Легенды Пяти Колец

Спойлер Crimson and Jade



The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.

Shiryo no Agasha - ancestors
0F/0C -PH/0G/2HR 3F
Dragon Clan Ancestor. Unique.
While this card is attached to your Personality, your maximum hand size is increased by two.
Reaction: Bow this Personality when you are bringing a Dragon into play to waive its honor requirement. This does not refer to Dragon Clan Personalities unless they are considered to be a Dragon.

Shiryo no Doji - ancestors
0F/0C -PH/0G/2HR 3F
Crane Clan Ancestor. Unique.
This Personality may play The Second Shout without having played The First Shout. This Personality may play The Third Shout if he has played either The First Shout or The Second Shout this turn.

Shiryo no Hida - ancestors
0F/0C -PH/0G/2HR 3F
Crab Clan Ancestor. Unique.
This unit cannot be targeted with the Imperial Favor.
Battle: If attached Personality is defending, he gains a 2F/2C bonus until the end of the turn. This can be done once per turn.

Shiryo no Matsu - ancestors
0F/0C -PH/0G/2HR 3F
Lion Clan Ancestor. Unique.
Limited: Bow this Personality and select a Follower card in play. This Personality has challenged the Follower's Personality to a duel. If the duel is refused or if this Personality wins the duel, the Follower is attached to this Personality, if such an attachment is legal.

Shiryo no Otaku - ancestors
0F/0C -PH/0G/2HR 3F
Unicorn Ancestor. Unique.
Battle: Bow this card to move this Personality from one of the Defender's Provinces to another. You may not move this unit into a Province where the battle has already been resolved.

Shiryo no Shiba - ancestors
+1F/+2C -PH/0G/2HR 0F
Phoenix Ancestor. Unique.
During your events phase, if this card is in your discard pile, you may put it in your fate hand.

Shiryo no Shosuro - ancestors
0F/0C -PH/0G/1HR 3F
Scorpion Ancestor. Unique.
Limited: Bow this Personality and target a player. All of that player's Dynasty cards in his Provinces are turned face up.

Architects of the Wall - events
You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises for every player.

Are You With Me? - events
All Followers in the game cost 6 less Gold, to a minimum of 1, until the start of your next turn.

Battle at Isawa Palace - events
All players may get any one spell from their Fate Deck to add to their hand and then reshuffle.

Light of the Sun Goddess - events
Until the beginning of your next turn, players with one or more Shadowlands cards in play at the end of their action phase do not get an attack phase.

Mine Riots - events
No mines may straighten until after your next events phase.

Naming the True Evil - events
This Event cannot resolve if you control a Shadowlands card.
Until the game ends, you may not play Shadowlands cards, Followers you control have +2F while opposing a Shadowlands card, and Personalities you control have +2F/+2C while opposing a Shadowlands card or while in a duel against a Shadowlands Personality.

New Taxes - events
Until the beginning of your next turn, each player (including you) on their turn, as a Limited action, should produce 6 gold which is immediately taxed and lost. For each point of gold less than six that is produced, that player loses one point of honor at the end of their action phase. A player may choose to accept the honor loss rather than pay their full share.

Severed from the Emperor - events
Discard the Imperial Favor if you control it. Until the game ends, you can not win an Honor Victory, lobby, or control the Imperial Favor, and you have the ability, "Reaction: Any number of times per turn, after an action with a base cost of discarding the Favor targets one of your cards: Lose 5 Honor. Negate the action's effects."

Shadow of the Dark God - events
Permanently lower the strength of each Province by 1.

Summons From Beyond - events
All ancestors in play are destroyed.

The Death of Tsuko - events
Each player must select one of their unique Personalities, if they have one. All players with unique Personalities draw and discard their top fate card. The Personality selected by the player (or players) who drew the highest focus value commits seppuku and is destroyed, Honorably dead. This player (or players) gains honor equal to the focus value drawn.

Tsunami - events
Any player that has Ports, Pearl Beds, Trading Ports, or Pearl Divers in play has one of each destroyed.

Winter Warfare - events
Winter
Until the beginning of your second Events Phase from now, Terrains cannot be played, and actions can not move units to or from battlefields.

Bandit Gang - followers
2F/0C -PH/0G/0HR 1F
Lose 2 honor.
At the end of the resolution phase of any battle the gang participates in, you must pay them 2 gold or they leave you (are discarded from play). This cost is reduced by one (minimum zero) for each Bandit Hideout you have in play.

Brothers of Thunder - followers
1F/0C -PH/3G/1HR 2F
Can only be attached to Monk Personalities. This Follower has a 1F bonus for each Ring you have in play.

Courier - followers
0F/0C -PH/0G/1HR 2F
Limited: If this Personality is unbowed, bow Courier to move Courier and any number of unbowed Items and/or Spells from this Personality to another of your unbowed Personalities. (All new attachments must be legal.)

Kenku - followers
2F/0C -PH/3G/1HR 3F
Creature.
Reaction: If the attached Personality is destroyed or if this unit is destroyed during the resolution phase of the battle, you may move the Kenku to any of your unbowed Personalities that is not currently assigned to a battle.

Kenku Teacher - followers
0F/0C -PH/1G/1HR 1F
Creature.
Open: Bow the Kenku Teacher. Give this Personality a 1F bonus.
Open: Bow the Kenku Teacher. Give this Personality a 1C bonus.
Open: Bow the Kenku Teacher. Raise the Personal Honor of this Personality by one.

Kolat Bodyguard - followers
+1F/+2C -PH/5G/0HR 3F
You may attach this Follower to a Personality controlled by another player.
Any player may bow one of their Personalities as a Limited action to challenge this Personality to a duel that cannot be refused. A player may only perform this action once per turn.

Mantis Shugenja - followers
0F/+1C -PH/5G/1HR 3F
May only be attached to Shugenja. This Personality has a 2C bonus when casting or attaching Spells. Spells being attached to this Personality have their gold costs reduced by two.
Reaction: The Mantis Shugenja may bow to act as a 1C Shugenja participating in a ritual when the Shugenja it is attached to is participating in the ritual.

Mounts - followers
0F/0C -PH/2G/0HR 2F
Creature. Cavalry.
All Followers attached to or being attached to the Mounts' Personality gain the Cavalry trait while Mounts are attached.

Peasant Levies - followers
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Armory - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Bridged Pass - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Corrupted Copper Mine - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Dragon's Teeth - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Engineering Crew - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Forest of Thorns - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Historian - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Island Wharf - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Prayer Shrines - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

The Great Bear - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Tunnel System - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Ancestral Weapons of the Mantis - items
+2F/+2C 7G 4F
Unique Weapon. This item can only be attached to a Mantis Clan Personality.
When this item is being brought into play, you may spend additional gold to add one or more of the following bonuses and traits permanently: 3 gold - +2F/+2C, 5 gold - Tactician, 5 gold - Double Chi. Each bonus can only be taken once. Traits are conferred to the Personality while the weapon is attached.

Antidote - items
-F/-C 1G 3F
Limited: Destroy the antidote to destroy all tokens on this Personality that create a Chi penalty.
Reaction: Destroy the antidote to cancel any poison action targeting this Personality.

Armor of the Shadow Warrior - items
-F/+1C 8G 4F
Unique. Cards in this unit may not be the target of spells or Innate Abilities.

Chime of Harmony - items
+0F/+0C 2G 2F
The Chime of Harmony gains +3C while this Personality attaches Spells, creates Spell effects, and uses innate abilities.

Clan Banner - items
*F/-C 4G 2F
This item has a force bonus equal to the number of honorably dead members of your clan in your discard pile.
The banner gains an additional 3F bonus while your clan champion is honorably dead in your discard pile.

Incense of Concentration - items
-F/-C 0G 1F
May only be attached to a Shugenja. No more than one per Personality.
When this Personality is involved in a Ritual and is not the Primary Shugenja, he counts as two Shugenja for the purposes of casting the ritual, and his Chi is considered to be doubled (after all other bonuses).

Kenshin's Helm - items
+1F/+1C 6G 2F
Battle: Bow this Personality to bow any opposing Personality with a lower Chi.

Kolat's Favor - items
-F/-C 3G 3F
This Personality may not be targeted by Kolat actions.

Pearl-Encrusted Staff - items
-F/+1C 3G 1F
May only be attached to Qamar, Shahadet or a Naga Shugenja.
Battle: Bow the Staff. Move all of your unbowed Naga Personalities into this battle if there are one or more Shadowlands cards in the opposing army.

Robes of Shinsei - items
*F/*C 4G 3F
May only be attached to a Monk. Gain 2 honor. No more than one per Personality. The Robes have a +1F/+1C for each Ring you have in play.

Toturi's Fan - items
+1F/+1C 8G 4F
Unique. May only be attached to a personality with the Toturi's Army trait. This personality gains the trait Tactician.
Battle: Bow the Fan, then draw and discard a Fate card. This Personality gains a force bonus equal to double the focus value. This may be done once per game.

Visage of the Void - items
-F/-C 2G 2F
This Personality, and his or her stats and abilities, may not be copied by any means. The Egg of P'an Ku cannot copy this Personality. This Personality's stats cannot be switched.

Agasha Heizo - personalities
2F/2C 0HR6G/1PH/

Dragon Clan Shugenja
Open: Bow Heizo. Assign a force penalty to Heizo up to his current force total. Give an equal force bonus to any Personality you control. The penalty and bonus last until end of the turn.

Asahina Tomo - exp - personalities
1F/5C 0HR7G/2PH/

Crane Clan Shugenja. Experienced. Unique. Tomo gains a 2F bonus when defending. Tomo gains a 1F/2C bonus when facing Shadowlands cards in a battle or duel.

Ashamana - personalities
0F/1C 0HR3G/1PH/

Naga Youth.
Limited: Bow Ashamana and discard him from play. Take any one of your Honorable Dead Naga Personalities and return it to play bowed. You cannot bring back a Personality that swore fealty to the Naga.

Bayushi Tasu - personalities
0F/4C -HR6G/1PH/

Scorpion Clan Killer.
Limited: Bow Tasu to challenge a bowed Shadowlands Personality to a duel that cannot be refused.

Chinoko - personalities
0F/1C -HR7G/1PH/

Unaligned Kolat Madam. Lose 3 honor.
Reaction: Bow to cancel and negate the effects of any Kolat action as it is being performed.
Reaction: Bow to reduce the cost of any Kolat card or action by 4 as it is being played.

Doji Reju - personalities
1F/3C 0HR4G/2PH/

Crane Clan Samurai.
If Doji Reju is tied in a duel, he wins the duel instead.

Genzo - personalities
3F/3C 0HR10G/2PH/

Falcon Clan Hunter. Yoritomo's Alliance. Samurai. Will join Crab for 2 less gold.
Battle: If opposed by one or more Shadowlands cards, Genzo may take a Chi penalty (to a minimum of one) to gain an equivalent Force bonus.
Reaction: Bow Norio when he is entering a duel against a Shadowlands Personality. He may take a Force penalty (to a minimum of zero) to gain an equivalent Chi bonus.

Ginawa - exp - personalities
3F/4C 0HR8G/2PH/

Unaligned Samurai. Toturi's Army. Unique. Experienced. Ginawa gains a 4C bonus when dueling a ninja.
Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold.

Hida Yakamo - exp - personalities
5F/5C 3HR11G/3PH/

Crab Clan Hero. Experienced. Unique. Samurai. Will only join Crab Clan. Yakamo will not enter play if you have any Shadowlands cards in play and vice versa. May attach the Jade Hand and Ancestral Sword of Hantei without gold cost.
Battle: Bow Yakamo to destroy any one opposing Shadowlands card. Yakamo gains a permanent 1 point bonus to his Personal Honor (max 5).

Hiruma Yoshi - personalities
3F/3C 3HR6G/3PH/

Crab Clan Samurai.
Hiruma Yoshi cannot be targeted with Frenzy.

Hitoshi - personalities
2F/3C 0HR7G/2PH/

Unaligned Monk. Acolyte of Earth.
Elemental Battle: Bow Hitoshi to add 3 to a Province's strength.
Elemental Battle: Hitoshi gains a 2F/2C bonus until the end of the turn if you have the Ring of Earth in play. This can be done once per battle.

Hyobe - personalities
2F/2C -HR8G/1PH/

Tortoise Clan Sailor. Yoritomo's Alliance. Hyobe does not bow when returning home from battles as an attacker in the resolution phase.
Reaction: Bow one or more of your ports when your army is returning home from a battle as an attacker or ally. You may keep straightened a number of returning units equal to the number of ports you bow.

Ikoma Ryozo - personalities
3F/2C -HR6G/3PH/

Lion Clan Samurai. Shadowlands. If an effect of the Imperial Favor targets a card in the same battle as Ikoma Ryozo, Ikoma Ryozo returns to your fief bowed.

Isawa Norikazu - personalities
1F/3C 0HR10G/2PH/

Phoenix Clan Seer. Unique. Shugenja.
Reaction: Bow Isawa Norikazu as an Action card that targets you, your cards, or your tokens (or if Norikazu is at a battle, that targets or affects that battle, such as a Terrain) is being played from a player's hand. That action is canceled and its effects negated. The Action card is returned to its player's hand at the end of the Dynasty Phase this turn.

Isawa Tomo - exp - personalities
2F/4C 5HR7G/1PH/

Phoenix Clan Shugenja. Master of Water. Experienced. Unique. Shadowlands.
Battle: Bow Tomo to send home, without bowing, all units in this battle containing Shadowlands cards. Tomo must be in the battle to perform this action.

Iuchi Daiyu - exp - personalities
1F/5C 0HR8G/1PH/

Unicorn Shugenja. Experienced. Unique. Cavalry. Cards in this army cannot be the target of Ranged Attacks if they are in a Cavalry unit.

Kado - personalities
3F/3C -HR4G/1PH/

Unaligned Samurai. Kolat. When Kado is brought into play, you may give control of him to any player.
All Personalities being brought into play by this Personality's controller have their gold cost increased by 2.

Kakita Ichiro - personalities
0F/1C 0HR7G/3PH/

Crane Clan Courtier.
Limited: Bow to lobby for the Imperial Favor. This may be done even if you have already lobbied for the Favor once this turn.

Kanbe - personalities
2F/2C 0HR6G/2PH/

Mantis Clan Mercenary. Samurai. May not swear fealty except with his action, below.
Open: Once per turn, you may change the clan alignment of this Personality, swearing fealty to a different clan.

Kitsu Motso - exp - personalities
2F/5C 10HR9G/3PH/

Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician.
Limited: Bow Kitsu Motso. Put a Master token on him.
Battle: Destroy a Master token on Kitsu Motso. Put any one Terrain from your Fate deck into play for this battle. This does not bow Kitsu Motso. Reshuffle the deck. This is considered Kitsu Motso's use of his Tactician ability for this battle.

Koichi - personalities
2F/3C 0HR7G/2PH/

Unaligned Monk. Acolyte of the Void.
Elemental Limited: Bow to discard a card.
Elemental Limited: Bow to draw a Fate card if you have the Ring of the Void in play.

Masasue - personalities
3F/3C -HR2G/1PH/

Mantis Clan Mercenary. Unaligned. Samurai.
To bring Masasue into play, you must discard 3 Fate cards.

Matsu Goemon - personalities
3F/3C 6HR7G/2PH/

Lion Clan Samurai. Toturi's Army.
When you first bring Goemon into play, you may attach a Follower from your hand to him, paying any costs as usual. Goemon cannot bow to lobby for the Imperial Favor.

Moto Sada - personalities
3F/2C -HR6G/0PH/

Unaligned Bushi. Cavalry. Shadowlands. Lose 4 honor.
Battle: Fear 3.

Moto Tsume - exp - personalities
5F/5C -HR7G/0PH/

Unaligned Nonhuman Samurai. Shadowlands. Experienced. Unique. Lose 6 Honor.
Will not enter play if you have a family honor above zero. Cannot be assigned to the same army as units that have no Shadowlands cards and vice versa.
Battle: Fear 3.

Mukami - personalities
0F/2C -HR5G/1PH/

Wasp Clan Skirmisher. Yoritomo's Alliance.
Battle: Bow Mukami for a Ranged 3 attack, then send this unit home from this battle.

Nobuo - personalities
3F/4C 0HR8G/1PH/

Mantis Clan Shugenja.
Whenever Nobuo bows to produce a spell, the spell is destroyed.

Norio - personalities
0F/3C 0HR3G/2PH/

Unaligned Monk. Kharmic Healer. Norio's Chi may not be reduced below one.
Limited: Bow to move all tokens that produce a force or Chi penalty from a Personality you control to Norio.
Limited: Bow to destroy all tokens on Norio that produce a force or Chi penalty.

Ogre Outlaw - personalities
6F/4C -HR7G/0PH/

Unaligned Bandit. Nonhuman. Shadowlands.
If the Ogre Outlaw is killed in a duel or battle, the player responsible receives 10 gold to spend to help bring any one card into play until the end of his next turn. If the gold is unused it is lost.

Oni no Chi - personalities
*F/*C -HR0G/0PH/

Unaligned Shadowlands. Nonhuman.
This Oni is brought into play as a Limited Ritual action. Bow and destroy any number of your Shugenja to bring this Oni into play. The Oni has a Force equal to half of the total chi of the participating Shugenja and a Chi equal to the number of participating Shugenja. This Personality may not be brought into play during your dynasty phase. Lose Honor equal to the Oni's Chi.

Oni no Genso - personalities
2F/2C -HR5G/0PH/

Unaligned Oni. Shadowlands. Lose 4 Honor.
Open Elemental: Bow to negate the effects of any one Ring of Earth or Ring of Fire until the end of the turn.
Open Elemental: Bow as a Ring of Air, Void or Water is being activated to negate the effects of that ring until the end of the turn.

Orochi - personalities
5F/4C -HR11G/1PH/

Unaligned. Nonhuman. Cavalry. No Followers or Items.
Battle: Destroy any one Port or Pearl Bed that is controlled by the defender. This does not bow the Orochi, and can be done once per battle that the Orochi is in.

Ryosei - personalities
1F/3C -HR4G/1PH/

Fox Clan Shugenja. Yoritomo's Alliance.

Shabura - exp - personalities
5F/4C 0HR9G/2PH/

Naga. Experienced. Unique. Nonhuman. Shabura gains +2F in battle when opposed by Shadowlands cards if she has no change tokens.
Open: Add or remove a change token from Shabura. This may be done once per turn.
Limited: If Shabura has a change token she may bow to challenge a Shadowlands Personality to a duel that can't be refused.

Shalasha - personalities
2F/4C 0HR6G/2PH/

Naga Scout.
If you are a Naga player and have no Personalities in play, Shalasha's Gold cost is reduced by 3.

Shiba Shingo - personalities
1F/3C 5HR3G/2PH/

Phoenix Clan Samurai.

Shinjo Rojin - personalities
1F/2C 0HR5G/2PH/

Unicorn Clan Explorer. Samurai. Cavalry.
Rojin gains a 2F bonus when attacking or defending a Province that has a Region card attached. Rojin gains a 2F bonus while there is a terrain card in play for the battle he is in.

Shinjo Tashima - personalities
3F/3C 0HR8G/2PH/

Unicorn Clan Magistrate. Samurai. Cavalry. Tashima has a 2F/2C bonus while facing, in a battle or duel, one or more human Personalities with a Personal Honor of zero.
Limited: Bow to challenge a Bandit or unaligned samurai to a duel that cannot be refused.

Shosuro Sadato - personalities
1F/2C -HR4G/0PH/

Scorpion Clan Emissary.
Political Reaction: Bow as a Political action card is being played to increase its gold cost by an amount equal to Sadato's Chi. The player may produce enough gold to cover the new cost if desired, but if the new cost cannot be paid, the political action is canceled. This will give a gold cost to actions that may normally have a cost of zero.

Soshi Bantaro - exp - personalities
2F/4C -HR7G/0PH/

Scorpion Clan Shugenja. Experienced. Unique. Shadowlands. Bantaro may attach Return of the Fallen Lord without gold cost.
While Bantaro is assigned to a battle, all of the units in your army are immune to fear.

Suana - personalities
4F/3C 0HR8G/2PH/

Unaligned Monk. Acolyte of Water.
Elemental Battle: If Suana is in this battle, bow him to play a Terrain. The Terrain replaces any Terrain in play for this battle. (Destroy the replaced Terrain.)
Elemental Battle: Once per turn, if you have the Ring of Water in play, move this unit to another Province.

Takao - personalities
3F/2C 0HR7G/2PH/

Unaligned Monk. Acolyte of Fire.
Elemental Reaction: If Takao has a lower Chi than his opponent when entering a duel, Takao gets first opportunity to focus or strike, overriding other first strike abilities.
Elemental Reaction: Bow when Takao is entering a duel to destroy a weapon attached to the opposing Personality if you have the Ring of Fire in play.

Takuni - personalities
*F/3C 0HR6G/1PH/

Mantis Clan Sailor.
This Personality has a base force equal to the number of Ports you have in play.

Taro - personalities
1F/1C 0HR4G/2PH/

Unaligned Monk Diplomat.
Political Reaction: Bow when another player is performing an action that will cause you an honor loss. The honor loss is reduced to zero.

Tetsuya - personalities
5F/5C 0HR11G/3PH/

Unaligned Monk. Double Chi. Unique. Will only join a Monk player.
No Oni may be assigned to or moved into a battle at which Tetsuya is present.

The Hooded Ronin - exp - personalities
2F/5C 0HR12G/2PH/

Unaligned Samurai. Unique. Experienced. Double Chi. Ashigaru. The Hooded Ronin enters play bowed.
Reaction: Bow to reduce the cost of any of the Seven Thunders to zero as it is brought into play.
Reaction: Bow as an action is being generated by a Shadowlands card to cancel the action.

Togashi Jodome - personalities
2F/3C 4HR6G/2PH/

Dragon Clan Monk. Acolyte of Air. Shugenja.
Reaction: Bow to cancel a spell or innate ability that is targeting you or your cards if you have the Ring of Air in play.

Togashi Mitsu - exp - personalities
2F/3C 5HR9G/1PH/

Dragon Clan Tattooed Man. Experienced. Unique. Samurai. Toturi's Army.
Open: Gain up to five fire tokens on Mitsu. Mitsu may not have more than five fire tokens.
Battle: Bow Mitsu and destroy one or more fire tokens on Mitsu to produce a Ranged Attack equal to the number of fire tokens destroyed. Mitsu may not add more fire tokens this turn.

Tokiuji - personalities
0F/1C 0HR1G/1PH/

Unaligned Peasant Instigator.
Open: Bow to give a 1F bonus to any human Follower.

Tsuo - personalities
1F/2C 0HR4G/2PH/

Unaligned Peasant Samurai. Ashigaru. Toturi's Army. If dishonored, you lose 4 honor.
Reaction: When Tsuo is challenged to a duel, he may increase his Chi to equal the Chi of the challenger.

Yasuki Kojiro - personalities
2F/2C 0HR7G/1PH/

Crab Clan Sailor. Kojiro is Cavalry if you have one or more Ports in play. May remain bowed.
Open: Bow Kojiro to give the Cavalry trait to a number of cards you control equal to the number of unbowed Ports you have in play.
Limited: Bow Kojiro to blockade any Port in play. The Port is removed from play and has no effect on any cards in play. When Kojiro straightens or is destroyed, the Port returns to play, bowed.

Yoritomo - personalities
5F/4C 7HR12G/3PH/

Mantis Clan Champion. Samurai. Double Chi. Unique. Yoritomo may attach two weapons. Yoritomo gains an additional 1F/2C bonus for each weapon attached. Followers attached to Yoritomo have a 1F bonus.

Yugoro - personalities
2F/3C -HR8G/0PH/

Unaligned Bandit Leader. Yuguro has a 1C bonus for each Bandit Follower attached.
Limited: Bow to challenge a human Personality to a duel. If you win the duel, or it is refused, you get gold equal to half their printed gold cost (round down). This gold can be spent to bring any one card into play until the end of this turn. Excess gold spent to bring the card into play is lost, and it is all lost if unused by the end of this turn. Loser of the duel dies.

Borderland - regions
When the Borderland enters play, target a Holding in play. If this Province is destroyed, then destroy the Holding.

Clan Heartland - regions
Hidden Region. Unique.
Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province.

Lost Valley - regions
Valley Region.
This Province, and cards attached to or in a battle at this Province, cannot be targeted by actions from cards in play that are not currently assigned to attack or defend this Province. Action cards may be played normally.

Secluded Ravine - regions
Singular
The Attacker and attacking allies cannot play Terrains during battles at this Province.

Shinsei's Shrine - regions
Singular
This Province does not hold Dynasty Cards. (Do not refill it.) Gain 2 Honor during each of your End Phases while Shinsei's Shrine is in play.

Sunken City - regions
Underwater Region. Unique.
While this Region is in play, all of your Pearl Beds and Pearl Divers produce 1 extra gold when bowed.

Temple of Osano-Wo - regions
Any monk coming into play from this Province gains the trait Double Chi permanently if this is the oldest Temple of Osano-Wo in play. Temples of Osano-Wo that entered play more recently give a permanent +1C to monks coming into play.

The Yasuki Estates - regions
Urban Region.
Limited: Discard the dynasty card in this Province and replace it with a face up dynasty card. Events revealed in this way will not resolve until your next events phase. This can be done once per turn.

Tradeposts of the Mantis - regions
Prosperous Region.
Gold-producing holdings coming into play from this Province may be attached to this Province. Holdings that are attached to this Province have their gold production increased by one, but are destroyed if this Province is destroyed.

Disrupt the Aura - spells
2G 2F
Reaction: Bow this Shugenja and target a Personality as it is copying an ability or statistic, or when a Personality's stats are being switched. The copying or switching attempt fails and the copying Personality remains unchanged.

Divine the Future - spells
0G 1F
Limited: Bow this Shugenja. Take any card in one of your Provinces and shuffle it back into your Dynasty Deck. Refill the empty Province normally.

Fiery Wrath - spells
5G 2F
Limited Elemental Ritual: Bow this Shugenja and two other Shugenja you control. Destroy this spell and any one Region card in play.

Oni Warding - spells
2G 2F
Ritual Limited: Bow this Shugenja and a number of Shugenja you control equal to twice the number of Oni in play. Target any Province. For the rest of the game, Oni brought into play from this Province are immediately shuffled back into their controller's Dynasty Deck. Destroy this spell.

Osano-Wo's Breath - spells
3G 3F
Battle Elemental: Bow this Shugenja. No Ranged Attacks can be made until the end of this battle.

A Glimpse of the Soul's Shadow - actions
0G 3F
Kiho Battle: Bow one of your Shugenja in this battle for Fear equal to his or her Chi.

A Samurai's Fury - actions
0G 1F
Reaction: After resolving Delayed Terrains (if any), target a Samurai you control at the current battlefield with more than 2 Chi: Take an Open or Battle action.

Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.

An Oni's Fury - actions
0G 4F
Battle: Target an opposing Oni. The Oni's controller must immediately destroy one of his Personalities in this battle, or else the Oni is destroyed.

Ancestral Guidance - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to give one of your samurai the trait Tactician until the end of the turn.

Bad Kharma - actions
0G 3F
Reaction: Play this card when a player with Family Honor below 0 plays an Action card. The Action is canceled and its effects are negated.

Barbarian Horde - actions
6G 2F
Battle: A 4F/1C Cavalry Personality joins your army for this battle. This Personality is discarded from play immediately after the resolution phase of this battle. You may only use this action if you have a unit in this battle, and if all of your units in this battle are Cavalry units. Lose 3 Honor.

Breaking Blow - actions
0G 1F
Reaction: Play this card face up as a focus in a duel. Target one item attached to the opposing Personality. The target item is immediately destroyed.

Carrier Pigeon - actions
0G 1F
Battle: If you are the Defender: Target a unit you control that has not been at the current battlefield at any time during this attack and was not prevented from assigning to it this attack by card or Stronghold effects. Straighten the unit. Move it to the current battlefield.

Catching the Wind's Favor - actions
0G 2F
Kiho Reaction: Bow one of your Shugenja or Monks when a ranged attack is targeting a card in his or her army. If the strength of the ranged attack is lower than the caster's Chi, redirect the ranged attack to any other card in this battle that can be the target of a ranged attack (including cards in the opposing army). If the strength of the ranged attack is less than the force of the new target, the ranged attack has no effect.

Counterfeit - actions
2G 3F
Kolat Reaction: Play as an item is being attached to a Personality. The item is revealed as a fake and shuffled back into that player's deck.
Kolat Reaction: Play as an item is being attached to a Personality. Pay additional gold equal to the cost of the item. The item is revealed as a fake and is destroyed.

Cowardice - actions
0G 2F
Political Reaction: Play immediately after a Personality is moved out of the current battle by an action taken by the Personality's controller. The target Personality is dishonored and the controller loses 5 Honor.

Dance of the Elements - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to move a token in play from any one Personality to any other Personality that could legally take the token.

Deploy Reserves - actions
0G 1F
Battle: Move any one of your unbowed units into this battle that has not been assigned to a battle this turn. You may only perform this action if you already have a unit in this battle, and this action cannot target units that could not be assigned to this battle.

Double Chi - actions
0G 1F
Kiho Reaction: When one of your target Personalities enters a duel, bow one of your Shugenja or Monks to give that Personality the Double Chi trait until the duel ends.

Extortion - actions
3G 2F
Kolat Limited: Target a Dishonored Personality. Until he becomes Honorable, he may not assign or move to attack your Provinces, and actions he performs may not target cards you control.

Fight for My Favor - actions
0G 2F
Political Reaction: Play when another player's Personality has just bowed to lobby for the Imperial Favor. One of your unbowed Personalities challenges the lobbying Personality. If the challenge is refused, the lobbying attempt automatically fails. The winner of the duel gets the Favor, and the loser dies.

Fist of the Earth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Follower or an opposing Personality without Followers.

Forced Alliance - actions
0G 1F
Political Reaction: Play during the resolution phase of a battle as the Attacker. Instead of destroying the Province, you force an alliance upon the Defender. The alliance ends after your end phase, three turns after this one. Either player may break the alliance at the loss of 10 honor by sending one or more units to attack the other. This honor loss cannot be altered or redirected in any way.

Fresh Horses - actions
0G 3F
Open: Until the end of this turn, any player may, as an Open action, bow one of his Stables and pay 3 gold to straighten any Cavalry card.

Gift of the Wind - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to give the Cavalry trait to a number of cards in a unit equal to the caster's Chi.

Inner Fire - actions
0G 1F
Battle: Straighten one of your target bowed Personalities. You can not bow him as a cost or target him (until this turn ends).

Know Your Enemy - actions
0G 2F
Reaction: Target a Personality being assigned to a battle that has the trait: Tactician. Until the end of this battle, this Personality gets a 1F bonus after each Open or Battle action performed by a player with units in the opposing army.

Master of the Rolling River - actions
0G 2F
Kiho Water Battle: Bow one of your target Shugenja or Monks at any location: Move one of your target units at a battlefield to a different battlefield.

Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.

Night of a Thousand Fires - actions
*G 1F
Ninja Limited: Bow a Ninja Personality you control to destroy any holding in play. You must pay gold equal to twice the gold cost of the holding to put this card into play. This is a variable-cost card.

One Koku - actions
0G 1F
Reaction: Play whenever you are paying a gold cost to produce one gold.

Stand Against the Waves - actions
0G 3F
You may play this card only if you have units in this battle and each Personality in your army has Followers.
Battle: Your opponent must bow as many Personalities in his or her army who have no Followers as you have units in your army. If he or she cannot do so, bow all opposing Personalities without Followers.

Stand Firm - actions
0G 1F
Battle: Each defending Personality and defending Follower gains +1F and is immune to Fear until this battle ends.

Strength of My Ancestors - actions
0G 1F
Kiho Open: Bow one of your Monks or Shugenja to give one of your Personalities +2F/+2C.

Strike of Flowing Water - actions
0G 3F
When you focus this card, double the Focus value of the next card you focus in this duel.
Reaction: When one of your Personalities would focus, instead discard all cards focused by both Personalities' controllers for the duel and negate the discarded cards' effects.

Superior Strategist - actions
0G 3F
Tactical Battle: Target one of your Tacticians: Search your Fate deck for an Action card with a Battle ability. You may take an additional Battle action to use one of its Battle abilities; if you do not, discard it.

The Fault Is Mine - actions
0G 3F
Limited: Target one of your honorable Personalities. Dishonor this Personality to restore one of your dishonorable Personalities to honorable status.
Reaction: Play when one of your Personalities is becoming dishonored. Target one of your honorable Personalities who is dishonored, instead.

The Purity of Shinsei - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or Monks. Destroy all tokens on one of your Personalities.

The Spirit of Water - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to move one or more unbowed followers from one of your unbowed Personalities to another.

The Touch of Shinsei - actions
0G 3F
Open: This action cannot be performed during a battle. Bow one of your temples and target one of your samurai. Until the end of this turn, the samurai gets a 3F/3C bonus, but may not attack a player with a family honor above zero.

The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.

Void Strike - actions
0G 3F
Kiho Reaction: Bow one of your Shugenja or Monks when a Personality you control has entered a duel, but before the first Focus card is played. Draw your top Fate card and add that card's Focus value to your Personality's Chi for the remainder of the duel. The card drawn is not considered a Focus card.

Wisdom the Wind Brings - actions
0G 4F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a number of face-down cards equal to the caster's Chi. (Cards in decks and hands are face-down.) Look at them. You may discard any number of these targets that are in your decks.

You Walk With Evil - actions
0G 3F
Battle: Target a Samurai in an army that contains a Shadowlands card. Bow the Samurai. Dishonor him. Permanently give him the Shadowlands trait.

The Brotherhood of Shinsei - strongholds
6PS/3GP/4SH
Monk, Monk
Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your Fate Deck and put it into play immediately. Reshuffle your Fate Deck.

The Yoritomo Alliance - strongholds
6PS/4GP/2SH
Mantis, Mantis
Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.

Shiryo no Agasha - ancestors
0F/0C -PH/0G/2HR 3F
Dragon Clan Ancestor. Unique.
While this card is attached to your Personality, your maximum hand size is increased by two.
Reaction: Bow this Personality when you are bringing a Dragon into play to waive its honor requirement. This does not refer to Dragon Clan Personalities unless they are considered to be a Dragon.

Shiryo no Doji - ancestors
0F/0C -PH/0G/2HR 3F
Crane Clan Ancestor. Unique.
This Personality may play The Second Shout without having played The First Shout. This Personality may play The Third Shout if he has played either The First Shout or The Second Shout this turn.

Shiryo no Hida - ancestors
0F/0C -PH/0G/2HR 3F
Crab Clan Ancestor. Unique.
This unit cannot be targeted with the Imperial Favor.
Battle: If attached Personality is defending, he gains a 2F/2C bonus until the end of the turn. This can be done once per turn.

Shiryo no Matsu - ancestors
0F/0C -PH/0G/2HR 3F
Lion Clan Ancestor. Unique.
Limited: Bow this Personality and select a Follower card in play. This Personality has challenged the Follower's Personality to a duel. If the duel is refused or if this Personality wins the duel, the Follower is attached to this Personality, if such an attachment is legal.

Shiryo no Otaku - ancestors
0F/0C -PH/0G/2HR 3F
Unicorn Ancestor. Unique.
Battle: Bow this card to move this Personality from one of the Defender's Provinces to another. You may not move this unit into a Province where the battle has already been resolved.

Shiryo no Shiba - ancestors
+1F/+2C -PH/0G/2HR 0F
Phoenix Ancestor. Unique.
During your events phase, if this card is in your discard pile, you may put it in your fate hand.

Shiryo no Shosuro - ancestors
0F/0C -PH/0G/1HR 3F
Scorpion Ancestor. Unique.
Limited: Bow this Personality and target a player. All of that player's Dynasty cards in his Provinces are turned face up.

Architects of the Wall - events
You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises for every player.

Are You With Me? - events
All Followers in the game cost 6 less Gold, to a minimum of 1, until the start of your next turn.

Battle at Isawa Palace - events
All players may get any one spell from their Fate Deck to add to their hand and then reshuffle.

Light of the Sun Goddess - events
Until the beginning of your next turn, players with one or more Shadowlands cards in play at the end of their action phase do not get an attack phase.

Mine Riots - events
No mines may straighten until after your next events phase.

Naming the True Evil - events
This Event cannot resolve if you control a Shadowlands card.
Until the game ends, you may not play Shadowlands cards, Followers you control have +2F while opposing a Shadowlands card, and Personalities you control have +2F/+2C while opposing a Shadowlands card or while in a duel against a Shadowlands Personality.

New Taxes - events
Until the beginning of your next turn, each player (including you) on their turn, as a Limited action, should produce 6 gold which is immediately taxed and lost. For each point of gold less than six that is produced, that player loses one point of honor at the end of their action phase. A player may choose to accept the honor loss rather than pay their full share.

Severed from the Emperor - events
Discard the Imperial Favor if you control it. Until the game ends, you can not win an Honor Victory, lobby, or control the Imperial Favor, and you have the ability, "Reaction: Any number of times per turn, after an action with a base cost of discarding the Favor targets one of your cards: Lose 5 Honor. Negate the action's effects."

Shadow of the Dark God - events
Permanently lower the strength of each Province by 1.

Summons From Beyond - events
All ancestors in play are destroyed.

The Death of Tsuko - events
Each player must select one of their unique Personalities, if they have one. All players with unique Personalities draw and discard their top fate card. The Personality selected by the player (or players) who drew the highest focus value commits seppuku and is destroyed, Honorably dead. This player (or players) gains honor equal to the focus value drawn.

Tsunami - events
Any player that has Ports, Pearl Beds, Trading Ports, or Pearl Divers in play has one of each destroyed.

Winter Warfare - events
Winter
Until the beginning of your second Events Phase from now, Terrains cannot be played, and actions can not move units to or from battlefields.

Bandit Gang - followers
2F/0C -PH/0G/0HR 1F
Lose 2 honor.
At the end of the resolution phase of any battle the gang participates in, you must pay them 2 gold or they leave you (are discarded from play). This cost is reduced by one (minimum zero) for each Bandit Hideout you have in play.

Brothers of Thunder - followers
1F/0C -PH/3G/1HR 2F
Can only be attached to Monk Personalities. This Follower has a 1F bonus for each Ring you have in play.

Courier - followers
0F/0C -PH/0G/1HR 2F
Limited: If this Personality is unbowed, bow Courier to move Courier and any number of unbowed Items and/or Spells from this Personality to another of your unbowed Personalities. (All new attachments must be legal.)

Kenku - followers
2F/0C -PH/3G/1HR 3F
Creature.
Reaction: If the attached Personality is destroyed or if this unit is destroyed during the resolution phase of the battle, you may move the Kenku to any of your unbowed Personalities that is not currently assigned to a battle.

Kenku Teacher - followers
0F/0C -PH/1G/1HR 1F
Creature.
Open: Bow the Kenku Teacher. Give this Personality a 1F bonus.
Open: Bow the Kenku Teacher. Give this Personality a 1C bonus.
Open: Bow the Kenku Teacher. Raise the Personal Honor of this Personality by one.

Kolat Bodyguard - followers
+1F/+2C -PH/5G/0HR 3F
You may attach this Follower to a Personality controlled by another player.
Any player may bow one of their Personalities as a Limited action to challenge this Personality to a duel that cannot be refused. A player may only perform this action once per turn.

Mantis Shugenja - followers
0F/+1C -PH/5G/1HR 3F
May only be attached to Shugenja. This Personality has a 2C bonus when casting or attaching Spells. Spells being attached to this Personality have their gold costs reduced by two.
Reaction: The Mantis Shugenja may bow to act as a 1C Shugenja participating in a ritual when the Shugenja it is attached to is participating in the ritual.

Mounts - followers
0F/0C -PH/2G/0HR 2F
Creature. Cavalry.
All Followers attached to or being attached to the Mounts' Personality gain the Cavalry trait while Mounts are attached.

Peasant Levies - followers
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Armory - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Bridged Pass - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Corrupted Copper Mine - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Dragon's Teeth - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Engineering Crew - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Forest of Thorns - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Historian - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Island Wharf - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Prayer Shrines - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

The Great Bear - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Tunnel System - holdings
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.

Ancestral Weapons of the Mantis - items
+2F/+2C 7G 4F
Unique Weapon. This item can only be attached to a Mantis Clan Personality.
When this item is being brought into play, you may spend additional gold to add one or more of the following bonuses and traits permanently: 3 gold - +2F/+2C, 5 gold - Tactician, 5 gold - Double Chi. Each bonus can only be taken once. Traits are conferred to the Personality while the weapon is attached.

Antidote - items
-F/-C 1G 3F
Limited: Destroy the antidote to destroy all tokens on this Personality that create a Chi penalty.
Reaction: Destroy the antidote to cancel any poison action targeting this Personality.

Armor of the Shadow Warrior - items
-F/+1C 8G 4F
Unique. Cards in this unit may not be the target of spells or Innate Abilities.

Chime of Harmony - items
+0F/+0C 2G 2F
The Chime of Harmony gains +3C while this Personality attaches Spells, creates Spell effects, and uses innate abilities.

Clan Banner - items
*F/-C 4G 2F
This item has a force bonus equal to the number of honorably dead members of your clan in your discard pile.
The banner gains an additional 3F bonus while your clan champion is honorably dead in your discard pile.

Incense of Concentration - items
-F/-C 0G 1F
May only be attached to a Shugenja. No more than one per Personality.
When this Personality is involved in a Ritual and is not the Primary Shugenja, he counts as two Shugenja for the purposes of casting the ritual, and his Chi is considered to be doubled (after all other bonuses).

Kenshin's Helm - items
+1F/+1C 6G 2F
Battle: Bow this Personality to bow any opposing Personality with a lower Chi.

Kolat's Favor - items
-F/-C 3G 3F
This Personality may not be targeted by Kolat actions.

Pearl-Encrusted Staff - items
-F/+1C 3G 1F
May only be attached to Qamar, Shahadet or a Naga Shugenja.
Battle: Bow the Staff. Move all of your unbowed Naga Personalities into this battle if there are one or more Shadowlands cards in the opposing army.

Robes of Shinsei - items
*F/*C 4G 3F
May only be attached to a Monk. Gain 2 honor. No more than one per Personality. The Robes have a +1F/+1C for each Ring you have in play.

Toturi's Fan - items
+1F/+1C 8G 4F
Unique. May only be attached to a personality with the Toturi's Army trait. This personality gains the trait Tactician.
Battle: Bow the Fan, then draw and discard a Fate card. This Personality gains a force bonus equal to double the focus value. This may be done once per game.

Visage of the Void - items
-F/-C 2G 2F
This Personality, and his or her stats and abilities, may not be copied by any means. The Egg of P'an Ku cannot copy this Personality. This Personality's stats cannot be switched.

Agasha Heizo - personalities
2F/2C 0HR6G/1PH/

Dragon Clan Shugenja
Open: Bow Heizo. Assign a force penalty to Heizo up to his current force total. Give an equal force bonus to any Personality you control. The penalty and bonus last until end of the turn.

Asahina Tomo - exp - personalities
1F/5C 0HR7G/2PH/

Crane Clan Shugenja. Experienced. Unique. Tomo gains a 2F bonus when defending. Tomo gains a 1F/2C bonus when facing Shadowlands cards in a battle or duel.

Ashamana - personalities
0F/1C 0HR3G/1PH/

Naga Youth.
Limited: Bow Ashamana and discard him from play. Take any one of your Honorable Dead Naga Personalities and return it to play bowed. You cannot bring back a Personality that swore fealty to the Naga.

Bayushi Tasu - personalities
0F/4C -HR6G/1PH/

Scorpion Clan Killer.
Limited: Bow Tasu to challenge a bowed Shadowlands Personality to a duel that cannot be refused.

Chinoko - personalities
0F/1C -HR7G/1PH/

Unaligned Kolat Madam. Lose 3 honor.
Reaction: Bow to cancel and negate the effects of any Kolat action as it is being performed.
Reaction: Bow to reduce the cost of any Kolat card or action by 4 as it is being played.

Doji Reju - personalities
1F/3C 0HR4G/2PH/

Crane Clan Samurai.
If Doji Reju is tied in a duel, he wins the duel instead.

Genzo - personalities
3F/3C 0HR10G/2PH/

Falcon Clan Hunter. Yoritomo's Alliance. Samurai. Will join Crab for 2 less gold.
Battle: If opposed by one or more Shadowlands cards, Genzo may take a Chi penalty (to a minimum of one) to gain an equivalent Force bonus.
Reaction: Bow Norio when he is entering a duel against a Shadowlands Personality. He may take a Force penalty (to a minimum of zero) to gain an equivalent Chi bonus.

Ginawa - exp - personalities
3F/4C 0HR8G/2PH/

Unaligned Samurai. Toturi's Army. Unique. Experienced. Ginawa gains a 4C bonus when dueling a ninja.
Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold.

Hida Yakamo - exp - personalities
5F/5C 3HR11G/3PH/

Crab Clan Hero. Experienced. Unique. Samurai. Will only join Crab Clan. Yakamo will not enter play if you have any Shadowlands cards in play and vice versa. May attach the Jade Hand and Ancestral Sword of Hantei without gold cost.
Battle: Bow Yakamo to destroy any one opposing Shadowlands card. Yakamo gains a permanent 1 point bonus to his Personal Honor (max 5).

Hiruma Yoshi - personalities
3F/3C 3HR6G/3PH/

Crab Clan Samurai.
Hiruma Yoshi cannot be targeted with Frenzy.

Hitoshi - personalities
2F/3C 0HR7G/2PH/

Unaligned Monk. Acolyte of Earth.
Elemental Battle: Bow Hitoshi to add 3 to a Province's strength.
Elemental Battle: Hitoshi gains a 2F/2C bonus until the end of the turn if you have the Ring of Earth in play. This can be done once per battle.

Hyobe - personalities
2F/2C -HR8G/1PH/

Tortoise Clan Sailor. Yoritomo's Alliance. Hyobe does not bow when returning home from battles as an attacker in the resolution phase.
Reaction: Bow one or more of your ports when your army is returning home from a battle as an attacker or ally. You may keep straightened a number of returning units equal to the number of ports you bow.

Ikoma Ryozo - personalities
3F/2C -HR6G/3PH/

Lion Clan Samurai. Shadowlands. If an effect of the Imperial Favor targets a card in the same battle as Ikoma Ryozo, Ikoma Ryozo returns to your fief bowed.

Isawa Norikazu - personalities
1F/3C 0HR10G/2PH/

Phoenix Clan Seer. Unique. Shugenja.
Reaction: Bow Isawa Norikazu as an Action card that targets you, your cards, or your tokens (or if Norikazu is at a battle, that targets or affects that battle, such as a Terrain) is being played from a player's hand. That action is canceled and its effects negated. The Action card is returned to its player's hand at the end of the Dynasty Phase this turn.

Isawa Tomo - exp - personalities
2F/4C 5HR7G/1PH/

Phoenix Clan Shugenja. Master of Water. Experienced. Unique. Shadowlands.
Battle: Bow Tomo to send home, without bowing, all units in this battle containing Shadowlands cards. Tomo must be in the battle to perform this action.

Iuchi Daiyu - exp - personalities
1F/5C 0HR8G/1PH/

Unicorn Shugenja. Experienced. Unique. Cavalry. Cards in this army cannot be the target of Ranged Attacks if they are in a Cavalry unit.

Kado - personalities
3F/3C -HR4G/1PH/

Unaligned Samurai. Kolat. When Kado is brought into play, you may give control of him to any player.
All Personalities being brought into play by this Personality's controller have their gold cost increased by 2.

Kakita Ichiro - personalities
0F/1C 0HR7G/3PH/

Crane Clan Courtier.
Limited: Bow to lobby for the Imperial Favor. This may be done even if you have already lobbied for the Favor once this turn.

Kanbe - personalities
2F/2C 0HR6G/2PH/

Mantis Clan Mercenary. Samurai. May not swear fealty except with his action, below.
Open: Once per turn, you may change the clan alignment of this Personality, swearing fealty to a different clan.

Kitsu Motso - exp - personalities
2F/5C 10HR9G/3PH/

Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician.
Limited: Bow Kitsu Motso. Put a Master token on him.
Battle: Destroy a Master token on Kitsu Motso. Put any one Terrain from your Fate deck into play for this battle. This does not bow Kitsu Motso. Reshuffle the deck. This is considered Kitsu Motso's use of his Tactician ability for this battle.

Koichi - personalities
2F/3C 0HR7G/2PH/

Unaligned Monk. Acolyte of the Void.
Elemental Limited: Bow to discard a card.
Elemental Limited: Bow to draw a Fate card if you have the Ring of the Void in play.

Masasue - personalities
3F/3C -HR2G/1PH/

Mantis Clan Mercenary. Unaligned. Samurai.
To bring Masasue into play, you must discard 3 Fate cards.

Matsu Goemon - personalities
3F/3C 6HR7G/2PH/

Lion Clan Samurai. Toturi's Army.
When you first bring Goemon into play, you may attach a Follower from your hand to him, paying any costs as usual. Goemon cannot bow to lobby for the Imperial Favor.

Moto Sada - personalities
3F/2C -HR6G/0PH/

Unaligned Bushi. Cavalry. Shadowlands. Lose 4 honor.
Battle: Fear 3.

Moto Tsume - exp - personalities
5F/5C -HR7G/0PH/

Unaligned Nonhuman Samurai. Shadowlands. Experienced. Unique. Lose 6 Honor.
Will not enter play if you have a family honor above zero. Cannot be assigned to the same army as units that have no Shadowlands cards and vice versa.
Battle: Fear 3.

Mukami - personalities
0F/2C -HR5G/1PH/

Wasp Clan Skirmisher. Yoritomo's Alliance.
Battle: Bow Mukami for a Ranged 3 attack, then send this unit home from this battle.

Nobuo - personalities
3F/4C 0HR8G/1PH/

Mantis Clan Shugenja.
Whenever Nobuo bows to produce a spell, the spell is destroyed.

Norio - personalities
0F/3C 0HR3G/2PH/

Unaligned Monk. Kharmic Healer. Norio's Chi may not be reduced below one.
Limited: Bow to move all tokens that produce a force or Chi penalty from a Personality you control to Norio.
Limited: Bow to destroy all tokens on Norio that produce a force or Chi penalty.

Ogre Outlaw - personalities
6F/4C -HR7G/0PH/

Unaligned Bandit. Nonhuman. Shadowlands.
If the Ogre Outlaw is killed in a duel or battle, the player responsible receives 10 gold to spend to help bring any one card into play until the end of his next turn. If the gold is unused it is lost.

Oni no Chi - personalities
*F/*C -HR0G/0PH/

Unaligned Shadowlands. Nonhuman.
This Oni is brought into play as a Limited Ritual action. Bow and destroy any number of your Shugenja to bring this Oni into play. The Oni has a Force equal to half of the total chi of the participating Shugenja and a Chi equal to the number of participating Shugenja. This Personality may not be brought into play during your dynasty phase. Lose Honor equal to the Oni's Chi.

Oni no Genso - personalities
2F/2C -HR5G/0PH/

Unaligned Oni. Shadowlands. Lose 4 Honor.
Open Elemental: Bow to negate the effects of any one Ring of Earth or Ring of Fire until the end of the turn.
Open Elemental: Bow as a Ring of Air, Void or Water is being activated to negate the effects of that ring until the end of the turn.

Orochi - personalities
5F/4C -HR11G/1PH/

Unaligned. Nonhuman. Cavalry. No Followers or Items.
Battle: Destroy any one Port or Pearl Bed that is controlled by the defender. This does not bow the Orochi, and can be done once per battle that the Orochi is in.

Ryosei - personalities
1F/3C -HR4G/1PH/

Fox Clan Shugenja. Yoritomo's Alliance.

Shabura - exp - personalities
5F/4C 0HR9G/2PH/

Naga. Experienced. Unique. Nonhuman. Shabura gains +2F in battle when opposed by Shadowlands cards if she has no change tokens.
Open: Add or remove a change token from Shabura. This may be done once per turn.
Limited: If Shabura has a change token she may bow to challenge a Shadowlands Personality to a duel that can't be refused.

Shalasha - personalities
2F/4C 0HR6G/2PH/

Naga Scout.
If you are a Naga player and have no Personalities in play, Shalasha's Gold cost is reduced by 3.

Shiba Shingo - personalities
1F/3C 5HR3G/2PH/

Phoenix Clan Samurai.

Shinjo Rojin - personalities
1F/2C 0HR5G/2PH/

Unicorn Clan Explorer. Samurai. Cavalry.
Rojin gains a 2F bonus when attacking or defending a Province that has a Region card attached. Rojin gains a 2F bonus while there is a terrain card in play for the battle he is in.

Shinjo Tashima - personalities
3F/3C 0HR8G/2PH/

Unicorn Clan Magistrate. Samurai. Cavalry. Tashima has a 2F/2C bonus while facing, in a battle or duel, one or more human Personalities with a Personal Honor of zero.
Limited: Bow to challenge a Bandit or unaligned samurai to a duel that cannot be refused.

Shosuro Sadato - personalities
1F/2C -HR4G/0PH/

Scorpion Clan Emissary.
Political Reaction: Bow as a Political action card is being played to increase its gold cost by an amount equal to Sadato's Chi. The player may produce enough gold to cover the new cost if desired, but if the new cost cannot be paid, the political action is canceled. This will give a gold cost to actions that may normally have a cost of zero.

Soshi Bantaro - exp - personalities
2F/4C -HR7G/0PH/

Scorpion Clan Shugenja. Experienced. Unique. Shadowlands. Bantaro may attach Return of the Fallen Lord without gold cost.
While Bantaro is assigned to a battle, all of the units in your army are immune to fear.

Suana - personalities
4F/3C 0HR8G/2PH/

Unaligned Monk. Acolyte of Water.
Elemental Battle: If Suana is in this battle, bow him to play a Terrain. The Terrain replaces any Terrain in play for this battle. (Destroy the replaced Terrain.)
Elemental Battle: Once per turn, if you have the Ring of Water in play, move this unit to another Province.

Takao - personalities
3F/2C 0HR7G/2PH/

Unaligned Monk. Acolyte of Fire.
Elemental Reaction: If Takao has a lower Chi than his opponent when entering a duel, Takao gets first opportunity to focus or strike, overriding other first strike abilities.
Elemental Reaction: Bow when Takao is entering a duel to destroy a weapon attached to the opposing Personality if you have the Ring of Fire in play.

Takuni - personalities
*F/3C 0HR6G/1PH/

Mantis Clan Sailor.
This Personality has a base force equal to the number of Ports you have in play.

Taro - personalities
1F/1C 0HR4G/2PH/

Unaligned Monk Diplomat.
Political Reaction: Bow when another player is performing an action that will cause you an honor loss. The honor loss is reduced to zero.

Tetsuya - personalities
5F/5C 0HR11G/3PH/

Unaligned Monk. Double Chi. Unique. Will only join a Monk player.
No Oni may be assigned to or moved into a battle at which Tetsuya is present.

The Hooded Ronin - exp - personalities
2F/5C 0HR12G/2PH/

Unaligned Samurai. Unique. Experienced. Double Chi. Ashigaru. The Hooded Ronin enters play bowed.
Reaction: Bow to reduce the cost of any of the Seven Thunders to zero as it is brought into play.
Reaction: Bow as an action is being generated by a Shadowlands card to cancel the action.

Togashi Jodome - personalities
2F/3C 4HR6G/2PH/

Dragon Clan Monk. Acolyte of Air. Shugenja.
Reaction: Bow to cancel a spell or innate ability that is targeting you or your cards if you have the Ring of Air in play.

Togashi Mitsu - exp - personalities
2F/3C 5HR9G/1PH/

Dragon Clan Tattooed Man. Experienced. Unique. Samurai. Toturi's Army.
Open: Gain up to five fire tokens on Mitsu. Mitsu may not have more than five fire tokens.
Battle: Bow Mitsu and destroy one or more fire tokens on Mitsu to produce a Ranged Attack equal to the number of fire tokens destroyed. Mitsu may not add more fire tokens this turn.

Tokiuji - personalities
0F/1C 0HR1G/1PH/

Unaligned Peasant Instigator.
Open: Bow to give a 1F bonus to any human Follower.

Tsuo - personalities
1F/2C 0HR4G/2PH/

Unaligned Peasant Samurai. Ashigaru. Toturi's Army. If dishonored, you lose 4 honor.
Reaction: When Tsuo is challenged to a duel, he may increase his Chi to equal the Chi of the challenger.

Yasuki Kojiro - personalities
2F/2C 0HR7G/1PH/

Crab Clan Sailor. Kojiro is Cavalry if you have one or more Ports in play. May remain bowed.
Open: Bow Kojiro to give the Cavalry trait to a number of cards you control equal to the number of unbowed Ports you have in play.
Limited: Bow Kojiro to blockade any Port in play. The Port is removed from play and has no effect on any cards in play. When Kojiro straightens or is destroyed, the Port returns to play, bowed.

Yoritomo - personalities
5F/4C 7HR12G/3PH/

Mantis Clan Champion. Samurai. Double Chi. Unique. Yoritomo may attach two weapons. Yoritomo gains an additional 1F/2C bonus for each weapon attached. Followers attached to Yoritomo have a 1F bonus.

Yugoro - personalities
2F/3C -HR8G/0PH/

Unaligned Bandit Leader. Yuguro has a 1C bonus for each Bandit Follower attached.
Limited: Bow to challenge a human Personality to a duel. If you win the duel, or it is refused, you get gold equal to half their printed gold cost (round down). This gold can be spent to bring any one card into play until the end of this turn. Excess gold spent to bring the card into play is lost, and it is all lost if unused by the end of this turn. Loser of the duel dies.

Borderland - regions
When the Borderland enters play, target a Holding in play. If this Province is destroyed, then destroy the Holding.

Clan Heartland - regions
Hidden Region. Unique.
Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province.

Lost Valley - regions
Valley Region.
This Province, and cards attached to or in a battle at this Province, cannot be targeted by actions from cards in play that are not currently assigned to attack or defend this Province. Action cards may be played normally.

Secluded Ravine - regions
Singular
The Attacker and attacking allies cannot play Terrains during battles at this Province.

Shinsei's Shrine - regions
Singular
This Province does not hold Dynasty Cards. (Do not refill it.) Gain 2 Honor during each of your End Phases while Shinsei's Shrine is in play.

Sunken City - regions
Underwater Region. Unique.
While this Region is in play, all of your Pearl Beds and Pearl Divers produce 1 extra gold when bowed.

Temple of Osano-Wo - regions
Any monk coming into play from this Province gains the trait Double Chi permanently if this is the oldest Temple of Osano-Wo in play. Temples of Osano-Wo that entered play more recently give a permanent +1C to monks coming into play.

The Yasuki Estates - regions
Urban Region.
Limited: Discard the dynasty card in this Province and replace it with a face up dynasty card. Events revealed in this way will not resolve until your next events phase. This can be done once per turn.

Tradeposts of the Mantis - regions
Prosperous Region.
Gold-producing holdings coming into play from this Province may be attached to this Province. Holdings that are attached to this Province have their gold production increased by one, but are destroyed if this Province is destroyed.

Disrupt the Aura - spells
2G 2F
Reaction: Bow this Shugenja and target a Personality as it is copying an ability or statistic, or when a Personality's stats are being switched. The copying or switching attempt fails and the copying Personality remains unchanged.

Divine the Future - spells
0G 1F
Limited: Bow this Shugenja. Take any card in one of your Provinces and shuffle it back into your Dynasty Deck. Refill the empty Province normally.

Fiery Wrath - spells
5G 2F
Limited Elemental Ritual: Bow this Shugenja and two other Shugenja you control. Destroy this spell and any one Region card in play.

Oni Warding - spells
2G 2F
Ritual Limited: Bow this Shugenja and a number of Shugenja you control equal to twice the number of Oni in play. Target any Province. For the rest of the game, Oni brought into play from this Province are immediately shuffled back into their controller's Dynasty Deck. Destroy this spell.

Osano-Wo's Breath - spells
3G 3F
Battle Elemental: Bow this Shugenja. No Ranged Attacks can be made until the end of this battle.

A Glimpse of the Soul's Shadow - actions
0G 3F
Kiho Battle: Bow one of your Shugenja in this battle for Fear equal to his or her Chi.

A Samurai's Fury - actions
0G 1F
Reaction: After resolving Delayed Terrains (if any), target a Samurai you control at the current battlefield with more than 2 Chi: Take an Open or Battle action.

Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.

An Oni's Fury - actions
0G 4F
Battle: Target an opposing Oni. The Oni's controller must immediately destroy one of his Personalities in this battle, or else the Oni is destroyed.

Ancestral Guidance - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to give one of your samurai the trait Tactician until the end of the turn.

Bad Kharma - actions
0G 3F
Reaction: Play this card when a player with Family Honor below 0 plays an Action card. The Action is canceled and its effects are negated.

Barbarian Horde - actions
6G 2F
Battle: A 4F/1C Cavalry Personality joins your army for this battle. This Personality is discarded from play immediately after the resolution phase of this battle. You may only use this action if you have a unit in this battle, and if all of your units in this battle are Cavalry units. Lose 3 Honor.

Breaking Blow - actions
0G 1F
Reaction: Play this card face up as a focus in a duel. Target one item attached to the opposing Personality. The target item is immediately destroyed.

Carrier Pigeon - actions
0G 1F
Battle: If you are the Defender: Target a unit you control that has not been at the current battlefield at any time during this attack and was not prevented from assigning to it this attack by card or Stronghold effects. Straighten the unit. Move it to the current battlefield.

Catching the Wind's Favor - actions
0G 2F
Kiho Reaction: Bow one of your Shugenja or Monks when a ranged attack is targeting a card in his or her army. If the strength of the ranged attack is lower than the caster's Chi, redirect the ranged attack to any other card in this battle that can be the target of a ranged attack (including cards in the opposing army). If the strength of the ranged attack is less than the force of the new target, the ranged attack has no effect.

Counterfeit - actions
2G 3F
Kolat Reaction: Play as an item is being attached to a Personality. The item is revealed as a fake and shuffled back into that player's deck.
Kolat Reaction: Play as an item is being attached to a Personality. Pay additional gold equal to the cost of the item. The item is revealed as a fake and is destroyed.

Cowardice - actions
0G 2F
Political Reaction: Play immediately after a Personality is moved out of the current battle by an action taken by the Personality's controller. The target Personality is dishonored and the controller loses 5 Honor.

Dance of the Elements - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to move a token in play from any one Personality to any other Personality that could legally take the token.

Deploy Reserves - actions
0G 1F
Battle: Move any one of your unbowed units into this battle that has not been assigned to a battle this turn. You may only perform this action if you already have a unit in this battle, and this action cannot target units that could not be assigned to this battle.

Double Chi - actions
0G 1F
Kiho Reaction: When one of your target Personalities enters a duel, bow one of your Shugenja or Monks to give that Personality the Double Chi trait until the duel ends.

Extortion - actions
3G 2F
Kolat Limited: Target a Dishonored Personality. Until he becomes Honorable, he may not assign or move to attack your Provinces, and actions he performs may not target cards you control.

Fight for My Favor - actions
0G 2F
Political Reaction: Play when another player's Personality has just bowed to lobby for the Imperial Favor. One of your unbowed Personalities challenges the lobbying Personality. If the challenge is refused, the lobbying attempt automatically fails. The winner of the duel gets the Favor, and the loser dies.

Fist of the Earth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Follower or an opposing Personality without Followers.

Forced Alliance - actions
0G 1F
Political Reaction: Play during the resolution phase of a battle as the Attacker. Instead of destroying the Province, you force an alliance upon the Defender. The alliance ends after your end phase, three turns after this one. Either player may break the alliance at the loss of 10 honor by sending one or more units to attack the other. This honor loss cannot be altered or redirected in any way.

Fresh Horses - actions
0G 3F
Open: Until the end of this turn, any player may, as an Open action, bow one of his Stables and pay 3 gold to straighten any Cavalry card.

Gift of the Wind - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to give the Cavalry trait to a number of cards in a unit equal to the caster's Chi.

Inner Fire - actions
0G 1F
Battle: Straighten one of your target bowed Personalities. You can not bow him as a cost or target him (until this turn ends).

Know Your Enemy - actions
0G 2F
Reaction: Target a Personality being assigned to a battle that has the trait: Tactician. Until the end of this battle, this Personality gets a 1F bonus after each Open or Battle action performed by a player with units in the opposing army.

Master of the Rolling River - actions
0G 2F
Kiho Water Battle: Bow one of your target Shugenja or Monks at any location: Move one of your target units at a battlefield to a different battlefield.

Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.

Night of a Thousand Fires - actions
*G 1F
Ninja Limited: Bow a Ninja Personality you control to destroy any holding in play. You must pay gold equal to twice the gold cost of the holding to put this card into play. This is a variable-cost card.

One Koku - actions
0G 1F
Reaction: Play whenever you are paying a gold cost to produce one gold.

Stand Against the Waves - actions
0G 3F
You may play this card only if you have units in this battle and each Personality in your army has Followers.
Battle: Your opponent must bow as many Personalities in his or her army who have no Followers as you have units in your army. If he or she cannot do so, bow all opposing Personalities without Followers.

Stand Firm - actions
0G 1F
Battle: Each defending Personality and defending Follower gains +1F and is immune to Fear until this battle ends.

Strength of My Ancestors - actions
0G 1F
Kiho Open: Bow one of your Monks or Shugenja to give one of your Personalities +2F/+2C.

Strike of Flowing Water - actions
0G 3F
When you focus this card, double the Focus value of the next card you focus in this duel.
Reaction: When one of your Personalities would focus, instead discard all cards focused by both Personalities' controllers for the duel and negate the discarded cards' effects.

Superior Strategist - actions
0G 3F
Tactical Battle: Target one of your Tacticians: Search your Fate deck for an Action card with a Battle ability. You may take an additional Battle action to use one of its Battle abilities; if you do not, discard it.

The Fault Is Mine - actions
0G 3F
Limited: Target one of your honorable Personalities. Dishonor this Personality to restore one of your dishonorable Personalities to honorable status.
Reaction: Play when one of your Personalities is becoming dishonored. Target one of your honorable Personalities who is dishonored, instead.

The Purity of Shinsei - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or Monks. Destroy all tokens on one of your Personalities.

The Spirit of Water - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to move one or more unbowed followers from one of your unbowed Personalities to another.

The Touch of Shinsei - actions
0G 3F
Open: This action cannot be performed during a battle. Bow one of your temples and target one of your samurai. Until the end of this turn, the samurai gets a 3F/3C bonus, but may not attack a player with a family honor above zero.

The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.

Void Strike - actions
0G 3F
Kiho Reaction: Bow one of your Shugenja or Monks when a Personality you control has entered a duel, but before the first Focus card is played. Draw your top Fate card and add that card's Focus value to your Personality's Chi for the remainder of the duel. The card drawn is not considered a Focus card.

Wisdom the Wind Brings - actions
0G 4F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a number of face-down cards equal to the caster's Chi. (Cards in decks and hands are face-down.) Look at them. You may discard any number of these targets that are in your decks.

You Walk With Evil - actions
0G 3F
Battle: Target a Samurai in an army that contains a Shadowlands card. Bow the Samurai. Dishonor him. Permanently give him the Shadowlands trait.

The Brotherhood of Shinsei - strongholds
6PS/3GP/4SH
Monk, Monk
Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your Fate Deck and put it into play immediately. Reshuffle your Fate Deck.

The Yoritomo Alliance - strongholds
6PS/4GP/2SH
Mantis, Mantis
Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.