Легенды Пяти Колец

Спойлер Hidden Emperor 6



Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.

Shiryo no Tetsuya - ancestors
0F/+1C -PH/0G/2HR 4F
Brotherhood Ancestor. This card count as Tetsuya for uniqueness purposes.
All numerals on this Personality are increased by one.

Death of the Ki-Rin - events
Until the end of the game, players may not destroy any opponents' last province in battle, and their Events that would destroy that province are canceled without effect. This won't prevent a player from losing due to his own card effects. This event does not affect players while they have 10 or more Family Honor or with at least one Elemental Ring in play, or those clans normally unable to win a honor victory.

Doom of the Alliance - events
Until the end of the game, Yoritomo's Alliance players must pay full cost for Personalities with the Yoritomo's Alliance trait, and only Personalities with "Mantis Clan" as a printed trait are considered part of their clan.

War in the Shadowlands - events
Any Player with fewer Shadowlands cards in play than another player has all of his or her Shadowlands cards destroyed.

Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.

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.

Cultists - followers
0F/0C -PH/0G/0HR 1F
Shugenja.
Any Kiho that the Cultists bow to produce is considered maho.

Haunted - followers
0F/0C -PH/4G/0HR 1F
This Follower may be attached to any player's Personality. When this Personality performs an action or is assigned (or moved) to attack, his or her controller must draw and discard their top Fate card. If the focus value is equal to or greater than the Personality's Chi, the action (or assignment) is canceled and cannot be performed again this turn.

Kansen - followers
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Cleansing Bell - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Prophet's Tower - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Ratling Nest - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Silk Farm - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Tutor - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

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.

Kachiko's Fan - items
0F/+1C 7G 4F
Unique. When the Fan enters play, name a clan. While the Fan is in play and you have no Shadowlands cards in play, you may brings Personalities from that clan into play as if your Family Honor were a 10.

Otaku Steed - items
-F/-C 3G 2F
The Personality gains the Cavalry trait while the Otaku Steed is attached. If the Personality already has the Cavalry trait, he or she gains +1F instead.

Togashi's Daisho - items
+2F/+2C 8G 4F
Unique. May only attach to a Dragon Personality May attach to a Personality that is not allowed to attach items. Will attach to the Dragon Clan Champion without gold cost.
Open: This Personality gains -2F and Double Chi until the end of turn.

Daidoji Karasu - personalities
1F/3C 0HR5G/1PH/

Crane Clan Bounty Hunter. Samurai.
Battle: Bow for a Ranged 2 Attack.
Reaction: Discard a card from your hand immediately before Karasu performs a Ranged Attack to increase the strength of the Ranged Attack by the focus value of the discard. Karasu can do this once per turn.

Daidoji Osen - personalities
3F/3C 5HR6G/2PH/

Crane Clan Spy. Samurai.
Reaction: When Osen is assigned to or moves into a battle, any player may show you one or more terrains from their Fate Hand. During that battle, players may not play terrain cards from their hand that they did not show you.

Doji Kuwanan - exp 2 - personalities
5F/5C 0HR11G/3PH/

Crane Clan Champion. Samurai. Unique. Tactician. Experienced 2. Will only join Crane Clan. Kuwanan's unit cannot be targeted with an action that will send him home from battle if he has not received a Force bonus this turn.
Reaction: Cancel any use of Tactician by a card in the opposing army.

Eshru - exp - personalities
3F/3C 0HR6G/2PH/

Naga Slayer. Experienced. Unique. May attach crystal items for free.
Battle: Bow for a Ranged 4 Attack against any Tattooed card.
Battle: Bow to challenge an opposing Tattooed Personality to a duel that cannot be refused.

Hida O-Ushi - exp 2 - personalities
5F/4C 0HR14G/3PH/

Crab Clan Bully. Samurai. Experienced 2. Unique. O-Ushi is considered the Crab Clan Champion while Hida Yakamo is not in play. May not assign or move into a battle against a Crab or Unicorn Defender. Will join Unicorn for 2 less gold.
Battle: Produce a Fear effect equal to her Force, affecting both Personalities and Followers.

Hitomi Reju - exp - personalities
2F/3C 0HR6G/1PH/

Dragon Clan Samurai. Tattooed. Unique. Experienced Doji Reju. If Reju is tied in a duel, he wins the duel instead.
Reaction: Once per turn, when Reju enters a duel, draw and discard your top Fate card. Reju gains a Chi bonus until the end of the duel equal to the focus value of the discard.

Hoshi Wayan - personalities
0F/3C -HR3G/2PH/

Unaligned Monk. Tattooed.
Limited: Once per turn, you may place a tattoo token on Wayan.
Reaction: Destroy a tattoo token on Wayan immediately after an opposing Personality in this battle gains a bonus to Force and/or Chi. Wayan gains an identical bonus to that just gained by the opposing Personality. Wayan may only react this way once to each bonus.

Isawa Norikazu - exp - personalities
2F/5C 0HR10G/2PH/

Phoenix Clan Seer. Unique. Experienced. Shugenja. Reaction: Immediately after an event is revealed and before it is resolved, destroy Norikazu to destroy the event, which is discarded without effect. (J)

Kakita Ariteko - personalities
0F/2C 2HR2G/2PH/

Crane Clan Artisan.
Open: Bow Ariteko to restore a Personality to honorable status.

Makashi - personalities
2F/2C -HR4G/1PH/

Mantis Clan Samurai. Toturi's Army.
Actions targeting Makashi affect him as though he were aligned to every Clan.

Oni no Akuma - exp - personalities
8F/5C -HR0G/0PH/

Unaligned Oni Overlord. Shadowlands. Nonhuman. Experienced. Unique.
When Akuma enters play it destroys the province from which it enters play. Lose 5 Honor. You must destroy a Follower you control in order to assign or move Akuma into a battle.

Shosuro Chian - personalities
1F/3C -HR8G/1PH/

Scorpion Clan Ninja. May remain bowed. You must discard 3 Fate cards to put Chian into play.
Limited: Bow Chian and target one player. While Chian remains bowed, that player must discard a Fate Card each time he or she attempts to put a Personality into play. Otherwise, the Personality is discarded.

Tohaku - personalities
2F/3C 0HR5G/3PH/

Unaligned Samurai. Toturi's Army. Will not join a Lion player.
Battle: Once per turn, Tohaku gains a 2F/2C bonus if there are one or more Lion Personalities in the opposing army.

700 Soldier Plain - regions
Singular
Battle: Twice per battle, bow one of your defending units to force the Attacker to bow two attacking Personalities and/or Followers.

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.

The Silk Road - regions
The next holding that appears in this Province after this region enters play has its gold cost reduced to zero.

Valley of the Two Generals - regions
Singular.
While in a battle at this Province, Samurai gain the ability: "Battle: Bow to destroy an opposing Follower or an opposing Personality without Followers."

A Pure Stroke - actions
0G 2F
Open: Target item provides double its normal Force and Chi bonuses until the end of this turn. This will not affect any weapon already receiving a bonus to its printed Force or Chi.

Chi Projection - actions
0G 3F
Kiho Open: Bow a shugenja or a monk you control to straighten any Personality in play with a lower Chi.

Coordinated Strike - actions
0G 1F
Battle: Give a +1F bonus to the Personality and all attached Followers in a target unit.

Dharma Technique - actions
0G 3F
Kiho Reaction: After an Event is revealed but before it resolves, bow one of your Monks to discard the Event without resolution.

Ikoma Technique - actions
1G 3F
Battle: All of your Followers at this battle gain 1F. If you are a Lion player, this technique's gold cost is reduced to zero.

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.

Legacy of the Dark One - actions
0G 2F
Maho Kiho Limited: Bow a shugenja or monk you control and target any Personality in play. Until the end of this turn, any focus values played for the target are reduced by the Chi of your shugenja or monk. Your shugenja or monk gains the Shadowlands trait permanently and you lose 5 Honor. This honor loss cannot be altered or redirected in any way.

Makoto - actions
0G 1F
Limited: Every player may bow one Personality, beginning with the player on your left. The player who bows the Personality with the highest Personal Honor gains honor equal to the difference between his Personality and the Personality with the second highest Personal Honor.

Ratling Spy - actions
1G 1F
Limited: Look at the top card of either of one of your opponents' decks. You may return the card to the top of the deck or discard it.

Speak with the Voices of the Dead - actions
0G 3F
Maho Kiho Open: Bow a shugenja or monk you control. Target a Personality and select any one dead Personality. The live Personality gains any one ability from the dead Personality until the end of the turn.

Storms of War - actions
0G 2F
Battle: Until the end of this battle, any player who wishes to perform an action must bow a Personality or Follower in this battle immediately before the action is begun, or else the action is canceled without effect. If the action will move a unit into the battle, cards in that unit may be bowed to allow the action.

Teach the Mountain - actions
0G 2F
Reaction: Play when a Personality is entering play from a Province with a fortification attached. Until the end of the game, this Personality gains a +2F/+2C bonus while he or she is in an army at a Province with a fortification.

The Iron Cranes - actions
0G 2F
Limited: Target any Poet, Courtier, or Personality with a Political ability. This Personality gains a +1F/+1C permanently and loses all abilities, permanently.

Trapping Tactics - actions
0G 1F
You must have a Tactician in this battle to play Trapping Tactics.
Battle Terrain: This terrain takes effect immediately upon being played. No units may move into or out of this battle. All Ranged Attacks performed while this terrain are in play have a +2 strength.

Unrelenting Terror - actions
0G 4F
Reaction: Play when performing a Fear effect to combine the strengths of two or more Fear effects within the same unit to produce a larger Fear effect.
Reaction: Play immediately after performing a Fear effect. You may produce as many Fear effects as you wish before the next player may perform their Battle or Open action.

Way of Shadow - actions
0G 3F
Reaction: Play immediately after an action targets a Ninja card, but before its effects are resolved. The action is canceled and has all of its effects negated.

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.

Shiryo no Tetsuya - ancestors
0F/+1C -PH/0G/2HR 4F
Brotherhood Ancestor. This card count as Tetsuya for uniqueness purposes.
All numerals on this Personality are increased by one.

Death of the Ki-Rin - events
Until the end of the game, players may not destroy any opponents' last province in battle, and their Events that would destroy that province are canceled without effect. This won't prevent a player from losing due to his own card effects. This event does not affect players while they have 10 or more Family Honor or with at least one Elemental Ring in play, or those clans normally unable to win a honor victory.

Doom of the Alliance - events
Until the end of the game, Yoritomo's Alliance players must pay full cost for Personalities with the Yoritomo's Alliance trait, and only Personalities with "Mantis Clan" as a printed trait are considered part of their clan.

War in the Shadowlands - events
Any Player with fewer Shadowlands cards in play than another player has all of his or her Shadowlands cards destroyed.

Wisdom Gained - event
Starting with you, each player may search his discard pile and Fate deck for a Ring, show it, and put it in his hand.

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.

Cultists - followers
0F/0C -PH/0G/0HR 1F
Shugenja.
Any Kiho that the Cultists bow to produce is considered maho.

Haunted - followers
0F/0C -PH/4G/0HR 1F
This Follower may be attached to any player's Personality. When this Personality performs an action or is assigned (or moved) to attack, his or her controller must draw and discard their top Fate card. If the focus value is equal to or greater than the Personality's Chi, the action (or assignment) is canceled and cannot be performed again this turn.

Kansen - followers
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Cleansing Bell - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Prophet's Tower - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Ratling Nest - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Silk Farm - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

Tutor - holdings
2F/0C -PH/5G/0HR 1F
Shadowlands. Nonhuman.
Battle: Bow the Kansen to destroy any one of the Defender's holdings that has a gold cost less than the Kansen's Force.

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.

Kachiko's Fan - items
0F/+1C 7G 4F
Unique. When the Fan enters play, name a clan. While the Fan is in play and you have no Shadowlands cards in play, you may brings Personalities from that clan into play as if your Family Honor were a 10.

Otaku Steed - items
-F/-C 3G 2F
The Personality gains the Cavalry trait while the Otaku Steed is attached. If the Personality already has the Cavalry trait, he or she gains +1F instead.

Togashi's Daisho - items
+2F/+2C 8G 4F
Unique. May only attach to a Dragon Personality May attach to a Personality that is not allowed to attach items. Will attach to the Dragon Clan Champion without gold cost.
Open: This Personality gains -2F and Double Chi until the end of turn.

Daidoji Karasu - personalities
1F/3C 0HR5G/1PH/

Crane Clan Bounty Hunter. Samurai.
Battle: Bow for a Ranged 2 Attack.
Reaction: Discard a card from your hand immediately before Karasu performs a Ranged Attack to increase the strength of the Ranged Attack by the focus value of the discard. Karasu can do this once per turn.

Daidoji Osen - personalities
3F/3C 5HR6G/2PH/

Crane Clan Spy. Samurai.
Reaction: When Osen is assigned to or moves into a battle, any player may show you one or more terrains from their Fate Hand. During that battle, players may not play terrain cards from their hand that they did not show you.

Doji Kuwanan - exp 2 - personalities
5F/5C 0HR11G/3PH/

Crane Clan Champion. Samurai. Unique. Tactician. Experienced 2. Will only join Crane Clan. Kuwanan's unit cannot be targeted with an action that will send him home from battle if he has not received a Force bonus this turn.
Reaction: Cancel any use of Tactician by a card in the opposing army.

Eshru - exp - personalities
3F/3C 0HR6G/2PH/

Naga Slayer. Experienced. Unique. May attach crystal items for free.
Battle: Bow for a Ranged 4 Attack against any Tattooed card.
Battle: Bow to challenge an opposing Tattooed Personality to a duel that cannot be refused.

Hida O-Ushi - exp 2 - personalities
5F/4C 0HR14G/3PH/

Crab Clan Bully. Samurai. Experienced 2. Unique. O-Ushi is considered the Crab Clan Champion while Hida Yakamo is not in play. May not assign or move into a battle against a Crab or Unicorn Defender. Will join Unicorn for 2 less gold.
Battle: Produce a Fear effect equal to her Force, affecting both Personalities and Followers.

Hitomi Reju - exp - personalities
2F/3C 0HR6G/1PH/

Dragon Clan Samurai. Tattooed. Unique. Experienced Doji Reju. If Reju is tied in a duel, he wins the duel instead.
Reaction: Once per turn, when Reju enters a duel, draw and discard your top Fate card. Reju gains a Chi bonus until the end of the duel equal to the focus value of the discard.

Hoshi Wayan - personalities
0F/3C -HR3G/2PH/

Unaligned Monk. Tattooed.
Limited: Once per turn, you may place a tattoo token on Wayan.
Reaction: Destroy a tattoo token on Wayan immediately after an opposing Personality in this battle gains a bonus to Force and/or Chi. Wayan gains an identical bonus to that just gained by the opposing Personality. Wayan may only react this way once to each bonus.

Isawa Norikazu - exp - personalities
2F/5C 0HR10G/2PH/

Phoenix Clan Seer. Unique. Experienced. Shugenja. Reaction: Immediately after an event is revealed and before it is resolved, destroy Norikazu to destroy the event, which is discarded without effect. (J)

Kakita Ariteko - personalities
0F/2C 2HR2G/2PH/

Crane Clan Artisan.
Open: Bow Ariteko to restore a Personality to honorable status.

Makashi - personalities
2F/2C -HR4G/1PH/

Mantis Clan Samurai. Toturi's Army.
Actions targeting Makashi affect him as though he were aligned to every Clan.

Oni no Akuma - exp - personalities
8F/5C -HR0G/0PH/

Unaligned Oni Overlord. Shadowlands. Nonhuman. Experienced. Unique.
When Akuma enters play it destroys the province from which it enters play. Lose 5 Honor. You must destroy a Follower you control in order to assign or move Akuma into a battle.

Shosuro Chian - personalities
1F/3C -HR8G/1PH/

Scorpion Clan Ninja. May remain bowed. You must discard 3 Fate cards to put Chian into play.
Limited: Bow Chian and target one player. While Chian remains bowed, that player must discard a Fate Card each time he or she attempts to put a Personality into play. Otherwise, the Personality is discarded.

Tohaku - personalities
2F/3C 0HR5G/3PH/

Unaligned Samurai. Toturi's Army. Will not join a Lion player.
Battle: Once per turn, Tohaku gains a 2F/2C bonus if there are one or more Lion Personalities in the opposing army.

700 Soldier Plain - regions
Singular
Battle: Twice per battle, bow one of your defending units to force the Attacker to bow two attacking Personalities and/or Followers.

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.

The Silk Road - regions
The next holding that appears in this Province after this region enters play has its gold cost reduced to zero.

Valley of the Two Generals - regions
Singular.
While in a battle at this Province, Samurai gain the ability: "Battle: Bow to destroy an opposing Follower or an opposing Personality without Followers."

A Pure Stroke - actions
0G 2F
Open: Target item provides double its normal Force and Chi bonuses until the end of this turn. This will not affect any weapon already receiving a bonus to its printed Force or Chi.

Chi Projection - actions
0G 3F
Kiho Open: Bow a shugenja or a monk you control to straighten any Personality in play with a lower Chi.

Coordinated Strike - actions
0G 1F
Battle: Give a +1F bonus to the Personality and all attached Followers in a target unit.

Dharma Technique - actions
0G 3F
Kiho Reaction: After an Event is revealed but before it resolves, bow one of your Monks to discard the Event without resolution.

Ikoma Technique - actions
1G 3F
Battle: All of your Followers at this battle gain 1F. If you are a Lion player, this technique's gold cost is reduced to zero.

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.

Legacy of the Dark One - actions
0G 2F
Maho Kiho Limited: Bow a shugenja or monk you control and target any Personality in play. Until the end of this turn, any focus values played for the target are reduced by the Chi of your shugenja or monk. Your shugenja or monk gains the Shadowlands trait permanently and you lose 5 Honor. This honor loss cannot be altered or redirected in any way.

Makoto - actions
0G 1F
Limited: Every player may bow one Personality, beginning with the player on your left. The player who bows the Personality with the highest Personal Honor gains honor equal to the difference between his Personality and the Personality with the second highest Personal Honor.

Ratling Spy - actions
1G 1F
Limited: Look at the top card of either of one of your opponents' decks. You may return the card to the top of the deck or discard it.

Speak with the Voices of the Dead - actions
0G 3F
Maho Kiho Open: Bow a shugenja or monk you control. Target a Personality and select any one dead Personality. The live Personality gains any one ability from the dead Personality until the end of the turn.

Storms of War - actions
0G 2F
Battle: Until the end of this battle, any player who wishes to perform an action must bow a Personality or Follower in this battle immediately before the action is begun, or else the action is canceled without effect. If the action will move a unit into the battle, cards in that unit may be bowed to allow the action.

Teach the Mountain - actions
0G 2F
Reaction: Play when a Personality is entering play from a Province with a fortification attached. Until the end of the game, this Personality gains a +2F/+2C bonus while he or she is in an army at a Province with a fortification.

The Iron Cranes - actions
0G 2F
Limited: Target any Poet, Courtier, or Personality with a Political ability. This Personality gains a +1F/+1C permanently and loses all abilities, permanently.

Trapping Tactics - actions
0G 1F
You must have a Tactician in this battle to play Trapping Tactics.
Battle Terrain: This terrain takes effect immediately upon being played. No units may move into or out of this battle. All Ranged Attacks performed while this terrain are in play have a +2 strength.

Unrelenting Terror - actions
0G 4F
Reaction: Play when performing a Fear effect to combine the strengths of two or more Fear effects within the same unit to produce a larger Fear effect.
Reaction: Play immediately after performing a Fear effect. You may produce as many Fear effects as you wish before the next player may perform their Battle or Open action.

Way of Shadow - actions
0G 3F
Reaction: Play immediately after an action targets a Ninja card, but before its effects are resolved. The action is canceled and has all of its effects negated.

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.