Спойлер Pearl Edition
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Copper Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Diamond Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Geisha House - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Gold Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Iron Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Marketplace - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Silver Mine - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Stables - holding
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Rise, Brother - strategy
0G 1F
Battle/Open: Bow your target Personality with your Clan alignment: Straighten another target Personality with your Clan alignment.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.
Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.
Architects of the Wall - events
You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises for every player.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Corruption of the Harmonies - events
Bow all Shugenja in play.
Emperor's Peace - events
No attacks can be made by any player until after the beginning of your next turn.
Evil Feeds Upon Itself - events
The player (or players) with the lowest Family Honor loses his or her rightmost Province (it is destroyed).
Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.
Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.
Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.
Inheritance - events
Inheritance will produce five gold to put a single card into play; Inheritance is then destroyed. Inheritance is destroyed at the end of this turn if unused.
Iris Festival - events
All Shadowlands cards in play are destroyed.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.
Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.
The Tao of the Naga - events
Until the end of the game, units led by a Naga Personality cannot be targeted with an effect from the Imperial Favor. Naga Players cannot lobby to gain the Imperial Favor this game.
There is No Hope - events
Until the end of the game, any Festival event that appears is discarded without effect.
Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.
Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.
Ashigaru - followers
*F/0C -PH/0G/0HR 3F
Ashigaru gain +1F for each of your Farms in play.
If Ashigaru are destroyed, lose 2 Honor.
Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.
Elite Heavy Infantry - followers
5F/0C -PH/9G/2HR 3F
This Follower contributes its Force Total to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Elite Light Infantry - followers
2F/0C -PH/3G/2HR 3F
This Follower contributes its Force to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Elite Medium Infantry - followers
3F/0C -PH/6G/2HR 3F
This Follower contributes its Force to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Goblin Sneaks - followers
2F/0C -PH/4G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Sneaks have been destroyed, you may bring them into play from your discard pile without Gold cost during any of your End Phases.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.
Imperial Palace Guard - followers
6F/0C -PH/9G/2HR 3F
Immune to fear. If this unit is assigned to an attacking army, the Palace Guard is destroyed.
The Imperial Palace Guard gains +2F while you control the Imperial Favor or have Hantei the 38th in play.
Kenku Teacher - followers
0F/0C -PH/1G/1HR 1F
Creature.
Open: Bow the Kenku Teacher. Give this Personality a 1F bonus.
Open: Bow the Kenku Teacher. Give this Personality a 1C bonus.
Open: Bow the Kenku Teacher. Raise the Personal Honor of this Personality by one.
Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Mantis Budoka - followers
1F/0C -PH/6G/1HR 2F
Battle: Draw and discard your top Fate card and raise the Force of the Mantis Budoka by the focus value of the discarded card, until the end of the turn. This can be done once per battle.
Mantis Bushi - followers
2F/0C -PH/6G/2HR 3F
Naval
Battle: Bow Mantis Bushi to bow an opposing Follower or an opposing Personality without Followers.
Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.
Medium Infantry - followers
3F/0C -PH/5G/1HR 2F
Mounts - followers
0F/0C -PH/2G/0HR 2F
Creature. Cavalry.
All Followers attached to or being attached to the Mounts' Personality gain the Cavalry trait while Mounts are attached.
Naga Bowmen - followers
1F/0C -PH/6G/1HR 2F
Naga.
Battle: Bow the Naga Bowmen for a Ranged 3 Attack.
Naga Bushi - followers
2F/0C -PH/3G/1HR 2F
Naga.
Naga Guard - followers
4F/0C 0PH/7G/1HR 2F
Naga.
Battle: Bow the Naga Guard. No cards in this battle can receive any further Force bonuses (including Terrain bonuses) until after the Resolution Phase of this battle.
Naga Spearmen - followers
2F/0C -PH/5G/1HR 2F
Naga.
Battle: Bow the Naga Spearmen for a Ranged 2 Attack.
Ninja Genin - followers
2F/0C -PH/4G/0HR 2F
Ninja.
Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.
Peasant Levies - followers
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Conscripts - followers
0F/0C -PH/0G/0HR 1F
Ratling Pack. Creature. Lose 1 Honor.
Reaction: If Conscripts are on the winning side of a battle, place a 1F Experience token on the Conscripts at the end of the Resolution Segment.
Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.
Samurai Cavalry - followers
6F/0C -PH/14G/3HR 3F
Cavalry.
Battle: Bow for a Ranged 3 Attack.
Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.
Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.
Shield Wall - followers
0F/0C -PH/0G/0HR 1F
Ranged attacks cannot target cards in this unit.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Swamp Spirits - followers
1F/0C -PH/0G/0HR 1F
Shadowlands. Creature.
This Personality has its Personal Honor reduced by two while the swamp spirits are attached.
Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Basecamp - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Black Market - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Bridged Pass - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Bushi Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupt Geisha House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupted Iron Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupted Silver Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gambling House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Garrison - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Geisha House - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Island Wharf - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master Smith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of the Void - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Bed - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pitch and Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Prayer Shrines - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
School of Wizardry - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Armor of Osano-Wo - items
+1F/+1C 3G 1F
May not attach to Shadowlands Personalities. This Personality cannot be targeted with Black Scroll effects.
Elemental Reaction: If you are the Attacker, instead of destroying the Province that this Personality is attacking, put the Ring of Earth into play.
Bloodsword - items
+1F/+1C 4G 2F
Weapon.
Whenever this Personality wins a duel, place a +2F/+2C token on the Bloodsword.
Bo Stick - items
0F/+1C 1G 3F
Weapon.
The Bo Stick can only be attached to a Monk.
When this Monk is in a duel, you can play some or all of your Focus cards face up. When you focus face-up, your opponent must play his or her next Focus card face-up, and that card cannot have a higher Focus value than that on your Focus card.
Climbing Gear - items
0F/0C 0G 3F
The Climbing Gear can only be attached to a Ninja Personality. All effects of Fortifications at the defender's Province are negated while the Climbing Gear is in an attacking army.
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.
Naginata - items
+1F/+2C 3G 1F
Weapon.
Night Medallion - items
0F/0C 6G 3F
Unique.
The Night Medallion may only be attached to a Kolat or Ninja.
Night Medallion adds +2 to every numeral that is printed on the Personality's card. This bonus does not apply to copied abilities.
No-Dachi - items
+2F/+1C 4G 1F
Weapon.
Ryokan's Sword - items
+1F/+1C 3G 3F
Weapon.
When this Personality focuses, you may play your Fate deck's top card as the Focus card. Do not look at the card until someone strikes. If you cannot focus with the card, discard it when you reveal it.
Shuriken of Serpents - items
0F/0C 7G 3F
Battle: Bow and destroy the Shuriken of Serpents for a Ranged 6 Attack.
Tetsubo - items
+1F/*C 4G 2F
Weapon.
This Personality has -1C while in a duel. As a challenger in a duel, this Personality has the first option to focus or strike.
Tetsuya's Bo - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow Tetsuya's Bo. Target any one opposing Personality whose Chi is lower than the number of Monk Personalities in this army. Send the target Personality home bowed.
The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.
The Armor of the Golden Samurai - items
0F/0C 3G 2F
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
The Daidoji Yari - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Daidoji Yari. Target any one opposing Personality whose Chi is lower than the number of Crane Personalities in this army. Send the target Personality home bowed.
The Hiruma Tetsubo - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Hiruma Tetsubo. Target any one opposing Personality whose Chi is lower than the number of Crab Personalities in this army. Send the target Personality home bowed.
The Ikoma Tessen - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Ikoma Tessen. Target any one opposing Personality whose Chi is lower than the number of Lion Personalities in this army. Send the target Personality home bowed.
The Isawa Naginata - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Isawa Naginata. Target any one opposing Personality whose Chi is lower than the number of Phoenix Personalities in this army. Send the target Personality home bowed.
The Isha's Yumi - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Isha's Yumi. Target any one opposing Personality whose Chi is lower than the number of Naga Personalities in this army. Send the target Personality home bowed.
The Kitsune Nagamaki - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Kitsune Nagamaki. Target any one opposing Personality whose Chi is lower than the number of Yoritomo's Alliance Personalities in this army. Send the target Personality home bowed.
The Lost Ono Of Osano-Wo - items
+2F/+2C 7G 4F
Unique Weapon. Shadowlands.
Battle: Bow The Lost Ono of Osano-Wo. Target any one opposing Personality whose Chi is lower than the number of Shadowlands Personalities in this army. Send the target Personality home bowed.
The Mirumoto Wakizashi - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Mirumoto Wakizashi. Target any one opposing Personality whose Chi is lower than the number of Dragon Clan Personalities in this army. Send the target Personality home bowed.
The Otaku Nageyari - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Otaku Nageyari. Target any one opposing Personality whose Chi is lower than the number of Unicorn Personalities in this army. Send the target Personality home bowed.
The Star of Laramun - items
0F/0C 6G 3F
While the Star of Laramun is attached, this Personality gains the trait Double Chi.
The Yogo Jitte - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Yogo Jitte. Target any one opposing Personality whose Chi is lower than the number of Scorpion Personalities in this army. Send the target Personality home bowed.
Toturi's Daisho - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow Toturi's Daisho. Target any one opposing Personality whose Chi is lower than the number of Toturi's Army Personalities in this army. Send the target Personality home bowed.
Wakizashi - items
+0F/+1C 0G 2F
Weapon.
A Personality who has one Weapon can attach the Wakizashi. This Personality can have two Weapons.
Agasha Gennai - personalities
2F/3C 0HR6G/2PH/
Dragon Clan Shugenja
While Gennai is unbowed, you can discard one Fate card from your hand during your End Phase in order to draw an additional Fate card.
Agasha Tamori - personalities
1F/2C 0HR5G/2PH/
Dragon Clan Shugenja
Agasha Tamori has a 3C bonus when bringing Spells into play and when bowing to use Spells.
Asahina Tamako - personalities
1F/2C 5HR8G/2PH/
Crane Clan Shugenja.
Reaction: Bow Asahina Tamako and discard a Fate Card at any time in which Gold in needed. Produce an amount of Gold equal to the Focus Value of the discarded card.
Ashamana - personalities
0F/1C 0HR3G/1PH/
Naga Youth.
Limited: Bow Ashamana and discard him from play. Take any one of your Honorable Dead Naga Personalities and return it to play bowed. You cannot bring back a Personality that swore fealty to the Naga.
Balash - personalities
1F/3C 0HR4G/1PH/
Naga Bushi.
Battle: Bow Balash for a Ranged 3 Attack.
Bayushi Aramoro - personalities
2F/3C -HR8G/1PH/
Scorpion Clan Samurai. Ninja.
Limited: Bow Bayushi Aramoro. Force the discard of a Dynasty card from any one Province in play.
Reaction: Bow Bayushi Aramoro. Replace Bayushi Kachiko in a duel after it is accepted but before either Personality focuses or strikes.
Bayushi Yokuan - personalities
2F/5C -HR8G/0PH/
Scorpion Clan Duelist. Ninja.
Bayushi Yokuan will only attach Ninja Followers. A Personality must bow to refuse a challenge from Bayushi Yokuan. Reactions cannot be played during a challenge and/or duel involving Bayushi Yokuan.
Daidoji Sembi - personalities
2F/2C 5HR5G/3PH/
Crane Clan Samurai.
Daidoji Uji - personalities
2F/3C 5HR4G/2PH/
Crane Clan Samurai.
Daidoji Uji - exp - personalities
3F/4C 7HR7G/3PH/
Crane Clan Samurai. Experienced. Unique.
Uji gains a 2F bonus when there is a Shadowlands card in the opposing army, and a 2C bonus when facing a Shadowlands Personality in a duel.
Doji Chomei - personalities
4F/3C 3HR9G/3PH/
Crane Clan Samurai. Yoritomo's Alliance.
Mantis Followers attached to Chomei have their gold cost reduced by 3.
Doji Kuwanan - exp - personalities
4F/5C 5HR10G/3PH/
Crane Clan Champion. Samurai. Experienced. Unique. Tactician. Will only join Crane Clan.
Doji Reju - personalities
1F/3C 0HR4G/2PH/
Crane Clan Samurai.
If Doji Reju is tied in a duel, he wins the duel instead.
Doji Shizue - personalities
0F/1C 0HR4G/1PH/
Crane Clan Storyteller.
Political Reaction: Bow Doji Shizue when another player is gaining or losing Honor. The Honor gain or loss is increased by 1 point. You gain 1 Honor.
Ginawa - personalities
2F/3C -HR4G/1PH/
Unaligned Toturi's Army Samurai.
Ginawa - exp - personalities
3F/4C 0HR8G/2PH/
Unaligned Samurai. Toturi's Army. Unique. Experienced. Ginawa gains a 4C bonus when dueling a ninja.
Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold.
Goblin Wizard - personalities
0F/2C -HR2G/1PH/
Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.
Heichi Chokei - personalities
2F/2C -HR5G/2PH/
Unaligned Monk. Shugenja.
Hida O-Ushi - exp - personalities
4F/4C 0HR10G/2PH/
Crab Clan Bully. Samurai. Experienced. Unique.
Battle: Bow O-Ushi to bow any opposing Personality with a lower Force.
Reaction: Bow O-Ushi when she is entering a duel to change the duel to a contest of Force vs. Force. All other conditions and effects of the duel are unchanged.
Hida Tadashiro - personalities
4F/2C 0HR7G/2PH/
Crab Clan Samurai.
Reaction: If Hida Tadashiro is destroyed by an action or effect that does not also destroy some or all attached Followers, those Followers can be attached to any of your Personalities to which they could legally be attached.
Hida Unari - personalities
4F/3C -HR8G/2PH/
Crab Clan Samurai.
Hida Yakamo - exp 2 - personalities
6F/5C 5HR14G/4PH/
Crab Clan Thunder. Crab Champion. Samurai. Experienced 2. Unique. Tactician. Will only join the Crab Clan. May attach the Jade Hand and the Ancestral Sword of the Hantei without gold cost.
Battle: Straighten (if necessary) and assign Yakamo as a defender in any battle where there are Shadowlands cards in the attacking army. Yakamo need not be invited as an ally. Yakamo may not be sent home from this battle.
Hiruma Yoshi - personalities
3F/3C 3HR6G/3PH/
Crab Clan Samurai.
Hiruma Yoshi cannot be targeted with Frenzy.
Hitomi - exp 2 - personalities
5F/4C -HR12G/1PH/
Dragon Clan Champion. Samurai. Dragon Thunder. Shugenja. Unique. Will only join dragon player. Experienced 2. Hitomi may attach the Obsidian Hand with gold cost.
Limited: If she has the Obsidian Hand, bow Hitomi to destroy any dragon in play. Hitomi permanently gains the innate abilities of the dragon. This effect cannot target Dragon Clan Personalities unless they are also considered a dragon.
Hitomi Kokujin - personalities
2F/3C -HR12G/0PH/
Dragon Clan Corrupted Tattooed Man. Shadowlands. Unique. Lose 4 Honor.
Reaction: If Kokujin defeats an opponent in a duel involving Chi, Kokujin consumes his spirit. You take control of this Personality until the end of the game. This Personality is placed in your fief, bowed, with all Followers destroyed. His Chi is permanently reduced by one and his Personal Honor to zero. The Personality gains the trait Shadowlands permanently.
Hizuka - personalities
3F/4C 0HR8G/3PH/
Unaligned Monk. Defender of the Temples. Hizuka gains a 2F bonus when defending.
Battle: Bring Hizuka into play in the defending army if he is face up in a Province being attacked by one or more units. All costs and requirements are waived.
Hoseki - personalities
0F/3C -HR5G/1PH/
Unaligned Ninja Mystic. Lose 2 honor.
Hoseki can attach and use 1 spell as if she were a Shugenja. This spell is considered a ninja action when used and not a spell effect.
Ikoma Kaoku - personalities
1F/3C 5HR5G/2PH/
Lion Clan Historian.
Reaction: Bow Ikoma Kaoku after a battle (as an attacker, defender, or ally) in which your side destroyed the opposing army or a Province. Each of your Personalities in this army permanently gains +1F/+1C. Ikoma Kaoku does not need to be in the battle to use this ability.
Ikoma Ryozo - personalities
3F/2C -HR6G/3PH/
Lion Clan Samurai. Shadowlands. If an effect of the Imperial Favor targets a card in the same battle as Ikoma Ryozo, Ikoma Ryozo returns to your fief bowed.
Ikoma Tsanuri - exp - personalities
5F/4C 10HR14G/4PH/
Lion Clan Champion. Samurai. Tactician. Double Chi. Experienced. Unique. Ikoma Tsanuri will only join a Lion player. Ignore all effects of Terrain and Regions while Ikoma Tsanuri is in this army.
Battle: Once per battle in which Ikoma Tsanuri is in the defending army, target an opposing Personality, who is sent home bowed. This is considered a use of the Imperial Favor.
Isawa Norikazu - personalities
1F/3C 0HR10G/2PH/
Phoenix Clan Seer. Unique. Shugenja.
Reaction: Bow Isawa Norikazu as an Action card that targets you, your cards, or your tokens (or if Norikazu is at a battle, that targets or affects that battle, such as a Terrain) is being played from a player's hand. That action is canceled and its effects negated. The Action card is returned to its player's hand at the end of the Dynasty Phase this turn.
Isawa Osugi - personalities
1F/4C 0HR8G/4PH/
Phoenix Clan Prodigy. Shugenja. Unique.
Any effect that would give Isawa Osugi the Shadowlands trait is cancelled and has all effects negated. Isawa Osugi cannot have more than one Spell attached at any time. Spells have their Gold cost reduced to 0 when being attached to Isawa Osugi.
Isha - exp - personalities
1F/4C 0HR8G/2PH/
Naga Hunter. Experienced. Unique. Tactician.
Reaction: Before the defender performs his or her first battle action, you can play a Terrain for this battle.
Reaction: If Qamar is about to be destroyed, attach all of Qamar's cards and tokens to Isha. Until the end of the game, Isha is considered the Qamar.
Iuchi Karasu - personalities
2F/3C 4HR7G/3PH/
Unicorn Clan Shugenja.
Open: Bow Iuchi Karasu. Move a Follower from one of your Personalities and attach it to another of your Personalities.
Iuchi Karasu - exp - personalities
3F/3C 4HR8G/3PH/
Unicorn Clan Shugenja. Experienced. Unique.
Battle: Once per turn, switch the locations (Provinces or unassigned) of any two of your units. You can target bowed Personalities with this action.
Iuchi Katta - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Cavalry Shugenja. Katta can remain bowed.
Limited: Bow Katta to give the Cavalry trait to a number of your cards equal to his Chi until he straightens.
Kage - exp 2 - personalities
0F/5C -HR8G/2PH/
Unaligned Kolat Master. Unique. Experienced 2 Akodo Kage.
Limited: Bow Kage. Announce a target number, then draw and discard the top card of your Fate deck. If your target number is less than the focus value, bow a number of Followers, and Personalities without unbowed Followers, equal to the target number.
Kaiu Suman - personalities
1F/1C -HR4G/1PH/
Crab Clan Engineer.
Reaction: Bow Suman when you bring a Fortification into play. You can either attach the Fortification to a different one of your Provinces or reduce the Fortification's Gold cost by 6.
Battle: Bow Kaiu Suman. Destroy a Fortification at this battle.
Kakita Yoshi - exp - personalities
0F/2C 0HR12G/2PH/
Crane Clan Liason. Experienced. Unique.
Political Reaction: Bow Kakita Yoshi immediately after you or another player discards the Imperial Favor to produce one of the standard Imperial Favor effects. Yoshi produces the exact same effect again for you. Yoshi's action is considered a use of the Imperial Favor.
Kappuksu - exp - personalities
3F/2C -HR6G/1PH/
Unaligned Goblin Warmonger. Experienced. Unique. Shadowlands.
Kappuksu cannot be destroyed if he has Goblin Followers. The Followers are destroyed instead, and Kappuksu returnso your fief bowed.
Battle: Replace one of your units in this battle with Kappuksu's unit, if Kappuksu is not assigned to a battle.
Kitsu Motso - exp - personalities
2F/5C 10HR9G/3PH/
Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician.
Limited: Bow Kitsu Motso. Put a Master token on him.
Battle: Destroy a Master token on Kitsu Motso. Put any one Terrain from your Fate deck into play for this battle. This does not bow Kitsu Motso. Reshuffle the deck. This is considered Kitsu Motso's use of his Tactician ability for this battle.
Kitsu Okura - personalities
1F/3C 3HR4G/2PH/
Lion Clan Shugenja.
Okura cannot bow to lobby for the Imperial Favor. Imperial Favor effects cannot target this unit.
Kitsuki Yasu - personalities
1F/4C 10HR7G/4PH/
Dragon Clan Justicator. Samurai.
Political Reaction: You may bow Yasu as a challenge is being issued to a Samurai to force the Samurai to accept the challenge.
Komaro - personalities
2F/3C 0HR5G/2PH/
Unaligned Monk.
All Meditation cards and meditating at a Shrine provide an additional 1F/2C bonus to Komaro for the same duration as the meditation bonus.
Kuni Yori - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja.
Limited: Bow Kuni Yori and discard a Fate card. Force an opponent to randomly discard a card from his or her Fate hand.
Kuni Yori - exp - personalities
2F/4C -HR8G/1PH/
Unaligned Shugenja. Experienced. Unique. Shadowlands.
Limited: Bow Kuni Yori and discard a card in one of your Provinces. Select any one other Province in play. Discard any Dynasty card in that Province that is not in play (it is replaced normally).
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Agetoki - personalities
4F/4C 5HR8G/2PH/
Lion Clan Samurai. Cavalry.
This unit cannot be the target of ranged attacks.
Matsu Agetoki - exp - personalities
4F/5C 8HR10G/2PH/
Lion Clan Samurai. Experienced. Unique. Cavalry. This unit may not be targeted with Ranged Attacks.
While Agetoki is in your army, you may play terrain cards face-down. Any face-down terrain card produces no effects until it is revealed at the end of the battle action phase.
Matsu Goemon - personalities
3F/3C 6HR7G/2PH/
Lion Clan Samurai. Toturi's Army.
When you first bring Goemon into play, you may attach a Follower from your hand to him, paying any costs as usual. Goemon cannot bow to lobby for the Imperial Favor.
Matsu Hiroru - exp - personalities
0F/3C 0HR8G/2PH/
Unaligned Ninja Assassin. Toturi's Army. Experienced. Unique. Matsu Hiroru will only attach Ninja Followers.
Limited: Bow Matsu Hiroru. Issue an unrefusable challenge to any Personality with a Political ability or who performed a Political action since your last turn.
Matsu Seijuro - personalities
3F/4C 3HR9G/2PH/
Lion Clan Samurai.
Limited: Bow Matsu Seijuro. Challenge any one Personality in play that you do not control.
Reaction: When Matsu Seijuro issues a challenge that is refused, any Fear effect he produces in the future will be at +1 strength (cumulative).
Battle: Fear 0.
Mirumoto Daini - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai.
Mirumoto Daini - exp - personalities
3F/5C 0HR7G/2PH/
Dragon Clan Samurai. Experienced. Unique. Toturi's Army.
Daini will join the Naga for 2 less gold.
Mirumoto Sukune - personalities
3F/2C 4HR8G/3PH/
Dragon Clan Samurai. Cavalry.
Battle: Bow for a Ranged 3 Attack.
Mirumoto Taki - personalities
3F/3C 3HR6G/2PH/
Dragon Clan Samurai.
Taki can have two Weapons.
Mitsu - exp - personalities
3F/3C 5HR9G/1PH/
Tattooed Man. Monk. Experienced. Unique. Toturi's Army.
Open: Gain up to five Fire tokens on Mitsu. Mitsu may not have more than five Fire tokens.
Battle: Bow Mitsu and destroy one or more Fire tokens on Mitsu to produce a Ranged Attack equal to the number of Fire tokens destroyed. Mitsu may not add more Fire tokens this turn.
Moshi Wakiza - personalities
1F/3C -HR6G/1PH/
Centipede Clan Shugenja. Yoritomo's Alliance.
Battle: Bow to produce a Ranged 4 Attack.
Moshi Wakiza - exp - personalities
2F/4C 0HR8G/2PH/
Centipede Clan Shugenja. Yoritomo's Alliance. Experienced. Unique.
Battle: Bow to produce a Ranged 2 Attack that can target a Personality with attached Followers. This attack cannot be combined with other Ranged Attacks, but its strength may be increased.
Mukami - personalities
0F/2C -HR5G/1PH/
Wasp Clan Skirmisher. Yoritomo's Alliance.
Battle: Bow Mukami for a Ranged 3 attack, then send this unit home from this battle.
Naga Shugenja - personalities
1F/1C 0HR6G/1PH/
Shugenja. Nonhuman.
Open: Bow the Naga Shugenja to give a 1F bonus to all Naga cards in play until the end of the turn.
Naga Warlord - personalities
2F/2C 0HR5G/2PH/
Naga Samurai. Nonhuman.
All other Naga cards in the Naga Warlord's unit have a 1F bonus while they remain in his unit.
Naka Kuro - personalities
3F/5C 15HR12G/2PH/
Unaligned Shugenja. Unique. Toturi's Army. Grand Master of the Elements.
Reaction Elemental: Bow to produce any Elemental action described on any card in play. This effect may only be produced during the appropriate phase. He may only duplicate once any spell that must be discarded. Reaction: Bow to negate any Elemental effect.
Ninja Shapeshifter - personalities
2F/2C -HR10G/1PH/
Unaligned Ninja. The Ninja Shapeshifter will only attach Ninja Followers.
Open: Once per turn, the Ninja Shapeshifter can copy the Force, the Chi, the Personal Honor, or one ability of any one Personality in play, until the end of the turn. All tokens created by a copied ability are destroyed at the end of the turn.
Ninja Spy - personalities
0F/1C -HR2G/1PH/
Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Oni no Akuma - personalities
6F/3C -HR0G/0PH/
Shadowlands. Nonhuman. Unique. Lose 3 Honor.
When this Oni is brought into play, it destroys the Province from which it was played.
Oni no Ugulu - personalities
4F/2C -HR4G/0PH/
Unaligned Nonhuman. Shadowlands. Lose 5 honor.
Human Personalities cannot use Open or Battle actions to move into the same Province as Oni no Ugulu.
Otaku Baiken - personalities
2F/3C 1HR7G/2PH/
Unicorn Clan Sergeant. Samurai.
Limited: Bow Otaku Baiken. Attach a 1F Cavalry Follower token to any one of your Samurai.
Otaku Kamoko - personalities
3F/2C 4HR7G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Otaku Kamoko will only attach Cavalry Followers. Kamoko gains a 1F bonus when attacking.
Otaku Kamoko - exp 2 - personalities
5F/4C 5HR11G/3PH/
Unicorn Clan Thunder. Samurai. Experienced 2. Cavalry. Double Chi. Unique. Otaku Kamoko will only attach Calvary Followers.
Limited: Bow Otaku Kamoko and discard a card from one of your Provinces. Refill the Province with any one Personality from your Dynasty deck, face-down. Reshuffle the deck.
Reaction: Bow Otaku Kamoko. Destroy any one Personality leaving this battle.
Qamar - exp - personalities
7F/5C 0HR14G/3PH/
Naga Champion. Unique. Tactician. Experienced. Will only join Naga Player. Whenever a player puts a naga Follower into play from his hand, he may draw one Fate card at the beginning of his next end phase.
Limited: Bow Qamar. Get any one Naga card from your Fate deck and add it to your hand. Reshuffle.
Radakast - exp - personalities
2F/4C 0HR7G/2PH/
Naga Constrictor. Nonhuman. Experienced. Unique.
Battle: Destroy any opposing Creature card with a Force less than or equal to Radakast's. Radakast gains 1F permanently.
Ryosei - personalities
1F/3C -HR4G/1PH/
Fox Clan Shugenja. Yoritomo's Alliance.
Sanzo - personalities
1F/1C 5HR3G/2PH/
Unaligned Samurai. Cavalry.
Shahadet - exp - personalities
4F/3C 3HR8G/2PH/
Naga Samurai. Experienced. Nonhuman. Unique. Shahadet is considered the Naga Warlord for the purposes of being Experienced. All Naga Followers in this unit have a 1F bonus while they remain in this unit.
Battle: Bow Shahadet to give a 2F bonus to all Naga Personalities and Followers in this army.
Shalasha - personalities
2F/4C 0HR6G/2PH/
Naga Scout.
If you are a Naga player and have no Personalities in play, Shalasha's Gold cost is reduced by 3.
Shashakar - exp - personalities
1F/3C 0HR6G/2PH/
Experienced Naga Shugenja. Unique.
Reaction: Bow when an action is performed that lowers the Chi of any Naga card in play. This action is cancelled and its effects are negated. This does not prevent Chi loss due to tokens.
Shiba Tsukune - personalities
3F/2C 5HR5G/2PH/
Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.
Shiba Tsukune - exp - personalities
4F/4C 5HR8G/2PH/
Phoenix Clan Champion. Samurai. Unique. Experienced. Will only join Phoenix player.
Tsukune has a 1F/2C bonus while allying or while she is in an army with allies.
Shinjo Morito - exp - personalities
3F/3C 0HR8G/2PH/
Unicorn Clan Samurai. Experienced. Unique. Cavalry. This card is considered to be Morito for Experienced purposes.
Shinjo Morito gains a 1F bonus when defending.
Shinjo Sanetama - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Master of the Hunt. Cavalry.
Reaction: Bow Shinjo Sanetama when an Infantry unit is moving into or out of a battle he is in. The move is cancelled if all the units in Shinjo Sanetama's army are Cavalry.
Shinjo Shirasu - personalities
3F/2C 4HR7G/2PH/
Unicorn Clan Magistrate. Samurai. Cavalry.
Limited: Bow Shinjo Shirasu. Issue an unrefusable challenge to a Dishonored Personality.
Shinjo Yokatsu - personalities
5F/4C 10HR14G/2PH/
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
Suana - personalities
4F/3C 0HR8G/2PH/
Unaligned Monk. Acolyte of Water.
Elemental Battle: If Suana is in this battle, bow him to play a Terrain. The Terrain replaces any Terrain in play for this battle. (Destroy the replaced Terrain.)
Elemental Battle: Once per turn, if you have the Ring of Water in play, move this unit to another Province.
Takuan - personalities
4F/3C 0HR11G/2PH/
Toturi's Army Lieutenant. Samurai.
All other Toturi's Army Personalities in Takuan's army gain a 1F/1C bonus.
Togashi Hoshi - personalities
7F/7C 5HR13G/4PH/
Unaligned Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. Will join the Brotherhood for 2 less gold.
Cannot be committed during the Maneuvers Segment if there is already a Dragon committed to the opposing army (this does not refer to Dragon Clan Personalities). Hoshi is considered a Dragon and is affected by all cards that affect Dragons.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Toku - personalities
0F/1C -HR0G/2PH/
Unaligned Samurai. Toturi's Army.
Toku - exp - personalities
1F/2C 0HR4G/2PH/
Unaligned Samurai. Experienced. Unique. Toturi's Army. All Exhaustion tokens are removed from Toku during your Straighten Phase.
Open: Straighten Toku and give him a -1C Exhaustion token. Toku cannot bow to perform any action more than once per turn.
Tsuruchi - personalities
2F/3C 0HR7G/2PH/
Wasp Clan Master Bowman. Samurai. Yoritomo's Alliance. Raise by 1 the Ranged Attack strength of each of Tsuruchi's Followers with ranged attacks. Tsuruchi's Followers without ranged attacks each gain the ability "Battle: Bow this Follower for a Ranged 1 Attack."
Battle: Bow for a Ranged 4 Attack.
Yasuki Nokatsu - personalities
0F/2C -HR3G/1PH/
Crab Clan Taskmaster
All Followers attached to Yasuki Nokatsu have a 1F bonus while they are attached.
Yasuki Taka - exp - personalities
0F/2C 0HR5G/1PH/
Crab Clan Wily Trader. Experienced. Unique.
Reaction: Bow Yasuki Taka when you are bowing a Gold-producing Holding. Remove from that Holding any one restriction on how the Gold can be spent. This will not remove restrictions against paying for variable-cost cards.
Yasuki Taka is worth 2 Koku.
Yodin - exp - personalities
0F/3C 5HR6G/1PH/
Unaligned Monk. Experienced. Unique.
Open: Bow Yodin to straighten one of your Personalities. You may not straighten a Personality whose Force is higher than the number of Elemental Rings you have in play.
Reaction: Bow Yodin when you put an Elemental Ring into play. Get an Elemental Ring from your discard pile and put it on top of your Fate Deck.
Yoritomo - exp - personalities
6F/5C 7HR14G/3PH/
Mantis Clan Champion. Samurai. Double Chi. Experienced. Unique.
Yoritomo can attach two Weapons and gains an additional 1F/2C bonus for each Weapon attached. Followers attached to Yoritomo have a 1F bonus. Yoritomo can attach Yoritomo's Armor without Gold cost. All other Yoritomo's Alliance or Mantis Personalities in an army with Yoritomo have a 2F bonus.
Yoritomo Kamoto - personalities
1F/4C 5HR8G/3PH/
Mantis Samurai. Toturi's Army. Tactician.
Yoritomo Kamoto cannot have more than one Follower attached. Yoritomo Kamoto's Follower gains a 2F bonus while attached to him.
Yoritomo Kanbe - personalities
2F/2C 0HR6G/2PH/
Mantis Clan Mercenary. Samurai. Yoritomo Kanbe will not swear fealty except with his action below.
Open: Once per turn, Yoritomo Kanbe can swear fealty to another Clan. Change his Clan alignment.
Yoritomo Masasue - personalities
3F/3C -HR2G/1PH/
Mantis Clan Mercenary. Samurai.
To bring Masasue into play, you must discard three cards from your hand.
Yoritomo Takuni - personalities
*F/3C 0HR6G/1PH/
Mantis Clan Sailor.
Yoritomo Takuni has a base Force equal to the number of Ports you have in play.
Yoritomo Tsuyu - personalities
2F/4C 0HR6G/1PH/
Mantis Clan Samurai.
Limited: Bow to challenge any Experienced Personality to a duel that cannot be refused. The winner gains 4 honor. Tsuyu gains a 1F/1C permanent bonus if he wins the duel.
Yoshi - exp - personalities
1F/3C 4HR8G/2PH/
Unaligned Monk. Shugenja. Unique. Experienced Togashi Yoshi.
Reaction: After Focus cards have been revealed in a duel (but before duel resolution) with one of your Personalities, bow Yoshi. Draw and discard your top Fate Card. Add that card as an additional Focus card for this duel.
Clan Heartland - regions
Hidden Region. Unique.
Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province.
Crossroads - regions
Lower the Gold cost of Holdings in this Province by 3.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Flatlands - regions
As a Battle action once per unit per turn, any player may move a unit out of or into this Province to or from one of your Provinces immediately to the left or right of this one.
Fortified Coast - regions
Coastal Region.
Other players' Holdings do not get increased gold production from any of your Holdings while this card is in play.
Inaccessible Region - regions
No player other than the Attacker and Defender can assign or move units into this Province without the use of a Spell effect or innate ability.
Mountain Pass - regions
This Province gains +4 Strength. Provinces adjacent to this one have -1 Strength. (If a Province is destroyed, the one next to it becomes adjacent.)
Plains Above Evil - regions
Singular
All Human and Naga Personalities entering play from this Province gain +1F/+1C permanently.
River Delta - regions
Limited: Once per turn, pay 3 Gold. Place a 1F Naga Follower on one of your Naga Personalities.
Swamplands - regions
Whenever you reveal a Fortification in this Province, replace it with a face-down Dynasty card. Players cannot assign units to attack or defend this Province during the Cavalry Maneuvers Segment.
Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.
Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.
Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.
Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.
Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.
Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.
Stifling Wind - spells
3G 3F
Elemental Battle: Bow this Shugenja to bow an opposing Follower.
Elemental Battle: Bow this Shugenja to bow a Personality with no unbowed Followers.
The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
A Glimpse of the Soul's Shadow - actions
0G 3F
Kiho Battle: Bow one of your Shugenja in this battle for Fear equal to his or her Chi.
A Moment of Truth - AoD - actions
0G 2F
Reaction: Play this card when one of your Personalities wins a duel or is in an army that destroys an opposing army. Go through your Dynasty deck (then Provinces if necessary) and put the Experienced version of that Personality into play on the target Personality per the rules for an Experienced Personality. Reshuffle your Dynasty Deck.
Accessible Terrain - actions
0G 1F
Immediate Terrain.
You may play this card during a battle in which you have no units.
Battle: The Attacker and Defender each gain the ability "Battle: Move one of your units into this battle."
Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Ancestral Guidance - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to give one of your samurai the trait Tactician until the end of the turn.
Arrows from the Woods - actions
0G 3F
Battle: Ranged 2 Attack.
Reaction: After you target another player's card with a Ranged Attack: Increase that Ranged Attack's strength by 2.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bountiful Harvest - actions
0G 2F
Limited: All Gold-producing Holdings provide 1 additional Gold until the end of this turn.
Breach of Etiquette - actions
0G 2F
Limited: The player (or players) with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.
Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.
Catching the Wind's Favor - actions
0G 2F
Kiho Reaction: Bow one of your Shugenja or Monks when a ranged attack is targeting a card in his or her army. If the strength of the ranged attack is lower than the caster's Chi, redirect the ranged attack to any other card in this battle that can be the target of a ranged attack (including cards in the opposing army). If the strength of the ranged attack is less than the force of the new target, the ranged attack has no effect.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.
Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.
Coordinated Fire - actions
0G 2F
Reaction: Play as you are producing a Ranged Attack to combine Ranged Attacks from cards in more than one unit.
Cornered - actions
0G 2F
Reaction: Play this card when a unit is being moved out of this battle as the effect of an action. Bow one of your units in the battle. Cancel the action and negate all effects of the action causing the move.
Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.
Crushing Attack - actions
0G 3F
Battle: You can only play this card if your army has more than twice as much total Force as the opposing army. This Battle Action Segment ends (resolve any Terrains, if applicable), and this battle is now resolved.
Daisho Technique - actions
0G 3F
Limited: Bow one of your Samurai with a printed Chi greater than 2. Until the end of the game, that Samurai can have two Weapons attached.
Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.
Defend Your Honor - actions
0G 2F
Reaction: Play this card when another player's action makes you lose Honor. Negate the Honor loss. One of your unbowed Samurai may then "challenge the player's honor." The player must either select one of his or her unbowed Personalities to accept the challenge, or refuse the challenge. If the player refuses the challenge or his or her Personality loses the duel, the player loses an amount of Honor equal to the amount you negated.
Defenders of the Realm - actions
0G 4F
Reaction: Play when one of your Provinces is about to be destroyed by an event. No Provinces are destroyed by this event.
Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.
Diversionary Tactics - actions
0G 1F
Battle: Destroy a Terrain.
Double Chi - actions
0G 1F
Kiho Reaction: When one of your target Personalities enters a duel, bow one of your Shugenja or Monks to give that Personality the Double Chi trait until the duel ends.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enlightenment - actions
0G 3F
Limited: Bow a Monk Personality you control to take an Elemental Ring from your discard pile and put it in your hand.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Fist of the Earth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Follower or an opposing Personality without Followers.
Focus - actions
0G 5F
Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."
Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.
Fury of the Earth - actions
0G 2F
Kiho Elemental Battle: Bow one of your Shugenja or Monks in this battle. Reduce this Province's Strength by the caster's Chi (to a minimum of 0).
Kiho Elemental Battle: Bow one of your Shugenja or Monks in this battle. Destroy a Fortification at this Province with a Gold cost equal to or less than the caster's Chi.
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Gift of the Wind - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to give the Cavalry trait to a number of cards in a unit equal to the caster's Chi.
He's Mine! - actions
0G 3F
Reaction: Play this card when one of your Personalities enters a duel. Bow the Personality and replace him or her in the duel with one of your unbowed Samurai. If the duel is in a battle, the Samurai must be in the battle. Either way, bow the Samurai when the duel ends.
Higher Ground - actions
0G 1F
Immediate Terrain.
Battle: Raise the strength of each ranged attack from your army by 1. Lower the strength of each ranged attack from the opposing army by 1.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
Iaijutsu Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.
Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.
Kaze-Do - actions
0G 3F
Kiho Elemental Battle: Bow one of your Monks or Shugenja to send home, without bowing, an opposing unit led by a Personality with Force lower than the caster's Chi.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Interference - actions
5G 3F
Open: This action is only playable during a player's action phase. The current player cannot draw any Fate cards this turn. Lose 3 Honor.
Kolat Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 Honor.
Led from the True Path - actions
0G 1F
Kiho Limited: Bow a Shugenja or Monk you control with a Chi of 5 or more and the Shadowlands trait. Target an Elemental Ring in play. That ring is returned to its controlling player's hand. Lose 2 Honor.
Lies, Lies, Lies... - actions
0G 2F
Political Limited: If you have no cards in play or in your discard piles that cause their player an Honor loss or have the Shadowlands, Ninja, or Kolat keywords: Gain 8 Honor; this gain can not raise your Family Honor above it's starting value.
Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.
Master of the Rolling River - actions
0G 2F
Kiho Water Battle: Bow one of your target Shugenja or Monks at any location: Move one of your target units at a battlefield to a different battlefield.
Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.
Nemesis - actions
0G 2F
Limited: Target one of your Personalities without a "nemesis" and another player's Personality. The other Personality is your Personality's nemesis until the other Personality leaves play. While your Personality opposes the nemesis in a battle or duel, your Personality gains +2F/+3C.
Night Battle - actions
0G 1F
Immediate Terrain.
Battle: No player without a Shugenja or a Shadowlands Personality in this battle can take actions for this battle except an action that destroys this Terrain.
Ninja Kidnapper - actions
8G 2F
Limited: Bow a Personality with less than 5 Force. Leave this card in play in your home. The target Personality cannot straighten while this card is in play. This card remains in play until any player pays 10 Gold as an Open action. When this card leaves play, straighten the target Personality and lose 5 Honor.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.
One with the Elements - actions
0G 3F
Kiho Reaction: When a Spell or Kiho targets you, any of your cards, or your army, bow one of your non-Shugenja Monks with Chi less than or equal to the Spell's or Kiho's Gold cost to negate its effects.
Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.
Piercing the Soul - actions
0G 2F
Kiho Reaction: Bow a Shugenja or Monk you control when you are about to make a ranged attack in this battle. The ranged attack has its strength compared to Chi instead of Force if it is targeting a Personality.
Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.
Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.
Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.
Retreat - actions
0G 2F
Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army had a higher total Force when Retreat was played. Retreat may target a bowed Personality.
Rise, Brother - strategy
0G 1F
Battle/Open: Bow your target Personality with your Clan alignment: Straighten another target Personality with your Clan alignment.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
Stand Against the Waves - actions
0G 3F
You may play this card only if you have units in this battle and each Personality in your army has Followers.
Battle: Your opponent must bow as many Personalities in his or her army who have no Followers as you have units in your army. If he or she cannot do so, bow all opposing Personalities without Followers.
Stand Firm - actions
0G 1F
Battle: Each defending Personality and defending Follower gains +1F and is immune to Fear until this battle ends.
Street to Street - actions
0G 1F
Immediate Terrain.
Battle: All Followers at this battle detach from their Personalities and are no longer in units. When this Battle Action Segment ends or this Terrain is destroyed, each Follower's controller must attach the Follower to one of his or her Personalities in this battle. Destroy any Follower that any player cannot legally attach.
Strength of My Ancestors - actions
0G 1F
Kiho Open: Bow one of your Monks or Shugenja to give one of your Personalities +2F/+2C.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Strike With No-Thought - actions
0G 2F
Reaction: Play this card immediately before you strike in a duel. You gain the Chi bonus for this card as if it were used as a Focus card. Only one Strike with No-Thought can be played in a duel.
Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.
Test of Honor - actions
6G 2F
Political Limited: Target a Human Personality. Discard the top card of his controller's Fate deck. If that card's Focus value is greater than the target's Personal Honor, Dishonor and destroy the target.
Test of Might - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. This duel compares Force versus Force. The winner gains 3 Honor. Bow the loser.
The Code of Bushido - actions
0G 3F
Reaction: Play this card when a Samurai takes an action, or creates an optional effect, that would dishonor him or her or cause his or her controller to lose Honor. Cancel the action, or prevent the Samurai from creating the effect.
The Final Breath - actions
0G 2F
Reaction: After the end of a Resolution Segment during which a Personality you controlled was destroyed: Target a Personality who opposed yours at any time during that Segment and has less Chi that yours had when he was destroyed. Destroy the target.
The Purity of Shinsei - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or Monks. Destroy all tokens on one of your Personalities.
The Sight of Death - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or monks and target one of your Personalities with a Chi less than or equal to the acting Personality. Until the beginning of your next turn, the first time this Personality is destroyed he is immediately afterwards returned to play in your fief, bowed. This will not protect a Personality who is destroyed by a card effect on one of your cards.
The Soul Goes Forth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks in this battle. Destroy any one Item in this battle with a Focus value less than the caster's Chi.
The Touch of Amaterasu - actions
0G 1F
Kiho Open: Bow one of your shugenja or monks to increase the Focus values of all of one players Fate cards by one until the end of the turn. This is cumulative with other such effects.
The Turtle's Shell - actions
0G 3F
Reaction: Play this card when a ranged attack targets one of your cards. Negate the ranged attack's effects on your card.
The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.
Touching the Soul - actions
0G 2F
Kiho Reaction: Before one of your Personalities not at this battle performs an action, bow one of your Shugenja or Monks at this battle. The Personality not at the battle takes the action as if he or she were at the battle.
Traversable Terrain - actions
0G 1F
Battle Terrain: If you have one or more units in this battle, move one of your units into this battle from the Province it is attacking or defending.
Treacherous Terrain - actions
0G 1F
Delayed Terrain.
If you are the Defender, you may play this card during a battle in which you have no units.
Battle: Lower to 0 all Force bonuses each Personality and Follower in this battle has received from cards outside the unit.
Unattuned - actions
3G 2F
Elemental Kiho Reaction: Bow one of your Shugenja or monks after a spell has been cast by a Shugenja. The target Shugenja receives a Chi penalty until the end of the turn equal to the focus value of the spell that was performed.
Void Strike - actions
0G 3F
Kiho Reaction: Bow one of your Shugenja or Monks when a Personality you control has entered a duel, but before the first Focus card is played. Draw your top Fate card and add that card's Focus value to your Personality's Chi for the remainder of the duel. The card drawn is not considered a Focus card.
Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.
Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.
The Ancient Halls of the Lion - strongholds
6PS/3GP/7SH
Lion, Lion
Battle: Bow the Ancient Halls of the Lion to destroy a Terrain.
Reaction: When a player plays a Terrain and before it resolves, bow the Ancient Halls of the Lion to negate the Terrain's effects.
The Brotherhood of Shinsei - strongholds
6PS/3GP/4SH
Monk, Monk
Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your Fate Deck and put it into play immediately. Reshuffle your Fate Deck.
The Esteemed House of the Crane - strongholds
5PS/4GP/5SH
Crane, Crane
Limited: Bow to gain 2 Honor.
The Great Walls of Kaiu - strongholds
7PS/4GP/4SH
Crab, Crab
You cannot bring Shadowlands cards into play.
Fortifications cost 4 less Gold for you.
The Hidden Temples of the Naga - strongholds
6PS/3GP/2SH
Naga, Naga
You may not win with an Honor Victory. Your Nagas are immune to Fear. You may ignore Honor Requirements for Nagas if you have no Shadowlands cards in play.
Limited: Bow to attach a 1F Naga Follower token to any Naga Personality in play.
The Mountain Keep of the Dragon - strongholds
5PS/4GP/4SH
Dragon, Dragon
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
The Provincial Estate of the Unicorn - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
The Ruins of Isawa Castle - strongholds
6PS/4GP/5SH
Phoenix, Phoenix
Reaction: Bow at any time at which a Kiho may be played. You may search through your fate deck, retrieve the Kiho, and play it. Reshuffle your fate deck.
The Shadow Stronghold of the Bayushi - strongholds
6PS/4GP/2SH
Scorpion, Scorpion
Open: Look at another player's hand. Lose 1 Honor.
The Shadowlands Horde - strongholds
5PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor, take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss), ally, or have allies. Your cards are immune to Fear. Your Personalities will not swear fealty.
Reaction: When paying for a Shadowlands card, bow The Shadowlands Horde to lower the card's Gold cost by 4.
The Yoritomo Alliance - strongholds
6PS/4GP/2SH
Mantis, Mantis
Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.
Toturi's Army - strongholds
6PS/3GP/2SH
Toturi, Toturi
You may ignore Honor Requirements when you are bringing Unaligned Human Personalities or Toturi's Army Personalities into play. You may not have more than two Shadowlands cards in your deck.
Alliance - events
Select a Faction other than your own. For the rest of the game, you can bring Personalities of that Faction into play for 2 less Gold.
Architects of the Wall - events
You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises for every player.
Chrysanthemum Festival - events
Each player gains a Province to the left of his leftmost Province.
Corruption of the Harmonies - events
Bow all Shugenja in play.
Emperor's Peace - events
No attacks can be made by any player until after the beginning of your next turn.
Evil Feeds Upon Itself - events
The player (or players) with the lowest Family Honor loses his or her rightmost Province (it is destroyed).
Glimpse of the Unicorn - events
Draw an extra card during your End Phase this turn.
Hurricane - events
Starting with you and going clockwise, each player destroys a Holding of the player to his or her right.
Imperial Gift - events
Gain 2 Honor. Get an Item from your Fate deck, show it to the other players, and add it to your hand. Shuffle the deck.
Inheritance - events
Inheritance will produce five gold to put a single card into play; Inheritance is then destroyed. Inheritance is destroyed at the end of this turn if unused.
Iris Festival - events
All Shadowlands cards in play are destroyed.
Occult Murders - events
Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
Peasant Revolt - events
Each Personality and Follower with over 2 Force bows. No Personality or Follower with over 2 Force can straighten before your next turn.
Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
Rise of the Phoenix - events
Starting with you and going clockwise, each player may return one of his or her Honorable Dead Personalities to play, waving all costs.
Test of the Emerald Champion - events
Target one of your Personalities. Each other player, in turn order, may target one of his Personalities; your Personality challenges each of them immediately after they are targeted. Each duel's winner gains 3 Honor; destroy the loser. If you lose none of these duels, remove your Personality from the game and gain a province to the left of your leftmost province.
The Tao of the Naga - events
Until the end of the game, units led by a Naga Personality cannot be targeted with an effect from the Imperial Favor. Naga Players cannot lobby to gain the Imperial Favor this game.
There is No Hope - events
Until the end of the game, any Festival event that appears is discarded without effect.
Unexpected Allies - events
Starting with you and going clockwise, each player reveals his or her Dynasty deck's top card. If the card is a Personality, the player brings it into play, ignoring Honor requirements, waving the Gold cost, and negating entering-play effects. If the Card is not a Personality, the player discards it.
Archers - followers
0F/0C -PH/4G/1HR 2F
Battle: Bow Archers for a Ranged 3 Attack.
Ashigaru - followers
*F/0C -PH/0G/0HR 3F
Ashigaru gain +1F for each of your Farms in play.
If Ashigaru are destroyed, lose 2 Honor.
Battering Ram Crew - followers
1F/0C -PH/4G/0HR 2F
Battle: If the Battering Ram Crew is attacking, bow it to destroy a Fortification attached to this Province.
Elite Heavy Infantry - followers
5F/0C -PH/9G/2HR 3F
This Follower contributes its Force Total to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Elite Light Infantry - followers
2F/0C -PH/3G/2HR 3F
This Follower contributes its Force to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Elite Medium Infantry - followers
3F/0C -PH/6G/2HR 3F
This Follower contributes its Force to its army's total during battle resolution even if its Personality is bowed. This Follower is immune to Fear effects.
Goblin Sneaks - followers
2F/0C -PH/4G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
If Goblin Sneaks have been destroyed, you may bring them into play from your discard pile without Gold cost during any of your End Phases.
Heavy Cavalry - followers
4F/0C -PH/8G/2HR 2F
Cavalry
Heavy Infantry - follower
5F/0C -PH/7G/0HR 2F
Imperial Honor Guard - followers
4F/0C -PH/9G/2HR 3F
Imperial Honor Guard is immune to Fear. Imperial Favor effects cannot target this unit.
Imperial Palace Guard - followers
6F/0C -PH/9G/2HR 3F
Immune to fear. If this unit is assigned to an attacking army, the Palace Guard is destroyed.
The Imperial Palace Guard gains +2F while you control the Imperial Favor or have Hantei the 38th in play.
Kenku Teacher - followers
0F/0C -PH/1G/1HR 1F
Creature.
Open: Bow the Kenku Teacher. Give this Personality a 1F bonus.
Open: Bow the Kenku Teacher. Give this Personality a 1C bonus.
Open: Bow the Kenku Teacher. Raise the Personal Honor of this Personality by one.
Light Cavalry - followers
1F/0C -PH/2G/1HR 1F
Cavalry.
Light Infantry - follower
2F/0C -PH/2G/1HR 1F
Mantis Budoka - followers
1F/0C -PH/6G/1HR 2F
Battle: Draw and discard your top Fate card and raise the Force of the Mantis Budoka by the focus value of the discarded card, until the end of the turn. This can be done once per battle.
Mantis Bushi - followers
2F/0C -PH/6G/2HR 3F
Naval
Battle: Bow Mantis Bushi to bow an opposing Follower or an opposing Personality without Followers.
Medium Cavalry - followers
2F/0C -PH/5G/1HR 2F
Cavalry.
Medium Infantry - followers
3F/0C -PH/5G/1HR 2F
Mounts - followers
0F/0C -PH/2G/0HR 2F
Creature. Cavalry.
All Followers attached to or being attached to the Mounts' Personality gain the Cavalry trait while Mounts are attached.
Naga Bowmen - followers
1F/0C -PH/6G/1HR 2F
Naga.
Battle: Bow the Naga Bowmen for a Ranged 3 Attack.
Naga Bushi - followers
2F/0C -PH/3G/1HR 2F
Naga.
Naga Guard - followers
4F/0C 0PH/7G/1HR 2F
Naga.
Battle: Bow the Naga Guard. No cards in this battle can receive any further Force bonuses (including Terrain bonuses) until after the Resolution Phase of this battle.
Naga Spearmen - followers
2F/0C -PH/5G/1HR 2F
Naga.
Battle: Bow the Naga Spearmen for a Ranged 2 Attack.
Ninja Genin - followers
2F/0C -PH/4G/0HR 2F
Ninja.
Ogre Warriors - followers
7F/0C -PH/9G/0HR 3F
Nonhuman • Shadowlands • Ogre
Can attach to Ogre Personalities ignoring restrictions on the Ogre.
Ranged attacks can not target this card.
Peasant Levies - followers
1F/0C -PH/2G/0HR 1F
When you put this card into play, you may draw an additional Fate card during your next End Phase.
Ratling Bushi - followers
3F/0C -PH/6G/0HR 0F
Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
Ratling Conscripts - followers
0F/0C -PH/0G/0HR 1F
Ratling Pack. Creature. Lose 1 Honor.
Reaction: If Conscripts are on the winning side of a battle, place a 1F Experience token on the Conscripts at the end of the Resolution Segment.
Ratling Pack - followers
1F/0C -PH/1G/0HR 1F
Ratling. Creature.
Samurai Cavalry - followers
6F/0C -PH/14G/3HR 3F
Cavalry.
Battle: Bow for a Ranged 3 Attack.
Samurai Warriors - followers
6F/0C -PH/10G/3HR 3F
Samurai.
Battle: Bow Samurai Warriors for a Ranged 3 Attack.
Scout - followers
0F/0C -PH/1G/0HR 2F
Cavalry.
An Attacker with a Scout in his or her army may play a Terrain before the Defender's first action in battle.
Shield Wall - followers
0F/0C -PH/0G/0HR 1F
Ranged attacks cannot target cards in this unit.
Skeletal Troops - followers
2F/0C -PH/2G/0HR 1F
Undead • Nonhuman • Shadowlands • Lose 2 Honor.
Battle: Fear 3.
Spearmen - follower
2F/0C -PH/3G/1HR 2F
Battle: Bow this card: Ranged 2 Attack.
Spirit Guide - followers
0F/0C -PH/5G/2HR 2F
Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
Swamp Spirits - followers
1F/0C -PH/0G/0HR 1F
Shadowlands. Creature.
This Personality has its Personal Honor reduced by two while the swamp spirits are attached.
Zombie Troops - followers
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Barbican - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Basecamp - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Black Market - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Blacksmiths - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Bridged Pass - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Bushi Dojo - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Copper Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupt Geisha House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupted Iron Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Corrupted Silver Mine - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Diamond Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Fantastic Gardens - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Forest - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gambling House - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Garrison - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Geisha House - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Go Master - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Gold Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Hawks and Falcons - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Iron Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Island Wharf - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Jade Works - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Marketplace - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Master Smith - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Earth - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of the Void - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Water - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Oracle of Wind - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Bed - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pearl Divers - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Pitch and Fire - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Port - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Prayer Shrines - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Retired General - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Sanctified Temple - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
School of Wizardry - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Silver Mine - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Small Farm - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Stables - holding
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Unscalable Walls - holdings
3F/0C -PH/3G/0HR 1F
Undead Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
Armor of Osano-Wo - items
+1F/+1C 3G 1F
May not attach to Shadowlands Personalities. This Personality cannot be targeted with Black Scroll effects.
Elemental Reaction: If you are the Attacker, instead of destroying the Province that this Personality is attacking, put the Ring of Earth into play.
Bloodsword - items
+1F/+1C 4G 2F
Weapon.
Whenever this Personality wins a duel, place a +2F/+2C token on the Bloodsword.
Bo Stick - items
0F/+1C 1G 3F
Weapon.
The Bo Stick can only be attached to a Monk.
When this Monk is in a duel, you can play some or all of your Focus cards face up. When you focus face-up, your opponent must play his or her next Focus card face-up, and that card cannot have a higher Focus value than that on your Focus card.
Climbing Gear - items
0F/0C 0G 3F
The Climbing Gear can only be attached to a Ninja Personality. All effects of Fortifications at the defender's Province are negated while the Climbing Gear is in an attacking army.
Fan of Command - items
+0F/+0C 3G 2F
This Personality has the Tactician keyword.
Jade Bow - items
+0F/+0C 5G 2F
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.
Naginata - items
+1F/+2C 3G 1F
Weapon.
Night Medallion - items
0F/0C 6G 3F
Unique.
The Night Medallion may only be attached to a Kolat or Ninja.
Night Medallion adds +2 to every numeral that is printed on the Personality's card. This bonus does not apply to copied abilities.
No-Dachi - items
+2F/+1C 4G 1F
Weapon.
Ryokan's Sword - items
+1F/+1C 3G 3F
Weapon.
When this Personality focuses, you may play your Fate deck's top card as the Focus card. Do not look at the card until someone strikes. If you cannot focus with the card, discard it when you reveal it.
Shuriken of Serpents - items
0F/0C 7G 3F
Battle: Bow and destroy the Shuriken of Serpents for a Ranged 6 Attack.
Tetsubo - items
+1F/*C 4G 2F
Weapon.
This Personality has -1C while in a duel. As a challenger in a duel, this Personality has the first option to focus or strike.
Tetsuya's Bo - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow Tetsuya's Bo. Target any one opposing Personality whose Chi is lower than the number of Monk Personalities in this army. Send the target Personality home bowed.
The Armor of Sun Tao - items
+0F/+0C 3G 1F
Limited: Place any number of Terrains from your hand face down under The Armor of Sun Tao. If The Armor of Sun Tao is moved or destroyed, the Terrains move or are destroyed with it.
Battle: Play a Terrain from under The Armor of Sun Tao. The Terrain destroys any Terrain in play and cannot be destroyed.
The Armor of the Golden Samurai - items
0F/0C 3G 2F
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
The Daidoji Yari - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Daidoji Yari. Target any one opposing Personality whose Chi is lower than the number of Crane Personalities in this army. Send the target Personality home bowed.
The Hiruma Tetsubo - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Hiruma Tetsubo. Target any one opposing Personality whose Chi is lower than the number of Crab Personalities in this army. Send the target Personality home bowed.
The Ikoma Tessen - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Ikoma Tessen. Target any one opposing Personality whose Chi is lower than the number of Lion Personalities in this army. Send the target Personality home bowed.
The Isawa Naginata - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Isawa Naginata. Target any one opposing Personality whose Chi is lower than the number of Phoenix Personalities in this army. Send the target Personality home bowed.
The Isha's Yumi - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Isha's Yumi. Target any one opposing Personality whose Chi is lower than the number of Naga Personalities in this army. Send the target Personality home bowed.
The Kitsune Nagamaki - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Kitsune Nagamaki. Target any one opposing Personality whose Chi is lower than the number of Yoritomo's Alliance Personalities in this army. Send the target Personality home bowed.
The Lost Ono Of Osano-Wo - items
+2F/+2C 7G 4F
Unique Weapon. Shadowlands.
Battle: Bow The Lost Ono of Osano-Wo. Target any one opposing Personality whose Chi is lower than the number of Shadowlands Personalities in this army. Send the target Personality home bowed.
The Mirumoto Wakizashi - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Mirumoto Wakizashi. Target any one opposing Personality whose Chi is lower than the number of Dragon Clan Personalities in this army. Send the target Personality home bowed.
The Otaku Nageyari - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Otaku Nageyari. Target any one opposing Personality whose Chi is lower than the number of Unicorn Personalities in this army. Send the target Personality home bowed.
The Star of Laramun - items
0F/0C 6G 3F
While the Star of Laramun is attached, this Personality gains the trait Double Chi.
The Yogo Jitte - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow The Yogo Jitte. Target any one opposing Personality whose Chi is lower than the number of Scorpion Personalities in this army. Send the target Personality home bowed.
Toturi's Daisho - items
+2F/+1C 7G 4F
Unique Weapon. Gain 2 Honor.
Battle: Bow Toturi's Daisho. Target any one opposing Personality whose Chi is lower than the number of Toturi's Army Personalities in this army. Send the target Personality home bowed.
Wakizashi - items
+0F/+1C 0G 2F
Weapon.
A Personality who has one Weapon can attach the Wakizashi. This Personality can have two Weapons.
Agasha Gennai - personalities
2F/3C 0HR6G/2PH/
Dragon Clan Shugenja
While Gennai is unbowed, you can discard one Fate card from your hand during your End Phase in order to draw an additional Fate card.
Agasha Tamori - personalities
1F/2C 0HR5G/2PH/
Dragon Clan Shugenja
Agasha Tamori has a 3C bonus when bringing Spells into play and when bowing to use Spells.
Asahina Tamako - personalities
1F/2C 5HR8G/2PH/
Crane Clan Shugenja.
Reaction: Bow Asahina Tamako and discard a Fate Card at any time in which Gold in needed. Produce an amount of Gold equal to the Focus Value of the discarded card.
Ashamana - personalities
0F/1C 0HR3G/1PH/
Naga Youth.
Limited: Bow Ashamana and discard him from play. Take any one of your Honorable Dead Naga Personalities and return it to play bowed. You cannot bring back a Personality that swore fealty to the Naga.
Balash - personalities
1F/3C 0HR4G/1PH/
Naga Bushi.
Battle: Bow Balash for a Ranged 3 Attack.
Bayushi Aramoro - personalities
2F/3C -HR8G/1PH/
Scorpion Clan Samurai. Ninja.
Limited: Bow Bayushi Aramoro. Force the discard of a Dynasty card from any one Province in play.
Reaction: Bow Bayushi Aramoro. Replace Bayushi Kachiko in a duel after it is accepted but before either Personality focuses or strikes.
Bayushi Yokuan - personalities
2F/5C -HR8G/0PH/
Scorpion Clan Duelist. Ninja.
Bayushi Yokuan will only attach Ninja Followers. A Personality must bow to refuse a challenge from Bayushi Yokuan. Reactions cannot be played during a challenge and/or duel involving Bayushi Yokuan.
Daidoji Sembi - personalities
2F/2C 5HR5G/3PH/
Crane Clan Samurai.
Daidoji Uji - personalities
2F/3C 5HR4G/2PH/
Crane Clan Samurai.
Daidoji Uji - exp - personalities
3F/4C 7HR7G/3PH/
Crane Clan Samurai. Experienced. Unique.
Uji gains a 2F bonus when there is a Shadowlands card in the opposing army, and a 2C bonus when facing a Shadowlands Personality in a duel.
Doji Chomei - personalities
4F/3C 3HR9G/3PH/
Crane Clan Samurai. Yoritomo's Alliance.
Mantis Followers attached to Chomei have their gold cost reduced by 3.
Doji Kuwanan - exp - personalities
4F/5C 5HR10G/3PH/
Crane Clan Champion. Samurai. Experienced. Unique. Tactician. Will only join Crane Clan.
Doji Reju - personalities
1F/3C 0HR4G/2PH/
Crane Clan Samurai.
If Doji Reju is tied in a duel, he wins the duel instead.
Doji Shizue - personalities
0F/1C 0HR4G/1PH/
Crane Clan Storyteller.
Political Reaction: Bow Doji Shizue when another player is gaining or losing Honor. The Honor gain or loss is increased by 1 point. You gain 1 Honor.
Ginawa - personalities
2F/3C -HR4G/1PH/
Unaligned Toturi's Army Samurai.
Ginawa - exp - personalities
3F/4C 0HR8G/2PH/
Unaligned Samurai. Toturi's Army. Unique. Experienced. Ginawa gains a 4C bonus when dueling a ninja.
Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold.
Goblin Wizard - personalities
0F/2C -HR2G/1PH/
Goblin Shugenja • Nonhuman • Shadowlands • Lose 4 Honor.
Heichi Chokei - personalities
2F/2C -HR5G/2PH/
Unaligned Monk. Shugenja.
Hida O-Ushi - exp - personalities
4F/4C 0HR10G/2PH/
Crab Clan Bully. Samurai. Experienced. Unique.
Battle: Bow O-Ushi to bow any opposing Personality with a lower Force.
Reaction: Bow O-Ushi when she is entering a duel to change the duel to a contest of Force vs. Force. All other conditions and effects of the duel are unchanged.
Hida Tadashiro - personalities
4F/2C 0HR7G/2PH/
Crab Clan Samurai.
Reaction: If Hida Tadashiro is destroyed by an action or effect that does not also destroy some or all attached Followers, those Followers can be attached to any of your Personalities to which they could legally be attached.
Hida Unari - personalities
4F/3C -HR8G/2PH/
Crab Clan Samurai.
Hida Yakamo - exp 2 - personalities
6F/5C 5HR14G/4PH/
Crab Clan Thunder. Crab Champion. Samurai. Experienced 2. Unique. Tactician. Will only join the Crab Clan. May attach the Jade Hand and the Ancestral Sword of the Hantei without gold cost.
Battle: Straighten (if necessary) and assign Yakamo as a defender in any battle where there are Shadowlands cards in the attacking army. Yakamo need not be invited as an ally. Yakamo may not be sent home from this battle.
Hiruma Yoshi - personalities
3F/3C 3HR6G/3PH/
Crab Clan Samurai.
Hiruma Yoshi cannot be targeted with Frenzy.
Hitomi - exp 2 - personalities
5F/4C -HR12G/1PH/
Dragon Clan Champion. Samurai. Dragon Thunder. Shugenja. Unique. Will only join dragon player. Experienced 2. Hitomi may attach the Obsidian Hand with gold cost.
Limited: If she has the Obsidian Hand, bow Hitomi to destroy any dragon in play. Hitomi permanently gains the innate abilities of the dragon. This effect cannot target Dragon Clan Personalities unless they are also considered a dragon.
Hitomi Kokujin - personalities
2F/3C -HR12G/0PH/
Dragon Clan Corrupted Tattooed Man. Shadowlands. Unique. Lose 4 Honor.
Reaction: If Kokujin defeats an opponent in a duel involving Chi, Kokujin consumes his spirit. You take control of this Personality until the end of the game. This Personality is placed in your fief, bowed, with all Followers destroyed. His Chi is permanently reduced by one and his Personal Honor to zero. The Personality gains the trait Shadowlands permanently.
Hizuka - personalities
3F/4C 0HR8G/3PH/
Unaligned Monk. Defender of the Temples. Hizuka gains a 2F bonus when defending.
Battle: Bring Hizuka into play in the defending army if he is face up in a Province being attacked by one or more units. All costs and requirements are waived.
Hoseki - personalities
0F/3C -HR5G/1PH/
Unaligned Ninja Mystic. Lose 2 honor.
Hoseki can attach and use 1 spell as if she were a Shugenja. This spell is considered a ninja action when used and not a spell effect.
Ikoma Kaoku - personalities
1F/3C 5HR5G/2PH/
Lion Clan Historian.
Reaction: Bow Ikoma Kaoku after a battle (as an attacker, defender, or ally) in which your side destroyed the opposing army or a Province. Each of your Personalities in this army permanently gains +1F/+1C. Ikoma Kaoku does not need to be in the battle to use this ability.
Ikoma Ryozo - personalities
3F/2C -HR6G/3PH/
Lion Clan Samurai. Shadowlands. If an effect of the Imperial Favor targets a card in the same battle as Ikoma Ryozo, Ikoma Ryozo returns to your fief bowed.
Ikoma Tsanuri - exp - personalities
5F/4C 10HR14G/4PH/
Lion Clan Champion. Samurai. Tactician. Double Chi. Experienced. Unique. Ikoma Tsanuri will only join a Lion player. Ignore all effects of Terrain and Regions while Ikoma Tsanuri is in this army.
Battle: Once per battle in which Ikoma Tsanuri is in the defending army, target an opposing Personality, who is sent home bowed. This is considered a use of the Imperial Favor.
Isawa Norikazu - personalities
1F/3C 0HR10G/2PH/
Phoenix Clan Seer. Unique. Shugenja.
Reaction: Bow Isawa Norikazu as an Action card that targets you, your cards, or your tokens (or if Norikazu is at a battle, that targets or affects that battle, such as a Terrain) is being played from a player's hand. That action is canceled and its effects negated. The Action card is returned to its player's hand at the end of the Dynasty Phase this turn.
Isawa Osugi - personalities
1F/4C 0HR8G/4PH/
Phoenix Clan Prodigy. Shugenja. Unique.
Any effect that would give Isawa Osugi the Shadowlands trait is cancelled and has all effects negated. Isawa Osugi cannot have more than one Spell attached at any time. Spells have their Gold cost reduced to 0 when being attached to Isawa Osugi.
Isha - exp - personalities
1F/4C 0HR8G/2PH/
Naga Hunter. Experienced. Unique. Tactician.
Reaction: Before the defender performs his or her first battle action, you can play a Terrain for this battle.
Reaction: If Qamar is about to be destroyed, attach all of Qamar's cards and tokens to Isha. Until the end of the game, Isha is considered the Qamar.
Iuchi Karasu - personalities
2F/3C 4HR7G/3PH/
Unicorn Clan Shugenja.
Open: Bow Iuchi Karasu. Move a Follower from one of your Personalities and attach it to another of your Personalities.
Iuchi Karasu - exp - personalities
3F/3C 4HR8G/3PH/
Unicorn Clan Shugenja. Experienced. Unique.
Battle: Once per turn, switch the locations (Provinces or unassigned) of any two of your units. You can target bowed Personalities with this action.
Iuchi Katta - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Cavalry Shugenja. Katta can remain bowed.
Limited: Bow Katta to give the Cavalry trait to a number of your cards equal to his Chi until he straightens.
Kage - exp 2 - personalities
0F/5C -HR8G/2PH/
Unaligned Kolat Master. Unique. Experienced 2 Akodo Kage.
Limited: Bow Kage. Announce a target number, then draw and discard the top card of your Fate deck. If your target number is less than the focus value, bow a number of Followers, and Personalities without unbowed Followers, equal to the target number.
Kaiu Suman - personalities
1F/1C -HR4G/1PH/
Crab Clan Engineer.
Reaction: Bow Suman when you bring a Fortification into play. You can either attach the Fortification to a different one of your Provinces or reduce the Fortification's Gold cost by 6.
Battle: Bow Kaiu Suman. Destroy a Fortification at this battle.
Kakita Yoshi - exp - personalities
0F/2C 0HR12G/2PH/
Crane Clan Liason. Experienced. Unique.
Political Reaction: Bow Kakita Yoshi immediately after you or another player discards the Imperial Favor to produce one of the standard Imperial Favor effects. Yoshi produces the exact same effect again for you. Yoshi's action is considered a use of the Imperial Favor.
Kappuksu - exp - personalities
3F/2C -HR6G/1PH/
Unaligned Goblin Warmonger. Experienced. Unique. Shadowlands.
Kappuksu cannot be destroyed if he has Goblin Followers. The Followers are destroyed instead, and Kappuksu returnso your fief bowed.
Battle: Replace one of your units in this battle with Kappuksu's unit, if Kappuksu is not assigned to a battle.
Kitsu Motso - exp - personalities
2F/5C 10HR9G/3PH/
Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician.
Limited: Bow Kitsu Motso. Put a Master token on him.
Battle: Destroy a Master token on Kitsu Motso. Put any one Terrain from your Fate deck into play for this battle. This does not bow Kitsu Motso. Reshuffle the deck. This is considered Kitsu Motso's use of his Tactician ability for this battle.
Kitsu Okura - personalities
1F/3C 3HR4G/2PH/
Lion Clan Shugenja.
Okura cannot bow to lobby for the Imperial Favor. Imperial Favor effects cannot target this unit.
Kitsuki Yasu - personalities
1F/4C 10HR7G/4PH/
Dragon Clan Justicator. Samurai.
Political Reaction: You may bow Yasu as a challenge is being issued to a Samurai to force the Samurai to accept the challenge.
Komaro - personalities
2F/3C 0HR5G/2PH/
Unaligned Monk.
All Meditation cards and meditating at a Shrine provide an additional 1F/2C bonus to Komaro for the same duration as the meditation bonus.
Kuni Yori - personalities
2F/3C -HR7G/2PH/
Crab Clan Shugenja.
Limited: Bow Kuni Yori and discard a Fate card. Force an opponent to randomly discard a card from his or her Fate hand.
Kuni Yori - exp - personalities
2F/4C -HR8G/1PH/
Unaligned Shugenja. Experienced. Unique. Shadowlands.
Limited: Bow Kuni Yori and discard a card in one of your Provinces. Select any one other Province in play. Discard any Dynasty card in that Province that is not in play (it is replaced normally).
Kyoso no Oni - personalities
5F/5C -HR7G/0PH/
Oni • Nonhuman • Shadowlands
Lose 3 Honor.
Cannot attach Followers or Items.
After Kyoso enters play: Destroy one of your Holdings.
Battle: Bow Kyoso: Ranged 7 Attack.
Matsu Agetoki - personalities
4F/4C 5HR8G/2PH/
Lion Clan Samurai. Cavalry.
This unit cannot be the target of ranged attacks.
Matsu Agetoki - exp - personalities
4F/5C 8HR10G/2PH/
Lion Clan Samurai. Experienced. Unique. Cavalry. This unit may not be targeted with Ranged Attacks.
While Agetoki is in your army, you may play terrain cards face-down. Any face-down terrain card produces no effects until it is revealed at the end of the battle action phase.
Matsu Goemon - personalities
3F/3C 6HR7G/2PH/
Lion Clan Samurai. Toturi's Army.
When you first bring Goemon into play, you may attach a Follower from your hand to him, paying any costs as usual. Goemon cannot bow to lobby for the Imperial Favor.
Matsu Hiroru - exp - personalities
0F/3C 0HR8G/2PH/
Unaligned Ninja Assassin. Toturi's Army. Experienced. Unique. Matsu Hiroru will only attach Ninja Followers.
Limited: Bow Matsu Hiroru. Issue an unrefusable challenge to any Personality with a Political ability or who performed a Political action since your last turn.
Matsu Seijuro - personalities
3F/4C 3HR9G/2PH/
Lion Clan Samurai.
Limited: Bow Matsu Seijuro. Challenge any one Personality in play that you do not control.
Reaction: When Matsu Seijuro issues a challenge that is refused, any Fear effect he produces in the future will be at +1 strength (cumulative).
Battle: Fear 0.
Mirumoto Daini - personalities
2F/4C -HR5G/3PH/
Dragon Clan Samurai.
Mirumoto Daini - exp - personalities
3F/5C 0HR7G/2PH/
Dragon Clan Samurai. Experienced. Unique. Toturi's Army.
Daini will join the Naga for 2 less gold.
Mirumoto Sukune - personalities
3F/2C 4HR8G/3PH/
Dragon Clan Samurai. Cavalry.
Battle: Bow for a Ranged 3 Attack.
Mirumoto Taki - personalities
3F/3C 3HR6G/2PH/
Dragon Clan Samurai.
Taki can have two Weapons.
Mitsu - exp - personalities
3F/3C 5HR9G/1PH/
Tattooed Man. Monk. Experienced. Unique. Toturi's Army.
Open: Gain up to five Fire tokens on Mitsu. Mitsu may not have more than five Fire tokens.
Battle: Bow Mitsu and destroy one or more Fire tokens on Mitsu to produce a Ranged Attack equal to the number of Fire tokens destroyed. Mitsu may not add more Fire tokens this turn.
Moshi Wakiza - personalities
1F/3C -HR6G/1PH/
Centipede Clan Shugenja. Yoritomo's Alliance.
Battle: Bow to produce a Ranged 4 Attack.
Moshi Wakiza - exp - personalities
2F/4C 0HR8G/2PH/
Centipede Clan Shugenja. Yoritomo's Alliance. Experienced. Unique.
Battle: Bow to produce a Ranged 2 Attack that can target a Personality with attached Followers. This attack cannot be combined with other Ranged Attacks, but its strength may be increased.
Mukami - personalities
0F/2C -HR5G/1PH/
Wasp Clan Skirmisher. Yoritomo's Alliance.
Battle: Bow Mukami for a Ranged 3 attack, then send this unit home from this battle.
Naga Shugenja - personalities
1F/1C 0HR6G/1PH/
Shugenja. Nonhuman.
Open: Bow the Naga Shugenja to give a 1F bonus to all Naga cards in play until the end of the turn.
Naga Warlord - personalities
2F/2C 0HR5G/2PH/
Naga Samurai. Nonhuman.
All other Naga cards in the Naga Warlord's unit have a 1F bonus while they remain in his unit.
Naka Kuro - personalities
3F/5C 15HR12G/2PH/
Unaligned Shugenja. Unique. Toturi's Army. Grand Master of the Elements.
Reaction Elemental: Bow to produce any Elemental action described on any card in play. This effect may only be produced during the appropriate phase. He may only duplicate once any spell that must be discarded. Reaction: Bow to negate any Elemental effect.
Ninja Shapeshifter - personalities
2F/2C -HR10G/1PH/
Unaligned Ninja. The Ninja Shapeshifter will only attach Ninja Followers.
Open: Once per turn, the Ninja Shapeshifter can copy the Force, the Chi, the Personal Honor, or one ability of any one Personality in play, until the end of the turn. All tokens created by a copied ability are destroyed at the end of the turn.
Ninja Spy - personalities
0F/1C -HR2G/1PH/
Unaligned Ninja. Followers the Ninja Spy attaches must Ninja.
Open: Bow the Ninja Spy to look at a player's hand. Lose 1 Honor.
Open: Bow the Ninja Spy to look at all face-down cards in a player's Provinces. Lose 1 Honor.
Ogre Bushi - personalities
6F/4C -HR9G/0PH/
Nonhuman • Shadowlands • Cannot attach Armor or Followers.
Oni no Akuma - personalities
6F/3C -HR0G/0PH/
Shadowlands. Nonhuman. Unique. Lose 3 Honor.
When this Oni is brought into play, it destroys the Province from which it was played.
Oni no Ugulu - personalities
4F/2C -HR4G/0PH/
Unaligned Nonhuman. Shadowlands. Lose 5 honor.
Human Personalities cannot use Open or Battle actions to move into the same Province as Oni no Ugulu.
Otaku Baiken - personalities
2F/3C 1HR7G/2PH/
Unicorn Clan Sergeant. Samurai.
Limited: Bow Otaku Baiken. Attach a 1F Cavalry Follower token to any one of your Samurai.
Otaku Kamoko - personalities
3F/2C 4HR7G/3PH/
Unicorn Clan Battle Maiden. Samurai. Cavalry. Otaku Kamoko will only attach Cavalry Followers. Kamoko gains a 1F bonus when attacking.
Otaku Kamoko - exp 2 - personalities
5F/4C 5HR11G/3PH/
Unicorn Clan Thunder. Samurai. Experienced 2. Cavalry. Double Chi. Unique. Otaku Kamoko will only attach Calvary Followers.
Limited: Bow Otaku Kamoko and discard a card from one of your Provinces. Refill the Province with any one Personality from your Dynasty deck, face-down. Reshuffle the deck.
Reaction: Bow Otaku Kamoko. Destroy any one Personality leaving this battle.
Qamar - exp - personalities
7F/5C 0HR14G/3PH/
Naga Champion. Unique. Tactician. Experienced. Will only join Naga Player. Whenever a player puts a naga Follower into play from his hand, he may draw one Fate card at the beginning of his next end phase.
Limited: Bow Qamar. Get any one Naga card from your Fate deck and add it to your hand. Reshuffle.
Radakast - exp - personalities
2F/4C 0HR7G/2PH/
Naga Constrictor. Nonhuman. Experienced. Unique.
Battle: Destroy any opposing Creature card with a Force less than or equal to Radakast's. Radakast gains 1F permanently.
Ryosei - personalities
1F/3C -HR4G/1PH/
Fox Clan Shugenja. Yoritomo's Alliance.
Sanzo - personalities
1F/1C 5HR3G/2PH/
Unaligned Samurai. Cavalry.
Shahadet - exp - personalities
4F/3C 3HR8G/2PH/
Naga Samurai. Experienced. Nonhuman. Unique. Shahadet is considered the Naga Warlord for the purposes of being Experienced. All Naga Followers in this unit have a 1F bonus while they remain in this unit.
Battle: Bow Shahadet to give a 2F bonus to all Naga Personalities and Followers in this army.
Shalasha - personalities
2F/4C 0HR6G/2PH/
Naga Scout.
If you are a Naga player and have no Personalities in play, Shalasha's Gold cost is reduced by 3.
Shashakar - exp - personalities
1F/3C 0HR6G/2PH/
Experienced Naga Shugenja. Unique.
Reaction: Bow when an action is performed that lowers the Chi of any Naga card in play. This action is cancelled and its effects are negated. This does not prevent Chi loss due to tokens.
Shiba Tsukune - personalities
3F/2C 5HR5G/2PH/
Phoenix Clan Samurai.
Reaction: When Tsukune enters a duel with a Shugenja, she gains +3C.
Shiba Tsukune - exp - personalities
4F/4C 5HR8G/2PH/
Phoenix Clan Champion. Samurai. Unique. Experienced. Will only join Phoenix player.
Tsukune has a 1F/2C bonus while allying or while she is in an army with allies.
Shinjo Morito - exp - personalities
3F/3C 0HR8G/2PH/
Unicorn Clan Samurai. Experienced. Unique. Cavalry. This card is considered to be Morito for Experienced purposes.
Shinjo Morito gains a 1F bonus when defending.
Shinjo Sanetama - personalities
2F/3C -HR7G/2PH/
Unicorn Clan Master of the Hunt. Cavalry.
Reaction: Bow Shinjo Sanetama when an Infantry unit is moving into or out of a battle he is in. The move is cancelled if all the units in Shinjo Sanetama's army are Cavalry.
Shinjo Shirasu - personalities
3F/2C 4HR7G/2PH/
Unicorn Clan Magistrate. Samurai. Cavalry.
Limited: Bow Shinjo Shirasu. Issue an unrefusable challenge to a Dishonored Personality.
Shinjo Yokatsu - personalities
5F/4C 10HR14G/2PH/
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
Suana - personalities
4F/3C 0HR8G/2PH/
Unaligned Monk. Acolyte of Water.
Elemental Battle: If Suana is in this battle, bow him to play a Terrain. The Terrain replaces any Terrain in play for this battle. (Destroy the replaced Terrain.)
Elemental Battle: Once per turn, if you have the Ring of Water in play, move this unit to another Province.
Takuan - personalities
4F/3C 0HR11G/2PH/
Toturi's Army Lieutenant. Samurai.
All other Toturi's Army Personalities in Takuan's army gain a 1F/1C bonus.
Togashi Hoshi - personalities
7F/7C 5HR13G/4PH/
Unaligned Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. Will join the Brotherhood for 2 less gold.
Cannot be committed during the Maneuvers Segment if there is already a Dragon committed to the opposing army (this does not refer to Dragon Clan Personalities). Hoshi is considered a Dragon and is affected by all cards that affect Dragons.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Toku - personalities
0F/1C -HR0G/2PH/
Unaligned Samurai. Toturi's Army.
Toku - exp - personalities
1F/2C 0HR4G/2PH/
Unaligned Samurai. Experienced. Unique. Toturi's Army. All Exhaustion tokens are removed from Toku during your Straighten Phase.
Open: Straighten Toku and give him a -1C Exhaustion token. Toku cannot bow to perform any action more than once per turn.
Tsuruchi - personalities
2F/3C 0HR7G/2PH/
Wasp Clan Master Bowman. Samurai. Yoritomo's Alliance. Raise by 1 the Ranged Attack strength of each of Tsuruchi's Followers with ranged attacks. Tsuruchi's Followers without ranged attacks each gain the ability "Battle: Bow this Follower for a Ranged 1 Attack."
Battle: Bow for a Ranged 4 Attack.
Yasuki Nokatsu - personalities
0F/2C -HR3G/1PH/
Crab Clan Taskmaster
All Followers attached to Yasuki Nokatsu have a 1F bonus while they are attached.
Yasuki Taka - exp - personalities
0F/2C 0HR5G/1PH/
Crab Clan Wily Trader. Experienced. Unique.
Reaction: Bow Yasuki Taka when you are bowing a Gold-producing Holding. Remove from that Holding any one restriction on how the Gold can be spent. This will not remove restrictions against paying for variable-cost cards.
Yasuki Taka is worth 2 Koku.
Yodin - exp - personalities
0F/3C 5HR6G/1PH/
Unaligned Monk. Experienced. Unique.
Open: Bow Yodin to straighten one of your Personalities. You may not straighten a Personality whose Force is higher than the number of Elemental Rings you have in play.
Reaction: Bow Yodin when you put an Elemental Ring into play. Get an Elemental Ring from your discard pile and put it on top of your Fate Deck.
Yoritomo - exp - personalities
6F/5C 7HR14G/3PH/
Mantis Clan Champion. Samurai. Double Chi. Experienced. Unique.
Yoritomo can attach two Weapons and gains an additional 1F/2C bonus for each Weapon attached. Followers attached to Yoritomo have a 1F bonus. Yoritomo can attach Yoritomo's Armor without Gold cost. All other Yoritomo's Alliance or Mantis Personalities in an army with Yoritomo have a 2F bonus.
Yoritomo Kamoto - personalities
1F/4C 5HR8G/3PH/
Mantis Samurai. Toturi's Army. Tactician.
Yoritomo Kamoto cannot have more than one Follower attached. Yoritomo Kamoto's Follower gains a 2F bonus while attached to him.
Yoritomo Kanbe - personalities
2F/2C 0HR6G/2PH/
Mantis Clan Mercenary. Samurai. Yoritomo Kanbe will not swear fealty except with his action below.
Open: Once per turn, Yoritomo Kanbe can swear fealty to another Clan. Change his Clan alignment.
Yoritomo Masasue - personalities
3F/3C -HR2G/1PH/
Mantis Clan Mercenary. Samurai.
To bring Masasue into play, you must discard three cards from your hand.
Yoritomo Takuni - personalities
*F/3C 0HR6G/1PH/
Mantis Clan Sailor.
Yoritomo Takuni has a base Force equal to the number of Ports you have in play.
Yoritomo Tsuyu - personalities
2F/4C 0HR6G/1PH/
Mantis Clan Samurai.
Limited: Bow to challenge any Experienced Personality to a duel that cannot be refused. The winner gains 4 honor. Tsuyu gains a 1F/1C permanent bonus if he wins the duel.
Yoshi - exp - personalities
1F/3C 4HR8G/2PH/
Unaligned Monk. Shugenja. Unique. Experienced Togashi Yoshi.
Reaction: After Focus cards have been revealed in a duel (but before duel resolution) with one of your Personalities, bow Yoshi. Draw and discard your top Fate Card. Add that card as an additional Focus card for this duel.
Clan Heartland - regions
Hidden Region. Unique.
Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province.
Crossroads - regions
Lower the Gold cost of Holdings in this Province by 3.
Farmlands - region
Farm • Singular
Limited: Pay 2 Gold: Create a 1F Follower and attach it to your target Personality.
Flatlands - regions
As a Battle action once per unit per turn, any player may move a unit out of or into this Province to or from one of your Provinces immediately to the left or right of this one.
Fortified Coast - regions
Coastal Region.
Other players' Holdings do not get increased gold production from any of your Holdings while this card is in play.
Inaccessible Region - regions
No player other than the Attacker and Defender can assign or move units into this Province without the use of a Spell effect or innate ability.
Mountain Pass - regions
This Province gains +4 Strength. Provinces adjacent to this one have -1 Strength. (If a Province is destroyed, the one next to it becomes adjacent.)
Plains Above Evil - regions
Singular
All Human and Naga Personalities entering play from this Province gain +1F/+1C permanently.
River Delta - regions
Limited: Once per turn, pay 3 Gold. Place a 1F Naga Follower on one of your Naga Personalities.
Swamplands - regions
Whenever you reveal a Fortification in this Province, replace it with a face-down Dynasty card. Players cannot assign units to attack or defend this Province during the Cavalry Maneuvers Segment.
Ring of Air - IE - rings
0G 4F
Play this card after the third Spell effect your cards create and/or innate ability your cards use in one turn.
Elemental Benefit: Once per turn, whenever a card creates a Spell effect, you may redirect the effect to another target.
Ring of Earth - IE - rings
0G 4F
Play this card after an attack against one of your Provinces, in which the attacking army's Force exceeded the Province Strength at any time during the Attack Phase and the Province was not destroyed.
Elemental Benefit: Each of your Provinces gains +3 Strength.
Ring of Fire - IE - rings
0G 4F
Play this card when one of your Personalities wins a duel against a Personality who had higher Chi than your Personality before the challenge.
Elemental Benefit: The controller of any Personality dueling any of your Personalities must play Focus cards face up.
Ring of the Void - IE - rings
0G 4F
Play this card when you have no other cards in your hand. You cannot do this while discarding to redraw or while another action is resolving.
Elemental Benefit: Once per turn, when you have no cards in your hand and you draw during your End Phase, you may draw five cards instead.
Ring of Water - IE - rings
0G 4F
Play this card after a battle in which you destroyed a Terrain, played a new Terrain, and, during the Resolution Segment, destroyed an opposing army or Province as the Attacker or Defender.
Elemental Benefit: After players assign defending Infantry units during your turn, you may assign your Infantry units.
Elemental Battle: After players assign defending Cavalry units during your turn, you may assign your Cavalry units.
Biting Steel - spells
2G 1F
Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.
Earthquake - spells
5G 4F
Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
Secrets on the Wind - spells
3G 3F
When this Spell enters play, it gains a number of tokens equal to this Shugenja's Chi.
Elemental Limited: Bow this Shugenja and destroy a token on this Spell to dishonor a Personality. A Scorpion Clan Shugenja need not destroy a token to take this action.
Stifling Wind - spells
3G 3F
Elemental Battle: Bow this Shugenja to bow an opposing Follower.
Elemental Battle: Bow this Shugenja to bow a Personality with no unbowed Followers.
The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.
Touch of Death - spell
8G 4F
Maho
Limited: Bow this Shugenja and destroy this card: Destroy a target bowed Personality with equal or lower Chi than this Shugenja.
Walking the Way - spell
4G 3F
Limited: Bow this Shugenja and destroy this card: Search your Fate deck for a card. Put it in your hand.
A Glimpse of the Soul's Shadow - actions
0G 3F
Kiho Battle: Bow one of your Shugenja in this battle for Fear equal to his or her Chi.
A Moment of Truth - AoD - actions
0G 2F
Reaction: Play this card when one of your Personalities wins a duel or is in an army that destroys an opposing army. Go through your Dynasty deck (then Provinces if necessary) and put the Experienced version of that Personality into play on the target Personality per the rules for an Experienced Personality. Reshuffle your Dynasty Deck.
Accessible Terrain - actions
0G 1F
Immediate Terrain.
You may play this card during a battle in which you have no units.
Battle: The Attacker and Defender each gain the ability "Battle: Move one of your units into this battle."
Along the Coast at Midnight - actions
*G 2F
This card's printed Gold cost equals the number of unbowed Personalities you control.
Open: Give the Cavalry trait to all Personalities and Followers you control.
Ambush - strategy
0G 2F
Limited: Target your unbowed Personality: Create a battlefield (not at any province). Assign your Personality's unit to attack there. Assign another player's target unit to defend there, even if its Personality is bowed. Other units will not move there. Fight a battle there (after this action's resolution). After the battle ends, lose 5 Honor.
Ancestral Guidance - actions
0G 2F
Kiho Open: Bow one of your Shugenja or monks to give one of your samurai the trait Tactician until the end of the turn.
Arrows from the Woods - actions
0G 3F
Battle: Ranged 2 Attack.
Reaction: After you target another player's card with a Ranged Attack: Increase that Ranged Attack's strength by 2.
Avoid Fate - actions
0G 3F
Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.
Bountiful Harvest - actions
0G 2F
Limited: All Gold-producing Holdings provide 1 additional Gold until the end of this turn.
Breach of Etiquette - actions
0G 2F
Limited: The player (or players) with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.
Careful Planning - actions
0G 1F
Open: Give a Personality +1F/+1C.
Catching the Wind's Favor - actions
0G 2F
Kiho Reaction: Bow one of your Shugenja or Monks when a ranged attack is targeting a card in his or her army. If the strength of the ranged attack is lower than the caster's Chi, redirect the ranged attack to any other card in this battle that can be the target of a ranged attack (including cards in the opposing army). If the strength of the ranged attack is less than the force of the new target, the ranged attack has no effect.
Charge - strategy
0G 1F
Battle: Give a target attacking Personality +2F, or +3F if he is Lion Clan.
Confusion at Court - actions
0G 2F
Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.
Contentious Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each Personality in your army gains +1F until the battle ends.
Coordinated Fire - actions
0G 2F
Reaction: Play as you are producing a Ranged Attack to combine Ranged Attacks from cards in more than one unit.
Cornered - actions
0G 2F
Reaction: Play this card when a unit is being moved out of this battle as the effect of an action. Bow one of your units in the battle. Cancel the action and negate all effects of the action causing the move.
Counterattack - actions
0G 4F
Reaction: Play this card after the last Resolution Segmnet of another player's Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and that player is the Defender.
Crushing Attack - actions
0G 3F
Battle: You can only play this card if your army has more than twice as much total Force as the opposing army. This Battle Action Segment ends (resolve any Terrains, if applicable), and this battle is now resolved.
Daisho Technique - actions
0G 3F
Limited: Bow one of your Samurai with a printed Chi greater than 2. Until the end of the game, that Samurai can have two Weapons attached.
Deadly Ground - actions
0G 1F
Terrain Battle: Until the end of this battle's Resolution Segment, actions cannot be taken unless they would destroy or discard this card.
Defend Your Honor - actions
0G 2F
Reaction: Play this card when another player's action makes you lose Honor. Negate the Honor loss. One of your unbowed Samurai may then "challenge the player's honor." The player must either select one of his or her unbowed Personalities to accept the challenge, or refuse the challenge. If the player refuses the challenge or his or her Personality loses the duel, the player loses an amount of Honor equal to the amount you negated.
Defenders of the Realm - actions
0G 4F
Reaction: Play when one of your Provinces is about to be destroyed by an event. No Provinces are destroyed by this event.
Dispersive Terrain - actions
0G 1F
Delayed Terrain.
Battle: Each defending Personality in this battle gains +2F until the battle ends.
Diversionary Tactics - actions
0G 1F
Battle: Destroy a Terrain.
Double Chi - actions
0G 1F
Kiho Reaction: When one of your target Personalities enters a duel, bow one of your Shugenja or Monks to give that Personality the Double Chi trait until the duel ends.
Encircled Terrain - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, the Attacker and Defender, in the order of your choice, each choose one their units at the current battlefield. Move all other units there home.
Enlightenment - actions
0G 3F
Limited: Bow a Monk Personality you control to take an Elemental Ring from your discard pile and put it in your hand.
Enough Talk! - strategy
0G 3F
Iaijutsu
Reaction: Before the resolution of a Political action performed by a Personality, target your unbowed Samurai: He challenges the other Personality. Destroy the duel's loser. If your Samurai wins the duel, the Political action's effects do not happen.
Entrapping Terrain - actions
0G 1F
Delayed Terrain.
Battle: This battle ends without resolution. All units go home without bowing.
Explosives - actions
6G 2F
Limited: Target a Holding. Destroy it.
Fist of the Earth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Follower or an opposing Personality without Followers.
Focus - actions
0G 5F
Freezing the Lifeblood - actions
0G 3F
Kiho Open: Target and bow a Shugenja or Monk you control: Target a bowed Personality. Give him a Sleep token. The token has the trait, "Each time this Personality would straighten, remove one Sleep token from him instead of straightening him."
Frenzy - actions
0G 1F
Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers.
Fury of the Earth - actions
0G 2F
Kiho Elemental Battle: Bow one of your Shugenja or Monks in this battle. Reduce this Province's Strength by the caster's Chi (to a minimum of 0).
Kiho Elemental Battle: Bow one of your Shugenja or Monks in this battle. Destroy a Fortification at this Province with a Gold cost equal to or less than the caster's Chi.
Geisha Assassin - actions
*G 4F
Limited: Target a Personality controlled by another player. Create a Geisha Personality with a Chi equal to half the Gold spent on this card, rounded down. She issues an unrefusable challenge to the target. She cannot add cards to her focus pool or focus. Remove her from the game after the duel ends.
Gift of the Wind - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to give the Cavalry trait to a number of cards in a unit equal to the caster's Chi.
He's Mine! - actions
0G 3F
Reaction: Play this card when one of your Personalities enters a duel. Bow the Personality and replace him or her in the duel with one of your unbowed Samurai. If the duel is in a battle, the Samurai must be in the battle. Either way, bow the Samurai when the duel ends.
Higher Ground - actions
0G 1F
Immediate Terrain.
Battle: Raise the strength of each ranged attack from your army by 1. Lower the strength of each ranged attack from the opposing army by 1.
Iaijutsu Challenge - actions
0G 2F
Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
Iaijutsu Duel - actions
0G 2F
Battle: A Personality in your army issues an unrefusable challenge to an opposing Personality. You need not control either Personality. If the Personality is not yours and the challenge gains a cost, the controller of the Personality may choose to not pay the cost and send this card back to your hand. The winner gains 5 Honor.
Investigation - actions
2G 3F
Reaction: When an Assassin action, Ninja action, or Kolat action targets you, your Stronghold, or any of your cards or tokens, negate all of the action's effects except Honor losses to the player taking the action and make the player lost 5 Honor.
Kaze-Do - actions
0G 3F
Kiho Elemental Battle: Bow one of your Monks or Shugenja to send home, without bowing, an opposing unit led by a Personality with Force lower than the caster's Chi.
Kharmic Strike - actions
0G 0F
When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
Kolat Assassin - actions
10G 3F
Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
Kolat Interference - actions
5G 3F
Open: This action is only playable during a player's action phase. The current player cannot draw any Fate cards this turn. Lose 3 Honor.
Kolat Master - actions
10G 2F
Limited: Take control of another player's Personality with under 4 Chi for the rest of the game. Destroy each of the Personality's Followers with an Honor requirement over 0. Lose 4 Honor.
Led from the True Path - actions
0G 1F
Kiho Limited: Bow a Shugenja or Monk you control with a Chi of 5 or more and the Shadowlands trait. Target an Elemental Ring in play. That ring is returned to its controlling player's hand. Lose 2 Honor.
Lies, Lies, Lies... - actions
0G 2F
Political Limited: If you have no cards in play or in your discard piles that cause their player an Honor loss or have the Shadowlands, Ninja, or Kolat keywords: Gain 8 Honor; this gain can not raise your Family Honor above it's starting value.
Marries a Barbarian - actions
0G 2F
Limited: Dishonor a Samurai.
Master of the Rolling River - actions
0G 2F
Kiho Water Battle: Bow one of your target Shugenja or Monks at any location: Move one of your target units at a battlefield to a different battlefield.
Narrow Ground - actions
0G 1F
Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.
Nemesis - actions
0G 2F
Limited: Target one of your Personalities without a "nemesis" and another player's Personality. The other Personality is your Personality's nemesis until the other Personality leaves play. While your Personality opposes the nemesis in a battle or duel, your Personality gains +2F/+3C.
Night Battle - actions
0G 1F
Immediate Terrain.
Battle: No player without a Shugenja or a Shadowlands Personality in this battle can take actions for this battle except an action that destroys this Terrain.
Ninja Kidnapper - actions
8G 2F
Limited: Bow a Personality with less than 5 Force. Leave this card in play in your home. The target Personality cannot straighten while this card is in play. This card remains in play until any player pays 10 Gold as an Open action. When this card leaves play, straighten the target Personality and lose 5 Honor.
Ninja Thief - actions
2G 2F
Limited: Move an Item from one Personality to another. Lose 3 Honor.
Oath of Fealty - actions
0G 3F
Limited: Your Personalities "swear fealty" to you. Each of your Personalities without your Faction's trait permanently gains +1F/+1C and your Faction's trait and permanently loses any other Faction traits (except Monk, Naga, Ninja, Ratling, or Spirit) and the Unaligned trait.
One with the Elements - actions
0G 3F
Kiho Reaction: When a Spell or Kiho targets you, any of your cards, or your army, bow one of your non-Shugenja Monks with Chi less than or equal to the Spell's or Kiho's Gold cost to negate its effects.
Outflank - actions
0G 1F
Battle: Give a defending Personality +3F.
Piercing the Soul - actions
0G 2F
Kiho Reaction: Bow a Shugenja or Monk you control when you are about to make a ranged attack in this battle. The ranged attack has its strength compared to Chi instead of Force if it is targeting a Personality.
Poisoned Weapon - actions
0G 2F
Reaction: Play this card during a duel after players reveal Focus cards (if any) and before the duel resolves. Lower the Chi of the other player's Personality by 3. (If a Personality in a duel is destroyed before the duel resolves, the duel ends without resolution.) Lose 4 Honor. This action does not target the Personality.
Rallying Cry - actions
0G 3F
Reaction: Play this card after a Resolution Segment. Your units in the battle do not become bowed by the combat.
Refugees - actions
0G 2F
Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him.
Remorseful Seppuku - actions
0G 2F
Limited: Make a Dishonored Samurai commit seppuku.
Resist Magic - actions
0G 3F
Reaction: Play this card after a Spell effect or innate ability targets one of your Personalities. Negate the Spell effect or the ability's effects.
Retreat - actions
0G 2F
Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army had a higher total Force when Retreat was played. Retreat may target a bowed Personality.
Rise, Brother - strategy
0G 1F
Battle/Open: Bow your target Personality with your Clan alignment: Straighten another target Personality with your Clan alignment.
Shame - actions
0G 3F
Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
Sneak Attack - strategy
0G 3F
Reaction: After engaginging: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him.
Stand Against the Waves - actions
0G 3F
You may play this card only if you have units in this battle and each Personality in your army has Followers.
Battle: Your opponent must bow as many Personalities in his or her army who have no Followers as you have units in your army. If he or she cannot do so, bow all opposing Personalities without Followers.
Stand Firm - actions
0G 1F
Battle: Each defending Personality and defending Follower gains +1F and is immune to Fear until this battle ends.
Street to Street - actions
0G 1F
Immediate Terrain.
Battle: All Followers at this battle detach from their Personalities and are no longer in units. When this Battle Action Segment ends or this Terrain is destroyed, each Follower's controller must attach the Follower to one of his or her Personalities in this battle. Destroy any Follower that any player cannot legally attach.
Strength of My Ancestors - actions
0G 1F
Kiho Open: Bow one of your Monks or Shugenja to give one of your Personalities +2F/+2C.
Strength of Purity - actions
0G 1F
Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
Strike With No-Thought - actions
0G 2F
Reaction: Play this card immediately before you strike in a duel. You gain the Chi bonus for this card as if it were used as a Focus card. Only one Strike with No-Thought can be played in a duel.
Superior Tactics - actions
0G 3F
Battle: Target one of your Personalities with over 2 Chi in a battle. Either move the Personality's unit to another of the Defender's Provinces or destroy a Terrain in play for the Personality's battle.
Test of Honor - actions
6G 2F
Political Limited: Target a Human Personality. Discard the top card of his controller's Fate deck. If that card's Focus value is greater than the target's Personal Honor, Dishonor and destroy the target.
Test of Might - actions
0G 2F
Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. This duel compares Force versus Force. The winner gains 3 Honor. Bow the loser.
The Code of Bushido - actions
0G 3F
Reaction: Play this card when a Samurai takes an action, or creates an optional effect, that would dishonor him or her or cause his or her controller to lose Honor. Cancel the action, or prevent the Samurai from creating the effect.
The Final Breath - actions
0G 2F
Reaction: After the end of a Resolution Segment during which a Personality you controlled was destroyed: Target a Personality who opposed yours at any time during that Segment and has less Chi that yours had when he was destroyed. Destroy the target.
The Purity of Shinsei - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or Monks. Destroy all tokens on one of your Personalities.
The Sight of Death - actions
0G 1F
Kiho Limited: Bow one of your Shugenja or monks and target one of your Personalities with a Chi less than or equal to the acting Personality. Until the beginning of your next turn, the first time this Personality is destroyed he is immediately afterwards returned to play in your fief, bowed. This will not protect a Personality who is destroyed by a card effect on one of your cards.
The Soul Goes Forth - actions
0G 3F
Kiho Battle: Bow one of your Shugenja or Monks in this battle. Destroy any one Item in this battle with a Focus value less than the caster's Chi.
The Touch of Amaterasu - actions
0G 1F
Kiho Open: Bow one of your shugenja or monks to increase the Focus values of all of one players Fate cards by one until the end of the turn. This is cumulative with other such effects.
The Turtle's Shell - actions
0G 3F
Reaction: Play this card when a ranged attack targets one of your cards. Negate the ranged attack's effects on your card.
The Wrath of Osano-Wo - strategy
0G 3F
Thunder • Kiho
Battle: Bow your target Shugenja or Monk: Ranged Attack with strength equal to his Chi.
Touching the Soul - actions
0G 2F
Kiho Reaction: Before one of your Personalities not at this battle performs an action, bow one of your Shugenja or Monks at this battle. The Personality not at the battle takes the action as if he or she were at the battle.
Traversable Terrain - actions
0G 1F
Battle Terrain: If you have one or more units in this battle, move one of your units into this battle from the Province it is attacking or defending.
Treacherous Terrain - actions
0G 1F
Delayed Terrain.
If you are the Defender, you may play this card during a battle in which you have no units.
Battle: Lower to 0 all Force bonuses each Personality and Follower in this battle has received from cards outside the unit.
Unattuned - actions
3G 2F
Elemental Kiho Reaction: Bow one of your Shugenja or monks after a spell has been cast by a Shugenja. The target Shugenja receives a Chi penalty until the end of the turn equal to the focus value of the spell that was performed.
Void Strike - actions
0G 3F
Kiho Reaction: Bow one of your Shugenja or Monks when a Personality you control has entered a duel, but before the first Focus card is played. Draw your top Fate card and add that card's Focus value to your Personality's Chi for the remainder of the duel. The card drawn is not considered a Focus card.
Way of Deception - actions
0G 2F
Battle: Switch the locations of two of your units led by unbowed Personalities. These units are not considered to be moving.
Wounded in Battle - actions
0G 2F
Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C.
The Ancient Halls of the Lion - strongholds
6PS/3GP/7SH
Lion, Lion
Battle: Bow the Ancient Halls of the Lion to destroy a Terrain.
Reaction: When a player plays a Terrain and before it resolves, bow the Ancient Halls of the Lion to negate the Terrain's effects.
The Brotherhood of Shinsei - strongholds
6PS/3GP/4SH
Monk, Monk
Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your Fate Deck and put it into play immediately. Reshuffle your Fate Deck.
The Esteemed House of the Crane - strongholds
5PS/4GP/5SH
Crane, Crane
Limited: Bow to gain 2 Honor.
The Great Walls of Kaiu - strongholds
7PS/4GP/4SH
Crab, Crab
You cannot bring Shadowlands cards into play.
Fortifications cost 4 less Gold for you.
The Hidden Temples of the Naga - strongholds
6PS/3GP/2SH
Naga, Naga
You may not win with an Honor Victory. Your Nagas are immune to Fear. You may ignore Honor Requirements for Nagas if you have no Shadowlands cards in play.
Limited: Bow to attach a 1F Naga Follower token to any Naga Personality in play.
The Mountain Keep of the Dragon - strongholds
5PS/4GP/4SH
Dragon, Dragon
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
The Provincial Estate of the Unicorn - strongholds
6PS/5GP/4SH
Unicorn, Unicorn
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
The Ruins of Isawa Castle - strongholds
6PS/4GP/5SH
Phoenix, Phoenix
Reaction: Bow at any time at which a Kiho may be played. You may search through your fate deck, retrieve the Kiho, and play it. Reshuffle your fate deck.
The Shadow Stronghold of the Bayushi - strongholds
6PS/4GP/2SH
Scorpion, Scorpion
Open: Look at another player's hand. Lose 1 Honor.
The Shadowlands Horde - strongholds
5PS/0GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor, take Political actions or actions that cause unconditional Honor losses for other players (even if the players are immune to Honor loss), ally, or have allies. Your cards are immune to Fear. Your Personalities will not swear fealty.
Reaction: When paying for a Shadowlands card, bow The Shadowlands Horde to lower the card's Gold cost by 4.
The Yoritomo Alliance - strongholds
6PS/4GP/2SH
Mantis, Mantis
Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.
Toturi's Army - strongholds
6PS/3GP/2SH
Toturi, Toturi
You may ignore Honor Requirements when you are bringing Unaligned Human Personalities or Toturi's Army Personalities into play. You may not have more than two Shadowlands cards in your deck.
