Легенды Пяти Колец

Спойлер Gold 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.

Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F


Light Infantry - follower
2F/0C -PH/2G/1HR 1F


Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Copper Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Diamond Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Geisha House - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Gold Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Iron Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Large Farm - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Marketplace - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Silver Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Stables - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.

Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.

Forests of Shinomen - region
Forest
Negate the effects of Ranged Attacks during a battle at this province's battlefield.
When one of your Forests is paying for a Nonhuman card: It produces one additional Gold.

Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.

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.

Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.

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.

Hitsu-do - strategy
0G 4F
Fire • Kiho
Battle: Bow and destroy your target Shugenja or Monk: Destroy a target enemy Follower, or Personality without Followers, in a unit whose Personality's Chi is less than or equal to your Shugenja or Monk's Chi.

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.

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

Those Who Stand Alone - strategy
0G 3F
Battle: Give -1F to each Personality without Followers at the current battlefield.

Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.

An Empty Victory - events
Until your second turn from now begins, if a player has one of the two highest Family Honor totals (or is tied for the highest) when his normal Attack Phase would begin, he must declare an attack against another such player and assign at least one unit normally during the attack's Maneuvers Segments.

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.

Corruption of the Harmonies - events
Bow all Shugenja in play.

Dealing With Shadows - events
Each player loses 2 Honor for each Shadowlands card he or she has in play.

Famine - events
Each player destroys a Region of the player to his or her left.

Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.

Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.

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 Funeral - events
Starting with you and going clockwise, each player may bow any number of his or her Personalities and gain 1 Honor for each Personality he or she bows. Each player loses 3 Honor for each of his or her unbowed Personalities who does not or cannot bow, and those Personalities become Dishonored.

Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.

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.

Kamoko's Constellation - events
Starting with the player to your left and going clockwise, each player may target one of his or her Personalities, get a more experienced version of that Personality from his or her deck, and lay that version over the Personality as though the player were doing so during his or her Dynasty Phase, paying any costs as usual.

New Year's Celebration - events
Each Player discards his hand, then draws five cards.

Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.

Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.

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.

Retirement - events
The Human Personality (or Personalities) with the highest Chi "retires to a monastic life." The Personality permanently has -4F/+2C, permanently loses the Samurai and Shugenja traits (if any), permanently gains the Monk trait, and bows.

Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.

Setsuban Festival - events
Destroy all tokens.

Solar Eclipse - events
Negate any current effects of Spells and innate abilities. Shugenja cannot cast Spells or use innate abilities until your next turn.

Strength of the Earth - events
Each Province permanently gains +1 Strength.

Suspicions - events
For the rest of the game, each player loses 1 Honor after each of your Events Phases.

Test of Stone - events
One of your Personalities issues an unrefuseable challenge to another player's Personality. The winner's controller gains 4 Honor. Dishonor the loser.

Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.

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 Celestial Pattern - events
Negate the effects of the next Event that resolves.

The Price of War - events
For the rest of the game, Personalities cost 2 more Gold during the Dynasty Phase.

The Rising Sun - events
Until your next turn begins, raise the Chi of each Personality in the game by his or her Personal Honor.

Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.

Ambush Strategist - followers
2F/C -PH/6G/1HR 2F
Battle: Bow the Ambush Strategist to give each card in this unit with one or more Ranged Attacks a Force bonus equal to the card's highest non-variable Ranged Attack strength.

Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.

Armored Steeds - followers
3F/C -PH/7G/2HR 3F
Cavalry.
Battle: Bow Armored Steeds to take two consecutive Open or Battle actions after this one.

Asahina Archers - followers
0F/C -PH/5G/2HR 1F
Asahina Archers will join a Crane Clan player for 2 less Gold.
Battle: Bow Asahina Archers for a Ranged 3 Attack.
Battle: Bow Asahina Archers for a Ranged 2 Attack that can target a Follower in an adjacent Province.

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.

Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.

Battle Maidens - followers
2F/0C -PH/6G/3HR 1F
Cavalry.
Only a Cavalry Personality can attach Battle Maidens.
While this unit is Cavalry and attacking, Battle Maidens gain +1F and you cannot target this unit with actions that would send it home.

Bayushi House Guard - followers
2F/+1C -PH/5G/1HR 4F
Unique. Only a Scorpion Clan Personality can attach the Bayushi House Guard. All cards in this unit are immune to Fear. Effects that last until the turn ends or shorter do not lower the Chi of the Bayushi House Guard's Personality.

Doji House Guard - followers
*F/+1C -PH/6G/2HR 4F
Unique
Can only be attached to a Crane Clan Personality.
The Doji House Guard has Force equal to one plus the Personal Honor of the Personality they are attached to.

Elite Pikemen - followers
2F/0C -PH/3G/2HR 3F
Battle: Bow the Elite Pikemen to destroy an opposing Cavalry Follower or opposing Cavalry Personality without Followers.

Elite Spearmen - followers
2F/0C -PH/4G/2HR 3F
Battle: Once per battle, Elite Spearmen make a Ranged 2 Attack without bowing.

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.

Goblin Madcaps - followers
3F/0C -PH/3G/0HR 1F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Madcaps are in a unit with a non-Goblin Personality or non-Goblin Follower, destroy Goblin Madcaps.
Battle: Fear 2.

Goblin Mob - followers
1F/0C -PH/0G/0HR 0F
Nonhuman. Shadowlands. Lose 2 Honor.
Reaction: When a ranged attack targets a card in this unit, the ranged attack targets the Goblin Mob instead.

Goblin Sneaks - followers
2F/0C -PH/4G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Sneaks have been destroyed, you may bring them into play from your discard pile without Gold cost during any of your End Phases.

Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry

Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F


Hida House Guard - followers
3F/0C -PH/6G/1HR 4F
Unique. Only a Crab Clan Personality can attach the Hida House Guard.
The Hida House Guard gains +3F while defending.

Horsebowmen - followers
0F/0C -PH/5G/2HR 2F
Cavalry.
Battle: Bow Horsebowmen for a Ranged 3 Attack.

Ikiryo - followers
0F/0C -PH/3G/0HR 3F
Nonhuman. Shadowlands.
Battle: Bow and destroy Ikiryo to have it make a ranged attack with strength equal to the Chi of Ikiryo's Personality. The ranged attack can target a Personality with Followers. Lose Honor equal to the Chi of Ikiryo's Personality. Dishonor Ikiryo's Personality.

Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.

Lesser Mujina - followers
1F/0C -PH/1G/0HR 1F
Creature. Cavalry. Lose 1 Honor.

Lesser Oni - followers
1F/0C -PH/1G/0HR 0F
Nonhuman. Shadowlands.
You may have any number of Lesser Oni in your deck.
If another player destroys Lesser Oni with an action or in battle, the player gains 1 Honor. (If the player destroys Lesser Oni during the Resolution Segment, the player must be the Attacker or Defender to gain the Honor.)

Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.

Light Infantry - follower
2F/0C -PH/2G/1HR 1F


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.

Lion's Pride - followers
4F/0C -PH/5G/2HR 4F
Can only attach to a Tactician.

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.

Matsu House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique. Only a Lion Clan Personality can attach the Matsu House Guard.
While attacking, the Matsu House Guard gains +2F.

Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.

Medium Infantry - followers
3F/0C -PH/5G/1HR 2F


Mirumoto House Guard - followers
3F/0C -PH/6G/1HR 4F
Unique. Only a Dragon Clan Personality can attach the Mirumoto House Guard.
Battle: Bow the Mirumoto House Guard to have its Personality issue a challenge to an opposing Personality. If the challenged Personality refuses the challenge, the Personality becomes Dishonored and his or her controller loses 5 Honor. The winner's controller gains 5 Honor.

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.

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.

Personal Champion - followers
0F/+2C -PH/6G/2HR 4F
Reaction: When a Personality challenges the Personal Champion's Personality, bow the Personal Champion to have him duel instead of his Personality. The Personal Champion has 3 Chi for dueling and counts as a Personality during the duel.

Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.

Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.

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.

Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.

Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.

Shiba House Guard - followers
*F/0C -PH/5G/2HR 4F
Unique. Only a Phoenix Clan Personality can attach the Shiba House Guard.
The Shiba House Guard's printed Force equals their Personality's Chi.

Shield Wall - followers
0F/0C -PH/0G/0HR 1F
Ranged attacks cannot target cards in this unit.

Shinjo House Guard - followers
3F/0C -PH/8G/1HR 4F
Cavalry. Unique. Only a Unicorn Clan Personality can attach the Shinjo House Guard.
Reaction: After the Cavalry Maneuvers Segment, if the Shinjo House Guard is the only Follower in this unit and their Personality has the Cavalry trait, assign this unit to attack or defend.

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.

The Damned - followers
3F/0C -PH/7G/1HR 3F
Shadowlands. A Crab Clan player may ignore Stronghold restrictions against bringing the Damned into play. A Crab Clan Personality can attach the Damned for 2 less Gold.
Battle: Once per battle, if opposed by one or more Shadowlands cards, the Damned gain +2F.
Battle: Destroy the Damned to give their Personality +5F.

Zokujin - followers
2F/0C -PH/3G/0HR 2F
Limited: Bow the Zokujin to destroy a Copper Mine. No cards in this unit can straighten during your next turn.

Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Ancestral Shrines of Otosan Uchi - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Armory - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bandit Hideout - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Barricades - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bridged Pass - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bushi Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Cleansing Bell - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Corrupted Iron Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Corrupted Silver Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Dragon Dancers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Dragon's Teeth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Earthworks - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Famous Poet - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Festering Pit of Fu Leng - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Forgotten Tomb - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Fortress of the Dragonfly - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Gambling House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Garrison - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Geisha House - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Goldsmith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Heartbeat Drummers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Historian - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Izaku Library - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Kabuki Theater Troupe - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Large Farm - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Master of the Tea Ceremony - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Moat - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of the Void - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Pitch and Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Poorly Placed Garden - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Provision Storehouse - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Retired Wasp General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Sacrificial Altar - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Shokansuru - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Shrine of the Dragon Champion - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silk Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silk Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Storehouses - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Temple of Bishamon - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Edge of Shinomen Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Hiruma Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Kaiu Forge - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trade Route - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trading Grounds - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Traveling Caravan - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trenches - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Tunnel System - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Wall of Bones - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Watchtower - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Yamaso no Oni - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

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 Kaiu - items
+1F/+0C 3G 3F
Weapon.
Battle: Fear 1. This Fear affects only Human Followers.

Candle of the Void - items
+0F/+0C 6G 3F
Elemental Limited: Bow this Personality, who may remain bowed. If this Personality does not straighten or leave play before three turns from now, you may play the Ring of the Void from your hand as a Limited Action.
Elemental Limited: Destroy the Candle of the Void and discard your hand to draw a number of cards equal to the number you discarded.

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 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.

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

Crystal Katana - items
+0F/+2C 3G 1F
Weapon.
While this Personality faces a Shadowlands Personality in a battle or duel, the Crystal Katana gains +2C.

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.

Dragon's Claw Katana - items
+2F/+2C 7G 3F
Weapon.
The Dragon's Claw Katana costs 2 less Gold for a Crane Clan player. This Personality gains +1 Personal Honor while the Dragon's Claw Katana is attached.

Drum of Water - items
+0F/+0C 6G 3F
Reaction: When an army containing this Personality destroys an opposing army after you have played a Terrain for the battle, play the Ring of Water from your hand.
Elemental Battle: Destroy the Drum of Water to move this Personality to another of the Defender's Provinces.

Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.

Golden Obi of the Sun Goddess - items
+0F/+3C 7G 4F
Unique. Only a Personality with over 2 Personal Honor can attach the Golden Obi of the Sun Goddess.
Battle: Once per battle, bow an opposing Shadowlands card.
Reaction: When this Personality would be destroyed, destroy the Golden Obi of the Sun Goddess instead.

Hammer of Earth - items
+0F/+0C 6G 3F
Reaction: When you assign this Personality to defend a Province, if the attacking army's Force exceeds the province Strength, play the Ring of Earth from your hand.
Elemental Battle: If this Personality is defending, destroy the Hammer of Earth to give the Personality +3F/+3C.

Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.

Mantle of Fire - items
+0F/+0C 6G 3F
Reaction: When this Personality wins a duel, play the Ring of Fire from your Hand.
Elemental Reaction: When this Personality would focus, instead destroy the Mantle of Fire to end the duel without resolution and send this Personality home bowed.

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.

Naginata - items
+1F/+2C 3G 1F
Weapon.

No-Dachi - items
+2F/+1C 4G 1F
Weapon.

Ono - items
+2F/+0C 3G 2F
Weapon.
A Crab Clan Personality attaches the Ono for 1 less Gold.

Personal Standard - items
+0F/+1C 2G 2F
Only a Samurai can attach the Personal Standard.
Each Follower in this unit gains +1F while the Personal Standard is in this unit. Lower Fear that targets this unit by 2. Ranged attacks can target this Personality even if this Personality has Followers.

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.

Porcelain Mask of Fu Leng - items
+*F/+*C 8G 2F
Unique. Shadowlands. Lose 4 Honor. Place a number of +1/+1 Porcelain tokens on the Porcelain Mask of Fu Leng equal to this Personality's Chi. This Personality gains the Shadowlands trait and the ability "Battle: Fear 3" while the Porcelain Mask of Fu Leng is attached. The Porcelain Mask of Fu Leng cannot be moved among Personalities. When the Porcelain Mask of Fu Leng is destroyed, destroy this Personality. During each of your Events Phases, remove a Porcelain token. When you remove the last Porcelain token, destroy the Porcelain Mask of Fu Leng.

Riding Yari - items
+1F/+1C 3G 1F
Weapon.
The Riding Yari gains +1F while this Personality is Cavalry and attacking.

Ryokan's Sword - items
+1F/+1C 3G 3F
Weapon.
When this Personality focuses, you may play your Fate deck's top card as the Focus card. Do not look at the card until someone strikes. If you cannot focus with the card, discard it when you reveal it.

Tapestry of Air - items
+0F/+0C 6G 3F
Reaction: When this Personality performs or participates in a Ritual with two or more other Shugenja, play the Ring of Air from your hand.
Elemental Reaction: When a Kiho, Spell, or innate ability targets this Personality, destroy the Tapestry of Air to cancel that action.

Tessen - items
+0F/+0C 0G 1F
Reaction: When an Assassin action targets this Personality, bow the Tessen to cancel it.

The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.

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.

Wakizashi - items
+0F/+1C 0G 2F
Weapon.
A Personality who has one Weapon can attach the Wakizashi. This Personality can have two Weapons.

Warhorses - items
+0F/+0C 2G 3F
This Personality gains the Cavalry trait while Warhorses are attached.

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.

Agasha Hamanari - personalities
1F/3C 0HR10G/2PH/

Phoenix Clan Seer • Shugenja • Soul of Isawa Norikazu • Unique
Reaction: When a player plays an Action card from his or her hand that targets you, your cards, or your tokens (or, if Hamanari is in a battle, that affects the battle, such as a Terrain), bow Hamanari to cancel the action. When the Dynasty Phase ends this turn, the player returns the card to his or her hand.

Akodo Ginawa - exp 4 - personalities
5F/6C 6HR13G/2PH/

Lion Clan Samurai • Akodo Daimyo • Toturi's Army • Tactician • Experienced 4 Ginawa • Unique
Limited: Once per turn, draw a Fate card. You cannot declare an attack this turn.

Akodo Ijiasu - personalities
2F/4C 6HR7G/3PH/

Lion Clan War Leader • Samurai • Tactician

Akodo Tadenori - personalities
0F/4C 4HR6G/3PH/

Lion Clan Campaigner • Samurai • Tactician • Soul of Ikoma Gunjin

Asahina Kimita - personalities
0F/4C 0HR6G/2PH/

Crane Clan Shugenja. Soul of Asahina Tomo.

Asahina Sekawa - personalities
1F/2C 5HR8G/2PH/

Crane Clan Shugenja. Soul of Asahina Tamako.
Reaction: At any time at which you want to produce Gold, bow Sekawa and discard a card from your hand to produce an amount of Gold equal to the card's Focus value.

Asako Misao - personalities
1F/3C 1HR5G/2PH/

Phoenix Clan Shugenja.
Limited: Bow Misao and one of your personalities with the Ninja, Shadowlands, or Bloodspeaker trait to permanently remove the Ninja, Shadowlands, or Bloodspeaker trait from the personality.

Asako Ryoma - personalities
1F/4C 15HR10G/3PH/

Phoenix Clan Interrogator. Shugenja. Soul of Asako Yasu.
Limited: Bow Ryoma to have him "question" a Shugenja and issue an unrefusable challenge to the Shugenja. Ryoma cannot focus. Ryoma is not destroyed if he loses the duel.

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

Scorpion Clan Samurai. Soul of Bayushi Tomaru.
Reaction: When the Resolution Segment of a battle in which Kamnan is attacking ends, if neither Kamnan nor the Province is destroyed, discard any cards in the Province.

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 Kwanchai - personalities
0F/1C -HR2G/1PH/

Scorpion Clan Martyr. Soul of Bayushi Tangen.
Reaction: When any bowed or unbowed Scorpion Clan Personality enters a duel, Kwanchai bows to replace the Personality in the duel.
Battle: Once per battle, if Kwanchai is home, send a bowed or unbowed Scorpion Clan Personality in your army home without bowing and move Kwanchai into your army.

Bayushi Norachai - personalities
2F/2C 5HR6G/2PH/

Scorpion Clan Imperial Magistrate. Soul of Bayushi Yojiro. Norachai will not join a Shadow Stronghold of the Bayushi player.
Norachai gains +2F/+2C while you have the Imperial Favor.

Bayushi Paneki - personalities
4F/4C -HR8G/0PH/

Scorpion Clan Defender of the Empire. Samurai. Paneki has +3 Personal Honor for attaching Followers.

Bayushi Sunetra - personalities
3F/3C 0HR7G/2PH/

Scorpion Clan Samurai. Soul of Bayushi Marumo. Sunetra will not attach Items, except Armor and Weapons.
Battle: Once per turn, if Sunetra has fewer than two Followers, move this unit to another Province.

Bayushi Yojiro - exp 2 - personalities
3F/5C -HR10G/2PH/

Scorpion Clan Champion. Samurai. Experienced 2. Unique. Yojiro will only join a Scorpion player. Each Scorpion Clan Personality you control gains +1 Personal Honor while Yojiro is in play.
Open: If you have no Shadowlands cards in play, permanently lower Yojiro's Chi by 1 to raise your Family Honor to your starting Family honor. This is not considered an Honor gain.

Daidoji Rekai - exp 2 - personalities
4F/4C 0HR11G/3PH/

Crane Clan Archer. Daidoji Daimyo. Samurai. Cavalry. Experienced 2. Unique.
Battle: Once per turn, move Rekai into the current battle and have her make a Ranged 3 Attack that cannot combine with other ranged attacks, without bowing.

Doji Kurohito - personalities
3F/4C 4HR8G/2PH/

Crane Clan Samurai.
Kurohito gains +2F/+2C while you have over 20 Family Honor.

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 - personalities
0F/1C 10HR10G/3PH/

Crane Clan Liason. Soul of Kakita Yoshi. Tanitsu will not attach Followers or issue challenges. Tanitsu cannot be assigned to defend.
Political Open: Bow Tanitsu to take the Imperial Favor. This is not considered lobbying.

Doji Yasuyo - personalities
3F/4C 5HR8G/3PH/

Crane Clan Samurai. Soul of Doji Kuwanan.

Gakochun - personalities
4F/2C -HR5G/0PH/

Unaligned Goblin. Nonhuman. Soul of Orschat. Shadowlands. Lose 2 Honor. Followers Gakochun attaches must be Goblin.

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

Naga Shugenja. Nonhuman.
Battle: Bow Ghedai to move any one of your units from one of the Defender's Provinces to another.

Goblin Warmonger - personalities
2F/1C -HR5G/1PH/

Unaligned Nonhuman. Shadowlands.
When the Goblin Warmonger would be destroyed, if he has any Goblin Followers, instead destroy all cards in this unit except the Goblin Warmonger, bow the Goblin Warmonger, and send him home.

Goblin Wizard - personalities
0F/2C -HR2G/1PH/

Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.

Hida Hio - personalities
4F/4C 0HR8G/2PH/

Crab Clan Border Guard. Samurai.
Hio can remain bowed.
Reaction: After a battle in which Hio defended, bow Hio to Raise that Province's Strength by 7 while he remains bowed.

Hida Kuon - personalities
4F/2C -HR7G/1PH/

Crab Clan Samurai.
Kuon gains +1F/+2C while Hida Kuroda is in play.

Hida Kuroda - personalities
3F/3C 6HR7G/3PH/

Crab Clan Samurai. Cavalry.
Kuroda gains +1F/+2C while Hida Kuon is in play.

Hida Rohiteki - exp - personalities
2F/3C 0HR6G/2PH/

Crab Clan Shugenja. Experienced. Unique.
Rohiteki gains +1F for each Spell she has attached.

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 Wukau - personalities
0F/2C -HR3G/1PH/

Crab Clan Taskmaster. Soul of Yasuki Nokatsu. Wukau's Followers each gain +1F while attached to Wukau.

Hida Yasuhiro - personalities
4F/3C -HR8G/2PH/

Crab Clan Samurai. Soul of Hida Unari.

Hiruma Masagaro - personalities
2F/2C 0HR5G/2PH/

Crab Clan Samurai. Soul of Hiruma Kage. Masagaro gains +4C while dueling a Shadowlands Personality.

Hiruma Tatsuya - personalities
2F/4C 0HR7G/1PH/

Crab Clan Samurai. Soul of Hida Nezu.
Battle: Discard a card from your hand to bow an opposing Follower, or opposing Personality without Followers, with Force less than or equal to the discarded card's Focus value. Tatsuya loses an amount of Chi equal to the Focus value.

Hitomi Vedau - personalities
3F/3C -HR7G/1PH/

Dragon Clan Enforcer. Tattooed Samurai. Soul of Hitomi Kagetora.
Battle: Once per battle, discard a card from your hand to give Vedau +2F/+2C. You cannot draw any cards during your next End Phase.

Horiuchi Shem-Zhe - personalities
1F/2C 0HR8G/2PH/

Unicorn Clan Shugenja. Soul of Iuchi Takaai.
Open: Bow Shem-Zhe to give the Cavalry trait to all cards in a unit.

Hoshi Eisai - exp - personalities
2F/4C 0HR8G/1PH/

Dragon Clan Tattooed Monk. Experienced. Unique.
Battle: Eisai copies the Force of one of your other Personalities.

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.

Ikoma Otemi - personalities
3F/2C 8HR5G/2PH/

Lion Clan Samurai. Cavalry. Soul of Matsu Mori.
Otemi will not join a Unicorn Clan player.

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.

Ikoma Tsai - personalities
0F/3C 2HR4G/2PH/

Lion Clan Guardian. Shugenja.
Tsai cannot attach Spells with Gold cost greater than his Chi.

Isawa Nakamuro - personalities
1F/3C -HR7G/2PH/

Phoenix Clan Acolyte of Air. Shugenja.
Elemental Reaction: When a ranged attack or Spell effect targets a card in Nakamuro's army, bow Nakamuro to redirect it to another target in the army.

Isawa Riake - personalities
1F/3C 5HR8G/2PH/

Phoenix Clan Master of Water. Shugenja. Soul of Isawa Tomo.
Elemental Battle: Bow Natsumi to move a unit from one of the Defender's Provinces to another.

Isawa Sayuri - personalities
0F/3C -HR7G/4PH/

Phoenix Clan Shugenja. Soul of The Nameless One. Unique. Sayuri gains +2C while dueling a Shadowlands Personality.
Limited: Sayuri bows to issue an unrefusable challenge to a Shadowlands Personality.

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.

Kaiu Umasu - personalities
1F/2C -HR7G/1PH/

Crab Clan Siege Master. Soul of Kaiu Utsu. Followers Umasu attaches must be able to destroy Fortifications.
Battle: Bow Umasu for a Ranged 2 Attack.
Battle: Bow Umasu to lower this Province's Strength by 3 until the turns ends.

Kakita Atoshi - personalities
0F/1C 5HR6G/2PH/

Crane Clan Samurai. Soul of Kakita Torikago. Atoshi can remain bowed.
Political Limited: Bow while you have the Imperial Favor. Select a bowed Personality. The target Personality may not straighten until after one of the following occurs: Atoshi straightens or is destroyed, or you lose the Imperial Favor.

Kakita Kaiten - exp - personalities
4F/4C 8HR10G/3PH/

Crane Clan Samurai. Experienced. Unique.
Battle: Once per battle, Kaiten gains a Force bonus equal to his Personal Honor.

Kakita Kyruko - personalities
1F/3C 0HR7G/2PH/

Crane Clan Samurai.
Limited: Once per turn, Kyruko challenges a Human Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand. Lose 1 Honor.

Kakita Nanami - personalities
0F/2C 10HR7G/2PH/

Crane Clan Negotiator. Soul of Kakita Yuri.
Political Battle: If you are the Defender, bow Nanami and pay an amount of Gold equal to an attacking unit's Force to send the unit home without bowing.

Kakita Noritoshi - personalities
2F/3C 5HR7G/2PH/

Crane Clan Prodigy. Samurai. Soul of Doji Jiro.
Reaction: When Noritoshi enters a duel, discard a card from your hand to double the Focus value of one of his Focus cards when you reveal them for the duel. You cannot double the Focus value of a card whose Focus value has changed.

Kan'ok'ticheck - personalities
2F/3C -HR6G/1PH/

Unaligned Ratling Chieftain. Creature. Soul of Tchickchuk. Plague tokens do not affect Ratlings. Each other Ratling Personality and Ratling Follower gains +1F while in Kan'ok'ticheck's army.
Reaction: When paying for a Ratling, bow Kan'ok'ticheck to lower the Ratling's Gold cost to 0. You may take this action when paying for a Ratling attaching 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.

Kitsu Dejiko - personalities
4F/4C 8HR9G/3PH/

Lion Clan Samurai.
Reaction: Once per turn, when another player takes an action during a battle containing Dejiko in which the player has no Personalities, bow Dejiko to cancel the action.

Kitsune Ryukan - personalities
1F/2C -HR5G/2PH/

Fox Clan Gunso. Samurai. Soul of Kitsune Shudo.
Battle: Once per battle, Ryukan gains a Force bonus equal to the Force of one of his Followers.

Kumo - personalities
3F/1C -HR7G/0PH/

Unaligned Spider Spirit. Creature. Cavalry. Shadowlands. Lose 3 Honor.
Battle: Once per battle, bow an opposing Personality with under 2 Force or an opposing Follower with under 2 Force.

Kuni Utagu - personalities
0F/4C -HR5G/2PH/

Crab Clan Shugenja. Black Scroll effects cannot target Utagu.
Open: Utagu bows to issue an unrefusable challenge to a Personality with a Maho ability or a Black Scroll, or who as taken a Maho action this game.

Kuni Utagu - exp - personalities
1F/5C 5HR7G/3PH/

Crab Clan Jade Champion. Shugenja. Experienced. Unique. Spell effects cannot target Utagu.
Battle: Twice per battle, bow an opposing Personality with the Shadowlands trait or a Maho ability, or who has taken a Maho action this turn.

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.

Kyoso no Oni - exp - personalities
6F/6C -HR10G/0PH/

Unaligned Oni Sovereign. Nonhuman. Experienced. Unique. Shadowlands. Lose 5 Honor. Kyoso no Oni cannot attach Followers or Items.
Open: Destroy one of your Personalities to give Kyoso no Oni +2F/+2C.

Lady Kitsune - personalities
0F/2C 0HR4G/5PH/

Unaligned Foxwife. Creature.
Lower the Honor requirement of each Personality you bring into play by Kitsune's Personal Honor. (Honor Requirements may drop under 0.) Human Personalities each gain +1C while in Kitsune's army. If Kitsune becomes Dishonored, destroy her.

Matsu Domotai - personalities
1F/3C 6HR5G/3PH/

Lion Clan Scout. Samurai. Domotai's Force cannot exceed his Chi. Domotai cannot be assigned to or move into a defending army.
During battle, Domotai gains a Force bonus equal to the number of other Lion Personalities in his army.

Matsu Hataki - personalities
4F/3C 0HR8G/2PH/

Lion Clan Samurai. Soul of Matsu Turi.
Hataki will not bow to lobby for the Imperial Favor. Imperial Favor effects cannot target this unit.

Matsu Hataki - exp - personalities
4F/4C 0HR9G/2PH/

Lion Clan Magistrate. Samurai. Experienced. Soul of Matsu Turi. Unique.
Battle: If you are the Defender, straighten Hataki (if bowed) and move him into the current battle.

Matsu Ketsui - personalities
4F/3C 5HR9G/3PH/

Lion Clan Samurai. Matsu Daimyo. Double Chi. Unique.

Matsu Nimuro - personalities
6F/5C 10HR14G/4PH/

Lion Clan Champion. Samurai. Double Chi. Tactician. Soul of Matsu Tsuko. Unique. Nimuro will only join Lion Clan Player.

Mirumoto Daisuke - personalities
3F/2C 4HR8G/3PH/

Dragon Clan Samurai. Cavalry. Soul of Mirumoto Sukune.
Battle: Bow Daisuke for a Ranged 3 Attack.

Mirumoto Rosanjin - personalities
3F/3C 3HR6G/2PH/

Dragon Clan Samurai. Soul of Mirumoto Taki.
Rosanjin can have two weapons attached.

Mirumoto Temoru - personalities
3F/4C 4HR7G/2PH/

Dragon Clan Samurai. Soul of Mirumoto Hitomi.
Temoru's Followers are immune to Fear.

Mirumoto Ukira - personalities
2F/4C 8HR5G/2PH/

Dragon Clan Samurai.
Ukira will not refuse challenges. Whenever Ukira focuses, raise the Focus value by 1.

Mirumoto Uso - exp - personalities
3F/4C 0HR9G/3PH/

Dragon Clan Samurai. Mirumoto Daimyo. Experienced. Unique. You can focus two cards at a time for Uso's duels, in any order.

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 Hideyo - personalities
4F/2C 0HR8G/1PH/

Unicorn Clan Warrior. Cavalry.
Limited: Bow Hideyo to attach a Follower to him from your hand. Lower the Follower's Gold cost by Hideyo's Force. Hideyo cannot straighten until your next turn.

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 Vordu - personalities
1F/3C -HR6G/1PH/

Unicorn Clan Shugenja. Cavalry.
Battle: Bow Vordu and discard a Kiho or Spell from your hand to straighten a bowed Cavalry card in this battle.

Ninja Spy - personalities
0F/1C -HR2G/1PH/

Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.

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.

Noekam - personalities
4F/3C -HR8G/0PH/

Unaligned Zombie Commander. Undead. Shadowlands. Lose 5 Honor. Undead Followers each gain +1F while attached to Noekam.
Battle: Fear equal to the number of Undead cards in this unit.

Ogre Bushi - personalities
6F/4C -HR9G/0PH/

Nonhuman • Shadowlands • Cannot attach Armor or Followers.

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.

Ruantek - personalities
1F/3C -HR6G/1PH/

Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.

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

Unaligned Shugenja. Soul of Fusaki.
When Satoshi enters play, you may attach a Spell from your hand to him without Gold cost.

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

Unaligned Dark Daughter of Fu Leng. Shugenja. Bloodspeaker. Unique. Shadowlands. Shahai counts as Iuchi Shahai for uniqueness.
Maho Reaction: Once per turn, when a Personality is destroyed for having 0 Chi, Shahai permanently gains +1C.

Shiba Aikune - personalities
2F/3C 8HR5G/2PH/

Phoenix Clan Samurai. Aikune gains +1F while in an army with another Phoenix Clan Samurai.

Shiba Kai - personalities
3F/3C 0HR7G/2PH/

Phoenix Clan Samurai. Soul of Shiba Katsuda.

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 Tsukune - personalities
3F/2C 5HR5G/2PH/

Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.

Shiba Tsukune - exp 3 - personalities
5F/6C 10HR14G/4PH/

Phoenix Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Tsukune will only join a Phoenix Clan player.
Battle: Tsukune bows to issue an unrefuseable challenge to an opposing Personality.

Shiba Yoma - personalities
2F/3C 3HR7G/2PH/

Phoenix Clan Ritual Master. Samurai. Soul of Shiba Kyukyo.
Before a card casts a Kiho or Spell during a battle containing Yoma, Yoma gains +1F/+1C.

Shinjo Maku - personalities
4F/3C 5HR9G/2PH/

Unicorn Clan Samurai. Cavalry. Soul of Shinjo Hanari.
Battle: Bow Maku for a Ranged 3 Attack.

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

Unicorn Clan Magistrate. Samurai. Cavalry. Soul of Shinjo Tashima. Osema gains +2F/+2C while facing one or more Human Personalities with 0 Personal Honor in a battle or duel.
Limited: Osema bows to issue an unrefusable challenge to a Bandit or an Unaligned Samurai.

Shinjo Shono - personalities
1F/1C 0HR4G/1PH/

Unicorn Clan Hettan. Samurai. Cavalry.
Any player must discard two cards from his or her hand for one of his or her Personalities to challenge Shono.

Shinjo Shono - exp - personalities
3F/3C 0HR8G/1PH/

Unicorn Clan Samurai. Cavalry. Experienced. Unique.
Any player must discard two cards from his or her hand for one of his or her cards to challenge Shono. Shono gains +1F/+3C while facing one or more Ninja or Shadowlands cards in a battle or duel.

Shosuro Aroru - personalities
2F/5C -HR8G/0PH/

Scorpion Clan Duelist. Ninja. Soul of Bayushi Yokuan. Followers Aroru attaches must be Ninja. A Personality must bow to refuse a challenge from Aroru. Players can take no Reactions to a challenge, refusal, or duel involving Aroru except Reactions that cancel the challenge or duel or occur after the duel.

Shosuro Turaki - personalities
1F/1C -HR7G/1PH/

Scorpion Clan Actress. Soul of Shosuro Taushui.
Limited: Once per turn, Turaki copies the Force, the Chi, or an ability of another player's Personality until your next turn begins.

Shosuro Yudoka - personalities
0F/3C -HR6G/1PH/

Scorpion Clan Ninja. Tactician. Lose 2 Honor.
Battle: Bow Yudoka to destroy a Terrain in play for this battle.

Slidge - personalities
5F/2C -HR7G/0PH/

Unaligned Troll. Nonhuman. Shadowlands. Lose 4 Honor. Slidge cannot attach Armor.

Soshi Angai - personalities
2F/5C 2HR7G/1PH/

Scorpion Clan Infiltrator • Shugenja • Courtier

Tamori Chosai - personalities
1F/4C 6HR4G/2PH/

Dragon Clan Shugenja.

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.

Te'tik'kir - personalities
0F/2C -HR6G/2PH/

Unaligned Ratling Nameseeker. Crippled Bone Tribe Shaman. Creature. Shugenja. Ratling Followers in Te'tik'kir's unit each gain +1F.

Thuk-Kigi - exp - personalities
3F/2C -HR6G/1PH/

Unaligned Nonhuman. Experienced Goblin Warmonger. Soul of Kappuksu. Unique. Shadowlands.
When Thuk-Kigi would be destroyed, if he has any Goblin Followers, instead destroy the Followers and send him home bowed.
Battle: If Thuk-Kigi's unit is home, switch it with one of your units in the current battle.

Togashi Genshuo - personalities
5F/3C 5HR8G/2PH/

Dragon Clan. Tattooed. Soul of Hitomi Juppun. Genshuo cannot gain Force bonuses from actions. Raise the strength of each ranged attack that targets Genshuo by 2.
Battle: Once per battle, permanently remove the Cavalry trait from an opposing Cavalry card.

Togashi Hoshi - exp 2 - personalities
7F/7C 7HR15G/4PH/

Dragon Clan Champion. Dragon. Creature. Cavalry. Double Chi. Experienced 2. Unique. Hoshi will only join a Dragon Clan or Monk player. Hoshi can attach Dragon Items without Gold cost. Once per turn, Hoshi may cast a Kiho as if he were a Monk, without bowing.
Limited: Bow Hoshi to have all of your Hoshi Personalities in your Provinces, in your Dynasty deck, and in play swear fealty to the Dragon Clan.

Togashi Nyima - personalities
2F/3C -HR5G/1PH/

Dragon Clan Monk • Tattooed • Soul of Hitomi Iyojin
After each time one of your Provinces is destroyed while Nyima is in play, he permanently gains +2F.

Toritaka Tatsune - personalities
4F/2C 0HR7G/2PH/

Crab Clan Samurai. Soul of Hida Tadashiro.
Reaction: When an action or effect destroys Tatsune without destroying any of his Followers, attach the Followers to one or more of your Personalities to whom you can legally attach them.

Tsuburu no Oni - personalities
2F/2C -HR4G/0PH/

Oni • Nonhuman • Shadowlands • Cavalry
Lose 5 Honor. Destroy one of your Personalities as an additional cost of bringing Tsuburu into play.
Can not attach Followers or Armor.
After a battle's Combat Segment ends, if Tsuburu is at its battlefield and there are no defending units there: Give Tsuburu +6F.

Ukuro - personalities
1F/2C 5HR7G/1PH/

Unaligned Monk. Soul of Seikua. Ukuro will not attach Followers or Items.
Ukuro gains +1F/+2C for each Elemental Ring you have in play.

Utaku Xieng Chi - personalities
1F/3C 3HR6G/3PH/

Unicorn Clan Gunso. Battle Maiden. Samurai. Cavalry. When a Charge targets Xieng Chi, she gains an extra +1F.

Utaku Xieng Chi - exp - personalities
3F/3C 4HR10G/3PH/

Unicorn Clan Gunso. Battle Maiden. Samurai. Cavalry. Experienced. Unique. Whenever Xieng Chi gains a Force bonus, her Followers each gain +1F. Xieng Chi gains +2F while she has the Armor of Earth.

Utaku Yu-Pan - personalities
2F/2C 8HR6G/4PH/

Unicorn Clan Battle Maiden. Hunter. Samurai. Cavalry. Followers Yu-Pan attaches must be Cavalry.
Yu-Pan gains +1F for each other Battle Maiden in her army.

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

Undead Samurai. Shadowlands. Soul of Uragirimono. Lose 3 Honor.
Battle: Fear 3.

Yasuki Hachi - personalities
2F/4C 8HR5G/3PH/

Crane Clan Gunso. Samurai. Counts as Daidoji Hachi for deck construction.
Reaction: Once per turn, when Hachi wins a duel, straighten your Stronghold.

Yoee'trr - personalities
2F/3C -HR5G/1PH/

Ratling Adventurer • Tattered Ear Tribe • Bushi • Creature
Battle: Bow Yoee'trr: Ranged 3 Attack.

Yuki No Onna - personalities
1F/2C 0HR6G/1PH/

Unaligned Snow Maiden. Nonhuman. Yuki no Onna gains +1F/+1C for each Forest in play.
Limited: Yuki no Onna bows to challenge a Shadowlands Personality. The challenge is unrefusable if the Personality's controller controls any Forests.

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.

Akui Cliffs - regions
Each Personality with under 4 Chi has -2F while attacking or defending this province.

Big Stink - regions
Unique
Non-Goblin Personalities and non-Goblin Followers have -1F while at this battlefield.
After each time a Goblin enters play from this Province, attach two 1F Shadowlands Goblin Nonhuman Follower tokens to him.

Black Finger River - regions
Whenever a player reveals a Personality in this Province, the Personality permanently gains the Shadowlands trait.

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

Campsite - regions
Reaction: Once per unit per turn, after a player assigns or moves a unit to attack this Province, draw a card.

Crossroads - regions
Lower the Gold cost of Holdings in this Province by 3.

Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.

Fields of the Dead (FaS) - regions
No players may assign any Personality with over 4 Force to battle at this Province.

Fields of the Morning Sun - regions
No player may assign or move any Personality with over 2 Personal Honor to battle at this Province.

Flatlands - regions
As a Battle action once per unit per turn, any player may move a unit out of or into this Province to or from one of your Provinces immediately to the left or right of this one.

Forests of Shinomen - region
Forest
Negate the effects of Ranged Attacks during a battle at this province's battlefield.
When one of your Forests is paying for a Nonhuman card: It produces one additional Gold.

Great Crater - regions
Unique.
Reaction: When another player's Event resolves, bow the Great Crater to prevent players from assigning units to attack this Province this turn.

Inaccessible Region - regions
No player other than the Attacker and Defender can assign or move units into this Province without the use of a Spell effect or innate ability.

Last Stand Plain - regions
Each duel during a battle at this Province compares Force versus Force instead of the stat noted on the card creating the duel.

Lookout Mountain - regions
When a player assigns or moves units to battle at this Province, the player may show any number of cards from his or her hand to the Defender. During battle at this Province, players cannot play any cards from their hands that they did not show to the Defender.

Mountain of the Seven Thunders - regions
Unique. Ignore Honor requirements of Personalities in this Province.

Mountain Pass - regions
This Province gains +4 Strength. Provinces adjacent to this one have -1 Strength. (If a Province is destroyed, the one next to it becomes adjacent.)

Plain of Fast Troubles - regions
Battle: If a face-up Personality is in this Province, bring that Personality into play, waiving all costs and ignoring Honor requirements, as a defending unit in this battle. (You can do this even if there are no attacking units.)

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.

River Region - regions
Reaction: When you discard a card in this Province, place it at the bottom of your Dynasty deck instead of in your discard pile. Ignore anything that has happened to the card from the start of the game until now.

Road of Dust - regions
Singular
Personalities without Followers have -2F while at 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.

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.

Streets of Otosan Uchi - regions
Unique.
Each player may, as a Battle action once per battle per each of his or her Personalities, have one of his or her Personalities in this battle challenge an opposing Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand.

Swamplands - regions
Whenever you reveal a Fortification in this Province, replace it with a face-down Dynasty card. Players cannot assign units to attack or defend this Province during the Cavalry Maneuvers Segment.

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.

The Iuchi Plains - regions
Each Infantry Personality and Infantry Follower in a battle at this Province has -1F.

The Ruined Keep of Fu Leng - regions
Unique.
This Province gains a permanent Strength bonus equal to its current strength. Permanently lower each of your other Provinces' Strengths to 0. Lose 7 Honor.

Training Grounds - regions
Each Follower gains +1F while defending this Province.

Umi Amaterasu - regions
Battle: Once per battle per player, any player with a unit opposing one or more units at this battle may draw a card.

War-Stained Fields - regions
Limited: Once per turn, move one or more Followers between two of your Personalities without bowing the Personalities.

Wetlands - regions
Raise the strength of each ranged attack by 1 during battle at this Province.

Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.

Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.

Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.

Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.

Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.

Asahina's Breath - spells
5G 1F
Only a Crane Clan Shugenja can attach this Spell. Elemental Limited: Bow this Shugenja and destroy this Spell to have one of your Personalities issue a challenge to a Personality. Add this Shugenja's Chi to your Personality's Chi during the duel. If the challenged Personality refuses the challenge, he or she becomes Dishonored and his or her controller loses 3 Honor.

Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.

Blood of Midnight - spells
4G 2F
Battle: Bow this Shugenja to give an attacking Shadowlands Personality +4F.

Blood Rite - spells
4G 3F
Maho Ritual Limited: Destroy this Spell and bow this Shugenja and any number of your other Shugenja to place a 1F/1C Blood token on each Shugenja Personality in this Ritual.

Bloodstained Forest - spells
2G 1F
Battle: If this Shugenja is in the current battle, bow this Shugenja to destroy a Terrain. You may then play a Terrain from your hand.

Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.

Energy Transference - spells
4G 2F
Open: Bow this Shugenja to switch a Personality's Force and Chi. If the Personality is not yours, destroy this Spell.

Eyes Shall Not See - spells
2G 1F
Reaction: Before the Maneuvers Segments of an attack, bow this Shugenja and destroy this Spell to switch the Infantry and Cavalry Maneuvers Segments.

Fires of Purity - spells
3G 3F
Elemental Open: Bow this Shugenja to give +3F/+3C to a Personality with over 2 Personal Honor.

Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.

Hiruma's Last Breath - spells
1G 4F
Only a Crab Clan Shugenja can attach this Spell.
Limited: Bow this Shugenja and destroy this Spell to have one of your units begin an attack against another player's unit containing a Shadowlands card. No other units can be assigned or move to the battle, and the battle cannot destroy a Province. The units cannot move to other Provinces from the battle. This does not replace your Attack Phase.

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.

Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.

Soshi's Curse - spells
2G 2F
Only a Scorpion Clan Shugenja can attach Soshi's Curse.
Battle: Bow this Shugenja and destroy this Spell to "freeze" an opposing unit. The unit's controller cannot target cards in the unit with actions, and those cards cannot use their abilities, until your next turn. Any player with only frozen units in his or her army is considered to have no units at the battle.

Stifling Wind - spells
3G 3F
Elemental Battle: Bow this Shugenja to bow an opposing Follower.
Elemental Battle: Bow this Shugenja to bow a Personality with no unbowed Followers.

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 Fury of Osano-Wo - spells
4G 3F
When you bring this Spell into play, place three tokens on it. When this Spell has no tokens, destroy it.
Battle: Bow this Shugenja and destroy a token on this Spell for a ranged attack with strength equal to this Shugenja's Chi plus 2.

The Soul of Shiba - spells
4G 3F
May only be attached to a Phoenix shugenja. Reaction: Bow this Shugenja when one of your other Phoenix Clan Shugenja is being destroyed. Shuffle the destroyed Shugenja back into your Dynasty deck. Destroy this spell.

Tomb of Jade - spells
5G 3F
Limited: Bow this Shugenja and destroy this Spell to destroy a Shadowlands card.

Torrential Rain - spells
4G 4F
Battle Elemental: Bow this Shugenja and destroy this Spell to end this battle without resolution. All units go home bowed.

Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.

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.

Winds of Change - spells
6G 2F
Elemental Limited: Bow this Shugenja to discard a Dynasty card in a Province and replace it with the top card of its player's Dynasty deck.

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

A Samurai Never Stands Alone - actions
0G 1F
Delayed Terrain.
Battle: Your Personalities in this battle each gain a Force bonus equal to the number of players who have units in the opposing army.

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

A Stout Heart - actions
0G 2F
Reaction: Play this card when Fear targets one of your units. Negate the Fear.

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).

Accessible Terrain - actions
0G 1F
Immediate Terrain.
You may play this card during a battle in which you have no units.
Battle: The Attacker and Defender each gain the ability "Battle: Move one of your units into this battle."

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.

Another Time - actions
0G 0F
When you reveal this card as a Focus card for a duel, cancel the duel and discard all Focus cards without effect.

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."

Arrows from the Woods - actions
0G 3F
Battle: Ranged 2 Attack.
Reaction: After you target another player's card with a Ranged Attack: Increase that Ranged Attack's strength by 2.

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.

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.

Bend Like a Reed - actions
0G 3F
Reaction: Play this card when a Personality strikes in a duel against one of your Personalities. Your Personality gains +2C (or +2 to the stat compared in the duel) from this card as if you played this card as a Focus card. You can play only one copy of this card per duel.

Blackened Sky - actions
0G 1F
Battle: Take as many consecutive actions that make ranged attacks as you like, before the next player takes an Open or Battle action. You cannot take Reactions during this time unless they make ranged attacks.

Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.

Brash Hero - actions
0G 1F
Open: If it is not your turn: Target one of the active player's Samurai Personalities with a Chi of 2 or less. The target's controller must assign him during any Attack Phases this turn if he can legally do so.

Burning Your Essence - actions
0G 0F
This card has a Focus value of 6 when used as a focus in a duel, discarded for a Tactician Force bonus, or used for its Focus value with an ability on a Personality. The Personality permanently has -2C after the duel or ability resolves.

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.

Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.

Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.

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.

Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.

Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.

Corrupted Ground - actions
0G 1F
Immediate Terrain
Battle: Each Shadowlands Personality and Shadowlands Follower in this battle gains +1F.

Costly Alliance - actions
0G 3F
Political Reaction: Play this card when you accept an invitation to ally. If one of your units is in an army when the army destroys a Province or opposing army during this Attack Phase, permanently take control of a Holding controlled by the player with whom you allied. Only one copy of this card can be played per turn.

Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.

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."

Dead Eyes - actions
5*G 1F
This card costs 5 less Gold if it targets a Crab Clan Personality.
Limited: Permanently lower to 0 the Personal Honor of one of your Personalities without the Berserker trait and permanently give the Personality the Berserker trait and the ability "Battle: Once per turn, this Personality gains +3F. When the Resolution Segment ends, destroy this Personality unless his or her army had more than twice the opposing army's Force if there was an opposing army when the Resolution Segment began."

Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.

Deathseeker Technique - actions
0G 2F
Battle: Bow one of your Personalities for Fear equal to his or her Force. If the Personality is Lion Clan, he or she does not bow.

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.

Defend Your Honor - actions
0G 2F
Reaction: Play this card when another player's action makes you lose Honor. Negate the Honor loss. One of your unbowed Samurai may then "challenge the player's honor." The player must either select one of his or her unbowed Personalities to accept the challenge, or refuse the challenge. If the player refuses the challenge or his or her Personality loses the duel, the player loses an amount of Honor equal to the amount you negated.

Delicate Calculations - actions
0G 3F
Limited: You may attack two players at once this turn. Each player may ally with only one other player. Each Maneuvers Segment occurs only once. During each battle, only the Province's controller is the Defender. Effects that move cards into or out of battles may move them into or out of any battles in the attack.

Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.

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.

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."

Duty to the Clan - actions
0G 3F
Reaction: Play this card after a battle Resolution Segment in which one of your Personalities of your Faction was destroyed. Permanently lower the Gold cost of one of your Faction's Personalities that is face up in one of your Provinces to 0.

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.

Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.

Facing Your Devils - actions
0G 1F
Kiho Open: One of your Monk or Shugenja Personalities bows to challenge a Personality. The challenged Personality's player may refuse the challenge by discarding cards from his or her hand with total Focus values great than the caster's Chi.

False Alliance - actions
0G 2F
Battle: If you are an ally: Lose 4 Honor. You become an ally of the enemy leader instead of the friendly leader. All your units at battlefields enter your new leader's side there (this is not movement).

Familiar Surroundings - actions
0G 1F
Reaction: Play this card after the last Maneuvers Segment of this Attack Phase. Until the phase ends, the Defender selects the order in which battles resolve instead of the Attacker.

Fight to the Setting Sun - actions
0G 2F
Reaction: Play this card when a Resolution Segment in which you had units ends. All units in the battle will bow as if they were attacking units.

Finding the Harmony - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja to permanently switch an Elemental Ring in your hand with one you have in play. This is not considered playing a Ring. The new Ring does not count toward an Enlightenment Victory.

Fires of Retribution - actions
0G 4F
Elemental Reaction: After a Spell creates a Spell effect, destroy the Spell.
Elemental Reaction: After a Shugenja uses an innate ability, lower the Shugenja's Chi by 2.

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.

Flattery - actions
0G 3F
You must have cards in your hand with total Focus values greater than the opposing army's force to play this card.
Battle: Discard cards from your hand one at a time until the total discarded Focus values exceed the opposing army's Force, to end the battle without resolution and send all units home without bowing. You may take this action during a battle in which you have no units.

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.

Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.

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.

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

He's Mine! - actions
0G 3F
Reaction: Play this card when one of your Personalities enters a duel. Bow the Personality and replace him or her in the duel with one of your unbowed Samurai. If the duel is in a battle, the Samurai must be in the battle. Either way, bow the Samurai when the duel ends.

High Morale - actions
0G 3F
Open: Straighten all Followers of a Personality who has over 2 Personal Honor.

Higher Ground - actions
0G 1F
Immediate Terrain.
Battle: Raise the strength of each ranged attack from your army by 1. Lower the strength of each ranged attack from the opposing army by 1.

Hitomi Technique - actions
1G 3F
Battle: Bow one of your Samurai to destroy an opposing Shugenja. If you are a Dragon Clan player, the Samurai permanently gains +1C.

Hitsu-do - strategy
0G 4F
Fire • Kiho
Battle: Bow and destroy your target Shugenja or Monk: Destroy a target enemy Follower, or Personality without Followers, in a unit whose Personality's Chi is less than or equal to your Shugenja or Monk's Chi.

Honorable Seppuku - actions
0G 3F
Political Reaction: Play this card after one of your Samurai creates, is targeted by, or is affected by an effect that dishonors him or her or causes you to lose Honor. Lower the loss (if any) to 0, the Samurai commits seppuku, and then you gain an amount of Honor equal to the Samurai's Personal Honor.

Hummingbird Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait and without a Hummingbird Tattoo. For the rest of the game, the Personality has a Hummingbird Tattoo and gains this trait: "After this Personality bows at the end of the Resolution Segment, he or she can straighten. If the Personality straightens, he or she cannot move into battle until the turn ends."

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 Art - actions
0G 1F
Limited: One of your Personalities issues an unrefusable challenge to a Personality with equal or higher Chi. Each Personality focuses exactly once, if possible, and Reactions taken "instead of focusing" cannot be taken. The winner's controller gains 4 Honor. Dishonor the loser.

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 Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.

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.

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

Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.

Judgment of Toshiken - actions
0G 2F
Reaction: Play this card after players reveal Focus cards in a duel. Resolve the duel only by the Chi (or other stat noted on the card creating the duel) of the dueling Personalities before the challenge, plus the Focus cards' printed Focus values. The Double Chi trait works as usual. If either Personality has not focused, each can focus an extra time, starting with the challenged Personality.

Kaede's Tears - actions
0G 3F
Kiho Limited: Target a Unique Personality in your discard pile. Bow one of your Shugenja with Chi greater than or equal to the Personality's Chi and remove this card from the game to shuffle the Personality into your Dynasty deck.

Kakita Technique - actions
1*G 3F
This card costs 1 less Gold for a Crane Clan player.
Reaction: Play this card when one of your Personalities enters a duel against a Personality with lower Personal Honor. Your Personality has the first option to focus or strike.

Kaze-Do - actions
0G 3F
Kiho Elemental Battle: Bow one of your Monks or Shugenja to send home, without bowing, an opposing unit led by a Personality with Force lower than the caster's Chi.

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 Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 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.

Lies, Lies, Lies... - actions
0G 2F
Political Limited: If you have no cards in play or in your discard piles that cause their player an Honor loss or have the Shadowlands, Ninja, or Kolat keywords: Gain 8 Honor; this gain can not raise your Family Honor above it's starting value.

Low Morale - actions
0G 1F
Open: Target a unit. Bow all Followers in it.

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.

Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.

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

Meditation - actions
0G 2F
Limited: Give a Personality +1F/+2C.

Mizu-do - actions
0G 2F
Kiho Elemental Battle: Target one of your Personalities in this battle and bow one of your Monks or Shugenja to take this action. From now until the battle ends, whenever any opposing card gains a non-Mizu-do Force bonus, the target Personality gains an equal Force bonus until the turn ends.

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.

Mushin - actions
0G 2F
Battle: Take two consecutive Open or Battle actions after this one.

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

Nemesis - actions
0G 2F
Limited: Target one of your Personalities without a "nemesis" and another player's Personality. The other Personality is your Personality's nemesis until the other Personality leaves play. While your Personality opposes the nemesis in a battle or duel, your Personality gains +2F/+3C.

Night Battle - actions
0G 1F
Immediate Terrain.
Battle: No player without a Shugenja or a Shadowlands Personality in this battle can take actions for this battle except an action that destroys this Terrain.

Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.

Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.

One Life, One Action - actions
1G 1F
Reaction: Play this card after another player resolves an Action card from his or her hand. The player cannot play any copy of that action for effect for the rest of the game, but the player may still use it for its Focus value.

Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.

Overconfidence - actions
0G 2F
Reaction: After a Personality gains a Force bonus greater than or equal to his printed Chi, bow that Personality. The Personality cannot straighten during his controller's next Straighten Phase.

Poisoned - actions
0G 2F
Ninja Reaction: When a Personality takes a Political action, lower the Personality's Chi by 2. Lose 2 Honor.

Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.

Political Dissent - actions
0G 3F
Political Limited: Bow one of your Personalities to prevent two players from inviting each other to ally for the rest of the game. The players may negate this effect if and when each destroys one of his or her Personalities as a Limited action, "as a sign of good will." If they do this, for the rest of the game each Samurai they send as defending allies for each other gains +2F/+2C until the battle ends.

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.

Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.

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.

Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.

Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.

Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.

Salt the Earth - actions
6G 2F
Limited: Destroy a Region.

Shadowlands Sickness - actions
0G 2F
This is not considered a Shadowlands card.
Open: Bow a Shadowlands Personality.

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.

Shiba Technique - actions
1G 3F
Battle: Each of your Shugenja in this battle gains the ability "Battle: Bow this Shugenja to give each Samurai in this army +1F. If you are a Phoenix player, instead bow this Shugenja to give each of your Samurai +2F."

Shinjo Technique - actions
3*G 3F
This card costs 3 less Gold for a Unicorn Clan player.
Reaction: Play this card when another player targets one of your Personalities with an Action card. Redirect the action to one of the player's Personalities whom the player could have targeted with the action.

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.

Single Combat - actions
0G 2F
Reaction: Before the Attacker and Defender invite allies, prevent players other than the Attacker and Defender from assigning or moving units to battle this turn.

Slander - actions
0G 3F
Political Reaction: Play this card after a Personality enters play. Negate all Honor gains for the Personality entering play.

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.

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

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

Street to Street - actions
0G 1F
Immediate Terrain.
Battle: All Followers at this battle detach from their Personalities and are no longer in units. When this Battle Action Segment ends or this Terrain is destroyed, each Follower's controller must attach the Follower to one of his or her Personalities in this battle. Destroy any Follower that any player cannot legally attach.

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

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.

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

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

Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.

Surrender - actions
0G 3F
Reaction: Play this card during the Resolution Segment of a battle you have lost. Your opponent loses 1 Honor instead of gaining 2 for each card he or she destroys this segment. Your opponent may "spare" and not destroy any of your units to gain 2 Honor for each card in those units as if he or she destroyed them.

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.

Swamp Marsh - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Follower in this battle to 1.

Take the Initiative - actions
0G 1F
Reaction: Play this card after players draw starting hands and before the first player's first turn. You take the first turn, and play continues clockwise from you.

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 Arrow Knows the Way - actions
0G 3F
Reaction: Before you target a Ranged Attack from an action performed by one of your Personalities with a Chi of 3 or higher: The Ranged Attack may target a Personality with attached Followers.

The Code of Bushido - actions
0G 3F
Reaction: Play this card when a Samurai takes an action, or creates an optional effect, that would dishonor him or her or cause his or her controller to lose Honor. Cancel the action, or prevent the Samurai from creating the effect.

The Emperor's Left Hand - actions
1G 1F
Political Reaction: After the player with the highest Family Honor, or who is tied for the highest, announces a Political action: Negate its effects.

The Emperor's Right Hand - actions
1G 1F
Political Open: Make the player with the Imperial Favor bow one of his or her Personalities.

The Endless Well - actions
0G 2F
Kiho Limited: Bow one of your Monks or Shugenja to look at a number of your Fate deck's top cards equal to the caster's Chi, one at a time. At any point during this effect, if the Focus value of the card you are looking at plus the number of cards you have looked at is less than or equal to the caster's Chi, you may show the card to the other players, add it to your hand, and end this effect. Replace the remaining cards in their original order.

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 Turtle's Shell - actions
0G 3F
Reaction: Play this card when a ranged attack targets one of your cards. Negate the ranged attack's effects on your card.

The Wind's Truth - actions
0G 4F
Kiho Elemental Political Reaction: When any player gains or loses Honor, bow one of your Monks or Shugenja with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.

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

Those Who Stand Alone - strategy
0G 3F
Battle: Give -1F to each Personality without Followers at the current battlefield.

Tides of Battle - actions
0G 2F
Reaction: Before an attack's Declaration Segment ends, if you are not the Attacker or Defender: Both sides' leaders invite you as an ally. You gain no Honor from rulebook effects for assigning allying units this attack.

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.

To the Last Man - actions
0G 3F
Reaction: Play this card after a Resolution Segment during which the opposing player destroyed an army containing one or more of your units. The opposing player must destroy a number of cards and tokens in his or her army whose total Force is greater than or equal to half of your army's Force, rounded up. The player's bowed cards contribute their Force for this effect as if they were unbowed.

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.

Treacherous Terrain - actions
0G 1F
Delayed Terrain.
If you are the Defender, you may play this card during a battle in which you have no units.
Battle: Lower to 0 all Force bonuses each Personality and Follower in this battle has received from cards outside the unit.

Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.

Untrustworthy - actions
0G 3F
Reaction: Play this card after an Attack Phase in which a player declared an attack but did not assign or move any of his or her units to battle. The Attacker loses 5 Honor, plus 1 for each attacking allying unit assigned or moved to battle that Attack Phase.

Way of Death - actions
0G 0F
Battle: Fear 1.
Battle: If you are a Shadowlands player, Fear 3.
Reaction: When a card creates Fear, raise the Fear strength by 2.

Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.

When Darkness Draws Near - actions
0G 3F
Battle: Send an allying unit home from this battle, bowed. If the unit's controller no longer has any units in any battle and has had no units in armies during any Resolution Segment this turn, he or she loses 2 Honor.

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.

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.

Iron Mountain - strongholds
6PS/4GP/5SH
Dragon, Dragon
Players cannot assign units during the Cavalry Maneuvers Segment when you are the Defender.
Limited: Bow the Iron Mountain to permanently give the Tattooed trait to one of your Personalities.

Kosaten Shiro - strongholds
5PS/4GP/6SH
Crane, Crane
Gold- and Honor-producing Holdings cost 1 less Gold for you, to a minimum of 1, but cannot have their costs changed in any other way.

Kyuden Hitomi - strongholds
6PS/4GP/2SH
Dragon, Dragon
After the other players reveal their Strongholds and before players select Sensei, you may place up to five cards from your Fate deck under Kyuden Hitomi.
Reaction: During your End Phase, instead of drawing a card, bow Kyuden Hitomi to add a card under it to your hand.

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.

The Ancient Halls of the Lion - strongholds
6PS/3GP/7SH
Lion, Lion
Battle: Bow the Ancient Halls of the Lion to destroy a Terrain.
Reaction: When a player plays a Terrain and before it resolves, bow the Ancient Halls of the Lion to negate the Terrain's effects.

The Citadel of the Hiruma - strongholds
7PS/4GP/3SH
Crab, Crab
Battle: Bow the Citadel of the Hiruma to double the Force of one of your defending Crab Clan Personalities. Destroy the Personality after this battle.

The Great Walls of Kaiu - strongholds
7PS/4GP/4SH
Crab, Crab
You cannot bring Shadowlands cards into play.
Fortifications cost 4 less Gold for you.

The Iron Fortress of the Daidoji - strongholds
6PS/4GP/4SH
Crane, Crane
Lower the Honor requirement of each of your Daidoji by 5, even if that drops it under 0. Non-Samurai, non-Shugenja Personalities cost 3 more Gold for you.
Battle: Bow the Iron Fortress of the Daidoji to have one of your Samurai challenge an opposing Personality. If the challenged Personality refuses the challenge, send that Personality home bowed and Dishonored.

The Noble Halls of the Akodo - strongholds
5PS/3GP/5SH
Lion, Lion
You cannot bring Ninja or Shadowlands cards into play. Your Lion Clan Shugenja can attach other Factions' Ancestors.
Battle: Once per turn, if there are one or more opposing units in this battle, give the Tactician trait to one of your Personalities in this battle.

The Shadow Stronghold of the Bayushi - strongholds
6PS/4GP/2SH
Scorpion, Scorpion
Open: Look at another player's hand. Lose 1 Honor.

The Shadowlands Horde - strongholds
5PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor, take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss), ally, or have allies. Your cards are immune to Fear. Your Personalities will not swear fealty.
Reaction: When paying for a Shadowlands card, bow The Shadowlands Horde to lower the card's Gold cost by 4.

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."

The Utaku Palaces - strongholds
5PS/5GP/5SH
Unicorn, Unicorn
Magistrate Personalities and Magistrate Followers cost 1 less Gold for you.
Reaction: Once per turn, after another player declares an attack on you, straighten all cards in one of your Cavalry units. You can do this even if the Utaku Palaces are bowed.

Towers of the Asako - strongholds
5PS/3GP/6SH
Phoenix, Phoenix
Reaction: When an action targets one of your Shugenja Personalities, bow the Towers of the Asako to cancel it.
Reaction: When an action targets one of your Samurai, bow one of your Shugenja Personalities to cancel it.

Akodo Kaneka - winds
The Bastard
Political Limited: Discard the Imperial Favor to place once or more face-up Dynasty cards in your Provinces face-down at the bottom of your Dynasty deck and replace them with face-up Dynasty cards. Discard any Events revealed this way, and replace them with face-down Dynasty cards.

Hantei Naseru - winds
The Anvil.
Political Reaction: Before any player loses Honor, discard the Imperial Favor to negate the loss.
Political Reaction: When your turn begins, discard the Favor to name a phase. Until your next turn begins, lower all Honor gains by half, rounded down, during that phase of each player's turn.
Political Open: Discard the Imperial Favor to restore a Dishonored Personality to Honorable status.

Toturi Sezaru - winds
The Wolf.
Political Limited: Discard the Imperial Favor to draw an extra card during your next End Phase.

Toturi Tsudao - winds
The Sword.
Political Battle: Discard the Imperial Favor to send an attacking or allying unit home from this battle, bowed. You may take this action during a battle in which you have no units.

Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.

An Empty Victory - events
Until your second turn from now begins, if a player has one of the two highest Family Honor totals (or is tied for the highest) when his normal Attack Phase would begin, he must declare an attack against another such player and assign at least one unit normally during the attack's Maneuvers Segments.

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.

Corruption of the Harmonies - events
Bow all Shugenja in play.

Dealing With Shadows - events
Each player loses 2 Honor for each Shadowlands card he or she has in play.

Famine - events
Each player destroys a Region of the player to his or her left.

Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.

Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.

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 Funeral - events
Starting with you and going clockwise, each player may bow any number of his or her Personalities and gain 1 Honor for each Personality he or she bows. Each player loses 3 Honor for each of his or her unbowed Personalities who does not or cannot bow, and those Personalities become Dishonored.

Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.

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.

Kamoko's Constellation - events
Starting with the player to your left and going clockwise, each player may target one of his or her Personalities, get a more experienced version of that Personality from his or her deck, and lay that version over the Personality as though the player were doing so during his or her Dynasty Phase, paying any costs as usual.

New Year's Celebration - events
Each Player discards his hand, then draws five cards.

Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.

Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.

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.

Retirement - events
The Human Personality (or Personalities) with the highest Chi "retires to a monastic life." The Personality permanently has -4F/+2C, permanently loses the Samurai and Shugenja traits (if any), permanently gains the Monk trait, and bows.

Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.

Setsuban Festival - events
Destroy all tokens.

Solar Eclipse - events
Negate any current effects of Spells and innate abilities. Shugenja cannot cast Spells or use innate abilities until your next turn.

Strength of the Earth - events
Each Province permanently gains +1 Strength.

Suspicions - events
For the rest of the game, each player loses 1 Honor after each of your Events Phases.

Test of Stone - events
One of your Personalities issues an unrefuseable challenge to another player's Personality. The winner's controller gains 4 Honor. Dishonor the loser.

Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.

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 Celestial Pattern - events
Negate the effects of the next Event that resolves.

The Price of War - events
For the rest of the game, Personalities cost 2 more Gold during the Dynasty Phase.

The Rising Sun - events
Until your next turn begins, raise the Chi of each Personality in the game by his or her Personal Honor.

Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.

Ambush Strategist - followers
2F/C -PH/6G/1HR 2F
Battle: Bow the Ambush Strategist to give each card in this unit with one or more Ranged Attacks a Force bonus equal to the card's highest non-variable Ranged Attack strength.

Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.

Armored Steeds - followers
3F/C -PH/7G/2HR 3F
Cavalry.
Battle: Bow Armored Steeds to take two consecutive Open or Battle actions after this one.

Asahina Archers - followers
0F/C -PH/5G/2HR 1F
Asahina Archers will join a Crane Clan player for 2 less Gold.
Battle: Bow Asahina Archers for a Ranged 3 Attack.
Battle: Bow Asahina Archers for a Ranged 2 Attack that can target a Follower in an adjacent Province.

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.

Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.

Battle Maidens - followers
2F/0C -PH/6G/3HR 1F
Cavalry.
Only a Cavalry Personality can attach Battle Maidens.
While this unit is Cavalry and attacking, Battle Maidens gain +1F and you cannot target this unit with actions that would send it home.

Bayushi House Guard - followers
2F/+1C -PH/5G/1HR 4F
Unique. Only a Scorpion Clan Personality can attach the Bayushi House Guard. All cards in this unit are immune to Fear. Effects that last until the turn ends or shorter do not lower the Chi of the Bayushi House Guard's Personality.

Doji House Guard - followers
*F/+1C -PH/6G/2HR 4F
Unique
Can only be attached to a Crane Clan Personality.
The Doji House Guard has Force equal to one plus the Personal Honor of the Personality they are attached to.

Elite Pikemen - followers
2F/0C -PH/3G/2HR 3F
Battle: Bow the Elite Pikemen to destroy an opposing Cavalry Follower or opposing Cavalry Personality without Followers.

Elite Spearmen - followers
2F/0C -PH/4G/2HR 3F
Battle: Once per battle, Elite Spearmen make a Ranged 2 Attack without bowing.

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.

Goblin Madcaps - followers
3F/0C -PH/3G/0HR 1F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Madcaps are in a unit with a non-Goblin Personality or non-Goblin Follower, destroy Goblin Madcaps.
Battle: Fear 2.

Goblin Mob - followers
1F/0C -PH/0G/0HR 0F
Nonhuman. Shadowlands. Lose 2 Honor.
Reaction: When a ranged attack targets a card in this unit, the ranged attack targets the Goblin Mob instead.

Goblin Sneaks - followers
2F/0C -PH/4G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Sneaks have been destroyed, you may bring them into play from your discard pile without Gold cost during any of your End Phases.

Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry

Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F


Hida House Guard - followers
3F/0C -PH/6G/1HR 4F
Unique. Only a Crab Clan Personality can attach the Hida House Guard.
The Hida House Guard gains +3F while defending.

Horsebowmen - followers
0F/0C -PH/5G/2HR 2F
Cavalry.
Battle: Bow Horsebowmen for a Ranged 3 Attack.

Ikiryo - followers
0F/0C -PH/3G/0HR 3F
Nonhuman. Shadowlands.
Battle: Bow and destroy Ikiryo to have it make a ranged attack with strength equal to the Chi of Ikiryo's Personality. The ranged attack can target a Personality with Followers. Lose Honor equal to the Chi of Ikiryo's Personality. Dishonor Ikiryo's Personality.

Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.

Lesser Mujina - followers
1F/0C -PH/1G/0HR 1F
Creature. Cavalry. Lose 1 Honor.

Lesser Oni - followers
1F/0C -PH/1G/0HR 0F
Nonhuman. Shadowlands.
You may have any number of Lesser Oni in your deck.
If another player destroys Lesser Oni with an action or in battle, the player gains 1 Honor. (If the player destroys Lesser Oni during the Resolution Segment, the player must be the Attacker or Defender to gain the Honor.)

Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.

Light Infantry - follower
2F/0C -PH/2G/1HR 1F


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.

Lion's Pride - followers
4F/0C -PH/5G/2HR 4F
Can only attach to a Tactician.

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.

Matsu House Guard - followers
3F/0C -PH/6G/2HR 4F
Unique. Only a Lion Clan Personality can attach the Matsu House Guard.
While attacking, the Matsu House Guard gains +2F.

Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.

Medium Infantry - followers
3F/0C -PH/5G/1HR 2F


Mirumoto House Guard - followers
3F/0C -PH/6G/1HR 4F
Unique. Only a Dragon Clan Personality can attach the Mirumoto House Guard.
Battle: Bow the Mirumoto House Guard to have its Personality issue a challenge to an opposing Personality. If the challenged Personality refuses the challenge, the Personality becomes Dishonored and his or her controller loses 5 Honor. The winner's controller gains 5 Honor.

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.

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.

Personal Champion - followers
0F/+2C -PH/6G/2HR 4F
Reaction: When a Personality challenges the Personal Champion's Personality, bow the Personal Champion to have him duel instead of his Personality. The Personal Champion has 3 Chi for dueling and counts as a Personality during the duel.

Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.

Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.

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.

Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.

Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.

Shiba House Guard - followers
*F/0C -PH/5G/2HR 4F
Unique. Only a Phoenix Clan Personality can attach the Shiba House Guard.
The Shiba House Guard's printed Force equals their Personality's Chi.

Shield Wall - followers
0F/0C -PH/0G/0HR 1F
Ranged attacks cannot target cards in this unit.

Shinjo House Guard - followers
3F/0C -PH/8G/1HR 4F
Cavalry. Unique. Only a Unicorn Clan Personality can attach the Shinjo House Guard.
Reaction: After the Cavalry Maneuvers Segment, if the Shinjo House Guard is the only Follower in this unit and their Personality has the Cavalry trait, assign this unit to attack or defend.

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.

The Damned - followers
3F/0C -PH/7G/1HR 3F
Shadowlands. A Crab Clan player may ignore Stronghold restrictions against bringing the Damned into play. A Crab Clan Personality can attach the Damned for 2 less Gold.
Battle: Once per battle, if opposed by one or more Shadowlands cards, the Damned gain +2F.
Battle: Destroy the Damned to give their Personality +5F.

Zokujin - followers
2F/0C -PH/3G/0HR 2F
Limited: Bow the Zokujin to destroy a Copper Mine. No cards in this unit can straighten during your next turn.

Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Ancestral Shrines of Otosan Uchi - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Armory - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bandit Hideout - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Barricades - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bridged Pass - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Bushi Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Cleansing Bell - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Corrupted Iron Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Corrupted Silver Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Dragon Dancers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Dragon's Teeth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Earthworks - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Famous Poet - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Festering Pit of Fu Leng - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Forgotten Tomb - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Fortress of the Dragonfly - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Gambling House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Garrison - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Geisha House - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Goldsmith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Heartbeat Drummers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Historian - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Izaku Library - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Kabuki Theater Troupe - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Large Farm - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Master of the Tea Ceremony - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Moat - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of the Void - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Pitch and Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Poorly Placed Garden - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Provision Storehouse - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Retired Wasp General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Sacrificial Altar - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Shokansuru - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Shrine of the Dragon Champion - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silk Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silk Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Storehouses - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Temple of Bishamon - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Edge of Shinomen Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Hiruma Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

The Kaiu Forge - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trade Route - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trading Grounds - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Traveling Caravan - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Trenches - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Tunnel System - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Wall of Bones - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Watchtower - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

Yamaso no Oni - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.

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 Kaiu - items
+1F/+0C 3G 3F
Weapon.
Battle: Fear 1. This Fear affects only Human Followers.

Candle of the Void - items
+0F/+0C 6G 3F
Elemental Limited: Bow this Personality, who may remain bowed. If this Personality does not straighten or leave play before three turns from now, you may play the Ring of the Void from your hand as a Limited Action.
Elemental Limited: Destroy the Candle of the Void and discard your hand to draw a number of cards equal to the number you discarded.

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 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.

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

Crystal Katana - items
+0F/+2C 3G 1F
Weapon.
While this Personality faces a Shadowlands Personality in a battle or duel, the Crystal Katana gains +2C.

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.

Dragon's Claw Katana - items
+2F/+2C 7G 3F
Weapon.
The Dragon's Claw Katana costs 2 less Gold for a Crane Clan player. This Personality gains +1 Personal Honor while the Dragon's Claw Katana is attached.

Drum of Water - items
+0F/+0C 6G 3F
Reaction: When an army containing this Personality destroys an opposing army after you have played a Terrain for the battle, play the Ring of Water from your hand.
Elemental Battle: Destroy the Drum of Water to move this Personality to another of the Defender's Provinces.

Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.

Golden Obi of the Sun Goddess - items
+0F/+3C 7G 4F
Unique. Only a Personality with over 2 Personal Honor can attach the Golden Obi of the Sun Goddess.
Battle: Once per battle, bow an opposing Shadowlands card.
Reaction: When this Personality would be destroyed, destroy the Golden Obi of the Sun Goddess instead.

Hammer of Earth - items
+0F/+0C 6G 3F
Reaction: When you assign this Personality to defend a Province, if the attacking army's Force exceeds the province Strength, play the Ring of Earth from your hand.
Elemental Battle: If this Personality is defending, destroy the Hammer of Earth to give the Personality +3F/+3C.

Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.

Mantle of Fire - items
+0F/+0C 6G 3F
Reaction: When this Personality wins a duel, play the Ring of Fire from your Hand.
Elemental Reaction: When this Personality would focus, instead destroy the Mantle of Fire to end the duel without resolution and send this Personality home bowed.

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.

Naginata - items
+1F/+2C 3G 1F
Weapon.

No-Dachi - items
+2F/+1C 4G 1F
Weapon.

Ono - items
+2F/+0C 3G 2F
Weapon.
A Crab Clan Personality attaches the Ono for 1 less Gold.

Personal Standard - items
+0F/+1C 2G 2F
Only a Samurai can attach the Personal Standard.
Each Follower in this unit gains +1F while the Personal Standard is in this unit. Lower Fear that targets this unit by 2. Ranged attacks can target this Personality even if this Personality has Followers.

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.

Porcelain Mask of Fu Leng - items
+*F/+*C 8G 2F
Unique. Shadowlands. Lose 4 Honor. Place a number of +1/+1 Porcelain tokens on the Porcelain Mask of Fu Leng equal to this Personality's Chi. This Personality gains the Shadowlands trait and the ability "Battle: Fear 3" while the Porcelain Mask of Fu Leng is attached. The Porcelain Mask of Fu Leng cannot be moved among Personalities. When the Porcelain Mask of Fu Leng is destroyed, destroy this Personality. During each of your Events Phases, remove a Porcelain token. When you remove the last Porcelain token, destroy the Porcelain Mask of Fu Leng.

Riding Yari - items
+1F/+1C 3G 1F
Weapon.
The Riding Yari gains +1F while this Personality is Cavalry and attacking.

Ryokan's Sword - items
+1F/+1C 3G 3F
Weapon.
When this Personality focuses, you may play your Fate deck's top card as the Focus card. Do not look at the card until someone strikes. If you cannot focus with the card, discard it when you reveal it.

Tapestry of Air - items
+0F/+0C 6G 3F
Reaction: When this Personality performs or participates in a Ritual with two or more other Shugenja, play the Ring of Air from your hand.
Elemental Reaction: When a Kiho, Spell, or innate ability targets this Personality, destroy the Tapestry of Air to cancel that action.

Tessen - items
+0F/+0C 0G 1F
Reaction: When an Assassin action targets this Personality, bow the Tessen to cancel it.

The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.

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.

Wakizashi - items
+0F/+1C 0G 2F
Weapon.
A Personality who has one Weapon can attach the Wakizashi. This Personality can have two Weapons.

Warhorses - items
+0F/+0C 2G 3F
This Personality gains the Cavalry trait while Warhorses are attached.

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.

Agasha Hamanari - personalities
1F/3C 0HR10G/2PH/

Phoenix Clan Seer • Shugenja • Soul of Isawa Norikazu • Unique
Reaction: When a player plays an Action card from his or her hand that targets you, your cards, or your tokens (or, if Hamanari is in a battle, that affects the battle, such as a Terrain), bow Hamanari to cancel the action. When the Dynasty Phase ends this turn, the player returns the card to his or her hand.

Akodo Ginawa - exp 4 - personalities
5F/6C 6HR13G/2PH/

Lion Clan Samurai • Akodo Daimyo • Toturi's Army • Tactician • Experienced 4 Ginawa • Unique
Limited: Once per turn, draw a Fate card. You cannot declare an attack this turn.

Akodo Ijiasu - personalities
2F/4C 6HR7G/3PH/

Lion Clan War Leader • Samurai • Tactician

Akodo Tadenori - personalities
0F/4C 4HR6G/3PH/

Lion Clan Campaigner • Samurai • Tactician • Soul of Ikoma Gunjin

Asahina Kimita - personalities
0F/4C 0HR6G/2PH/

Crane Clan Shugenja. Soul of Asahina Tomo.

Asahina Sekawa - personalities
1F/2C 5HR8G/2PH/

Crane Clan Shugenja. Soul of Asahina Tamako.
Reaction: At any time at which you want to produce Gold, bow Sekawa and discard a card from your hand to produce an amount of Gold equal to the card's Focus value.

Asako Misao - personalities
1F/3C 1HR5G/2PH/

Phoenix Clan Shugenja.
Limited: Bow Misao and one of your personalities with the Ninja, Shadowlands, or Bloodspeaker trait to permanently remove the Ninja, Shadowlands, or Bloodspeaker trait from the personality.

Asako Ryoma - personalities
1F/4C 15HR10G/3PH/

Phoenix Clan Interrogator. Shugenja. Soul of Asako Yasu.
Limited: Bow Ryoma to have him "question" a Shugenja and issue an unrefusable challenge to the Shugenja. Ryoma cannot focus. Ryoma is not destroyed if he loses the duel.

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

Scorpion Clan Samurai. Soul of Bayushi Tomaru.
Reaction: When the Resolution Segment of a battle in which Kamnan is attacking ends, if neither Kamnan nor the Province is destroyed, discard any cards in the Province.

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 Kwanchai - personalities
0F/1C -HR2G/1PH/

Scorpion Clan Martyr. Soul of Bayushi Tangen.
Reaction: When any bowed or unbowed Scorpion Clan Personality enters a duel, Kwanchai bows to replace the Personality in the duel.
Battle: Once per battle, if Kwanchai is home, send a bowed or unbowed Scorpion Clan Personality in your army home without bowing and move Kwanchai into your army.

Bayushi Norachai - personalities
2F/2C 5HR6G/2PH/

Scorpion Clan Imperial Magistrate. Soul of Bayushi Yojiro. Norachai will not join a Shadow Stronghold of the Bayushi player.
Norachai gains +2F/+2C while you have the Imperial Favor.

Bayushi Paneki - personalities
4F/4C -HR8G/0PH/

Scorpion Clan Defender of the Empire. Samurai. Paneki has +3 Personal Honor for attaching Followers.

Bayushi Sunetra - personalities
3F/3C 0HR7G/2PH/

Scorpion Clan Samurai. Soul of Bayushi Marumo. Sunetra will not attach Items, except Armor and Weapons.
Battle: Once per turn, if Sunetra has fewer than two Followers, move this unit to another Province.

Bayushi Yojiro - exp 2 - personalities
3F/5C -HR10G/2PH/

Scorpion Clan Champion. Samurai. Experienced 2. Unique. Yojiro will only join a Scorpion player. Each Scorpion Clan Personality you control gains +1 Personal Honor while Yojiro is in play.
Open: If you have no Shadowlands cards in play, permanently lower Yojiro's Chi by 1 to raise your Family Honor to your starting Family honor. This is not considered an Honor gain.

Daidoji Rekai - exp 2 - personalities
4F/4C 0HR11G/3PH/

Crane Clan Archer. Daidoji Daimyo. Samurai. Cavalry. Experienced 2. Unique.
Battle: Once per turn, move Rekai into the current battle and have her make a Ranged 3 Attack that cannot combine with other ranged attacks, without bowing.

Doji Kurohito - personalities
3F/4C 4HR8G/2PH/

Crane Clan Samurai.
Kurohito gains +2F/+2C while you have over 20 Family Honor.

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 - personalities
0F/1C 10HR10G/3PH/

Crane Clan Liason. Soul of Kakita Yoshi. Tanitsu will not attach Followers or issue challenges. Tanitsu cannot be assigned to defend.
Political Open: Bow Tanitsu to take the Imperial Favor. This is not considered lobbying.

Doji Yasuyo - personalities
3F/4C 5HR8G/3PH/

Crane Clan Samurai. Soul of Doji Kuwanan.

Gakochun - personalities
4F/2C -HR5G/0PH/

Unaligned Goblin. Nonhuman. Soul of Orschat. Shadowlands. Lose 2 Honor. Followers Gakochun attaches must be Goblin.

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

Naga Shugenja. Nonhuman.
Battle: Bow Ghedai to move any one of your units from one of the Defender's Provinces to another.

Goblin Warmonger - personalities
2F/1C -HR5G/1PH/

Unaligned Nonhuman. Shadowlands.
When the Goblin Warmonger would be destroyed, if he has any Goblin Followers, instead destroy all cards in this unit except the Goblin Warmonger, bow the Goblin Warmonger, and send him home.

Goblin Wizard - personalities
0F/2C -HR2G/1PH/

Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.

Hida Hio - personalities
4F/4C 0HR8G/2PH/

Crab Clan Border Guard. Samurai.
Hio can remain bowed.
Reaction: After a battle in which Hio defended, bow Hio to Raise that Province's Strength by 7 while he remains bowed.

Hida Kuon - personalities
4F/2C -HR7G/1PH/

Crab Clan Samurai.
Kuon gains +1F/+2C while Hida Kuroda is in play.

Hida Kuroda - personalities
3F/3C 6HR7G/3PH/

Crab Clan Samurai. Cavalry.
Kuroda gains +1F/+2C while Hida Kuon is in play.

Hida Rohiteki - exp - personalities
2F/3C 0HR6G/2PH/

Crab Clan Shugenja. Experienced. Unique.
Rohiteki gains +1F for each Spell she has attached.

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 Wukau - personalities
0F/2C -HR3G/1PH/

Crab Clan Taskmaster. Soul of Yasuki Nokatsu. Wukau's Followers each gain +1F while attached to Wukau.

Hida Yasuhiro - personalities
4F/3C -HR8G/2PH/

Crab Clan Samurai. Soul of Hida Unari.

Hiruma Masagaro - personalities
2F/2C 0HR5G/2PH/

Crab Clan Samurai. Soul of Hiruma Kage. Masagaro gains +4C while dueling a Shadowlands Personality.

Hiruma Tatsuya - personalities
2F/4C 0HR7G/1PH/

Crab Clan Samurai. Soul of Hida Nezu.
Battle: Discard a card from your hand to bow an opposing Follower, or opposing Personality without Followers, with Force less than or equal to the discarded card's Focus value. Tatsuya loses an amount of Chi equal to the Focus value.

Hitomi Vedau - personalities
3F/3C -HR7G/1PH/

Dragon Clan Enforcer. Tattooed Samurai. Soul of Hitomi Kagetora.
Battle: Once per battle, discard a card from your hand to give Vedau +2F/+2C. You cannot draw any cards during your next End Phase.

Horiuchi Shem-Zhe - personalities
1F/2C 0HR8G/2PH/

Unicorn Clan Shugenja. Soul of Iuchi Takaai.
Open: Bow Shem-Zhe to give the Cavalry trait to all cards in a unit.

Hoshi Eisai - exp - personalities
2F/4C 0HR8G/1PH/

Dragon Clan Tattooed Monk. Experienced. Unique.
Battle: Eisai copies the Force of one of your other Personalities.

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.

Ikoma Otemi - personalities
3F/2C 8HR5G/2PH/

Lion Clan Samurai. Cavalry. Soul of Matsu Mori.
Otemi will not join a Unicorn Clan player.

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.

Ikoma Tsai - personalities
0F/3C 2HR4G/2PH/

Lion Clan Guardian. Shugenja.
Tsai cannot attach Spells with Gold cost greater than his Chi.

Isawa Nakamuro - personalities
1F/3C -HR7G/2PH/

Phoenix Clan Acolyte of Air. Shugenja.
Elemental Reaction: When a ranged attack or Spell effect targets a card in Nakamuro's army, bow Nakamuro to redirect it to another target in the army.

Isawa Riake - personalities
1F/3C 5HR8G/2PH/

Phoenix Clan Master of Water. Shugenja. Soul of Isawa Tomo.
Elemental Battle: Bow Natsumi to move a unit from one of the Defender's Provinces to another.

Isawa Sayuri - personalities
0F/3C -HR7G/4PH/

Phoenix Clan Shugenja. Soul of The Nameless One. Unique. Sayuri gains +2C while dueling a Shadowlands Personality.
Limited: Sayuri bows to issue an unrefusable challenge to a Shadowlands Personality.

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.

Kaiu Umasu - personalities
1F/2C -HR7G/1PH/

Crab Clan Siege Master. Soul of Kaiu Utsu. Followers Umasu attaches must be able to destroy Fortifications.
Battle: Bow Umasu for a Ranged 2 Attack.
Battle: Bow Umasu to lower this Province's Strength by 3 until the turns ends.

Kakita Atoshi - personalities
0F/1C 5HR6G/2PH/

Crane Clan Samurai. Soul of Kakita Torikago. Atoshi can remain bowed.
Political Limited: Bow while you have the Imperial Favor. Select a bowed Personality. The target Personality may not straighten until after one of the following occurs: Atoshi straightens or is destroyed, or you lose the Imperial Favor.

Kakita Kaiten - exp - personalities
4F/4C 8HR10G/3PH/

Crane Clan Samurai. Experienced. Unique.
Battle: Once per battle, Kaiten gains a Force bonus equal to his Personal Honor.

Kakita Kyruko - personalities
1F/3C 0HR7G/2PH/

Crane Clan Samurai.
Limited: Once per turn, Kyruko challenges a Human Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand. Lose 1 Honor.

Kakita Nanami - personalities
0F/2C 10HR7G/2PH/

Crane Clan Negotiator. Soul of Kakita Yuri.
Political Battle: If you are the Defender, bow Nanami and pay an amount of Gold equal to an attacking unit's Force to send the unit home without bowing.

Kakita Noritoshi - personalities
2F/3C 5HR7G/2PH/

Crane Clan Prodigy. Samurai. Soul of Doji Jiro.
Reaction: When Noritoshi enters a duel, discard a card from your hand to double the Focus value of one of his Focus cards when you reveal them for the duel. You cannot double the Focus value of a card whose Focus value has changed.

Kan'ok'ticheck - personalities
2F/3C -HR6G/1PH/

Unaligned Ratling Chieftain. Creature. Soul of Tchickchuk. Plague tokens do not affect Ratlings. Each other Ratling Personality and Ratling Follower gains +1F while in Kan'ok'ticheck's army.
Reaction: When paying for a Ratling, bow Kan'ok'ticheck to lower the Ratling's Gold cost to 0. You may take this action when paying for a Ratling attaching 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.

Kitsu Dejiko - personalities
4F/4C 8HR9G/3PH/

Lion Clan Samurai.
Reaction: Once per turn, when another player takes an action during a battle containing Dejiko in which the player has no Personalities, bow Dejiko to cancel the action.

Kitsune Ryukan - personalities
1F/2C -HR5G/2PH/

Fox Clan Gunso. Samurai. Soul of Kitsune Shudo.
Battle: Once per battle, Ryukan gains a Force bonus equal to the Force of one of his Followers.

Kumo - personalities
3F/1C -HR7G/0PH/

Unaligned Spider Spirit. Creature. Cavalry. Shadowlands. Lose 3 Honor.
Battle: Once per battle, bow an opposing Personality with under 2 Force or an opposing Follower with under 2 Force.

Kuni Utagu - personalities
0F/4C -HR5G/2PH/

Crab Clan Shugenja. Black Scroll effects cannot target Utagu.
Open: Utagu bows to issue an unrefusable challenge to a Personality with a Maho ability or a Black Scroll, or who as taken a Maho action this game.

Kuni Utagu - exp - personalities
1F/5C 5HR7G/3PH/

Crab Clan Jade Champion. Shugenja. Experienced. Unique. Spell effects cannot target Utagu.
Battle: Twice per battle, bow an opposing Personality with the Shadowlands trait or a Maho ability, or who has taken a Maho action this turn.

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.

Kyoso no Oni - exp - personalities
6F/6C -HR10G/0PH/

Unaligned Oni Sovereign. Nonhuman. Experienced. Unique. Shadowlands. Lose 5 Honor. Kyoso no Oni cannot attach Followers or Items.
Open: Destroy one of your Personalities to give Kyoso no Oni +2F/+2C.

Lady Kitsune - personalities
0F/2C 0HR4G/5PH/

Unaligned Foxwife. Creature.
Lower the Honor requirement of each Personality you bring into play by Kitsune's Personal Honor. (Honor Requirements may drop under 0.) Human Personalities each gain +1C while in Kitsune's army. If Kitsune becomes Dishonored, destroy her.

Matsu Domotai - personalities
1F/3C 6HR5G/3PH/

Lion Clan Scout. Samurai. Domotai's Force cannot exceed his Chi. Domotai cannot be assigned to or move into a defending army.
During battle, Domotai gains a Force bonus equal to the number of other Lion Personalities in his army.

Matsu Hataki - personalities
4F/3C 0HR8G/2PH/

Lion Clan Samurai. Soul of Matsu Turi.
Hataki will not bow to lobby for the Imperial Favor. Imperial Favor effects cannot target this unit.

Matsu Hataki - exp - personalities
4F/4C 0HR9G/2PH/

Lion Clan Magistrate. Samurai. Experienced. Soul of Matsu Turi. Unique.
Battle: If you are the Defender, straighten Hataki (if bowed) and move him into the current battle.

Matsu Ketsui - personalities
4F/3C 5HR9G/3PH/

Lion Clan Samurai. Matsu Daimyo. Double Chi. Unique.

Matsu Nimuro - personalities
6F/5C 10HR14G/4PH/

Lion Clan Champion. Samurai. Double Chi. Tactician. Soul of Matsu Tsuko. Unique. Nimuro will only join Lion Clan Player.

Mirumoto Daisuke - personalities
3F/2C 4HR8G/3PH/

Dragon Clan Samurai. Cavalry. Soul of Mirumoto Sukune.
Battle: Bow Daisuke for a Ranged 3 Attack.

Mirumoto Rosanjin - personalities
3F/3C 3HR6G/2PH/

Dragon Clan Samurai. Soul of Mirumoto Taki.
Rosanjin can have two weapons attached.

Mirumoto Temoru - personalities
3F/4C 4HR7G/2PH/

Dragon Clan Samurai. Soul of Mirumoto Hitomi.
Temoru's Followers are immune to Fear.

Mirumoto Ukira - personalities
2F/4C 8HR5G/2PH/

Dragon Clan Samurai.
Ukira will not refuse challenges. Whenever Ukira focuses, raise the Focus value by 1.

Mirumoto Uso - exp - personalities
3F/4C 0HR9G/3PH/

Dragon Clan Samurai. Mirumoto Daimyo. Experienced. Unique. You can focus two cards at a time for Uso's duels, in any order.

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 Hideyo - personalities
4F/2C 0HR8G/1PH/

Unicorn Clan Warrior. Cavalry.
Limited: Bow Hideyo to attach a Follower to him from your hand. Lower the Follower's Gold cost by Hideyo's Force. Hideyo cannot straighten until your next turn.

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 Vordu - personalities
1F/3C -HR6G/1PH/

Unicorn Clan Shugenja. Cavalry.
Battle: Bow Vordu and discard a Kiho or Spell from your hand to straighten a bowed Cavalry card in this battle.

Ninja Spy - personalities
0F/1C -HR2G/1PH/

Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.

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.

Noekam - personalities
4F/3C -HR8G/0PH/

Unaligned Zombie Commander. Undead. Shadowlands. Lose 5 Honor. Undead Followers each gain +1F while attached to Noekam.
Battle: Fear equal to the number of Undead cards in this unit.

Ogre Bushi - personalities
6F/4C -HR9G/0PH/

Nonhuman • Shadowlands • Cannot attach Armor or Followers.

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.

Ruantek - personalities
1F/3C -HR6G/1PH/

Ratling Scout • Grasping Paw Tribe • Creature • Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.

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

Unaligned Shugenja. Soul of Fusaki.
When Satoshi enters play, you may attach a Spell from your hand to him without Gold cost.

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

Unaligned Dark Daughter of Fu Leng. Shugenja. Bloodspeaker. Unique. Shadowlands. Shahai counts as Iuchi Shahai for uniqueness.
Maho Reaction: Once per turn, when a Personality is destroyed for having 0 Chi, Shahai permanently gains +1C.

Shiba Aikune - personalities
2F/3C 8HR5G/2PH/

Phoenix Clan Samurai. Aikune gains +1F while in an army with another Phoenix Clan Samurai.

Shiba Kai - personalities
3F/3C 0HR7G/2PH/

Phoenix Clan Samurai. Soul of Shiba Katsuda.

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 Tsukune - personalities
3F/2C 5HR5G/2PH/

Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.

Shiba Tsukune - exp 3 - personalities
5F/6C 10HR14G/4PH/

Phoenix Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Tsukune will only join a Phoenix Clan player.
Battle: Tsukune bows to issue an unrefuseable challenge to an opposing Personality.

Shiba Yoma - personalities
2F/3C 3HR7G/2PH/

Phoenix Clan Ritual Master. Samurai. Soul of Shiba Kyukyo.
Before a card casts a Kiho or Spell during a battle containing Yoma, Yoma gains +1F/+1C.

Shinjo Maku - personalities
4F/3C 5HR9G/2PH/

Unicorn Clan Samurai. Cavalry. Soul of Shinjo Hanari.
Battle: Bow Maku for a Ranged 3 Attack.

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

Unicorn Clan Magistrate. Samurai. Cavalry. Soul of Shinjo Tashima. Osema gains +2F/+2C while facing one or more Human Personalities with 0 Personal Honor in a battle or duel.
Limited: Osema bows to issue an unrefusable challenge to a Bandit or an Unaligned Samurai.

Shinjo Shono - personalities
1F/1C 0HR4G/1PH/

Unicorn Clan Hettan. Samurai. Cavalry.
Any player must discard two cards from his or her hand for one of his or her Personalities to challenge Shono.

Shinjo Shono - exp - personalities
3F/3C 0HR8G/1PH/

Unicorn Clan Samurai. Cavalry. Experienced. Unique.
Any player must discard two cards from his or her hand for one of his or her cards to challenge Shono. Shono gains +1F/+3C while facing one or more Ninja or Shadowlands cards in a battle or duel.

Shosuro Aroru - personalities
2F/5C -HR8G/0PH/

Scorpion Clan Duelist. Ninja. Soul of Bayushi Yokuan. Followers Aroru attaches must be Ninja. A Personality must bow to refuse a challenge from Aroru. Players can take no Reactions to a challenge, refusal, or duel involving Aroru except Reactions that cancel the challenge or duel or occur after the duel.

Shosuro Turaki - personalities
1F/1C -HR7G/1PH/

Scorpion Clan Actress. Soul of Shosuro Taushui.
Limited: Once per turn, Turaki copies the Force, the Chi, or an ability of another player's Personality until your next turn begins.

Shosuro Yudoka - personalities
0F/3C -HR6G/1PH/

Scorpion Clan Ninja. Tactician. Lose 2 Honor.
Battle: Bow Yudoka to destroy a Terrain in play for this battle.

Slidge - personalities
5F/2C -HR7G/0PH/

Unaligned Troll. Nonhuman. Shadowlands. Lose 4 Honor. Slidge cannot attach Armor.

Soshi Angai - personalities
2F/5C 2HR7G/1PH/

Scorpion Clan Infiltrator • Shugenja • Courtier

Tamori Chosai - personalities
1F/4C 6HR4G/2PH/

Dragon Clan Shugenja.

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.

Te'tik'kir - personalities
0F/2C -HR6G/2PH/

Unaligned Ratling Nameseeker. Crippled Bone Tribe Shaman. Creature. Shugenja. Ratling Followers in Te'tik'kir's unit each gain +1F.

Thuk-Kigi - exp - personalities
3F/2C -HR6G/1PH/

Unaligned Nonhuman. Experienced Goblin Warmonger. Soul of Kappuksu. Unique. Shadowlands.
When Thuk-Kigi would be destroyed, if he has any Goblin Followers, instead destroy the Followers and send him home bowed.
Battle: If Thuk-Kigi's unit is home, switch it with one of your units in the current battle.

Togashi Genshuo - personalities
5F/3C 5HR8G/2PH/

Dragon Clan. Tattooed. Soul of Hitomi Juppun. Genshuo cannot gain Force bonuses from actions. Raise the strength of each ranged attack that targets Genshuo by 2.
Battle: Once per battle, permanently remove the Cavalry trait from an opposing Cavalry card.

Togashi Hoshi - exp 2 - personalities
7F/7C 7HR15G/4PH/

Dragon Clan Champion. Dragon. Creature. Cavalry. Double Chi. Experienced 2. Unique. Hoshi will only join a Dragon Clan or Monk player. Hoshi can attach Dragon Items without Gold cost. Once per turn, Hoshi may cast a Kiho as if he were a Monk, without bowing.
Limited: Bow Hoshi to have all of your Hoshi Personalities in your Provinces, in your Dynasty deck, and in play swear fealty to the Dragon Clan.

Togashi Nyima - personalities
2F/3C -HR5G/1PH/

Dragon Clan Monk • Tattooed • Soul of Hitomi Iyojin
After each time one of your Provinces is destroyed while Nyima is in play, he permanently gains +2F.

Toritaka Tatsune - personalities
4F/2C 0HR7G/2PH/

Crab Clan Samurai. Soul of Hida Tadashiro.
Reaction: When an action or effect destroys Tatsune without destroying any of his Followers, attach the Followers to one or more of your Personalities to whom you can legally attach them.

Tsuburu no Oni - personalities
2F/2C -HR4G/0PH/

Oni • Nonhuman • Shadowlands • Cavalry
Lose 5 Honor. Destroy one of your Personalities as an additional cost of bringing Tsuburu into play.
Can not attach Followers or Armor.
After a battle's Combat Segment ends, if Tsuburu is at its battlefield and there are no defending units there: Give Tsuburu +6F.

Ukuro - personalities
1F/2C 5HR7G/1PH/

Unaligned Monk. Soul of Seikua. Ukuro will not attach Followers or Items.
Ukuro gains +1F/+2C for each Elemental Ring you have in play.

Utaku Xieng Chi - personalities
1F/3C 3HR6G/3PH/

Unicorn Clan Gunso. Battle Maiden. Samurai. Cavalry. When a Charge targets Xieng Chi, she gains an extra +1F.

Utaku Xieng Chi - exp - personalities
3F/3C 4HR10G/3PH/

Unicorn Clan Gunso. Battle Maiden. Samurai. Cavalry. Experienced. Unique. Whenever Xieng Chi gains a Force bonus, her Followers each gain +1F. Xieng Chi gains +2F while she has the Armor of Earth.

Utaku Yu-Pan - personalities
2F/2C 8HR6G/4PH/

Unicorn Clan Battle Maiden. Hunter. Samurai. Cavalry. Followers Yu-Pan attaches must be Cavalry.
Yu-Pan gains +1F for each other Battle Maiden in her army.

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

Undead Samurai. Shadowlands. Soul of Uragirimono. Lose 3 Honor.
Battle: Fear 3.

Yasuki Hachi - personalities
2F/4C 8HR5G/3PH/

Crane Clan Gunso. Samurai. Counts as Daidoji Hachi for deck construction.
Reaction: Once per turn, when Hachi wins a duel, straighten your Stronghold.

Yoee'trr - personalities
2F/3C -HR5G/1PH/

Ratling Adventurer • Tattered Ear Tribe • Bushi • Creature
Battle: Bow Yoee'trr: Ranged 3 Attack.

Yuki No Onna - personalities
1F/2C 0HR6G/1PH/

Unaligned Snow Maiden. Nonhuman. Yuki no Onna gains +1F/+1C for each Forest in play.
Limited: Yuki no Onna bows to challenge a Shadowlands Personality. The challenge is unrefusable if the Personality's controller controls any Forests.

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.

Akui Cliffs - regions
Each Personality with under 4 Chi has -2F while attacking or defending this province.

Big Stink - regions
Unique
Non-Goblin Personalities and non-Goblin Followers have -1F while at this battlefield.
After each time a Goblin enters play from this Province, attach two 1F Shadowlands Goblin Nonhuman Follower tokens to him.

Black Finger River - regions
Whenever a player reveals a Personality in this Province, the Personality permanently gains the Shadowlands trait.

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

Campsite - regions
Reaction: Once per unit per turn, after a player assigns or moves a unit to attack this Province, draw a card.

Crossroads - regions
Lower the Gold cost of Holdings in this Province by 3.

Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.

Fields of the Dead (FaS) - regions
No players may assign any Personality with over 4 Force to battle at this Province.

Fields of the Morning Sun - regions
No player may assign or move any Personality with over 2 Personal Honor to battle at this Province.

Flatlands - regions
As a Battle action once per unit per turn, any player may move a unit out of or into this Province to or from one of your Provinces immediately to the left or right of this one.

Forests of Shinomen - region
Forest
Negate the effects of Ranged Attacks during a battle at this province's battlefield.
When one of your Forests is paying for a Nonhuman card: It produces one additional Gold.

Great Crater - regions
Unique.
Reaction: When another player's Event resolves, bow the Great Crater to prevent players from assigning units to attack this Province this turn.

Inaccessible Region - regions
No player other than the Attacker and Defender can assign or move units into this Province without the use of a Spell effect or innate ability.

Last Stand Plain - regions
Each duel during a battle at this Province compares Force versus Force instead of the stat noted on the card creating the duel.

Lookout Mountain - regions
When a player assigns or moves units to battle at this Province, the player may show any number of cards from his or her hand to the Defender. During battle at this Province, players cannot play any cards from their hands that they did not show to the Defender.

Mountain of the Seven Thunders - regions
Unique. Ignore Honor requirements of Personalities in this Province.

Mountain Pass - regions
This Province gains +4 Strength. Provinces adjacent to this one have -1 Strength. (If a Province is destroyed, the one next to it becomes adjacent.)

Plain of Fast Troubles - regions
Battle: If a face-up Personality is in this Province, bring that Personality into play, waiving all costs and ignoring Honor requirements, as a defending unit in this battle. (You can do this even if there are no attacking units.)

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.

River Region - regions
Reaction: When you discard a card in this Province, place it at the bottom of your Dynasty deck instead of in your discard pile. Ignore anything that has happened to the card from the start of the game until now.

Road of Dust - regions
Singular
Personalities without Followers have -2F while at 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.

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.

Streets of Otosan Uchi - regions
Unique.
Each player may, as a Battle action once per battle per each of his or her Personalities, have one of his or her Personalities in this battle challenge an opposing Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand.

Swamplands - regions
Whenever you reveal a Fortification in this Province, replace it with a face-down Dynasty card. Players cannot assign units to attack or defend this Province during the Cavalry Maneuvers Segment.

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.

The Iuchi Plains - regions
Each Infantry Personality and Infantry Follower in a battle at this Province has -1F.

The Ruined Keep of Fu Leng - regions
Unique.
This Province gains a permanent Strength bonus equal to its current strength. Permanently lower each of your other Provinces' Strengths to 0. Lose 7 Honor.

Training Grounds - regions
Each Follower gains +1F while defending this Province.

Umi Amaterasu - regions
Battle: Once per battle per player, any player with a unit opposing one or more units at this battle may draw a card.

War-Stained Fields - regions
Limited: Once per turn, move one or more Followers between two of your Personalities without bowing the Personalities.

Wetlands - regions
Raise the strength of each ranged attack by 1 during battle at this Province.

Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.

Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.

Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.

Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.

Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.

Asahina's Breath - spells
5G 1F
Only a Crane Clan Shugenja can attach this Spell. Elemental Limited: Bow this Shugenja and destroy this Spell to have one of your Personalities issue a challenge to a Personality. Add this Shugenja's Chi to your Personality's Chi during the duel. If the challenged Personality refuses the challenge, he or she becomes Dishonored and his or her controller loses 3 Honor.

Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.

Blood of Midnight - spells
4G 2F
Battle: Bow this Shugenja to give an attacking Shadowlands Personality +4F.

Blood Rite - spells
4G 3F
Maho Ritual Limited: Destroy this Spell and bow this Shugenja and any number of your other Shugenja to place a 1F/1C Blood token on each Shugenja Personality in this Ritual.

Bloodstained Forest - spells
2G 1F
Battle: If this Shugenja is in the current battle, bow this Shugenja to destroy a Terrain. You may then play a Terrain from your hand.

Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.

Energy Transference - spells
4G 2F
Open: Bow this Shugenja to switch a Personality's Force and Chi. If the Personality is not yours, destroy this Spell.

Eyes Shall Not See - spells
2G 1F
Reaction: Before the Maneuvers Segments of an attack, bow this Shugenja and destroy this Spell to switch the Infantry and Cavalry Maneuvers Segments.

Fires of Purity - spells
3G 3F
Elemental Open: Bow this Shugenja to give +3F/+3C to a Personality with over 2 Personal Honor.

Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.

Hiruma's Last Breath - spells
1G 4F
Only a Crab Clan Shugenja can attach this Spell.
Limited: Bow this Shugenja and destroy this Spell to have one of your units begin an attack against another player's unit containing a Shadowlands card. No other units can be assigned or move to the battle, and the battle cannot destroy a Province. The units cannot move to other Provinces from the battle. This does not replace your Attack Phase.

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.

Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.

Soshi's Curse - spells
2G 2F
Only a Scorpion Clan Shugenja can attach Soshi's Curse.
Battle: Bow this Shugenja and destroy this Spell to "freeze" an opposing unit. The unit's controller cannot target cards in the unit with actions, and those cards cannot use their abilities, until your next turn. Any player with only frozen units in his or her army is considered to have no units at the battle.

Stifling Wind - spells
3G 3F
Elemental Battle: Bow this Shugenja to bow an opposing Follower.
Elemental Battle: Bow this Shugenja to bow a Personality with no unbowed Followers.

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 Fury of Osano-Wo - spells
4G 3F
When you bring this Spell into play, place three tokens on it. When this Spell has no tokens, destroy it.
Battle: Bow this Shugenja and destroy a token on this Spell for a ranged attack with strength equal to this Shugenja's Chi plus 2.

The Soul of Shiba - spells
4G 3F
May only be attached to a Phoenix shugenja. Reaction: Bow this Shugenja when one of your other Phoenix Clan Shugenja is being destroyed. Shuffle the destroyed Shugenja back into your Dynasty deck. Destroy this spell.

Tomb of Jade - spells
5G 3F
Limited: Bow this Shugenja and destroy this Spell to destroy a Shadowlands card.

Torrential Rain - spells
4G 4F
Battle Elemental: Bow this Shugenja and destroy this Spell to end this battle without resolution. All units go home bowed.

Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.

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.

Winds of Change - spells
6G 2F
Elemental Limited: Bow this Shugenja to discard a Dynasty card in a Province and replace it with the top card of its player's Dynasty deck.

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

A Samurai Never Stands Alone - actions
0G 1F
Delayed Terrain.
Battle: Your Personalities in this battle each gain a Force bonus equal to the number of players who have units in the opposing army.

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

A Stout Heart - actions
0G 2F
Reaction: Play this card when Fear targets one of your units. Negate the Fear.

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).

Accessible Terrain - actions
0G 1F
Immediate Terrain.
You may play this card during a battle in which you have no units.
Battle: The Attacker and Defender each gain the ability "Battle: Move one of your units into this battle."

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.

Another Time - actions
0G 0F
When you reveal this card as a Focus card for a duel, cancel the duel and discard all Focus cards without effect.

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."

Arrows from the Woods - actions
0G 3F
Battle: Ranged 2 Attack.
Reaction: After you target another player's card with a Ranged Attack: Increase that Ranged Attack's strength by 2.

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.

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.

Bend Like a Reed - actions
0G 3F
Reaction: Play this card when a Personality strikes in a duel against one of your Personalities. Your Personality gains +2C (or +2 to the stat compared in the duel) from this card as if you played this card as a Focus card. You can play only one copy of this card per duel.

Blackened Sky - actions
0G 1F
Battle: Take as many consecutive actions that make ranged attacks as you like, before the next player takes an Open or Battle action. You cannot take Reactions during this time unless they make ranged attacks.

Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.

Brash Hero - actions
0G 1F
Open: If it is not your turn: Target one of the active player's Samurai Personalities with a Chi of 2 or less. The target's controller must assign him during any Attack Phases this turn if he can legally do so.

Burning Your Essence - actions
0G 0F
This card has a Focus value of 6 when used as a focus in a duel, discarded for a Tactician Force bonus, or used for its Focus value with an ability on a Personality. The Personality permanently has -2C after the duel or ability resolves.

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.

Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.

Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.

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.

Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.

Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.

Corrupted Ground - actions
0G 1F
Immediate Terrain
Battle: Each Shadowlands Personality and Shadowlands Follower in this battle gains +1F.

Costly Alliance - actions
0G 3F
Political Reaction: Play this card when you accept an invitation to ally. If one of your units is in an army when the army destroys a Province or opposing army during this Attack Phase, permanently take control of a Holding controlled by the player with whom you allied. Only one copy of this card can be played per turn.

Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.

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."

Dead Eyes - actions
5*G 1F
This card costs 5 less Gold if it targets a Crab Clan Personality.
Limited: Permanently lower to 0 the Personal Honor of one of your Personalities without the Berserker trait and permanently give the Personality the Berserker trait and the ability "Battle: Once per turn, this Personality gains +3F. When the Resolution Segment ends, destroy this Personality unless his or her army had more than twice the opposing army's Force if there was an opposing army when the Resolution Segment began."

Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.

Deathseeker Technique - actions
0G 2F
Battle: Bow one of your Personalities for Fear equal to his or her Force. If the Personality is Lion Clan, he or she does not bow.

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.

Defend Your Honor - actions
0G 2F
Reaction: Play this card when another player's action makes you lose Honor. Negate the Honor loss. One of your unbowed Samurai may then "challenge the player's honor." The player must either select one of his or her unbowed Personalities to accept the challenge, or refuse the challenge. If the player refuses the challenge or his or her Personality loses the duel, the player loses an amount of Honor equal to the amount you negated.

Delicate Calculations - actions
0G 3F
Limited: You may attack two players at once this turn. Each player may ally with only one other player. Each Maneuvers Segment occurs only once. During each battle, only the Province's controller is the Defender. Effects that move cards into or out of battles may move them into or out of any battles in the attack.

Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.

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.

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."

Duty to the Clan - actions
0G 3F
Reaction: Play this card after a battle Resolution Segment in which one of your Personalities of your Faction was destroyed. Permanently lower the Gold cost of one of your Faction's Personalities that is face up in one of your Provinces to 0.

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.

Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.

Facing Your Devils - actions
0G 1F
Kiho Open: One of your Monk or Shugenja Personalities bows to challenge a Personality. The challenged Personality's player may refuse the challenge by discarding cards from his or her hand with total Focus values great than the caster's Chi.

False Alliance - actions
0G 2F
Battle: If you are an ally: Lose 4 Honor. You become an ally of the enemy leader instead of the friendly leader. All your units at battlefields enter your new leader's side there (this is not movement).

Familiar Surroundings - actions
0G 1F
Reaction: Play this card after the last Maneuvers Segment of this Attack Phase. Until the phase ends, the Defender selects the order in which battles resolve instead of the Attacker.

Fight to the Setting Sun - actions
0G 2F
Reaction: Play this card when a Resolution Segment in which you had units ends. All units in the battle will bow as if they were attacking units.

Finding the Harmony - actions
0G 3F
Kiho Limited: Bow one of your Monks or Shugenja to permanently switch an Elemental Ring in your hand with one you have in play. This is not considered playing a Ring. The new Ring does not count toward an Enlightenment Victory.

Fires of Retribution - actions
0G 4F
Elemental Reaction: After a Spell creates a Spell effect, destroy the Spell.
Elemental Reaction: After a Shugenja uses an innate ability, lower the Shugenja's Chi by 2.

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.

Flattery - actions
0G 3F
You must have cards in your hand with total Focus values greater than the opposing army's force to play this card.
Battle: Discard cards from your hand one at a time until the total discarded Focus values exceed the opposing army's Force, to end the battle without resolution and send all units home without bowing. You may take this action during a battle in which you have no units.

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.

Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.

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.

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

He's Mine! - actions
0G 3F
Reaction: Play this card when one of your Personalities enters a duel. Bow the Personality and replace him or her in the duel with one of your unbowed Samurai. If the duel is in a battle, the Samurai must be in the battle. Either way, bow the Samurai when the duel ends.

High Morale - actions
0G 3F
Open: Straighten all Followers of a Personality who has over 2 Personal Honor.

Higher Ground - actions
0G 1F
Immediate Terrain.
Battle: Raise the strength of each ranged attack from your army by 1. Lower the strength of each ranged attack from the opposing army by 1.

Hitomi Technique - actions
1G 3F
Battle: Bow one of your Samurai to destroy an opposing Shugenja. If you are a Dragon Clan player, the Samurai permanently gains +1C.

Hitsu-do - strategy
0G 4F
Fire • Kiho
Battle: Bow and destroy your target Shugenja or Monk: Destroy a target enemy Follower, or Personality without Followers, in a unit whose Personality's Chi is less than or equal to your Shugenja or Monk's Chi.

Honorable Seppuku - actions
0G 3F
Political Reaction: Play this card after one of your Samurai creates, is targeted by, or is affected by an effect that dishonors him or her or causes you to lose Honor. Lower the loss (if any) to 0, the Samurai commits seppuku, and then you gain an amount of Honor equal to the Samurai's Personal Honor.

Hummingbird Tattoo - actions
0G 2F
Limited: Target one of your Personalities with the Tattooed trait and without a Hummingbird Tattoo. For the rest of the game, the Personality has a Hummingbird Tattoo and gains this trait: "After this Personality bows at the end of the Resolution Segment, he or she can straighten. If the Personality straightens, he or she cannot move into battle until the turn ends."

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 Art - actions
0G 1F
Limited: One of your Personalities issues an unrefusable challenge to a Personality with equal or higher Chi. Each Personality focuses exactly once, if possible, and Reactions taken "instead of focusing" cannot be taken. The winner's controller gains 4 Honor. Dishonor the loser.

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 Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.

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.

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

Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.

Judgment of Toshiken - actions
0G 2F
Reaction: Play this card after players reveal Focus cards in a duel. Resolve the duel only by the Chi (or other stat noted on the card creating the duel) of the dueling Personalities before the challenge, plus the Focus cards' printed Focus values. The Double Chi trait works as usual. If either Personality has not focused, each can focus an extra time, starting with the challenged Personality.

Kaede's Tears - actions
0G 3F
Kiho Limited: Target a Unique Personality in your discard pile. Bow one of your Shugenja with Chi greater than or equal to the Personality's Chi and remove this card from the game to shuffle the Personality into your Dynasty deck.

Kakita Technique - actions
1*G 3F
This card costs 1 less Gold for a Crane Clan player.
Reaction: Play this card when one of your Personalities enters a duel against a Personality with lower Personal Honor. Your Personality has the first option to focus or strike.

Kaze-Do - actions
0G 3F
Kiho Elemental Battle: Bow one of your Monks or Shugenja to send home, without bowing, an opposing unit led by a Personality with Force lower than the caster's Chi.

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 Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 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.

Lies, Lies, Lies... - actions
0G 2F
Political Limited: If you have no cards in play or in your discard piles that cause their player an Honor loss or have the Shadowlands, Ninja, or Kolat keywords: Gain 8 Honor; this gain can not raise your Family Honor above it's starting value.

Low Morale - actions
0G 1F
Open: Target a unit. Bow all Followers in it.

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.

Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.

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

Meditation - actions
0G 2F
Limited: Give a Personality +1F/+2C.

Mizu-do - actions
0G 2F
Kiho Elemental Battle: Target one of your Personalities in this battle and bow one of your Monks or Shugenja to take this action. From now until the battle ends, whenever any opposing card gains a non-Mizu-do Force bonus, the target Personality gains an equal Force bonus until the turn ends.

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.

Mushin - actions
0G 2F
Battle: Take two consecutive Open or Battle actions after this one.

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

Nemesis - actions
0G 2F
Limited: Target one of your Personalities without a "nemesis" and another player's Personality. The other Personality is your Personality's nemesis until the other Personality leaves play. While your Personality opposes the nemesis in a battle or duel, your Personality gains +2F/+3C.

Night Battle - actions
0G 1F
Immediate Terrain.
Battle: No player without a Shugenja or a Shadowlands Personality in this battle can take actions for this battle except an action that destroys this Terrain.

Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.

Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.

One Life, One Action - actions
1G 1F
Reaction: Play this card after another player resolves an Action card from his or her hand. The player cannot play any copy of that action for effect for the rest of the game, but the player may still use it for its Focus value.

Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.

Overconfidence - actions
0G 2F
Reaction: After a Personality gains a Force bonus greater than or equal to his printed Chi, bow that Personality. The Personality cannot straighten during his controller's next Straighten Phase.

Poisoned - actions
0G 2F
Ninja Reaction: When a Personality takes a Political action, lower the Personality's Chi by 2. Lose 2 Honor.

Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.

Political Dissent - actions
0G 3F
Political Limited: Bow one of your Personalities to prevent two players from inviting each other to ally for the rest of the game. The players may negate this effect if and when each destroys one of his or her Personalities as a Limited action, "as a sign of good will." If they do this, for the rest of the game each Samurai they send as defending allies for each other gains +2F/+2C until the battle ends.

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.

Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.

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.

Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.

Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.

Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.

Salt the Earth - actions
6G 2F
Limited: Destroy a Region.

Shadowlands Sickness - actions
0G 2F
This is not considered a Shadowlands card.
Open: Bow a Shadowlands Personality.

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.

Shiba Technique - actions
1G 3F
Battle: Each of your Shugenja in this battle gains the ability "Battle: Bow this Shugenja to give each Samurai in this army +1F. If you are a Phoenix player, instead bow this Shugenja to give each of your Samurai +2F."

Shinjo Technique - actions
3*G 3F
This card costs 3 less Gold for a Unicorn Clan player.
Reaction: Play this card when another player targets one of your Personalities with an Action card. Redirect the action to one of the player's Personalities whom the player could have targeted with the action.

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.

Single Combat - actions
0G 2F
Reaction: Before the Attacker and Defender invite allies, prevent players other than the Attacker and Defender from assigning or moving units to battle this turn.

Slander - actions
0G 3F
Political Reaction: Play this card after a Personality enters play. Negate all Honor gains for the Personality entering play.

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.

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

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

Street to Street - actions
0G 1F
Immediate Terrain.
Battle: All Followers at this battle detach from their Personalities and are no longer in units. When this Battle Action Segment ends or this Terrain is destroyed, each Follower's controller must attach the Follower to one of his or her Personalities in this battle. Destroy any Follower that any player cannot legally attach.

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

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.

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

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

Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.

Surrender - actions
0G 3F
Reaction: Play this card during the Resolution Segment of a battle you have lost. Your opponent loses 1 Honor instead of gaining 2 for each card he or she destroys this segment. Your opponent may "spare" and not destroy any of your units to gain 2 Honor for each card in those units as if he or she destroyed them.

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.

Swamp Marsh - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Follower in this battle to 1.

Take the Initiative - actions
0G 1F
Reaction: Play this card after players draw starting hands and before the first player's first turn. You take the first turn, and play continues clockwise from you.

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 Arrow Knows the Way - actions
0G 3F
Reaction: Before you target a Ranged Attack from an action performed by one of your Personalities with a Chi of 3 or higher: The Ranged Attack may target a Personality with attached Followers.

The Code of Bushido - actions
0G 3F
Reaction: Play this card when a Samurai takes an action, or creates an optional effect, that would dishonor him or her or cause his or her controller to lose Honor. Cancel the action, or prevent the Samurai from creating the effect.

The Emperor's Left Hand - actions
1G 1F
Political Reaction: After the player with the highest Family Honor, or who is tied for the highest, announces a Political action: Negate its effects.

The Emperor's Right Hand - actions
1G 1F
Political Open: Make the player with the Imperial Favor bow one of his or her Personalities.

The Endless Well - actions
0G 2F
Kiho Limited: Bow one of your Monks or Shugenja to look at a number of your Fate deck's top cards equal to the caster's Chi, one at a time. At any point during this effect, if the Focus value of the card you are looking at plus the number of cards you have looked at is less than or equal to the caster's Chi, you may show the card to the other players, add it to your hand, and end this effect. Replace the remaining cards in their original order.

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 Turtle's Shell - actions
0G 3F
Reaction: Play this card when a ranged attack targets one of your cards. Negate the ranged attack's effects on your card.

The Wind's Truth - actions
0G 4F
Kiho Elemental Political Reaction: When any player gains or loses Honor, bow one of your Monks or Shugenja with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.

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

Those Who Stand Alone - strategy
0G 3F
Battle: Give -1F to each Personality without Followers at the current battlefield.

Tides of Battle - actions
0G 2F
Reaction: Before an attack's Declaration Segment ends, if you are not the Attacker or Defender: Both sides' leaders invite you as an ally. You gain no Honor from rulebook effects for assigning allying units this attack.

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.

To the Last Man - actions
0G 3F
Reaction: Play this card after a Resolution Segment during which the opposing player destroyed an army containing one or more of your units. The opposing player must destroy a number of cards and tokens in his or her army whose total Force is greater than or equal to half of your army's Force, rounded up. The player's bowed cards contribute their Force for this effect as if they were unbowed.

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.

Treacherous Terrain - actions
0G 1F
Delayed Terrain.
If you are the Defender, you may play this card during a battle in which you have no units.
Battle: Lower to 0 all Force bonuses each Personality and Follower in this battle has received from cards outside the unit.

Uncertainty - actions
0G 1F
Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.

Untrustworthy - actions
0G 3F
Reaction: Play this card after an Attack Phase in which a player declared an attack but did not assign or move any of his or her units to battle. The Attacker loses 5 Honor, plus 1 for each attacking allying unit assigned or moved to battle that Attack Phase.

Way of Death - actions
0G 0F
Battle: Fear 1.
Battle: If you are a Shadowlands player, Fear 3.
Reaction: When a card creates Fear, raise the Fear strength by 2.

Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.

When Darkness Draws Near - actions
0G 3F
Battle: Send an allying unit home from this battle, bowed. If the unit's controller no longer has any units in any battle and has had no units in armies during any Resolution Segment this turn, he or she loses 2 Honor.

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.

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.

Iron Mountain - strongholds
6PS/4GP/5SH
Dragon, Dragon
Players cannot assign units during the Cavalry Maneuvers Segment when you are the Defender.
Limited: Bow the Iron Mountain to permanently give the Tattooed trait to one of your Personalities.

Kosaten Shiro - strongholds
5PS/4GP/6SH
Crane, Crane
Gold- and Honor-producing Holdings cost 1 less Gold for you, to a minimum of 1, but cannot have their costs changed in any other way.

Kyuden Hitomi - strongholds
6PS/4GP/2SH
Dragon, Dragon
After the other players reveal their Strongholds and before players select Sensei, you may place up to five cards from your Fate deck under Kyuden Hitomi.
Reaction: During your End Phase, instead of drawing a card, bow Kyuden Hitomi to add a card under it to your hand.

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.

The Ancient Halls of the Lion - strongholds
6PS/3GP/7SH
Lion, Lion
Battle: Bow the Ancient Halls of the Lion to destroy a Terrain.
Reaction: When a player plays a Terrain and before it resolves, bow the Ancient Halls of the Lion to negate the Terrain's effects.

The Citadel of the Hiruma - strongholds
7PS/4GP/3SH
Crab, Crab
Battle: Bow the Citadel of the Hiruma to double the Force of one of your defending Crab Clan Personalities. Destroy the Personality after this battle.

The Great Walls of Kaiu - strongholds
7PS/4GP/4SH
Crab, Crab
You cannot bring Shadowlands cards into play.
Fortifications cost 4 less Gold for you.

The Iron Fortress of the Daidoji - strongholds
6PS/4GP/4SH
Crane, Crane
Lower the Honor requirement of each of your Daidoji by 5, even if that drops it under 0. Non-Samurai, non-Shugenja Personalities cost 3 more Gold for you.
Battle: Bow the Iron Fortress of the Daidoji to have one of your Samurai challenge an opposing Personality. If the challenged Personality refuses the challenge, send that Personality home bowed and Dishonored.

The Noble Halls of the Akodo - strongholds
5PS/3GP/5SH
Lion, Lion
You cannot bring Ninja or Shadowlands cards into play. Your Lion Clan Shugenja can attach other Factions' Ancestors.
Battle: Once per turn, if there are one or more opposing units in this battle, give the Tactician trait to one of your Personalities in this battle.

The Shadow Stronghold of the Bayushi - strongholds
6PS/4GP/2SH
Scorpion, Scorpion
Open: Look at another player's hand. Lose 1 Honor.

The Shadowlands Horde - strongholds
5PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor, take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss), ally, or have allies. Your cards are immune to Fear. Your Personalities will not swear fealty.
Reaction: When paying for a Shadowlands card, bow The Shadowlands Horde to lower the card's Gold cost by 4.

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."

The Utaku Palaces - strongholds
5PS/5GP/5SH
Unicorn, Unicorn
Magistrate Personalities and Magistrate Followers cost 1 less Gold for you.
Reaction: Once per turn, after another player declares an attack on you, straighten all cards in one of your Cavalry units. You can do this even if the Utaku Palaces are bowed.

Towers of the Asako - strongholds
5PS/3GP/6SH
Phoenix, Phoenix
Reaction: When an action targets one of your Shugenja Personalities, bow the Towers of the Asako to cancel it.
Reaction: When an action targets one of your Samurai, bow one of your Shugenja Personalities to cancel it.

Akodo Kaneka - winds
The Bastard
Political Limited: Discard the Imperial Favor to place once or more face-up Dynasty cards in your Provinces face-down at the bottom of your Dynasty deck and replace them with face-up Dynasty cards. Discard any Events revealed this way, and replace them with face-down Dynasty cards.

Hantei Naseru - winds
The Anvil.
Political Reaction: Before any player loses Honor, discard the Imperial Favor to negate the loss.
Political Reaction: When your turn begins, discard the Favor to name a phase. Until your next turn begins, lower all Honor gains by half, rounded down, during that phase of each player's turn.
Political Open: Discard the Imperial Favor to restore a Dishonored Personality to Honorable status.

Toturi Sezaru - winds
The Wolf.
Political Limited: Discard the Imperial Favor to draw an extra card during your next End Phase.

Toturi Tsudao - winds
The Sword.
Political Battle: Discard the Imperial Favor to send an attacking or allying unit home from this battle, bowed. You may take this action during a battle in which you have no units.