Спойлер Ambitions Debt
Shiryo no Kaze - ancestors
+1F/0C -PH/0G/1HR 3F
Dragon Clan Ancestor. Monk Clan Ancestor. Unique.
If Shiryo no Kaze's Personality has no Weapons attached, the Personality gains +1F/+2C while facing one or more Personalities with Weapons attached in a battle or duel.
Shiryo no Takuan - ancestors
0F/0C -PH/0G/2HR 3F
Toturi's Army Ancestor. Unique. Shiryo no Takuan counts as Takuan for uniqueness. Shiryo no Takuan's Personality may ignore Honor requirements for attaching Followers. Actions that would or can cause an Honor loss cannot target Shiryo no Takuan's Personality.
Shiryo no Yasuki - ancestors
0F/+1C -PH/0G/0HR 3F
Crab Clan Ancestor. Unique.
Reaction: When bringing a Holding into play, bow Shiryo no Yasuki's Personality. The Holding cost 3 less Gold.
Yokai no Junzo - ancestors
+1F/0C -PH/0G/0HR 4F
Shadowlands Ancestor. Unique. Only a Human Personality with the Shadowlands trait can attach Yokai no Junzo. Lose 3 Honor.
Fear effects created by Yokai no Junzo's Personality affect Personalities as well as Followers.
Assault on Otosan-Uchi - events
Until your next turn begins, each Personality with over 1 Personal Honor in an army attacking the player with the highest Family Honor gains +1F.
Bitter Destiny - events
Bow all Tattooed cards in play. Until the beginning of your next turn, Tattooed cards cannot take actions.
Calm Winds - events
For the rest of the game, negate all card effects that bow cards, other than effects from cards controlled or played by the bowing cards' controller. This does not affect cards bowed during the Attack Phase.
Death of Onnotangu - events
If a player currently has the Obsidian Hand, Lord Moon's Blood, and Lord Moon Bones attached to a version of Mirumoto Hitomi, the player immediately wins the game.
Declaration of War - events
Until your next turn begins, any player who destroys in battle a Province that contains an Event gains a Province to the right of his or her rightmost Province. No player can gain more than one Province this way.
Dragon's Strength - events
If you have a Clan Champion from your Faction in play, each of your Personalities permanently gains +1F/+1C.
Plague of Locusts - events
Destroy all Holdings in play that entered play for 0 Gold.
Recovering the True Tao - events
Each player may get from his or her discard pile an Elemental Ring that has been in play this game and return it to play.
The Fallen Lion Fortress - events
Each Lion player and each player who has brought a Shadowlands card into play loses 6 Honor. The next time a Shadowlands player destroys a Province in battle, the Shadowlands player gains a Province to the right of his or her rightmost Province.
Troll Raiders - events
The first time this Event resolves, shuffle it back into your deck. Until it resolves a second time, no other Events resolve.
Twenty-Seven Days of Darkness - events
Until the beginning of your turn two turns from now, lower to 3 the Gold Production of each Holding in play with over 3 Gold Production and negate the effects of Holdings that pay full Gold cost, reduce Gold cost to 0, or bring cards into play without Gold cost.
Unmaker's Shadow - events
Until your next Events Phase begins, all Ninja Personalities gain the ability "Battle: Once per turn, move this Personality from one of the defender's Provinces to another. Lose 3 Honor."
War Weary - events
For the rest of the game, no player can bring into play more than one Follower per turn and Followers cannot have their costs reduced.
Greensnake - followers
1F/0C -PH/2G/1HR 2F
Naga.
Open: Bow a Forest in play. Greensnake gains +1F. You cannot bow another player's Forest during the player's turn.
Mantis Marine Troops - followers
1F/0C -PH/2G/1HR 2F
Open: Bow a Port in play. Mantis Marine Troops gain +1F. You cannot bow another player's Port during the player's turn.
Naga Spies - followers
0F/0C -PH/1G/1HR 3F
Naga.
Reaction: When the Battle Action Segment begins, bow Naga Spies. Make one ranged attack from this unit.
Obake - followers
2F/0C -PH/5G/0HR 1F
Shadowlands. Lose 3 honor.
Battle: Ranged 1 Attack. This does not bow Obake. The Ranged Attack strength cannot be changed, and the ranged attack cannot be combined with others.
Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.
Scorpion Courtiers - followers
0F/0C -PH/4G/0HR 1F
A Scorpion Personality can attach the Scorpion Courtiers for 1 less Gold.
Reaction: When a Political action targets the Scorpion Courtiers' Personality, bow the Scorpion Courtiers. Cancel the action.
Shugenja Students - followers
1F/0C -PH/4G/1HR 3F
Limited: Bow Shugenja Students. Place a Fire token on them.
Battle: Bow Shugenja Students and discard a Fire token on them for a Ranged 3 Attack.
Temple Guard - followers
2F/+2C -PH/6G/1HR 3F
Monk.
Battle: Pay the Temple Guard's costs. If you are the defender, the Temple Guard costs 2 less Gold. Attach the Temple Guard from your hand to one of your Monks in this battle.
The Damned - followers
3F/0C -PH/7G/1HR 3F
Shadowlands. A Crab Clan player may ignore Stronghold restrictions against bringing the Damned into play. A Crab Clan Personality can attach the Damned for 2 less Gold.
Battle: Once per battle, if opposed by one or more Shadowlands cards, the Damned gain +2F.
Battle: Destroy the Damned to give their Personality +5F.
The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.
Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.
Undead Cavalry - followers
3F/0C -PH/5G/0HR 1F
Cavalry. Undead. Shadowlands. Lose 3 Honor.
Battle: Fear 2.
Yabanjin Horsemen - followers
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Armorer - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Barracks - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Den of Spies - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Family Shrine - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Guardian of the Rift - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Large Shrine - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Shipyard - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Shosuro Dojo - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Tangen's Lies - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
The Ikoma Histories - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
The Path of Akodo - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Baby Ki-Rin - items
0F/0C 4G 3F
Unique. A Dragon Personality can attach the Baby Ki-Rin for 2 less Gold.
Personalities with over 2 or under 1 Personal Honor cannot target this Personality with actions.
Bokken - items
0F/*C 1G 2F
Weapon.
This Personality has -1C during duels. If this Personality wins a duel in which his or her opponent focused, you gain extra Honor equal to the highest of the opponent's Focus values. If the loser's printed Chi exceeds that Focus value, the loser is not destroyed for losing the duel.
Ono - items
+2F/+0C 3G 2F
Weapon.
A Crab Clan Personality attaches the Ono for 1 less Gold.
Shakoki Dogu - items
0F/0C 3G 2F
Battle: Destroy Shakoki Dogu. Discard the top card of your Fate deck. This Personality gains Force equal to the discard's Focus value.
Toturi's Treatise - items
1F/0C 0G 1F
Reaction: During battle resolution, if your army's Force total equals the opposing army's, bow Toturi's Treatise. Your army wins the battle by 1F.
Asahina Dorai - exp - personalities
1F/2C 0HR8G/0PH/
Crane Clan Scholar. Shugenja. Kolat. Experienced. Unique. Lose 2 Honor.
Limited: Bow Dorai and permanently lower his Chi by 1. Target another player. Discard a random card from the player's hand. This ability cannot be copied.
Asahina Tsukiyoka - personalities
1F/3C 7HR7G/2PH/
Crane Clan Sculptor. Shugenja.
Limited: Bow Tsukiyoka. Place a 1C Nemuranai token on a Personality without a Nemuranai token.
Ashlim - exp - personalities
2F/3C 0HR5G/1PH/
Naga Shugenja. Experienced. Unique.
Limited: Bow Ashlim and one of your Tattooed Personalities. The Personality permanently loses the Tattooed trait and gains +1C.
Bakeneko - personalities
1F/3C -HR6G/1PH/
Unaligned Cat Spirit. Creature. Cavalry. Bakeneko cannot attach Followers or Items.
Battle: Bakeneko challenges an opposing Personality. If the challenged Personality refuses the challenge, he or she permanently has -2 Chi.
Bayushi Aramasu - exp - personalities
2F/2C -HR8G/1PH/
Mantis Clan Samurai. Kolat. Experienced. Unique. Aramasu will not join a Scorpion player.
Reaction: When an opponent discards a card from his or her hand other than as a Focus card or at the end of his or her turn, Aramasu permanently gains either +1F or +1C (your choice).
Bayushi Urei - personalities
3F/3C 0HR6G/1PH/
Scorpion Clan Statue. Samurai. Nonhuman.
Botsumoku - personalities
0F/1C 0HR5G/2PH/
Unaligned Monk.
When Botsumoku enters play, target another player. Whenever the player resolves an Event, Botsumoku permanently gains +1F/+1C.
Goju Utsuei - personalities
1F/3C -HR4G/1PH/
Unaligned Ninja Shugenja. Lose 3 Honor.
Gyosho - personalities
1F/3C 4HR6G/3PH/
Unaligned Tiger Priest. Monk.
Whenever you bring an Elemental Ring into play, place a 1F/1C Enlightenment token on Gyosho.
Battle: Destroy an Enlightenment token on Gyosho to have Gyosho issue an unrefusable challenge to an opposing Personality.
Hida Amoro - exp 2 - personalities
7F/2C -HR10G/1PH/
Crab Clan Berserker. Undead. Experienced 2. Unique. Lose 5 Honor. Amoro can only attach Skeleton and Zombie Followers. Plague tokens do not affect Amoro.
Reaction: Immediately before your turn begins, if Amoro is dead and in your discard pile, he permanently costs 2 more Gold. Shuffle him back into your Dynasty deck.
Hida Yakamo - exp 3 - personalities
6F/5C 10HR16G/5PH/
Crab Clan Champion. Naga Hero. Samurai. Tactician. Experienced 3. Unique. Yakamo will only join a Crab or Naga player. Yakamo can attach the Jade Hand without Gold cost. Spell effects cannot target cards in this unit.
Battle: Once per battle, Yakamo gains Force equal to twice the number of Naga Personalities or Crab Personalities in this army, whichever is lower.
Hirariko - exp - personalities
2F/5C -HR10G/0PH/
Unaligned Ninja Duelist. Experienced. Unique. Lose 4 Honor. Items give no bonuses and create no effects in a duel against Hirariko.
Battle: Issue an unrefusable challenge to an opposing Personality with a Gold cost greater than the Personality's Chi plus Personal Honor.
Hoshi Kumonosu - personalities
4F/3C 6HR8G/2PH/
Unaligned Monk. Tattooed.
Each card in Kumonosu's unit contributes its Force to its army's total even if Kumonosu is bowed.
Ichiro Kihongo - personalities
3F/2C 0HR6G/2PH/
Unaligned Badger Clan Elite Guardsman. Samurai.
Reaction: When a player commits or moves a unit to attack one of your Provinces, move Kihongo to the Province.
Ikoma Ryozo - exp 2 - personalities
4F/5C 0HR10G/3PH/
Lion Clan Samurai. Unique. Experienced 2. Shadowlands. If the Imperial Favor targets a card in a battle Ryozo is in, Ryozo returns to your fief bowed.
Battle: Once per turn, Ryozo gains +1F for each Oni in his army.
Ikoma Tsanuri - exp 2 - personalities
5F/4C 10HR14G/4PH/
Lion Clan Champion. Samurai. Double Chi. Tactician. Experienced 2. Unique. Tsanuri will only join a Lion player. While Tsanuri is unbowed in a battle, she negates all effects of Regions and Terrains in the battle.
Battle: Bow Tsanuri. Destroy an opposing Personality with lower Force.
Ikoma Yosei - personalities
2F/3C 8HR7G/3PH/
Lion Clan Strategist.
Reaction: Immediately before playing a Terrain, if Yosei is in your fief, bow him. Play the Terrain as if Yosei were in the current battle.
Ikudaiu - exp - personalities
3F/3C -HR6G/1PH/
Unaligned Monk. Kolat. Experienced. Unique.
Battle: Once per turn, move into this battle a number of your unbowed Monk Personalities up to the number of your Elemental Rings in play.
Isawa Kaede - exp 2 - personalities
4F/5C 10HR15G/4PH/
Phoenix Clan Oracle of the Void. Shugenja. Double Chi. Experienced 2. Unique.
While Kaede is in play, straightening a Ninja card costs 2 gold.
Limited: Discard one of your Elemental Rings from play. You cannot bring the Ring into play this game. Destroy a Ninja card in play.
Isawa Mitori - personalities
2F/4C 8HR8G/3PH/
Phoenix Clan Judge. Shugenja.
Battle: Bow Mitori and discard a Kiho or Spell from your hand. Each other player with an unbowed Personality in this battle must either discard a Kiho or Spell from his or her hand or bow one of his or her Personalities at the battle.
Issut - personalities
3F/2C 0HR5G/1PH/
Naga Defender. Bushi.
Battle: Bow one of your Forests. Move Issut into an army defending one of your Provinces.
Kage - exp 4 - personalities
2F/5C -HR9G/1PH/
Unaligned Kolat Master. Tactician. Experienced 4. Unique.
Reaction: When a Human Personality is being discarded during a player's Dynasty Phase, bow Kage and pay the Personality's costs. The Personality enters play under your control, ignoring Honor requirements, and permanently gains the Kolat trait.
Kakita Aihara - personalities
2F/3C 3HR8G/2PH/
Crane Clan Peacemaker. Samurai.
Reaction: Immediately after a Personality takes a Political Action, bow Aihara to issue an unrefusable challenge to the Personality.
Kitsune Diro - exp - personalities
4F/4C 8HR10G/2PH/
Fox Clan. Yoritomo's Alliance. Experienced. Unique. When Diro enters play, he permanently gains either the Samurai or the Shugenja trait.
Open: Once per turn, if Diro is a Shugenja, he gains the Cavalry trait until the turn ends.
Battle: Once per turn, if Diro is a Samurai, he gains +1F/+1C.
Kukanchi - personalities
1F/2C -HR4G/0PH/
Elemental Terror • Void Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Cannot attach Followers or Items.
Elemental Open: Discard a card from your hand to give Kukanchi +1F.
Elemental Open: Discard a card from your hand to give Kukanchi +1C.
Matsu Daoquan - personalities
1F/1C 5HR5G/3PH/
Lion Clan Samurai. Shadowlands.
While each other player has higher Family Honor than you, Daoquan gains +2F/+2C.
Matsu Mori - personalities
3F/2C 8HR5G/2PH/
Lion Clan Samurai. Cavalry. Mori will not join a Unicorn player.
Moetechi - personalities
2F/3C -HR4G/0PH/
Unaligned Elemental Terror. Fire Oni. Nonhuman. Shadowlands. Lose 4 Honor. Moetechi cannot attach Followers or Items.
Elemental Reaction: When one of your Personalities is entering a duel, bow Moetechi and lose Honor equal to Moetechi's Chi. The Personality gains Chi equal to Moetechi's Chi until the duel ends.
Moto Soro - exp - personalities
4F/4C -HR9G/1PH/
Unicorn Clan Samurai. Cavalry. Experienced. Unique.
Battle: Once per battle, Soro issues an unrefusable challenge to an opposing Tattooed Personality.
Nue - personalities
1F/3C -HR5G/1PH/
Unaligned Bird Spirit. Creature. Nue cannot attach Followers or Items.
Battle: Bow Nue. Bow an opposing Personality with lower Chi.
Olyah - personalities
0F/3C 0HR6G/2PH/
Naga Lore-Keeper. Shugenja.
Open: Once per turn, Olyah copies an ability on a Naga Personality in play.
Orschat - personalities
4F/2C -HR5G/0PH/
Unaligned Goblin Hero. Nonhuman. Shadowlands. Lose 2 Honor. Orschat will only attach Goblin Followers.
Otomo Shishi - personalities
0F/2C 0HR6G/1PH/
Unaligned Economic Advisor. Toturi's Army.
When you bring a Holding into play, if Shishi is face-up in one of your Provinces, Shishi costs 0 Gold until the turn ends.
Oyuchi - personalities
3F/2C -HR6G/0PH/
Unaligned Elemental Terror. Water Oni. Nonhuman. Shadowlands. Lose 4 Honor. Oyuchi cannot attach Followers or Items.
Elemental Battle: Bow Oyuchi and discard a card from your hand. Destroy a Terrain in play for this battle. If the discard is a Terrain, you may play it instead of discarding it.
Roshungi - personalities
3F/3C -HR6G/0PH/
Spider Clan • Monk • Shadowlands
Lose 3 Honor.
Open: Bow Roshungi: A target Ring loses all abilities (until this turn ends).
Ruantek - personalities
1F/3C -HR6G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.
Seppun Mashita - personalities
2F/2C 3HR5G/3PH/
Unaligned Duelist. Samurai. Toturi's Army.
Reaction: Once per duel, immediately before Mashita focuses for the first time in the duel, draw three Fate cards. You may use one as your first Focus card in the duel. For each of the other two, either discard the card or return it to the top of your Fate deck.
Shadow Beast - personalities
1F/4C -HR6G/0PH/
Unaligned Ninja Creature. Shadowlands. Lose 5 Honor. The Shadow Beast will not join a Shadowlands player.
Open: Once per turn, each other Shadowlands Personality has -1C, to a minimum of 1, until the turn ends. The Shadow Beast gains +1F for each other Shadowlands Personality in play.
Battle: Fear: 2.
Shiba Kyukyo - personalities
2F/3C 3HR7G/2PH/
Phoenix Clan Ritual Master. Samurai.
Immediately before a Kiho or Spell is cast during a battle Kyukyo is in, Kyukyo gains +1F/+1C.
Shiba Odoshi - personalities
2F/2C 3HR6G/2PH/
Phoenix Clan Yojimbo. Samurai.
Open: Bow Odoshi. Target one of your Shugenja. The Shugenja gains Force and Chi equal to Odoshi's Force and Chi until the turn ends. If the Shugenja is destroyed this turn, so is Odoshi.
Shinjo Shono - personalities
1F/1C 0HR4G/1PH/
Unicorn Clan Hettan. Samurai. Cavalry.
Any player must discard two cards from his or her hand for one of his or her Personalities to challenge Shono.
Shiyokai - personalities
0F/1C -HR4G/0PH/
Unaligned Stealer of Dreams. Spirit. Shadowlands. Lose 3 Honor. Shiyokai cannot attach Followers or Items.
Battle: Bow Shiyokai. Target an opposing Personality. The Personality permanently has -1 Chi.
Shosuro Yudoka - personalities
0F/3C -HR6G/1PH/
Scorpion Clan Ninja. Tactician. Lose 2 Honor.
Battle: Bow Yudoka to destroy a Terrain in play for this battle.
Suana - exp - personalities
4F/3C 6HR9G/2PH/
Unaligned Acolyte of Water. Monk. Tactician. Experienced. Unique.
Reaction: Once per turn, when another Personality uses the Tactician trait, raise the Force bonus by 2.
Togashi Hoshi - exp 2 - personalities
7F/7C 7HR15G/4PH/
Dragon Clan Champion. Dragon. Creature. Cavalry. Double Chi. Experienced 2. Unique. Hoshi will only join a Dragon Clan or Monk player. Hoshi can attach Dragon Items without Gold cost. Once per turn, Hoshi may cast a Kiho as if he were a Monk, without bowing.
Limited: Bow Hoshi to have all of your Hoshi Personalities in your Provinces, in your Dynasty deck, and in play swear fealty to the Dragon Clan.
Togashi Shinseken - personalities
0F/3C -HR4G/2PH/
Dragon Clan Shugenja. Shinseken will not join a Phoenix player.
Open: Bow Shinseken. Remove the Cavalry trait from a card until the turn ends.
Tohaku - exp - personalities
3F/3C 6HR6G/3PH/
Unaligned Samurai. Toturi's Army. Experienced. Unique. Tohaku will not join a Lion player.
Battle: Once per battle, Tohaku challenges an opposing Personality. The Personality cannot refuse the challenge if the Personality has over 2 Personal Honor.
Toichi - personalities
3F/4C -HR6G/0PH/
Unaligned Elemental Terror. Earth Oni. Nonhuman. Shadowlands. Lose 4 Honor. Toichi cannot attach Followers or Items.
Elemental Battle: A number of times per turn up to Toichi's Chi, an opposing Personality gains +1F.
Tonbo Toryu - personalities
1F/2C 1HR3G/2PH/
Dragonfly Clan Sage. Samurai.
Toryu may cast Kiho as if he were a Shugenja.
Yasuki Nokatsu - exp - personalities
1F/2C 0HR5G/1PH/
Crab Taskmaster • Experienced • Unique
Battle: Destroy a Follower in this unit. Each Follower in this unit gains +2F.
Yasuki Taka - exp 2 - personalities
0F/3C -HR7G/1PH/
Crab Clan Merchant. Kolat. Experienced 2. Unique.
While Taka is in play, your Gold-producing Holdings produce the maximum Gold they can produce while bowing, regardless of your Clan affiliation or the cards for which they pay. This does not affect Gold Production that is based on the quantity of a card type in play.
Yokatsu - exp 2 - personalities
5F/5C -HR15G/1PH/
Unaligned Samurai. Cavalry. Kolat. Tactician. Experienced 2 Shinjo Yokatsu. Unique.
Battle: Once per turn, destroy an opposing Follower with Force less than Yokatsu's.
Yoritomo Chujitsu - personalities
4F/2C 1HR4G/1PH/
Mantis Clan Soldier.
Chujitsu can only be committed to a battle if another Mantis Personality is also committed or being committed to the battle.
Yoritomo Furikae - personalities
2F/2C 2HR6G/2PH/
Mantis Clan Standard-Bearer. Samurai.
If Furikae is destroyed in a battle or duel, he immediately returns to play bowed.
Yoshi - exp 2 - personalities
2F/3C 0HR7G/1PH/
Dragon Clan Shugenja. Monk. Kolat. Experienced 2. Unique.
Open: Once per turn, one of your Personalities whom you did not bring into play gains +3F/+3C.
Yosuchi - personalities
3F/3C -HR8G/0PH/
Elemental Terror. Air Oni. Nonhuman. Shugenja. Shadowlands. Lose 4 Honor. Cannot attach Followers or Items.
Elemental Open: Twice per turn, Yosuchi gains either +1F or +1C.
Akodo Fields - regions
Limited: Target one of your Followers in play and pay Gold equal to the Follower's Force. For the rest of the game, the Follower is Elite, contributes its Force to its army's total during the Resolution Segment of battle even if its Personality is bowed, and is immune to Fear.
Carpenter Pass - regions
This Province gains +8 Province Strength whenever one or more Shadowlands cards are in an army attacking it.
Exile's Road - regions
When Exile's Road enters play, target a Region in play that is not one of your Unique Regions. Exile's Road permanently becomes an exact duplicate of the target Region except for the name. If no Regions are in play, the text box of Exile's Road is permanently considered blank.
Forgotten Lands - regions
Unique.
The attacker cannot choose to resolve a battle at this Province if another battle can resolve first.
Imperial Highway - regions
Reaction: Once per turn, during the defensive part of the Cavalry Maneuvers Segment, commit an Infantry unit to defend this or an adjacent Province.
Last Stand Plain - regions
Each duel during a battle at this Province compares Force versus Force instead of the stat noted on the card creating the duel.
Lookout Mountain - regions
When a player assigns or moves units to battle at this Province, the player may show any number of cards from his or her hand to the Defender. During battle at this Province, players cannot play any cards from their hands that they did not show to the Defender.
Morikage - regions
Unique.
When Personalities appear face-up in this Province, they permanently gain the Ninja trait.
Savaged Fields - regions
When Savaged Fields enters play, target another player. Attach Savaged Fields to the player's leftmost Province without a Region attached. The Province gains +2 Province Strength, but Events in it do not resolve. Events do not resolve in, and Regions cannot enter play attached to, the Province from which Savaged Fields entered play.
Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.
The Gates to Jigoku - regions
Unique.
Players cannot commit or move Personalities with attached Ancestors to attack or defend this Province.
At'tok'tuk Sensei - senseis
0PS/0GP/-2SH
Crab. Mantis. Monk. Naga. Scorpion. Shadowlands. Unicorn. Sensei.
Your Ratling Personalities are members of your Clan. Ratling Followers will join you for 1 less Gold.
Hiruma Sensei - senseis
0PS/0GP/-2SH
Crab. Crane. Monk. Naga. Phoenix. Shadowlands. Toturi's Army. Sensei.
Each player with one or more units in a defensive army may play actions in that battle regardless of card effects. Negate all costs for such players to take actions. While this card is in play, card effects created by the attacker cannot end a Battle Action Segment.
Ikoma Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
You may play Technique cards as if you were playing their required Clans.
Kage Sensei - senseis
0PS/0GP/-2SH
All Clans. Sensei.
Your Kolat Personalities are members of your Clan. Each of your Kolat Personalities has these abilities:
Limited: Bow this Personality. Place a Sleeper token on any Personality in play.
Reaction: When a Personality with a Sleeper token is taking an action, bow this Personality and destroy a Sleeper token on the Personality taking the action. Cancel the action.
Kuro Sensei - senseis
0PS/0GP/0SH
Lion. Mantis. Monk. Phoenix. Toturi's Army. Sensei.
Your Personalities may refuse challenges, that are normally unrefusable. Your Personalities will not issue challenges. If one of your Personalities refuses a challenge with no given penalty for refusal, you lose 3 Honor and the Personality becomes Dishonored.
Nio Sensei - senseis
-1PS/0GP/-1SH
Crab. Naga. Phoenix. Shadowlands. Sensei.
Each Stronghold in play with Gold Production more than your Stronghold's has -1 Gold Production.
Norikazu Sensei - senseis
-1PS/-1GP/-1SH
Dragon. Mantis. Lion. Phoenix. Scorpion. Toturi's Army. Unicorn. Sensei.
No Events resolve except those that create new victory conditions.
Yori Sensei - senseis
0PS/-1GP/-3SH
Crab. Mantis. Monk. Shadowlands. Sensei.
You do not gain Honor for cards destroyed during the Resolution Segment of battle, but instead one of your Shugenja or Shadowlands Personalities may gain Force equal to half of the number of cards destroyed, rounded down, until your next turn ends.
Yoritomo Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
Gold-producing Holdings cost 1 less Gold, to a minimum of 1, for you. Your Stronghold produces 1 less Gold when bowing to pay for a Personality.
Yoshi Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
When a player pays full Gold cost for a Personality of his or her Clan, the player cannot gain over 1 Honor, regardless of the Personality's Personal Honor. Your card effects do not cause Honor losses for other players.
Celestial Gift - spells
1G 4F
Spell Elemental Reaction: Immediately before discarding a card from your hand or your deck for its Focus value, bow this Shugenja. Use this spell's Focus value instead. Add this Spell to your hand.
Fortune's Turn - spells
0G 2F
Spell Battle: Bow this Shugenja. Send home from the current battle one of your units led by a bowed or unbowed Personality.
Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.
Void's Path - spells
4G 3F
Spell Elemental Limited: Bow this Shugenja. Look at the top five cards of your Dynasty deck. Place one of the cards face-up in your rightmost Province, discarding the card there. Place the other four cards on the bottom of your Dynasty deck in any order. Remove this card from the game.
A Chance Meeting - actions
0G 3F
Battle: One of your Personalities in this battle challenges an opposing Personality. If the challenged Personality refuses the challenge, that personality becomes dishonored, and all of his or her Followers bow. If the challenged Personality accepts the challenge, the duel's winner gains Honor equal to the number of cards focused by both players, and the loser is destroyed.
Ashigaru Levies - actions
*G 2F
Battle: Pay any amount of Gold to place an Ashigaru Follower token on one of your Samurai Infantry Personalities in the current battle. The Follower's base Force equals half the Gold spent to play this card, rounded down, or the Samurai's Force, whichever is less. Remove the token from the game at the end of the turn.
Be the Mountain - actions
0G 2F
Kiho Battle: Bow one of your Monks or Shugenja. Target a Personality defending this Province. The Personality gains Force equal to the Province's Strength. The Force bonus cannot exceed the caster's Force plus Chi. Lower the Province Strength to 0 until the turn ends.
Bloodspeaker's Deal - actions
0G 3F
Open: Bow one of your Bloodspeaker Personalities. Bow a Personality in play.
Concede Defeat - actions
0G 4F
Reaction: Play after a strike is called in a duel involving one of your Personalities but before focus values are revealed. Discard all Focus cards without effect. Your opponent wins the duel. Negate the effects of losing.
Costly Alliance - actions
0G 3F
Political Reaction: Play this card when you accept an invitation to ally. If one of your units is in an army when the army destroys a Province or opposing army during this Attack Phase, permanently take control of a Holding controlled by the player with whom you allied. Only one copy of this card can be played per turn.
Critical Duel - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. The loser is not destroyed, but the loser's player cannot gain Honor until after the battle ends.
Dangerous Terrain - actions
0G 1F
Battle Terrain: Destroy each Personality and Follower with under 1 Force at this battle.
Dark Energy - actions
0G 1F
Ninja Open: Straighten a Ninja card. If the card is a Personality, it permanently has -1 Chi. Lose 2 Honor.
Darkness Within - actions
0G 2F
Ninja Battle: Raise this Province's Strength to equal that of another player's Province. Lose 4 Honor.
Dead Eyes - actions
5*G 1F
This card costs 5 less Gold if it targets a Crab Clan Personality.
Limited: Permanently lower to 0 the Personal Honor of one of your Personalities without the Berserker trait and permanently give the Personality the Berserker trait and the ability "Battle: Once per turn, this Personality gains +3F. When the Resolution Segment ends, destroy this Personality unless his or her army had more than twice the opposing army's Force if there was an opposing army when the Resolution Segment began."
Defensible Position - actions
0G 1F
Battle Terrain: Each Personality and Follower at this battle has -1F until the battle ends.
Denying the Emperor - actions
0G 3F
Limited: Target a Ninja Personality in play. The Personality has -2 Chi until the turn ends.
Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.
Dying Effort - actions
0G 1F
Battle: Straighten one of your bowed cards in this battle. Destroy that card immediately after the battle ends.
Entrench - actions
0G 4F
Battle: Get a non-Unique Fortification from your Dynasty deck. Pay all costs for bringing the Fortification into play. Attach the Fortification to this province. Shuffle the deck.
Open: Get a non-Unique Fortification from your Dynasty deck. Pay the Fortification's Gold cost; the Fortification costs 3 more Gold. Attach the Fortification to one of your Provinces. Shuffle the deck.
Finding the Harmony - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja to permanently switch an Elemental Ring in your hand with one you have in play. This is not considered playing a Ring. The new Ring does not count toward an Enlightenment Victory.
Footsteps of Madness - actions
*G 2F
Reaction: When an action is being taken from a Stronghold, pay this card's Gold cost, which equals the Stronghold's Gold Production. Cancel the action. The action is considered to have been used.
Forethought - actions
0G 3F
Reaction: Immediately before you discard the top card of your Fate deck due to a card effect, play this card. Put the card into your hand, then discard a card from your hand in its place.
Forward, March! - actions
0G 1F
Battle: Attach any number of Followers from one of your units outside of this battle to one of your unbowed Personalities in this battle that can legally attach them.
Hate's Heart - actions
0G 1F
Kiho Maho Limited: Lose 4 Honor, bow and dishonor one of your Shugenja, and discard a number of cards equal to the Shugenja's Chi from the top of your Fate deck. Target a Fate deck. Discard the same number of cards from the top of the target deck. A Shugenja with the Shadowlands trait has +2 printed Chi while casting this Kiho. Remove this card from the game.
Honor's Cost - actions
*G 2F
Political Open: If it is the Action Phase, bow a target Personality. The printed Gold cost of this card equals the target's Chi plus Personal Honor.
Honor, Bah! - actions
0G 1F
Political Reaction: Immediately after gaining Honor, instead gain equal Gold that you can use toward paying the Gold cost for one card before your next End Phase ends.
Political Reaction: Immediately after gaining Honor, instead draw a number of cards equal to a third of the Honor, rounding up any fractions.
Imperial Summons - actions
0G 1F
Political Open: Bow your Stronghold or discard the Imperial Favor: Bow a target Personality.
In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.
Infantry Square - actions
0G 4F
Battle: If the opposing army has more Cavalry units than yours has Infantry units, target an Infantry Personality in your army. The Personality gains Force equal to his or her Force until the battle ends. You cannot play more than one copy of this card per battle.
Judgment of Toshiken - actions
0G 2F
Reaction: Play this card after players reveal Focus cards in a duel. Resolve the duel only by the Chi (or other stat noted on the card creating the duel) of the dueling Personalities before the challenge, plus the Focus cards' printed Focus values. The Double Chi trait works as usual. If either Personality has not focused, each can focus an extra time, starting with the challenged Personality.
Kakita Teacher - actions
5G 2F
This card costs 1 less Gold when targeting a Crane Personality.
Limited: Bow one of your Samurai. The Samurai permanently gains the Double Chi trait.
Kolat Bookkeeping - actions
0G 1F
Reaction: When a Stronghold bows to produce Gold for bringing a Personality into play and the Stronghold's controller has, face-up in a Province, a Gold-producing Holding for which the Stronghold alone could have paid, the Stronghold produces no Gold.
Night of Three Stars - actions
0G 4F
Reaction: Immediately before a player resolves an Event during a turn in which the player already resolved an event, cancel the second Event.
Oath of Courage - actions
0G 1F
Limited Political: Target a Personality in play. The Personality permanently has -1 Personal Honor.
Overconfidence - actions
0G 2F
Reaction: After a Personality gains a Force bonus greater than or equal to his printed Chi, bow that Personality. The Personality cannot straighten during his controller's next Straighten Phase.
Parade Ground Practice - actions
0G 3F
Reaction: When you take a Battle action that targets exactly one Personality, the Personality permanently gains +1C.
Poisoned - actions
0G 2F
Ninja Reaction: When a Personality takes a Political action, lower the Personality's Chi by 2. Lose 2 Honor.
Poisoned Honor - actions
0G 2F
Limited: Target a Personality with under 3 Personal Honor. For the rest of the game, the Personality cannot lobby for the Imperial Favor, become Dishonored, take an action that causes an Honor gain or loss, or be targeted by an Honor card. Lose 2 Honor.
Poor Health - actions
1G 2F
Limited: Target a Personality. For the rest of the game, when the Personality focuses in a duel, randomly draw the Focus card from the legal Focus cards in his or her controller's hand.
Ravine - actions
0G 1F
Battle Terrain: This Terrain takes effect when played. While this Terrain is in effect, players cannot take actions on cards outside of this battle (including Action cards) except actions that remove this Terrain or move units into the battle. You cannot play this Terrain if your army contains any Cavalry units.
River around the Hill - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja. Get a number of cards from your Fate deck up to the Chi of the caster and discard them. Reshuffle the deck.
Shooting-Star Strike - actions
0G 4F
Kiho Elemental Reaction: Immediately before you discard a card from your deck for its Focus value, bow one of your Monks or Shugenja. Use this Kiho's Focus value instead.
Storm of Arrows - actions
0G 3F
Reaction: When one of your cards makes a ranged attack, double the Ranged Attack strength. Bow the card targeted by the ranged attack instead of destroying it.
Strong Words - actions
0G 2F
Open: Bow one of your Champion, Daimyo, or Hero Personalities. Each Personality sharing a Clan affiliation with the Personality you bowed gains +1F/+1C until the turn ends.
Summoning the Moon - actions
0G 1F
Unique.
Limited: Bow one of your Personalities. The Personality cannot straighten until your Straighten Phase three turns from now. While the Personality is bowed, each other Personality in play gains the ability "Limited: Issue an unrefusable challenge to the Personality bowed by Summoning the Moon." When the Personality next straightens, he or she permanently gains a Chi bonus equal to his or her printed Chi.
Swifter Arrow - actions
0G 3F
Battle: Bow one of your non-Shugenja Personalities capable of a ranged attack. Target an opposing non-Shugenja Personality capable of a ranged attack. Destroy the target Personality.
Tactical Maneuvers - actions
0G 4F
Reaction: After a Maneuvers Segment ends: Target one or more of your Tactician Personalities at battlefields. Move these Tacticians to any battlefields where there are one or more enemy units, in any combination desired.
The Prophecies - actions
0G 4F
Limited: Bow five non-Dark Oracles in play. Bring into play an Elemental Ring from your hand.
Limited: Bow four Dark Oracles in play and the Oracle of the Void. Destroy all Elemental Rings in play.
The Sun in Shadow - actions
0G 4F
Reaction: When a Kiho is being cast, cancel it.
Touching the Void - actions
0G 2F
Limited: If you have no cards in your hand after playing this card, permanently lower your maximum hand size by one, and draw four extra cards during your End Phase this turn.
Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.
Way of the Zokujin - actions
0G 1F
Battle: Target a Personality. The Personality gains +1F. If the Personality is a Creature, it gains an extra +1F/+2C.
Woodland Reserves - actions
0G 3F
Battle: Bow one of your Forests. Move one of your units from one battle to another.
The Kitsu Tombs - strongholds
6PS/4GP/1SH
Lion, Lion
Immediately before the game begins, all Lion Shugenja in your Dynasty deck permanently gain the Shadowlands trait. You may ignore Honor requirements for Shadowlands personalities.
Reaction: When bringing an Oni into play, bow one of your Human Shugenja. Cancel all of the Oni's non-Gold costs and entering-play effects.
The New Akasha - strongholds
6PS/3GP/2SH
Naga, Naga
Crab personalities will join you for 2 less gold, but cannot have their Gold cost further reduced. You may ignore honor requirements for Crab Personalities and Naga cards, if you have no Shadowlands cards in play. If you have both Crab Personalities and Naga Personalities in the same army, all such Personalities get +1F/+1C. Your Naga cards are immune to Fear.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
Shiryo no Kaze - ancestors
+1F/0C -PH/0G/1HR 3F
Dragon Clan Ancestor. Monk Clan Ancestor. Unique.
If Shiryo no Kaze's Personality has no Weapons attached, the Personality gains +1F/+2C while facing one or more Personalities with Weapons attached in a battle or duel.
Shiryo no Takuan - ancestors
0F/0C -PH/0G/2HR 3F
Toturi's Army Ancestor. Unique. Shiryo no Takuan counts as Takuan for uniqueness. Shiryo no Takuan's Personality may ignore Honor requirements for attaching Followers. Actions that would or can cause an Honor loss cannot target Shiryo no Takuan's Personality.
Shiryo no Yasuki - ancestors
0F/+1C -PH/0G/0HR 3F
Crab Clan Ancestor. Unique.
Reaction: When bringing a Holding into play, bow Shiryo no Yasuki's Personality. The Holding cost 3 less Gold.
Yokai no Junzo - ancestors
+1F/0C -PH/0G/0HR 4F
Shadowlands Ancestor. Unique. Only a Human Personality with the Shadowlands trait can attach Yokai no Junzo. Lose 3 Honor.
Fear effects created by Yokai no Junzo's Personality affect Personalities as well as Followers.
Assault on Otosan-Uchi - events
Until your next turn begins, each Personality with over 1 Personal Honor in an army attacking the player with the highest Family Honor gains +1F.
Bitter Destiny - events
Bow all Tattooed cards in play. Until the beginning of your next turn, Tattooed cards cannot take actions.
Calm Winds - events
For the rest of the game, negate all card effects that bow cards, other than effects from cards controlled or played by the bowing cards' controller. This does not affect cards bowed during the Attack Phase.
Death of Onnotangu - events
If a player currently has the Obsidian Hand, Lord Moon's Blood, and Lord Moon Bones attached to a version of Mirumoto Hitomi, the player immediately wins the game.
Declaration of War - events
Until your next turn begins, any player who destroys in battle a Province that contains an Event gains a Province to the right of his or her rightmost Province. No player can gain more than one Province this way.
Dragon's Strength - events
If you have a Clan Champion from your Faction in play, each of your Personalities permanently gains +1F/+1C.
Plague of Locusts - events
Destroy all Holdings in play that entered play for 0 Gold.
Recovering the True Tao - events
Each player may get from his or her discard pile an Elemental Ring that has been in play this game and return it to play.
The Fallen Lion Fortress - events
Each Lion player and each player who has brought a Shadowlands card into play loses 6 Honor. The next time a Shadowlands player destroys a Province in battle, the Shadowlands player gains a Province to the right of his or her rightmost Province.
Troll Raiders - events
The first time this Event resolves, shuffle it back into your deck. Until it resolves a second time, no other Events resolve.
Twenty-Seven Days of Darkness - events
Until the beginning of your turn two turns from now, lower to 3 the Gold Production of each Holding in play with over 3 Gold Production and negate the effects of Holdings that pay full Gold cost, reduce Gold cost to 0, or bring cards into play without Gold cost.
Unmaker's Shadow - events
Until your next Events Phase begins, all Ninja Personalities gain the ability "Battle: Once per turn, move this Personality from one of the defender's Provinces to another. Lose 3 Honor."
War Weary - events
For the rest of the game, no player can bring into play more than one Follower per turn and Followers cannot have their costs reduced.
Greensnake - followers
1F/0C -PH/2G/1HR 2F
Naga.
Open: Bow a Forest in play. Greensnake gains +1F. You cannot bow another player's Forest during the player's turn.
Mantis Marine Troops - followers
1F/0C -PH/2G/1HR 2F
Open: Bow a Port in play. Mantis Marine Troops gain +1F. You cannot bow another player's Port during the player's turn.
Naga Spies - followers
0F/0C -PH/1G/1HR 3F
Naga.
Reaction: When the Battle Action Segment begins, bow Naga Spies. Make one ranged attack from this unit.
Obake - followers
2F/0C -PH/5G/0HR 1F
Shadowlands. Lose 3 honor.
Battle: Ranged 1 Attack. This does not bow Obake. The Ranged Attack strength cannot be changed, and the ranged attack cannot be combined with others.
Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.
Scorpion Courtiers - followers
0F/0C -PH/4G/0HR 1F
A Scorpion Personality can attach the Scorpion Courtiers for 1 less Gold.
Reaction: When a Political action targets the Scorpion Courtiers' Personality, bow the Scorpion Courtiers. Cancel the action.
Shugenja Students - followers
1F/0C -PH/4G/1HR 3F
Limited: Bow Shugenja Students. Place a Fire token on them.
Battle: Bow Shugenja Students and discard a Fire token on them for a Ranged 3 Attack.
Temple Guard - followers
2F/+2C -PH/6G/1HR 3F
Monk.
Battle: Pay the Temple Guard's costs. If you are the defender, the Temple Guard costs 2 less Gold. Attach the Temple Guard from your hand to one of your Monks in this battle.
The Damned - followers
3F/0C -PH/7G/1HR 3F
Shadowlands. A Crab Clan player may ignore Stronghold restrictions against bringing the Damned into play. A Crab Clan Personality can attach the Damned for 2 less Gold.
Battle: Once per battle, if opposed by one or more Shadowlands cards, the Damned gain +2F.
Battle: Destroy the Damned to give their Personality +5F.
The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.
Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.
Undead Cavalry - followers
3F/0C -PH/5G/0HR 1F
Cavalry. Undead. Shadowlands. Lose 3 Honor.
Battle: Fear 2.
Yabanjin Horsemen - followers
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Armorer - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Barracks - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Den of Spies - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Family Shrine - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Guardian of the Rift - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Large Shrine - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Shipyard - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Shosuro Dojo - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Tangen's Lies - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
The Ikoma Histories - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
The Path of Akodo - holdings
2F/0C -PH/6G/1HR 2F
Cavalry.
Reaction: Once per ranged attack, when a ranged attack targets a card in this unit, discard a card from your hand. Lower the Ranged Attack strength by the discard's Focus value.
Baby Ki-Rin - items
0F/0C 4G 3F
Unique. A Dragon Personality can attach the Baby Ki-Rin for 2 less Gold.
Personalities with over 2 or under 1 Personal Honor cannot target this Personality with actions.
Bokken - items
0F/*C 1G 2F
Weapon.
This Personality has -1C during duels. If this Personality wins a duel in which his or her opponent focused, you gain extra Honor equal to the highest of the opponent's Focus values. If the loser's printed Chi exceeds that Focus value, the loser is not destroyed for losing the duel.
Ono - items
+2F/+0C 3G 2F
Weapon.
A Crab Clan Personality attaches the Ono for 1 less Gold.
Shakoki Dogu - items
0F/0C 3G 2F
Battle: Destroy Shakoki Dogu. Discard the top card of your Fate deck. This Personality gains Force equal to the discard's Focus value.
Toturi's Treatise - items
1F/0C 0G 1F
Reaction: During battle resolution, if your army's Force total equals the opposing army's, bow Toturi's Treatise. Your army wins the battle by 1F.
Asahina Dorai - exp - personalities
1F/2C 0HR8G/0PH/
Crane Clan Scholar. Shugenja. Kolat. Experienced. Unique. Lose 2 Honor.
Limited: Bow Dorai and permanently lower his Chi by 1. Target another player. Discard a random card from the player's hand. This ability cannot be copied.
Asahina Tsukiyoka - personalities
1F/3C 7HR7G/2PH/
Crane Clan Sculptor. Shugenja.
Limited: Bow Tsukiyoka. Place a 1C Nemuranai token on a Personality without a Nemuranai token.
Ashlim - exp - personalities
2F/3C 0HR5G/1PH/
Naga Shugenja. Experienced. Unique.
Limited: Bow Ashlim and one of your Tattooed Personalities. The Personality permanently loses the Tattooed trait and gains +1C.
Bakeneko - personalities
1F/3C -HR6G/1PH/
Unaligned Cat Spirit. Creature. Cavalry. Bakeneko cannot attach Followers or Items.
Battle: Bakeneko challenges an opposing Personality. If the challenged Personality refuses the challenge, he or she permanently has -2 Chi.
Bayushi Aramasu - exp - personalities
2F/2C -HR8G/1PH/
Mantis Clan Samurai. Kolat. Experienced. Unique. Aramasu will not join a Scorpion player.
Reaction: When an opponent discards a card from his or her hand other than as a Focus card or at the end of his or her turn, Aramasu permanently gains either +1F or +1C (your choice).
Bayushi Urei - personalities
3F/3C 0HR6G/1PH/
Scorpion Clan Statue. Samurai. Nonhuman.
Botsumoku - personalities
0F/1C 0HR5G/2PH/
Unaligned Monk.
When Botsumoku enters play, target another player. Whenever the player resolves an Event, Botsumoku permanently gains +1F/+1C.
Goju Utsuei - personalities
1F/3C -HR4G/1PH/
Unaligned Ninja Shugenja. Lose 3 Honor.
Gyosho - personalities
1F/3C 4HR6G/3PH/
Unaligned Tiger Priest. Monk.
Whenever you bring an Elemental Ring into play, place a 1F/1C Enlightenment token on Gyosho.
Battle: Destroy an Enlightenment token on Gyosho to have Gyosho issue an unrefusable challenge to an opposing Personality.
Hida Amoro - exp 2 - personalities
7F/2C -HR10G/1PH/
Crab Clan Berserker. Undead. Experienced 2. Unique. Lose 5 Honor. Amoro can only attach Skeleton and Zombie Followers. Plague tokens do not affect Amoro.
Reaction: Immediately before your turn begins, if Amoro is dead and in your discard pile, he permanently costs 2 more Gold. Shuffle him back into your Dynasty deck.
Hida Yakamo - exp 3 - personalities
6F/5C 10HR16G/5PH/
Crab Clan Champion. Naga Hero. Samurai. Tactician. Experienced 3. Unique. Yakamo will only join a Crab or Naga player. Yakamo can attach the Jade Hand without Gold cost. Spell effects cannot target cards in this unit.
Battle: Once per battle, Yakamo gains Force equal to twice the number of Naga Personalities or Crab Personalities in this army, whichever is lower.
Hirariko - exp - personalities
2F/5C -HR10G/0PH/
Unaligned Ninja Duelist. Experienced. Unique. Lose 4 Honor. Items give no bonuses and create no effects in a duel against Hirariko.
Battle: Issue an unrefusable challenge to an opposing Personality with a Gold cost greater than the Personality's Chi plus Personal Honor.
Hoshi Kumonosu - personalities
4F/3C 6HR8G/2PH/
Unaligned Monk. Tattooed.
Each card in Kumonosu's unit contributes its Force to its army's total even if Kumonosu is bowed.
Ichiro Kihongo - personalities
3F/2C 0HR6G/2PH/
Unaligned Badger Clan Elite Guardsman. Samurai.
Reaction: When a player commits or moves a unit to attack one of your Provinces, move Kihongo to the Province.
Ikoma Ryozo - exp 2 - personalities
4F/5C 0HR10G/3PH/
Lion Clan Samurai. Unique. Experienced 2. Shadowlands. If the Imperial Favor targets a card in a battle Ryozo is in, Ryozo returns to your fief bowed.
Battle: Once per turn, Ryozo gains +1F for each Oni in his army.
Ikoma Tsanuri - exp 2 - personalities
5F/4C 10HR14G/4PH/
Lion Clan Champion. Samurai. Double Chi. Tactician. Experienced 2. Unique. Tsanuri will only join a Lion player. While Tsanuri is unbowed in a battle, she negates all effects of Regions and Terrains in the battle.
Battle: Bow Tsanuri. Destroy an opposing Personality with lower Force.
Ikoma Yosei - personalities
2F/3C 8HR7G/3PH/
Lion Clan Strategist.
Reaction: Immediately before playing a Terrain, if Yosei is in your fief, bow him. Play the Terrain as if Yosei were in the current battle.
Ikudaiu - exp - personalities
3F/3C -HR6G/1PH/
Unaligned Monk. Kolat. Experienced. Unique.
Battle: Once per turn, move into this battle a number of your unbowed Monk Personalities up to the number of your Elemental Rings in play.
Isawa Kaede - exp 2 - personalities
4F/5C 10HR15G/4PH/
Phoenix Clan Oracle of the Void. Shugenja. Double Chi. Experienced 2. Unique.
While Kaede is in play, straightening a Ninja card costs 2 gold.
Limited: Discard one of your Elemental Rings from play. You cannot bring the Ring into play this game. Destroy a Ninja card in play.
Isawa Mitori - personalities
2F/4C 8HR8G/3PH/
Phoenix Clan Judge. Shugenja.
Battle: Bow Mitori and discard a Kiho or Spell from your hand. Each other player with an unbowed Personality in this battle must either discard a Kiho or Spell from his or her hand or bow one of his or her Personalities at the battle.
Issut - personalities
3F/2C 0HR5G/1PH/
Naga Defender. Bushi.
Battle: Bow one of your Forests. Move Issut into an army defending one of your Provinces.
Kage - exp 4 - personalities
2F/5C -HR9G/1PH/
Unaligned Kolat Master. Tactician. Experienced 4. Unique.
Reaction: When a Human Personality is being discarded during a player's Dynasty Phase, bow Kage and pay the Personality's costs. The Personality enters play under your control, ignoring Honor requirements, and permanently gains the Kolat trait.
Kakita Aihara - personalities
2F/3C 3HR8G/2PH/
Crane Clan Peacemaker. Samurai.
Reaction: Immediately after a Personality takes a Political Action, bow Aihara to issue an unrefusable challenge to the Personality.
Kitsune Diro - exp - personalities
4F/4C 8HR10G/2PH/
Fox Clan. Yoritomo's Alliance. Experienced. Unique. When Diro enters play, he permanently gains either the Samurai or the Shugenja trait.
Open: Once per turn, if Diro is a Shugenja, he gains the Cavalry trait until the turn ends.
Battle: Once per turn, if Diro is a Samurai, he gains +1F/+1C.
Kukanchi - personalities
1F/2C -HR4G/0PH/
Elemental Terror • Void Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Cannot attach Followers or Items.
Elemental Open: Discard a card from your hand to give Kukanchi +1F.
Elemental Open: Discard a card from your hand to give Kukanchi +1C.
Matsu Daoquan - personalities
1F/1C 5HR5G/3PH/
Lion Clan Samurai. Shadowlands.
While each other player has higher Family Honor than you, Daoquan gains +2F/+2C.
Matsu Mori - personalities
3F/2C 8HR5G/2PH/
Lion Clan Samurai. Cavalry. Mori will not join a Unicorn player.
Moetechi - personalities
2F/3C -HR4G/0PH/
Unaligned Elemental Terror. Fire Oni. Nonhuman. Shadowlands. Lose 4 Honor. Moetechi cannot attach Followers or Items.
Elemental Reaction: When one of your Personalities is entering a duel, bow Moetechi and lose Honor equal to Moetechi's Chi. The Personality gains Chi equal to Moetechi's Chi until the duel ends.
Moto Soro - exp - personalities
4F/4C -HR9G/1PH/
Unicorn Clan Samurai. Cavalry. Experienced. Unique.
Battle: Once per battle, Soro issues an unrefusable challenge to an opposing Tattooed Personality.
Nue - personalities
1F/3C -HR5G/1PH/
Unaligned Bird Spirit. Creature. Nue cannot attach Followers or Items.
Battle: Bow Nue. Bow an opposing Personality with lower Chi.
Olyah - personalities
0F/3C 0HR6G/2PH/
Naga Lore-Keeper. Shugenja.
Open: Once per turn, Olyah copies an ability on a Naga Personality in play.
Orschat - personalities
4F/2C -HR5G/0PH/
Unaligned Goblin Hero. Nonhuman. Shadowlands. Lose 2 Honor. Orschat will only attach Goblin Followers.
Otomo Shishi - personalities
0F/2C 0HR6G/1PH/
Unaligned Economic Advisor. Toturi's Army.
When you bring a Holding into play, if Shishi is face-up in one of your Provinces, Shishi costs 0 Gold until the turn ends.
Oyuchi - personalities
3F/2C -HR6G/0PH/
Unaligned Elemental Terror. Water Oni. Nonhuman. Shadowlands. Lose 4 Honor. Oyuchi cannot attach Followers or Items.
Elemental Battle: Bow Oyuchi and discard a card from your hand. Destroy a Terrain in play for this battle. If the discard is a Terrain, you may play it instead of discarding it.
Roshungi - personalities
3F/3C -HR6G/0PH/
Spider Clan • Monk • Shadowlands
Lose 3 Honor.
Open: Bow Roshungi: A target Ring loses all abilities (until this turn ends).
Ruantek - personalities
1F/3C -HR6G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.
Seppun Mashita - personalities
2F/2C 3HR5G/3PH/
Unaligned Duelist. Samurai. Toturi's Army.
Reaction: Once per duel, immediately before Mashita focuses for the first time in the duel, draw three Fate cards. You may use one as your first Focus card in the duel. For each of the other two, either discard the card or return it to the top of your Fate deck.
Shadow Beast - personalities
1F/4C -HR6G/0PH/
Unaligned Ninja Creature. Shadowlands. Lose 5 Honor. The Shadow Beast will not join a Shadowlands player.
Open: Once per turn, each other Shadowlands Personality has -1C, to a minimum of 1, until the turn ends. The Shadow Beast gains +1F for each other Shadowlands Personality in play.
Battle: Fear: 2.
Shiba Kyukyo - personalities
2F/3C 3HR7G/2PH/
Phoenix Clan Ritual Master. Samurai.
Immediately before a Kiho or Spell is cast during a battle Kyukyo is in, Kyukyo gains +1F/+1C.
Shiba Odoshi - personalities
2F/2C 3HR6G/2PH/
Phoenix Clan Yojimbo. Samurai.
Open: Bow Odoshi. Target one of your Shugenja. The Shugenja gains Force and Chi equal to Odoshi's Force and Chi until the turn ends. If the Shugenja is destroyed this turn, so is Odoshi.
Shinjo Shono - personalities
1F/1C 0HR4G/1PH/
Unicorn Clan Hettan. Samurai. Cavalry.
Any player must discard two cards from his or her hand for one of his or her Personalities to challenge Shono.
Shiyokai - personalities
0F/1C -HR4G/0PH/
Unaligned Stealer of Dreams. Spirit. Shadowlands. Lose 3 Honor. Shiyokai cannot attach Followers or Items.
Battle: Bow Shiyokai. Target an opposing Personality. The Personality permanently has -1 Chi.
Shosuro Yudoka - personalities
0F/3C -HR6G/1PH/
Scorpion Clan Ninja. Tactician. Lose 2 Honor.
Battle: Bow Yudoka to destroy a Terrain in play for this battle.
Suana - exp - personalities
4F/3C 6HR9G/2PH/
Unaligned Acolyte of Water. Monk. Tactician. Experienced. Unique.
Reaction: Once per turn, when another Personality uses the Tactician trait, raise the Force bonus by 2.
Togashi Hoshi - exp 2 - personalities
7F/7C 7HR15G/4PH/
Dragon Clan Champion. Dragon. Creature. Cavalry. Double Chi. Experienced 2. Unique. Hoshi will only join a Dragon Clan or Monk player. Hoshi can attach Dragon Items without Gold cost. Once per turn, Hoshi may cast a Kiho as if he were a Monk, without bowing.
Limited: Bow Hoshi to have all of your Hoshi Personalities in your Provinces, in your Dynasty deck, and in play swear fealty to the Dragon Clan.
Togashi Shinseken - personalities
0F/3C -HR4G/2PH/
Dragon Clan Shugenja. Shinseken will not join a Phoenix player.
Open: Bow Shinseken. Remove the Cavalry trait from a card until the turn ends.
Tohaku - exp - personalities
3F/3C 6HR6G/3PH/
Unaligned Samurai. Toturi's Army. Experienced. Unique. Tohaku will not join a Lion player.
Battle: Once per battle, Tohaku challenges an opposing Personality. The Personality cannot refuse the challenge if the Personality has over 2 Personal Honor.
Toichi - personalities
3F/4C -HR6G/0PH/
Unaligned Elemental Terror. Earth Oni. Nonhuman. Shadowlands. Lose 4 Honor. Toichi cannot attach Followers or Items.
Elemental Battle: A number of times per turn up to Toichi's Chi, an opposing Personality gains +1F.
Tonbo Toryu - personalities
1F/2C 1HR3G/2PH/
Dragonfly Clan Sage. Samurai.
Toryu may cast Kiho as if he were a Shugenja.
Yasuki Nokatsu - exp - personalities
1F/2C 0HR5G/1PH/
Crab Taskmaster • Experienced • Unique
Battle: Destroy a Follower in this unit. Each Follower in this unit gains +2F.
Yasuki Taka - exp 2 - personalities
0F/3C -HR7G/1PH/
Crab Clan Merchant. Kolat. Experienced 2. Unique.
While Taka is in play, your Gold-producing Holdings produce the maximum Gold they can produce while bowing, regardless of your Clan affiliation or the cards for which they pay. This does not affect Gold Production that is based on the quantity of a card type in play.
Yokatsu - exp 2 - personalities
5F/5C -HR15G/1PH/
Unaligned Samurai. Cavalry. Kolat. Tactician. Experienced 2 Shinjo Yokatsu. Unique.
Battle: Once per turn, destroy an opposing Follower with Force less than Yokatsu's.
Yoritomo Chujitsu - personalities
4F/2C 1HR4G/1PH/
Mantis Clan Soldier.
Chujitsu can only be committed to a battle if another Mantis Personality is also committed or being committed to the battle.
Yoritomo Furikae - personalities
2F/2C 2HR6G/2PH/
Mantis Clan Standard-Bearer. Samurai.
If Furikae is destroyed in a battle or duel, he immediately returns to play bowed.
Yoshi - exp 2 - personalities
2F/3C 0HR7G/1PH/
Dragon Clan Shugenja. Monk. Kolat. Experienced 2. Unique.
Open: Once per turn, one of your Personalities whom you did not bring into play gains +3F/+3C.
Yosuchi - personalities
3F/3C -HR8G/0PH/
Elemental Terror. Air Oni. Nonhuman. Shugenja. Shadowlands. Lose 4 Honor. Cannot attach Followers or Items.
Elemental Open: Twice per turn, Yosuchi gains either +1F or +1C.
Akodo Fields - regions
Limited: Target one of your Followers in play and pay Gold equal to the Follower's Force. For the rest of the game, the Follower is Elite, contributes its Force to its army's total during the Resolution Segment of battle even if its Personality is bowed, and is immune to Fear.
Carpenter Pass - regions
This Province gains +8 Province Strength whenever one or more Shadowlands cards are in an army attacking it.
Exile's Road - regions
When Exile's Road enters play, target a Region in play that is not one of your Unique Regions. Exile's Road permanently becomes an exact duplicate of the target Region except for the name. If no Regions are in play, the text box of Exile's Road is permanently considered blank.
Forgotten Lands - regions
Unique.
The attacker cannot choose to resolve a battle at this Province if another battle can resolve first.
Imperial Highway - regions
Reaction: Once per turn, during the defensive part of the Cavalry Maneuvers Segment, commit an Infantry unit to defend this or an adjacent Province.
Last Stand Plain - regions
Each duel during a battle at this Province compares Force versus Force instead of the stat noted on the card creating the duel.
Lookout Mountain - regions
When a player assigns or moves units to battle at this Province, the player may show any number of cards from his or her hand to the Defender. During battle at this Province, players cannot play any cards from their hands that they did not show to the Defender.
Morikage - regions
Unique.
When Personalities appear face-up in this Province, they permanently gain the Ninja trait.
Savaged Fields - regions
When Savaged Fields enters play, target another player. Attach Savaged Fields to the player's leftmost Province without a Region attached. The Province gains +2 Province Strength, but Events in it do not resolve. Events do not resolve in, and Regions cannot enter play attached to, the Province from which Savaged Fields entered play.
Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.
The Gates to Jigoku - regions
Unique.
Players cannot commit or move Personalities with attached Ancestors to attack or defend this Province.
At'tok'tuk Sensei - senseis
0PS/0GP/-2SH
Crab. Mantis. Monk. Naga. Scorpion. Shadowlands. Unicorn. Sensei.
Your Ratling Personalities are members of your Clan. Ratling Followers will join you for 1 less Gold.
Hiruma Sensei - senseis
0PS/0GP/-2SH
Crab. Crane. Monk. Naga. Phoenix. Shadowlands. Toturi's Army. Sensei.
Each player with one or more units in a defensive army may play actions in that battle regardless of card effects. Negate all costs for such players to take actions. While this card is in play, card effects created by the attacker cannot end a Battle Action Segment.
Ikoma Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
You may play Technique cards as if you were playing their required Clans.
Kage Sensei - senseis
0PS/0GP/-2SH
All Clans. Sensei.
Your Kolat Personalities are members of your Clan. Each of your Kolat Personalities has these abilities:
Limited: Bow this Personality. Place a Sleeper token on any Personality in play.
Reaction: When a Personality with a Sleeper token is taking an action, bow this Personality and destroy a Sleeper token on the Personality taking the action. Cancel the action.
Kuro Sensei - senseis
0PS/0GP/0SH
Lion. Mantis. Monk. Phoenix. Toturi's Army. Sensei.
Your Personalities may refuse challenges, that are normally unrefusable. Your Personalities will not issue challenges. If one of your Personalities refuses a challenge with no given penalty for refusal, you lose 3 Honor and the Personality becomes Dishonored.
Nio Sensei - senseis
-1PS/0GP/-1SH
Crab. Naga. Phoenix. Shadowlands. Sensei.
Each Stronghold in play with Gold Production more than your Stronghold's has -1 Gold Production.
Norikazu Sensei - senseis
-1PS/-1GP/-1SH
Dragon. Mantis. Lion. Phoenix. Scorpion. Toturi's Army. Unicorn. Sensei.
No Events resolve except those that create new victory conditions.
Yori Sensei - senseis
0PS/-1GP/-3SH
Crab. Mantis. Monk. Shadowlands. Sensei.
You do not gain Honor for cards destroyed during the Resolution Segment of battle, but instead one of your Shugenja or Shadowlands Personalities may gain Force equal to half of the number of cards destroyed, rounded down, until your next turn ends.
Yoritomo Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
Gold-producing Holdings cost 1 less Gold, to a minimum of 1, for you. Your Stronghold produces 1 less Gold when bowing to pay for a Personality.
Yoshi Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
When a player pays full Gold cost for a Personality of his or her Clan, the player cannot gain over 1 Honor, regardless of the Personality's Personal Honor. Your card effects do not cause Honor losses for other players.
Celestial Gift - spells
1G 4F
Spell Elemental Reaction: Immediately before discarding a card from your hand or your deck for its Focus value, bow this Shugenja. Use this spell's Focus value instead. Add this Spell to your hand.
Fortune's Turn - spells
0G 2F
Spell Battle: Bow this Shugenja. Send home from the current battle one of your units led by a bowed or unbowed Personality.
Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.
Void's Path - spells
4G 3F
Spell Elemental Limited: Bow this Shugenja. Look at the top five cards of your Dynasty deck. Place one of the cards face-up in your rightmost Province, discarding the card there. Place the other four cards on the bottom of your Dynasty deck in any order. Remove this card from the game.
A Chance Meeting - actions
0G 3F
Battle: One of your Personalities in this battle challenges an opposing Personality. If the challenged Personality refuses the challenge, that personality becomes dishonored, and all of his or her Followers bow. If the challenged Personality accepts the challenge, the duel's winner gains Honor equal to the number of cards focused by both players, and the loser is destroyed.
Ashigaru Levies - actions
*G 2F
Battle: Pay any amount of Gold to place an Ashigaru Follower token on one of your Samurai Infantry Personalities in the current battle. The Follower's base Force equals half the Gold spent to play this card, rounded down, or the Samurai's Force, whichever is less. Remove the token from the game at the end of the turn.
Be the Mountain - actions
0G 2F
Kiho Battle: Bow one of your Monks or Shugenja. Target a Personality defending this Province. The Personality gains Force equal to the Province's Strength. The Force bonus cannot exceed the caster's Force plus Chi. Lower the Province Strength to 0 until the turn ends.
Bloodspeaker's Deal - actions
0G 3F
Open: Bow one of your Bloodspeaker Personalities. Bow a Personality in play.
Concede Defeat - actions
0G 4F
Reaction: Play after a strike is called in a duel involving one of your Personalities but before focus values are revealed. Discard all Focus cards without effect. Your opponent wins the duel. Negate the effects of losing.
Costly Alliance - actions
0G 3F
Political Reaction: Play this card when you accept an invitation to ally. If one of your units is in an army when the army destroys a Province or opposing army during this Attack Phase, permanently take control of a Holding controlled by the player with whom you allied. Only one copy of this card can be played per turn.
Critical Duel - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. The loser is not destroyed, but the loser's player cannot gain Honor until after the battle ends.
Dangerous Terrain - actions
0G 1F
Battle Terrain: Destroy each Personality and Follower with under 1 Force at this battle.
Dark Energy - actions
0G 1F
Ninja Open: Straighten a Ninja card. If the card is a Personality, it permanently has -1 Chi. Lose 2 Honor.
Darkness Within - actions
0G 2F
Ninja Battle: Raise this Province's Strength to equal that of another player's Province. Lose 4 Honor.
Dead Eyes - actions
5*G 1F
This card costs 5 less Gold if it targets a Crab Clan Personality.
Limited: Permanently lower to 0 the Personal Honor of one of your Personalities without the Berserker trait and permanently give the Personality the Berserker trait and the ability "Battle: Once per turn, this Personality gains +3F. When the Resolution Segment ends, destroy this Personality unless his or her army had more than twice the opposing army's Force if there was an opposing army when the Resolution Segment began."
Defensible Position - actions
0G 1F
Battle Terrain: Each Personality and Follower at this battle has -1F until the battle ends.
Denying the Emperor - actions
0G 3F
Limited: Target a Ninja Personality in play. The Personality has -2 Chi until the turn ends.
Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.
Dying Effort - actions
0G 1F
Battle: Straighten one of your bowed cards in this battle. Destroy that card immediately after the battle ends.
Entrench - actions
0G 4F
Battle: Get a non-Unique Fortification from your Dynasty deck. Pay all costs for bringing the Fortification into play. Attach the Fortification to this province. Shuffle the deck.
Open: Get a non-Unique Fortification from your Dynasty deck. Pay the Fortification's Gold cost; the Fortification costs 3 more Gold. Attach the Fortification to one of your Provinces. Shuffle the deck.
Finding the Harmony - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja to permanently switch an Elemental Ring in your hand with one you have in play. This is not considered playing a Ring. The new Ring does not count toward an Enlightenment Victory.
Footsteps of Madness - actions
*G 2F
Reaction: When an action is being taken from a Stronghold, pay this card's Gold cost, which equals the Stronghold's Gold Production. Cancel the action. The action is considered to have been used.
Forethought - actions
0G 3F
Reaction: Immediately before you discard the top card of your Fate deck due to a card effect, play this card. Put the card into your hand, then discard a card from your hand in its place.
Forward, March! - actions
0G 1F
Battle: Attach any number of Followers from one of your units outside of this battle to one of your unbowed Personalities in this battle that can legally attach them.
Hate's Heart - actions
0G 1F
Kiho Maho Limited: Lose 4 Honor, bow and dishonor one of your Shugenja, and discard a number of cards equal to the Shugenja's Chi from the top of your Fate deck. Target a Fate deck. Discard the same number of cards from the top of the target deck. A Shugenja with the Shadowlands trait has +2 printed Chi while casting this Kiho. Remove this card from the game.
Honor's Cost - actions
*G 2F
Political Open: If it is the Action Phase, bow a target Personality. The printed Gold cost of this card equals the target's Chi plus Personal Honor.
Honor, Bah! - actions
0G 1F
Political Reaction: Immediately after gaining Honor, instead gain equal Gold that you can use toward paying the Gold cost for one card before your next End Phase ends.
Political Reaction: Immediately after gaining Honor, instead draw a number of cards equal to a third of the Honor, rounding up any fractions.
Imperial Summons - actions
0G 1F
Political Open: Bow your Stronghold or discard the Imperial Favor: Bow a target Personality.
In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.
Infantry Square - actions
0G 4F
Battle: If the opposing army has more Cavalry units than yours has Infantry units, target an Infantry Personality in your army. The Personality gains Force equal to his or her Force until the battle ends. You cannot play more than one copy of this card per battle.
Judgment of Toshiken - actions
0G 2F
Reaction: Play this card after players reveal Focus cards in a duel. Resolve the duel only by the Chi (or other stat noted on the card creating the duel) of the dueling Personalities before the challenge, plus the Focus cards' printed Focus values. The Double Chi trait works as usual. If either Personality has not focused, each can focus an extra time, starting with the challenged Personality.
Kakita Teacher - actions
5G 2F
This card costs 1 less Gold when targeting a Crane Personality.
Limited: Bow one of your Samurai. The Samurai permanently gains the Double Chi trait.
Kolat Bookkeeping - actions
0G 1F
Reaction: When a Stronghold bows to produce Gold for bringing a Personality into play and the Stronghold's controller has, face-up in a Province, a Gold-producing Holding for which the Stronghold alone could have paid, the Stronghold produces no Gold.
Night of Three Stars - actions
0G 4F
Reaction: Immediately before a player resolves an Event during a turn in which the player already resolved an event, cancel the second Event.
Oath of Courage - actions
0G 1F
Limited Political: Target a Personality in play. The Personality permanently has -1 Personal Honor.
Overconfidence - actions
0G 2F
Reaction: After a Personality gains a Force bonus greater than or equal to his printed Chi, bow that Personality. The Personality cannot straighten during his controller's next Straighten Phase.
Parade Ground Practice - actions
0G 3F
Reaction: When you take a Battle action that targets exactly one Personality, the Personality permanently gains +1C.
Poisoned - actions
0G 2F
Ninja Reaction: When a Personality takes a Political action, lower the Personality's Chi by 2. Lose 2 Honor.
Poisoned Honor - actions
0G 2F
Limited: Target a Personality with under 3 Personal Honor. For the rest of the game, the Personality cannot lobby for the Imperial Favor, become Dishonored, take an action that causes an Honor gain or loss, or be targeted by an Honor card. Lose 2 Honor.
Poor Health - actions
1G 2F
Limited: Target a Personality. For the rest of the game, when the Personality focuses in a duel, randomly draw the Focus card from the legal Focus cards in his or her controller's hand.
Ravine - actions
0G 1F
Battle Terrain: This Terrain takes effect when played. While this Terrain is in effect, players cannot take actions on cards outside of this battle (including Action cards) except actions that remove this Terrain or move units into the battle. You cannot play this Terrain if your army contains any Cavalry units.
River around the Hill - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja. Get a number of cards from your Fate deck up to the Chi of the caster and discard them. Reshuffle the deck.
Shooting-Star Strike - actions
0G 4F
Kiho Elemental Reaction: Immediately before you discard a card from your deck for its Focus value, bow one of your Monks or Shugenja. Use this Kiho's Focus value instead.
Storm of Arrows - actions
0G 3F
Reaction: When one of your cards makes a ranged attack, double the Ranged Attack strength. Bow the card targeted by the ranged attack instead of destroying it.
Strong Words - actions
0G 2F
Open: Bow one of your Champion, Daimyo, or Hero Personalities. Each Personality sharing a Clan affiliation with the Personality you bowed gains +1F/+1C until the turn ends.
Summoning the Moon - actions
0G 1F
Unique.
Limited: Bow one of your Personalities. The Personality cannot straighten until your Straighten Phase three turns from now. While the Personality is bowed, each other Personality in play gains the ability "Limited: Issue an unrefusable challenge to the Personality bowed by Summoning the Moon." When the Personality next straightens, he or she permanently gains a Chi bonus equal to his or her printed Chi.
Swifter Arrow - actions
0G 3F
Battle: Bow one of your non-Shugenja Personalities capable of a ranged attack. Target an opposing non-Shugenja Personality capable of a ranged attack. Destroy the target Personality.
Tactical Maneuvers - actions
0G 4F
Reaction: After a Maneuvers Segment ends: Target one or more of your Tactician Personalities at battlefields. Move these Tacticians to any battlefields where there are one or more enemy units, in any combination desired.
The Prophecies - actions
0G 4F
Limited: Bow five non-Dark Oracles in play. Bring into play an Elemental Ring from your hand.
Limited: Bow four Dark Oracles in play and the Oracle of the Void. Destroy all Elemental Rings in play.
The Sun in Shadow - actions
0G 4F
Reaction: When a Kiho is being cast, cancel it.
Touching the Void - actions
0G 2F
Limited: If you have no cards in your hand after playing this card, permanently lower your maximum hand size by one, and draw four extra cards during your End Phase this turn.
Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.
Way of the Zokujin - actions
0G 1F
Battle: Target a Personality. The Personality gains +1F. If the Personality is a Creature, it gains an extra +1F/+2C.
Woodland Reserves - actions
0G 3F
Battle: Bow one of your Forests. Move one of your units from one battle to another.
The Kitsu Tombs - strongholds
6PS/4GP/1SH
Lion, Lion
Immediately before the game begins, all Lion Shugenja in your Dynasty deck permanently gain the Shadowlands trait. You may ignore Honor requirements for Shadowlands personalities.
Reaction: When bringing an Oni into play, bow one of your Human Shugenja. Cancel all of the Oni's non-Gold costs and entering-play effects.
The New Akasha - strongholds
6PS/3GP/2SH
Naga, Naga
Crab personalities will join you for 2 less gold, but cannot have their Gold cost further reduced. You may ignore honor requirements for Crab Personalities and Naga cards, if you have no Shadowlands cards in play. If you have both Crab Personalities and Naga Personalities in the same army, all such Personalities get +1F/+1C. Your Naga cards are immune to Fear.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
