Легенды Пяти Колец

Спойлер Hidden City



Secluded Outpost - holding


Trade District - region
Open: Pay 3 Gold: Turn a Dynasty card in a province face-up.

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

Fortune's Gift - events
You may search your Fate deck for a Unique Weapon or Unique Armor. If you find one, show it and put it in your hand face-up; then you may bow a Samurai you control as a cost. If you do not, increase the found card's Gold cost by 2.

Brothers in Arms - followers
2F/0C -PH/3G/1HR 3F
Can only attach to a Samurai.
Reaction: After this card enters play from your hand: Search your Fate discard pile, then deck, for a Brothers in Arms. Show it. Put it in your hand.

Demanding Gunso - followers
2F/0C -PH/4G/0HR 2F
When paying for Demanding Gunso, you may permanently increase its Gold cost by 2 to permanently give it the Cavalry trait.
Open: Bow and destroy Demanding Gunso to search your Fate deck for a Formation, show it to all players, and put it in your hand.

Deranged Mujina - followers
2F/0C -PH/5G/0HR 1F
Creature • Cavalry
Costs 1 less Gold if you are a Crab Clan player.
When Deranged Mujina enters play, each player must discard a random card from his hand.

Desperate Conscripts - followers
2F/0C -PH/3G/0HR 2F
Ashigaru
Desperate Conscripts costs 3 less Gold if any of your Provinces have been destroyed by other players this game.

Disciplined Infantry - followers
2F/0C -PH/2G/1HR 2F
Can only attach to a Samurai or Bushi.
This card has +1F while you control a Formation.

Expert Archers - followers
2F/0C -PH/4G/1HR 2F
Will only attach to a Samurai or Bushi.
Battle: Bow Expert Archers for a Ranged 3 Attack.

Fudoshi - followers
2F/0C -PH/3G/0HR 2F
Oni • Nonhuman • Shadowlands • Lose 3 Honor.
If Fudoshi have less than 8 Force, they gain +1F each time a Personality or other Follower is destroyed at their Province.

Hardy Infantry - followers
4F/0C -PH/7G/1HR 2F
Will only attach to a Samurai or Bushi.
Reaction: Before this Personality is moved or destroyed while in a battle, move Hardy Infantry to one of your other Personalities in that battle.

Peasant Laborers - followers
2F/0C -PH/4G/0HR 3F
Ashigaru • Siege
Limited: Bow and destroy Peasant Laborers, and pay 4 Gold, to search your discard pile for a non-Unique Region and attach it to one of your Provinces, paying all costs. For the rest of the game, that Region may not be destroyed to pay costs.

Political Adjunct - followers
+1F/+0C -PH/3G/1HR 2F
Can only attach to a Samurai.
Political Reaction: When paying a cost of discarding the Imperial Favor during the Attack Phase, bow and destroy this card: This card plays that cost.

Seasoned Cavalry - followers
3F/0C -PH/7G/1HR 2F
Cavalry
Will only attach to a Samurai or Bushi.
Battle: Bow Seasoned Cavalry to target an opposing unit. Cancel the next action performed during this battle by a card in that unit.

Strategic Assassin - followers
2F/0C -PH/3G/1HR 2F
Will only attach to a Samurai, Bushi, or Ninja. Will attach to a Scorpion Clan or Ninja Personality regardless of Personal Honor. You may attach Strategic Assassin from your hand as a Battle action.

The Iron Legion - followers
4F/0C -PH/7G/0HR 3F
Can only attach to a Samurai, Bushi, or Crab Clan Personality.
Ranged Attacks cannot target this card.
After this card enters play from your hand, you may attach a +0F Weapon Item token, a +0F Armor Item token, or both to this Personality.

Usagi Rangers - followers
2F/0C -PH/4G/0HR 2F
Will only attach to a Samurai or Bushi.
Usagi Rangers gain +1F while you have a Terrain in play. Usagi Rangers gain +2F while another player has a Terrain in play.

War Council - followers
2F/0C -PH/4G/1HR 2F
Will only attach to a Samurai or Bushi.
Battle: Bow War Council to draw a Fate card.

Yobanjin Wyrm - followers
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

A Favor Returned - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Akodo Dojo - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Battlefield Messenger - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Bleeding Grounds - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Daigotsu Dojo - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Fortress of Thunder - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Geisha Network - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Glassblower - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Hasty Barricades - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Legacy of My Ancestors - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Pillar of Flesh - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Quartermaster - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Retired Master - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Secluded Outpost - holding
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Compassion - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Courage - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Duty - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Third Whisker Mine - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Well-Tended Farm - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Anvil of Earth - items
+2F/+1C 6G 3F
Unique
Elemental Battle: Bow Anvil of Earth and destroy a Terrain controlled by any player to bow an opposing Personality.

Blade of Fury - items
+1F/+1C 1G 2F
Weapon • Shamesword
Dishonor this Personality after playing Blade of Fury. This Personality may not be restored to Honor while Blade of Fury is attached. Blade of Fury may not be moved. After this Personality is destroyed while in a battle or duel, his controller draws a card and gains 2 Honor.

Daisho of Water - items
+0F/+2C 3G 3F
Weapon
Elemental Battle: Twice per turn, bow Daisho of Water or a Cavalry card in this army to bow an opposing Follower.

Family Token - items
+0F/+0C 1G 2F
Nemuranai
Family Token gains +2F/+2C while at a Province belonging to a player who controls a Region, or +3F/+3C if this Province has a Region.

Family War Banner - items
+2F/+2C 3G 4F
Unique
This Personality's Force and Chi cannot be reduced below their printed values by other players' card effects.
Each Samurai and Bushi Personality in this army gains Yu +2.

Gleaming Wakizashi - items
+1F/+1C 3G 4F
Weapon • Unique
Can only attach to a Samurai or Bushi.
Reaction: After this Personality enters a duel, bow this card: Draw a card.

Hero's Banner - items
+1F/+0C 4G 2F
Can only attach to a Samurai or Bushi. You may play this card as a Battle action.
Personalities with Followers in this army have +1F. Opposing Personalities with no attached cards have -1F.
Reaction: Before this card is destroyed while in an army: Put it in your hand. The next time this battle you play a Hero's Banner, reduce its Gold cost to 0.

Ichiro's Yumi - items
+0F/+0C 3G 2F
Weapon
Will only attach to a Samurai or Bushi.
Battle: Bow Ichiro's Yumi to give -3F to an opposing Follower or Personality. You may then produce a Ranged 0 Attack against that card if it is a legal target.

Mirumoto Daisho - items
+0F/+2C 4G 2F
Weapon
Mirumoto Daisho gains +2F while attached to a Samurai or Bushi. After attaching Mirumoto Daisho from your hand, you may give this Personality a +1C Weapon Item token.

Purloined Letters - items
+0F/+0C 1G 3F
Will only attach to a Courtier or Ninja.
Political Reaction: Before another player gains Honor, bow this Personality as a cost. That player may dishonor one of his Personalities to destroy Purloined Letters. If he does not, negate the Honor gain. You may not use this Reaction during battle.

Seeds of the Void - items
+1F/+2C 4G 3F
Unique
Costs 1 less Gold if you are a Crab Clan player. Seeds of the Void has the Shadowlands trait if you are a Shadowlands player. You may bring this card into play from your hand as an Open action.
Elemental Open: Once per turn, discard a Fate card to take Seeds of the Void into your hand. You may also use this action if Seeds of the Void is in your discard pile.

Senpet Scimitar - items
+4F/+0C 7G 1F
Weapon
After attaching Senpet Scimitar from your hand, dishonor this Personality unless he is Unicorn Clan or Scorpion Clan.
Force bonuses this Personality receives are increased by 1 while he is opposed.

Shakuhachi of Air - items
+0F/+0C 4G 3F
Unique
Costs 1 less Gold if you are a Lion Clan player.
Elemental Battle: Bow Shakuhachi of Air to give an opposing Personality -2F. If that Personality's Force is now 0, bow that Personality.

Yumi of Fire - items
+0F/+0C 5G 3F
Weapon • Unique
This card costs 1 less Gold for Unicorn Clan players.
You may play this card from your hand as a Battle action. If you do, you may immediately take the following action:
Elemental Battle: Bow this Personality: This card produces two consecutive Ranged 3 Attacks.

Akodo Dagurasu - personalities
1F/3C 6HR7G/2PH/

Lion Clan Samurai • Tactician
Tactical Battle: Discard a card from your hand to give Dagarasu +3F.

Akodo Minako - personalities
2F/4C 6HR8G/3PH/

Lion Clan Samurai
Minako gains +1F/+1C and the Tactician trait while she is in the current battle and a Formation is in play.

Akodo Tadenori - exp 2 - personalities
3F/4C -HR9G/1PH/

Lion Clan Master Tactician • Bloodspeaker • Experienced 2 • Unique • Shadowlands
Lose 3 Honor after each Tactical action Tadenori performs.
Maho Tactical Battle: Discard a card from your hand to destroy an opposing non-Unique Follower or non-Unique Item with a lower Focus Value than the discard.

Asako Soun - personalities
2F/4C 6HR7G/2PH/

Phoenix Clan Shugenja • Inquisitor
Limited: Bow Soun to reduce the Honor Requirement of a Shugenja in one of your Provinces by 5.

Bayushi Adachi - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai
Battle: Target an opposing Personality. Adachi challenges him. If he refuses, Dishonor him and move him home. The other Personality uses his Personal Honor in this duel.

Bayushi Kamnan - exp - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Spy • Experienced • Unique
Limited: Once per turn, permanently lose two Chi to look at up to four face-down cards. You may then pay 2 Gold to discard one.

Bayushi Motomu - personalities
4F/4C -HR8G/1PH/

Scorpion Clan Samurai
Battle: Once per turn, discard a card from your hand to straighten a Personality in this battle.

Ch'krit - personalities
3F/3C -HR8G/1PH/

Ratling Bushi • Crippled Bone Tribe • Creature
Battle: Once per battle, give +1F to all your Ratling Personalities or to all your Ratling Followers.

Chee'trr - personalities
3F/3C -HR6G/1PH/

Ratling • Green-Green-White Tribe • Creature
Reaction: When focusing in a duel, Chee'trr uses the top card of his opponent's Fate discard pile, face-up, instead of a card from your hand. Remove that card from the game when the duel ends.

Chizuko - personalities
3F/3C -HR7G/0PH/

Mantis Clan Ningyo • Nonhuman • Naval
Open: Once per turn, remove the Naval trait from a card controlled by any player to add the Naval trait to a card controlled by any player.

Daidoji Kikaze - personalities
2F/5C 2HR10G/3PH/

Crane Clan Samurai • Daidoji Family Daimyo • Harrier • Magistrate • Unique
Reaction: Once per battle, before you take an Open or Battle action while Kikaze is defending any of your Provinces, you may take that action even if you have no units in the current battle.

Daidoji Tani - personalities
2F/3C 4HR7G/2PH/

Crane Clan Samurai • Harrier
Reaction: After a Personality moves into an army attacking one of your Provinces, give that Personality a Hunted token until the beginning of your next turn.
Battle: Once per battle, move Tani into a battle opposing a Personality with a Hunted token.

Daigotsu Meguro - personalities
3F/2C -HR5G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 5 Honor.
Battle: Bow Meguro: Ranged 2 Attack.
Battle: Bow Meguro: Give a target Personality opposing Meguro a -2F token.

Daigotsu Toru - personalities
3F/4C -HR6G/0PH/

Shadowlands • Samurai • Lose 3 Honor.
Reaction: Once per turn, when another player's Personality performs a Political action targeting one of your cards, Toru issues an unrefusable challenge to that Personality. If that Personality loses the duel or dies, cancel the Political action.

Doji Asano - personalities
2F/3C 7HR9G/2PH/

Crane Clan Courtier
Political Battle: Bow Asano to give all Human Personalities in the current battle -1F.

Doji Yasuyo - exp 2 - personalities
4F/5C 10HR12G/3PH/

Crane Clan Samurai • Experienced 2 • Unique Yasuyo gains Double Chi while she has a Unique weapon attached.
Limited: Once per turn, if Yasuyo is Honorable, bow her to challenge a Personality to an unrefusable duel. The loser bows and may not straighten until after his controller's next Straighten Phase.

Er'chi-chek - personalities
2F/3C -HR7G/1PH/

Ratling Bushi • Crooked Tail Tribe • Creature
Battle: Bow Er'chi-chek to destroy an opposing Follower with less Force than the number of Ratlings in this army.
Battle: Bow Er'chi-chek to destroy an opposing Personality with no Followers and less Force than half the number of Ratlings in this army.

Fushin - personalities
5F/5C -HR11G/0PH/

Unaligned Onisu of Betrayal • Cavalry • Nonhuman • Unique • Shadowlands • Lose 5 Honor.
While Fushin is in play, all players must bow a Personality they control as an additional cost of playing a Political Action card.
Battle: Once per turn, gain control of a dishonored Personality until the end of the turn, and move that Personality into this army.

Goju Arai - personalities
3F/3C -HR6G/0PH/

Shadowlands • Bushi • Lose 3 Honor.
While in an army, Arai's printed Force equals the highest non-variable entering-play Honor loss among all cards in his army.

Hida Daizu - personalities
4F/4C -HR8G/1PH/

Crab Clan • Samurai
Once per game, after Daizu is destroyed: You may rehonor him and bring him into play (in your home), waiving costs.

Hida Enko - personalities
4F/3C 0HR8G/2PH/

Crab Clan Samurai
Battle: Once per battle, discard an Action card from your hand as a cost. Each player who controls a unit opposing Enko must discard an Action card. Each of these players who cannot discard must reveal his hand.

Hida Sosuke - personalities
3F/3C -HR7G/1PH/

Crab Clan Bushi • Yu 3
After Sosuke is destroyed while at a battlefield or in a duel, you may target and permanently give -2F/-2C to a Personality who opposed him when he was destroyed or who was in the duel.

Hiruma Todori - exp - personalities
4F/4C 0HR7G/2PH/

Crab Clan Samurai • Hiruma Family Daimyo • Scout • Hero • Yu 3 • Experienced • Unique
Todori has +2F while attacking a player who declared an attack against you since your last turn ended.

Ikm'atch-tek - personalities
1F/5C -HR7G/0PH/

Ratling Champion • Shugenja • Creature • Shaman • Unique
Battle: Give a Ratling Personality a Force bonus equal to the number of destroyed Ratling Followers in your Fate discard pile, then remove one of those Followers from the game.

Ith-ik - personalities
1F/2C -HR6G/1PH/

Ratling • Grasping Paw Tribe • Creature • Siege
Battle: Once per battle, if Ith-ik is at another player's Province, bow Ith-ik and target one of your Provinces with a strength above 3 to reduce its strength and this Provinces's strength by 4 until the beginning of your next turn.

Iuchi Katamari - personalities
2F/4C 3HR8G/2PH/

Unicorn Clan Magistrate • Doomseeker • Cavalry After Katamari enters play, you may permanently give him the Courtier or Shugenja trait.
While Katamari is in play and he is a Courtier, your Unicorn Clan Personalities may commit seppuku as if they were Samurai.
Open: If Katamari is a Shugenja, once per turn, switch the Force and Chi of an Item.

Kaiu Kamura - personalities
4F/3C -HR8G/1PH/

Crab Clan Bushi • Siege Master
Other Siege cards gain +1F while in Kamura's army.
Battle: Once ber battle, bow Kamura to straighten a Siege card.

Kakita Kaneo - personalities
2F/4C 5HR8G/2PH/

Crane Clan Samurai
Reaction: Once per duel, instead of focusing in a duel against a Samurai, Kaneo gains +3C (or other stat used in the duel) as if he had focused.

Kaneka - personalities
5F/6C -HR14G/2PH/

Phoenix Clan Samurai • Shogun • Double Chi • Tactician • Unique
Kaneka may perform any number of Tactical actions per battle, once per printed action.
Tactical Battle: Send an opposing unit home.
Tactical Battle: Bow an opposing unit. That unit's controller may instead bow at least two other units whose combined total Force exceeds Kaneka's Chi.

Kareido no Oni - personalities
3F/3C -HR5G/0PH/

Shadowlands • Nonhuman • Oni • Lose 6 Honor.
Will only join a player with less than 0 Family Honor.

Koto - personalities
0F/1C -HR0G/2PH/

Unaligned Monkey Clan Samurai • Unique • Soul of Toku

Matsu Fujiwe - personalities
4F/3C 6HR7G/2PH/

Lion Clan Samurai • Lion's Pride Chui
Other players may not target Fujiwe with Political Actions while she has the Tactician trait.

Matsu Ryoichi - personalities
2F/2C 8HR6G/2PH/

Lion Clan Samurai
Battle: Once per battle, target another Lion Clan Personality in this army. Ryoichi gains a Force or Chi bonus equal to the target's Personal Honor until the battle ends.

Mirumoto Arai - personalities
4F/4C 2HR8G/2PH/

Dragon Clan Samurai
Arai gains +1F/+1C while the Defender controls a Region.

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

Dragon Clan Samurai
Kei may attach two Weapons.
Battle: Once per battle, Kei challenges an opposing Personality to a duel. The loser suffers -3F. If the challenge is refused, Kei gains +3F.

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

Dragon Clan Samurai
Reaction: After a Personality bows to cast a Kiho, draw a card. Satoe may not perform this action again until after the beginning of your next turn. Satoe may do this while bowed if she cast the Kiho.

Moto Gurban - personalities
3F/3C -HR8G/2PH/

Unicorn Clan Bushi • Cavalry
Gurban gains +1F if she has an Item.
Reaction: Once per turn, when a Limited action targets one of your Personalities, cancel it. Permanently reduce Gurban's Personal Honor by the number of other Personalities you control. If her new Personal Honor is 0, Gurban commits seppuku.

Moto Taidjut - personalities
4F/3C -HR9G/1PH/

Unicorn Clan Bushi • Cavalry
Battle: Bow and destroy one of Taidjut's Items to destroy a Region attached to this Province.

Naka Tokei - exp 2 - personalities
5F/6C 7HR10G/2PH/

Unaligned Grand Master of the Elements • Air, Earth, Fire, Void, Water Shugenja • Experienced 2 • Unique
Before bringing Naka Tokei into play, you may wave his Honor Requirement, permanently give him the Shadowlands trait, and lose 5 Honor.
Elemental Limited: Once per turn, straighten a card if Tokei does not have the Shadowlands trait, or bow a card if he does.

Ratling Raider - personalities
2F/2C -HR10G/2PH/

Ratling • Stained Paw Tribe • Creature
After Ratling Raider enters play, create two 2F/2C Ratling Creature Personalities with 2 Personal Honor.

S'ktcha - personalities
3F/3C -HR7G/2PH/

Ratling Bushi • Creature • Unique
Reaction: Once per turn, S'ktcha gains a +2F/-1C Frenzy token after an action on a Ratling card resolves.

Set'tchr'foo - personalities
2F/3C -HR7G/1PH/

Ratling Matron • Tattered Ear Tribe • Creature
Battle: Shuffle Set'tchr'foo into your Dynasty deck to create a number of 0F Ratling Creature Follower tokens up to the highest Gold cost of any other Ratling Card in your army. Attach these tokens any way you wish to Ratling Personalities in your army.

Shiba Aikune - exp 2 - personalities
4F/5C 10HR10G/3PH/

Phoenix Clan Samurai • Experienced 2 • Unique
Open: Once per turn, target any number of your Shugenja to raise Aikune's Force and lower his Chi, or to raise his Chi and lower his Force, by that number.
Open: Once per turn, bow one of your Shugenja to give Aikune Tactician, Double Chi, or Cavalry.

Shiba Koseki - personalities
3F/3C 4HR7G/2PH/

Phoenix Clan Samurai
Battle: Once per battle, give one of your Phoenix Clan Shugenja +1F or +1C. This is instead a +2 bonus if the Shugenja has the Air, Earth, Fire, Void or Water trait.

Shiba Marihito - personalities
3F/3C 8HR7G/2PH/

Phoenix Clan Samurai
Battle: Once per battle, bow one of your Shugenja and target a player to give Marihito a Force and Chi bonus equal to the number of Shrine and/or Temple cards that player controls.

Shiba Toshiki - personalities
3F/3C 6HR8G/3PH/

Phoenix Clan Samurai
Shugenja Followers cost 2 less Gold, to a minimum of 2, while attaching to Toshiki.

Shinjo Jinturi - personalities
3F/3C 5HR7G/2PH/

Unicorn Clan Samurai • Scout • Cavalry • Unique
Battle: Once per battle, discard a Terrain from your hand to search your Fate deck for a Terrain card, show it to all players, and put it in your hand.

Shosuro Mikado - personalities
2F/4C -HR7G/2PH/

Scorpion Clan Courtier • Ninja • Mikado costs 2 less Gold if you control a Scorpion Clan Courtier.
Political Reaction: After a Political Action card that you played resolves, bow Mikado: Draw a card.
Political Limited: Bow Mikado: Look at the top three cards of your Fate deck. You may show one and put it in your hand if it is a Political Action card.

Shosuro Osamito - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Ninja
Battle: Once per battle, bow Osamito or discard a card: Ranged 3 Attack.

Tamori Minoru - personalities
2F/4C -HR7G/2PH/

Dragon Clan Earth Shugenja
Reaction: After a Region is revealed but before it enters play, bow Minoru to switch that Region with a Dynasty card in one of the revealing player's other Provinces.

Tek'teki-tek - personalities
2F/2C -HR6G/1PH/

Ratling • Chipped Tooth Tribe • Creature • Scout
Reaction: After Tek'teki-tek enters play from your Province, refill the Province face-up. If the new card is not a Ratling Personality, repeatedly discard the card and refill the Province until it holds a Ratling Personality or you cannot refill it.

Togashi Tsuri - personalities
3F/3C 5HR6G/3PH/

Dragon Clan Monk • Unique
Battle: Once per battle, target an opposing Personality with more Chi than Tsuri: Tsuri copies his Force.
Battle: Once per battle, target an opposing Personality with more Force than Tsuri: Tsuri copies his Chi.

Tsuruchi Arishia - personalities
3F/3C -HR7G/2PH/

Mantis Clan Samurai • Scout
Battle: Bow Arishia: Ranged 4 Attack.
Reaction: If Arishia is at the current battlefield and you have taken no actions this battle, after a Battle or Open action resolves that was taken by the controller of an opposing unit: Ranged 3 Attack.

Tsuruchi Mochisa - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Magistrate
Battle: Ranged 3 Attack that can target a dishonorable Personality ignoring its Followers. This Ranged Attack has +1 strength if the target is a Personality with 0 Personal Honor.

Tsuruchi Nobumoto - exp - personalities
2F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Naval • Experienced • Daimyo • Unique
Open: Give Nobumoto the Cavalry keyword. Remove the Naval keyword from him.
Battle: Bow Nobumoto: Ranged 4 Attack. You may move this unit home.

Utaku Jamaira - personalities
3F/3C 4HR9G/2PH/

Unicorn Clan Samurai. Battle Maiden. Cavalry.
While Jamaira is in play, all your Unicorn Clan Personalities have +1 Personal Honor, to a maximum of 5.
Reduce Jamaira's Gold cost and Honor Requirement by the highest Personal Honor among all Personalities with a Faction alignment in play.

Yoritomo Mie - personalities
4F/2C -HR7G/1PH/

Mantis Clan Samurai. Naval.

The Shogun's Armory - regions
Singular
You may attach Items from your hand to Personalities you control as a Battle action.
Limited: Target a non-Unique Item in your discard pile. Put it in your hand.

Trade District - region
Open: Pay 3 Gold: Turn a Dynasty card in a province face-up.

Essence of Yomi - spells
4G 2F
You may, as a Battle action, pay this Spell's Gold cost and discard it from your hand to give +3F/+3C to an opposed non-Shadowlands Samurai.
Battle: Bow this Shugenja to give +3F/+3C to a non-Shadowlands Personality or -3F to a Shadowlands Personality.

Heart of Bushido - spells
2G 3F
Limited: Bow this Shugenja, who may remain bowed, to give one of your Samurai or Bushi +1F/+1C and either Tactician, Double Chi, or Yu +5 while this Shugenja remains bowed and in play. Then destroy this Shugenja.

Summon Air Kami - spells
2G 3F
Elemental Air Battle: Bow this Shugenja and destroy this Spell to suspend the current battle, begin another unresolved battle of your choice, then resume the current battle after the new one ends. You need not bow this Shugenja if he is an Air Shugenja.

Summon Earth Kami - spells
3G 3F
Elemental Earth Battle: Once per turn, bow this Shugenja to create a 1F/1C Personality card in the current battle, controlled by either the Attacker or the Defender and in that player's army. Remove that Personality from the game when the turn ends. You need not bow this Shugenja if he is an Earth Shugenja.

Summon Fire Kami - spells
1G 3F
Elemental Fire Battle: Once per turn, bow this Shugenja to give each Personality in this army a Chi bonus equal to the Personality's Personal Honor. You need not bow this Shugenja if he is a Fire Shugenja.

Summon Water Kami - spells
3G 4F
Elemental Water Battle: Bow this Shugenja and destroy this Spell to prevent other players' effects from moving units into or out of battles for the rest of the turn. You need not bow this Shugenja if he is a Water Shugenja. (This Shugenja must be in the current battle.)

A Samurai's Anger - actions
0G 2F
Limited: Bow one of your Samurai or Bushi Personalities to bow a Courtier with less Force. The Courtier's controller chooses whether A Samurai's Anger permanently gives the Courtier -2C or permanently removes all his abilities. If the Courtier has no abilities, the -2C must be chosen.

Archer Squad - actions
0G 1F
Reserve Formation
Formed by three Samurai or Bushi Personalities.
Personalities you control have the ability, "Battle: Bow this Personality: Ranged 3 Attack," while at the current battlefield. Personalities may combine these attacks even if they are in different units.

Armed Brigade - actions
0G 2F
Flank Formation.
Formed by three Personalities, each with an Item.
Battle: Bow two of your Items to bow an opposing Personality.

Blessings of Steel - actions
0G 1F
Flank Formation
Formed by one Shugenja Personality and one Samurai Personality.
Battle: Bow one of your Shugenja Personalities in this army to give a Force bonus to one of your Samurai in this army equal to the Shugenja's Force plus the number of Shugenja in this army.

Blind Honor - actions
0G 1F
Immediate Terrain
Battle: Personalities have a Force penalty equal to their Personal Honor while in this battle.

Blocked Ground - actions
0G 1F
Immediate Terrain
Battle: You gain the ability, "Reaction: Before a unit moves into or from this battle, destroy Blocked Ground to negate the movement." If you are the Defender, you may play this Terrain in a battle in which you have no units.

Brilliant Soul - actions
0G 3F
Center Formation
Formed by a Unique Samurai and a Samurai or Bushi Personality.
Battle: Bow one of your Samurai or Bushi Personalities to give one of your Unique Samurai +2F/+2C.

Brutal Confrontation - actions
0G 3F
Battle: Until the battle ends, all players may take the following actions any number of times. You may take one immediately if your current army has at least two units.
"Battle: Target and bow a Personality you control: He produces a Ranged 3 Attack."
"Battle: Target and bow a Personality you control: Target a Personality opposing him: Yours issues the other an unrefusable challenge to a duel of Force or Chi."

Cautious Advance - actions
0G 3F
Reserve Formation
Formed by two Samurai or Bushi Personalities.
Reaction: Bow one of your Samurai or Bushi Personalities in this battle to cancel a Reaction. This cannot cancel a Reaction on a Formation.

Deathseeker's Oath - actions
0G 3F
Open: Restore a Dishonored Samurai to Honorable status, and permanently give him +1F, Yu +3, and the Deathseeker trait.

Delayed March - actions
0G 2F
Battle: Target one of your opposed Samurai in this battle to move any number of your unopposed units from adjacent Provinces to this Province.

Direct Assault - actions
0G 2F
Center Formation • Formed by four Samurai or Bushi, each with a Follower or Item.
Battle: Target and bow a unit you control at the current battlefield: Target either a unit opposing it or a Holding controlled by a player who controls a unit in the current enemy army. Destroy that target.

Drunken Mantis - actions
0G 2F
Kiho Battle: Target an unbowed Monk you control: Target a Samurai you control and a Personality opposing him. Your Samurai issues the opposing Personality an unrefusable challenge. Penalties do not affect your Samurai's Chi for purposes of resolving this duel. Bow the loser.

Endless Horde - actions
0G 2F
Center Formation • Formed by a Personality with a Follower and a Samurai or Bushi Personality with a Follower.
Battle: Target and bow a Follower you control: Target a Follower, an Item, or a Personality with no Followers or Items opposing it. Destroy the opposing target.

Exhaustion - actions
0G 2F
Tactical Battle: Target your performing Tactician and an opposing Personality with lower printed Gold cost. If the opposing Personality's controller passes on his next opportunity to act this battle, destroy the opposing Personality.

Explored Territory - actions
0G 1F
Terrain Battle: Before the next time this turn a card's effect (not cost) destroys one of your cards at this battlefield, other than this card, negate the destruction and draw a card.

Failure of Duty - actions
0G 2F
Political Battle: Target one of your Courtiers at any location: Target a defending Personality. If he is bowed or at home when this battle's resolution begins, dishonor him, and you may search your Fate deck for a Political Action card, show it, and put it in your hand.

Fire and Water - actions
0G 2F
Elemental Kiho Battle: Bow one of your Shugenja or Monks to straighten a Follower. Elemental Kiho Battle: Bow one of your Shugenja or Monks to move a Follower from one of your Personalities to another.

Fire in the Hidden City - actions
0G 3F
Reaction: Play after an attacking army destroys one of your Provinces that had no defending units during the entire Attack Phase. If the Province contained a face-up Personality, bring him into play, ignoring all costs. If the Province contained a face-up Event, destroy one Personality in the attacking army.

From Nowhere - actions
0G 4F
Open: During the Action Phase, bow one or more of your Personalities with a combined Chi greater than 12 as a cost. Ninja contribute +3C each for this payment. The Dynasty Phase occurs immediately after the Action Phase this turn (and before the Attack Phase, if any).

Go in Disgrace - actions
4G 3F
Political Limited: Target a Holding or Region controlled by a player with more Family Honor than you. For the rest of the game, negate all Honor gains produced by that target. You may bow one of your Courtier Personalities when playing this card to reduce its Gold cost by 4.

Gold Buys Security - actions
*G 2F
Political Open: Bow one of your Courtiers to target one or more Personalities. Each time any of those Personalities assigns or moves to attack you, his controller loses Honor equal to the Personality's Personal Honor, then the Personality is dishonored. This card's Gold cost equals your starting Family Honor (minimum 0f 1) times the number of other Personalities targeted.

Heart of a Hero - actions
0G 3F
Battle: Bow and destroy one of your Unique Personalities aligned with your Faction in this battle to permanently raise by 3 all new Force bonuses created by actions you take between now and the end of the battle.

Ignominious End - actions
0G 4F
Political Battle: Target one of your unbowed Courtiers to move an unbowed Dishonored Personality into the current battle. If you are a Scorpion Clan player, you may move a bowed or unbowed Dishonored Personality.

Iron Pillar - actions
0G 3F
Center Formation
Formed by two Samurai or Bushi Personalities, each with a Follower or Armor.
Reaction: Before a Personality in your current army is destroyed, target and bow a Follower you control at the current battlefield: Negate the destruction.

Killing Fields - actions
0G 1F
Immediate Terrain
Battle: Followers gain +2F while in this battle and opposed.

Kiss of the Scorpion - actions
0G 2F
Reserve Formation
Formed by 2 Samurai Personalities and 1 Ninja Personality.
You may use these actions two times, combined, per battle.
Battle: Target and bow a Personality you control at the current battlefield: Target a Personality opposing him. Bow the opposing Personality.
Battle: Target a Personality in the enemy army with no cards attached. Bow him.

Knife in the Dark - actions
0G 3F
Political Ninja Open: Give a Ninja Personality the following abilities:
"Reaction: Cancel a Political action not performed by a Personality."
"Reaction: Before a Personality performs a Political action, challenge that Personality to a duel. Negate the action's effects unless that Personality accepts and wins."

Lotus at Dusk - actions
0G 3F
Flank Formation
Formed by three Samurai or Bushi Personalities.
You may take one additional consecutive Battle or Open action after each normal Battle or Open action you take. You may not gain Battle or Open actions from other actions.

Marching Column - actions
0G 2F
Reserve Formation
Formed by three Samurai or Bushi Personalities. If you are the Defender, this requirement may be met by your cards at all Provinces, and you may play this Formation in a battle where you have no units.
Battle: Move one of your units with fewer than two Followers from an adjacent Province into this Province.

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

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.

Scrutiny's Sweet Sting - actions
6G 1F
This card costs 4 less Gold for Scorpion Clan players.
Political Open: Target and bow a Courtier Personality you control: Target a Personality. Choose Samurai, Shugenja, or Courtier. Permanently remove that trait from the Personality.

Shameless Slander - actions
0G 3F
Political Open: During the Action Phase, target one of your unbowed Courtiers and a face-up Personality with higher Personal Honor in a Province. Until the end of the turn, the target Personality enters play Dishonored.

Shining Example - actions
0G 2F
Center Formation
Formed by a Unique Samurai and a non-Unique Samurai.
Your Samurai gain +1F/+1C. When this card enters play, you may give a Unique Samurai from your Faction the Tactician trait until this card leaves play.

Ten Thousand Swords - actions
0G 1F
Battle: Give each Personality in your army who has a Weapon or Armor (or both) a Force and Chi bonus equal to the number of such Personalities in your army.

The Legions Charge - actions
0G 3F
Reaction: After a phase ends during which two or more Personalities you controlled were destroyed by actions taken by one other player: If it was an Attack Phase, create a 4F/4C Cavalry Samurai Personality with 4 Personal Honor. If it was not an Attack Phase, create two such cards.

The Pull of Destiny - actions
0G 2F
Limited: Straighten a Samurai.

Turn of Fortune - actions
0G 1F
Kiho Reaction: When an action would target one of your Samurai, target one of your unbowed Monks or Shugenja: The action targets him instead, if legal.
Kiho Reaction: When an action would target one of your unbowed Monks or Shugenja: The action targets one of your Samurai instead, if legal.

We Know - actions
0G 1F
Political Limited: Bow one of your Courtier Personalities to target an opponant's Honorable Personality. That player decides whether We Know dishonors his Personality or whether you draw two cards. Lose 3 Honor unless at least one other player has more Family Honor than you.

Shiranai Toshi - strongholds
7PS/3GP/6SH
Lion, Lion
Once per turn, if you are the Attacker, draw a card after playing a Terrain.
Battle: If you are the Attacker, bow Shiranai Toshi to play a Terrain from your hand, even if there is a Terrain in play. Do not destroy other Terrains. You decide the order in which mulitple Delayed Terrains resolve for this battle.

Tani Hitokage - strongholds
8PS/4GP/2SH
Crab, Crab
Once per game, gain a Province to the right of your rightmost one after destroying a Province as the Attacker.
Battle: Once per battle, one of your Crab Clan Personalities issues an unrefusable challenge to a duel of Force to an opposing Personality.

The Meeting Place - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Battle: Move one of your Ratling Personalities home. This may target each Personality once per battle.
Battle: Bow one or more of your Ratling cards in this battle to reduce the Province's strength by that number.

Fortune's Gift - events
You may search your Fate deck for a Unique Weapon or Unique Armor. If you find one, show it and put it in your hand face-up; then you may bow a Samurai you control as a cost. If you do not, increase the found card's Gold cost by 2.

Brothers in Arms - followers
2F/0C -PH/3G/1HR 3F
Can only attach to a Samurai.
Reaction: After this card enters play from your hand: Search your Fate discard pile, then deck, for a Brothers in Arms. Show it. Put it in your hand.

Demanding Gunso - followers
2F/0C -PH/4G/0HR 2F
When paying for Demanding Gunso, you may permanently increase its Gold cost by 2 to permanently give it the Cavalry trait.
Open: Bow and destroy Demanding Gunso to search your Fate deck for a Formation, show it to all players, and put it in your hand.

Deranged Mujina - followers
2F/0C -PH/5G/0HR 1F
Creature • Cavalry
Costs 1 less Gold if you are a Crab Clan player.
When Deranged Mujina enters play, each player must discard a random card from his hand.

Desperate Conscripts - followers
2F/0C -PH/3G/0HR 2F
Ashigaru
Desperate Conscripts costs 3 less Gold if any of your Provinces have been destroyed by other players this game.

Disciplined Infantry - followers
2F/0C -PH/2G/1HR 2F
Can only attach to a Samurai or Bushi.
This card has +1F while you control a Formation.

Expert Archers - followers
2F/0C -PH/4G/1HR 2F
Will only attach to a Samurai or Bushi.
Battle: Bow Expert Archers for a Ranged 3 Attack.

Fudoshi - followers
2F/0C -PH/3G/0HR 2F
Oni • Nonhuman • Shadowlands • Lose 3 Honor.
If Fudoshi have less than 8 Force, they gain +1F each time a Personality or other Follower is destroyed at their Province.

Hardy Infantry - followers
4F/0C -PH/7G/1HR 2F
Will only attach to a Samurai or Bushi.
Reaction: Before this Personality is moved or destroyed while in a battle, move Hardy Infantry to one of your other Personalities in that battle.

Peasant Laborers - followers
2F/0C -PH/4G/0HR 3F
Ashigaru • Siege
Limited: Bow and destroy Peasant Laborers, and pay 4 Gold, to search your discard pile for a non-Unique Region and attach it to one of your Provinces, paying all costs. For the rest of the game, that Region may not be destroyed to pay costs.

Political Adjunct - followers
+1F/+0C -PH/3G/1HR 2F
Can only attach to a Samurai.
Political Reaction: When paying a cost of discarding the Imperial Favor during the Attack Phase, bow and destroy this card: This card plays that cost.

Seasoned Cavalry - followers
3F/0C -PH/7G/1HR 2F
Cavalry
Will only attach to a Samurai or Bushi.
Battle: Bow Seasoned Cavalry to target an opposing unit. Cancel the next action performed during this battle by a card in that unit.

Strategic Assassin - followers
2F/0C -PH/3G/1HR 2F
Will only attach to a Samurai, Bushi, or Ninja. Will attach to a Scorpion Clan or Ninja Personality regardless of Personal Honor. You may attach Strategic Assassin from your hand as a Battle action.

The Iron Legion - followers
4F/0C -PH/7G/0HR 3F
Can only attach to a Samurai, Bushi, or Crab Clan Personality.
Ranged Attacks cannot target this card.
After this card enters play from your hand, you may attach a +0F Weapon Item token, a +0F Armor Item token, or both to this Personality.

Usagi Rangers - followers
2F/0C -PH/4G/0HR 2F
Will only attach to a Samurai or Bushi.
Usagi Rangers gain +1F while you have a Terrain in play. Usagi Rangers gain +2F while another player has a Terrain in play.

War Council - followers
2F/0C -PH/4G/1HR 2F
Will only attach to a Samurai or Bushi.
Battle: Bow War Council to draw a Fate card.

Yobanjin Wyrm - followers
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

A Favor Returned - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Akodo Dojo - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Battlefield Messenger - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Bleeding Grounds - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Daigotsu Dojo - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Fortress of Thunder - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Geisha Network - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Glassblower - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Hasty Barricades - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Legacy of My Ancestors - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Pillar of Flesh - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Quartermaster - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Retired Master - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Secluded Outpost - holding
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Compassion - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Courage - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Shrine of Duty - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Third Whisker Mine - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Well-Tended Farm - holdings
2F/0C -PH/4G/0HR 2F
Creature. Cavalry.
When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.

Anvil of Earth - items
+2F/+1C 6G 3F
Unique
Elemental Battle: Bow Anvil of Earth and destroy a Terrain controlled by any player to bow an opposing Personality.

Blade of Fury - items
+1F/+1C 1G 2F
Weapon • Shamesword
Dishonor this Personality after playing Blade of Fury. This Personality may not be restored to Honor while Blade of Fury is attached. Blade of Fury may not be moved. After this Personality is destroyed while in a battle or duel, his controller draws a card and gains 2 Honor.

Daisho of Water - items
+0F/+2C 3G 3F
Weapon
Elemental Battle: Twice per turn, bow Daisho of Water or a Cavalry card in this army to bow an opposing Follower.

Family Token - items
+0F/+0C 1G 2F
Nemuranai
Family Token gains +2F/+2C while at a Province belonging to a player who controls a Region, or +3F/+3C if this Province has a Region.

Family War Banner - items
+2F/+2C 3G 4F
Unique
This Personality's Force and Chi cannot be reduced below their printed values by other players' card effects.
Each Samurai and Bushi Personality in this army gains Yu +2.

Gleaming Wakizashi - items
+1F/+1C 3G 4F
Weapon • Unique
Can only attach to a Samurai or Bushi.
Reaction: After this Personality enters a duel, bow this card: Draw a card.

Hero's Banner - items
+1F/+0C 4G 2F
Can only attach to a Samurai or Bushi. You may play this card as a Battle action.
Personalities with Followers in this army have +1F. Opposing Personalities with no attached cards have -1F.
Reaction: Before this card is destroyed while in an army: Put it in your hand. The next time this battle you play a Hero's Banner, reduce its Gold cost to 0.

Ichiro's Yumi - items
+0F/+0C 3G 2F
Weapon
Will only attach to a Samurai or Bushi.
Battle: Bow Ichiro's Yumi to give -3F to an opposing Follower or Personality. You may then produce a Ranged 0 Attack against that card if it is a legal target.

Mirumoto Daisho - items
+0F/+2C 4G 2F
Weapon
Mirumoto Daisho gains +2F while attached to a Samurai or Bushi. After attaching Mirumoto Daisho from your hand, you may give this Personality a +1C Weapon Item token.

Purloined Letters - items
+0F/+0C 1G 3F
Will only attach to a Courtier or Ninja.
Political Reaction: Before another player gains Honor, bow this Personality as a cost. That player may dishonor one of his Personalities to destroy Purloined Letters. If he does not, negate the Honor gain. You may not use this Reaction during battle.

Seeds of the Void - items
+1F/+2C 4G 3F
Unique
Costs 1 less Gold if you are a Crab Clan player. Seeds of the Void has the Shadowlands trait if you are a Shadowlands player. You may bring this card into play from your hand as an Open action.
Elemental Open: Once per turn, discard a Fate card to take Seeds of the Void into your hand. You may also use this action if Seeds of the Void is in your discard pile.

Senpet Scimitar - items
+4F/+0C 7G 1F
Weapon
After attaching Senpet Scimitar from your hand, dishonor this Personality unless he is Unicorn Clan or Scorpion Clan.
Force bonuses this Personality receives are increased by 1 while he is opposed.

Shakuhachi of Air - items
+0F/+0C 4G 3F
Unique
Costs 1 less Gold if you are a Lion Clan player.
Elemental Battle: Bow Shakuhachi of Air to give an opposing Personality -2F. If that Personality's Force is now 0, bow that Personality.

Yumi of Fire - items
+0F/+0C 5G 3F
Weapon • Unique
This card costs 1 less Gold for Unicorn Clan players.
You may play this card from your hand as a Battle action. If you do, you may immediately take the following action:
Elemental Battle: Bow this Personality: This card produces two consecutive Ranged 3 Attacks.

Akodo Dagurasu - personalities
1F/3C 6HR7G/2PH/

Lion Clan Samurai • Tactician
Tactical Battle: Discard a card from your hand to give Dagarasu +3F.

Akodo Minako - personalities
2F/4C 6HR8G/3PH/

Lion Clan Samurai
Minako gains +1F/+1C and the Tactician trait while she is in the current battle and a Formation is in play.

Akodo Tadenori - exp 2 - personalities
3F/4C -HR9G/1PH/

Lion Clan Master Tactician • Bloodspeaker • Experienced 2 • Unique • Shadowlands
Lose 3 Honor after each Tactical action Tadenori performs.
Maho Tactical Battle: Discard a card from your hand to destroy an opposing non-Unique Follower or non-Unique Item with a lower Focus Value than the discard.

Asako Soun - personalities
2F/4C 6HR7G/2PH/

Phoenix Clan Shugenja • Inquisitor
Limited: Bow Soun to reduce the Honor Requirement of a Shugenja in one of your Provinces by 5.

Bayushi Adachi - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai
Battle: Target an opposing Personality. Adachi challenges him. If he refuses, Dishonor him and move him home. The other Personality uses his Personal Honor in this duel.

Bayushi Kamnan - exp - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Spy • Experienced • Unique
Limited: Once per turn, permanently lose two Chi to look at up to four face-down cards. You may then pay 2 Gold to discard one.

Bayushi Motomu - personalities
4F/4C -HR8G/1PH/

Scorpion Clan Samurai
Battle: Once per turn, discard a card from your hand to straighten a Personality in this battle.

Ch'krit - personalities
3F/3C -HR8G/1PH/

Ratling Bushi • Crippled Bone Tribe • Creature
Battle: Once per battle, give +1F to all your Ratling Personalities or to all your Ratling Followers.

Chee'trr - personalities
3F/3C -HR6G/1PH/

Ratling • Green-Green-White Tribe • Creature
Reaction: When focusing in a duel, Chee'trr uses the top card of his opponent's Fate discard pile, face-up, instead of a card from your hand. Remove that card from the game when the duel ends.

Chizuko - personalities
3F/3C -HR7G/0PH/

Mantis Clan Ningyo • Nonhuman • Naval
Open: Once per turn, remove the Naval trait from a card controlled by any player to add the Naval trait to a card controlled by any player.

Daidoji Kikaze - personalities
2F/5C 2HR10G/3PH/

Crane Clan Samurai • Daidoji Family Daimyo • Harrier • Magistrate • Unique
Reaction: Once per battle, before you take an Open or Battle action while Kikaze is defending any of your Provinces, you may take that action even if you have no units in the current battle.

Daidoji Tani - personalities
2F/3C 4HR7G/2PH/

Crane Clan Samurai • Harrier
Reaction: After a Personality moves into an army attacking one of your Provinces, give that Personality a Hunted token until the beginning of your next turn.
Battle: Once per battle, move Tani into a battle opposing a Personality with a Hunted token.

Daigotsu Meguro - personalities
3F/2C -HR5G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 5 Honor.
Battle: Bow Meguro: Ranged 2 Attack.
Battle: Bow Meguro: Give a target Personality opposing Meguro a -2F token.

Daigotsu Toru - personalities
3F/4C -HR6G/0PH/

Shadowlands • Samurai • Lose 3 Honor.
Reaction: Once per turn, when another player's Personality performs a Political action targeting one of your cards, Toru issues an unrefusable challenge to that Personality. If that Personality loses the duel or dies, cancel the Political action.

Doji Asano - personalities
2F/3C 7HR9G/2PH/

Crane Clan Courtier
Political Battle: Bow Asano to give all Human Personalities in the current battle -1F.

Doji Yasuyo - exp 2 - personalities
4F/5C 10HR12G/3PH/

Crane Clan Samurai • Experienced 2 • Unique Yasuyo gains Double Chi while she has a Unique weapon attached.
Limited: Once per turn, if Yasuyo is Honorable, bow her to challenge a Personality to an unrefusable duel. The loser bows and may not straighten until after his controller's next Straighten Phase.

Er'chi-chek - personalities
2F/3C -HR7G/1PH/

Ratling Bushi • Crooked Tail Tribe • Creature
Battle: Bow Er'chi-chek to destroy an opposing Follower with less Force than the number of Ratlings in this army.
Battle: Bow Er'chi-chek to destroy an opposing Personality with no Followers and less Force than half the number of Ratlings in this army.

Fushin - personalities
5F/5C -HR11G/0PH/

Unaligned Onisu of Betrayal • Cavalry • Nonhuman • Unique • Shadowlands • Lose 5 Honor.
While Fushin is in play, all players must bow a Personality they control as an additional cost of playing a Political Action card.
Battle: Once per turn, gain control of a dishonored Personality until the end of the turn, and move that Personality into this army.

Goju Arai - personalities
3F/3C -HR6G/0PH/

Shadowlands • Bushi • Lose 3 Honor.
While in an army, Arai's printed Force equals the highest non-variable entering-play Honor loss among all cards in his army.

Hida Daizu - personalities
4F/4C -HR8G/1PH/

Crab Clan • Samurai
Once per game, after Daizu is destroyed: You may rehonor him and bring him into play (in your home), waiving costs.

Hida Enko - personalities
4F/3C 0HR8G/2PH/

Crab Clan Samurai
Battle: Once per battle, discard an Action card from your hand as a cost. Each player who controls a unit opposing Enko must discard an Action card. Each of these players who cannot discard must reveal his hand.

Hida Sosuke - personalities
3F/3C -HR7G/1PH/

Crab Clan Bushi • Yu 3
After Sosuke is destroyed while at a battlefield or in a duel, you may target and permanently give -2F/-2C to a Personality who opposed him when he was destroyed or who was in the duel.

Hiruma Todori - exp - personalities
4F/4C 0HR7G/2PH/

Crab Clan Samurai • Hiruma Family Daimyo • Scout • Hero • Yu 3 • Experienced • Unique
Todori has +2F while attacking a player who declared an attack against you since your last turn ended.

Ikm'atch-tek - personalities
1F/5C -HR7G/0PH/

Ratling Champion • Shugenja • Creature • Shaman • Unique
Battle: Give a Ratling Personality a Force bonus equal to the number of destroyed Ratling Followers in your Fate discard pile, then remove one of those Followers from the game.

Ith-ik - personalities
1F/2C -HR6G/1PH/

Ratling • Grasping Paw Tribe • Creature • Siege
Battle: Once per battle, if Ith-ik is at another player's Province, bow Ith-ik and target one of your Provinces with a strength above 3 to reduce its strength and this Provinces's strength by 4 until the beginning of your next turn.

Iuchi Katamari - personalities
2F/4C 3HR8G/2PH/

Unicorn Clan Magistrate • Doomseeker • Cavalry After Katamari enters play, you may permanently give him the Courtier or Shugenja trait.
While Katamari is in play and he is a Courtier, your Unicorn Clan Personalities may commit seppuku as if they were Samurai.
Open: If Katamari is a Shugenja, once per turn, switch the Force and Chi of an Item.

Kaiu Kamura - personalities
4F/3C -HR8G/1PH/

Crab Clan Bushi • Siege Master
Other Siege cards gain +1F while in Kamura's army.
Battle: Once ber battle, bow Kamura to straighten a Siege card.

Kakita Kaneo - personalities
2F/4C 5HR8G/2PH/

Crane Clan Samurai
Reaction: Once per duel, instead of focusing in a duel against a Samurai, Kaneo gains +3C (or other stat used in the duel) as if he had focused.

Kaneka - personalities
5F/6C -HR14G/2PH/

Phoenix Clan Samurai • Shogun • Double Chi • Tactician • Unique
Kaneka may perform any number of Tactical actions per battle, once per printed action.
Tactical Battle: Send an opposing unit home.
Tactical Battle: Bow an opposing unit. That unit's controller may instead bow at least two other units whose combined total Force exceeds Kaneka's Chi.

Kareido no Oni - personalities
3F/3C -HR5G/0PH/

Shadowlands • Nonhuman • Oni • Lose 6 Honor.
Will only join a player with less than 0 Family Honor.

Koto - personalities
0F/1C -HR0G/2PH/

Unaligned Monkey Clan Samurai • Unique • Soul of Toku

Matsu Fujiwe - personalities
4F/3C 6HR7G/2PH/

Lion Clan Samurai • Lion's Pride Chui
Other players may not target Fujiwe with Political Actions while she has the Tactician trait.

Matsu Ryoichi - personalities
2F/2C 8HR6G/2PH/

Lion Clan Samurai
Battle: Once per battle, target another Lion Clan Personality in this army. Ryoichi gains a Force or Chi bonus equal to the target's Personal Honor until the battle ends.

Mirumoto Arai - personalities
4F/4C 2HR8G/2PH/

Dragon Clan Samurai
Arai gains +1F/+1C while the Defender controls a Region.

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

Dragon Clan Samurai
Kei may attach two Weapons.
Battle: Once per battle, Kei challenges an opposing Personality to a duel. The loser suffers -3F. If the challenge is refused, Kei gains +3F.

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

Dragon Clan Samurai
Reaction: After a Personality bows to cast a Kiho, draw a card. Satoe may not perform this action again until after the beginning of your next turn. Satoe may do this while bowed if she cast the Kiho.

Moto Gurban - personalities
3F/3C -HR8G/2PH/

Unicorn Clan Bushi • Cavalry
Gurban gains +1F if she has an Item.
Reaction: Once per turn, when a Limited action targets one of your Personalities, cancel it. Permanently reduce Gurban's Personal Honor by the number of other Personalities you control. If her new Personal Honor is 0, Gurban commits seppuku.

Moto Taidjut - personalities
4F/3C -HR9G/1PH/

Unicorn Clan Bushi • Cavalry
Battle: Bow and destroy one of Taidjut's Items to destroy a Region attached to this Province.

Naka Tokei - exp 2 - personalities
5F/6C 7HR10G/2PH/

Unaligned Grand Master of the Elements • Air, Earth, Fire, Void, Water Shugenja • Experienced 2 • Unique
Before bringing Naka Tokei into play, you may wave his Honor Requirement, permanently give him the Shadowlands trait, and lose 5 Honor.
Elemental Limited: Once per turn, straighten a card if Tokei does not have the Shadowlands trait, or bow a card if he does.

Ratling Raider - personalities
2F/2C -HR10G/2PH/

Ratling • Stained Paw Tribe • Creature
After Ratling Raider enters play, create two 2F/2C Ratling Creature Personalities with 2 Personal Honor.

S'ktcha - personalities
3F/3C -HR7G/2PH/

Ratling Bushi • Creature • Unique
Reaction: Once per turn, S'ktcha gains a +2F/-1C Frenzy token after an action on a Ratling card resolves.

Set'tchr'foo - personalities
2F/3C -HR7G/1PH/

Ratling Matron • Tattered Ear Tribe • Creature
Battle: Shuffle Set'tchr'foo into your Dynasty deck to create a number of 0F Ratling Creature Follower tokens up to the highest Gold cost of any other Ratling Card in your army. Attach these tokens any way you wish to Ratling Personalities in your army.

Shiba Aikune - exp 2 - personalities
4F/5C 10HR10G/3PH/

Phoenix Clan Samurai • Experienced 2 • Unique
Open: Once per turn, target any number of your Shugenja to raise Aikune's Force and lower his Chi, or to raise his Chi and lower his Force, by that number.
Open: Once per turn, bow one of your Shugenja to give Aikune Tactician, Double Chi, or Cavalry.

Shiba Koseki - personalities
3F/3C 4HR7G/2PH/

Phoenix Clan Samurai
Battle: Once per battle, give one of your Phoenix Clan Shugenja +1F or +1C. This is instead a +2 bonus if the Shugenja has the Air, Earth, Fire, Void or Water trait.

Shiba Marihito - personalities
3F/3C 8HR7G/2PH/

Phoenix Clan Samurai
Battle: Once per battle, bow one of your Shugenja and target a player to give Marihito a Force and Chi bonus equal to the number of Shrine and/or Temple cards that player controls.

Shiba Toshiki - personalities
3F/3C 6HR8G/3PH/

Phoenix Clan Samurai
Shugenja Followers cost 2 less Gold, to a minimum of 2, while attaching to Toshiki.

Shinjo Jinturi - personalities
3F/3C 5HR7G/2PH/

Unicorn Clan Samurai • Scout • Cavalry • Unique
Battle: Once per battle, discard a Terrain from your hand to search your Fate deck for a Terrain card, show it to all players, and put it in your hand.

Shosuro Mikado - personalities
2F/4C -HR7G/2PH/

Scorpion Clan Courtier • Ninja • Mikado costs 2 less Gold if you control a Scorpion Clan Courtier.
Political Reaction: After a Political Action card that you played resolves, bow Mikado: Draw a card.
Political Limited: Bow Mikado: Look at the top three cards of your Fate deck. You may show one and put it in your hand if it is a Political Action card.

Shosuro Osamito - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Ninja
Battle: Once per battle, bow Osamito or discard a card: Ranged 3 Attack.

Tamori Minoru - personalities
2F/4C -HR7G/2PH/

Dragon Clan Earth Shugenja
Reaction: After a Region is revealed but before it enters play, bow Minoru to switch that Region with a Dynasty card in one of the revealing player's other Provinces.

Tek'teki-tek - personalities
2F/2C -HR6G/1PH/

Ratling • Chipped Tooth Tribe • Creature • Scout
Reaction: After Tek'teki-tek enters play from your Province, refill the Province face-up. If the new card is not a Ratling Personality, repeatedly discard the card and refill the Province until it holds a Ratling Personality or you cannot refill it.

Togashi Tsuri - personalities
3F/3C 5HR6G/3PH/

Dragon Clan Monk • Unique
Battle: Once per battle, target an opposing Personality with more Chi than Tsuri: Tsuri copies his Force.
Battle: Once per battle, target an opposing Personality with more Force than Tsuri: Tsuri copies his Chi.

Tsuruchi Arishia - personalities
3F/3C -HR7G/2PH/

Mantis Clan Samurai • Scout
Battle: Bow Arishia: Ranged 4 Attack.
Reaction: If Arishia is at the current battlefield and you have taken no actions this battle, after a Battle or Open action resolves that was taken by the controller of an opposing unit: Ranged 3 Attack.

Tsuruchi Mochisa - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Magistrate
Battle: Ranged 3 Attack that can target a dishonorable Personality ignoring its Followers. This Ranged Attack has +1 strength if the target is a Personality with 0 Personal Honor.

Tsuruchi Nobumoto - exp - personalities
2F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Naval • Experienced • Daimyo • Unique
Open: Give Nobumoto the Cavalry keyword. Remove the Naval keyword from him.
Battle: Bow Nobumoto: Ranged 4 Attack. You may move this unit home.

Utaku Jamaira - personalities
3F/3C 4HR9G/2PH/

Unicorn Clan Samurai. Battle Maiden. Cavalry.
While Jamaira is in play, all your Unicorn Clan Personalities have +1 Personal Honor, to a maximum of 5.
Reduce Jamaira's Gold cost and Honor Requirement by the highest Personal Honor among all Personalities with a Faction alignment in play.

Yoritomo Mie - personalities
4F/2C -HR7G/1PH/

Mantis Clan Samurai. Naval.

The Shogun's Armory - regions
Singular
You may attach Items from your hand to Personalities you control as a Battle action.
Limited: Target a non-Unique Item in your discard pile. Put it in your hand.

Trade District - region
Open: Pay 3 Gold: Turn a Dynasty card in a province face-up.

Essence of Yomi - spells
4G 2F
You may, as a Battle action, pay this Spell's Gold cost and discard it from your hand to give +3F/+3C to an opposed non-Shadowlands Samurai.
Battle: Bow this Shugenja to give +3F/+3C to a non-Shadowlands Personality or -3F to a Shadowlands Personality.

Heart of Bushido - spells
2G 3F
Limited: Bow this Shugenja, who may remain bowed, to give one of your Samurai or Bushi +1F/+1C and either Tactician, Double Chi, or Yu +5 while this Shugenja remains bowed and in play. Then destroy this Shugenja.

Summon Air Kami - spells
2G 3F
Elemental Air Battle: Bow this Shugenja and destroy this Spell to suspend the current battle, begin another unresolved battle of your choice, then resume the current battle after the new one ends. You need not bow this Shugenja if he is an Air Shugenja.

Summon Earth Kami - spells
3G 3F
Elemental Earth Battle: Once per turn, bow this Shugenja to create a 1F/1C Personality card in the current battle, controlled by either the Attacker or the Defender and in that player's army. Remove that Personality from the game when the turn ends. You need not bow this Shugenja if he is an Earth Shugenja.

Summon Fire Kami - spells
1G 3F
Elemental Fire Battle: Once per turn, bow this Shugenja to give each Personality in this army a Chi bonus equal to the Personality's Personal Honor. You need not bow this Shugenja if he is a Fire Shugenja.

Summon Water Kami - spells
3G 4F
Elemental Water Battle: Bow this Shugenja and destroy this Spell to prevent other players' effects from moving units into or out of battles for the rest of the turn. You need not bow this Shugenja if he is a Water Shugenja. (This Shugenja must be in the current battle.)

A Samurai's Anger - actions
0G 2F
Limited: Bow one of your Samurai or Bushi Personalities to bow a Courtier with less Force. The Courtier's controller chooses whether A Samurai's Anger permanently gives the Courtier -2C or permanently removes all his abilities. If the Courtier has no abilities, the -2C must be chosen.

Archer Squad - actions
0G 1F
Reserve Formation
Formed by three Samurai or Bushi Personalities.
Personalities you control have the ability, "Battle: Bow this Personality: Ranged 3 Attack," while at the current battlefield. Personalities may combine these attacks even if they are in different units.

Armed Brigade - actions
0G 2F
Flank Formation.
Formed by three Personalities, each with an Item.
Battle: Bow two of your Items to bow an opposing Personality.

Blessings of Steel - actions
0G 1F
Flank Formation
Formed by one Shugenja Personality and one Samurai Personality.
Battle: Bow one of your Shugenja Personalities in this army to give a Force bonus to one of your Samurai in this army equal to the Shugenja's Force plus the number of Shugenja in this army.

Blind Honor - actions
0G 1F
Immediate Terrain
Battle: Personalities have a Force penalty equal to their Personal Honor while in this battle.

Blocked Ground - actions
0G 1F
Immediate Terrain
Battle: You gain the ability, "Reaction: Before a unit moves into or from this battle, destroy Blocked Ground to negate the movement." If you are the Defender, you may play this Terrain in a battle in which you have no units.

Brilliant Soul - actions
0G 3F
Center Formation
Formed by a Unique Samurai and a Samurai or Bushi Personality.
Battle: Bow one of your Samurai or Bushi Personalities to give one of your Unique Samurai +2F/+2C.

Brutal Confrontation - actions
0G 3F
Battle: Until the battle ends, all players may take the following actions any number of times. You may take one immediately if your current army has at least two units.
"Battle: Target and bow a Personality you control: He produces a Ranged 3 Attack."
"Battle: Target and bow a Personality you control: Target a Personality opposing him: Yours issues the other an unrefusable challenge to a duel of Force or Chi."

Cautious Advance - actions
0G 3F
Reserve Formation
Formed by two Samurai or Bushi Personalities.
Reaction: Bow one of your Samurai or Bushi Personalities in this battle to cancel a Reaction. This cannot cancel a Reaction on a Formation.

Deathseeker's Oath - actions
0G 3F
Open: Restore a Dishonored Samurai to Honorable status, and permanently give him +1F, Yu +3, and the Deathseeker trait.

Delayed March - actions
0G 2F
Battle: Target one of your opposed Samurai in this battle to move any number of your unopposed units from adjacent Provinces to this Province.

Drunken Mantis - actions
0G 2F
Kiho Battle: Target an unbowed Monk you control: Target a Samurai you control and a Personality opposing him. Your Samurai issues the opposing Personality an unrefusable challenge. Penalties do not affect your Samurai's Chi for purposes of resolving this duel. Bow the loser.

Endless Horde - actions
0G 2F
Center Formation • Formed by a Personality with a Follower and a Samurai or Bushi Personality with a Follower.
Battle: Target and bow a Follower you control: Target a Follower, an Item, or a Personality with no Followers or Items opposing it. Destroy the opposing target.

Exhaustion - actions
0G 2F
Tactical Battle: Target your performing Tactician and an opposing Personality with lower printed Gold cost. If the opposing Personality's controller passes on his next opportunity to act this battle, destroy the opposing Personality.

Explored Territory - actions
0G 1F
Terrain Battle: Before the next time this turn a card's effect (not cost) destroys one of your cards at this battlefield, other than this card, negate the destruction and draw a card.

Failure of Duty - actions
0G 2F
Political Battle: Target one of your Courtiers at any location: Target a defending Personality. If he is bowed or at home when this battle's resolution begins, dishonor him, and you may search your Fate deck for a Political Action card, show it, and put it in your hand.

Fire and Water - actions
0G 2F
Elemental Kiho Battle: Bow one of your Shugenja or Monks to straighten a Follower. Elemental Kiho Battle: Bow one of your Shugenja or Monks to move a Follower from one of your Personalities to another.

Fire in the Hidden City - actions
0G 3F
Reaction: Play after an attacking army destroys one of your Provinces that had no defending units during the entire Attack Phase. If the Province contained a face-up Personality, bring him into play, ignoring all costs. If the Province contained a face-up Event, destroy one Personality in the attacking army.

From Nowhere - actions
0G 4F
Open: During the Action Phase, bow one or more of your Personalities with a combined Chi greater than 12 as a cost. Ninja contribute +3C each for this payment. The Dynasty Phase occurs immediately after the Action Phase this turn (and before the Attack Phase, if any).

Go in Disgrace - actions
4G 3F
Political Limited: Target a Holding or Region controlled by a player with more Family Honor than you. For the rest of the game, negate all Honor gains produced by that target. You may bow one of your Courtier Personalities when playing this card to reduce its Gold cost by 4.

Gold Buys Security - actions
*G 2F
Political Open: Bow one of your Courtiers to target one or more Personalities. Each time any of those Personalities assigns or moves to attack you, his controller loses Honor equal to the Personality's Personal Honor, then the Personality is dishonored. This card's Gold cost equals your starting Family Honor (minimum 0f 1) times the number of other Personalities targeted.

Heart of a Hero - actions
0G 3F
Battle: Bow and destroy one of your Unique Personalities aligned with your Faction in this battle to permanently raise by 3 all new Force bonuses created by actions you take between now and the end of the battle.

Ignominious End - actions
0G 4F
Political Battle: Target one of your unbowed Courtiers to move an unbowed Dishonored Personality into the current battle. If you are a Scorpion Clan player, you may move a bowed or unbowed Dishonored Personality.

Iron Pillar - actions
0G 3F
Center Formation
Formed by two Samurai or Bushi Personalities, each with a Follower or Armor.
Reaction: Before a Personality in your current army is destroyed, target and bow a Follower you control at the current battlefield: Negate the destruction.

Killing Fields - actions
0G 1F
Immediate Terrain
Battle: Followers gain +2F while in this battle and opposed.

Kiss of the Scorpion - actions
0G 2F
Reserve Formation
Formed by 2 Samurai Personalities and 1 Ninja Personality.
You may use these actions two times, combined, per battle.
Battle: Target and bow a Personality you control at the current battlefield: Target a Personality opposing him. Bow the opposing Personality.
Battle: Target a Personality in the enemy army with no cards attached. Bow him.

Knife in the Dark - actions
0G 3F
Political Ninja Open: Give a Ninja Personality the following abilities:
"Reaction: Cancel a Political action not performed by a Personality."
"Reaction: Before a Personality performs a Political action, challenge that Personality to a duel. Negate the action's effects unless that Personality accepts and wins."

Lotus at Dusk - actions
0G 3F
Flank Formation
Formed by three Samurai or Bushi Personalities.
You may take one additional consecutive Battle or Open action after each normal Battle or Open action you take. You may not gain Battle or Open actions from other actions.

Marching Column - actions
0G 2F
Reserve Formation
Formed by three Samurai or Bushi Personalities. If you are the Defender, this requirement may be met by your cards at all Provinces, and you may play this Formation in a battle where you have no units.
Battle: Move one of your units with fewer than two Followers from an adjacent Province into this Province.

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

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.

Peasant Riots - actions
0G 4F
Heroic Open: Until the turn ends, Action cards announced by other players that target Yu Personalities you control have an additional cost of "discard a card" to play.

Scrutiny's Sweet Sting - actions
6G 1F
This card costs 4 less Gold for Scorpion Clan players.
Political Open: Target and bow a Courtier Personality you control: Target a Personality. Choose Samurai, Shugenja, or Courtier. Permanently remove that trait from the Personality.

Shameless Slander - actions
0G 3F
Political Open: During the Action Phase, target one of your unbowed Courtiers and a face-up Personality with higher Personal Honor in a Province. Until the end of the turn, the target Personality enters play Dishonored.

Shining Example - actions
0G 2F
Center Formation
Formed by a Unique Samurai and a non-Unique Samurai.
Your Samurai gain +1F/+1C. When this card enters play, you may give a Unique Samurai from your Faction the Tactician trait until this card leaves play.

Ten Thousand Swords - actions
0G 1F
Battle: Give each Personality in your army who has a Weapon or Armor (or both) a Force and Chi bonus equal to the number of such Personalities in your army.

The Legions Charge - actions
0G 3F
Reaction: After a phase ends during which two or more Personalities you controlled were destroyed by actions taken by one other player: If it was an Attack Phase, create a 4F/4C Cavalry Samurai Personality with 4 Personal Honor. If it was not an Attack Phase, create two such cards.

The Pull of Destiny - actions
0G 2F
Limited: Straighten a Samurai.

Turn of Fortune - actions
0G 1F
Kiho Reaction: When an action would target one of your Samurai, target one of your unbowed Monks or Shugenja: The action targets him instead, if legal.
Kiho Reaction: When an action would target one of your unbowed Monks or Shugenja: The action targets one of your Samurai instead, if legal.

We Know - actions
0G 1F
Political Limited: Bow one of your Courtier Personalities to target an opponant's Honorable Personality. That player decides whether We Know dishonors his Personality or whether you draw two cards. Lose 3 Honor unless at least one other player has more Family Honor than you.

Shiranai Toshi - strongholds
7PS/3GP/6SH
Lion, Lion
Once per turn, if you are the Attacker, draw a card after playing a Terrain.
Battle: If you are the Attacker, bow Shiranai Toshi to play a Terrain from your hand, even if there is a Terrain in play. Do not destroy other Terrains. You decide the order in which mulitple Delayed Terrains resolve for this battle.

Tani Hitokage - strongholds
8PS/4GP/2SH
Crab, Crab
Once per game, gain a Province to the right of your rightmost one after destroying a Province as the Attacker.
Battle: Once per battle, one of your Crab Clan Personalities issues an unrefusable challenge to a duel of Force to an opposing Personality.

The Meeting Place - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Battle: Move one of your Ratling Personalities home. This may target each Personality once per battle.
Battle: Bow one or more of your Ratling cards in this battle to reduce the Province's strength by that number.