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Shiryo no Goju - ancestors
0F/+1C -PH/0G/1HR 3F
Scorpion Clan Ancestor. Unique.
Open: Give this personality the Ninja trait until the end of the turn.
Shiryo no Kuni - ancestors
0F/+1C -PH/0G/1HR 3F
Crab Clan Ancestor. Unique.
Reaction: Bow this Ancestor immediately after a unit with one or more Shadowlands cards moves into any battle. Move this unit into the opposing army.
Shiryo no Yurei - ancestors
+1F/0C -PH/0G/1HR 3F
Crane Clan Ancestor. Unique.
Battle: Bow this Ancestor to have this Personality issue a challenge to an opposing Personality. The target can refuse only by reducing his or her Force by his or her own Personal Honor.
A Kolat Revealed - events
All Strongholds in play are bowed, except those of players with one or more Kolat cards in play. (J)
Blessings of Isawa - events
The next Kiho performed is attached permanently to the Personality performing it and becomes an ability of that Personality. The Personality cannot use the ability more than once per turn.
Creating the Monkey Clan - events
The next two Unaligned Personalities that appear in your Provinces swear fealty to your Clan as soon as they turn face-up.
Dragon's Tail Star - events
Reshuffle Dragon's Tail Star into your Dynasty deck to look at the top card of any deck. Dragon's Tail Star resolves every time it appears.
Glimpse of Kage - events
Target one opponent, who must discard a Fate card from his or her hand.
Rebuilding the Temples - events
Until the end of the game, players must bow a Monk or their Stronghold to bring a Temple or Shrine into play, in addition to any other costs.
Test of the Jade Champion - events
Starting on your left, each player may target one of his Shugenja Personalities, then discard a card. If one player has the highest total of his Shugenja's Chi and card's Focus Value, he gains 3 Honor, and the Shugenja permanently gain Jade Champion and the trait, "Once per turn, when this Personality performs a Kiho action: Waive any cost of bowing him."
The Agasha Join the Phoenix - events
Choose one family name from another Clan. For the rest of the game, Personalities from that family that you bring (or are bringing) into play are considered members of your Clan. (In Rokugan, a Personality's family name is first).
The Age of Man - events
Discard the top card of your Fate deck. While The Age of Man is in effect, all Events are discarded without effect. The Age of Man is in effect for a number of your turns after this one equal to the Focus value of the discard. On its last turn, its effects end after your Events Phase.
The Wave Men - events
Until the end of the game, every human Personality without a Clan affiliation has his or her Gold cost reduced by 2.
Toturi's Return - events
All Kolat cards in play are bowed and cannot straighten until after the beginning of your next turn.
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 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.
Lion's Pride - followers
4F/0C -PH/5G/2HR 4F
Can only attach to a Tactician.
Maho-Tsukai - followers
*F/0C -PH/*G/0HR 3F
The cost of this Follower equals the number of Shadowlands cards in play.
The Force of this Follower equals half the number of Shadowlands cards in play, rounded up.
Mantis House Guard - followers
*F/+1C -PH/6G/1HR 4F
The Mantis House Guard will only attach to a Mantis Clan Personality (not to a Yoritomo's Alliance Personality). The Force of the House Guard equals half of the Personality's Gold cost, rounded up.
Moto Fanatics - followers
3F/0C -PH/6G/1HR 1F
A Unicorn Clan Personality can attach Moto Fanatics for 2 less Gold.
Battle: Once per turn, if the opposing army contains any Shadowlands cards, Moto Fanatics gain +3F. After the battle, destroy Moto Fanatics.
Ratling Scout - followers
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Assassins - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Battlements - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Bonsai Garden - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Kitsuki Iyekao - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Kolat Agent - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Retired Advisor - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
River of the Dark Moon - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
The Agasha Libraries - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
The Edge of Shinomen Forest - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Ambition - items
-F/-C 7G 4F
Unique • Bloodsword • This is considered the Broken Sword of the Scorpion for Uniqueness.
Battle: Once per battle, raise this Personality's Force to equal that of one opposing Personality.
Reaction: When this Personality is entering a duel, raise his or her Chi to equal that of his or her opponent in the duel.
Blood Arrows of Yajinden - items
-F/-C 4G 2F
This card cannot be attached to a Shugenja.
Reaction: Destroy the Blood Arrows when this Personality is producing a ranged attack. This ranged attack targets printed Force instead of current Force. Lose 3 Honor.
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.
Crystal Nagamaki - items
+1F/+2C 4G 1F
Crystal Nagamaki provides an additional +1F/+1C when one or more Ninja cards oppose this Personality in a duel or battle.
Kitsuki's Coin - items
0F/+1C 5G 2F
Unique.
Limited: Bow this Personality to challenge any Ninja or Kolat Personality to a duel that cannot be refused.
Lord Moon's Blood - items
+2F/+2C 8G 2F
Unique. This is considered the Obsidian Mirror for uniqueness purposes.
Any Focus cards played by this Personality in a duel have their Focus values raised to equal the lowest Focus value played by the opposing Personality, if they are lower.
Mantle of the Jade Champion - items
+2F/+3C 8G 4F
Unique. Only a Shugenja can attach the Mantle of the Jade Champion. The Jade Champion attaches the Mantle of the Jade Champion without Gold cost.
Lower the Gold cost of each Spell for this Personality by half of the Spell's Gold cost, rounded down.
Poison Dartgun - items
+0F/+0C 4G 4F
Ninja. Only a Ninja Personality will attach the Poison Dartgun.
Battle: Ranged 2 Attack that can target a Personality who has one or more Followers, once per battle. This does not bow this Personality or the Poison Dartgun.
Agasha Gennai - exp - personalities
2F/3C 0HR6G/2PH/
Phoenix Clan Shugenja • Master of Air • Experienced • Unique
Gennai will not join the Dragon Clan.
Open: Bow Gennai to draw two cards, then discard two cards.
Agasha Kusabi - personalities
1F/3C 0HR5G/2PH/
Phoenix Clan Spiritwalker • Shugenja • Tattooed
Kusabi will not join the Dragon Clan.
Asahina Dorai - personalities
2F/2C 0HR5G/2PH/
Crane Clan Scholar. Shugenja.
Balash - exp - personalities
1F/4C 0HR6G/1PH/
Naga Archer. Experienced. Unique.
Reaction: Cards in this unit can combine their ranged attacks with those of one other unit in the same army as though they were in that unit.
Battle: Bow for a Ranged 3 Attack.
Bayushi Areru - personalities
1F/2C -HR4G/1PH/
Unaligned Ninja. Followers must be Ninja.
Open: Bow Areru and target a bowed Personality. Areru can remain bowed. While Areru remains bowed, the target cannot straighten. Any player can pay 6 Gold as an Open action to end this effect.
Chochu - personalities
2F/3C -HR7G/0PH/
Unaligned Ninja. Followers must be Ninja. This unit cannot be targeted by ranged attacks.
Battle: Send this unit home from the current battle, even if Chochu is bowed. If unbowed, Chochu does not bow.
Reaction: Remove Chochu from the current duel instead of focusing. The duel ends without resolution.
Daidoji Rekai - exp - personalities
3F/3C 0HR9G/2PH/
Crane Clan Archer. Cavalry. Unique. Experienced.
Battle: Bow for a Ranged 3 Attack.
Battle: Attach a Follower from your hand to Rekai. Pay all costs normally.
Dangai - personalities
1F/3C 0HR7G/2PH/
Unaligned Monk.
Battle: Once per battle, discard a Kiho from your hand to give Dangai a Force and Chi bonus equal to the Focus value of the Kiho.
Goju Adorai - personalities
4F/4C -HR11G/1PH/
Unaligned Ninja Shugenja. Unique. Followers must be Ninja. Adorai will only join the Ninja. Another player cannot target Adorai with actions unless Adorai has targeted that player or his cards since that player's last End Phase.
Hida Rohiteki - personalities
2F/2C 0HR4G/2PH/
Crab Clan Shugenja.
Hiruma Osuno - exp - personalities
4F/5C 5HR10G/3PH/
Crab Clan Samurai. Oracle of Earth. Experienced. Unique.
Elemental Battle: Destroy a Terrain at this battle. You can perform this action twice per battle.
Elemental Battle: Bow Osuno to get any one Terrain from your Fate deck and put it into play. You can perform this action once per battle.
Hitomi Dajan - personalities
3F/3C 0HR6G/1PH/
Dragon Clan Monk. Tattooed Man. Dajan will not join the Brotherhood.
Battle: Target a player with a unit in this battle. Dajan gains 1F/1C until the end of the battle for each of that player's Elemental Rings. You cannot target the same player with this action more than once per battle.
Hitomi Iyojin - personalities
2F/3C -HR5G/1PH/
Dragon Clan Tattooed Man. Iyojin will not join the Crab Clan. Iyojin gains 2F permanently each time one of your Provinces is destroyed while he is in play.
Hitomi Juppun - personalities
5F/3C 5HR8G/2PH/
Dragon Clan Tattooed Man. Juppun will not join the Mantis Clan. All ranged attacks targeting Juppun have their strengths increased by 2. Juppun cannot gain Force bonuses from actions.
Battle: Target one opposing Cavalry card, which permanently loses the Cavalry trait. You can perform this action once per battle.
Hitomi Nakuso - personalities
1F/3C -HR5G/1PH/
Dragon Clan Shugenja. Tattooed. Nakuso will not join a Lion player.
Battle: Bow and destroy Nakuso to destroy an opposing Samurai with equal or lower Chi.
Hoshi Maseru - exp - personalities
1F/1C 0HR5G/2PH/
Unaligned Monk. Tattooed. Experienced. Unique. Maseru has a 1F/1C bonus for each Elemental Ring you have in play.
Reaction: Bow Maseru when a card is used for its Focus value. The Focus value of the card is increased by the number of Elemental Rings you have in play.
Ikoma Gunjin - personalities
0F/4C 4HR6G/3PH/
Lion Clan Campaigner. Samurai. Tactician.
Isawa Hochiu - personalities
0F/2C 0HR4G/2PH/
Phoenix Clan Shugenja. Novice of Fire.
Elemental Battle: Challenge an opposing Personality to a duel that cannot be refused. Hochiu can focus once before the duel begins. The loser of the duel is bowed, not destroyed. This can be done once per battle.
Isawa Kaede - exp - personalities
3F/5C 5HR14G/3PH/
Phoenix Clan Oracle of the Void. Shugenja. Experienced. Unique. Double Chi. Shugenja in the same army as Kaede do not need to bow to perform Kihos. Kaede does not need to bow to perform Kihos.
Elemental Limited: Bow and target a Ninja Personality. Draw and discard a Fate card. If the Focus value is less than the Ninja's Chi, the target permanently loses the Ninja trait. Otherwise, the Ninja is destroyed.
Isawa Taeruko - personalities
1F/3C 0HR5G/2PH/
Phoenix Clan Master of Earth. Shugenja.
Elemental Open: Bow Taeruko to get a non-Unique Fortification from your Dynasty deck and attach it to one of your Provinces, paying all costs.
Kage - exp 3 - personalities
2F/4C -HR9G/2PH/
Unaligned Kolat Master. Experienced 3. Unique. Tactician.
Limited: Bow Kage and target a Personality in play of whom you have a face-up copy in one of your Provinces. The target Personality is discarded from play, and your copy of the Personality enters play with all costs and requirements waived.
Kitsu Sanako - personalities
1F/3C 3HR5G/2PH/
Lion Clan Shugenja.
Open: Give each Personality in play a 1F/1C bonus for each Ancestor he or she has attached. You can do this once per turn.
Mamoru - exp - personalities
0F/5C -HR7G/1PH/
Unaligned Ninja Guard. Experienced. Unique. Followers must be Ninja.
Reaction: Bow Mamoru immediately after a Personality is moved with an action to attack one of your Provinces. Mamoru challenges that Personality to a duel that cannot be refused.
Matsu Toki - personalities
4F/1C 0HR6G/3PH/
Unaligned Samurai. Shadowlands. Lose 3 Honor. Toki's Honor requirement is waived if he is being brought into play by a Junzo's Army or Shadowlands Horde player.
Moshi Hito - personalities
3F/2C 0HR5G/1PH/
Unaligned Samurai. Toturi's Army.
Moto Amadare - personalities
1F/3C 5HR5G/2PH/
Unicorn Clan Samurai. Cavalry. Amadare has +1F and +1C at all times for each Bloodsword, Bloodspeaker, and Iuchiban card controlled by your opponents.
Ninja Infiltrator - exp - personalities
1F/3C -HR5G/1PH/
Unaligned Ninja. Experienced Sanado. Unique. The Infiltrator can remain bowed.
Limited: Bow the Infiltrator and target a Personality in play with a lower Chi. While the Infiltrator remains bowed, the target cannot be assigned or moved to attack.
Ninja Questioner - personalities
1F/1C -HR7G/0PH/
Unaligned Ninja. Followers must be Ninja.
Limited: Bow to target any Personality in play that cannot straighten due to a card effect. Draw and discard a number of Fate cards equal to the target's Personal Honor. If any of those cards has a Focus value greater than the target's Personal Honor, the target is destroyed.
Ninja Shadow-Walker - personalities
2F/1C -HR4G/1PH/
Unaligned Ninja. Followers must be Ninja.
Battle: Switch the locations of this unit and another of your units. You can perform this action twice per turn.
Ninube Ogoku - personalities
2F/2C -HR5G/1PH/
Unaligned Ninja. Followers must be Ninja.
Ogoku can join any army, including an army attacking your Provinces, regardless of whether you have been invited in that battle. You never gain Honor when Ogoku joins an army.
Ropp'tch'tch - personalities
2F/4C -HR6G/2PH/
Unaligned Ratling Rememberer. Unique.
Reaction: At the beginning of the Battle Action Segment, Ropp'tch'tch gains the Tactician trait until the end of the turn if all Personalities and Followers in this army are Ratlings.
Seppun Toshiken - personalities
1F/6C 3HR8G/3PH/
Unaligned Emerald Champion. Unique. Toturi's Army Samurai. Imperial Magistrate. Toshiken will join Crane Clan for 1 less Gold. Toshiken will not refuse a challenge.
Shiba Gensui - personalities
2F/2C 2HR4G/2PH/
Phoenix Clan Samurai.
Battle: Once per turn, move Gensui into an army that contains a Shugenja you control.
Shiba Tetsu - exp - personalities
2F/4C 4HR8G/3PH/
Phoenix Clan Samurai. Experienced. Unique.
Battle: Target a Shugenja you control to give Tetsu a Force bonus equal to the Shugenja's Chi. You can do this once per battle.
Shiba Tsukune - exp 2 - personalities
5F/4C 5HR10G/3PH/
Phoenix Clan Champion. Unique. Samurai. Experienced 2. Double Chi. Tsukune will only join the Phoenix Clan.
Open: Bow a Shugenja you control to give Tsukune a 2F/2C bonus until the end of the turn.
Shinko Kamiko - exp - personalities
3F/3C -HR8G/0PH/
Shadowlands Creature. Bloodspeaker. Experienced Pennaggolan. Unique. Cavalry. Lose 3 Honor.
Maho Limited: Destroy a Merchant Caravan or a Large Farm controlled by another player. Kamiko gains 2F/2C permanently.
Shosuro - exp - personalities
2F/3C -HR10G/PH/
Unaligned. Experienced Ninja Shapeshifter. Unique. Followers must be Ninja. Shosuro will join the Scorpion Clan for 2 less Gold.
Reaction: If Shosuro is in an attacking army that destroys a Province containing a Personality, that Personality enters play under your control. Ignore all costs and requirements. This Personality gains the Ninja trait permanently and loses 1F/1C. Lose 5 Honor.
Shotai - personalities
4F/3C 0HR8G/4PH/
Unaligned Samurai. Toturi's Army Outcast. Unique. Shotai will not join Lion Clan. Battle: Gain a Force bonus equal to the number of opposing units. This unit is destroyed at the end of the battle's Resolution segment.
Slidge - personalities
5F/2C -HR7G/0PH/
Unaligned Troll. Nonhuman. Shadowlands. Lose 4 Honor. Slidge cannot attach Armor.
Tausha - personalities
2F/2C 0HR5G/2PH/
Naga Commander.
All Naga Followers attaching to Tausha have their Gold costs reduced by 2.
Toku - exp 2 - personalities
1F/3C 0HR4G/2PH/
Unaligned Samurai. Monkey Clan Champion. Captain of the Imperial Guard. Toturi's Army. Experienced 2. Unique. All Exhaustion tokens are removed from Toku when he straightens.
Battle: Give Toku a -1C Exhaustion token to straighten one Follower in this unit or give one Follower in this unit +1F. Toku cannot target a Follower with this action more than once per turn.
Toritaka Genzo - exp - personalities
3F/3C 0HR7G/2PH/
Crab Clan Hunter. Falcon Clan Samurai. Experienced Genzo. Unique. Genzo will join Yoritomo's Alliance for 2 less Gold.
Battle: If opposed by one or more Tattooed Personalities, Genzo can take a Chi penalty (to a minimum of 1) to gain an equivalent Force bonus.
Battle: Bow to challenge an opposing Tattooed personality to a duel that cannot be refused.
Toturi the First - exp 3 - personalities
7F/6C 10HR15G/3PH/
Unaligned Emperor. Ninja. Toturi's Army. Experienced 3 Toturi. Unique. Samurai. Tactician. Double Chi. Toturi the First cannot be targeted with the Imperial Favor or the Dark Lord's Favor.
Open: Bow to give a target Personality the Kolat trait until the end of the turn.
Reaction: Bow to reduce the Gold cost of a Samurai to 0 as the Samurai is brought into play.
Tsuruchi - exp - personalities
3F/3C 2HR8G/2PH/
Wasp Clan Master Bowman. Yoritomo's Alliance. Experienced. Unique. Followers with ranged attacks attached to Tsuruchi have their ranged attack strengths increased by 2.
Battle: Make a Ranged 2 Attack without bowing Tsuruchi. This can be done twice per turn.
Battle: Bow for a Ranged 5 Attack.
Tzurui - personalities
2F/4C -HR7G/2PH/
Unaligned Samurai. Tactician. Toturi's Army. Monkey Clan.
Yotsu Seou - personalities
1F/2C -HR5G/1PH/
Unaligned Samurai. Toturi's Army. At the end of your Straighten Phase, destroy all Shuriken tokens on Seou.
Battle: Give Seou one or more Shuriken tokens. The total number of Shuriken tokens on Seou cannot exceed four. Produce a ranged attack with a strength equal to the number of tokens just given to Seou. This does not bow Seou.
Aka Mizu-umi - regions
Any Event that is about to destroy this Province has all of its effects negated. The Event is still considered to have been resolved.
Bells of the Dead - regions
Any Shugenja coming into play from this Province permanently gains this ability: "Battle: Bow and destroy this Shugenja to destroy one opposing Oni."
Black Finger River - regions
Whenever a player reveals a Personality in this Province, the Personality permanently gains the Shadowlands trait.
Firebird Falls - regions
Unique.
While this Region is in play, all Personalities entering play have their Gold costs increased by their Personal Honor. This Region cannot enter play if you have any Shadowlands cards in play and is destroyed if you ever put a Shadowlands card into play.
Golden Sun Plain - regions
Unique.
Reaction: Once per turn, increase the Gold production of one of your Gold-producing Holdings by 2 as it bows to produce Gold.
Osari Plains - regions
When the Defender plays a Terrain at this Province, all Terrain effects that normally occur at the end of the Battle Action Segment instead resolve immediately.
River of the Last Stand - regions
Unique.
All Crab Personalities have +1F/+1C bonuses while fighting at this Province. All Shadowlands cards have -1F while fighting 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.
Treacherous Pass - regions
Battle: Once per battle, draw and discard a Fate card for each Personality in this battle. If the Focus value of a Personality's discard is greater than his or her Chi, his or her unit goes home, bowed.
Twilight Mountains - regions
Unique.
Battle: If the total Chi of the attacking army is less than 8, send all attacking units home from this battle, without bowing.
War-Stained Fields - regions
Limited: Once per turn, move one or more Followers between two of your Personalities without bowing the Personalities.
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.
Plain of Desperate Evil - spells
4G 1F
Elemental Battle: Bow this Shugenja to put a Terrain into play at this battle with this text: "Destroy all Shadowlands cards in this battle. While this Terrain is in play, all Shadowlands Personalities and Followers in this battle have the ability Battle: Destroy this card to produce a ranged attack equal to half of its Force, rounded up.
Rise from the Ashes - spells
3G 4F
Limited: Bow this Shugenja. Until your next Events Phase, no player can gain Honor, declare an attack, or target any opponent's card with actions. Any Honor gains you have made this turn are retroactively negated. This is not considered an Honor loss. Rise from the Ashes is then discarded from play.
Virtuous Heart - spells
2G 3F
Battle: Once per battle, target an opposing Personality. The target's controller draws and discards the top card of his or her Fate deck. If the target's Personal Honor plus the Focus value of the discard does not exceed your Personality's Personal Honor, the target is bowed. This does not bow your Shugenja.
A Dark Moment - actions
0G 2F
Open: Target a Province in play. Any card brought into play from that Province this turn permanently gains the Shadowlands trait.
A Glimpse Beyond - actions
0G 2F
Open: Target an Ancestor in play. Until the end of the turn, this Ancestor is affected by cards and rules that affect Followers.
Arrow of the Four Winds - actions
2G 2F
This Action costs 0 Gold for Unicorn players.
Limited: Take any one Arrow card from your Fate discard pile and place it in your hand.
Arrowroot Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without an Arrowroot Tattoo. For the rest of the game, the Personality has an Arrowroot Tattoo and gains the ability "Reaction: When one of your other Personalities is being destroyed, bow and destroy this Personality to negate the effect."
Centipede Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Centipede Tattoo. Until the end of the game, this Personality has a Centipede Tattoo and gains the following ability:
Battle: Move this Personality into the current battle. No other Personalities can move into this battle. After this battle resolves, this personality bows and cannot straighten until after your next Straighten Phase.
Contemplation - actions
0G 4F
Open: Bow a Monk in play.
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.
Crane Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Crane Tattoo. For the rest of the game, the Personality has a Crane Tattoo, your actions cannot target the Personality, and the Personality gains the ability "Reaction: When this Personality is destroyed during a battle or duel, return the Personality to play in your home, bowed, after discarding him or her."
Deeds, Not Words - actions
0G 2F
Political Open: Target another player and "call his or her virtue into question." Until the turn ends, the player gains 1 extra Honor for each duel his or her Personalities win and 1 extra Honor for each opposing card he or she destroys during the Resolution Segment of battle, and whenever the player would gain Honor in another way, the player loses the Honor instead.
Disgraced - actions
0G 2F
Reaction: Play when a Personality is about to commit seppuku. The Personality cannot commit seppuku, and all effects of committing seppuku are negated. The Personality is Dishonored, and until the end of the game he or she cannot become rehonored or commit seppuku without a card effect.
Disobedience - actions
0G 3F
Battle: If your Family Honor is above 0 and you have no units in the battle, target one attacking Personality. Draw and discard the top card of any player's deck. If the Focus value is less than the Personality's Personal Honor, that Personality is sent home, without bowing.
Dragon Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Dragon Tattoo. For the rest of the game, the Personality has a Dragon Tattoo and gains the ability "Open: Place up to three 1F/1C Fire tokens on this Personality. This Personality cannot have more than three Fire tokens and cannot straighten by any means if he or she has any Fire tokens. Remove a Fire token from this Personality instead of straightening him or her during the Straighten Phase."
Dragonfly Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Dragonfly Tattoo. Until the end of the game, this Personality has a Dragonfly Tattoo and cannot be targeted with ranged attacks or effects that move him or her from battle to your fief.
Falling Star Strike - actions
0G 2F
Kiho Battle: Bow a Monk or Shugenja you control at this battle and target an opposing Personality to reduce the target Personality's Force by your Monk or Shugenja's Chi.
Final Haiku - actions
0G 1F
Reaction: Play immediately after one of your human Personalities dies honorably. Gain 2 Honor.
Full Moon Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Full Moon Tattoo. Until the end of the game, this Personality has a Full Moon Tattoo and gains the following ability:
Reaction: When this personality is in a battle and an Action card is played, bow the Personality and discard a card from your hand with the same Focus value as the Action card to cancel and negate the action's effects.
Heavy Ground - actions
0G 3F
Battle: The effects and bonuses of Fortifications and Regions at this Province cannot be negated or reduced during this battle.
Held Terrain - actions
0G 1F
Battle Terrain: If this Province is destroyed during this battle, the Attacker can target and destroy one of the Defender's non-Fortification Holdings if the attacking army's Force total is greater than the Province Strength plus the Holding's Gold cost.
Heroic Opportunities - actions
0G 1F
Battle Terrain: The Attacker and Defender each choose a number of different Personalities in their army up to the number of units in the opposing army. The selected Personalities gain Force bonuses equal to their Chi until the end of the battle.
Hidden Blade - actions
4G 1F
Ninja Limited: Bow one of your Ninja Personalities to challenge a Personality to a duel that cannot be refused. Lose 4 Honor.
Hunted - actions
0G 2F
Limited: Bow one of your Magistrates and target a Personality, who becomes Wanted until the end of the game. Any opposing Samurai not controlled by the target Samurai's controller can, as a Battle action, challenge a Wanted Personality to an unrefusable duel.
Kharma - actions
0G 4F
Reaction: Play immediately after one of your Provinces is destroyed by an Event. That Event's controller also has his or her rightmost Province destroyed. Only one Kharma can be played for each Event.
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 Him Escape - actions
0G 3F
Reaction: Play immediately after another player moves a unit out of a battle. He or she must discard a random card from his or her Fate hand. You draw one additional card during your next End Phase.
Lion Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without an Lion Tattoo. Until the end of the game, this Personality has a Lion Tattoo, and Force and Chi bonuses this Personality receives from Weapons are doubled. Until the end of the game, any opposing Personality can, once per turn, challenge this Personality to a duel as a Battle action that this Personality can only refuse by bowing.
Loss of Face - actions
0G 4F
Political Reaction: Play at the end of any End Phase. Target a player that gained more than 5 Honor during this turn to retroactively negate all Honor gains for that player above 5 points. This is not considered an Honor loss.
Magic Mud - actions
0G 1F
Battle: Give a Goblin Personality or Goblin Follower in this battle +2F and the ability "Battle: Fear 2." After the battle, destroy the Goblin.
Master of Destiny - actions
0G 2F
Kiho Reaction: When an Event is revealed, bow a Monk or Shugenja you control. The Event is not resolved and is put face-up in your own rightmost Province, replacing the dynasty card there. If you do not have a Dynasty card in your rightmost Province, or when the Event is discarded normally, put the Event in its original owner's discard pile.
Mountain Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Mountain Tattoo. For the rest of the game, the Personality has a Mountain Tattoo and gains the ability "Battle: Once per turn, give this Personality +2F and double the strength of each ranged attack that targets this Personality until the turn ends.
Nightmares of Iuchiban - actions
0G 1F
Limited: Target a bowed Monk or Shugenja Personality. Until the end of the game, every time that Personality straightens, he or she gains a -1C Nightmare token. For performing Kihos, Nightmare tokens are +1C, instead of -1C. After the beginning of your next turn, if the Personality ever loses all Nightmare tokens, the effects of this action end.
Ninja Tricks - actions
1G 1F
Reaction: Bow one of your Ninja in a battle to cancel and negate the effects of any one Action card being played by another player during that battle. Lose 2 Honor.
Phoenix Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Phoenix Tattoo. Until the end of the game, this Personality has a Phoenix Tattoo, has the Tactician trait, and cannot assign to or move into an attacking army.
Pillaging - actions
0G 4F
Battle: If you are the Defender, destroy one of your Gold-producing Holdings to target a Personality whose Personal Honor is less than the Holding's cost. Followers in the target's unit with Force less than the Gold production of the Holding are bowed.
Pride - actions
0G 4F
Political Reaction: Play immediately after a Personality wins a duel that would produce Honor for that Personality's controller. The duel produces no Honor, but that Personality's Personal Honor is permanently increased by 1.
Proud Words - actions
0G 2F
Political Reaction: Play immediately after one of your Personalities issues a challenge. If it's accepted and your Personality does not win, lose 5 Honor. If it's refused, your Personality permanently gains 1 Chi.
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.
Shadow Brand - actions
0G 1F
Limited: Bow one of your non-Shadowlands Personalities. This Personality gains +1F/+1C permanently, but if the number of Shadow Brands this Personality has becomes equal to or greater than the Personality's printed Personal Honor, he or she is immediately destroyed.
Shadowlands Contagion - actions
0G 3F
Reaction: Play immediately after a Shadowlands card is destroyed during a battle or duel. Target one opposing card, which permanently gains the Shadowlands trait.
Siege - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is put into play. Regions and Fortifications attached to this Provinces produce no effects while this Terrain is in play.
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.
Stagnation - actions
0G 4F
Kiho Open: Bow a Monk or Shugenja you control to target a Personality. The target cannot use any abilities on his or her card until the end of this turn.
Stand Together - actions
0G 2F
Political Limited: Bow three of your human and/or Naga Personalities. If any one opponent accepts a 5-point Honor loss, you can target a second opponent with an Honor loss of 10 points. Neither Honor loss can be redirected or adjusted in any way.
Steep Terrain - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is played. While this Terrain is in play, Cavalry cards cannot bow to produce actions and every Cavalry card has -2F.
Strike of Silent Waters - actions
0G 3F
Kiho Elemental Reaction: Bow one of your Shugenja or Monks when one of your Personalities is focusing in a duel or using his or her Tactician trait. This card is considered a focus, and the Focus value equals the Shugenja's or Monk's Chi.
Tattooed - actions
5G 2F
Limited: Bow one of your Personalities, who loses all Clan alignments but permanently gains the Tattooed trait. If you are a Dragon or Brotherhood player, this Personality becomes permanently aligned to your Clan.
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 Path Not Taken - actions
0G 1F
Kiho Reaction: After another player discard an Action card from his hand without having used any of its abilities, bow one of your target Monks or Shugenja and shuffle this card into your deck: Until the end of the game, all your The Path Not Taken cards out of play lose their abilities and gain one ability on the discarded card, with the addtional cost, "Bow one of your target Monks or Shugenja."
Threat - actions
1G 2F
Kolat Open: Target one player, who must bow one Personality he or she controls (target's choice). You cannot perform this action during battle unless the target player has one or more unbowed Personalities not assigned to a battle. Lose Honor equal to the Force of the Personality that is bowed.
Tiger Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without an Tiger Tattoo. Destroy any Weapons attached to this Personality. Until the end of the game, this Personality cannot attach weapons, and gains the following ability Reaction: When you declare a strike in a duel, gain 2F/2C until the end of the duel.
Touch the Lands - actions
0G 3F
Kiho Battle: Bow a Shugenja or Monk you control at this battle when a Terrain card is in play for the battle. The Terrain is destroyed, and you can immediately put a Terrain card into play from your hand.
Twisting Ravine - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is played. While this Terrain is in play, cards cannot bow to perform any action other than an action that destroys this Terrain. Cards cannot be bowed by actions while this Terrain is in play, although all other effects of those actions resolve normally.
Winds and Fortunes - actions
0G 2F
Reaction: Play when an Event destroys one of your Provinces. That Event's controller must discard his or her entire Fate hand.
Eternal Halls of the Shiba - strongholds
5PS/4GP/7SH
Phoenix, Phoenix
Reaction: Once per turn, after one of your cards successfully casts a Kiho and you discard the Kiho, add the Kiho to your hand. Then discard a card from your hand. Your may take this action once per game for each copy of each Kiho.
The Dark Path of Shadow - strongholds
0PS/3GP/0SH
Ninja, Ninja
Your non-Personality Ninja cards cost 2 less Gold for you. You do not lose Honor from other players' card effects or from your Ninja cards.
Battle: If the total Chi of an army attacking one of your Provinces is less than 10, send all units in the army home, bowed. You can take this action even if The Dark Path of Shadow is bowed and even in a battle in which you cannot perform actions.
The Palace of Otosan Uchi - strongholds
7PS/4GP/4SH
Toturi, Toturi
You begin the game with the Imperial Favor if you are the only Toturi's Army player. Your Imperial cards cost 2 less Gold.
Reaction: Once per turn, when you are attaching a Follower to one of your Personalities, reduce the Follower's cost by the Personality's Force.
Shiryo no Goju - ancestors
0F/+1C -PH/0G/1HR 3F
Scorpion Clan Ancestor. Unique.
Open: Give this personality the Ninja trait until the end of the turn.
Shiryo no Kuni - ancestors
0F/+1C -PH/0G/1HR 3F
Crab Clan Ancestor. Unique.
Reaction: Bow this Ancestor immediately after a unit with one or more Shadowlands cards moves into any battle. Move this unit into the opposing army.
Shiryo no Yurei - ancestors
+1F/0C -PH/0G/1HR 3F
Crane Clan Ancestor. Unique.
Battle: Bow this Ancestor to have this Personality issue a challenge to an opposing Personality. The target can refuse only by reducing his or her Force by his or her own Personal Honor.
A Kolat Revealed - events
All Strongholds in play are bowed, except those of players with one or more Kolat cards in play. (J)
Blessings of Isawa - events
The next Kiho performed is attached permanently to the Personality performing it and becomes an ability of that Personality. The Personality cannot use the ability more than once per turn.
Creating the Monkey Clan - events
The next two Unaligned Personalities that appear in your Provinces swear fealty to your Clan as soon as they turn face-up.
Dragon's Tail Star - events
Reshuffle Dragon's Tail Star into your Dynasty deck to look at the top card of any deck. Dragon's Tail Star resolves every time it appears.
Glimpse of Kage - events
Target one opponent, who must discard a Fate card from his or her hand.
Rebuilding the Temples - events
Until the end of the game, players must bow a Monk or their Stronghold to bring a Temple or Shrine into play, in addition to any other costs.
Test of the Jade Champion - events
Starting on your left, each player may target one of his Shugenja Personalities, then discard a card. If one player has the highest total of his Shugenja's Chi and card's Focus Value, he gains 3 Honor, and the Shugenja permanently gain Jade Champion and the trait, "Once per turn, when this Personality performs a Kiho action: Waive any cost of bowing him."
The Agasha Join the Phoenix - events
Choose one family name from another Clan. For the rest of the game, Personalities from that family that you bring (or are bringing) into play are considered members of your Clan. (In Rokugan, a Personality's family name is first).
The Age of Man - events
Discard the top card of your Fate deck. While The Age of Man is in effect, all Events are discarded without effect. The Age of Man is in effect for a number of your turns after this one equal to the Focus value of the discard. On its last turn, its effects end after your Events Phase.
The Wave Men - events
Until the end of the game, every human Personality without a Clan affiliation has his or her Gold cost reduced by 2.
Toturi's Return - events
All Kolat cards in play are bowed and cannot straighten until after the beginning of your next turn.
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 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.
Lion's Pride - followers
4F/0C -PH/5G/2HR 4F
Can only attach to a Tactician.
Maho-Tsukai - followers
*F/0C -PH/*G/0HR 3F
The cost of this Follower equals the number of Shadowlands cards in play.
The Force of this Follower equals half the number of Shadowlands cards in play, rounded up.
Mantis House Guard - followers
*F/+1C -PH/6G/1HR 4F
The Mantis House Guard will only attach to a Mantis Clan Personality (not to a Yoritomo's Alliance Personality). The Force of the House Guard equals half of the Personality's Gold cost, rounded up.
Moto Fanatics - followers
3F/0C -PH/6G/1HR 1F
A Unicorn Clan Personality can attach Moto Fanatics for 2 less Gold.
Battle: Once per turn, if the opposing army contains any Shadowlands cards, Moto Fanatics gain +3F. After the battle, destroy Moto Fanatics.
Ratling Scout - followers
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Assassins - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Battlements - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Bonsai Garden - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Kitsuki Iyekao - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Kolat Agent - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Retired Advisor - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
River of the Dark Moon - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
The Agasha Libraries - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
The Edge of Shinomen Forest - holdings
1F/0C -PH/5G/0HR 2F
Ratling Pack. Creature. A Ratling Personality can attach the Ratling Scout for 3 less Gold.
Battle: Bow the Ratling Scout to destroy a Terrain.
Ambition - items
-F/-C 7G 4F
Unique • Bloodsword • This is considered the Broken Sword of the Scorpion for Uniqueness.
Battle: Once per battle, raise this Personality's Force to equal that of one opposing Personality.
Reaction: When this Personality is entering a duel, raise his or her Chi to equal that of his or her opponent in the duel.
Blood Arrows of Yajinden - items
-F/-C 4G 2F
This card cannot be attached to a Shugenja.
Reaction: Destroy the Blood Arrows when this Personality is producing a ranged attack. This ranged attack targets printed Force instead of current Force. Lose 3 Honor.
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.
Crystal Nagamaki - items
+1F/+2C 4G 1F
Crystal Nagamaki provides an additional +1F/+1C when one or more Ninja cards oppose this Personality in a duel or battle.
Kitsuki's Coin - items
0F/+1C 5G 2F
Unique.
Limited: Bow this Personality to challenge any Ninja or Kolat Personality to a duel that cannot be refused.
Lord Moon's Blood - items
+2F/+2C 8G 2F
Unique. This is considered the Obsidian Mirror for uniqueness purposes.
Any Focus cards played by this Personality in a duel have their Focus values raised to equal the lowest Focus value played by the opposing Personality, if they are lower.
Mantle of the Jade Champion - items
+2F/+3C 8G 4F
Unique. Only a Shugenja can attach the Mantle of the Jade Champion. The Jade Champion attaches the Mantle of the Jade Champion without Gold cost.
Lower the Gold cost of each Spell for this Personality by half of the Spell's Gold cost, rounded down.
Poison Dartgun - items
+0F/+0C 4G 4F
Ninja. Only a Ninja Personality will attach the Poison Dartgun.
Battle: Ranged 2 Attack that can target a Personality who has one or more Followers, once per battle. This does not bow this Personality or the Poison Dartgun.
Agasha Gennai - exp - personalities
2F/3C 0HR6G/2PH/
Phoenix Clan Shugenja • Master of Air • Experienced • Unique
Gennai will not join the Dragon Clan.
Open: Bow Gennai to draw two cards, then discard two cards.
Agasha Kusabi - personalities
1F/3C 0HR5G/2PH/
Phoenix Clan Spiritwalker • Shugenja • Tattooed
Kusabi will not join the Dragon Clan.
Asahina Dorai - personalities
2F/2C 0HR5G/2PH/
Crane Clan Scholar. Shugenja.
Balash - exp - personalities
1F/4C 0HR6G/1PH/
Naga Archer. Experienced. Unique.
Reaction: Cards in this unit can combine their ranged attacks with those of one other unit in the same army as though they were in that unit.
Battle: Bow for a Ranged 3 Attack.
Bayushi Areru - personalities
1F/2C -HR4G/1PH/
Unaligned Ninja. Followers must be Ninja.
Open: Bow Areru and target a bowed Personality. Areru can remain bowed. While Areru remains bowed, the target cannot straighten. Any player can pay 6 Gold as an Open action to end this effect.
Chochu - personalities
2F/3C -HR7G/0PH/
Unaligned Ninja. Followers must be Ninja. This unit cannot be targeted by ranged attacks.
Battle: Send this unit home from the current battle, even if Chochu is bowed. If unbowed, Chochu does not bow.
Reaction: Remove Chochu from the current duel instead of focusing. The duel ends without resolution.
Daidoji Rekai - exp - personalities
3F/3C 0HR9G/2PH/
Crane Clan Archer. Cavalry. Unique. Experienced.
Battle: Bow for a Ranged 3 Attack.
Battle: Attach a Follower from your hand to Rekai. Pay all costs normally.
Dangai - personalities
1F/3C 0HR7G/2PH/
Unaligned Monk.
Battle: Once per battle, discard a Kiho from your hand to give Dangai a Force and Chi bonus equal to the Focus value of the Kiho.
Goju Adorai - personalities
4F/4C -HR11G/1PH/
Unaligned Ninja Shugenja. Unique. Followers must be Ninja. Adorai will only join the Ninja. Another player cannot target Adorai with actions unless Adorai has targeted that player or his cards since that player's last End Phase.
Hida Rohiteki - personalities
2F/2C 0HR4G/2PH/
Crab Clan Shugenja.
Hiruma Osuno - exp - personalities
4F/5C 5HR10G/3PH/
Crab Clan Samurai. Oracle of Earth. Experienced. Unique.
Elemental Battle: Destroy a Terrain at this battle. You can perform this action twice per battle.
Elemental Battle: Bow Osuno to get any one Terrain from your Fate deck and put it into play. You can perform this action once per battle.
Hitomi Dajan - personalities
3F/3C 0HR6G/1PH/
Dragon Clan Monk. Tattooed Man. Dajan will not join the Brotherhood.
Battle: Target a player with a unit in this battle. Dajan gains 1F/1C until the end of the battle for each of that player's Elemental Rings. You cannot target the same player with this action more than once per battle.
Hitomi Iyojin - personalities
2F/3C -HR5G/1PH/
Dragon Clan Tattooed Man. Iyojin will not join the Crab Clan. Iyojin gains 2F permanently each time one of your Provinces is destroyed while he is in play.
Hitomi Juppun - personalities
5F/3C 5HR8G/2PH/
Dragon Clan Tattooed Man. Juppun will not join the Mantis Clan. All ranged attacks targeting Juppun have their strengths increased by 2. Juppun cannot gain Force bonuses from actions.
Battle: Target one opposing Cavalry card, which permanently loses the Cavalry trait. You can perform this action once per battle.
Hitomi Nakuso - personalities
1F/3C -HR5G/1PH/
Dragon Clan Shugenja. Tattooed. Nakuso will not join a Lion player.
Battle: Bow and destroy Nakuso to destroy an opposing Samurai with equal or lower Chi.
Hoshi Maseru - exp - personalities
1F/1C 0HR5G/2PH/
Unaligned Monk. Tattooed. Experienced. Unique. Maseru has a 1F/1C bonus for each Elemental Ring you have in play.
Reaction: Bow Maseru when a card is used for its Focus value. The Focus value of the card is increased by the number of Elemental Rings you have in play.
Ikoma Gunjin - personalities
0F/4C 4HR6G/3PH/
Lion Clan Campaigner. Samurai. Tactician.
Isawa Hochiu - personalities
0F/2C 0HR4G/2PH/
Phoenix Clan Shugenja. Novice of Fire.
Elemental Battle: Challenge an opposing Personality to a duel that cannot be refused. Hochiu can focus once before the duel begins. The loser of the duel is bowed, not destroyed. This can be done once per battle.
Isawa Kaede - exp - personalities
3F/5C 5HR14G/3PH/
Phoenix Clan Oracle of the Void. Shugenja. Experienced. Unique. Double Chi. Shugenja in the same army as Kaede do not need to bow to perform Kihos. Kaede does not need to bow to perform Kihos.
Elemental Limited: Bow and target a Ninja Personality. Draw and discard a Fate card. If the Focus value is less than the Ninja's Chi, the target permanently loses the Ninja trait. Otherwise, the Ninja is destroyed.
Isawa Taeruko - personalities
1F/3C 0HR5G/2PH/
Phoenix Clan Master of Earth. Shugenja.
Elemental Open: Bow Taeruko to get a non-Unique Fortification from your Dynasty deck and attach it to one of your Provinces, paying all costs.
Kage - exp 3 - personalities
2F/4C -HR9G/2PH/
Unaligned Kolat Master. Experienced 3. Unique. Tactician.
Limited: Bow Kage and target a Personality in play of whom you have a face-up copy in one of your Provinces. The target Personality is discarded from play, and your copy of the Personality enters play with all costs and requirements waived.
Kitsu Sanako - personalities
1F/3C 3HR5G/2PH/
Lion Clan Shugenja.
Open: Give each Personality in play a 1F/1C bonus for each Ancestor he or she has attached. You can do this once per turn.
Mamoru - exp - personalities
0F/5C -HR7G/1PH/
Unaligned Ninja Guard. Experienced. Unique. Followers must be Ninja.
Reaction: Bow Mamoru immediately after a Personality is moved with an action to attack one of your Provinces. Mamoru challenges that Personality to a duel that cannot be refused.
Matsu Toki - personalities
4F/1C 0HR6G/3PH/
Unaligned Samurai. Shadowlands. Lose 3 Honor. Toki's Honor requirement is waived if he is being brought into play by a Junzo's Army or Shadowlands Horde player.
Moshi Hito - personalities
3F/2C 0HR5G/1PH/
Unaligned Samurai. Toturi's Army.
Moto Amadare - personalities
1F/3C 5HR5G/2PH/
Unicorn Clan Samurai. Cavalry. Amadare has +1F and +1C at all times for each Bloodsword, Bloodspeaker, and Iuchiban card controlled by your opponents.
Ninja Infiltrator - exp - personalities
1F/3C -HR5G/1PH/
Unaligned Ninja. Experienced Sanado. Unique. The Infiltrator can remain bowed.
Limited: Bow the Infiltrator and target a Personality in play with a lower Chi. While the Infiltrator remains bowed, the target cannot be assigned or moved to attack.
Ninja Questioner - personalities
1F/1C -HR7G/0PH/
Unaligned Ninja. Followers must be Ninja.
Limited: Bow to target any Personality in play that cannot straighten due to a card effect. Draw and discard a number of Fate cards equal to the target's Personal Honor. If any of those cards has a Focus value greater than the target's Personal Honor, the target is destroyed.
Ninja Shadow-Walker - personalities
2F/1C -HR4G/1PH/
Unaligned Ninja. Followers must be Ninja.
Battle: Switch the locations of this unit and another of your units. You can perform this action twice per turn.
Ninube Ogoku - personalities
2F/2C -HR5G/1PH/
Unaligned Ninja. Followers must be Ninja.
Ogoku can join any army, including an army attacking your Provinces, regardless of whether you have been invited in that battle. You never gain Honor when Ogoku joins an army.
Ropp'tch'tch - personalities
2F/4C -HR6G/2PH/
Unaligned Ratling Rememberer. Unique.
Reaction: At the beginning of the Battle Action Segment, Ropp'tch'tch gains the Tactician trait until the end of the turn if all Personalities and Followers in this army are Ratlings.
Seppun Toshiken - personalities
1F/6C 3HR8G/3PH/
Unaligned Emerald Champion. Unique. Toturi's Army Samurai. Imperial Magistrate. Toshiken will join Crane Clan for 1 less Gold. Toshiken will not refuse a challenge.
Shiba Gensui - personalities
2F/2C 2HR4G/2PH/
Phoenix Clan Samurai.
Battle: Once per turn, move Gensui into an army that contains a Shugenja you control.
Shiba Tetsu - exp - personalities
2F/4C 4HR8G/3PH/
Phoenix Clan Samurai. Experienced. Unique.
Battle: Target a Shugenja you control to give Tetsu a Force bonus equal to the Shugenja's Chi. You can do this once per battle.
Shiba Tsukune - exp 2 - personalities
5F/4C 5HR10G/3PH/
Phoenix Clan Champion. Unique. Samurai. Experienced 2. Double Chi. Tsukune will only join the Phoenix Clan.
Open: Bow a Shugenja you control to give Tsukune a 2F/2C bonus until the end of the turn.
Shinko Kamiko - exp - personalities
3F/3C -HR8G/0PH/
Shadowlands Creature. Bloodspeaker. Experienced Pennaggolan. Unique. Cavalry. Lose 3 Honor.
Maho Limited: Destroy a Merchant Caravan or a Large Farm controlled by another player. Kamiko gains 2F/2C permanently.
Shosuro - exp - personalities
2F/3C -HR10G/PH/
Unaligned. Experienced Ninja Shapeshifter. Unique. Followers must be Ninja. Shosuro will join the Scorpion Clan for 2 less Gold.
Reaction: If Shosuro is in an attacking army that destroys a Province containing a Personality, that Personality enters play under your control. Ignore all costs and requirements. This Personality gains the Ninja trait permanently and loses 1F/1C. Lose 5 Honor.
Shotai - personalities
4F/3C 0HR8G/4PH/
Unaligned Samurai. Toturi's Army Outcast. Unique. Shotai will not join Lion Clan. Battle: Gain a Force bonus equal to the number of opposing units. This unit is destroyed at the end of the battle's Resolution segment.
Slidge - personalities
5F/2C -HR7G/0PH/
Unaligned Troll. Nonhuman. Shadowlands. Lose 4 Honor. Slidge cannot attach Armor.
Tausha - personalities
2F/2C 0HR5G/2PH/
Naga Commander.
All Naga Followers attaching to Tausha have their Gold costs reduced by 2.
Toku - exp 2 - personalities
1F/3C 0HR4G/2PH/
Unaligned Samurai. Monkey Clan Champion. Captain of the Imperial Guard. Toturi's Army. Experienced 2. Unique. All Exhaustion tokens are removed from Toku when he straightens.
Battle: Give Toku a -1C Exhaustion token to straighten one Follower in this unit or give one Follower in this unit +1F. Toku cannot target a Follower with this action more than once per turn.
Toritaka Genzo - exp - personalities
3F/3C 0HR7G/2PH/
Crab Clan Hunter. Falcon Clan Samurai. Experienced Genzo. Unique. Genzo will join Yoritomo's Alliance for 2 less Gold.
Battle: If opposed by one or more Tattooed Personalities, Genzo can take a Chi penalty (to a minimum of 1) to gain an equivalent Force bonus.
Battle: Bow to challenge an opposing Tattooed personality to a duel that cannot be refused.
Toturi the First - exp 3 - personalities
7F/6C 10HR15G/3PH/
Unaligned Emperor. Ninja. Toturi's Army. Experienced 3 Toturi. Unique. Samurai. Tactician. Double Chi. Toturi the First cannot be targeted with the Imperial Favor or the Dark Lord's Favor.
Open: Bow to give a target Personality the Kolat trait until the end of the turn.
Reaction: Bow to reduce the Gold cost of a Samurai to 0 as the Samurai is brought into play.
Tsuruchi - exp - personalities
3F/3C 2HR8G/2PH/
Wasp Clan Master Bowman. Yoritomo's Alliance. Experienced. Unique. Followers with ranged attacks attached to Tsuruchi have their ranged attack strengths increased by 2.
Battle: Make a Ranged 2 Attack without bowing Tsuruchi. This can be done twice per turn.
Battle: Bow for a Ranged 5 Attack.
Tzurui - personalities
2F/4C -HR7G/2PH/
Unaligned Samurai. Tactician. Toturi's Army. Monkey Clan.
Yotsu Seou - personalities
1F/2C -HR5G/1PH/
Unaligned Samurai. Toturi's Army. At the end of your Straighten Phase, destroy all Shuriken tokens on Seou.
Battle: Give Seou one or more Shuriken tokens. The total number of Shuriken tokens on Seou cannot exceed four. Produce a ranged attack with a strength equal to the number of tokens just given to Seou. This does not bow Seou.
Aka Mizu-umi - regions
Any Event that is about to destroy this Province has all of its effects negated. The Event is still considered to have been resolved.
Bells of the Dead - regions
Any Shugenja coming into play from this Province permanently gains this ability: "Battle: Bow and destroy this Shugenja to destroy one opposing Oni."
Black Finger River - regions
Whenever a player reveals a Personality in this Province, the Personality permanently gains the Shadowlands trait.
Firebird Falls - regions
Unique.
While this Region is in play, all Personalities entering play have their Gold costs increased by their Personal Honor. This Region cannot enter play if you have any Shadowlands cards in play and is destroyed if you ever put a Shadowlands card into play.
Golden Sun Plain - regions
Unique.
Reaction: Once per turn, increase the Gold production of one of your Gold-producing Holdings by 2 as it bows to produce Gold.
Osari Plains - regions
When the Defender plays a Terrain at this Province, all Terrain effects that normally occur at the end of the Battle Action Segment instead resolve immediately.
River of the Last Stand - regions
Unique.
All Crab Personalities have +1F/+1C bonuses while fighting at this Province. All Shadowlands cards have -1F while fighting 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.
Treacherous Pass - regions
Battle: Once per battle, draw and discard a Fate card for each Personality in this battle. If the Focus value of a Personality's discard is greater than his or her Chi, his or her unit goes home, bowed.
Twilight Mountains - regions
Unique.
Battle: If the total Chi of the attacking army is less than 8, send all attacking units home from this battle, without bowing.
War-Stained Fields - regions
Limited: Once per turn, move one or more Followers between two of your Personalities without bowing the Personalities.
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.
Plain of Desperate Evil - spells
4G 1F
Elemental Battle: Bow this Shugenja to put a Terrain into play at this battle with this text: "Destroy all Shadowlands cards in this battle. While this Terrain is in play, all Shadowlands Personalities and Followers in this battle have the ability Battle: Destroy this card to produce a ranged attack equal to half of its Force, rounded up.
Rise from the Ashes - spells
3G 4F
Limited: Bow this Shugenja. Until your next Events Phase, no player can gain Honor, declare an attack, or target any opponent's card with actions. Any Honor gains you have made this turn are retroactively negated. This is not considered an Honor loss. Rise from the Ashes is then discarded from play.
Virtuous Heart - spells
2G 3F
Battle: Once per battle, target an opposing Personality. The target's controller draws and discards the top card of his or her Fate deck. If the target's Personal Honor plus the Focus value of the discard does not exceed your Personality's Personal Honor, the target is bowed. This does not bow your Shugenja.
A Dark Moment - actions
0G 2F
Open: Target a Province in play. Any card brought into play from that Province this turn permanently gains the Shadowlands trait.
A Glimpse Beyond - actions
0G 2F
Open: Target an Ancestor in play. Until the end of the turn, this Ancestor is affected by cards and rules that affect Followers.
Arrow of the Four Winds - actions
2G 2F
This Action costs 0 Gold for Unicorn players.
Limited: Take any one Arrow card from your Fate discard pile and place it in your hand.
Arrowroot Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without an Arrowroot Tattoo. For the rest of the game, the Personality has an Arrowroot Tattoo and gains the ability "Reaction: When one of your other Personalities is being destroyed, bow and destroy this Personality to negate the effect."
Centipede Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Centipede Tattoo. Until the end of the game, this Personality has a Centipede Tattoo and gains the following ability:
Battle: Move this Personality into the current battle. No other Personalities can move into this battle. After this battle resolves, this personality bows and cannot straighten until after your next Straighten Phase.
Contemplation - actions
0G 4F
Open: Bow a Monk in play.
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.
Crane Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Crane Tattoo. For the rest of the game, the Personality has a Crane Tattoo, your actions cannot target the Personality, and the Personality gains the ability "Reaction: When this Personality is destroyed during a battle or duel, return the Personality to play in your home, bowed, after discarding him or her."
Deeds, Not Words - actions
0G 2F
Political Open: Target another player and "call his or her virtue into question." Until the turn ends, the player gains 1 extra Honor for each duel his or her Personalities win and 1 extra Honor for each opposing card he or she destroys during the Resolution Segment of battle, and whenever the player would gain Honor in another way, the player loses the Honor instead.
Disgraced - actions
0G 2F
Reaction: Play when a Personality is about to commit seppuku. The Personality cannot commit seppuku, and all effects of committing seppuku are negated. The Personality is Dishonored, and until the end of the game he or she cannot become rehonored or commit seppuku without a card effect.
Disobedience - actions
0G 3F
Battle: If your Family Honor is above 0 and you have no units in the battle, target one attacking Personality. Draw and discard the top card of any player's deck. If the Focus value is less than the Personality's Personal Honor, that Personality is sent home, without bowing.
Dragon Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Dragon Tattoo. For the rest of the game, the Personality has a Dragon Tattoo and gains the ability "Open: Place up to three 1F/1C Fire tokens on this Personality. This Personality cannot have more than three Fire tokens and cannot straighten by any means if he or she has any Fire tokens. Remove a Fire token from this Personality instead of straightening him or her during the Straighten Phase."
Dragonfly Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Dragonfly Tattoo. Until the end of the game, this Personality has a Dragonfly Tattoo and cannot be targeted with ranged attacks or effects that move him or her from battle to your fief.
Falling Star Strike - actions
0G 2F
Kiho Battle: Bow a Monk or Shugenja you control at this battle and target an opposing Personality to reduce the target Personality's Force by your Monk or Shugenja's Chi.
Final Haiku - actions
0G 1F
Reaction: Play immediately after one of your human Personalities dies honorably. Gain 2 Honor.
Full Moon Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Full Moon Tattoo. Until the end of the game, this Personality has a Full Moon Tattoo and gains the following ability:
Reaction: When this personality is in a battle and an Action card is played, bow the Personality and discard a card from your hand with the same Focus value as the Action card to cancel and negate the action's effects.
Heavy Ground - actions
0G 3F
Battle: The effects and bonuses of Fortifications and Regions at this Province cannot be negated or reduced during this battle.
Held Terrain - actions
0G 1F
Battle Terrain: If this Province is destroyed during this battle, the Attacker can target and destroy one of the Defender's non-Fortification Holdings if the attacking army's Force total is greater than the Province Strength plus the Holding's Gold cost.
Heroic Opportunities - actions
0G 1F
Battle Terrain: The Attacker and Defender each choose a number of different Personalities in their army up to the number of units in the opposing army. The selected Personalities gain Force bonuses equal to their Chi until the end of the battle.
Hidden Blade - actions
4G 1F
Ninja Limited: Bow one of your Ninja Personalities to challenge a Personality to a duel that cannot be refused. Lose 4 Honor.
Hunted - actions
0G 2F
Limited: Bow one of your Magistrates and target a Personality, who becomes Wanted until the end of the game. Any opposing Samurai not controlled by the target Samurai's controller can, as a Battle action, challenge a Wanted Personality to an unrefusable duel.
Kharma - actions
0G 4F
Reaction: Play immediately after one of your Provinces is destroyed by an Event. That Event's controller also has his or her rightmost Province destroyed. Only one Kharma can be played for each Event.
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 Him Escape - actions
0G 3F
Reaction: Play immediately after another player moves a unit out of a battle. He or she must discard a random card from his or her Fate hand. You draw one additional card during your next End Phase.
Lion Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without an Lion Tattoo. Until the end of the game, this Personality has a Lion Tattoo, and Force and Chi bonuses this Personality receives from Weapons are doubled. Until the end of the game, any opposing Personality can, once per turn, challenge this Personality to a duel as a Battle action that this Personality can only refuse by bowing.
Loss of Face - actions
0G 4F
Political Reaction: Play at the end of any End Phase. Target a player that gained more than 5 Honor during this turn to retroactively negate all Honor gains for that player above 5 points. This is not considered an Honor loss.
Magic Mud - actions
0G 1F
Battle: Give a Goblin Personality or Goblin Follower in this battle +2F and the ability "Battle: Fear 2." After the battle, destroy the Goblin.
Master of Destiny - actions
0G 2F
Kiho Reaction: When an Event is revealed, bow a Monk or Shugenja you control. The Event is not resolved and is put face-up in your own rightmost Province, replacing the dynasty card there. If you do not have a Dynasty card in your rightmost Province, or when the Event is discarded normally, put the Event in its original owner's discard pile.
Mountain Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Mountain Tattoo. For the rest of the game, the Personality has a Mountain Tattoo and gains the ability "Battle: Once per turn, give this Personality +2F and double the strength of each ranged attack that targets this Personality until the turn ends.
Nightmares of Iuchiban - actions
0G 1F
Limited: Target a bowed Monk or Shugenja Personality. Until the end of the game, every time that Personality straightens, he or she gains a -1C Nightmare token. For performing Kihos, Nightmare tokens are +1C, instead of -1C. After the beginning of your next turn, if the Personality ever loses all Nightmare tokens, the effects of this action end.
Ninja Tricks - actions
1G 1F
Reaction: Bow one of your Ninja in a battle to cancel and negate the effects of any one Action card being played by another player during that battle. Lose 2 Honor.
Phoenix Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without a Phoenix Tattoo. Until the end of the game, this Personality has a Phoenix Tattoo, has the Tactician trait, and cannot assign to or move into an attacking army.
Pillaging - actions
0G 4F
Battle: If you are the Defender, destroy one of your Gold-producing Holdings to target a Personality whose Personal Honor is less than the Holding's cost. Followers in the target's unit with Force less than the Gold production of the Holding are bowed.
Pride - actions
0G 4F
Political Reaction: Play immediately after a Personality wins a duel that would produce Honor for that Personality's controller. The duel produces no Honor, but that Personality's Personal Honor is permanently increased by 1.
Proud Words - actions
0G 2F
Political Reaction: Play immediately after one of your Personalities issues a challenge. If it's accepted and your Personality does not win, lose 5 Honor. If it's refused, your Personality permanently gains 1 Chi.
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.
Shadow Brand - actions
0G 1F
Limited: Bow one of your non-Shadowlands Personalities. This Personality gains +1F/+1C permanently, but if the number of Shadow Brands this Personality has becomes equal to or greater than the Personality's printed Personal Honor, he or she is immediately destroyed.
Shadowlands Contagion - actions
0G 3F
Reaction: Play immediately after a Shadowlands card is destroyed during a battle or duel. Target one opposing card, which permanently gains the Shadowlands trait.
Siege - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is put into play. Regions and Fortifications attached to this Provinces produce no effects while this Terrain is in play.
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.
Stagnation - actions
0G 4F
Kiho Open: Bow a Monk or Shugenja you control to target a Personality. The target cannot use any abilities on his or her card until the end of this turn.
Stand Together - actions
0G 2F
Political Limited: Bow three of your human and/or Naga Personalities. If any one opponent accepts a 5-point Honor loss, you can target a second opponent with an Honor loss of 10 points. Neither Honor loss can be redirected or adjusted in any way.
Steep Terrain - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is played. While this Terrain is in play, Cavalry cards cannot bow to produce actions and every Cavalry card has -2F.
Strike of Silent Waters - actions
0G 3F
Kiho Elemental Reaction: Bow one of your Shugenja or Monks when one of your Personalities is focusing in a duel or using his or her Tactician trait. This card is considered a focus, and the Focus value equals the Shugenja's or Monk's Chi.
Tattooed - actions
5G 2F
Limited: Bow one of your Personalities, who loses all Clan alignments but permanently gains the Tattooed trait. If you are a Dragon or Brotherhood player, this Personality becomes permanently aligned to your Clan.
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 Path Not Taken - actions
0G 1F
Kiho Reaction: After another player discard an Action card from his hand without having used any of its abilities, bow one of your target Monks or Shugenja and shuffle this card into your deck: Until the end of the game, all your The Path Not Taken cards out of play lose their abilities and gain one ability on the discarded card, with the addtional cost, "Bow one of your target Monks or Shugenja."
Threat - actions
1G 2F
Kolat Open: Target one player, who must bow one Personality he or she controls (target's choice). You cannot perform this action during battle unless the target player has one or more unbowed Personalities not assigned to a battle. Lose Honor equal to the Force of the Personality that is bowed.
Tiger Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait but without an Tiger Tattoo. Destroy any Weapons attached to this Personality. Until the end of the game, this Personality cannot attach weapons, and gains the following ability Reaction: When you declare a strike in a duel, gain 2F/2C until the end of the duel.
Touch the Lands - actions
0G 3F
Kiho Battle: Bow a Shugenja or Monk you control at this battle when a Terrain card is in play for the battle. The Terrain is destroyed, and you can immediately put a Terrain card into play from your hand.
Twisting Ravine - actions
0G 1F
Battle Terrain: This Terrain takes effect immediately when it is played. While this Terrain is in play, cards cannot bow to perform any action other than an action that destroys this Terrain. Cards cannot be bowed by actions while this Terrain is in play, although all other effects of those actions resolve normally.
Winds and Fortunes - actions
0G 2F
Reaction: Play when an Event destroys one of your Provinces. That Event's controller must discard his or her entire Fate hand.
Eternal Halls of the Shiba - strongholds
5PS/4GP/7SH
Phoenix, Phoenix
Reaction: Once per turn, after one of your cards successfully casts a Kiho and you discard the Kiho, add the Kiho to your hand. Then discard a card from your hand. Your may take this action once per game for each copy of each Kiho.
The Dark Path of Shadow - strongholds
0PS/3GP/0SH
Ninja, Ninja
Your non-Personality Ninja cards cost 2 less Gold for you. You do not lose Honor from other players' card effects or from your Ninja cards.
Battle: If the total Chi of an army attacking one of your Provinces is less than 10, send all units in the army home, bowed. You can take this action even if The Dark Path of Shadow is bowed and even in a battle in which you cannot perform actions.
The Palace of Otosan Uchi - strongholds
7PS/4GP/4SH
Toturi, Toturi
You begin the game with the Imperial Favor if you are the only Toturi's Army player. Your Imperial cards cost 2 less Gold.
Reaction: Once per turn, when you are attaching a Follower to one of your Personalities, reduce the Follower's cost by the Personality's Force.
