Спойлер A Oni Fury
Celestial Vision - event
Until your next turn begins, Personalities need not bow as a cost of lobbying.
Gaijutsu no Shiryo - ancestors
+1F/0C -PH/0G/1HR 3F
Dragon Clan Ancestor. Unique.
May only attach to a Tattooed Personality. Gaijutsu may have, but not use, Tattoos as if he were a Tattooed Personality. Tattoos on Gaijutsu are treated as if they were on this Personality if the Personality does not have that Tattoo.
Limited: Once per turn, bow Gaijutsu to move him to another of your Personalities he could legally attach to.
Natsune no Shiryo - ancestors
0F/+1C -PH/0G/2HR 3F
Phoenix Clan Ancestor. Unique.
Reduce the Gold costs of all copies you own of Spell cards attached to this Personality by this Personality's Chi, to a minimum of 1.
Tetsuko no Shiryo - ancestors
+1F/+0C -PH/0G/1HR 3F
Unicorn Clan Ancestor. Unique.
Tetsuko no Shiryo gains +1F/+1C for every unit that moves into the opposing army, or from the opposing army to another Province, with an action.
Yoshimitsu no Yokai - ancestors
0F/+1C -PH/0G/0HR 3F
Shadowlands Ancestor. Unique. Shadowlands. Destroy Yoshimitsu if its Personality is not Shadowlands.
Reaction: Bow and destroy this Personality to negate all effects of an Action card or Event card which always targets or affects only Shadowlands cards.
A New Legacy - events
Permanently increase the Gold Cost of all Experienced Personalities in the game by 2.
Brightest Winter - events
Destroy a Courtier.
Carpenter Wall Falls - events
Target a Province. Destroy all Fortifications attached to the Province. Permanently reduce the Province's Strength by 2. The Province may not have Fortifications attached for the rest of the game.
Celestial Vision - event
Until your next turn begins, Personalities need not bow as a cost of lobbying.
Darkest Winter - events
Until the beginning of your second turn from this one, players must either use a Shadowlands Personality or one additional Personality when they lobby for the Imperial Favor.
Harvest Time - events
Bow all Ashigaru. Until the beginning of your next turn, all non-Shadowlands Gold-producing Holdings produce 1 extra Gold when bowed to produce Gold.
New Emerald Champion - events
Permanently give a Personality controlled by any player +3F/+3C and the Emerald Champion trait. If possible, permanently give the following ability to a Personality controlled by a different player: "Open: Bow to bow an Emerald Champion."
Poetry Contest - events
Beginning with the player to your left and proceeding in turn order, each player has one chance to bow a Poet or Courtier Personality he controls. The Personality with the single highest Personal Honor, if any, gains 4 Honor. All other players who bowed a Personality gain 1 Honor.
Seeking the Master - events
Target a Personality controlled by a player who has at least one Ring in play. Bow the Personality and permanently give him or her +2F/+2C per Ring that that player controls.
Taking the Wall - events
Target a Province. Until the beginning of your next turn, your Personalities have +1F while attacking that Province and -1F in a battle at any other Province.
The Oracle Awakens - events
Target a Monk Personality and a Shugenja Personality controlled by different players. One issues an unrefusable challenge to the other. If you control either, that one is the challenger. Otherwise, the one with higher Chi is the challenger, with you deciding in the case of a tie.
Tsukune Ascends - events
Remove your Personality with the highest Force from the game. You choose in the case of a tie. All of your other Personalities permanently gain +1 Force, +1 Chi, and +1 Personal Honor.
Tsukune's Choice - events
Until the beginning of your next turn, Reactions may not be played during challenges, refusals, or duels.
Tsuno Attack - events
Reveal a number of cards from the top of your Dynasty deck equal to the number of Personalities you control. Any of the revealed cards that are Shadowlands Personalities enter play and begin an attack against another player's Province. Discard the rest. You may not move your units to or from this battle. Discard all surviving revealed cards after the battle ends.
Ashigaru Hordes - followers
3F/0C -PH/7G/1HR 1F
May only attach to a Samurai.
You may draw an additional Fate card in your next End Phase after bringing Ashigaru Hordes into play from your hand.
Bayushi Ambushers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow one or more of your Bayushi Ambushers attached to Scorpion Clan Personalities in this army to discard an equal number of Fate cards. Destroy an opposing Follower with a Force less than or equal to the discards' total Focus values.
Child of the Last Wish - followers
3F/0C -PH/6G/2HR 3F
Battle: If the Child is attached to a Phoenix Clan Personality, bow it to bow an opposing human Personality with Chi less than the Child's Force.
Hiruma Archers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow Hiruma Archers for a Ranged 2 Attack.
Battle: Bow Hiruma Archers for a Ranged 4 Attack if attached to a Crab Clan Personality.
Hoshi's Claw - followers
3F/0C -PH/6G/1HR 3F
Tattooed.
Reaction: Up to three times per battle, if attached to a Dragon Clan Personality, give this Personality +1F or +1C after an opposing Personality gains a Force or Chi bonus.
Hoturi's Blade - followers
3F/0C -PH/6G/2HR 3F
Battle: Once per battle, straighten this Personality if he or she is Crane Clan.
Lion Warcats - followers
3F/0C -PH/6G/2HR 3F
Creature.
Battle: Fear 3 if the Warcats are attached to a Lion Clan Samurai.
Mantis Raiders - followers
3F/0C -PH/3G/1HR 2F
Naval
Mantis Raiders enter play bowed. This unit may not assign to a battle if this card is bowed.
Moto Wardogs - followers
3F/0C -PH/7G/1HR 3F
Cavalry. Creature.
Reaction: If Moto Wardogs are attached to a Unicorn Clan Samurai, bow them when a Personality moves into their battle to discard the top card of your Fate deck or a card from your hand. If the discard's Focus value is greater than or equal to the Personality's Chi, bow the Personality.
The First Legion - followers
4F/+1C -PH/6G/4HR 3F
Unique.
Waive the First Legion's Honor Requirement when attaching it to a Daimyo or Champion Personality. Destroy the First Legion if this Personality is dishonored.
Tsuno Scouts - followers
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ancestral Shrine - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ashigaru Barracks - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Benefactor - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
City of Night - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Cleared Grounds - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Friendly Traveler Village - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
House of the Red Lotus - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Inner Wall - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ki-Rin's Shrine - exp - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Lobbyist - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Sacred Tunnels - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Shinmaki Monastery - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Shintao Library - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Armor of Shadows - exp - items
+1F/+1C 8G 4F
Experienced Armor of the Shadow Warrior. Unique. Shadowlands.
This Personality permanently gains the Shadowlands trait when Armor of Shadows attaches. Cards in this unit may not be the target of spell effects or innate abilities.
Blacksteel Blade - items
+2F/-2C 2G 1F
Weapon.
Daikyu - items
+0F/+0C 3G 1F
Weapon
Only Cavalry Personalities may attach Daikyu.
Battle: Bow Daikyu for a Ranged 3 Attack.
Elegant Kimono - items
+0F/+0C 1G 3F
This Personality may lobby for the Imperial Favor as though your Family Honor were five points higher.
Fox Nagamaki - items
+1F/+2C 6G 3F
Weapon.
Battle: Bow Fox Nagamaki for a Ranged 3 Attack.
Masume Wakizashi - items
+0F/+2C 2*G 3F
Weapon.
Masume Wakizashi costs 2 less Gold when attaching to a Personality who may attach more than one Weapon.
Sun Kites - items
+0F/+0C 0G 2F
Nemuranai.
Reaction: Bow and destroy Sun Kites before a Ranged Attack destroys one or more cards in this unit (including this Personality) to produce a Ranged Attack of equal strength targeting one Personality or Follower which contributed to the original Ranged Attack. This may target a Personality who has Followers.
Sun Tao's Tessen - items
+0F/+1C 1G 3F
Reaction: Bow Sun Tao's Tessen after this Personality uses the Tactician trait to give another Personality in this army +1F.
Yakamo's Armor - items
+2F/+0C 4G 3F
Unique.
May only attach to a Samurai. This Samurai gains +4 Yu while Yakamo's Armor is attached.
Akodo Koun - personalities
4F/3C 8HR8G/3PH/
Lion Clan Samurai
Limited: Bow Koun to search your Fate deck for a Tessen or Fan Item and attach it to Koun, paying all costs. If you cannot afford the Item, discard it. Shuffle your Fate deck.
Akodo Senke - personalities
3F/3C 5HR7G/2PH/
Lion Clan Samurai
Reaction: Once per battle, gain +1F after moving into a battle as a result of an action.
Asako Itaru - personalities
1F/3C 6HR8G/2PH/
Phoenix Clan Shugenja.
Earth Elemental Battle: Bow to give +2F or +2C to all defending Personalities in Itaru's army.
Asako Shuntaro - personalities
1F/2C 8HR5G/2PH/
Phoenix Clan Shugenja.
Fire Elemental Limited: Bow to attach a Nonhuman Fire Spirit Follower token to one of your Personalities. The Fire Spirit's Force is equal to the lower of Shuntaro's and the Personality's Chi. Discard the Fire Spirit at the beginning of your next turn.
Bayushi Paneki - exp - personalities
4F/5C -HR11G/0PH/
Scorpion Clan Defender of the Empire. Samurai. Tactician. Experienced. Unique. Ignore Honor Requirements when attaching Followers to Paneki.
Battle: Once per battle, move a Scorpion Clan Personality into this battle.
Bayushi Shixiang - personalities
3F/3C -HR7G/1PH/
Scorpion Clan Samurai.
Shixiang's Items may not be destroyed or moved by other player's cards.
Daidoji Enai - personalities
3F/3C -HR7G/2PH/
Crane Clan Samurai.
Enai gains +1F/+1C while facing one or more Crab Clan Personalities in a battle or duel.
Daidoji Gudeta - personalities
2F/2C 6HR8G/3PH/
Crane Clan Samurai
Battle: Bow Gudeta for a Ranged 4 Attack.
Doji Yasuyo - exp - personalities
3F/6C 10HR11G/3PH/
Crane Clan Samurai. Experienced. Unique.
Unique Weapons being attached to Yasuyo cost 3 less Gold, to a minimum of 1.
Hida Sakamoto - personalities
3F/3C 6HR9G/1PH/
Crab Clan General. Samurai. Yu 3. Unique. Tactician.
Other Crab Clan Samurai have +1 Yu while in an army with Sakamoto. Sakamoto gains +1F/+1C while facing a Crane Clan Personality in a battle or duel.
Hida Sunao - personalities
5F/3C 2HR10G/1PH/
Crab Clan Samurai • Yu 3
Reaction: After the end of a battle Sunao was in during resolution, discard a card to straighten him.
Hiruma Nichi - personalities
2F/2C 2HR7G/2PH/
Crab Clan Scout. Magistrate. Samurai.
While Nichi is unbowed in the current battle, players without Scout cards in the battle must discard 2 cards from their hand to play a Terrain card.
Hitomi Akuai - exp - personalities
3F/3C -HR8G/1PH/
Dragon Clan Tattooed Man. Experienced. Unique.
Reaction: Before another target player's Event resolves, that player chooses to negate all its effects or to permanently give Akuai +2F/+2C
Hitomi Kagetora - exp - personalities
3F/5C 8HR10G/2PH/
Dragon Clan Guardian. Tattooed Samurai. Tactician. Experienced. Unique.
Battle: Once per battle, move a Dragon Clan Personality you control into this battle.
Ikoma Fudai - personalities
2F/3C 9HR5G/2PH/
Lion Clan Omoidasu. Poet. Gain 2 additional Honor when you win a battle with an army containing Fudai.
Isawa Ihara - personalities
1F/2C 3HR7G/2PH/
Phoenix Clan Shugenja
Battle: Bow Ihara to send home an opposing unit.
Iuchi Lixue - personalities
4F/5C 6HR11G/3PH/
Unicorn Clan Baraunghar Commander. Shugenja. Cavalry. Unique.
Kaiu Ryojiro - personalities
3F/2C 1HR7G/2PH/
Crab Clan Engineer.
All Crab Clan Samurai Personalities in a defending army with Ryojiro gain +2 Yu. This bonus cannot raise a Samurai's Yu higher than his or her Force.
Kitsu Dejiko - exp - personalities
4F/4C 10HR11G/3PH/
Lion Clan Samurai. Tactician. Experienced. Unique.
Battle: Issue an unrefusable challenge to an opposing Shadowlands Personality. This is Dejiko's use of Tactician.
Kitsuki Remata - personalities
1F/4C 10HR7G/3PH/
Dragon Clan Magistrate. Samurai.
Remata gains Double Chi while dueling a human Personality with 0 Personal Honor.
Kitsune Gohei - personalities
5F/5C -HR11G/0PH/
Unaligned Walking Horror of Fu Leng. Nonhuman. Unique. Shadowlands. Lose 5 Honor.
Battle: Bow to destroy all Followers in one opposing unit. This is a Fear effect.
Kiyomi - personalities
2F/2C 3HR5G/1PH/
Imperial • Courtier
Political Reaction: After any player takes the Imperial Favor, bow Kiyomi: Gain 1 Honor.
Kuni Kiyoshi - personalities
2F/3C 6HR5G/1PH/
Crab Clan Shugenja. Witch-Hunter.
Limited: Once per turn, gain a Jade token.
Limited: Bow Kuni Kiyoshi and remove one or more Jade tokens from him to reduce a Shadowlands Personality's Chi by the number of tokens removed.
Matsu Shinya - personalities
2F/3C 2HR6G/2PH/
Lion Clan Samurai.
Battle: Once per battle, gain a Force bonus equal to the number of opposing Shugenja.
Mirumoto Tsuge - personalities
2F/4C 5HR8G/3PH/
Dragon Clan Samurai • Tattooed
Tsuge gains +1F/+1C while opposing one or more Phoenix Clan Personalities in a battle or duel.
Once per turn, after Tsuge issues a challenge but before the duel begins, draw a card.
Miya Hatori - personalities
0F/3C -HR6G/2PH/
Unaligned Courtier. Historian. Unique.
Political Limited: Bow Hatori and shuffle him into your Dynasty deck to take the Imperial Favor. Discard all cards attached to Hatori. This is considered a lobbying attempt.
Moshi Kalani - personalities
3F/3C 2HR7G/2PH/
Mantis Clan Samurai • Naval
Kalani gains +1F while in an army with at least one other Naval card.
Moto Chagatai - exp - personalities
5F/3C 9HR12G/3PH/
Unicorn Clan Champion. Samurai. Cavalry. Experienced. Unique.
Reaction: Once per turn, when another player moves a unit into or out of the current battle, move one of your Unicorn Clan Personalities into the current battle from any location or from the current battle to another Province.
Moto Vordu - exp - personalities
3F/5C 4HR10G/2PH/
Unicorn Clan Explorer. Shugenja. Cavalry. Experienced. Unique.
Battle: Bow Vordu to straighten a bowed Personality in his army and give the Personality a Force bonus equal to Vordu's Force.
Moto Zhijuan - personalities
5F/3C -HR10G/2PH/
Unicorn Clan Chieftain • Samurai • Cavalry
Naka Tokei - exp - personalities
4F/5C 10HR10G/2PH/
Unaligned Shugenja. Grand Master of the Elements. Experienced Morito Tokei. Unique.
Elemental Open: Once per turn, take two consecutive Limited, Battle, and/or Open Elemental actions appropriate to the current phase.
Elemental Reaction: Bow Tokei to cancel an Elemental Action.
Osoreru no Oni - exp - personalities
1F/3C -HR7G/0PH/
Unaligned. Nonhuman. Experienced. Unique. Shadowlands. Lose 4 Honor.
Reaction: Once per turn, Osoreru no Oni permanently gains +1F after a Fear effect affects one or more cards in it's battle.
Battle: Fear 5
Otomo Motoshi - personalities
0F/3C 0HR*G/2PH/
Unaligned Courtier.
Motoshi's printed Gold cost is equal to your Stronghold's printed Gold Production. Motoshi swears fealty to your Faction after he is brought into play.
Por'ee-rep - personalities
3F/3C -HR6G/1PH/
Ratling Scavenger • Creature
Open: If it is another player's Action Phase, bow Por'ee-rep: Target a Gold-producing Holding you control. Straighten it.
Sanshu Denki - personalities
2F/2C -HR8G/0PH/
Unaligned Creature. Shadowlands. Lose 4 Honor. May not assign or move into an attacking army.
Battle: Bow to bow an opposing Personality.
Shiba Aikune - exp - personalities
3F/4C 10HR8G/3PH/
Phoenix Clan Samurai. Experienced. Unique.
Battle: Once per battle, gain a Force bonus equal to the number of other Samurai in this army or the number of Shugenja in this army, whichever is less.
Shiba Arai - personalities
2F/4C 6HR8G/2PH/
Phoenix Clan Samurai. Yojimbo.
Reaction: Once per turn, when one of your Shugenja is challenged to a duel, Arai is challenged instead. If the challenge happens during a battle, Arai must be in the same location as the Shugenja to use this ability.
Shinjo Huang - personalities
3F/2C 6HR5G/2PH/
Unicorn Clan Samurai. Cavalry.
Soshi Eiji - personalities
1F/2C 4HR4G/0PH/
Scorpion Clan Courtier.
Political Limited: Bow Eiji and target a card which causes a non-variable Honor loss to its controller when one of its action is used. Select one of those losses. Eiji causes the card's controller an equal Honor loss.
Tamori Hiroko - personalities
1F/4C 4HR8G/2PH/
Dragon Clan Shugenja
Reaction: After you discard a card from your hand without playing it, bow Hiroko to draw a card. (This includes Focus cards, but not until the duel ends.)
Toturi Miyako - personalities
1F/3C 5HR6G/2PH/
Unaligned Monkey Clan Samurai.
The last card focused by Miyako in a duel adds its Focus value twice. If Miyako has the Double Chi trait, it adds three times instead of twice.
Tsuno Takuma - personalities
2F/4C -HR8G/0PH/
Unaligned. Nonhuman. Cavalry. Shadowlands. Lose 4 Honor.
Takuma has the Tactician trait while it has one or more Tactician tokens. Takuma loses a Tactician token each time it uses the Tactician trait.
Battle: If Takuma is opposed and has no Tactician tokens, gain a Tactician token.
Usagi Ozaki - personalities
2F/3C 3HR6G/1PH/
Unaligned Hare Clan Daimyo. Samurai. Unique.
Ozaki gains +2F/+2C while facing one or more Scorpion or Kolat Personalities in a battle or duel.
Yasuki Hachi - exp - personalities
2F/4C 10HR9G/3PH/
Crane Clan Samurai. Yasuki Family Daimyo. Emerald Champion. Double Chi. Experienced. Unique.
Limited: Bow Hachi to straighten or bow a Holding or Stronghold controlled by any player.
Yasuki Nishi - personalities
1F/2C 8HR5G/2PH/
Crane Clan Courtier.
Political Open: Once per turn, your Family Honor is considered to be five points higher for purposes of any player lobbying for the Imperial Favor this turn. Lose 1 Honor at the end of the turn.
Yogo Koji - personalities
1F/4C 2HR7G/1PH/
Scorpion Clan Shugenja. Kuroiban.
Koji has +2C for purposes of attaching and casting Air or Wind Spells and Kihos.
Yogo Tjeki - personalities
2F/4C -HR9G/0PH/
Scorpion Clan Ninja. Shugenja. Unique.
Limited: Bow Tjeki to make a player lose 2 Honor. This loss cannot lower a player below his starting Honor.
Yokubo - personalities
4F/6C -HR13G/0PH/
Unaligned Onisu of Desire. Nonhuman. Cavalry. Shadowlands. Unique. Lose 5 Honor.
Reaction: Once per turn, negate a challenge against Yokubo.
Reaction: Once per turn, after a target Personality attaches a card, destroy all other cards already attached to the Personality.
Yoritomo Katoa - personalities
3F/2C -HR7G/1PH/
Mantis Clan Pirate. Naval.
Reaction: Bow to produce 4 Gold when paying for an Action card from your hand. Lose 1 Honor.
Coastal Region - regions
Naval Personalities gain +3F while in a battle at this Province.
Ruins of the Kappa - regions
Unique.
Crab Clan Personalities gain +1C while defending this Province.
Open: Destroy the Ruins of the Kappa to prevent any players from assigning any attacking units to this Province this turn.
Cascading Fire - spells
5G 4F
Elemental Battle: Bow this Shugenja for a Ranged 6 Attack.
Elemental Battle: Bow this Shugenja for two consecutive Ranged 3 Attacks that cannot be combined.
Elemental Battle: Bow this Shugenja for six consecutive Ranged 1 Attacks that cannot be combined.
Consecrate the Land - spells
3G 2F
Limited: Bow this Shugenja and destroy this Spell to permanently raise the Gold production of a Mine by 2.
Follow the Path - spells
3G 3F
Battle: Bow this Shugenja to move a Follower from one Personality to another controlled by the same player.
Know the Truth - spells
1G 2F
Limited Air Elemental: Bow this Shugenja to force a target player to show all Followers and Items in his or her hand to all players.
Quench the Ashes - spells
1G 4F
Maho Limited: Bow this Shugenja and destroy this Spell to take a destroyed Spell card from another player's discard pile and attach it to this Shugenja. Dishonor this Shugenja. Lose 3 Honor.
The Masters Imprisoned - spells
6G 2F
Unique.
Elemental Limited: Bow and remove this Shugenja from the game to remove a unit from the game until the start of your next turn. No entering-play effects are generated when the unit returns to play.
Aikune's Wrath - actions
0G 2F
Reaction: Play after one of your target Personalities is destroyed during a battle to give +3F to another of your Personalities in the same army until the end of the battle.
An Error in Orders - actions
*G 3F
Reaction: Play after a target player attaches a Follower from his or her hand to return it to the player's hand. The cost of this Action is the Follower's Focus value.
Blue Skies - actions
0G 1F
Immediate Terrain.
Political Battle: Actions may not be canceled and challenges may not be refused.
Burning the Tombs - actions
0G 2F
Battle: Bow one of your attacking Shadowlands cards to destroy a Tomb, Temple or Shrine controlled by the Defender.
Battle: Bow one of your attacking Tsuno to destroy all Ancestors controlled by the Defender.
Complications - actions
4*G 2F
Costs 2 less Gold for Scorpion Clan players.
Political Open: A target unit may not assign to battles this turn. The unit's controller may end this effect by paying 3 Gold as an Open action.
Dirty Scum! - actions
0G 2F
Political Battle: One of your Personalities challenges an opposing Personality. If the opposing Personality's controller has brought one or more Shadowlands cards into play this game, the challenge may not be refused. The winner may end the battle without resolution instead of destroying the loser.
Engage the Enemy - actions
0G 3F
Battle: Bow and destroy one of your Tactician Personalities to bow up to two opposing cards. This may not target a Personality with attached unbowed cards.
Everpresent Fear - actions
0G 2F
Battle: Fear X targeting any unit in the current battle, where X is the number of your Shadowlands Personalities in the battle.
Frontal Assault - actions
0G 2F
Reaction: Play this card as the Attacker before the start of the Battle Actions Segment. All Personalities and Followers in your army gain +1F. You and your allies may not take actions (including Reactions) until after the battle ends.
Hasty Exploitation - actions
0G 1F
Reaction: Reduce the cost of a Gold-producing Holding you are paying for by 2, to a minimum of 1. The Holding permanently produces 1 less Gold and 1 less Honor, to minimums of 0.
Imperial Scrutiny - actions
0G 2F
Political Reaction: Play before another target player loses Honor due to one of his or her own cards to increase the loss by the player's starting Family Honor. (Honor loss from dying dishonorably is not due to a card.)
Kaneka's Advance - actions
0G 3F
Battle: Move one of your opposed Personalities from the current Province to one of the Defender's other Provinces. The opposing player may bow a Personality in his or her army in the current Province to give your Personality -2C.
Kharmic Unison - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to target a unit. Cards in that unit cannot contribute more than their printed Force to their units' Force totals during the current battle's resolution.
Know the Enemy - actions
0G 2F
Reaction: When a Battle Action card is played, bow one of your Tacticians in the current battle and discard a card from your hand with a higher Focus value to cancel the action. No copies of the canceled action may be played by any player until after the end of the turn. (Copies may still be used for their Focus values.) This is a use of the Tactician trait.
Logistics Problem - actions
2G 3F
Open: Play during another player's Action Phase when the active player controls more than five Personalities. The active player chooses to either pay Gold equal to the number of his or her Personalities or shuffle all cards in one of his or her units into their owner's decks.
Lost Glories - actions
2G 1F
Political Reaction: Play after inviting a target player to ally with you in an attack or defense. That player loses 5 Honor at the end of the Attack Phase if he or she had units which could have assigned to your side but none did.
Moment in the Sun - actions
0G 3F
Battle: Target one of your defending Personalities. Take a more-experienced version of the Personality from your Dynasty deck and overlay it as if during the Dynasty Phase, paying any costs.
Naga Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait but without a Naga Tattoo. Until the end of the game, this Personality has a Naga Tattoo, has -1F, and gains the ability "Battle: Once per turn, move to an adjacent Province."
Nezumi Technique - actions
0G 3F
Battle: Bow one of your Personalities in the current battle to destroy an opposing Item. If your Personality is a Ratling, straighten him and draw a card.
Power - actions
0G 3F
Open: Give +2F/+2C to a Personality with more than 4 Chi.
Remember the Mountain - actions
0G 4F
Kiho Elemental Battle: Bow one of your Shugenja or Monks to send a bowed or unbowed Personality in your army home from the current battle. Straighten all cards in the Personality's unit.
Rewards of Rank - actions
0G 3F
Limited: Move any number of your Items, Spells, and Followers from their current Personalities to any of your other Personalities with higher printed Gold costs.
Rumors - actions
2*G 4F
Costs 1 less Gold for Crane Clan players. Costs 2 less Gold for Scorpion Clan players.
Political Reaction: Play after a Personality is turned face-up in a Province, and there is already one or more of that Personality card in play, to either reduce the Personality's Personal Honor to 0 or raise the Personality's Gold cost by 3 (your choice).
Seeping Darkness - actions
0G 1F
Open: Bow a Shadowlands Personality you control to replace the text of a Region or Fortification with the following until the end of the turn: "Shadowlands. Shadowlands Personalities gain +2C while in a battle at this province." Fortifications keep the Fortification trait.
Shatter the Elements - actions
0G 3F
Kiho Open: Bow one of your Monks to target a number of Shugenja up to the Monk's Chi. Until the end of the turn, the Shugenja may not cast Spells or Kihos.
Show No Fear - actions
0G 3F
Reaction: Play when a Fear effect targets one of your units led by a Personality with a Personal Honor greater than 1 to negate the Fear and give the Personality and all Followers in the unit +1F.
Slaughter the Scout - actions
0G 2F
Reaction: After a target unit moves into a Province opposing one of your target Personalities, bow your Personality to destroy that unit.
Sleepless Nights - actions
6G 1F
Reaction: Play at the beginning of a Straighten Phase to prevent a target Personality from straightening this Phase. Straighten the Personality at the end of the turn.
Spider Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait and without a Spider Tattoo. For the rest of the game, the Personality has a Spider Tattoo, +1C, adds to his or her unit's Force total even when bowed, and may not straighten except during your own Straighten Phases.
Stolen Records - actions
6G 4F
Limited: Target another player. That player shuffles his or her hand into the Fate deck, then draws the same number of cards.
The Calm of Shinsei - actions
0G 3F
Kiho Battle: Bow one of your Monks to send home, without bowing, an opposing Personality whose Chi is less than or equal to the Monk's Chi.
The Company You Keep - actions
2G 4F
Political Open: Target a Personality controlled by the active player. Personalities brought into play by the active player this turn with a Personal Honor higher than the target's enter play dishonored. (This happens before honor is gained.)
The Jaws of Defeat - actions
0G 4F
Limited: End the Action Phase.
The Jaws of Victory - actions
0G 2F
Limited: Declare an additional attack against another player's non-Gold producing Holding. Treat the Holding as a non-adjacent Province with a base Strength equal to its Gold cost. If the Holding is a Fortification, consider it attached. Cards may not move between or attach to Provinces during this attack.
The Price of Innocence - actions
0G 1F
Political Reaction: Play after a target non-Courtier Personality lobbies for the Imperial Favor. Dishonor the Personality. The Personality's controller discards the Favor, then loses 2 Honor. You must control a Courtier to play this card.
The Thunder's Clap - actions
0G 2F
Kiho Open: Bow one of your Monks to straighten one of your cards.
Thunder of the Earth - actions
0G 1F
Delayed Terrain.
Elemental Battle: All Shugenja in this battle gain +2F. When the battle ends, destroy all Shugenja Followers in this battle and permanently give all surviving Shugenja Personalities in this battle -2C.
Using the Land - actions
0G 3F
Battle: Bow one of your Samurai in the current battle with more than 2 Chi to destroy a Region or Fortification attached to the current Province.
Vengeance - actions
0G 3F
Reaction: Play after a Personality from your Faction is destroyed while defending one of your Provinces. During your next Dynasty Phase, waive the Honor Requirements of Personalities from your Faction.
Vordu's Discovery - actions
2*G 2F
Costs 2 less gold for Unicorn Clan players.
Limited: Until the beginning of your next turn, reduce the Gold cost of all Items in the game by 5, to a minimum of 1.
Word of the Anvil - actions
0G 2F
Political Reaction: Discard the Imperial Favor before a player gains or loses Honor to negate the gain or loss.
Political Reaction: When your turn begins, discard the Imperial Favor to name a phase. Until your next turn begins, reduce all Honor gains by half, rounded down, during that phase of each player's turn.
Word of the Bastard - actions
0G 2F
Political Limited: Discard the Imperial Favor to discard a Dynasty card in a Province and replace it face up. (Events only resolve in their controller's Events phase).
Word of the Sword - actions
0G 2F
Political Battle: Discard the Imperial Favor to send a unit home from the current battle. Straighten all cards in the unit. You may take this action in a battle in which you have no units.
Word of the Wolf - actions
0G 2F
Political Limited: Discard the Imperial Favor to draw 2 cards.
Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.
Citadel of Daigotsu - strongholds
6PS/3GP/-19SH
Shadowlands, Shadowlands
When one of your cards is producing Fear, you may bow the card to have the Fear also affect Personalities that do not have unbowed cards attached. You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss). Your Personalities will not swear fealty.
Shiro Ide - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Your Holdings that cost more than 1 Gold produce 1 additional Gold when bowed to produce Gold for a Cavalry card.
Shiro Mirumoto - strongholds
7PS/4GP/5SH
Dragon, Dragon
Your Dragon Clan Samurai may attach two Weapons.
Limited: Once per turn, bow one of your Personalities with more than 3 Chi to draw a card.
Gaijutsu no Shiryo - ancestors
+1F/0C -PH/0G/1HR 3F
Dragon Clan Ancestor. Unique.
May only attach to a Tattooed Personality. Gaijutsu may have, but not use, Tattoos as if he were a Tattooed Personality. Tattoos on Gaijutsu are treated as if they were on this Personality if the Personality does not have that Tattoo.
Limited: Once per turn, bow Gaijutsu to move him to another of your Personalities he could legally attach to.
Natsune no Shiryo - ancestors
0F/+1C -PH/0G/2HR 3F
Phoenix Clan Ancestor. Unique.
Reduce the Gold costs of all copies you own of Spell cards attached to this Personality by this Personality's Chi, to a minimum of 1.
Tetsuko no Shiryo - ancestors
+1F/+0C -PH/0G/1HR 3F
Unicorn Clan Ancestor. Unique.
Tetsuko no Shiryo gains +1F/+1C for every unit that moves into the opposing army, or from the opposing army to another Province, with an action.
Yoshimitsu no Yokai - ancestors
0F/+1C -PH/0G/0HR 3F
Shadowlands Ancestor. Unique. Shadowlands. Destroy Yoshimitsu if its Personality is not Shadowlands.
Reaction: Bow and destroy this Personality to negate all effects of an Action card or Event card which always targets or affects only Shadowlands cards.
A New Legacy - events
Permanently increase the Gold Cost of all Experienced Personalities in the game by 2.
Brightest Winter - events
Destroy a Courtier.
Carpenter Wall Falls - events
Target a Province. Destroy all Fortifications attached to the Province. Permanently reduce the Province's Strength by 2. The Province may not have Fortifications attached for the rest of the game.
Celestial Vision - event
Until your next turn begins, Personalities need not bow as a cost of lobbying.
Darkest Winter - events
Until the beginning of your second turn from this one, players must either use a Shadowlands Personality or one additional Personality when they lobby for the Imperial Favor.
Harvest Time - events
Bow all Ashigaru. Until the beginning of your next turn, all non-Shadowlands Gold-producing Holdings produce 1 extra Gold when bowed to produce Gold.
New Emerald Champion - events
Permanently give a Personality controlled by any player +3F/+3C and the Emerald Champion trait. If possible, permanently give the following ability to a Personality controlled by a different player: "Open: Bow to bow an Emerald Champion."
Poetry Contest - events
Beginning with the player to your left and proceeding in turn order, each player has one chance to bow a Poet or Courtier Personality he controls. The Personality with the single highest Personal Honor, if any, gains 4 Honor. All other players who bowed a Personality gain 1 Honor.
Seeking the Master - events
Target a Personality controlled by a player who has at least one Ring in play. Bow the Personality and permanently give him or her +2F/+2C per Ring that that player controls.
Taking the Wall - events
Target a Province. Until the beginning of your next turn, your Personalities have +1F while attacking that Province and -1F in a battle at any other Province.
The Oracle Awakens - events
Target a Monk Personality and a Shugenja Personality controlled by different players. One issues an unrefusable challenge to the other. If you control either, that one is the challenger. Otherwise, the one with higher Chi is the challenger, with you deciding in the case of a tie.
Tsukune Ascends - events
Remove your Personality with the highest Force from the game. You choose in the case of a tie. All of your other Personalities permanently gain +1 Force, +1 Chi, and +1 Personal Honor.
Tsukune's Choice - events
Until the beginning of your next turn, Reactions may not be played during challenges, refusals, or duels.
Tsuno Attack - events
Reveal a number of cards from the top of your Dynasty deck equal to the number of Personalities you control. Any of the revealed cards that are Shadowlands Personalities enter play and begin an attack against another player's Province. Discard the rest. You may not move your units to or from this battle. Discard all surviving revealed cards after the battle ends.
Ashigaru Hordes - followers
3F/0C -PH/7G/1HR 1F
May only attach to a Samurai.
You may draw an additional Fate card in your next End Phase after bringing Ashigaru Hordes into play from your hand.
Bayushi Ambushers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow one or more of your Bayushi Ambushers attached to Scorpion Clan Personalities in this army to discard an equal number of Fate cards. Destroy an opposing Follower with a Force less than or equal to the discards' total Focus values.
Child of the Last Wish - followers
3F/0C -PH/6G/2HR 3F
Battle: If the Child is attached to a Phoenix Clan Personality, bow it to bow an opposing human Personality with Chi less than the Child's Force.
Hiruma Archers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow Hiruma Archers for a Ranged 2 Attack.
Battle: Bow Hiruma Archers for a Ranged 4 Attack if attached to a Crab Clan Personality.
Hoshi's Claw - followers
3F/0C -PH/6G/1HR 3F
Tattooed.
Reaction: Up to three times per battle, if attached to a Dragon Clan Personality, give this Personality +1F or +1C after an opposing Personality gains a Force or Chi bonus.
Hoturi's Blade - followers
3F/0C -PH/6G/2HR 3F
Battle: Once per battle, straighten this Personality if he or she is Crane Clan.
Lion Warcats - followers
3F/0C -PH/6G/2HR 3F
Creature.
Battle: Fear 3 if the Warcats are attached to a Lion Clan Samurai.
Mantis Raiders - followers
3F/0C -PH/3G/1HR 2F
Naval
Mantis Raiders enter play bowed. This unit may not assign to a battle if this card is bowed.
Moto Wardogs - followers
3F/0C -PH/7G/1HR 3F
Cavalry. Creature.
Reaction: If Moto Wardogs are attached to a Unicorn Clan Samurai, bow them when a Personality moves into their battle to discard the top card of your Fate deck or a card from your hand. If the discard's Focus value is greater than or equal to the Personality's Chi, bow the Personality.
The First Legion - followers
4F/+1C -PH/6G/4HR 3F
Unique.
Waive the First Legion's Honor Requirement when attaching it to a Daimyo or Champion Personality. Destroy the First Legion if this Personality is dishonored.
Tsuno Scouts - followers
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ancestral Shrine - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ashigaru Barracks - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Benefactor - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
City of Night - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Cleared Grounds - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Friendly Traveler Village - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
House of the Red Lotus - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Inner Wall - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Ki-Rin's Shrine - exp - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Lobbyist - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Sacred Tunnels - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Shinmaki Monastery - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Shintao Library - holdings
1F/0C -PH/5G/0HR 1F
Nonhuman. Cavalry. Shadowlands. Lose 3 Honor.
Tsuno Scouts gain +1F while attacking.
Reaction: Bow Tsuno Scouts to cancel a use of the Tactician trait by a Personality in their battle.
Armor of Shadows - exp - items
+1F/+1C 8G 4F
Experienced Armor of the Shadow Warrior. Unique. Shadowlands.
This Personality permanently gains the Shadowlands trait when Armor of Shadows attaches. Cards in this unit may not be the target of spell effects or innate abilities.
Blacksteel Blade - items
+2F/-2C 2G 1F
Weapon.
Daikyu - items
+0F/+0C 3G 1F
Weapon
Only Cavalry Personalities may attach Daikyu.
Battle: Bow Daikyu for a Ranged 3 Attack.
Elegant Kimono - items
+0F/+0C 1G 3F
This Personality may lobby for the Imperial Favor as though your Family Honor were five points higher.
Fox Nagamaki - items
+1F/+2C 6G 3F
Weapon.
Battle: Bow Fox Nagamaki for a Ranged 3 Attack.
Masume Wakizashi - items
+0F/+2C 2*G 3F
Weapon.
Masume Wakizashi costs 2 less Gold when attaching to a Personality who may attach more than one Weapon.
Sun Kites - items
+0F/+0C 0G 2F
Nemuranai.
Reaction: Bow and destroy Sun Kites before a Ranged Attack destroys one or more cards in this unit (including this Personality) to produce a Ranged Attack of equal strength targeting one Personality or Follower which contributed to the original Ranged Attack. This may target a Personality who has Followers.
Sun Tao's Tessen - items
+0F/+1C 1G 3F
Reaction: Bow Sun Tao's Tessen after this Personality uses the Tactician trait to give another Personality in this army +1F.
Yakamo's Armor - items
+2F/+0C 4G 3F
Unique.
May only attach to a Samurai. This Samurai gains +4 Yu while Yakamo's Armor is attached.
Akodo Koun - personalities
4F/3C 8HR8G/3PH/
Lion Clan Samurai
Limited: Bow Koun to search your Fate deck for a Tessen or Fan Item and attach it to Koun, paying all costs. If you cannot afford the Item, discard it. Shuffle your Fate deck.
Akodo Senke - personalities
3F/3C 5HR7G/2PH/
Lion Clan Samurai
Reaction: Once per battle, gain +1F after moving into a battle as a result of an action.
Asako Itaru - personalities
1F/3C 6HR8G/2PH/
Phoenix Clan Shugenja.
Earth Elemental Battle: Bow to give +2F or +2C to all defending Personalities in Itaru's army.
Asako Shuntaro - personalities
1F/2C 8HR5G/2PH/
Phoenix Clan Shugenja.
Fire Elemental Limited: Bow to attach a Nonhuman Fire Spirit Follower token to one of your Personalities. The Fire Spirit's Force is equal to the lower of Shuntaro's and the Personality's Chi. Discard the Fire Spirit at the beginning of your next turn.
Bayushi Paneki - exp - personalities
4F/5C -HR11G/0PH/
Scorpion Clan Defender of the Empire. Samurai. Tactician. Experienced. Unique. Ignore Honor Requirements when attaching Followers to Paneki.
Battle: Once per battle, move a Scorpion Clan Personality into this battle.
Bayushi Shixiang - personalities
3F/3C -HR7G/1PH/
Scorpion Clan Samurai.
Shixiang's Items may not be destroyed or moved by other player's cards.
Daidoji Enai - personalities
3F/3C -HR7G/2PH/
Crane Clan Samurai.
Enai gains +1F/+1C while facing one or more Crab Clan Personalities in a battle or duel.
Daidoji Gudeta - personalities
2F/2C 6HR8G/3PH/
Crane Clan Samurai
Battle: Bow Gudeta for a Ranged 4 Attack.
Doji Yasuyo - exp - personalities
3F/6C 10HR11G/3PH/
Crane Clan Samurai. Experienced. Unique.
Unique Weapons being attached to Yasuyo cost 3 less Gold, to a minimum of 1.
Hida Sakamoto - personalities
3F/3C 6HR9G/1PH/
Crab Clan General. Samurai. Yu 3. Unique. Tactician.
Other Crab Clan Samurai have +1 Yu while in an army with Sakamoto. Sakamoto gains +1F/+1C while facing a Crane Clan Personality in a battle or duel.
Hida Sunao - personalities
5F/3C 2HR10G/1PH/
Crab Clan Samurai • Yu 3
Reaction: After the end of a battle Sunao was in during resolution, discard a card to straighten him.
Hiruma Nichi - personalities
2F/2C 2HR7G/2PH/
Crab Clan Scout. Magistrate. Samurai.
While Nichi is unbowed in the current battle, players without Scout cards in the battle must discard 2 cards from their hand to play a Terrain card.
Hitomi Akuai - exp - personalities
3F/3C -HR8G/1PH/
Dragon Clan Tattooed Man. Experienced. Unique.
Reaction: Before another target player's Event resolves, that player chooses to negate all its effects or to permanently give Akuai +2F/+2C
Hitomi Kagetora - exp - personalities
3F/5C 8HR10G/2PH/
Dragon Clan Guardian. Tattooed Samurai. Tactician. Experienced. Unique.
Battle: Once per battle, move a Dragon Clan Personality you control into this battle.
Ikoma Fudai - personalities
2F/3C 9HR5G/2PH/
Lion Clan Omoidasu. Poet. Gain 2 additional Honor when you win a battle with an army containing Fudai.
Isawa Ihara - personalities
1F/2C 3HR7G/2PH/
Phoenix Clan Shugenja
Battle: Bow Ihara to send home an opposing unit.
Iuchi Lixue - personalities
4F/5C 6HR11G/3PH/
Unicorn Clan Baraunghar Commander. Shugenja. Cavalry. Unique.
Kaiu Ryojiro - personalities
3F/2C 1HR7G/2PH/
Crab Clan Engineer.
All Crab Clan Samurai Personalities in a defending army with Ryojiro gain +2 Yu. This bonus cannot raise a Samurai's Yu higher than his or her Force.
Kitsu Dejiko - exp - personalities
4F/4C 10HR11G/3PH/
Lion Clan Samurai. Tactician. Experienced. Unique.
Battle: Issue an unrefusable challenge to an opposing Shadowlands Personality. This is Dejiko's use of Tactician.
Kitsuki Remata - personalities
1F/4C 10HR7G/3PH/
Dragon Clan Magistrate. Samurai.
Remata gains Double Chi while dueling a human Personality with 0 Personal Honor.
Kitsune Gohei - personalities
5F/5C -HR11G/0PH/
Unaligned Walking Horror of Fu Leng. Nonhuman. Unique. Shadowlands. Lose 5 Honor.
Battle: Bow to destroy all Followers in one opposing unit. This is a Fear effect.
Kiyomi - personalities
2F/2C 3HR5G/1PH/
Imperial • Courtier
Political Reaction: After any player takes the Imperial Favor, bow Kiyomi: Gain 1 Honor.
Kuni Kiyoshi - personalities
2F/3C 6HR5G/1PH/
Crab Clan Shugenja. Witch-Hunter.
Limited: Once per turn, gain a Jade token.
Limited: Bow Kuni Kiyoshi and remove one or more Jade tokens from him to reduce a Shadowlands Personality's Chi by the number of tokens removed.
Matsu Shinya - personalities
2F/3C 2HR6G/2PH/
Lion Clan Samurai.
Battle: Once per battle, gain a Force bonus equal to the number of opposing Shugenja.
Mirumoto Tsuge - personalities
2F/4C 5HR8G/3PH/
Dragon Clan Samurai • Tattooed
Tsuge gains +1F/+1C while opposing one or more Phoenix Clan Personalities in a battle or duel.
Once per turn, after Tsuge issues a challenge but before the duel begins, draw a card.
Miya Hatori - personalities
0F/3C -HR6G/2PH/
Unaligned Courtier. Historian. Unique.
Political Limited: Bow Hatori and shuffle him into your Dynasty deck to take the Imperial Favor. Discard all cards attached to Hatori. This is considered a lobbying attempt.
Moshi Kalani - personalities
3F/3C 2HR7G/2PH/
Mantis Clan Samurai • Naval
Kalani gains +1F while in an army with at least one other Naval card.
Moto Chagatai - exp - personalities
5F/3C 9HR12G/3PH/
Unicorn Clan Champion. Samurai. Cavalry. Experienced. Unique.
Reaction: Once per turn, when another player moves a unit into or out of the current battle, move one of your Unicorn Clan Personalities into the current battle from any location or from the current battle to another Province.
Moto Vordu - exp - personalities
3F/5C 4HR10G/2PH/
Unicorn Clan Explorer. Shugenja. Cavalry. Experienced. Unique.
Battle: Bow Vordu to straighten a bowed Personality in his army and give the Personality a Force bonus equal to Vordu's Force.
Moto Zhijuan - personalities
5F/3C -HR10G/2PH/
Unicorn Clan Chieftain • Samurai • Cavalry
Naka Tokei - exp - personalities
4F/5C 10HR10G/2PH/
Unaligned Shugenja. Grand Master of the Elements. Experienced Morito Tokei. Unique.
Elemental Open: Once per turn, take two consecutive Limited, Battle, and/or Open Elemental actions appropriate to the current phase.
Elemental Reaction: Bow Tokei to cancel an Elemental Action.
Osoreru no Oni - exp - personalities
1F/3C -HR7G/0PH/
Unaligned. Nonhuman. Experienced. Unique. Shadowlands. Lose 4 Honor.
Reaction: Once per turn, Osoreru no Oni permanently gains +1F after a Fear effect affects one or more cards in it's battle.
Battle: Fear 5
Otomo Motoshi - personalities
0F/3C 0HR*G/2PH/
Unaligned Courtier.
Motoshi's printed Gold cost is equal to your Stronghold's printed Gold Production. Motoshi swears fealty to your Faction after he is brought into play.
Por'ee-rep - personalities
3F/3C -HR6G/1PH/
Ratling Scavenger • Creature
Open: If it is another player's Action Phase, bow Por'ee-rep: Target a Gold-producing Holding you control. Straighten it.
Sanshu Denki - personalities
2F/2C -HR8G/0PH/
Unaligned Creature. Shadowlands. Lose 4 Honor. May not assign or move into an attacking army.
Battle: Bow to bow an opposing Personality.
Shiba Aikune - exp - personalities
3F/4C 10HR8G/3PH/
Phoenix Clan Samurai. Experienced. Unique.
Battle: Once per battle, gain a Force bonus equal to the number of other Samurai in this army or the number of Shugenja in this army, whichever is less.
Shiba Arai - personalities
2F/4C 6HR8G/2PH/
Phoenix Clan Samurai. Yojimbo.
Reaction: Once per turn, when one of your Shugenja is challenged to a duel, Arai is challenged instead. If the challenge happens during a battle, Arai must be in the same location as the Shugenja to use this ability.
Shinjo Huang - personalities
3F/2C 6HR5G/2PH/
Unicorn Clan Samurai. Cavalry.
Soshi Eiji - personalities
1F/2C 4HR4G/0PH/
Scorpion Clan Courtier.
Political Limited: Bow Eiji and target a card which causes a non-variable Honor loss to its controller when one of its action is used. Select one of those losses. Eiji causes the card's controller an equal Honor loss.
Tamori Hiroko - personalities
1F/4C 4HR8G/2PH/
Dragon Clan Shugenja
Reaction: After you discard a card from your hand without playing it, bow Hiroko to draw a card. (This includes Focus cards, but not until the duel ends.)
Toturi Miyako - personalities
1F/3C 5HR6G/2PH/
Unaligned Monkey Clan Samurai.
The last card focused by Miyako in a duel adds its Focus value twice. If Miyako has the Double Chi trait, it adds three times instead of twice.
Tsuno Takuma - personalities
2F/4C -HR8G/0PH/
Unaligned. Nonhuman. Cavalry. Shadowlands. Lose 4 Honor.
Takuma has the Tactician trait while it has one or more Tactician tokens. Takuma loses a Tactician token each time it uses the Tactician trait.
Battle: If Takuma is opposed and has no Tactician tokens, gain a Tactician token.
Usagi Ozaki - personalities
2F/3C 3HR6G/1PH/
Unaligned Hare Clan Daimyo. Samurai. Unique.
Ozaki gains +2F/+2C while facing one or more Scorpion or Kolat Personalities in a battle or duel.
Yasuki Hachi - exp - personalities
2F/4C 10HR9G/3PH/
Crane Clan Samurai. Yasuki Family Daimyo. Emerald Champion. Double Chi. Experienced. Unique.
Limited: Bow Hachi to straighten or bow a Holding or Stronghold controlled by any player.
Yasuki Nishi - personalities
1F/2C 8HR5G/2PH/
Crane Clan Courtier.
Political Open: Once per turn, your Family Honor is considered to be five points higher for purposes of any player lobbying for the Imperial Favor this turn. Lose 1 Honor at the end of the turn.
Yogo Koji - personalities
1F/4C 2HR7G/1PH/
Scorpion Clan Shugenja. Kuroiban.
Koji has +2C for purposes of attaching and casting Air or Wind Spells and Kihos.
Yogo Tjeki - personalities
2F/4C -HR9G/0PH/
Scorpion Clan Ninja. Shugenja. Unique.
Limited: Bow Tjeki to make a player lose 2 Honor. This loss cannot lower a player below his starting Honor.
Yokubo - personalities
4F/6C -HR13G/0PH/
Unaligned Onisu of Desire. Nonhuman. Cavalry. Shadowlands. Unique. Lose 5 Honor.
Reaction: Once per turn, negate a challenge against Yokubo.
Reaction: Once per turn, after a target Personality attaches a card, destroy all other cards already attached to the Personality.
Yoritomo Katoa - personalities
3F/2C -HR7G/1PH/
Mantis Clan Pirate. Naval.
Reaction: Bow to produce 4 Gold when paying for an Action card from your hand. Lose 1 Honor.
Coastal Region - regions
Naval Personalities gain +3F while in a battle at this Province.
Ruins of the Kappa - regions
Unique.
Crab Clan Personalities gain +1C while defending this Province.
Open: Destroy the Ruins of the Kappa to prevent any players from assigning any attacking units to this Province this turn.
Cascading Fire - spells
5G 4F
Elemental Battle: Bow this Shugenja for a Ranged 6 Attack.
Elemental Battle: Bow this Shugenja for two consecutive Ranged 3 Attacks that cannot be combined.
Elemental Battle: Bow this Shugenja for six consecutive Ranged 1 Attacks that cannot be combined.
Consecrate the Land - spells
3G 2F
Limited: Bow this Shugenja and destroy this Spell to permanently raise the Gold production of a Mine by 2.
Follow the Path - spells
3G 3F
Battle: Bow this Shugenja to move a Follower from one Personality to another controlled by the same player.
Know the Truth - spells
1G 2F
Limited Air Elemental: Bow this Shugenja to force a target player to show all Followers and Items in his or her hand to all players.
Quench the Ashes - spells
1G 4F
Maho Limited: Bow this Shugenja and destroy this Spell to take a destroyed Spell card from another player's discard pile and attach it to this Shugenja. Dishonor this Shugenja. Lose 3 Honor.
The Masters Imprisoned - spells
6G 2F
Unique.
Elemental Limited: Bow and remove this Shugenja from the game to remove a unit from the game until the start of your next turn. No entering-play effects are generated when the unit returns to play.
Aikune's Wrath - actions
0G 2F
Reaction: Play after one of your target Personalities is destroyed during a battle to give +3F to another of your Personalities in the same army until the end of the battle.
An Error in Orders - actions
*G 3F
Reaction: Play after a target player attaches a Follower from his or her hand to return it to the player's hand. The cost of this Action is the Follower's Focus value.
Blue Skies - actions
0G 1F
Immediate Terrain.
Political Battle: Actions may not be canceled and challenges may not be refused.
Burning the Tombs - actions
0G 2F
Battle: Bow one of your attacking Shadowlands cards to destroy a Tomb, Temple or Shrine controlled by the Defender.
Battle: Bow one of your attacking Tsuno to destroy all Ancestors controlled by the Defender.
Complications - actions
4*G 2F
Costs 2 less Gold for Scorpion Clan players.
Political Open: A target unit may not assign to battles this turn. The unit's controller may end this effect by paying 3 Gold as an Open action.
Dirty Scum! - actions
0G 2F
Political Battle: One of your Personalities challenges an opposing Personality. If the opposing Personality's controller has brought one or more Shadowlands cards into play this game, the challenge may not be refused. The winner may end the battle without resolution instead of destroying the loser.
Engage the Enemy - actions
0G 3F
Battle: Bow and destroy one of your Tactician Personalities to bow up to two opposing cards. This may not target a Personality with attached unbowed cards.
Everpresent Fear - actions
0G 2F
Battle: Fear X targeting any unit in the current battle, where X is the number of your Shadowlands Personalities in the battle.
Frontal Assault - actions
0G 2F
Reaction: Play this card as the Attacker before the start of the Battle Actions Segment. All Personalities and Followers in your army gain +1F. You and your allies may not take actions (including Reactions) until after the battle ends.
Hasty Exploitation - actions
0G 1F
Reaction: Reduce the cost of a Gold-producing Holding you are paying for by 2, to a minimum of 1. The Holding permanently produces 1 less Gold and 1 less Honor, to minimums of 0.
Imperial Scrutiny - actions
0G 2F
Political Reaction: Play before another target player loses Honor due to one of his or her own cards to increase the loss by the player's starting Family Honor. (Honor loss from dying dishonorably is not due to a card.)
Kaneka's Advance - actions
0G 3F
Battle: Move one of your opposed Personalities from the current Province to one of the Defender's other Provinces. The opposing player may bow a Personality in his or her army in the current Province to give your Personality -2C.
Kharmic Unison - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to target a unit. Cards in that unit cannot contribute more than their printed Force to their units' Force totals during the current battle's resolution.
Know the Enemy - actions
0G 2F
Reaction: When a Battle Action card is played, bow one of your Tacticians in the current battle and discard a card from your hand with a higher Focus value to cancel the action. No copies of the canceled action may be played by any player until after the end of the turn. (Copies may still be used for their Focus values.) This is a use of the Tactician trait.
Logistics Problem - actions
2G 3F
Open: Play during another player's Action Phase when the active player controls more than five Personalities. The active player chooses to either pay Gold equal to the number of his or her Personalities or shuffle all cards in one of his or her units into their owner's decks.
Lost Glories - actions
2G 1F
Political Reaction: Play after inviting a target player to ally with you in an attack or defense. That player loses 5 Honor at the end of the Attack Phase if he or she had units which could have assigned to your side but none did.
Moment in the Sun - actions
0G 3F
Battle: Target one of your defending Personalities. Take a more-experienced version of the Personality from your Dynasty deck and overlay it as if during the Dynasty Phase, paying any costs.
Naga Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait but without a Naga Tattoo. Until the end of the game, this Personality has a Naga Tattoo, has -1F, and gains the ability "Battle: Once per turn, move to an adjacent Province."
Nezumi Technique - actions
0G 3F
Battle: Bow one of your Personalities in the current battle to destroy an opposing Item. If your Personality is a Ratling, straighten him and draw a card.
Power - actions
0G 3F
Open: Give +2F/+2C to a Personality with more than 4 Chi.
Remember the Mountain - actions
0G 4F
Kiho Elemental Battle: Bow one of your Shugenja or Monks to send a bowed or unbowed Personality in your army home from the current battle. Straighten all cards in the Personality's unit.
Rewards of Rank - actions
0G 3F
Limited: Move any number of your Items, Spells, and Followers from their current Personalities to any of your other Personalities with higher printed Gold costs.
Rumors - actions
2*G 4F
Costs 1 less Gold for Crane Clan players. Costs 2 less Gold for Scorpion Clan players.
Political Reaction: Play after a Personality is turned face-up in a Province, and there is already one or more of that Personality card in play, to either reduce the Personality's Personal Honor to 0 or raise the Personality's Gold cost by 3 (your choice).
Seeping Darkness - actions
0G 1F
Open: Bow a Shadowlands Personality you control to replace the text of a Region or Fortification with the following until the end of the turn: "Shadowlands. Shadowlands Personalities gain +2C while in a battle at this province." Fortifications keep the Fortification trait.
Shatter the Elements - actions
0G 3F
Kiho Open: Bow one of your Monks to target a number of Shugenja up to the Monk's Chi. Until the end of the turn, the Shugenja may not cast Spells or Kihos.
Show No Fear - actions
0G 3F
Reaction: Play when a Fear effect targets one of your units led by a Personality with a Personal Honor greater than 1 to negate the Fear and give the Personality and all Followers in the unit +1F.
Slaughter the Scout - actions
0G 2F
Reaction: After a target unit moves into a Province opposing one of your target Personalities, bow your Personality to destroy that unit.
Sleepless Nights - actions
6G 1F
Reaction: Play at the beginning of a Straighten Phase to prevent a target Personality from straightening this Phase. Straighten the Personality at the end of the turn.
Spider Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait and without a Spider Tattoo. For the rest of the game, the Personality has a Spider Tattoo, +1C, adds to his or her unit's Force total even when bowed, and may not straighten except during your own Straighten Phases.
Stolen Records - actions
6G 4F
Limited: Target another player. That player shuffles his or her hand into the Fate deck, then draws the same number of cards.
The Calm of Shinsei - actions
0G 3F
Kiho Battle: Bow one of your Monks to send home, without bowing, an opposing Personality whose Chi is less than or equal to the Monk's Chi.
The Company You Keep - actions
2G 4F
Political Open: Target a Personality controlled by the active player. Personalities brought into play by the active player this turn with a Personal Honor higher than the target's enter play dishonored. (This happens before honor is gained.)
The Jaws of Defeat - actions
0G 4F
Limited: End the Action Phase.
The Jaws of Victory - actions
0G 2F
Limited: Declare an additional attack against another player's non-Gold producing Holding. Treat the Holding as a non-adjacent Province with a base Strength equal to its Gold cost. If the Holding is a Fortification, consider it attached. Cards may not move between or attach to Provinces during this attack.
The Price of Innocence - actions
0G 1F
Political Reaction: Play after a target non-Courtier Personality lobbies for the Imperial Favor. Dishonor the Personality. The Personality's controller discards the Favor, then loses 2 Honor. You must control a Courtier to play this card.
The Thunder's Clap - actions
0G 2F
Kiho Open: Bow one of your Monks to straighten one of your cards.
Thunder of the Earth - actions
0G 1F
Delayed Terrain.
Elemental Battle: All Shugenja in this battle gain +2F. When the battle ends, destroy all Shugenja Followers in this battle and permanently give all surviving Shugenja Personalities in this battle -2C.
Using the Land - actions
0G 3F
Battle: Bow one of your Samurai in the current battle with more than 2 Chi to destroy a Region or Fortification attached to the current Province.
Vengeance - actions
0G 3F
Reaction: Play after a Personality from your Faction is destroyed while defending one of your Provinces. During your next Dynasty Phase, waive the Honor Requirements of Personalities from your Faction.
Vordu's Discovery - actions
2*G 2F
Costs 2 less gold for Unicorn Clan players.
Limited: Until the beginning of your next turn, reduce the Gold cost of all Items in the game by 5, to a minimum of 1.
Word of the Anvil - actions
0G 2F
Political Reaction: Discard the Imperial Favor before a player gains or loses Honor to negate the gain or loss.
Political Reaction: When your turn begins, discard the Imperial Favor to name a phase. Until your next turn begins, reduce all Honor gains by half, rounded down, during that phase of each player's turn.
Word of the Bastard - actions
0G 2F
Political Limited: Discard the Imperial Favor to discard a Dynasty card in a Province and replace it face up. (Events only resolve in their controller's Events phase).
Word of the Sword - actions
0G 2F
Political Battle: Discard the Imperial Favor to send a unit home from the current battle. Straighten all cards in the unit. You may take this action in a battle in which you have no units.
Word of the Wolf - actions
0G 2F
Political Limited: Discard the Imperial Favor to draw 2 cards.
Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.
Citadel of Daigotsu - strongholds
6PS/3GP/-19SH
Shadowlands, Shadowlands
When one of your cards is producing Fear, you may bow the card to have the Fear also affect Personalities that do not have unbowed cards attached. You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss). Your Personalities will not swear fealty.
Shiro Ide - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Your Holdings that cost more than 1 Gold produce 1 additional Gold when bowed to produce Gold for a Cavalry card.
Shiro Mirumoto - strongholds
7PS/4GP/5SH
Dragon, Dragon
Your Dragon Clan Samurai may attach two Weapons.
Limited: Once per turn, bow one of your Personalities with more than 3 Chi to draw a card.
