Легенды Пяти Колец

Спойлер Lotus Edition



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.

Wisdom of the Keepers - event
Each player who controls any Rings gains 5 Honor.

Berserkers - follower
2F/0C -PH/4G/0HR 1F
Berserker
Battle: Once per battle: Give this card +2F. When Force is compared in this battle's resolution, if this card is in your current army and that army's total Force is not greater than twice the enemy side's, destroy this card after the battle ends.

Goblin Chuckers - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Bow this card: Ranged 2 Attack.

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


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

Tactical Advisors - follower
2F/0C -PH/4G/0HR 4F
Battle: Once per battle, if this unit is opposed, discard a card: The enemy leader discards a card at random. Raise this Personality's Force by the Focus Value of the enemy leader's discarded card.

Traveling Ronin - follower
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Akodo's Grave - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Barley Farm - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Copper Mine - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Corrupt Officials - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Geisha House - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Gold Mine - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Iron Mine - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Kobune Port - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Large Farm - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Marketplace - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Rich Coffers - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Shrine to Hotei - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Silver Mine - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Stables - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Temple to Shinsei - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Tower of the Ningyo - holding
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Ceremonial Armor - item
+3F/+0C 7G 4F
Armor
Attaches to a Personality with a Gold Cost of 9 or greater paying 4 less Gold.
Ranged Attacks targeting cards in this unit have -2 strength.

Boshanai - personality
2F/1C -HR3G/0PH/

Shadowlands • Nonhuman • Goblin
After Boshanai enters play: Lose 4 Honor.
After an End Phase begins, if this card was destroyed this turn by a battle resolution or for losing a duel: You may bring it into play from your discard pile, ignoring costs.

Shio no Oni - personality
5F/4C -HR8G/0PH/

Shadowlands • Nonhuman • Oni After Shio enters play: Lose 4 Honor.
Battle: Destroy a target Region attached to the current battlefield's province. Give Shio a +1F token.

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

Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.

Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.

Essence of Gaki-do - spell
8G 4F
Battle: Even if this unit is home, bow this Shugenja, and any number of your other target Shugenja at any location: Create a number of 2F/2C/0PH Spirit Personalities at the current battlefield equal to the number of performing Shugenja. After the battle ends, remove these Spirits from the game.

Ride Through the Night - spell
3G 3F
Water
Battle: Even if this unit is home, bow this Shugenja: Move your target Samurai Personality to a battlefield with one or more enemy units. If he moved and you are the Defender, gain 2 Honor.

Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.

Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.

Defensive Screen - strategy
0G 3F
Battle: Target your unit at the current battlefield. Move all your other units there home.

Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.

From Every Side - strategy
0G 2F
Battle: Increase the current battlefield's provinces' strength by twice the number of units on the defending side.
Battle: Reduce the current battlefield's province's strength by the number of units on the attacking side.

Fury of the Dark Lord - strategy
15G 4F
Limited: Destroy each non-Shadowlands Personality with a base Gold Cost less than or equal to his controller's Stronghold's Gold Production plus 2. Remove all Personalities in discard piles from the game.

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

Impromptu Duel - strategy
0G 3F
Iaijutsu
Limited: Target your unbowed Samurai or Duelist Personality: He challenges another player's target Personality. The other Personality may refuse; if he does, dishonor his Personality and gain 4 Honor. Destroy the duel's loser. The winner gains 2 Honor.

Knife in the Darkness - strategy
0G 3F
Ninja
Battle: Target your Ninja Personality: Target an enemy Personality. Move both Personalities home; this movement will not be negated. Bow both of them.

Mountains of the Phoenix - strategy
0G 1F
Mountain • Terrain
Battle: Before this battle's resolution, the Attacker and the Defender each choose a unit in their own army; the active player decides who chooses first. Then, destroy the chosen units.

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.

Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.

Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.

Reinforce the Gates - strategy
0G 2F
Reaction: After a player announces a Battle action before the Defender's first normal opportunity to act or pass: Its effects do not happen.
Battle: Even if you control no units at the current battlefield: Target an unopposed unit there. Move the unit to a battlefield with one or more units on the side opposing its controller's.

Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.

Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.

Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.

Unwavering Assault - strategy
2G 1F
Battle: Target a Samurai Personality in your home: Straighten his unit. Move him to the current battlefield.

Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.

Weigh the Cost - strategy
0G 3F
Focus Effect: Add 1 to the Focus Values of this card and one other of your focused cards.
Battle: Move your target Samurai Personality home: Bow him. Raise or lower the current battlefield's province's strength by 2. You may target an enemy Personality and give him -3F.

A Champion's Heart - events
Permanently gain the ability "Political Reaction: After another player pays a cost of discarding the Favor, target and bow a Personality you control with more than 0 Personal Honor: Gain the Imperial Favor."

A New Wall - events
Search your Dynasty deck for a non-Unique Holding. If you find one, refill this province with the Holding, face-up, and permanently raise its Gold Cost by 1.

A Soul of Thunder - events
Target a Personality you control. If you control him when your next turn begins, gain 4 Honor. Until the game ends, other players may take the action, "Limited: Any number of times per turn, target a Personality you control: He issues an unrefusable challenge to this Event's original target."

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

Boastful Proclamation - events
This Event cannot resolve unless at least one other player controls a Personality.
If the Province this Event resolved from is destroyed by an attacking army before the start of your next turn, then at the end of that battle's resolution, every Personality attacking the Province permanently gains +1F/+1C and the Attacker may draw a card; otherwise, at the start of your next turn, this Province permanently gains +3 Strength and you gain 4 Honor.

Commanding Favor - events
This card enters play in your home. Discarding this card from your home counts as discarding the Imperial Favor to pay a cost.

Enlistment - events
Until the end of the game, during each player's End Phase, he may draw an additional card if he has played any Followers from his hand that turn.

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.

Honor and Glory - events
If you are not a Shadowlands player, then until the game ends, after each time a Personality in an army issues a challenge, his controller gains 2 Honor, and after each time a Personality not in an army issues a challenge, his controller loses 3 Honor.

Kachiko's Kiss - events
If this is the first time a Kachiko's Kiss resolved this game, lose 10 Honor, remove the Imperial Favor from the game, prevent Dark Lord's Favor from being played until the game ends, and shuffle this card into your deck instead of discarding it; otherwise, return the Favor to the game uncontrolled, and end the restriction against playing Dark Lord's Favor.

Naga Storm Mirumoto Mountain - events
The next time this game a player would have two or more of his Provinces destroyed during the same turn, negate the second destruction.

Naming the True Evil - events
This Event cannot resolve if you control a Shadowlands card.
Until the game ends, you may not play Shadowlands cards, Followers you control have +2F while opposing a Shadowlands card, and Personalities you control have +2F/+2C while opposing a Shadowlands card or while in a duel against a Shadowlands Personality.

Regions of Rokugan - events
Beginning with you and proceeding once in turn order, each player may search his Dynasty deck for a Region and attach it to one of his Provinces that does not have a Region, paying all costs.

Severed from the Emperor - events
Discard the Imperial Favor if you control it. Until the game ends, you can not win an Honor Victory, lobby, or control the Imperial Favor, and you have the ability, "Reaction: Any number of times per turn, after an action with a base cost of discarding the Favor targets one of your cards: Lose 5 Honor. Negate the action's effects."

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

Test of the Jade Champion - events
Starting on your left, each player may target one of his Shugenja Personalities, then discard a card. If one player has the highest total of his Shugenja's Chi and card's Focus Value, he gains 3 Honor, and the Shugenja permanently gain Jade Champion and the trait, "Once per turn, when this Personality performs a Kiho action: Waive any cost of bowing him."

The Dark Daughter's Caress - events
Until the beginning of your second turn from now, Shugenja have +1F/+1C while they have the Shadowlands trait, and after each time a Spell or Kiho cast by a Shugenja resolves, permanently give the caster the Shadowlands trait.

Traveling Merchants - events
This card enters play in your home. Put six Merchant tokens on it. While this card is in play, reduce the Gold cost of all Items in the game by the number of Merchant tokens on this card, to a minimum of 1. Remove one Merchant token after each time an Item enters play from a player's hand. Discard this card from your home when it has no Merchant tokens.

Unexpected Confrontation - events
Beginning with you and proceeding once in turn order, each player discards the top card of his Fate deck, targets a card controlled by the player to his left that would be a legal target of a Ranged Attack if in an enemy army, and produces a Ranged Attack against it with strength equal to the discard's Focus value.

Winter Warfare - events
Winter
Until the beginning of your second Events Phase from now, Terrains cannot be played, and actions can not move units to or from battlefields.

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.

Wisdom of the Keepers - event
Each player who controls any Rings gains 5 Honor.

Ashigaru Archers - followers
0F/0C -PH/2G/1HR 1F
You may draw an additional Fate card during your next End Phase after bringing this card into play from your hand.
Battle: Bow this card: Ranged 2 Attack.

Ashigaru Spearmen - followers
1F/0C -PH/2G/1HR 1F
Ashigaru
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 1 Attack.

Berserkers - follower
2F/0C -PH/4G/0HR 1F
Berserker
Battle: Once per battle: Give this card +2F. When Force is compared in this battle's resolution, if this card is in your current army and that army's total Force is not greater than twice the enemy side's, destroy this card after the battle ends.

Bloodsmith - followers
0F/0C -PH/0G/0HR 2F
Spell actions this Personality performs are also Maho action (and produce Maho effects.). This does not add the Maho trait to the Spell card.
You may bow this card instead of this Personality as a cost of casting a Spell or Kiho. Each time you do, Dishonor this Personality.

Bloodspeaker Students - followers
2F/0C -PH/2G/0HR 1F
Lose 1 Honor.
After this card enters play, you may target a Spell controlled by any player. If you do, destroy it; otherwise, permanently give this Personality -2C.
Maho Battle: Fear 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.

Cavalry Scouts - followers
2F/0C -PH/4G/2HR 3F
Cavalry • Scout
Reaction: Before a Ranged Attack destroys a card in this card's army, bow this card: Negate the destruction.
Battle: If this Personality is a Shugenja, bow this card: Give this Personality an element trait. You may take an additional Battle action.

Corrupt Adjunct - followers
4F/0C -PH/4G/0HR 3F
After this card enters play: Dishonor its Personality and permanently give him the Shadowlands keyword.

Crippled Bone Runner - followers
2F/0C -PH/3G/0HR 2F
Ratling • Creature • Scout
This card costs 1 less Gold for Ratling players.
Battle: If this card is at the current battlefield, bow and destroy it: Target a Terrain. Destroy it.

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.

Emerald Magistrates - followers
4F/0C -PH/8G/2HR 3F
Cavalry
Battle: Target a player who controls a card opposing this card. He discards two cards. Reduce this card's Force to 0.

Goblin Chuckers - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Bow this card: Ranged 2 Attack.

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


Kuruma Date - followers
2F/0C -PH/7G/0HR 2F
Undead • Creature • Siege • Shadowlands • Lose 4 Honor.
Ranged Attacks cannot target cards in this unit.
Battle: Bow this card: Target an opposing Follower or an opposing Personality with no Followers. Destroy it.

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

Master of the Bells - followers
2F/0C -PH/3G/1HR 3F
Shugenja
Limited: Bow and destroy this card: Target a Shadowlands card. Destroy it. This may not target a card controlled by a player who controls more than twice as many Shadowlands cards as you control Masters of the Bells.

Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.

Omoidasu - followers
2F/0C -PH/4G/2HR 3F
This card costs 1 less Gold when attaching to a Lion Clan Personality.
Political Reaction: After a duel ends that this Personality won, or after this unit's army destroys a Province and/or an opposing army, bow this card: Either gain 2 Honor or permanently give this Personality +1 Personal Honor.

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.

Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.

Saboteur - followers
2F/0C -PH/3G/2HR 3F
Harrier
Reaction: Before you announce playing an Action card, destroy this card: After the Action card resolves, gain 2 Honor if its effects destroyed a card that opposed this card.

Scouting Party - followers
2F/0C -PH/3G/0HR 3F
Scout
This card may perform Battle and Open abilities printed on any Follower in your discard pile as if they were on this card. The action has an additional cost of "Bow this card" if it does not have that cost already.

Shireikan - followers
2F/0C -PH/3G/1HR 3F
Reaction: If this card is a Follower, before this Personality is destroyed: This card permanently becomes a 1F/1C Bushi Personality with 1 Personal Honor aligned with your Faction, and is no longer a Follower. It keeps its current location. Move all cards from the original Personality to this card that this card can legally attach.

Shokushu no Oni - followers
0F/0C -PH/3G/0HR 1F
Oni • Nonhuman • Shadowlands
After this card enters play, permanently give this Personality the Shadowlands trait.
Reaction: When paying for a Spell attaching to this Personality, lose Honor equal to its printed Gold cost: You need not pay its Gold cost.

Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.

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

Strategist - followers
2F/0C -PH/3G/2HR 3F
Battle: If this Personality is a Tactician and opposed, bow this card and discard up to three Battle Action cards and/or Followers: Draw a number of cards equal to the number discarded.

Tactical Advisors - follower
2F/0C -PH/4G/0HR 4F
Battle: Once per battle, if this unit is opposed, discard a card: The enemy leader discards a card at random. Raise this Personality's Force by the Focus Value of the enemy leader's discarded card.

Tattooed Acolytes - followers
2F/0C -PH/2G/2HR 2F
Battle: If this Personality is a Monk and opposed, even if this card is bowed, destroy this card: Draw 2 cards.

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.

The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.

Traveling Ronin - follower
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.

Wayward Yojimbo - followers
4F/0C -PH/6G/0HR 3F
Reaction: After a Straighten Phase ends, or after another player target this Personality during the Action Phase: Target another Personality you control. Move this card to him.

Weary Attendants - followers
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

A Favor Returned - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Akodo's Grave - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Barley Farm - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Copper Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Corrupt Officials - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Court Chambers - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Crystal Mine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Geisha House - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Gifts and Favors - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Gold Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Honored Sensei - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

House of the Spring Chrysanthemum - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Iron Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kabuki Theater Troupe - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kobune Port - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kyuden Tonbo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Large Farm - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Lesser Shrine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Marketplace - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Master's Dojo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Obsidian Mine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Personal Librarian - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Puppet Theater Troupe - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Quartermaster - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Rich Coffers - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Secluded Village - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Secluded Waystation - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine of Courage - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine of the Sun - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Bishamon - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Fukurokujin - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Hotei - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Jurojin - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Silk Works - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Silver Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Stables - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Supply Outpost - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Talented Apprentice - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Temple to Shinsei - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

The Shogun's Barracks - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tower of the Ningyo - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Treasure Hoard - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tsudao's Chambers - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tsuma Dojo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Asatte - items
+4F/+0C 5G 2F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Ratling, destroy him. Once per turn, after this card enters your discard pile, you may put it in your hand.
Battle: If this card is at the current battlefield: Take a number of consecutive Battle and/or Open actions up to the number of different Tribe traits in this army.

Bronze Lantern - items
+0F/+0C 3G 3F
Nemuranai
Can only attach to a Shugenja. This card costs 2 less Gold for Scorpion Clan players.
Open: Destroy this card: Attach a Nonhuman Jinn Follower token whose Force equals this Shugenja's Chi to this Shugenja. Remove the Jinn from the game when your next turn ends.

Ceremonial Armor - item
+3F/+0C 7G 4F
Armor
Attaches to a Personality with a Gold Cost of 9 or greater paying 4 less Gold.
Ranged Attacks targeting cards in this unit have -2 strength.

Daitan - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Lion Clan, destroy him. Fear effects against cards in this army have -3 strength.
Reaction: After this unit assigns, bow this card: Create a 2F/1C Lion Clan Personality with 2 Personal Honor at this card's location.

Daruma - items
+3F/+0C 4G 4F
Weapon
Attaches to a Crab Clan Personality paying 2 less Gold.

Essence of Tengoku - items
+1F/+0C 2G 3F
Reaction: Before this Personality bows due to another player's card effect, bow this card: Negate this Personality's bowing.

Eyes of Ninube - items
+1F/+0C 3G 3F
This Personality has the Shadowlands trait.
Battle: If this card is opposed: Give this Personality +3F. Target a card opposing him with lower Force and with no attached cards, if possible. Bow the card. Give this Personality -3C. If his Chi equals his minimum Chi, destroy him.

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

Fireworks - items
+0F/+0C 1G 3F
Reaction: After an Event resolves, destroy this card: Gain 2 Honor.
Battle: Destroy this card: Ranged 3 Attack.
Battle: Destroy this card: Fear 2. This Fear has +3 strength versus Creatures.

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.

Hellbeast - items
+2F/+0C 4G 2F
Shadowlands • Lose 4 Honor.
This Personality has the Cavalry trait.
Battle: Fear 2.

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.

Jiyu - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Unicorn Clan, destroy him. You choose the order in which battles resolve.
Battle: If there is a unit in the current enemy army, even if this card is bowed: Move this unit to the current battlefield. Straighten it.

Kettei - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Crab Clan, destroy him. Other players' card effects may not move this Personality home.
Reaction: Once per game, even if this card is bowed, before a Province is destroyed by battle resolution: Negate the destruction.

Kyoryoku - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum of 5 Chi. If he is ever not Phoenix Clan, destroy him.
Personalities in this army may perform Spells in your hand as if they were Kihos, ignoring Gold cost.
Reaction: After a Spell enters play from your hand: Draw a card.

Menhari-gata - items
+1F/+0C 4G 2F
This Personality has the Tactician keyword.
Tactical Battle: Discard a card: Reduce the Force of a target Personality opposing this card by the discarded card's Focus Value.

Miya's Map - items
+2F/+0C 3G 2F
Battle: Discard a Formation or Terrain: Target a Formation or Terrain at this unit's battlefield. Destroy it.

Nokemono - items
+5F/+0C 6G 4F
Weapon • Unique • Shadowlands • Lose 4 Honor.
This Personality has a minimum Chi of 5. If he is ever not Shadowlands, destroy him. Fear produced by cards in this army also affects Personalities in the affected units.
Battle: Fear 4.

Obi of Silence - items
+3F/+1C 4G 3F
This Personality cannot issue challenges.
Reaction: After this Personality is challenged, bow this card: Draw a card.
Limited: If your Fate deck is empty, even if this card is in your discard pile: Shuffle your Fate discard pile into your deck. Until the end of the game, you may not draw cards outside of your End Phase.

Obsidian Mirror - items
+0F/+0C 8G 3F
Limited: Bow this Personality: Target a player. Lose 1 Honor. Name a card. If that player has any copies of the named card in his hand, he discards one.

Ruby of Iuchiban - exp - items
+0F/+0C 7G 4F
Experienced • Unique • Lose 4 Honor.
You must target a bowed Personality, other than the one this card is attaching to, as an additional cost of playing or overlaying this card. Until this card is not in play, the target may not straighten.

Shinjitsu - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Scorpion Clan, destroy him. Ninja you control add their Force to their unit even while bowed.
Battle: Bow this card: Target a unit you control and a unit opposing it that has the same or fewer cards. Move both home.

Shinjo Horsebow - items
+0F/+0C 2G 2F
Weapon
Battle: Bow this card: Ranged 2 Attack.
Battle: If this Personality is Cavalry, bow him: Ranged 4 Attack.

Shori - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Mantis Clan, destroy him.
You may pay 1 Gold instead of bowing a Human Personality to pay a cost of a Raid action or an action that produces a Ranged Attack.

The Trickster's Mask - items
+0F/+0C 4G 3F
You may bow this card instead of this Personality to pay a cost of an action this Personality is performing. If you do, he cannot perform that action or bow to pay for that action until the turn ends.

Tomodachi - items
+4F/+0C 6G 4F
Weapon • Unique This Personality has a minimum Chi of 5. If he is ever not Crane Clan, destroy him. Cards you focus go to the bottom of your deck, along with your Focus Pool, instead of to your discard pile.
Reaction: After a duel ends that you won: Target a Personality. Straighten him.

Tsi Blade - items
+2F/+1C 4G 3F
Weapon
Reaction: After this Personality assigns, bow this card: Draw a card.

Utaku Saddle Cutter - items
+4F/+0C 4G 2F
Weapon
After this card enters play from your hand, Dishonor this Personality.

Yogen - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Dragon Clan, destroy him. Before each turn ends, put all discarded Rings in your discard pile into your hand.
Open: Target and discard a Ring you control: Target a Ring or Personality you control. Straighten it.

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.

Achirin - personalities
1F/1C -HR4G/1PH/

Ratling • Creature • Shugenja • Third Whisker Tribe • Loyal
You may include up to 6 copies of this card in your deck.
While you control at least 3 Third Whisker Tribe Ratlings, Achirin has the ability "Limited: Bow Achirin: Target a face-down card that is not in play. Turn it face-up."

Air Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Air Dragon cannot be targeted by Ranged Attacks or by the effects of Spells or Kihos.

Akodo Anshiro - personalities
2F/3C 6HR7G/3PH/

Lion Clan Samurai • Duelist • Tactician
Tactical Reaction: After a Personality moves to a battlefield opposing Anshiro: Target the Personality. Anshiro issues him an unrefusable challenge.

Akodo Ieshige - personalities
3F/4C -HR7G/2PH/

Lion Clan Samurai • Bloodspeaker
While he is at the current battlefield, Ieshige gains +1F before each action resolves that was announced by a player who controls an opposing unit.

Akodo Kobi - personalities
4F/5C 0HR10G/2PH/

Lion Clan Samurai • Tactician • Unique • Soul of Ginawa Experienced 3
Battle: Target a face-up Human Personality in the current Province. Bring him into play in your current army and under your control, ignoring costs and entering-play effects. Discard him to his owner's discard pile after the battle ends.

Akodo Natsu - personalities
1F/3C 5HR7G/3PH/

Lion Clan Samurai • Tactician • Soul of Akodo Yobi
Tactical Reaction: After a Terrain enters play from your hand: Draw a card. (Natsu need not be at the current battlefield.)

Akodo Rokuro - personalities
2F/3C 0HR6G/3PH/

Lion Clan Samurai
Reaction: Before another player's card effect bows a Lion Clan Personality you control: Negate the bowing.

Asahina Kasai - personalities
2F/4C 5HR8G/3PH/

Crane Clan Fire Shugenja • Courtier
Political Limited: Bow Kasai: Look at the top 4 cards of your Fate deck. You may rearrange them. You may show one, then put it in your hand, if it is an Action card and any of its abilities unconditionally produce challenges.

Asahina Yoshino - personalities
1F/3C 3HR8G/2PH/

Crane Clan Air Shugenja
Reaction: When paying a Gold cost, bow Yoshino and discard a card: Produce Gold equal to the discard's Focus value.

Asako Kinuye - personalities
4F/4C -HR8G/0PH/

Phoenix Clan Monk • Bloodspeaker • Shadowlands • Lose 3 Honor.
Kinuye need not bow to cast Maho Kihos.

Asako Saeko - personalities
3F/3C -HR8G/0PH/

Phoenix Clan Shugenja • Bloodspeaker
Maho Reaction: After an opposing Personality recieves a Chi penalty: Target the Personality. Give him another Chi penalty of the same amount until the turn ends.

Asako Takakazu - personalities
2F/3C -HR7G/3PH/

Phoenix Clan Air Shugenja
Reaction: After a Spell you control is destroyed, bow Takakazu: Target the Spell, even if it is in a discard pile. Attach it to Takakazu, ignoring costs, instead of putting it in the discard pile. Remove it from the game after the next time this game it leaves play.

Ashi - personalities
2F/3C -HR5G/2PH/

Ratling • Tattered Ear Tribe • Creature • Soul of Rik'tik'ticheck
Ashi has the Tactician trait while defending.

Ashura - personalities
5F/5C -HR10G/0PH/

Cavalry • Nonhuman • Shadowlands • Lose 5 Honor.
After each time Ashura is destroyed while at a battlefield, target and destroy a Follower, or a Personality without Followers, at that battlefield.
Battle: Fear 4.

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 Baku - exp 3 - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Spy • Experienced 3 • Unique • Soul of Bayushi Kamnan Experienced
Limited: Permanently reduce Baku's Chi by 2: Target up to 4 face-down cards. Look at them. You may pay 2 Gold as a cost to discard one.

Bayushi Paneki - exp 3 - personalities
6F/5C -HR13G/3PH/

Scorpion Clan Samurai • Clan Champion • Tactician • Experienced 3 • Unique • Loyal • Defender of the Empire
Other players' hands are face-up. You may take Limited actions as well as Open actions during other players' Action Phases.
Limited: If it is your turn: Target a card in your hand and a card in another player's hand. Switch them.

Bayushi Saya - personalities
2F/3C -HR7G/1PH/

Scorpion Clan • Samurai • Courtier
Political Open: Target a Personality. After the next time this turn his controller assigns him or an action resolves that he performed, his controller loses Honor equal to his Personal Honor, then he is dishonored.

Bayushi Shintaro - personalities
2F/4C -HR7G/2PH/

Scorpion Clan Governor • Samurai • Courtier
Political Open: Target a Dishonored Personality. Bow him.

Bayushi Shusui - personalities
3F/3C -HR8G/1PH/

Scorpion Clan Student of Bitter Lies • Samurai • Ninja
After each Action card you play resolves, give Shusui +1F.
Battle: If you are a Scorpion Clan player, pay 3 Gold: Draw 3 cards. Destroy Shusui when the Battle Action Segment ends.

Bayushi Sunetra - exp 2 - personalities
6F/5C -HR13G/2PH/

Scorpion Clan Samurai • The Underhand • Ninja • Duelist • Experienced 2 • Unique • Loyal
Limited: Target and bow a Ninja Personality you control: Target a Personality controlled by another player. Lose 4 Honor. Give the other player's Personality -3C.
Reaction: After a Maneuvers Segment ends: Assign Sunetra.

Bayushi Tsuneari - personalities
4F/3C -HR8G/1PH/

Scorpion Clan Samurai • Courtier
The first time each phase an ability on a Personality targets Tsuneari, negate its effects.

Bayushi Utamuro - personalities
5F/4C -HR9G/1PH/

Scorpion Clan Samurai
Reaction: If Utamuro is at the current battlefield, after the Resolution Segment begins, destroy him: Target up to 2 units opposing Utamuro that each have a lower total Gold cost than his unit does. Destroy them.

Boshanai - personality
2F/1C -HR3G/0PH/

Shadowlands • Nonhuman • Goblin
After Boshanai enters play: Lose 4 Honor.
After an End Phase begins, if this card was destroyed this turn by a battle resolution or for losing a duel: You may bring it into play from your discard pile, ignoring costs.

Brukash - personalities
4F/2C -HR6G/0PH/

Goblin Ravager • Nonhuman • Shadowlands • Lose 4 Honor.
Battle: Target and destroy a Goblin you control in Brukash's army: Brukash produces Fear with a strength equal to the Goblin's Force. This Fear affects Personalities as if they were Followers.

Chuda Mishime - personalities
3F/3C -HR6G/0PH/

Shugenja • Bloodspeaker • Shadowlands • Lose 3 Honor.
Maho Open: Target a Personality. Reduce his Chi to his printed Chi.
Maho Limited: Bow Mishime, and target and remove from the game a dead Personality in any discard pile who was most recently destroyed due to having 0 Chi: Lose 2 Honor. Create a 2F/2C Undead Shadowlands Personality.

D'gr'n-ki - personalities
2F/3C -HR6G/1PH/

Ratling Predator • Stained Paw Tribe • Creature
D'gr'n-ki costs 1 less Gold for each Ratling with a printed Gold cost above 6 you have in play or dead in your discard pile.
Battle: Bow D'gr'n-ki: Ranged 2 Attack, or Ranged 4 Attack if the target is a Ratling or a Human.

Daidoji Akagi - personalities
1F/3C 0HR5G/2PH/

Crane Clan • Samurai • Scout
Battle: Bow Akagi: Ranged 2 Attack.
Reaction: After you target a Ranged Attack from an action that Akagi performed, even if he is bowed, discard a card: Increase the Ranged Attack's strength by the card's Focus Value.

Daidoji Minoru - personalities
2F/3C 3HR8G/3PH/

Crane Clan Courtier • Harrier Liaison
Political Battle: Target and bow a Wind you control: Target a unit and a battlefield it is not at. If it would be opposed, move it to the battlefield and straighten it.

Daidoji Ryunosuke - personalities
2F/3C -HR6G/2PH/

Crane Clan Samurai • Harrier
Ranged Attacks may not target Ryunosuke's Followers.
Battle: Once per battle, if you control a Terrain: Target an opposing Personality: Give him -3F.
Battle: Once per battle, if another player controls a Terrain: Target up to 2 Personalities that player controls at Ryunosuke's battlefield. Bow them.

Daigotsu - exp - personalities
6F/6C -HR11G/1PH/

Shadowlands Dark Lord • Champion • Shugenja • Duelist • Experienced • Unique
Will only join a Shadowlands player.
After each action resolves, give the Shadowlands trait to all Personalities who performed it.
Open: Target and bow a Shadowlands card controlled by any player: Target a Shadowlands card. Bow or straighten it.

Daigotsu Koshiro - personalities
4F/4C -HR4G/0PH/

Samurai • Shadowlands • Soul of Moto Tsume • Lose 4 Honor.
Will not join a player with more than 0 Family Honor.
After the beginning of a Battle Action Segment of a battle Koshiro is in, bow all other Personalities in Koshiro's army with a Personal Honor greater than 0.

Doji Domotai - personalities
1F/3C 0HR4G/2PH/

Crane Clan Samurai • Soul of Doji Reju
If Domotai ties in a duel, she wins the duel instead of losing.

Doji Katsura - personalities
2F/3C 4HR7G/3PH/

Crane Clan Samurai • Courtier
After Katsura enters play from a Province, gain Honor equal to the number of Winds you control.

Doji Kurohito - exp 3 - personalities
5F/6C 10HR12G/5PH/

Crane Clan Samurai • Clan Champion • Courtier • Duelist • Experienced 3 • Unique • Loyal • The Left Hand
Political Reaction: When paying a cost of discarding the Imperial Favor: Kurohito pays that cost.
Duelists in this army have the ability, "Political Battle: Target an opposing Personality. Issue him an unrefusable challenge."

Doji Saori - personalities
2F/3C 5HR8G/4PH/

Crane Clan Samurai • Courtier • Duelist
Open: Bow Saori: Target an unbowed Duelist Personality you control and a Personality controlled by another player; they must oppose each other if it is an Attack Phase. Your Personality issues the other an unrefusable challenge. Bow the loser.

Doji Seo - personalities
2F/4C 5HR8G/3PH/

Crane Clan • Samurai • Duelist
Challenges Seo issues while she is in an army can not be refused.
Battle: If Seo is attacking a player with less Family Honor than you: Raise Seo's Force by her Personal Honor.

Doji Toshinobu - personalities
3F/3C 5HR7G/3PH/

Crane Clan Samurai • Courtier
Political Reaction: Before any player gains Honor, bow Toshinobu: Lose 1 Honor. Negate the gain.

Doji Yoshiaga - personalities
1F/3C 5HR7G/3PH/

Crane Clan Courtier
Political Open: Discard the Imperial Favor: Gain 2 Honor.

Earth Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Until the turn ends, Earth Dragon has +5F while defending.

Ep'kee - personalities
3F/2C -HR5G/1PH/

Ratling General • Green-Green-White Tribe • Bushi • Creature • Soul of Z'orr'tek
Reaction: After an opposing Personality gains a Force bonus, bow Ep'kee: Lower the bonus to +0F until the turn ends.

Fire Dragon - personalities
7F/4C 10HR12G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Bow Fire Dragon: Two consecutive Ranged 5 Attacks.
Elemental Battle: Bow Fire Dragon: Ranged 10 Attack.

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

Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.

Gran-otik - personalities
0F/2C 0HR3G/1PH/

Ratling • Creature • Scout • Soul of Purusha • Loyal
Reaction: After the Battle Action Segment begins of a battle Gran-otik is at, bow Gran-otik: Ranged 3 Attack.

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 Kuon - exp 4 - personalities
12F/5C -HR13G/3PH/

Crab Clan Samurai • Clan Champion • Berserker • Hero • Yu 10 • Experienced 4 • Unique • Loyal • The Jade Crab
Other players' card effects may not bow Hero Personalities at Kuon's location. Each other player must discard a card as a cost the first time each phase he targets a Personality you control.
Battle: Target a unit with less Force than this unit. Bow it.

Hida Kyuwa - personalities
3F/1C -HR5G/1PH/

Crab Clan Berserker
Reaction: After a Heroic action targets Kyuwa, even if Kyuwa is bowed: Draw a card.

Hida Reiha - exp - personalities
4F/4C 2HR8G/2PH/

Crab Clan Samurai • Hero • Yu 5 • Experienced • Unique
Followers have Yu +2 while attached to Reiha.

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

Crab Clan Berserker
Shuzo has +1F for each other Crab Clan Personality in play.

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.

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

Crab Clan Samurai • Yu 3
While Sozen is in an army and no unit opposing him has greater total Force than his unit does, Sozen cannot be destroyed except as a cost or by your card and Stronghold effects. (This does not protect attached cards from effects that destroy his entire unit.)

Hida Tenshu - personalities
6F/1C -HR7G/0PH/

Crab Clan Berserker • Soul of Hida Amoro
Cannot attach Armor.
Destroy Tenshu after a battle ends if he was at its battlefield when it resolved and his army's total Force was less than or equal to twice the other army's.

Hida Tonoji - personalities
7F/3C -HR9G/1PH/

Crab Clan Berserker • Bushi • Fourth Legion Commander
Bow Tonoji at the start of each of your Dynasty Phases if he was not in an attacking army that turn.

Hida Tsunesaburo - personalities
4F/3C 0HR8G/1PH/

Crab Clan Samurai • Hero • Yu 3
Reaction: After a Heroic action targets Tsunesaburo: Give Tsunesaburo +3F.

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

Crab Clan Samurai • Yu 2
Battle: Target a Follower in your discard pile. Attach it to Tamiyo, paying all costs.

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.

Hiruma Yataro - personalities
4F/2C -HR7G/1PH/

Crab Clan Berserker
Yataro has +2F/+1C while opposed.
In duels in which he was challenged, Yataro uses his Force instead of the stat specified in the duel.

Hitomi Kazu - personalities
2F/4C 4HR7G/2PH/

Dragon Clan Monk
After each time Kazu assigns to attack, switch his printed Force and Chi and gain 2 Honor.

Hitomi Munoto - personalities
4F/3C -HR8G/1PH/

Dragon Clan Monk • Tattooed • Unique • Soul of Hitomi Akuai Experienced
Reaction: Any number of times per turn, before an Event resolves for another player: Target the player. He decides whether Munoto negates the Event's effects or permanently gains +2F/+2C.

Hitomi Suguhara - personalities
4F/4C -HR8G/1PH/

Dragon Clan Monk • Tattooed • Tenth Legion Commander
Battle: Once per battle, target and bow a Ring you control: Target an opposing Personality. Suguhara issues him an unrefusable challenge to a duel of Force. Bow the loser.

Hoshi Matsuta - personalities
2F/4C 2HR7G/2PH/

Dragon Clan Monk
Matsuta has +2F for each Ring you control.
Limited: Bow Matsuta, and target and bow a Ring you control: Target an Event in your discard pile. Shuffle it into your deck. After the next time this game an Event with that name resolves for you, remove that Event from the game.

Ik'krt - personalities
2F/1C -HR4G/1PH/

Ratling Scout • Grasping Paw Tribe • Creature
Reaction: Before an action performed by an opposing Follower resolves, bow Ik'krt: Negate the action's effects.

Ik'krt - exp - personalities
3F/3C -HR6G/1PH/

Ratling Scout • Creature • Experienced • Unique
Players must target and bow a Follower they control at Ik'krt's battlefield as an additional cost of taking an action on a Follower opposing Ik'krt.
Limited: Target a Ratling Follower in your discard pile. Put it in your hand.

Ikoma Korin - personalities
3F/3C 4HR6G/2PH/

Lion Clan Samurai
Korin has +1F/+1C while opposing, or in a duel with, a Shugenja, or a Courtier, or any Personality controlled by a player who controls the Voice of the Emperor.

Ikoma Kosaku - personalities
3F/4C 6HR8G/3PH/

Lion Clan Samurai • Tactician
Reaction: After Kosaku assigns to attack: Target a face-up Lion Clan Personality in one of your Provinces. Reduce his Gold cost by 2, to a minimum of 3, until the turn ends.

Ikoma Otemi - exp 2 - personalities
8F/5C 6HR11G/4PH/

Lion Clan Samurai • Clan Champion • Cavalry • Tactician • Experienced 2 • Unique • Loyal • The Right Hand
Reaction: If Otemi assigned to the current battlefield this attack, after the Battle Action Segment begins, discard your hand: Draw cards equal to the number of units in this army, or 5, whichever is greater.

Isawa Miliko - personalities
3F/3C 4HR7G/2PH/

Phoenix Clan Air Shugenja
While Miliko is in an army, reduce the cost of Spells you own by the number of Spells in that army.
Reaction: After Miliko assigns to a battlefield: Target a Shugenja at that battlefield. Give the target the Samurai and Yojimbo traits until the turn ends.

Isawa Nomi - personalities
1F/4C 0HR8G/4PH/

Phoenix Clan Earth Shugenja • Unique • Soul of Isawa Osugi
Nomi may have only one Spell attached. Nomi may not gain the Shadowlands trait. Once per turn, when attaching a Spell to Nomi, you may reduce its Gold cost to 0.

Isawa Sawao - personalities
0F/2C 6HR4G/2PH/

Phoenix Clan Fire Shugenja • Duelist • Soul of Isawa Hochiu
Elemental Battle: Once per battle: Target an opposing Personality. Sawao issues him an unrefusable challenge. Bow the loser.

Isawa Sho - personalities
4F/3C -HR8G/0PH/

Phoenix Clan Shugenja • Bloodspeaker
Maho Battle: Target and destroy a Shugenja you control at the current battlefield: Target a Personality opposing that Shugenja. Reduce his Chi by the Shugenja's Chi.

Isawa Sotatsu - personalities
2F/3C 5HR7G/3PH/

Phoenix Clan Earth Shugenja
Reduce the strength of Ranged Attacks against cards in Sotatsu's army by the number of Spells in Sotatsu's army.
Once per turn, after a Spell resolves that Sotatsu cast, gain 1 Honor, or gain 2 Honor if she was at the current battlefield when it was announced.

Isawa Sueno - personalities
3F/4C 6HR8G/3PH/

Phoenix Clan Hero • Air Shugenja • Singular
Reaction: If your Stronghold is City of Remembrance or Temple of the Eight Guardians, after an Unaligned Dragon enters play from one of your Provinces, pay 2 Gold: Gain Honor equal to the Dragon's Personal Honor.
Elemental Open: Even if Sueno is bowed: Target an Unaligned Dragon. Straighten it.

Isawa Toshiji - personalities
2F/4C 6HR6G/3PH/

Phoenix Clan Judge • Shugenja • Courtier • Soul of Isawa Mitori
Battle: Bow Toshiji and discard a Kiho or Spell: Each other player who controls an unbowed Personality at Toshiji's battlefield may discard a Spell or Kiho. Each such player who does not must target an unbowed Personality he controls at Toshiji's battlefield. Bow them.

Iuchi Hira - personalities
2F/3C -HR7G/2PH/

Unicorn Clan Air Shugenja • Cavalry • Baraunghar • Soul of Iuchi Katta
Limited: Target a Unicorn Clan Personality you control. Straighten him.

Iuchi Ryoi - personalities
4F/4C -HR8G/1PH/

Unicorn Clan Shugenja • Cavalry • Bloodspeaker
Maho Limited: Target an Item. Put it in its owner's hand. You may then remove an Item in your hand or discard pile from the game. If you do not, permanently give Ryoi -2C.

Iuchi Tsung - personalities
3F/3C 2HR8G/2PH/

Unicorn Clan Air Shugenja • Cavalry • Baraunghar
Battle: Target and destroy a Spell you control in Tsung's army: Attach to Tsung a Cavalry Follower token with a Force equal to the Spell's Focus value.

Kaiu Hisayuki - personalities
3F/2C -HR6G/1PH/

Crab Clan • Samurai
Increase by 1 all Force bonuses Hisayuki receives from abilities on cards that are not in this unit. These increases last as long as the bonuses do.

Kakita Funaki - personalities
1F/3C 5HR7G/3PH/

Crane Clan Samurai • Courtier • Duelist
Political Limited: Bow Funaki: Target a Personality controlled by another player. He may challenge Funaki. If he does not, his abilities may not be used until your next turn begins.

Kakita Mai - exp - personalities
0F/2C 0HR7G/3PH/

Crane Clan Courtier • Experienced • Unique • Soul of Kakita Ichiro Experienced
Political Limited: Discard the Imperial Favor: Target an unbowed Personality you control and a Personality controlled by another player. Yours challenges the other. He must lose 4 Family Honor as a cost to refuse. This loss may not be modified.

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

Crane Clan Samurai • Duelist • Unique
Political Reaction: After a challenge Nakazo issued is refused: Gain 3 Honor.

Kakita Osei - personalities
2F/3C 4HR7G/2PH/

Crane Clan Courtier • Harrier Liason
Reaction: After Osei enters play from a Province: Search your Dynasty deck for a Holding. Put it into play bowed, paying all costs.
Limited: Target a Holding that produced Gold to pay for a Follower, Item, or Spell this turn. Straighten the Holding.

Kan'ok'ticheck - exp 2 - personalities
6F/4C -HR9G/2PH/

Ratling Clan Chieftain • Clan Champion • Creature • The One Tribe • Experienced 2 • Unique • Loyal
Once per turn, you may play an Action card from any discard pile. After it resolves, remove it from the game.
Battle: Any number of times per turn, target and bow two Ratlings you control in this army: Target an opposing card with no attached cards. Destroy it.

Matsu Agoro - personalities
2F/2C 5HR4G/2PH/

Lion Clan Samurai • Deathseeker
Battle: Fear 3.

Matsu Hyun - personalities
2F/3C 6HR4G/2PH/

Lion Clan Samurai • Poet
Open: Bow Hyun: Target a Tactician. Straighten him.

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

Lion Clan Samurai
Miyahara has +1F for each other Lion Clan Samurai in her army.

Matsu Reishiko - personalities
4F/4C 5HR8G/2PH/

Lion Clan Samurai
After each time a Personality with less Chi than Reishiko moves into a defending army opposing her, the Personality's controller discards a card. (This does not apply to assigning.)

Matsu Takenao - personalities
4F/4C 6HR7G/2PH/

Lion Clan Samurai • Emerald Magistrate
After Takenao enters play, you may permanently reduce his Chi by 2 as a cost to target another Personality. If you do, then until the game ends, that Personality has +2F while attacking.

Matsu Taniko - personalities
3F/3C 5HR7G/2PH/

Lion Clan Samurai • Unique
Reaction: Once per battle, after a Tactical action you took resolves: Draw a card. (Taniko need not be at the current battlefield.)

Mirumoto Gonkuro - personalities
2F/4C -HR5G/3PH/

Dragon Clan Samurai • Soul of Mirumoto Daini

Mirumoto Kawanari - personalities
3F/3C 2HR7G/3PH/

Dragon Clan Samurai
Battle: If Kawanari is defending at the current battlefield, destroy him: Target up to two face-down Personalities attached to your Provinces. Bring the targets into play, face-up, at the current battlefield, reducing each one's Gold cost by 7 and paying remaining costs.

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

Dragon Clan Samurai • Duelist
After the end of the first duel Kenzo wins each turn, he permanently gains +1 Personal Honor and +2F.

Moshangoru - personalities
6F/3C -HR6G/0PH/

Ogre Bandit • Nonhuman • Shadowlands • Lose 2 Honor.
If Moshangoru is destroyed during a battle, the enemy leader gains the ability, "Reaction: Once per game, when paying a Gold cost: Produce 5 Gold." until his next turn ends.

Moshi Amika - personalities
1F/3C -HR6G/1PH/

Mantis Clan • Shugenja • Daimyo
Battle: Bow Amika: Ranged 4 Attack.

Moshi Kekiesu - personalities
3F/3C -HR7G/1PH/

Mantis Clan Shugenja • Bloodspeaker • Naval
Maho Battle: Bow Kekiesu: Ranged 2 Attack that is compared against Chi and that may target a Personality with attached Followers. The strength of this Ranged Attack may not be increased.

Moto Chagatai - exp 3 - personalities
8F/5C -HR13G/2PH/

Unicorn Clan Samurai • Clan Champion • Tactician • Cavalry • Baraunghar • Junghar • Khol • Experienced 3 • Unique • Loyal • The Khan
Action cards owned by other players may not move Unicorn Clan Personalities you control.
Reaction: Once per game, after this army destroys a Province: Gain an additional Province to the right of your rightmost Province.

Moto Chen - personalities
4F/3C 0HR9G/3PH/

Unicorn Clan Junghar • Cavalry • Tactician • Unique
Chen cannot lobby. Chen can attach two Weapons. Being Dishonored does not affect Chen's maximum Personal Honor.

Moto Latomu - personalities
4F/4C -HR9G/1PH/

Unicorn Clan Samurai • Cavalry
Latomu costs 1 less Gold if you control the Right Hand of the Emperor.
Reaction: After an action moves Latomu to a battlefield, you may bow him: Ranged 2 Attack, or Ranged 4 Attack if you bowed him.

Nachin'check - personalities
2F/2C -HR4G/1PH/

Ratling • Creature • Bushi
After Nachin'check enters play, you may give him a Tribe trait that another Ratling Personality you control has. This trait lasts until Nachin'check is not in play.

Otomo Taneji - personalities
0F/2C -HR3G/2PH/

Unaligned Courtier • Samurai • Gain 1 Honor.

Pep'trchek - personalities
2F/2C -HR5G/2PH/

Ratling Commander • Crippled Bone Tribe • Creature • Soul of Mat'tck
Battle: Once per battle: Target a Ratling Personality you control in Pep'trchek's army. For each Ratling Follower in the target's unit, give the target +1F.

Por'ee-rep - personalities
3F/3C -HR6G/1PH/

Ratling Scavenger • Creature
Open: If it is another player's Action Phase, bow Por'ee-rep: Target a Gold-producing Holding you control. Straighten it.

Ratling Conjuror - personalities
1F/2C -HR4G/0PH/

Ratling Shugenja • Creature
Cannot attach Spells with a Gold cost greater than 3.
Open: Bow Ratling Conjuror and discard a card: Give all Ratlings +1F.

Ratling 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.

Shadow Dragon - exp - personalities
7F/4C -HR15G/0PH/

Creature • Cavalry • Ninja • Experienced • Unique • Shadowlands
Shadow Dragon cannot bow. After your Straighten Phase ends, if Shadow Dragon is dead in your discard pile, you may bring it into play, paying all costs.
Battle: Move Shadow Dragon home from the current battlefield: Target a non-Unique Personality. Gain control of him. Move him to your current army (instead of your home, if necessary). After the battle, give control of him to the player this took him from.

Shiba Hayama - personalities
2F/4C -HR7G/1PH/

Phoenix Clan Samurai • Bloodspeaker
Maho Open: Target and bow a Shugenja you control: Raise Hayama's Force by the Shugenja's Chi. Attach a 1F Undead Shadowlands Follower token to Hayama.

Shiba Mirabu - exp 3 - personalities
6F/5C 6HR11G/4PH/

Phoenix Clan Samurai • Clan Champion • Duelist • Experienced 3 • Unique • Loyal • Shiba's Soul
Personalities in this army have a Force bonus equal to the number of different element traits in this army.
Battle: Even if Mirabu is bowed or dead: Straighten all Shugenja in your current army.

Shiba Ningen - exp - personalities
3F/4C 8HR7G/3PH/

Phoenix Clan Master of the Void • Shugenja • Experienced • Unique
Elemental Reaction: After you draw a card, discard a card: Draw a card.

Shiba Tsukimi - personalities
1F/2C 4HR6G/3PH/

Phoenix Clan Samurai • Soul of Shiba Tetsu
Battle: Once per battle: Target a Shugenja in Tsukimi's army. Raise Tsukimi's Force by the Shugenja's Chi.

Shinjo Fuyuko - personalities
4F/3C -HR8G/1PH/

Unicorn Clan Samurai • Scout • Cavalry
Recon Open: If it is the Action Phase: Target a Province. During battles at that Province, you may take the action "Battle: Any number of times per turn: Target a Personality you control. Attach an Item to him from your hand, reducing its Gold cost by 2 to a minimum of one and paying all remaining costs. If this attached an Item, draw a card."

Shinjo Nakaga - personalities
3F/3C 4HR8G/2PH/

Unicorn Clan Samurai • Cavalry • Tactician • Junghar • Unique • Soul of Shinjo Yasamura Experienced
After Nakaga enters play, draw a card.

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

Unicorn Clan Samurai • Cavalry • Magistrate • Junghar • Soul of Shinjo Tashima
Shuilong has +2F/+2C while opposing, or in a duel against, a Human Personality with a Personal Honor of 0.
Limited: Bow Shuilong: Target a Bandit, Pirate, or Unaligned Samurai. Shuilong issues him an unrefusable challenge.

Shinjo Tianyi - personalities
4F/3C 0HR8G/3PH/

Unicorn Clan Samurai • Cavalry • Junghar
Tianyi has +2F while it is another player's turn.
Open: Bow Tianyi, or target and bow a Weapon you control: Target a Personality who attacked you since the end of your last turn. Bow him.

Shinjo Xushen - personalities
3F/3C -HR8G/1PH/

Unicorn Clan Bushi • Cavalry • Baraunghar
While it is an Attack Phase and Xushen assigned during the attack's Infantry Maneuvers Segment, Xushen has +1F and Ranged Attacks from actions he performs have +1 strength.
Battle: Bow Xushen: Ranged 3 Attack.

Shio no Oni - personality
5F/4C -HR8G/0PH/

Shadowlands • Nonhuman • Oni After Shio enters play: Lose 4 Honor.
Battle: Destroy a target Region attached to the current battlefield's province. Give Shio a +1F token.

Shosuro Dazai - personalities
1F/2C -HR5G/1PH/

Scorpion Clan Air Shugenja • Courtier
Political Open: Bow Dazai: Target a Dishonored Personality. His controller loses 3 Honor. This cannot reduce the player's Family Honor below the target's Honor Requirement unless it is "-".

Shosuro Higatsuku - personalities
3F/2C -HR7G/1PH/

Scorpion Clan Instigator • Courtier
Political Battle: Bow Higatsuku: Target an opposing Personality with greater Chi than Higatsuku. He challenges Higatsuku.

Shosuro Maru - personalities
0F/2C -HR6G/1PH/

Scorpion Clan Distracter • Courtier • Soul of Yogo Asami
Open: Bow Maru: Target a player. He targets an unbowed Personality he controls. Bow the Personality.

Shosuro 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 Ohan - personalities
2F/3C -HR7G/1PH/

Scorpion Clan Courtier
Political Reaction: Before another player gains Honor, bow Ohan: You gain the Honor instead. Use this only if the gain is less than Ohan's Chi and is not a result of a battle or duel, and its player is above his Starting Family Honor.

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

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

Shukumei - personalities
4F/4C -HR7G/0PH/

Shugenja • Bloodspeaker • Shadowlands • Lose 5 Honor.
After Shukumei enters play, target a Personality. (Shukumei must target himself if there are no other Personalities in play.) Permanently give the target -1F/-1C. This is a Maho effect.

Skub - personalities
5F/1C -HR6G/0PH/

Goblin • Shadowlands • Nonhuman
Lose 4 Honor.

Tamori Aoki - personalities
2F/3C 0HR6G/2PH/

Dragon Clan Air Shugenja • Soul of Agasha Gennai
Reaction: Before you draw a card during your End Phase, discard a card: Draw an additional card after it.

Tamori Noriko - personalities
2F/3C 0HR7G/2PH/

Dragon Clan Earth Shugenja
You may play a Ring in your discard pile by its own text with an additional cost of bowing Noriko. You may play only one Ring per turn this way regardless of how many Tamori Norikos you control.

Tamori Shiki - exp - personalities
3F/4C 2HR8G/2PH/

Dragon Clan Air Shugenja • Tattooed • Experienced • Unique
Reaction: Once per phase, after a Personality enters play: Target a Personality. Bow or straighten him.

The Maw - personalities
7F/6C -HR10G/0PH/

Oni • Nonhuman • Tactician • Unique • Shadowlands Lose 8 Honor. The Maw cannot attach Items.
Tactical Battle: Target an opposing unit. Move it home bowed.

Thunder Dragon - personalities
7F/4C 10HR12G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Battle: Once per battle: Target an opposing Personality. Bow him.

Togashi Kansuke - personalities
4F/4C 4HR7G/2PH/

Dragon Clan Samurai • Student of the Tao • Tattooed
Kansuke may cast Kihos as if he were a Monk.

Togashi Kazuki - personalities
4F/4C 0HR8G/2PH/

Dragon Clan • Monk • Samurai
Kazuki has +1F for each Ring you control.
Open: Target another of your Personalities. Set his Force to Kazuki's Force or his Chi to Kazuki's Chi.

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

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

Togashi Satsu - exp 2 - personalities
7F/6C 4HR13G/4PH/

Dragon Clan Samurai • Clan Champion • Monk • Shugenja • Dragon • Cavalry • Duelist • Experienced 2 • Unique • Loyal • Scion of Togashi
Satsu need not bow to cast Kihos.
Reaction: Even if Satsu is bowed, after a Resolution Segment begins: Target a Personality. Raise his Force by Satsu's.

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.

Tsurayuki - personalities
5F/4C -HR9G/0PH/

Mantis Clan Orochi • Creature • Cavalry • Naval
Cannot attach cards other than Storm Rider Followers.
Storm Riders have the Cavalry trait while attached to Tsurayuki.

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 Etsui - personalities
4F/3C -HR8G/1PH/

Mantis Clan Bushi • Pirate • Naval
Raid Battle: If it is a Raid battle, once per battle: Target a Personality who has not been opposed this attack. Bow him. He may not straighten before the beginning of your next turn.

Tsuruchi Iyaken - personalities
3F/3C -HR7G/1PH/

Mantis Clan Bushi • Pirate • Naval
Iyaken costs 2 less Gold if you control a Pirate Personality.
Battle: Bow Iyaken: Target a Personality who has not been opposed this attack. Bow him.
Raid Battle: If it is a Raid battle, once per battle: Ranged 4 Attack.

Tsuruchi Kazushi - personalities
2F/3C 0HR8G/1PH/

Mantis Clan Samurai • Naval
Battle: Bow Kazushi: Ranged 4 Attack. If this targets a Personality with no attached cards, you may make a second consecutive Ranged 4 Attack targeting an opposing Personality with no attached cards.

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

Mantis Clan Skirmisher • Naval • Soul of Mukami
Battle: Bow Nobumoto: Ranged 3 Attack. Move this unit home.

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.

Tsuruchi Terao - personalities
2F/3C -HR7G/1PH/

Mantis Clan Samurai • Naval
Battle: Bow Terao: Ranged 4 Attack.
Battle: Only if Terao is bowed: Target an adjacent battlefield. Move this unit to it.

Utaku Keyo - personalities
1F/2C 5HR6G/4PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar
Keyo has +1F for each other Personality in her army with more than 2 Personal Honor.

Utaku Suyin - personalities
3F/3C 3HR8G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar
Reaction: After Suyin moves to the current battlefield: Target an opposing unit. Move it home.

Utaku Tama - personalities
3F/3C 2HR8G/3PH/

Unicorn Clan • Battle Maiden • Samurai • Cavalry
Tama has +2F for each of your provinces that has been destroyed this game.

Utaku Tarako - personalities
3F/3C 4HR9G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry
Other Personalities gain +1F while in an army with Tarako at a battlefield with a Region.
Battle: If Tarako is at the current battlefield, target and destroy a Region you control: Target an opposing Follower, Item, or Personality with no Followers or Items. Destroy it.

Utaku Yanmei - personalities
3F/2C 4HR7G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar • Soul of Otaku Kamoko
Cannot attach Infantry Followers.
Yanmei has +1F while attacking.

Void Dragon - personalities
6F/4C 10HR14G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Once per turn, after an attacking army including Void Dragon destroys a Province during battle resolution, you may discard the Defender's hand.

Voitagi - exp - personalities
4F/3C -HR7G/0PH/

Undead Samurai • Experienced • Unique • Shadowlands • Lose 5 Honor.
Voitagi has +2F/+2C while opposing a Samurai or in a duel against a Samurai.
Battle: Fear 4.

Water Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Reaction: During the Events Phase: Target a Shugenja and an ability on him. Water Dragon copies the ability until the turn ends.

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

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

Yogo Soto - personalities
2F/2C -HR5G/1PH/

Scorpion Clan Shugenja • Soul of Yogo Shidachi
Battle: Target two Personalities you control. Switch their locations.

Yoritomo Chimori - personalities
2F/2C -HR5G/1PH/

Mantis Clan Samurai • Naval • Soul of Bayushi Aramasu
Open: Any number of times per turn, discard a card: Give Chimori +1F.
Reaction: After Chimori enters a duel, discard a card: Give Chimori +1C.

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

Mantis Clan Pirate • Naval
Battle: Bow Iongi: Target an opposing card with no cards attached and a Force less than 5. Destroy it. If this is a Raid battle, Iongi need not bow.

Yoritomo Katoa - exp - personalities
4F/3C -HR8G/1PH/

Mantis Clan Yojimbo • Naval • Experienced • Unique
Action cards you own cost 2 less Gold, to a minimum of 1.
Political Open: Bow Katoa: Negate all effects of the next Political action this game.

Yoritomo Kikunojo - personalities
4F/3C 2HR8G/2PH/

Mantis Clan Samurai • Guardsman • Naval • Soul of Yoritomo Denkyu
Reaction: When paying for a Mantis Clan Personality: Produce 2 Gold.

Yoritomo Kumiko - exp 2 - personalities
8F/5C -HR12G/2PH/

Mantis Clan Samurai • Clan Champion • Pirate • Naval • Experienced 2 • Unique • Loyal • Daughter of Storms
Personalities and Followers you control have the Pirate and Naval traits. Increase the strength of each Ranged Attack produced by a card in Kumiko's army by its base strength.

Yoritomo Tokaro - personalities
4F/2C -HR7G/0PH/

Mantis Clan Bushi • Pirate • Naval
Raid Battle: If Tokaro is attacking during a Raid Battle, bow him: Target a Holding controlled by the Defender and a Personality who has not been opposed this attack. Lose 2 Honor. The Defender may give you control of the Holding. If you gain it, move the Personality home and bow him; otherwise, destroy the Personality after the attack ends.

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

Goblin • Nonhuman • Shadowlands • Lose 3 Honor.
Reaction: After Zeth enters play, pay 2 Gold: Attach a 1F Goblin Nonhuman Shadowlands Follower token to him.

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.

City of Gold - regions
Singular
This Province has -1 Strength while this card is bowed.
Reaction: After you bow a Holding to produce Gold, bow this card: Produce 1 Gold for the same payment.

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

Kaiu Village - regions
Unique
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+1C Weapon Item token to him.
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+0C Armor Item token to him.

Plains of Amaterasu - regions
Singular
Reaction: Before a non-Shadowlands Personality you control defending this Province is destroyed, destroy this card: Target the Personality. Negate his destruction. Move him to your home.

Plains of Otosan Uchi - regions
Imperial • Unique
This Province holds two Dynasty cards. You control the order in which they are revealed during the Events Phase. Discard one of those cards if this card is destroyed. Lose 10 Honor if this Province is destroyed while this card is attached.

Ratling Village - regions
Singular
Reaction: When paying for a Ratling Personality in this Province: Either reduce his Gold cost by 2, to a minimum of 1, or attach a Ratling Follower to him from your hand after he enters play, ignoring Gold cost.
Limited: Pay 1 Gold: Target a Ratling Personality you control. Attach a 0F Ratling Pack Creature Follower token to him.

Refuge of the Three Sisters - regions
Singular
Limited: Destroy this card, and target and remove from the game an unbowed Personality you control: Search your Fate deck for a card with a lower Focus value than the Personality's Chi. Show it. Put it in your hand.

Ruins of Otosan Uchi - regions
Unique
This province has +2 strength.
Limited: Bow your Stronghold and destroy this card: Destroy a target Region.

Shinsei's Last Hope - regions
Unique
Reaction: Before you attach a Follower: Reduce its Honor Requirement to 1.
Reaction: When paying for a Follower or for an action that creates one, bow this card: Reduce the Follower or actions' Gold Cost by 2 until the Follower attaches; this can not lower costs below 1.

Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.

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.

Three Man Alliance Plain - regions
Plains • Singular
Reaction: After one of your Personalities enters play, bow this card: Target him. Attach a card to him from your hand (paying all costs). If he attached the card, draw a card.

Toturi's Grave - regions
Unique
This card does not count against the number of Regions a Province can attach.
Battle: Even during battles at other locations, bow this card and remove it from the game: Give each Follower you control +2F.

Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.

Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.

Ring of Air - LE - rings
0G 4F
You may play this card as a Reaction after resolving your third Spell or Kiho in one turn from cards with different titles.
Elemental Open: Bow this card or discard it from your hand: Target a Personality. Straighten him.

Ring of Earth - LE - rings
0G 4F
You may play this card as a Reaction after your army destroys a Province or opposing army as the Attacker or Defender.
Elemental Open: Bow this card or discard it from your hand: Target a Province. Raise its strength by 4. If you bowed this card, you may lower its strength by 3 instead.

Ring of Fire - LE - rings
0G 4F
You may play this card as a Reaction after you destroy at least 3 Personalities you do not control in one turn with battles, duels, and/or actions.
Elemental Battle: Bow this card or discard it from your hand, and target and destroy a Personality you control: Target a Personality opposing yours with lower Gold cost and lower Chi. Destroy him.

Ring of the Void - LE - rings
0G 4F
You may play this card as a Reaction after resolving the fourth or later Action card played from your hand in one phase.
Elemental Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, draw a card. If you bowed this card, draw a card.

Ring of Water - LE - rings
0G 4F
You may play this card as a Reaction after resolving your fourth Battle action during one battle from cards with different titles.
Elemental Open: Bow this card or discard it from your hand: Target a unit you control and either your home or a battlefield at which it would be opposed. Move the unit to the location. If it moved, straighten it.

Gohei Sensei - senseis
0PS/0GP/0SH
Lion, Lion
Lion Clan Sensei
You cannot destroy the current Province as the Attacker unless there was a defending unit there at some time this battle or the Defender controlled no units when the Resolution Segment began.
Reaction: After Infantry Maneuvers, target an attacking Tactician you control: The Defender targets a unit he controls at another location. Straighten the unit. Assign it to the Tactician's battlefield, even if illegal.

Kanjiro Sensei - senseis
0PS/0GP/0SH
Phoenix, Phoenix
Phoenix Clan Sensei
Nonhuman Personalities you own cost 2 Gold more.
Shugenja you control have the ability "Battle: Bow this card: Give +2F to each Samurai in this army."
Reaction: Once per battle, before an action targets a Shugenja with a Spell attached during a battle, target and bow a Samurai you control at the Shugenja's location. Redirect the action to the Samurai.

Kedamono Sensei - senseis
0PS/0GP/0SH
Crane, Crane
Crane Clan Sensei
You may not gain Honor during a challenge or duel. Harriers you control have +2F while attacking a player who has more Family Honor than you.
Reaction: Target up to two defending Samurai Personalities you control at another battlefield. Move them to the current battlefield.

Masagaro Sensei - senseis
0PS/0GP/0SH
Crab, Crab
Crab Clan Sensei
Personalities you control have a maximum Force of 4 while they have no Followers.
Battle: Twice per battle, even if this card is bowed, discard a Follower: Target an opposed Follower you control at the current battlefield. It performs a Battle ability on the discarded one, ignoring costs, as if the ability were on the opposed Follower.

Mirumoto Sensei - senseis
-1PS/0GP/0SH
Dragon, Dragon
Dragon Clan Sensei
After each time a Weapon attaches to a Dragon Clan Samurai you control with no Weapons, attach a +0F/+0C Wakizashi Weapon Item token to him, ignoring restrictions.
Battle: Once per battle, target and bow two Weapons attached to a Samurai you control: Target a Personality opposing the Samurai. Your Samurai issues him an unrefusable challenge.

Omoni Sensei - senseis
0PS/0GP/0SH
Shadowlands, Shadowlands
Shadowlands Sensei
Non-Goblin Personalities you own cost 2 more Gold.
Reaction: After a Goblin Personality enters play from one of your Provinces: Fill the Province face-up. Use this twice per turn, and no more than once per turn per Province.

Orochi Sensei - senseis
0PS/0GP/0SH
Mantis, Mantis
Mantis Clan Sensei Limited: Pay 3 Gold, and target and remove from the game a Storm Rider Personality in your discard pile: Target an Orochi. Attach a Naval Storm Rider Follower token to it with the same printed Force and printed abilities as the removed Personality.

Tasu Sensei - senseis
0PS/0GP/0SH
Scorpion, Scorpion
Scorpion Clan Sensei
Non-Courtier Personalities you own cost 1 more Gold.
Reaction: Before another player loses Honor: Negate the loss. Gain Honor equal to the amount negated.
Reaction: After a Shadowlands Personality is destroyed by an action you took, by a duel with a Personality you control, or by battle resolution while opposing a Personality you control: Gain 2 Honor.

Tomorrow Sensei - senseis
-2PS/0GP/-1SH
Ratling, Ratling
Ratling Sensei
Limited: Target and discard a Ratling Personality from one of your Provinces: Fill that Province face-up. Draw a card.
Battle: Any number of times per turn, discard a card: Target a Ratling Personality you control that this has not targeted this battle. Move him home.

Tsusung Sensei - senseis
0PS/0GP/0SH
Unicorn, Unicorn
Unicorn Clan Sensei
Personalities you own who are neither Shugenja nor Baraunghar cost 1 more Gold.
Battle: Target and bow a Spell you control: Target a Shugenja. Straighten him.
Battle: Once per battle, target and bow a Spell you control: It produces Fear equal to its Gold cost. This Fear affects Personalities as if they were Followers.

Cloak of Night - spells
4G 2F
Limited: Bow this Shugenja and destroy this card: Target a Personality you control. Put a Spell, Follower, or Item in your hand under him, face-down and out of play. Permanently gain the ability "Open: Once per game: Turn that card face-up. If it is a legal attachment, attach it to that Personality, ignoring costs; otherwise, discard it."

Companion Spirit - spells
4G 1F
Limited: If this Shugenja is Human, bow him and destroy this card: Create an Cavalry, Samurai, Spirit Personality whose base Force, Chi, Gold Cost, and Personal Honor are those of this Shugenja, waiving the Samurai's Gold Cost.

Essence of Air - spells
5G 2F
Elemental Air Limited: Bow this Shugenja, who may remain bowed: Turn all cards in your Provinces face-up. Your Provinces fill face-up, and cards filling them this way may not have their costs reduced. These effects last until this Shugenja is not bowed or in play, or a number of your Provinces equal to this Shugenja's Chi fill in one turn.

Essence of Gaki-do - spell
8G 4F
Battle: Even if this unit is home, bow this Shugenja, and any number of your other target Shugenja at any location: Create a number of 2F/2C/0PH Spirit Personalities at the current battlefield equal to the number of performing Shugenja. After the battle ends, remove these Spirits from the game.

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

Hunger of the Earth - spells
1G 3F
Earth Battle: Even if this unit is not at the current battlefield, destroy this Spell and one of your target Samurai Personalities there: Target an enemy card without attachents, or an enemy unit, with a lower total Gold Cost than your Samurai's unit. Destroy the enemy target. Gain 2 Honor.

Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.

My Life For the Phoenix - spells
3G 4F
Ritual Battle: Target and bow this Shugenja and two other Shugenja you control: Target up to two opposing units. Bow them. Move them home.
Ritual Battle: Bow and destroy this Shugenja and this card, and target and bow four other Shugenja you control: Target up to three opposing units. Destroy them.

Ride Through the Night - spell
3G 3F
Water
Battle: Even if this unit is home, bow this Shugenja: Move your target Samurai Personality to a battlefield with one or more enemy units. If he moved and you are the Defender, gain 2 Honor.

Suitengu's Surge - spells
3G 3F
Reaction: After an action targets a unit you control, bow this Shugenja: Target the unit. Remove it from the game, preserving bowed status and all attachments, including tokens. Its owner returns it to the game in that state after the next turn begins, in his home under his control, without considering it to be entering play.

Summon Undead Champion - spells
3G 2F
Maho Limited: Bow this Shugenja and destroy this card: Lose 4 Honor. Create a 5F/2C Shadowlands Undead Champion Personality.

The Fire from Within - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Produce two consecutive Ranged Attacks with strengths equal to the caster's Chi.
Elemental Fire Battle: Bow this Shugenja: Produce a Ranged Attack with strength equal to twice the caster's Chi.

Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.

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

A Test of Courage - actions
0G 2F
Reaction: Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay action costs (until the turn ends).

A Vision of Truth - actions
0G 4F
Reaction: After another player is able to put a Ring into play by its own text but does not: Search your Fate deck for a copy of that Ring. Show it. Put it in your hand.

Aftershock - actions
0G 2F
Reaction: After a Personality you control at the current battlefield is destroyed, bowed, or moved home by another player's action: The enemy leader targets a card in his current army. If your Personality was destroyed or bowed, apply the same effect to the target; otherwise, move the target's unit home.

Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.

Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.

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.

Banish All Shadows - actions
0G 3F
Kiho Limited: Bow one of your target Shugenja or Monks: Look at the top four cards of your Fate deck. Put one in your hand. Shuffle the deck.

Battlefield of Shallow Graves - actions
0G 1F
Terrain Battle: Double each of the enemy leader's Honor gains until the battle ends; destroying this Terrain does not end this effect. Before this battle's resolution, reduce the Force of each Personality in the enemy army to half his Force at that time, rounded up.

Betrayal - actions
2G 3F
Battle: Target a Dishonored Human Personality opposing a card you control. Lose 4 Honor. Discard the top card of your Fate deck. If its Focus value is greater than the target's printed Personal Honor, gain control of the target and move him into your current army.

Blessing of the Dragon - actions
0G 2F
Kiho Elemental Fire Open: Target and bow a Shugenja or Monk you control: Target a Personality. Give him +2F. If either target is a Fire or Dragon Clan card, you may draw a card.

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."

Call To Arms - actions
3G 3F
Reaction: If you are the Defender, after the Declaration Segment begins: Straighten all bowed Personalities you control. After this attack ends, bow all Personalities this card straightened.

Carrier Pigeon - actions
0G 1F
Battle: If you are the Defender: Target a unit you control that has not been at the current battlefield at any time during this attack and was not prevented from assigning to it this attack by card or Stronghold effects. Straighten the unit. Move it to the current battlefield.

Charge of the Baraunghar - actions
3G 3F
Battle: Target a unit you control. If it would be opposed, straighten it and move it to the current battlefield.

Come One at a Time - actions
0G 1F
Immediate Terrain
Battle: While there is exactly one defending Personality at this battlefield, each player may take the action "Battle: Target an attacking unit you control. Move it home, bowed," and the defending Personality may perform, "Battle: Target an opposing Personality. Issue him an unrefusable challenge." This second action may be taken immediately (if legal). These actions may be used any number of times.

Command of the Kami - actions
0G 3F
Political Open: The player with the Imperial Favor discards it and loses 2 Honor, to a minimum of his starting Family Honor.

Contested Holding - actions
5G 2F
Limited: Target and bow a Personality you control: Target a Holding controlled by another player who controls a Personality. Your Personality issues a challenge that may be accepted by any Personality that player controls. If the player does not accept, or if he accepts and loses, bow the Holding and gain control of it. Do not destroy the other player's Personality if he loses.

Crush the Unworthy - actions
2G 1F
Battle: Target one or two Personalities at the current battlefield who oppose a unit you control and who each have a printed Gold cost less than their controller's Stronghold Gold Production plus 3. Bow their units. You gain no Honor for destroying cards in those units during this battle's resolution.

Dark Bargains - actions
0G 2F
Limited: Target and bow an Oni you control: Target a Human Personality whose Personal Honor is less than your Oni's Chi and who either has the printed Shadowlands trait or has the Shadowlands trait from his controller's card effects. Gain control of the Human.

Dark Lord's Favor - actions
0G 1F
Shadowlands
You can play only one Dark Lord's Favor per turn. You cannot play this card if another player has less Family Honor than you.
Open: Target a Personality. Dishonor him. Lose 7 Honor.
Limited: Target a player. He discards a card. Lose 7 Honor.
Battle: Target a card. Reduce its Force to 0. Lose 7 Honor.
Reaction: Before a player gains Honor. Negate the gain. Lose 7 Honor.

Defeat the Reserves - actions
0G 4F
Battle: Target a player. If he controls more units at the current battlefield than the highest Chi among all Personalities he controls there, he repeatedly targets and moves home one unit he controls there until that is no longer true or until he can no longer target or move units.

Defensive Screen - strategy
0G 3F
Battle: Target your unit at the current battlefield. Move all your other units there home.

Desperate Wager - actions
7G 1F
You can play only one Desperate Wager per turn.
Reaction: Before your Dynasty Phase begins: Straighten all your Personalities. Declare an additional Attack Phase. After its Declaration Segment, straighten all the Defender's Personalities and Followers; this straightening can not be negated. You lose the game when the turn ends.

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.

Dishonorable Challenge - actions
0G 2F
Battle: Target and Dishonor an unbowed Human Personality you control: Target a unit opposing him with a total Gold cost less than his Gold cost plus printed Personal Honor. Destroy the unit. Your Human may not be restored to Honor or commit seppuku this game. Lose 2 Honor.

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.

Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.

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.

Excellence - actions
2G 3F
When this card is revealed as a focus, target up to 2 cards in your Fate discard pile. Shuffle them into your deck. Remove this card from the game after the duel.
Battle: Target and destroy an unbowed Samurai or Duelist you control at the current battlefield: Move home each Personality at the battlefield with a lower Gold cost than the target's.

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.

Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.

Extortion - actions
3G 2F
Kolat Limited: Target a Dishonored Personality. Until he becomes Honorable, he may not assign or move to attack your Provinces, and actions he performs may not target cards you control.

Face of Ninube - actions
0G 1F
Open: If it is the Action Phase: Shuffle your hand into your Fate deck. Draw a number of cards equal to the number you shuffled in.

Feeding on Flesh - actions
0G 2F
Kiho Maho Battle: Target and bow a Shugenja or Monk you control: Permanently give the caster the Shadowlands trait. The caster produces a Ranged Attack with a strength equal to the Chi of the Personality in the attack's target's unit. If this base strength exceeds the caster's Chi, permanently give the caster -1C.

Field of Glorious Slaughter - actions
0G 1F
Immediate Terrain
Political Battle: While this card is in play, you gain 2 Honor after each time a card at this battlefield that you do not control is destroyed.

Fires of Jigoku - actions
0G 3F
Kiho Battle: Target and bow a Shugenja or Monk you control: Target a Shadowlands card opposing him that does not have the printed Shadowlands trait. Destroy the Shadowlands card.

First and Final Strike - actions
0G 3F
Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner's controller gains 3 Honor if the winner had less Chi than the loser before the first opportunity to focus or strike.

Flanking Maneuver - actions
0G 2F
Battle: If your current army has more units than the current enemy army, target and bow one or more units you control at the current battlefield: Target a Personality in the enemy army with a Chi less than or equal to your units' combined total unit Force, plus the Chi of each Lion Clan Personality in them. Bow the enemy Personalty's unit.

Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."

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

From Every Side - strategy
0G 2F
Battle: Increase the current battlefield's provinces' strength by twice the number of units on the defending side.
Battle: Reduce the current battlefield's province's strength by the number of units on the attacking side.

Fury of the Dark Lord - strategy
15G 4F
Limited: Destroy each non-Shadowlands Personality with a base Gold Cost less than or equal to his controller's Stronghold's Gold Production plus 2. Remove all Personalities in discard piles from the game.

Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.

Guerrilla Tactics - actions
0G 1F
Battle: Target, Dishonor, and permanently give the Shadowlands trait to an unbowed Personality you control at the current battlefield: He produces 2 consecutive Ranged Attacks with strengths equal to his Force and his Chi, in either order. If he is defending, bow him. Lose 3 Honor.

Heart of Rokugan - actions
0G 1F
Delayed Terrain
Battle: Give each Human Personality and Human Follower you control at the current battlefield +1F. Give each Nonhuman Personality and Nonhuman Follower at the current battlefield -1F.

Heavily Engaged - actions
0G 2F
Battle: Even if you control no units at the current battlefield: Each player targets an unbowed Personality he controls at the current battlefield, if possible. Bow all targets.

Hida's Avalanche - actions
0G 1F
You may include up to 10 copies of this card in your deck.
Heroic Battle: Target a Personality you control: If he does not have the Yu trait, give him Yu 3. If he is opposed, give him +3F and the Hero trait; otherwise, give him +1F.

Hired Killer - actions
*G 3F
Limited: Pay Gold egual to the target's unit's total Gold Cost plus 2: Lose 3 Honor. Destroy a target Personality.

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

Imperial Edicts - actions
0G 4F
Political Open: If it is the Action Phase, discard the Imperial Favor: Give each of your Provinces +4 strength.
Political Reaction: Before a Kiho or an action on a Spell or Shugenja resolves, discard the Imperial Favor: Negate the action's effects.

Imperial Summons - actions
0G 1F
Political Open: Bow your Stronghold or discard the Imperial Favor: Bow a target Personality.

Impromptu Duel - strategy
0G 3F
Iaijutsu
Limited: Target your unbowed Samurai or Duelist Personality: He challenges another player's target Personality. The other Personality may refuse; if he does, dishonor his Personality and gain 4 Honor. Destroy the duel's loser. The winner gains 2 Honor.

In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.

Influenced from Afar - actions
0G 1F
Political Reaction: When paying a cost of discarding the Imperial Favor, target and bow a Personality you control: This action pays that cost.
Battle: Target a Personality you control at the current battlefield: Target a Terrain. Destroy it.

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.

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 Darkness - strategy
0G 3F
Ninja
Battle: Target your Ninja Personality: Target an enemy Personality. Move both Personalities home; this movement will not be negated. Bow both of them.

Kolat Insurgent - actions
2G 2F
Kolat Reaction: After a Holding bows to pay for one of its own abilities or effects: Negate all that action's or trait's effects other than Gold production and Gold cost reduction.

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

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

Motivation - actions
0G 2F
Limited: Target a Personality you control. Straighten him. He may not straighten until after your next Straighten Phase ends. Bow him when the turn ends.

Mountains of the Phoenix - strategy
0G 1F
Mountain • Terrain
Battle: Before this battle's resolution, the Attacker and the Defender each choose a unit in their own army; the active player decides who chooses first. Then, destroy the chosen units.

No Hiding Place - actions
0G 3F
Reaction: Before you target a Ranged Attack from one of your attacking cards: The Ranged Attack has -1 strength and may target a card even if it is in the Defender's home.

No Victory - actions
3G 4F
You may play only one No Victory per duel.
Iaijutsu Reaction: After a duel ends that you won against the most expensive Personality another player controlled (including ties): Create a 5F/4C Samurai Duelist Personality with 3 Personal Honor in your home or at the current battlefield. Remove him from the game at the end of your next turn.

Officers' Council - actions
0G 2F
Limited: Target and bow a Personality you control; he must be a Tactician unless you control the Right Hand of the Emperor. Target a number of other Personalities you control up to the performing Personality's Chi. Give them the ability, "Battle: Bow this card: Target an opposing card with no unbowed cards attached. Bow it."

Ominous Portents - actions
0G 2F
Open: Give all Shadowlands cards +1F. If played during a battle, give -1F to all non-Shadowlands cards at the current battlefield and -1C to all Shadowlands Personalities there that do not have the printed Shadowlands trait.

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.

Outmaneuvered by Force - actions
0G 3F
Political Reaction: Before a Political action resolves that was taken by a player who has less total Force among all units in his home than you have among units in your home. Negate the action's effects.

Outmaneuvered by Tactics - actions
3G 3F
Tactical Battle: Target a Tactician you control at the current battlefield: Create two 2F/1C 2 Personal Honor Personalities aligned with your Faction at the current battlefield.

Overwhelmed - actions
0G 2F
Battle: Target and destroy an unbowed Personality you control at the current battlefield with the highest Force (including ties) of all Personalities you control there: The enemy leader may target and move home exactly 2 units in his current army. If he does not or cannot, he targets and destroys a Personality in that army with the highest Force (including ties) of all Personalities in that army.

Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.

Peasant 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.

Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.

Rain of Death - actions
0G 4F
Center Formation • Formed by two Personalities with the printed Tactician trait.
Tactical Battle: Target a Tactician you control at the current battlefield: He produces two consecutive Ranged 3 Attacks.
Tactical Battle: Bow and destroy a Tactician you control at the current battlefield: Target two cards opposing him that have no unbowed cards attached. Destroy them.

Rank Hath Privilege - actions
0G 4F
Political Open: Target and bow a Magistrate Personality you control: Target a Human Personality with lower Personal Honor. Bow him.

Ray of Hope - actions
0G 4F
Reaction: After a Personality you control is destroyed: Target a card you control. Straighten it.

Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.

Reinforce the Gates - strategy
0G 2F
Reaction: After a player announces a Battle action before the Defender's first normal opportunity to act or pass: Its effects do not happen.
Battle: Even if you control no units at the current battlefield: Target an unopposed unit there. Move the unit to a battlefield with one or more units on the side opposing its controller's.

Resumed Hostilities - actions
0G 2F
Battle: Target a Personality opposing one of your Personalities. Remove one of the target's abilities. Draw a card. If you removed an ability, you may take an additional Battle action from a card in your hand.

Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.

Return for Training - actions
0G 3F
Political Battle: Target a Human Personality at the current battlefield with the lowest Personal Honor, or who is tied for lowest, among all Human Personalities there. Move him home.

Scroll Cache - actions
0G 2F
Limited: Attach one or more Spells from your hand to Personalities you control, reducing by 1 the Gold cost of each of these Spells that hasn't has its Gold cost reduced by other effects, and paying all remaining costs. If you attached any Spells, you may draw up to two cards.

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.

Search For Advantage - actions
0G 3F
Limited: Target and bow a Personality you control: Target a Dishonored Personality. Restore him to Honor. Shuffle him and all his attached cards into their owner's decks.

Shattered Ranks - actions
0G 3F
While focused in a duel, this card's Focus value has a bonus equal to the number of Followers attached to the Personality who focused it.
Reaction: Before a Samurai you control at a battlefield is destroyed by an action, target and destroy a card attached to him: Negate the destruction. Move the Samurai home, bowed.

Shell of Stone - actions
0G 3F
Heroic Battle: Target a Personality at the current battlefield who was targeted by Hida's Avalanche this battle. Raise his Force by his Yu. You may target and bow a unit opposing his with less total Force than his unit has.

Shifting Fortunes - actions
0G 3F
Kiho Maho Battle: Target an unbowed Monk you control: Target a Personality at the current battlefield. Switch his Force and Chi.
Kiho Maho Battle: Target an unbowed Monk you control: Target two Personalities at the current battlefield and in the same army as each other. Switch their Forces or switch their Chis.

Shinsei's Smile - actions
0G 4F
Kiho Open: If it is the Action Phase, target and bow a Shugenja or Monk you control: Target a Personality with Chi less than or equal to the caster's. Until the turn ends, the Personality may assign even if bowed, and cards in his unit contribute to its total Force as if he were unbowed.

Shosuro Technique - actions
2G 1F
This card costs 2 less Gold if the performer is Scorpion Clan or Ninja.
Reaction: After a Personality you control enters a duel, target him: Raise his Chi to the Chi of the other Personality in the duel.
Battle: Target a Personality you control: Target a Personality opposing him. Raise your target's Force to the other's Force.

Show Me Your Stance - actions
0G 1F
Iaijutsu Battle: Target a Human Personality you control: Target a Human Personality opposing him. Yours issues the other an unrefusable challenge to a duel of Personal Honor. The winner gains 2 Honor. Dishonor the loser and move him home bowed.

Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.

Soul's Sacrifice - actions
0G 2F
Battle: Target an unbowed Samurai you control with more than 2 Personal Honor: Target a unit opposing him. Permanently give your Samurai the Undead and Shadowlands traits. Move the unit home.

Sound Strategy - actions
0G 3F
Reaction: After a battle ends: Take the last non-Terrain Action card that you played during the battle from the discard pile and put it in your hand. (This cannot retrieve a card played after the end or resolution of a battle.)

Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.

Stance of the Wall - actions
0G 4F
Heroic Battle: Target a Personality that has been targeted by a Shell of Stone this turn: Raise his army's total Force by 5. You may target, bow, and destroy a Personality opposing him.

Stay Your Blade - actions
0G 3F
Battle: Bow and move home one of your target opposed Samurai Personalities: Draw three cards.

Strength in Numbers - actions
0G 2F
Battle: Target and bow three units you control at the current battlefield: Target a unit opposing them. Destroy it.
Battle: If you control at least three cards with the same element trait, target and bow a unit you control led by a Samurai Personality: Target a unit opposing the Samurai. Destroy it.

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

Supply Lines - actions
0G 2F
Reserve Formation
Formed by 2 Samurai Personalities.
Battle: Target a Personality you control at the current battlefield: Search your Fate deck for a non-Unique Item or non-Unique Follower. Attach it to the Personality, paying all costs.

Ten Thousand as One - actions
0G 2F
Battle: Target and bow a Samurai Personality you control at the current battlefield: Give each Samurai Follower in your current army +2F. Give each non-Samurai Follower in that army +1F.

Test of Honor - actions
6G 2F
Political Limited: Target a Human Personality. Discard the top card of his controller's Fate deck. If that card's Focus value is greater than the target's Personal Honor, Dishonor and destroy the target.

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

The Final Breath - actions
0G 2F
Reaction: After the end of a Resolution Segment during which a Personality you controlled was destroyed: Target a Personality who opposed yours at any time during that Segment and has less Chi that yours had when he was destroyed. Destroy the target.

The Future is Unwritten - actions
0G 3F
Kiho Void Limited: Target and bow a Shugenja or Monk you control: Target another player. Draw four cards. Discard three cards. The player may name one of the discarded cards or may name The Future is Unwritten. If he names a card, you may not play cards with that title until the game ends.

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 Path of Wisdom - actions
0G 3F
Before your End Phase begins, if this card is in your discard pile, you may place it in your hand.

Three-Stone River - actions
0G 1F
Terrain Battle: Before this battle's resolution, reduce the Force of each Personality at this battlefield to the Force of his highest-Force Follower, or to 1 if he has no Followers.

Timely Arrival - actions
0G 3F
Limited: Target one of your Provinces and a discarded Personality in your discard pile. Discard a card from the Province if necessary and fill it with the Personality.
Open: Remove all Personalities in discard piles from the game.

To Do What We Must - actions
0G 3F
Battle: Target and destroy a unit you control led by an unbowed Personality: Target a unit opposing it with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan. Destroy the opposing unit.

Toturi is Drugged - actions
0G 3F
Ninja Open: If it is the Action Phase, discard cards with total combined Focus values greater than the target's Chi: Target a Personality. Lose 2 Honor. Bow the target.

Treachery and Deceit - actions
0G 4F
Battle: Target a unit with more than 6 total Force. Move it home.

Tsuruchi Technique - actions
1G 2F
This card costs 1 less Gold for Mantis Clan players.
Battle: Ranged 3 Attack targeting a legal Ranged Attack target in the current enemy army.
Reaction: After a unit you control produces a Ranged Attack: Raise its strength by 3.

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.

Unrequited Love - actions
0G 2F
Political Open: Target one of the active player's unbowed Human Personalities. That player may choose to bow the Personality and gain 1 Honor. If he does not choose this, dishonor the Personality, and the player loses Honor equal to the Personality's base Personal Honor.

Unwavering Assault - strategy
2G 1F
Battle: Target a Samurai Personality in your home: Straighten his unit. Move him to the current battlefield.

War Cry - actions
0G 2F
During duels, you may focus this card from your discard pile instead of from your focus pool. If you do, remove it from the game after the duel ends.
Battle: Target a Samurai you control: Raise his Force by the number of units you control in his army.

War on the Plains - actions
0G 4F
Reaction: After you, as the Attacker, destroy a Province of a player who had more Provinces than you before the destruction, bow your Stronghold: Gain a Province to the right of your rightmost Province. Fill this Province face-up. You may not gain Provinces this game.

Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.

Weigh the Cost - strategy
0G 3F
Focus Effect: Add 1 to the Focus Values of this card and one other of your focused cards.
Battle: Move your target Samurai Personality home: Bow him. Raise or lower the current battlefield's province's strength by 2. You may target an enemy Personality and give him -3F.

Well Prepared - actions
0G 3F
Battle: If you control a Terrain: Bow or straighten a target card at the current battlefield.

Well-Laid Plans - actions
2G 3F
Limited: Target and bow a Courtier Personality you control and discard 3 Political Action cards: Draw 3 cards.
Limited: Target and bow a Samurai Personality you control and discard 3 Battle Action cards: Draw 3 cards.
Limited: Target a Courtier Personality you control and a Samurai Personality you control, and discard 2 cards: Draw 3 cards.

Where the Sun Walked - actions
0G 1F
Immediate Terrain:
Battle: Fear destroys cards instead of bowing them.

Whispered Rumors - actions
0G 1F
Political Reaction: When paying a cost of discarding the Imperial Favor, target and bow a Personality you control: This action pays that cost.
Reaction: Before an Event resolves: Negate its effects.

Wisdom the Wind Brings - actions
0G 4F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a number of face-down cards equal to the caster's Chi. (Cards in decks and hands are face-down.) Look at them. You may discard any number of these targets that are in your decks.

Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.

Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.

You Walk With Evil - actions
0G 3F
Battle: Target a Samurai in an army that contains a Shadowlands card. Bow the Samurai. Dishonor him. Permanently give him the Shadowlands trait.

Aramasu's Pride - strongholds
7PS/4GP/2SH
Mantis, Mantis
Raid Limited: Declare an additional Attack Phase. This is a Raid attack. During it, battles are Raid battles, and battle resolution does not destroy armies or Provinces and does not bow Pirate cards. After it, target a number of Holdings up to the number of battles you won (even against no units at resolution). Raise their Gold production by 4.

Castle of the Swift Sword - strongholds
7PS/3GP/6SH
Lion, Lion
Once per battle, you may play a Terrain even if one is in play. Destroy all others first. Draw a card after it resolves.
Once per turn, if you control a Tactician at the current battlefield, you may play a Formation as a normal Action card for one of its abilities, ignoring "Formed By" requirements. Tacticians may pay its costs as if they had any required traits.

Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.

Depths of the Shinomen - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your decks may contain four copies of Ratling cards, other than Unique cards and Events.
Limited: Target and bow a Ratling Personality you control: Create a 2F/2C Ratling Creature Personality.

Kyuden Otomo - strongholds
6PS/4GP/6SH
Crane, Crane
You may remove a Favor token from your Stronghold to pay the cost of discarding the Imperial Favor. You may lobby to add a Favor token to your Stronghold.
Political Open: Name a legal Wind you don't control. Target and remove from the game a Wind you control, if possible. Bring the named Wind into play from outside the game.

Kyuden Toketsu - strongholds
8PS/4GP/3SH
Crab, Crab
Reaction: Even if your Stronghold is bowed, before a Crab Clan Personality is destroyed by, or receives a Chi penalty from, a card effect: Delay the destruction or penalty until immediately before the turn ends.
Battle: Target a unit you control led by a Crab Clan Personality: Target a unit opposing it with less total Force. Bow the opposing unit's Personality.

Morikage Toshi - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Spells you own cost 2 less Gold. You may attach Spells from your hand as an Open action.
Limited: Target and bow a Shugenja Personality you control: Look at the top four cards of your Fate deck. If one is a Spell or Kiho, you may show it and put it in your hand.

Shiro Kitsuki - strongholds
7PS/4GP/5SH
Dragon, Dragon
After players reveal Strongholds, search your deck for four different non-Unique Dragon Clan Samurai. Attach one to each of your Provinces, face-down and out of play.
Battle: Once per battle, target a face-down Personality attached to one of your Provinces. If he would be opposed, bring him into play face-up at the current battlefield, ignoring costs. You may take an additional Battle action. Remove the Personality from the game after the battle ends.

Shiro no Soshi - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Non-Unique Ninja you own without Ninjutsu have the Ninjutsu trait with a value equal to their printed Gold cost minus 6 (minimum 0). Each time you would reveal a Dynasty card during the Events Phase, you may look at it, then choose not to reveal it if it is a Ninjutsu Personality.
Open: Any number of times per turn: Target a face-down Ninja who has not been targeted by anything this turn. Give him +2F until the next time he is targeted or the turn ends.

Shiro no Yojin - strongholds
7PS/3GP/6SH
Lion, Lion
Your Stronghold produces 2 additional Gold when paying for a Follower or Item. If your Stronghold produces Gold for a Samurai Personality, you may attach one Follower or Item to him from your hand after he enters play, reducing its Gold cost by 2 and paying all remaining costs.

Temple of the Eight Guardians - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Unaligned Dragon Creatures you own cost 3 less Gold. Phoenix Clan Dragon Creatures you own cost 2 less Gold.
Once per turn, a Shugenja you control need not bow to cast a Spell or use one of his abilities.

The Hidden Catacombs of the Scorpion - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
You may not be eliminated by Dishonor. Permanently reduce your Province Strength to 0 instead the first time you would be eliminated this way.
Once per turn, you may pay a cost of discarding the Imperial Favor by bowing a Scorpion Clan Personality you control instead.

The High House of Light - strongholds
8PS/4GP/5SH
Dragon, Dragon
After Strongholds, Sensei, and Winds are revealed, search your Fate deck for up to five cards. Put them under this Stronghold, face-down. You may look at them during the game.
Limited: Any number of times per turn, target and bow a Ring you control, or bow this Stronghold: Put a card in your hand from under this Stronghold.

The Jagged Maw - strongholds
7PS/4GP/-19SH
Shadowlands, Shadowlands
Goblin, Ogre, Troll, and Oni Personalities have +1F while you control them.
Open: Bow this Stronghold, which may remain bowed: Target a dead Personality in your discard pile. Bring him into play, ignoring costs. The next time this game your Stronghold is unbowed, remove him from the game.

The Khol Wall - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Regions do not count towards your minimum deck size. Your Provinces may have two Regions attached. After each of your Events Phases, turn face-up all Dynasty cards in all your Provinces that have a Region attached.
Battle: Once per battle, target and bow a Region you control: Target two unbowed Personalities with the same controller. Switch their locations.

The Obsidian Halls of the Lost - strongholds
8PS/4GP/-19SH
Shadowlands, Shadowlands
Limited: Target and bow a Shugenja you control: Target a Personality. His controller decides whether this gives him the Shadowlands trait permanently now or a -4C token when your next turn begins.
Reaction: After an attack is declared: Target a Shadowlands Personality without the printed Shadowlands trait. He may not assign or move to battlefields this attack.

The Shiotome Halls - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
After each time an army containing a unit you control destroys an army and/or Province, you may gain Honor equal to the number of Battle Maidens in that army.
Reaction: Once per attack, even if your Stronghold is bowed, after a player declares an attack against you: Target a unit you control. Straighten it.

The Steel Gardens of the Kenshinzen - strongholds
6PS/4GP/6SH
Crane, Crane
Reaction: After a duel ends that you won: Take a legal Limited, Open, or Battle action.
Battle: Once per battle, even if your Stronghold is bowed, target and bow a Duelist you control: Target a Personality opposing him. Your Duelist challenges the Personality. He must move home and become Dishonored as costs to refuse.

Warrens of the One Tribe - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Once per phase, you may play a Fate card in any discard pile as if it were in your hand. Fate cards you have played are removed from the game if they are ever in a discard pile.
Limited: Target and bow a Ratling Personality you control: Lose 1 Honor. Discard the top card of each Fate deck.

Watchtower of the East - strongholds
8PS/4GP/3SH
Crab, Crab
Raise the strength of each of your Provinces by the number of dead Personalities in your discard pile. Reduce the strength of each other Province by the number of dead Personalities in its player's discard pile.
Heroic Battle: Target a Hero Personality you control: Raise the Force of each other Personality in his army by the Hero's Yu.

Black Heart of the Empire - winds
Lobbying is not Political for you. You lobby by bowing a Shadowlands Personality regardless of Personal Honor. For purposes of any player lobbying, your Family Honor is considered the total printed Force of all Personalities you control if that total is higher than each other player's.
Battle: Discard the Imperial Favor: Target a unit. Reduce the Force of each card in it to 0. Permanently give its Personality the Shadowlands trait.

Left Hand of the Emperor - winds
Political Battle: Discard the Imperial Favor: Target an attacking unit at the current battlefield opposing a unit you control. Move the target home.
Political Limited: Once per turn, target and bow a Courtier you control: Target a Dishonored Personality. Restore him to Honor.

Right Hand of the Emperor - winds
Political Battle: If you control an opposed Personality at the current battlefield, discard the Imperial Favor: Target a unit you control. Move it to the current battlefield.
Political Limited: Once per turn, target a Personality you control, and discard a card: Target any number of face-up non-Personality cards in your Provinces. Put them on the bottom of your deck and refill the Provinces face-up.

Underhand of the Emperor - winds
Political Open: If it's not your turn, discard the Imperial Favor: Target a Personality controlled by the active player. The player decides whether this Dishonors him. If it doesn't, the player must declare an attack this turn, and you assign the target instead of his controller in each Maneuvers Segment that attack, after his controller assigns during that Segment.
Political Reaction: Once per turn, after you bring a Personality into play by paying his printed cost, target and bow a Courtier you control: Gain 1 Honor.

Voice of the Emperor - winds
Political Reaction: After a Personality bows to pay the cost of a Kiho or Spell, discard the Favor: Target the Personality. Straighten him. Draw a card.
Political Limited: Once per turn, target and bow a Monk or Shugenja you control: Put a Ring into play from your hand; it does not count towards an Enlightenment Victory until it is not in play. If it is still in play when the turn ends, put it in your hand.

A Champion's Heart - events
Permanently gain the ability "Political Reaction: After another player pays a cost of discarding the Favor, target and bow a Personality you control with more than 0 Personal Honor: Gain the Imperial Favor."

A New Wall - events
Search your Dynasty deck for a non-Unique Holding. If you find one, refill this province with the Holding, face-up, and permanently raise its Gold Cost by 1.

A Soul of Thunder - events
Target a Personality you control. If you control him when your next turn begins, gain 4 Honor. Until the game ends, other players may take the action, "Limited: Any number of times per turn, target a Personality you control: He issues an unrefusable challenge to this Event's original target."

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

Boastful Proclamation - events
This Event cannot resolve unless at least one other player controls a Personality.
If the Province this Event resolved from is destroyed by an attacking army before the start of your next turn, then at the end of that battle's resolution, every Personality attacking the Province permanently gains +1F/+1C and the Attacker may draw a card; otherwise, at the start of your next turn, this Province permanently gains +3 Strength and you gain 4 Honor.

Commanding Favor - events
This card enters play in your home. Discarding this card from your home counts as discarding the Imperial Favor to pay a cost.

Enlistment - events
Until the end of the game, during each player's End Phase, he may draw an additional card if he has played any Followers from his hand that turn.

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.

Honor and Glory - events
If you are not a Shadowlands player, then until the game ends, after each time a Personality in an army issues a challenge, his controller gains 2 Honor, and after each time a Personality not in an army issues a challenge, his controller loses 3 Honor.

Kachiko's Kiss - events
If this is the first time a Kachiko's Kiss resolved this game, lose 10 Honor, remove the Imperial Favor from the game, prevent Dark Lord's Favor from being played until the game ends, and shuffle this card into your deck instead of discarding it; otherwise, return the Favor to the game uncontrolled, and end the restriction against playing Dark Lord's Favor.

Naga Storm Mirumoto Mountain - events
The next time this game a player would have two or more of his Provinces destroyed during the same turn, negate the second destruction.

Naming the True Evil - events
This Event cannot resolve if you control a Shadowlands card.
Until the game ends, you may not play Shadowlands cards, Followers you control have +2F while opposing a Shadowlands card, and Personalities you control have +2F/+2C while opposing a Shadowlands card or while in a duel against a Shadowlands Personality.

Regions of Rokugan - events
Beginning with you and proceeding once in turn order, each player may search his Dynasty deck for a Region and attach it to one of his Provinces that does not have a Region, paying all costs.

Severed from the Emperor - events
Discard the Imperial Favor if you control it. Until the game ends, you can not win an Honor Victory, lobby, or control the Imperial Favor, and you have the ability, "Reaction: Any number of times per turn, after an action with a base cost of discarding the Favor targets one of your cards: Lose 5 Honor. Negate the action's effects."

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

Test of the Jade Champion - events
Starting on your left, each player may target one of his Shugenja Personalities, then discard a card. If one player has the highest total of his Shugenja's Chi and card's Focus Value, he gains 3 Honor, and the Shugenja permanently gain Jade Champion and the trait, "Once per turn, when this Personality performs a Kiho action: Waive any cost of bowing him."

The Dark Daughter's Caress - events
Until the beginning of your second turn from now, Shugenja have +1F/+1C while they have the Shadowlands trait, and after each time a Spell or Kiho cast by a Shugenja resolves, permanently give the caster the Shadowlands trait.

Traveling Merchants - events
This card enters play in your home. Put six Merchant tokens on it. While this card is in play, reduce the Gold cost of all Items in the game by the number of Merchant tokens on this card, to a minimum of 1. Remove one Merchant token after each time an Item enters play from a player's hand. Discard this card from your home when it has no Merchant tokens.

Unexpected Confrontation - events
Beginning with you and proceeding once in turn order, each player discards the top card of his Fate deck, targets a card controlled by the player to his left that would be a legal target of a Ranged Attack if in an enemy army, and produces a Ranged Attack against it with strength equal to the discard's Focus value.

Winter Warfare - events
Winter
Until the beginning of your second Events Phase from now, Terrains cannot be played, and actions can not move units to or from battlefields.

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.

Wisdom of the Keepers - event
Each player who controls any Rings gains 5 Honor.

Ashigaru Archers - followers
0F/0C -PH/2G/1HR 1F
You may draw an additional Fate card during your next End Phase after bringing this card into play from your hand.
Battle: Bow this card: Ranged 2 Attack.

Ashigaru Spearmen - followers
1F/0C -PH/2G/1HR 1F
Ashigaru
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 1 Attack.

Berserkers - follower
2F/0C -PH/4G/0HR 1F
Berserker
Battle: Once per battle: Give this card +2F. When Force is compared in this battle's resolution, if this card is in your current army and that army's total Force is not greater than twice the enemy side's, destroy this card after the battle ends.

Bloodsmith - followers
0F/0C -PH/0G/0HR 2F
Spell actions this Personality performs are also Maho action (and produce Maho effects.). This does not add the Maho trait to the Spell card.
You may bow this card instead of this Personality as a cost of casting a Spell or Kiho. Each time you do, Dishonor this Personality.

Bloodspeaker Students - followers
2F/0C -PH/2G/0HR 1F
Lose 1 Honor.
After this card enters play, you may target a Spell controlled by any player. If you do, destroy it; otherwise, permanently give this Personality -2C.
Maho Battle: Fear 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.

Cavalry Scouts - followers
2F/0C -PH/4G/2HR 3F
Cavalry • Scout
Reaction: Before a Ranged Attack destroys a card in this card's army, bow this card: Negate the destruction.
Battle: If this Personality is a Shugenja, bow this card: Give this Personality an element trait. You may take an additional Battle action.

Corrupt Adjunct - followers
4F/0C -PH/4G/0HR 3F
After this card enters play: Dishonor its Personality and permanently give him the Shadowlands keyword.

Crippled Bone Runner - followers
2F/0C -PH/3G/0HR 2F
Ratling • Creature • Scout
This card costs 1 less Gold for Ratling players.
Battle: If this card is at the current battlefield, bow and destroy it: Target a Terrain. Destroy it.

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.

Emerald Magistrates - followers
4F/0C -PH/8G/2HR 3F
Cavalry
Battle: Target a player who controls a card opposing this card. He discards two cards. Reduce this card's Force to 0.

Goblin Chuckers - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Bow this card: Ranged 2 Attack.

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


Kuruma Date - followers
2F/0C -PH/7G/0HR 2F
Undead • Creature • Siege • Shadowlands • Lose 4 Honor.
Ranged Attacks cannot target cards in this unit.
Battle: Bow this card: Target an opposing Follower or an opposing Personality with no Followers. Destroy it.

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

Master of the Bells - followers
2F/0C -PH/3G/1HR 3F
Shugenja
Limited: Bow and destroy this card: Target a Shadowlands card. Destroy it. This may not target a card controlled by a player who controls more than twice as many Shadowlands cards as you control Masters of the Bells.

Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.

Omoidasu - followers
2F/0C -PH/4G/2HR 3F
This card costs 1 less Gold when attaching to a Lion Clan Personality.
Political Reaction: After a duel ends that this Personality won, or after this unit's army destroys a Province and/or an opposing army, bow this card: Either gain 2 Honor or permanently give this Personality +1 Personal Honor.

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.

Ratling Archers - followers
1F/0C -PH/3G/0HR 2F
Ratling Pack • Creature
This card has +2F while attached to a Ratling.
Battle: Ranged 2 Attack.

Saboteur - followers
2F/0C -PH/3G/2HR 3F
Harrier
Reaction: Before you announce playing an Action card, destroy this card: After the Action card resolves, gain 2 Honor if its effects destroyed a card that opposed this card.

Scouting Party - followers
2F/0C -PH/3G/0HR 3F
Scout
This card may perform Battle and Open abilities printed on any Follower in your discard pile as if they were on this card. The action has an additional cost of "Bow this card" if it does not have that cost already.

Shireikan - followers
2F/0C -PH/3G/1HR 3F
Reaction: If this card is a Follower, before this Personality is destroyed: This card permanently becomes a 1F/1C Bushi Personality with 1 Personal Honor aligned with your Faction, and is no longer a Follower. It keeps its current location. Move all cards from the original Personality to this card that this card can legally attach.

Shokushu no Oni - followers
0F/0C -PH/3G/0HR 1F
Oni • Nonhuman • Shadowlands
After this card enters play, permanently give this Personality the Shadowlands trait.
Reaction: When paying for a Spell attaching to this Personality, lose Honor equal to its printed Gold cost: You need not pay its Gold cost.

Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.

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

Strategist - followers
2F/0C -PH/3G/2HR 3F
Battle: If this Personality is a Tactician and opposed, bow this card and discard up to three Battle Action cards and/or Followers: Draw a number of cards equal to the number discarded.

Tactical Advisors - follower
2F/0C -PH/4G/0HR 4F
Battle: Once per battle, if this unit is opposed, discard a card: The enemy leader discards a card at random. Raise this Personality's Force by the Focus Value of the enemy leader's discarded card.

Tattooed Acolytes - followers
2F/0C -PH/2G/2HR 2F
Battle: If this Personality is a Monk and opposed, even if this card is bowed, destroy this card: Draw 2 cards.

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.

The Legion of Two Thousand - followers
5F/0C -PH/9G/1HR 4F
Unique
After this card enters play, you may search your Fate deck for a Follower, show it, and put it in your hand.

Traveling Ronin - follower
4F/0C -PH/7G/1HR 2F
Ronin
Battle/Open: If this card is in your hand: Attach it to your target Personality. At the end of the turn, if this card is in play, you may put it in your hand.

Tsuruchi's Legion - followers
1F/0C -PH/5G/1HR 2F
Naval
Battle: Twice per battle: Ranged 2 Attack.

Wayward Yojimbo - followers
4F/0C -PH/6G/0HR 3F
Reaction: After a Straighten Phase ends, or after another player target this Personality during the Action Phase: Target another Personality you control. Move this card to him.

Weary Attendants - followers
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

A Favor Returned - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Akodo's Grave - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Barley Farm - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Copper Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Corrupt Officials - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Court Chambers - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Crystal Mine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Geisha House - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Gifts and Favors - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Gold Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Honored Sensei - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

House of the Spring Chrysanthemum - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Iron Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kabuki Theater Troupe - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kobune Port - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Kyuden Tonbo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Large Farm - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Lesser Shrine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Marketplace - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Master's Dojo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Obsidian Mine - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Personal Librarian - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Puppet Theater Troupe - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Quartermaster - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Rich Coffers - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Secluded Village - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Secluded Waystation - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine of Courage - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine of the Sun - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Bishamon - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Fukurokujin - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Hotei - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Shrine to Jurojin - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Silk Works - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Silver Mine - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Stables - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Supply Outpost - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Talented Apprentice - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Temple to Shinsei - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

The Shogun's Barracks - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tower of the Ningyo - holding
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Treasure Hoard - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tsudao's Chambers - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Tsuma Dojo - holdings
2F/0C -PH/3G/1HR 2F
Cavalry
This card has the Shugenja trait while attached to a Samurai.
This card has the Samurai trait while attached to a Shugenja.

Asatte - items
+4F/+0C 5G 2F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Ratling, destroy him. Once per turn, after this card enters your discard pile, you may put it in your hand.
Battle: If this card is at the current battlefield: Take a number of consecutive Battle and/or Open actions up to the number of different Tribe traits in this army.

Bronze Lantern - items
+0F/+0C 3G 3F
Nemuranai
Can only attach to a Shugenja. This card costs 2 less Gold for Scorpion Clan players.
Open: Destroy this card: Attach a Nonhuman Jinn Follower token whose Force equals this Shugenja's Chi to this Shugenja. Remove the Jinn from the game when your next turn ends.

Ceremonial Armor - item
+3F/+0C 7G 4F
Armor
Attaches to a Personality with a Gold Cost of 9 or greater paying 4 less Gold.
Ranged Attacks targeting cards in this unit have -2 strength.

Daitan - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Lion Clan, destroy him. Fear effects against cards in this army have -3 strength.
Reaction: After this unit assigns, bow this card: Create a 2F/1C Lion Clan Personality with 2 Personal Honor at this card's location.

Daruma - items
+3F/+0C 4G 4F
Weapon
Attaches to a Crab Clan Personality paying 2 less Gold.

Essence of Tengoku - items
+1F/+0C 2G 3F
Reaction: Before this Personality bows due to another player's card effect, bow this card: Negate this Personality's bowing.

Eyes of Ninube - items
+1F/+0C 3G 3F
This Personality has the Shadowlands trait.
Battle: If this card is opposed: Give this Personality +3F. Target a card opposing him with lower Force and with no attached cards, if possible. Bow the card. Give this Personality -3C. If his Chi equals his minimum Chi, destroy him.

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

Fireworks - items
+0F/+0C 1G 3F
Reaction: After an Event resolves, destroy this card: Gain 2 Honor.
Battle: Destroy this card: Ranged 3 Attack.
Battle: Destroy this card: Fear 2. This Fear has +3 strength versus Creatures.

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.

Hellbeast - items
+2F/+0C 4G 2F
Shadowlands • Lose 4 Honor.
This Personality has the Cavalry trait.
Battle: Fear 2.

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.

Jiyu - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Unicorn Clan, destroy him. You choose the order in which battles resolve.
Battle: If there is a unit in the current enemy army, even if this card is bowed: Move this unit to the current battlefield. Straighten it.

Kettei - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Crab Clan, destroy him. Other players' card effects may not move this Personality home.
Reaction: Once per game, even if this card is bowed, before a Province is destroyed by battle resolution: Negate the destruction.

Kyoryoku - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum of 5 Chi. If he is ever not Phoenix Clan, destroy him.
Personalities in this army may perform Spells in your hand as if they were Kihos, ignoring Gold cost.
Reaction: After a Spell enters play from your hand: Draw a card.

Menhari-gata - items
+1F/+0C 4G 2F
This Personality has the Tactician keyword.
Tactical Battle: Discard a card: Reduce the Force of a target Personality opposing this card by the discarded card's Focus Value.

Miya's Map - items
+2F/+0C 3G 2F
Battle: Discard a Formation or Terrain: Target a Formation or Terrain at this unit's battlefield. Destroy it.

Nokemono - items
+5F/+0C 6G 4F
Weapon • Unique • Shadowlands • Lose 4 Honor.
This Personality has a minimum Chi of 5. If he is ever not Shadowlands, destroy him. Fear produced by cards in this army also affects Personalities in the affected units.
Battle: Fear 4.

Obi of Silence - items
+3F/+1C 4G 3F
This Personality cannot issue challenges.
Reaction: After this Personality is challenged, bow this card: Draw a card.
Limited: If your Fate deck is empty, even if this card is in your discard pile: Shuffle your Fate discard pile into your deck. Until the end of the game, you may not draw cards outside of your End Phase.

Obsidian Mirror - items
+0F/+0C 8G 3F
Limited: Bow this Personality: Target a player. Lose 1 Honor. Name a card. If that player has any copies of the named card in his hand, he discards one.

Ruby of Iuchiban - exp - items
+0F/+0C 7G 4F
Experienced • Unique • Lose 4 Honor.
You must target a bowed Personality, other than the one this card is attaching to, as an additional cost of playing or overlaying this card. Until this card is not in play, the target may not straighten.

Shinjitsu - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Scorpion Clan, destroy him. Ninja you control add their Force to their unit even while bowed.
Battle: Bow this card: Target a unit you control and a unit opposing it that has the same or fewer cards. Move both home.

Shinjo Horsebow - items
+0F/+0C 2G 2F
Weapon
Battle: Bow this card: Ranged 2 Attack.
Battle: If this Personality is Cavalry, bow him: Ranged 4 Attack.

Shori - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Mantis Clan, destroy him.
You may pay 1 Gold instead of bowing a Human Personality to pay a cost of a Raid action or an action that produces a Ranged Attack.

The Trickster's Mask - items
+0F/+0C 4G 3F
You may bow this card instead of this Personality to pay a cost of an action this Personality is performing. If you do, he cannot perform that action or bow to pay for that action until the turn ends.

Tomodachi - items
+4F/+0C 6G 4F
Weapon • Unique This Personality has a minimum Chi of 5. If he is ever not Crane Clan, destroy him. Cards you focus go to the bottom of your deck, along with your Focus Pool, instead of to your discard pile.
Reaction: After a duel ends that you won: Target a Personality. Straighten him.

Tsi Blade - items
+2F/+1C 4G 3F
Weapon
Reaction: After this Personality assigns, bow this card: Draw a card.

Utaku Saddle Cutter - items
+4F/+0C 4G 2F
Weapon
After this card enters play from your hand, Dishonor this Personality.

Yogen - items
+4F/+0C 6G 4F
Weapon • Unique
This Personality has a minimum Chi of 5. If he is ever not Dragon Clan, destroy him. Before each turn ends, put all discarded Rings in your discard pile into your hand.
Open: Target and discard a Ring you control: Target a Ring or Personality you control. Straighten it.

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.

Achirin - personalities
1F/1C -HR4G/1PH/

Ratling • Creature • Shugenja • Third Whisker Tribe • Loyal
You may include up to 6 copies of this card in your deck.
While you control at least 3 Third Whisker Tribe Ratlings, Achirin has the ability "Limited: Bow Achirin: Target a face-down card that is not in play. Turn it face-up."

Air Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Air Dragon cannot be targeted by Ranged Attacks or by the effects of Spells or Kihos.

Akodo Anshiro - personalities
2F/3C 6HR7G/3PH/

Lion Clan Samurai • Duelist • Tactician
Tactical Reaction: After a Personality moves to a battlefield opposing Anshiro: Target the Personality. Anshiro issues him an unrefusable challenge.

Akodo Ieshige - personalities
3F/4C -HR7G/2PH/

Lion Clan Samurai • Bloodspeaker
While he is at the current battlefield, Ieshige gains +1F before each action resolves that was announced by a player who controls an opposing unit.

Akodo Kobi - personalities
4F/5C 0HR10G/2PH/

Lion Clan Samurai • Tactician • Unique • Soul of Ginawa Experienced 3
Battle: Target a face-up Human Personality in the current Province. Bring him into play in your current army and under your control, ignoring costs and entering-play effects. Discard him to his owner's discard pile after the battle ends.

Akodo Natsu - personalities
1F/3C 5HR7G/3PH/

Lion Clan Samurai • Tactician • Soul of Akodo Yobi
Tactical Reaction: After a Terrain enters play from your hand: Draw a card. (Natsu need not be at the current battlefield.)

Akodo Rokuro - personalities
2F/3C 0HR6G/3PH/

Lion Clan Samurai
Reaction: Before another player's card effect bows a Lion Clan Personality you control: Negate the bowing.

Asahina Kasai - personalities
2F/4C 5HR8G/3PH/

Crane Clan Fire Shugenja • Courtier
Political Limited: Bow Kasai: Look at the top 4 cards of your Fate deck. You may rearrange them. You may show one, then put it in your hand, if it is an Action card and any of its abilities unconditionally produce challenges.

Asahina Yoshino - personalities
1F/3C 3HR8G/2PH/

Crane Clan Air Shugenja
Reaction: When paying a Gold cost, bow Yoshino and discard a card: Produce Gold equal to the discard's Focus value.

Asako Kinuye - personalities
4F/4C -HR8G/0PH/

Phoenix Clan Monk • Bloodspeaker • Shadowlands • Lose 3 Honor.
Kinuye need not bow to cast Maho Kihos.

Asako Saeko - personalities
3F/3C -HR8G/0PH/

Phoenix Clan Shugenja • Bloodspeaker
Maho Reaction: After an opposing Personality recieves a Chi penalty: Target the Personality. Give him another Chi penalty of the same amount until the turn ends.

Asako Takakazu - personalities
2F/3C -HR7G/3PH/

Phoenix Clan Air Shugenja
Reaction: After a Spell you control is destroyed, bow Takakazu: Target the Spell, even if it is in a discard pile. Attach it to Takakazu, ignoring costs, instead of putting it in the discard pile. Remove it from the game after the next time this game it leaves play.

Ashi - personalities
2F/3C -HR5G/2PH/

Ratling • Tattered Ear Tribe • Creature • Soul of Rik'tik'ticheck
Ashi has the Tactician trait while defending.

Ashura - personalities
5F/5C -HR10G/0PH/

Cavalry • Nonhuman • Shadowlands • Lose 5 Honor.
After each time Ashura is destroyed while at a battlefield, target and destroy a Follower, or a Personality without Followers, at that battlefield.
Battle: Fear 4.

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 Baku - exp 3 - personalities
3F/4C -HR7G/1PH/

Scorpion Clan Samurai • Spy • Experienced 3 • Unique • Soul of Bayushi Kamnan Experienced
Limited: Permanently reduce Baku's Chi by 2: Target up to 4 face-down cards. Look at them. You may pay 2 Gold as a cost to discard one.

Bayushi Paneki - exp 3 - personalities
6F/5C -HR13G/3PH/

Scorpion Clan Samurai • Clan Champion • Tactician • Experienced 3 • Unique • Loyal • Defender of the Empire
Other players' hands are face-up. You may take Limited actions as well as Open actions during other players' Action Phases.
Limited: If it is your turn: Target a card in your hand and a card in another player's hand. Switch them.

Bayushi Saya - personalities
2F/3C -HR7G/1PH/

Scorpion Clan • Samurai • Courtier
Political Open: Target a Personality. After the next time this turn his controller assigns him or an action resolves that he performed, his controller loses Honor equal to his Personal Honor, then he is dishonored.

Bayushi Shintaro - personalities
2F/4C -HR7G/2PH/

Scorpion Clan Governor • Samurai • Courtier
Political Open: Target a Dishonored Personality. Bow him.

Bayushi Shusui - personalities
3F/3C -HR8G/1PH/

Scorpion Clan Student of Bitter Lies • Samurai • Ninja
After each Action card you play resolves, give Shusui +1F.
Battle: If you are a Scorpion Clan player, pay 3 Gold: Draw 3 cards. Destroy Shusui when the Battle Action Segment ends.

Bayushi Sunetra - exp 2 - personalities
6F/5C -HR13G/2PH/

Scorpion Clan Samurai • The Underhand • Ninja • Duelist • Experienced 2 • Unique • Loyal
Limited: Target and bow a Ninja Personality you control: Target a Personality controlled by another player. Lose 4 Honor. Give the other player's Personality -3C.
Reaction: After a Maneuvers Segment ends: Assign Sunetra.

Bayushi Tsuneari - personalities
4F/3C -HR8G/1PH/

Scorpion Clan Samurai • Courtier
The first time each phase an ability on a Personality targets Tsuneari, negate its effects.

Bayushi Utamuro - personalities
5F/4C -HR9G/1PH/

Scorpion Clan Samurai
Reaction: If Utamuro is at the current battlefield, after the Resolution Segment begins, destroy him: Target up to 2 units opposing Utamuro that each have a lower total Gold cost than his unit does. Destroy them.

Boshanai - personality
2F/1C -HR3G/0PH/

Shadowlands • Nonhuman • Goblin
After Boshanai enters play: Lose 4 Honor.
After an End Phase begins, if this card was destroyed this turn by a battle resolution or for losing a duel: You may bring it into play from your discard pile, ignoring costs.

Brukash - personalities
4F/2C -HR6G/0PH/

Goblin Ravager • Nonhuman • Shadowlands • Lose 4 Honor.
Battle: Target and destroy a Goblin you control in Brukash's army: Brukash produces Fear with a strength equal to the Goblin's Force. This Fear affects Personalities as if they were Followers.

Chuda Mishime - personalities
3F/3C -HR6G/0PH/

Shugenja • Bloodspeaker • Shadowlands • Lose 3 Honor.
Maho Open: Target a Personality. Reduce his Chi to his printed Chi.
Maho Limited: Bow Mishime, and target and remove from the game a dead Personality in any discard pile who was most recently destroyed due to having 0 Chi: Lose 2 Honor. Create a 2F/2C Undead Shadowlands Personality.

D'gr'n-ki - personalities
2F/3C -HR6G/1PH/

Ratling Predator • Stained Paw Tribe • Creature
D'gr'n-ki costs 1 less Gold for each Ratling with a printed Gold cost above 6 you have in play or dead in your discard pile.
Battle: Bow D'gr'n-ki: Ranged 2 Attack, or Ranged 4 Attack if the target is a Ratling or a Human.

Daidoji Akagi - personalities
1F/3C 0HR5G/2PH/

Crane Clan • Samurai • Scout
Battle: Bow Akagi: Ranged 2 Attack.
Reaction: After you target a Ranged Attack from an action that Akagi performed, even if he is bowed, discard a card: Increase the Ranged Attack's strength by the card's Focus Value.

Daidoji Minoru - personalities
2F/3C 3HR8G/3PH/

Crane Clan Courtier • Harrier Liaison
Political Battle: Target and bow a Wind you control: Target a unit and a battlefield it is not at. If it would be opposed, move it to the battlefield and straighten it.

Daidoji Ryunosuke - personalities
2F/3C -HR6G/2PH/

Crane Clan Samurai • Harrier
Ranged Attacks may not target Ryunosuke's Followers.
Battle: Once per battle, if you control a Terrain: Target an opposing Personality: Give him -3F.
Battle: Once per battle, if another player controls a Terrain: Target up to 2 Personalities that player controls at Ryunosuke's battlefield. Bow them.

Daigotsu - exp - personalities
6F/6C -HR11G/1PH/

Shadowlands Dark Lord • Champion • Shugenja • Duelist • Experienced • Unique
Will only join a Shadowlands player.
After each action resolves, give the Shadowlands trait to all Personalities who performed it.
Open: Target and bow a Shadowlands card controlled by any player: Target a Shadowlands card. Bow or straighten it.

Daigotsu Koshiro - personalities
4F/4C -HR4G/0PH/

Samurai • Shadowlands • Soul of Moto Tsume • Lose 4 Honor.
Will not join a player with more than 0 Family Honor.
After the beginning of a Battle Action Segment of a battle Koshiro is in, bow all other Personalities in Koshiro's army with a Personal Honor greater than 0.

Doji Domotai - personalities
1F/3C 0HR4G/2PH/

Crane Clan Samurai • Soul of Doji Reju
If Domotai ties in a duel, she wins the duel instead of losing.

Doji Katsura - personalities
2F/3C 4HR7G/3PH/

Crane Clan Samurai • Courtier
After Katsura enters play from a Province, gain Honor equal to the number of Winds you control.

Doji Kurohito - exp 3 - personalities
5F/6C 10HR12G/5PH/

Crane Clan Samurai • Clan Champion • Courtier • Duelist • Experienced 3 • Unique • Loyal • The Left Hand
Political Reaction: When paying a cost of discarding the Imperial Favor: Kurohito pays that cost.
Duelists in this army have the ability, "Political Battle: Target an opposing Personality. Issue him an unrefusable challenge."

Doji Saori - personalities
2F/3C 5HR8G/4PH/

Crane Clan Samurai • Courtier • Duelist
Open: Bow Saori: Target an unbowed Duelist Personality you control and a Personality controlled by another player; they must oppose each other if it is an Attack Phase. Your Personality issues the other an unrefusable challenge. Bow the loser.

Doji Seo - personalities
2F/4C 5HR8G/3PH/

Crane Clan • Samurai • Duelist
Challenges Seo issues while she is in an army can not be refused.
Battle: If Seo is attacking a player with less Family Honor than you: Raise Seo's Force by her Personal Honor.

Doji Toshinobu - personalities
3F/3C 5HR7G/3PH/

Crane Clan Samurai • Courtier
Political Reaction: Before any player gains Honor, bow Toshinobu: Lose 1 Honor. Negate the gain.

Doji Yoshiaga - personalities
1F/3C 5HR7G/3PH/

Crane Clan Courtier
Political Open: Discard the Imperial Favor: Gain 2 Honor.

Earth Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Until the turn ends, Earth Dragon has +5F while defending.

Ep'kee - personalities
3F/2C -HR5G/1PH/

Ratling General • Green-Green-White Tribe • Bushi • Creature • Soul of Z'orr'tek
Reaction: After an opposing Personality gains a Force bonus, bow Ep'kee: Lower the bonus to +0F until the turn ends.

Fire Dragon - personalities
7F/4C 10HR12G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Battle: Bow Fire Dragon: Two consecutive Ranged 5 Attacks.
Elemental Battle: Bow Fire Dragon: Ranged 10 Attack.

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

Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.

Gran-otik - personalities
0F/2C 0HR3G/1PH/

Ratling • Creature • Scout • Soul of Purusha • Loyal
Reaction: After the Battle Action Segment begins of a battle Gran-otik is at, bow Gran-otik: Ranged 3 Attack.

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 Kuon - exp 4 - personalities
12F/5C -HR13G/3PH/

Crab Clan Samurai • Clan Champion • Berserker • Hero • Yu 10 • Experienced 4 • Unique • Loyal • The Jade Crab
Other players' card effects may not bow Hero Personalities at Kuon's location. Each other player must discard a card as a cost the first time each phase he targets a Personality you control.
Battle: Target a unit with less Force than this unit. Bow it.

Hida Kyuwa - personalities
3F/1C -HR5G/1PH/

Crab Clan Berserker
Reaction: After a Heroic action targets Kyuwa, even if Kyuwa is bowed: Draw a card.

Hida Reiha - exp - personalities
4F/4C 2HR8G/2PH/

Crab Clan Samurai • Hero • Yu 5 • Experienced • Unique
Followers have Yu +2 while attached to Reiha.

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

Crab Clan Berserker
Shuzo has +1F for each other Crab Clan Personality in play.

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.

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

Crab Clan Samurai • Yu 3
While Sozen is in an army and no unit opposing him has greater total Force than his unit does, Sozen cannot be destroyed except as a cost or by your card and Stronghold effects. (This does not protect attached cards from effects that destroy his entire unit.)

Hida Tenshu - personalities
6F/1C -HR7G/0PH/

Crab Clan Berserker • Soul of Hida Amoro
Cannot attach Armor.
Destroy Tenshu after a battle ends if he was at its battlefield when it resolved and his army's total Force was less than or equal to twice the other army's.

Hida Tonoji - personalities
7F/3C -HR9G/1PH/

Crab Clan Berserker • Bushi • Fourth Legion Commander
Bow Tonoji at the start of each of your Dynasty Phases if he was not in an attacking army that turn.

Hida Tsunesaburo - personalities
4F/3C 0HR8G/1PH/

Crab Clan Samurai • Hero • Yu 3
Reaction: After a Heroic action targets Tsunesaburo: Give Tsunesaburo +3F.

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

Crab Clan Samurai • Yu 2
Battle: Target a Follower in your discard pile. Attach it to Tamiyo, paying all costs.

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.

Hiruma Yataro - personalities
4F/2C -HR7G/1PH/

Crab Clan Berserker
Yataro has +2F/+1C while opposed.
In duels in which he was challenged, Yataro uses his Force instead of the stat specified in the duel.

Hitomi Kazu - personalities
2F/4C 4HR7G/2PH/

Dragon Clan Monk
After each time Kazu assigns to attack, switch his printed Force and Chi and gain 2 Honor.

Hitomi Munoto - personalities
4F/3C -HR8G/1PH/

Dragon Clan Monk • Tattooed • Unique • Soul of Hitomi Akuai Experienced
Reaction: Any number of times per turn, before an Event resolves for another player: Target the player. He decides whether Munoto negates the Event's effects or permanently gains +2F/+2C.

Hitomi Suguhara - personalities
4F/4C -HR8G/1PH/

Dragon Clan Monk • Tattooed • Tenth Legion Commander
Battle: Once per battle, target and bow a Ring you control: Target an opposing Personality. Suguhara issues him an unrefusable challenge to a duel of Force. Bow the loser.

Hoshi Matsuta - personalities
2F/4C 2HR7G/2PH/

Dragon Clan Monk
Matsuta has +2F for each Ring you control.
Limited: Bow Matsuta, and target and bow a Ring you control: Target an Event in your discard pile. Shuffle it into your deck. After the next time this game an Event with that name resolves for you, remove that Event from the game.

Ik'krt - personalities
2F/1C -HR4G/1PH/

Ratling Scout • Grasping Paw Tribe • Creature
Reaction: Before an action performed by an opposing Follower resolves, bow Ik'krt: Negate the action's effects.

Ik'krt - exp - personalities
3F/3C -HR6G/1PH/

Ratling Scout • Creature • Experienced • Unique
Players must target and bow a Follower they control at Ik'krt's battlefield as an additional cost of taking an action on a Follower opposing Ik'krt.
Limited: Target a Ratling Follower in your discard pile. Put it in your hand.

Ikoma Korin - personalities
3F/3C 4HR6G/2PH/

Lion Clan Samurai
Korin has +1F/+1C while opposing, or in a duel with, a Shugenja, or a Courtier, or any Personality controlled by a player who controls the Voice of the Emperor.

Ikoma Kosaku - personalities
3F/4C 6HR8G/3PH/

Lion Clan Samurai • Tactician
Reaction: After Kosaku assigns to attack: Target a face-up Lion Clan Personality in one of your Provinces. Reduce his Gold cost by 2, to a minimum of 3, until the turn ends.

Ikoma Otemi - exp 2 - personalities
8F/5C 6HR11G/4PH/

Lion Clan Samurai • Clan Champion • Cavalry • Tactician • Experienced 2 • Unique • Loyal • The Right Hand
Reaction: If Otemi assigned to the current battlefield this attack, after the Battle Action Segment begins, discard your hand: Draw cards equal to the number of units in this army, or 5, whichever is greater.

Isawa Miliko - personalities
3F/3C 4HR7G/2PH/

Phoenix Clan Air Shugenja
While Miliko is in an army, reduce the cost of Spells you own by the number of Spells in that army.
Reaction: After Miliko assigns to a battlefield: Target a Shugenja at that battlefield. Give the target the Samurai and Yojimbo traits until the turn ends.

Isawa Nomi - personalities
1F/4C 0HR8G/4PH/

Phoenix Clan Earth Shugenja • Unique • Soul of Isawa Osugi
Nomi may have only one Spell attached. Nomi may not gain the Shadowlands trait. Once per turn, when attaching a Spell to Nomi, you may reduce its Gold cost to 0.

Isawa Sawao - personalities
0F/2C 6HR4G/2PH/

Phoenix Clan Fire Shugenja • Duelist • Soul of Isawa Hochiu
Elemental Battle: Once per battle: Target an opposing Personality. Sawao issues him an unrefusable challenge. Bow the loser.

Isawa Sho - personalities
4F/3C -HR8G/0PH/

Phoenix Clan Shugenja • Bloodspeaker
Maho Battle: Target and destroy a Shugenja you control at the current battlefield: Target a Personality opposing that Shugenja. Reduce his Chi by the Shugenja's Chi.

Isawa Sotatsu - personalities
2F/3C 5HR7G/3PH/

Phoenix Clan Earth Shugenja
Reduce the strength of Ranged Attacks against cards in Sotatsu's army by the number of Spells in Sotatsu's army.
Once per turn, after a Spell resolves that Sotatsu cast, gain 1 Honor, or gain 2 Honor if she was at the current battlefield when it was announced.

Isawa Sueno - personalities
3F/4C 6HR8G/3PH/

Phoenix Clan Hero • Air Shugenja • Singular
Reaction: If your Stronghold is City of Remembrance or Temple of the Eight Guardians, after an Unaligned Dragon enters play from one of your Provinces, pay 2 Gold: Gain Honor equal to the Dragon's Personal Honor.
Elemental Open: Even if Sueno is bowed: Target an Unaligned Dragon. Straighten it.

Isawa Toshiji - personalities
2F/4C 6HR6G/3PH/

Phoenix Clan Judge • Shugenja • Courtier • Soul of Isawa Mitori
Battle: Bow Toshiji and discard a Kiho or Spell: Each other player who controls an unbowed Personality at Toshiji's battlefield may discard a Spell or Kiho. Each such player who does not must target an unbowed Personality he controls at Toshiji's battlefield. Bow them.

Iuchi Hira - personalities
2F/3C -HR7G/2PH/

Unicorn Clan Air Shugenja • Cavalry • Baraunghar • Soul of Iuchi Katta
Limited: Target a Unicorn Clan Personality you control. Straighten him.

Iuchi Ryoi - personalities
4F/4C -HR8G/1PH/

Unicorn Clan Shugenja • Cavalry • Bloodspeaker
Maho Limited: Target an Item. Put it in its owner's hand. You may then remove an Item in your hand or discard pile from the game. If you do not, permanently give Ryoi -2C.

Iuchi Tsung - personalities
3F/3C 2HR8G/2PH/

Unicorn Clan Air Shugenja • Cavalry • Baraunghar
Battle: Target and destroy a Spell you control in Tsung's army: Attach to Tsung a Cavalry Follower token with a Force equal to the Spell's Focus value.

Kaiu Hisayuki - personalities
3F/2C -HR6G/1PH/

Crab Clan • Samurai
Increase by 1 all Force bonuses Hisayuki receives from abilities on cards that are not in this unit. These increases last as long as the bonuses do.

Kakita Funaki - personalities
1F/3C 5HR7G/3PH/

Crane Clan Samurai • Courtier • Duelist
Political Limited: Bow Funaki: Target a Personality controlled by another player. He may challenge Funaki. If he does not, his abilities may not be used until your next turn begins.

Kakita Mai - exp - personalities
0F/2C 0HR7G/3PH/

Crane Clan Courtier • Experienced • Unique • Soul of Kakita Ichiro Experienced
Political Limited: Discard the Imperial Favor: Target an unbowed Personality you control and a Personality controlled by another player. Yours challenges the other. He must lose 4 Family Honor as a cost to refuse. This loss may not be modified.

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

Crane Clan Samurai • Duelist • Unique
Political Reaction: After a challenge Nakazo issued is refused: Gain 3 Honor.

Kakita Osei - personalities
2F/3C 4HR7G/2PH/

Crane Clan Courtier • Harrier Liason
Reaction: After Osei enters play from a Province: Search your Dynasty deck for a Holding. Put it into play bowed, paying all costs.
Limited: Target a Holding that produced Gold to pay for a Follower, Item, or Spell this turn. Straighten the Holding.

Kan'ok'ticheck - exp 2 - personalities
6F/4C -HR9G/2PH/

Ratling Clan Chieftain • Clan Champion • Creature • The One Tribe • Experienced 2 • Unique • Loyal
Once per turn, you may play an Action card from any discard pile. After it resolves, remove it from the game.
Battle: Any number of times per turn, target and bow two Ratlings you control in this army: Target an opposing card with no attached cards. Destroy it.

Matsu Agoro - personalities
2F/2C 5HR4G/2PH/

Lion Clan Samurai • Deathseeker
Battle: Fear 3.

Matsu Hyun - personalities
2F/3C 6HR4G/2PH/

Lion Clan Samurai • Poet
Open: Bow Hyun: Target a Tactician. Straighten him.

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

Lion Clan Samurai
Miyahara has +1F for each other Lion Clan Samurai in her army.

Matsu Reishiko - personalities
4F/4C 5HR8G/2PH/

Lion Clan Samurai
After each time a Personality with less Chi than Reishiko moves into a defending army opposing her, the Personality's controller discards a card. (This does not apply to assigning.)

Matsu Takenao - personalities
4F/4C 6HR7G/2PH/

Lion Clan Samurai • Emerald Magistrate
After Takenao enters play, you may permanently reduce his Chi by 2 as a cost to target another Personality. If you do, then until the game ends, that Personality has +2F while attacking.

Matsu Taniko - personalities
3F/3C 5HR7G/2PH/

Lion Clan Samurai • Unique
Reaction: Once per battle, after a Tactical action you took resolves: Draw a card. (Taniko need not be at the current battlefield.)

Mirumoto Gonkuro - personalities
2F/4C -HR5G/3PH/

Dragon Clan Samurai • Soul of Mirumoto Daini

Mirumoto Kawanari - personalities
3F/3C 2HR7G/3PH/

Dragon Clan Samurai
Battle: If Kawanari is defending at the current battlefield, destroy him: Target up to two face-down Personalities attached to your Provinces. Bring the targets into play, face-up, at the current battlefield, reducing each one's Gold cost by 7 and paying remaining costs.

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

Dragon Clan Samurai • Duelist
After the end of the first duel Kenzo wins each turn, he permanently gains +1 Personal Honor and +2F.

Moshangoru - personalities
6F/3C -HR6G/0PH/

Ogre Bandit • Nonhuman • Shadowlands • Lose 2 Honor.
If Moshangoru is destroyed during a battle, the enemy leader gains the ability, "Reaction: Once per game, when paying a Gold cost: Produce 5 Gold." until his next turn ends.

Moshi Amika - personalities
1F/3C -HR6G/1PH/

Mantis Clan • Shugenja • Daimyo
Battle: Bow Amika: Ranged 4 Attack.

Moshi Kekiesu - personalities
3F/3C -HR7G/1PH/

Mantis Clan Shugenja • Bloodspeaker • Naval
Maho Battle: Bow Kekiesu: Ranged 2 Attack that is compared against Chi and that may target a Personality with attached Followers. The strength of this Ranged Attack may not be increased.

Moto Chagatai - exp 3 - personalities
8F/5C -HR13G/2PH/

Unicorn Clan Samurai • Clan Champion • Tactician • Cavalry • Baraunghar • Junghar • Khol • Experienced 3 • Unique • Loyal • The Khan
Action cards owned by other players may not move Unicorn Clan Personalities you control.
Reaction: Once per game, after this army destroys a Province: Gain an additional Province to the right of your rightmost Province.

Moto Chen - personalities
4F/3C 0HR9G/3PH/

Unicorn Clan Junghar • Cavalry • Tactician • Unique
Chen cannot lobby. Chen can attach two Weapons. Being Dishonored does not affect Chen's maximum Personal Honor.

Moto Latomu - personalities
4F/4C -HR9G/1PH/

Unicorn Clan Samurai • Cavalry
Latomu costs 1 less Gold if you control the Right Hand of the Emperor.
Reaction: After an action moves Latomu to a battlefield, you may bow him: Ranged 2 Attack, or Ranged 4 Attack if you bowed him.

Nachin'check - personalities
2F/2C -HR4G/1PH/

Ratling • Creature • Bushi
After Nachin'check enters play, you may give him a Tribe trait that another Ratling Personality you control has. This trait lasts until Nachin'check is not in play.

Otomo Taneji - personalities
0F/2C -HR3G/2PH/

Unaligned Courtier • Samurai • Gain 1 Honor.

Pep'trchek - personalities
2F/2C -HR5G/2PH/

Ratling Commander • Crippled Bone Tribe • Creature • Soul of Mat'tck
Battle: Once per battle: Target a Ratling Personality you control in Pep'trchek's army. For each Ratling Follower in the target's unit, give the target +1F.

Por'ee-rep - personalities
3F/3C -HR6G/1PH/

Ratling Scavenger • Creature
Open: If it is another player's Action Phase, bow Por'ee-rep: Target a Gold-producing Holding you control. Straighten it.

Ratling Conjuror - personalities
1F/2C -HR4G/0PH/

Ratling Shugenja • Creature
Cannot attach Spells with a Gold cost greater than 3.
Open: Bow Ratling Conjuror and discard a card: Give all Ratlings +1F.

Ratling 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.

Shadow Dragon - exp - personalities
7F/4C -HR15G/0PH/

Creature • Cavalry • Ninja • Experienced • Unique • Shadowlands
Shadow Dragon cannot bow. After your Straighten Phase ends, if Shadow Dragon is dead in your discard pile, you may bring it into play, paying all costs.
Battle: Move Shadow Dragon home from the current battlefield: Target a non-Unique Personality. Gain control of him. Move him to your current army (instead of your home, if necessary). After the battle, give control of him to the player this took him from.

Shiba Hayama - personalities
2F/4C -HR7G/1PH/

Phoenix Clan Samurai • Bloodspeaker
Maho Open: Target and bow a Shugenja you control: Raise Hayama's Force by the Shugenja's Chi. Attach a 1F Undead Shadowlands Follower token to Hayama.

Shiba Mirabu - exp 3 - personalities
6F/5C 6HR11G/4PH/

Phoenix Clan Samurai • Clan Champion • Duelist • Experienced 3 • Unique • Loyal • Shiba's Soul
Personalities in this army have a Force bonus equal to the number of different element traits in this army.
Battle: Even if Mirabu is bowed or dead: Straighten all Shugenja in your current army.

Shiba Ningen - exp - personalities
3F/4C 8HR7G/3PH/

Phoenix Clan Master of the Void • Shugenja • Experienced • Unique
Elemental Reaction: After you draw a card, discard a card: Draw a card.

Shiba Tsukimi - personalities
1F/2C 4HR6G/3PH/

Phoenix Clan Samurai • Soul of Shiba Tetsu
Battle: Once per battle: Target a Shugenja in Tsukimi's army. Raise Tsukimi's Force by the Shugenja's Chi.

Shinjo Fuyuko - personalities
4F/3C -HR8G/1PH/

Unicorn Clan Samurai • Scout • Cavalry
Recon Open: If it is the Action Phase: Target a Province. During battles at that Province, you may take the action "Battle: Any number of times per turn: Target a Personality you control. Attach an Item to him from your hand, reducing its Gold cost by 2 to a minimum of one and paying all remaining costs. If this attached an Item, draw a card."

Shinjo Nakaga - personalities
3F/3C 4HR8G/2PH/

Unicorn Clan Samurai • Cavalry • Tactician • Junghar • Unique • Soul of Shinjo Yasamura Experienced
After Nakaga enters play, draw a card.

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

Unicorn Clan Samurai • Cavalry • Magistrate • Junghar • Soul of Shinjo Tashima
Shuilong has +2F/+2C while opposing, or in a duel against, a Human Personality with a Personal Honor of 0.
Limited: Bow Shuilong: Target a Bandit, Pirate, or Unaligned Samurai. Shuilong issues him an unrefusable challenge.

Shinjo Tianyi - personalities
4F/3C 0HR8G/3PH/

Unicorn Clan Samurai • Cavalry • Junghar
Tianyi has +2F while it is another player's turn.
Open: Bow Tianyi, or target and bow a Weapon you control: Target a Personality who attacked you since the end of your last turn. Bow him.

Shinjo Xushen - personalities
3F/3C -HR8G/1PH/

Unicorn Clan Bushi • Cavalry • Baraunghar
While it is an Attack Phase and Xushen assigned during the attack's Infantry Maneuvers Segment, Xushen has +1F and Ranged Attacks from actions he performs have +1 strength.
Battle: Bow Xushen: Ranged 3 Attack.

Shio no Oni - personality
5F/4C -HR8G/0PH/

Shadowlands • Nonhuman • Oni After Shio enters play: Lose 4 Honor.
Battle: Destroy a target Region attached to the current battlefield's province. Give Shio a +1F token.

Shosuro Dazai - personalities
1F/2C -HR5G/1PH/

Scorpion Clan Air Shugenja • Courtier
Political Open: Bow Dazai: Target a Dishonored Personality. His controller loses 3 Honor. This cannot reduce the player's Family Honor below the target's Honor Requirement unless it is "-".

Shosuro Higatsuku - personalities
3F/2C -HR7G/1PH/

Scorpion Clan Instigator • Courtier
Political Battle: Bow Higatsuku: Target an opposing Personality with greater Chi than Higatsuku. He challenges Higatsuku.

Shosuro Maru - personalities
0F/2C -HR6G/1PH/

Scorpion Clan Distracter • Courtier • Soul of Yogo Asami
Open: Bow Maru: Target a player. He targets an unbowed Personality he controls. Bow the Personality.

Shosuro 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 Ohan - personalities
2F/3C -HR7G/1PH/

Scorpion Clan Courtier
Political Reaction: Before another player gains Honor, bow Ohan: You gain the Honor instead. Use this only if the gain is less than Ohan's Chi and is not a result of a battle or duel, and its player is above his Starting Family Honor.

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

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

Shukumei - personalities
4F/4C -HR7G/0PH/

Shugenja • Bloodspeaker • Shadowlands • Lose 5 Honor.
After Shukumei enters play, target a Personality. (Shukumei must target himself if there are no other Personalities in play.) Permanently give the target -1F/-1C. This is a Maho effect.

Skub - personalities
5F/1C -HR6G/0PH/

Goblin • Shadowlands • Nonhuman
Lose 4 Honor.

Tamori Aoki - personalities
2F/3C 0HR6G/2PH/

Dragon Clan Air Shugenja • Soul of Agasha Gennai
Reaction: Before you draw a card during your End Phase, discard a card: Draw an additional card after it.

Tamori Noriko - personalities
2F/3C 0HR7G/2PH/

Dragon Clan Earth Shugenja
You may play a Ring in your discard pile by its own text with an additional cost of bowing Noriko. You may play only one Ring per turn this way regardless of how many Tamori Norikos you control.

Tamori Shiki - exp - personalities
3F/4C 2HR8G/2PH/

Dragon Clan Air Shugenja • Tattooed • Experienced • Unique
Reaction: Once per phase, after a Personality enters play: Target a Personality. Bow or straighten him.

The Maw - personalities
7F/6C -HR10G/0PH/

Oni • Nonhuman • Tactician • Unique • Shadowlands Lose 8 Honor. The Maw cannot attach Items.
Tactical Battle: Target an opposing unit. Move it home bowed.

Thunder Dragon - personalities
7F/4C 10HR12G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Battle: Once per battle: Target an opposing Personality. Bow him.

Togashi Kansuke - personalities
4F/4C 4HR7G/2PH/

Dragon Clan Samurai • Student of the Tao • Tattooed
Kansuke may cast Kihos as if he were a Monk.

Togashi Kazuki - personalities
4F/4C 0HR8G/2PH/

Dragon Clan • Monk • Samurai
Kazuki has +1F for each Ring you control.
Open: Target another of your Personalities. Set his Force to Kazuki's Force or his Chi to Kazuki's Chi.

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

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

Togashi Satsu - exp 2 - personalities
7F/6C 4HR13G/4PH/

Dragon Clan Samurai • Clan Champion • Monk • Shugenja • Dragon • Cavalry • Duelist • Experienced 2 • Unique • Loyal • Scion of Togashi
Satsu need not bow to cast Kihos.
Reaction: Even if Satsu is bowed, after a Resolution Segment begins: Target a Personality. Raise his Force by Satsu's.

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.

Tsurayuki - personalities
5F/4C -HR9G/0PH/

Mantis Clan Orochi • Creature • Cavalry • Naval
Cannot attach cards other than Storm Rider Followers.
Storm Riders have the Cavalry trait while attached to Tsurayuki.

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 Etsui - personalities
4F/3C -HR8G/1PH/

Mantis Clan Bushi • Pirate • Naval
Raid Battle: If it is a Raid battle, once per battle: Target a Personality who has not been opposed this attack. Bow him. He may not straighten before the beginning of your next turn.

Tsuruchi Iyaken - personalities
3F/3C -HR7G/1PH/

Mantis Clan Bushi • Pirate • Naval
Iyaken costs 2 less Gold if you control a Pirate Personality.
Battle: Bow Iyaken: Target a Personality who has not been opposed this attack. Bow him.
Raid Battle: If it is a Raid battle, once per battle: Ranged 4 Attack.

Tsuruchi Kazushi - personalities
2F/3C 0HR8G/1PH/

Mantis Clan Samurai • Naval
Battle: Bow Kazushi: Ranged 4 Attack. If this targets a Personality with no attached cards, you may make a second consecutive Ranged 4 Attack targeting an opposing Personality with no attached cards.

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

Mantis Clan Skirmisher • Naval • Soul of Mukami
Battle: Bow Nobumoto: Ranged 3 Attack. Move this unit home.

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.

Tsuruchi Terao - personalities
2F/3C -HR7G/1PH/

Mantis Clan Samurai • Naval
Battle: Bow Terao: Ranged 4 Attack.
Battle: Only if Terao is bowed: Target an adjacent battlefield. Move this unit to it.

Utaku Keyo - personalities
1F/2C 5HR6G/4PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar
Keyo has +1F for each other Personality in her army with more than 2 Personal Honor.

Utaku Suyin - personalities
3F/3C 3HR8G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar
Reaction: After Suyin moves to the current battlefield: Target an opposing unit. Move it home.

Utaku Tama - personalities
3F/3C 2HR8G/3PH/

Unicorn Clan • Battle Maiden • Samurai • Cavalry
Tama has +2F for each of your provinces that has been destroyed this game.

Utaku Tarako - personalities
3F/3C 4HR9G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry
Other Personalities gain +1F while in an army with Tarako at a battlefield with a Region.
Battle: If Tarako is at the current battlefield, target and destroy a Region you control: Target an opposing Follower, Item, or Personality with no Followers or Items. Destroy it.

Utaku Yanmei - personalities
3F/2C 4HR7G/3PH/

Unicorn Clan Samurai • Battle Maiden • Cavalry • Junghar • Soul of Otaku Kamoko
Cannot attach Infantry Followers.
Yanmei has +1F while attacking.

Void Dragon - personalities
6F/4C 10HR14G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Once per turn, after an attacking army including Void Dragon destroys a Province during battle resolution, you may discard the Defender's hand.

Voitagi - exp - personalities
4F/3C -HR7G/0PH/

Undead Samurai • Experienced • Unique • Shadowlands • Lose 5 Honor.
Voitagi has +2F/+2C while opposing a Samurai or in a duel against a Samurai.
Battle: Fear 4.

Water Dragon - personalities
7F/4C 10HR10G/4PH/

Unaligned Creature • Shugenja • Cavalry • Unique
Cannot attach Followers or Items.
Elemental Reaction: During the Events Phase: Target a Shugenja and an ability on him. Water Dragon copies the ability until the turn ends.

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

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

Yogo Soto - personalities
2F/2C -HR5G/1PH/

Scorpion Clan Shugenja • Soul of Yogo Shidachi
Battle: Target two Personalities you control. Switch their locations.

Yoritomo Chimori - personalities
2F/2C -HR5G/1PH/

Mantis Clan Samurai • Naval • Soul of Bayushi Aramasu
Open: Any number of times per turn, discard a card: Give Chimori +1F.
Reaction: After Chimori enters a duel, discard a card: Give Chimori +1C.

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

Mantis Clan Pirate • Naval
Battle: Bow Iongi: Target an opposing card with no cards attached and a Force less than 5. Destroy it. If this is a Raid battle, Iongi need not bow.

Yoritomo Katoa - exp - personalities
4F/3C -HR8G/1PH/

Mantis Clan Yojimbo • Naval • Experienced • Unique
Action cards you own cost 2 less Gold, to a minimum of 1.
Political Open: Bow Katoa: Negate all effects of the next Political action this game.

Yoritomo Kikunojo - personalities
4F/3C 2HR8G/2PH/

Mantis Clan Samurai • Guardsman • Naval • Soul of Yoritomo Denkyu
Reaction: When paying for a Mantis Clan Personality: Produce 2 Gold.

Yoritomo Kumiko - exp 2 - personalities
8F/5C -HR12G/2PH/

Mantis Clan Samurai • Clan Champion • Pirate • Naval • Experienced 2 • Unique • Loyal • Daughter of Storms
Personalities and Followers you control have the Pirate and Naval traits. Increase the strength of each Ranged Attack produced by a card in Kumiko's army by its base strength.

Yoritomo Tokaro - personalities
4F/2C -HR7G/0PH/

Mantis Clan Bushi • Pirate • Naval
Raid Battle: If Tokaro is attacking during a Raid Battle, bow him: Target a Holding controlled by the Defender and a Personality who has not been opposed this attack. Lose 2 Honor. The Defender may give you control of the Holding. If you gain it, move the Personality home and bow him; otherwise, destroy the Personality after the attack ends.

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

Goblin • Nonhuman • Shadowlands • Lose 3 Honor.
Reaction: After Zeth enters play, pay 2 Gold: Attach a 1F Goblin Nonhuman Shadowlands Follower token to him.

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.

City of Gold - regions
Singular
This Province has -1 Strength while this card is bowed.
Reaction: After you bow a Holding to produce Gold, bow this card: Produce 1 Gold for the same payment.

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

Kaiu Village - regions
Unique
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+1C Weapon Item token to him.
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+0C Armor Item token to him.

Plains of Amaterasu - regions
Singular
Reaction: Before a non-Shadowlands Personality you control defending this Province is destroyed, destroy this card: Target the Personality. Negate his destruction. Move him to your home.

Plains of Otosan Uchi - regions
Imperial • Unique
This Province holds two Dynasty cards. You control the order in which they are revealed during the Events Phase. Discard one of those cards if this card is destroyed. Lose 10 Honor if this Province is destroyed while this card is attached.

Ratling Village - regions
Singular
Reaction: When paying for a Ratling Personality in this Province: Either reduce his Gold cost by 2, to a minimum of 1, or attach a Ratling Follower to him from your hand after he enters play, ignoring Gold cost.
Limited: Pay 1 Gold: Target a Ratling Personality you control. Attach a 0F Ratling Pack Creature Follower token to him.

Refuge of the Three Sisters - regions
Singular
Limited: Destroy this card, and target and remove from the game an unbowed Personality you control: Search your Fate deck for a card with a lower Focus value than the Personality's Chi. Show it. Put it in your hand.

Ruins of Otosan Uchi - regions
Unique
This province has +2 strength.
Limited: Bow your Stronghold and destroy this card: Destroy a target Region.

Shinsei's Last Hope - regions
Unique
Reaction: Before you attach a Follower: Reduce its Honor Requirement to 1.
Reaction: When paying for a Follower or for an action that creates one, bow this card: Reduce the Follower or actions' Gold Cost by 2 until the Follower attaches; this can not lower costs below 1.

Sorrow's Path - regions
Singular
Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets.

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.

Three Man Alliance Plain - regions
Plains • Singular
Reaction: After one of your Personalities enters play, bow this card: Target him. Attach a card to him from your hand (paying all costs). If he attached the card, draw a card.

Toturi's Grave - regions
Unique
This card does not count against the number of Regions a Province can attach.
Battle: Even during battles at other locations, bow this card and remove it from the game: Give each Follower you control +2F.

Traitor's Grove - region
Singular
Limited: Destroy a target Personality who has your Clan alignment and does not have his controller's Clan alignment.

Utaku Meadows - region
Singular
Limited: Pay 3 Gold: Create a 1F Cavalry Follower and attach it to your target Personality.

Ring of Air - LE - rings
0G 4F
You may play this card as a Reaction after resolving your third Spell or Kiho in one turn from cards with different titles.
Elemental Open: Bow this card or discard it from your hand: Target a Personality. Straighten him.

Ring of Earth - LE - rings
0G 4F
You may play this card as a Reaction after your army destroys a Province or opposing army as the Attacker or Defender.
Elemental Open: Bow this card or discard it from your hand: Target a Province. Raise its strength by 4. If you bowed this card, you may lower its strength by 3 instead.

Ring of Fire - LE - rings
0G 4F
You may play this card as a Reaction after you destroy at least 3 Personalities you do not control in one turn with battles, duels, and/or actions.
Elemental Battle: Bow this card or discard it from your hand, and target and destroy a Personality you control: Target a Personality opposing yours with lower Gold cost and lower Chi. Destroy him.

Ring of the Void - LE - rings
0G 4F
You may play this card as a Reaction after resolving the fourth or later Action card played from your hand in one phase.
Elemental Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, draw a card. If you bowed this card, draw a card.

Ring of Water - LE - rings
0G 4F
You may play this card as a Reaction after resolving your fourth Battle action during one battle from cards with different titles.
Elemental Open: Bow this card or discard it from your hand: Target a unit you control and either your home or a battlefield at which it would be opposed. Move the unit to the location. If it moved, straighten it.

Gohei Sensei - senseis
0PS/0GP/0SH
Lion, Lion
Lion Clan Sensei
You cannot destroy the current Province as the Attacker unless there was a defending unit there at some time this battle or the Defender controlled no units when the Resolution Segment began.
Reaction: After Infantry Maneuvers, target an attacking Tactician you control: The Defender targets a unit he controls at another location. Straighten the unit. Assign it to the Tactician's battlefield, even if illegal.

Kanjiro Sensei - senseis
0PS/0GP/0SH
Phoenix, Phoenix
Phoenix Clan Sensei
Nonhuman Personalities you own cost 2 Gold more.
Shugenja you control have the ability "Battle: Bow this card: Give +2F to each Samurai in this army."
Reaction: Once per battle, before an action targets a Shugenja with a Spell attached during a battle, target and bow a Samurai you control at the Shugenja's location. Redirect the action to the Samurai.

Kedamono Sensei - senseis
0PS/0GP/0SH
Crane, Crane
Crane Clan Sensei
You may not gain Honor during a challenge or duel. Harriers you control have +2F while attacking a player who has more Family Honor than you.
Reaction: Target up to two defending Samurai Personalities you control at another battlefield. Move them to the current battlefield.

Masagaro Sensei - senseis
0PS/0GP/0SH
Crab, Crab
Crab Clan Sensei
Personalities you control have a maximum Force of 4 while they have no Followers.
Battle: Twice per battle, even if this card is bowed, discard a Follower: Target an opposed Follower you control at the current battlefield. It performs a Battle ability on the discarded one, ignoring costs, as if the ability were on the opposed Follower.

Mirumoto Sensei - senseis
-1PS/0GP/0SH
Dragon, Dragon
Dragon Clan Sensei
After each time a Weapon attaches to a Dragon Clan Samurai you control with no Weapons, attach a +0F/+0C Wakizashi Weapon Item token to him, ignoring restrictions.
Battle: Once per battle, target and bow two Weapons attached to a Samurai you control: Target a Personality opposing the Samurai. Your Samurai issues him an unrefusable challenge.

Omoni Sensei - senseis
0PS/0GP/0SH
Shadowlands, Shadowlands
Shadowlands Sensei
Non-Goblin Personalities you own cost 2 more Gold.
Reaction: After a Goblin Personality enters play from one of your Provinces: Fill the Province face-up. Use this twice per turn, and no more than once per turn per Province.

Orochi Sensei - senseis
0PS/0GP/0SH
Mantis, Mantis
Mantis Clan Sensei Limited: Pay 3 Gold, and target and remove from the game a Storm Rider Personality in your discard pile: Target an Orochi. Attach a Naval Storm Rider Follower token to it with the same printed Force and printed abilities as the removed Personality.

Tasu Sensei - senseis
0PS/0GP/0SH
Scorpion, Scorpion
Scorpion Clan Sensei
Non-Courtier Personalities you own cost 1 more Gold.
Reaction: Before another player loses Honor: Negate the loss. Gain Honor equal to the amount negated.
Reaction: After a Shadowlands Personality is destroyed by an action you took, by a duel with a Personality you control, or by battle resolution while opposing a Personality you control: Gain 2 Honor.

Tomorrow Sensei - senseis
-2PS/0GP/-1SH
Ratling, Ratling
Ratling Sensei
Limited: Target and discard a Ratling Personality from one of your Provinces: Fill that Province face-up. Draw a card.
Battle: Any number of times per turn, discard a card: Target a Ratling Personality you control that this has not targeted this battle. Move him home.

Tsusung Sensei - senseis
0PS/0GP/0SH
Unicorn, Unicorn
Unicorn Clan Sensei
Personalities you own who are neither Shugenja nor Baraunghar cost 1 more Gold.
Battle: Target and bow a Spell you control: Target a Shugenja. Straighten him.
Battle: Once per battle, target and bow a Spell you control: It produces Fear equal to its Gold cost. This Fear affects Personalities as if they were Followers.

Cloak of Night - spells
4G 2F
Limited: Bow this Shugenja and destroy this card: Target a Personality you control. Put a Spell, Follower, or Item in your hand under him, face-down and out of play. Permanently gain the ability "Open: Once per game: Turn that card face-up. If it is a legal attachment, attach it to that Personality, ignoring costs; otherwise, discard it."

Companion Spirit - spells
4G 1F
Limited: If this Shugenja is Human, bow him and destroy this card: Create an Cavalry, Samurai, Spirit Personality whose base Force, Chi, Gold Cost, and Personal Honor are those of this Shugenja, waiving the Samurai's Gold Cost.

Essence of Air - spells
5G 2F
Elemental Air Limited: Bow this Shugenja, who may remain bowed: Turn all cards in your Provinces face-up. Your Provinces fill face-up, and cards filling them this way may not have their costs reduced. These effects last until this Shugenja is not bowed or in play, or a number of your Provinces equal to this Shugenja's Chi fill in one turn.

Essence of Gaki-do - spell
8G 4F
Battle: Even if this unit is home, bow this Shugenja, and any number of your other target Shugenja at any location: Create a number of 2F/2C/0PH Spirit Personalities at the current battlefield equal to the number of performing Shugenja. After the battle ends, remove these Spirits from the game.

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

Hunger of the Earth - spells
1G 3F
Earth Battle: Even if this unit is not at the current battlefield, destroy this Spell and one of your target Samurai Personalities there: Target an enemy card without attachents, or an enemy unit, with a lower total Gold Cost than your Samurai's unit. Destroy the enemy target. Gain 2 Honor.

Kuro's Fire - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Announce a number of Ranged Attacks up to the caster's Chi, with a total base strength up to his Force plus Chi. Target and resolve these attacks consecutively in the order announced.

My Life For the Phoenix - spells
3G 4F
Ritual Battle: Target and bow this Shugenja and two other Shugenja you control: Target up to two opposing units. Bow them. Move them home.
Ritual Battle: Bow and destroy this Shugenja and this card, and target and bow four other Shugenja you control: Target up to three opposing units. Destroy them.

Ride Through the Night - spell
3G 3F
Water
Battle: Even if this unit is home, bow this Shugenja: Move your target Samurai Personality to a battlefield with one or more enemy units. If he moved and you are the Defender, gain 2 Honor.

Suitengu's Surge - spells
3G 3F
Reaction: After an action targets a unit you control, bow this Shugenja: Target the unit. Remove it from the game, preserving bowed status and all attachments, including tokens. Its owner returns it to the game in that state after the next turn begins, in his home under his control, without considering it to be entering play.

Summon Undead Champion - spells
3G 2F
Maho Limited: Bow this Shugenja and destroy this card: Lose 4 Honor. Create a 5F/2C Shadowlands Undead Champion Personality.

The Fire from Within - spells
5G 3F
Elemental Fire Battle: Bow this Shugenja: Produce two consecutive Ranged Attacks with strengths equal to the caster's Chi.
Elemental Fire Battle: Bow this Shugenja: Produce a Ranged Attack with strength equal to twice the caster's Chi.

Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.

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

A Test of Courage - actions
0G 2F
Reaction: Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay action costs (until the turn ends).

A Vision of Truth - actions
0G 4F
Reaction: After another player is able to put a Ring into play by its own text but does not: Search your Fate deck for a copy of that Ring. Show it. Put it in your hand.

Aftershock - actions
0G 2F
Reaction: After a Personality you control at the current battlefield is destroyed, bowed, or moved home by another player's action: The enemy leader targets a card in his current army. If your Personality was destroyed or bowed, apply the same effect to the target; otherwise, move the target's unit home.

Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.

Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.

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.

Banish All Shadows - actions
0G 3F
Kiho Limited: Bow one of your target Shugenja or Monks: Look at the top four cards of your Fate deck. Put one in your hand. Shuffle the deck.

Battlefield of Shallow Graves - actions
0G 1F
Terrain Battle: Double each of the enemy leader's Honor gains until the battle ends; destroying this Terrain does not end this effect. Before this battle's resolution, reduce the Force of each Personality in the enemy army to half his Force at that time, rounded up.

Betrayal - actions
2G 3F
Battle: Target a Dishonored Human Personality opposing a card you control. Lose 4 Honor. Discard the top card of your Fate deck. If its Focus value is greater than the target's printed Personal Honor, gain control of the target and move him into your current army.

Blessing of the Dragon - actions
0G 2F
Kiho Elemental Fire Open: Target and bow a Shugenja or Monk you control: Target a Personality. Give him +2F. If either target is a Fire or Dragon Clan card, you may draw a card.

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."

Call To Arms - actions
3G 3F
Reaction: If you are the Defender, after the Declaration Segment begins: Straighten all bowed Personalities you control. After this attack ends, bow all Personalities this card straightened.

Carrier Pigeon - actions
0G 1F
Battle: If you are the Defender: Target a unit you control that has not been at the current battlefield at any time during this attack and was not prevented from assigning to it this attack by card or Stronghold effects. Straighten the unit. Move it to the current battlefield.

Charge of the Baraunghar - actions
3G 3F
Battle: Target a unit you control. If it would be opposed, straighten it and move it to the current battlefield.

Come One at a Time - actions
0G 1F
Immediate Terrain
Battle: While there is exactly one defending Personality at this battlefield, each player may take the action "Battle: Target an attacking unit you control. Move it home, bowed," and the defending Personality may perform, "Battle: Target an opposing Personality. Issue him an unrefusable challenge." This second action may be taken immediately (if legal). These actions may be used any number of times.

Command of the Kami - actions
0G 3F
Political Open: The player with the Imperial Favor discards it and loses 2 Honor, to a minimum of his starting Family Honor.

Contested Holding - actions
5G 2F
Limited: Target and bow a Personality you control: Target a Holding controlled by another player who controls a Personality. Your Personality issues a challenge that may be accepted by any Personality that player controls. If the player does not accept, or if he accepts and loses, bow the Holding and gain control of it. Do not destroy the other player's Personality if he loses.

Crush the Unworthy - actions
2G 1F
Battle: Target one or two Personalities at the current battlefield who oppose a unit you control and who each have a printed Gold cost less than their controller's Stronghold Gold Production plus 3. Bow their units. You gain no Honor for destroying cards in those units during this battle's resolution.

Dark Bargains - actions
0G 2F
Limited: Target and bow an Oni you control: Target a Human Personality whose Personal Honor is less than your Oni's Chi and who either has the printed Shadowlands trait or has the Shadowlands trait from his controller's card effects. Gain control of the Human.

Dark Lord's Favor - actions
0G 1F
Shadowlands
You can play only one Dark Lord's Favor per turn. You cannot play this card if another player has less Family Honor than you.
Open: Target a Personality. Dishonor him. Lose 7 Honor.
Limited: Target a player. He discards a card. Lose 7 Honor.
Battle: Target a card. Reduce its Force to 0. Lose 7 Honor.
Reaction: Before a player gains Honor. Negate the gain. Lose 7 Honor.

Defeat the Reserves - actions
0G 4F
Battle: Target a player. If he controls more units at the current battlefield than the highest Chi among all Personalities he controls there, he repeatedly targets and moves home one unit he controls there until that is no longer true or until he can no longer target or move units.

Defensive Screen - strategy
0G 3F
Battle: Target your unit at the current battlefield. Move all your other units there home.

Desperate Wager - actions
7G 1F
You can play only one Desperate Wager per turn.
Reaction: Before your Dynasty Phase begins: Straighten all your Personalities. Declare an additional Attack Phase. After its Declaration Segment, straighten all the Defender's Personalities and Followers; this straightening can not be negated. You lose the game when the turn ends.

Dishonorable Challenge - actions
0G 2F
Battle: Target and Dishonor an unbowed Human Personality you control: Target a unit opposing him with a total Gold cost less than his Gold cost plus printed Personal Honor. Destroy the unit. Your Human may not be restored to Honor or commit seppuku this game. Lose 2 Honor.

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.

Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.

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.

Excellence - actions
2G 3F
When this card is revealed as a focus, target up to 2 cards in your Fate discard pile. Shuffle them into your deck. Remove this card from the game after the duel.
Battle: Target and destroy an unbowed Samurai or Duelist you control at the current battlefield: Move home each Personality at the battlefield with a lower Gold cost than the target's.

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.

Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.

Extortion - actions
3G 2F
Kolat Limited: Target a Dishonored Personality. Until he becomes Honorable, he may not assign or move to attack your Provinces, and actions he performs may not target cards you control.

Face of Ninube - actions
0G 1F
Open: If it is the Action Phase: Shuffle your hand into your Fate deck. Draw a number of cards equal to the number you shuffled in.

Feeding on Flesh - actions
0G 2F
Kiho Maho Battle: Target and bow a Shugenja or Monk you control: Permanently give the caster the Shadowlands trait. The caster produces a Ranged Attack with a strength equal to the Chi of the Personality in the attack's target's unit. If this base strength exceeds the caster's Chi, permanently give the caster -1C.

Field of Glorious Slaughter - actions
0G 1F
Immediate Terrain
Political Battle: While this card is in play, you gain 2 Honor after each time a card at this battlefield that you do not control is destroyed.

Fires of Jigoku - actions
0G 3F
Kiho Battle: Target and bow a Shugenja or Monk you control: Target a Shadowlands card opposing him that does not have the printed Shadowlands trait. Destroy the Shadowlands card.

First and Final Strike - actions
0G 3F
Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner's controller gains 3 Honor if the winner had less Chi than the loser before the first opportunity to focus or strike.

Flanking Maneuver - actions
0G 2F
Battle: If your current army has more units than the current enemy army, target and bow one or more units you control at the current battlefield: Target a Personality in the enemy army with a Chi less than or equal to your units' combined total unit Force, plus the Chi of each Lion Clan Personality in them. Bow the enemy Personalty's unit.

Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."

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

From Every Side - strategy
0G 2F
Battle: Increase the current battlefield's provinces' strength by twice the number of units on the defending side.
Battle: Reduce the current battlefield's province's strength by the number of units on the attacking side.

Fury of the Dark Lord - strategy
15G 4F
Limited: Destroy each non-Shadowlands Personality with a base Gold Cost less than or equal to his controller's Stronghold's Gold Production plus 2. Remove all Personalities in discard piles from the game.

Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.

Guerrilla Tactics - actions
0G 1F
Battle: Target, Dishonor, and permanently give the Shadowlands trait to an unbowed Personality you control at the current battlefield: He produces 2 consecutive Ranged Attacks with strengths equal to his Force and his Chi, in either order. If he is defending, bow him. Lose 3 Honor.

Heart of Rokugan - actions
0G 1F
Delayed Terrain
Battle: Give each Human Personality and Human Follower you control at the current battlefield +1F. Give each Nonhuman Personality and Nonhuman Follower at the current battlefield -1F.

Heavily Engaged - actions
0G 2F
Battle: Even if you control no units at the current battlefield: Each player targets an unbowed Personality he controls at the current battlefield, if possible. Bow all targets.

Hida's Avalanche - actions
0G 1F
You may include up to 10 copies of this card in your deck.
Heroic Battle: Target a Personality you control: If he does not have the Yu trait, give him Yu 3. If he is opposed, give him +3F and the Hero trait; otherwise, give him +1F.

Hired Killer - actions
*G 3F
Limited: Pay Gold egual to the target's unit's total Gold Cost plus 2: Lose 3 Honor. Destroy a target Personality.

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

Imperial Edicts - actions
0G 4F
Political Open: If it is the Action Phase, discard the Imperial Favor: Give each of your Provinces +4 strength.
Political Reaction: Before a Kiho or an action on a Spell or Shugenja resolves, discard the Imperial Favor: Negate the action's effects.

Imperial Summons - actions
0G 1F
Political Open: Bow your Stronghold or discard the Imperial Favor: Bow a target Personality.

Impromptu Duel - strategy
0G 3F
Iaijutsu
Limited: Target your unbowed Samurai or Duelist Personality: He challenges another player's target Personality. The other Personality may refuse; if he does, dishonor his Personality and gain 4 Honor. Destroy the duel's loser. The winner gains 2 Honor.

In Search of the Future - actions
0G 3F
Battle: Even if you control no units at the current battlefield: Reduce all existing Force bonuses applying to cards at the current battlefield to +0F until the turn ends. This does not affect bonuses applied by a card to itself or to another card in the same unit.

Influenced from Afar - actions
0G 1F
Political Reaction: When paying a cost of discarding the Imperial Favor, target and bow a Personality you control: This action pays that cost.
Battle: Target a Personality you control at the current battlefield: Target a Terrain. Destroy it.

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.

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 Darkness - strategy
0G 3F
Ninja
Battle: Target your Ninja Personality: Target an enemy Personality. Move both Personalities home; this movement will not be negated. Bow both of them.

Kolat Insurgent - actions
2G 2F
Kolat Reaction: After a Holding bows to pay for one of its own abilities or effects: Negate all that action's or trait's effects other than Gold production and Gold cost reduction.

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

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

Motivation - actions
0G 2F
Limited: Target a Personality you control. Straighten him. He may not straighten until after your next Straighten Phase ends. Bow him when the turn ends.

Mountains of the Phoenix - strategy
0G 1F
Mountain • Terrain
Battle: Before this battle's resolution, the Attacker and the Defender each choose a unit in their own army; the active player decides who chooses first. Then, destroy the chosen units.

No Hiding Place - actions
0G 3F
Reaction: Before you target a Ranged Attack from one of your attacking cards: The Ranged Attack has -1 strength and may target a card even if it is in the Defender's home.

No Victory - actions
3G 4F
You may play only one No Victory per duel.
Iaijutsu Reaction: After a duel ends that you won against the most expensive Personality another player controlled (including ties): Create a 5F/4C Samurai Duelist Personality with 3 Personal Honor in your home or at the current battlefield. Remove him from the game at the end of your next turn.

Officers' Council - actions
0G 2F
Limited: Target and bow a Personality you control; he must be a Tactician unless you control the Right Hand of the Emperor. Target a number of other Personalities you control up to the performing Personality's Chi. Give them the ability, "Battle: Bow this card: Target an opposing card with no unbowed cards attached. Bow it."

Ominous Portents - actions
0G 2F
Open: Give all Shadowlands cards +1F. If played during a battle, give -1F to all non-Shadowlands cards at the current battlefield and -1C to all Shadowlands Personalities there that do not have the printed Shadowlands trait.

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.

Outmaneuvered by Force - actions
0G 3F
Political Reaction: Before a Political action resolves that was taken by a player who has less total Force among all units in his home than you have among units in your home. Negate the action's effects.

Outmaneuvered by Tactics - actions
3G 3F
Tactical Battle: Target a Tactician you control at the current battlefield: Create two 2F/1C 2 Personal Honor Personalities aligned with your Faction at the current battlefield.

Overwhelmed - actions
0G 2F
Battle: Target and destroy an unbowed Personality you control at the current battlefield with the highest Force (including ties) of all Personalities you control there: The enemy leader may target and move home exactly 2 units in his current army. If he does not or cannot, he targets and destroys a Personality in that army with the highest Force (including ties) of all Personalities in that army.

Palm Strike - strategy
0G 3F
Kiho
Battle: Target your unbowed Monk without a Weapon: Bow a target enemy Personality without a Weapon.

Peasant 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.

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.

Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.

Rain of Death - actions
0G 4F
Center Formation • Formed by two Personalities with the printed Tactician trait.
Tactical Battle: Target a Tactician you control at the current battlefield: He produces two consecutive Ranged 3 Attacks.
Tactical Battle: Bow and destroy a Tactician you control at the current battlefield: Target two cards opposing him that have no unbowed cards attached. Destroy them.

Rank Hath Privilege - actions
0G 4F
Political Open: Target and bow a Magistrate Personality you control: Target a Human Personality with lower Personal Honor. Bow him.

Ray of Hope - actions
0G 4F
Reaction: After a Personality you control is destroyed: Target a card you control. Straighten it.

Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.

Reinforce the Gates - strategy
0G 2F
Reaction: After a player announces a Battle action before the Defender's first normal opportunity to act or pass: Its effects do not happen.
Battle: Even if you control no units at the current battlefield: Target an unopposed unit there. Move the unit to a battlefield with one or more units on the side opposing its controller's.

Resumed Hostilities - actions
0G 2F
Battle: Target a Personality opposing one of your Personalities. Remove one of the target's abilities. Draw a card. If you removed an ability, you may take an additional Battle action from a card in your hand.

Retribution - strategy
0G 4F
Reaction: After the end of an Attack Phase in which you were the Defender: Create an additional Attack Phase of your own in which you must choose the previous phase's Attacker as the Defender. Neither player may invite allies and you may only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns.

Return for Training - actions
0G 3F
Political Battle: Target a Human Personality at the current battlefield with the lowest Personal Honor, or who is tied for lowest, among all Human Personalities there. Move him home.

Scroll Cache - actions
0G 2F
Limited: Attach one or more Spells from your hand to Personalities you control, reducing by 1 the Gold cost of each of these Spells that hasn't has its Gold cost reduced by other effects, and paying all remaining costs. If you attached any Spells, you may draw up to two cards.

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.

Search For Advantage - actions
0G 3F
Limited: Target and bow a Personality you control: Target a Dishonored Personality. Restore him to Honor. Shuffle him and all his attached cards into their owner's decks.

Shattered Ranks - actions
0G 3F
While focused in a duel, this card's Focus value has a bonus equal to the number of Followers attached to the Personality who focused it.
Reaction: Before a Samurai you control at a battlefield is destroyed by an action, target and destroy a card attached to him: Negate the destruction. Move the Samurai home, bowed.

Shell of Stone - actions
0G 3F
Heroic Battle: Target a Personality at the current battlefield who was targeted by Hida's Avalanche this battle. Raise his Force by his Yu. You may target and bow a unit opposing his with less total Force than his unit has.

Shifting Fortunes - actions
0G 3F
Kiho Maho Battle: Target an unbowed Monk you control: Target a Personality at the current battlefield. Switch his Force and Chi.
Kiho Maho Battle: Target an unbowed Monk you control: Target two Personalities at the current battlefield and in the same army as each other. Switch their Forces or switch their Chis.

Shinsei's Smile - actions
0G 4F
Kiho Open: If it is the Action Phase, target and bow a Shugenja or Monk you control: Target a Personality with Chi less than or equal to the caster's. Until the turn ends, the Personality may assign even if bowed, and cards in his unit contribute to its total Force as if he were unbowed.

Shosuro Technique - actions
2G 1F
This card costs 2 less Gold if the performer is Scorpion Clan or Ninja.
Reaction: After a Personality you control enters a duel, target him: Raise his Chi to the Chi of the other Personality in the duel.
Battle: Target a Personality you control: Target a Personality opposing him. Raise your target's Force to the other's Force.

Show Me Your Stance - actions
0G 1F
Iaijutsu Battle: Target a Human Personality you control: Target a Human Personality opposing him. Yours issues the other an unrefusable challenge to a duel of Personal Honor. The winner gains 2 Honor. Dishonor the loser and move him home bowed.

Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.

Soul's Sacrifice - actions
0G 2F
Battle: Target an unbowed Samurai you control with more than 2 Personal Honor: Target a unit opposing him. Permanently give your Samurai the Undead and Shadowlands traits. Move the unit home.

Sound Strategy - actions
0G 3F
Reaction: After a battle ends: Take the last non-Terrain Action card that you played during the battle from the discard pile and put it in your hand. (This cannot retrieve a card played after the end or resolution of a battle.)

Spearhead - strategy
0G 3F
Reaction: After a battle resolution ends: Straighten your target unit at that battlefield. It will not bow from the battle's resolution.

Stance of the Wall - actions
0G 4F
Heroic Battle: Target a Personality that has been targeted by a Shell of Stone this turn: Raise his army's total Force by 5. You may target, bow, and destroy a Personality opposing him.

Stay Your Blade - actions
0G 3F
Battle: Bow and move home one of your target opposed Samurai Personalities: Draw three cards.

Strength in Numbers - actions
0G 2F
Battle: Target and bow three units you control at the current battlefield: Target a unit opposing them. Destroy it.
Battle: If you control at least three cards with the same element trait, target and bow a unit you control led by a Samurai Personality: Target a unit opposing the Samurai. Destroy it.

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

Supply Lines - actions
0G 2F
Reserve Formation
Formed by 2 Samurai Personalities.
Battle: Target a Personality you control at the current battlefield: Search your Fate deck for a non-Unique Item or non-Unique Follower. Attach it to the Personality, paying all costs.

Ten Thousand as One - actions
0G 2F
Battle: Target and bow a Samurai Personality you control at the current battlefield: Give each Samurai Follower in your current army +2F. Give each non-Samurai Follower in that army +1F.

Test of Honor - actions
6G 2F
Political Limited: Target a Human Personality. Discard the top card of his controller's Fate deck. If that card's Focus value is greater than the target's Personal Honor, Dishonor and destroy the target.

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

The Final Breath - actions
0G 2F
Reaction: After the end of a Resolution Segment during which a Personality you controlled was destroyed: Target a Personality who opposed yours at any time during that Segment and has less Chi that yours had when he was destroyed. Destroy the target.

The Future is Unwritten - actions
0G 3F
Kiho Void Limited: Target and bow a Shugenja or Monk you control: Target another player. Draw four cards. Discard three cards. The player may name one of the discarded cards or may name The Future is Unwritten. If he names a card, you may not play cards with that title until the game ends.

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 Path of Wisdom - actions
0G 3F
Before your End Phase begins, if this card is in your discard pile, you may place it in your hand.

Three-Stone River - actions
0G 1F
Terrain Battle: Before this battle's resolution, reduce the Force of each Personality at this battlefield to the Force of his highest-Force Follower, or to 1 if he has no Followers.

Timely Arrival - actions
0G 3F
Limited: Target one of your Provinces and a discarded Personality in your discard pile. Discard a card from the Province if necessary and fill it with the Personality.
Open: Remove all Personalities in discard piles from the game.

To Do What We Must - actions
0G 3F
Battle: Target and destroy a unit you control led by an unbowed Personality: Target a unit opposing it with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan. Destroy the opposing unit.

Toturi is Drugged - actions
0G 3F
Ninja Open: If it is the Action Phase, discard cards with total combined Focus values greater than the target's Chi: Target a Personality. Lose 2 Honor. Bow the target.

Treachery and Deceit - actions
0G 4F
Battle: Target a unit with more than 6 total Force. Move it home.

Tsuruchi Technique - actions
1G 2F
This card costs 1 less Gold for Mantis Clan players.
Battle: Ranged 3 Attack targeting a legal Ranged Attack target in the current enemy army.
Reaction: After a unit you control produces a Ranged Attack: Raise its strength by 3.

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.

Unrequited Love - actions
0G 2F
Political Open: Target one of the active player's unbowed Human Personalities. That player may choose to bow the Personality and gain 1 Honor. If he does not choose this, dishonor the Personality, and the player loses Honor equal to the Personality's base Personal Honor.

Unwavering Assault - strategy
2G 1F
Battle: Target a Samurai Personality in your home: Straighten his unit. Move him to the current battlefield.

War Cry - actions
0G 2F
During duels, you may focus this card from your discard pile instead of from your focus pool. If you do, remove it from the game after the duel ends.
Battle: Target a Samurai you control: Raise his Force by the number of units you control in his army.

War on the Plains - actions
0G 4F
Reaction: After you, as the Attacker, destroy a Province of a player who had more Provinces than you before the destruction, bow your Stronghold: Gain a Province to the right of your rightmost Province. Fill this Province face-up. You may not gain Provinces this game.

Wedge - strategy
0G 2F
Battle: Target your Personality: You may not target cards in his unit with actions until after this battle ends. After this battle's Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends.

Weigh the Cost - strategy
0G 3F
Focus Effect: Add 1 to the Focus Values of this card and one other of your focused cards.
Battle: Move your target Samurai Personality home: Bow him. Raise or lower the current battlefield's province's strength by 2. You may target an enemy Personality and give him -3F.

Well Prepared - actions
0G 3F
Battle: If you control a Terrain: Bow or straighten a target card at the current battlefield.

Well-Laid Plans - actions
2G 3F
Limited: Target and bow a Courtier Personality you control and discard 3 Political Action cards: Draw 3 cards.
Limited: Target and bow a Samurai Personality you control and discard 3 Battle Action cards: Draw 3 cards.
Limited: Target a Courtier Personality you control and a Samurai Personality you control, and discard 2 cards: Draw 3 cards.

Where the Sun Walked - actions
0G 1F
Immediate Terrain:
Battle: Fear destroys cards instead of bowing them.

Whispered Rumors - actions
0G 1F
Political Reaction: When paying a cost of discarding the Imperial Favor, target and bow a Personality you control: This action pays that cost.
Reaction: Before an Event resolves: Negate its effects.

Wisdom the Wind Brings - actions
0G 4F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a number of face-down cards equal to the caster's Chi. (Cards in decks and hands are face-down.) Look at them. You may discard any number of these targets that are in your decks.

Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.

Written in Blood - actions
0G 2F
Kiho Maho Open: Target and bow a Shugenja or Monk you control: Target a Personality. Lose 3 Honor. Give the Personality -1C, or -2C if he is in an army.

You Walk With Evil - actions
0G 3F
Battle: Target a Samurai in an army that contains a Shadowlands card. Bow the Samurai. Dishonor him. Permanently give him the Shadowlands trait.

Aramasu's Pride - strongholds
7PS/4GP/2SH
Mantis, Mantis
Raid Limited: Declare an additional Attack Phase. This is a Raid attack. During it, battles are Raid battles, and battle resolution does not destroy armies or Provinces and does not bow Pirate cards. After it, target a number of Holdings up to the number of battles you won (even against no units at resolution). Raise their Gold production by 4.

Castle of the Swift Sword - strongholds
7PS/3GP/6SH
Lion, Lion
Once per battle, you may play a Terrain even if one is in play. Destroy all others first. Draw a card after it resolves.
Once per turn, if you control a Tactician at the current battlefield, you may play a Formation as a normal Action card for one of its abilities, ignoring "Formed By" requirements. Tacticians may pay its costs as if they had any required traits.

Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.

Depths of the Shinomen - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your decks may contain four copies of Ratling cards, other than Unique cards and Events.
Limited: Target and bow a Ratling Personality you control: Create a 2F/2C Ratling Creature Personality.

Kyuden Otomo - strongholds
6PS/4GP/6SH
Crane, Crane
You may remove a Favor token from your Stronghold to pay the cost of discarding the Imperial Favor. You may lobby to add a Favor token to your Stronghold.
Political Open: Name a legal Wind you don't control. Target and remove from the game a Wind you control, if possible. Bring the named Wind into play from outside the game.

Kyuden Toketsu - strongholds
8PS/4GP/3SH
Crab, Crab
Reaction: Even if your Stronghold is bowed, before a Crab Clan Personality is destroyed by, or receives a Chi penalty from, a card effect: Delay the destruction or penalty until immediately before the turn ends.
Battle: Target a unit you control led by a Crab Clan Personality: Target a unit opposing it with less total Force. Bow the opposing unit's Personality.

Morikage Toshi - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Spells you own cost 2 less Gold. You may attach Spells from your hand as an Open action.
Limited: Target and bow a Shugenja Personality you control: Look at the top four cards of your Fate deck. If one is a Spell or Kiho, you may show it and put it in your hand.

Shiro Kitsuki - strongholds
7PS/4GP/5SH
Dragon, Dragon
After players reveal Strongholds, search your deck for four different non-Unique Dragon Clan Samurai. Attach one to each of your Provinces, face-down and out of play.
Battle: Once per battle, target a face-down Personality attached to one of your Provinces. If he would be opposed, bring him into play face-up at the current battlefield, ignoring costs. You may take an additional Battle action. Remove the Personality from the game after the battle ends.

Shiro no Soshi - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Non-Unique Ninja you own without Ninjutsu have the Ninjutsu trait with a value equal to their printed Gold cost minus 6 (minimum 0). Each time you would reveal a Dynasty card during the Events Phase, you may look at it, then choose not to reveal it if it is a Ninjutsu Personality.
Open: Any number of times per turn: Target a face-down Ninja who has not been targeted by anything this turn. Give him +2F until the next time he is targeted or the turn ends.

Shiro no Yojin - strongholds
7PS/3GP/6SH
Lion, Lion
Your Stronghold produces 2 additional Gold when paying for a Follower or Item. If your Stronghold produces Gold for a Samurai Personality, you may attach one Follower or Item to him from your hand after he enters play, reducing its Gold cost by 2 and paying all remaining costs.

Temple of the Eight Guardians - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Unaligned Dragon Creatures you own cost 3 less Gold. Phoenix Clan Dragon Creatures you own cost 2 less Gold.
Once per turn, a Shugenja you control need not bow to cast a Spell or use one of his abilities.

The Hidden Catacombs of the Scorpion - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
You may not be eliminated by Dishonor. Permanently reduce your Province Strength to 0 instead the first time you would be eliminated this way.
Once per turn, you may pay a cost of discarding the Imperial Favor by bowing a Scorpion Clan Personality you control instead.

The High House of Light - strongholds
8PS/4GP/5SH
Dragon, Dragon
After Strongholds, Sensei, and Winds are revealed, search your Fate deck for up to five cards. Put them under this Stronghold, face-down. You may look at them during the game.
Limited: Any number of times per turn, target and bow a Ring you control, or bow this Stronghold: Put a card in your hand from under this Stronghold.

The Jagged Maw - strongholds
7PS/4GP/-19SH
Shadowlands, Shadowlands
Goblin, Ogre, Troll, and Oni Personalities have +1F while you control them.
Open: Bow this Stronghold, which may remain bowed: Target a dead Personality in your discard pile. Bring him into play, ignoring costs. The next time this game your Stronghold is unbowed, remove him from the game.

The Khol Wall - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Regions do not count towards your minimum deck size. Your Provinces may have two Regions attached. After each of your Events Phases, turn face-up all Dynasty cards in all your Provinces that have a Region attached.
Battle: Once per battle, target and bow a Region you control: Target two unbowed Personalities with the same controller. Switch their locations.

The Obsidian Halls of the Lost - strongholds
8PS/4GP/-19SH
Shadowlands, Shadowlands
Limited: Target and bow a Shugenja you control: Target a Personality. His controller decides whether this gives him the Shadowlands trait permanently now or a -4C token when your next turn begins.
Reaction: After an attack is declared: Target a Shadowlands Personality without the printed Shadowlands trait. He may not assign or move to battlefields this attack.

The Shiotome Halls - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
After each time an army containing a unit you control destroys an army and/or Province, you may gain Honor equal to the number of Battle Maidens in that army.
Reaction: Once per attack, even if your Stronghold is bowed, after a player declares an attack against you: Target a unit you control. Straighten it.

The Steel Gardens of the Kenshinzen - strongholds
6PS/4GP/6SH
Crane, Crane
Reaction: After a duel ends that you won: Take a legal Limited, Open, or Battle action.
Battle: Once per battle, even if your Stronghold is bowed, target and bow a Duelist you control: Target a Personality opposing him. Your Duelist challenges the Personality. He must move home and become Dishonored as costs to refuse.

Warrens of the One Tribe - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Once per phase, you may play a Fate card in any discard pile as if it were in your hand. Fate cards you have played are removed from the game if they are ever in a discard pile.
Limited: Target and bow a Ratling Personality you control: Lose 1 Honor. Discard the top card of each Fate deck.

Watchtower of the East - strongholds
8PS/4GP/3SH
Crab, Crab
Raise the strength of each of your Provinces by the number of dead Personalities in your discard pile. Reduce the strength of each other Province by the number of dead Personalities in its player's discard pile.
Heroic Battle: Target a Hero Personality you control: Raise the Force of each other Personality in his army by the Hero's Yu.

Black Heart of the Empire - winds
Lobbying is not Political for you. You lobby by bowing a Shadowlands Personality regardless of Personal Honor. For purposes of any player lobbying, your Family Honor is considered the total printed Force of all Personalities you control if that total is higher than each other player's.
Battle: Discard the Imperial Favor: Target a unit. Reduce the Force of each card in it to 0. Permanently give its Personality the Shadowlands trait.

Left Hand of the Emperor - winds
Political Battle: Discard the Imperial Favor: Target an attacking unit at the current battlefield opposing a unit you control. Move the target home.
Political Limited: Once per turn, target and bow a Courtier you control: Target a Dishonored Personality. Restore him to Honor.

Right Hand of the Emperor - winds
Political Battle: If you control an opposed Personality at the current battlefield, discard the Imperial Favor: Target a unit you control. Move it to the current battlefield.
Political Limited: Once per turn, target a Personality you control, and discard a card: Target any number of face-up non-Personality cards in your Provinces. Put them on the bottom of your deck and refill the Provinces face-up.

Underhand of the Emperor - winds
Political Open: If it's not your turn, discard the Imperial Favor: Target a Personality controlled by the active player. The player decides whether this Dishonors him. If it doesn't, the player must declare an attack this turn, and you assign the target instead of his controller in each Maneuvers Segment that attack, after his controller assigns during that Segment.
Political Reaction: Once per turn, after you bring a Personality into play by paying his printed cost, target and bow a Courtier you control: Gain 1 Honor.

Voice of the Emperor - winds
Political Reaction: After a Personality bows to pay the cost of a Kiho or Spell, discard the Favor: Target the Personality. Straighten him. Draw a card.
Political Limited: Once per turn, target and bow a Monk or Shugenja you control: Put a Ring into play from your hand; it does not count towards an Enlightenment Victory until it is not in play. If it is still in play when the turn ends, put it in your hand.