Спойлер Obsidian Edition
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
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
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Wyrm Riders - follower
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Copper Mine - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Diamond Mine - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Gold Mine - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Iron Mine - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Marketplace - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Silver Mine - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Stables - holding
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
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.
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.
Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.
Bloom of the White Orchid - events
Gold cost to attach spells to Shugenja is reduced to zero until the beginning of this player's next turn.
Bon Festival - events
Each player receives 3 Honor for each of his Honorable Dead.
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Dead Walk The Earth - events
Until your next Events Phase, all Shadowlands Personalities and Followers have a 4F bonus. At the beginning of your next Event Phase, all Shadowlands cards in play are destroyed.
Emergence of the Tortoise - events
There are no Dynasty Phases until the beginning of this player's next turn.
Emperor's Peace - events
No attacks can be made by any player until after the beginning of your next turn.
Evil Feeds Upon Itself - events
The player (or players) with the lowest Family Honor loses his or her rightmost Province (it is destroyed).
Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.
Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.
Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.
Imperial Quest - events
Target a Personality with more than 2 Chi. Bow that Personality, who may remain bowed by his controller. Until the Personality straightens or leaves play, the Personality's controller gains 2 Honor each time he chooses not to straighten the Personality during his Straighten Phase. Dishonor the Personality if he straightens before his controller's third Straighten Phase from now.
Inheritance - events
Inheritance will produce five gold to put a single card into play; Inheritance is then destroyed. Inheritance is destroyed at the end of this turn if unused.
Iris Festival - events
All Shadowlands cards in play are destroyed.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.
Plague - events
All Followers in play with 3F or less are destroyed.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.
Solar Eclipse - events
Negate any current effects of Spells and innate abilities. Shugenja cannot cast Spells or use innate abilities until your next turn.
Test of Stone - events
One of your Personalities issues an unrefuseable challenge to another player's Personality. The winner's controller gains 4 Honor. Dishonor the loser.
Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.
Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.
Apprentice - followers
0F/+1C -PH/0G/0HR 2F
Apprentice adds an additional two to the Chi of this Shugenja for the purposes of bringing spells into play or when bowing to use a spell or innate ability.
Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.
Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.
Fire Breather - followers
2F/0C -PH/8G/0HR 3F
Battle: Bow for a Ranged 4 Attack.
Battle: Bow to destroy a Fortification attached to the Province that Fire Breather is attacking.
Foxwife - followers
+1F/+1C -PH/5G/0HR 1F
Nonhuman. Creature.
Raises the Personal Honor of the attached Personality to five (and restores to honor if dishonored). Foxwife is destroyed if the Personality performs any dishonorable act (either causing a loss of family honor, or if the Personality becomes dishonored).
Gaijin Mercenaries - followers
3F/0C -PH/6G/0HR 2F
Lose 2 Honor.
When the Mercenaries are committed to an attack, you must pay them 3 Gold, or they are destroyed.
Battle: Pay the Mercenaries 4 Gold, and the Mercenaries gain a 1F bonus until the end of the turn. This may be done more than once per battle.
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.
Goblin Mob - followers
1F/0C -PH/0G/0HR 0F
Nonhuman. Shadowlands. Lose 2 Honor.
Reaction: When a ranged attack targets a card in this unit, the ranged attack targets the Goblin Mob instead.
Greater Mujina - followers
3F/0C -PH/6G/0HR 2F
Creature. Cavalry. Lose 2 Honor.
Each Greater Mujina gives a 1F bonus to all Lesser Mujina in play while the Greater Mujina is in play.
Hawk Riders - followers
5F/0C -PH/10G/1HR 3F
Cavalry. Lose 2 Honor.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Lesser Mujina - followers
1F/0C -PH/1G/0HR 1F
Creature. Cavalry. Lose 1 Honor.
Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Marsh Troll - followers
4F/0C -PH/5G/0HR 3F
Shadowlands Creature.
During your endphase, the Marsh Troll destroys (devours) one card in its unit (your choice). If the Troll devours its attached Personality, the player to your right may attach the Troll to one of his Personalities. If declined, the next player on the right may attach the Troll, and so on. If no player wants the Troll, it is destroyed.
Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.
Medium Infantry - followers
3F/0C -PH/5G/1HR 2F
Naga Bowmen - followers
1F/0C -PH/6G/1HR 2F
Naga.
Battle: Bow the Naga Bowmen for a Ranged 3 Attack.
Naga Bushi - followers
2F/0C -PH/3G/1HR 2F
Naga.
Naga Spearmen - followers
2F/0C -PH/5G/1HR 2F
Naga.
Battle: Bow the Naga Spearmen for a Ranged 2 Attack.
Ninja Genin - followers
2F/0C -PH/4G/0HR 2F
Ninja.
Personal Champion - followers
0F/+2C -PH/6G/2HR 4F
Reaction: When a Personality challenges the Personal Champion's Personality, bow the Personal Champion to have him duel instead of his Personality. The Personal Champion has 3 Chi for dueling and counts as a Personality during the duel.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.
Samurai Cavalry - followers
6F/0C -PH/14G/3HR 3F
Cavalry.
Battle: Bow for a Ranged 3 Attack.
Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.
Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.
Scribe - followers
+1F/+1C -PH/7G/0HR 2F
Scribe can only be attached to a Shugenja.
Reaction: Bow Scribe and pay the gold cost of any spell as it is being destroyed to attach that spell to the Scribe's unbowed Shugenja rather than destroying it. This may only be done once per spell per Scribe.
Shadow Samurai - followers
*F/0C -PH/3G/0HR 2F
Shadowlands. Nonhuman.
When brought into play, the Force of Shadow Samurai is the Force of the first Honorable Dead Samurai from the top of your discard pile. This value will not change after the Shadow Samurai is brought into play. If at any time you have no Honorable Dead, Shadow Samurai is destroyed.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Wyrm Riders - follower
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Dance Troupe - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Famous Poet - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forgotten Tomb - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fort On a Hill - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Imperial Acrobats - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master of the Tea Ceremony - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master Smith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Moat - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Ninja Stronghold - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sacrificial Altar - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sake Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
School of Wizardry - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Temple of the Ancestors - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Trade Route - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Ancestral Standard of the Crab - items
+1F/+1C 8G 4F
Unique • May only be attached to a Crab Clan Personality • Followers in this army attached to a Crab Personality receive a +1F bonus. All opposing Crab Personalities get a -1F penalty.
Reaction: Bow when a Crab Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Crane - items
+1F/+1C 8G 4F
Unique • May only be attached to a Crane Clan Personality • Followers in this army attached to a Crane Personality receive a +1F bonus. All opposing Crane Personalities get a -1F penalty.
Reaction: Bow when a Crane Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Dragon - items
+1F/+1C 8G 4F
Unique • May only be attached to a Dragon Clan Personality • Followers in this army attached to a Dragon Personality receive a +1F bonus. All opposing Dragon Personalities get a -1F penalty.
Reaction: Bow when a Dragon Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Lion - items
+1F/+1C 8G 4F
Unique • May only be attached to a Lion Clan Personality • Followers in this army attached to a Lion Personality receive a +1F bonus. All opposing Lion Personalities get a -1F penalty.
Reaction: Bow when a Lion Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Phoenix - items
+1F/+1C 8G 4F
Unique • May only be attached to a Phoenix Clan Personality • Followers in this army attached to a Phoenix Personality receive a +1F bonus. All opposing Phoenix Personalities get a -1F penalty.
Reaction: Bow when a Phoenix Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Unicorn - items
+1F/+1C 8G 4F
Unique • May only be attached to a Unicorn Clan Personality • Followers in this army attached to a Unicorn Personality receive a +1F bonus. All opposing Unicorn Personalities get a -1F penalty.
Reaction: Bow when a Unicorn Personality is destroyed to move one follower from that unit and attach it to this Personality.
Bloodsword - items
+1F/+1C 4G 2F
Weapon.
Whenever this Personality wins a duel, place a +2F/+2C token on the Bloodsword.
Climbing Gear - items
0F/0C 0G 3F
The Climbing Gear can only be attached to a Ninja Personality. All effects of Fortifications at the defender's Province are negated while the Climbing Gear is in an attacking army.
Crystal Katana - items
+0F/+2C 3G 1F
Weapon.
While this Personality faces a Shadowlands Personality in a battle or duel, the Crystal Katana gains +2C.
Dragon Helm - items
0F/0C 3G 2F
Open: Bow the Helm to force any target Dragon to bow. (This does not refer to Dragon Clan Personalities, unless they are considered to be a Dragon.)
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.
Mask of the Oni - items
0F/0C 4G 2F
Open: Bow the Mask to give the attached Personality the ability to perform any one action that an Oni in play can perform, until the end of the turn. Lose 1 Honor.
Naginata - items
+1F/+2C 3G 1F
Weapon.
Night Medallion - items
0F/0C 6G 3F
Unique.
The Night Medallion may only be attached to a Kolat or Ninja.
Night Medallion adds +2 to every numeral that is printed on the Personality's card. This bonus does not apply to copied abilities.
Shuriken of Serpents - items
0F/0C 7G 3F
Battle: Bow and destroy the Shuriken of Serpents for a Ranged 6 Attack.
Terrible Standard of Fu Leng - items
0F/0C 7G 4F
Shadowlands. Unique. Lose 5 Honor. The Standard gains a +1F token for each opposing unit destroyed in the resolution phase of a battle.
Battle: Fear 2.
Limited: Once per game, destroy any Hida Sukune in play to give +4F to the Standard until the end of the turn.
The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.
The Armor of the Golden Samurai - items
0F/0C 3G 2F
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
The Deafening War Drums of Fu Leng - items
+*F/0C 8G 3F
Unique.
Deafening War Drums give the attached Personality a 2F bonus for every Fu Leng card in this unit.
Battle: Fear 3.
The Jade Hand - items
+1F/+3C 8G 3F
Unique.
The Jade Hand may not be moved, stolen or destroyed. This Personality gains a 3F/2C bonus when opposed by any Shadowlands cards in a battle or duel.
The Star of Laramun - items
0F/0C 6G 3F
While the Star of Laramun is attached, this Personality gains the trait Double Chi.
Agasha Tamori - personalities
1F/2C 0HR5G/2PH/
Dragon Clan Shugenja
Agasha Tamori has a 3C bonus when bringing Spells into play and when bowing to use Spells.
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 Kage - personalities
0F/4C 10HR5G/3PH/
Lion Clan Samurai • Revered Sensei
Limited: Bow this card and place a 1F/1C Sensei token on a Personality. No Personality may have more than 2 Sensei tokens.
Alhundro Cornejo - personalities
1F/2C 0HR8G/2PH/
Unaligned Explosives Master
Limited: Bow to destroy any Fortification.
Limited: Bow to permanently reduce the strength of a Province by one (minimum zero).
Reaction: Bow when bringing an Explosives card into play to reduce the gold cost to zero.
Asahina Tamako - personalities
1F/2C 5HR8G/2PH/
Crane Clan Shugenja.
Reaction: Bow Asahina Tamako and discard a Fate Card at any time in which Gold in needed. Produce an amount of Gold equal to the Focus Value of the discarded card.
Asahina Tomo - personalities
0F/4C 0HR6G/2PH/
Crane Clan Shugenja.
Asako Yasu - personalities
1F/4C 15HR10G/3PH/
Phoenix Clan Interrogator. Shugenja.
Limited: Bow the Interrogator to "question" any Shugenja, beginning a duel between these Personalities. The Interrogator may not focus, but also cannot be killed by the outcome of the duel.
Bayushi Hisa - personalities
2F/3C -HR4G/1PH/
Scorpion Clan Samurai.
Bayushi Hisa is considered the same card as Hisa for the purposes of deck construction and play.
Hisa has -1F while there are non-Scorpion Personalities in his army.
Bayushi Kachiko - personalities
0F/2C -HR10G/1PH/
Scorpion Clan Seductress. Unique.
Limited: Bow to put a -1C seduction token on any Personality. Add a seduction token each turn she chooses not to straighten. If Seductress straightens, all seduction tokens are removed. May remain bowed.
Bayushi Togai - personalities
2F/3C -HR7G/1PH/
Scorpion Clan Samurai.
Poison cards can be attached to Togai without paying their gold cost. Poison cards or tokens targeting Togai have no effect.
Daidoji Uji - personalities
2F/3C 5HR4G/2PH/
Crane Clan Samurai.
Doji Hoturi - personalities
3F/5C 15HR12G/5PH/
Crane Clan Champion. Samurai. Unique. Will only join a Crane Clan Player.
Reaction: May change any duel he is entering to become a test of Personal Honor instead of Chi. Loser loses 3 Honor and must commit Seppuku or is dishonored. Focusing affects Personal Honor instead of Chi for this duel.
Doji Yosai - personalities
2F/4C 5HR6G/3PH/
Crane Clan Samurai.
If Yosai bows to lobby for the Imperial favor, no player may give gifts to oppose this action.
Dragon of Fire - personalities
6F/4C 10HR14G/4PH/
Unaligned Creature. Unique. Cavalry. Shugenja. No Followers or Items.
Battle Elemental: Bow for a Ranged 10 Attack.
Battle Elemental: Bow for two Ranged 5 Attacks. Each Ranged Attack may have a different target.
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.
Ginawa - personalities
2F/3C -HR4G/1PH/
Unaligned Toturi's Army Samurai.
Goblin Warmonger - personalities
2F/1C -HR5G/1PH/
Unaligned Nonhuman. Shadowlands.
When the Goblin Warmonger would be destroyed, if he has any Goblin Followers, instead destroy all cards in this unit except the Goblin Warmonger, bow the Goblin Warmonger, and send him home.
Heichi Chokei - personalities
2F/2C -HR5G/2PH/
Unaligned Monk. Shugenja.
Hida Amoro - personalities
6F/1C -HR7G/0PH/
Crab Clan Berserker. No Armor.
Berserker is destroyed after any battle in which he is involved unless his army has a force more than twice as great as the opposing army.
Hida Kisada - personalities
8F/4C 6HR16G/2PH/
Crab Clan Champion. Samurai. Unique. Double Chi. Will only join Crab Clan Player.
Cards in Kisada's Unit cannot be the target of Shugenja Spells and Innate Abilities.
Hida Sukune - personalities
3F/2C 0HR6G/2PH/
Crab Clan Samurai.
Hida Tampako - personalities
2F/1C -HR6G/1PH/
Crab Clan Samurai.
Gains a 2F bonus when defending.
Hida Tsuru - personalities
3F/2C -HR9G/1PH/
Crab Clan Samurai. Cavalry.
All Followers being attached to this card have their gold costs reduced by 2.
Hida Yakamo - personalities
3F/3C 0HR8G/2PH/
Crab Clan Hero. Samurai. Unique. No Items. Crab Hero is considered a distinct card from the Crab Oni for Uniqueness.
Battle: Bow Yakamo to destroy any one Item card in opposing army.
Hida Yakamo (Oni) - personalities
4F/4C -HR7G/0PH/
Crab Clan. Shadowlands. Nonhuman. Oni.
Cannot attach Followers.
You cannot focus in a duel involving Yakamo.
Cannot assign to an army with other units. Other units cannot assign to Yakamo's army.
Yakamo has +1F/+1C for each of your Crab Clan Personalities.
Horiuchi Shoan - personalities
0F/1C -HR3G/1PH/
Unicorn Clan Shugenja. Cavalry.
Ide Tadaji - personalities
0F/1C 10HR7G/3PH/
Unicorn Clan Diplomat. Unique. May not challenge or be assigned to attack or defend.
Political Reaction: Bow when the Imperial Favor is used. The Favor's effect is negated, but the Favor is still discarded.
Ikoma Ujiaki - personalities
2F/4C 10HR8G/4PH/
Lion Clan Samurai.
Political Reaction: After a Lion Clan Personality is killed in battle, bow to dishonor a Personality in the opposing army.
Isawa Kaede - personalities
2F/3C 5HR11G/2PH/
Phoenix Clan Shugenja. Master of the Void.
Open Elemental: Bow this card and discard a card from one of your Provinces. Replace the discarded card. Draw a card from your Fate Deck.
Isawa Tadaka - personalities
1F/3C 5HR10G/2PH/
Phoenix Clan Shugenja. Master of Earth.
Open Elemental: Bow Tadaka and discard a Fate Card. All Provinces you control gain a bonus to their strength equal to the focus of the discard until the end of the turn.
Isawa Tomo - personalities
1F/3C 5HR8G/2PH/
Phoenix Clan Shugenja. Master of Water.
Battle Elemental: Bow this card to move a unit from one of the Defender's Provinces to another.
Isawa Tsuke - personalities
3F/2C 5HR12G/2PH/
Phoenix Clan Shugenja. Master of Fire. Unique.
Limited Elemental: Bow and play a Fate card face down. Issue a Challenge that cannot be refused. Isawa cannot focus, but the Fate card played acts as a Focus. Tsuke cannot be killed by the outcome of the duel.
Isawa Uona - personalities
0F/3C 5HR4G/2PH/
Phoenix Clan Shugenja. Master of Air.
Open Elemental: Bow the Master of Air and Discard a Fate card with a Focus Value of X. Look at X face down cards.
Iuchi Daiyu - personalities
1F/4C 0HR6G/1PH/
Unicorn Clan Shugenja. Cavalry.
Cards in this unit cannot be the target of ranged attacks.
Iuchi Karasu - personalities
2F/3C 4HR7G/3PH/
Unicorn Clan Shugenja.
Open: Bow Iuchi Karasu. Move a Follower from one of your Personalities and attach it to another of your Personalities.
Iuchi Takaai - personalities
1F/2C 0HR8G/2PH/
Unicorn Clan Shugenja.
Open: Bow this card to give all cards in a target unit the Cavalry trait until the end of the turn.
Kakita Toshimoko - personalities
1F/7C 10HR10G/3PH/
Crane Clan Iaijutsu Master. Unique. Samurai. May not refuse a duel. Lose 5 Honor if Toshimoko loses a duel.
Limited: Bow to challenge any samurai to a duel. If refused, samurai is dishonored.
Kakita Yinobu - personalities
0F/2C 5HR3G/1PH/
Crane Clan Master Orator.
Political Reaction: Bow this card and discard a Fate card or cards to reduce any loss of Family Honor by the Focus Value of the discarded card(s). This effect will not prevent a Personality from becoming dishonored. You may not discard cards once the Honor Loss has been reduced to zero.
Kakita Yoshi - personalities
0F/1C 10HR10G/3PH/
Crane Clan Liason. No Followers. May not Challenge or be assigned to defend.
Open Political: Bow to take the Imperial Favor.
Kakita Yuri - personalities
0F/2C 10HR7G/2PH/
Crane Clan Negotiator.
Political Battle: Bow the Negotiator to send home unbowed one unit that is attacking you. You must pay gold equal to the Force of the unit.
Ki-Rin - personalities
0F/2C 15HR0G/5PH/
Unaligned Creature • Unique
While Ki-Rin is unbowed and honorable, Personalities with a Personal Honor of zero, four, or five cannot assign or move into armies attacking your Provinces.
Kitsu Motso - personalities
2F/4C 8HR6G/3PH/
Lion Clan Master Tactician. Tactician. Unique.
Limited: Bow to put a Master token on Kitsu Motso.
Battle: Bow Motso and discard a Master token to be able to perform two consecutive actions before the next player.
Kitsu Toju - personalities
1F/2C 10HR7G/2PH/
Lion Clan Shugenja.
Limited: Bow and discard a card from your Fate hand to gain Honor equal to Focus Value of discard.
Kitsuki Yasu - personalities
1F/4C 10HR7G/4PH/
Dragon Clan Justicator. Samurai.
Political Reaction: You may bow Yasu as a challenge is being issued to a Samurai to force the Samurai to accept the challenge.
Kolat Servant - personalities
0F/1C -HR10G/0PH/
Unaligned.
Limited: Bow this card and target a Stronghold. Bow the Stronghold, if unbowed. As long as this card remains bowed, the target Stronghold may not straighten. Kolat Servant may remain bowed.
Kuni Yori - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja.
Limited: Bow Kuni Yori and discard a Fate card. Force an opponent to randomly discard a card from his or her Fate hand.
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Agetoki - personalities
4F/4C 5HR8G/2PH/
Lion Clan Samurai. Cavalry.
This unit cannot be the target of ranged attacks.
Matsu Gohei - personalities
1F/3C 6HR4G/3PH/
Lion Clan Samurai.
Gains a 2F bonus when attacking.
Matsu Hiroru - personalities
0F/1C -HR6G/1PH/
Ninja Assassin. Only Ninja Followers.
Limited: Bow to challenge a bowed Personality, who may not refuse. Ninja Assassin may Focus once before the duel. Lose 4 Honor.
Limited: Destroy any one bowed Retainer. Lose 4 Honor.
Matsu Imura - personalities
2F/3C 10HR6G/3PH/
Lion Clan Beastmaster.
Limited: Bow to train a new animal, adding a 1F token creature Follower to Beastmaster.
Limited: Bow to take control of any creature Follower in play with a force of 3 or less. Target Follower becomes attached to the Beastmaster.
Matsu Tsuko - personalities
6F/5C 10HR14G/4PH/
Lion Clan Champion. Samurai. Unique. Double Chi. Tactician.
Will only join Lion Clan Player.
Matsu Yojo - personalities
2F/2C 5HR5G/2PH/
Lion Clan Samurai.
Mirumoto Daini - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai.
Mirumoto Hitomi - personalities
3F/4C 4HR7G/2PH/
Dragon Clan Samurai. Toturi's Army.
Followers in this unit are immune to Fear.
Mirumoto Sukune - personalities
3F/2C 4HR8G/3PH/
Dragon Clan Samurai. Cavalry.
Battle: Bow for a Ranged 3 Attack.
Miya Yoto - personalities
0F/1C 5HR6G/2PH/
Unaligned Arbitrator.
Battle: Bow this card to bow and remove any unit from a battle. This action may only be performed for a battle in which you have no units and are not the Defender.
Morito - personalities
2F/2C 0HR6G/2PH/
Unaligned Samurai. Cavalry.
Morito Tokei - personalities
0F/3C -HR3G/2PH/
Unaligned Shugenja. Toturi's Army.
Moshi Wakiza - personalities
1F/3C -HR6G/1PH/
Centipede Clan Shugenja. Yoritomo's Alliance.
Battle: Bow to produce a Ranged 4 Attack.
Moto Tsume - personalities
4F/4C -HR4G/0PH/
Unaligned Samurai. Shadowlands. Lose 4 Honor.
Tsume will not enter play if you have more than 0 Family Honor.
All Personalities with more than 1 Personal Honor assigned to the same army as Tsume are bowed before the Battle Action Segment.
Naga Abomination - personalities
2F/*C 0HR8G/1PH/
Naga. Nonhuman. Unique. Abomination has a Chi Value equal to the number of other Naga cards in play.
Limited: Challenge any Naga Personality or any Clan Champion to a duel, which must be accepted.
Naga Shugenja - personalities
1F/1C 0HR6G/1PH/
Shugenja. Nonhuman.
Open: Bow the Naga Shugenja to give a 1F bonus to all Naga cards in play until the end of the turn.
Naga Warlord - personalities
2F/2C 0HR5G/2PH/
Naga Samurai. Nonhuman.
All other Naga cards in the Naga Warlord's unit have a 1F bonus while they remain in his unit.
Naka Kuro - personalities
3F/5C 15HR12G/2PH/
Unaligned Shugenja. Unique. Toturi's Army. Grand Master of the Elements.
Reaction Elemental: Bow to produce any Elemental action described on any card in play. This effect may only be produced during the appropriate phase. He may only duplicate once any spell that must be discarded. Reaction: Bow to negate any Elemental effect.
Necromancer - personalities
1F/4C -HR10G/0PH/
Unaligned Shugenja. Shadowlands. Lose 3 Honor.
Necromancer gains 1F for each Shadowlands Follower attached to him.
Limited: Bow to put a Shadowlands Follower into play attached to Necromancer (without gold cost).
Ninja Shapeshifter - personalities
2F/2C -HR10G/1PH/
Unaligned Ninja. The Ninja Shapeshifter will only attach Ninja Followers.
Open: Once per turn, the Ninja Shapeshifter can copy the Force, the Chi, the Personal Honor, or one ability of any one Personality in play, until the end of the turn. All tokens created by a copied ability are destroyed at the end of the turn.
Ninja Spy - personalities
0F/1C -HR2G/1PH/
Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Oni no Akuma - personalities
6F/3C -HR0G/0PH/
Shadowlands. Nonhuman. Unique. Lose 3 Honor.
When this Oni is brought into play, it destroys the Province from which it was played.
Oni no Shikibu - personalities
2F/2C -HR5G/0PH/
Unaligned. Shadowlands. Nonhuman. Destroy one of your other Personalities the first time this card is put into play.
In your Dynasty Phase, if this card is Honorable or Dishonorable Dead, you may bring it back into play, losing 2 Honor.
Oni no Tsuburu - personalities
2F/2C -HR4G/0PH/
Unaligned. Shadowlands. Cavalry. Nonhuman. No Followers or armor. You must destroy one of your Personalities to put this card into play. Lose 5 Honor.
Reaction: This Oni gains a 6F bonus at the end of the Battle Action Segment when attacking if there are no defending units.
Otaku Kamoko - personalities
3F/2C 4HR7G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Otaku Kamoko will only attach Cavalry Followers. Kamoko gains a 1F bonus when attacking.
Sanzo - personalities
1F/1C 5HR3G/2PH/
Unaligned Samurai. Cavalry.
Shiba Katsuda - personalities
3F/3C 0HR7G/2PH/
Phoenix Clan Samurai.
Shiba Tsukune - personalities
3F/2C 5HR5G/2PH/
Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.
Shiba Ujimitsu - personalities
4F/4C 10HR12G/3PH/
Phoenix Clan Champion. Samurai. Double Chi. Will only join Phoenix player. During your Dynasty Phase, if this card is Honorable Dead, it may be returned to play without cost by exchanging it with a Personality you control. Ujimitsu keeps all attached cards, tokens and permanent changes of the replaced Personality. That Personality is discarded from play.
Shinjo Hanari - personalities
4F/3C 5HR9G/2PH/
Unicorn Clan Samurai. Cavalry.
Battle: Bow for Ranged 3 Attack.
Shinjo Yasamura - personalities
2F/2C 4HR7G/2PH/
Unicorn Clan Samurai. Cavalry.
Open: Once per turn, he can give one Follower in this unit the Cavalry trait until the end of the turn.
Shinjo Yokatsu - personalities
5F/4C 10HR14G/2PH/
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
Shosuro Hametsu - personalities
0F/1C -HR5G/1PH/
Scorpion Clan Poison Master.
Limited: Bow to give a Personality a Poison token if they do not have one. Lose 2 Honor. A Personality with a Poison token may destroy it as a Reaction to entering a duel. When a strike is declared, the opposing Personality's Chi is reduced by 2 until the end of the turn.
Shuten Doji - personalities
0F/0C -HR8G/0PH/
Unaligned Shadowlands. Nonhuman.
Shuten Doji enters play with four 1F/1C tokens. During your events phase, Shuten Doji must "eat" (destroy) one token on any other card in play, which becomes a 1F/1C token on Shuten Doji. If none are available, the Shuten Doji loses 3 tokens.
The Demon Bride of Fu Leng - personalities
1F/2C -HR12G/0PH/
Unaligned. Unique. Shadowlands. Nonhuman.
Limited: Bow the Bride to take control of and attach any one Shadowlands Follower in play.
Battle: Fear 4.
Togashi Hoshi - personalities
7F/7C 5HR13G/4PH/
Unaligned Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. Will join the Brotherhood for 2 less gold.
Cannot be committed during the Maneuvers Segment if there is already a Dragon committed to the opposing army (this does not refer to Dragon Clan Personalities). Hoshi is considered a Dragon and is affected by all cards that affect Dragons.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Togashi Yokuni - personalities
5F/6C 10HR14G/2PH/
Dragon Clan Champion. Unique. Samurai. Shugenja. Double Chi. Will only join Dragon Clan Player.
Togashi Yoshi - personalities
1F/2C 0HR6G/2PH/
Dragon Clan Shugenja.
Reaction: After a Personality you control has entered a duel, but before the first focus, you may bow Yoshi to draw and discard your top Fate Card. Add its Focus Value to that Personality's Chi until the end of the turn. THis card is not considered a Focus.
Toku - personalities
0F/1C -HR0G/2PH/
Unaligned Samurai. Toturi's Army.
Toturi - personalities
4F/2C 10HR9G/4PH/
Unaligned Samurai. Double Chi. Unique. Toturi's Army. Lose 5 Honor. Toturi enters play dishonored. Will not join Crab, Phoenix, or Scorpion Clan.
Reaction: The first time Toturi is restored to honorable status, you gain 5 Honor, and Toturi gains a 2F/3C bonus permanently.
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.
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.
Yasuki Taka - personalities
0F/1C 0HR3G/0PH/
Crab Clan Wily Trader.
Open: Bow Wily Trader and any one of your gold-producing holdings to straighten any holding in play.
Wily Trader is worth 1 Koku.
Yogo Junzo - personalities
3F/2C -HR10G/0PH/
Unaligned Shugenja. Shadowlands. Nonhuman. Lose 4 Honor.
Battle: Fear 4.
Yotsu Seiki - personalities
1F/2C -HR4G/1PH/
Unaligned Shugenja.
Battle: Bow for Ranged Attack equal to her Chi.
Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.
Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.
Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.
Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.
Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.
Animate the Dead - spells
3G 2F
Limited: Bow this Shugenja and bring a Follower back into play from any discard pile and attach it to any of your Personalities. Lose 2 Honor. This Follower permanently gains Shadowlands, and the ability: Battle: Fear 3.
Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.
Call Upon The Wind - spells
0G 2F
Limited Elemental: Bow this Shugenja to turn over any one card which is not in play.
Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.
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."
Counterspell - spells
2G 1F
Reaction: Bow this Shugenja to cancel the affects of one Shugenja's innate ability as it's being used.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Elemental Ward - spells
0G 1F
Reaction: Bow this Shugenja to negate the effects of one Elemental action (spell or other card) which is targeting you or any on your cards in play.
Energy Transference - spells
4G 2F
Open: Bow this Shugenja to switch a Personality's Force and Chi. If the Personality is not yours, destroy this Spell.
Fires of Purity - spells
3G 3F
Elemental Open: Bow this Shugenja to give +3F/+3C to a Personality with over 2 Personal Honor.
Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.
Heart of the Inferno - spells
4G 3F
Battle Elemental: Bow this Shugenja and destroy this spell to cast a fiery bolt at the opposing army that targets then destroys all Personalities and Followers that have a Force of 2 or less.
Immortal Steel - spells
5G 4F
Limited: Bow this Shugenja and destroy this spell. Target weapon has all Force and Chi bonuses doubled for the rest of the game. Only one Immortal Steel can affect a weapon.
Look into the Void - spells
2G 1F
Elemental Open: Bow this Shugenja and discard a card from your hand to draw a Fate card.
Mists of Illusion - spells
4G 2F
Open: Bow this Shugenja to add 5F to one Personality you control until the end of the turn. Opposing units and Provinces cannot be destroyed by an army containing this Personality when Mists of Illusion is used.
Reflective Pool - spells
1G 3F
Open Elemental: Bow this Shugenja and destroy this spell to give one of your target Personalities the ability to perform an action that copies any action on any Personality in play. This ability goes away at the end of the turn.
Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.
Summon Faeries - spells
1G 2F
Open: Bow this Shugenja to bow a target Shugenja. If the Shugenja using Summon Faeries is a Phoenix Personality, then the target Shugenja does not straighten during that player's next straighten phase.
Summon Swamp Spirits - spells
2G 3F
Limited: Bow this Shugenja to add a Swamp Spirit token to target personality. This token acts as a 1F Nonhuman Shadowlands Follower.
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 Fury of Osano-Wo - spells
4G 3F
When you bring this Spell into play, place three tokens on it. When this Spell has no tokens, destroy it.
Battle: Bow this Shugenja and destroy a token on this Spell for a ranged attack with strength equal to this Shugenja's Chi plus 2.
Torrential Rain - spells
4G 4F
Battle Elemental: Bow this Shugenja and destroy this Spell to end this battle without resolution. All units go home bowed.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
Wind Born Speed - spells
2G 2F
Open: Bow this shugenja to give all cards in one unit the trait: Cavalry until the end of the turn.
Winds of Change - spells
6G 2F
Elemental Limited: Bow this Shugenja to discard a Dynasty card in a Province and replace it with the top card of its player's Dynasty deck.
Wings of Fire - spells
0G 1F
Open Elemental: Bow this Shugenja to give a target Follower or Personality the Cavalry trait until the end of the turn.
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.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Be Prepared to Dig Two Graves - actions
0G 3F
Reaction: After a Personality from your Faction is destroyed while in a battle: Target a Personality opposing him. For the rest of the game, Personalities from your Faction gain +2F/+2C while facing the target in a battle or duel. This does not target the destroyed Personality.
Blackmail - actions
8G 4F
Limited: Choose a Province and a Holding of another player. Take control of that holding while Blackmail is in play. As an Open Action, the affected player may reveal the Blackmail, destroying it and the target Province. Also, the holding is returned, and you lose 10 Honor. If the Province is destroyed, Blackmail cannot be revealed.
Blazing Arrows - actions
*G 3F
Battle: Blazing Arrows adds two to the strength of each of your cards producing a Ranged Attack for this battle. The gold cost of Blazing Arrows is 1G per card in your army that is capable of producing a Ranged Attack.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bountiful Harvest - actions
0G 2F
Limited: All Gold-producing Holdings provide 1 additional Gold until the end of this turn.
Breach of Etiquette - actions
0G 2F
Limited: The player (or players) with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
Break Morale - actions
0G 3F
Open: Target any Dishonored Personality. All of this Personality's Followers are destroyed.
Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.
Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.
Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.
Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.
Debt of Honor - actions
0G 3F
Reaction: Put this card into play immediately after a battle in which you have sent allying units to aid the target player. Later, destroy this card before the Assignments Phase of a battle to request that this player aid you in return. That player must assign the unit you request to the specified battle or lose 8 Honor. You may not request an illegal assignment of a unit.
Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.
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.
Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.
Evil Portents - actions
0G 3F
Open: All Shadowlands Personalities and Followers currently in play gain a 1F/1C bonus until the end of the turn. All other Personalities suffer a -1F/-1C penalty.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Feign Death - actions
0G 2F
Reaction: Play after a Personality is destroyed to return the Personality to play, bowed, in his previous controller's home, ignoring all costs and restrictions. (Entering-play effects occur. Cards attached to the Personality are not returned to play.) Dishonor the Personality. Lose 2 Honor.
Feint - actions
0G 0F
Play Feint as a Focus card in a duel. After Focus cards are revealed, you may choose any other card in your hand to add as a Focus.
Flight of Dragons - actions
0G 3F
Battle: All Dragons in this battle fly away (are destroyed). No Honor is lost or gained. This does not refer to Dragon Clan Personalities unless they are considered to be a Dragon.
Focus - actions
0G 5F
Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Honorable Seppuku - actions
0G 3F
Political Reaction: Play this card after one of your Samurai creates, is targeted by, or is affected by an effect that dishonors him or her or causes you to lose Honor. Lower the loss (if any) to 0, the Samurai commits seppuku, and then you gain an amount of Honor equal to the Samurai's Personal Honor.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
Iaijutsu Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.
Intersecting Highways - actions
0G 1F
Battle: Terrain.
All allied Personalities in this Battle gain a 2F bonus until the end of the turn.
Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Infiltrator - actions
2G 2F
Reaction: Play immediately after any holding has been bowed to negate the effects of that holding.
Kolat Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 Honor.
Legendary Victory - actions
0G 2F
Battle: Play Legendary Victory as the Attacker or Defender when your opponent's army has a higher total Force than your army. Double your total Honor award if you win this battle (after other bonuses). You may only play one Legendary Victory per battle.
Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.
Martyr - actions
0G 3F
Reaction: Play this card after the death of your Personality, targeting the card that destroyed him or her. That card's controller loses 5 Honor. In a battle, the target may be any Personality in the opposing army.
Meditation - actions
0G 2F
Limited: Give a Personality +1F/+2C.
Mercy - actions
0G 2F
Reaction: Play during the resolution phase of any combat that you have won. The opposing army is not destroyed, and you gain 3 Honor for each card spared. The Defender's Province may still be destroyed normally.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.
Occupied Terrain - actions
0G 1F
Battle: Terrain.
During the resolution phase, if the Defender's Province is being destroyed, the Attacking Player may select one of the Defender's holdings which is destroyed instead of the Province.
Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.
Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.
Rally Troops - actions
0G 2F
Reaction: When one of your Personalities is about to be destroyed, move all of that Personality's Followers to any other Personality or Personalities (bowed or unbowed) you control who are not assigned to a battle this turn.
Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.
Refuse Advantage - actions
0G 3F
Battle: You may only play this card as the Attacker or Defender when your army is facing an army (with units) with a lower total Force than your army's total Force. Apply a penalty until the end of the battle to your Army's Force sufficient to reduce the Force total of your Army to equal that of the opposing army. You gain 8 additional Honor if you win the battle.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.
Retreat - actions
0G 2F
Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army had a higher total Force when Retreat was played. Retreat may target a bowed Personality.
Shady Dealings - actions
0G 3F
Reaction: Play when you are putting a Fate card into play to produce 5 gold. Bow your Stronghold if it is unbowed. Your Stronghold may not straighten until, as a Limited Action, you produce 5G to "repay", and destroy this card.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
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.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.
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 Egg of P'an Ku - actions
9G 4F
Unique.
Limited: Target a Personality, including a Unique Personality or one who will not join you. After entering play, this card becomes a copy of that Personality's printed card plus all permanent changes in effect on it. None of the Personality's costs need to be paid and no entering-play effects are produced.
Traversable Terrain - actions
0G 1F
Battle Terrain: If you have one or more units in this battle, move one of your units into this battle from the Province it is attacking or defending.
Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.
The Ancestral Home of the Lion - strongholds
7PS/3GP/6SH
Lion, Lion
Open: Bow this Stronghold: Give a Lion Personality +2 Force bonus for attacking until the end of the turn.
The Esteemed House of the Crane - strongholds
5PS/4GP/5SH
Crane, Crane
Limited: Bow to gain 2 Honor.
The Mountain Keep of the Dragon - strongholds
5PS/4GP/4SH
Dragon, Dragon
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
The Provincial Estate of the Unicorn - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
The Sacred Temple of the Phoenix - strongholds
5PS/3GP/6SH
Phoenix, Phoenix
Bow to produce five gold when bringing a spell or Shugenja into play.
Bow to produce seven gold when bringing a spell or Shugenja into play. The Shugenja involved gains the trait Shadowlands permanently, and you may not gain honor for bringing this card into play.
The War Fortress of the Crab - strongholds
8PS/4GP/3SH
Crab, Crab
Open: Bow this Stronghold: Add +3 Strength to any Province until the end of the turn. This action may be performed in a battle in which you have no units.
Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.
Bloom of the White Orchid - events
Gold cost to attach spells to Shugenja is reduced to zero until the beginning of this player's next turn.
Bon Festival - events
Each player receives 3 Honor for each of his Honorable Dead.
Celestial Alignment - event
Until your next turn begins, Shugenja Personalities need not bow as a cost of Kiho or Spell actions they perform.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Dead Walk The Earth - events
Until your next Events Phase, all Shadowlands Personalities and Followers have a 4F bonus. At the beginning of your next Event Phase, all Shadowlands cards in play are destroyed.
Emergence of the Tortoise - events
There are no Dynasty Phases until the beginning of this player's next turn.
Emperor's Peace - events
No attacks can be made by any player until after the beginning of your next turn.
Evil Feeds Upon Itself - events
The player (or players) with the lowest Family Honor loses his or her rightmost Province (it is destroyed).
Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.
Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.
Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.
Imperial Quest - events
Target a Personality with more than 2 Chi. Bow that Personality, who may remain bowed by his controller. Until the Personality straightens or leaves play, the Personality's controller gains 2 Honor each time he chooses not to straighten the Personality during his Straighten Phase. Dishonor the Personality if he straightens before his controller's third Straighten Phase from now.
Inheritance - events
Inheritance will produce five gold to put a single card into play; Inheritance is then destroyed. Inheritance is destroyed at the end of this turn if unused.
Iris Festival - events
All Shadowlands cards in play are destroyed.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.
Plague - events
All Followers in play with 3F or less are destroyed.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.
Solar Eclipse - events
Negate any current effects of Spells and innate abilities. Shugenja cannot cast Spells or use innate abilities until your next turn.
Test of Stone - events
One of your Personalities issues an unrefuseable challenge to another player's Personality. The winner's controller gains 4 Honor. Dishonor the loser.
Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.
Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.
Apprentice - followers
0F/+1C -PH/0G/0HR 2F
Apprentice adds an additional two to the Chi of this Shugenja for the purposes of bringing spells into play or when bowing to use a spell or innate ability.
Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.
Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.
Fire Breather - followers
2F/0C -PH/8G/0HR 3F
Battle: Bow for a Ranged 4 Attack.
Battle: Bow to destroy a Fortification attached to the Province that Fire Breather is attacking.
Foxwife - followers
+1F/+1C -PH/5G/0HR 1F
Nonhuman. Creature.
Raises the Personal Honor of the attached Personality to five (and restores to honor if dishonored). Foxwife is destroyed if the Personality performs any dishonorable act (either causing a loss of family honor, or if the Personality becomes dishonored).
Gaijin Mercenaries - followers
3F/0C -PH/6G/0HR 2F
Lose 2 Honor.
When the Mercenaries are committed to an attack, you must pay them 3 Gold, or they are destroyed.
Battle: Pay the Mercenaries 4 Gold, and the Mercenaries gain a 1F bonus until the end of the turn. This may be done more than once per battle.
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.
Goblin Mob - followers
1F/0C -PH/0G/0HR 0F
Nonhuman. Shadowlands. Lose 2 Honor.
Reaction: When a ranged attack targets a card in this unit, the ranged attack targets the Goblin Mob instead.
Greater Mujina - followers
3F/0C -PH/6G/0HR 2F
Creature. Cavalry. Lose 2 Honor.
Each Greater Mujina gives a 1F bonus to all Lesser Mujina in play while the Greater Mujina is in play.
Hawk Riders - followers
5F/0C -PH/10G/1HR 3F
Cavalry. Lose 2 Honor.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Lesser Mujina - followers
1F/0C -PH/1G/0HR 1F
Creature. Cavalry. Lose 1 Honor.
Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Marsh Troll - followers
4F/0C -PH/5G/0HR 3F
Shadowlands Creature.
During your endphase, the Marsh Troll destroys (devours) one card in its unit (your choice). If the Troll devours its attached Personality, the player to your right may attach the Troll to one of his Personalities. If declined, the next player on the right may attach the Troll, and so on. If no player wants the Troll, it is destroyed.
Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.
Medium Infantry - followers
3F/0C -PH/5G/1HR 2F
Naga Bowmen - followers
1F/0C -PH/6G/1HR 2F
Naga.
Battle: Bow the Naga Bowmen for a Ranged 3 Attack.
Naga Bushi - followers
2F/0C -PH/3G/1HR 2F
Naga.
Naga Spearmen - followers
2F/0C -PH/5G/1HR 2F
Naga.
Battle: Bow the Naga Spearmen for a Ranged 2 Attack.
Ninja Genin - followers
2F/0C -PH/4G/0HR 2F
Ninja.
Personal Champion - followers
0F/+2C -PH/6G/2HR 4F
Reaction: When a Personality challenges the Personal Champion's Personality, bow the Personal Champion to have him duel instead of his Personality. The Personal Champion has 3 Chi for dueling and counts as a Personality during the duel.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.
Samurai Cavalry - followers
6F/0C -PH/14G/3HR 3F
Cavalry.
Battle: Bow for a Ranged 3 Attack.
Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.
Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.
Scribe - followers
+1F/+1C -PH/7G/0HR 2F
Scribe can only be attached to a Shugenja.
Reaction: Bow Scribe and pay the gold cost of any spell as it is being destroyed to attach that spell to the Scribe's unbowed Shugenja rather than destroying it. This may only be done once per spell per Scribe.
Shadow Samurai - followers
*F/0C -PH/3G/0HR 2F
Shadowlands. Nonhuman.
When brought into play, the Force of Shadow Samurai is the Force of the first Honorable Dead Samurai from the top of your discard pile. This value will not change after the Shadow Samurai is brought into play. If at any time you have no Honorable Dead, Shadow Samurai is destroyed.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Wyrm Riders - follower
2F/0C -PH/5G/0HR 2F
Nonhuman • Wyrm • Cavalry
After this card enters play: Lose 2 Honor.
Battle: Ranged 2 Attack.
Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Dance Troupe - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Famous Poet - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forgotten Tomb - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fort On a Hill - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Imperial Acrobats - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master of the Tea Ceremony - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master Smith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Moat - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Ninja Stronghold - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sacrificial Altar - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sake Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
School of Wizardry - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Temple of the Ancestors - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Trade Route - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Ancestral Standard of the Crab - items
+1F/+1C 8G 4F
Unique • May only be attached to a Crab Clan Personality • Followers in this army attached to a Crab Personality receive a +1F bonus. All opposing Crab Personalities get a -1F penalty.
Reaction: Bow when a Crab Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Crane - items
+1F/+1C 8G 4F
Unique • May only be attached to a Crane Clan Personality • Followers in this army attached to a Crane Personality receive a +1F bonus. All opposing Crane Personalities get a -1F penalty.
Reaction: Bow when a Crane Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Dragon - items
+1F/+1C 8G 4F
Unique • May only be attached to a Dragon Clan Personality • Followers in this army attached to a Dragon Personality receive a +1F bonus. All opposing Dragon Personalities get a -1F penalty.
Reaction: Bow when a Dragon Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Lion - items
+1F/+1C 8G 4F
Unique • May only be attached to a Lion Clan Personality • Followers in this army attached to a Lion Personality receive a +1F bonus. All opposing Lion Personalities get a -1F penalty.
Reaction: Bow when a Lion Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Phoenix - items
+1F/+1C 8G 4F
Unique • May only be attached to a Phoenix Clan Personality • Followers in this army attached to a Phoenix Personality receive a +1F bonus. All opposing Phoenix Personalities get a -1F penalty.
Reaction: Bow when a Phoenix Personality is destroyed to move one follower from that unit and attach it to this Personality.
Ancestral Standard of the Unicorn - items
+1F/+1C 8G 4F
Unique • May only be attached to a Unicorn Clan Personality • Followers in this army attached to a Unicorn Personality receive a +1F bonus. All opposing Unicorn Personalities get a -1F penalty.
Reaction: Bow when a Unicorn Personality is destroyed to move one follower from that unit and attach it to this Personality.
Bloodsword - items
+1F/+1C 4G 2F
Weapon.
Whenever this Personality wins a duel, place a +2F/+2C token on the Bloodsword.
Climbing Gear - items
0F/0C 0G 3F
The Climbing Gear can only be attached to a Ninja Personality. All effects of Fortifications at the defender's Province are negated while the Climbing Gear is in an attacking army.
Crystal Katana - items
+0F/+2C 3G 1F
Weapon.
While this Personality faces a Shadowlands Personality in a battle or duel, the Crystal Katana gains +2C.
Dragon Helm - items
0F/0C 3G 2F
Open: Bow the Helm to force any target Dragon to bow. (This does not refer to Dragon Clan Personalities, unless they are considered to be a Dragon.)
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.
Mask of the Oni - items
0F/0C 4G 2F
Open: Bow the Mask to give the attached Personality the ability to perform any one action that an Oni in play can perform, until the end of the turn. Lose 1 Honor.
Naginata - items
+1F/+2C 3G 1F
Weapon.
Night Medallion - items
0F/0C 6G 3F
Unique.
The Night Medallion may only be attached to a Kolat or Ninja.
Night Medallion adds +2 to every numeral that is printed on the Personality's card. This bonus does not apply to copied abilities.
Shuriken of Serpents - items
0F/0C 7G 3F
Battle: Bow and destroy the Shuriken of Serpents for a Ranged 6 Attack.
Terrible Standard of Fu Leng - items
0F/0C 7G 4F
Shadowlands. Unique. Lose 5 Honor. The Standard gains a +1F token for each opposing unit destroyed in the resolution phase of a battle.
Battle: Fear 2.
Limited: Once per game, destroy any Hida Sukune in play to give +4F to the Standard until the end of the turn.
The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.
The Armor of the Golden Samurai - items
0F/0C 3G 2F
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
The Deafening War Drums of Fu Leng - items
+*F/0C 8G 3F
Unique.
Deafening War Drums give the attached Personality a 2F bonus for every Fu Leng card in this unit.
Battle: Fear 3.
The Jade Hand - items
+1F/+3C 8G 3F
Unique.
The Jade Hand may not be moved, stolen or destroyed. This Personality gains a 3F/2C bonus when opposed by any Shadowlands cards in a battle or duel.
The Star of Laramun - items
0F/0C 6G 3F
While the Star of Laramun is attached, this Personality gains the trait Double Chi.
Agasha Tamori - personalities
1F/2C 0HR5G/2PH/
Dragon Clan Shugenja
Agasha Tamori has a 3C bonus when bringing Spells into play and when bowing to use Spells.
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 Kage - personalities
0F/4C 10HR5G/3PH/
Lion Clan Samurai • Revered Sensei
Limited: Bow this card and place a 1F/1C Sensei token on a Personality. No Personality may have more than 2 Sensei tokens.
Alhundro Cornejo - personalities
1F/2C 0HR8G/2PH/
Unaligned Explosives Master
Limited: Bow to destroy any Fortification.
Limited: Bow to permanently reduce the strength of a Province by one (minimum zero).
Reaction: Bow when bringing an Explosives card into play to reduce the gold cost to zero.
Asahina Tamako - personalities
1F/2C 5HR8G/2PH/
Crane Clan Shugenja.
Reaction: Bow Asahina Tamako and discard a Fate Card at any time in which Gold in needed. Produce an amount of Gold equal to the Focus Value of the discarded card.
Asahina Tomo - personalities
0F/4C 0HR6G/2PH/
Crane Clan Shugenja.
Asako Yasu - personalities
1F/4C 15HR10G/3PH/
Phoenix Clan Interrogator. Shugenja.
Limited: Bow the Interrogator to "question" any Shugenja, beginning a duel between these Personalities. The Interrogator may not focus, but also cannot be killed by the outcome of the duel.
Bayushi Hisa - personalities
2F/3C -HR4G/1PH/
Scorpion Clan Samurai.
Bayushi Hisa is considered the same card as Hisa for the purposes of deck construction and play.
Hisa has -1F while there are non-Scorpion Personalities in his army.
Bayushi Kachiko - personalities
0F/2C -HR10G/1PH/
Scorpion Clan Seductress. Unique.
Limited: Bow to put a -1C seduction token on any Personality. Add a seduction token each turn she chooses not to straighten. If Seductress straightens, all seduction tokens are removed. May remain bowed.
Bayushi Togai - personalities
2F/3C -HR7G/1PH/
Scorpion Clan Samurai.
Poison cards can be attached to Togai without paying their gold cost. Poison cards or tokens targeting Togai have no effect.
Daidoji Uji - personalities
2F/3C 5HR4G/2PH/
Crane Clan Samurai.
Doji Hoturi - personalities
3F/5C 15HR12G/5PH/
Crane Clan Champion. Samurai. Unique. Will only join a Crane Clan Player.
Reaction: May change any duel he is entering to become a test of Personal Honor instead of Chi. Loser loses 3 Honor and must commit Seppuku or is dishonored. Focusing affects Personal Honor instead of Chi for this duel.
Doji Yosai - personalities
2F/4C 5HR6G/3PH/
Crane Clan Samurai.
If Yosai bows to lobby for the Imperial favor, no player may give gifts to oppose this action.
Dragon of Fire - personalities
6F/4C 10HR14G/4PH/
Unaligned Creature. Unique. Cavalry. Shugenja. No Followers or Items.
Battle Elemental: Bow for a Ranged 10 Attack.
Battle Elemental: Bow for two Ranged 5 Attacks. Each Ranged Attack may have a different target.
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.
Ginawa - personalities
2F/3C -HR4G/1PH/
Unaligned Toturi's Army Samurai.
Goblin Warmonger - personalities
2F/1C -HR5G/1PH/
Unaligned Nonhuman. Shadowlands.
When the Goblin Warmonger would be destroyed, if he has any Goblin Followers, instead destroy all cards in this unit except the Goblin Warmonger, bow the Goblin Warmonger, and send him home.
Heichi Chokei - personalities
2F/2C -HR5G/2PH/
Unaligned Monk. Shugenja.
Hida Amoro - personalities
6F/1C -HR7G/0PH/
Crab Clan Berserker. No Armor.
Berserker is destroyed after any battle in which he is involved unless his army has a force more than twice as great as the opposing army.
Hida Kisada - personalities
8F/4C 6HR16G/2PH/
Crab Clan Champion. Samurai. Unique. Double Chi. Will only join Crab Clan Player.
Cards in Kisada's Unit cannot be the target of Shugenja Spells and Innate Abilities.
Hida Sukune - personalities
3F/2C 0HR6G/2PH/
Crab Clan Samurai.
Hida Tampako - personalities
2F/1C -HR6G/1PH/
Crab Clan Samurai.
Gains a 2F bonus when defending.
Hida Tsuru - personalities
3F/2C -HR9G/1PH/
Crab Clan Samurai. Cavalry.
All Followers being attached to this card have their gold costs reduced by 2.
Hida Yakamo - personalities
3F/3C 0HR8G/2PH/
Crab Clan Hero. Samurai. Unique. No Items. Crab Hero is considered a distinct card from the Crab Oni for Uniqueness.
Battle: Bow Yakamo to destroy any one Item card in opposing army.
Hida Yakamo (Oni) - personalities
4F/4C -HR7G/0PH/
Crab Clan. Shadowlands. Nonhuman. Oni.
Cannot attach Followers.
You cannot focus in a duel involving Yakamo.
Cannot assign to an army with other units. Other units cannot assign to Yakamo's army.
Yakamo has +1F/+1C for each of your Crab Clan Personalities.
Horiuchi Shoan - personalities
0F/1C -HR3G/1PH/
Unicorn Clan Shugenja. Cavalry.
Ide Tadaji - personalities
0F/1C 10HR7G/3PH/
Unicorn Clan Diplomat. Unique. May not challenge or be assigned to attack or defend.
Political Reaction: Bow when the Imperial Favor is used. The Favor's effect is negated, but the Favor is still discarded.
Ikoma Ujiaki - personalities
2F/4C 10HR8G/4PH/
Lion Clan Samurai.
Political Reaction: After a Lion Clan Personality is killed in battle, bow to dishonor a Personality in the opposing army.
Isawa Kaede - personalities
2F/3C 5HR11G/2PH/
Phoenix Clan Shugenja. Master of the Void.
Open Elemental: Bow this card and discard a card from one of your Provinces. Replace the discarded card. Draw a card from your Fate Deck.
Isawa Tadaka - personalities
1F/3C 5HR10G/2PH/
Phoenix Clan Shugenja. Master of Earth.
Open Elemental: Bow Tadaka and discard a Fate Card. All Provinces you control gain a bonus to their strength equal to the focus of the discard until the end of the turn.
Isawa Tomo - personalities
1F/3C 5HR8G/2PH/
Phoenix Clan Shugenja. Master of Water.
Battle Elemental: Bow this card to move a unit from one of the Defender's Provinces to another.
Isawa Tsuke - personalities
3F/2C 5HR12G/2PH/
Phoenix Clan Shugenja. Master of Fire. Unique.
Limited Elemental: Bow and play a Fate card face down. Issue a Challenge that cannot be refused. Isawa cannot focus, but the Fate card played acts as a Focus. Tsuke cannot be killed by the outcome of the duel.
Isawa Uona - personalities
0F/3C 5HR4G/2PH/
Phoenix Clan Shugenja. Master of Air.
Open Elemental: Bow the Master of Air and Discard a Fate card with a Focus Value of X. Look at X face down cards.
Iuchi Daiyu - personalities
1F/4C 0HR6G/1PH/
Unicorn Clan Shugenja. Cavalry.
Cards in this unit cannot be the target of ranged attacks.
Iuchi Karasu - personalities
2F/3C 4HR7G/3PH/
Unicorn Clan Shugenja.
Open: Bow Iuchi Karasu. Move a Follower from one of your Personalities and attach it to another of your Personalities.
Iuchi Takaai - personalities
1F/2C 0HR8G/2PH/
Unicorn Clan Shugenja.
Open: Bow this card to give all cards in a target unit the Cavalry trait until the end of the turn.
Kakita Toshimoko - personalities
1F/7C 10HR10G/3PH/
Crane Clan Iaijutsu Master. Unique. Samurai. May not refuse a duel. Lose 5 Honor if Toshimoko loses a duel.
Limited: Bow to challenge any samurai to a duel. If refused, samurai is dishonored.
Kakita Yinobu - personalities
0F/2C 5HR3G/1PH/
Crane Clan Master Orator.
Political Reaction: Bow this card and discard a Fate card or cards to reduce any loss of Family Honor by the Focus Value of the discarded card(s). This effect will not prevent a Personality from becoming dishonored. You may not discard cards once the Honor Loss has been reduced to zero.
Kakita Yoshi - personalities
0F/1C 10HR10G/3PH/
Crane Clan Liason. No Followers. May not Challenge or be assigned to defend.
Open Political: Bow to take the Imperial Favor.
Kakita Yuri - personalities
0F/2C 10HR7G/2PH/
Crane Clan Negotiator.
Political Battle: Bow the Negotiator to send home unbowed one unit that is attacking you. You must pay gold equal to the Force of the unit.
Ki-Rin - personalities
0F/2C 15HR0G/5PH/
Unaligned Creature • Unique
While Ki-Rin is unbowed and honorable, Personalities with a Personal Honor of zero, four, or five cannot assign or move into armies attacking your Provinces.
Kitsu Motso - personalities
2F/4C 8HR6G/3PH/
Lion Clan Master Tactician. Tactician. Unique.
Limited: Bow to put a Master token on Kitsu Motso.
Battle: Bow Motso and discard a Master token to be able to perform two consecutive actions before the next player.
Kitsu Toju - personalities
1F/2C 10HR7G/2PH/
Lion Clan Shugenja.
Limited: Bow and discard a card from your Fate hand to gain Honor equal to Focus Value of discard.
Kitsuki Yasu - personalities
1F/4C 10HR7G/4PH/
Dragon Clan Justicator. Samurai.
Political Reaction: You may bow Yasu as a challenge is being issued to a Samurai to force the Samurai to accept the challenge.
Kolat Servant - personalities
0F/1C -HR10G/0PH/
Unaligned.
Limited: Bow this card and target a Stronghold. Bow the Stronghold, if unbowed. As long as this card remains bowed, the target Stronghold may not straighten. Kolat Servant may remain bowed.
Kuni Yori - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja.
Limited: Bow Kuni Yori and discard a Fate card. Force an opponent to randomly discard a card from his or her Fate hand.
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Agetoki - personalities
4F/4C 5HR8G/2PH/
Lion Clan Samurai. Cavalry.
This unit cannot be the target of ranged attacks.
Matsu Gohei - personalities
1F/3C 6HR4G/3PH/
Lion Clan Samurai.
Gains a 2F bonus when attacking.
Matsu Hiroru - personalities
0F/1C -HR6G/1PH/
Ninja Assassin. Only Ninja Followers.
Limited: Bow to challenge a bowed Personality, who may not refuse. Ninja Assassin may Focus once before the duel. Lose 4 Honor.
Limited: Destroy any one bowed Retainer. Lose 4 Honor.
Matsu Imura - personalities
2F/3C 10HR6G/3PH/
Lion Clan Beastmaster.
Limited: Bow to train a new animal, adding a 1F token creature Follower to Beastmaster.
Limited: Bow to take control of any creature Follower in play with a force of 3 or less. Target Follower becomes attached to the Beastmaster.
Matsu Tsuko - personalities
6F/5C 10HR14G/4PH/
Lion Clan Champion. Samurai. Unique. Double Chi. Tactician.
Will only join Lion Clan Player.
Matsu Yojo - personalities
2F/2C 5HR5G/2PH/
Lion Clan Samurai.
Mirumoto Daini - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai.
Mirumoto Hitomi - personalities
3F/4C 4HR7G/2PH/
Dragon Clan Samurai. Toturi's Army.
Followers in this unit are immune to Fear.
Mirumoto Sukune - personalities
3F/2C 4HR8G/3PH/
Dragon Clan Samurai. Cavalry.
Battle: Bow for a Ranged 3 Attack.
Miya Yoto - personalities
0F/1C 5HR6G/2PH/
Unaligned Arbitrator.
Battle: Bow this card to bow and remove any unit from a battle. This action may only be performed for a battle in which you have no units and are not the Defender.
Morito - personalities
2F/2C 0HR6G/2PH/
Unaligned Samurai. Cavalry.
Morito Tokei - personalities
0F/3C -HR3G/2PH/
Unaligned Shugenja. Toturi's Army.
Moshi Wakiza - personalities
1F/3C -HR6G/1PH/
Centipede Clan Shugenja. Yoritomo's Alliance.
Battle: Bow to produce a Ranged 4 Attack.
Moto Tsume - personalities
4F/4C -HR4G/0PH/
Unaligned Samurai. Shadowlands. Lose 4 Honor.
Tsume will not enter play if you have more than 0 Family Honor.
All Personalities with more than 1 Personal Honor assigned to the same army as Tsume are bowed before the Battle Action Segment.
Naga Abomination - personalities
2F/*C 0HR8G/1PH/
Naga. Nonhuman. Unique. Abomination has a Chi Value equal to the number of other Naga cards in play.
Limited: Challenge any Naga Personality or any Clan Champion to a duel, which must be accepted.
Naga Shugenja - personalities
1F/1C 0HR6G/1PH/
Shugenja. Nonhuman.
Open: Bow the Naga Shugenja to give a 1F bonus to all Naga cards in play until the end of the turn.
Naga Warlord - personalities
2F/2C 0HR5G/2PH/
Naga Samurai. Nonhuman.
All other Naga cards in the Naga Warlord's unit have a 1F bonus while they remain in his unit.
Naka Kuro - personalities
3F/5C 15HR12G/2PH/
Unaligned Shugenja. Unique. Toturi's Army. Grand Master of the Elements.
Reaction Elemental: Bow to produce any Elemental action described on any card in play. This effect may only be produced during the appropriate phase. He may only duplicate once any spell that must be discarded. Reaction: Bow to negate any Elemental effect.
Necromancer - personalities
1F/4C -HR10G/0PH/
Unaligned Shugenja. Shadowlands. Lose 3 Honor.
Necromancer gains 1F for each Shadowlands Follower attached to him.
Limited: Bow to put a Shadowlands Follower into play attached to Necromancer (without gold cost).
Ninja Shapeshifter - personalities
2F/2C -HR10G/1PH/
Unaligned Ninja. The Ninja Shapeshifter will only attach Ninja Followers.
Open: Once per turn, the Ninja Shapeshifter can copy the Force, the Chi, the Personal Honor, or one ability of any one Personality in play, until the end of the turn. All tokens created by a copied ability are destroyed at the end of the turn.
Ninja Spy - personalities
0F/1C -HR2G/1PH/
Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Oni no Akuma - personalities
6F/3C -HR0G/0PH/
Shadowlands. Nonhuman. Unique. Lose 3 Honor.
When this Oni is brought into play, it destroys the Province from which it was played.
Oni no Shikibu - personalities
2F/2C -HR5G/0PH/
Unaligned. Shadowlands. Nonhuman. Destroy one of your other Personalities the first time this card is put into play.
In your Dynasty Phase, if this card is Honorable or Dishonorable Dead, you may bring it back into play, losing 2 Honor.
Oni no Tsuburu - personalities
2F/2C -HR4G/0PH/
Unaligned. Shadowlands. Cavalry. Nonhuman. No Followers or armor. You must destroy one of your Personalities to put this card into play. Lose 5 Honor.
Reaction: This Oni gains a 6F bonus at the end of the Battle Action Segment when attacking if there are no defending units.
Otaku Kamoko - personalities
3F/2C 4HR7G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Otaku Kamoko will only attach Cavalry Followers. Kamoko gains a 1F bonus when attacking.
Sanzo - personalities
1F/1C 5HR3G/2PH/
Unaligned Samurai. Cavalry.
Shiba Katsuda - personalities
3F/3C 0HR7G/2PH/
Phoenix Clan Samurai.
Shiba Tsukune - personalities
3F/2C 5HR5G/2PH/
Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.
Shiba Ujimitsu - personalities
4F/4C 10HR12G/3PH/
Phoenix Clan Champion. Samurai. Double Chi. Will only join Phoenix player. During your Dynasty Phase, if this card is Honorable Dead, it may be returned to play without cost by exchanging it with a Personality you control. Ujimitsu keeps all attached cards, tokens and permanent changes of the replaced Personality. That Personality is discarded from play.
Shinjo Hanari - personalities
4F/3C 5HR9G/2PH/
Unicorn Clan Samurai. Cavalry.
Battle: Bow for Ranged 3 Attack.
Shinjo Yasamura - personalities
2F/2C 4HR7G/2PH/
Unicorn Clan Samurai. Cavalry.
Open: Once per turn, he can give one Follower in this unit the Cavalry trait until the end of the turn.
Shinjo Yokatsu - personalities
5F/4C 10HR14G/2PH/
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
Shosuro Hametsu - personalities
0F/1C -HR5G/1PH/
Scorpion Clan Poison Master.
Limited: Bow to give a Personality a Poison token if they do not have one. Lose 2 Honor. A Personality with a Poison token may destroy it as a Reaction to entering a duel. When a strike is declared, the opposing Personality's Chi is reduced by 2 until the end of the turn.
Shuten Doji - personalities
0F/0C -HR8G/0PH/
Unaligned Shadowlands. Nonhuman.
Shuten Doji enters play with four 1F/1C tokens. During your events phase, Shuten Doji must "eat" (destroy) one token on any other card in play, which becomes a 1F/1C token on Shuten Doji. If none are available, the Shuten Doji loses 3 tokens.
The Demon Bride of Fu Leng - personalities
1F/2C -HR12G/0PH/
Unaligned. Unique. Shadowlands. Nonhuman.
Limited: Bow the Bride to take control of and attach any one Shadowlands Follower in play.
Battle: Fear 4.
Togashi Hoshi - personalities
7F/7C 5HR13G/4PH/
Unaligned Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. Will join the Brotherhood for 2 less gold.
Cannot be committed during the Maneuvers Segment if there is already a Dragon committed to the opposing army (this does not refer to Dragon Clan Personalities). Hoshi is considered a Dragon and is affected by all cards that affect Dragons.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Togashi Yokuni - personalities
5F/6C 10HR14G/2PH/
Dragon Clan Champion. Unique. Samurai. Shugenja. Double Chi. Will only join Dragon Clan Player.
Togashi Yoshi - personalities
1F/2C 0HR6G/2PH/
Dragon Clan Shugenja.
Reaction: After a Personality you control has entered a duel, but before the first focus, you may bow Yoshi to draw and discard your top Fate Card. Add its Focus Value to that Personality's Chi until the end of the turn. THis card is not considered a Focus.
Toku - personalities
0F/1C -HR0G/2PH/
Unaligned Samurai. Toturi's Army.
Toturi - personalities
4F/2C 10HR9G/4PH/
Unaligned Samurai. Double Chi. Unique. Toturi's Army. Lose 5 Honor. Toturi enters play dishonored. Will not join Crab, Phoenix, or Scorpion Clan.
Reaction: The first time Toturi is restored to honorable status, you gain 5 Honor, and Toturi gains a 2F/3C bonus permanently.
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.
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.
Yasuki Taka - personalities
0F/1C 0HR3G/0PH/
Crab Clan Wily Trader.
Open: Bow Wily Trader and any one of your gold-producing holdings to straighten any holding in play.
Wily Trader is worth 1 Koku.
Yogo Junzo - personalities
3F/2C -HR10G/0PH/
Unaligned Shugenja. Shadowlands. Nonhuman. Lose 4 Honor.
Battle: Fear 4.
Yotsu Seiki - personalities
1F/2C -HR4G/1PH/
Unaligned Shugenja.
Battle: Bow for Ranged Attack equal to her Chi.
Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.
Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.
Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.
Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.
Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.
Animate the Dead - spells
3G 2F
Limited: Bow this Shugenja and bring a Follower back into play from any discard pile and attach it to any of your Personalities. Lose 2 Honor. This Follower permanently gains Shadowlands, and the ability: Battle: Fear 3.
Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.
Call Upon The Wind - spells
0G 2F
Limited Elemental: Bow this Shugenja to turn over any one card which is not in play.
Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.
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."
Counterspell - spells
2G 1F
Reaction: Bow this Shugenja to cancel the affects of one Shugenja's innate ability as it's being used.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Elemental Ward - spells
0G 1F
Reaction: Bow this Shugenja to negate the effects of one Elemental action (spell or other card) which is targeting you or any on your cards in play.
Energy Transference - spells
4G 2F
Open: Bow this Shugenja to switch a Personality's Force and Chi. If the Personality is not yours, destroy this Spell.
Fires of Purity - spells
3G 3F
Elemental Open: Bow this Shugenja to give +3F/+3C to a Personality with over 2 Personal Honor.
Fist of Osano-Wo - spells
5G 4F
Limited: Bow this Shugenja and destroy this card: Target a Holding. Destroy it.
Heart of the Inferno - spells
4G 3F
Battle Elemental: Bow this Shugenja and destroy this spell to cast a fiery bolt at the opposing army that targets then destroys all Personalities and Followers that have a Force of 2 or less.
Immortal Steel - spells
5G 4F
Limited: Bow this Shugenja and destroy this spell. Target weapon has all Force and Chi bonuses doubled for the rest of the game. Only one Immortal Steel can affect a weapon.
Look into the Void - spells
2G 1F
Elemental Open: Bow this Shugenja and discard a card from your hand to draw a Fate card.
Mists of Illusion - spells
4G 2F
Open: Bow this Shugenja to add 5F to one Personality you control until the end of the turn. Opposing units and Provinces cannot be destroyed by an army containing this Personality when Mists of Illusion is used.
Reflective Pool - spells
1G 3F
Open Elemental: Bow this Shugenja and destroy this spell to give one of your target Personalities the ability to perform an action that copies any action on any Personality in play. This ability goes away at the end of the turn.
Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.
Summon Faeries - spells
1G 2F
Open: Bow this Shugenja to bow a target Shugenja. If the Shugenja using Summon Faeries is a Phoenix Personality, then the target Shugenja does not straighten during that player's next straighten phase.
Summon Swamp Spirits - spells
2G 3F
Limited: Bow this Shugenja to add a Swamp Spirit token to target personality. This token acts as a 1F Nonhuman Shadowlands Follower.
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 Fury of Osano-Wo - spells
4G 3F
When you bring this Spell into play, place three tokens on it. When this Spell has no tokens, destroy it.
Battle: Bow this Shugenja and destroy a token on this Spell for a ranged attack with strength equal to this Shugenja's Chi plus 2.
Torrential Rain - spells
4G 4F
Battle Elemental: Bow this Shugenja and destroy this Spell to end this battle without resolution. All units go home bowed.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
Wind Born Speed - spells
2G 2F
Open: Bow this shugenja to give all cards in one unit the trait: Cavalry until the end of the turn.
Winds of Change - spells
6G 2F
Elemental Limited: Bow this Shugenja to discard a Dynasty card in a Province and replace it with the top card of its player's Dynasty deck.
Wings of Fire - spells
0G 1F
Open Elemental: Bow this Shugenja to give a target Follower or Personality the Cavalry trait until the end of the turn.
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.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Be Prepared to Dig Two Graves - actions
0G 3F
Reaction: After a Personality from your Faction is destroyed while in a battle: Target a Personality opposing him. For the rest of the game, Personalities from your Faction gain +2F/+2C while facing the target in a battle or duel. This does not target the destroyed Personality.
Blackmail - actions
8G 4F
Limited: Choose a Province and a Holding of another player. Take control of that holding while Blackmail is in play. As an Open Action, the affected player may reveal the Blackmail, destroying it and the target Province. Also, the holding is returned, and you lose 10 Honor. If the Province is destroyed, Blackmail cannot be revealed.
Blazing Arrows - actions
*G 3F
Battle: Blazing Arrows adds two to the strength of each of your cards producing a Ranged Attack for this battle. The gold cost of Blazing Arrows is 1G per card in your army that is capable of producing a Ranged Attack.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bountiful Harvest - actions
0G 2F
Limited: All Gold-producing Holdings provide 1 additional Gold until the end of this turn.
Breach of Etiquette - actions
0G 2F
Limited: The player (or players) with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
Break Morale - actions
0G 3F
Open: Target any Dishonored Personality. All of this Personality's Followers are destroyed.
Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.
Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.
Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.
Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.
Debt of Honor - actions
0G 3F
Reaction: Put this card into play immediately after a battle in which you have sent allying units to aid the target player. Later, destroy this card before the Assignments Phase of a battle to request that this player aid you in return. That player must assign the unit you request to the specified battle or lose 8 Honor. You may not request an illegal assignment of a unit.
Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.
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.
Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.
Evil Portents - actions
0G 3F
Open: All Shadowlands Personalities and Followers currently in play gain a 1F/1C bonus until the end of the turn. All other Personalities suffer a -1F/-1C penalty.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Feign Death - actions
0G 2F
Reaction: Play after a Personality is destroyed to return the Personality to play, bowed, in his previous controller's home, ignoring all costs and restrictions. (Entering-play effects occur. Cards attached to the Personality are not returned to play.) Dishonor the Personality. Lose 2 Honor.
Feint - actions
0G 0F
Play Feint as a Focus card in a duel. After Focus cards are revealed, you may choose any other card in your hand to add as a Focus.
Flight of Dragons - actions
0G 3F
Battle: All Dragons in this battle fly away (are destroyed). No Honor is lost or gained. This does not refer to Dragon Clan Personalities unless they are considered to be a Dragon.
Focus - actions
0G 5F
Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Honorable Seppuku - actions
0G 3F
Political Reaction: Play this card after one of your Samurai creates, is targeted by, or is affected by an effect that dishonors him or her or causes you to lose Honor. Lower the loss (if any) to 0, the Samurai commits seppuku, and then you gain an amount of Honor equal to the Samurai's Personal Honor.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
Iaijutsu Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.
Intersecting Highways - actions
0G 1F
Battle: Terrain.
All allied Personalities in this Battle gain a 2F bonus until the end of the turn.
Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Infiltrator - actions
2G 2F
Reaction: Play immediately after any holding has been bowed to negate the effects of that holding.
Kolat Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 Honor.
Legendary Victory - actions
0G 2F
Battle: Play Legendary Victory as the Attacker or Defender when your opponent's army has a higher total Force than your army. Double your total Honor award if you win this battle (after other bonuses). You may only play one Legendary Victory per battle.
Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.
Martyr - actions
0G 3F
Reaction: Play this card after the death of your Personality, targeting the card that destroyed him or her. That card's controller loses 5 Honor. In a battle, the target may be any Personality in the opposing army.
Meditation - actions
0G 2F
Limited: Give a Personality +1F/+2C.
Mercy - actions
0G 2F
Reaction: Play during the resolution phase of any combat that you have won. The opposing army is not destroyed, and you gain 3 Honor for each card spared. The Defender's Province may still be destroyed normally.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.
Occupied Terrain - actions
0G 1F
Battle: Terrain.
During the resolution phase, if the Defender's Province is being destroyed, the Attacking Player may select one of the Defender's holdings which is destroyed instead of the Province.
Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.
Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.
Rally Troops - actions
0G 2F
Reaction: When one of your Personalities is about to be destroyed, move all of that Personality's Followers to any other Personality or Personalities (bowed or unbowed) you control who are not assigned to a battle this turn.
Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.
Refuse Advantage - actions
0G 3F
Battle: You may only play this card as the Attacker or Defender when your army is facing an army (with units) with a lower total Force than your army's total Force. Apply a penalty until the end of the battle to your Army's Force sufficient to reduce the Force total of your Army to equal that of the opposing army. You gain 8 additional Honor if you win the battle.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.
Retreat - actions
0G 2F
Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army had a higher total Force when Retreat was played. Retreat may target a bowed Personality.
Shady Dealings - actions
0G 3F
Reaction: Play when you are putting a Fate card into play to produce 5 gold. Bow your Stronghold if it is unbowed. Your Stronghold may not straighten until, as a Limited Action, you produce 5G to "repay", and destroy this card.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
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.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.
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 Egg of P'an Ku - actions
9G 4F
Unique.
Limited: Target a Personality, including a Unique Personality or one who will not join you. After entering play, this card becomes a copy of that Personality's printed card plus all permanent changes in effect on it. None of the Personality's costs need to be paid and no entering-play effects are produced.
Traversable Terrain - actions
0G 1F
Battle Terrain: If you have one or more units in this battle, move one of your units into this battle from the Province it is attacking or defending.
Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.
The Ancestral Home of the Lion - strongholds
7PS/3GP/6SH
Lion, Lion
Open: Bow this Stronghold: Give a Lion Personality +2 Force bonus for attacking until the end of the turn.
The Esteemed House of the Crane - strongholds
5PS/4GP/5SH
Crane, Crane
Limited: Bow to gain 2 Honor.
The Mountain Keep of the Dragon - strongholds
5PS/4GP/4SH
Dragon, Dragon
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
The Provincial Estate of the Unicorn - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
The Sacred Temple of the Phoenix - strongholds
5PS/3GP/6SH
Phoenix, Phoenix
Bow to produce five gold when bringing a spell or Shugenja into play.
Bow to produce seven gold when bringing a spell or Shugenja into play. The Shugenja involved gains the trait Shadowlands permanently, and you may not gain honor for bringing this card into play.
The War Fortress of the Crab - strongholds
8PS/4GP/3SH
Crab, Crab
Open: Bow this Stronghold: Add +3 Strength to any Province until the end of the turn. This action may be performed in a battle in which you have no units.
