Спойлер Diamond Edition
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
Imperial Ambassadorship - event
Imperial
In turn order, each other player may draw a card. You may look at the top three cards of your deck and put them back in any order. Then, draw a card.
Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.
Gunso - follower
2F/0C -PH/3G/1HR 2F
Gunso
Other Followers in this unit have +1F.
After this card is destroyed: Give all other Followers in its former unit -1F.
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
War Dogs - follower
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Copper Mine - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Geisha House - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Gold Mine - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Iron Mine - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Kobune Port - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Marketplace - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Silver Mine - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Stables - holding
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Chasing Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk at any location: Give a target Personality a Force bonus equal to the Force of the performer plus the Personality's own Personal Honor.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.
Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.
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.
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.
Birth of the Anvil - events
Each player may draw two Fate cards and also permanently lower his maximum hand size by two.
Birth of the Sword - events
Each player gains two Honor and may draw one Fate card.
Boastful Proclamation - events
This Event cannot resolve unless at least one other player controls a Personality.
If the Province this Event resolved from is destroyed by an attacking army before the start of your next turn, then at the end of that battle's resolution, every Personality attacking the Province permanently gains +1F/+1C and the Attacker may draw a card; otherwise, at the start of your next turn, this Province permanently gains +3 Strength and you gain 4 Honor.
Boundless Sight - events
Search your Dynasty deck for an Experienced Personality and refill this Province with that card, face up.
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Court Intrigue - events
If you control the Imperial Favor, you may discard it to give each of your Courtiers the following ability until the beginning of your next turn: "Political Open: Bow this card during the Action Phase to bow a non-Unique Personality with lower Personal Honor."
Doom of the Dark Lord - events
Until you are eliminated, all players draw an additional Fate card during their End Phases, and each time a player needs to draw a Fate card but cannot because his Fate deck is empty, destroy his rightmost Province.
Dragon's Strength - events
If you have a Clan Champion from your Faction in play, each of your Personalities permanently gains +1F/+1C.
Far From the Empire - events
For the rest of the game, whenever a player uses the Imperial Favor, permanently raise by 3 the Family Honor required by that player to achieve an Honor Victory.
Imperial Ambassadorship - event
Imperial
In turn order, each other player may draw a card. You may look at the top three cards of your deck and put them back in any order. Then, draw a card.
Imperial Quest - events
Target a Personality with more than 2 Chi. Bow that Personality, who may remain bowed by his controller. Until the Personality straightens or leaves play, the Personality's controller gains 2 Honor each time he chooses not to straighten the Personality during his Straighten Phase. Dishonor the Personality if he straightens before his controller's third Straighten Phase from now.
In Time of War - events
Until the end of the game, during each turn, a player's Family Honor can not rise over its value when that turn began plus 5.
Kachiko's Promises - events
Until the beginning of your next turn, other players must discard a card from their hands as an additional cost of playing a card that targets you or any of your cards.
Moon and Sun - events
Each player may search his Dynasty discard pile for an Event, show it to all players, and shuffle it into his deck. Each Event reshuffled this way that has not already had its maximum number of resolutions changed by other effects may resolve two times this game instead of once.
My Enemy's Weakness - events
Until the beginning of your next turn, any player who destroys a Province as the Attacker may pay 5 Gold immediately to gain an additional Province to the right of his rightmost Province. Each player may do this once during this time.
Naga Storm Mirumoto Mountain - events
The next time this game a player would have two or more of his Provinces destroyed during the same turn, negate the second destruction.
New Emerald Champion - events
Permanently give a Personality controlled by any player +3F/+3C and the Emerald Champion trait. If possible, permanently give the following ability to a Personality controlled by a different player: "Open: Bow to bow an Emerald Champion."
New Year's Celebration - events
Each Player discards his hand, then draws five cards.
Norikazu's Ravings - events
Until the end of the game, destroy each Spell after it is cast.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Poetry Contest - events
Beginning with the player to your left and proceeding in turn order, each player has one chance to bow a Poet or Courtier Personality he controls. The Personality with the single highest Personal Honor, if any, gains 4 Honor. All other players who bowed a Personality gain 1 Honor.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Regions of Rokugan - events
Beginning with you and proceeding once in turn order, each player may search his Dynasty deck for a Region and attach it to one of his Provinces that does not have a Region, paying all costs.
Restoring the Doji Treasury - events
Each player may search his Dynasty deck for one Gold-producing Holding, lower its Gold cost by 3, and put it into play bowed, paying all remaining costs.
Shadow of the Dark God - events
Permanently lower the strength of each Province by 1.
The Heavy Shadow of Fear - events
Until your next Events Phase, each card with one or more actions that produce Fear gains a Force bonus equal to the total non-variable Fear strengths of those actions.
The Shogun's Fealty - events
If you are not a Shadowlands player, you have a Wind, and no other players have your Wind, you gain the Imperial Favor and no other player may lobby for the Favor before the start of you next turn.
Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.
Akodo House Guard - followers
3F/0C -PH/7G/2HR 4F
Unique
Will only attach to a Lion Clan Personality. This card costs 4 less Gold when attaching to a non-Tactician. This Personality may perform one additional Tactical action per turn if he is a Tactician.
Ashigaru Archers - followers
0F/0C -PH/2G/1HR 1F
You may draw an additional Fate card during your next End Phase after bringing this card into play from your hand.
Battle: Bow this card: Ranged 2 Attack.
Ashigaru Hordes - followers
3F/0C -PH/7G/1HR 1F
May only attach to a Samurai.
You may draw an additional Fate card in your next End Phase after bringing Ashigaru Hordes into play from your hand.
Ashigaru Spearmen - followers
1F/0C -PH/2G/1HR 1F
Ashigaru
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 1 Attack.
Byoki no Oni - followers
1F/0C -PH/2G/0HR 2F
Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Twice per battle, place a -1C Plague token on a Personality in this battle who has no Plague tokens.
Chitatchikkan - followers
3F/0C -PH/4G/0HR 2F
Ratling Pack • Creature
Destroy Chitatchikkan during your End Phase if it has not been in an army since your last End Phase.
Command Staff - followers
3F/0C -PH/8G/2HR 4F
This Personality gains the Tactician trait while Command Staff is attached.
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.)
Decoy - followers
0F/+1C -PH/4G/2HR 4F
Unique
Reaction: Before this Personality is destroyed, bow and destroy Decoy to negate the destruction.
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.
Elite Spearmen - followers
2F/0C -PH/4G/2HR 3F
Battle: Once per battle, Elite Spearmen make a Ranged 2 Attack without bowing.
Empress's Guard - followers
3F/0C -PH/7G/2HR 3F
Imperial • Unique • This card costs 2 less Gold for a Crane Clan player.
Ninja and Kolat actions cannot target cards in this unit. Empress's Guard gains +2F while defending.
Firestorm Legion - followers
2F/0C -PH/6G/2HR 2F
Shugenja
This card costs 1 less Gold when attaching to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Elemental Battle: Bow Firestorm Legion for a ranged attack with strength equal to this Personality's Chi.
Fortified Infantry - followers
3F/0C -PH/4G/2HR 1F
This unit cannot be moved from one Province to another.
Goblin Slingers - followers
1F/0C -PH/4G/0HR 1F
Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Bow Goblin Slingers for a Ranged 3 Attack.
Battle: Bow Goblin Slingers for two consecutive Ranged 2 Attacks targeting cards in the same unit. Consecutive ranged attacks are targeted and resolved one at a time.)
Gunso - follower
2F/0C -PH/3G/1HR 2F
Gunso
Other Followers in this unit have +1F.
After this card is destroyed: Give all other Followers in its former unit -1F.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Heavy Mounted Infantry - followers
2F/0C -PH/7G/2HR 2F
Cavalry
Battle: Once per battle, remove the Cavalry trait from Heavy Mounted Infantry until the end of the turn to give it +2F.
Hiruma Archers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow Hiruma Archers for a Ranged 2 Attack.
Battle: Bow Hiruma Archers for a Ranged 4 Attack if attached to a Crab Clan Personality.
Hiruma House Guard - followers
4F/0C -PH/7G/1HR 4F
Yu 4 • Unique • Will only attach to a Crab Clan Personality. Hiruma House Guard is immune to Fear.
Battle: Once per battle, produce Fear with strength equal to this Personality's Yu. No Followers are immune to this Fear.
Hoshi House Guard - followers
2F/0C -PH/6G/2HR 4F
Unique • Will only attach to a Dragon Clan Personality. This Personality gains +1F/+2C for each of your Elemental Rings in play while Hoshi House Guard is attached.
Reaction: Once per turn, after this Personality casts a Kiho: Return the Kiho to your hand if this Personality is a Monk. You may use this ability only once per Kiho title per game.
Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.
Isawa House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique Will only attach to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Reaction: After one of your Shugenja bows while in an army, bow Isawa House Guard to straighten that Shugenja. Isawa House Guard need not bow if you have not used this ability yet this turn.
Kakita House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique • Will only attach to a Crane Clan Personality.
Battle: Bow Kakita House Guard to have this Personality issue an unrefusable challenge to an opposing Personality.
Kenshinzen - followers
3F/0C -PH/6G/2HR 3F
Will only attach to a Personality with Double Chi or more than 4 Chi. Kenshinzen costs 1 less Gold when being attached to a Crane Clan Personality. Challenges made by this Personality are unrefusable.
Kobune Crew - followers
2F/0C -PH/4G/1HR 1F
Naval • May only be attached to a Naval personality.
Battle: Bow Kobune Crew and one of your Ports to move this unit from one of the Defender's Provinces to another.
Light Mounted Infantry - followers
1F/0C -PH/3G/1HR 2F
Cavalry
Battle: Once per battle, remove the Cavalry traight from Light Mounted Infantry until the end of the turn to give it +1F.
Mantis Bushi - followers
2F/0C -PH/6G/2HR 3F
Naval
Battle: Bow Mantis Bushi to bow an opposing Follower or an opposing Personality without Followers.
Mantis Raiders - followers
3F/0C -PH/3G/1HR 2F
Naval
Mantis Raiders enter play bowed. This unit may not assign to a battle if this card is bowed.
Minor Shugenja - followers
1F/0C -PH/3G/1HR 1F
Minor Shugenja have +1C while participating in a Ritual that this Personality also participates in. (Followers cannot cast Kihos.)
Battle: Bow Minor Shugenja for a Ranged 1 Attack.
Moto Steed - followers
2F/0C -PH/6G/0HR 2F
Creature • Cavalry
Will only attach to a Human Personality.
This Personality gains Cavalry while Moto Steed is unbowed.
Ogre Elite - followers
6F/0C -PH/8G/0HR 4F
Nonhuman • Unique • Shadowlands • Lose 6 Honor.
Will only attach to a Shadowlands Personality. May attach to a Personality regardless of restrictions on that Personality.
Reaction: When another player's card moves this unit from a battle and this Personality is an Ogre or an Oni, bow Ogre Elite to negate that movement.
Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.
Oni Horde - followers
3F/0C -PH/5G/0HR 2F
Nonhuman • Shadowlands • Lose 5 Honor.
Will only attach to an Oni. May attach to a Personality regardless of restrictions on the Personality.
Battle: Fear 4.
Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Scroungers - followers
2F/0C -PH/4G/0HR 3F
Creature
Items being attached to this Personality cost 2 less Gold, to a minimum of 1.
Shireikan - followers
2F/0C -PH/3G/1HR 3F
Reaction: If this card is a Follower, before this Personality is destroyed: This card permanently becomes a 1F/1C Bushi Personality with 1 Personal Honor aligned with your Faction, and is no longer a Follower. It keeps its current location. Move all cards from the original Personality to this card that this card can legally attach.
Shosuro House Guard - followers
3F/0C -PH/6G/0HR 4F
Unique
Will only attach to a Scorpion Clan Personality.
Battle: Bow Shosuro House Guard to target an attacking Personality. The Personality's controller decides whether Shosuro House Guard dishonors that Personality or send it home.
Battle: Send this unit home from the current battle. You may use this action while Shosuro House Guard is bowed.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Tattered Ear Watcher - followers
3F/0C -PH/5G/0HR 4F
Ratling • Creature • Unique
Will only attach to a Ratling Personality.
Reaction: After you play a card that you do not own, give this Personality a +1F/+1C token.
The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.
Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.
Untested Troops - followers
4F/0C -PH/6G/2HR 1F
Bow Untested Troops after each Fear effect resolves that targeted or affected anything in their battle.
Utaku House Guard - followers
4F/0C -PH/8G/1HR 4F
Battle Maiden. Cavalry. Unique. Will only attach to a Unicorn Clan Personality.
Battle: Bow Utaku House Guard to bow a number of opposing Followers up to the number of Items in your army, plus one if this Personality is a Battle Maiden.
Veteran Bushi - followers
2F/0C -PH/4G/2HR 3F
Veteran Bushi gains +1F while attached to a Tactician.
Veteran Samurai - followers
3F/0C -PH/6G/2HR 4F
Yu 3.
War Dogs - follower
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Warrior Monks - followers
2F/0C -PH/5G/1HR 2F
Will attach to a Monk Personality for 3 less Gold.
Reaction: Once per turn, when a Spell targets this unit or any cards in it, cancel that Spell.
Yoritomo House Guard - followers
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Blacksmiths - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Copper Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Daidoji Merchants - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Devout Acolyte - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Dragon Dancers - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Fantastic Gardens - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Geisha House - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Gifts and Favors - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Gold Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Grove of the Five Masters - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Honor's Lesson Dojo - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
House of the Red Lotus - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Iron Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Ki-Rin's Shrine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Ki-Rin's Shrine - exp - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Kisada's Shrine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Kobune Port - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Lion Scout - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Marketplace - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Master of Bushido - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Master Painter - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Obsidian Mine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Oracle of the Void - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Phoenix Library - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Rice Paddy - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Sanctified Temple - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Scorpion Distracter - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shackled Oni - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shadowlands Bastion - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shinmaki Monastery - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shokansuru - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shrine of Stone - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Silk Works - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Silver Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Simple Huts - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Stables - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Tangen's Lies - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
The Hiruma Dojo - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Trading Grounds - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Treasure Hoard - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Unicorn Marketeer - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Armor of Earth - items
+1F/+2C 8G 3F
Unique
While you have a Ring of earth in play, Armor of Earth gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Reaction: Cancel an action moving this unit out of a battle it assigned to during this attack.
Blackened Claws - items
+1F/+1C 4G 2F
Shadowlands
Cannot be moved. May only attach to a Shadowlands Personality without Blackened Claws. May attach to a Personality regardless of restrictions on the Personality.
Reaction: When this Personality enters a duel, bow Blackened Claws to give two -1C Corruption tokens to the opposing Personality.
Blade of Secrets - items
+0F/+0C 7G 3F
Weapon • Unique
When Blade of Secrets enters play, you may discard a Fate card from your hand to permanently change the Blade's printed Force and Chi bonuses to that card's Focus value.
Blade of Truths - items
+0F/+3C 6G 3F
Weapon • Unique
Reaction: After this Personality enters a duel, name a Focus value. The opposing player may not play Focus cards or Reaction Action cards with that Focus value during the duel.
Bone of the Tattered Ear Tribe - items
+2F/+2C 7G 4F
Weapon • Unique
When Bone of the Tattered Ear Tribe enters play, it gains a +1F/+1C Pack token for each Ratling Follower you control.
Limited: Bow Bone of the Tattered Ear Tribe and remove a Pack token from it to search any player's Fate discard pile for a Follower and put it in your hand, face-up and revealed to all players. Lose 3 Honor.
Bronze Lantern - items
+0F/+0C 3G 3F
Nemuranai
Can only attach to a Shugenja. This card costs 2 less Gold for Scorpion Clan players.
Open: Destroy this card: Attach a Nonhuman Jinn Follower token whose Force equals this Shugenja's Chi to this Shugenja. Remove the Jinn from the game when your next turn ends.
Celestial Sword of the Crab - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Crab Clan Player, gain 2 Honor. Celestial Sword of the Crab counts as the Ancestral Sword of the Crab Clan for uniqueness.
While attached to a Crab Clan Personality, Celestial Sword of the Crab gains +1F/+1C for each Crab Clan Personality you control.
Celestial Sword of the Crane - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Crane Clan Player, gain 2 Honor. Celestial Sword of the Crane counts as the Ancestral Sword of the Crane Clan for uniqueness.
While attached to a Crane Clan Personality, Celestial Sword of the Crane gains +1F/+1C for each Crane Clan Personality you control.
Celestial Sword of the Dragon - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Dragon Clan Player, gain 2 Honor. Celestial Sword of the Dragon counts as the Ancestral Sword of the Dragon Clan for uniqueness.
While attached to a Dragon Clan Personality, Celestial Sword of the Dragon gains +1F/+1C for each Dragon Clan Personality you control.
Celestial Sword of the Lion - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Lion Clan Player, gain 2 Honor. Celestial Sword of the Lion counts as the Ancestral Sword of the Lion Clan for uniqueness.
While attached to a Lion Clan Personality, Celestial Sword of the Lion gains +1F/+1C for each Lion Clan Personality you control.
Celestial Sword of the Mantis - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Mantis Clan player, gain 2 Honor.
While attached to a Mantis Clan Personality, the Celestial Sword of the Mantis gains +1F/+1C for each Mantis Clan Personality you control.
Celestial Sword of the Phoenix - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Phoenix Clan Player, gain 2 Honor. Celestial Sword of the Phoenix counts as the Ancestral Sword of the Phoenix Clan for uniqueness.
While attached to a Phoenix Clan Personality, Celestial Sword of the Phoenix gains +1F/+1C for each Phoenix Clan Personality you control.
Celestial Sword of the Scorpion - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Scorpion Clan Player, each other player loses 2 Honor. Celestial Sword of the Scorpion counts as the Ancestral Sword of the Scorpion Clan for uniqueness.
While attached to a Scorpion Clan Personality, Celestial Sword of the Scorpion gains +1F/+1C for each Scorpion Clan Personality you control.
Celestial Sword of the Unicorn - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Unicorn Clan Player, gain 2 Honor. Celestial Sword of the Unicorn counts as the Ancestral Sword of the Unicorn Clan for uniqueness.
While attached to a Unicorn Clan Personality, Celestial Sword of the Unicorn gains +1F/+1C for each Unicorn Clan Personality you control.
Chukandomo - items
+3F/+3C 5G 4F
Weapon • Unique
During your Straighten Phase, if this Personality is bowed and there are any Personalities in play with more Personal Honor, destroy this Personality instead of straightening him.
Clay Horse - items
+0F/+0C 2G 2F
Reaction: After a battle ends, bow Clay Horse to prevent this unit from becoming bowed by the battle. Reveal and discard the top card of your Fate deck. If it's Focus value is odd, destroy Clay Horse.
Corrupted Jade Sliver - items
+0F/+0C 3G 1F
Shadowlands
Open: Three times per turn, give this Personality +1F/-2C and Shadowlands.
Open: Three times per turn, if this Personality has more than 1 Force, give this Personality -2F/+2C and Shadowlands.
Dai Tsuchi - items
+3F/+*C 6G 1F
Weapon
Will only attach to a Personality with more than 2 Force. Crab Clan Personalities can attach Dai Tsuchi for 2 less Gold.
Dai Tsuchi gains a +3C bonus while this Personality opposes one or more Ogres or Oni in a battle or duel.
Daikyu - items
+0F/+0C 3G 1F
Weapon
Only Cavalry Personalities may attach Daikyu.
Battle: Bow Daikyu for a Ranged 3 Attack.
Dragon Pearl - items
+0F/+0C 10G 3F
Unique
Before Dragon Pearl enters play, target an Item, including a Unique Item, that this Personality can legally attach. After entering play, this card becomes a copy of that Item's printed card plus all permanent changes in effect on it. None of the Item's costs need to be paid and no entering-play effects are produced.
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Gunsen of Water - items
+1F/+2C 9G 3F
Weapon • Unique
While you have a Ring of Water in play, Gunsen of Water gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Battle: Bow Gunsen of Water to move this unit to one of the Defender's Provinces or from the current battle to your home.
Lessons from Kuro - items
+0F/+0C 4G 3F
Limited: Once per turn, bow this Personality to draw a Fate card if the Personality's Chi is greater than 3.
Mempo of the Void - items
+1F/+2C 9G 3F
Unique
While you have a Ring of the Void in play, Mempo of the Void gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Open: Bow Mempo of the Void and discard any number of cards from your hand to draw an equal number of cards from your Fate deck.
My Father's Weapon - items
+1F/+1C 3G 3F
Weapon
Straighten this Personality at the end of the turn you bring My Father's Weapon into play.
Obsidian Mirror - items
+0F/+0C 8G 3F
Limited: Bow this Personality: Target a player. Lose 1 Honor. Name a card. If that player has any copies of the named card in his hand, he discards one.
Ruby of Iuchiban - items
+0F/+0C 5G 1F
Unique
Limited: Bow Ruby of Iuchiban, which may remain bowed, and this Personality to target a Personality. Bow the target. While the Ruby remains bowed and in play the target cannot straighten and his controller may, as a Limited action, destroy the Ruby by discarding a Fate card whose Focus value plus the target's Personal Honor is greater than or equal to this Personality's Chi.
Takao's Jingasa - items
+0F/+1C 3G 1F
Once per turn, this Personality need not to bow to cast a Kiho.
The Emerald Armor - items
+2F/+1C 8G 4F
Unique. Followers being attached to this Personality cost 3 less Gold, to a minimum of 1. This Personality has a minimum Chi of 1.
The Imperial Standard - items
+1F/+2C 5G 4F
Unique. Putting this card into play from your hand is a Political action. You must use and discard the Imperial Favor to bring Imperial Standard into play. Gain 4 Honor.
Each Follower in this unit gains +2F and is immune to Fear while Imperial Standard is attached.
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.
Yakamo's Claw - items
+0F/+1C 8G 4F
Unique. Shadowlands.
Cannot be moved. While attached to a Shadowlands Personality, Yakamo's Claw gains a +1F/+1C bonus for each Shadowlands Personality you control.
Yoritomo's Kama - items
+2F/+2C 6G 4F
Weapon. Unique.
All other Weapons in this army have +1F/+1C.
Yoshi's Fan - items
+0F/+1C 2G 2F
Unique.
This Personality gains +2 Personal Honor and Courtier while Yoshi's Fan is attached.
Agasha Chieh - personalities
2F/4C -HR7G/2PH/
Phoenix Clan Shugenja • Magistrate
Chieh is also considered a member of every family that has members in your Faction.
Agasha Seruma - personalities
2F/2C 5HR5G/2PH/
Phoenix Clan Shugenja • Acolyte of the Void • Soul of Shiba Ningen
Reaction: When Seruma enters play from a Province, refill her Province face-up.
Air Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Air Dragon cannot be targeted by Ranged Attacks or by the effects of Spells or Kihos.
Akodo Kurako - personalities
3F/3C 8HR9G/3PH/
Lion Clan Samurai • Tactician • Soul of Ikoma Tsanuri
Other players cannot play Terrains while Kurako is in the current battle.
Akodo Mino - personalities
2F/4C 10HR10G/4PH/
Lion Clan Samurai • Tactician • Unique • Soul of Ikoma Ujiaki Experienced
Battle: Once per battle, give +2F to all Lion Clan Personalities in this army while they are attacking.
Akodo Shigetoshi - personalities
3F/3C 7HR7G/2PH/
Lion Clan Samurai • Soul of Seppun Hotaitaka
Reaction: Once per turn, after you attach a Follower to Shigetoshi from your hand, draw an additional Fate card during your next End Phase.
Akodo Tadenori - personalities
0F/4C 4HR6G/3PH/
Lion Clan Campaigner • Samurai • Tactician • Soul of Ikoma Gunjin
Akodo Yobi - personalities
1F/3C 5HR7G/3PH/
Lion Clan Samurai • Tactician
Tactical Reaction: After playing a Terrain from your hand, draw a card. Yobi does not need to be in the battle to use this ability.
Asako Naokazu - personalities
1F/4C 5HR7G/2PH/
Phoenix Clan Spellseeker • Shugenja • Soul of Asako Oyo
Limited: Once per turn, look at the top card of your Fate deck. If it is a Spell, you may bow Naokazu, then attach it to him without Gold cost.
Ashi - personalities
2F/3C -HR5G/2PH/
Ratling • Tattered Ear Tribe • Creature • Soul of Rik'tik'ticheck
Ashi has the Tactician trait while defending.
Bayushi Churai - personalities
3F/4C -HR7G/1PH/
Scorpion Clan Samurai • Soul of Bayushi Dozan
Battle: Destroy a Follower in this unit to send this unit home from the battle, bowed. Churai may perform this action while bowed.
Bayushi Kaukatsu - personalities
0F/1C -HR9G/1PH/
Scorpion Clan Courtier • Soul of Bayushi Goshiu • Unique
Political Reaction: After you lose Honor, bow Kaukatsu to make another player lose the same amount of Honor.
Bayushi Shunko - personalities
2F/3C -HR5G/2PH/
Scorpion Clan Samurai • Soul of Shosuro Ikawa
Open: Bow Shunko to switch the positions of two Dynasty cards in any two Provinces belonging to the same player. During an attack, one of the two target cards must be in the Province Shunko is at.
Bayushi Sunetra - exp - personalities
4F/6C -HR15G/3PH/
Scorpion Clan Champion • Samurai • Courtier • Double Chi • Experienced • Unique
Will only join a Scorpion Clan player.
While Sunetra is unbowed, you may assign bowed Scorpion Clan Personalities to a battle with her or to a battle she is already at, and Scorpion Clan Personalities in her army add their Force to their total unit Force even while bowed.
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 Tsimaru - personalities
5F/4C -HR10G/1PH/
Scorpion Clan Bushi • Unique • Soul of Abresax Experienced
Political actions cannot target Tsimaru. Tsimaru cannot perform Political actions. Followers gain +1F while attached to Tsimaru.
Chiang-Tsu - personalities
0F/4C -HR9G/2PH/
Unaligned • Double Chi • Tactician • Unique • Chiang-Tsu will not swear fealty.
Limited: Bow Chiang-Tsu and one of your Human Personalities as costs. When that Personality next straightens, permanently give him either Double Chi or Tactician. Chiang-Tsu cannot straighten until after your next Straighten Phase. This action may target each Personality once per game.
Chuda Masaru - personalities
4F/4C -HR7G/0PH/
Bloodspeaker • Shugenja • Shadowlands • Soul of Kitsu Gongsun • Lose 3 Honor.
Daidoji Akagi - personalities
1F/3C 0HR5G/2PH/
Crane Clan • Samurai • Scout
Battle: Bow Akagi: Ranged 2 Attack.
Reaction: After you target a Ranged Attack from an action that Akagi performed, even if he is bowed, discard a card: Increase the Ranged Attack's strength by the card's Focus Value.
Daidoji Gudeta - personalities
2F/2C 6HR8G/3PH/
Crane Clan Samurai
Battle: Bow Gudeta for a Ranged 4 Attack.
Doji Domotai - personalities
1F/3C 0HR4G/2PH/
Crane Clan Samurai • Soul of Doji Reju
If Domotai ties in a duel, she wins the duel instead of losing.
Doji Gombei - personalities
2F/3C 5HR7G/2PH/
Crane Clan Prodigy • Samurai • Soul of Doji Jiro
Reaction: When Gombei enters a duel, discard a card from your hand as a cost. When focus cards are revealed, you may select one card Gombei focused whose Focus value equals its printed Focus value. Double the Focus value of that card.
Doji Jotaro - personalities
2F/4C 8HR8G/3PH/
Crane Clan • Samurai • Courtier • Taisa • First Legion
Political Battle: Even if Jotaro is not at the current battlefield, bow him: Dishonor a target Human Personality attacking one of your provinces.
Doji Kurohito - exp 2 - personalities
5F/6C 12HR13G/5PH/
Crane Clan Champion • Samurai • Courtier • Double Chi • Experienced 2 • Unique • Will only join a Crane Clan player. Bring all Winds you do not have, except the Black Heart of the Empire, into play from outside the game while you control Kurohito.
Political Battle: Once per battle, issue an unrefusable challenge to a duel of Personal Honor to an opposing Personality.
Doji Nagori - personalities
0F/1C 0HR4G/1PH/
Crane Clan Storyteller • Courtier • Soul of Doji Shizue
Political Reaction: When another player gains or loses Honor, bow Nagori to increase that gain or loss by 1. Gain 1 Honor.
Doji Tanitsu - exp 2 - personalities
1F/3C 8HR9G/3PH/
Crane Clan Imperial Advisor • Samurai • Courtier • Experienced 2 • Unique • Soul of Kakita Yoshi Experienced 3
Political Reaction: After you use the Imperial Favor, bow Tanitsu to gain the Favor.
Earth Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Until the turn ends, Earth Dragon has +5F while defending.
Ep'kee - personalities
3F/2C -HR5G/1PH/
Ratling General • Green-Green-White Tribe • Bushi • Creature • Soul of Z'orr'tek
Reaction: After an opposing Personality gains a Force bonus, bow Ep'kee: Lower the bonus to +0F until the turn ends.
Fire Dragon - personalities
7F/4C 10HR12G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Bow Fire Dragon: Two consecutive Ranged 5 Attacks.
Elemental Battle: Bow Fire Dragon: Ranged 10 Attack.
Fushiki no Oni - personalities
5F/4C -HR8G/0PH/
Fire Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Elemental Battle: Once per battle, destroy a Fortification at this Province with a Gold cost less than Fushiki no Oni's Force to permanently give Fushiki no Oni +1F.
Gekido no Oni - personalities
3F/3C -HR6G/0PH/
Oni • Nonhuman • Shadowlands • Lose 3 Honor. Cannot attach Followers or Items.
Open: Once per turn, Gekido no Oni gains +2F/+3C until the end of the phase. At the end of this phase the bonus is lost and Gekido no Oni loses -2F/-2C until the end of your next turn.
Goblin Wizard - personalities
0F/2C -HR2G/1PH/
Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.
Hida Hitoshi - personalities
2F/3C 3HR6G/2PH/
Crab Clan Samurai
Hitoshi gains +1F while he has one or more Followers.
Open: Bow Hitoshi to give a Follower a Force bonus equal to Hitoshi's Force.
Hida Isamu - personalities
5F/4C 3HR10G/2PH/
Crab Clan Samurai • Unique • Soul of Hida Tsuneo
Your other Personalities gain +2F while in a defending army with Isamu.
Hida Kosho - personalities
5F/3C 5HR10G/3PH/
Crab Clan Samurai • Yu 5
Battle: Once per battle, Kosho challenges an opposing attacking Personality to a duel of Force. The challenged Personality may refuse by going home bowed. Bow the loser.
Hida Kuon - exp 3 - personalities
10F/5C 3HR15G/2PH/
Crab Clan Champion • Samurai • Double Chi • Yu 10 • Experienced 3 • Unique • Will only join a Crab Clan player. As you are bringing Kuon into play or overlaying him, you may bow any number of your Followers to lower his Gold cost by the number bowed.
Battle: Discard a card from your hand to force all opposing players to discard a card from their hands.
Hida Reiha - exp - personalities
4F/4C 2HR8G/2PH/
Crab Clan Samurai • Hero • Yu 5 • Experienced • Unique
Followers have Yu +2 while attached to Reiha.
Hida Shara - personalities
3F/3C 0HR7G/2PH/
Crab Clan Samurai • Magistrate • Yu 3
Ranged Attacks cannot target cards in Shara's unit.
Hida Sunao - personalities
5F/3C 2HR10G/1PH/
Crab Clan Samurai • Yu 3
Reaction: After the end of a battle Sunao was in during resolution, discard a card to straighten him.
Hida Tenshu - personalities
6F/1C -HR7G/0PH/
Crab Clan Berserker • Soul of Hida Amoro
Cannot attach Armor.
Destroy Tenshu after a battle ends if he was at its battlefield when it resolved and his army's total Force was less than or equal to twice the other army's.
Hida Utaemon - personalities
4F/2C 0HR9G/1PH/
Crab Clan Berserker • Samurai
Utaemon gains Force and Chi equal to the number of Followers in this unit.
Hiruma Ashihei - personalities
3F/3C -HR6G/2PH/
Crab Clan Samurai • Soul of Toritaki Kitao
Cancel each action that dishonors Ashihei immediately before it dishonors him.
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.
Hitomi Daisetsu - personalities
2F/2C 0HR5G/2PH/
Dragon Clan Monk • Tattooed • Soul of Hoshi Maseru
Reaction: Once per turn, after Daisetsu bows to cast a Kiho, straighten him.
Hitomi Mae - personalities
3F/2C 0HR7G/2PH/
Dragon Clan Monk • Acolyte of Fire • Soul of Takao
Elemental Reaction: When Mae enters a duel against an opponent with higher Chi, Mae has the first opportunity to focus or strike.
Elemental Reaction: When Mae enters a duel while you have a Ring of Fire in play, destroy one Weapon attached to her opponent.
Hoshi Wayan - exp 2 - personalities
3F/4C -HR7G/2PH/
Dragon Clan Monk • Tattooed • Experienced 2 • Unique
Limited: Once per turn, place a Tattoo token on Wayan.
Reaction: After Wayan gains a Force Bonus, remove a Tattoo token from him to raise the bonus by his Personal Honor until the end of the turn.
Ik'krt - personalities
2F/1C -HR4G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature
Reaction: Before an action performed by an opposing Follower resolves, bow Ik'krt: Negate the action's effects.
Ikoma Sume - personalities
1F/3C 5HR5G/2PH/
Lion Clan Historian • Soul of Ikoma Kaoku
Reaction: After a battle resolves in which an army containing your units destroyed the opposing army or a Province, bow Sume to permanently give each of your Personalities in that army +1F/+1C. Sume does not need to be in the battle to use this ability.
Isawa Ihara - personalities
1F/2C 3HR7G/2PH/
Phoenix Clan Shugenja
Battle: Bow Ihara to send home an opposing unit.
Isawa Moriko - personalities
1F/3C 5HR8G/2PH/
Phoenix Clan Master of Water • Shugenja • Soul of Isawa Tomo
Elemental Battle: Bow Moriko to move a unit from one of the Defender's Provinces to another.
Isawa Toshiji - personalities
2F/4C 6HR6G/3PH/
Phoenix Clan Judge • Shugenja • Courtier • Soul of Isawa Mitori
Battle: Bow Toshiji and discard a Kiho or Spell: Each other player who controls an unbowed Personality at Toshiji's battlefield may discard a Spell or Kiho. Each such player who does not must target an unbowed Personality he controls at Toshiji's battlefield. Bow them.
Isawa Washichi - personalities
5F/6C 10HR15G/2PH/
Phoenix Clan Shugenja • Double Chi • Unique • Soul of Naka Kuro Experienced 2
Limited: Once per turn, search your Fate deck for a Spell or Kiho. Show it to the other players. Add it to your hand. Discard a card from your hand.
Isawa Yoriko - personalities
3F/3C 8HR6G/2PH/
Phoenix Clan Shugenja
Reaction: After Yoriko bows and successfully casts a Spell, destroy that Spell to straighten her. (This can't be done if the Spell is destroyed or discarded when cast.)
Iuchi Najato - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Shugenja • Cavalry • Soul of Iuchi Katta
Limited: Bow Najato, who may remain bowed, to give Cavalry to a number of your cards up to his Chi while Najato remains bowed and in play.
Iuchiban - personalities
6F/6C -HR14G/0PH/
Bloodspeaker Champion • Shugenja • Goblin • Ogre • Oni • Tsuno • Human • Double Chi • Unique • Shadowlands
Will only join a Shadowlands player. Cannot be targeted by other player's Spell effects. Iuchiban gains +1F/+1C permanently after each duel he wins.
Maho Battle: Once per turn, issue an unrefusable challenge to an opposing Personality.
Jama Suru - exp - personalities
4F/3C -HR8G/0PH/
Bloodspeaker • Shugenja • Experienced • Unique • Shadowlands • Lose 3 Honor.
Spell effects created by Suru are Maho.
Reaction: Immediately before you play a Kiho, destroy one of Suru's Human Followers to straighten Suru, then bow him to cast the Kiho.
Kaiu Hisayuki - personalities
3F/2C -HR6G/1PH/
Crab Clan • Samurai
Increase by 1 all Force bonuses Hisayuki receives from abilities on cards that are not in this unit. These increases last as long as the bonuses do.
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.
Kakita Korihime - personalities
2F/8C 9HR12G/4PH/
Crane Clan Iaijutsu Master • Samurai • Double Chi • Unique • Soul of Kakita Toshimoko Experienced
Korihime will not refuse challenges. Lose 5 Honor each time Korihime loses a duel.
Limited: Bow Korihime to issue an unrefusable challenge to a dishonored Personality.
Kakita Mai - personalities
0F/1C 0HR7G/3PH/
Crane Clan Courtier • Soul of Kakita Ichiro
Mai may lobby for the Imperial Favor even if you have lobbied exactly once already this turn.
Kakita Mai - exp - personalities
0F/2C 0HR7G/3PH/
Crane Clan Courtier • Experienced • Unique • Soul of Kakita Ichiro Experienced
Political Limited: Discard the Imperial Favor: Target an unbowed Personality you control and a Personality controlled by another player. Yours challenges the other. He must lose 4 Family Honor as a cost to refuse. This loss may not be modified.
Kakita Masazumi - personalities
3F/4C 6HR9G/3PH/
Crane Clan Hero • Samurai • Soul of Kakita Kaiten
Reaction: When Masazumi enters a duel, he gains a Chi bonus equal to his Personal Honor until the end of the duel.
Kan'ok'ticheck - exp - personalities
6F/5C 0HR13G/2PH/
Ratling Clan Champion • Green-Green-White Tribe Chieftain • Creature • Experienced • Unique
Will only join a Ratling player.
Ratling Followers gain +1F while attached to Kan'ok'ticheck. After each time one of your Ratling Followers attached to one of your other Personalities is destroyed, you may return it to play unbowed attached to Kan'ok'ticheck.
Ki-Rin - personalities
0F/2C 15HR0G/5PH/
Unaligned Creature • Unique
While Ki-Rin is unbowed and honorable, Personalities with a Personal Honor of zero, four, or five cannot assign or move into armies attacking your Provinces.
Kitsuki Iweko - personalities
1F/4C 0HR7G/2PH/
Dragon Clan Samurai • Magistrate • Tactician • Soul of Kitsuki Kaagi
Reaction: After another player's target Personality refuses a challenge, bow Iweko to issue an unrefusable challenge to that Personality.
Koto - personalities
0F/1C -HR0G/2PH/
Unaligned Monkey Clan Samurai • Unique • Soul of Toku
Kukanchi - personalities
1F/2C -HR4G/0PH/
Elemental Terror • Void Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Cannot attach Followers or Items.
Elemental Open: Discard a card from your hand to give Kukanchi +1F.
Elemental Open: Discard a card from your hand to give Kukanchi +1C.
Kuni Tansho - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja • Soul of Kuni Yori
Battle: Bow Tansho and discard a Fate card to force an opposing player to discard a random card from his hand.
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Aoiko - personalities
1F/3C 6HR5G/3PH/
Lion Clan Samurai • Soul of Matsu Gohei
Aoiko gains +2F while attacking.
Matsu Atasuke - personalities
2F/2C 5HR5G/2PH/
Lion Clan Samurai • Soul of Matsu Yojo
Matsu Ikari - personalities
3F/2C -HR6G/3PH/
Lion Clan Samurai • Soul of Ikoma Ryozo
Move Ikari to your home, bowed, after any action resolves that requires discarding the Imperial Favor as a cost and that targets or affects any card in Ikari's battle. This happens even if the action's effects are negated.
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 Mabuchi - personalities
4F/3C 0HR8G/2PH/
Lion Clan Samurai • Soul of Matsu Turi
Mabuchi will not lobby. Imperial Favor effects cannot target this unit.
Matsu Michiho - personalities
2F/3C 3HR6G/2PH/
Lion Clan Samurai • Soul of Matsu Toshiro
Battle: Fear 4.
Matsu Nimuro - exp - personalities
7F/6C 10HR15G/4PH/
Lion Clan Champion • Samurai • Double Chi • Tactician • Experienced • Unique
Will only join a Lion Clan player.
Reaction: After assigning Nimuro to an attacking army, lower the strength of each of the Defender's Provinces to 0 until the end of the turn.
Mirumoto Gonkuro - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai • Soul of Mirumoto Daini
Mirumoto Tsuge - personalities
2F/4C 5HR8G/3PH/
Dragon Clan Samurai • Tattooed
Tsuge gains +1F/+1C while opposing one or more Phoenix Clan Personalities in a battle or duel.
Once per turn, after Tsuge issues a challenge but before the duel begins, draw a card.
Mohai - personalities
4F/4C -HR9G/0PH/
Bloodspeaker • Shugenja • Shadowlands • Lose 4 Honor.
Maho Open: Bow Mohai to increase the Gold cost of all Kihos in the game by 1 while Mohai remains bowed and in play. Mohai may remain bowed.
Moshi Amika - personalities
1F/3C -HR6G/1PH/
Mantis Clan • Shugenja • Daimyo
Battle: Bow Amika: Ranged 4 Attack.
Moshi Kalani - personalities
3F/3C 2HR7G/2PH/
Mantis Clan Samurai • Naval
Kalani gains +1F while in an army with at least one other Naval card.
Moto Chagatai - personalities
4F/3C -HR8G/1PH/
Unicorn Clan Samurai • Cavalry • Soul of Moto Soro
Chagatai is not destroyed for having 0 Chi unless his Chi is 0 after all penalties that last until your turn ends wear off.
Moto Chagatai - exp 2 - personalities
6F/5C 4HR14G/3PH/
Unicorn Clan Champion • Samurai • Cavalry • Tactician • Experienced 2 • Unique
Will only join a Unicorn Clan player. Before each time Chagatai is moved out of a battle by another player's effect, you may negate the movement.
Battle: Once per battle, attach an Item to Chagatai from your hand. Lower its Gold cost by Chagatai's Force.
Moto Kadu-kai - personalities
3F/2C 4HR8G/2PH/
Unicorn Clan Samurai • Cavalry • Soul of Moto Toyotomi
Battle: Bow and destroy Kadu-kai to destroy an opposing Personality with equal or lower Force.
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.
Moto Zhijuan - personalities
5F/3C -HR10G/2PH/
Unicorn Clan Chieftain • Samurai • Cavalry
Nir'um'tuk - personalities
1F/2C -HR6G/1PH/
Ratling Guide • Crooked Tail Tribe • Creature • Soul of Mack'uk
Nir'um'tuk will not attach more than one Follower.
Open: Once per turn, target one of your Ratling Personalities with fewer than two Followers. Nir'um'tuk, that Personality, and both units' Followers gain Cavalry.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Pep'trchek - personalities
2F/2C -HR5G/2PH/
Ratling Commander • Crippled Bone Tribe • Creature • Soul of Mat'tck
Battle: Once per battle: Target a Ratling Personality you control in Pep'trchek's army. For each Ratling Follower in the target's unit, give the target +1F.
Ratling Conjuror - personalities
1F/2C -HR4G/0PH/
Ratling Shugenja • Creature
Cannot attach Spells with a Gold cost greater than 3.
Open: Bow Ratling Conjuror and discard a card: Give all Ratlings +1F.
Ratling Scavenger - personalities
0F/1C -HR3G/0PH/
Ratling • Creature
Items being attached to Ratling Scavenger cost 2 less Gold, to a minimum of 1.
Ruantek - personalities
1F/3C -HR6G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.
Seppun Jin - personalities
3F/4C -HR10G/0PH/
Undead Shugenja • Unique • Shadowlands • Soul of Kuni Yori Experienced 3
Maho Limited: Bow Jin and discard a card from your hand to target a dead Personality in any discard pile. Bring that Personality into play in your home under your control, without cost and ignoring all restrictions. Permanently give the Personality Undead and Shadowlands. Lose 3 Honor. This cannot target a Personality whose Chi is greater than Jin's or greater than the discard's Focus value.
Shiba Bunjaku - personalities
3F/3C 4HR7G/2PH/
Phoenix Clan Samurai • Soul of Shiba Kiku
Open: Bow one of your Shugenja to give all cards in this unit Cavalry until the end of the turn.
Shiba Danjuro - personalities
2F/3C 2HR4G/1PH/
Phoenix Clan Yojimbo • Samurai • Soul of Shiba Raigen
Reaction: When an action targets one of your Shugenja, bow Danjuro to redirect that action to Danjuro, if legal. If the Shugenja is in an army, Danjuro must be in the same army to take this action.
Shiba Mirabu - exp 2 - personalities
5F/5C 10HR14G/4PH/
Phoenix Clan Champion • Samurai • Double Chi • Experienced 2 • Unique
Will only join a Phoenix Clan player.
Battle: Bow one of your Shugenja in Mirabu's army to give Mirabu a Force bonus equal to the Shugenja's Force plus Chi.
Battle: Bow and destroy one of your Shugenja in Mirabu's army to destroy an opposing Follower or an opposing Personality without Followers.
Shiba Ningen - exp - personalities
3F/4C 8HR7G/3PH/
Phoenix Clan Master of the Void • Shugenja • Experienced • Unique
Elemental Reaction: After you draw a card, discard a card: Draw a card.
Shiba Tsukimi - personalities
1F/2C 4HR6G/3PH/
Phoenix Clan Samurai • Soul of Shiba Tetsu
Battle: Once per battle: Target a Shugenja in Tsukimi's army. Raise Tsukimi's Force by the Shugenja's Chi.
Shinjo Nakaga - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Samurai • Cavalry • Tactician • Junghar • Unique • Soul of Shinjo Yasamura Experienced
After Nakaga enters play, draw a card.
Shinjo Noriyori - personalities
2F/4C 4HR9G/2PH/
Unicorn Clan Magistrate • Samurai • Cavalry
Reaction: After Noriyori is assigned to an attacking army, he gains a 1F Cavalry Follower token.
Shinjo Reizo - personalities
1F/2C 0HR5G/2PH/
Unicorn Clan Explorer • Samurai • Cavalry • Soul of Shinjo Rojin
Reizo gains +2F while at a Province that has a Region card attached.
Reizo gains +2F while there is a Terrain card in play for this battle.
Shinjo Xushen - personalities
3F/3C -HR8G/1PH/
Unicorn Clan Bushi • Cavalry • Baraunghar
While it is an Attack Phase and Xushen assigned during the attack's Infantry Maneuvers Segment, Xushen has +1F and Ranged Attacks from actions he performs have +1 strength.
Battle: Bow Xushen: Ranged 3 Attack.
Shinjo Yushiro - personalities
3F/2C 4HR7G/2PH/
Unicorn Clan Magistrate • Samurai • Cavalry • Soul of Shinjo Shirasu
Limited: Bow Yushiro to issue an unrefusable challenge to a Dishonored Personality.
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 Maru - personalities
0F/2C -HR6G/1PH/
Scorpion Clan Distracter • Courtier • Soul of Yogo Asami
Open: Bow Maru: Target a player. He targets an unbowed Personality he controls. Bow the Personality.
Shosuro Toson - personalities
2F/3C -HR8G/1PH/
Scorpion Clan Samurai • Ninja • Soul of Bayushi Aramoro
Limited: Bow Toson to discard a Dynasty card from a Province. (This does not refer to cards attached to a Province. Empty Provinces are refilled immediately.)
Shosuro Toson - exp - personalities
3F/4C -HR9G/1PH/
Scorpion Clan Courtier • Ninja • Experienced • Unique • Soul of Aramoro Experienced
Other players cannot target Toson with actions while Toson is not in an army.
Soshi Angai - personalities
2F/5C 2HR7G/1PH/
Scorpion Clan Infiltrator • Shugenja • Courtier
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.
Tamori Hiroko - personalities
1F/4C 4HR8G/2PH/
Dragon Clan Shugenja
Reaction: After you discard a card from your hand without playing it, bow Hiroko to draw a card. (This includes Focus cards, but not until the duel ends.)
Tamori Shaitung - personalities
3F/3C -HR7G/2PH/
Dragon Clan Shugenja
Battle: Once per battle, discard a Kiho or Spell from your hand to raise this Province's Strength by the Focus value of the Kiho or Spell.
Tamori Shaitung - exp - personalities
3F/5C -HR9G/2PH/
Dragon Clan Shugenja • Experienced • Unique
Elemental Reaction: Bow Shaitung to cancel an Elemental action targeting you, your Stronghold, or a card or token you own.
Open: Bow Shaitung to bow a Shugenja.
Te'tik'kir - exp - personalities
2F/3C -HR8G/2PH/
Ratling Nameseeker • Crippled Bone Tribe Shaman • Creature • Shugenja • Courtier • Experienced • Unique
Ratling Followers gain +1F while in Te'tik'kir's army.
Reaction: After another player brings a Shadowlands card into play, give a Ratling Personality +1F/+1C.
The Mad Ronin - personalities
4F/3C 0HR8G/4PH/
Unaligned Ronin. Samurai. Unique. Soul of Shotai.
Battle: Once per battle, The Mad Ronin gains a Force bonus equal to the number of opposing units. Destroy The Mad Ronin after the end of the battle.
Thunder Dragon - personalities
7F/4C 10HR12G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Battle: Once per battle: Target an opposing Personality. Bow him.
Togashi Jusai - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Monk. Samurai. Soul of Togashi Mitsu.
Open: Jusai gains one to five +1F/+1C Fire tokens. For the rest of the game, Jusai cannot have more than five Fire tokens, and while he has any Fire tokens, he cannot straighten, removes one Fire token instead of straightening during the Straighten Phase, and bows after any battle he is in as if he were an attacking Personality.
Togashi Satsu - exp - personalities
6F/6C 8HR14G/4PH/
Dragon Clan Champion. Dragon. Monk. Samurai. Cavalry. Double Chi. Tattooed. Experienced. Unique. Will only join a Dragon Clan player. Need not bow to cast Kihos. Cannot cast Maho Kihos.
Elemental Limited: Bow Satsu to search your Fate deck and discard pile for an Elemental Ring, show it to all players, and put it in your hand.
Elemental Open: Once per turn, straighten an Elemental Ring.
Togashi Teijo - personalities
3F/3C 0HR7G/2PH/
Dragon Clan Monk. Acolyte of the Void. Soul of Koichi.
Elemental Limited: Bow Teijo to discard a card from your hand or from one of your Provinces.
Elemental Limited: If you have a Ring of the Void in play, bow Teijiro to draw a card.
Tsuruchi Hiro - personalities
2F/3C 0HR7G/2PH/
Mantis Clan Master Bowman. Samurai. Soul of Tsuruchi.
All Followers attached to Hiro that can produce ranged attacks have +1 ranged attack strength. All other Followers attached to Hiro gain "Battle: Bow for a Ranged 1 Attack."
Battle: Bow Hiro for a Ranged 4 Attack.
Tsuruchi Hiro - exp - personalities
3F/3C 2HR8G/2PH/
Mantis Clan Master Bowman. Samurai. Experienced. Unique. Soul of Tsuruchi Experienced.
Followers attached to Hiro that can produce ranged attacks have +2 ranged attack strength.
Battle: Twice per turn, make a Ranged 2 Attack without bowing.
Battle: Bow Hiro for a Ranged 5 Attack.
Tsuruchi Isunori - personalities
3F/3C 3HR7G/1PH/
Mantis Clan Samurai. Naval. Soul of Tsuruchi Yutaka.
Once per battle, one of Isunori's Followers can perform the action, "Battle: Bow for a Ranged 2 Attack."
Tsuruchi Nobumoto - personalities
0F/2C -HR5G/1PH/
Mantis Clan Skirmisher • Naval • Soul of Mukami
Battle: Bow Nobumoto: Ranged 3 Attack. Move this unit home.
T'k - personalities
2F/3C -HR5G/0PH/
Ratling Bushi. Crippled Bone Tribe. Creature.
Utagawa - personalities
2F/3C -HR4G/1PH/
Unaligned Samurai. Soul of Ginawa.
Utaku Etsumi - personalities
4F/3C 5HR9G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Unique. Soul of Otaku Kamoko Experienced.
Will only attach Cavalry Followers. Followers being attached to Etsumi cost 2 less Gold, to a minimum of one. Etsumi gains +1F while attacking.
Utaku Tama - personalities
3F/3C 2HR8G/3PH/
Unicorn Clan • Battle Maiden • Samurai • Cavalry
Tama has +2F for each of your provinces that has been destroyed this game.
Void Dragon - personalities
6F/4C 10HR14G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Once per turn, after an attacking army including Void Dragon destroys a Province during battle resolution, you may discard the Defender's hand.
Voitagi - personalities
3F/2C -HR3G/0PH/
Undead Samurai. Shadowlands. Soul of Uragirimono. Lose 3 Honor.
Battle: Fear 3.
Water Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Reaction: During the Events Phase: Target a Shugenja and an ability on him. Water Dragon copies the ability until the turn ends.
Yoee'trr - personalities
2F/3C -HR5G/1PH/
Ratling Adventurer • Tattered Ear Tribe • Bushi • Creature
Battle: Bow Yoee'trr: Ranged 3 Attack.
Yogo Soto - personalities
2F/2C -HR5G/1PH/
Scorpion Clan Shugenja • Soul of Yogo Shidachi
Battle: Target two Personalities you control. Switch their locations.
Yogo Tjeki - personalities
2F/4C -HR9G/0PH/
Scorpion Clan Ninja. Shugenja. Unique.
Limited: Bow Tjeki to make a player lose 2 Honor. This loss cannot lower a player below his starting Honor.
Yoritomo Chimori - personalities
2F/2C -HR5G/1PH/
Mantis Clan Samurai • Naval • Soul of Bayushi Aramasu
Open: Any number of times per turn, discard a card: Give Chimori +1F.
Reaction: After Chimori enters a duel, discard a card: Give Chimori +1C.
Yoritomo Hiroya - personalities
2F/2C -HR8G/1PH/
Mantis Clan Sailor. Naval. Soul of Hyobe.
Hiroya does not bow after battle resolution if he was in the attacking army.
Reaction: When your army is returning home from a battle as the Attacker or an attacking or defending ally, bow one or more of your Ports to prevent an equal number of units from bowing due to the battle.
Yoritomo Kajiko - personalities
4F/4C -HR8G/1PH/
Mantis Clan Veteran. Samurai. Naval. Soul of Yoritomo Yukue.
Reaction: When paying a Gold cost to gain an additional Province, bow Kajiko to lower that Gold cost to zero.
Yoritomo Kumiko - exp - personalities
6F/5C -HR14G/2PH/
Mantis Clan Champion. Daughter of Storms. Samurai. Double Chi. Naval. Experienced. Unique. Will only join a Mantis Clan player. Kumiko may attach two Weapons.
Weapons gain +1F/+2C while attached to Kumiko. Followers gain +1F and Naval while attached to Kumiko. Other Mantis Clan Personalities gain +2F while in an army with Kumiko.
Yoritomo Masasue - exp - personalities
4F/3C -HR9G/1PH/
Mantis Clan Mercenary. Samurai. Kolat. Experienced. Unique.
Open: Discard a card from your hand to give Masasue +1F/+1C.
Yoritomo Sen - personalities
3F/4C 0HR7G/1PH/
Mantis Clan Samurai. Naval. Soul of Yoritomo Okan. Ranged Attacks cannot target Sen's Followers.
Yoritomo Ukyo - personalities
1F/4C 5HR8G/3PH/
Mantis Clan Samurai. Naval. Tactician. Soul of Yoritomo Kamoto.
Ukyo cannot have more than one Follower. Followers gain +2F while attached to Ukyo.
Yosuchi - personalities
3F/3C -HR8G/0PH/
Elemental Terror. Air Oni. Nonhuman. Shugenja. Shadowlands. Lose 4 Honor. Cannot attach Followers or Items.
Elemental Open: Twice per turn, Yosuchi gains either +1F or +1C.
Zin'tch - personalities
2F/4C -HR6G/2PH/
Ratling Rememberer. Tattered Ear Tribe. Creature. Soul of Ropp'tch'tch. Unique.
Reaction: When the Battle Action Segment begins, if all Personalities and Followers in this army are Ratlings, Zin'tch gains Tactician.
700 Soldier Plain - regions
Singular
Battle: Twice per battle, bow one of your defending units to force the Attacker to bow two attacking Personalities and/or Followers.
City of Gold - regions
Singular
This Province has -1 Strength while this card is bowed.
Reaction: After you bow a Holding to produce Gold, bow this card: Produce 1 Gold for the same payment.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Fields of the Moon - regions
Singular
Reaction: Once per turn, after you bring a Personality aligned with your Faction into play from one of your Provinces, pay 4 Gold to draw a Fate card.
Fields of the Sun - regions
Singular
Gain 2 Honor for each of your Personalities destroyed while at this Province by an opponent's action or during battle resolution.
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.
Mystic Ground - regions
Singular
You must bow one of your Monks or Shugenja as an additional cost of playing Mystic Ground.
Reaction: Before this Province is destroyed, destroy Mystic Ground to negate the Province's destruction.
Plains Above Evil - regions
Singular
All Human and Naga Personalities entering play from this Province gain +1F/+1C permanently.
Plains of Otosan Uchi - regions
Imperial • Unique
This Province holds two Dynasty cards. You control the order in which they are revealed during the Events Phase. Discard one of those cards if this card is destroyed. Lose 10 Honor if this Province is destroyed while this card is attached.
Ratling Village - regions
Singular
Reaction: When paying for a Ratling Personality in this Province: Either reduce his Gold cost by 2, to a minimum of 1, or attach a Ratling Follower to him from your hand after he enters play, ignoring Gold cost.
Limited: Pay 1 Gold: Target a Ratling Personality you control. Attach a 0F Ratling Pack Creature Follower token to him.
Refuge of the Three Sisters - regions
Singular
Limited: Destroy this card, and target and remove from the game an unbowed Personality you control: Search your Fate deck for a card with a lower Focus value than the Personality's Chi. Show it. Put it in your hand.
Road of Dust - regions
Singular
Personalities without Followers have -2F while at this Province.
Ryoko Owari - regions
Unique
Negate all Honor gains during battles at this Province. Allies who assign units to this Province gain no honor for allying. Dishonor each Personality who assigns or moves to this Province.
Secluded Ravine - regions
Singular
The Attacker and attacking allies cannot play Terrains during battles at this Province.
Shadowlands Marsh - regions
Singular
Lose 10 Honor when this card enters play. Non-Shadowlands Personalities and non-Shadowlands Followers have -2F while 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.
Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.
Temples of the New Tao - regions
Singular
Only Monk and Samurai Personalities may assign to defend this Province. (This does not prohibit moving into it.) Monks and Samurai gain +3F while defending this Province.
Tidal Land Bridge - regions
Singular.
At the beginning of your Events Phase, remove a Tidal token from Tidal Land Bridge if it has one, or add one to it if it does not. While Tidal Land Bridge has a Tidal token, units cannot assign to or move to this Province.
Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.
Valley of the Two Generals - regions
Singular.
While in a battle at this Province, Samurai gain the ability: "Battle: Bow to destroy an opposing Follower or an opposing Personality without Followers."
Violence Behind Courtliness City - regions
Imperial City. Singular.
Reaction: Once per turn, straighten one of your units after one or more units assign to attack this Province.
Ring of Air - DE - rings
0G 4F
Play Ring of Air after casting three or more Spells and/or Kiho in one turn.
Elemental Reaction: After one of your Shugenja or Monks bows to cast a Spell or Kiho, bow Ring of Air to straighten that Shugenja or Monk.
Ring of Earth - DE - rings
0G 4F
Play Ring of Earth after an army containing your units wins a battle against an opposing army at a Province.
Elemental Limited: Bow Ring of Earth and target one of your Personalities. Until the beginning of your next turn, other players cannot move that Personality into or out of battles.
Ring of Fire - DE - rings
0G 4F
Play Ring of Fire after winning two or more duels in one turn. While Ring of Fire is in play, your Focus cards gain +1 Focus value when focused in a duel.
Elemental Reaction: Bow Ring of Fire after a duel involving one of your Personalities ends to draw a number of cards equal to the number you focused from your hand in that duel.
Ring of the Void - DE - rings
0G 4F
Play Ring of the Void after performing the action: "Limited: Reveal Ring of the Void from your hand and bow one of your Personalities," three or more times in one turn.
Elemental Limited: Bow the Ring of the Void and one of your Personalities with more than 3 Chi to draw a Fate card.
Ring of Water - DE - rings
0G 4F
Play Ring of Water after taking four or more Battle actions in one battle.
Elemental Battle: Bow Ring of Water to move one of your units into the current battle from another battle or your home or from the current battle to your home.
Amnesia - spells
2G 2F
Ritual Limited: Bow this Shugenja and at least one of your other Shugenja, and destroy this Spell, to target another player's Stronghold or Sensei. Until your Events Phase a number of turns from now equal to the number of Shugenja in this Ritual, the target Stronghold's or Sensei's actions cannot be used, and its traits have no effect, except those traits involving victory or elimination conditions or changes to that player's Family Honor.
Cloak of Night - spells
4G 2F
Limited: Bow this Shugenja and destroy this card: Target a Personality you control. Put a Spell, Follower, or Item in your hand under him, face-down and out of play. Permanently gain the ability "Open: Once per game: Turn that card face-up. If it is a legal attachment, attach it to that Personality, ignoring costs; otherwise, discard it."
Contemplate the Void - spells
6G 4F
Limited: Bow this Shugenja and destroy this Spell to discard your Fate hand and draw four Fate cards.
Doom of Fu Leng - spells
8G 4F
Black Scroll • Unique
Give this Shugenja a -1C Corruption token each time he straightens.
Ritual Open: Bow this Shugenja and any number of your other Shugenja to lower a target Personality's Chi by the number of Shugenja in this Ritual, to a minimum of 1. Doom of Fu Leng may target each Personality only once per game.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Emergence of the Masters - spells
3G 3F
Ritual Battle: Bow this Shugenja and any number of your other Shugenja in this battle. The effect depends on the number of Shugenja in this Ritual: One Shugenja: Give a Personality in this battle +1F. Two Shugenja: The same as with one Shugenja, plus give a Follower in this battle +3F. Three Shugenja: The same as with two Shugenja, plus send an opposing unit home. Five Shugenja: The same as with three Shugenja, plus destroy one opposing unit.
Fear's Bane - spells
3G 4F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja, and destroy this Spell, to destroy a target Personality with less Chi than the number of Shugenja in this Ritual.
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.
Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.
Force of Will - spells
4G 4F
Open: Bow this Shugenja and destroy this Spell to switch the Personal Honor and Chi of a target Personality. If you control the target, you need not destroy this Spell.
Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.
Look into the Void - spells
2G 1F
Elemental Open: Bow this Shugenja and discard a card from your hand to draw a Fate card.
Purity of the Seven Thunders - spells
3G 3F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined Chi is greater than 14, and destroy this Spell and this Shugenja, to destroy all Shadowlands cards. The Shugenja in this Ritual cannot straighten during your next turn.
Ryoshun's First Gift - spells
2G 2F
Reaction: Before this Shugenja bows to cast a Kiho, bow this Spell instead of the Shugenja. Casting this Spell does not bow the Shugenja.
Sympathetic Energies - spells
2G 2F
Open: Bow this Shugenja to move a target token from one target Personality to another target Personality who can legally have it.
The Fire from Within - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Produce two consecutive Ranged Attacks with strengths equal to the caster's Chi.
Elemental Fire Battle: Bow this Shugenja: Produce a Ranged Attack with strength equal to twice the caster's Chi.
The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.
The Kami Watch Over Me - spells
5G 3F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined chi is greater than 10. Take all cards in your discard piles that have not resolved or been in play this game and shuffle them back into your decks.
Tomb of Jade - spells
5G 3F
Limited: Bow this Shugenja and destroy this Spell to destroy a Shadowlands card.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
A Test of Courage - actions
0G 2F
Reaction: Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay action costs (until the turn ends).
Aid of the Grand Master - actions
0G 4F
Kiho Limited: Bow one of your Monks to search your Fate deck for a card. Remove the card, shuffle the deck, then place that card on either the top or the bottom of the deck.
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.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Ashigaru Levies - actions
*G 2F
Battle: Pay any amount of Gold to place an Ashigaru Follower token on one of your Samurai Infantry Personalities in the current battle. The Follower's base Force equals half the Gold spent to play this card, rounded down, or the Samurai's Force, whichever is less. Remove the token from the game at the end of the turn.
Assuming the Championship - actions
0G 3F
Limited: Target the Personality with the highest Chi among those you control who are aligned with your Faction. You choose in the case of a tie. Permanently give that Personality +1C and Clan Champion. You cannot play this card if you are a Shadowlands player or if there is a Clan Champion in play aligned with your Faction.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Battlefield of Shallow Graves - actions
0G 1F
Terrain Battle: Double each of the enemy leader's Honor gains until the battle ends; destroying this Terrain does not end this effect. Before this battle's resolution, reduce the Force of each Personality in the enemy army to half his Force at that time, rounded up.
Be Prepared to Dig Two Graves - actions
0G 3F
Reaction: After a Personality from your Faction is destroyed while in a battle: Target a Personality opposing him. For the rest of the game, Personalities from your Faction gain +2F/+2C while facing the target in a battle or duel. This does not target the destroyed Personality.
Berserker Rage - actions
0G 1F
Battle: Target one of your Berserker Personalities opposing one or more units. That Berserker's Force becomes equal to twice his or her printed Force until the battle ends. The Berserker bows when the battle ends, an effect that cannot be prevented, and may not straighten before your second Straighten Phase from now.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bloodstrike - actions
0G 4F
Kiho Maho Battle: Bow one of your Shugenja to give a -1C Blood token to a number of opposing Personalities up to the Shugenja's Chi.
Call To Arms - actions
3G 3F
Reaction: If you are the Defender, after the Declaration Segment begins: Straighten all bowed Personalities you control. After this attack ends, bow all Personalities this card straightened.
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.
Chasing Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk at any location: Give a target Personality a Force bonus equal to the Force of the performer plus the Personality's own Personal Honor.
Come One at a Time - actions
0G 1F
Immediate Terrain
Battle: While there is exactly one defending Personality at this battlefield, each player may take the action "Battle: Target an attacking unit you control. Move it home, bowed," and the defending Personality may perform, "Battle: Target an opposing Personality. Issue him an unrefusable challenge." This second action may be taken immediately (if legal). These actions may be used any number of times.
Concede Defeat - actions
0G 4F
Reaction: Play after a strike is called in a duel involving one of your Personalities but before focus values are revealed. Discard all Focus cards without effect. Your opponent wins the duel. Negate the effects of losing.
Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.
Contested Holding - actions
5G 2F
Limited: Target and bow a Personality you control: Target a Holding controlled by another player who controls a Personality. Your Personality issues a challenge that may be accepted by any Personality that player controls. If the player does not accept, or if he accepts and loses, bow the Holding and gain control of it. Do not destroy the other player's Personality if he loses.
Corrupted Ground - actions
0G 1F
Immediate Terrain
Battle: Each Shadowlands Personality and Shadowlands Follower in this battle gains +1F.
Desperate Wager - actions
7G 1F
You can play only one Desperate Wager per turn.
Reaction: Before your Dynasty Phase begins: Straighten all your Personalities. Declare an additional Attack Phase. After its Declaration Segment, straighten all the Defender's Personalities and Followers; this straightening can not be negated. You lose the game when the turn ends.
Destiny Has No Secrets - actions
0G 1F
Battle: Reveal your hand to all players to give one of your Personalities +2F/+2C.
Dharma Technique - actions
0G 3F
Kiho Reaction: After an Event is revealed but before it resolves, bow one of your Monks to discard the Event without resolution.
Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.
Diversionary Tactics - actions
0G 1F
Battle: Destroy a Terrain.
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.
Dying Effort - actions
0G 1F
Battle: Straighten one of your bowed cards in this battle. Destroy that card immediately after the battle ends.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Face of Ninube - actions
0G 1F
Open: If it is the Action Phase: Shuffle your hand into your Fate deck. Draw a number of cards equal to the number you shuffled in.
Faith In My Clan - actions
0G 3F
Reaction: Cancel an action. Play this card only if a Clan Champion from your Faction is in your army in the current battle.
Fall on Your Knees - actions
0G 3F
Reaction: Cancel a Reaction during a Battle Action Segment.
Feeding on Flesh - actions
0G 2F
Kiho Maho Battle: Target and bow a Shugenja or Monk you control: Permanently give the caster the Shadowlands trait. The caster produces a Ranged Attack with a strength equal to the Chi of the Personality in the attack's target's unit. If this base strength exceeds the caster's Chi, permanently give the caster -1C.
Feign Death - actions
0G 2F
Reaction: Play after a Personality is destroyed to return the Personality to play, bowed, in his previous controller's home, ignoring all costs and restrictions. (Entering-play effects occur. Cards attached to the Personality are not returned to play.) Dishonor the Personality. Lose 2 Honor.
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.
Flee the Darkness - actions
0G 1F
Kiho Reaction: When another player targets one of your Personalities with a Battle action or with an Open action during a battle, bow one of your Shugenja or Monks to cancel that action.
Focus - actions
0G 5F
For the Empire - actions
0G 3F
Limited: One of your Samurai issues an unrefusable challenge to a Shadowlands Personality, or one of your Shadowlands Personalities issues an unrefusable challenge to a Samurai. If the Samurai wins he permanently gains +1 Personal Honor and his controller gains 3 Honor, and if the Shadowlands Personality wins he permanently gains +1F/+1C.
Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Honor's Cost - actions
*G 2F
Political Open: If it is the Action Phase, bow a target Personality. The printed Gold cost of this card equals the target's Chi plus Personal Honor.
I Believed in You - actions
0G 3F
Political Limited: Make a Personality with an Honor Requirement higher than his controller's Family Honor commit seppuku.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
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.
Imperial Edicts - actions
0G 4F
Political Open: If it is the Action Phase, discard the Imperial Favor: Give each of your Provinces +4 strength.
Political Reaction: Before a Kiho or an action on a Spell or Shugenja resolves, discard the Imperial Favor: Negate the action's effects.
In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.
Kamoko's Charge - actions
0G 1F
Immediate Terrain
Battle: Each Personality and Follower in Cavalry units in this battle gains +1F.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Recruiter - actions
0G 2F
Limited: Target a Dynasty card in another player's Province. Turn that card face-up if it is face-down. If it is a Personality, you may bring that card into play, paying all costs. If it is a Holding or Region, the other player may immediately bring it into play without cost. In all cases, play restrictions must still be met. Lose 2 Honor.
Let Your Spirit Guide You - actions
0G 0F
When you play this card as a Focus card in a duel or use its Focus value for a Tactical action performed by a Personality, set its Focus value to the Personality's Personal Honor plus 3.
Loyal Yojimbo - actions
0G 4F
Reaction: Play before one of your bowed or unbowed Personalities is destroyed by a duel or by another player's card effect to negate the destruction. Bow the Personality. Dishonor the Personality if the destruction was the result of a duel. You cannot play this Reaction during battle.
Luring Tactics - actions
0G 4F
Tactical Battle: Move the performing Tactician you control and an opposing Personality from the current battle to an adjacent one.
Mercy Shrouds the Earth - actions
0G 3F
Kiho Elemental Reaction: Bow one of your Shugenja or Monks in this battle after a target Terrain card is played but before it resolves. That Terrain produces no effects, although it is still in play.
Moment of Brilliance - actions
0G 1F
Battle: Give a Personality in this battle the Tactician trait until the battle ends.
Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.
Nezumi Technique - actions
0G 3F
Battle: Bow one of your Personalities in the current battle to destroy an opposing Item. If your Personality is a Ratling, straighten him and draw a card.
Ninja Kidnapper - actions
8G 2F
Limited: Bow a Personality with less than 5 Force. Leave this card in play in your home. The target Personality cannot straighten while this card is in play. This card remains in play until any player pays 10 Gold as an Open action. When this card leaves play, straighten the target Personality and lose 5 Honor.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
No Hiding Place - actions
0G 3F
Reaction: Before you target a Ranged Attack from one of your attacking cards: The Ranged Attack has -1 strength and may target a card even if it is in the Defender's home.
Open Warfare - actions
0G 2F
Political Open: Bow your Stronghold during the Action Phase to target another player's Stronghold. Until the end of the turn, that Stronghold's actions cannot be used, and its traits have no effect except those involving victory or elimination conditions or changes to that opponent's Family Honor.
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.
Overwhelmed - actions
0G 2F
Battle: Target and destroy an unbowed Personality you control at the current battlefield with the highest Force (including ties) of all Personalities you control there: The enemy leader may target and move home exactly 2 units in his current army. If he does not or cannot, he targets and destroys a Personality in that army with the highest Force (including ties) of all Personalities in that army.
Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
Plans Within Plans - actions
0G 1F
Open: Play during another player's Action Phase. At your next opportunity to take an Open action, you may instead take a Limited action. Effects that last until one of "your" phases ends, end during the appropriate phase this turn.
Political Distraction - actions
4G 1F
If you are a Scorpion Clan or Crane Clan player, this card has a printed Gold cost of 0.
Political Limited: Lose 2 honor. Then, until the beginning of your next turn, lower all Honor losses to 0.
Primal Rage - actions
0G 2F
When you play this card as a Focus card in a duel for a Shadowlands or Creature Personality, set its Focus value to the Personality's printed Force plus 2.
Purity of Spirit - actions
0G 4F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Personality with less Chi. The caster need not bow if the target is Shadowlands.
Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.
Relentless Assault - actions
0G 3F
Battle: Target one of your Personalities with Yu to produce Fear with a strength equal to the Personality's Yu value targeting an opposing unit. This Fear affects Personalities as if they were Followers.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.
Return for Training - actions
0G 3F
Political Battle: Target a Human Personality at the current battlefield with the lowest Personal Honor, or who is tied for lowest, among all Human Personalities there. Move him home.
Rhetoric - actions
0G 3F
Political Reaction: Before any player gains or loses Honor, bow one of your Courtiers with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.
Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.
Scroll Cache - actions
0G 2F
Limited: Attach one or more Spells from your hand to Personalities you control, reducing by 1 the Gold cost of each of these Spells that hasn't has its Gold cost reduced by other effects, and paying all remaining costs. If you attached any Spells, you may draw up to two cards.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
Shosuro Technique - actions
2G 1F
This card costs 2 less Gold if the performer is Scorpion Clan or Ninja.
Reaction: After a Personality you control enters a duel, target him: Raise his Chi to the Chi of the other Personality in the duel.
Battle: Target a Personality you control: Target a Personality opposing him. Raise your target's Force to the other's Force.
Show Me Your Stance - actions
0G 1F
Iaijutsu Battle: Target a Human Personality you control: Target a Human Personality opposing him. Yours issues the other an unrefusable challenge to a duel of Personal Honor. The winner gains 2 Honor. Dishonor the loser and move him home bowed.
Slaughter the Scout - actions
0G 2F
Reaction: After a target unit moves into a Province opposing one of your target Personalities, bow your Personality to destroy that unit.
Smoke and Mirrors - actions
0G 0F
Reaction: Play instead of focusing in a duel to discard your opponent's last focus card without effect. Draw a Fate card.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
Soul's Sacrifice - actions
0G 2F
Battle: Target an unbowed Samurai you control with more than 2 Personal Honor: Target a unit opposing him. Permanently give your Samurai the Undead and Shadowlands traits. Move the unit home.
Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.
Stand or Run - actions
0G 2F
Iaijutsu Battle: One of your Samurai Personalities issues a challenge to an opposing Personality. If the challenge is refused, send the opponent home bowed. A bowed Personality cannot refuse this challenge.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Strike at the Tail - actions
0G 2F
Battle: Bow one of your units to destroy a number of opposing Followers with total Force less than or equal to the Force your unit had before bowing. If a Unicorn Clan Personality leads your unit, the unit gains +2F for this effect.
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.
Suspended Terrain - actions
0G 1F
Delayed Terrain
Battle: When the Resolution Segment for this battle ends, bow all units still in it. This bowing is not a result of battle and cannot be negated. These units cannot straighten during their controllers' next Straighten Phases.
Test of Might - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. This duel compares Force versus Force. The winner gains 3 Honor. Bow the loser.
The Daimyo's Command - actions
0G 4F
Limited: Until the end of the game, Personalities gain this ability while they are Clan Champions: "Reaction: Before you bring a Personality from your Faction into play, bow this Clan Champion to either wave that Personality's Honor Requirement or lower his Gold cost to half, rounded up."
The Egg of P'an Ku - actions
9G 4F
Unique.
Limited: Target a Personality, including a Unique Personality or one who will not join you. After entering play, this card becomes a copy of that Personality's printed card plus all permanent changes in effect on it. None of the Personality's costs need to be paid and no entering-play effects are produced.
The Emperor Returns - actions
0G 4F
Battle: Each of your Personalities from your Faction in this battle gains +1F/+1C for each Personality from your Faction in this army that has the Champion, Daimyo, or Hero trait.
The Face of Fear - actions
0G 3F
Reaction: Play when one of your cards creates Fear. The Fear affects Personalities as if they were Followers.
The Path of Wisdom - actions
0G 3F
Before your End Phase begins, if this card is in your discard pile, you may place it in your hand.
The Price of Innocence - actions
0G 1F
Political Reaction: Play after a target non-Courtier Personality lobbies for the Imperial Favor. Dishonor the Personality. The Personality's controller discards the Favor, then loses 2 Honor. You must control a Courtier to play this card.
Three-Stone River - actions
0G 1F
Terrain Battle: Before this battle's resolution, reduce the Force of each Personality at this battlefield to the Force of his highest-Force Follower, or to 1 if he has no Followers.
Time of Destiny - actions
0G 3F
Open: Give a Shadowlands Personality +2F/+2C. The Personality does not straighten during his controller's next Straighten Phase.
To Do What We Must - actions
0G 3F
Battle: Target and destroy a unit you control led by an unbowed Personality: Target a unit opposing it with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan. Destroy the opposing unit.
Today We Die - actions
0G 1F
Limited: Target a Samurai Personality. For the rest of the game, that Samurai cannot lobby, and at the end of each of his controller's Action Phases, if he is able to attack, his controller must declare an attack and assign him. The Samurai permanently gains +1F/+1C after each time he is in a battle during its resolution. Only one Today We Die may be played on a Personality per game.
Touching the Soul - actions
0G 2F
Kiho Reaction: Before one of your Personalities not at this battle performs an action, bow one of your Shugenja or Monks at this battle. The Personality not at the battle takes the action as if he or she were at the battle.
Touching the Void - actions
0G 2F
Limited: If you have no cards in your hand after playing this card, permanently lower your maximum hand size by one, and draw four extra cards during your End Phase this turn.
Treachery and Deceit - actions
0G 4F
Battle: Target a unit with more than 6 total Force. Move it home.
Tribute to Your House - actions
0G 1F
Political Limited: As a cost, destroy your rightmost Province. Until the beginning of your next turn, the player or players with the highest Family Honor are considered to have Family Honor equal to their starting Family Honor. This is not considered an Honor loss. Honor gains and losses occur as usual during this period and affect the player's true Family Honor.
Tsuruchi Technique - actions
1G 2F
This card costs 1 less Gold for Mantis Clan players.
Battle: Ranged 3 Attack targeting a legal Ranged Attack target in the current enemy army.
Reaction: After a unit you control produces a Ranged Attack: Raise its strength by 3.
Twisted Forest - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Shadowlands Personality in this battle to 0. Lower the Force of each other Shadowlands card in this battle to its printed Force. If you are the Defender, you may play this card during a battle in which you have no units.
Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.
Unrequited Love - actions
0G 2F
Political Open: Target one of the active player's unbowed Human Personalities. That player may choose to bow the Personality and gain 1 Honor. If he does not choose this, dishonor the Personality, and the player loses Honor equal to the Personality's base Personal Honor.
Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.
White Shore Plain - actions
0G 1F
Delayed Terrain.
Battle: Each Tactician in this battle who has not performed a Tactical action this battle gains Force equal to his Chi. This is considered a Force bonus from a Tactical action.
White Stag Burns - actions
4G 2F
You may bow one of your Naval Personalities to reduce this card's Gold cost to 0.
Reaction: Target a unit when an attack is declared. That unit cannot assign to attack or move into attacking armies during this Attack Phase. The unit's controller may negate this effect by bowing one of his Naval Personalities or by paying 7 Gold.
Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.
Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.
Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.
House of Tao - strongholds
6PS/4GP/4SH
Dragon, Dragon
After all players reveal Strongholds, you may search your Fate deck for an Elemental Ring and put it into play.
If you put a Shadowlands card into play, remove all your Elemental Rings from the game.
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.
Kenson Gakka - strongholds
7PS/3GP/6SH
Lion, Lion
Terrains you own have a minimum Focus value of 3. Your non-Tactician Lion Clan Samurai with more than 2 Chi gain Tactician while in armies but cannot gain Force bonuses from Tactical actions.
Kyuden Agasha - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Attaching Spells from your hand is an Open action for you. All Spells you own cost 2 less Gold, to a minimum of 1.
Kyuden Doji - strongholds
6PS/4GP/6SH
Crane, Crane
Political Reaction: When one of your Personalities enters a duel, target and bow one of your Crane Clan Samurai to have that Samurai enter the duel instead.
Political Limited: Bow Kyuden Doji to permanently give Courtier to one of your Crane Clan Personalities.
Kyuden Gotei - strongholds
7PS/4GP/3SH
Mantis, Mantis
Kyuden Gotei counts as a Port card.
Once per battle, as a Battle action, you may bow one of your Naval cards in the current battle to take two consecutive Battle actions.
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.
Kyuden Ikoma - strongholds
7PS/3GP/6SH
Lion, Lion
Reaction: Bow your Stronghold to cancel another player's Battle action. If it's an Action card, its player may return it to his hand after the battle. The player may immediately take another action.
Morning Glory Castle - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Limited: Bow your Stronghold to target one of your Honorably Dead Phoenix Clan Personalities and one of your Provinces. Discard a card from that Province and fill it with the targeted Personality, face-up. You may bow one of your Shugenja instead of your Stronghold if the Personality is a Samurai.
Northern Provinces of the Moto - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Bow the Northern Provinces of the Moto to produce 7 Gold when paying for a Cavalry Follower.
Battle: Switch the locations of two of your unbowed Cavalry Personalities that this action has not targeted this turn. You may do this when your Stronghold is bowed.
Razor's Edge Dojo - strongholds
8PS/4GP/3SH
Crab, Crab
The first time each phase each other player targets one of your Personalities with an action, he must discard a card from his hand.
Battle: Bow Razor's Edge Dojo to give each of your Crab Clan Personalities in the current battle +1F.
Shiro Mirumoto - strongholds
7PS/4GP/5SH
Dragon, Dragon
Your Dragon Clan Samurai may attach two Weapons.
Limited: Once per turn, bow one of your Personalities with more than 3 Chi to draw a card.
Shiro Shinjo - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Items you own have +1 Focus value.
Reaction: Once per turn, after one of your Personalities is destroyed, return to play an Item that Personality had. Attach the Item to any of your Personalities that can attach it, ignoring costs and entering-play effects.
Tch'tch Warrens - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Limited: Bow to take a non-Follower Fate card from another player's discard pile and put it in your hand. Keep this card face-up and revealed. The next time this card goes to a discard pile or deck, remove it from the game instead.
Temple of the Ninth Kami - strongholds
6PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses to other players. Your Personalities will not swear fealty. Bow to produce 4 Gold when paying for a Shadowlands card.
Limited: If you control a Personality, bow the Temple to target another player's Personality. The target may challenge any of your Personalities to a duel. If he does not, dishonor him.
The Shadowed Tower of the Shosuro - strongholds
7PS/4GP/3SH
Scorpion, Scorpion
Ignore Scorpion Clan Honor Requirements if you control no Shadowlands cards.
Political Reaction: Once per turn, bow your Stronghold or one of your Courtiers after successfully playing a Political Action card to shuffle it into your Fate deck instead of discarding it. You may do this when your Stronghold is bowed.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
The Towers of the Yogo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
All of your Scorpion Clan Samurai have the ability "Battle: Bow this Samurai to bow an opposing Follower or opposing Personality without Followers."
Warrens of the Nezumi - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Non-Personality Ratling cards cost 1 less Gold for you. Your Ratling cards cannot gain Shadowlands, are immune to Fear, and have the ability: "Battle: Bow and destroy this card to destroy an opposing Follower."
Black Heart of the Empire - DE - winds
Daigotsu
Lobbying is not Political for you. You lobby by bowing a Shadowlands Personality regardless of Personal Honor. For purposes of any player lobbying, your Family Honor is considered to be the total printed Force of your Personalities if that total is higher than each other player's.
Battle: Discard the Imperial Favor to reduce the Force of one opposing card to 0.
Left Hand of the Emperor - DE - winds
Toturi Tsudao
Political Battle: Discard the Imperial Favor to send an attacking unit home. You may use this in a battle in which you have no units.
Political Reaction: Once per turn, after one of your Samurai dies as the result of a battle or duel, bow your Stronghold or a Courtier to gain 2 Honor.
Right Hand of the Emperor - DE - winds
Akodo Kaneka
Political Battle: Discard the Imperial Favor to move a unit you control from one of the Defender's Provinces to another.
Political Reaction: Once per turn, when one of your Personalities is moving into or out of a battle, bow your Stronghold or a Courtier to negate the movement.
Underhand of the Emperor - DE - winds
Hantei Naseru.
Political Open: Discard the Imperial Favor and name a Political Action card. Search your Fate deck for the card, show it to all players, and add it to your hand. Each card title may be named once per game.
Political Reaction: Once per turn, after a player has declared an attack, bow one of your Courtiers to target one of the Attacker's Samurai with less Personal Honor. That Samurai cannot assign to an army this attack.
Voice of the Emperor - DE - winds
Toturi Sezaru
Political Limited: Discard the Imperial Favor to draw a Fate card.
Political Limited: Once per turn, bow your Stronghold or a Courtier to put an Elemental Ring into play from your hand. While in play, that Ring does not count towards an Enlightenment Victory, and at the beginning of each of your turns, discard a card from your hand or shuffle the Ring back into your Fate deck.
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.
Birth of the Anvil - events
Each player may draw two Fate cards and also permanently lower his maximum hand size by two.
Birth of the Sword - events
Each player gains two Honor and may draw one Fate card.
Boastful Proclamation - events
This Event cannot resolve unless at least one other player controls a Personality.
If the Province this Event resolved from is destroyed by an attacking army before the start of your next turn, then at the end of that battle's resolution, every Personality attacking the Province permanently gains +1F/+1C and the Attacker may draw a card; otherwise, at the start of your next turn, this Province permanently gains +3 Strength and you gain 4 Honor.
Boundless Sight - events
Search your Dynasty deck for an Experienced Personality and refill this Province with that card, face up.
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Court Intrigue - events
If you control the Imperial Favor, you may discard it to give each of your Courtiers the following ability until the beginning of your next turn: "Political Open: Bow this card during the Action Phase to bow a non-Unique Personality with lower Personal Honor."
Doom of the Dark Lord - events
Until you are eliminated, all players draw an additional Fate card during their End Phases, and each time a player needs to draw a Fate card but cannot because his Fate deck is empty, destroy his rightmost Province.
Dragon's Strength - events
If you have a Clan Champion from your Faction in play, each of your Personalities permanently gains +1F/+1C.
Far From the Empire - events
For the rest of the game, whenever a player uses the Imperial Favor, permanently raise by 3 the Family Honor required by that player to achieve an Honor Victory.
Imperial Ambassadorship - event
Imperial
In turn order, each other player may draw a card. You may look at the top three cards of your deck and put them back in any order. Then, draw a card.
Imperial Quest - events
Target a Personality with more than 2 Chi. Bow that Personality, who may remain bowed by his controller. Until the Personality straightens or leaves play, the Personality's controller gains 2 Honor each time he chooses not to straighten the Personality during his Straighten Phase. Dishonor the Personality if he straightens before his controller's third Straighten Phase from now.
In Time of War - events
Until the end of the game, during each turn, a player's Family Honor can not rise over its value when that turn began plus 5.
Kachiko's Promises - events
Until the beginning of your next turn, other players must discard a card from their hands as an additional cost of playing a card that targets you or any of your cards.
Moon and Sun - events
Each player may search his Dynasty discard pile for an Event, show it to all players, and shuffle it into his deck. Each Event reshuffled this way that has not already had its maximum number of resolutions changed by other effects may resolve two times this game instead of once.
My Enemy's Weakness - events
Until the beginning of your next turn, any player who destroys a Province as the Attacker may pay 5 Gold immediately to gain an additional Province to the right of his rightmost Province. Each player may do this once during this time.
Naga Storm Mirumoto Mountain - events
The next time this game a player would have two or more of his Provinces destroyed during the same turn, negate the second destruction.
New Emerald Champion - events
Permanently give a Personality controlled by any player +3F/+3C and the Emerald Champion trait. If possible, permanently give the following ability to a Personality controlled by a different player: "Open: Bow to bow an Emerald Champion."
New Year's Celebration - events
Each Player discards his hand, then draws five cards.
Norikazu's Ravings - events
Until the end of the game, destroy each Spell after it is cast.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Poetry Contest - events
Beginning with the player to your left and proceeding in turn order, each player has one chance to bow a Poet or Courtier Personality he controls. The Personality with the single highest Personal Honor, if any, gains 4 Honor. All other players who bowed a Personality gain 1 Honor.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Regions of Rokugan - events
Beginning with you and proceeding once in turn order, each player may search his Dynasty deck for a Region and attach it to one of his Provinces that does not have a Region, paying all costs.
Restoring the Doji Treasury - events
Each player may search his Dynasty deck for one Gold-producing Holding, lower its Gold cost by 3, and put it into play bowed, paying all remaining costs.
Shadow of the Dark God - events
Permanently lower the strength of each Province by 1.
The Heavy Shadow of Fear - events
Until your next Events Phase, each card with one or more actions that produce Fear gains a Force bonus equal to the total non-variable Fear strengths of those actions.
The Shogun's Fealty - events
If you are not a Shadowlands player, you have a Wind, and no other players have your Wind, you gain the Imperial Favor and no other player may lobby for the Favor before the start of you next turn.
Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.
Akodo House Guard - followers
3F/0C -PH/7G/2HR 4F
Unique
Will only attach to a Lion Clan Personality. This card costs 4 less Gold when attaching to a non-Tactician. This Personality may perform one additional Tactical action per turn if he is a Tactician.
Ashigaru Archers - followers
0F/0C -PH/2G/1HR 1F
You may draw an additional Fate card during your next End Phase after bringing this card into play from your hand.
Battle: Bow this card: Ranged 2 Attack.
Ashigaru Hordes - followers
3F/0C -PH/7G/1HR 1F
May only attach to a Samurai.
You may draw an additional Fate card in your next End Phase after bringing Ashigaru Hordes into play from your hand.
Ashigaru Spearmen - followers
1F/0C -PH/2G/1HR 1F
Ashigaru
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 1 Attack.
Byoki no Oni - followers
1F/0C -PH/2G/0HR 2F
Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Twice per battle, place a -1C Plague token on a Personality in this battle who has no Plague tokens.
Chitatchikkan - followers
3F/0C -PH/4G/0HR 2F
Ratling Pack • Creature
Destroy Chitatchikkan during your End Phase if it has not been in an army since your last End Phase.
Command Staff - followers
3F/0C -PH/8G/2HR 4F
This Personality gains the Tactician trait while Command Staff is attached.
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.)
Decoy - followers
0F/+1C -PH/4G/2HR 4F
Unique
Reaction: Before this Personality is destroyed, bow and destroy Decoy to negate the destruction.
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.
Elite Spearmen - followers
2F/0C -PH/4G/2HR 3F
Battle: Once per battle, Elite Spearmen make a Ranged 2 Attack without bowing.
Empress's Guard - followers
3F/0C -PH/7G/2HR 3F
Imperial • Unique • This card costs 2 less Gold for a Crane Clan player.
Ninja and Kolat actions cannot target cards in this unit. Empress's Guard gains +2F while defending.
Firestorm Legion - followers
2F/0C -PH/6G/2HR 2F
Shugenja
This card costs 1 less Gold when attaching to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Elemental Battle: Bow Firestorm Legion for a ranged attack with strength equal to this Personality's Chi.
Fortified Infantry - followers
3F/0C -PH/4G/2HR 1F
This unit cannot be moved from one Province to another.
Goblin Slingers - followers
1F/0C -PH/4G/0HR 1F
Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Bow Goblin Slingers for a Ranged 3 Attack.
Battle: Bow Goblin Slingers for two consecutive Ranged 2 Attacks targeting cards in the same unit. Consecutive ranged attacks are targeted and resolved one at a time.)
Gunso - follower
2F/0C -PH/3G/1HR 2F
Gunso
Other Followers in this unit have +1F.
After this card is destroyed: Give all other Followers in its former unit -1F.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Heavy Mounted Infantry - followers
2F/0C -PH/7G/2HR 2F
Cavalry
Battle: Once per battle, remove the Cavalry trait from Heavy Mounted Infantry until the end of the turn to give it +2F.
Hiruma Archers - followers
3F/0C -PH/6G/1HR 3F
Battle: Bow Hiruma Archers for a Ranged 2 Attack.
Battle: Bow Hiruma Archers for a Ranged 4 Attack if attached to a Crab Clan Personality.
Hiruma House Guard - followers
4F/0C -PH/7G/1HR 4F
Yu 4 • Unique • Will only attach to a Crab Clan Personality. Hiruma House Guard is immune to Fear.
Battle: Once per battle, produce Fear with strength equal to this Personality's Yu. No Followers are immune to this Fear.
Hoshi House Guard - followers
2F/0C -PH/6G/2HR 4F
Unique • Will only attach to a Dragon Clan Personality. This Personality gains +1F/+2C for each of your Elemental Rings in play while Hoshi House Guard is attached.
Reaction: Once per turn, after this Personality casts a Kiho: Return the Kiho to your hand if this Personality is a Monk. You may use this ability only once per Kiho title per game.
Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.
Isawa House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique Will only attach to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Reaction: After one of your Shugenja bows while in an army, bow Isawa House Guard to straighten that Shugenja. Isawa House Guard need not bow if you have not used this ability yet this turn.
Kakita House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique • Will only attach to a Crane Clan Personality.
Battle: Bow Kakita House Guard to have this Personality issue an unrefusable challenge to an opposing Personality.
Kenshinzen - followers
3F/0C -PH/6G/2HR 3F
Will only attach to a Personality with Double Chi or more than 4 Chi. Kenshinzen costs 1 less Gold when being attached to a Crane Clan Personality. Challenges made by this Personality are unrefusable.
Kobune Crew - followers
2F/0C -PH/4G/1HR 1F
Naval • May only be attached to a Naval personality.
Battle: Bow Kobune Crew and one of your Ports to move this unit from one of the Defender's Provinces to another.
Light Mounted Infantry - followers
1F/0C -PH/3G/1HR 2F
Cavalry
Battle: Once per battle, remove the Cavalry traight from Light Mounted Infantry until the end of the turn to give it +1F.
Mantis Bushi - followers
2F/0C -PH/6G/2HR 3F
Naval
Battle: Bow Mantis Bushi to bow an opposing Follower or an opposing Personality without Followers.
Mantis Raiders - followers
3F/0C -PH/3G/1HR 2F
Naval
Mantis Raiders enter play bowed. This unit may not assign to a battle if this card is bowed.
Minor Shugenja - followers
1F/0C -PH/3G/1HR 1F
Minor Shugenja have +1C while participating in a Ritual that this Personality also participates in. (Followers cannot cast Kihos.)
Battle: Bow Minor Shugenja for a Ranged 1 Attack.
Moto Steed - followers
2F/0C -PH/6G/0HR 2F
Creature • Cavalry
Will only attach to a Human Personality.
This Personality gains Cavalry while Moto Steed is unbowed.
Ogre Elite - followers
6F/0C -PH/8G/0HR 4F
Nonhuman • Unique • Shadowlands • Lose 6 Honor.
Will only attach to a Shadowlands Personality. May attach to a Personality regardless of restrictions on that Personality.
Reaction: When another player's card moves this unit from a battle and this Personality is an Ogre or an Oni, bow Ogre Elite to negate that movement.
Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.
Oni Horde - followers
3F/0C -PH/5G/0HR 2F
Nonhuman • Shadowlands • Lose 5 Honor.
Will only attach to an Oni. May attach to a Personality regardless of restrictions on the Personality.
Battle: Fear 4.
Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Scroungers - followers
2F/0C -PH/4G/0HR 3F
Creature
Items being attached to this Personality cost 2 less Gold, to a minimum of 1.
Shireikan - followers
2F/0C -PH/3G/1HR 3F
Reaction: If this card is a Follower, before this Personality is destroyed: This card permanently becomes a 1F/1C Bushi Personality with 1 Personal Honor aligned with your Faction, and is no longer a Follower. It keeps its current location. Move all cards from the original Personality to this card that this card can legally attach.
Shosuro House Guard - followers
3F/0C -PH/6G/0HR 4F
Unique
Will only attach to a Scorpion Clan Personality.
Battle: Bow Shosuro House Guard to target an attacking Personality. The Personality's controller decides whether Shosuro House Guard dishonors that Personality or send it home.
Battle: Send this unit home from the current battle. You may use this action while Shosuro House Guard is bowed.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Tattered Ear Watcher - followers
3F/0C -PH/5G/0HR 4F
Ratling • Creature • Unique
Will only attach to a Ratling Personality.
Reaction: After you play a card that you do not own, give this Personality a +1F/+1C token.
The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.
Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.
Untested Troops - followers
4F/0C -PH/6G/2HR 1F
Bow Untested Troops after each Fear effect resolves that targeted or affected anything in their battle.
Utaku House Guard - followers
4F/0C -PH/8G/1HR 4F
Battle Maiden. Cavalry. Unique. Will only attach to a Unicorn Clan Personality.
Battle: Bow Utaku House Guard to bow a number of opposing Followers up to the number of Items in your army, plus one if this Personality is a Battle Maiden.
Veteran Bushi - followers
2F/0C -PH/4G/2HR 3F
Veteran Bushi gains +1F while attached to a Tactician.
Veteran Samurai - followers
3F/0C -PH/6G/2HR 4F
Yu 3.
War Dogs - follower
1F/0C -PH/3G/0HR 2F
Nonhuman • Dog
Battle: Bow and destroy this card: Destroy a target enemy Follower.
Warrior Monks - followers
2F/0C -PH/5G/1HR 2F
Will attach to a Monk Personality for 3 less Gold.
Reaction: Once per turn, when a Spell targets this unit or any cards in it, cancel that Spell.
Yoritomo House Guard - followers
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Blacksmiths - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Copper Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Daidoji Merchants - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Devout Acolyte - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Dragon Dancers - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Fantastic Gardens - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Geisha House - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Gifts and Favors - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Gold Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Grove of the Five Masters - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Honor's Lesson Dojo - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
House of the Red Lotus - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Iron Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Ki-Rin's Shrine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Ki-Rin's Shrine - exp - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Kisada's Shrine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Kobune Port - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Lion Scout - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Marketplace - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Master of Bushido - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Master Painter - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Obsidian Mine - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Oracle of the Void - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Phoenix Library - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Rice Paddy - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Sanctified Temple - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Scorpion Distracter - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shackled Oni - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shadowlands Bastion - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shinmaki Monastery - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shokansuru - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Shrine of Stone - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Silk Works - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Silver Mine - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Simple Huts - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Stables - holding
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Tangen's Lies - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
The Hiruma Dojo - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Trading Grounds - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Treasure Hoard - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Unicorn Marketeer - holdings
4F/0C -PH/8G/1HR 4F
Naval. Unique. Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at lease one Naval card.
Armor of Earth - items
+1F/+2C 8G 3F
Unique
While you have a Ring of earth in play, Armor of Earth gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Reaction: Cancel an action moving this unit out of a battle it assigned to during this attack.
Blackened Claws - items
+1F/+1C 4G 2F
Shadowlands
Cannot be moved. May only attach to a Shadowlands Personality without Blackened Claws. May attach to a Personality regardless of restrictions on the Personality.
Reaction: When this Personality enters a duel, bow Blackened Claws to give two -1C Corruption tokens to the opposing Personality.
Blade of Secrets - items
+0F/+0C 7G 3F
Weapon • Unique
When Blade of Secrets enters play, you may discard a Fate card from your hand to permanently change the Blade's printed Force and Chi bonuses to that card's Focus value.
Blade of Truths - items
+0F/+3C 6G 3F
Weapon • Unique
Reaction: After this Personality enters a duel, name a Focus value. The opposing player may not play Focus cards or Reaction Action cards with that Focus value during the duel.
Bone of the Tattered Ear Tribe - items
+2F/+2C 7G 4F
Weapon • Unique
When Bone of the Tattered Ear Tribe enters play, it gains a +1F/+1C Pack token for each Ratling Follower you control.
Limited: Bow Bone of the Tattered Ear Tribe and remove a Pack token from it to search any player's Fate discard pile for a Follower and put it in your hand, face-up and revealed to all players. Lose 3 Honor.
Bronze Lantern - items
+0F/+0C 3G 3F
Nemuranai
Can only attach to a Shugenja. This card costs 2 less Gold for Scorpion Clan players.
Open: Destroy this card: Attach a Nonhuman Jinn Follower token whose Force equals this Shugenja's Chi to this Shugenja. Remove the Jinn from the game when your next turn ends.
Celestial Sword of the Crab - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Crab Clan Player, gain 2 Honor. Celestial Sword of the Crab counts as the Ancestral Sword of the Crab Clan for uniqueness.
While attached to a Crab Clan Personality, Celestial Sword of the Crab gains +1F/+1C for each Crab Clan Personality you control.
Celestial Sword of the Crane - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Crane Clan Player, gain 2 Honor. Celestial Sword of the Crane counts as the Ancestral Sword of the Crane Clan for uniqueness.
While attached to a Crane Clan Personality, Celestial Sword of the Crane gains +1F/+1C for each Crane Clan Personality you control.
Celestial Sword of the Dragon - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Dragon Clan Player, gain 2 Honor. Celestial Sword of the Dragon counts as the Ancestral Sword of the Dragon Clan for uniqueness.
While attached to a Dragon Clan Personality, Celestial Sword of the Dragon gains +1F/+1C for each Dragon Clan Personality you control.
Celestial Sword of the Lion - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Lion Clan Player, gain 2 Honor. Celestial Sword of the Lion counts as the Ancestral Sword of the Lion Clan for uniqueness.
While attached to a Lion Clan Personality, Celestial Sword of the Lion gains +1F/+1C for each Lion Clan Personality you control.
Celestial Sword of the Mantis - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Mantis Clan player, gain 2 Honor.
While attached to a Mantis Clan Personality, the Celestial Sword of the Mantis gains +1F/+1C for each Mantis Clan Personality you control.
Celestial Sword of the Phoenix - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Phoenix Clan Player, gain 2 Honor. Celestial Sword of the Phoenix counts as the Ancestral Sword of the Phoenix Clan for uniqueness.
While attached to a Phoenix Clan Personality, Celestial Sword of the Phoenix gains +1F/+1C for each Phoenix Clan Personality you control.
Celestial Sword of the Scorpion - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Scorpion Clan Player, each other player loses 2 Honor. Celestial Sword of the Scorpion counts as the Ancestral Sword of the Scorpion Clan for uniqueness.
While attached to a Scorpion Clan Personality, Celestial Sword of the Scorpion gains +1F/+1C for each Scorpion Clan Personality you control.
Celestial Sword of the Unicorn - items
+0F/+1C 8G 4F
Weapon • Unique
If you are a Unicorn Clan Player, gain 2 Honor. Celestial Sword of the Unicorn counts as the Ancestral Sword of the Unicorn Clan for uniqueness.
While attached to a Unicorn Clan Personality, Celestial Sword of the Unicorn gains +1F/+1C for each Unicorn Clan Personality you control.
Chukandomo - items
+3F/+3C 5G 4F
Weapon • Unique
During your Straighten Phase, if this Personality is bowed and there are any Personalities in play with more Personal Honor, destroy this Personality instead of straightening him.
Clay Horse - items
+0F/+0C 2G 2F
Reaction: After a battle ends, bow Clay Horse to prevent this unit from becoming bowed by the battle. Reveal and discard the top card of your Fate deck. If it's Focus value is odd, destroy Clay Horse.
Corrupted Jade Sliver - items
+0F/+0C 3G 1F
Shadowlands
Open: Three times per turn, give this Personality +1F/-2C and Shadowlands.
Open: Three times per turn, if this Personality has more than 1 Force, give this Personality -2F/+2C and Shadowlands.
Dai Tsuchi - items
+3F/+*C 6G 1F
Weapon
Will only attach to a Personality with more than 2 Force. Crab Clan Personalities can attach Dai Tsuchi for 2 less Gold.
Dai Tsuchi gains a +3C bonus while this Personality opposes one or more Ogres or Oni in a battle or duel.
Daikyu - items
+0F/+0C 3G 1F
Weapon
Only Cavalry Personalities may attach Daikyu.
Battle: Bow Daikyu for a Ranged 3 Attack.
Dragon Pearl - items
+0F/+0C 10G 3F
Unique
Before Dragon Pearl enters play, target an Item, including a Unique Item, that this Personality can legally attach. After entering play, this card becomes a copy of that Item's printed card plus all permanent changes in effect on it. None of the Item's costs need to be paid and no entering-play effects are produced.
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Gunsen of Water - items
+1F/+2C 9G 3F
Weapon • Unique
While you have a Ring of Water in play, Gunsen of Water gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Battle: Bow Gunsen of Water to move this unit to one of the Defender's Provinces or from the current battle to your home.
Lessons from Kuro - items
+0F/+0C 4G 3F
Limited: Once per turn, bow this Personality to draw a Fate card if the Personality's Chi is greater than 3.
Mempo of the Void - items
+1F/+2C 9G 3F
Unique
While you have a Ring of the Void in play, Mempo of the Void gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Open: Bow Mempo of the Void and discard any number of cards from your hand to draw an equal number of cards from your Fate deck.
My Father's Weapon - items
+1F/+1C 3G 3F
Weapon
Straighten this Personality at the end of the turn you bring My Father's Weapon into play.
Obsidian Mirror - items
+0F/+0C 8G 3F
Limited: Bow this Personality: Target a player. Lose 1 Honor. Name a card. If that player has any copies of the named card in his hand, he discards one.
Ruby of Iuchiban - items
+0F/+0C 5G 1F
Unique
Limited: Bow Ruby of Iuchiban, which may remain bowed, and this Personality to target a Personality. Bow the target. While the Ruby remains bowed and in play the target cannot straighten and his controller may, as a Limited action, destroy the Ruby by discarding a Fate card whose Focus value plus the target's Personal Honor is greater than or equal to this Personality's Chi.
Takao's Jingasa - items
+0F/+1C 3G 1F
Once per turn, this Personality need not to bow to cast a Kiho.
The Emerald Armor - items
+2F/+1C 8G 4F
Unique. Followers being attached to this Personality cost 3 less Gold, to a minimum of 1. This Personality has a minimum Chi of 1.
The Imperial Standard - items
+1F/+2C 5G 4F
Unique. Putting this card into play from your hand is a Political action. You must use and discard the Imperial Favor to bring Imperial Standard into play. Gain 4 Honor.
Each Follower in this unit gains +2F and is immune to Fear while Imperial Standard is attached.
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.
Yakamo's Claw - items
+0F/+1C 8G 4F
Unique. Shadowlands.
Cannot be moved. While attached to a Shadowlands Personality, Yakamo's Claw gains a +1F/+1C bonus for each Shadowlands Personality you control.
Yoritomo's Kama - items
+2F/+2C 6G 4F
Weapon. Unique.
All other Weapons in this army have +1F/+1C.
Yoshi's Fan - items
+0F/+1C 2G 2F
Unique.
This Personality gains +2 Personal Honor and Courtier while Yoshi's Fan is attached.
Agasha Chieh - personalities
2F/4C -HR7G/2PH/
Phoenix Clan Shugenja • Magistrate
Chieh is also considered a member of every family that has members in your Faction.
Agasha Seruma - personalities
2F/2C 5HR5G/2PH/
Phoenix Clan Shugenja • Acolyte of the Void • Soul of Shiba Ningen
Reaction: When Seruma enters play from a Province, refill her Province face-up.
Air Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Air Dragon cannot be targeted by Ranged Attacks or by the effects of Spells or Kihos.
Akodo Kurako - personalities
3F/3C 8HR9G/3PH/
Lion Clan Samurai • Tactician • Soul of Ikoma Tsanuri
Other players cannot play Terrains while Kurako is in the current battle.
Akodo Mino - personalities
2F/4C 10HR10G/4PH/
Lion Clan Samurai • Tactician • Unique • Soul of Ikoma Ujiaki Experienced
Battle: Once per battle, give +2F to all Lion Clan Personalities in this army while they are attacking.
Akodo Shigetoshi - personalities
3F/3C 7HR7G/2PH/
Lion Clan Samurai • Soul of Seppun Hotaitaka
Reaction: Once per turn, after you attach a Follower to Shigetoshi from your hand, draw an additional Fate card during your next End Phase.
Akodo Tadenori - personalities
0F/4C 4HR6G/3PH/
Lion Clan Campaigner • Samurai • Tactician • Soul of Ikoma Gunjin
Akodo Yobi - personalities
1F/3C 5HR7G/3PH/
Lion Clan Samurai • Tactician
Tactical Reaction: After playing a Terrain from your hand, draw a card. Yobi does not need to be in the battle to use this ability.
Asako Naokazu - personalities
1F/4C 5HR7G/2PH/
Phoenix Clan Spellseeker • Shugenja • Soul of Asako Oyo
Limited: Once per turn, look at the top card of your Fate deck. If it is a Spell, you may bow Naokazu, then attach it to him without Gold cost.
Ashi - personalities
2F/3C -HR5G/2PH/
Ratling • Tattered Ear Tribe • Creature • Soul of Rik'tik'ticheck
Ashi has the Tactician trait while defending.
Bayushi Churai - personalities
3F/4C -HR7G/1PH/
Scorpion Clan Samurai • Soul of Bayushi Dozan
Battle: Destroy a Follower in this unit to send this unit home from the battle, bowed. Churai may perform this action while bowed.
Bayushi Kaukatsu - personalities
0F/1C -HR9G/1PH/
Scorpion Clan Courtier • Soul of Bayushi Goshiu • Unique
Political Reaction: After you lose Honor, bow Kaukatsu to make another player lose the same amount of Honor.
Bayushi Shunko - personalities
2F/3C -HR5G/2PH/
Scorpion Clan Samurai • Soul of Shosuro Ikawa
Open: Bow Shunko to switch the positions of two Dynasty cards in any two Provinces belonging to the same player. During an attack, one of the two target cards must be in the Province Shunko is at.
Bayushi Sunetra - exp - personalities
4F/6C -HR15G/3PH/
Scorpion Clan Champion • Samurai • Courtier • Double Chi • Experienced • Unique
Will only join a Scorpion Clan player.
While Sunetra is unbowed, you may assign bowed Scorpion Clan Personalities to a battle with her or to a battle she is already at, and Scorpion Clan Personalities in her army add their Force to their total unit Force even while bowed.
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 Tsimaru - personalities
5F/4C -HR10G/1PH/
Scorpion Clan Bushi • Unique • Soul of Abresax Experienced
Political actions cannot target Tsimaru. Tsimaru cannot perform Political actions. Followers gain +1F while attached to Tsimaru.
Chiang-Tsu - personalities
0F/4C -HR9G/2PH/
Unaligned • Double Chi • Tactician • Unique • Chiang-Tsu will not swear fealty.
Limited: Bow Chiang-Tsu and one of your Human Personalities as costs. When that Personality next straightens, permanently give him either Double Chi or Tactician. Chiang-Tsu cannot straighten until after your next Straighten Phase. This action may target each Personality once per game.
Chuda Masaru - personalities
4F/4C -HR7G/0PH/
Bloodspeaker • Shugenja • Shadowlands • Soul of Kitsu Gongsun • Lose 3 Honor.
Daidoji Akagi - personalities
1F/3C 0HR5G/2PH/
Crane Clan • Samurai • Scout
Battle: Bow Akagi: Ranged 2 Attack.
Reaction: After you target a Ranged Attack from an action that Akagi performed, even if he is bowed, discard a card: Increase the Ranged Attack's strength by the card's Focus Value.
Daidoji Gudeta - personalities
2F/2C 6HR8G/3PH/
Crane Clan Samurai
Battle: Bow Gudeta for a Ranged 4 Attack.
Doji Domotai - personalities
1F/3C 0HR4G/2PH/
Crane Clan Samurai • Soul of Doji Reju
If Domotai ties in a duel, she wins the duel instead of losing.
Doji Gombei - personalities
2F/3C 5HR7G/2PH/
Crane Clan Prodigy • Samurai • Soul of Doji Jiro
Reaction: When Gombei enters a duel, discard a card from your hand as a cost. When focus cards are revealed, you may select one card Gombei focused whose Focus value equals its printed Focus value. Double the Focus value of that card.
Doji Jotaro - personalities
2F/4C 8HR8G/3PH/
Crane Clan • Samurai • Courtier • Taisa • First Legion
Political Battle: Even if Jotaro is not at the current battlefield, bow him: Dishonor a target Human Personality attacking one of your provinces.
Doji Kurohito - exp 2 - personalities
5F/6C 12HR13G/5PH/
Crane Clan Champion • Samurai • Courtier • Double Chi • Experienced 2 • Unique • Will only join a Crane Clan player. Bring all Winds you do not have, except the Black Heart of the Empire, into play from outside the game while you control Kurohito.
Political Battle: Once per battle, issue an unrefusable challenge to a duel of Personal Honor to an opposing Personality.
Doji Nagori - personalities
0F/1C 0HR4G/1PH/
Crane Clan Storyteller • Courtier • Soul of Doji Shizue
Political Reaction: When another player gains or loses Honor, bow Nagori to increase that gain or loss by 1. Gain 1 Honor.
Doji Tanitsu - exp 2 - personalities
1F/3C 8HR9G/3PH/
Crane Clan Imperial Advisor • Samurai • Courtier • Experienced 2 • Unique • Soul of Kakita Yoshi Experienced 3
Political Reaction: After you use the Imperial Favor, bow Tanitsu to gain the Favor.
Earth Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Until the turn ends, Earth Dragon has +5F while defending.
Ep'kee - personalities
3F/2C -HR5G/1PH/
Ratling General • Green-Green-White Tribe • Bushi • Creature • Soul of Z'orr'tek
Reaction: After an opposing Personality gains a Force bonus, bow Ep'kee: Lower the bonus to +0F until the turn ends.
Fire Dragon - personalities
7F/4C 10HR12G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Bow Fire Dragon: Two consecutive Ranged 5 Attacks.
Elemental Battle: Bow Fire Dragon: Ranged 10 Attack.
Fushiki no Oni - personalities
5F/4C -HR8G/0PH/
Fire Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Elemental Battle: Once per battle, destroy a Fortification at this Province with a Gold cost less than Fushiki no Oni's Force to permanently give Fushiki no Oni +1F.
Gekido no Oni - personalities
3F/3C -HR6G/0PH/
Oni • Nonhuman • Shadowlands • Lose 3 Honor. Cannot attach Followers or Items.
Open: Once per turn, Gekido no Oni gains +2F/+3C until the end of the phase. At the end of this phase the bonus is lost and Gekido no Oni loses -2F/-2C until the end of your next turn.
Goblin Wizard - personalities
0F/2C -HR2G/1PH/
Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.
Hida Hitoshi - personalities
2F/3C 3HR6G/2PH/
Crab Clan Samurai
Hitoshi gains +1F while he has one or more Followers.
Open: Bow Hitoshi to give a Follower a Force bonus equal to Hitoshi's Force.
Hida Isamu - personalities
5F/4C 3HR10G/2PH/
Crab Clan Samurai • Unique • Soul of Hida Tsuneo
Your other Personalities gain +2F while in a defending army with Isamu.
Hida Kosho - personalities
5F/3C 5HR10G/3PH/
Crab Clan Samurai • Yu 5
Battle: Once per battle, Kosho challenges an opposing attacking Personality to a duel of Force. The challenged Personality may refuse by going home bowed. Bow the loser.
Hida Kuon - exp 3 - personalities
10F/5C 3HR15G/2PH/
Crab Clan Champion • Samurai • Double Chi • Yu 10 • Experienced 3 • Unique • Will only join a Crab Clan player. As you are bringing Kuon into play or overlaying him, you may bow any number of your Followers to lower his Gold cost by the number bowed.
Battle: Discard a card from your hand to force all opposing players to discard a card from their hands.
Hida Reiha - exp - personalities
4F/4C 2HR8G/2PH/
Crab Clan Samurai • Hero • Yu 5 • Experienced • Unique
Followers have Yu +2 while attached to Reiha.
Hida Shara - personalities
3F/3C 0HR7G/2PH/
Crab Clan Samurai • Magistrate • Yu 3
Ranged Attacks cannot target cards in Shara's unit.
Hida Sunao - personalities
5F/3C 2HR10G/1PH/
Crab Clan Samurai • Yu 3
Reaction: After the end of a battle Sunao was in during resolution, discard a card to straighten him.
Hida Tenshu - personalities
6F/1C -HR7G/0PH/
Crab Clan Berserker • Soul of Hida Amoro
Cannot attach Armor.
Destroy Tenshu after a battle ends if he was at its battlefield when it resolved and his army's total Force was less than or equal to twice the other army's.
Hida Utaemon - personalities
4F/2C 0HR9G/1PH/
Crab Clan Berserker • Samurai
Utaemon gains Force and Chi equal to the number of Followers in this unit.
Hiruma Ashihei - personalities
3F/3C -HR6G/2PH/
Crab Clan Samurai • Soul of Toritaki Kitao
Cancel each action that dishonors Ashihei immediately before it dishonors him.
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.
Hitomi Daisetsu - personalities
2F/2C 0HR5G/2PH/
Dragon Clan Monk • Tattooed • Soul of Hoshi Maseru
Reaction: Once per turn, after Daisetsu bows to cast a Kiho, straighten him.
Hitomi Mae - personalities
3F/2C 0HR7G/2PH/
Dragon Clan Monk • Acolyte of Fire • Soul of Takao
Elemental Reaction: When Mae enters a duel against an opponent with higher Chi, Mae has the first opportunity to focus or strike.
Elemental Reaction: When Mae enters a duel while you have a Ring of Fire in play, destroy one Weapon attached to her opponent.
Hoshi Wayan - exp 2 - personalities
3F/4C -HR7G/2PH/
Dragon Clan Monk • Tattooed • Experienced 2 • Unique
Limited: Once per turn, place a Tattoo token on Wayan.
Reaction: After Wayan gains a Force Bonus, remove a Tattoo token from him to raise the bonus by his Personal Honor until the end of the turn.
Ik'krt - personalities
2F/1C -HR4G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature
Reaction: Before an action performed by an opposing Follower resolves, bow Ik'krt: Negate the action's effects.
Ikoma Sume - personalities
1F/3C 5HR5G/2PH/
Lion Clan Historian • Soul of Ikoma Kaoku
Reaction: After a battle resolves in which an army containing your units destroyed the opposing army or a Province, bow Sume to permanently give each of your Personalities in that army +1F/+1C. Sume does not need to be in the battle to use this ability.
Isawa Ihara - personalities
1F/2C 3HR7G/2PH/
Phoenix Clan Shugenja
Battle: Bow Ihara to send home an opposing unit.
Isawa Moriko - personalities
1F/3C 5HR8G/2PH/
Phoenix Clan Master of Water • Shugenja • Soul of Isawa Tomo
Elemental Battle: Bow Moriko to move a unit from one of the Defender's Provinces to another.
Isawa Toshiji - personalities
2F/4C 6HR6G/3PH/
Phoenix Clan Judge • Shugenja • Courtier • Soul of Isawa Mitori
Battle: Bow Toshiji and discard a Kiho or Spell: Each other player who controls an unbowed Personality at Toshiji's battlefield may discard a Spell or Kiho. Each such player who does not must target an unbowed Personality he controls at Toshiji's battlefield. Bow them.
Isawa Washichi - personalities
5F/6C 10HR15G/2PH/
Phoenix Clan Shugenja • Double Chi • Unique • Soul of Naka Kuro Experienced 2
Limited: Once per turn, search your Fate deck for a Spell or Kiho. Show it to the other players. Add it to your hand. Discard a card from your hand.
Isawa Yoriko - personalities
3F/3C 8HR6G/2PH/
Phoenix Clan Shugenja
Reaction: After Yoriko bows and successfully casts a Spell, destroy that Spell to straighten her. (This can't be done if the Spell is destroyed or discarded when cast.)
Iuchi Najato - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Shugenja • Cavalry • Soul of Iuchi Katta
Limited: Bow Najato, who may remain bowed, to give Cavalry to a number of your cards up to his Chi while Najato remains bowed and in play.
Iuchiban - personalities
6F/6C -HR14G/0PH/
Bloodspeaker Champion • Shugenja • Goblin • Ogre • Oni • Tsuno • Human • Double Chi • Unique • Shadowlands
Will only join a Shadowlands player. Cannot be targeted by other player's Spell effects. Iuchiban gains +1F/+1C permanently after each duel he wins.
Maho Battle: Once per turn, issue an unrefusable challenge to an opposing Personality.
Jama Suru - exp - personalities
4F/3C -HR8G/0PH/
Bloodspeaker • Shugenja • Experienced • Unique • Shadowlands • Lose 3 Honor.
Spell effects created by Suru are Maho.
Reaction: Immediately before you play a Kiho, destroy one of Suru's Human Followers to straighten Suru, then bow him to cast the Kiho.
Kaiu Hisayuki - personalities
3F/2C -HR6G/1PH/
Crab Clan • Samurai
Increase by 1 all Force bonuses Hisayuki receives from abilities on cards that are not in this unit. These increases last as long as the bonuses do.
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.
Kakita Korihime - personalities
2F/8C 9HR12G/4PH/
Crane Clan Iaijutsu Master • Samurai • Double Chi • Unique • Soul of Kakita Toshimoko Experienced
Korihime will not refuse challenges. Lose 5 Honor each time Korihime loses a duel.
Limited: Bow Korihime to issue an unrefusable challenge to a dishonored Personality.
Kakita Mai - personalities
0F/1C 0HR7G/3PH/
Crane Clan Courtier • Soul of Kakita Ichiro
Mai may lobby for the Imperial Favor even if you have lobbied exactly once already this turn.
Kakita Mai - exp - personalities
0F/2C 0HR7G/3PH/
Crane Clan Courtier • Experienced • Unique • Soul of Kakita Ichiro Experienced
Political Limited: Discard the Imperial Favor: Target an unbowed Personality you control and a Personality controlled by another player. Yours challenges the other. He must lose 4 Family Honor as a cost to refuse. This loss may not be modified.
Kakita Masazumi - personalities
3F/4C 6HR9G/3PH/
Crane Clan Hero • Samurai • Soul of Kakita Kaiten
Reaction: When Masazumi enters a duel, he gains a Chi bonus equal to his Personal Honor until the end of the duel.
Kan'ok'ticheck - exp - personalities
6F/5C 0HR13G/2PH/
Ratling Clan Champion • Green-Green-White Tribe Chieftain • Creature • Experienced • Unique
Will only join a Ratling player.
Ratling Followers gain +1F while attached to Kan'ok'ticheck. After each time one of your Ratling Followers attached to one of your other Personalities is destroyed, you may return it to play unbowed attached to Kan'ok'ticheck.
Ki-Rin - personalities
0F/2C 15HR0G/5PH/
Unaligned Creature • Unique
While Ki-Rin is unbowed and honorable, Personalities with a Personal Honor of zero, four, or five cannot assign or move into armies attacking your Provinces.
Kitsuki Iweko - personalities
1F/4C 0HR7G/2PH/
Dragon Clan Samurai • Magistrate • Tactician • Soul of Kitsuki Kaagi
Reaction: After another player's target Personality refuses a challenge, bow Iweko to issue an unrefusable challenge to that Personality.
Koto - personalities
0F/1C -HR0G/2PH/
Unaligned Monkey Clan Samurai • Unique • Soul of Toku
Kukanchi - personalities
1F/2C -HR4G/0PH/
Elemental Terror • Void Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Cannot attach Followers or Items.
Elemental Open: Discard a card from your hand to give Kukanchi +1F.
Elemental Open: Discard a card from your hand to give Kukanchi +1C.
Kuni Tansho - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja • Soul of Kuni Yori
Battle: Bow Tansho and discard a Fate card to force an opposing player to discard a random card from his hand.
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Aoiko - personalities
1F/3C 6HR5G/3PH/
Lion Clan Samurai • Soul of Matsu Gohei
Aoiko gains +2F while attacking.
Matsu Atasuke - personalities
2F/2C 5HR5G/2PH/
Lion Clan Samurai • Soul of Matsu Yojo
Matsu Ikari - personalities
3F/2C -HR6G/3PH/
Lion Clan Samurai • Soul of Ikoma Ryozo
Move Ikari to your home, bowed, after any action resolves that requires discarding the Imperial Favor as a cost and that targets or affects any card in Ikari's battle. This happens even if the action's effects are negated.
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 Mabuchi - personalities
4F/3C 0HR8G/2PH/
Lion Clan Samurai • Soul of Matsu Turi
Mabuchi will not lobby. Imperial Favor effects cannot target this unit.
Matsu Michiho - personalities
2F/3C 3HR6G/2PH/
Lion Clan Samurai • Soul of Matsu Toshiro
Battle: Fear 4.
Matsu Nimuro - exp - personalities
7F/6C 10HR15G/4PH/
Lion Clan Champion • Samurai • Double Chi • Tactician • Experienced • Unique
Will only join a Lion Clan player.
Reaction: After assigning Nimuro to an attacking army, lower the strength of each of the Defender's Provinces to 0 until the end of the turn.
Mirumoto Gonkuro - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai • Soul of Mirumoto Daini
Mirumoto Tsuge - personalities
2F/4C 5HR8G/3PH/
Dragon Clan Samurai • Tattooed
Tsuge gains +1F/+1C while opposing one or more Phoenix Clan Personalities in a battle or duel.
Once per turn, after Tsuge issues a challenge but before the duel begins, draw a card.
Mohai - personalities
4F/4C -HR9G/0PH/
Bloodspeaker • Shugenja • Shadowlands • Lose 4 Honor.
Maho Open: Bow Mohai to increase the Gold cost of all Kihos in the game by 1 while Mohai remains bowed and in play. Mohai may remain bowed.
Moshi Amika - personalities
1F/3C -HR6G/1PH/
Mantis Clan • Shugenja • Daimyo
Battle: Bow Amika: Ranged 4 Attack.
Moshi Kalani - personalities
3F/3C 2HR7G/2PH/
Mantis Clan Samurai • Naval
Kalani gains +1F while in an army with at least one other Naval card.
Moto Chagatai - personalities
4F/3C -HR8G/1PH/
Unicorn Clan Samurai • Cavalry • Soul of Moto Soro
Chagatai is not destroyed for having 0 Chi unless his Chi is 0 after all penalties that last until your turn ends wear off.
Moto Chagatai - exp 2 - personalities
6F/5C 4HR14G/3PH/
Unicorn Clan Champion • Samurai • Cavalry • Tactician • Experienced 2 • Unique
Will only join a Unicorn Clan player. Before each time Chagatai is moved out of a battle by another player's effect, you may negate the movement.
Battle: Once per battle, attach an Item to Chagatai from your hand. Lower its Gold cost by Chagatai's Force.
Moto Kadu-kai - personalities
3F/2C 4HR8G/2PH/
Unicorn Clan Samurai • Cavalry • Soul of Moto Toyotomi
Battle: Bow and destroy Kadu-kai to destroy an opposing Personality with equal or lower Force.
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.
Moto Zhijuan - personalities
5F/3C -HR10G/2PH/
Unicorn Clan Chieftain • Samurai • Cavalry
Nir'um'tuk - personalities
1F/2C -HR6G/1PH/
Ratling Guide • Crooked Tail Tribe • Creature • Soul of Mack'uk
Nir'um'tuk will not attach more than one Follower.
Open: Once per turn, target one of your Ratling Personalities with fewer than two Followers. Nir'um'tuk, that Personality, and both units' Followers gain Cavalry.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Pep'trchek - personalities
2F/2C -HR5G/2PH/
Ratling Commander • Crippled Bone Tribe • Creature • Soul of Mat'tck
Battle: Once per battle: Target a Ratling Personality you control in Pep'trchek's army. For each Ratling Follower in the target's unit, give the target +1F.
Ratling Conjuror - personalities
1F/2C -HR4G/0PH/
Ratling Shugenja • Creature
Cannot attach Spells with a Gold cost greater than 3.
Open: Bow Ratling Conjuror and discard a card: Give all Ratlings +1F.
Ratling Scavenger - personalities
0F/1C -HR3G/0PH/
Ratling • Creature
Items being attached to Ratling Scavenger cost 2 less Gold, to a minimum of 1.
Ruantek - personalities
1F/3C -HR6G/1PH/
Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.
Seppun Jin - personalities
3F/4C -HR10G/0PH/
Undead Shugenja • Unique • Shadowlands • Soul of Kuni Yori Experienced 3
Maho Limited: Bow Jin and discard a card from your hand to target a dead Personality in any discard pile. Bring that Personality into play in your home under your control, without cost and ignoring all restrictions. Permanently give the Personality Undead and Shadowlands. Lose 3 Honor. This cannot target a Personality whose Chi is greater than Jin's or greater than the discard's Focus value.
Shiba Bunjaku - personalities
3F/3C 4HR7G/2PH/
Phoenix Clan Samurai • Soul of Shiba Kiku
Open: Bow one of your Shugenja to give all cards in this unit Cavalry until the end of the turn.
Shiba Danjuro - personalities
2F/3C 2HR4G/1PH/
Phoenix Clan Yojimbo • Samurai • Soul of Shiba Raigen
Reaction: When an action targets one of your Shugenja, bow Danjuro to redirect that action to Danjuro, if legal. If the Shugenja is in an army, Danjuro must be in the same army to take this action.
Shiba Mirabu - exp 2 - personalities
5F/5C 10HR14G/4PH/
Phoenix Clan Champion • Samurai • Double Chi • Experienced 2 • Unique
Will only join a Phoenix Clan player.
Battle: Bow one of your Shugenja in Mirabu's army to give Mirabu a Force bonus equal to the Shugenja's Force plus Chi.
Battle: Bow and destroy one of your Shugenja in Mirabu's army to destroy an opposing Follower or an opposing Personality without Followers.
Shiba Ningen - exp - personalities
3F/4C 8HR7G/3PH/
Phoenix Clan Master of the Void • Shugenja • Experienced • Unique
Elemental Reaction: After you draw a card, discard a card: Draw a card.
Shiba Tsukimi - personalities
1F/2C 4HR6G/3PH/
Phoenix Clan Samurai • Soul of Shiba Tetsu
Battle: Once per battle: Target a Shugenja in Tsukimi's army. Raise Tsukimi's Force by the Shugenja's Chi.
Shinjo Nakaga - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Samurai • Cavalry • Tactician • Junghar • Unique • Soul of Shinjo Yasamura Experienced
After Nakaga enters play, draw a card.
Shinjo Noriyori - personalities
2F/4C 4HR9G/2PH/
Unicorn Clan Magistrate • Samurai • Cavalry
Reaction: After Noriyori is assigned to an attacking army, he gains a 1F Cavalry Follower token.
Shinjo Reizo - personalities
1F/2C 0HR5G/2PH/
Unicorn Clan Explorer • Samurai • Cavalry • Soul of Shinjo Rojin
Reizo gains +2F while at a Province that has a Region card attached.
Reizo gains +2F while there is a Terrain card in play for this battle.
Shinjo Xushen - personalities
3F/3C -HR8G/1PH/
Unicorn Clan Bushi • Cavalry • Baraunghar
While it is an Attack Phase and Xushen assigned during the attack's Infantry Maneuvers Segment, Xushen has +1F and Ranged Attacks from actions he performs have +1 strength.
Battle: Bow Xushen: Ranged 3 Attack.
Shinjo Yushiro - personalities
3F/2C 4HR7G/2PH/
Unicorn Clan Magistrate • Samurai • Cavalry • Soul of Shinjo Shirasu
Limited: Bow Yushiro to issue an unrefusable challenge to a Dishonored Personality.
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 Maru - personalities
0F/2C -HR6G/1PH/
Scorpion Clan Distracter • Courtier • Soul of Yogo Asami
Open: Bow Maru: Target a player. He targets an unbowed Personality he controls. Bow the Personality.
Shosuro Toson - personalities
2F/3C -HR8G/1PH/
Scorpion Clan Samurai • Ninja • Soul of Bayushi Aramoro
Limited: Bow Toson to discard a Dynasty card from a Province. (This does not refer to cards attached to a Province. Empty Provinces are refilled immediately.)
Shosuro Toson - exp - personalities
3F/4C -HR9G/1PH/
Scorpion Clan Courtier • Ninja • Experienced • Unique • Soul of Aramoro Experienced
Other players cannot target Toson with actions while Toson is not in an army.
Soshi Angai - personalities
2F/5C 2HR7G/1PH/
Scorpion Clan Infiltrator • Shugenja • Courtier
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.
Tamori Hiroko - personalities
1F/4C 4HR8G/2PH/
Dragon Clan Shugenja
Reaction: After you discard a card from your hand without playing it, bow Hiroko to draw a card. (This includes Focus cards, but not until the duel ends.)
Tamori Shaitung - personalities
3F/3C -HR7G/2PH/
Dragon Clan Shugenja
Battle: Once per battle, discard a Kiho or Spell from your hand to raise this Province's Strength by the Focus value of the Kiho or Spell.
Tamori Shaitung - exp - personalities
3F/5C -HR9G/2PH/
Dragon Clan Shugenja • Experienced • Unique
Elemental Reaction: Bow Shaitung to cancel an Elemental action targeting you, your Stronghold, or a card or token you own.
Open: Bow Shaitung to bow a Shugenja.
Te'tik'kir - exp - personalities
2F/3C -HR8G/2PH/
Ratling Nameseeker • Crippled Bone Tribe Shaman • Creature • Shugenja • Courtier • Experienced • Unique
Ratling Followers gain +1F while in Te'tik'kir's army.
Reaction: After another player brings a Shadowlands card into play, give a Ratling Personality +1F/+1C.
The Mad Ronin - personalities
4F/3C 0HR8G/4PH/
Unaligned Ronin. Samurai. Unique. Soul of Shotai.
Battle: Once per battle, The Mad Ronin gains a Force bonus equal to the number of opposing units. Destroy The Mad Ronin after the end of the battle.
Thunder Dragon - personalities
7F/4C 10HR12G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Battle: Once per battle: Target an opposing Personality. Bow him.
Togashi Jusai - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Monk. Samurai. Soul of Togashi Mitsu.
Open: Jusai gains one to five +1F/+1C Fire tokens. For the rest of the game, Jusai cannot have more than five Fire tokens, and while he has any Fire tokens, he cannot straighten, removes one Fire token instead of straightening during the Straighten Phase, and bows after any battle he is in as if he were an attacking Personality.
Togashi Satsu - exp - personalities
6F/6C 8HR14G/4PH/
Dragon Clan Champion. Dragon. Monk. Samurai. Cavalry. Double Chi. Tattooed. Experienced. Unique. Will only join a Dragon Clan player. Need not bow to cast Kihos. Cannot cast Maho Kihos.
Elemental Limited: Bow Satsu to search your Fate deck and discard pile for an Elemental Ring, show it to all players, and put it in your hand.
Elemental Open: Once per turn, straighten an Elemental Ring.
Togashi Teijo - personalities
3F/3C 0HR7G/2PH/
Dragon Clan Monk. Acolyte of the Void. Soul of Koichi.
Elemental Limited: Bow Teijo to discard a card from your hand or from one of your Provinces.
Elemental Limited: If you have a Ring of the Void in play, bow Teijiro to draw a card.
Tsuruchi Hiro - personalities
2F/3C 0HR7G/2PH/
Mantis Clan Master Bowman. Samurai. Soul of Tsuruchi.
All Followers attached to Hiro that can produce ranged attacks have +1 ranged attack strength. All other Followers attached to Hiro gain "Battle: Bow for a Ranged 1 Attack."
Battle: Bow Hiro for a Ranged 4 Attack.
Tsuruchi Hiro - exp - personalities
3F/3C 2HR8G/2PH/
Mantis Clan Master Bowman. Samurai. Experienced. Unique. Soul of Tsuruchi Experienced.
Followers attached to Hiro that can produce ranged attacks have +2 ranged attack strength.
Battle: Twice per turn, make a Ranged 2 Attack without bowing.
Battle: Bow Hiro for a Ranged 5 Attack.
Tsuruchi Isunori - personalities
3F/3C 3HR7G/1PH/
Mantis Clan Samurai. Naval. Soul of Tsuruchi Yutaka.
Once per battle, one of Isunori's Followers can perform the action, "Battle: Bow for a Ranged 2 Attack."
Tsuruchi Nobumoto - personalities
0F/2C -HR5G/1PH/
Mantis Clan Skirmisher • Naval • Soul of Mukami
Battle: Bow Nobumoto: Ranged 3 Attack. Move this unit home.
T'k - personalities
2F/3C -HR5G/0PH/
Ratling Bushi. Crippled Bone Tribe. Creature.
Utagawa - personalities
2F/3C -HR4G/1PH/
Unaligned Samurai. Soul of Ginawa.
Utaku Etsumi - personalities
4F/3C 5HR9G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Unique. Soul of Otaku Kamoko Experienced.
Will only attach Cavalry Followers. Followers being attached to Etsumi cost 2 less Gold, to a minimum of one. Etsumi gains +1F while attacking.
Utaku Tama - personalities
3F/3C 2HR8G/3PH/
Unicorn Clan • Battle Maiden • Samurai • Cavalry
Tama has +2F for each of your provinces that has been destroyed this game.
Void Dragon - personalities
6F/4C 10HR14G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Once per turn, after an attacking army including Void Dragon destroys a Province during battle resolution, you may discard the Defender's hand.
Voitagi - personalities
3F/2C -HR3G/0PH/
Undead Samurai. Shadowlands. Soul of Uragirimono. Lose 3 Honor.
Battle: Fear 3.
Water Dragon - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Reaction: During the Events Phase: Target a Shugenja and an ability on him. Water Dragon copies the ability until the turn ends.
Yoee'trr - personalities
2F/3C -HR5G/1PH/
Ratling Adventurer • Tattered Ear Tribe • Bushi • Creature
Battle: Bow Yoee'trr: Ranged 3 Attack.
Yogo Soto - personalities
2F/2C -HR5G/1PH/
Scorpion Clan Shugenja • Soul of Yogo Shidachi
Battle: Target two Personalities you control. Switch their locations.
Yogo Tjeki - personalities
2F/4C -HR9G/0PH/
Scorpion Clan Ninja. Shugenja. Unique.
Limited: Bow Tjeki to make a player lose 2 Honor. This loss cannot lower a player below his starting Honor.
Yoritomo Chimori - personalities
2F/2C -HR5G/1PH/
Mantis Clan Samurai • Naval • Soul of Bayushi Aramasu
Open: Any number of times per turn, discard a card: Give Chimori +1F.
Reaction: After Chimori enters a duel, discard a card: Give Chimori +1C.
Yoritomo Hiroya - personalities
2F/2C -HR8G/1PH/
Mantis Clan Sailor. Naval. Soul of Hyobe.
Hiroya does not bow after battle resolution if he was in the attacking army.
Reaction: When your army is returning home from a battle as the Attacker or an attacking or defending ally, bow one or more of your Ports to prevent an equal number of units from bowing due to the battle.
Yoritomo Kajiko - personalities
4F/4C -HR8G/1PH/
Mantis Clan Veteran. Samurai. Naval. Soul of Yoritomo Yukue.
Reaction: When paying a Gold cost to gain an additional Province, bow Kajiko to lower that Gold cost to zero.
Yoritomo Kumiko - exp - personalities
6F/5C -HR14G/2PH/
Mantis Clan Champion. Daughter of Storms. Samurai. Double Chi. Naval. Experienced. Unique. Will only join a Mantis Clan player. Kumiko may attach two Weapons.
Weapons gain +1F/+2C while attached to Kumiko. Followers gain +1F and Naval while attached to Kumiko. Other Mantis Clan Personalities gain +2F while in an army with Kumiko.
Yoritomo Masasue - exp - personalities
4F/3C -HR9G/1PH/
Mantis Clan Mercenary. Samurai. Kolat. Experienced. Unique.
Open: Discard a card from your hand to give Masasue +1F/+1C.
Yoritomo Sen - personalities
3F/4C 0HR7G/1PH/
Mantis Clan Samurai. Naval. Soul of Yoritomo Okan. Ranged Attacks cannot target Sen's Followers.
Yoritomo Ukyo - personalities
1F/4C 5HR8G/3PH/
Mantis Clan Samurai. Naval. Tactician. Soul of Yoritomo Kamoto.
Ukyo cannot have more than one Follower. Followers gain +2F while attached to Ukyo.
Yosuchi - personalities
3F/3C -HR8G/0PH/
Elemental Terror. Air Oni. Nonhuman. Shugenja. Shadowlands. Lose 4 Honor. Cannot attach Followers or Items.
Elemental Open: Twice per turn, Yosuchi gains either +1F or +1C.
Zin'tch - personalities
2F/4C -HR6G/2PH/
Ratling Rememberer. Tattered Ear Tribe. Creature. Soul of Ropp'tch'tch. Unique.
Reaction: When the Battle Action Segment begins, if all Personalities and Followers in this army are Ratlings, Zin'tch gains Tactician.
700 Soldier Plain - regions
Singular
Battle: Twice per battle, bow one of your defending units to force the Attacker to bow two attacking Personalities and/or Followers.
City of Gold - regions
Singular
This Province has -1 Strength while this card is bowed.
Reaction: After you bow a Holding to produce Gold, bow this card: Produce 1 Gold for the same payment.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Fields of the Moon - regions
Singular
Reaction: Once per turn, after you bring a Personality aligned with your Faction into play from one of your Provinces, pay 4 Gold to draw a Fate card.
Fields of the Sun - regions
Singular
Gain 2 Honor for each of your Personalities destroyed while at this Province by an opponent's action or during battle resolution.
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.
Mystic Ground - regions
Singular
You must bow one of your Monks or Shugenja as an additional cost of playing Mystic Ground.
Reaction: Before this Province is destroyed, destroy Mystic Ground to negate the Province's destruction.
Plains Above Evil - regions
Singular
All Human and Naga Personalities entering play from this Province gain +1F/+1C permanently.
Plains of Otosan Uchi - regions
Imperial • Unique
This Province holds two Dynasty cards. You control the order in which they are revealed during the Events Phase. Discard one of those cards if this card is destroyed. Lose 10 Honor if this Province is destroyed while this card is attached.
Ratling Village - regions
Singular
Reaction: When paying for a Ratling Personality in this Province: Either reduce his Gold cost by 2, to a minimum of 1, or attach a Ratling Follower to him from your hand after he enters play, ignoring Gold cost.
Limited: Pay 1 Gold: Target a Ratling Personality you control. Attach a 0F Ratling Pack Creature Follower token to him.
Refuge of the Three Sisters - regions
Singular
Limited: Destroy this card, and target and remove from the game an unbowed Personality you control: Search your Fate deck for a card with a lower Focus value than the Personality's Chi. Show it. Put it in your hand.
Road of Dust - regions
Singular
Personalities without Followers have -2F while at this Province.
Ryoko Owari - regions
Unique
Negate all Honor gains during battles at this Province. Allies who assign units to this Province gain no honor for allying. Dishonor each Personality who assigns or moves to this Province.
Secluded Ravine - regions
Singular
The Attacker and attacking allies cannot play Terrains during battles at this Province.
Shadowlands Marsh - regions
Singular
Lose 10 Honor when this card enters play. Non-Shadowlands Personalities and non-Shadowlands Followers have -2F while 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.
Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.
Temples of the New Tao - regions
Singular
Only Monk and Samurai Personalities may assign to defend this Province. (This does not prohibit moving into it.) Monks and Samurai gain +3F while defending this Province.
Tidal Land Bridge - regions
Singular.
At the beginning of your Events Phase, remove a Tidal token from Tidal Land Bridge if it has one, or add one to it if it does not. While Tidal Land Bridge has a Tidal token, units cannot assign to or move to this Province.
Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.
Valley of the Two Generals - regions
Singular.
While in a battle at this Province, Samurai gain the ability: "Battle: Bow to destroy an opposing Follower or an opposing Personality without Followers."
Violence Behind Courtliness City - regions
Imperial City. Singular.
Reaction: Once per turn, straighten one of your units after one or more units assign to attack this Province.
Ring of Air - DE - rings
0G 4F
Play Ring of Air after casting three or more Spells and/or Kiho in one turn.
Elemental Reaction: After one of your Shugenja or Monks bows to cast a Spell or Kiho, bow Ring of Air to straighten that Shugenja or Monk.
Ring of Earth - DE - rings
0G 4F
Play Ring of Earth after an army containing your units wins a battle against an opposing army at a Province.
Elemental Limited: Bow Ring of Earth and target one of your Personalities. Until the beginning of your next turn, other players cannot move that Personality into or out of battles.
Ring of Fire - DE - rings
0G 4F
Play Ring of Fire after winning two or more duels in one turn. While Ring of Fire is in play, your Focus cards gain +1 Focus value when focused in a duel.
Elemental Reaction: Bow Ring of Fire after a duel involving one of your Personalities ends to draw a number of cards equal to the number you focused from your hand in that duel.
Ring of the Void - DE - rings
0G 4F
Play Ring of the Void after performing the action: "Limited: Reveal Ring of the Void from your hand and bow one of your Personalities," three or more times in one turn.
Elemental Limited: Bow the Ring of the Void and one of your Personalities with more than 3 Chi to draw a Fate card.
Ring of Water - DE - rings
0G 4F
Play Ring of Water after taking four or more Battle actions in one battle.
Elemental Battle: Bow Ring of Water to move one of your units into the current battle from another battle or your home or from the current battle to your home.
Amnesia - spells
2G 2F
Ritual Limited: Bow this Shugenja and at least one of your other Shugenja, and destroy this Spell, to target another player's Stronghold or Sensei. Until your Events Phase a number of turns from now equal to the number of Shugenja in this Ritual, the target Stronghold's or Sensei's actions cannot be used, and its traits have no effect, except those traits involving victory or elimination conditions or changes to that player's Family Honor.
Cloak of Night - spells
4G 2F
Limited: Bow this Shugenja and destroy this card: Target a Personality you control. Put a Spell, Follower, or Item in your hand under him, face-down and out of play. Permanently gain the ability "Open: Once per game: Turn that card face-up. If it is a legal attachment, attach it to that Personality, ignoring costs; otherwise, discard it."
Contemplate the Void - spells
6G 4F
Limited: Bow this Shugenja and destroy this Spell to discard your Fate hand and draw four Fate cards.
Doom of Fu Leng - spells
8G 4F
Black Scroll • Unique
Give this Shugenja a -1C Corruption token each time he straightens.
Ritual Open: Bow this Shugenja and any number of your other Shugenja to lower a target Personality's Chi by the number of Shugenja in this Ritual, to a minimum of 1. Doom of Fu Leng may target each Personality only once per game.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Emergence of the Masters - spells
3G 3F
Ritual Battle: Bow this Shugenja and any number of your other Shugenja in this battle. The effect depends on the number of Shugenja in this Ritual: One Shugenja: Give a Personality in this battle +1F. Two Shugenja: The same as with one Shugenja, plus give a Follower in this battle +3F. Three Shugenja: The same as with two Shugenja, plus send an opposing unit home. Five Shugenja: The same as with three Shugenja, plus destroy one opposing unit.
Fear's Bane - spells
3G 4F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja, and destroy this Spell, to destroy a target Personality with less Chi than the number of Shugenja in this Ritual.
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.
Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.
Force of Will - spells
4G 4F
Open: Bow this Shugenja and destroy this Spell to switch the Personal Honor and Chi of a target Personality. If you control the target, you need not destroy this Spell.
Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.
Look into the Void - spells
2G 1F
Elemental Open: Bow this Shugenja and discard a card from your hand to draw a Fate card.
Purity of the Seven Thunders - spells
3G 3F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined Chi is greater than 14, and destroy this Spell and this Shugenja, to destroy all Shadowlands cards. The Shugenja in this Ritual cannot straighten during your next turn.
Ryoshun's First Gift - spells
2G 2F
Reaction: Before this Shugenja bows to cast a Kiho, bow this Spell instead of the Shugenja. Casting this Spell does not bow the Shugenja.
Sympathetic Energies - spells
2G 2F
Open: Bow this Shugenja to move a target token from one target Personality to another target Personality who can legally have it.
The Fire from Within - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Produce two consecutive Ranged Attacks with strengths equal to the caster's Chi.
Elemental Fire Battle: Bow this Shugenja: Produce a Ranged Attack with strength equal to twice the caster's Chi.
The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.
The Kami Watch Over Me - spells
5G 3F
Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined chi is greater than 10. Take all cards in your discard piles that have not resolved or been in play this game and shuffle them back into your decks.
Tomb of Jade - spells
5G 3F
Limited: Bow this Shugenja and destroy this Spell to destroy a Shadowlands card.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
A Test of Courage - actions
0G 2F
Reaction: Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay action costs (until the turn ends).
Aid of the Grand Master - actions
0G 4F
Kiho Limited: Bow one of your Monks to search your Fate deck for a card. Remove the card, shuffle the deck, then place that card on either the top or the bottom of the deck.
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.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Ashigaru Levies - actions
*G 2F
Battle: Pay any amount of Gold to place an Ashigaru Follower token on one of your Samurai Infantry Personalities in the current battle. The Follower's base Force equals half the Gold spent to play this card, rounded down, or the Samurai's Force, whichever is less. Remove the token from the game at the end of the turn.
Assuming the Championship - actions
0G 3F
Limited: Target the Personality with the highest Chi among those you control who are aligned with your Faction. You choose in the case of a tie. Permanently give that Personality +1C and Clan Champion. You cannot play this card if you are a Shadowlands player or if there is a Clan Champion in play aligned with your Faction.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Battlefield of Shallow Graves - actions
0G 1F
Terrain Battle: Double each of the enemy leader's Honor gains until the battle ends; destroying this Terrain does not end this effect. Before this battle's resolution, reduce the Force of each Personality in the enemy army to half his Force at that time, rounded up.
Be Prepared to Dig Two Graves - actions
0G 3F
Reaction: After a Personality from your Faction is destroyed while in a battle: Target a Personality opposing him. For the rest of the game, Personalities from your Faction gain +2F/+2C while facing the target in a battle or duel. This does not target the destroyed Personality.
Berserker Rage - actions
0G 1F
Battle: Target one of your Berserker Personalities opposing one or more units. That Berserker's Force becomes equal to twice his or her printed Force until the battle ends. The Berserker bows when the battle ends, an effect that cannot be prevented, and may not straighten before your second Straighten Phase from now.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bloodstrike - actions
0G 4F
Kiho Maho Battle: Bow one of your Shugenja to give a -1C Blood token to a number of opposing Personalities up to the Shugenja's Chi.
Call To Arms - actions
3G 3F
Reaction: If you are the Defender, after the Declaration Segment begins: Straighten all bowed Personalities you control. After this attack ends, bow all Personalities this card straightened.
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.
Chasing Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk at any location: Give a target Personality a Force bonus equal to the Force of the performer plus the Personality's own Personal Honor.
Come One at a Time - actions
0G 1F
Immediate Terrain
Battle: While there is exactly one defending Personality at this battlefield, each player may take the action "Battle: Target an attacking unit you control. Move it home, bowed," and the defending Personality may perform, "Battle: Target an opposing Personality. Issue him an unrefusable challenge." This second action may be taken immediately (if legal). These actions may be used any number of times.
Concede Defeat - actions
0G 4F
Reaction: Play after a strike is called in a duel involving one of your Personalities but before focus values are revealed. Discard all Focus cards without effect. Your opponent wins the duel. Negate the effects of losing.
Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.
Contested Holding - actions
5G 2F
Limited: Target and bow a Personality you control: Target a Holding controlled by another player who controls a Personality. Your Personality issues a challenge that may be accepted by any Personality that player controls. If the player does not accept, or if he accepts and loses, bow the Holding and gain control of it. Do not destroy the other player's Personality if he loses.
Corrupted Ground - actions
0G 1F
Immediate Terrain
Battle: Each Shadowlands Personality and Shadowlands Follower in this battle gains +1F.
Desperate Wager - actions
7G 1F
You can play only one Desperate Wager per turn.
Reaction: Before your Dynasty Phase begins: Straighten all your Personalities. Declare an additional Attack Phase. After its Declaration Segment, straighten all the Defender's Personalities and Followers; this straightening can not be negated. You lose the game when the turn ends.
Destiny Has No Secrets - actions
0G 1F
Battle: Reveal your hand to all players to give one of your Personalities +2F/+2C.
Dharma Technique - actions
0G 3F
Kiho Reaction: After an Event is revealed but before it resolves, bow one of your Monks to discard the Event without resolution.
Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.
Diversionary Tactics - actions
0G 1F
Battle: Destroy a Terrain.
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.
Dying Effort - actions
0G 1F
Battle: Straighten one of your bowed cards in this battle. Destroy that card immediately after the battle ends.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Face of Ninube - actions
0G 1F
Open: If it is the Action Phase: Shuffle your hand into your Fate deck. Draw a number of cards equal to the number you shuffled in.
Faith In My Clan - actions
0G 3F
Reaction: Cancel an action. Play this card only if a Clan Champion from your Faction is in your army in the current battle.
Fall on Your Knees - actions
0G 3F
Reaction: Cancel a Reaction during a Battle Action Segment.
Feeding on Flesh - actions
0G 2F
Kiho Maho Battle: Target and bow a Shugenja or Monk you control: Permanently give the caster the Shadowlands trait. The caster produces a Ranged Attack with a strength equal to the Chi of the Personality in the attack's target's unit. If this base strength exceeds the caster's Chi, permanently give the caster -1C.
Feign Death - actions
0G 2F
Reaction: Play after a Personality is destroyed to return the Personality to play, bowed, in his previous controller's home, ignoring all costs and restrictions. (Entering-play effects occur. Cards attached to the Personality are not returned to play.) Dishonor the Personality. Lose 2 Honor.
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.
Flee the Darkness - actions
0G 1F
Kiho Reaction: When another player targets one of your Personalities with a Battle action or with an Open action during a battle, bow one of your Shugenja or Monks to cancel that action.
Focus - actions
0G 5F
For the Empire - actions
0G 3F
Limited: One of your Samurai issues an unrefusable challenge to a Shadowlands Personality, or one of your Shadowlands Personalities issues an unrefusable challenge to a Samurai. If the Samurai wins he permanently gains +1 Personal Honor and his controller gains 3 Honor, and if the Shadowlands Personality wins he permanently gains +1F/+1C.
Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Honor's Cost - actions
*G 2F
Political Open: If it is the Action Phase, bow a target Personality. The printed Gold cost of this card equals the target's Chi plus Personal Honor.
I Believed in You - actions
0G 3F
Political Limited: Make a Personality with an Honor Requirement higher than his controller's Family Honor commit seppuku.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
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.
Imperial Edicts - actions
0G 4F
Political Open: If it is the Action Phase, discard the Imperial Favor: Give each of your Provinces +4 strength.
Political Reaction: Before a Kiho or an action on a Spell or Shugenja resolves, discard the Imperial Favor: Negate the action's effects.
In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.
Kamoko's Charge - actions
0G 1F
Immediate Terrain
Battle: Each Personality and Follower in Cavalry units in this battle gains +1F.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Recruiter - actions
0G 2F
Limited: Target a Dynasty card in another player's Province. Turn that card face-up if it is face-down. If it is a Personality, you may bring that card into play, paying all costs. If it is a Holding or Region, the other player may immediately bring it into play without cost. In all cases, play restrictions must still be met. Lose 2 Honor.
Let Your Spirit Guide You - actions
0G 0F
When you play this card as a Focus card in a duel or use its Focus value for a Tactical action performed by a Personality, set its Focus value to the Personality's Personal Honor plus 3.
Loyal Yojimbo - actions
0G 4F
Reaction: Play before one of your bowed or unbowed Personalities is destroyed by a duel or by another player's card effect to negate the destruction. Bow the Personality. Dishonor the Personality if the destruction was the result of a duel. You cannot play this Reaction during battle.
Luring Tactics - actions
0G 4F
Tactical Battle: Move the performing Tactician you control and an opposing Personality from the current battle to an adjacent one.
Mercy Shrouds the Earth - actions
0G 3F
Kiho Elemental Reaction: Bow one of your Shugenja or Monks in this battle after a target Terrain card is played but before it resolves. That Terrain produces no effects, although it is still in play.
Moment of Brilliance - actions
0G 1F
Battle: Give a Personality in this battle the Tactician trait until the battle ends.
Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.
Nezumi Technique - actions
0G 3F
Battle: Bow one of your Personalities in the current battle to destroy an opposing Item. If your Personality is a Ratling, straighten him and draw a card.
Ninja Kidnapper - actions
8G 2F
Limited: Bow a Personality with less than 5 Force. Leave this card in play in your home. The target Personality cannot straighten while this card is in play. This card remains in play until any player pays 10 Gold as an Open action. When this card leaves play, straighten the target Personality and lose 5 Honor.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
No Hiding Place - actions
0G 3F
Reaction: Before you target a Ranged Attack from one of your attacking cards: The Ranged Attack has -1 strength and may target a card even if it is in the Defender's home.
Open Warfare - actions
0G 2F
Political Open: Bow your Stronghold during the Action Phase to target another player's Stronghold. Until the end of the turn, that Stronghold's actions cannot be used, and its traits have no effect except those involving victory or elimination conditions or changes to that opponent's Family Honor.
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.
Overwhelmed - actions
0G 2F
Battle: Target and destroy an unbowed Personality you control at the current battlefield with the highest Force (including ties) of all Personalities you control there: The enemy leader may target and move home exactly 2 units in his current army. If he does not or cannot, he targets and destroys a Personality in that army with the highest Force (including ties) of all Personalities in that army.
Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
Plans Within Plans - actions
0G 1F
Open: Play during another player's Action Phase. At your next opportunity to take an Open action, you may instead take a Limited action. Effects that last until one of "your" phases ends, end during the appropriate phase this turn.
Political Distraction - actions
4G 1F
If you are a Scorpion Clan or Crane Clan player, this card has a printed Gold cost of 0.
Political Limited: Lose 2 honor. Then, until the beginning of your next turn, lower all Honor losses to 0.
Primal Rage - actions
0G 2F
When you play this card as a Focus card in a duel for a Shadowlands or Creature Personality, set its Focus value to the Personality's printed Force plus 2.
Purity of Spirit - actions
0G 4F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Personality with less Chi. The caster need not bow if the target is Shadowlands.
Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.
Relentless Assault - actions
0G 3F
Battle: Target one of your Personalities with Yu to produce Fear with a strength equal to the Personality's Yu value targeting an opposing unit. This Fear affects Personalities as if they were Followers.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.
Return for Training - actions
0G 3F
Political Battle: Target a Human Personality at the current battlefield with the lowest Personal Honor, or who is tied for lowest, among all Human Personalities there. Move him home.
Rhetoric - actions
0G 3F
Political Reaction: Before any player gains or loses Honor, bow one of your Courtiers with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.
Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.
Scroll Cache - actions
0G 2F
Limited: Attach one or more Spells from your hand to Personalities you control, reducing by 1 the Gold cost of each of these Spells that hasn't has its Gold cost reduced by other effects, and paying all remaining costs. If you attached any Spells, you may draw up to two cards.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
Shosuro Technique - actions
2G 1F
This card costs 2 less Gold if the performer is Scorpion Clan or Ninja.
Reaction: After a Personality you control enters a duel, target him: Raise his Chi to the Chi of the other Personality in the duel.
Battle: Target a Personality you control: Target a Personality opposing him. Raise your target's Force to the other's Force.
Show Me Your Stance - actions
0G 1F
Iaijutsu Battle: Target a Human Personality you control: Target a Human Personality opposing him. Yours issues the other an unrefusable challenge to a duel of Personal Honor. The winner gains 2 Honor. Dishonor the loser and move him home bowed.
Slaughter the Scout - actions
0G 2F
Reaction: After a target unit moves into a Province opposing one of your target Personalities, bow your Personality to destroy that unit.
Smoke and Mirrors - actions
0G 0F
Reaction: Play instead of focusing in a duel to discard your opponent's last focus card without effect. Draw a Fate card.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
Soul's Sacrifice - actions
0G 2F
Battle: Target an unbowed Samurai you control with more than 2 Personal Honor: Target a unit opposing him. Permanently give your Samurai the Undead and Shadowlands traits. Move the unit home.
Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.
Stand or Run - actions
0G 2F
Iaijutsu Battle: One of your Samurai Personalities issues a challenge to an opposing Personality. If the challenge is refused, send the opponent home bowed. A bowed Personality cannot refuse this challenge.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Strike at the Tail - actions
0G 2F
Battle: Bow one of your units to destroy a number of opposing Followers with total Force less than or equal to the Force your unit had before bowing. If a Unicorn Clan Personality leads your unit, the unit gains +2F for this effect.
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.
Suspended Terrain - actions
0G 1F
Delayed Terrain
Battle: When the Resolution Segment for this battle ends, bow all units still in it. This bowing is not a result of battle and cannot be negated. These units cannot straighten during their controllers' next Straighten Phases.
Test of Might - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. This duel compares Force versus Force. The winner gains 3 Honor. Bow the loser.
The Daimyo's Command - actions
0G 4F
Limited: Until the end of the game, Personalities gain this ability while they are Clan Champions: "Reaction: Before you bring a Personality from your Faction into play, bow this Clan Champion to either wave that Personality's Honor Requirement or lower his Gold cost to half, rounded up."
The Egg of P'an Ku - actions
9G 4F
Unique.
Limited: Target a Personality, including a Unique Personality or one who will not join you. After entering play, this card becomes a copy of that Personality's printed card plus all permanent changes in effect on it. None of the Personality's costs need to be paid and no entering-play effects are produced.
The Emperor Returns - actions
0G 4F
Battle: Each of your Personalities from your Faction in this battle gains +1F/+1C for each Personality from your Faction in this army that has the Champion, Daimyo, or Hero trait.
The Face of Fear - actions
0G 3F
Reaction: Play when one of your cards creates Fear. The Fear affects Personalities as if they were Followers.
The Path of Wisdom - actions
0G 3F
Before your End Phase begins, if this card is in your discard pile, you may place it in your hand.
The Price of Innocence - actions
0G 1F
Political Reaction: Play after a target non-Courtier Personality lobbies for the Imperial Favor. Dishonor the Personality. The Personality's controller discards the Favor, then loses 2 Honor. You must control a Courtier to play this card.
Three-Stone River - actions
0G 1F
Terrain Battle: Before this battle's resolution, reduce the Force of each Personality at this battlefield to the Force of his highest-Force Follower, or to 1 if he has no Followers.
Time of Destiny - actions
0G 3F
Open: Give a Shadowlands Personality +2F/+2C. The Personality does not straighten during his controller's next Straighten Phase.
To Do What We Must - actions
0G 3F
Battle: Target and destroy a unit you control led by an unbowed Personality: Target a unit opposing it with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan. Destroy the opposing unit.
Today We Die - actions
0G 1F
Limited: Target a Samurai Personality. For the rest of the game, that Samurai cannot lobby, and at the end of each of his controller's Action Phases, if he is able to attack, his controller must declare an attack and assign him. The Samurai permanently gains +1F/+1C after each time he is in a battle during its resolution. Only one Today We Die may be played on a Personality per game.
Touching the Soul - actions
0G 2F
Kiho Reaction: Before one of your Personalities not at this battle performs an action, bow one of your Shugenja or Monks at this battle. The Personality not at the battle takes the action as if he or she were at the battle.
Touching the Void - actions
0G 2F
Limited: If you have no cards in your hand after playing this card, permanently lower your maximum hand size by one, and draw four extra cards during your End Phase this turn.
Treachery and Deceit - actions
0G 4F
Battle: Target a unit with more than 6 total Force. Move it home.
Tribute to Your House - actions
0G 1F
Political Limited: As a cost, destroy your rightmost Province. Until the beginning of your next turn, the player or players with the highest Family Honor are considered to have Family Honor equal to their starting Family Honor. This is not considered an Honor loss. Honor gains and losses occur as usual during this period and affect the player's true Family Honor.
Tsuruchi Technique - actions
1G 2F
This card costs 1 less Gold for Mantis Clan players.
Battle: Ranged 3 Attack targeting a legal Ranged Attack target in the current enemy army.
Reaction: After a unit you control produces a Ranged Attack: Raise its strength by 3.
Twisted Forest - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Shadowlands Personality in this battle to 0. Lower the Force of each other Shadowlands card in this battle to its printed Force. If you are the Defender, you may play this card during a battle in which you have no units.
Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.
Unrequited Love - actions
0G 2F
Political Open: Target one of the active player's unbowed Human Personalities. That player may choose to bow the Personality and gain 1 Honor. If he does not choose this, dishonor the Personality, and the player loses Honor equal to the Personality's base Personal Honor.
Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.
White Shore Plain - actions
0G 1F
Delayed Terrain.
Battle: Each Tactician in this battle who has not performed a Tactical action this battle gains Force equal to his Chi. This is considered a Force bonus from a Tactical action.
White Stag Burns - actions
4G 2F
You may bow one of your Naval Personalities to reduce this card's Gold cost to 0.
Reaction: Target a unit when an attack is declared. That unit cannot assign to attack or move into attacking armies during this Attack Phase. The unit's controller may negate this effect by bowing one of his Naval Personalities or by paying 7 Gold.
Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.
Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.
Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.
House of Tao - strongholds
6PS/4GP/4SH
Dragon, Dragon
After all players reveal Strongholds, you may search your Fate deck for an Elemental Ring and put it into play.
If you put a Shadowlands card into play, remove all your Elemental Rings from the game.
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.
Kenson Gakka - strongholds
7PS/3GP/6SH
Lion, Lion
Terrains you own have a minimum Focus value of 3. Your non-Tactician Lion Clan Samurai with more than 2 Chi gain Tactician while in armies but cannot gain Force bonuses from Tactical actions.
Kyuden Agasha - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Attaching Spells from your hand is an Open action for you. All Spells you own cost 2 less Gold, to a minimum of 1.
Kyuden Doji - strongholds
6PS/4GP/6SH
Crane, Crane
Political Reaction: When one of your Personalities enters a duel, target and bow one of your Crane Clan Samurai to have that Samurai enter the duel instead.
Political Limited: Bow Kyuden Doji to permanently give Courtier to one of your Crane Clan Personalities.
Kyuden Gotei - strongholds
7PS/4GP/3SH
Mantis, Mantis
Kyuden Gotei counts as a Port card.
Once per battle, as a Battle action, you may bow one of your Naval cards in the current battle to take two consecutive Battle actions.
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.
Kyuden Ikoma - strongholds
7PS/3GP/6SH
Lion, Lion
Reaction: Bow your Stronghold to cancel another player's Battle action. If it's an Action card, its player may return it to his hand after the battle. The player may immediately take another action.
Morning Glory Castle - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Limited: Bow your Stronghold to target one of your Honorably Dead Phoenix Clan Personalities and one of your Provinces. Discard a card from that Province and fill it with the targeted Personality, face-up. You may bow one of your Shugenja instead of your Stronghold if the Personality is a Samurai.
Northern Provinces of the Moto - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Bow the Northern Provinces of the Moto to produce 7 Gold when paying for a Cavalry Follower.
Battle: Switch the locations of two of your unbowed Cavalry Personalities that this action has not targeted this turn. You may do this when your Stronghold is bowed.
Razor's Edge Dojo - strongholds
8PS/4GP/3SH
Crab, Crab
The first time each phase each other player targets one of your Personalities with an action, he must discard a card from his hand.
Battle: Bow Razor's Edge Dojo to give each of your Crab Clan Personalities in the current battle +1F.
Shiro Mirumoto - strongholds
7PS/4GP/5SH
Dragon, Dragon
Your Dragon Clan Samurai may attach two Weapons.
Limited: Once per turn, bow one of your Personalities with more than 3 Chi to draw a card.
Shiro Shinjo - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Items you own have +1 Focus value.
Reaction: Once per turn, after one of your Personalities is destroyed, return to play an Item that Personality had. Attach the Item to any of your Personalities that can attach it, ignoring costs and entering-play effects.
Tch'tch Warrens - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Limited: Bow to take a non-Follower Fate card from another player's discard pile and put it in your hand. Keep this card face-up and revealed. The next time this card goes to a discard pile or deck, remove it from the game instead.
Temple of the Ninth Kami - strongholds
6PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses to other players. Your Personalities will not swear fealty. Bow to produce 4 Gold when paying for a Shadowlands card.
Limited: If you control a Personality, bow the Temple to target another player's Personality. The target may challenge any of your Personalities to a duel. If he does not, dishonor him.
The Shadowed Tower of the Shosuro - strongholds
7PS/4GP/3SH
Scorpion, Scorpion
Ignore Scorpion Clan Honor Requirements if you control no Shadowlands cards.
Political Reaction: Once per turn, bow your Stronghold or one of your Courtiers after successfully playing a Political Action card to shuffle it into your Fate deck instead of discarding it. You may do this when your Stronghold is bowed.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
The Towers of the Yogo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
All of your Scorpion Clan Samurai have the ability "Battle: Bow this Samurai to bow an opposing Follower or opposing Personality without Followers."
Warrens of the Nezumi - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Non-Personality Ratling cards cost 1 less Gold for you. Your Ratling cards cannot gain Shadowlands, are immune to Fear, and have the ability: "Battle: Bow and destroy this card to destroy an opposing Follower."
Black Heart of the Empire - DE - winds
Daigotsu
Lobbying is not Political for you. You lobby by bowing a Shadowlands Personality regardless of Personal Honor. For purposes of any player lobbying, your Family Honor is considered to be the total printed Force of your Personalities if that total is higher than each other player's.
Battle: Discard the Imperial Favor to reduce the Force of one opposing card to 0.
Left Hand of the Emperor - DE - winds
Toturi Tsudao
Political Battle: Discard the Imperial Favor to send an attacking unit home. You may use this in a battle in which you have no units.
Political Reaction: Once per turn, after one of your Samurai dies as the result of a battle or duel, bow your Stronghold or a Courtier to gain 2 Honor.
Right Hand of the Emperor - DE - winds
Akodo Kaneka
Political Battle: Discard the Imperial Favor to move a unit you control from one of the Defender's Provinces to another.
Political Reaction: Once per turn, when one of your Personalities is moving into or out of a battle, bow your Stronghold or a Courtier to negate the movement.
Underhand of the Emperor - DE - winds
Hantei Naseru.
Political Open: Discard the Imperial Favor and name a Political Action card. Search your Fate deck for the card, show it to all players, and add it to your hand. Each card title may be named once per game.
Political Reaction: Once per turn, after a player has declared an attack, bow one of your Courtiers to target one of the Attacker's Samurai with less Personal Honor. That Samurai cannot assign to an army this attack.
Voice of the Emperor - DE - winds
Toturi Sezaru
Political Limited: Discard the Imperial Favor to draw a Fate card.
Political Limited: Once per turn, bow your Stronghold or a Courtier to put an Elemental Ring into play from your hand. While in play, that Ring does not count towards an Enlightenment Victory, and at the beginning of each of your turns, discard a card from your hand or shuffle the Ring back into your Fate deck.
