Легенды Пяти Колец

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Festival of Drifting Souls - event
Until your next turn begins, after the first time each turn a player attaches a card from his hand, draw a card.

The Empire Awaits - event
Starting with you, each player may choose a Fate card in his discard pile, then put it in his ha

The War of Dark Fire - event
Choose another player. Until your next turn begins, negate all his Honor gains during Action Phases and Dynasty Phases.

Yoritomo Ascends - event
Kami • Thunder
If you control 20 or more Samurai, remove the 20 of them with the highest Force from the game. You do not need them, for you are your twenty strongest! If this removed 20 Samurai, you win the game.

Biwa Player - follower
2F/0C -PH/3G/2HR 2F
Reaction: After a battle resolution in which a province was destroyed: Gain 1 Honor.

Imperial Legionaries - follower
3F/0C -PH/4G/1HR 2F
Imperial
Political Battle: Even if this card is bowed: Straighten your target Imperial Personality or Follower.

Opportunistic Ronin - follower
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Belly of Fudo - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Deeds and Words - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Front Line Camp - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Kitsune Den - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Limbs of Fudo - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Shrine to Yoritomo - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Toku's Grave - holding
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

De Bellis Yoditorum - item
+1F/+0C 2G 4F
Unique
Will only attach to a Lion Clan Personality.
This personality has Tactician and Commander.
Battle: Bow this card: Draw a card.

My Grandfather's Daisho - item
+1F/+0C 1G 3F
Weapon
Battle: Straighten a target Item in your army. You may bow a target enemy Item.

Sasumata - item
+2F/+1C 3G 3F
Weapon
Battle: Bow this card: Bow a target enemy card without a Weapon or Armor.

Seiatsu - item
+5F/+0C 6G 4F
Weapon • Unique
Will only attach to a Spider Clan Personality.
This Personality has a minimum Chi of 5.
Battle: Even if this card is bowed: Move this unit to a battlefield with a target enemy unit that has lower total Force than this unit. Straighten this unit if it moved.

The Oni's Eye - item
+0F/+0C 2G 2F
Unique
Will only attach to a Scorpion Clan Personality.
Limited: Bow this Personality: Another player shows a card at random from his hand. He may choose to lose Honor equal to that card's Focus Value. If he did not choose this, he discards the card.

Keukegen - personality
3F/2C -HR3G/1PH/

Nonhuman • Keukegen
Reaction: Even if this card is bowed, after another player's Personality straightens: Straighten this ca

Miya Shoin - exp - personality
0F/2C 2HR4G/3PH/

Courtier • Imperial • Herald • Experienced • Unique
Political Open: Bow Shoin: The player with the Imperial Favor discards it.

Moto Yuudai - exp - personality
6F/2C -HR10G/0PH/

Spider Clan • Samurai • Cavalry • Paragon • Dark Wind • Experienced • Unique
After Yuudai enters play: Lose 4 honor.
Battle resolution does not bow Yuudai.
Battle: The next time this turn Yuudai performs an action, other players may not take Reactions until it ends. You may take an additional Battle action.

Tsubo the Drunk - personality
0F/2C -HR4G/0PH/

Ronin • Samurai • Sake Addict • Washed Up
After Tsubo enters play: Give him five +1F Sake tokens.
If Tsubo ever has no Sake tokens: He is sober; destroy him.
After each of your Events Phases: Remove a Sake token from Tsu

Lightwater Bay - region
Singular
Battle: Bow this card and discard a card: Draw a ca

Plains of Resolution - region
Singular
Open: Bow this card: Your target Samurai contributes Force while bowed and will not have his force reduced by other players' car

Private Shrine - region
Temple • Singular
Battle: Bow this card: Give all your honorable Personalities at the current battlefield +1F, or +2F if the current battlefield is at this card's provin

Temple to Te'tik'kir - region
Temple
Battle: Destroy this card: Move a target Personality attacking this province home. If he moved, bow his unit and gain 1 Hon

Essence of the East Wind - spell
0G 2F
Air
Battle: Bow this Shugenja: Your target bowed Personality contributes his Force during this battle's resolution even if bowed.

The Elements Align - spell
0G 4F
Limited Bow this Shugenja and destroy this Spell: Put a Ring into play from your hand. If the performing Shugenja and the Ring share an element keyword, straighten the Shugenja.

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

Imperial Command - strategy
0G 4F
Political • Imperial
Reaction: After a target card is destroyed: Remove it from the game.
Reaction: When an action would target your Unique Personality, pay 2 Gold: The action targets another of your Personalities instead, if legal.

Liquid Courage - strategy
0G 3F
Battle: Remove a Sake token from your target unbowed Personality: Destroy a target enemy Follower or Personality without Followers and with 4 Force or lower.
Open: Pay 2 Gold: Target a Personality. He visits a Sake house. Give him two +1F Sake tokens.

Seven Stings Keep - stronghold
7PS/4GP/1SH
Scorpion, Scorpion
Limited: A target player loses 2 Honor for each of his provinces that have been destroyed this game.

A Hero's Courage - events
This card enters play in your home.
Battle: Discard this card and target an opposed Hero you control: Give the target +5F. The target may not be bowed except to pay costs.

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

A Time For Vengeance - events
Search your Dynasty deck for a Unique non-Experienced Personality. Fill this Province with the Personality face-up.

A Time of Legends - events
Until your events phase two turns after this one, any player who destroys a Shadowlands card with an action or in battle gains an additional 2 honor above any other honor gains that may occur.

Annexation - events
Discard the Imperial Favor and pay 15 gold to add an additional Province to the left of your leftmost Province. If you do not pay both costs, discard this card with no effect. This use of the Imperial Favor cannot be prevented.

Arrival of the Phoenix - events
Until your second Events Phase from now, Samurai in armies with Shugenja have +2F, and Shugenja need not bow as a cost of performing actions on Spells and Kihos while in an army with a Samurai.

Battle at the Tomb - events
Target another player who controls more Personalities than you control Rings. If you lose no Provinces during his next turn, search your deck for a Ring and put it into play. The Ring does not count toward Enlightenment while it is in play.

Bushido - events
For the rest of the game, after each time a card titled Compassion, Courage, Courtesy, Duty, Honor, Honesty, or Sincerity resolves, it's player draws a card, and if that player resolved all seven that turn, he wins the game.

Claimants to the Throne - events
A Human Personality in play permanently has +2F, +1PH, a maximum PH of 5, and the ability, "Reaction: After this Personality wins a duel, or after his army destroys a province or enemy unit in battle resolution: Gain 2 Honor."

Death of the Heartless - events
Put this card in your home.
Open: Discard this card from your home and pay 4 Gold: Beginning with you and proceeding once in turn order, each player may target a dead Personality in his discard pile. He brings it into play, ignoring costs and restrictions.

Designer Wins - events
If your face appears on this card, you win the game.

Doom of the Dark Lord - events
Until you are eliminated, all players draw an additional Fate card during their End Phases, and each time a player needs to draw a Fate card but cannot because his Fate deck is empty, destroy his rightmost Province.

Favor of the Emerald Champion - events
After the next time this game a Personality wins a duel: His controller gains the Imperial Favor, gains 2 Honor, and the Personality may attach one of his focused attachment cards waiving gold cost.

Favor of the Jade Champion - events
After the next time this game a non-Maho action on an opposed Spell or Shugenja resolves: The Spell's or Shugenja's controller gains the Imperial Favor and 2 Honor. He may straighten all Shugenja who performed the action.

Festival of Drifting Souls - event
Until your next turn begins, after the first time each turn a player attaches a card from his hand, draw a card.

Gift of the Shogun - events
This card enters play in your home.
Open: If this is the action phase, discard this event: You may show your opponant any number of cards from your hand. Gain 1 Honor for each Shogun card you showed and for each Keeper, Enlightened, and Shogun card you have in play.

Harvest Festival - events
Target a Gold-producing Holding you control. For the rest of the game, straighten it and remove all tokens from it after the beginning of each of your Dynasty Phases.

Hunger of the Dead - events
All Personalities in play gain a -1F/-1C Corruption token.

Interesting Times - events
For the rest of the game, after each Events Phase ends, the active player may have the Dynasty Phase occur before the Action Phase that turn. If he does, he may not declare attacks or target other players' Personalities with actions that turn.

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

Kitsuki Scrutiny - events
This card enters play in your home.
Open: Discard this card, target a Personality you control, and bow him if he is not a Magistrate: Target a Personality. Reduce his Force and his Personal Honor to 0.

Lean Times - events
Until the end of the game, after each of your turns in which you bring no Personalities or Holdings into play, then until the beginning of your next turn, other players' Personalities enter play bowed.

Lion and Unicorn - events
If you control a Unique Personality: Starting with you, each player targets one of his Unique Personalities. Destroy all Personalities this targeted.

Oath to the Empire - events
Search your Fate deck for up to three Allegiance cards. Show them. Put one in your hand. Discard the rest. If this put one in your hand, gain the Imperial Favor.

Redrawing the Maps - events
After the next time this game another player's Region enters play, attach it to one of your provinces, even one with one or more Regions attached. If it is now attached to your province, gain control of it.

Sezaru's Choice - events
Until the end of the game, Shugenja you control have +2F and +1C while opposing one or more Samurai.

Shourido - events
Until the end of the game, after each time a Dark Virtue card resolves, its player attaches a 1F Cavalry Naval Shadowlands token Follower to a Personality he controls. Until the end of the game, when any player has resolved seven Dark Virtue cards with different titles this game, all Personalities he owns permanently gain the trait "May not be destroyed or moved by cards other players own" and the Shadowlands trait.

Strange Assembly - events
For the rest of the game, a player wins instantly if his Family Honor is ever 8 or more points above the amount required to win an Honor Victory. This does not apply to players unable to achieve an Honor Victory.

The Council Reforms - events
For the rest of the game, each Unique Shugenja Personality gains the ability "Limited: Once per turn, discard a card from your hand to bow a Samurai with Force less than the card's Focus value."

The Empire Awaits - event
Starting with you, each player may choose a Fate card in his discard pile, then put it in his ha

The Farther you Fall - events
The player with the Imperial Favor loses seven honor. This loss cannot be prevented with the Imperial Favor.

The Heart Speaks - events
Until the end of the game, lobbying is an Open action for you.

The Heavens Reborn - events
Until your next turn begins, attacking Personalities have +1F and defending Personalities have -1F.

The Power Resides in the Mountains - events
The player or players with the fewest cards in their hands may draw two cards.

The Price of Power - events
This card remains in play in your home.
Limited: Discard this card: Target a unit you control and a unit with equal or lower total Gold cost controlled by another player. Destroy them.

The Race Begins - events
If any other player has more provinces and higher Honor than you, gain a province to the left of your leftmost province.

The War of Dark Fire - event
Choose another player. Until your next turn begins, negate all his Honor gains during Action Phases and Dynasty Phases.

Time of the Void - events
Until the end of the game, players with family honor above ten do not gain honor for bringing Personalities into play.

To Start a Dark Path - events
For the rest of the game, Dark Rings are not destroyed when Rings enter play, and Dark Rings that were played according to their own text count towards an Enlightenment Victory. These effects cannot be ended or negated.

War in the Heavens - events
The Monk in play with the highest Chi permanently gains +1F, +1C and +2 Personal Honor. In the case of a tie, each tied Monk gains those bonuses.

Welcome Home - events
Gain 3 Honor.

Where Respect is Due - events
Until the start of your turn two turns from now, increase the Honor gained by assigning units as an ally by 1. Each player gains 1 Honor from this Event each time one of his or her cards is destroyed as an attacking or defending ally.

Winter Storm - events
Winter
Unti the end of the game, after each time an attack is declared, each player targets two of his unbowed Personalities with a Gold cost equal to or less than his Stronghold's Gold Production plus 2. Bow them.

Yoritomo Ascends - event
Kami • Thunder
If you control 20 or more Samurai, remove the 20 of them with the highest Force from the game. You do not need them, for you are your twenty strongest! If this removed 20 Samurai, you win the game.

Biwa Player - follower
2F/0C -PH/3G/2HR 2F
Reaction: After a battle resolution in which a province was destroyed: Gain 1 Honor.

Brothers of the Wind - followers
2F/0C -PH/3G/1HR 3F
Battle: Even if this card is not at the current battlefield: Target one of your Personalities at the current battlefield, or one of your Personalities at any location if this card is at the current battlefield. Transfer this card to the target.

Cartographers - followers
2F/0C -PH/2G/1HR 3F
Imperial • Scout • Unique
Recon Open: Bow this card: Target a province. During the next battle there this turn, negate the effects of the first Reaction or Terrain action any other player takes.

City Guard - followers
3F/0C -PH/6G/0HR 3F
Unique
Costs 1 less Gold (minimum 1) for each Holding you control.

Danjuro's Legion - followers
3F/0C -PH/4G/2HR 3F
Can only attach to a Samurai.
Costs 2 less Gold if you control a Shugenja.
Battle: Bow Danjuro's Legion: Straighten a target Shugenja in this army.

Hired Legion - followers
3F/0C -PH/4G/0HR 4F
Unique
Battle: Bow this card: Draw a card.

Hunting Tiger - followers
3F/0C -PH/8G/3HR 4F
Unique. Creature.
During any battle while Hunting Tiger is present and unbowed, other players must discard a card from their hand as an additional cost to perform a Battle or Open action.
Battle: Fear 3.

Imperial Legionaries - follower
3F/0C -PH/4G/1HR 2F
Imperial
Political Battle: Even if this card is bowed: Straighten your target Imperial Personality or Follower.

Kenku Duelist - followers
+1F/+2C -PH/3G/0HR 3F
Nonhuman
After one of your Personalities enters a duel, you must move Kenku Duelist onto that Personality if he can legally attach it. This effect may only move this card once per turn.

Opportunistic Ronin - follower
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Panda Spirit - followers
1F/0C -PH/4G/1HR 3F
Spirit • Nonhuman
This Personality cannot assign to attack the turn he attaches this card, as the tranquility of the panda settles in.
Battle: This Personality gains +3F.

Rikugunshokan - followers
3F/0C PH/7G/1HR 3F
Unique.
This Personality has the Tactician trait while Rikugunshokan is attached. You must declare an attack and assign this unit to attack on each of your turns, if possible. If this unit does not assign, lose 2 Honor at the beginning of your Dynasty Phase.

Standard Bearers - followers
0F/0C -PH/3G/1HR 2F
This Personality has +1 Personal Honor.
After a resolution segment ends, if this card was in the winning army, and was opposed at any time that battle: Gain 3 Honor.

The Unclean - followers
0F/0C -PH/2G/0HR 3F
Reaction: When paying a Gold Cost, bow this card and remove an Item in your discard pile from the game: Produce Gold equal to the Item's Focus Value. Lose 1 Honor.

Yotsu Bodyguards - followers
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Belly of Fudo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Brilliant Artisan - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Dark Oracle of Earth - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Dark Oracle of Fire - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Deeds and Words - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

District Governor - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Emerald Competitor - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Forward Observer - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Front Line Camp - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Hatamoto - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

House of the Blue Tanuki - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

House of the Fallen Blossom - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Ambassador - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Assembly - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Dojo - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Handmaidens - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Kitsune Den - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Limbs of Fudo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Luxurious Silk - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Minting House - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Secluded Waystation - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Seer - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Osano-Wo - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Tsukune - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Yoritomo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Sushi Stand - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Temple of the Ages - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

The Daimyo's Gift - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Toku's Grave - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Tsi Smith - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Tsuko's Shrine - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Venerable Master - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Vengeful Populace - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Western Hub Sake Works - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Ambition - exp - items
+1F/+1C 8G 4F
Weapon • Bloodsword • Experienced • Unique
Lose 3 Honor. • While Ambition is in play, all Celestial Items have a maximum Force and Chi of +0. Ambition gains +2F/+2C for each other Unique Weapon in play.
Maho Battle: Bow Ambition to have this Personality issue an unrefusable challenge to an opposing Personality. Lose 4 Honor.

Ancestral Kabuto - items
+1F/+1C 1G 4F
Unique
Will only attach to a Samurai.
Put a +1F/+1C Soul token on Ancestral Kabuto during your Straighten Phase.

Atarasi's Banners - items
+0F/+0C 5G 3F
Unique
Can only attach to a Crab Clan Personality.
Crab Clan Personalities in this army have +2F.

Atarasi's Mempo - items
+2F/+0C 3G 2F
Mempo • Unique
Can only attach to a Crab Clan Personality.
Fear Battle: Move home a target Personality with lower Force than this Personality.

Blade of Thorns - items
+3F/+3C 7G 4F
Weapon • Unique
You may bring Blade of Thorns into play from your hand as a Battle action. If you do, you may immediately gain an additional Battle action to use the following ability.
Battle: Fear 3.

Book of Air - items
+1F/+1C 3G 3F
Singular
Elemental Battle: Bow this Personality or one of your Rings of Air to create a permanent 1F/1C Personality card under your control in the current battle.

Book of Earth - items
+1F/+1C 3G 3F
Singular
Elemental Open: Bow this Personality or one of your Rings of Earth to target a Province. For the rest of the turn, Reactions may not be taken during battles at that Province.

Book of Fire - items
+1F/+1C 3G 3F
Singular
Elemental Battle: Bow this Personality or one of your Rings of Fire to force the opposing player to target a card attached to a Personality in his army. Destroy that card.

Book of the Void - items
+1F/+1C 3G 3F
Singular
Elemental Limited: If there are more cards in your Fate discard pile than in your hand, bow this Personality or one of your Rings of the Void to search your Fate discard pile for a card, take it into your hand, and remove the rest of the pile from the game. Remove the retrieved card from the game when the turn ends.

Book of Water - items
+1F/+1C 3G 3F
Singular
Elemental Open: Bow this Personality or one of your Rings of Water to copy the Force or Chi from one of your Personalities to another.

Clan Standard - items
+1F/+0C 3G 4F
Standard
Personalities aligned to your Clan at this battlefield have +1F, or +2F if they have any Followers.

De Bellis Yoditorum - item
+1F/+0C 2G 4F
Unique
Will only attach to a Lion Clan Personality.
This personality has Tactician and Commander.
Battle: Bow this card: Draw a card.

Dragon Puzzle Box - items
+1F/+1C 6G 4F
Unique. Dragon Puzzle Box will attach to any player's Personality.
This Personality's controller may not target this Personality with Open or Battle actions.

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

Guardian's Blade - items
+1F/+0C 4G 4F
Weapon • Unique
This card has +3F while you control a Temple.

Helm of Thunder - exp - items
+1F/+1C 4G 4F
Experienced Dragon Helm • Unique
Open: Bow the Helm of Thunder to bow a Shugenja with less Chi than this Personality. If the target is a Dragon, Helm of Thunder gains +2F/+2C. (This does not refer to Dragon Clan cards unless they are also Dragons.)

Hojatsu's Standard - items
+0F/+0C 5G 3F
Unique
Can only attach to a Dragon Clan Personality.
Dragon Clan Personalities in this army have +2F.

Ide Jiao's Hat - items
+0F/+0C 2G 2F
Unique
This Personality has the Magistrate keyword.
Battle: Dishonor this Personality: Dishonor and bow a target enemy Personality without attachments.

Isawa's Last Wish - items
+0F/+0C 10G 4F
Unique.
Battle: Destroy an opposing card. The target's controller then destroys any one of your cards.

Jade Jitte - items
+0F/+0C 2G 2F
Will only attach to a Courtier or Magistrate.
Open: Bow this Personality: Target a player who controls an unbowed Personality: He either targets and bows an unbowed Personality he controls or targets and dishonors an Honorable Personality he controls. (He must do one if possible.)

Kadano's Map - items
+0F/+0C 1G 4F
Unique
This card attached without Gold cost to Ujina Kadano.
Recon Open: Bow this card: Target a Province and a player. After the next time this turn he assigns one or more units to the Province's battlefield, he targets a card in his army there. Bow it.

Lotus Blade - items
+2F/+1C 4G 4F
Weapon • Unique
Limited: Destroy this card: Search your Dynasty deck for a Doom Event. Show it. Put it on top of your deck after shuffling.
Reaction: After an Event resolves, bow this card: Draw a card.

Mantle of the Jade Champion - exp - items
+*F/+0C 6G 4F
Experienced • Unique
Attaches to a Jade Champion paying 4 less Gold. This card has a Force bonus equal to the highest Focus Value of any Spell in this unit.
Reaction: Before paying costs of an action on a Spell or Kiho, bow this card: Waive any cost of bowing this Personality.

Mark of Oblivion - items
+0F/+0C 2G 3F
Limited: Discard three cards with either identical or all different Focus values, and destroy this card: Draw four cards. Discard down to your maximum hand size.

My Grandfather's Daisho - item
+1F/+0C 1G 3F
Weapon
Battle: Straighten a target Item in your army. You may bow a target enemy Item.

Nyoko's Daisho - items
+4F/+0C 6G 4F
Weapon • Unique
Can only attach to a Dragon Clan Personality.
This Personality has a minimum Chi of 5.
Limited: Search your Fate deck for a Ring. Put it in your hand.

Porcelain Mask of Fu Leng - exp - items
+2F/+2C 9G 4F
Shadowlands • Experienced • Unique • Lose 6 Honor.
May not be moved. This Personality gains Shadowlands and "Battle: Fear 3" and all your Shadowlands Personalities gain +1F/+1C, while the Mask is attached. During each of your Events Phases, remove a Porcelain token from the Mask. Destroy this Personality and give all your Shadowlands Personalities -1F/-1C if the Mask is destroyed.

Prophecies of Uikku - items
0F/0C 2G 3F
While the Prophecies are in play, you and your cards are not affected by any Doom events. This has no effect on events that have already resolved.
Reaction: This Personality gains a 2F/3C bonus until the end of your next turn when a Doom event resolves.

Rosoku's Staff - items
+1F/+1C 4G 4F
Weapon • Unique
Reaction: After you put a Ring into play from your hand by its own text, if you now control exactly one Ring, destroy this card: Search your Fate deck and hand for a Ring. Put it into play.

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

Ryokan's Sword - exp - items
+2F/+1C 6G 4F
Weapon • Experienced • Unique
This Personality may not be challenged. You may not be forced to focus by other players' card effects. Weapons give no Chi bonuses to Personalities while they are in a duel against a Personality you control.

Sasumata - item
+2F/+1C 3G 3F
Weapon
Battle: Bow this card: Bow a target enemy card without a Weapon or Armor.

Scales of the Dragon - items
+3F/+0C 4G 4F
Armor • Unique
Can only attach to a Dragon Clan Personality.
Battle/Open: Even if this card is bowed: Straighten this unit.

Seiatsu - item
+5F/+0C 6G 4F
Weapon • Unique
Will only attach to a Spider Clan Personality.
This Personality has a minimum Chi of 5.
Battle: Even if this card is bowed: Move this unit to a battlefield with a target enemy unit that has lower total Force than this unit. Straighten this unit if it moved.

Shell of the Crab - items
+3F/+0C 4G 4F
Armor • Unique
Can only attach to a Crab Clan Personality.
Reaction: Before another player's action would destroy this Personality, remove this card from the game: Negate the destruction. Move this Personality home.

Shigekawa's Armor - items
+5F/+0C 8G 4F
Armor • Unique
Costs 3 less Gold when attaching to Toturi Shigekawa.
Limited: Bow and destroy this card: Create two 3F/3C Cavalry Samurai Personalities.

Shogo's Gift - items
+0F/+0C 4G 4F
Unique
Costs 3 less Gold when attaching to Seppun Shogo. This Personality may not be dishonored or join other players.
Samurai Personalities you control have +2F while you control the Imperial Favor.

Sword of Spirit - items
+2F/+2C 3G 2F
Weapon • Unique
Open: Once per turn, discard a card from your hand to permanently change this card into a Follower if it is an Item, or into an Item if it is a Follower.

Sword of the Righteous Emperor - items
+*F/+1C 8G 4F
Ancestral Weapon • Unique
This card has +1F for each Personality you control.
Limited: If you have exactly one Province or another player has at least 40 Honor, remove this card from the game: Target a Personality you control. Create three 4F/4C Personalities with 3 Personal Honor and all the target's boldface traits.

Tamori's Flame - items
+1F/+0C 4G 4F
Unique • Siege
Battle: Bow Tamori's Flame for a Ranged 6 Attack.
Battle: Bow Tamori's Flame to destroy a Fortification attached to this Province.

Tao of Shinsei - items
0F/0C 1G 3F
May attach to a Monk without gold cost.
Reaction: You may straighten this Personality when an elemental Ring is put into play by any player.
Open: Discard from play one of your elemental Rings to straighten this Personality.

Tetsubo of Thunder - items
+2F/+2C 5G 3F
Unique Weapon
Battle: Bow and destroy Tetsubo of Thunder to destroy an opposing Follower.

The Emerald Armor - exp - items
+2F/+0C 6G 4F
Armor • Experienced • Unique
Attaches to an Emerald Champion paying 4 less Gold.
This Personality has +1 PH.
Reaction: When one of your Personalities would be targeted by another player's action, bow the Emerald Armor: The action targets this Personality instead, if legal.

The Oni's Eye - item
+0F/+0C 2G 2F
Unique
Will only attach to a Scorpion Clan Personality.
Limited: Bow this Personality: Another player shows a card at random from his hand. He may choose to lose Honor equal to that card's Focus Value. If he did not choose this, he discards the card.

Togashi's Mask - items
+2F/+0C 3G 2F
Mempo • Unique
Can only attach to a Dragon Clan Personality.
Fear Battle: Move home a target Personality with lower Chi than this Personality.

Twilight - items
+4F/+0C 6G 4F
Weapon • Unique
Can only attach to a Crab Clan Personality.
This Personality has a minimum Chi of 5.
This Personality can assign even if bowed, and contributes Force to his unit even while bowed.

Utaku Stallion - items
+1F/+0C 2G 4F
After this card enters play, name a printed boldface trait on any Personality you control. This Personality has this trait while this card is attached.

Wise Investment - items
+0F/+0C 3G 4F
Unique. Wise Investment enters play bowed.
Reaction: Bow and destroy Wise Investment when paying a Gold cost to produce 5 Gold.

Writ of the Herald - items
+0F/+0C 5G 2F
Writ
Pay 2 less Gold for attaching this card to a Courtier or Magistrate, or 4 less Gold for attaching it to an Imperial or Shogun Personality.
Open: Destroy this card: Take the Imperial Favor.

Yamainu's Dagger - items
+0F/+1C 8G 4F
Weapon • Unique
Costs 3 less Gold when attaching to Yamainu.
Open: Bow this card and discard a number of cards equal to the number of cards in the target's unit. Target a Personality. Bow him.

A'ichtr'foo - personalities
1F/2C -HR7G/1PH/

Ratling Matron • Crippled Bone Tribe • Creature
Limited: Bow A'ichtr'foo to give one of your Personalities a 0F Ratling Creature Follower token. This token has 1F instead of 0F if you are a Ratling player.

Akasha - personalities
2F/4C 0HR8G/2PH/

Legacy of the Naga • Unicorn Clan • Human
Limited: Once per turn, give Akasha one of the following until the beginning of your next turn: Calvary, Double Chi, Samurai, Tactician, Battle: Ranged 2 Attack, or the ability to cast Kihos as a shugenja. Each benefit may be gained only once per game with this ability.

Akasha - exp - personalities
3F/5C -HR11G/2PH/

Legacy of the Naga • Unicorn Clan Samurai • Cavalry • Double Chi • Tactician • Experienced • Unique
Akasha's Gold cost may not be reduced. Akasha may cast Kihos as a Shugenja. Akasha is Human.
Battle: Once per battle, make a Ranged 2 Attack without bowing.

Akodo Shusaku - personalities
3F/3C 5HR7G/2PH/

Lion Clan Samurai • Deathseeker • Yu 2
Shusaku may not be dishonored.

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

Ronin • Shugenja • Fire
Reaction: After an action resolves that Aneo performed and that destroyed an enemy card at a battlefield: Straighten a card attached to Aneo.

Ayamari - personalities
2F/4C -HR8G/0PH/

Mantis Clan • Kenku • Creature • Nonhuman • Ninja
Battle: Once per battle: Bow a target Personality with lower Chi opposing Ayamari. Ayamari may then fly away, moving to another location.

Bayushi Ryo - personalities
4F/3C 2HR8G/1PH/

Scorpion Clan Samurai
If Ryo is in a battle during its resolution, the battle is considered a tie if Ryo's army's total Force is 1 or 2 points less than the opposing army's total.

Chiang-Tsu - personalities
0F/4C -HR9G/2PH/

Unaligned • Double Chi • Tactician • Unique • Chiang-Tsu will not swear fealty.
Limited: Bow Chiang-Tsu and one of your Human Personalities as costs. When that Personality next straightens, permanently give him either Double Chi or Tactician. Chiang-Tsu cannot straighten until after your next Straighten Phase. This action may target each Personality once per game.

Dairya - personalities
4F/5C 10HR10G/4PH/

Unaligned Samurai. Unique. Cavalry. Toturi's Army.
Battle: Bow for a Ranged 3 Attack.

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

Crane Clan Samurai
Will not attach Followers with an Honor Requirement less than 3.

Fu Lion - personalities
4F/4C 0HR5G/3PH/

Unaligned Spirit Creature • Cavalry • Unique
May not attach Items. May not assign or move into an attacking army. May not be moved out of a battle by other players' cards.

Hatsue - personalities
4F/4C -HR6G/1PH/

Unaligned Ronin • Samurai • Cavalry • Double Chi • Unique
Will not swear fealty.
During each Action Phase, any other player may, as an Open action, destroy one of his unbowed Personalities to take permanent control of Hatsue.

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

Crab Clan Samurai
Battle: Create Fear equal to the number of Followers in this unit.

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

Crab Clan Shadow Samurai. Toturi's Army. Experienced. Unique. Won't join a player that has Shadowlands cards in play. Can't be sacrificed to the Terrible Standard of Fu Leng.
You may shuffle Sukune into your Dynasty deck during your straighten phase if he is honorably dead.
Battle: Sukune and an opposing Shadowlands card are both discarded from play.

Hida Utaemon - personalities
4F/2C 0HR9G/1PH/

Crab Clan Berserker • Samurai
Utaemon gains Force and Chi equal to the number of Followers in this unit.

Imperial Cartographer - personalities
0F/3C 0HR4G/3PH/

Imperial • Courtier
Reaction: After Imperial Cartographer enters play: If you have any Farms, Forests, Mines, Mountains, or Ports in play, gain 1 Honor for each of those different keywords among all your cards.

Ippon - personalities
5F/3C -HR7G/1PH/

Ronin • Samurai
Battle: Destroy all cards with zero Gold Cost in a target enemy unit.

Isawa Mino - personalities
3F/3C 6HR7G/2PH/

Phoenix Clan Shugenja
Open: Bow Mino to bow a Spell. (Actions on bowed cards cannot be used.)

Isawa Tekkan - personalities
3F/2C 4HR8G/3PH/

Phoenix Clan Shugenja.
Tekkan has +1 Chi for each opposing Shadowlands card.
Battle: Bow Tekkan for a Ranged Attack with strength equal to her Chi. This attack may target a Shadowlands personality with attached followers.

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

Unaligned Bushi
Battle: Bow Junji. Ranged 7 Attack.

Keeper of Air - personalities
3F/4C -HR7G/3PH/

Unaligned Samurai. Monk. Singular.
When Keeper of Air enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Air, show it to all players, and put it in your hand.
Elemental Kiho Battle: Once per turn, produce a Ranged 3 Attack.

Keeper of Earth - personalities
5F/3C -HR7G/3PH/

Unaligned Samurai • Yu 3 • Singular
When Keeper of Earth enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Earth, show it to all players, and put it in your hand.
Elemental Battle: Once per turn, the Defender targets one of his units. If the unit is not in this battle, move it into this battle. If you are not the Defender, straighten the unit.

Keeper of Fire - personalities
2F/6C -HR7G/3PH/

Unaligned Samurai • Singular
When Keeper of Fire enters play, you may send all Elemental Rings you control to their owner's hands to search your Fate deck for a Ring of Fire, show it to all players, and put it in your hand.
Elemental Battle: Once per game, issue an unrefusable challenge to an opposing Personality.

Keeper of the Void - personalities
4F/4C -HR7G/3PH/

Unaligned Samurai • Singular
When Keeper of the Void enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of the Void, show it to all players, and put it in your hand.
Elemental Limited: Once per turn, straighten a Keeper of the Void.

Keeper of Water - personalities
2F/4C -HR7G/3PH/

Unaligned Samurai • Cavalry • Singular
When Keeper of Water enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Water, show it to all players, and put it in your hand.
Elemental Battle: Twice per battle, give a Personality +1F.

Keukegen - personality
3F/2C -HR3G/1PH/

Nonhuman • Keukegen
Reaction: Even if this card is bowed, after another player's Personality straightens: Straighten this ca

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

Unaligned Samurai. Cavalry.

Kihei - exp - personalities
3F/3C -HR5G/1PH/

Unaligned Samurai • Cavalry • Experienced • Unique
Costs 1 less Gold if you control at least 2 Infantry Personalities.

Kuso - personalities
1F/1C -HR2G/1PH/

Unaligned Ronin. Lose 1 Honor.
Kuso will not swear fealty.

Matsu Satomi - personalities
4F/4C 8HR11G/3PH/

Lion Clan Samurai. Tactician.
Reaction: Bow Matsu Satomi after another player destroys one of your Terrain cards to put the card in your hand instead of your discard pile. This is a use of the Tactician Trait.

Matsu Turi (pre-Imperial) - personalities
1F/3C 5HR6G/3PH/

Lion Clan Samurai.
Gains a 2F bonus when attacking.



Mirumoto Shiryu - personalities
3F/4C 2HR9G/3PH/

Dragon Clan Samurai.
Shiryu may attach two Weapons.
Open: Bow one of your Monk Personalities to give Shiryu +1F/+1C.

Miya Nishio - personalities
2F/3C -HR4G/2PH/

Unaligned Imperial Herald • Courtier • Unique
Political Reaction: After bringing a Personality into play, bow Nishio: Target the Personality. He swears fealty.
Reaction: After bringing a Personality into play, bow Nishio: If you are a Shadowlands player, target the Personality. He permanently gains the Shadowlands trait.

Miya Shoin - exp - personality
0F/2C 2HR4G/3PH/

Courtier • Imperial • Herald • Experienced • Unique
Political Open: Bow Shoin: The player with the Imperial Favor discards it.

Moshi Mineko - personalities
4F/2C 0HR9G/2PH/

Mantis Clan Bushi. Naval.
Battle: Bow one of Mineko's Weapons to target an opposing Weapon. That weapon gives no bonuses and produces no effects until the battle ends. (Bowed Items normally still add their stats to their Personalities.)

Moto Hanzhi - personalities
4F/2C 4HR8G/2PH/

Unicorn Clan Samurai • Cavalry
Reaction: Once per turn, when a Ranged attack targets a card in Moto Hanzhi's army, redirect this attack to Moto Hanzhi. Hanzhi may use this ability while he has attached Followers.

Moto Yuudai - exp - personality
6F/2C -HR10G/0PH/

Spider Clan • Samurai • Cavalry • Paragon • Dark Wind • Experienced • Unique
After Yuudai enters play: Lose 4 honor.
Battle resolution does not bow Yuudai.
Battle: The next time this turn Yuudai performs an action, other players may not take Reactions until it ends. You may take an additional Battle action.

Motto Seiki - personalities
1F/2C 0HR4G/1PH/

Unaligned Shugenja.
Battle: Bow for a ranged attack equal to his Chi.

Osami - personalities
3F/3C 3HR6G/3PH/

Unaligned Samurai • Hero • Unique
Gain 2 Honor. If Osami is killed by another player's action, that player loses 7 Honor.

Otomo Ishihama - personalities
0F/2C -HR1G/2PH/

Unaligned Imperial Governor • Unique
Open: Bow Ishihama to straighten a Farm.

Otomo Sorai - personalities
0F/1C 8HR5G/4PH/

Unaligned Imperial Guest. Unique. While Sorai is in your control, your honor-producing holdings produce one extra honor when bowed for honor.
If Sorai is destroyed, his controller loses half of his or her current honor total (round down) if it is above zero.

Satoru - personalities
1F/4C 4HR6G/3PH/

Unaligned Samurai • Hero • Yojimbo • Unique
Reaction: After another player's action targets a Personality you control: Redirect the action to this Personality.

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

Unaligned Monk. No Followers or Items.
Seikua gains +1F/+2C for each Elemental Ring you have in play.

Sennin - personalities
3F/3C -HR6G/3PH/

Unaligned Monk • Nonhuman
Reaction: Once per turn, after another player bows a Holding to produce more than 2 Gold, put a Wealth token on Sennin.
Reaction: When paying a Gold cost, bow Sennin and remove a Wealth token from him to produce 3 Gold.

Seppun Baka - personalities
0F/1C 0HR4G/1PH/

Unaligned Sycophant.
When bowed during a lobbying attempt, Baka is considered to have a Personal Honor of seven.

Seppun Goharu - personalities
*F/3C 8HR5G/3PH/

Imperial • Samurai • Yojimbo
Goharu's base Force equals the highest Personal Honor among all Personalities at his location.
Battle: Bow and move home a Personality who is Spider Clan, Unicorn Clan, or dishonorable.

Seppun Kiharu - personalities
0F/3C -HR5G/3PH/

Unaligned Seppun Family Daimyo • Master of the Ten Thousand Temples • Courtier • Shugenja • Unique
Costs 1 less Gold if you control a Courtier.
Costs 1 less Gold if you control a Shugenja.

Seppun Shogo - personalities
2F/3C -HR6G/3PH/

Unaligned Imperial Courtier • Unique
You may bow Shogo to pay a cost of discarding the Imperial Favor.
Open: Pay 6 Gold, even if Shogo is controlled by another player or bowed: Gain control of Shogo.

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

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

Shiga - personalities
4F/3C -HR6G/1PH/

Unaligned Monk
Before each time Shiga is destroyed, you may permanently reduce both his Force and his Chi by 1 as a cost to negate the destruction.

Shosuro Omezo - personalities
2F/3C 0HR7G/1PH/

Scorpion Clan Saboteur
Battle: Bow Omezo to bow an opposing Personality whose printed Chi less than or equal to Omezo's printed Chi.

Shousa - personalities
3F/3C -HR7G/1PH/

Unaligned Samurai.

Stone Breaker - personalities
6F/0C -HR6G/1PH/

Nonhuman • Siege • Unique
Can not attach Items.
Can not challenge or be challenged.
Is not destroyed for having 0 Chi.
Has -6F while it has no unbowed Followers.
Battle: If Stone Breaker is bowed, bow a Follower in its unit: Straighten Stone Breaker.

Suiteiru no Oni - personalities
5F/3C -HR8G/0PH/

Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Open: Destroy one of your unbowed Personalities to create a number of 1F Nohuman Shadowlands Oni Follower tokens equal to the destroyed Personality's Chi and attach them to your Personalities. Lose Honor equal to the number of tokens created.

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

Dragon Clan Shugenja • Tattooed
Other players may not target Shiki with Spell or Kiho actions.

The False Hoturi - personalities
3F/5C -HR9G/0PH/

Scorpion Clan Deceiver. Samurai. Unique. This card is considered to be the Egg of Pan Ku for Uniqueness. Will not join Crane Clan.
Limited: Bow to cause all Crane players to lose two honor.

The Monstrous War Machine of Fu Leng - personalities
8F/2C -HR6G/0PH/

Unaligned Shadowlands. Unique. Non-human. Lose 5 Honor. No Items. May not challenge or be challenged. The War Machine has Force = 0 if it has no Followers attached. The War Machine destroys all of its Followers when it bows. Followers add no Force to this Unit.

The Mystic - exp - personalities
6F/7C -HR15G/3PH/

Unaligned Shugenja • Fire • Void • Ronin • Experienced Isawa Sezaru • Unique
Other players must pay 10 Gold or discard a Spell or Kiho as an additional cost to targeting the Mystic.
Battle: Bow a Ring you control: If opposed, target a Personality in your discard pile who is not dead. Bring him into play in your current army, ignoring costs.

The Ronin - exp - personalities
9F/7C -HR15G/3PH/

Unaligned Samurai • Ronin • Duelist • Tactician • Shogun • Experienced Kaneka • Unique
Other players must pay 10 Gold or discard a Battle Action as an addtitional cost to targeting the Ronin.
Battle: Bow any number of Rings you control: Give each Personality in the current enemy army -2F for each Ring you bowed.

The Wanderer - exp - personalities
5F/7C -HR15G/3PH/

Unaligned Courtier • Samurai • Ronin • Experienced Emperor Toturi III • Unique
Other players must pay 10 Gold or discard a Political Action as an additional cost to targeting the Wanderer.
Political Battle: Bow one or more Rings you control and target an opposed Personality you control at the current battlefield: For each Ring you bowed, gain 4 Honor and give the target +4F.

Toturi Kyoji - personalities
2F/2C 0HR3G/2PH/

Unaligned Monkey Clan Samurai. Unique.
Open: Once per turn, bow Kyoji to bow or straighten a Follower or an Unaligned Samurai Personality.

Toturi Shigekawa - personalities
4F/4C 0HR7G/3PH/

Unaligned Samurai • General • Unique
Other Samurai Personalities have +2F while in an army with Shigekawa.
Battle: Target and bow 2 Samurai Personalities you control in Shigekawa's army: Target an opposing Personality. Bow him.

Tr-ch'da - personalities
3F/4C -HR7G/2PH/

Ratling Berserker. Crippled Bone Tribe. Creature.
Reaction: After Tr-ch'da wins a duel, or after Tr-ch'da's army destroys an opposing army during resolution, return to play a destroyed Item that was attached to an opposing Personality and attach it to Tr-ch'da without cost.

Tsi Zutaka - personalities
2F/3C 4HR4G/3PH/

Unaligned • Oriole Clan Daimyo • Artisan • Unique
Weapons in this army have +2F. Dragon Clan Personalities in this army with Weapons attached have the Duelist trait.

Tsubo the Drunk - personality
0F/2C -HR4G/0PH/

Ronin • Samurai • Sake Addict • Washed Up
After Tsubo enters play: Give him five +1F Sake tokens.
If Tsubo ever has no Sake tokens: He is sober; destroy him.
After each of your Events Phases: Remove a Sake token from Tsu

Tsukotu - personalities
1F/1C -HR2G/1PH/

Ashigaru
Lose 1 Honor.
Battle: Destroy Tsukotu: Bow a target Samurai with no attachments opposing him.

Ujina Kadano - personalities
2F/2C -HR3G/2PH/

Unaligned Hare Clan Explorer • Scout • Samurai • Cavalry • Unique
Reaction: After a Recon action resolves: Give Kadano +1F. Draw a card.

Yamainu - personalities
1F/3C -HR6G/0PH/

Unaligned Assassin • Spy • Unique
Open: If it is another player's Action Phase, bow Yamainu: Target a bowed Personality. If both Yamainu and the target are in play when the phase ends, Yamainu challenges him. The target's controller must bow a card in that unit as a cost to refuse.

Yasuki Miliko - exp - personalities
5F/4C 2HR9G/2PH/

Crab Clan • Courtier • Samurai • Master Sensei • Ruby Champion • Experienced • Unique
Miliko uses her Force as a duel stat in duels to which she is challenged.
Battle: If there are any enemy units at the current battlefield: Straighten one of your target Personalities and move him there.

Yoritomo Rui - personalities
3F/3C 0HR8G/2PH/

Mantis Clan Samurai. Naval.
Battle: Bow Rui for a Ranged 3 Attack. This attack may not be combined, and is compared against the target's printed Force.

Yotsu Dagurasu - personalities
2F/3C -HR5G/1PH/

Unaligned Bounty Hunter. Sword of Yotsu.
Battle: Bow Yotsu Dagurasu for a Ranged 5 Attack. Gain 2 Honor if this destroys a Creature.

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

Unaligned Shugenja.

Akodo's Shrine - regions
Unique
This Province does not hold Dynasty cards (do not refill it).
Limited: Bow Akodo's Shrine and one of your Samurai with more than 3 Chi to draw or discard a Fate card.

Bayushi's Shrine - regions
Unique.
This Province does not hold Dynasty cards (do not refill it).
Political Reaction: Bow Bayushi's Shrine before you lose Honor to negate the loss.

Doji's Shrine - regions
Unique.
This Province does not hold dynasty cards (do not refill it).
Political Limited: Bow Doji's Shrine and one of your Personalities with more than 0 Personal Honor to take the Imperial Favor. This is considered a lobbying attempt.

Hida's Shrine - regions
Unique.
This Province does not hold Dynasty cards (do not refill it). All of your Provinces gain +2 Strength while Hida's Shrine is in play.

Hidden City - regions
Unique
Bow Hidden City each time one of your Personalities is destroyed by another player's action during an Action Phase.
Reaction: Before one of your Personalities is destroyed by another player's action during an Action Phase, straighten Hidden City to negate the destruction.

Lightwater Bay - region
Singular
Battle: Bow this card and discard a card: Draw a ca

Link to the Heavens - regions
(This Region is not Singular)
Open: Bow one of your Rings: Straighten a target Temple.

Plains of Resolution - region
Singular
Open: Bow this card: Your target Samurai contributes Force while bowed and will not have his force reduced by other players' car

Private Shrine - region
Temple • Singular
Battle: Bow this card: Give all your honorable Personalities at the current battlefield +1F, or +2F if the current battlefield is at this card's provin

Ravaged Lands - regions
Singular • Wasteland
Battle: Any number of times per turn, during a battle at this province's battlefield: Each leader whose army has more than 4 units, starting with the Attacker, targets a unit in his army. Move all targets home.

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

Temple to Te'tik'kir - region
Temple
Battle: Destroy this card: Move a target Personality attacking this province home. If he moved, bow his unit and gain 1 Hon

Tomb of the Seven Thunders - regions
Unique
Limited: Bow this card and a target honorable Personality you control: Look at the top four cards of your Fate deck. You may reveal one and add it to your hand if it is a Ring. If you do not reveal a Ring, dishonor your Personality and permanently give him Shadowlands.

Tormented Plains - regions
Singular
Battle: Bow this card: Even during battles at other Provinces, target a Unique Personality you control and a unit opposing him. The unit's controller may let you take three consecutive Battle and/or Open actions after this one. If he does not, shuffle all cards in the target unit into their owners' decks.

Tsuno Swamps - regions
Unique
Reaction: After a Personality bows, bow this card, which may remain bowed: Target the Personality. He cannot straighten until this card straightens or leaves play.

Dark Divination - exp - spells
4G 4F
Black Scroll • Experienced • Unique
Whenever this Shugenja straightens, give him a -1C Corruption token.
Limited: Bow this Shugenja: Look at the top 5 cards of either or your decks. You may place each at the top or bottom of the deck, in any order.

Essence of the East Wind - spell
0G 2F
Air
Battle: Bow this Shugenja: Your target bowed Personality contributes his Force during this battle's resolution even if bowed.

Hanabi - spells
7G 2F
Unique.
Political Limited: Bow this Shugenja and destroy this Spell to gain 4 Honor.

Sharpen the Gaze - spells
2G 3F
Unique
Void Limited: Bow this Spell: Look at all face down cards in one player's provinces.

The Elements Align - spell
0G 4F
Limited Bow this Shugenja and destroy this Spell: Put a Ring into play from your hand. If the performing Shugenja and the Ring share an element keyword, straighten the Shugenja.

A Hero's Tale - actions
0G 2F
Political Reaction: After you destroy an opposing army: Gain 3 Honor. If you had a Hero in your army, gain 5 Honor instead.

A Perfect Cut - actions
0G 0F
When played as a focus in a duel, this card's focus value equals your opponent's Chi before entering the duel (or other stat used in the duel, if it is not a duel of Chi).

Benefits of Experience - actions
0G 3F
Open: Give an Experienced Personality a Force and Chi bonus equal to the Personality's Experience level.
Limited: Give an Experienced Personality a Force and Chi bonus equal to the Personality's Experience level plus the number of less-Experienced versions under the Personality.

Call of Destiny - actions
0G 3F
Limited: Bow any number of Elemental Rings you control: Gain 2 Honor for each Ring bowed.

Celebration - actions
2G 3F
Reaction: Gain 3 Honor after another player's Event resolves.

Crescent Moon Cut - actions
0G 3F
When played as a focus in a duel by a Samurai with a Weapon, this card's focus value equals the Weapon's Focus value plus 2. You choose which Weapon if the Samurai has more than one.
Battle: Give +1F/+2C to a Samurai with a Weapon, or +3/+3 to an opposed Samurai with a Weapon.

Crippling Blow - actions
0G 3F
Battle: Bow one of your Weapons to destroy an opposing card attached to a Personality. If your Weapon is not Unique, the other target may not be a Unique card or an Armor.

Death of Rosoku - actions
0G 3F
Open: Target a Personality. Give him -2F. After the next time this game he enters a discard pile, remove all destroyed Personalities from the game.

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

Desperate Defense - actions
0G 2F
Battle: Bow two target defending Samurai in your army: Destroy an opposing unit with less Force than the combined total of your Samurai's Force + Personal Honor.

Diamond - actions
0G 4F
Limited: Target a Holding. Until the game ends, the first time each turn it produces Gold for a card attaching to a Personality, it produces additional Gold equal to the number of cards already attached to that Personality.

Dire Omen - actions
2G 3F
Open: If you control a Samurai Personality and a Shugenja Personality: Target a card with no attached cards in a unit. Bow the card. If this is used during an attack, the Personalities and the target must all be at the current battlefield.

Duty of the Magistrate - actions
4G 3F
Limited: Target one of your human Personalities. Until the end of the game, this Personality may not be targeted with the Imperial Favor by another player.

Emerald - actions
0G 4F
Open: Target a Magistrate Personality you control: Target a Human Personality controlled by another player. Discard the top card of that player's Fate deck. If it's Focus value is greater than the Human's Personal Honor, your Magistrate issues the Human an unrefusable challenge.

Excellent Student - actions
0G 4F
When you control a Personality it a duel, this card has a Focus value of 8 if you control another Personality with higher Chi (or other stat used in the duel) than your Personality in the duel, not counting focusing bonuses.

Excessive Indulgence - actions
0G 1F
Limited: Target a Personality with one or zero Personal Honor. He is seen drunk in public. Bow him. His controller loses 1 Honor.

Exile - actions
0G 3F
Political Reaction: Play when another player targets his Personality with an action that causes an honor loss or dishonors the Personality. That player must draw and discard a fate card. If the Focus value is less than or equal to the Personality's printed honor, this Personality is discarded from play. That player loses honor equal to the Personality's printed Personal Honor.

Feared Duelist - actions
0G 2F
Reaction: Play after one of your target Personalities wins a duel to permanently give the Personality the ability "Battle: Fear 4." Prevent any Honor gain you receive from the duel.

Field of Broken Swords - actions
0G 1F
Delayed Terrain
Battle: All players gain Honor equal to twice the number of opposed Samurai they control at the current battlefield.

Fighting in the Streets - actions
3G 1F
Battle: Bow your stronghold: After this battle resolves, if resolution destroyed any provinces or units, each player on the losing side chooses and destroys one of his Holdings, and the winning leader loses 2 Honor for each Holding destroyed.

Fire and Stones Cut - actions
0G 3F
Reaction: After a duel ends that you won, if no Personality was destroyed for losing it: Destroy a target card with no attached cards in the losing Personality's unit.

Flame and Lightning - actions
0G 4F
Limited: Target a Personality you control: Target a Personality controlled by another player. Your Personality issues the other an unrefusable challenge. Permanently remove all abilities and all non-boldface traits from the loser.

Forward Patrol - actions
0G 2F
Reaction: Target one of your scouts or Tacticians in a battle immediately before the action phase of the battle. Target one other player with one or more units in that battle who must show you his or her Fate Hand. Draw a card from your Fate Deck.

Gold - actions
*G 4F
This card's Gold cost equals half the target's Gold cost, rounded up.
Reaction: Before a Personality you control is destroyed by another player's action: Target the Personality. Negate all Chi penalties on him. Negate his destruction.

Harmony Has Been Found - actions
0G 2F
Kiho Limited: Bow your target Monk or Shugenja: Put a Ring into play from your hand.

Imperial - actions
0G 4F
Battle: Target a Courtier, Magistrate, Imperial, Empress, or Emperor Personality you control: Target a Personality opposing him with less Personal Honor. The opposing target's controller decides whether this moves him home bowed; if it doesn't, Dishonor the opposing target, and his controller loses Honor equal to his printed Personal Honor.

Imperial Command - strategy
0G 4F
Political • Imperial
Reaction: After a target card is destroyed: Remove it from the game.
Reaction: When an action would target your Unique Personality, pay 2 Gold: The action targets another of your Personalities instead, if legal.

Jade - actions
0G 4F
Limited: Target a card with the Shadowlands trait but not the printed Shadowlands trait. Permanently remove the trait from it.
Open: Target and destroy a Shadowlands card you control: Target a Shadowlands Personality. Give him +3F.

Kaneka's Reserves - actions
6G 4F
Battle: Target one of your Personalities which costs at least 10 Gold. Create two 4F/4C Cavalry Samurai Personalities at the current battlefield. At the end of the turn, remove them from the game.

Kill the Messenger - actions
0G 3F
Political Open: Target a Personality you control, and bow him unless he is a Courtier, Spy, or Ninja: Target a player that has taken 3 or more actions this phase. He may target an Honorable Personality he controls. If he does, Dishonor the Personality; otherwise, he loses 4 Honor.

Lions Rampant - actions
0G 4F
Unique
Reaction: Play after your army wins a battle against an opposing army. Lions Rampant remains in play in your home.
Reaction: If Lions Rampant is in play, when paying a Gold cost, destroy Lions Rampant to produce 8 Gold.

Liquid Courage - strategy
0G 3F
Battle: Remove a Sake token from your target unbowed Personality: Destroy a target enemy Follower or Personality without Followers and with 4 Force or lower.
Open: Pay 2 Gold: Target a Personality. He visits a Sake house. Give him two +1F Sake tokens.

Lotus - actions
2G 4F
You may only play one Lotus per game against each player.
Reaction: After a non-Unique Personality enters play: Target him. Permanently give him +1F and the Unique and Hero traits. His controller searches his Dynasty deck and discard pile and removes all other copies of that card from the game.

Make a Wish - actions
6G 4F
Unique • This card does not count towards your minimum deck size.
Limited: Tear this card in half to get a card from your Fate deck and add it to your hand. Shuffle the deck.

Mysteries of Kawaru - actions
7G 4F
When this card is revealed as a focus in a duel, if you have fewer cards in your hand than each other player, draw 2 cards.
Limited: Search your Dynasty deck for an Event. Show it. Shuffle the deck. Put the Event on top of the deck.

Not Another Step - actions
0G 3F
Reaction: Play before one of your Personalities with 3 or greater Chi performs a ranged attack. This ranged attack may target a card in an unresolved adjacent battle.

Obsidian - actions
0G 4F
Reaction: After another player's action destroys a Shadowlands Personality you control: Target a Personality that player controls. That player may permenently give that Personality the Shadowlands trait if he doesn't have it. If this does not give him the trait, permanently give him -4C.

Pearl - actions
0G 4F
Battle: Target a Shugenja you control with a Spell attached: He produces a Ranged 3 Attack. If there is a Naga in the Shugenja's army, this Ranged Attack may target a Personality even if he has Followers, or you may make it a Ranged 5 Attack instead.

Polite Deference - actions
0G 2F
Reaction: If you are going first this game, immediately before the first turn begins: Choose another player, who goes first this game instead of you. He shuffles back into his deck any Legacy Holding that he has in play. Gain 4 Honor for your courtesy.

Prayers and Blessings - actions
0G 3F
Kiho Elemental Open: Target one of your Shugenjas or Monks to give a Personality either +1F or +1C. Then, at the end of the turn, you may put this card into your hand from your discard pile.

Provocation - actions
4G 2F
Battle: Target a Dishonored Personality who is not at the current battlefield. If he would be opposed, move him to the current battlefield and straighten him.

Purifying Rite - actions
0G 3F
Open: Target a Samurai and Shugenja you control: The Shugenja purifies the Samurai. Rehonor your Samurai, destroy all his tokens, and negate all current effects on him from other player's actions. After the next time this turn he becomes opposed at a battlefield, gain 2 Honor.

Scouting Report - actions
0G 3F
Open: Give the Cavalry trait to all Scout Personalities and all Followers attached to Scout Personalities.

Seized Territory - actions
7G 1F
Reaction: After a Battle Resolution Segment ends in which you destroyed a province as the Attacker: Gain an additional province to the right of your rightmost province.

Soul of Bushido - actions
0G 3F
Open: Until the end of the turn, any player gains 1 Honor after each time he resolves a Bushido Virtue action and loses 3 Honor after he resolves a Dark Virtue action.

Strategic Ground - actions
0G 1F
Delayed Terrain
Battle: If you win this battle, draw a card at the end of the Resolution Segment, plus one card if your army contains a Samurai, plus one card if your army contains a Shugenja.

Strength of Darkness - actions
0G 2F
Battle: Target a Shadowlands Personality. He contributes Force to his army even while bowed.

Strength of the Crab - actions
0G 3F
Battle: Target an opposed Crab Clan Personality: Give him +4F. Until the end of the battle, enemy players must discard 2 cards as an additional cost to target this Personality.

Strength of the Crane - actions
0G 3F
Battle: Target a Crane Clan Personality you control: Ranged Attack with a strength equal to his Personal Honor. Gain 2 Honor.

Strength of the Dragon - actions
0G 3F
Battle: Target a Dragon Clan Personality you control and a Personality opposing him, and bow a Ring you control: Your Personality challenges the other Personality. His challenger may only refuse by discarding a Ring he controls.

Strength of the Lion - actions
0G 3F
Battle: Target an opposed Lion Clan Personality: Give him +4F. You may immediately take another Open or Battle action.

Strength of the Mantis - actions
0G 3F
Battle: Target an opposed Mantis Clan Personality and a Holding: Give the Personality +2F. Increase the Holding's Gold production by 2.

Strength of the Nezumi - actions
0G 3F
Battle: Target a Ratling Personality: Target an Item or Follower in a discard pile. Attach it to the Ratling, reducing its cost by the Ratling's Gold cost.

Strength of the Phoenix - actions
0G 3F
Battle: Target an opposed Phoenix Clan Personality: Give him +1F for each different Element trait in his army. Give him +1C.

Strength of the Scorpion - actions
0G 3F
Battle: Target a Scorpion Clan Personality you control and a Personality another player controls, each with one or more abilities: Your Personality switches either Force or abilities with the other.

Strength of the Shadowlands - actions
0G 3F
Battle: Target a Shadowlands Personality you control: Fear with a strength equal to your Personality's Chi. This Fear affects Personalities as if they were Followers.

Strength of the Unicorn - actions
0G 3F
Battle: Target up to three cards in units led by opposed Unicorn Clan Personalities who did not assign during Cavalry Maneuvers this attack. Give each target +3F.

Strict Training - actions
0G 2F
Battle: Bow a target Personality in your army: Bow a target Personality with lower Chi opposing him.

Striking the Balance - actions
0G 0F
Dark Virtue • Bushido Virtue
Limited: One of your target Samurai Personalities permanently gains Paragon. After the next time he assigns, you may either give him a +1PH token and gain 1 Honor, or a +1F token and lose 3 Honor.

Surprising Resistance - actions
0G 4F
Battle: Bow or move home your target unit: Bow a target enemy unit.

Taking Credit - actions
3G 4F
Reaction: Play after an opponent reveals an Event but before it resolves. Discard a card from your leftmost Province. That Event resolves as though it was revealed in your leftmost Province. If discarded or reshuffled, the Event still goes into the opponent's discard pile or deck.

Tattoo Madness - actions
0G 1F
Open: Target a tattooed Personality who gains +2F/+2C until the end of this turn. At the end of this turn, the tattooed Personality loses 1F/1C permanently.

The Kami Hear My Voice - actions
0G F
Fire Kiho Battle: Bow one of your target Shugenja or Monks: Ranged Attack with strength equal to the caster's Personal Honor , plus his Chi if he is Unaligned.

The Trackless Road - actions
0G 2F
Limited: One of your target Samurai Personalities permanently gains the trait, "After each turn ends in which this Personality was in a battle during its resolution: Give this Personality a +1F Mastery token."

To Move the Shade - actions
0G 3F
Political Open: Discard the Imperial Favor: Rehonor a target dishonorable Personality.
Political Battle: Even if you have no units at the current battlefield, discard the Imperial Favor: Move a target unit home. Bow it if it moved.

Toshi no Ichi - actions
0G 1F
Limited: Bow three of your target Human Personalities with your clan alignment and with the same first word in their titles: Gain 3 Honor.

Trail of Deception - actions
2G 3F
Battle: Target a Personality in the current enemy army and a battlefield that has not resolved a battle this attack. You may also target another, Dishonored Personality at the current battlefield. Move all targeted Personalities to the other battlefield.

Trials of Jade - actions
2G 2F
Reaction: After you resolve an Open, Limited or Battle action with an element keyword: Take an addtional action of the same type with an element keyword.

Unexpected Resistance - actions
0G 2F
Battle: Target two of your unbowed Personality or Follower cards at this battlefield with Force above 0, and reduce their Force to 0: Give a different target Personality at this battlefield +4F or -4F.

Nanashi Mura - strongholds
7PS/4GP/15SH
Unaligned, Unaligned
Limited: Bow your Stronghold, or target and bow a Courtier you control: Gain 2 Honor.

Seven Stings Keep - stronghold
7PS/4GP/1SH
Scorpion, Scorpion
Limited: A target player loses 2 Honor for each of his provinces that have been destroyed this game.

A Hero's Courage - events
This card enters play in your home.
Battle: Discard this card and target an opposed Hero you control: Give the target +5F. The target may not be bowed except to pay costs.

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

A Time For Vengeance - events
Search your Dynasty deck for a Unique non-Experienced Personality. Fill this Province with the Personality face-up.

A Time of Legends - events
Until your events phase two turns after this one, any player who destroys a Shadowlands card with an action or in battle gains an additional 2 honor above any other honor gains that may occur.

Annexation - events
Discard the Imperial Favor and pay 15 gold to add an additional Province to the left of your leftmost Province. If you do not pay both costs, discard this card with no effect. This use of the Imperial Favor cannot be prevented.

Arrival of the Phoenix - events
Until your second Events Phase from now, Samurai in armies with Shugenja have +2F, and Shugenja need not bow as a cost of performing actions on Spells and Kihos while in an army with a Samurai.

Battle at the Tomb - events
Target another player who controls more Personalities than you control Rings. If you lose no Provinces during his next turn, search your deck for a Ring and put it into play. The Ring does not count toward Enlightenment while it is in play.

Bushido - events
For the rest of the game, after each time a card titled Compassion, Courage, Courtesy, Duty, Honor, Honesty, or Sincerity resolves, it's player draws a card, and if that player resolved all seven that turn, he wins the game.

Claimants to the Throne - events
A Human Personality in play permanently has +2F, +1PH, a maximum PH of 5, and the ability, "Reaction: After this Personality wins a duel, or after his army destroys a province or enemy unit in battle resolution: Gain 2 Honor."

Death of the Heartless - events
Put this card in your home.
Open: Discard this card from your home and pay 4 Gold: Beginning with you and proceeding once in turn order, each player may target a dead Personality in his discard pile. He brings it into play, ignoring costs and restrictions.

Designer Wins - events
If your face appears on this card, you win the game.

Doom of the Dark Lord - events
Until you are eliminated, all players draw an additional Fate card during their End Phases, and each time a player needs to draw a Fate card but cannot because his Fate deck is empty, destroy his rightmost Province.

Favor of the Emerald Champion - events
After the next time this game a Personality wins a duel: His controller gains the Imperial Favor, gains 2 Honor, and the Personality may attach one of his focused attachment cards waiving gold cost.

Favor of the Jade Champion - events
After the next time this game a non-Maho action on an opposed Spell or Shugenja resolves: The Spell's or Shugenja's controller gains the Imperial Favor and 2 Honor. He may straighten all Shugenja who performed the action.

Festival of Drifting Souls - event
Until your next turn begins, after the first time each turn a player attaches a card from his hand, draw a card.

Gift of the Shogun - events
This card enters play in your home.
Open: If this is the action phase, discard this event: You may show your opponant any number of cards from your hand. Gain 1 Honor for each Shogun card you showed and for each Keeper, Enlightened, and Shogun card you have in play.

Harvest Festival - events
Target a Gold-producing Holding you control. For the rest of the game, straighten it and remove all tokens from it after the beginning of each of your Dynasty Phases.

Hunger of the Dead - events
All Personalities in play gain a -1F/-1C Corruption token.

Interesting Times - events
For the rest of the game, after each Events Phase ends, the active player may have the Dynasty Phase occur before the Action Phase that turn. If he does, he may not declare attacks or target other players' Personalities with actions that turn.

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

Kitsuki Scrutiny - events
This card enters play in your home.
Open: Discard this card, target a Personality you control, and bow him if he is not a Magistrate: Target a Personality. Reduce his Force and his Personal Honor to 0.

Lean Times - events
Until the end of the game, after each of your turns in which you bring no Personalities or Holdings into play, then until the beginning of your next turn, other players' Personalities enter play bowed.

Lion and Unicorn - events
If you control a Unique Personality: Starting with you, each player targets one of his Unique Personalities. Destroy all Personalities this targeted.

Oath to the Empire - events
Search your Fate deck for up to three Allegiance cards. Show them. Put one in your hand. Discard the rest. If this put one in your hand, gain the Imperial Favor.

Redrawing the Maps - events
After the next time this game another player's Region enters play, attach it to one of your provinces, even one with one or more Regions attached. If it is now attached to your province, gain control of it.

Sezaru's Choice - events
Until the end of the game, Shugenja you control have +2F and +1C while opposing one or more Samurai.

Shourido - events
Until the end of the game, after each time a Dark Virtue card resolves, its player attaches a 1F Cavalry Naval Shadowlands token Follower to a Personality he controls. Until the end of the game, when any player has resolved seven Dark Virtue cards with different titles this game, all Personalities he owns permanently gain the trait "May not be destroyed or moved by cards other players own" and the Shadowlands trait.

Strange Assembly - events
For the rest of the game, a player wins instantly if his Family Honor is ever 8 or more points above the amount required to win an Honor Victory. This does not apply to players unable to achieve an Honor Victory.

The Council Reforms - events
For the rest of the game, each Unique Shugenja Personality gains the ability "Limited: Once per turn, discard a card from your hand to bow a Samurai with Force less than the card's Focus value."

The Empire Awaits - event
Starting with you, each player may choose a Fate card in his discard pile, then put it in his ha

The Farther you Fall - events
The player with the Imperial Favor loses seven honor. This loss cannot be prevented with the Imperial Favor.

The Heart Speaks - events
Until the end of the game, lobbying is an Open action for you.

The Heavens Reborn - events
Until your next turn begins, attacking Personalities have +1F and defending Personalities have -1F.

The Power Resides in the Mountains - events
The player or players with the fewest cards in their hands may draw two cards.

The Price of Power - events
This card remains in play in your home.
Limited: Discard this card: Target a unit you control and a unit with equal or lower total Gold cost controlled by another player. Destroy them.

The Race Begins - events
If any other player has more provinces and higher Honor than you, gain a province to the left of your leftmost province.

The War of Dark Fire - event
Choose another player. Until your next turn begins, negate all his Honor gains during Action Phases and Dynasty Phases.

Time of the Void - events
Until the end of the game, players with family honor above ten do not gain honor for bringing Personalities into play.

To Start a Dark Path - events
For the rest of the game, Dark Rings are not destroyed when Rings enter play, and Dark Rings that were played according to their own text count towards an Enlightenment Victory. These effects cannot be ended or negated.

War in the Heavens - events
The Monk in play with the highest Chi permanently gains +1F, +1C and +2 Personal Honor. In the case of a tie, each tied Monk gains those bonuses.

Welcome Home - events
Gain 3 Honor.

Where Respect is Due - events
Until the start of your turn two turns from now, increase the Honor gained by assigning units as an ally by 1. Each player gains 1 Honor from this Event each time one of his or her cards is destroyed as an attacking or defending ally.

Winter Storm - events
Winter
Unti the end of the game, after each time an attack is declared, each player targets two of his unbowed Personalities with a Gold cost equal to or less than his Stronghold's Gold Production plus 2. Bow them.

Yoritomo Ascends - event
Kami • Thunder
If you control 20 or more Samurai, remove the 20 of them with the highest Force from the game. You do not need them, for you are your twenty strongest! If this removed 20 Samurai, you win the game.

Biwa Player - follower
2F/0C -PH/3G/2HR 2F
Reaction: After a battle resolution in which a province was destroyed: Gain 1 Honor.

Brothers of the Wind - followers
2F/0C -PH/3G/1HR 3F
Battle: Even if this card is not at the current battlefield: Target one of your Personalities at the current battlefield, or one of your Personalities at any location if this card is at the current battlefield. Transfer this card to the target.

Cartographers - followers
2F/0C -PH/2G/1HR 3F
Imperial • Scout • Unique
Recon Open: Bow this card: Target a province. During the next battle there this turn, negate the effects of the first Reaction or Terrain action any other player takes.

City Guard - followers
3F/0C -PH/6G/0HR 3F
Unique
Costs 1 less Gold (minimum 1) for each Holding you control.

Danjuro's Legion - followers
3F/0C -PH/4G/2HR 3F
Can only attach to a Samurai.
Costs 2 less Gold if you control a Shugenja.
Battle: Bow Danjuro's Legion: Straighten a target Shugenja in this army.

Hired Legion - followers
3F/0C -PH/4G/0HR 4F
Unique
Battle: Bow this card: Draw a card.

Hunting Tiger - followers
3F/0C -PH/8G/3HR 4F
Unique. Creature.
During any battle while Hunting Tiger is present and unbowed, other players must discard a card from their hand as an additional cost to perform a Battle or Open action.
Battle: Fear 3.

Imperial Legionaries - follower
3F/0C -PH/4G/1HR 2F
Imperial
Political Battle: Even if this card is bowed: Straighten your target Imperial Personality or Follower.

Kenku Duelist - followers
+1F/+2C -PH/3G/0HR 3F
Nonhuman
After one of your Personalities enters a duel, you must move Kenku Duelist onto that Personality if he can legally attach it. This effect may only move this card once per turn.

Opportunistic Ronin - follower
3F/0C -PH/4G/0HR 3F
Ronin
Battle: Destroy a target Terrain.

Panda Spirit - followers
1F/0C -PH/4G/1HR 3F
Spirit • Nonhuman
This Personality cannot assign to attack the turn he attaches this card, as the tranquility of the panda settles in.
Battle: This Personality gains +3F.

Rikugunshokan - followers
3F/0C PH/7G/1HR 3F
Unique.
This Personality has the Tactician trait while Rikugunshokan is attached. You must declare an attack and assign this unit to attack on each of your turns, if possible. If this unit does not assign, lose 2 Honor at the beginning of your Dynasty Phase.

Standard Bearers - followers
0F/0C -PH/3G/1HR 2F
This Personality has +1 Personal Honor.
After a resolution segment ends, if this card was in the winning army, and was opposed at any time that battle: Gain 3 Honor.

The Unclean - followers
0F/0C -PH/2G/0HR 3F
Reaction: When paying a Gold Cost, bow this card and remove an Item in your discard pile from the game: Produce Gold equal to the Item's Focus Value. Lose 1 Honor.

Yotsu Bodyguards - followers
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Belly of Fudo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Brilliant Artisan - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Dark Oracle of Earth - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Dark Oracle of Fire - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Deeds and Words - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

District Governor - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Emerald Competitor - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Forward Observer - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Front Line Camp - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Hatamoto - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

House of the Blue Tanuki - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

House of the Fallen Blossom - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Ambassador - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Assembly - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Dojo - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Imperial Handmaidens - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Kitsune Den - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Limbs of Fudo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Luxurious Silk - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Minting House - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Secluded Waystation - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Seer - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Osano-Wo - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Tsukune - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Shrine to Yoritomo - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Sushi Stand - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Temple of the Ages - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

The Daimyo's Gift - exp - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Toku's Grave - holding
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Tsi Smith - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Tsuko's Shrine - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Venerable Master - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Vengeful Populace - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Western Hub Sake Works - holdings
+2F/+2C -PH/4G/0HR 4F
Reaction: After an Action card targets a card in this unit, cancel it if there is another copy of that card in any discard pile.

Ambition - exp - items
+1F/+1C 8G 4F
Weapon • Bloodsword • Experienced • Unique
Lose 3 Honor. • While Ambition is in play, all Celestial Items have a maximum Force and Chi of +0. Ambition gains +2F/+2C for each other Unique Weapon in play.
Maho Battle: Bow Ambition to have this Personality issue an unrefusable challenge to an opposing Personality. Lose 4 Honor.

Ancestral Kabuto - items
+1F/+1C 1G 4F
Unique
Will only attach to a Samurai.
Put a +1F/+1C Soul token on Ancestral Kabuto during your Straighten Phase.

Atarasi's Banners - items
+0F/+0C 5G 3F
Unique
Can only attach to a Crab Clan Personality.
Crab Clan Personalities in this army have +2F.

Atarasi's Mempo - items
+2F/+0C 3G 2F
Mempo • Unique
Can only attach to a Crab Clan Personality.
Fear Battle: Move home a target Personality with lower Force than this Personality.

Blade of Thorns - items
+3F/+3C 7G 4F
Weapon • Unique
You may bring Blade of Thorns into play from your hand as a Battle action. If you do, you may immediately gain an additional Battle action to use the following ability.
Battle: Fear 3.

Book of Air - items
+1F/+1C 3G 3F
Singular
Elemental Battle: Bow this Personality or one of your Rings of Air to create a permanent 1F/1C Personality card under your control in the current battle.

Book of Earth - items
+1F/+1C 3G 3F
Singular
Elemental Open: Bow this Personality or one of your Rings of Earth to target a Province. For the rest of the turn, Reactions may not be taken during battles at that Province.

Book of Fire - items
+1F/+1C 3G 3F
Singular
Elemental Battle: Bow this Personality or one of your Rings of Fire to force the opposing player to target a card attached to a Personality in his army. Destroy that card.

Book of the Void - items
+1F/+1C 3G 3F
Singular
Elemental Limited: If there are more cards in your Fate discard pile than in your hand, bow this Personality or one of your Rings of the Void to search your Fate discard pile for a card, take it into your hand, and remove the rest of the pile from the game. Remove the retrieved card from the game when the turn ends.

Book of Water - items
+1F/+1C 3G 3F
Singular
Elemental Open: Bow this Personality or one of your Rings of Water to copy the Force or Chi from one of your Personalities to another.

Clan Standard - items
+1F/+0C 3G 4F
Standard
Personalities aligned to your Clan at this battlefield have +1F, or +2F if they have any Followers.

De Bellis Yoditorum - item
+1F/+0C 2G 4F
Unique
Will only attach to a Lion Clan Personality.
This personality has Tactician and Commander.
Battle: Bow this card: Draw a card.

Dragon Puzzle Box - items
+1F/+1C 6G 4F
Unique. Dragon Puzzle Box will attach to any player's Personality.
This Personality's controller may not target this Personality with Open or Battle actions.

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

Guardian's Blade - items
+1F/+0C 4G 4F
Weapon • Unique
This card has +3F while you control a Temple.

Helm of Thunder - exp - items
+1F/+1C 4G 4F
Experienced Dragon Helm • Unique
Open: Bow the Helm of Thunder to bow a Shugenja with less Chi than this Personality. If the target is a Dragon, Helm of Thunder gains +2F/+2C. (This does not refer to Dragon Clan cards unless they are also Dragons.)

Hojatsu's Standard - items
+0F/+0C 5G 3F
Unique
Can only attach to a Dragon Clan Personality.
Dragon Clan Personalities in this army have +2F.

Ide Jiao's Hat - items
+0F/+0C 2G 2F
Unique
This Personality has the Magistrate keyword.
Battle: Dishonor this Personality: Dishonor and bow a target enemy Personality without attachments.

Isawa's Last Wish - items
+0F/+0C 10G 4F
Unique.
Battle: Destroy an opposing card. The target's controller then destroys any one of your cards.

Jade Jitte - items
+0F/+0C 2G 2F
Will only attach to a Courtier or Magistrate.
Open: Bow this Personality: Target a player who controls an unbowed Personality: He either targets and bows an unbowed Personality he controls or targets and dishonors an Honorable Personality he controls. (He must do one if possible.)

Kadano's Map - items
+0F/+0C 1G 4F
Unique
This card attached without Gold cost to Ujina Kadano.
Recon Open: Bow this card: Target a Province and a player. After the next time this turn he assigns one or more units to the Province's battlefield, he targets a card in his army there. Bow it.

Lotus Blade - items
+2F/+1C 4G 4F
Weapon • Unique
Limited: Destroy this card: Search your Dynasty deck for a Doom Event. Show it. Put it on top of your deck after shuffling.
Reaction: After an Event resolves, bow this card: Draw a card.

Mantle of the Jade Champion - exp - items
+*F/+0C 6G 4F
Experienced • Unique
Attaches to a Jade Champion paying 4 less Gold. This card has a Force bonus equal to the highest Focus Value of any Spell in this unit.
Reaction: Before paying costs of an action on a Spell or Kiho, bow this card: Waive any cost of bowing this Personality.

Mark of Oblivion - items
+0F/+0C 2G 3F
Limited: Discard three cards with either identical or all different Focus values, and destroy this card: Draw four cards. Discard down to your maximum hand size.

My Grandfather's Daisho - item
+1F/+0C 1G 3F
Weapon
Battle: Straighten a target Item in your army. You may bow a target enemy Item.

Nyoko's Daisho - items
+4F/+0C 6G 4F
Weapon • Unique
Can only attach to a Dragon Clan Personality.
This Personality has a minimum Chi of 5.
Limited: Search your Fate deck for a Ring. Put it in your hand.

Porcelain Mask of Fu Leng - exp - items
+2F/+2C 9G 4F
Shadowlands • Experienced • Unique • Lose 6 Honor.
May not be moved. This Personality gains Shadowlands and "Battle: Fear 3" and all your Shadowlands Personalities gain +1F/+1C, while the Mask is attached. During each of your Events Phases, remove a Porcelain token from the Mask. Destroy this Personality and give all your Shadowlands Personalities -1F/-1C if the Mask is destroyed.

Prophecies of Uikku - items
0F/0C 2G 3F
While the Prophecies are in play, you and your cards are not affected by any Doom events. This has no effect on events that have already resolved.
Reaction: This Personality gains a 2F/3C bonus until the end of your next turn when a Doom event resolves.

Rosoku's Staff - items
+1F/+1C 4G 4F
Weapon • Unique
Reaction: After you put a Ring into play from your hand by its own text, if you now control exactly one Ring, destroy this card: Search your Fate deck and hand for a Ring. Put it into play.

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

Ryokan's Sword - exp - items
+2F/+1C 6G 4F
Weapon • Experienced • Unique
This Personality may not be challenged. You may not be forced to focus by other players' card effects. Weapons give no Chi bonuses to Personalities while they are in a duel against a Personality you control.

Sasumata - item
+2F/+1C 3G 3F
Weapon
Battle: Bow this card: Bow a target enemy card without a Weapon or Armor.

Scales of the Dragon - items
+3F/+0C 4G 4F
Armor • Unique
Can only attach to a Dragon Clan Personality.
Battle/Open: Even if this card is bowed: Straighten this unit.

Seiatsu - item
+5F/+0C 6G 4F
Weapon • Unique
Will only attach to a Spider Clan Personality.
This Personality has a minimum Chi of 5.
Battle: Even if this card is bowed: Move this unit to a battlefield with a target enemy unit that has lower total Force than this unit. Straighten this unit if it moved.

Shell of the Crab - items
+3F/+0C 4G 4F
Armor • Unique
Can only attach to a Crab Clan Personality.
Reaction: Before another player's action would destroy this Personality, remove this card from the game: Negate the destruction. Move this Personality home.

Shigekawa's Armor - items
+5F/+0C 8G 4F
Armor • Unique
Costs 3 less Gold when attaching to Toturi Shigekawa.
Limited: Bow and destroy this card: Create two 3F/3C Cavalry Samurai Personalities.

Shogo's Gift - items
+0F/+0C 4G 4F
Unique
Costs 3 less Gold when attaching to Seppun Shogo. This Personality may not be dishonored or join other players.
Samurai Personalities you control have +2F while you control the Imperial Favor.

Sword of Spirit - items
+2F/+2C 3G 2F
Weapon • Unique
Open: Once per turn, discard a card from your hand to permanently change this card into a Follower if it is an Item, or into an Item if it is a Follower.

Sword of the Righteous Emperor - items
+*F/+1C 8G 4F
Ancestral Weapon • Unique
This card has +1F for each Personality you control.
Limited: If you have exactly one Province or another player has at least 40 Honor, remove this card from the game: Target a Personality you control. Create three 4F/4C Personalities with 3 Personal Honor and all the target's boldface traits.

Tamori's Flame - items
+1F/+0C 4G 4F
Unique • Siege
Battle: Bow Tamori's Flame for a Ranged 6 Attack.
Battle: Bow Tamori's Flame to destroy a Fortification attached to this Province.

Tao of Shinsei - items
0F/0C 1G 3F
May attach to a Monk without gold cost.
Reaction: You may straighten this Personality when an elemental Ring is put into play by any player.
Open: Discard from play one of your elemental Rings to straighten this Personality.

Tetsubo of Thunder - items
+2F/+2C 5G 3F
Unique Weapon
Battle: Bow and destroy Tetsubo of Thunder to destroy an opposing Follower.

The Emerald Armor - exp - items
+2F/+0C 6G 4F
Armor • Experienced • Unique
Attaches to an Emerald Champion paying 4 less Gold.
This Personality has +1 PH.
Reaction: When one of your Personalities would be targeted by another player's action, bow the Emerald Armor: The action targets this Personality instead, if legal.

The Oni's Eye - item
+0F/+0C 2G 2F
Unique
Will only attach to a Scorpion Clan Personality.
Limited: Bow this Personality: Another player shows a card at random from his hand. He may choose to lose Honor equal to that card's Focus Value. If he did not choose this, he discards the card.

Togashi's Mask - items
+2F/+0C 3G 2F
Mempo • Unique
Can only attach to a Dragon Clan Personality.
Fear Battle: Move home a target Personality with lower Chi than this Personality.

Twilight - items
+4F/+0C 6G 4F
Weapon • Unique
Can only attach to a Crab Clan Personality.
This Personality has a minimum Chi of 5.
This Personality can assign even if bowed, and contributes Force to his unit even while bowed.

Utaku Stallion - items
+1F/+0C 2G 4F
After this card enters play, name a printed boldface trait on any Personality you control. This Personality has this trait while this card is attached.

Wise Investment - items
+0F/+0C 3G 4F
Unique. Wise Investment enters play bowed.
Reaction: Bow and destroy Wise Investment when paying a Gold cost to produce 5 Gold.

Writ of the Herald - items
+0F/+0C 5G 2F
Writ
Pay 2 less Gold for attaching this card to a Courtier or Magistrate, or 4 less Gold for attaching it to an Imperial or Shogun Personality.
Open: Destroy this card: Take the Imperial Favor.

Yamainu's Dagger - items
+0F/+1C 8G 4F
Weapon • Unique
Costs 3 less Gold when attaching to Yamainu.
Open: Bow this card and discard a number of cards equal to the number of cards in the target's unit. Target a Personality. Bow him.

A'ichtr'foo - personalities
1F/2C -HR7G/1PH/

Ratling Matron • Crippled Bone Tribe • Creature
Limited: Bow A'ichtr'foo to give one of your Personalities a 0F Ratling Creature Follower token. This token has 1F instead of 0F if you are a Ratling player.

Akasha - personalities
2F/4C 0HR8G/2PH/

Legacy of the Naga • Unicorn Clan • Human
Limited: Once per turn, give Akasha one of the following until the beginning of your next turn: Calvary, Double Chi, Samurai, Tactician, Battle: Ranged 2 Attack, or the ability to cast Kihos as a shugenja. Each benefit may be gained only once per game with this ability.

Akasha - exp - personalities
3F/5C -HR11G/2PH/

Legacy of the Naga • Unicorn Clan Samurai • Cavalry • Double Chi • Tactician • Experienced • Unique
Akasha's Gold cost may not be reduced. Akasha may cast Kihos as a Shugenja. Akasha is Human.
Battle: Once per battle, make a Ranged 2 Attack without bowing.

Akodo Shusaku - personalities
3F/3C 5HR7G/2PH/

Lion Clan Samurai • Deathseeker • Yu 2
Shusaku may not be dishonored.

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

Ronin • Shugenja • Fire
Reaction: After an action resolves that Aneo performed and that destroyed an enemy card at a battlefield: Straighten a card attached to Aneo.

Ayamari - personalities
2F/4C -HR8G/0PH/

Mantis Clan • Kenku • Creature • Nonhuman • Ninja
Battle: Once per battle: Bow a target Personality with lower Chi opposing Ayamari. Ayamari may then fly away, moving to another location.

Bayushi Ryo - personalities
4F/3C 2HR8G/1PH/

Scorpion Clan Samurai
If Ryo is in a battle during its resolution, the battle is considered a tie if Ryo's army's total Force is 1 or 2 points less than the opposing army's total.

Chiang-Tsu - personalities
0F/4C -HR9G/2PH/

Unaligned • Double Chi • Tactician • Unique • Chiang-Tsu will not swear fealty.
Limited: Bow Chiang-Tsu and one of your Human Personalities as costs. When that Personality next straightens, permanently give him either Double Chi or Tactician. Chiang-Tsu cannot straighten until after your next Straighten Phase. This action may target each Personality once per game.

Dairya - personalities
4F/5C 10HR10G/4PH/

Unaligned Samurai. Unique. Cavalry. Toturi's Army.
Battle: Bow for a Ranged 3 Attack.

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

Crane Clan Samurai
Will not attach Followers with an Honor Requirement less than 3.

Fu Lion - personalities
4F/4C 0HR5G/3PH/

Unaligned Spirit Creature • Cavalry • Unique
May not attach Items. May not assign or move into an attacking army. May not be moved out of a battle by other players' cards.

Hatsue - personalities
4F/4C -HR6G/1PH/

Unaligned Ronin • Samurai • Cavalry • Double Chi • Unique
Will not swear fealty.
During each Action Phase, any other player may, as an Open action, destroy one of his unbowed Personalities to take permanent control of Hatsue.

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

Crab Clan Samurai
Battle: Create Fear equal to the number of Followers in this unit.

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

Crab Clan Shadow Samurai. Toturi's Army. Experienced. Unique. Won't join a player that has Shadowlands cards in play. Can't be sacrificed to the Terrible Standard of Fu Leng.
You may shuffle Sukune into your Dynasty deck during your straighten phase if he is honorably dead.
Battle: Sukune and an opposing Shadowlands card are both discarded from play.

Hida Utaemon - personalities
4F/2C 0HR9G/1PH/

Crab Clan Berserker • Samurai
Utaemon gains Force and Chi equal to the number of Followers in this unit.

Imperial Cartographer - personalities
0F/3C 0HR4G/3PH/

Imperial • Courtier
Reaction: After Imperial Cartographer enters play: If you have any Farms, Forests, Mines, Mountains, or Ports in play, gain 1 Honor for each of those different keywords among all your cards.

Ippon - personalities
5F/3C -HR7G/1PH/

Ronin • Samurai
Battle: Destroy all cards with zero Gold Cost in a target enemy unit.

Isawa Mino - personalities
3F/3C 6HR7G/2PH/

Phoenix Clan Shugenja
Open: Bow Mino to bow a Spell. (Actions on bowed cards cannot be used.)

Isawa Tekkan - personalities
3F/2C 4HR8G/3PH/

Phoenix Clan Shugenja.
Tekkan has +1 Chi for each opposing Shadowlands card.
Battle: Bow Tekkan for a Ranged Attack with strength equal to her Chi. This attack may target a Shadowlands personality with attached followers.

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

Unaligned Bushi
Battle: Bow Junji. Ranged 7 Attack.

Keeper of Air - personalities
3F/4C -HR7G/3PH/

Unaligned Samurai. Monk. Singular.
When Keeper of Air enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Air, show it to all players, and put it in your hand.
Elemental Kiho Battle: Once per turn, produce a Ranged 3 Attack.

Keeper of Earth - personalities
5F/3C -HR7G/3PH/

Unaligned Samurai • Yu 3 • Singular
When Keeper of Earth enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Earth, show it to all players, and put it in your hand.
Elemental Battle: Once per turn, the Defender targets one of his units. If the unit is not in this battle, move it into this battle. If you are not the Defender, straighten the unit.

Keeper of Fire - personalities
2F/6C -HR7G/3PH/

Unaligned Samurai • Singular
When Keeper of Fire enters play, you may send all Elemental Rings you control to their owner's hands to search your Fate deck for a Ring of Fire, show it to all players, and put it in your hand.
Elemental Battle: Once per game, issue an unrefusable challenge to an opposing Personality.

Keeper of the Void - personalities
4F/4C -HR7G/3PH/

Unaligned Samurai • Singular
When Keeper of the Void enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of the Void, show it to all players, and put it in your hand.
Elemental Limited: Once per turn, straighten a Keeper of the Void.

Keeper of Water - personalities
2F/4C -HR7G/3PH/

Unaligned Samurai • Cavalry • Singular
When Keeper of Water enters play, you may send all Elemental Rings you control to their owners' hands to search your Fate deck for a Ring of Water, show it to all players, and put it in your hand.
Elemental Battle: Twice per battle, give a Personality +1F.

Keukegen - personality
3F/2C -HR3G/1PH/

Nonhuman • Keukegen
Reaction: Even if this card is bowed, after another player's Personality straightens: Straighten this ca

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

Unaligned Samurai. Cavalry.

Kihei - exp - personalities
3F/3C -HR5G/1PH/

Unaligned Samurai • Cavalry • Experienced • Unique
Costs 1 less Gold if you control at least 2 Infantry Personalities.

Kuso - personalities
1F/1C -HR2G/1PH/

Unaligned Ronin. Lose 1 Honor.
Kuso will not swear fealty.

Matsu Satomi - personalities
4F/4C 8HR11G/3PH/

Lion Clan Samurai. Tactician.
Reaction: Bow Matsu Satomi after another player destroys one of your Terrain cards to put the card in your hand instead of your discard pile. This is a use of the Tactician Trait.

Matsu Turi (pre-Imperial) - personalities
1F/3C 5HR6G/3PH/

Lion Clan Samurai.
Gains a 2F bonus when attacking.



Mirumoto Shiryu - personalities
3F/4C 2HR9G/3PH/

Dragon Clan Samurai.
Shiryu may attach two Weapons.
Open: Bow one of your Monk Personalities to give Shiryu +1F/+1C.

Miya Nishio - personalities
2F/3C -HR4G/2PH/

Unaligned Imperial Herald • Courtier • Unique
Political Reaction: After bringing a Personality into play, bow Nishio: Target the Personality. He swears fealty.
Reaction: After bringing a Personality into play, bow Nishio: If you are a Shadowlands player, target the Personality. He permanently gains the Shadowlands trait.

Miya Shoin - exp - personality
0F/2C 2HR4G/3PH/

Courtier • Imperial • Herald • Experienced • Unique
Political Open: Bow Shoin: The player with the Imperial Favor discards it.

Moshi Mineko - personalities
4F/2C 0HR9G/2PH/

Mantis Clan Bushi. Naval.
Battle: Bow one of Mineko's Weapons to target an opposing Weapon. That weapon gives no bonuses and produces no effects until the battle ends. (Bowed Items normally still add their stats to their Personalities.)

Moto Hanzhi - personalities
4F/2C 4HR8G/2PH/

Unicorn Clan Samurai • Cavalry
Reaction: Once per turn, when a Ranged attack targets a card in Moto Hanzhi's army, redirect this attack to Moto Hanzhi. Hanzhi may use this ability while he has attached Followers.

Moto Yuudai - exp - personality
6F/2C -HR10G/0PH/

Spider Clan • Samurai • Cavalry • Paragon • Dark Wind • Experienced • Unique
After Yuudai enters play: Lose 4 honor.
Battle resolution does not bow Yuudai.
Battle: The next time this turn Yuudai performs an action, other players may not take Reactions until it ends. You may take an additional Battle action.

Motto Seiki - personalities
1F/2C 0HR4G/1PH/

Unaligned Shugenja.
Battle: Bow for a ranged attack equal to his Chi.

Osami - personalities
3F/3C 3HR6G/3PH/

Unaligned Samurai • Hero • Unique
Gain 2 Honor. If Osami is killed by another player's action, that player loses 7 Honor.

Otomo Ishihama - personalities
0F/2C -HR1G/2PH/

Unaligned Imperial Governor • Unique
Open: Bow Ishihama to straighten a Farm.

Otomo Sorai - personalities
0F/1C 8HR5G/4PH/

Unaligned Imperial Guest. Unique. While Sorai is in your control, your honor-producing holdings produce one extra honor when bowed for honor.
If Sorai is destroyed, his controller loses half of his or her current honor total (round down) if it is above zero.

Satoru - personalities
1F/4C 4HR6G/3PH/

Unaligned Samurai • Hero • Yojimbo • Unique
Reaction: After another player's action targets a Personality you control: Redirect the action to this Personality.

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

Unaligned Monk. No Followers or Items.
Seikua gains +1F/+2C for each Elemental Ring you have in play.

Sennin - personalities
3F/3C -HR6G/3PH/

Unaligned Monk • Nonhuman
Reaction: Once per turn, after another player bows a Holding to produce more than 2 Gold, put a Wealth token on Sennin.
Reaction: When paying a Gold cost, bow Sennin and remove a Wealth token from him to produce 3 Gold.

Seppun Baka - personalities
0F/1C 0HR4G/1PH/

Unaligned Sycophant.
When bowed during a lobbying attempt, Baka is considered to have a Personal Honor of seven.

Seppun Goharu - personalities
*F/3C 8HR5G/3PH/

Imperial • Samurai • Yojimbo
Goharu's base Force equals the highest Personal Honor among all Personalities at his location.
Battle: Bow and move home a Personality who is Spider Clan, Unicorn Clan, or dishonorable.

Seppun Kiharu - personalities
0F/3C -HR5G/3PH/

Unaligned Seppun Family Daimyo • Master of the Ten Thousand Temples • Courtier • Shugenja • Unique
Costs 1 less Gold if you control a Courtier.
Costs 1 less Gold if you control a Shugenja.

Seppun Shogo - personalities
2F/3C -HR6G/3PH/

Unaligned Imperial Courtier • Unique
You may bow Shogo to pay a cost of discarding the Imperial Favor.
Open: Pay 6 Gold, even if Shogo is controlled by another player or bowed: Gain control of Shogo.

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

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

Shiga - personalities
4F/3C -HR6G/1PH/

Unaligned Monk
Before each time Shiga is destroyed, you may permanently reduce both his Force and his Chi by 1 as a cost to negate the destruction.

Shosuro Omezo - personalities
2F/3C 0HR7G/1PH/

Scorpion Clan Saboteur
Battle: Bow Omezo to bow an opposing Personality whose printed Chi less than or equal to Omezo's printed Chi.

Shousa - personalities
3F/3C -HR7G/1PH/

Unaligned Samurai.

Stone Breaker - personalities
6F/0C -HR6G/1PH/

Nonhuman • Siege • Unique
Can not attach Items.
Can not challenge or be challenged.
Is not destroyed for having 0 Chi.
Has -6F while it has no unbowed Followers.
Battle: If Stone Breaker is bowed, bow a Follower in its unit: Straighten Stone Breaker.

Suiteiru no Oni - personalities
5F/3C -HR8G/0PH/

Oni • Nonhuman • Shadowlands • Lose 4 Honor.
Open: Destroy one of your unbowed Personalities to create a number of 1F Nohuman Shadowlands Oni Follower tokens equal to the destroyed Personality's Chi and attach them to your Personalities. Lose Honor equal to the number of tokens created.

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

Dragon Clan Shugenja • Tattooed
Other players may not target Shiki with Spell or Kiho actions.

The False Hoturi - personalities
3F/5C -HR9G/0PH/

Scorpion Clan Deceiver. Samurai. Unique. This card is considered to be the Egg of Pan Ku for Uniqueness. Will not join Crane Clan.
Limited: Bow to cause all Crane players to lose two honor.

The Monstrous War Machine of Fu Leng - personalities
8F/2C -HR6G/0PH/

Unaligned Shadowlands. Unique. Non-human. Lose 5 Honor. No Items. May not challenge or be challenged. The War Machine has Force = 0 if it has no Followers attached. The War Machine destroys all of its Followers when it bows. Followers add no Force to this Unit.

The Mystic - exp - personalities
6F/7C -HR15G/3PH/

Unaligned Shugenja • Fire • Void • Ronin • Experienced Isawa Sezaru • Unique
Other players must pay 10 Gold or discard a Spell or Kiho as an additional cost to targeting the Mystic.
Battle: Bow a Ring you control: If opposed, target a Personality in your discard pile who is not dead. Bring him into play in your current army, ignoring costs.

The Ronin - exp - personalities
9F/7C -HR15G/3PH/

Unaligned Samurai • Ronin • Duelist • Tactician • Shogun • Experienced Kaneka • Unique
Other players must pay 10 Gold or discard a Battle Action as an addtitional cost to targeting the Ronin.
Battle: Bow any number of Rings you control: Give each Personality in the current enemy army -2F for each Ring you bowed.

The Wanderer - exp - personalities
5F/7C -HR15G/3PH/

Unaligned Courtier • Samurai • Ronin • Experienced Emperor Toturi III • Unique
Other players must pay 10 Gold or discard a Political Action as an additional cost to targeting the Wanderer.
Political Battle: Bow one or more Rings you control and target an opposed Personality you control at the current battlefield: For each Ring you bowed, gain 4 Honor and give the target +4F.

Toturi Kyoji - personalities
2F/2C 0HR3G/2PH/

Unaligned Monkey Clan Samurai. Unique.
Open: Once per turn, bow Kyoji to bow or straighten a Follower or an Unaligned Samurai Personality.

Toturi Shigekawa - personalities
4F/4C 0HR7G/3PH/

Unaligned Samurai • General • Unique
Other Samurai Personalities have +2F while in an army with Shigekawa.
Battle: Target and bow 2 Samurai Personalities you control in Shigekawa's army: Target an opposing Personality. Bow him.

Tr-ch'da - personalities
3F/4C -HR7G/2PH/

Ratling Berserker. Crippled Bone Tribe. Creature.
Reaction: After Tr-ch'da wins a duel, or after Tr-ch'da's army destroys an opposing army during resolution, return to play a destroyed Item that was attached to an opposing Personality and attach it to Tr-ch'da without cost.

Tsi Zutaka - personalities
2F/3C 4HR4G/3PH/

Unaligned • Oriole Clan Daimyo • Artisan • Unique
Weapons in this army have +2F. Dragon Clan Personalities in this army with Weapons attached have the Duelist trait.

Tsubo the Drunk - personality
0F/2C -HR4G/0PH/

Ronin • Samurai • Sake Addict • Washed Up
After Tsubo enters play: Give him five +1F Sake tokens.
If Tsubo ever has no Sake tokens: He is sober; destroy him.
After each of your Events Phases: Remove a Sake token from Tsu

Tsukotu - personalities
1F/1C -HR2G/1PH/

Ashigaru
Lose 1 Honor.
Battle: Destroy Tsukotu: Bow a target Samurai with no attachments opposing him.

Ujina Kadano - personalities
2F/2C -HR3G/2PH/

Unaligned Hare Clan Explorer • Scout • Samurai • Cavalry • Unique
Reaction: After a Recon action resolves: Give Kadano +1F. Draw a card.

Yamainu - personalities
1F/3C -HR6G/0PH/

Unaligned Assassin • Spy • Unique
Open: If it is another player's Action Phase, bow Yamainu: Target a bowed Personality. If both Yamainu and the target are in play when the phase ends, Yamainu challenges him. The target's controller must bow a card in that unit as a cost to refuse.

Yasuki Miliko - exp - personalities
5F/4C 2HR9G/2PH/

Crab Clan • Courtier • Samurai • Master Sensei • Ruby Champion • Experienced • Unique
Miliko uses her Force as a duel stat in duels to which she is challenged.
Battle: If there are any enemy units at the current battlefield: Straighten one of your target Personalities and move him there.

Yoritomo Rui - personalities
3F/3C 0HR8G/2PH/

Mantis Clan Samurai. Naval.
Battle: Bow Rui for a Ranged 3 Attack. This attack may not be combined, and is compared against the target's printed Force.

Yotsu Dagurasu - personalities
2F/3C -HR5G/1PH/

Unaligned Bounty Hunter. Sword of Yotsu.
Battle: Bow Yotsu Dagurasu for a Ranged 5 Attack. Gain 2 Honor if this destroys a Creature.

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

Unaligned Shugenja.

Akodo's Shrine - regions
Unique
This Province does not hold Dynasty cards (do not refill it).
Limited: Bow Akodo's Shrine and one of your Samurai with more than 3 Chi to draw or discard a Fate card.

Bayushi's Shrine - regions
Unique.
This Province does not hold Dynasty cards (do not refill it).
Political Reaction: Bow Bayushi's Shrine before you lose Honor to negate the loss.

Doji's Shrine - regions
Unique.
This Province does not hold dynasty cards (do not refill it).
Political Limited: Bow Doji's Shrine and one of your Personalities with more than 0 Personal Honor to take the Imperial Favor. This is considered a lobbying attempt.

Hida's Shrine - regions
Unique.
This Province does not hold Dynasty cards (do not refill it). All of your Provinces gain +2 Strength while Hida's Shrine is in play.

Hidden City - regions
Unique
Bow Hidden City each time one of your Personalities is destroyed by another player's action during an Action Phase.
Reaction: Before one of your Personalities is destroyed by another player's action during an Action Phase, straighten Hidden City to negate the destruction.

Lightwater Bay - region
Singular
Battle: Bow this card and discard a card: Draw a ca

Link to the Heavens - regions
(This Region is not Singular)
Open: Bow one of your Rings: Straighten a target Temple.

Plains of Resolution - region
Singular
Open: Bow this card: Your target Samurai contributes Force while bowed and will not have his force reduced by other players' car

Private Shrine - region
Temple • Singular
Battle: Bow this card: Give all your honorable Personalities at the current battlefield +1F, or +2F if the current battlefield is at this card's provin

Ravaged Lands - regions
Singular • Wasteland
Battle: Any number of times per turn, during a battle at this province's battlefield: Each leader whose army has more than 4 units, starting with the Attacker, targets a unit in his army. Move all targets home.

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

Temple to Te'tik'kir - region
Temple
Battle: Destroy this card: Move a target Personality attacking this province home. If he moved, bow his unit and gain 1 Hon

Tomb of the Seven Thunders - regions
Unique
Limited: Bow this card and a target honorable Personality you control: Look at the top four cards of your Fate deck. You may reveal one and add it to your hand if it is a Ring. If you do not reveal a Ring, dishonor your Personality and permanently give him Shadowlands.

Tormented Plains - regions
Singular
Battle: Bow this card: Even during battles at other Provinces, target a Unique Personality you control and a unit opposing him. The unit's controller may let you take three consecutive Battle and/or Open actions after this one. If he does not, shuffle all cards in the target unit into their owners' decks.

Tsuno Swamps - regions
Unique
Reaction: After a Personality bows, bow this card, which may remain bowed: Target the Personality. He cannot straighten until this card straightens or leaves play.

Dark Divination - exp - spells
4G 4F
Black Scroll • Experienced • Unique
Whenever this Shugenja straightens, give him a -1C Corruption token.
Limited: Bow this Shugenja: Look at the top 5 cards of either or your decks. You may place each at the top or bottom of the deck, in any order.

Essence of the East Wind - spell
0G 2F
Air
Battle: Bow this Shugenja: Your target bowed Personality contributes his Force during this battle's resolution even if bowed.

Hanabi - spells
7G 2F
Unique.
Political Limited: Bow this Shugenja and destroy this Spell to gain 4 Honor.

Sharpen the Gaze - spells
2G 3F
Unique
Void Limited: Bow this Spell: Look at all face down cards in one player's provinces.

The Elements Align - spell
0G 4F
Limited Bow this Shugenja and destroy this Spell: Put a Ring into play from your hand. If the performing Shugenja and the Ring share an element keyword, straighten the Shugenja.

A Hero's Tale - actions
0G 2F
Political Reaction: After you destroy an opposing army: Gain 3 Honor. If you had a Hero in your army, gain 5 Honor instead.

A Perfect Cut - actions
0G 0F
When played as a focus in a duel, this card's focus value equals your opponent's Chi before entering the duel (or other stat used in the duel, if it is not a duel of Chi).

Benefits of Experience - actions
0G 3F
Open: Give an Experienced Personality a Force and Chi bonus equal to the Personality's Experience level.
Limited: Give an Experienced Personality a Force and Chi bonus equal to the Personality's Experience level plus the number of less-Experienced versions under the Personality.

Call of Destiny - actions
0G 3F
Limited: Bow any number of Elemental Rings you control: Gain 2 Honor for each Ring bowed.

Celebration - actions
2G 3F
Reaction: Gain 3 Honor after another player's Event resolves.

Crescent Moon Cut - actions
0G 3F
When played as a focus in a duel by a Samurai with a Weapon, this card's focus value equals the Weapon's Focus value plus 2. You choose which Weapon if the Samurai has more than one.
Battle: Give +1F/+2C to a Samurai with a Weapon, or +3/+3 to an opposed Samurai with a Weapon.

Crippling Blow - actions
0G 3F
Battle: Bow one of your Weapons to destroy an opposing card attached to a Personality. If your Weapon is not Unique, the other target may not be a Unique card or an Armor.

Death of Rosoku - actions
0G 3F
Open: Target a Personality. Give him -2F. After the next time this game he enters a discard pile, remove all destroyed Personalities from the game.

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

Desperate Defense - actions
0G 2F
Battle: Bow two target defending Samurai in your army: Destroy an opposing unit with less Force than the combined total of your Samurai's Force + Personal Honor.

Diamond - actions
0G 4F
Limited: Target a Holding. Until the game ends, the first time each turn it produces Gold for a card attaching to a Personality, it produces additional Gold equal to the number of cards already attached to that Personality.

Duty of the Magistrate - actions
4G 3F
Limited: Target one of your human Personalities. Until the end of the game, this Personality may not be targeted with the Imperial Favor by another player.

Emerald - actions
0G 4F
Open: Target a Magistrate Personality you control: Target a Human Personality controlled by another player. Discard the top card of that player's Fate deck. If it's Focus value is greater than the Human's Personal Honor, your Magistrate issues the Human an unrefusable challenge.

Excellent Student - actions
0G 4F
When you control a Personality it a duel, this card has a Focus value of 8 if you control another Personality with higher Chi (or other stat used in the duel) than your Personality in the duel, not counting focusing bonuses.

Excessive Indulgence - actions
0G 1F
Limited: Target a Personality with one or zero Personal Honor. He is seen drunk in public. Bow him. His controller loses 1 Honor.

Exile - actions
0G 3F
Political Reaction: Play when another player targets his Personality with an action that causes an honor loss or dishonors the Personality. That player must draw and discard a fate card. If the Focus value is less than or equal to the Personality's printed honor, this Personality is discarded from play. That player loses honor equal to the Personality's printed Personal Honor.

Feared Duelist - actions
0G 2F
Reaction: Play after one of your target Personalities wins a duel to permanently give the Personality the ability "Battle: Fear 4." Prevent any Honor gain you receive from the duel.

Field of Broken Swords - actions
0G 1F
Delayed Terrain
Battle: All players gain Honor equal to twice the number of opposed Samurai they control at the current battlefield.

Fighting in the Streets - actions
3G 1F
Battle: Bow your stronghold: After this battle resolves, if resolution destroyed any provinces or units, each player on the losing side chooses and destroys one of his Holdings, and the winning leader loses 2 Honor for each Holding destroyed.

Fire and Stones Cut - actions
0G 3F
Reaction: After a duel ends that you won, if no Personality was destroyed for losing it: Destroy a target card with no attached cards in the losing Personality's unit.

Flame and Lightning - actions
0G 4F
Limited: Target a Personality you control: Target a Personality controlled by another player. Your Personality issues the other an unrefusable challenge. Permanently remove all abilities and all non-boldface traits from the loser.

Forward Patrol - actions
0G 2F
Reaction: Target one of your scouts or Tacticians in a battle immediately before the action phase of the battle. Target one other player with one or more units in that battle who must show you his or her Fate Hand. Draw a card from your Fate Deck.

Gold - actions
*G 4F
This card's Gold cost equals half the target's Gold cost, rounded up.
Reaction: Before a Personality you control is destroyed by another player's action: Target the Personality. Negate all Chi penalties on him. Negate his destruction.

Harmony Has Been Found - actions
0G 2F
Kiho Limited: Bow your target Monk or Shugenja: Put a Ring into play from your hand.

Imperial - actions
0G 4F
Battle: Target a Courtier, Magistrate, Imperial, Empress, or Emperor Personality you control: Target a Personality opposing him with less Personal Honor. The opposing target's controller decides whether this moves him home bowed; if it doesn't, Dishonor the opposing target, and his controller loses Honor equal to his printed Personal Honor.

Imperial Command - strategy
0G 4F
Political • Imperial
Reaction: After a target card is destroyed: Remove it from the game.
Reaction: When an action would target your Unique Personality, pay 2 Gold: The action targets another of your Personalities instead, if legal.

Jade - actions
0G 4F
Limited: Target a card with the Shadowlands trait but not the printed Shadowlands trait. Permanently remove the trait from it.
Open: Target and destroy a Shadowlands card you control: Target a Shadowlands Personality. Give him +3F.

Kaneka's Reserves - actions
6G 4F
Battle: Target one of your Personalities which costs at least 10 Gold. Create two 4F/4C Cavalry Samurai Personalities at the current battlefield. At the end of the turn, remove them from the game.

Kill the Messenger - actions
0G 3F
Political Open: Target a Personality you control, and bow him unless he is a Courtier, Spy, or Ninja: Target a player that has taken 3 or more actions this phase. He may target an Honorable Personality he controls. If he does, Dishonor the Personality; otherwise, he loses 4 Honor.

Lions Rampant - actions
0G 4F
Unique
Reaction: Play after your army wins a battle against an opposing army. Lions Rampant remains in play in your home.
Reaction: If Lions Rampant is in play, when paying a Gold cost, destroy Lions Rampant to produce 8 Gold.

Liquid Courage - strategy
0G 3F
Battle: Remove a Sake token from your target unbowed Personality: Destroy a target enemy Follower or Personality without Followers and with 4 Force or lower.
Open: Pay 2 Gold: Target a Personality. He visits a Sake house. Give him two +1F Sake tokens.

Lotus - actions
2G 4F
You may only play one Lotus per game against each player.
Reaction: After a non-Unique Personality enters play: Target him. Permanently give him +1F and the Unique and Hero traits. His controller searches his Dynasty deck and discard pile and removes all other copies of that card from the game.

Make a Wish - actions
6G 4F
Unique • This card does not count towards your minimum deck size.
Limited: Tear this card in half to get a card from your Fate deck and add it to your hand. Shuffle the deck.

Mysteries of Kawaru - actions
7G 4F
When this card is revealed as a focus in a duel, if you have fewer cards in your hand than each other player, draw 2 cards.
Limited: Search your Dynasty deck for an Event. Show it. Shuffle the deck. Put the Event on top of the deck.

Not Another Step - actions
0G 3F
Reaction: Play before one of your Personalities with 3 or greater Chi performs a ranged attack. This ranged attack may target a card in an unresolved adjacent battle.

Obsidian - actions
0G 4F
Reaction: After another player's action destroys a Shadowlands Personality you control: Target a Personality that player controls. That player may permenently give that Personality the Shadowlands trait if he doesn't have it. If this does not give him the trait, permanently give him -4C.

Pearl - actions
0G 4F
Battle: Target a Shugenja you control with a Spell attached: He produces a Ranged 3 Attack. If there is a Naga in the Shugenja's army, this Ranged Attack may target a Personality even if he has Followers, or you may make it a Ranged 5 Attack instead.

Dire Omen - actions
2G 3F
Open: If you control a Samurai Personality and a Shugenja Personality: Target a card with no attached cards in a unit. Bow the card. If this is used during an attack, the Personalities and the target must all be at the current battlefield.

Polite Deference - actions
0G 2F
Reaction: If you are going first this game, immediately before the first turn begins: Choose another player, who goes first this game instead of you. He shuffles back into his deck any Legacy Holding that he has in play. Gain 4 Honor for your courtesy.

Prayers and Blessings - actions
0G 3F
Kiho Elemental Open: Target one of your Shugenjas or Monks to give a Personality either +1F or +1C. Then, at the end of the turn, you may put this card into your hand from your discard pile.

Provocation - actions
4G 2F
Battle: Target a Dishonored Personality who is not at the current battlefield. If he would be opposed, move him to the current battlefield and straighten him.

Purifying Rite - actions
0G 3F
Open: Target a Samurai and Shugenja you control: The Shugenja purifies the Samurai. Rehonor your Samurai, destroy all his tokens, and negate all current effects on him from other player's actions. After the next time this turn he becomes opposed at a battlefield, gain 2 Honor.

Scouting Report - actions
0G 3F
Open: Give the Cavalry trait to all Scout Personalities and all Followers attached to Scout Personalities.

Seized Territory - actions
7G 1F
Reaction: After a Battle Resolution Segment ends in which you destroyed a province as the Attacker: Gain an additional province to the right of your rightmost province.

Soul of Bushido - actions
0G 3F
Open: Until the end of the turn, any player gains 1 Honor after each time he resolves a Bushido Virtue action and loses 3 Honor after he resolves a Dark Virtue action.

Strategic Ground - actions
0G 1F
Delayed Terrain
Battle: If you win this battle, draw a card at the end of the Resolution Segment, plus one card if your army contains a Samurai, plus one card if your army contains a Shugenja.

Strength of Darkness - actions
0G 2F
Battle: Target a Shadowlands Personality. He contributes Force to his army even while bowed.

Strength of the Crab - actions
0G 3F
Battle: Target an opposed Crab Clan Personality: Give him +4F. Until the end of the battle, enemy players must discard 2 cards as an additional cost to target this Personality.

Strength of the Crane - actions
0G 3F
Battle: Target a Crane Clan Personality you control: Ranged Attack with a strength equal to his Personal Honor. Gain 2 Honor.

Strength of the Dragon - actions
0G 3F
Battle: Target a Dragon Clan Personality you control and a Personality opposing him, and bow a Ring you control: Your Personality challenges the other Personality. His challenger may only refuse by discarding a Ring he controls.

Strength of the Lion - actions
0G 3F
Battle: Target an opposed Lion Clan Personality: Give him +4F. You may immediately take another Open or Battle action.

Strength of the Mantis - actions
0G 3F
Battle: Target an opposed Mantis Clan Personality and a Holding: Give the Personality +2F. Increase the Holding's Gold production by 2.

Strength of the Nezumi - actions
0G 3F
Battle: Target a Ratling Personality: Target an Item or Follower in a discard pile. Attach it to the Ratling, reducing its cost by the Ratling's Gold cost.

Strength of the Phoenix - actions
0G 3F
Battle: Target an opposed Phoenix Clan Personality: Give him +1F for each different Element trait in his army. Give him +1C.

Strength of the Scorpion - actions
0G 3F
Battle: Target a Scorpion Clan Personality you control and a Personality another player controls, each with one or more abilities: Your Personality switches either Force or abilities with the other.

Strength of the Shadowlands - actions
0G 3F
Battle: Target a Shadowlands Personality you control: Fear with a strength equal to your Personality's Chi. This Fear affects Personalities as if they were Followers.

Strength of the Unicorn - actions
0G 3F
Battle: Target up to three cards in units led by opposed Unicorn Clan Personalities who did not assign during Cavalry Maneuvers this attack. Give each target +3F.

Strict Training - actions
0G 2F
Battle: Bow a target Personality in your army: Bow a target Personality with lower Chi opposing him.

Striking the Balance - actions
0G 0F
Dark Virtue • Bushido Virtue
Limited: One of your target Samurai Personalities permanently gains Paragon. After the next time he assigns, you may either give him a +1PH token and gain 1 Honor, or a +1F token and lose 3 Honor.

Surprising Resistance - actions
0G 4F
Battle: Bow or move home your target unit: Bow a target enemy unit.

Taking Credit - actions
3G 4F
Reaction: Play after an opponent reveals an Event but before it resolves. Discard a card from your leftmost Province. That Event resolves as though it was revealed in your leftmost Province. If discarded or reshuffled, the Event still goes into the opponent's discard pile or deck.

Tattoo Madness - actions
0G 1F
Open: Target a tattooed Personality who gains +2F/+2C until the end of this turn. At the end of this turn, the tattooed Personality loses 1F/1C permanently.

The Kami Hear My Voice - actions
0G F
Fire Kiho Battle: Bow one of your target Shugenja or Monks: Ranged Attack with strength equal to the caster's Personal Honor , plus his Chi if he is Unaligned.

The Trackless Road - actions
0G 2F
Limited: One of your target Samurai Personalities permanently gains the trait, "After each turn ends in which this Personality was in a battle during its resolution: Give this Personality a +1F Mastery token."

To Move the Shade - actions
0G 3F
Political Open: Discard the Imperial Favor: Rehonor a target dishonorable Personality.
Political Battle: Even if you have no units at the current battlefield, discard the Imperial Favor: Move a target unit home. Bow it if it moved.

Toshi no Ichi - actions
0G 1F
Limited: Bow three of your target Human Personalities with your clan alignment and with the same first word in their titles: Gain 3 Honor.

Trail of Deception - actions
2G 3F
Battle: Target a Personality in the current enemy army and a battlefield that has not resolved a battle this attack. You may also target another, Dishonored Personality at the current battlefield. Move all targeted Personalities to the other battlefield.

Trials of Jade - actions
2G 2F
Reaction: After you resolve an Open, Limited or Battle action with an element keyword: Take an addtional action of the same type with an element keyword.

Unexpected Resistance - actions
0G 2F
Battle: Target two of your unbowed Personality or Follower cards at this battlefield with Force above 0, and reduce their Force to 0: Give a different target Personality at this battlefield +4F or -4F.

Nanashi Mura - strongholds
7PS/4GP/15SH
Unaligned, Unaligned
Limited: Bow your Stronghold, or target and bow a Courtier you control: Gain 2 Honor.

Seven Stings Keep - stronghold
7PS/4GP/1SH
Scorpion, Scorpion
Limited: A target player loses 2 Honor for each of his provinces that have been destroyed this game.