I renamed them so they’d be easier to remember. Some of them have retained their names because my dad has told me about them for forever (i.e. Borrowed Knife and Retreat), but the others are fairly obscure to me otherwise (i.e. mulberry tree). The follow-up definitions which are in quotations are copied from one or another site; ones which aren’t are more modified by me.
The “originals” can be read here.
1 – WINNING
- Open Feint: “makes use of human failing to become aware of events with normal appearances”.
- Counter Strike: do not attack the enemy’s strong points.
- Borrowed Knife: use third parties.
- Frame Control: take the ability to determine the terms of engagement.
- Clean Finale: attack when the enemy has internal problems, ensure complete destruction.
- Hidden Feint: the standard bait-switch.
2 – CONFRONTATION
- Black Magic: hide that which exists, create that which does not.
- Decoy Feint: “deceive the enemy with a lengthy and obvious approach, then take a shortcut”
- Late Arrival: when an open fight is occurring, initiate when the other players are exhausted.
- Female Charm: “gain the enemy’s trust, then move against in secret”.
- Team Sacrifice: “sacrifice short term objectives for long term ones”.
- Liquid Form: be flexible enough to notice and take every advantage.
3 – ATTACK
- Induce Halation: “do something unaimed but spectacular to provoke an unplanned response”.
- Revive Discipline: “take something discarded or forgotten and appropriate it”.
- Jail Bait: remove the enemy from their strong points.
- Plato’s Cave: channel the enemy’s thoughts and energy to escape, then seal it.
- Skittles Man: create completely unbalanced trades favorable to you.
- Critical Strike: if the enemy has a strong point with weak links, cut the links.
4 – CHAOS
- Engine Removal: energy cannot be directed at you if the vectorizer is missing.
- LUCK ATR: “create confusion and utilize it”
- Decoy Illusion: can be flamboyant escape or doppleganger trickery
- Closed Room: cut off escape/communication/supply to enemy before completion.
- Distant Alliance: “your greatest threat is the second in your field, not the strongest from another field”.
- Two Betrayals: “borrow an ally’s resources to attack a common enemy, then turn on that ally”.
5 – GAIN
- Corrupt Logistics: an enemy cannot fight if they fail to be cohesive.
- Slang Slander: “without directly naming names, those accused cannot retaliate”.
- Drunken Fists: pretend to be crazy to change the enemy’s mental structure.
- Closed Cliff: make the enemy fight both you and the forces/events of nature.
- Placebo Pill: “make something useless look useful”, valuable, dangerous, etc.
- Trojan Infection: starting from the bottom, usurp control.
6 – DESPERATE
- Beauty Trap: “ruler becomes negligent, men become rowdy, women become jealous”.
- Open Bluff: “pretend to be calm and disrespect the enemy”.
- Disrupt Sensors: screw with the enemy’s information inputs.
- Disabled Bluff: “enemy believes you are no longer a threat”.
- Chain Strategems: series, not parallel.
- Retreat: “Surrender is defeat, compromise is half, escape is not”.