Спойлер A Perfect Cut
Mujina Gang - follower
3F/0C -PH/3G/0HR 2F
Nonhuman • Mujina • Cavalry
After this card enters play: Lose 3 Honor and discard a card in its unit.
Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.
Kyuden Hida - stronghold
8PS/4GP/3SH
Crab, Crab
Reaction: After the resolution of an action whose effects attached a Follower from your hand: Draw a card.
Dairu no Shiryo - ancestors
+0F/+1C -PH/0G/1HR 3F
Scorpion Clan. Unique. Dairu no Shiryo is considered Bayushi Dairu for uniqueness.
Battle: Target an opposing Personality. The target's controller must discard a card from his or her hand. You may not target more than one Personality per turn controlled by the same player. Lose 2 Honor.
Taiko no Shiryo - ancestors
+1F/+0C -PH/0G/2HR 3F
Lion Clan. Unique.
Reaction: Bow Taiko no Shiryo when a Lion Personality in the same army as him dies to permanently give the attached Personality +1F/+1C.
Tampako no Shiryo - ancestors
+0F/+0C -PH/0G/1HR 3F
Crab Clan. Unique.
If the attached Personality is a Samurai, he or she gains a Yu bonus equal to his or her Personal Honor plus printed Force while Tampako no Shiryo is attached.
Yogoso no Shiryo - ancestors
+0F/+1C -PH/0G/2HR 3F
Crane Clan. Unique.
Political Reaction: Bow the attached Personality before a player gains Honor for bringing a Personality into play to prevent the gain. Lose Honor equal to the amount prevented.
A Matter of Pride - events
Each player loses Honor equal to three times the number of Shadowlands cards he or she controls. These losses may not be redirected. If an effect prevents a loss, it is halved instead (rounding fractions up).
A Plague Spreads - events
Target a Personality controlled by the player on your left. The Personality loses 2 Chi until the start of your next Events Phase.
Blazing Sun - events
Until the start of your next turn, all human Samurai Personalities in the game gain +1F.
In Light of Darkness - events
Until the start of your next turn, all human Shugenja Personalities in the game gain +1C.
Rain of Emeralds - events
All human Courtier Personalities in play gain +2 Personal Honor and the ability "Political Limited: Bow to gain 1 Honor." until the start of your next turn.
Returned to the Pit - events
Destroy one Shadowlands Personality.
Thunder Calls to Fortune - events
Until the start of your next turn, all Personalities in the game with a printed Gold cost greater than 9 gain +2F/+2C.
Twenty Goblin Winter - events
Until the start of your next turn, all human Followers in the game gain +1F.
Unavoidable Destiny - events
Until the beginning of your turn two turns from now, Events may not be cancelled, nor their effects negated, by cards or Strongholds.
Unexpected Assault - events
Reveal the top card of your Dynasty Deck. If it is a Personality, he or she issues an unrefusable challenge to another Personality. Discard the card if it is not a Personality or when the duel ends.
Unexpected Confrontation - events
Beginning with you and proceeding once in turn order, each player discards the top card of his Fate deck, targets a card controlled by the player to his left that would be a legal target of a Ranged Attack if in an enemy army, and produces a Ranged Attack against it with strength equal to the discard's Focus value.
While the Empire Watches - events
Until the start of your next turn, players lose 2 Honor for each Political action they take.
Advance Scout - followers
0F/0C -PH/5G/1HR 2F
Reaction: Bow when a Terrain is played in a battle Advance Scout is in and before it resolves to negate the Terrain's effects.
Battle: Bow to give this Personality +2F.
Banner Guard - followers
2F/0C -PH/8G/2HR 3F
Cavalry.
Battle: If the opposing player has more Family Honor and more Provinces than you, bow the Banner Guard to prevent your units in this army from becoming bowed by this battle.
Diplomatic Apprentice - followers
0F/0C -PH/5G/1HR 3F
This card has -2 Gold Cost if you are a Crane Clan or Scorpion Clan player.
Before this Personality bows to pay the cost of a Political action: You may pay the cost by bowing this card instead.
Hunter - followers
2F/0C -PH/3G/1HR 1F
Battle: Once per battle, if there is a Nonhuman Personality in the opposing army, Hunter gains +2F.
Mujina Gang - follower
3F/0C -PH/3G/0HR 2F
Nonhuman • Mujina • Cavalry
After this card enters play: Lose 3 Honor and discard a card in its unit.
Ronin at the Wall - followers
3F/0C -PH/7G/1HR 1F
Will attach to a Crab Clan Personality for 1 less Gold.
Ronin at the Wall has +3F while in a defending army.
Sohei - followers
2F/0C -PH/6G/1HR 2F
Tattooed. Sohei attach to a Tattooed Personality for 1 less Gold.
Battle: Once per battle, Sohei gains Force equal to the number of Followers in a target opposing unit.
Strong Guard - followers
2F/0C -PH/5G/2HR 2F
Reaction: Bow Strong Guard and dishonor this Personality to negate an effect sending this unit home from battle.
Tainted Bushi - followers
3F/0C -PH/5G/0HR 1F
Shadowlands.
Will only attach to a human Personality. Lose 2 Honor and dishonor the attached Personality. This Personality cannot be restored to honor while the Tainted Bushi are attached.
Battle: Fear 1.
The Hand of Thunder - followers
2F/0C -PH/8G/1HR 1F
Unique. Shugenja. Will only attach to a Shugenja.
Battle: Bow the Hand of Thunder to bow all Personalities and Followers in this battle with less than 2 Force.
Tsuno Ravagers - followers
1F/0C -PH/7G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 4 Honor. Tsuno Ravagers will only attach to a Shadowlands Personality. Tsuno Ravagers have +2 Force while in an attacking army.
Battle: Bow the Ravagers to destroy a Region attached to this Province.
Tsuno Squad - followers
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Connecting Walls - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Crab Recruiter - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Crane Tradesman - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Guard House - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Lion Scout - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Memorial - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Mining Foreman - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Phoenix Library - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Plum Tree Training Ground - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Retired Sohei - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Scorpion Distracter - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Shadowlands Bastion - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Tea House - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Temple of the Dragon - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Training Dojo - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Unicorn Marketeer - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Anekkusai's Feathers - items
+0F/+0C 2G 2F
Nemuranai.
When this Personality uses a Ranged Attack action on his or her card that requires bowing, you may bow Anekkusai's Feathers instead. The Personality may not use that Ranged Attack ability again this battle.
Dairya's Cackling Skull - items
+1F/+2C 3G 1F
Shadowlands Weapon. Unique. Lose 3 Honor.
Open: Bow Dairya's Cackling Skull to straighten a Follower in this unit.
Nagamaki - items
+0F/+1C 5G 2F
Reaction: Once per battle, after an opposing player takes an action, Nagamaki gains +2F/+1C until the end of the battle.
Spyglass - items
+0F/+0C 2*G 2F
Spyglass costs 2 less Gold for Unicorn Clan players.
Battle: Remove the Tactician trait from an opposing Tactician Personality until the end of the battle.
Tachi - items
+3F/+3C 7G 1F
Weapon.
Negate all Force and Chi bonuses this Personality receives (except focusing) from all sources except Tachi(s).
Taijikku - items
+1F/+1C 4G 3F
Weapon.
Open: Once per turn, until the end of the turn, no Reactions may be used during a challenge or duel involving this Personality.
Thuk-Kigi's War Machine - items
+4F/+0C 7G 1F
Unique. Shadowlands.
Will only attach to a Shadowlands Personality. This Personality cannot challenge or be challenged while in an army. The War Machine adds no Force while bowed. Bow the War Machine when a Terrain resolves in its battle.
Reaction: At the beginning of the Resolution Segment, destroy a Fortification on the Province that this unit is attacking.
Yoshi's Fan - items
+0F/+1C 2G 2F
Unique.
This Personality gains +2 Personal Honor and Courtier while Yoshi's Fan is attached.
Akodo Setai - personalities
3F/3C 8HR7G/3PH/
Lion Clan Deathseeker • Samurai
Battle: Bow and destroy Setai to destroy an opposing Personality with a Force less than Setai's Personal Honor.
Asahina Handen - personalities
1F/3C 6HR8G/3PH/
Crane Clan Shugenja. Unique.
Reaction: Bow Handen and one of your Gold-producing Holdings when you are paying a Gold cost to produce 5 Gold.
Bayushi Tai - personalities
3F/4C -HR8G/1PH/
Scorpion Clan Spy • Samurai
Limited: Once per turn, target a Province. First turn any face-down cards in the Province face-up. Then, if there are any Personality cards in the Province, lower the Province's strength by their total Personal Honor. Bow Tai at the end of the turn.
Bayushi Tasogare - personalities
2F/4C -HR8G/1PH/
Scorpion Clan Master Spy. Unique. Samurai.
Political Reaction: Bow Tasogare as a target player draws a Fate card to look at the card. You may then pay 3 Gold to force the player to place the card at the bottom of his or her deck and draw another.
Daidoji Megumi - personalities
2F/2C 8HR5G/2PH/
Crane Clan Samurai. Novice Duelist.
Upon entering a duel, Megumi gains +3C until the duel ends or either player focuses.
Doji Kurohito - exp - personalities
4F/4C 10HR10G/4PH/
Crane Clan Champion. Samurai. Double Chi. Experienced. Unique. Kurohito will only join a Crane player.
Political Battle: Once per turn, pay 4 Gold to challenge an opposing Personality to a duel. The Personality may not refuse unless his or her controller discards three Fate cards.
Hida Kagore - personalities
4F/2C 0HR7G/2PH/
Crab Clan Samurai.
Battle: Once per battle, move a Follower to Kagore from another of your Crab Personalities in this battle.
Battle: Once per battle, move a Follower from Kagore to another of your Crab Personalities in this battle.
Hida Kuon - exp - personalities
5F/4C 8HR11G/2PH/
Crab Clan General. Samurai. Yu 5. Double Chi. Experienced. Unique. While Kuon is in play, Followers with more than 1 Force attached to your Crab Personalities gain +1F.
Hida Reiha - personalities
3F/3C 2HR7G/1PH/
Crab Clan Samurai. Yu 4.
Hiruma Todori - personalities
2F/4C 3HR7G/2PH/
Crab Clan Scout • Samurai
Reaction: Once per battle, after a Follower in Todori's army bows, straighten that Follower.
Hyakute no Oni - personalities
2F/2C -HR5G/0PH/
Unaligned. Shadowlands. Nonhuman. Lose 4 Honor. Hyakute no Oni will attach Oni Followers only. Items being attached to Hyakute no Oni may not have their costs reduced. Hyakute no Oni may attach any number of Weapons.
Battle: Fear 1 plus the number of Weapons attached.
Ide Michisuna - personalities
1F/2C 7HR3G/2PH/
Unicorn Clan Courtier. Unique.
Reaction: Bow Michisuna when a target Personality is being restored to honor to negate the re-honoring. (If the Personality was committing seppuku, the Personality dies dishonorably and causes an honor loss as normal.)
Isawa Hochiu - exp - personalities
2F/3C 8HR7G/3PH/
Phoenix Clan Shugenja. Experienced. Unique. Master of Fire. Hochiu has +2C while facing a Shadowlands Personality in a duel. If Hochiu is the challenger in a duel, he cannot die as a result of the duel unless he uses the following ability.
Elemental Reaction: Hochiu focuses once upon entering a duel. This action may be used while Hochiu is bowed.
Isawa Nakamuro - exp - personalities
1F/4C 4HR8G/2PH/
Phoenix Clan Shugenja. Experienced. Unique. Master of Air.
Elemental Reaction: Bow Nakamuro when a ranged attack or spell effect targets a card in his army to redirect it to another target in this battle. This may redirect an effect that targets an "opposing" card to a card in its own army.
Isawa Nodotai - personalities
2F/5C 6HR9G/2PH/
Phoenix Clan Shugenja.
Discard all Charge tokens on Nodotai at the end of each turn. Place a Charge token on Nodotai each time an opposing player performs an action during the battle action segment of a battle that Nodotai is in.
Battle: Bow Nodotai and discard all Charge tokens on him for a Ranged Attack with a strength equal to twice the number of Charge tokens.
Kaeru Kenko - personalities
2F/3C -HR6G/1PH/
Unaligned Ronin. Samurai.
Reaction: Bow Kenko at the end of a Maneuvers Segment during which he assigned to send this unit home. Dishonor Kenko. Lose 2 Honor.
Kaiu Hosaru - personalities
1F/1C 5HR3G/2PH/
Crab Clan Engineer. Samurai.
Limited: Bow to put an Engineering token on one of your Provinces. Samurai defending a Province with these tokens gain Yu equal to the number of Engineering tokens on the Province.
Kakita Gosha - personalities
1F/3C 9HR6G/2PH/
Crane Clan Courtier
Political Reaction: Bow Gosha to negate an Honor loss. If it belonged to another player, gain 1 Honor. If it belonged to you, lose 1 Honor.
Kayobun - personalities
3F/1C -HR7G/0PH/
Unaligned Ogre Overlord. Shadowlands. Nonhuman. Lose 6 Honor. When Kayobun enters play, he permanently gains +1/+1 for each Dead Personality in your discard pile.
Kitsune Taro - personalities
2F/3C 3HR7G/2PH/
Unaligned Fox Clan Bushi. Cards in Taro's unit may not be targeted by ranged attacks while the Defender controls one or more Forests.
Battle: Bow for a Ranged 3 Attack.
Matsu Domotai - exp - personalities
2F/3C 8HR8G/3PH/
Lion Clan Samurai. Experienced. Unique. Tactician. Domotai may not assign or move into a defending army.
Battle: Once per battle, Domotai gains Force equal to the number of other Matsu Personalities in his army.
Matsu Hyun - personalities
2F/3C 6HR4G/2PH/
Lion Clan Samurai • Poet
Open: Bow Hyun: Target a Tactician. Straighten him.
Matsu Kenji - personalities
5F/4C 8HR10G/3PH/
Lion Clan Samurai • Taisa • Tactician • Unique
Units in Kenji's army led by Matsu Personalities (including this unit) are immune to Fear.
Matsu Kenseiko - personalities
3F/2C 5HR6G/2PH/
Lion Clan Samurai. Lion's Pride Chui.
Kenseiko has Yu equal to the number of Followers she has attached.
Mirumoto Junnosuke - personalities
3F/4C 6HR8G/2PH/
Dragon Clan Samurai.
Open: Once per turn, bow one of your Shugenja or Monks to give one of Junnosuke's Weapons a Chi bonus equal to Junnosuke's Personal Honor, or to give one of Junnosuke's Armors a Force bonus of that amount.
Mirumoto Taiu - personalities
1F/2C 0HR7G/1PH/
Dragon Clan Samurai.
Battle: Once per battle, make a Ranged 2 Attack without bowing.
Battle: Bow for a Ranged 4 Attack.
Miya Heikichi - personalities
0F/1C 8HR3G/2PH/
Unaligned Courtier. Unique.
Political Open: Bow Heikichi to bow a Courtier.
Moto Chen - personalities
4F/3C 0HR9G/3PH/
Unicorn Clan Junghar • Cavalry • Tactician • Unique
Chen cannot lobby. Chen can attach two Weapons. Being Dishonored does not affect Chen's maximum Personal Honor.
Moto Reijiro - personalities
2F/3C 2HR8G/1PH/
Unicorn Clan Bushi • Cavalry
Reijiro gains +2F/+2C while at a battle at a player's leftmost or rightmost Province.
Omoni - personalities
3F/2C -HR5G/0PH/
Unaligned Goblin. Shadowlands. Nonhuman. Sculptor of Flesh. Lose 4 Honor. Raise the strength of each Fear effect Omoni produces by 1 for every two Goblin Followers attached to him.
Battle: Fear 2.
Osoreru no Oni - personalities
0F/2C -HR2G/0PH/
Unaligned. Shadowlands. Nonhuman. Lose 4 Honor.
Battle: Fear 3.
Reaction: When a Fear effect is produced by a card in Osoreru no Oni's army, the Fear also affects Followers which are immune to or unaffected by Fear.
Seppun Isei - personalities
1F/3C 2HR5G/2PH/
Unaligned Imperial Bodyguard.
Reaction: Bow Isei to redirect another player's action targeting one of your Courtiers to him. Isei is automatically a legal target for the action.
Shiba Mirabu - personalities
4F/4C 12HR10G/3PH/
Phoenix Clan Yojimbo. Samurai. Double Chi. Unique. Mirabu will only join a Phoenix player. Mirabu costs 2 less Gold if your Clan Champion is in play.
Limited: Once per game, bow Mirabu to look through your Dynasty deck for a Clan Champion Personality. Show the Personality to all players, reshuffle your deck, then place the Clan Champion on top.
Shiba Unasagi - personalities
2F/3C 6HR7G/1PH/
Phoenix Clan Samurai.
Battle: Bow one of your Shugenja to give all Shiba Unasagi +1F.
Shinjo Sanraku - personalities
2F/4C 4HR8G/1PH/
Unicorn Clan Samurai. Cavalry. Shinjo Border Guard.
Battle: Once per turn, move this unit into a Province that has a defending army.
Shosuro Higatsuku - personalities
3F/2C -HR7G/1PH/
Scorpion Clan Instigator • Courtier
Political Battle: Bow Higatsuku: Target an opposing Personality with greater Chi than Higatsuku. He challenges Higatsuku.
Shosuro Yasuko - personalities
0F/3C -HR5G/1PH/
Scorpion Clan Courtier.
Political Reaction: Bow Yasuko after a player declares an attack. Target one of that player's Samurai with a Personal Honor equal to or lower than Yasuko's. That Samurai may not be assigned to attack this turn.
Soshi Tishi - personalities
3F/3C 0HR7G/2PH/
Scorpion Clan Samurai.
Reaction: After an opposing player resolves a Battle action, Tishi gains +1F/-1C until the end of the battle.
Tamori Chieko - personalities
1F/3C 2HR5G/2PH/
Dragon Clan Shugenja • Tattooed
When Chieko enters play, you may discard a Fate card to draw a card.
Togashi Iroshi - personalities
1F/2C 3HR7G/1PH/
Dragon Clan Tattoo Artist Apprentice. Monk. Tattooed.
Limited: Bow to look at the top 5 cards in your Fate deck. You may discard a card from your hand to reveal one to the other players and put it in your hand if it is a Tattoo card, then place the remaining cards on the bottom of your deck.
Togashi Satsu - personalities
4F/5C 2HR8G/3PH/
Dragon Clan Monk. Tattooed. Unique.
Togashi Satsu may not assign or move into an attacking army.
Tsuno Kurushimi - personalities
2F/3C -HR5G/0PH/
Unaligned Shadowlands. Nonhuman. Cavalry. Tsuno Pack Leader. Lose 5 Honor.
Kurushimi may not assign or be moved into a defending army. Kurushimi gains +2F/+2C while facing one or more Lion Clan Personalities in a battle or duel.
Usagi Kashira - personalities
2F/1C 0HR3G/1PH/
Unaligned Hare Clan Samurai.
Utaku Mu Dan - personalities
2F/3C 9HR8G/2PH/
Unicorn Clan Samurai. Cavalry. Battle Maiden.
Mu Dan has a +3F bonus while she is opposed by one or more units in a battle.
Yasuki Heikichi - personalities
2F/2C 8HR8G/2PH/
Crane Clan Governor.
When Heikichi enters play from your Province, you may straighten one of your Holdings.
Yoritomo Kitao - exp - personalities
4F/4C 3HR10G/2PH/
Mantis Clan Champion. Samurai. Naval. Experienced. Unique. When Kitao enters play, discard all copies of Bayushi Aramasu. Bayushi Aramasu may not enter play while Kitao is in play.
Open: Spend 3 gold to allow a unit to assign as a Cavalry unit until the end of the turn.
Fukurokujin Seido - regions
Shadowlands players cannot bring this card into play.
Choose a family name when you bring this Region into play. Personalities of that family have their Gold cost and Honor requirement lowered by 1 each while face-up in this Province. Personalities aligned with a Faction other than your own cannot enter play from this Province.
Mapped Region - regions
Singular
Once per battle at this Province, you may search your Fate deck for a Terrain card and play it as though from your hand.
Shallow Graves - regions
Battle: Once per battle, attach a 2F Shadowlands Undead Follower token to one of your units in this battle containing one or more Undead cards. All players may use this action.
Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.
Breaking Concentration - spells
4G 2F
Limited: Bow this Shugenja, who may then remain bowed. While the Shugenja remains bowed, Personalities in duels may not strike if they have not yet focused, unless they have no legal focuses.
Cast Down the Meek - spells
1G 3F
Battle: Bow this Shugenja to bow all Followers with a Force less than this Shugenja's Chi in one opposing unit.
Contemplation of Osano-Wo - spells
4G 1F
Open: Bow this Shugenja to make all players draw one card or to make all players discard one Fate card of their choice. This Shugenja loses 2 Chi permanently.
Endless Deluge - spells
6G 3F
Limited Elemental Ritual: Target a Stronghold. Bow this and any number of your other Shugenja with a total combined Chi greater than the Stronghold's printed Province Strength, and destroy this spell to prevent the Stronghold from using any of its actions until the start of your next turn. (Sensei abilities are considered to be printed on the Stronghold.)
Fire and Air - spells
2G 2F
Elemental Battle: Bow this Shugenja for a Ranged 2 Attack.
Elemental Battle: Once per turn, without bowing, move this unit to an adjacent province.
Fortify - spells
2G 3F
Open: Bow this Shugenja to give a Samurai Personality a Yu bonus equal to this Shugenja's Chi.
Minor Illusions - spells
1G 3F
Reaction: Bow this Shugenja after a Holding is bowed to negate all effects of the Holding other than Gold production.
Summoning the Gale - spells
3G 2F
Elemental Air Open: Bow this Shugenja to lower the strength of all Ranged Attacks by 1 for the rest of the turn.
Elemental Air Battle: Bow this Shugenja to lower the strength of all Ranged Attacks by 2 for the rest of this battle.
The Greatest Cost - spells
1G 1F
Limited: Bow this Shugenja to give a +1F token to a Personality. This Shugenja both suffers -1 Chi and gains the Shadowlands trait, permanently.
A Desperate Act - actions
0G 2F
Battle: Bow and destroy a Personality you control with over 1 Chi to give -1F to each opposing Personality and Follower.
Acquiring Favor - actions
0G 3F
Political Reaction: Bow your Stronghold and play this card to satisfy a cost of using the Imperial Favor.
Blood Madness - actions
0G 1F
Limited: Bow and destroy a Shadowlands Personality you control to straighten another Shadowlands card you control (including a bowed Personality). The straightened card may not straighten again before your next turn.
By Will of the Wind - actions
0G 2F
Political Open: Discard the Imperial Favor or bow your Stronghold to waive the Honor Requirement of a face-up Personality in a Province until the end of the turn.
Command Group - actions
0G 1F
Battle: Bow one of your Samurai in the current battle and target up to two other Personalities in the Samurai's army to give the Personalities a Force bonus equal to the Samurai's Force.
Contingency Planning - actions
0G 3F
Reaction: After one of your units is sent home from battle, move another one of your units into that battle that has not already been assigned to a battle this turn.
Defensive Duty - actions
0G 2F
This card may only be played by the Defender. You may play this card in a battle in which you have no units.
Battle: Search your Dynasty deck for a Personality card and put it face-up in the Province, discarding any cards already in that Province. Raise the Province's Strength by the Personality's Force. Discard the Personality when the battle ends.
Elemental Shock - actions
0G 3F
Kiho Elemental Open: Bow one of your Shugenja or Monks to bow a Shugenja or Monk.
Family Tactics - actions
0G 1F
Battle: Name a family. Each Personality in your army that is a member of that family gains +1F.
Furious Strike - actions
0G 1F
Battle: Bow one of your human Personalities in the current battle to give +2F to a number of other Personalities in the same army up to his or her Personal Honor or Force (whichever is lower).
Iaijutsu Lesson - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, draw 2 cards. The winner's controller gains 3 Honor. Bow the loser. The two Personalities' Items give no bonuses or penalties and produce no effects during this challenge and duel.
Inside Agent - actions
0G 3F
Limited: Look at another player's Fate hand, except for one card of the player's choice. Lose 2 Honor.
Limited: Destroy one of your Personalities to force another player to choose and bow one of his or her Personalities.
Interesting Sticks - actions
0G 3F
Open: Bow a Ratling card.
Limited: Bow one of your Personalities to draw a card.
Kokoro - actions
0G 3F
Kiho Limited: Bow one of your Monks to have the player or players with the fewest Fate cards draw a card. Then, draw a card.
Kukan-do - actions
0G 3F
Kiho Reaction: Bow one of your Monks when a target opposing Personality gains a Force bonus. Give a Personality in the Monk's army an equal bonus until the end of the turn. Negate the original bonus.
Needed at the Wall - actions
0G 3F
Battle: Bow one of your Fortifications at this Province to send an opposing unit home bowed.
No One Wins - actions
2*G 3F
Costs 2 less Gold for Scorpion Clan players.
Political Reaction: Play during battle resolution to prevent all honor gains from destroying cards during this battle's resolution.
Open Arms - actions
0G 2F
Political Reaction: Gain the Personal Honor of a human Personality not aligned with your Faction after bringing him or her into play during your Dynasty Phase. Permanently raise the amount of Family Honor needed for an Honor Victory this game by the amount you gain.
Outmaneuvered by Force - actions
0G 3F
Political Reaction: Before a Political action resolves that was taken by a player who has less total Force among all units in his home than you have among units in your home. Negate the action's effects.
Outmaneuvered in Court - actions
0G 4F
Political Reaction: When an attack is declared, target a unit controlled by a player who controls fewer Courtiers than you. That unit's controller may bow his Stronghold. If he does not, the target unit cannot assign or move into battles during this Attack Phase.
Persuasion - actions
3G 1F
Political Limited: Force a target player to discard a Fate card. Lose 2 honor.
Political Warfare - actions
0G 3F
Political Reaction: Discard the Imperial Favor to cancel target Political action.
Prepared for the Enemy - actions
0G 3F
Reaction: Play after your army wins a battle to permanently give each Personality in your army +1F.
Preparing the Edge - actions
0G 3F
Limited: Target one Weapon Item or Claw Item. Until the end of the game, the Item gains an additional +2F/+3C while facing one or more Shadowlands cards in a battle or duel.
Reassert One's Mettle - actions
0G 2F
Limited: Give a permanent +2F/+2C bonus to one of your Personalities aligned with your Faction. You may only play this card if you control at least three different Personalities who are not aligned with your Faction. Only one Reassert One's Mettle may be played on a Personality per game.
Shinsei's Smile - actions
0G 4F
Kiho Open: If it is the Action Phase, target and bow a Shugenja or Monk you control: Target a Personality with Chi less than or equal to the caster's. Until the turn ends, the Personality may assign even if bowed, and cards in his unit contribute to its total Force as if he were unbowed.
Show of Strength - actions
0G 3F
Political Battle: This action may not be played if you have passed or taken an Open or Battle action this battle. If you destroy this province during resolution, you gain the Imperial Favor and, until the beginning of your next turn, the Defender may not lobby and is ignored during other players' lobby attempts.
Snowy Fields - actions
0G 1F
Immediate Terrain.
Battle: No player may take more actions than the number of units he or she has in this battle. Only actions taken while this Terrain is in play count against this limit.
Speed of the Waterfall - actions
0G 2F
Kiho Battle: Bow one of your Shugenja or Monks to straighten (if necessary) and move into the current battle a unit which was sent home from it.
Stand as Stone - actions
3G 1F
Limited: Permanently give a Tattooed Personality +2 Force, +2 Chi, or +2 Personal Honor.
Stand Your Ground - actions
0G 2F
Open: Give a Samurai Personality a Yu bonus equal to the Samurai's Personal Honor and an additional +2 Yu if the Personality is Crab Clan.
Standing Tall - actions
0G 1F
Battle: Target a defending Personality. For the rest of the turn, the Personality has +4F while alone in a defending army.
The Enemy You Deserve - actions
0G 3F
Limited: Target a Shadowlands and a non-Shadowlands Personality controlled by the same player. You take control of the Shadowlands Personality, who then issues an unrefusable challenge to the other. You control the Shadowlands Personality until the end of the duel.
The Great Climb - actions
0G 1F
Delayed Terrain.
Battle: Take any number of consecutive Battle actions that produce Ranged Attacks on your cards in this battle. Your cards need not bow to produce Ranged Attacks but may use each Ranged Attack action only once during this effect.
The Power of Nothing - actions
0G 3F
Kiho Void Elemental Battle: Bow one of your Monks. For the rest of the battle, units may not move into the battle and players with units in the battle may not take actions except ones that remove one or more of their cards or tokens from the battle. You may only take this action if you are the Attacker or Defender and have no units in this battle.
The Wolf Speaks - actions
5G 3F
You may bow your Stronghold when playing this card to waive it's Gold cost.
Battle: Switch the locations of two units led by unbowed Personalities, both of which are in armies and belong to the same player other than yourself. These units are not considered to be moving.
Too Much Too Soon - actions
1G 3F
Reaction: Play when a target Shugenja attaches a Spell. The Spell's controller chooses to either destroy the Spell or bow the Shugenja.
Open: Target a Shugenja. For the rest of the turn, destroy any Spell that Shugenja casts.
Training Exercises - actions
0G 1F
Delayed Terrain.
Battle: Straighten all Followers in this battle.
Tsudao's Challenge - actions
0G 1F
Delayed Terrain.
Battle: Personalities add their Chi instead of their Force to their armies' total Force. Attacking players may not play this card if there is no defending army.
Unspeakable Preparations - actions
0G 1F
Limited: Target one of your non-Shadowlands Personalities. The Personality permanently gains the Shadowlands trait, and until the beginning of your next turn has -2F/-1C and may not straighten. At the beginning of your next turn, he or she permanently gains +2F. Lose 2 Honor.
Kakita Dueling Academy - strongholds
7PS/4GP/5SH
Crane, Crane
Political Limited: Bow Kakita Dueling Academy to search your Fate deck for an Iaijutsu Action card. Show the card to the other players and add it to your hand.
Kyuden Hida - stronghold
8PS/4GP/3SH
Crab, Crab
Reaction: After the resolution of an action whose effects attached a Follower from your hand: Draw a card.
Shosuro Gardens - strongholds
6PS/4GP/3SH
Scorpion, Scorpion
Political Reaction: Bow Shosuro Gardens to redirect a non-Kiho Action card targeting one of your cards to another one of your cards.
Yasuki Palaces - strongholds
5PS/5GP/5SH
Crab, Crab
Your Stronghold produces 1 less Gold when paying for a Personality or Follower.
Dairu no Shiryo - ancestors
+0F/+1C -PH/0G/1HR 3F
Scorpion Clan. Unique. Dairu no Shiryo is considered Bayushi Dairu for uniqueness.
Battle: Target an opposing Personality. The target's controller must discard a card from his or her hand. You may not target more than one Personality per turn controlled by the same player. Lose 2 Honor.
Taiko no Shiryo - ancestors
+1F/+0C -PH/0G/2HR 3F
Lion Clan. Unique.
Reaction: Bow Taiko no Shiryo when a Lion Personality in the same army as him dies to permanently give the attached Personality +1F/+1C.
Tampako no Shiryo - ancestors
+0F/+0C -PH/0G/1HR 3F
Crab Clan. Unique.
If the attached Personality is a Samurai, he or she gains a Yu bonus equal to his or her Personal Honor plus printed Force while Tampako no Shiryo is attached.
Yogoso no Shiryo - ancestors
+0F/+1C -PH/0G/2HR 3F
Crane Clan. Unique.
Political Reaction: Bow the attached Personality before a player gains Honor for bringing a Personality into play to prevent the gain. Lose Honor equal to the amount prevented.
A Matter of Pride - events
Each player loses Honor equal to three times the number of Shadowlands cards he or she controls. These losses may not be redirected. If an effect prevents a loss, it is halved instead (rounding fractions up).
A Plague Spreads - events
Target a Personality controlled by the player on your left. The Personality loses 2 Chi until the start of your next Events Phase.
Blazing Sun - events
Until the start of your next turn, all human Samurai Personalities in the game gain +1F.
In Light of Darkness - events
Until the start of your next turn, all human Shugenja Personalities in the game gain +1C.
Rain of Emeralds - events
All human Courtier Personalities in play gain +2 Personal Honor and the ability "Political Limited: Bow to gain 1 Honor." until the start of your next turn.
Returned to the Pit - events
Destroy one Shadowlands Personality.
Thunder Calls to Fortune - events
Until the start of your next turn, all Personalities in the game with a printed Gold cost greater than 9 gain +2F/+2C.
Twenty Goblin Winter - events
Until the start of your next turn, all human Followers in the game gain +1F.
Unavoidable Destiny - events
Until the beginning of your turn two turns from now, Events may not be cancelled, nor their effects negated, by cards or Strongholds.
Unexpected Assault - events
Reveal the top card of your Dynasty Deck. If it is a Personality, he or she issues an unrefusable challenge to another Personality. Discard the card if it is not a Personality or when the duel ends.
Unexpected Confrontation - events
Beginning with you and proceeding once in turn order, each player discards the top card of his Fate deck, targets a card controlled by the player to his left that would be a legal target of a Ranged Attack if in an enemy army, and produces a Ranged Attack against it with strength equal to the discard's Focus value.
While the Empire Watches - events
Until the start of your next turn, players lose 2 Honor for each Political action they take.
Advance Scout - followers
0F/0C -PH/5G/1HR 2F
Reaction: Bow when a Terrain is played in a battle Advance Scout is in and before it resolves to negate the Terrain's effects.
Battle: Bow to give this Personality +2F.
Banner Guard - followers
2F/0C -PH/8G/2HR 3F
Cavalry.
Battle: If the opposing player has more Family Honor and more Provinces than you, bow the Banner Guard to prevent your units in this army from becoming bowed by this battle.
Diplomatic Apprentice - followers
0F/0C -PH/5G/1HR 3F
This card has -2 Gold Cost if you are a Crane Clan or Scorpion Clan player.
Before this Personality bows to pay the cost of a Political action: You may pay the cost by bowing this card instead.
Hunter - followers
2F/0C -PH/3G/1HR 1F
Battle: Once per battle, if there is a Nonhuman Personality in the opposing army, Hunter gains +2F.
Mujina Gang - follower
3F/0C -PH/3G/0HR 2F
Nonhuman • Mujina • Cavalry
After this card enters play: Lose 3 Honor and discard a card in its unit.
Ronin at the Wall - followers
3F/0C -PH/7G/1HR 1F
Will attach to a Crab Clan Personality for 1 less Gold.
Ronin at the Wall has +3F while in a defending army.
Sohei - followers
2F/0C -PH/6G/1HR 2F
Tattooed. Sohei attach to a Tattooed Personality for 1 less Gold.
Battle: Once per battle, Sohei gains Force equal to the number of Followers in a target opposing unit.
Strong Guard - followers
2F/0C -PH/5G/2HR 2F
Reaction: Bow Strong Guard and dishonor this Personality to negate an effect sending this unit home from battle.
Tainted Bushi - followers
3F/0C -PH/5G/0HR 1F
Shadowlands.
Will only attach to a human Personality. Lose 2 Honor and dishonor the attached Personality. This Personality cannot be restored to honor while the Tainted Bushi are attached.
Battle: Fear 1.
The Hand of Thunder - followers
2F/0C -PH/8G/1HR 1F
Unique. Shugenja. Will only attach to a Shugenja.
Battle: Bow the Hand of Thunder to bow all Personalities and Followers in this battle with less than 2 Force.
Tsuno Ravagers - followers
1F/0C -PH/7G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 4 Honor. Tsuno Ravagers will only attach to a Shadowlands Personality. Tsuno Ravagers have +2 Force while in an attacking army.
Battle: Bow the Ravagers to destroy a Region attached to this Province.
Tsuno Squad - followers
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Connecting Walls - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Crab Recruiter - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Crane Tradesman - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Guard House - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Lion Scout - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Memorial - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Mining Foreman - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Phoenix Library - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Plum Tree Training Ground - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Retired Sohei - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Scorpion Distracter - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Shadowlands Bastion - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Tea House - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Temple of the Dragon - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Training Dojo - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Unicorn Marketeer - holdings
1F/0C -PH/3G/0HR 1F
Shadowlands. Nonhuman. Cavalry. Lose 2 Honor. Tsuno Squad will only attach to a Shadowlands Personality. Tsuno Squad has +1 Force while in an attacking army.
Anekkusai's Feathers - items
+0F/+0C 2G 2F
Nemuranai.
When this Personality uses a Ranged Attack action on his or her card that requires bowing, you may bow Anekkusai's Feathers instead. The Personality may not use that Ranged Attack ability again this battle.
Dairya's Cackling Skull - items
+1F/+2C 3G 1F
Shadowlands Weapon. Unique. Lose 3 Honor.
Open: Bow Dairya's Cackling Skull to straighten a Follower in this unit.
Nagamaki - items
+0F/+1C 5G 2F
Reaction: Once per battle, after an opposing player takes an action, Nagamaki gains +2F/+1C until the end of the battle.
Spyglass - items
+0F/+0C 2*G 2F
Spyglass costs 2 less Gold for Unicorn Clan players.
Battle: Remove the Tactician trait from an opposing Tactician Personality until the end of the battle.
Tachi - items
+3F/+3C 7G 1F
Weapon.
Negate all Force and Chi bonuses this Personality receives (except focusing) from all sources except Tachi(s).
Taijikku - items
+1F/+1C 4G 3F
Weapon.
Open: Once per turn, until the end of the turn, no Reactions may be used during a challenge or duel involving this Personality.
Thuk-Kigi's War Machine - items
+4F/+0C 7G 1F
Unique. Shadowlands.
Will only attach to a Shadowlands Personality. This Personality cannot challenge or be challenged while in an army. The War Machine adds no Force while bowed. Bow the War Machine when a Terrain resolves in its battle.
Reaction: At the beginning of the Resolution Segment, destroy a Fortification on the Province that this unit is attacking.
Yoshi's Fan - items
+0F/+1C 2G 2F
Unique.
This Personality gains +2 Personal Honor and Courtier while Yoshi's Fan is attached.
Akodo Setai - personalities
3F/3C 8HR7G/3PH/
Lion Clan Deathseeker • Samurai
Battle: Bow and destroy Setai to destroy an opposing Personality with a Force less than Setai's Personal Honor.
Asahina Handen - personalities
1F/3C 6HR8G/3PH/
Crane Clan Shugenja. Unique.
Reaction: Bow Handen and one of your Gold-producing Holdings when you are paying a Gold cost to produce 5 Gold.
Bayushi Tai - personalities
3F/4C -HR8G/1PH/
Scorpion Clan Spy • Samurai
Limited: Once per turn, target a Province. First turn any face-down cards in the Province face-up. Then, if there are any Personality cards in the Province, lower the Province's strength by their total Personal Honor. Bow Tai at the end of the turn.
Bayushi Tasogare - personalities
2F/4C -HR8G/1PH/
Scorpion Clan Master Spy. Unique. Samurai.
Political Reaction: Bow Tasogare as a target player draws a Fate card to look at the card. You may then pay 3 Gold to force the player to place the card at the bottom of his or her deck and draw another.
Daidoji Megumi - personalities
2F/2C 8HR5G/2PH/
Crane Clan Samurai. Novice Duelist.
Upon entering a duel, Megumi gains +3C until the duel ends or either player focuses.
Doji Kurohito - exp - personalities
4F/4C 10HR10G/4PH/
Crane Clan Champion. Samurai. Double Chi. Experienced. Unique. Kurohito will only join a Crane player.
Political Battle: Once per turn, pay 4 Gold to challenge an opposing Personality to a duel. The Personality may not refuse unless his or her controller discards three Fate cards.
Hida Kagore - personalities
4F/2C 0HR7G/2PH/
Crab Clan Samurai.
Battle: Once per battle, move a Follower to Kagore from another of your Crab Personalities in this battle.
Battle: Once per battle, move a Follower from Kagore to another of your Crab Personalities in this battle.
Hida Kuon - exp - personalities
5F/4C 8HR11G/2PH/
Crab Clan General. Samurai. Yu 5. Double Chi. Experienced. Unique. While Kuon is in play, Followers with more than 1 Force attached to your Crab Personalities gain +1F.
Hida Reiha - personalities
3F/3C 2HR7G/1PH/
Crab Clan Samurai. Yu 4.
Hiruma Todori - personalities
2F/4C 3HR7G/2PH/
Crab Clan Scout • Samurai
Reaction: Once per battle, after a Follower in Todori's army bows, straighten that Follower.
Hyakute no Oni - personalities
2F/2C -HR5G/0PH/
Unaligned. Shadowlands. Nonhuman. Lose 4 Honor. Hyakute no Oni will attach Oni Followers only. Items being attached to Hyakute no Oni may not have their costs reduced. Hyakute no Oni may attach any number of Weapons.
Battle: Fear 1 plus the number of Weapons attached.
Ide Michisuna - personalities
1F/2C 7HR3G/2PH/
Unicorn Clan Courtier. Unique.
Reaction: Bow Michisuna when a target Personality is being restored to honor to negate the re-honoring. (If the Personality was committing seppuku, the Personality dies dishonorably and causes an honor loss as normal.)
Isawa Hochiu - exp - personalities
2F/3C 8HR7G/3PH/
Phoenix Clan Shugenja. Experienced. Unique. Master of Fire. Hochiu has +2C while facing a Shadowlands Personality in a duel. If Hochiu is the challenger in a duel, he cannot die as a result of the duel unless he uses the following ability.
Elemental Reaction: Hochiu focuses once upon entering a duel. This action may be used while Hochiu is bowed.
Isawa Nakamuro - exp - personalities
1F/4C 4HR8G/2PH/
Phoenix Clan Shugenja. Experienced. Unique. Master of Air.
Elemental Reaction: Bow Nakamuro when a ranged attack or spell effect targets a card in his army to redirect it to another target in this battle. This may redirect an effect that targets an "opposing" card to a card in its own army.
Isawa Nodotai - personalities
2F/5C 6HR9G/2PH/
Phoenix Clan Shugenja.
Discard all Charge tokens on Nodotai at the end of each turn. Place a Charge token on Nodotai each time an opposing player performs an action during the battle action segment of a battle that Nodotai is in.
Battle: Bow Nodotai and discard all Charge tokens on him for a Ranged Attack with a strength equal to twice the number of Charge tokens.
Kaeru Kenko - personalities
2F/3C -HR6G/1PH/
Unaligned Ronin. Samurai.
Reaction: Bow Kenko at the end of a Maneuvers Segment during which he assigned to send this unit home. Dishonor Kenko. Lose 2 Honor.
Kaiu Hosaru - personalities
1F/1C 5HR3G/2PH/
Crab Clan Engineer. Samurai.
Limited: Bow to put an Engineering token on one of your Provinces. Samurai defending a Province with these tokens gain Yu equal to the number of Engineering tokens on the Province.
Kakita Gosha - personalities
1F/3C 9HR6G/2PH/
Crane Clan Courtier
Political Reaction: Bow Gosha to negate an Honor loss. If it belonged to another player, gain 1 Honor. If it belonged to you, lose 1 Honor.
Kayobun - personalities
3F/1C -HR7G/0PH/
Unaligned Ogre Overlord. Shadowlands. Nonhuman. Lose 6 Honor. When Kayobun enters play, he permanently gains +1/+1 for each Dead Personality in your discard pile.
Kitsune Taro - personalities
2F/3C 3HR7G/2PH/
Unaligned Fox Clan Bushi. Cards in Taro's unit may not be targeted by ranged attacks while the Defender controls one or more Forests.
Battle: Bow for a Ranged 3 Attack.
Matsu Domotai - exp - personalities
2F/3C 8HR8G/3PH/
Lion Clan Samurai. Experienced. Unique. Tactician. Domotai may not assign or move into a defending army.
Battle: Once per battle, Domotai gains Force equal to the number of other Matsu Personalities in his army.
Matsu Hyun - personalities
2F/3C 6HR4G/2PH/
Lion Clan Samurai • Poet
Open: Bow Hyun: Target a Tactician. Straighten him.
Matsu Kenji - personalities
5F/4C 8HR10G/3PH/
Lion Clan Samurai • Taisa • Tactician • Unique
Units in Kenji's army led by Matsu Personalities (including this unit) are immune to Fear.
Matsu Kenseiko - personalities
3F/2C 5HR6G/2PH/
Lion Clan Samurai. Lion's Pride Chui.
Kenseiko has Yu equal to the number of Followers she has attached.
Mirumoto Junnosuke - personalities
3F/4C 6HR8G/2PH/
Dragon Clan Samurai.
Open: Once per turn, bow one of your Shugenja or Monks to give one of Junnosuke's Weapons a Chi bonus equal to Junnosuke's Personal Honor, or to give one of Junnosuke's Armors a Force bonus of that amount.
Mirumoto Taiu - personalities
1F/2C 0HR7G/1PH/
Dragon Clan Samurai.
Battle: Once per battle, make a Ranged 2 Attack without bowing.
Battle: Bow for a Ranged 4 Attack.
Miya Heikichi - personalities
0F/1C 8HR3G/2PH/
Unaligned Courtier. Unique.
Political Open: Bow Heikichi to bow a Courtier.
Moto Chen - personalities
4F/3C 0HR9G/3PH/
Unicorn Clan Junghar • Cavalry • Tactician • Unique
Chen cannot lobby. Chen can attach two Weapons. Being Dishonored does not affect Chen's maximum Personal Honor.
Moto Reijiro - personalities
2F/3C 2HR8G/1PH/
Unicorn Clan Bushi • Cavalry
Reijiro gains +2F/+2C while at a battle at a player's leftmost or rightmost Province.
Omoni - personalities
3F/2C -HR5G/0PH/
Unaligned Goblin. Shadowlands. Nonhuman. Sculptor of Flesh. Lose 4 Honor. Raise the strength of each Fear effect Omoni produces by 1 for every two Goblin Followers attached to him.
Battle: Fear 2.
Osoreru no Oni - personalities
0F/2C -HR2G/0PH/
Unaligned. Shadowlands. Nonhuman. Lose 4 Honor.
Battle: Fear 3.
Reaction: When a Fear effect is produced by a card in Osoreru no Oni's army, the Fear also affects Followers which are immune to or unaffected by Fear.
Seppun Isei - personalities
1F/3C 2HR5G/2PH/
Unaligned Imperial Bodyguard.
Reaction: Bow Isei to redirect another player's action targeting one of your Courtiers to him. Isei is automatically a legal target for the action.
Shiba Mirabu - personalities
4F/4C 12HR10G/3PH/
Phoenix Clan Yojimbo. Samurai. Double Chi. Unique. Mirabu will only join a Phoenix player. Mirabu costs 2 less Gold if your Clan Champion is in play.
Limited: Once per game, bow Mirabu to look through your Dynasty deck for a Clan Champion Personality. Show the Personality to all players, reshuffle your deck, then place the Clan Champion on top.
Shiba Unasagi - personalities
2F/3C 6HR7G/1PH/
Phoenix Clan Samurai.
Battle: Bow one of your Shugenja to give all Shiba Unasagi +1F.
Shinjo Sanraku - personalities
2F/4C 4HR8G/1PH/
Unicorn Clan Samurai. Cavalry. Shinjo Border Guard.
Battle: Once per turn, move this unit into a Province that has a defending army.
Shosuro Higatsuku - personalities
3F/2C -HR7G/1PH/
Scorpion Clan Instigator • Courtier
Political Battle: Bow Higatsuku: Target an opposing Personality with greater Chi than Higatsuku. He challenges Higatsuku.
Shosuro Yasuko - personalities
0F/3C -HR5G/1PH/
Scorpion Clan Courtier.
Political Reaction: Bow Yasuko after a player declares an attack. Target one of that player's Samurai with a Personal Honor equal to or lower than Yasuko's. That Samurai may not be assigned to attack this turn.
Soshi Tishi - personalities
3F/3C 0HR7G/2PH/
Scorpion Clan Samurai.
Reaction: After an opposing player resolves a Battle action, Tishi gains +1F/-1C until the end of the battle.
Tamori Chieko - personalities
1F/3C 2HR5G/2PH/
Dragon Clan Shugenja • Tattooed
When Chieko enters play, you may discard a Fate card to draw a card.
Togashi Iroshi - personalities
1F/2C 3HR7G/1PH/
Dragon Clan Tattoo Artist Apprentice. Monk. Tattooed.
Limited: Bow to look at the top 5 cards in your Fate deck. You may discard a card from your hand to reveal one to the other players and put it in your hand if it is a Tattoo card, then place the remaining cards on the bottom of your deck.
Togashi Satsu - personalities
4F/5C 2HR8G/3PH/
Dragon Clan Monk. Tattooed. Unique.
Togashi Satsu may not assign or move into an attacking army.
Tsuno Kurushimi - personalities
2F/3C -HR5G/0PH/
Unaligned Shadowlands. Nonhuman. Cavalry. Tsuno Pack Leader. Lose 5 Honor.
Kurushimi may not assign or be moved into a defending army. Kurushimi gains +2F/+2C while facing one or more Lion Clan Personalities in a battle or duel.
Usagi Kashira - personalities
2F/1C 0HR3G/1PH/
Unaligned Hare Clan Samurai.
Utaku Mu Dan - personalities
2F/3C 9HR8G/2PH/
Unicorn Clan Samurai. Cavalry. Battle Maiden.
Mu Dan has a +3F bonus while she is opposed by one or more units in a battle.
Yasuki Heikichi - personalities
2F/2C 8HR8G/2PH/
Crane Clan Governor.
When Heikichi enters play from your Province, you may straighten one of your Holdings.
Yoritomo Kitao - exp - personalities
4F/4C 3HR10G/2PH/
Mantis Clan Champion. Samurai. Naval. Experienced. Unique. When Kitao enters play, discard all copies of Bayushi Aramasu. Bayushi Aramasu may not enter play while Kitao is in play.
Open: Spend 3 gold to allow a unit to assign as a Cavalry unit until the end of the turn.
Fukurokujin Seido - regions
Shadowlands players cannot bring this card into play.
Choose a family name when you bring this Region into play. Personalities of that family have their Gold cost and Honor requirement lowered by 1 each while face-up in this Province. Personalities aligned with a Faction other than your own cannot enter play from this Province.
Mapped Region - regions
Singular
Once per battle at this Province, you may search your Fate deck for a Terrain card and play it as though from your hand.
Shallow Graves - regions
Battle: Once per battle, attach a 2F Shadowlands Undead Follower token to one of your units in this battle containing one or more Undead cards. All players may use this action.
Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.
Breaking Concentration - spells
4G 2F
Limited: Bow this Shugenja, who may then remain bowed. While the Shugenja remains bowed, Personalities in duels may not strike if they have not yet focused, unless they have no legal focuses.
Cast Down the Meek - spells
1G 3F
Battle: Bow this Shugenja to bow all Followers with a Force less than this Shugenja's Chi in one opposing unit.
Contemplation of Osano-Wo - spells
4G 1F
Open: Bow this Shugenja to make all players draw one card or to make all players discard one Fate card of their choice. This Shugenja loses 2 Chi permanently.
Endless Deluge - spells
6G 3F
Limited Elemental Ritual: Target a Stronghold. Bow this and any number of your other Shugenja with a total combined Chi greater than the Stronghold's printed Province Strength, and destroy this spell to prevent the Stronghold from using any of its actions until the start of your next turn. (Sensei abilities are considered to be printed on the Stronghold.)
Fire and Air - spells
2G 2F
Elemental Battle: Bow this Shugenja for a Ranged 2 Attack.
Elemental Battle: Once per turn, without bowing, move this unit to an adjacent province.
Fortify - spells
2G 3F
Open: Bow this Shugenja to give a Samurai Personality a Yu bonus equal to this Shugenja's Chi.
Minor Illusions - spells
1G 3F
Reaction: Bow this Shugenja after a Holding is bowed to negate all effects of the Holding other than Gold production.
Summoning the Gale - spells
3G 2F
Elemental Air Open: Bow this Shugenja to lower the strength of all Ranged Attacks by 1 for the rest of the turn.
Elemental Air Battle: Bow this Shugenja to lower the strength of all Ranged Attacks by 2 for the rest of this battle.
The Greatest Cost - spells
1G 1F
Limited: Bow this Shugenja to give a +1F token to a Personality. This Shugenja both suffers -1 Chi and gains the Shadowlands trait, permanently.
A Desperate Act - actions
0G 2F
Battle: Bow and destroy a Personality you control with over 1 Chi to give -1F to each opposing Personality and Follower.
Acquiring Favor - actions
0G 3F
Political Reaction: Bow your Stronghold and play this card to satisfy a cost of using the Imperial Favor.
Blood Madness - actions
0G 1F
Limited: Bow and destroy a Shadowlands Personality you control to straighten another Shadowlands card you control (including a bowed Personality). The straightened card may not straighten again before your next turn.
By Will of the Wind - actions
0G 2F
Political Open: Discard the Imperial Favor or bow your Stronghold to waive the Honor Requirement of a face-up Personality in a Province until the end of the turn.
Command Group - actions
0G 1F
Battle: Bow one of your Samurai in the current battle and target up to two other Personalities in the Samurai's army to give the Personalities a Force bonus equal to the Samurai's Force.
Contingency Planning - actions
0G 3F
Reaction: After one of your units is sent home from battle, move another one of your units into that battle that has not already been assigned to a battle this turn.
Defensive Duty - actions
0G 2F
This card may only be played by the Defender. You may play this card in a battle in which you have no units.
Battle: Search your Dynasty deck for a Personality card and put it face-up in the Province, discarding any cards already in that Province. Raise the Province's Strength by the Personality's Force. Discard the Personality when the battle ends.
Elemental Shock - actions
0G 3F
Kiho Elemental Open: Bow one of your Shugenja or Monks to bow a Shugenja or Monk.
Family Tactics - actions
0G 1F
Battle: Name a family. Each Personality in your army that is a member of that family gains +1F.
Furious Strike - actions
0G 1F
Battle: Bow one of your human Personalities in the current battle to give +2F to a number of other Personalities in the same army up to his or her Personal Honor or Force (whichever is lower).
Iaijutsu Lesson - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, draw 2 cards. The winner's controller gains 3 Honor. Bow the loser. The two Personalities' Items give no bonuses or penalties and produce no effects during this challenge and duel.
Inside Agent - actions
0G 3F
Limited: Look at another player's Fate hand, except for one card of the player's choice. Lose 2 Honor.
Limited: Destroy one of your Personalities to force another player to choose and bow one of his or her Personalities.
Interesting Sticks - actions
0G 3F
Open: Bow a Ratling card.
Limited: Bow one of your Personalities to draw a card.
Kokoro - actions
0G 3F
Kiho Limited: Bow one of your Monks to have the player or players with the fewest Fate cards draw a card. Then, draw a card.
Kukan-do - actions
0G 3F
Kiho Reaction: Bow one of your Monks when a target opposing Personality gains a Force bonus. Give a Personality in the Monk's army an equal bonus until the end of the turn. Negate the original bonus.
Needed at the Wall - actions
0G 3F
Battle: Bow one of your Fortifications at this Province to send an opposing unit home bowed.
No One Wins - actions
2*G 3F
Costs 2 less Gold for Scorpion Clan players.
Political Reaction: Play during battle resolution to prevent all honor gains from destroying cards during this battle's resolution.
Open Arms - actions
0G 2F
Political Reaction: Gain the Personal Honor of a human Personality not aligned with your Faction after bringing him or her into play during your Dynasty Phase. Permanently raise the amount of Family Honor needed for an Honor Victory this game by the amount you gain.
Outmaneuvered by Force - actions
0G 3F
Political Reaction: Before a Political action resolves that was taken by a player who has less total Force among all units in his home than you have among units in your home. Negate the action's effects.
Outmaneuvered in Court - actions
0G 4F
Political Reaction: When an attack is declared, target a unit controlled by a player who controls fewer Courtiers than you. That unit's controller may bow his Stronghold. If he does not, the target unit cannot assign or move into battles during this Attack Phase.
Persuasion - actions
3G 1F
Political Limited: Force a target player to discard a Fate card. Lose 2 honor.
Political Warfare - actions
0G 3F
Political Reaction: Discard the Imperial Favor to cancel target Political action.
Prepared for the Enemy - actions
0G 3F
Reaction: Play after your army wins a battle to permanently give each Personality in your army +1F.
Preparing the Edge - actions
0G 3F
Limited: Target one Weapon Item or Claw Item. Until the end of the game, the Item gains an additional +2F/+3C while facing one or more Shadowlands cards in a battle or duel.
Reassert One's Mettle - actions
0G 2F
Limited: Give a permanent +2F/+2C bonus to one of your Personalities aligned with your Faction. You may only play this card if you control at least three different Personalities who are not aligned with your Faction. Only one Reassert One's Mettle may be played on a Personality per game.
Shinsei's Smile - actions
0G 4F
Kiho Open: If it is the Action Phase, target and bow a Shugenja or Monk you control: Target a Personality with Chi less than or equal to the caster's. Until the turn ends, the Personality may assign even if bowed, and cards in his unit contribute to its total Force as if he were unbowed.
Show of Strength - actions
0G 3F
Political Battle: This action may not be played if you have passed or taken an Open or Battle action this battle. If you destroy this province during resolution, you gain the Imperial Favor and, until the beginning of your next turn, the Defender may not lobby and is ignored during other players' lobby attempts.
Snowy Fields - actions
0G 1F
Immediate Terrain.
Battle: No player may take more actions than the number of units he or she has in this battle. Only actions taken while this Terrain is in play count against this limit.
Speed of the Waterfall - actions
0G 2F
Kiho Battle: Bow one of your Shugenja or Monks to straighten (if necessary) and move into the current battle a unit which was sent home from it.
Stand as Stone - actions
3G 1F
Limited: Permanently give a Tattooed Personality +2 Force, +2 Chi, or +2 Personal Honor.
Stand Your Ground - actions
0G 2F
Open: Give a Samurai Personality a Yu bonus equal to the Samurai's Personal Honor and an additional +2 Yu if the Personality is Crab Clan.
Standing Tall - actions
0G 1F
Battle: Target a defending Personality. For the rest of the turn, the Personality has +4F while alone in a defending army.
The Enemy You Deserve - actions
0G 3F
Limited: Target a Shadowlands and a non-Shadowlands Personality controlled by the same player. You take control of the Shadowlands Personality, who then issues an unrefusable challenge to the other. You control the Shadowlands Personality until the end of the duel.
The Great Climb - actions
0G 1F
Delayed Terrain.
Battle: Take any number of consecutive Battle actions that produce Ranged Attacks on your cards in this battle. Your cards need not bow to produce Ranged Attacks but may use each Ranged Attack action only once during this effect.
The Power of Nothing - actions
0G 3F
Kiho Void Elemental Battle: Bow one of your Monks. For the rest of the battle, units may not move into the battle and players with units in the battle may not take actions except ones that remove one or more of their cards or tokens from the battle. You may only take this action if you are the Attacker or Defender and have no units in this battle.
The Wolf Speaks - actions
5G 3F
You may bow your Stronghold when playing this card to waive it's Gold cost.
Battle: Switch the locations of two units led by unbowed Personalities, both of which are in armies and belong to the same player other than yourself. These units are not considered to be moving.
Too Much Too Soon - actions
1G 3F
Reaction: Play when a target Shugenja attaches a Spell. The Spell's controller chooses to either destroy the Spell or bow the Shugenja.
Open: Target a Shugenja. For the rest of the turn, destroy any Spell that Shugenja casts.
Training Exercises - actions
0G 1F
Delayed Terrain.
Battle: Straighten all Followers in this battle.
Tsudao's Challenge - actions
0G 1F
Delayed Terrain.
Battle: Personalities add their Chi instead of their Force to their armies' total Force. Attacking players may not play this card if there is no defending army.
Unspeakable Preparations - actions
0G 1F
Limited: Target one of your non-Shadowlands Personalities. The Personality permanently gains the Shadowlands trait, and until the beginning of your next turn has -2F/-1C and may not straighten. At the beginning of your next turn, he or she permanently gains +2F. Lose 2 Honor.
Kakita Dueling Academy - strongholds
7PS/4GP/5SH
Crane, Crane
Political Limited: Bow Kakita Dueling Academy to search your Fate deck for an Iaijutsu Action card. Show the card to the other players and add it to your hand.
Kyuden Hida - stronghold
8PS/4GP/3SH
Crab, Crab
Reaction: After the resolution of an action whose effects attached a Follower from your hand: Draw a card.
Shosuro Gardens - strongholds
6PS/4GP/3SH
Scorpion, Scorpion
Political Reaction: Bow Shosuro Gardens to redirect a non-Kiho Action card targeting one of your cards to another one of your cards.
Yasuki Palaces - strongholds
5PS/5GP/5SH
Crab, Crab
Your Stronghold produces 1 less Gold when paying for a Personality or Follower.
