ダメージでしか攻撃を受けません。 Tactical Nuke Calls down a Tactical Nuke at target location, dealing massive damage in a large radius. 戦術核 指定位置に戦術核を要請し、広範囲に壊滅的なダメージを与えます。 【ミッション開始シーン】に続く ▽HELP NOVA Help Nova destroy the spectre training facility on Avernus Station, ending the threat of psychotic rampages by rogue spectrres. Nova will teach you how to train ghosts, but she won t join your cause. ノヴァを助けてアヴェルナス基地のスペクター訓練施設を破壊し、狂ったスペクターくずれ達が暴動を起こす恐れを排除します。ノヴァは見返りにゴーストを訓練する方法を教えてくれますが、あなたの仲間にはなりません。 Ghost Infitration unit. Can use Snipe and Cloak abilities. Can also call down Tactical Nukes. ゴースト 潜入ユニット。狙撃とクローク能力を使うことができます。また戦術核を要請することもできます。 Snipe Snipes an enemy unit, dealing 45 damage. 狙撃 敵ユニット一体を狙撃し、45ダメージを与えます。 Cloak Conceals the Spectre. A cloaked Spectre can only be attacked when revealed by detectors or effects. クローク スペクターの姿を隠します。クローク状態のスペクターはディテクターに発見された場合、もしくは範囲ダメージでしか攻撃を受けません。 Tactical Nuke Calls down a Tactical Nuke at target location, dealing massive damage in a large radius. 戦術核 指定位置に戦術核を要請し、広範囲に大ダメージを与えます。 【GHOST OF A CHANCE】へ進む ミッション開始シーン Raynor It don t matter how much you hate Mengsk, Tosh. If you and your Spectres are as bloodthirsty as it sounds, you re as much of a threat as he ever was. I ll be seeing you real soon. 俺はあんたがメンスクをどれだけ憎もうがかまわんよ、トッシュ。あんたとあんたのスペクターが血に飢えてるんなら、メンスクがそうであるように、あんたも大きな脅威となる。すぐにもお目にかかることになるだろうぜ。 Tosh You ll regret this, brother. 後悔するぞ、兄弟。 <トッシュ、通信を切る> Raynor Alright, Nova - what s your plan? よし、ノヴァ。あんたのプランは? Nova Tosh s Spectre facilities are on Avernus Station. トッシュのスペクター施設はアヴェルナス基地にあるわ。 Nova Join me there and we can shut it down for good. そこで合流して、永遠に葬ってやりましょう。 Nova Uploading tactical data now. 今、戦術データを送ってる。 Raynor So this is where Tosh plans on building his Spectre army. これがトッシュがスペクター隊を鍛えてるところか。 Nova I ve identified three facilities that are vital to his operation. 彼の作戦に極めて重要な3つの施設を見つけたわ。 Nova Our first target will be the Jorium stockpile... 我々の最初のターゲットは、ジョリウム貯蔵庫... Nova Next will be the Terrazine tanks... 次はテラジンタンク... Nova And finally the psionic waveform indoctrinator Tosh uses to complete the Spectres activation process. 最後が、精神波放射装置。トッシュはこれを使って、スペクターの活性化を行ってる。 Raynor Alright, so we destroy all three of those targets and Tosh is out of business. よし、その3つのターゲットを壊せば、トッシュは失業だ。 Nova Tosh knows every trick in the book when it comes to infiltration. I can penetrate most of his defenses, but I ll need your backup to get through them all. 潜入については、トッシュはあらゆる策を知ってる。私は彼の防備深くに潜入できるけど、その間あなたの援護が必要よ。 Raynor And what about Tosh? それでトッシュについては? Nova Just leave him to me. 私にちょっかい出させないようにして。 (別案)私に任せてもらえるかしら。 Nova I ve cleared a landing zone for your forces. あなたの軍隊の着陸ポイントを掃除しといたわ。 Nova Let s get this party started. さあ、パーティを始めましょう。 <ロード画面> Be cautious around Missile Turrets and Ravens they can detect Nova, enabling their allies to attack her. ミサイルタレットとレイヴンに注意しましょう。これらはノヴァを検知するので、他の敵も彼女を攻撃できるようになります。 ミッション中 [TIPS] Snipe - Nova can use her Snipe ability to cause severe damage to an enemy from great range. This is particularly effective against Psionic enemies like Tosh s Spectres. 狙撃 ノヴァは狙撃アビリティを使うことができ、遠く離れた敵に大きなダメージを与えることができます。これはトッシュのスペクターのようなサイオニックタイプの敵に対してとりわけ有効です。 Nova See that Marauder up ahead? Fifty credits says I can snipe him from here! 向こうにマローダーが居るのが見える?私ならここからあいつを狙撃できる方に50クレジット。 Raynor Ok, here we go. Stay sharp boys - Tosh might have some nasty surprises waiting for us. よぉし、行くぞ。気を抜くなよお前ら - トッシュは俺等をムカつくドッキリでお待ちしているぞ。 <レイナー、ゲート発見> Raynor Gonna need your help with this gate, Nova. このゲートを開ける手伝いをしてくれ、ノヴァ。 Nova Relax. I just need to take out the gate control on the other side. 落ち着いて。ちょうど反対側からゲートのコントロールを掌握するわ。 <ノヴァ、段差上から攻撃を受ける> Nova I m pinned down over here! Help a girl out and take down those guys on the top of the cliff! 釘付けにされてるわ!崖の上のやつらを排除して助けてくれないかしら!? <ノヴァ、ゲート開門> Nova See? Nice and easy! Let s move. どう?簡単確実でしょう!行きましょうか。 <タンク発見> Nova Careful - there s a siege tank up ahead. If I can get close enough, I can telepathically dominate the crew. 気をつけて―シージタンクがいるわ。十分近くまで行ければ、私がテレパシーで乗員を支配するわ。 [TIPS] Domination - Nova has the Domination ability, which allows her to seize control of an enemy and force it to do her bidding. Nova controls the Dominated unit until it dies or is released. This is particularly useful against dangerous enemies like Siege Tanks, Ravens, and Battlecruisers. 支配 ノヴァは支配アビリティを使用して敵のコントロールを奪い、意のままに動かすことができます。ノヴァは支配下にあるユニットを死ぬか解放されるまで操作することができます。これはシージタンク、レイヴン、バトルクルーザーといった危険な敵に対してとりわけ有効です。 <スペクターから攻撃を受ける> Nova Spectres! Let me handle them. スペクター!あれは私に任せて。 <ジョリウム貯蔵庫破壊完了> Tosh Never took you for a traitor. You ve fallen a long, long way, brother. 裏切りとは思わないぞ。お前は長い長い道を落ちているのだ、兄弟。 Nova Nice work, boys. Our next target is the Terrazine tanks. よくやったわ、みんな。次の目標はテラジン・タンクよ。 Nova I ll clear a landing zone for you. Get ready. 降下地点を一掃したわ。準備して。 Marine I m telling you I saw something! 何か見えたって言ってるだろ! Marine We should just cover the place in auto turrets! That ll find em. 一帯にオートタレットを配備した方がいい。あれがあれば連中を見つけられる。 <着陸地点を確保> Nova L.Z. secured. You can begin your landing, Jim. 降下地点確保。着陸を始めてもいいわよ、ジム。 Nova And see if they can t get this gate open! Time s a-wasting. あいつらがゲートを開けられなかったらどうしましょう!時間の無駄だわ。 <ゲート開門> Nova The gate s open! Let s make some noise! ゲートが開いたわ!派手に行きましょう! <トッシュ、戦術核使用> Tosh I have a present for you, Mr Raynor. Best start runnin ! プレゼントをやろう、レイナー殿。逃げた方がいいぞ! <ハッキング可能なシステム発見> [TIPS] - Nova can hack into some structures. Move her close to Nuke silos to take control of these facilities. ノヴァは一部の建造物をハッキングすることができます。彼女を核サイロの近くに動かすとその施設をコントロール下に置くことができます。 <ハッキング開始> Nova Keep me covered while I hack into this nuke silo.(以降、省略) この核サイロにハッキングする間援護を頼むわ。 Nova Should just... take... a f... there!(以降、省略) もうちょっと…こいつを…できた! <テラジン・タンク破壊> Tosh Now why did you have to go and do that? You re testing me, brother... Testing me hard. なぜここまでする必要がある?お前は俺を試しているようだな、兄弟…それもずいぶん厳しく。 Nova Good job, Jim! One more to go! いいよ、ジム!あと一つ! Raynor That Psi-Indoctrinator s heavily guarded. Nuking it s gonna be our best bet. 精神波放射装置は厳重に警備されてるな。こういう時は核が一番だ。 Banshee Air-cav has arrived! Give us a target! 航空隊到着!ターゲットをどうぞ! <スペクター、戦術核使用> Tosh I m gettin tired of this. Why don t you just DIE! 少し疲れてきたよ。さっさと死んだらどうだ!? <精神波放射装置、付近に到達> Nova You re right, Raynor. A well-placed nuke would wreak some serious havoc on those defenses. 正解ね、レイナー。いいとこに撃った核は一発で防御に大打撃を与えられるものよ。 <精神波放射装置、破壊完了> Tosh (threatening) This ain t the end. I ll be seeing you again real soon. これで終わりではない。すぐまた会うことになるだろうよ。 ミッション達成後 シネマ【Nova】挿入 HYPERION BRIDGE 02 04 - Shipboard Time ハイペリオン酒場 02 24 - 船内時間 Horner Nova transmitted the Ghost training specs to us sir. We should be able to field our own Ghosts now. ノヴァがゴースト訓練法の詳細を送信してくれました、サー。我々もゴーストを出動させられるようになるはずです。 Raynor If Mengsk finds out, she s gonna have some explainin to do. メンスクがこれを知ったら、彼女はちょいと釈明しなきゃならんだろうな。 Horner I think she can cover her tracks. That s what Ghosts do, right? 彼女なら痕跡を隠せると思いますよ。それがゴーストの仕事でしょう? Raynor That, and cut people s throats. ああ、それと人間の首を切る仕事な。 Horner Right. ですね。 HYPERION CANTINA 52 Minites Later ハイペリオン酒場 52分後 ▼Armory ▽GhostRifle ▽Swann Raynor Nova promised us access to Ghost technology for helping her. She come through with it yet? ノヴァは見返りとして俺達にゴースト技術へのアクセス権をくれると言っていた。あいつは約束を守ったかい? Swann Your girl came through, alright. I got a few new upgrades we re workin on too. あんたのイイ子ちゃんなら話通りだったぜ、問題なしだ。それといま作業中の新しいアップグレードもいくつかあるぞ。 Raynor She ain t my girl , Swann. あいつは俺のじゃねえっての、スワン。 Swann [Surprise 70]Hmm... scary female assassin type that s gonna wind up tryin to kill you someday?[/Surprise] I dunno, hotshot - she sure seems like your type. ふーむ、いつかお前を殺そうとするような恐ーい殺し屋タイプの女が好みじゃないのかい?まあ知らんがな、でもあいつは間違いなくお前さんみたいなタイプが好みだと思うぜ。 Raynor (mutters) ... … ▼Bridge ∵Horner Horner I won t expect any gratitude from Nova. But I think we did the right thing by getting rid of Tosh. ノヴァからのお礼を期待したつもりはありませんが、しかしトッシュを取り除くというのは正しい選択だったと思いますよ。 ▼Cantina ▽Tychus Tychus That little Nova chick was somethin else. You ever think about hittin that, Jimmy? あのノヴァちゃんは一味違ってたなあ。襲ってみようとは思わなかったのかい、ジミー? Raynor Heh. That girl s nothin but trouble, Tychus. She s got her hands full hunting down the rest of Tosh s psychopathic Spectres. Best just to stay out of her way. へっ、あの手の女はトラブルの元だぜ、タイカス。あいつはトッシュのキチガイスペクター仲間の残党を狩るのに忙しいとこだろうよ。近づかないでおくのが一番だ。 Tychus That wasn t no answer. All these missed opportunities... There s something very wrong with you, man. ノーとは言わなかったな。何度チャンスを逃してんだか…。お前さん、どこかすごーくおかしいぜ。 ▽News(ミッションMEDIA BLITZ達成による変化なし) +++ NEW SCHOOLS CURRICULUM ADDS ALIEN AWARENESS +++ KYLA VELASSI TO APPEAR IN TROOP-SUPPORT SHOW +++ MODERNISED BATTLECRUISER UNVEILED +++ ZERG RAIDERS STOPPED AT LAKIUS +++ KYLA VELASSI RELEASED FROM REHAB. VELASSI I M BACK! +++ +++ 新指導要綱に「エイリアンリテラシー」+++ カイラ・ヴェラシ、戦地慰問に参加 +++ 新型バトルクルーザー公開 +++ ザーグ襲撃、ラキウスで停止 +++ カイラ・ヴェラシ、リハビリから復帰「帰ってきた!」 +++ Lockwell This is Kate Lockwell, live for UNN. Dominion Security Forces are telling us tonight that their agents have hunted down and executed the leaders of a subversive rebel group calling itself Project Shadowblade. ケイト・ロックウェルがUNNから生放送でお届けします。ドミニオン治安局が今夜伝えたところによりますと、治安局のエージェントが「プロジェクト・シャドウブレイド」と名乗る危険な反乱グループのリーダーを追い詰め、処刑したとのことです。 Vermillion Great news, Kate. Did they say how they feel about this? 素晴らしいニュースですね、ケイト。彼等はこの件についてどう言っていましたか? Lockwell Um, no, Donny, they didn t, but I imagine they re quite happy? ええ、いえ、ドニー、話してはくれませんでした。ですが彼等は非常に喜んでいると思いますよ。 Vermillion There you have it, Dominion Security, destroying the shadowy espionage arm of Jim Raynor s terrorist organization. おわかり頂けましたでしょうか。ドミニオン治安局、ジム・レイナーのテロ組織の影なる諜報員を抹殺! Lockwell Wait, what? Dominion Security didn t say anything about Rayno- えっ、待って下さい。ドミニオン治安局はレイナーについては何も― Vermillion Let s go to Commercial. それではコマーシャルです。 Announcer Take your shot at life. iPistol. あなたの人生に一撃を。iPistol。 ▽Spectre Killer 準備中... ▼Laboratory ∵Hanson Hanson I don t like that Nova. I wonder how many people she s killed? ノヴァのことは好きじゃないわ。彼女、今までに何人殺してきたんでしょう? ここを編集
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Should you think that acquiring plastic bags is surely an straightforward activity, re-evaluate. There is more to it than simply determining the best dimensions and gauge (body weight) for the meant intent. When picking an appropriate poly bag to your company, a millimeter can make a planet of variance. This sort of particulars are crucial in deciding on the most acceptable poly bag to your want. A mil is usually a device to measure the thickness of plastic, wherein one mil equals one-thousandth of the inch. Now, you will need to secure a truthful plan of how these sizes and weights produce a variance when picking the bag that s appropriate in your small business needs. Let us now look at the measure of everyday bag, and their thickness expressed in mils. A grocery bag measures 0.five mil, dry cleaning bags are 0.seventy five mil, retail procuring bags ordinarily evaluate two mil plus a freezer bag is burberry briefcase one.75 mil thick. Their thickness of should be specified within the foundation of its use. As an example, if you must retailer solutions that have sharp edges or people who cheap burberry bags are bulky, a heavier or thicker bag might be suited. Also, bear in mind that its transparency is afflicted by its thickness. 1 mil poly bags will be significantly extra transparent compared to four mil. So, if you need to watch your products and solutions saved in it evidently, you need to select which might be considerably less thick. Food stuff things this kind of as veggies and fruits are typically not stored in six mil baggage as they re meant for hefty duty defense. Bulky merchandise or individuals with sharp edges are saved in these luggage. 1 mil bags may be used for inexpensive storage for short time periods, 1.5 mil luggage undoubtedly are a great option to secure products and solutions from moisture and dirt, even though two mil poly baggage are deemed ideal for storage and safety for the duration of transport. 3 mil bags are handy with the storage of hardware such as nuts and bolts, or other industrial parts. The thicker four mil luggage are relatively more powerful than most baggage burberry tote bag and therefore, utilized for storage of large metallic sheets, nails, screws, and many others. Within the context of the thickness of poly baggage as mentioned listed here, it could be less difficult for you personally to make your mind up about the one which is ideal for the use. When you purchase luggage which are much too thick, it could verify to generally be a waste of money. If you buy far too thin, it might not provide the purpose in addition. Therefore, opt for judiciously considering the type of your respective business enterprise items and their longevity. Accordingly, you should buy these baggage from the dependable on the internet retail store that supplies a broad array of solutions at wholesale rates.
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The special fate of Men, placed upon them at their making by Iluvatar, that the desires and fates of Men should extend beyond the preordained pattern of Ainulindale.At their deaths in Arda, Men go to halls of Mandos, but then pass to an unknown destiny beyond the Circles of the World. Thus, unlike the Elves, Men age and die utterly with respect to Ea, but this death is the means to a greater freedom. )n the Second and Third Ages this blessing was frequently seen as a curse by those Men, especially the Numenoreans, who did not look beyond the end of their lives in Arda.Therefore it was frequently called the Doom of Men. Also called the gift of Iluvatar.
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The Vanishing of Ethan Carter 公式サイト http //ethancartergame.com/ 機種 プレイステーション4 発売日 未定 定価 パッケージ版:未定 / DL版:未定 ジャンル アドベンチャー 発売元 開発元 The Astronauts オフラインプレイ人数 1人 多人数プレイ要素 なし 年齢区分 審査予定 初回特典 限定版 備考 プレイ画像 PV
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Card of the Week False Bravado by Chuck Shocho Kallenbach It s true, you don t hear a lot of players asking for tactics that put their items back into their hands. 装備したItemを手札に引っ込めるTacticsが欲しい奴なんて聞いたこと無えって? ん、まぁそうだろな。 Scouts, however, are clever folks. They like skullduggery and combat tricks. ところがScoutっていうのは狡猾な風にできててさ。 ズルとインチキが大好きなんだな。 Playing a Scout deck is not about winning and losing, it s about how much style you show off while you re playing. Scout Deckをヤるっていうのは、あれは「勝ち負け」じゃないんだ。 「どれだけ目立てるか」そのスタイルの確立こそが Okay honestly, that winning and losing thing, still pretty important... おk 嘘つきました。 「勝ち負け」、うん、そこだよね……大事です。はい。 Obviously, since this is a tactic card, works well with the Hidden keyword. ご覧のようにTacticsですからして。んー”Hidden と相性いいだろうね。 You can play your item that has the Hidden keyword as a combat action, at the same time that you could play a tactic. 戦闘のとき”Hidden なItemをPlayするだろ? そのタイミングでこのTacticsは活きるだろうね。 Scouts have two Hidden weapons all their own, and the ubiquitousSteel Daggeris a bonus. Scoutには2つの Hidden なオリジナル武器がある。 (Genericだと)Steel Daggerなんかもありふれてるけど、コイツも”Hidden だな。 Here s the scenario You ve already exerted yourSteel Daggerfor it s +2 attack. PlayFalse Bravadoand take that back into your hand. で、たとえばシナリオだとする罠。おたくはもうSteel Daggerを 攻撃でExertしちゃってるという設定な。で、ここでFalse Bravadoですよ。するとな、(ExertされてるDaggerが)手札に戻って来る。 (この時点でSword 2になっているが、その数値はそのままDaggerは手札に戻る。) For your next action, play the Dagger again, and then for the action after that, exert it again for +4 total from one card.んで、もっかいDaggerをPlayする訳だ。 するとまたDaggerをExertできる、これでSword 2が 4になる訳よ。 Reuse yourTunic of Dark ReflectionorGloves of Agony, or recharge yourStein of Moggok. Tunic of Dark Reflection、Gloves of Agony、Stein of Moggokなんかもイケるな。 (当然、同じ効果を再び相手にブチこめるって寸法だ。)Sure, these ideas cost a little extra power, but sometimes in the middle and late game you have power to spare. 勿論、チョイとPowが余分にかかるんだけどな。 でも中盤から後半にはPowなんて余り出すだろ? Any items from future sets that have a when you play this item action in their game text (like recharging the Stein) will benefit from this tactic. 全ての「Playすると○○」なItemについて、 将来的にはこのTacticsが機能するように調整するつもり。 False Bravadois one of those cards that makes you think. Players that invent ways to use tricky cards like these are the ones at the forefront of deck design. False Bravado、結構考えさせられるCardでしょ? プレイヤーの皆様方には、是非ともこういうトリッキーなCardの使い道を考えまくって、Deckデザインの新しい形を開拓して頂きたいね。 And who knows what kind of combos the next set will provide? 次はどんなコンボが誕生するのかしら? Discuss this card in theforums. Costゼロなんでなかなかイヤらしい連携になりそうです。 Scoutの近接武器ではRancor BladeとDirk of Nightfallが割とポピュラーですが 最近はそれも用心されてしまい、装備する頃にはオワタなことになりがち。 最終的にはこういうPlayこそがScoutの標準になってくるのかも知れません。 戻る
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What is simai's Notation? Location of Note Numbers Chart Definition and Ending Definition of BPM Length of NotesHow to Define the BPM How to Define the Length Divider TAP HOLD SLIDE (Basics Shapes) SLIDE (Multiple Chaining)Multiple SLIDE Chaining SLIDE TOUCH, TOUCH HOLD, Firework EffectTOUCH TOUCH HOLD Firework Effect EACH EX Notes Other NotationsChange Normal TAP to Star-shaped TAP Change Star-shaped TAP to Normal TAP Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Pseudo EACH SLIDE without Star-shaped TAP ※BREAK's notation is summarized in the description of TAP, HOLD, and SLIDE. What is simai's Notation? simai's notation was created by Celeca in 2013 for denoting the various types of notes appeared in maimai in plain text. By using combinations of half-width alphanumeric characters according to the rules explained below, any maimai charts can be accurately denoted using only plain text theoretically. This notation was first used in simai, a chart simulator for maimai which was first released on February 5, 2013, by Celeca. Since then, various simulators inspired by maimai have been created by volunteers, and the simai's notation has often been used as their chart notation. While Celeca will be closing simai to the public on February 5, 2023, there are still a certain number of users who use simai's notation, which is why Celeca decided to create this page. Although some simulators may have extended/further developed simai's notation in their implementation, only the notation rules officially defined as "simai's notation" are listed here. For those who want to create a simulator supporting simai's notation, it is recommended to make the simulator able to handle the notation rules on this page. Also, if you make such a simulator, Celeca would appreciate it if you could inform Celeca, who has the rights to the simai's notation. Although it is not necessary to inform, Celeca would be glad to hear from you. Location of Note Numbers First, please look at the image below. ⑧① ⑦ ② ⑥ ③ ⑤④ This shows the numbered location of maimai's buttons and sensor areas. They are numbered 1 to 8 in clockwise order. For sensor areas, each numbered location is further divided into 4 alphabet-numbered sensor areas as explained later. These numbers are used to represent notes' position, so be sure to remember this. Chart Definition and Ending A chart in simai's notation is composed by a series of commas and note notations. Every comma occupies a certain length of time. For example, when a comma has a length of 1 second and there are 10 commas in the chart, the chart will have a total length of (10 × 1s =) 10 seconds. In this case, 【1,1,1,1,1,1,1,1,1,1,1,1,1,】 represents a chart with 10 TAP notes at BUTTON-1, in the density of 1 note per second. Once the chart definition has begun, the chart can be defined using commas and note notations. However, for dealing with songs beginning with a fade-in section, a large number of commas would be needed. To save the efforts, there is a parameter which determines how many seconds should pass since the music begins playing when the chart begins at the first comma of the chart. In simai, this is determined by the parameter "first". Since the timing of the beginning of the chart should be determined precisely and accurately, a number with decimal places such as 1.234 seconds is usually used. If "first" is 1.234 seconds, then the same 【1,1,1,1,1,1,1,1,1,1,1,】 chart will have 10 TAP notes at BUTTON-1 at 1.234, 2.234, 3.234, ..., and 10.234 seconds, respectively, after the music begins playing. Just as a real sheet music has an ending notation, an ending should be defined in simai's notation, otherwise the music may continue playing endlessly. ※In simai, when the chart definition is longer than the length of the MP3, the chart still ends when the MP3 is played to the end The end of a chart is denoted by an "E". If "first" is 1.234 seconds and the chart definition is 【1,1,1,1,1,1,1,1,1,1,1,1,1,E】, the chart progresses until 10.234 seconds, as described above, and since the last comma also has a length of 1 second, the chart ends at 11.234 seconds. A chart definition in simai's notation is a long string with a large number of commas and note notations and then an "E" at the end. Line breaks, spaces, and tabs can be inserted in the middle of this string for better readability. These characters are ignored when the chart definition is being parsed. Definition of BPM Length of Notes In the previous examples, a comma has the length of 1 second. Although the following example has a BPM which make the calculation difficult on purpose, the length of a 16th note at 174 BPM is 0.08620689655 seconds. If such length is assigned to every comma, notes with the length of a 16th note at BPM 174 can be placed correctly. However, it would be troublesome to calculate this manually every time. The per-comma length can be changed by adjusting the BPM and/or the length divider by using the following notations. How to Define the BPM (120) Input the BPM value and enclose it in a pair of round brackets. Since the BPM value should be accurate, a number with decimal places can be used. How to Define the Length Divider {2} Input the dividing value and enclose it in a pair of curly brackets. E.g., "{4}" specifies the per-comma length to be a quarter note, "{8}" to be an 8th note, and "{1}" to be the whole note. A number with decimal places can be used but should be avoided because it may cause confusions. The BPM must be defined before the length divider. Because the length of notes cannot be calculated unless the BPM value is defined, when these two parameters are defined together, the length divider should come after the BPM. E.g., 【(120){2}】 specifies the per-comma length to be a half note at 120 BPM (exactly 1 second). If the BPM value is B and the length divider is T, the per-comma length can be calculated using the following formula Per-comma length = 240 / B / T (seconds). Depending on the music, there might be cases where charting to a special sound effect or so with unknown BPM is attempted or matching the vocals precisely is desired. In these cases, 【{#0.35}】, for example, can be used, and the per-comma length after this will become 0.35 seconds. When this notation is used, the per-comma length is already determined, so there is no need to specify the length divider. These two parameters can be defined anywhere when necessary. TAP From here on, note notations which can be added before a comma will be explained. TAP is the most basic note type in maimai. TAP's notation is very simple and is denoted by a button number followed by a comma. TAP that occurs at BUTTON-1 ... 【1,】 TAP that occurs at BUTTON-5 ... 【5,】 To change a TAP into a BREAK TAP, add a "b" before the comma, e.g., 【1b,】, 【5b,】. HOLD To place a HOLD, in addition to the button number, how long the button should be held down should also be specified. For example, for a hold to be held down for the length of a half note at 174 BPM, its held-down length would be 0.68965517241...... seconds. However, as with the BPM example above, this is also troublesome to calculate manually every time. If the current BPM is 174, then 【(174)】 has already been placed before. What is missing is the length divider, 【one half note】. The held-down length is written as 【[2 1]】 in simai's notation. The number before the colon denotes the length divider (half note), and the number after colon denotes the multiplier of the length divider (1×). Hence the total held-down length of such HOLD note is (1 × half note =) one half note. This way of denoting the length parameter is used in both HOLD and SLIDE. In the actual notation, a button number is specified, an "h" is specified after the button number to make it clear that the note is a HOLD, and then the held-down length is be specified after both of them. HOLD that occurs at BUTTON-5 with the held-down length of one half note ... 【5h[2 1],】 This is the basic notation. However, there might be cases where it is more convenient to specify the held-down length to be an exact number of seconds. HOLD that occurs at BUTTON-4 with a held-down length of 5.678 seconds ... 【4h[#5.678],】 HOLD that occurs at BUTTON-4 with a held-down length of one half note at 150 BPM ... 【4h[150#2 1],】 To change a HOLD into a BREAK HOLD, add a "b" after the "h" like 【5hb[2 1],】. It does not matter whether the "h" and the "b" are swapped, as in 【5bh[2 1],】. SLIDE (Basics Shapes) To place a SLIDE, many parameters should be specified, such as the starting and ending button numbers, how they are to be connected with the arrow track, and how long the tracing star is to move. Although SLIDE has gone through remarkable development in the history of maimai, and many features have been implemented to it, this section only describes the basic notation and the shapes of SLIDE. The format of SLIDE's basic notation is a combination of 【starting point, shape of track, ending point, and tracing length】. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 8th notes ... 【1-4[8 3],】 The 【[8 3]】 part at the end of the notation is specified using the same concept as the held-down length described for HOLD. For SLIDE, there is a waiting time after the approaching star-shaped TAP reaches the judgment line and before the tracing star actually begins to move. Specifically, it is one beat at the current BPM. The tracing length of the SLIDE and the waiting time for the tracing star to start moving can be directly specified in seconds as follows Status ... BUTTON-1 to BUTTON-4, straight shape, 120 BPM Waiting time is one beat at 160 BPM, tracing length is three 8th notes at 160 BPM ... 【1-4[160#8 3],】 Waiting time is one beat at 160 BPM, tracing length is 2 seconds ... 【1-4[160#2],】 Waiting time is 3 seconds, tracing length is 1.5 seconds ... 【1-4[3##1.5],】 Waiting time is 3 seconds, tracing length is three 8th notes at current BPM ... 【1-4[3##8 3],】 Waiting time is 3 seconds, tracing length is three 8th notes at 160 BPM ... 【1-4[3##160#8 3],】 The arrow track of a SLIDE has many possible shapes. "-" ... Straight shape Connects the start to the end in a straight line. " ", " ", "^" ... Arc shape Connects the start to the end along the circled judgment line. If the direction of travel is to the right, use " ". If left, use " ". If the distance is shorter than half the circle, "^" can be used and thinking of the direction is thus not needed. "v" ... v-shape Connects the start to the end through the screen center as the turning point in two straight lines. "p", "q" ... p-shape, q-shape Connects the start to the end while curving around the screen center. "s", "z" ... Thunderbolt shape Connects the start to the end with three short lines in the shape of a thunderbolt symbol (⚡). "pp", "qq" ... Grand p-shape, Grand q-shape Connects the start to the end while curving along an imaginary circle which is tangent to both the screen center and the circled judgment line. "V" ... Grand v-shape Connects the start to the end through a middle turning point in two straight lines. The line connecting the start to the middle turning point is always a short straight line. "w" ... Fan shape Connects the start to three ends in an expanding track in a shape similar to a folding hand fan. Three tracing stars going to each end are spawn for this SLIDE shape. For the "V" SLIDEs, the middle turning point is specified by an extra button number in addition to the button numbers of the starting and ending points. Starting point is BUTTON-1, turning point is BUTTON-3, ending point is BUTTON-5 ... 【1V35】 Every SLIDE has a constant tracing speed from the start to the end. To change the track of a SLIDE into a BREAK SLIDE, add a "b" after the "]" like 【1-4[8 3]b,】. The allowed positions of the ending point relative to the starting point are restricted by the shape of the SLIDE. The following table lists the possible combinations of starting and ending points of each SLIDE shape where the arrow track of the SLIDE can be drawn normally. SLIDE (Multiple Chaining) Multiple SLIDE Multiple SLIDE refers to a SLIDE note with two or more arrow tracks stating from a single star-shaped TAP. Each SLIDE arrow track is specified with its own set of parameters, since every set of parameters may be different for each SLIDE arrow track, except that the starting point is the same. The tracing speed can be different for each SLIDE arrow track, but these SLIDE arrow tracks are treated as EACH because their tracing stars begin to move at the same time. BUTTON-1 to BUTTON-4, straight shape, tracing length of 3 4th notes, plus BUTTON-1 to BUTTON-6, arc shape, tracing length of 5 8th notes ... 【1-4[4 3]*-6[8 5],】 After the starting button number at the beginning of the note notation, there is no need to repeat that button number. An "*" can be added after the second SLIDE arrow track to specify the third arrow track and so on. Chaining SLIDE Chaining SLIDE is a SLIDE note which composes of multiple SLIDE arrow tracks with their starting and ending points joined together and is treated as a single SLIDE arrow track. For example, the 【1V75】 arrow track is internally two SLIDE arrow tracks (【1-7】 and 【7-5】) combined into one. However, the combination is not limited to the grand V-shapes but can be any shape and two or more SLIDE arrow tracks joined together. No matter how long the chaining SLIDE is, the tracing speed is calculated from the tracing length to be a constant from the start to the end of tracing. BUTTON-1 to BUTTON-4 with straight shape, BUTTON-4 to BUTTON-7 with q-shape, BUTTON-7 to BUTTON-2 with straight shape, tracing length of two whole notes ... 【1-4q7-2[1 2],】 Specify a series of button numbers and SLIDE shapes and then specify the tracing length at the end. In the case of this SLIDE, the tracing star continues tracing at a constant speed from BUTTON-1 until it reaches BUTTON-2. However, there might be cases where different tracing lengths are desired for some of the SLIDE arrow tracks. In such cases, the tracing length for each SLIDE arrow track can be specified like 【1-4[2 1]q7[2 1]-2[1 1],】. However, be sure to specify the tracing speed for all individual SLIDE arrow tracks. Otherwise, an error may occur. To change it to BREAK SLIDE, add a "b" after the "]", which the same as for regular SLIDE. It is not possible to make only a section of chaining SLIDE into BREAK SLIDE. A chaining SLIDE note can only be either a normal SLIDE or a complete BREAK SLIDE. Therefore, even when different tracing speeds can be specified for some of the SLIDE arrow tracks, the "b" can be added only after the last "]". TOUCH, TOUCH HOLD, Firework Effect TOUCH In maimai DX series, there are 34 sensor areas on the screen which the player can touch. All of these can handle contact events, and SLIDEs require the contact events to be made in a specific order. Since maimai DX, there have been new types of notes that require directly touching the sensor. They are TOUCH and TOUCH HOLD. The sensor areas are also divided into five major groups Group A, located adjacent to the buttons; Group B, located between Group A and the center of screen; Group C, which is in charge of the center; Group D, which fills the space between the areas of Group A; and Group E, located slightly inward from Group D and adjacent to Group B. Group C is in the center and has 2 sensor areas, while each of the other groups has 8 sensor areas which are numbered in clockwise order. The following diagram shows the approximate location and positioning of the sensors. To place a TOUCH, the sensor number of the desired location is denoted in the same way as TAP. TOUCH that occurs at SENSOR-B1 ... 【B1,】 TOUCH that occurs at SENSOR-D4 ... 【D4,】 The sensor in the center is divided into two areas, C1 and C2. However, no TOUCHes appear separately for each of them, instead a TOUCH appears in the middle of the areas. Therefore, a TOUCH that occurs in the center can be denoted as 【C,】 without numbering. Denoting this as either 【C1,】 or 【C2,】 causes no errors and is treated the same as 【C,】. TOUCH HOLD TOUCH HOLD is a note that requires the sensor to be pressed and held. It is counted as "HOLD" in the play result. The awarded score is also the same as HOLD. This notation is a direct combination of TOUCH and HOLD. Just simply replace the button number of a HOLD with a sensor number. TOUCH HOLD that occurs at SENSOR-C with held-down length of 3 4th notes ... 【Ch[4 3],】 While TOUCH has appeared in all 34 sensor areas since DX FESTiVAL, TOUCH HOLD has only appeared on the C sensor since DX classic, at least until DX UNiVERSE PLUS. However, in simai's notation, TOUCH HOLD can appear anywhere if the sensor number is specified to be not C. Firework Effect Firework effect refers to the rainbow-colored radial effect that appears as if fireworks are spreading from a certain location when a specific TOUCH is touched. Since there was no official name for this effect at the time DX classic was launched, 3simai used the name "firework effect" for convenience. To enable firework effect, add an "f" after the sensor number. TOUCH that occurs at SENSOR-B7 with firework effect ... 【B7f,】 TOUCH HOLD that occurs at SENSOR-C with held-down length of two whole notes with firework effect ... 【Chf[1 2],】 In the case of TOUCH HOLD, when "h" for HOLD and "f" for FIREWORK effect are specified together, either "hf" or "fh" is fine. EACH If two or more notes occur at exactly the same time, they are treated as an EACH (BOTH). In the case of SLIDEs, even if their tracing length are different, they are still considered to be an EACH if their tracing stars begin to move at the same time. The notes treated as part of an EACH change their color to yellow, except for BREAK notes. An EACH is denoted by placing each composing note and separating each of them with a "/". TAP at BUTTON-1 and HOLD at BUTTON-8 with held-down length of one half note ... 【1/8h[2 1],】 Their order does not matter, so the notation 【8h[2 1]/1,】 works fine. However, for SLIDEs, for example, in 【1-4[8 1]/2-6[8 1],】, 【1-4[8 1]】 will be displayed as if it occurred before 【2-6[8 1]】. In other words, the SLIDE defined earlier will be displayed as if it occurred earlier. Three or more elements are also treated as an EACH and can be denoted as note A / note B / note C ... Only EACHes composing of only non-BREAK TAPs can be denoted like 【12】 without the "/". The "/" between each note cannot be omitted even if there is only a single non-TAP or BREAK note within the EACH. EX Notes TAP, HOLD, and BREAK can be specified as EX notes. EX notes are judged to be CRITICAL PERFECT if they are hit within the timing window of GOOD or better. Simulators that support only the autoplay mode always hit notes within the timing window of CRITICAL PERFECT regardless of the notes' EX setting. However, Celeca have defined the notation because demands are expected for the needs of reproducing official charts and/or charting for simulators that react to player's input. To change a note into an EX note, add an "x" in the similar manner for changing the notes into BREAKs. EX-TAP at BUTTON-1 ... 【1x,】 EX-HOLD at BUTTON-3 ... 【3hx[α β],】 EX-BREAK at BUTTON-5 ... 【5bx,】 EX-BREAK HOLD at BUTTON-7 ... 【7bxh[α β],】 When two or more of "x", "h", and "b" characters are specified together, they can be specified in any order. Other Notations The notations listed below allow charters to create special charts more easily, such as the UTAGE charts appeared in MURASAKi version. Change Normal TAP to Star-shaped TAP A BUTTON-1 TAP is denoted as 【1,】. But if a "$" is appended and denoted as 【1$,】, it changes into a star-shaped TAP that would appear if a SLIDE were placed. This can be used in conjunction with a BREAK TAP or an EX-TAP. When two or more of "$", "b", and "x" characters are specified together, they can be specified in any order. Also, if two "$" are stacked to form "$$", the star-shaped TAP rotates. Currently, the rotation speed of the star-shaped TAP is a pre-defined constant. Change Star-shaped TAP to Normal TAP When a SLIDE is described as 【1-5[8 1],】, the BUTTON-1 TAP automatically changes into a star-shaped TAP, but if a "@" is appended to the star-shaped TAP as in 【1@-5[8 1],】, this star-shaped TAP changes back into a normal TAP. The SLIDE is processed as usual, so the SLIDE arrow track appears to start from the normal TAP. This can be used in conjunction with a BREAK TAP or an EX-TAP too. When two or more of "@", "b", and "x" characters are specified together, they can be specified in any order. Notations of Pseudo-TAP HOLD and Pseudo-TOUCH TOUCH HOLD Assuming there is a HOLD denoted by 【3h[1 1],】, if its held-down length is shortened to the limit, the required held-down length becomes instant, and the visual length of the HOLD shrinks as well, giving it the appearance of a hexagonal TAP. Although such a HOLD can be denoted like 【3h[1000 1],】, it can be easily denoted by removing the held-down length notation like 【3h,】. The same notation can be used for TOUCH HOLD. For example, a TOUCH HOLD denoted as 【Ch,】 gives a judgment instantly when hit. This can be used to denote a pseudo TAP or pseudo TOUCH. Note that this notation is treated internally as if 【[1280 1]】 were specified. It is because the held-down length of such notes is implied to be set to the length of a 1280th note in the official fan book sold by SEGA. Pseudo EACH When denoting two TAPs that are almost but not exactly simultaneous, the notes in the nearby section would needed be very fine-tuned in this way {96} 1,2,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, {8} ~~~~~~ In the above example, the 96th note length divider was used for the timing gap, and specifying the notes to be closer to each other would be even harder. When strictly reproducing an official chart, this made it infeasible, and when creating a fan-made chart, this could be troublesome. In this case, 【1`2,】 can be used. It makes the BUTTON-2 TAP placed only slightly later than the BUTTON-1 TAP but still almost simultaneous. The BUTTON-2 TAP is processed internally as a TAP that is 1 millisecond later than the BUTTON-1 TAP. Since they are not exactly simultaneous to become a part of an EACH, the two TAPs do not turn yellow and do not count as an EACH on the play result. For example, in 【1`2`3/4,】, a BUTTON-2 TAP is placed 1 millisecond after the BUTTON-1 TAP, and an EACH composing of a BUTTON-3 TAP and a BUTTON-4 TAP is placed another 1 millisecond after the BUTTON-2 TAP. Note that, the "`" symbol can be entered by holding down Shift and pressing the "@" key right to the "P" key on a JIS layout keyboard and also by directly pressing the "`" key left to the "1" key on a US or UK layout keyboard. SLIDE without Star-shaped TAP When a SLIDE is placed, a star-shaped TAP normally always appears and approaches to the SLIDE's starting point, but this approaching star-shaped TAP can be eliminated. Assume that there is a SLIDE denoted by 【1-5[2 1],】. The tracing star fades in before starting to move ... 【1?-5[2 1],】 The tracing star does not fade in and suddenly appears when it begins to move ... 【1!-5[2 1],】 In both cases, the SLIDE arrow track fades in and the approaching star-shaped TAP does not appear. For creating a chart that letters, symbols, etc. are drawn using SLIDEs, it is recommended to use "?" to make it clear where to start tracing. For creating a chart with single-stroke SLIDEs, using "!" is recommended to avoid displaying extra stars on the screen. [pseudoEach] backtick (`) is located to the left of "1" on a US/UK layout keyboard. Its Alt code is 96. Alternatively you can copy and paste... -- cubruce1103 (2023-02-13 02 35 50) 名前 コメント
https://w.atwiki.jp/zillionsofgames/pages/215.html
The Battle of Animals (Shou Dou Qi) Shou Dou Qi is an old Chinese game for two players. One finds this game under many different names, most common The Jungle Game, or just Jungle. One can find descriptions of this game in several game books. One can debate whether one can call this game a chess variant - it probably is not, although it sometimes is regarded as such. Rules The game is played on a board of nine rows and seven columns. The board has several special areas each player has at his side of the board a Den, which is surrounded by three Traps. In the middle of the board there are two Lakes. Each player has eight pieces an Elephant, a Lion, a Tiger, a Leopard (here depicted by J for Jaguar), a Dog, a Wolf, a Cat, and a Mouse (also called Rat). Each piece moves one square horizontally or vertically (not diagonally). The mouse is the only animal that is allowed to go to a water square; none of the other animals may move to a water square. The lion and the tiger may jump over the water, when going in a horizontal and vertical straight line. (They jump to a square at the border of a lake to another square at the border of the same lake. For instance, a lion at a4 can only jump to d4.) When jumping, there may not be a mouse on one of the squares that is crossed; there may be a mouse on the square that is landed on. Pieces have a strength stronger pieces take weaker pieces. The elephant can take all other pieces, the lion all other pieces except the elephant, the tiger is the third strongest piece, i.e., wins from all pieces except lion and elephant, then come in order the jaguar/leopard, dog, wolf, cat, and mouse. There is one exception a mouse can take an elephant. However, the elephant can also take a mouse, i.e., the moving player wins the battle between elephant and mouse. One takes a piece by moving a stronger piece (or a piece of equal strength) via a legal move to the square containing that piece. When jumping, lions and tigers can take pieces that are on the square they land on. Mice may not take elephants from outside a water square. A piece can take a piece of equal strength when two pieces are of equal strength, then the piece that moves takes the other piece. A piece of a player in one of his own trap squares cannot be taken by the opponent. Pieces in a trap square of the opponent are very weak they can be taken by any other piece when in such a trap square. As observed by Jeff Mallett, this rule makes it much easier to obtain a draw one should just have fill each of ones traps by a piece and the opponent can never reach the den (except by Zugzwang). One can play instead e.g. any piece in a trap square is weaker than any other piece. Or just treat trap squares as ordinary squares, as is done in a book by R. C. Bell. However, read the comment of Ralf "Panther" Gering. A player may not move a piece to his own den. A player wins the game by moving a piece to the den of the opponent. Variant rules Jean-Louis Cazaux wrote about the precise rules of this game. As described above, the elephant can take the rat; in other descriptions of the game, the elephant cannot take the rat, i.e., the rat is stronger than the elephant in all cases. He has played both variants, and writes that he prefers very much the variant where the elephant cannot take the rat It gives more importance to the Rat, the game becomes more tactic with really 4 and not 3 major pieces. Also, in one of the software programs for Jungle, the Wolf is ranked above the Dog; this difference is not important, as it is unlikely that they meet, as they are defensive pieces. TheChessVariantPages:The Battle of Animals(Shou Dou Qi) http //www.chessvariants.com/other.dir/animal.html
https://w.atwiki.jp/satoschi/pages/12.html
Languages of the World 世界の言語 PAGE LIST ページ一覧 Afro-Asiatic Chadic *living language ナイジェリア Altaic Mongolian 中国 モンゴル *ラテン文字 *キリル文字 ロシア *extinct language アフガニスタン *historic language Tungus Turkic ウズベキスタン カザフスタン Austronesian Malayo-Polynesian インドネシア Penutian アメリカ合衆国 Tai-Kadai *タイ文字 タイ アラブ首長国連邦 シンガポール Niger-Congo Atlantic-Congo カメルーン Indo-European Baltic リトアニア ラトビア Celtic フランス イギリス アルゼンチン カナダ アイルランド *ancient language トルコ イタリア Germanic スウェーデン ドイツ ベルギー オランダ スリナム ベネズエラ Italic スペイン ポルトガル ペルー Indo-Iranian パキスタン オマーン トルクメニスタン タジキスタン キルギス *アラビア文字 イラン アゼルバイジャン インド indo-European イラク イスラエル ウクライナ *ヘブライ文字 *デーヴァナーガリー文字 ネパール *カンナダ文字 *テルグ文字 フィンランド フィジー オーストラリア *ベンガル文字 バングラデシュ ミャンマー *オリヤー文字 *マラヤーラム文字 ケニア *タミル文字 Trans-New Guinea South Bird's Head-Timor-Alor-Pantar Unclassified チャド Cushitic *ゲエズ文字 エチオピア エリトリア ソマリア タンザニア スーダン Omotic Semitic グルジア シリア ヨルダン イエメン 中央アフリカ ニジェール North American Indian Algic *クリー文字 メキシコ *カナダ先住民文字 トーゴ ガーナ ブルキナファソ ベナン コンゴ共和国 Andamanese Arauan ブラジル Barbacoan コロンビア エクアドル Choco パナマ Left May パプアニューギニア Muskogean Nambiquaran Wakashan Witotoan Zaparoan Na-Dene Arawakan ボリビア フランス領ギアナ ガイアナ Carib Chibchan コスタリカ Sino-Tibetan Chinese *漢字 *簡体字 *繁体字 マレーシア ブルネイ カンボジア フィリピン 台湾 Constructed *constructed language East Papuan ソロモン諸島 Formosan Geelvink Bay Hmong-Mien ベトナム ラオス Hokan Iroquoian Tibeto-Burman Karen *ビルマ文字 Khoisan ナミビア ボツワナ 南アフリカ アンゴラ ジンバブエ Kordofanian Volta-Congo Kru コートジボワール リベリア シエラレオネ Land Dayak Language Isolate 韓国 Macro-Ge Mataco-Guaicuru パラグアイ Mixed グアテマラ マラウイ ノルウェー ミクロネシア Mixe-Zoque Austro-Asiatic Munda Panoan panoan Pidgins ザンビア コンゴ民主共和国 Salishan Siouan Sko Nilo-Saharan Songhai マリ Totonacan Tucanoan West Papuan Benue-Congo Bantoid Southern Bantoid Wide Grassfields Sumatra *バタク文字 Creole ウガンダ 赤道ギニア ガンビア ギニア セネガル ニューカレドニア バヌアツ ギニアビサウ 東ティモール Dravidian Uto-Aztecan Uralic Tupi Torricelli *ラーオ文字 Sepik-Ramu Quechuan Oto-Manguean North Caucasian Mayan North Volta-Congo Adamawa-Ubangi *macrolanguage ガボン Northern Bantoid Beboid Ekoid Jarawan Mbam Tivoid Narrow Bantu Northwest Narrow Bantu Central Narrow Bantu Central Narrow Bantu D Central Narrow Bantu E Central Narrow Bantu F Central Narrow Bantu G モザンビーク Central Narrow Bantu H Central Narrow Bantu L Central Narrow Bantu M Central Narrow Bantu N Central Narrow Bantu P Central Narrow Bantu R Central Narrow Bantu J Central Narrow Bantu K Central Narrow Bantu S Dogon Kwa Gur Ijoid Atlantic Mande マダガスカル Malayic *クメール文字 Eleman Inland Gulf Mek Northern Trans-New Guinea Trans-Fly-Bulaka River Main Section Madang-Adelbert Range Eastern Main Section Central and Western Main Section Maban Saharan Unclassified Nilo-Saharan Central Sudanic Eastern Sudanic Australian ブータン *チベット文字 Mon-Khmer Sign language *サインライティング スイス *Retired 00 Sino-Tibetan 01 Tibeto-Burman 00 Niger-Congo 01 Atlantic-Congo 02 Volta-Congo 03 Benue-Congo 00 Austronesian 01 Malayo-Polynesian 02 Central-Eastern Malayo-Polynesian 03 Eastern Malayo-Polynesian 04 Oceanic 05 Central-Eastern Oceanic 00 Tai-Kadai 02 Sal 00 Afro-Asiatic 01 Berber 02 Northern 03 Atlas 《現》living language モロッコ【MA】 00 Creole 01 English based 02 Pacific Latin script【Latn】 アメリカ合衆国【US】 02 Atlantic 03 Northern 04 Eastern Senegal-Guinea 05 Tenda セネガル【SN】 01 Mande 02 Eastern 03 Eastern 04 Busa ナイジェリア【NG】 ベナン【BJ】 03 Southeastern 04 Guro-Tura 05 Tura-Dan-Mano 06 Mano ギニア【GN】 リベリア【LR】 06 Tura-Dan コートジボワール【CI】 03 Timor-Babar 04 Nuclear Timor 東ティモール【TL】 インドネシア【ID】 06 Remote Oceanic 07 Loyalty Islands ニューカレドニア【NC】 05 Western Oceanic 06 Meso Melanesian 07 New Ireland 08 South New Ireland-Northwest Solomonic 09 Patpatar-Tolai パプアニューギニア【PG】 00 Constructed 《作》constructed language アイルランド【IE】 ブラジル【BR】 04 Igboid 05 Igbo 09 Mono-Uruava 00 Unclassified アフガニスタン【AF】 02 Western 03 Central-Southwestern 04 Central 05 Manding-Jogo 06 Manding-Vai 07 Manding-Mokole 08 Manding 09 Manding-East 10 Southeastern Manding 11 Maninka-Mori 00 Australian オーストラリア【AU】 01 Pama-Nyungan 02 Paman 03 Mayabic 《絶》extinct language 02 South-West 03 Ngumbin 03 Inland Ngayarda 03 Coastal Ngayarda 02 Karnic 03 Ngura 03 Yir Yoront 03 Rarmul Pama 00 Wintuan 01 Wintun 02 Kulin 02 Yarli 00 Tangkic 03 Nyungar 02 Bungandidj 02 Gumbaynggiric 02 Maric 02 Waka-Kabic 02 Yuin 02 Bandjalangic 02 Yuulngu 02 Dyirbalic 00 Austro-Asiatic 01 Mon-Khmer 02 Northern Mon-Khmer 03 Palaungic 04 Eastern Palaungic 05 Waic 06 Bulang 中国【CN】 03 Bodo-Garo-Northern Naga 04 Northern Naga ミャンマー【MM】 01 Gunwingguan 02 Maran 02 Arandic 02 Durubulic 03 Wati 01 Semitic 02 South 03 Ethiopian 04 North エリトリア【ER】 02 Ngwi-Burmese 03 Ngwi 00 Indo-European 01 Slavic 03 Western イタリア【IT】 03 Northwestern ブルキナファソ【BF】 00 Language isolate マリ【ML】 06 Southeast Solomonic 07 Malaita-San Cristobal 08 San Cristobal ソロモン諸島【SB】 インド【IN】 07 North and Central Vanuatu 08 Northeast Vanuatu-Banks Islands 09 East Vanuatu バヌアツ【VU】 04 Nwa-Ben 05 Ben-Gban 《集》macrolanguage 08 Mokole Arabic script【Arab】 00 Trans-New Guinea 01 Madang 02 Croisilles 03 Isumrud 07 Central Pacific 08 East Fijian-Polynesian 09 Polynesian 10 Nuclear 11 Samoic-Outlier 12 Futunic 07 New Caledonian 08 Southern 09 Extreme Southern 09 South 10 Wailic 08 Northern 09 Extreme Northern 09 North 10 Zire-Tiri 10 Xaracuu-Xaragure 02 Ngalkbun 03 Southern Pama 00 Ramu-Lower Sepik 01 Ramu 02 Ottilien 03 Watam 02 Northeastern Tibeto-Burman 03 Bai Bowen script【Zzzz】 Lao Baiwen script【Zzzz】 03 Ersuish Ersu Shaba script【Zzzz】 00 Deaf sign language Eshkol-Wachman Movement Notation【Zzzz】 イスラエル【IL】 00 Algic 01 Algonquian 02 Fox Great Lakes Algonquian syllabary【Zzzz】 02 Ojibwa-Potawatomi カナダ【CA】 02 Central Tibeto-Burman 03 Tani 02 Western Tibeto-Burman 03 Himalayan 04 Central Himalayan 05 Newar Bhujimol script【Zzzz】 Brahmi script【Brah】 Devanagari script【Deva】 Golmol script【Zzzz】 Gupta script【Zzzz】 Hinmol script【Zzzz】 Kunmol script【Zzzz】 Kutakshari script【Zzzz】 Kwenmol script【Zzzz】 Litumol script【Zzzz】 Pachumol script【Zzzz】 Prachalit script【Zzzz】 Ranjana script【Zzzz】 ネパール【NP】 《歴》historical language SignFont Notation【Zzzz】 SignWriting【Sgnw】 Stokoe Notation【Zzzz】 コロンビア【CO】 01 Munda 02 North Munda 03 Kherwari 04 Mundari Oriya script【Orya】 Warang Citi script【Wara】 バングラデシュ【BD】 01 Kam-Tai 02 Tai 03 Southwestern Myanmar script【Mymr】 01 Indo-Iranian 02 Indo-Aryan 03 Eastern zone 04 Bengali-Assamese Assamese script【Zzzz】 Bengali script【Beng】 ブータン【BT】 00 Hurro-Urartian 《古》ancient language Urartian cuneiform【Zzzz】 Anatolian hieroglyphs【Hluw】 トルコ【TR】 アルメニア【AM】 00 Mixe-Zoquean 01 Zoquean Isthmian script【Zzzz】 メキシコ【MX】 Northeastern Iberian script【Zzzz】 Southeastern Iberian script【Zzzz】 Greco-Iberian script【Zzzz】 フランス【FR】 スペイン【ES】 07 Micronesian 08 Micronesian Proper 09 Ponapeic-Trukic 10 Trukic Woleai script【Wole】 ミクロネシア連邦【FM】 04 Santali Ol Chiki script【Olck】 02 Karenic 03 Central Kayah Li script【Kali】 タイ【TH】 01 Anatolian 02 Luwic Carian script【Cari】 Cypriot syllabary【Cprt】 キプロス【CY】 01 Celtic 02 Continental Celtic 03 Hispanic Celtic Celtiberian script【Zzzz】 Grantha script【Gran】 Kharoshthi script【Khar】 Sharada script【Shrd】 Siddham script【Zzzz】 Sinhala script【Sinh】 Thai script【Thai】 Cirth【Cirt】 Sarati【Sara】 Tengwar【Teng】 03 Central zone 04 Panjabi Gurmukhi script【Guru】 Khojki script【Khoj】 Persian script【Zzzz】 Shahmukhi script【Zzzz】 アラブ首長国連邦【AE】 イギリス【GB】 ケニア【KE】 シンガポール【SG】 フィジー【FJ】 マレーシア【MY】 モーリシャス【MU】 リビア【LY】 03 Northwestern zone 04 Lahnda Lahnda script【Zzzz】 パキスタン【PK】 04 Sindhi Khudabadi script【Zzzz】 オマーン【OM】 フィリピン【PH】 ベリーズ【BZ】 03 Naic Dongba script【Zzzz】 Nakhi Geba script【Nkgb】 04 Gujarati Saurashtra script【Saur】 Tamil script【Taml】 Telugu script【Telu】 02 Central 03 Aramaic 04 Western Hebrew script【Hebr】 Samaritan script【Samr】 Syriac script【Syrc】 パレスチナ西岸地区およびガザ地区【PS】 03 South 04 Canaanite 00 Altaic 01 Tungusic 02 Southern 03 Southwest Mongolian script【Mong】 Manchu script【Zzzz】 Xibe script【Zzzz】 04 Dardic 05 Kashmiri Syloti Nagri script【Sylo】 Braille script【Brai】 03 Sinhalese-Maldivian スリランカ【LK】 Sidetic script【Zzzz】 02 Iranian 04 Northeastern Sogdian script【Zzzz】 ウズベキスタン【UZ】 トルクメニスタン【TM】 カザフスタン【KZ】 タジキスタン【TJ】 キルギス【KG】 02 South Munda 03 Koraput Munda 04 Sora-Juray-Gorum 05 Sora-Juray Sora Sompeng script【Sora】 02 Philippine 03 Greater Central Philippine 04 Central Philippine 05 Tagalog Abakada script【Zzzz】 Tagalog script【Tglg】 グアム【GU】 サウジアラビア【SA】 04 Palawanic Tagbanwa script【Tagb】 Dhives Akuru【Zzzz】 Thaana script【Thaa】 モルディブ【MV】 Chakma script【Cakm】 02 Malayo-Chamic 03 Chamic 04 Coastal 05 Cham Cham script【Cham】 イエメン【YE】 カンボジア【KH】 ベトナム【VN】 01 Egyptian Coptic script【Copt】 Egyptian hieroglyphs【Egyp】 Cursive hieroglyphs【Zzzz】 Egyptian hieratic【Egyh】 Egyptian demotic【Egyd】 エジプト【EG】 00 Dravidian 01 Southern 02 Tulu Kannada script【Knda】 Tulu script【Zzzz】 01 Tokharian Tokharian script【Zzzz】 01 Mongolic 03 Oirat-Khalkha 04 Khalkha-Buriat 05 Mongolian Proper Clear script【Zzzz】 Phags-pa script【Phag】 モンゴル【MN】 Nabataean script【Nbat】 ヨルダン【JO】 04 South Mangyan 05 Hanunoo Hanunoo script【Hano】 Bagam script【Zzzz】 03 Kru 05 Bassa Bassa Vah script【Bass】 シエラレオネ【SL】 02 Bali-Sasak-Sumbawa Balinese script【Bali】 Javanese script【Java】 05 Shina Balti script【Zzzz】 03 Bodish 04 Central Bodish 05 Western Urdu script【Zzzz】 Tibetan script【Tibt】 Pisidian script【Zzzz】 01 Phrygian Phrygian script【Zzzz】 05 Buhid-Taubuid Buhid script【Buhd】 00 Nilo-Saharan 01 Saharan Beria script【Zzzz】 スーダン【SD】 チャド【TD】 05 Phoenician Phoenician script【Phnx】 Punic script【Zzzz】 アルジェリア【DZ】 チュニジア【TN】 マルタ【MT】 04 Bihari Kaithi script【Kthi】 Tirhuta script【Tirh】 02 Eastern Algonquian Micmac Hieroglyphs【Zzzz】 04 Southwestern 05 Mende-Loma 06 Mende-Bandi 07 Mende-Loko Mende script【Mend】 03 Southern zone Moḍī script【Zzzz】 Lisu script【Lisu】 Miao script【Plrd】 Lycian script【Lyci】 Lydian script【Lydi】 04 Kiranti 05 Eastern Limbu script【Limb】 02 Rejang Rejang script【Rjng】 03 Malayic 04 Malay バーレーン【BH】 03 Lepcha Lepcha script【Lepc】 06 Loma Loma script【Loma】 07 Vai-Kono Vai script【Vaii】 01 Turkic Old Uighur script【Zzzz】 03 South Arabian Old South Arabian script【Sarb】 01 Mongolian Kitan scripts【Zzzz】 Kitan large script【Zzzz】 Kitan small script【Zzzz】 Jurchen script【Jurc】 Bharati Braille script【Zzzz】 02 Tamil-Kannada 03 Tamil-Kodagu 04 Tamil-Malayalam 05 Malayalam Malayalam script【Mlym】 Vattezhuthu script【Zzzz】 Kolezhuthu script【Zzzz】 Malayanma script【Zzzz】 カタール【QA】 02 Kam-Sui Sui script【Zzzz】 Cretan hieroglyphs【Zzzz】 Linear A【Lina】 ギリシャ【GR】 01 Greek Linear B【Linb】 02 Tangut-Qiang Tangut script【Tang】 01 Berta エチオピア【ET】 Cyrillic script【Cyrl】 Han【Hani】 Old Zhuang script【Zzzz】 01 Illyrian クロアチア【HR】 ボスニア・ヘルツェゴビナ【BA】 モンテネグロ【ME】 アルバニア【AL】 セルビア【RS】 マケドニア旧ユーゴスラビア共和国【MK】 02 Insular 03 Goidelic Latin script (Gaelic variant)【Latg】 Ogham script【Ogam】 02 Greater Barito 03 West 00 Muran 03 Peripheral Leke script【Zzzz】 01 Oksapmin 《特》Special 01 Unclassified 04 Southern アンギラ【AI】 アンティグア・バーブーダ【AG】 サン・マルタン(フランス領)【MF】 シント・マールテン(オランダ領)【SX】 セントクリストファー・ネーヴィス【KN】 ドミニカ国【DM】 モントセラト【MS】 01 French based グアドループ【GP】 ケイマン諸島【KY】 タークス・カイコス諸島【TC】 ドミニカ共和国【DO】 ハイチ【HT】 バハマ【BS】 プエルトリコ【PR】 フランス領ギアナ【GF】 04 Arabic サンピエール島・ミクロン島【PM】 ドイツ【DE】 ベルギー【BE】 ジブラルタル【GI】 オランダ【NL】 西サハラ【EH】 ガイアナ【GY】 グレナダ【GD】 セントルシア【LC】 トリニダード・トバゴ【TT】 12 Ellicean キリバス【KI】 ツバル【TV】 ナウル【NR】 ニュージーランド【NZ】 09 Ikiribati 12 Tokelauan アメリカ領サモア【AS】 トケラウ【TK】 00 Maipurean 01 Northern 02 Maritime 03 Ta-Maipurean 04 Iñeri セントビンセントおよびグレナディーン諸島【VC】 ノーフォーク島【NF】 ピトケアン諸島【PN】 バルバドス【BB】 マルティニーク【MQ】 サン・バルテルミー【BL】 ニジェール【NE】 モーリタニア【MR】 01 Germanic 02 West 03 English English Braille script【Zzzz】 Deseret script【Dsrt】 Shavian script【Shaw】 アメリカ領ヴァージン諸島【VI】 アルバ【AW】 アンドラ【AD】 イギリス領インド洋地域【IO】 イギリス領ヴァージン諸島【VG】 ウガンダ【UG】 エクアドル【EC】 カメルーン【CM】 ガンビア【GM】 ガーナ【GH】 北マリアナ諸島【MP】 キュラソー【CW】 クック諸島【CK】 サモア【WS】 ザンビア【ZM】 ジャマイカ【JM】 ジンバブエ【ZW】 スイス【CH】 スウェーデン【SE】 スリナム【SR】 スワジランド【SZ】 赤道ギニア【GQ】 セントヘレナ・アセンションおよびトリスタンダクーニャ【SH】 セーシェル【SC】 ソマリア【SO】 韓国【KR】 タンザニア【TZ】 チリ【CL】 デンマーク【DK】 トンガ【TO】 ナミビア【NA】 ニウエ【NU】 日本【JP】 ノルウェー【NO】 バミューダ【BM】 パラオ【PW】 フィンランド【FI】 フォークランド(マルビナス)諸島【FK】 ブルネイ【BN】 ベネズエラ【VE】 ボツワナ【BW】 香港【HK】 ホンジュラス【HN】 マカオ【MO】 マダガスカル【MG】 マラウイ【MW】 マン島【IM】 マーシャル諸島【MH】 南アフリカ【ZA】 南スーダン【SS】 モザンビーク【MZ】 ルワンダ【RW】 レソト【LS】 レバノン【LB】 02 Viet-Muong 03 Vietnamese Vietnamese Braille script【Zzzz】 Chữ Nôm【Zzzz】 台湾【TW】 チェコ【CZ】 ラオス【LA】 ロシア【RU】 00 Japonic Japanese Braille script【Zzzz】 Japanese scripts【Jpan】 Japanese syllabaries【Hrkt】 Hiragana【Hira】 Katakana【Kana】 アルゼンチン【AR】 パナマ【PA】 パラグアイ【PY】 05 Central Tibetan Braille script【Zzzz】 04 Oirat-Kalmyk-Darkhat Mongolian Cyrillic script【Zzzz】 ASL-phabet【Zzzz】 Si5s【Zzzz】 Sign Script【Zzzz】 エルサルバドル【SV】 ガボン【GA】 コンゴ民主共和国【CD】 中央アフリカ【CF】 トーゴ【TG】 ボリビア【BO】 01 Italic 02 Romance 03 Italo-Western 05 Gallo-Iberian 06 Gallo-Romance 07 Gallo-Rhaetian 08 Oïl 09 French French Braille script【Zzzz】 ウォリス・フツナ【WF】 オーストリア【AT】 コモロ【KM】 コンゴ共和国【CG】 ジブチ【DJ】 ハンガリー【HU】 フランス領ポリネシア【PF】 ブルンジ【BI】 マヨット【YT】 モナコ【MC】 ルクセンブルク【LU】 レユニオン【RE】 ウクライナ【UA】 03 Evenki 00 Uralic 01 Permian 02 Komi Old Permic script【Perm】 01 Chinese Xiao'erjing【Zzzz】 Cyrillic script (Old Church Slavonic)【Cyrs】 Glagolitic script【Glag】 03 Khmuic 04 Mal-Khmu’ 05 Khmu’ Lao script【Laoo】 Duota script【Zzzz】 New Tai Lue script【Talu】 Tai Le script【Tale】 Tai Tham script【Lana】 02 Eastern Mon-Khmer 03 Katuic 04 East Katuic 05 Katu-Pacoh 09 Marshallese 06 Ibero-Romance 07 West Iberian 08 Castilian Spanish Braille script【Zzzz】 ウルグアイ【UY】 キューバ【CU】 グアテマラ【GT】 コスタリカ【CR】 ニカラグア【NI】 ペルー【PE】 Bopomofo【Bopo】 Chinese Braille script【Zzzz】 Taiwanese Braille script【Zzzz】 Two-Cell Chinese Braille script【Zzzz】 Han (Simplified variant)【Hans】 Han (Traditional variant)【Hant】 10 Tongic 12 Samoan 08 Portuguese-Galician Portuguese Braille script【Zzzz】 アンゴラ【AO】 カーボベルデ【CV】 ギニアビサウ【GW】 サントメ・プリンシペ【ST】 ポルトガル【PT】 01 Portuguese based ALUPEC【Zzzz】 12 East Uvean-Niuafo’ou ボネール、シント・ユースタティウスおよびサバ【BQ】 03 Suriname 01 Iberian based 07 East Iberian Catalan Braille script【Zzzz】 シリア【SY】 01 Dutch based Meroitic script【Mero】 01 Armenian Armenian script【Armn】 02 North Runic script【Runr】 アイスランド【IS】 オーランド諸島【AX】 グリーンランド【GL】 フェロー諸島【FO】 03 East Central zone 04 Bhil Gujarati script【Gujr】 04 Konkani Gujarati Braille script【Zzzz】 03 Northern zone 04 Western Pahari Takri script【Takr】 04 West Himalayish 05 Kinauri 04 Southeastern 05 Pashto Pashto script【Zzzz】 イラン【IR】 00 Hmong-Mien 01 Hmongic 02 Chuanqiandian Pahawh Hmong script【Hmng】 04 Northern Yi script【Yiii】 02 Lampung Lampung script【Zzzz】 03 High German 02 South Sulawesi 03 Bugis Lontara script【Bugi】 03 Makassar 04 Mandar 10 Northeastern Manding 11 Bamana N'Ko script【Nkoo】 00 Mixed language Old Turkic script【Orkh】 02 Bolgar Greek script【Grek】 ルーマニア【RO】 ブルガリア【BG】 00 Kaweskaran 00 Amto-Musan 00 Mapudungu 01 Armenian-Romani アゼルバイジャン【AZ】 00 Aymaran 01 Aymara 01 Tupe 00 Bayono-Awbono 00 Cahuapanan 00 Chon 01 Island Chon 00 Chimakuan 00 East Bird’s Head-Sentani 01 East Bird’s Head 02 Meax 02 Mantion 01 Fur 00 Harákmbut 00 Cholonan 00 Keresan 01 Kolopom 00 Lower Mamberamo 00 Yaguan 00 Sálivan 01 Piaroa-Maco 00 Tarascan 01 Thracian 00 Tyrrhenian Old Italic script【Ital】 04 Bantoid 05 Unclassified 00 Chipaya-Uru 00 Yukian 01 Core Yukian 00 Zamucoan 11 East 12 Central 13 Tahitic 12 Pukapuka 01 Albanian 02 Gheg スロベニア【SI】 07 Gallo-Italian サンマリノ【SM】 03 Luwian Ugaritic script【Ugar】 イラク【IQ】 02 Latino-Faliscan バチカン市国【VA】 02 Attic Greek Braille script【Zzzz】 グルジア【GE】 ポーランド【PL】 03 Southern 04 Corsican クウェート【KW】 03 East 04 Malagasy 07 Oc 04 Italo-Dalmatian Italian Braille script【Zzzz】 リヒテンシュタイン【LI】 04 German 05 Middle German 06 East Middle German German Braille script【Zzzz】 Latin script (Fraktur variant)【Latf】 エストニア【EE】 スロバキア【SK】 モルドバ【MD】 05 Upper German 06 Alemannic 06 West Middle German 07 Moselle Franconian 05 Tamil Tamil Braille script【Zzzz】 02 Chamorro 朝鮮民主主義人民共和国【KP】 02 Javanese Pegon script【Zzzz】 02 Madurese 02 Sundanese Nagari script【Zzzz】 Sundanese script【Sund】 02 Hittite Sumero-Akkadian Cuneiform【Xsux】 Hittite cuneiform【Zzzz】 Tai Viet script【Tavt】 02 Sabellic 03 Oscan 03 Umbrian 02 Tosk Elbasan script【Elba】 04 Northwestern 05 Kurdish 04 Eastern 06 Northeastern 06 Northwestern 02 Palauan Cantonese Braille script【Zzzz】 00 Pidgin 09 Kusaiean 08 Nauruan 03 Unclassified 01 Malay based Ethiopic script【Ethi】 10 Ponapeic Egyptian Braille script【Zzzz】 04 Western Hindi 05 Hindustani Urdu Braille script【Zzzz】 04 Romani 05 Vlax ベラルーシ【BY】 ラトビア【LV】 リトアニア【LT】 04 South 05 Transversal 06 Amharic-Argobba Amharic Braille script【Zzzz】 Imperial Aramaic script【Armi】 Inscriptional Pahlavi script【Phli】 Psalter Pahlavi script【Phlp】 Book Pahlavi script【Phlv】 Inscriptional Parthian script【Prti】 Khwarezmian script【Zzzz】 Proto-Elamite script【Zzzz】 Linear Elamite script【Zzzz】 Elamite Cuneiform【Zzzz】 Manichaean script【Mani】 05 Mandaic Mandaic script【Mand】 Elder Futhark【Zzzz】 00 Huavean 01 South-Central 02 Telugu Telugu Braille script【Zzzz】 00 Yukaghir 00 Yanomaman 00 Jivaroan 01 Jívaro 04 Dom Hebrew Braille script【Zzzz】 Maltese Braille script【Zzzz】 01 Songhay-Berber Tifinagh script【Tfng】 04 Senegambian 05 Fula-Wolof 06 Fula 07 Western 06 Wolof 04 Soninke-Bobo 05 Soninke-Boso 06 Soninke 01 Chadic 02 Biu-Mandara 03 A 04 A.2 05 1 05 2 04 A.3 04 A.4 05 Lamang 05 Mandara Proper 06 Glavda 06 Mandara 06 Podoko 04 A.5 04 A.6 04 A.7 04 A.8 03 North 04 Gur 05 Wara-Natioro 03 Uralian Avestan script【Avst】 03 B 04 B.2 03 C 04 B.1 05 Jina 05 Kotoko Proper 06 North 06 South 03 Bahnaric 04 Central Bahnaric 00 Mascoyan 00 Sign language Man'yōgana【Zzzz】 00 Japanese 00 Eskimo-Aleut Unified Canadian Aboriginal Syllabics【Cans】 01 Balto-Slavic 02 Slavic 03 East Slavic Libyco-Berber script【Zzzz】 Tuareg Tifinagh script【Zzzz】 02 Eastern Berber 03 Siwa 02 Northern Berber 03 Zenati 04 East Zenati 03 Awjila-Sokna 02 Guanche Berber Arabic script【Zzzz】 Berber Latin script【Zzzz】 03 Kabyle 04 Ghomara 04 Mzab-Wargla 04 Riff 04 Shawiya 04 Tidikelt 02 Tamasheq 03 Northern Tamasheq 03 Southern Tamasheq 03 A (Biu-Mandara) 04 A.1 (Biu-Mandara) 05 Eastern (A.1 Biu-Mandara) 00 North Caucasian 01 West Caucasian 02 Ubyx 02 Circassian 06 North New Guinea 07 Ngero-Vitiaz 08 Vitiaz 09 Korap 05 Southern (Bantoid) 06 Narrow Bantu 07 Northwest (Narrow Bantu) 08 B (Northwest Narrow Bantu) 09 Tsogo (B.301) 00 Tupian 01 Tupí-Guaraní 02 Wayampí 03 Amanayé 01 Northern Dravidian 01 Unclassified Dravidian 01Cebuano-Spanish-English Eskayan script【Zzzz】 02 South Adelbert Range 03 Josephstaal 04 Sikan 01 Afrikaans based 02 Tamolan 00 Koreanic Hangul【Hang】 01 Samoyed 02 Northern Samoyed ジャージー【JE】 09 Kele (B.203) 09 Kele (B.204) 02 Western (Saharan) 03 Kanuri 02 South (Slavic) 03 Western (South Slavic) Gaj’s Latin script【Zzzz】 Yugoslav Braille script【Zzzz】 00 Tuu 01 !Ui 01 Chimbu–Wahgi 02 Chimbu 06 Papuan Tip 07 Peripheral 08 Kilivila-Louisiades 09 Nimoa–Sudest 03 Boro-Garo 04 Koch 04 Kainji 05 Western (Kainji) 06 Kainji Lake 06 Kamuku 00 Khoe-Kwadi 01 Khoe 02 Khoekhoe 03 Nama 03 Intermediate Divisions 04 Western (Intermediate Divisions) 05 Punjabi 06 Western Punjabi Arabic script (Nastaliq variant)【Aran】 03 Outer Languages 04 Northwestern (Outer Languages) 05 Dardic 06 Pashai 01 Satellite–Core 02 Satellites 03 Central Sudanic 04 West (Central Sudanic) 05 Bongo–Bagirmi 06 Sara–Bagirmi 07 Sara 08 Sara Proper 09 Sara Kaba 00 Otomanguean 01 Eastern Otomanguean 02 Popolocan-Zapotecan 03 Popolocan 04 Popoloca 04 West Bodish 05 Gurung-Tamang 06 Tamang 06 Kambari 01 Cushitic 02 South (Cushitic) 04 Edoid 05 North-Central (Edoid) 06 Edo-Esan-Ora 06 Wide Grassfields 07 Narrow Grassfields 08 Mbam-Nkam 09 Nkambe 05 Eastern (Kiranti) 05 Central (Central Bodish) 06 Southern (Central Central Bodish) 07 Central (Narrow Bantu) 08 D (Central Narrow Bantu) 09 Bira-Nyali (D.305) 00 Kx’a 01 ǃKung 03 Dhuwal 02 North Borneo 03 Sabahan 04 Murutic 05 Tidung 01 South-Central (Dravidian) 02 Gondi–Kui 03 Gondi 02 Greater Central Philippine 03 Danao 04 Maranao–Iranon 00 Trans–New Guinea 01 West (Trans–New Guinea) 02 Timor–Alor–Pantar 03 Timor 03 Alor–Pantar 04 Pantar 02 North (Germanic) 03 East Scandinavian 01 Gurindji-Kriol 02 Central (Semitic) 08 R (Central Narrow Bantu) 09 Umbundu (R.101) 06 Duka 03 North (Volta-Congo) 04 Adamawa-Ubangi 05 Adamawa 06 Leko–Nimbari 07 Duru 08 Duli 02 Aslian 03 North Aslian 04 Tonga 03 Central Maluku 04 East (Central Maluku) 05 Seram 06 Manusela–Seti 06 Nunusaku 07 Three Rivers 08 Amalumute 09 Northwest Seram 07 Piru Bay 08 East (Piru Bay) 04 Eastern (Intermediate Divisions) 05 East Central (Eastern Intermediate Divisions) 01 Kam–Tai Tai Yo script【Zzzz】 01 East Otomanguean 03 Zapotecan 04 Zapotec 00 Quechuan 01 Peripheral Quechua 02 Chinchay 03 Southern Chinchay 04 Eastern (Outer Languages) 05 Oriya 01 Finisterre–Huon 02 Finisterre 03 Erap 05 Sindhi 02 Kuki-Chin 03 Central (Kuki-Chin) 04 Lai 04 Northern (Peripheral) 05 Sizang Zolai script【Zzzz】 03 Maraic 04 Southern (Peripheral) 03 Kuki-Chin-Naga Meitei Mayek script【Mtei】 06 Gurungic 02 West (Chadic) 03A (West Chadic) 04 A.3 (A West Chadic) 05 Yiwom 04 Dusunic 05 Dusun 06 Central (Dusun) 02 Northern Luzon 03 Meso-Cordilleran 04 South–Central Cordilleran 05 Southern Cordilleran 06 West Southern Cordilleran 07 Nuclear Southern Cordilleran 08 Kallahan 03 Dhangu 03 Southern (Atlantic) 04 Mel 05 Temne 06 Baga 04 Eastern (Kru) 05 Dida 05 Temotu 06 Reefs-Santa Cruz 05 Angkuic 04 Highlands 06 Jarawan 07 Cameroon 09 Umbundu (R.13) 02 Celebic 03 Kaili–Pamona 04 Northern (Kaili–Pamona)05 Kaili 06 Beboid 04 West Bahnaric 05 Brao-Kavet Khmer script【Khmr】 05 Oi-The 05 Bullom–Kissi 06 Bullom 07 Northern (Bullom) 04 Ngeq-Nkriang 08 H (Central Narrow Bantu) 09 Kimbundu (H.20) 02 Kalahari Khoe 03 Northwest (Kalahari Khoe) 02 West (Germanic) 《族》collective 11 East (Nuclear) 12 Rapanui 03 South (Central Semitic) 03 Tebu 04 A.1 (A Biu-Mandara) 05 Western (A.1 A Biu-Mandara) 04 A.2 (A Biu-Mandara) 05 1 (A.2 A Biu-Mandara) 02 East (Germanic) Gothic script【Goth】 *Hebrew script【Hebr】 01 Romance based 00 Turkic 01 Southern (Turkic) 02 Turkish 03 South (Slavic) 04 Western (South Slavic) 03 Eastern (Romance) 01 Songhai 02 Northern (Songhai) 05 Romani 06 Northen (Romani) 03 West (Slavic) 04 Lechitic 04 Czech–Slovak 06 Northern (Romani) 04 Western (Italo-Western) 04 Eastern (South Slavic) 01 Western (Turkic) 02 Uralian 04 Yiddish 01 Serbian-Romani 02 Doric 03 Low Saxon-Low Franconian 04 Low Saxon 01 Tupí–Guaraní 02 Guaraní 03 Guaraní 02 Baltic 03 Eastern (Baltic) 01Greek-Romani 06 Bavarian-Austrian 01 German-Yiddish-Romani-Rotwelsch 01 Mordvin 02 Ponto-Caspian 06 Balkan 00 Kartvelian 01 Georgian Georgian script【Geor】 Khutsuri script【Geok】 02 Azerbaijani 04 Sorbian 01 Southern (Maipurean) 02 Southern Outlier 03 Piro 01 Maskoy 00 Katukinan 03 Western (Baltic) 01 Unclassified (Indo-European) 00 Pauwasi 01 Eastern (Pauwasi) 01 Western (Pauwasi) 00 Kaure 01 Kaure Proper 01 Kapore 00 Nimboran 00 Chapacuran 01 Itene 01 Wari 06 Unclassified (Southern Bantoid) 02Baltic 03 Eastern (Iranian) 04 Northeastern (Eastern Iranian) 05 Bengali-Assamese Rohingya Hanifi script【Zzzz】 Newa script【Newa】 00 Caddoan 01 Northern Caddoan 02 Kitsai–Proto–Pawnee 03 Proto–Pawnee 01 Svan 01 Zan 01 East Caucasian 02 Avar–Andic 03 Avar 00 Chukotko-Kamchatkan 01 Northern (Chukotko-Kamchatkan) 02 Chukot 02 Koryak-Alyutor 00 Coahuiltecan 00 Kiowa-Tanoan 01 Tanoan 00 Fas 00 Kwomtari 01 Nuclear Kwomtari 01 Guriaso 00 Guajiboan 01 Guajibo 00 Chumashan 01 Island Chumash 01 Central Chumash 01 Western Otomanguean 02 Tlapanec–Manguean 03 Tlapanec–Subtiaba 04 Tlapanec 04 Befoid 05 Yoruboid 06 Edekiri 08 J (Central Narrow Bantu) 09 Ruanda-Rundi (D.61) 09 Ruanda-Rundi (D.62) 08 G (Central Narrow Bantu) 09 Swahili (G.44) 02 East (Cushitic) 03 Oromo 02 North (Cushitic) 00 Misumalpan 01 Sumu-Cacaopera-Matagalpa 02 Cacaopera-Matagalpa 00 Tacanan 01 Tacana 01 Chama 00 Puinavean 01 Cacua 01 Hupda 01 Kaburi 00 Yeniseian 01 Northern (Maipurean) 00 Chibchan 01 Chibchan B 02 Votic 03 Western (Atlantic) 00 Jicaquean 00 Lencan 00 Mayan 01 Yucatecan-Core Mayan 02 Core Mayan 03 Cholan–Tzeltalan 04 Cholan 05 Chorti-Cholti Mayan hieroglyphs【Maya】 02 K’ichean-Mamean 03 K’ichean 04 Poqom-K’ichean 05 Poqom 06 Poqomam 00 Uto-Aztecan 01 Southern Uto-Aztecan 02 Corachol-Aztecan 03 Core Nahua 03 Western Hindi 04 Hindustani 01 Huastecan 02 Yucatecan 03 Mopan–Itzá 03 Yucatec-Lacandon 09 East Fijian 12 Central (East Nuclear) 01 Mienic 02 Mian-Jin 01 ǃUi 08 S (Central Narrow Bantu) 09 Nguni (S.42) 09 Nguni (S.43) 09 Sotho–Tswana (S.33) 09 Nguni (S.41) 08 N (Central Narrow Bantu) 09 Chewa-Nyanja (N.31) 09 Tswa-Ronga (S.53) 13 Marquesic 03 Kunama 09 Bira-Nyali (D.302) 08 F (Central Narrow Bantu) 09 Nilamba-Rangi (F.31) 09 Bira-Nyali (D.336) 09 Bira-Nyali (D.301) 09 Bira-Nyali (D.307) 09 Bira-Nyali (D.303) 09 Tiene-Yanzi (B.85) 01 Eastern (Turkic) 03 Western (Iranian) 04 Northwestern (Western Iranian) 05 Talysh 05 Zaza–Gorani 05 Caspian 04 Danish-Swedish 05 Danish-Riksmal 06 Danish Danish Braille script【Zzzz】 05 Swedish 03 West Scandinavian 01 Danish-Romani 01 Bolgar 01 Finnic 08 Rhaetian 00 Arauan 04 West Katuic 05 Bru 02 Eastern (Mande) 03 Southeastern (Eastern Mande) 04 South Bahnaric 05 Stieng-Chrau 03 Unclassified (Indo-Aryan) 04 Mazatec 06 gTsang 02 South Adelbert 03 Sogeram 04 East Sogeram 01 Satellite-Core 04 East (Central Sudanic) 05 Lendu 06 Kohistani 02 Zenaga 09 Tiene-Yanzi (B.865) 08 Masaba-Luhya (E.33) 03 Khmer 01 Taa 08 Malaita 09 Southern (Malaita) 08 Suauic 07 Nuclear (Papuan Tip) 00 Kra-Dai 01 Kra 02 Western Kra 00 Andamanese 01 Great Andamanese 02 Central (Great Andamanese) 05 Buduma 01 Omotic 02 South (Omotic) 08 Central Papuan 09 West Central Papuan 10 Gabadi 02 Kalam-Kobon 04 Paitanic 06 Yemne-Kimbi 09 Bamileke 09 Nun Bamum script【Bamu】 06 Mbe 06 Ndemli 06 Tikar 06 Mamfe 07 Northwest 08 A 09 Yaunde-Fang (A.75) 07 Central 08 G 09 Swahili (G.42) 06 Ekoid 07 Bakor 00 Sepik 01 Abau 00 Abkhaz-Adyghe 01 Abkhaz-Abazin 03 Kwa 04 Nyo 05 Agneby Korean Braille script【Zzzz】 Korean【Kore】 00 Guaicuruan 03 Abenaki 01 Tirio 06 Tivoid 05 Potou-Tano 06 Tano 07 Central (Tano) 08 Akan 04 Cross River 05 Delta Cross 06 Central Delta 07 Abua-Odual 01 West (Trans-New Guinea) 02 Timor-Alor-Pantar 03 Alor-Pantar 04 Alor 02 Central Luzon 03 Sambalic 07 Western (Tano) 02 Grass 02 Upper Amazon 03 Western Nawiki 04 Piapoco 03 Burmish 04 Northern (Burmish) 01 Kordofanian 02 Talodi 03 Talodi Proper 04 Tocho 04 Southeastern (Ngwi) 04 Acehnese 05 Core K’ichean 00 Palaihnihan 02 Core (Satellite-Core) 03 Eastern Sudanic 04 Southern (n languages) 05 Nilotic 06 Western (Nilotic) 07 Luo 08 Southern (Luo) 09 Luo-Acholi 10 Alur-Acholi 11 Lango-Acholi 00 Jean 01 Central (Jean) 04 Southwest Maluku 05 Wetar 01 Shared-signing language 04 Left Bank 05 Kposo-Ahlo-Bowili 05 Ga-Dangme 04 Plateau 05 Northern (Plateau) 03 Northern Cordilleran 04 Cagayan Valley 05 Isnag 06 Basila-Adele 09 Adhola 03 B’aga 03 Koman 04 Northern (k languages) 05 Nubian 06 Central (Nubian) 06 Northern (Nubian) 03 Northern Pama 02 South-West (Pama-Nyungan) 03 Yura 03 Bima-Lembata 05 Northwestern (Edoid) 01 Circassian 北マケドニア【MK】 07 Huon Gulf 08 Markham 09 Upper (Markham) 01 Greater Binanderean 02 Binanderean 03 Nuclear Binanderean 04 South Binanderean 05 Orokaivan 01 Awin-Pare 05 Gujarati 03 Saho-Afar 03 Somali Borama script【Zzzz】 Osmanya script【Osma】 02 East (Chadic) 04 A.1 02 East (Semitic) 01 Deaf community sign language 05 Nyimang 04 Low Franconian ジン バブエ【ZW】レソト【LS】 01 Kainantu-Goroka 02 Kainantu 03 Gadsup-Auyana-Awa 04 Idomoid 05 Akweya 06 Etulo-Idoma 07 Idoma 08 Ring 09 West (Ring) 00 Nakh-Daghestanian 01 Lezgic 02 Nuclear Lezgic 03 East Lezgic 01 Ok-Awyu 02 Awyu-Dumut 03 Awyu 01 Daghestanian 02 Lezgic 03 Samur 04 Eastern Samur 05 Udi-Aghwan 00 Torricelli 01 Wapei-Palei 02 Palei 00 South-Central Papuan 01 Pahoturi 06 Upper Cross 07 Agoi-Doko-Iyoniyong 03 Umiray Dumaget 04 Northeastern Luzon 05 Northern (Northeastern Luzon) 05 Ibanagic 06 Gaddangic 03 Central Philippine 04 Bikol 05 Coastal 06 Naga 05 Inland 03 Mamean 04 Awakateko-Ixil 05 Gbe 02 Kalamian 07 Central (Upper Cross) 08 North-South 09 Ubaghara-Kohumono 10 Kohumono 08 Bia 09 Southern (Bia) 04 Defoid 05 Ayere-Ahan 03 Thavung 05 Khandesi Ahom script【Ahom】 00 Eyak-Athabaskan 01 Athabaskan 02 Northern Athabaskan 05 Central (Plateau) 06 West-Central 09 Southwest New Britain 10 Arawe-Pasismanua 11 Pasismanua 11 Arawe 12 West Arawe 01 Bosavi 03 Northwestern (Kuki-Chin) 00 Border 01 Bewani 02 Middle Ramu 00 Tor-Kwerba 01 Greater Kwerba 02 Kwerba 03 West Coast 03 Southwestern (Tai) 04 Aizi 06 Aja 05 Kresh 02 Campa 03 Ashéninga 02 Northern (Great Andamanese) 00 Cariban 01 North Amazonian 02 Pemón 03 Pemón proper 04 Kapong 02 Core 05 Eastern Jebel 06 Aka-Kelo-Molo 05 Kebu-Animere 09 West Santo 04 Southern (Ngwi) 05 Western (Plateau) 06 Southwestern (Western Plateau) 07 B (Southwestern Western Plateau) 04 Southwestern (Western Iranian) Old Persian cuneiform【Xpeo】 05 Persian 03 B (West Chadic) 04 B.2 (B West Chadic) 08 Southern (New Caledonian) 09 South (Southern New Caledonian) 05 Central (Gur) 06 Northern (Central Gur) 07 Oti-Volta 08 Gurma 09 Ntcham |A|B|C|D|E|F|G|H|I|J|K|L|M|N|O|P|Q|R|S|T|U|W|Y|Z| A Afro-Asiatic【afa】—アフロ=アジア諸語* Alacalufan【aqa】—アラカルーフ諸語* Albanian【sqj】—アルバニア諸語 Algic【aql】—アルジック諸語* Algonquian【alg】—アルゴンキン諸語 →Algic【aql】* Altaic【tut】—アルタイ諸語* Amto-Musan —アムト=ムサン諸語 Andamanese —アンダマン諸語* Apache【apa】—アパッチ諸語 →Na-Dene【xnd】* Arauan【auf】—アラワ諸語* Araucanian —アラウカン諸語 Arawakan【awd】—アラワク諸語* Armenian【hyx】—アルメニア諸語 Artificial【art】—人工言語 →Constructed* Arutani-Sape —アルタニ=サペ諸語 Athapascan【ath】—アサパスカ諸語 →Na-Dene【xnd】* Atlantic-Congo【alv】—大西洋=コンゴ諸語* Australian【aus】—オーストラリア諸語* Austro-Asiatic【aav】—オーストロ=アジア諸語* Austronesian【map】—オーストロネシア諸語* Aymaran —アイマラ諸語 B Baltic【bat】—バルト諸語* Bamileke【bai】—バミレケ諸語 →Wide Grassfields* Banda【bad】—バンダ諸語 →Adamawa-Ubangi* Bantu【bnt】—バントゥ諸語 →Bantoid* Barbacoan —バルバコア諸語* Basque 【euq】—バスク諸語 Batak【btk】—バタク諸語 →Sumatra (Malayo-Polynesian【poz】)* Bayono-Awbono —バヨノ=アウボノ諸語 Berber【ber】—ベルベル諸語 C Caddoan【cdd】—カド諸語* Cahuapanan —カワパナ諸語 Cant —カント Carib —カリブ諸語* Caucasian【cau】—カフカース諸語* Celtic【cel】—ケルト諸語* Central American Indian【cai】—中米インディアン諸語* Central Malayo-Polynesian【plf】—中部マレー=ポリネシア諸語* Central Sudanic【csu】—中部スーダン諸語* Chadic【cdc】—チャド諸語* Chamic【cmc】—チャム諸語 →Malayic (Malayo-Polynesian【poz】)* Chapacura-Wanham —チャパクラ=ワニャム諸語* Chibchan【cba】—チブチャ諸語* Chimakuan —チマクアン諸語 Chinese【zhx】—中国語* Choco —チョコ諸語* Chon —チョン諸語 Chukotko-Kamchatkan —チュクチ=カムチャッカ諸語* Chumash —チュマシュ諸語* Coahuiltecan —コアウィルテコ諸語* Constructed —人工言語* Creole —クレオール諸語* Creoles and pidgins【crp】—クレオル諸語及びピジン語 →Creole、Pidgins* Creoles and pidgins, English‑based【cpe】—クレオル諸語及びピジン語、英語系 →Creole、Pidgins* Creoles and pidgins, French‑based【cpf】—クレオル諸語及びピジン語、フランス語系 →Creole、Pidgins* Creoles and pidgins, Portuguese-based【cpp】—クレオル諸語及びピジン語、ポルトガル語系 →Creole、Pidgins* Cushitic【cus】—クシ諸語* D Deaf sign languages —手話(聴覚障害者用)→Sign【sgn】* Dravidian【dra】—ドラヴィダ諸語* E East Bird s Head —東バーズヘッド諸語 East Germanic【gme】—東ゲルマン諸語* East Papuan —東パプア諸語* East Slavic【zle】—東スラヴ諸語* Eastern Malayo-Polynesian【pqe】—東部マレー=ポリネシア諸語* Eastern Sudanic【sdv】—東部スーダン諸語* Egyptian【egx】—エジプト諸語 Eskimo-Aleut【esx】—エスキモー=アレウト諸語* F Finno-Ugrian【fiu]】—フィン=ウゴル諸語 →Uralic【urj】* Formosan【fox】—台湾諸語* G Geelvink Bay —ヘールヴィンク湾語* Germanic【gem】—ゲルマン諸語* Greek【grk】—ギリシア諸語* Guahiban —グアイーボ諸語* Gulf —ガルフ諸語* H Harakmbet —ハラクンベット諸語 Hibito-Cholon —ヒビト=チョロン諸語 Hmong-Mien【hmx】—フモン=ミエン諸語* Hokan【hok】—ホカ諸語* Huavean —ワベ諸語 Hurro-Urartian —フルリ=ウラルトゥ諸語 I Ijo【ijo】—イジョー諸語 →Ijoid* Indic【inc】—インド諸語* Indo-European【ine】—インド=ヨーロッパ諸語* Indo-Iranian【iir】—インド=イラン諸語* Iranian【ira】—イラン諸語* Iroquoian【iro】—イロコイ諸語* Italic【itc】—イタリック諸語* J Japanese【jpx】—日本語* Japonic →Japanese* Jivaroan —ヒバロ諸語 K Karen【kar】—カレン諸語* Kartvelian —カルトヴェリ諸語* Katukinan —カトキーナ諸語* Keres —ケレス諸語 Khoisan【khi】—コイサン諸語* Kiowa Tanoan —カイオワ・タノ諸語* Kordofanian【kdo】—コルドファン諸語* Kru【kro】—クル諸語* Kwomtari-Baibai —クオムタリ=バイバイ諸語* L Land Dayak【day】—陸ダヤク諸語* Language Isolate —孤立言語* Left May —レフト・メイ諸語* Lower Mamberamo —低マンベラモ諸語 Lule-Vilela —ルレ=ヴィレラ諸語 M Macro-Ge —マクロ=ジェー諸語* Maku —マクー諸語* Malayo-Polynesian【poz】—マレー=ポリネシア諸語* Mande【dmn】—マンデ諸語* Manobo【mno】—マノボ諸語 →Southern Philippine* Mascoian —マスコイ諸語* Mataco-Guaicuru —マタコ=グアイクル諸語* Mayan【myn】—マヤ諸語* Misumalpan —ミスマルパ諸語* Mixed —混交言語* Mixe-Zoque —ミヘ=ソケ諸語* Mongolian【xgn】—モンゴル諸語* Mon-Khmer【mkh】—モン=クメール諸語* Munda【mun】—ムンダー諸語* Mura —ムーラ諸語 Muskogean —マスコギー諸語* N Na-Dene【xnd】—ナ=デネ諸語* Nahuatl【nah】—ナワトル諸語 →Uto-Aztecan【azc】* Nambiquaran —ナンビクワラ諸語* Niger-Congo —ニジェール=コンゴ諸語* Niger-Kordofanian【nic】—ニジェール=コルドファン諸語 =Niger-Congo* Nilo-Saharan【ssa】—ナイル=サハラ諸語* North American Indian【nai】—北米インディアン諸語* North Caucasian【ccn】—北カフカース諸語* North Germanic【gmq】—北ゲルマン諸語* Nubian【nub】—ヌビア諸語 →Eastern Sudanic【sdv】* O Omotic【omv】—オモ諸語* Oto-Manguean【omq】—オト=マンゲ諸語* Otomian【oto】—オトミ諸語 →Oto-Manguean【omq】* P Panoan —パノ諸語* Papuan【paa】—パプア諸語* Peba-Yaguan —ペバ=ヤグア諸語 Penutian —ペヌティ諸語* Philippine【phi】—フィリピン諸語 →Malayo-Polynesian【poz】* Pidgins —ピジン諸語* Prakrit【pra】—プラークリット諸語 →Indic【inc】* Q Quechuan【qwe】—ケチュア諸語* R Romance【roa】—ロマンス諸語 →Italic【itc】* S Salishan【sal】—セイリッシュ諸語* Salivan —サリバ諸語 Sami【smi】—サーミ諸語 →Uralic【urj】* Samoyedic【syd】—サモエード諸語 →Uralic【urj】* Semitic【sem】—セム諸語* Sepik-Ramu —セピック=ラム諸語* Sign【sgn】—手話* Sino-Tibetan【sit】—シナ=チベット諸語* Siouan【sio】—スー諸語* Sko —スコ諸語* Slavic【sla】—スラヴ諸語* Songhai【son】—ソンガイ諸語* Sorbian【wen】—ソルブ諸語 →West Slavic【zlw】* South American Indian【sai】—南米インディアン諸語* South Caucasian【ccs】—南カフカース諸語 →Kartvelian* South Slavic【zls】—南スラヴ諸語* Special — Subtiaba-Tlapanec —スブティアバ=トラパネック諸語* T Tacanan —タカナ諸語* Tai【tai】—タイ諸語 →Tai-Kadai* Tai-Kadai —タイ・カダイ諸語* Tarascan —タラスコ諸語 Tibeto-Burman【tbq】—チベット=ビルマ諸語* Torricelli —トリチェリ諸語* Totonacan —トトナック諸語* Trans-New Guinea【ngf】—トランス=ニューギニア諸語* Tucanoan —トゥカノ諸語* Tungus【tuw】—ツングース諸語* Tupi【tup】—トゥピ諸語* Turkic【trk】—チュルク諸語* Tyrrhenian —ティレニア諸語 U Unclassified —未分類語* Unclassified Afro-Asiatic —アフロ=アジア未分類諸語 Uralic【urj】—ウラル諸語* Uru-Chipaya —ウル=チパヤ諸語 Uto-Aztecan【azc】—ユト=アステカ諸語* W Wakashan【wak】—ワカシュ諸語* West Germanic【gmw】—西ゲルマン諸語* West Papuan —西パプア諸語* West Slavic【zlw】—西スラヴ諸語* Western Malayo-Polynesian【pqw】—西部マレー=ポリネシア諸語 →Malayo-Polynesian【poz】* Witotoan —ウィトト諸語* Y Yanomam —ヤノマム諸語 Yeniseian —イェニセイ諸語* Yukaghir —ユカギール諸語 Yuki —ユーキ諸語 Yupik【ypk】—ユピック諸語 →Eskimo-Aleut【esx】* Z Zamucoan —サムコ諸語 Zande【znd】—ザンデ諸語 →Adamawa-Ubangi* Zaparoan —サパロ諸語*
https://w.atwiki.jp/poinics/pages/17.html
生い立ち 20XX年―― 格ゲーは廃り、STGは諦め、RPGは一人用となった時代―― そこに現れたのは、一筋の光「RTS」 東方蟒酒宴に始まり、(AoE3を隔て、)とうとう姿を現したLeague of Legends! そこでホモの勇者†ぽいにくす†を始め、ヒロインで詐欺師のなうなうちゃんやロリコンでホモのすずめ(加熱調理済)が立ち上がった! 果たして、勇者一行はこのゲームを制することができるのか!? 『俺、この戦いに勝ったら――課金するんだ』 by らくようじょ 各人の経緯 こちらをどうぞ(随時更新中)