Легенды Пяти Колец

Спойлер Samurai Edition



I Am Ready - event
Until the game ends, you have the ability, "Battle: Once per battle, target your Personality with an attachment: Bow a target enemy Personality without attachments."

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

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

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

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

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


Light Infantry - follower
2F/0C -PH/2G/1HR 1F


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

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

Untested Scouts - follower
2F/0C -PH/3G/1HR 2F
Scout
Will only attach to a Samurai or Scout.
This card has +1F while opposed.
Recon Limited: Target a province. After engaging in a battle at the province's battlefield, you may take an additional Battle action to play a Terrain from your hand.

Wandering Scout - follower
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Akodo's Grave - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Copper Mine - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Corrupt Officials - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Geisha House - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Gold Mine - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Iron Mine - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Kitsune Den - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Kobune Port - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Marketplace - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Rich Coffers - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Shinomen Marsh - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Silver Mine - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Stables - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Temple to Shinsei - holding
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

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

Oni-Daikyu - item
+0F/+0C 3G 2F
Weapon
Battle: Bow this card: Ranged 3 Attack.
Battle: Destroy this card: Destroy a target enemy Follower, or Personality without Followers, with higher Force than this Personality.

Writ of Restriction - item
+0F/+0C 2G 3F
Writ
Will only attach to a Courtier.
Open: Bow this Personality: Target a Personality. Dishonor him after the next time this turn his unit assigns to attack.

Akodo Seiichi - personality
2F/3C 10HR6G/3PH/

Lion Clan • Samurai • Tactician
Tactical Battle: Bow Seiichi: Bow each unit opposing him with lower total Force than Seiichi's Force.

Akodo Shunori - personality
2F/2C 6HR5G/2PH/

Lion Clan • Samurai • Tactician

Akuma no Oni - exp 2 - personality
20F/5C -HR14G/0PH/

Shadowlands • Nonhuman • Oni • Overlord • Experienced 2 Oni no Akuma• Unique
After Akuma enters play: Lose 15 Honor and destroy your rightmost province.
During the Action Phase, Akuma does not bow and may not be targeted.
Once per game, after a battle's resolution in which an attacking army containing Akuma destroyed a province: Destroy another of the Defender's provinces.

Bayushi Eisaku - personality
2F/2C -HR4G/1PH/

Scorpion Clan • Samurai • Kensai • Bitter Lies

Bayushi Kurumi - personality
0F/3C 0HR4G/2PH/

Scorpion Clan • Courtier
Political Battle: Even if Kurumi is not at the current battlefield, bow her: Target a Personality. His controller may dishonor him. If he did not become dishonorable (or was already dishonorable), give him -3F.

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

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

Chuda Hiroe - personality
3F/4C -HR6G/1PH/

Spider Clan • Shadowlands • Shugenja
After Hiroe enters play: Lose 4 Honor.

Daigotsu Gyoken - personality
4F/3C -HR6G/0PH/

Spider Clan • Shadowlands • Samurai
After Gyoken enters play: Lose 5 Honor.

Doji Ayano - personality
2F/4C 10HR6G/4PH/

Crane Clan • Courtier • Samurai

Hida Kaoru - personality
4F/2C 0HR6G/2PH/

Crab Clan • Samurai • Hero

Hiruma Aki - personality
5F/3C -HR7G/1PH/

Crab Clan • Samurai • Berserker

Isawa Kyoko - personality
1F/2C 6HR4G/3PH/

Phoenix Clan • Air • Shugenja

Kakita Hideo - personality
1F/3C 0HR4G/3PH/

Crane Clan • Samurai • Duelist

Kitsuki Taiko - personality
3F/4C 8HR6G/4PH/

Dragon Clan • Samurai • Magistrate

Kobushi - personality
4F/1C -HR5G/0PH/

Shadowlands • Nonhuman • Goblin • Commander
After Kobushi enters play: Lose 4 Honor.
Battle: Destroy your target Goblin: Ranged 5 Attack.

Mirumoto Ichizo - personality
2F/3C 5HR5G/3PH/

Dragon Clan • Samurai • Duelist

Moto Taban - personality
3F/3C 0HR7G/2PH/

Unicorn Clan • Samurai • Cavalry • Scout

Omoni - exp 2 - personality
5F/3C -HR7G/0PH/

Shadowlands • Nonhuman • Goblin • Experienced 2 • Unique • Sculptor of Flesh
After Omoni enters play: Lose 5 Honor.
Fear Battle: Bow all Followers with 4 or lower Force in a target enemy unit.
Battle/Open: Destroy one of your Goblin Personalities: Bring a target Goblin Personality from your discard pile into play at Omoni's location, ignoring its Gold Cost.

Pokku - personality
4F/2C -HR4G/0PH/

Shadowlands • Nonhuman • Goblin • Scout
After Pokku enters play: Lose 3 Honor.

Utaku Kohana - personality
2F/2C 7HR3G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden

Utaku Tayoi - personality
2F/3C 3HR6G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden
Battle: If Tayoi is at a battlefield: Move her to another battlefield. Gain 1 Honor if Tayoi is attacking, or gain 2 Honor if she is now opposed.

Yogo Rieko - personality
4F/2C -HR7G/1PH/

Scorpion Clan • Air • Shugenja • Kuroiban • Ninja
Battle: Even if Rieko is bowed or not at the current battlefield, pay 2 Gold: Straighten a target Personality.

Yoritomo Eriko - personality
4F/3C 4HR5G/2PH/

Mantis Clan • Samurai • Naval • Magistrate

Yoritomo Okitsugu - personality
3F/3C 0HR7G/1PH/

Mantis Clan • Samurai • Scout
Battle: Ranged 3 Attack.
Recon Limited: Target a Province. While they remain at its battlefield, your Followers whose units assigned there have the ability, "Battle: Bow this card: Ranged 3 Attack."

Yoritomo Saburo - personality
3F/2C -HR5G/1PH/

Mantis Clan • Samurai • Naval • Scout

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

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

Ring of Air - ring
0G 4F
Air • Unique
After you successfully resolve your third or later Spell or Kiho action in one turn from cards with different titles: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Straighten a target Personality.

Ring of Earth - ring
0G 4F
Earth • Unique
After you destroy one or more provinces or enemy units by winning a battle at a province: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Raise a target province's strength by 4; you may instead lower its strength by 3 if this card is in play.

Ring of Fire - ring
0G 4F
Fire • Unique
Focus Effect: You may give this card -2 Focus Value. If you do, after the duel ends, put this card into play if you won this duel during a battle.
Battle: Bow this card or discard it from your hand, and destroy your target Personality: Destroy a target enemy Personality with lower Chi.

Ring of the Void - ring
0G 4F
Void • Unique
After you successfully resolve your fourth or later non-Kiho action from Strategies in one phase: You may put this card into play from your hand.
Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, or if this card is in play, draw a card.

Ring of Water - ring
0G 4F
Water • Unique
After you successfully resolve your fourth or later Battle action from cards with different titles in one battle: You may put this card into play from your hand.
Battle: Bow this card or discard it from your hand: Move your target unit home or to a battlefield with one or more enemy units. If the unit moved, straighten it.

Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.

Consumed by Five Fires - spell
4G 2F
Fire
Battle: Bow this card: Destroy a target enemy unit with fewer cards than this unit.

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

Flight of Doves - spell
1G 2F
Air
Limited: Bow this Shugenja and destroy this card: Until the game ends, Honor gains from actions on a target Holding are increased by 1.

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.

Arrival of the Emerald Champion - strategy
0G 4F
Political
Battle: Even if you control no units at the current battlefield, if you are the Defender or are attacking a player with a Family Honor below zero, discard the Imperial Favor: Create a 5F/6C/3PH Samurai • Duelist Personality on your side there. Remove him from the game after the battle ends.

Arrival of the Obsidian Champion - strategy
0G 2F
Open: Lose 3 Honor. Dishonor your target Personality with a Gold Cost of 9 or higher. Permanently set his Force to 10 and his Chi to 2. Permanently give him Shadowlands and the ability, "Fear Battle: Bow each Follower with 4 or lower Force in a target unit."

Control - strategy
3G 2F
Dark Virtue
Open: Target your unbowed Samurai: While he remains unbowed and in play, negate all straightening of a target Personality.

Countermove - strategy
0G 2F
Tactical
Battle: Target your Tactician who is not at the current battlefield: Target one of the enemy leader's Personalities who is not at the current battlefield. Move both targets to the current battlefield. Straighten their units.

Courage - strategy
0G 4F
Bushido Virtue
Battle: Until this battle ends, negate the movement home of your honorable Samurai from other players' cards' effects.
Battle: Until this battle ends, negate the bowing from other players' cards' effects of cards in units led by your honorable Samurai.

Courtesy - strategy
0G 2F
Bushido Virtue
Battle: Target your unbowed honorable Samurai Personality: Move him and a target enemy Personality home. Each Personality's controller gains Honor equal to the Personal Honor of the other Personality.

Duty - strategy
0G 2F
Bushido Virtue
Reaction: Before another player's card's effect destroys one of your Personalities, destroy your target honorable Samurai Personality at the same location: Negate the first Personality's destruction.

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.

Extended Maneuvers - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, you may target and straighten a Samurai Personality at the current battlefield, and you may target and bow a non-Samurai Personality there.

Forewarning - strategy
0G 1F
Reaction: Before an Event resolves: Its effects do not happen.
Battle: Target your Personality: Destroy a target Terrain.

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

Greater Sacrifice - strategy
0G 3F
Battle: Destroy your target unbowed Samurai Personality: Destroy a target enemy unit with total Force less than or equal to your Samurai's unit's total Force, plus your Samurai's Personal Honor if your Family Honor is higher than its starting value.

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

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

Insight - strategy
0G 3F
Dark Virtue
Battle: Target your Samurai: Look at the top 3 cards of any Fate deck. You may rearrange them. You may take an additional Battle action to play one of them that is a Battle Strategy.

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

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

Never Stand Alone - strategy
0G 3F
Open: Remove a target Personality in a discard pile from the game.
Limited: Target a discarded (not dead) Personality you own. Put the Personality face-up in one of your provinces, discarding a card from it if necessary.

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

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

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

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

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

Rout - strategy
1G 3F
Battle: Move a target unit home. Destroy one of its attachments (if any).

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

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

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.

Turn the Tide - strategy
5G 1F
Battle: If your army has one or more unbowed Samurai and the enemy army has more unbowed Personalities than yours: The enemy leader targets and bows a different unbowed Personality in his army, one by one, until his army no longer has more unbowed Personalities than yours, or until he can no longer do so.

Unfamiliar Ground - strategy
0G 1F
Terrain
Battle: Bow each card with 5 or higher Force now at this battlefield. If a card's effect destroys this Terrain during this battle, straighten all cards it bowed.

Unfortunate Incident - strategy
0G 2F
Political
Limited: Target another player with higher Family Honor than yours. He has shamed his clan, and loses 5 Honor. Until the game ends, he may ignore Honor Requirements when bringing Personalities into play.

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

We Stand Ready - strategy
0G 2F
Recon
Limited: Target your Scout, and bow him unless he is Crab Clan: Target a province. After each time one of your units assigns to its battlefield this turn, create a 0F Follower card and attach it to its Personality.

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

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

Will - strategy
0G 1F
Dark Virtue
Battle: If you control an opposed unit at the current battlefield, target your dead Samurai Personality: Bring him into play there, paying 2 less Gold and ignoring Honor Requirements.

Tetsu Kama Mura - stronghold
8PS/4GP/5SH
Dragon, Dragon
Before you draw a card: You may draw it from the bottom of your deck.
Limited: Look at the top card of your Fate deck. You may put it on the bottom of your deck.

The Utaku Plains - stronghold
7PS/5GP/4SH
Unicorn, Unicorn
Your Personalities have +1 PH while in play.
Battle: Target your Personality: Reduce the Force of a target enemy Personality or Follower by your Personality's Personal Honor.

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

Call of Thunder - events
The next Unique Personality you bring into play this game permanently gains the traits "Can assign even if bowed", and "After this card assigns: You may straighten it."

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

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

Glory of the Shogun - events
Shogun
Equipping attachments is a Battle/Open action for all players. After the first time each turn each player attaches a card with a Gold Cost of 5 or greater from his hand, he may draw a card. These effects last until the end of the game.

I Am Ready - event
Until the game ends, you have the ability, "Battle: Once per battle, target your Personality with an attachment: Bow a target enemy Personality without attachments."

In Time of War - events
Until the end of the game, during each turn, a player's Family Honor can not rise over its value when that turn began plus 5.

Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.

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

Silence the Future - events
Until your next turn begins, Personalities and Followers have a maximum Force equal to their base Force.

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

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

The Shogun's Peace - events
Shogun
Until the end of the game, each player gains the ability, "Political Reaction: After an Attack Phase ends in which you were the Defender, bow one of your target Courtiers: Gain 3 Honor."

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

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

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

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

Yobanjin Alliance - events
After the next time this game you destroy a Province in battle resolution as the Attacker, gain 8 Honor.

Ashigaru Conscripts - followers
2F/0C -PH/4G/0HR 2F
Ashigaru
Will only attach to a Samurai.
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 3 Attack.
Battle: Bow this card: Give -3 strength to this battlefield's Province.

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

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

Brothers in Arms - followers
2F/0C -PH/3G/1HR 3F
Can only attach to a Samurai.
Reaction: After this card enters play from your hand: Search your Fate discard pile, then deck, for a Brothers in Arms. Show it. Put it in your hand.

Brothers in Arms - exp - followers
3F/0C -PH/3G/1HR 3F
Unique • Experienced
Can only attach to a Samurai.
Your Brothers in Arms have the ability, "Battle: Bow this card: Bow a target card opposing it with no attachments."

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

Daidoji Gunso - followers
1F/0C -PH/3G/1HR 2F
Scout
Battle: Give a target card opposing this one -2F. If the target now has 0F, destroy it.

Diplomatic Apprentice - followers
0F/0C -PH/5G/1HR 3F
This card has -2 Gold Cost if you are a Crane Clan or Scorpion Clan player.
Before this Personality bows to pay the cost of a Political action: You may pay the cost by bowing this card instead.

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

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


Kobune Scout - followers
2F/0C -PH/3G/0HR 3F
Cavalry • Naval • Scout
Can only attach to a Samurai or Bushi.
While Kobune Scout is at the current battlefield, other players must discard two cards after each time they play a Terrain.

Light Infantry - follower
2F/0C -PH/2G/1HR 1F


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

Mantis Detachment - followers
2F/0C -PH/3G/0HR 2F
Naval • Samurai
Reaction: After a battle resolution at a province that was not destroyed, if this card was in your army during resolution: Permanently give the province -2 strength. Straighten this unit after the Attack Phase ends.

Morale Officer - followers
2F/0C -PH/2G/0HR 3F
Can only attach to a Samurai or Bushi.
Limited: Destroy this card: Destroy a target Region.

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.

Righteous Doshin - followers
2F/0C -PH/3G/2HR 3F
While this card is in an army with two Human Personalities who both have a Clan alignment but do not share one, it has +2F and Ranged Attacks from actions it performs have +2 strength.
Battle: Ranged 2 Attack.

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

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

Untested Scouts - follower
2F/0C -PH/3G/1HR 2F
Scout
Will only attach to a Samurai or Scout.
This card has +1F while opposed.
Recon Limited: Target a province. After engaging in a battle at the province's battlefield, you may take an additional Battle action to play a Terrain from your hand.

Wako - followers
2F/0C -PH/3G/0HR 3F
Pirate • Naval
Can not enter play if you control no Naval Personalities.
Battle: Once per battle: Target one of the Defender's Gold-producing Holdings. Raise this card's Force to the Holding's base Gold production stat. Bow the Holding.

Wandering Budoka - followers
2F/0C -PH/3G/0HR 2F
This card has a Force bonus equal to twice the number of your provinces that have been destroyed this game.
After this card enters play from your hand: Draw a number of cards equal to the number of players who have had a province destroyed this game.

Wandering Scout - follower
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Wardens - followers
1F/0C -PH/3G/2HR 3F
Scout
Ranged Attacks targeting cards in this unit have -3 strength.
Reaction: If this card is in your hand, after you bring a Personality into play without gaining Honor: Attach this card to him (paying all costs). Gain 2 Honor.
Battle: Once per battle: Reduce the Force of a target Personality opposing this card by this Personality's Chi.

Wretched Mercenary - followers
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Akodo's Grave - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Barracks - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Gate - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Walls - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Copper Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Corrupt Officials - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Family Library - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Forest Killer Cavern - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Fortified Camp - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Geisha House - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Gold Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

House of the Fallen Blossom - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Iron Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kabuki Theater Troupe - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kitsune Den - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kobune Port - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Lesser Shrine - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Marketplace - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Private Trader - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Rich Coffers - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Seat of Power - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Secluded Village - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Secluded Waystation - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shinomen Marsh - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine of the Sun - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Bishamon - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Fukurokujin - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Osano-Wo - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Silver Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Stables - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Supply Outpost - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Supply Smugglers - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temple of the Seekers - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temple to Shinsei - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temples of Gisei Toshi - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Venerable Master - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Yobanjin Fortress - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Blade of Hubris - items
+2F/+1C 2G 4F
Weapon • Shamesword
Before your End Phase ends: If this Personality assigned this turn, gain 1 Honor and give this card a +1F token; if he did not, lose 1 Honor.

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

Chuda Hankyu - items
+2F/+0C 3G 3F
Weapon
Battle: Destroy this card and dishonor this Personality: Lose 3 Honor. Destroy a target Follower, or Personality without Followers, with a Force less than 5 at any location.

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

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

Hachiwari - items
+3F/+1C 4G 3F
Weapon
Focus Effect: After this duel resolves, you may target your Personality in the duel if he is still in play, or any other of your Personalities if he is not. Attach this card to the target, waiving its Gold Cost.

Koutetsu Chikara - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Unicorn Clan Personality.
Battle: Target an enemy unit with less total Force than this unit. Move the enemy unit home. Bow it if it moved.

Koutetsu Iyoku - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Spider Clan Personality.
Battle: Straighten this Personality: Reduce a target enemy Personality's Force to 0.

Koutetsu Kabe - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Crab Clan Personality.
Battle: Bow a target enemy unit with less Force than this unit.

Koutetsu Kyuui - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Phoenix Clan Personality.
After this Personality assigns to defend: Gain 2 Honor.
Reaction: When paying for a Spell, bow this card: Produce 3 Gold.

Koutetsu Meiyo - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Crane Clan Personality.
After the first time each game you attach this card: Gain Honor equal to this Personality's base Personal Honor.
Political Limited: Bow this card: Take the Imperial Favor.

Koutetsu Mukei - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Dragon Clan Personality.
After this Personality wins a duel: Give him a +2F token.
Open: Bow this card: Straighten a target Ring.

Koutetsu Sessou - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Lion Clan Personality.
This Personality has the Tactician keyword.
Battle: Move one of the Defender's target Personalities to the current battlefield. If he moved, straighten him and gain 2 Honor.

Koutetsu Shinri - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Scorpion Clan Personality.
This Personality contributes his Force to his unit Force when bowed while he opposed.
Battle: Bow this Personality: Dishonor and move home a target Personality opposing him.

Koutetsu Unabara - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Mantis Clan Personality.
This Personality has the Naval keyword.
Reaction: When paying for an attachment during battle, bow this card: Produce 3 Gold.

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

Oni-Daikyu - item
+0F/+0C 3G 2F
Weapon
Battle: Bow this card: Ranged 3 Attack.
Battle: Destroy this card: Destroy a target enemy Follower, or Personality without Followers, with higher Force than this Personality.

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

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

Sword of Victory - items
+1F/+1C 3G 3F
Weapon
After a Personality is destroyed for losing a duel to this Personality, or after battle resolution destroys one or more Personalities while this card is in the winning army: Give this card a +2F token.

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

Writ of Restriction - item
+0F/+0C 2G 3F
Writ
Will only attach to a Courtier.
Open: Bow this Personality: Target a Personality. Dishonor him after the next time this turn his unit assigns to attack.

Akodo Seiichi - personality
2F/3C 10HR6G/3PH/

Lion Clan • Samurai • Tactician
Tactical Battle: Bow Seiichi: Bow each unit opposing him with lower total Force than Seiichi's Force.

Akodo Shunori - personality
2F/2C 6HR5G/2PH/

Lion Clan • Samurai • Tactician

Akodo Terumoto - personalities
4F/3C 6HR8G/3PH/

Lion Clan • Samurai • Tactician
Tactical Battle: Bow a target card opposing Terumoto.

Akuma no Oni - exp 2 - personality
20F/5C -HR14G/0PH/

Shadowlands • Nonhuman • Oni • Overlord • Experienced 2 Oni no Akuma• Unique
After Akuma enters play: Lose 15 Honor and destroy your rightmost province.
During the Action Phase, Akuma does not bow and may not be targeted.
Once per game, after a battle's resolution in which an attacking army containing Akuma destroyed a province: Destroy another of the Defender's provinces.

Asahina Beniha - personalities
1F/4C 6HR7G/3PH/

Crane Clan • Air • Shugenja • Courtier
Political Open: Target another player's Personality. After the first time this turn he assigns to attack or is destroyed, gain 3 Honor.

Asako Meisuru - personalities
3F/4C 0HR7G/3PH/

Phoenix Clan • Water • Shugenja
Battle: Target a number of cards in Meisuru's army up to her Chi. Straighten them.

Asako Takakazu - exp - personalities
2F/4C -HR7G/3PH/

Phoenix Clan • Air • Shugenja • Experienced • Unique
Battle/Open: Even if he is not at the current battlefield: Attach a Spell to Takakazu from your hand (paying all costs). If you used this ability as a Battle action, you may immediately take an additional Battle action.

Bayushi Eisaku - personality
2F/2C -HR4G/1PH/

Scorpion Clan • Samurai • Kensai • Bitter Lies

Bayushi Hisato - personalities
3F/3C 0HR7G/2PH/

Scorpion Clan • Samurai
Hisato can not attach Items, except Armor and Weapons.
Battle: If Hisato is at a battlefield and has only one Follower or no Followers: Move him to another battlefield.

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

Scorpion Clan • Courtier • Unique
After Hisoka enters play: Target a card. While Hisoka remains in play, after each time that card bows, its controller loses 2 Honor.

Bayushi Iyona - personalities
3F/3C -HR7G/1PH/

Scorpion Clan • Samurai
Iyona has +1F for each other Samurai or Ninja in her army.
Battle: Bow a target card opposing Iyona that is dishonorable or has no attachments.

Bayushi Kurumi - personality
0F/3C 0HR4G/2PH/

Scorpion Clan • Courtier
Political Battle: Even if Kurumi is not at the current battlefield, bow her: Target a Personality. His controller may dishonor him. If he did not become dishonorable (or was already dishonorable), give him -3F.

Bayushi Muhito - personalities
3F/4C -HR7G/1PH/

Scorpion Clan • Samurai • Ninja
Reaction: After an action resolves that moved Muhito to or from a battlefield: Take an additional Battle action.

Bayushi Nomen - personalities
3F/4C 5HR5G/2PH/

Scorpion Clan • Samurai • Courtier
Actions performed by Personalities who were dishonorable when the action was announced can not target Nomen or Personalities in Nomen's army.

Bayushi Paneki - exp 4 - personalities
7F/5C -HR11G/3PH/

Scorpion Clan • Clan Champion • Samurai • Tactician • Hero • Experienced 4 • Unique • Loyal
After another player's action resolves that targeted one or more Personalities at Paneki's location: The player loses 1 Honor.
Battle: Target a Personality; if he is a Courtier, he may be at any location. Destroy him if he is Dishonorable. Dishonor him.

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

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

Bayushi Tsimaru - exp - personalities
6F/4C -HR10G/1PH/

Scorpion Clan • Samurai • Experienced • Unique
Other players can not target Tsimaru with Political actions.
Reaction: Twice per turn, before a unit moves: Negate the movement.

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

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

Chuda Hiroe - personality
3F/4C -HR6G/1PH/

Spider Clan • Shadowlands • Shugenja
After Hiroe enters play: Lose 4 Honor.

Chuda Ikumi - personalities
3F/4C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Lose 4 Honor.
Battle: Any number of times per turn, destroy one of your cards in this army: Ranged Attack whose strength equals the card's Force before it was destroyed, and which you may compare against a Personality's Chi instead of Force.

Chuda Kyuwa - personalities
4F/4C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Lose 5 Honor.
Fear Battle: Bow all Personalities and Follower with Force of 3 or less in a target enemy unit.

Chuda Rintaro - personalities
3F/3C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Open: Target another player's Personality: After each time he assigns this turn, he suffers -2F/-1C and gains the Shadowlands keyword (until the end of the turn).

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

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

Daidoji Eitoku - personalities
4F/3C 6HR8G/3PH/

Crane Clan • Samurai • Scout
While Eitoku is defending, enemy units can not assign or move to his battlefield after Infantry Maneuvers.

Daidoji Nagiko - personalities
4F/4C 0HR11G/3PH/

Crane Clan • Samurai • Cavalry • Unique
Battle: Target an enemy unit. Move Nagiko to the current battlefield. Ranged 3 Attack that must target a (legal) card in the target unit.

Daigotsu - exp 2 - personalities
7F/6C -HR12G/1PH/

Spider Clan • Clan Champion • Shugenja • Duelist • Shadowlands • Experienced 2 • Unique • Loyal
Lose 20 Honor.
Personalities opposing Daigotsu have a Force penalty equal to their Personal Honor.
Battle/Open: Even if Daigotsu is bowed: Straighten a target Shadowlands Personality and bow or straighten a target Shadowlands card.

Daigotsu Gyoken - personality
4F/3C -HR6G/0PH/

Spider Clan • Shadowlands • Samurai
After Gyoken enters play: Lose 5 Honor.

Daigotsu Kaikou - personalities
5F/2C -HR7G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 3 Honor.
Battle: Target an attachment opposing Kaikou. Transfer it to Kaikou or destroy it.

Daigotsu Masami - personalities
3F/2C -HR7G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 4 Honor.
After the first time each turn Masami leaves play, he permanently gains +1F.
Limited: If Masami is dead: Discard a card in one of your provinces, refilling it face up with Masami.

Daigotsu Meguro - personalities
3F/2C -HR5G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 5 Honor.
Battle: Bow Meguro: Ranged 2 Attack.
Battle: Bow Meguro: Give a target Personality opposing Meguro a -2F token.

Doji Ayano - personality
2F/4C 10HR6G/4PH/

Crane Clan • Courtier • Samurai

Doji Domotai - exp 3 - personalities
4F/5C 40HR10G/5PH/

Crane Clan • Clan Champion • Samurai • Duelist • Experienced 3 • Unique • Loyal
Your defending Crane Clan Personalities at Domotai's location have a Force bonus equal to their Personal Honor.
Battle: Domotai challenges a target Personality opposing her. Destroy the duel's loser. The winner gains 3 Honor.

Doji Hakuseki - personalities
3F/3C 6HR7G/3PH/

Crane Clan • Samurai • Duelist • Magistrate
Limited: Target another player's Personality. His controller may choose to have you gain 3 Honor. If he does not choose this, the Personality can not use his abilities until your next turn begins.

Doji Jotaro - personalities
2F/4C 8HR8G/3PH/

Crane Clan • Samurai • Courtier • Taisa • First Legion
Political Battle: Even if Jotaro is not at the current battlefield, bow him: Dishonor a target Human Personality attacking one of your provinces.

Doji Jun'ai - exp - personalities
2F/4C 5HR9G/4PH/

Crane Clan • Samurai • Courtier • Cavalry • Tactician • Experienced Keeper of Water • Keeper • Water • Enlightened • Unique
Elemental Battle: Move a target Personality and Jun'ai home. Until your next turn begins, neither unit may assign to or move to attack.

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

Crane Clan • Courtier • Magistrate
Reaction: After a card's effect (not a cost) bows another player's honorable Personality, bow Koin: Target the Personality. His controller chooses whether Koin dishonors him. If the target is now honorable, gain 2 Honor.

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

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

Doji Sesshu - personalities
3F/4C 4HR8G/2PH/

Crane Clan • Samurai
Sesshu has +2F and +2PH (even if out of play) while your Family Honor is 21 or more.

Hida Daizu - personalities
4F/4C -HR8G/1PH/

Crab Clan • Samurai
Once per game, after Daizu is destroyed: You may rehonor him and bring him into play (in your home), waiving costs.

Hida Daizu - exp - personalities
5F/4C 0HR9G/2PH/

Crab Clan • Samurai • Hero • Experienced • Unique
Reaction: Before another player's action destroys a Crab Clan Personality at Daizu's location, give Daizu -2C permanently: Negate the destruction.

Hida Genichi - personalities
4F/3C -HR8G/1PH/

Crab Clan • Samurai • Berserker
Reaction: After a unit with lower total Force than Genichi's Force assigns to Genichi's battlefield: Target and bow that unit.

Hida Hiyao - personalities
5F/3C 0HR8G/2PH/

Crab Clan • Samurai • Hero
Battle: Discard a Heroic Action card: Straighten one or two target Personalities.

Hida Kaoru - personality
4F/2C 0HR6G/2PH/

Crab Clan • Samurai • Hero

Hida Kuon - exp 5 - personalities
12F/5C -HR15G/3PH/

Crab Clan • Clan Champion • Samurai • Hero • Berserker • Experienced 5 • Unique • Loyal
Crab Clan Personalities at Kuon's location have a minimum Force and Chi of 2.
Battle/Open: Even if Kuon is bowed: Straighten Kuon and another Crab Clan Personality at Kuon's location.

Hida Sozen - exp - personalities
5F/4C 0HR9G/2PH/

Crab Clan • Samurai • Hero • Experienced • Enlightened • Unique
Other players' actions can not destroy Sozen.

Hida Takuji - personalities
6F/1C -HR8G/1PH/

Crab Clan • Berserker
Battle: If Takuji is opposed: Give him +6F. Destroy him after this battle ends.

Hiruma Aki - personality
5F/3C -HR7G/1PH/

Crab Clan • Samurai • Berserker

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

Crab Clan • Samurai • Scout
Recon Open: Bow Tama: Target a province. During battles at that province's battlefield this turn, after each time a Battle action from a card in play resolves, bow that card.

Ikoma Akiyama - personalities
3F/3C 3HR6G/3PH/

Lion Clan • Samurai • Poet • Historian While attacking, Akiyama has +1F for each honorably dead Personality you own.

Ikoma Yasuko - exp - personalities
2F/3C 0HR5G/1PH/

Lion Clan • Courtier • Experienced Shosuro Yasuko • Unique
Battle: Even if Yasuko is home: Target a Personality not at the current battlefield. Move him there. If you do not control him, straighten him.
Political Reaction: Before another Lion Clan Personality is destroyed, destroy Yasuko: Negate the Personality's destruction.

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

Phoenix Clan • Earth • Shugenja • Avalanche Guard While Eitoku has a Spell, he may assign even if bowed, and adds his Force to his unit's Force even if bowed.
Reaction: Even if Eitoku is bowed, if he is in an army, when paying the costs of an action on a Spell: You may bow the Spell instead to pay the cost of bowing Eitoku.

Isawa Kyoko - personality
1F/2C 6HR4G/3PH/

Phoenix Clan • Air • Shugenja

Isawa Ochiai - exp - personalities
4F/5C 6HR9G/4PH/

Phoenix Clan • Elemental Master • Shugenja • Fire • Duelist • Experienced • Unique • Loyal
Fire Shugenja at Ochiai's location need not bow as a cost of Fire actions they perform.
Open: Target another player's Personality. After the first time he assigns to attack this turn, Ochiai challenges him. The loser bows and can not straighten until after his controller's next Straighten Phase.

Isawa Oharu - personalities
1F/2C 4HR6G/1PH/

Phoenix Clan • Shugenja • Air
Reaction: After an action from one of Oharu's Spells resolves, even if she is bowed: Straighten her. Give her a -1C Exhaustion token.

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

Phoenix Clan • Shugenja • Fire

Isawa Umeko - personalities
1F/3C 5HR5G/2PH/

Phoenix Clan • Air • Shugenja
Battle: Bow Umeko: Ranged Attack with strength equal to her Personal Honor.

Iuchi Umeka - personalities
3F/3C 0HR8G/2PH/

Unicorn Clan • Shugenja • Cavalry
Reaction: When paying the cost of an action on a Spell, even if Umeka is bowed, bow one of your Samurai in her army: This pays the cost of bowing Umeka. After the action's effects resolve, you may take an addtional Battle action that is not on a Spell.

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

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

Kaiu Jurobei - personalities
4F/3C 5HR6G/2PH/

Crab Clan • Samurai
Jurobei has +3F while defending or while opposing a Shadowlands card.
Battle: If Jurobei is opposed by any Personality with higher Force, discard a card: Draw a card.

Kaiu Sadao - personalities
3F/2C 0HR7G/2PH/

Crab Clan • Samurai • Scout • Siege
Reaction: After Sadao assigns: Raise or lower his battlefield's province's strength by the number of units in his army.

Kakita Hideo - personality
1F/3C 0HR4G/3PH/

Crane Clan • Samurai • Duelist

Katsu - exp - personalities
4F/5C -HR8G/1PH/

Spider Clan • Shugenja • Khadi • Experienced • Unique
Lose 6 Honor.
Katsu can not be controlled by players other than his owner.
Limited: If Katsu is dead, bow your Stronghold: Bring him into play, waiving costs.

Kitsu Katsuko - personalities
2F/2C 5HR6G/3PH/

Lion Clan • Shugenja • Daimyo
Battle/Open: Target a Lion Clan Personality in a discard pile and one of your Samurai: The Lion becomes honorably dead. The Samurai either gains the Tactician keyword or +3F.

Kitsuki Ryushi - personalities
3F/3C 3HR8G/3PH/

Dragon Clan • Samurai • Magistrate
Reaction: After Ryushi enters play: Create a +1F/+1C Weapon Item and attach it to one of your target Personalities.
Political Open: Bow a target dishonorable Personality.

Kitsuki Taiko - personality
3F/4C 8HR6G/4PH/

Dragon Clan • Samurai • Magistrate

Kiyomi - personalities
2F/2C 3HR5G/1PH/

Imperial • Courtier
Political Reaction: After any player takes the Imperial Favor, bow Kiyomi: Gain 1 Honor.

Kobushi - personality
4F/1C -HR5G/0PH/

Shadowlands • Nonhuman • Goblin • Commander
After Kobushi enters play: Lose 4 Honor.
Battle: Destroy your target Goblin: Ranged 5 Attack.

Kodomo - personalities
1F/3C -HR3G/2PH/

Ronin • Scout
When Kodomo performs a Recon action, once per turn: You may waive any cost of bowing her.

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.

Kyoso no Oni - exp 3 - personalities
13F/6C -HR13G/0PH/

Oni • Nonhuman • Shadowlands • Enlightened • Experienced 3 • Unique
Lose 8 Honor.
After the first time each game Kyoso no Oni enters play: Destroy a Personality you control; if this destroyed him, you may target and destroy another Personality with equal or lower Gold Cost than his.
Limited: Target a Ring and a Shadowlands Personality. Destroy both targets.

Matsu Aoiko - exp - personalities
4F/3C 6HR7G/3PH/

Lion Clan • Samurai • Experienced • Unique
Battle: Destroy a target Personality opposing Aoiko with less Chi than the number of Lion Clan Samurai in her army.
Battle: Once per battle: Move one of your target Lion Clan Samurai to Aoiko's battlefield.

Matsu Benika - personalities
3F/3C 7HR6G/3PH/

Lion Clan • Samurai • Beastmaster
Benika has +1F for each Nonhuman card at her battlefield.
Limited: Pay 2 Gold: Target one or two of your Personalities. Create and attach a 1F Nonhuman, Cat Follower to each one.

Matsu Bunka - personalities
2F/2C 3HR5G/3PH/

Lion Clan • Samurai
Reaction: Before resolution of a battle Bunka is in, if you are the Attacker and Bunka is opposed: Gain 3 Honor.

Matsu Robun - personalities
2F/2C 4HR6G/2PH/

Lion Clan • Samurai • Tactician
Battle: Destroy a target attachment opposing Robun.

Matsu Takeko - personalities
2F/3C 6HR5G/3PH/

Lion Clan • Samurai • Hero

Matsu Yoshino - exp 2 - personalities
4F/4C 12HR10G/5PH/

Lion Clan • Clan Champion • Samurai • Tactician • Hero • Experienced 2 • Unique • Loyal
Your attacking Lion Clan Personalities at Yoshino's location have a Force bonus equal to their Personal Honor.
Tactical Battle: Destroy a target Personality with no attachments. You may then target and destroy an attachment.

Matsu Yufu - personalities
2F/3C 6HR6G/4PH/

Lion Clan • Samurai • Tactician
Open: Give one of your target Samurai Personalities the Tactician keyword.

Michio - personalities
4F/3C -HR8G/0PH/

Spider Clan • Monk
Reaction: After a Kiho action resolves, even if Michio is bowed: Bow or straighten a target Personality who performed it.

Mirumoto Chojiro - personalities
3F/4C 0HR7G/2PH/

Dragon Clan • Samurai • Duelist
Reaction: After creating focus pools for a duel Chojiro is in: Switch a card from your focus pool with one from your hand.

Mirumoto Ichizo - personality
2F/3C 5HR5G/3PH/

Dragon Clan • Samurai • Duelist

Mirumoto Mareshi - exp - personalities
4F/4C 2HR8G/2PH/

Dragon Clan • Samurai • Naga • Hero • Cavalry • Unique • Experienced
Mareshi is Human.
Battle: Bow one of your Rings or discard a Ring from your hand: Straighten one of your target units. Move it home or to a battlefield with one or more enemy units.

Mirumoto Taishuu - personalities
3F/4C -HR7G/1PH/

Dragon Clan • Samurai • Courtier • Shadowlands • Ambassador to the Lost
While Taishuu is in play you do not have a maximum hand size.

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

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

Moshi Euiko - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Water • Shugenja • Naval
While Euiko has a spell attached, she has the Fire keyword.
Reaction: Before targeting a Ranged Attack from one of your actions: Increase its strength by 1.

Moto Akikazu - personalities
3F/4C -HR8G/0PH/

Unicorn Clan • Shugenja • Cavalry
Akikazu has a Force bonus equal to the highest number of dead Personalities in any one discard pile.
Limited: Target a discarded Personality in another player's discard pile. He becomes honorably dead.

Moto Chagatai - exp 5 - personalities
9F/5C -HR15G/2PH/

Unicorn Clan • Clan Champion • Samurai • Tacticia • Cavalry • The Khan • Experienced 5 • Unique • Loyal
Before the first time each phase another player's card's effect bows a Unicorn Clan Personality at Chagatai's location: Negate the bowing.
Battle: Target one or two Personalities opposing Chagatai. The enemy leader may move one or both home. If one or both still oppose Chagatai, the enemy leader must choose one of the targets (even at home), who is destroyed.

Moto Suren - personalities
4F/2C -HR9G/1PH/

Unicorn Clan • Cavalry
Battle: If Suren is opposed: Target a Personality at any battlefield. Bow him or destroy one of his attachments.

Moto Taban - personality
3F/3C 0HR7G/2PH/

Unicorn Clan • Samurai • Cavalry • Scout

Muketsu - exp - personalities
7F/4C -HR8G/0PH/

Spider Clan • Monk • Shadowlands • Experienced • Unique
Lose 5 Honor.
Reaction: Even if Muketsu is bowed, after a Ring bows: Give a target Personality a -2C token.

Obsidian Dragon - personalities
6F/4C -HR10G/0PH/

Nonhuman • Dragon • Shugenja • Cavalry • Unique
Can not attach Items or Followers.
Non-Unique Personalities have a Force and Chi penalty equal to their own Personal Honor while they oppose Obsidian Dragon; this will not reduce Chi below 1.

Omoni - exp 2 - personality
5F/3C -HR7G/0PH/

Shadowlands • Nonhuman • Goblin • Experienced 2 • Unique • Sculptor of Flesh
After Omoni enters play: Lose 5 Honor.
Fear Battle: Bow all Followers with 4 or lower Force in a target enemy unit.
Battle/Open: Destroy one of your Goblin Personalities: Bring a target Goblin Personality from your discard pile into play at Omoni's location, ignoring its Gold Cost.

Pekkle no Oni - personalities
0F/1C -HR3G/3PH/

Oni • Nonhuman • Shadowlands • Supai
After the first time each turn Pekkle enters play: Gain 3 Honor.
After Pekkle is destroyed: Lose 10 honor.
Political Limited: Bow Pekkle: Gain 1 Honor.

Pokku - personality
4F/2C -HR4G/0PH/

Shadowlands • Nonhuman • Goblin • Scout
After Pokku enters play: Lose 3 Honor.

Roshungi - personalities
3F/3C -HR6G/0PH/

Spider Clan • Monk • Shadowlands
Lose 3 Honor.
Open: Bow Roshungi: A target Ring loses all abilities (until this turn ends).

Shiba Arihiro - personalities
3F/3C 4HR7G/3PH/

Phoenix Clan • Samurai
Reaction: Before you destroy one of your Shugenja as a cost: You pay the cost by destroying Arihiro instead.
Reaction: After a Shugenja bows, if Arihiro is honorably dead: Straighten the Shugenja.

Shiba Fugimori - personalities
4F/3C 4HR8G/2PH/

Phoenix Clan • Samurai
Battle: Target a Shugenja in Fugimori's army and a card opposing Fugimori with no unbowed cards attached. Raise the Shugenja's Force by the opposing card's Force. Bow the opposing card.

Shiba Ikku - personalities
2F/3C 6HR7G/3PH/

Phoenix Clan • Samurai • Yojimbo • Duelist
Reaction: Before Focus Effects resolve in a duel Ikku is in: Switch one of your focused cards with a Spell from your hand.

Shiba Miiko - personalities
2F/3C 5HR7G/3PH/

Phoenix Clan • Samurai • Yojimbo
Your Personalities at Miiko's location have +1F for each of your Shugenja there.

Shiba Ningen - exp 2 - personalities
3F/4C 4HR8G/4PH/

Phoenix Clan • Elemental Master • Shugenja • Void • Experienced 2 • Unique
Limited: Target another player. Name a card. That player chooses 2 cards from your hand. Show them. If either is the named card, create three 2F/2C/2PH Phoenix Clan, Samurai Personalities. Remove them from the game after your next turn begins.

Shinjo Kadonomaro - personalities
4F/2C -HR8G/1PH/

Unicorn Clan • Samurai • Cavalry
Battle: If Kadonomaro is face-up in one of your provinces and any units are in the current enemy army: Bring him into play at the current battlefield, waiving his costs if you are the Defender.
Battle: Straighten a target Region.

Shinjo Meikoku - personalities
3F/3C 2HR8G/2PH/

Unicorn Clan • Samurai • Cavalry
Meikoku has Tactician while opposed by an Infantry Personality.

Shinjo Xushen - exp - personalities
4F/4C 0HR8G/2PH/

Unicorn Clan • Samurai • Cavalry • Experienced • Unique
Reduce the strength of all Ranged Attacks targeting cards in Xushen's army by 1, or by 2 if Xushen assigned during Infantry Maneuvers.
Battle: Ranged 4 Attack.

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

Scorpion Clan • Samurai • Magistrate
Adeiko has +2F while opposing a Personality with less Personal Honor.
Reaction: After a battle resolution or another player's trait or action resolves, if its effects destroyed one of your Personalities at Adeiko's location (including Adeiko): Give a target Personality a -3F/-1C token, and an additional -1C token if he is dishonorable.

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

Scorpion Clan • Courtier
Political Limited: Bow Uyeda: Target a dishonorable Personality. His controller loses 2 Honor.

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

Goblin • Shadowlands • Nonhuman
Lose 4 Honor.

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

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

Tamori Konoye - personalities
2F/3C 2HR6G/2PH/

Dragon Clan • Void • Shugenja
Limited: Look at the top 5 cards of your Fate deck. If one of them is a Ring, you may bow Konoye. If she bows, show the Ring, then put it in your hand.

Togashi Ieshige - exp - personalities
4F/4C -HR8G/1PH/

Dragon Clan • Samurai • Experienced Akodo Ieshige • Unique
Before the controller of a unit opposing Ieshige at the current battlefield resolves effects of an action: Ieshige gains +1F.
Battle: Once per battle: Destroy a target card opposing Ieshige with a Gold Cost of 7 or less and no attached cards.

Togashi Jomei - personalities
3F/2C 0HR7G/2PH/

Dragon Clan • Monk
If you have resolved a Kiho action this turn that Jomei performed, he can assign even if bowed, has +2F while bowed, and adds his Force to his unit's Force even if bowed.

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

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

Togashi Masujiro - personalities
4F/3C 3HR8G/4PH/

Dragon Clan • Monk • Disciple • Air
Reaction: After one of your Rings bows: Gain 2 Honor.

Togashi Miyoko - personalities
1F/2C -HR4G/3PH/

Dragon Clan • Monk • Defender of the Temples
If there is a Temple in play, Miyoko has +3F and can not assign to attack.

Togashi Satsu - exp 4 - personalities
6F/6C 8HR13G/4PH/

Dragon Clan • Clan Champion • Samurai • Monk • Shugenja • Cavalry • Duelist • Dragon • Experienced 4 • Unique • Loyal
Your Dragon Clan Personalities at Satsu's location have a Force bonus equal to the number of Rings you control.
Limited: Once per game, even if Satsu is dead: Search your Fate deck, hand or discard pile for a Ring. Show it. Put it into play or into your hand.

Tsuburu no Oni - personalities
2F/2C -HR4G/0PH/

Oni • Nonhuman • Shadowlands • Cavalry
Lose 5 Honor. Destroy one of your Personalities as an additional cost of bringing Tsuburu into play.
Can not attach Followers or Armor.
After a battle's Combat Segment ends, if Tsuburu is at its battlefield and there are no defending units there: Give Tsuburu +6F.

Tsuruchi Kansuke - personalities
3F/3C -HR6G/2PH/

Mantis Clan • Samurai • Scout
Battle: Bow Kansuke: Ranged 3 Attack. If Kansuke or his target is dishonorable, the Attack has +2 strength and you may compare it to the target's base rather than current Force.

Tsuruchi Kaya - personalities
3F/3C 0HR7G/2PH/

Mantis Clan • Samurai • Imperial • Magistrate
Battle: Bow Kaya unless he opposes a dishonorable Personality or your Family Honor is greater than its starting value: Ranged 4 Attack.

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

Mantis Clan • Samurai
Battle: Bow Mitsuzuka: Ranged 4 Attack. If this did not destroy its target, you may take an additional Battle action.

Tsuruchi Mochisa - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Magistrate
Battle: Ranged 3 Attack that can target a dishonorable Personality ignoring its Followers. This Ranged Attack has +1 strength if the target is a Personality with 0 Personal Honor.

Tsuruchi Nobumoto - exp - personalities
2F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Naval • Experienced • Daimyo • Unique
Open: Give Nobumoto the Cavalry keyword. Remove the Naval keyword from him.
Battle: Bow Nobumoto: Ranged 4 Attack. You may move this unit home.

Tsuruchi Okame - exp - personalities
3F/4C 3HR9G/2PH/

Mantis Clan • Samurai • Magistrate • Naval • Experienced • Unique
Battle: Any number of times per turn, pay 2 Gold: Give Okame +1F.
Battle: Bow Okame unless your Family Honor is greater than its starting value: Ranged Attack with strength equal to his Force.

Utaku Genshi - personalities
4F/3C 4HR8G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden
Reaction: After an Attack Phase ends in which another player destroyed any of your provinces, even if Genshi is bowed: Straighten her. Declare an additional Attack Phase. No unit other than her unit can assign or move to attack that phase.

Utaku Kohana - personality
2F/2C 7HR3G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden

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

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

Utaku Tayoi - personality
2F/3C 3HR6G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden
Battle: If Tayoi is at a battlefield: Move her to another battlefield. Gain 1 Honor if Tayoi is attacking, or gain 2 Honor if she is now opposed.

Utaku Yu-Pan - exp - personalities
4F/4C 4HR8G/4PH/

Unicorn Clan • Samurai • Battle Maiden • Cavalry • Experienced • Unique
Your Battle Maidens have +1F while attacking.
Battle: Any number of times per turn, bow a target Personality with 3 or more Personal Honor in Yu-Pan's army: Target an unit opposing Yu-Pan. Move it to an adjacent province, or home if there is no adjacent province.

Wareta no Oni - personalities
12F/4C -HR8G/0PH/

Shadowlands • Oni • Nonhuman
Lose 6 Honor.
Wareta has a Force penalty equal to the number of cards in your hand.

Yogo Rieko - personality
4F/2C -HR7G/1PH/

Scorpion Clan • Air • Shugenja • Kuroiban • Ninja
Battle: Even if Rieko is bowed or not at the current battlefield, pay 2 Gold: Straighten a target Personality.

Yoritomo Eriko - personality
4F/3C 4HR5G/2PH/

Mantis Clan • Samurai • Naval • Magistrate

Yoritomo Naizen - exp 2 - personalities
7F/5C 0HR11G/3PH/

Mantis Clan • Clan Champion • Samurai • Naval • Experienced 2 • Unique • Loyal
After one of your Mantis Clan Personalities in Naizen's army bows to pay a cost, if that Personality has not straightened this battle: Straighten him.
Battle: Even if Naizen is bowed: Move a target Personality to the current battlefield if there are any units in the enemy army there. If this moved Naizen, straighten him.

Yoritomo Okitsugu - personality
3F/3C 0HR7G/1PH/

Mantis Clan • Samurai • Scout
Battle: Ranged 3 Attack.
Recon Limited: Target a Province. While they remain at its battlefield, your Followers whose units assigned there have the ability, "Battle: Bow this card: Ranged 3 Attack."

Yoritomo Saburo - personality
3F/2C -HR5G/1PH/

Mantis Clan • Samurai • Naval • Scout

Yoritomo Tadame - personalities
5F/3C 0HR8G/2PH/

Mantis Clan • Samurai • Naval
Reaction: When paying a Gold cost during the Combat Segment: Produce 3 Gold.

Beiden Pass - regions
Mountain • Unique
Units can not move to or from this province's battlefield.

City of the Rich Frog - regions
Unique • City • Imperial
Battle: Once per battle, if your Family Honor is 5 or more points greater than its starting value: Give one of your target Personalities (at the current battlefield) +4F.

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

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

Seikitsu Mountains - regions
Mountain • Singular
Battle: Bow this card: Move home one or more of your target Personalities.

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

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

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

Togashi's Shrine - regions
Unique
This province does not hold Dynasty cards (do not refill it).
Limited: Bow Togashi's Shrine and discard a card: Search your deck and discard pile for a Ring. Show it. Put it in your hand.

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

Ring of Air - ring
0G 4F
Air • Unique
After you successfully resolve your third or later Spell or Kiho action in one turn from cards with different titles: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Straighten a target Personality.

Ring of Earth - ring
0G 4F
Earth • Unique
After you destroy one or more provinces or enemy units by winning a battle at a province: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Raise a target province's strength by 4; you may instead lower its strength by 3 if this card is in play.

Ring of Fire - ring
0G 4F
Fire • Unique
Focus Effect: You may give this card -2 Focus Value. If you do, after the duel ends, put this card into play if you won this duel during a battle.
Battle: Bow this card or discard it from your hand, and destroy your target Personality: Destroy a target enemy Personality with lower Chi.

Ring of the Void - ring
0G 4F
Void • Unique
After you successfully resolve your fourth or later non-Kiho action from Strategies in one phase: You may put this card into play from your hand.
Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, or if this card is in play, draw a card.

Ring of Water - ring
0G 4F
Water • Unique
After you successfully resolve your fourth or later Battle action from cards with different titles in one battle: You may put this card into play from your hand.
Battle: Bow this card or discard it from your hand: Move your target unit home or to a battlefield with one or more enemy units. If the unit moved, straighten it.

A Terrible Oath - spells
2G 4F
Black Scroll • Unique
After this Shugenja straightens: Give him a -1C Corruption token.
Limited: Bow and destroy this Shugenja and one of your Samurai: Your Personalities in play gain a +2F/-1C Oath token and permanently gain Shadowlands. You can not win an Honor Victory this game.

Arrow of Purity - spells
2G 3F
Battle: Even if this unit is not at the current battlefield, bow this Shugenja and target one of your Personalities: Ranged Attack with strength equal to his Personal Honor.

Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.

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

Consumed by Five Fires - spell
4G 2F
Fire
Battle: Bow this card: Destroy a target enemy unit with fewer cards than this unit.

Earth Becomes Sky - spells
4G 3F
Earth Battle: Bow this Spell: Give a target Personality opposing this unit a -5F/-2C Rock token. Cards in his unit can not perform actions for the rest of the turn.

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

Essence of Water - spells
5G 2F
Water Battle: As many times per battle as this Shugenja's base Chi: Move a target allying unit opposing this unit home.

Flight of Doves - spell
1G 2F
Air
Limited: Bow this Shugenja and destroy this card: Until the game ends, Honor gains from actions on a target Holding are increased by 1.

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

Perfect Attunement - spells
3G 3F
Void Battle: Bow this Shugenja and destroy this Spell: Destroy a target Personality opposing this Shugenja with Force equal to this Shugenja's Force.

Purge the Weak - spells
1G 3F
Maho Reaction: After one of your Limited, Open, or Battle actions resolves, permanently give this Shugenja -1C: Take an additional action with the same designator (Limited, Open or Battle).

Strength of the Forge - spells
2G 4F
This Spell's Gold cost can not be reduced or waived.
Earth Reaction: When paying a Gold cost, bow this Shugenja: Produce 2 Gold.

The End is Near - spells
15G 4F
Unique
The costs of this Spell and its ability can not be reduced, substituted, or waived.
Limited: Bow this Shugenja and four other of your target Shugenja, such that each of the five has an element keyword the others do not, and destroy this Spell: Destroy all Personalities in play.

The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.

The Kami's Blessing - spells
3G 3F
Battle/Open: Bow this Spell: Raise this Shugenja's Force by his Chi.
Battle: Bow this Spell: Target one or two Samurai in this army. Raise each target's Force by this Shugenja's Chi.

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

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 Ground - actions
0G 1F
Terrain Battle: After each time another player's action moves home, bows, or destroys one of your opposed Personalities at this battlefield: Reduce the province's strength by his unit's total Force before the effect was applied and gain 2 Honor.

Arrival of the Emerald Champion - strategy
0G 4F
Political
Battle: Even if you control no units at the current battlefield, if you are the Defender or are attacking a player with a Family Honor below zero, discard the Imperial Favor: Create a 5F/6C/3PH Samurai • Duelist Personality on your side there. Remove him from the game after the battle ends.

Arrival of the Obsidian Champion - strategy
0G 2F
Open: Lose 3 Honor. Dishonor your target Personality with a Gold Cost of 9 or higher. Permanently set his Force to 10 and his Chi to 2. Permanently give him Shadowlands and the ability, "Fear Battle: Bow each Follower with 4 or lower Force in a target unit."

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.

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

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

Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.

Border Skirmish - actions
0G 2F
Recon Limited: Target one of your Scouts, and bow him if he is not Lion Clan: Target another player's province. After the next time this game you destroy one or more units there by winning a battle, draw 2 cards and gain 3 Honor.

Brand of Fire and Thunder - actions
0G 2F
Kiho Fire Limited: Bow one of your target Monks: Draw a card.
Kiho Fire Reaction: When a Political action would target one of your Personalities, bow one of your target Monks: You choose the target instead.
Kiho Fire Reaction: Before an Event resolves, bow one of your target Monks: Negate the Event's effects. Its owner may draw a card.

Brash Hero - actions
0G 1F
Open: If it is not your turn: Target one of the active player's Samurai Personalities with a Chi of 2 or less. The target's controller must assign him during any Attack Phases this turn if he can legally do so.

Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.

Burn It Down - actions
0G 4F
Reaction: After you announce an action with a Ranged Attack effect: One of the Ranged Attacks may target this battlefield's province instead of an enemy card. If it does, reduce the province's strength by the Ranged Attack's strength when it resolves.

Circle of Steel - actions
0G 1F
Terrain Battle: Your Personalities at this battlefield have +1F/+1C while they have an attachment. After this battle resolves, until your next turn ends, your Personalities who were at this battlefield during resolution can not be targeted by other players actions while they have an attachment and are not in an army.

Cleansing Spirit - actions
0G 4F
Kiho Battle: Target one of your unbowed Shugenja or Monks: Attach a target discarded Item or Follower you own to one of your target Personalities, reducing its Gold Cost by the Personality's Force until it attaches.

Combined Efforts - actions
0G 3F
Reaction: After engaging, if your current army contains any allying units: Target one or two units in your army. The targets, and all allying units in your army, do not bow from this battle's resolution.

Compassion - actions
0G 2F
Bushido Virtue Battle/Open: Bow one of your target honorable Samurai Personalities: Straighten another target Personality and give him +3F if he is opposed.

Concealed Archers - actions
0G 3F
Battle: You may take an additional action to use a Battle ability with a Ranged Attack effect on one of your target cards in a unit not at the current battlefield. Add one to the strength of each of the ability's Ranged Attacks if the unit's Personality is Naga. Lose 2 Honor.

Contested Ground - actions
0G 1F
Terrain Battle: Each player has the ability, "Battle: Any number of times per turn, bow one or more of your target cards, in one unit, which have equal or greater total Force than the enemy target: Destroy a target enemy Follower, or Personality without Followers."

Control - strategy
3G 2F
Dark Virtue
Open: Target your unbowed Samurai: While he remains unbowed and in play, negate all straightening of a target Personality.

Control the Field - actions
0G 3F
Battle: Target one of your Personalities at the current battlefield with Tactician, Scout, or 3 or more Chi: Destroy a target Terrain. You may take an additional Battle action to play a Terrain from your hand.

Cornering Maneuver - actions
0G 1F
Battle: If no Terrain is in play: Target an enemy Personality with a lower base Force than each of your Personalities at the current battlefield. Search your Fate deck for a Terrain. Show it. You may take an additional Battle action to play it; if you do not, discard it.

Countermove - strategy
0G 2F
Tactical
Battle: Target your Tactician who is not at the current battlefield: Target one of the enemy leader's Personalities who is not at the current battlefield. Move both targets to the current battlefield. Straighten their units.

Courage - strategy
0G 4F
Bushido Virtue
Battle: Until this battle ends, negate the movement home of your honorable Samurai from other players' cards' effects.
Battle: Until this battle ends, negate the bowing from other players' cards' effects of cards in units led by your honorable Samurai.

Courtesy - strategy
0G 2F
Bushido Virtue
Battle: Target your unbowed honorable Samurai Personality: Move him and a target enemy Personality home. Each Personality's controller gains Honor equal to the Personal Honor of the other Personality.

Crippling Cut - actions
0G 4F
Focus Effect: A Personality who wins this duel can not perform actions that create a challenge for the rest of the game.
Battle: Target one of your Personalities: Move home a target Personality opposing him with lower Chi or lower Force.

Cut Them Off - actions
0G 3F
Reaction: After an action resolves that moved any units to a battlefield, target one of your Personalities there: Bow one target unit that moved; if your Personality is not Cavalry, the target units' Personality must have lower Chi than yours.

Defining the Essence - actions
0G 1F
Kiho Battle: Bow one of your target Shugenja at any location: If you control a Samurai at the current battlefield, destroy a target Terrain.
Kiho Limited: Target one of your unbowed Shugenja: Draw an additional card during your next End Phase.
Kiho Reaction: Before an Event resolves, bow one of your target Shugenja: Negate that Event's effects. For the rest of the game, copies of that Event can not resolve.

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

Determination - actions
0G 4F
Dark Virtue Reaction: Before you announce an action, target one of your Samurai: The action can not have its effects negated or have its targeting changed. After the action destroys any Personality, remove him from the game.

Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.

Draw Your Blade - actions
0G 3F
Battle: Bow a target enemy card without attachments.
Battle: Dishonor one of your target Personalities: Bow a target card opposing him.

Duty - strategy
0G 2F
Bushido Virtue
Reaction: Before another player's card's effect destroys one of your Personalities, destroy your target honorable Samurai Personality at the same location: Negate the first Personality's destruction.

Eager to Fight - actions
*G 3F
Reaction: After a Maneuvers Segment ends, pay Gold equal to the number of targets: Target one or more units in your home. Straighten them. Assign them to one or more battlefields where there is an enemy army. They can not straighten during your next Straighten Phase.

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.

Explored Territory - actions
0G 1F
Terrain Battle: Before the next time this turn a card's effect (not cost) destroys one of your cards at this battlefield, other than this card, negate the destruction and draw a card.

Extended Maneuvers - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, you may target and straighten a Samurai Personality at the current battlefield, and you may target and bow a non-Samurai Personality there.

Failure of Duty - actions
0G 2F
Political Battle: Target one of your Courtiers at any location: Target a defending Personality. If he is bowed or at home when this battle's resolution begins, dishonor him, and you may search your Fate deck for a Political Action card, show it, and put it in your hand.

False Alliance - actions
0G 2F
Battle: If you are an ally: Lose 4 Honor. You become an ally of the enemy leader instead of the friendly leader. All your units at battlefields enter your new leader's side there (this is not movement).

False Trail - actions
2G 2F
Focus Effect: If the last Battle Action card you played this game is in your discard pile, put it into your hand.
Battle: Target a Personality you do not control in an army, and a battlefield he is not at. Move the Personality to the battlefield.

Few Against Many - actions
0G 2F
Limited: Attach a target Follower in your hand to one of your target Personalities, reducing its Gold Cost by the Personality's base Force until it attaches.
Reaction: Before another player's card's effect destroys one of your Personalities, bow one of his Followers: Negate the Personality's destruction.

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

Focus - actions
0G 5F


Forest Cleansing - actions
0G 2F
Battle/Open: Target a Dishonored Personality and a Province belonging to his controller. Bow the Personality. Reduce the Province's Strength to 0.

Forewarning - strategy
0G 1F
Reaction: Before an Event resolves: Its effects do not happen.
Battle: Target your Personality: Destroy a target Terrain.

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

Greater Sacrifice - strategy
0G 3F
Battle: Destroy your target unbowed Samurai Personality: Destroy a target enemy unit with total Force less than or equal to your Samurai's unit's total Force, plus your Samurai's Personal Honor if your Family Honor is higher than its starting value.

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

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

Honesty - actions
0G 3F
Bushido Virtue Open: Target one of your Samurai: Gain 1 Honor, or gain Honor equal to his base Personal Honor if your Family Honor is 9 or less.
Bushido Virtue Battle/Open: Target one of your honorable Samurai: After this phase ends, straighten him if he performed no Political actions during it.

Honor - actions
0G 3F
Bushido Virtue Political Reaction: Before paying a cost that requires discarding the Imperial Favor, target one of your unbowed honorable Samurai: This action pays that cost instead. The Samurai can not perform or be targeted by Political actions (until the turn ends).

Imbue Chi - actions
0G 4F
Kiho Reaction: Before battle resolution destroys one of your provinces, if you control no Personalities, target a face-up Shugenja in any of your provinces: Turn all cards in your provinces face-up. Bring into play any number of face-up Personalities in your provinces, waiving costs.
Kiho Limited: Bow one of your target Shugenja: Draw an additional card during your next End Phase.

Immobile Stance - actions
0G 4F
Battle: Target one of your Personalities: Until the battle ends, he has +5F while opposed. While he is at the current battlefield and the enemy side has more units than yours, card's effects can not destroy him. If you would win a battle as Attacker or Defender while he is there, it is a tie instead.

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

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

Inner Fire - actions
0G 1F
Battle: Straighten one of your target bowed Personalities. You can not bow him as a cost or target him (until this turn ends).

Insight - strategy
0G 3F
Dark Virtue
Battle: Target your Samurai: Look at the top 3 cards of any Fate deck. You may rearrange them. You may take an additional Battle action to play one of them that is a Battle Strategy.

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

Knowledge - actions
1G 2F
Dark Virtue Battle: Target one of your Samurai: Move him and a target Personality opposing him home. Draw a number of cards equal to the opposing Personality's Personal Honor or two, whichever is less.

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.

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.

Misdirection - actions
0G 3F
Focus Effect: You may shuffle up to 3 Personalities from your discard pile into your Dynasty deck.
Political Gozoku Reaction: Before another player would choose targets for one of his action's effects during a battle, target one of your Courtier or Gozoku Personalities: You choose the targets instead.

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

Never Stand Alone - strategy
0G 3F
Open: Remove a target Personality in a discard pile from the game.
Limited: Target a discarded (not dead) Personality you own. Put the Personality face-up in one of your provinces, discarding a card from it if necessary.

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

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

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

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

Perfection - actions
1G 3F
Dark Virtue Limited: Target one of your Samurai: Give him a +2F/+1C token.

Political Interference - actions
0G 3F
Political Reaction: Before a player pays an action's gold cost, bow one of your target Courtiers: The player may choose to raise that Gold Cost by 2. If he does not choose this, he loses 2 Honor.

Rapid Deployment - actions
0G 3F
Battle: Target one of your Samurai Personalities at the current battlefield: Target two of your units not there. Move them there. If you are defending, straighten each of these units that moved.

Raze to the Ground - actions
5G 3F
Limited: Your raiders destroy a target Holding controlled by a player with three or more Holdings in play.

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

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

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

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

Righteous Fury - actions
0G 4F
Battle: Target one of your Magistrates: Target a Personality opposing him. Reduce the Personality's Force to his own Personal Honor. If your Magistrate is Scorpion Clan, raise your Magistrate's Force by the Personality's Personal Honor.

Rout - strategy
1G 3F
Battle: Move a target unit home. Destroy one of its attachments (if any).

Salute of the Samurai - actions
0G 4F
Reaction: Before a battle resolves, if you are an ally: If the total Force of your units in that army is greater than the total Force of your allied leader's units there, you gain any Honor for destroying units in this battle's resolution, instead of the allied leader.

Sap the Spirit - actions
0G 3F
Kiho Open: Target one of your Shugenja or Monks: Units can not assign in Cavalry Maneuvers this turn.
Kiho Open: Target one of your Shugenja or Monks: A target Stronghold's abilities can not be used until your next turn begins.

Shinjo's Courage - actions
2G 2F
This action costs 2 less Gold if you are a Unicorn Clan player.
Battle: Target one of your unbowed Personalities and a target Follower, or unbowed Personality without Followers, opposing him: Reduce the opposing target's Force by the difference in Personal Honor between the target's units' Personalities. If this reduced its Force to 0, destroy it and gain Honor equal to your Personality's Personal Honor.

Shout of Challenge - actions
0G 2F
Shout Heroic Battle: Target one of your opposed Personalities who has been targeted by a Heroic action this turn: Move one of your target units to the current battlefield. If it moved, straighten the unit and give its Personality +1F.

Shout of Defiance - actions
0G 1F
You may have up to 6 copies of this card in your deck.
Shout Heroic Battle: Target one of your Personalities: He gains +1F, an additional +1F if he is a Hero, and an addtional +1F if he is opposed.

Shout of Victory - actions
0G 4F
Shout Heroic Battle: Target one of your Personalities who has been targeted by a Shout action this turn: He gains +3F. Bow a target Personality opposing him with lower Force. Destroy that target if your Personality has performed two or more other Shout actions with different titles from each other in this battle.

Shuten Doji's Fury - actions
0G 2F
Battle: Dishonor one of your unbowed target Personalities: Lose 3 Honor. Bow one or more target cards opposing him without attachments, up to his base Personal Honor.

Sincerity - actions
0G 2F
Bushido Virtue Political Limited: Bow one of your target Samurai: Target a card in your hand and another player. That player guesses whether the card's base Focus value is "high" (3 or more) or "low" (2 or less). Show the card. If the guess is right, the player draws a card; otherwise, gain 3 Honor.

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

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

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

Strength - actions
0G 2F
Dark Virtue Battle: Target one of your opposed Samurai: Give him a +2F token. The current battle's resolution can not destroy cards in his unit.

Strike of the Dragon - actions
0G 3F
Kiho Battle: Bow one of your Rings and one of your target Monks: Bow one to three target Personalities opposing him, each with Force higher than his own Chi.

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

Tactical Maneuvers - actions
0G 4F
Reaction: After a Maneuvers Segment ends: Target one or more of your Tactician Personalities at battlefields. Move these Tacticians to any battlefields where there are one or more enemy units, in any combination desired.

The Arrow Knows the Way - actions
0G 3F
Reaction: Before you target a Ranged Attack from an action performed by one of your Personalities with a Chi of 3 or higher: The Ranged Attack may target a Personality with attached Followers.

The Bitter Shadow of Shame - actions
4G 3F
Political Limited: Bow one of your target Courtier Personalities: Destroy a target non-Unique dishonorable Personality.

The Crab's Strength - actions
0G 3F
Battle: Target one of your opposed Crab Clan Personalities: Give him +4F. Until the battle ends, actions taken by enemy players that target him have the additional cost, "Discard a card."

The Crane's Strength - actions
0G 3F
Battle: Target one of your Crane Clan Personalities: Destroy a target Personality or Follower opposing him with no attached Followers and Force less than your Personality's Personal Honor plus two.

The Dragon's Strength - actions
0G 3F
Battle: Target one of your opposed Dragon Clan Personalities: Look at the top 5 cards of your Fate deck. If one of those is a Ring, you may show it, put it in your hand, and gain 2 Honor.

The Fortunes Smile - actions
0G 3F
Focus Effect: Gain 2 Honor and draw a card.
Battle: Target one of your Personalities and a Personality opposing him. Give your Personality a Force bonus equal to his or the other target's Personal Honor, whichever is greater. Give the other target a Force penalty of the same amount.

The Lion's Strength - actions
0G 3F
Battle: Target one of your opposed Lion Clan Personalities: Target a Personality not at the current battlefield. Move him to the current battlefield. Straighten him if you do not control him.

The Mantis's Strength - actions
0G 3F
Battle: Target one of your unbowed Mantis Clan Personalities: Ranged Attack with strength equal to his Chi, and +2 strength if he is a Magistrate.

The Path Not Taken - actions
0G 1F
Kiho Reaction: After another player discard an Action card from his hand without having used any of its abilities, bow one of your target Monks or Shugenja and shuffle this card into your deck: Until the end of the game, all your The Path Not Taken cards out of play lose their abilities and gain one ability on the discarded card, with the addtional cost, "Bow one of your target Monks or Shugenja."

The Phoenix's Strength - actions
0G 3F
Battle: Target one of your opposed Phoenix Clan Shugenja: Attach a Spell to him (paying all costs). You may take an additional Battle action from the Spell.

The Scorpion's Strength - actions
0G 3F
Battle: Target one of your Scorpion Clan Personalities: Bow, then move home, a target dishonorable Personality opposing him. You may target and dishonor a Personality in the enemy army.

The Spider's Strength - actions
0G 3F
Fear Battle: Target one of your opposed Spider Clan Personalities: Give him a Force bonus equal to the Force of a target bowed Personality at his battlefield. Reduce the bowed Personality's Force to 0.

The Unicorn's Strength - actions
0G 3F
Battle: Target one of your opposed Unicorn Clan Personalities: Target a Personality or Follower opposing him with less Force. Reduce the opposing target's Force to 0.

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.

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

Tides of Battle - actions
0G 2F
Reaction: Before an attack's Declaration Segment ends, if you are not the Attacker or Defender: Both sides' leaders invite you as an ally. You gain no Honor from rulebook effects for assigning allying units this attack.

Turn of Fortune - actions
0G 1F
Kiho Reaction: When an action would target one of your Samurai, target one of your unbowed Monks or Shugenja: The action targets him instead, if legal.
Kiho Reaction: When an action would target one of your unbowed Monks or Shugenja: The action targets one of your Samurai instead, if legal.

Turn the Tide - strategy
5G 1F
Battle: If your army has one or more unbowed Samurai and the enemy army has more unbowed Personalities than yours: The enemy leader targets and bows a different unbowed Personality in his army, one by one, until his army no longer has more unbowed Personalities than yours, or until he can no longer do so.

Unfamiliar Ground - strategy
0G 1F
Terrain
Battle: Bow each card with 5 or higher Force now at this battlefield. If a card's effect destroys this Terrain during this battle, straighten all cards it bowed.

Unfortunate Incident - strategy
0G 2F
Political
Limited: Target another player with higher Family Honor than yours. He has shamed his clan, and loses 5 Honor. Until the game ends, he may ignore Honor Requirements when bringing Personalities into play.

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

Unspoken Threats - actions
0G 3F
Political Limited: Bow one of your target Courtiers: Target another player's Human Personality. While your Courtier remains in play, after each time that Personality assigns or moves to attack one of your Provinces, his controller loses 2 Honor.

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

Utter Defeat - actions
0G 1F
Reaction: Before a Personality is destroyed by a battle resolution or for losing a duel: He is completely humiliated. Negate the destruction. Dishonor him. While he remains in play, he can not be rehonored, can not commit seppuku except from a card's effect, and his controller loses 1 Honor after each of his Dynasty Phases begins.

Warrior Challenge - actions
0G 2F
Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner's controller takes the Imperial Favor.

We Stand Ready - strategy
0G 2F
Recon
Limited: Target your Scout, and bow him unless he is Crab Clan: Target a province. After each time one of your units assigns to its battlefield this turn, create a 0F Follower card and attach it to its Personality.

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

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

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

Will - strategy
0G 1F
Dark Virtue
Battle: If you control an opposed unit at the current battlefield, target your dead Samurai Personality: Bring him into play there, paying 2 less Gold and ignoring Honor Requirements.

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.

Crossroads Fortress - strongholds
7PS/3GP/7SH
Lion, Lion
Reaction: After you assign an attacking unit, discard a card: Draw a card.

Deception's Veil Dojo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Political Limited: Bow one of your target Courtiers: Target another player's Personality. That player may choose to dishonor him (even if already dishonorable). If he chooses not to, he loses 3 Honor and may ignore Honor Requirements when playing Personalities until the end of the game.

Eastern Hub Port - strongholds
7PS/4GP/2SH
Mantis, Mantis
Equipping is a Battle/Open action for you.
After the first Battle action resolves each turn that attached a card to one of your Personalities: You may take an additional Battle action.

Kyuden Asako - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Reaction: After one of your Temples bows: Straighten one of your target Shugenja or Monks.
Open: Bow one of your target Shugenja or Monks: Straighten one of your target Temples.

Kyuden Ashinagabachi - strongholds
7PS/4GP/2SH
Mantis, Mantis
After each of your Ranged Attacks resolves: If it did not destroy its target, reduce the target's Force by the Ranged Attack's strength.

Kyuden Wasuremono - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Battle: Bow one of your target Samurai or Ninja Personalities: Give a target Personality opposing him Force and Chi penalties equal to one less than your Personality's Chi.

Mountain Summit Temple - strongholds
7PS/4GP/5SH
Dragon, Dragon
Limited: Bow one of your target Monk Personalities: Put one of your Rings from your hand into play, from play into your hand, or from your discard pile into your hand.

Mountain's Shadow Dojo - strongholds
6PS/4GP/6SH
Crane, Crane
Battle: Even if this Stronghold is bowed, target one of your Crane Clan Samurai at the current battlefield: Ranged 3 Attack. Move him home or to another battlefield.

Razor of the Dawn Castle - strongholds
8PS/4GP/3SH
Crab, Crab
Before another player's card's effect destroys one of your Samurai: Once per turn, you may delay the destruction until the current turn ends.

Shizuka Toshi - strongholds
6PS/4GP/6SH
Crane, Crane
Limited: Bow one of your target Courtiers or Artisans: Target another player's Personality. That player may choose to dishonor him (even if already dishonorable). If he chooses not to, gain 3 Honor.

Tetsu Kama Mura - stronghold
8PS/4GP/5SH
Dragon, Dragon
Before you draw a card: You may draw it from the bottom of your deck.
Limited: Look at the top card of your Fate deck. You may put it on the bottom of your deck.

The Agasha Foundries - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Equipping Spells that share an elemental keyword with their Shugenja is an Open action for you.
Reaction: Even if this Stronghold is bowed, after a Shugenja bows as a cost of performing an action on a Spell: Straighten him.

The Hall of Ancestors - strongholds
7PS/3GP/7SH
Lion, Lion
Dead Personalities you own can not be removed from the game.
Battle/Open: One of your target Personalities copies an ability or keyword from a target dead Lion Clan Personality you own (until the turn ends).

The Maw's Grave - strongholds
7PS/4GP/-19SH
Shadowlands, Shadowlands
Your Nonhuman Personalities have +1F. You do not gain or lose Honor. You can not take Political actions.
Open: Bow this Stronghold: Bring a target dead Shadowlands Nonhuman Personality you own into play, waiving costs. At the end of the turn, remove it from the game.

The Ruined City - strongholds
8PS/4GP/0SH
Spider, Spider
You do not lose Honor from Fate and Spider Clan cards you own.
Your Spider Clan Personalities have the ability, "Battle: Bow a target unit with zero total Force or with the lowest non-zero total Force (including ties) among all units at the current battlefield."

The Seventh Tower - strongholds
8PS/4GP/3SH
Crab, Crab
Battle: Target one of your Personalities and discard a card: Destroy a target unit opposing him with less total Force than your Personality's Force.

The Spider's Lair - strongholds
8PS/4GP/0SH
Spider, Spider
You do not lose Honor from Fate and Spider Clan cards you own.
In your Dynasty Phase, one time for each of your provinces destroyed this game, you may refill a Province face-up.

The Temple of Death - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Battle: Remove a Personality in any discard pile from the game: Bow a target Personality.
Open: Remove a Personality in any discard pile from the game: Straighten a target Personality.

The Utaku Plains - stronghold
7PS/5GP/4SH
Unicorn, Unicorn
Your Personalities have +1 PH while in play.
Battle: Target your Personality: Reduce the Force of a target enemy Personality or Follower by your Personality's Personal Honor.

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

Call of Thunder - events
The next Unique Personality you bring into play this game permanently gains the traits "Can assign even if bowed", and "After this card assigns: You may straighten it."

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

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

Glory of the Shogun - events
Shogun
Equipping attachments is a Battle/Open action for all players. After the first time each turn each player attaches a card with a Gold Cost of 5 or greater from his hand, he may draw a card. These effects last until the end of the game.

I Am Ready - event
Until the game ends, you have the ability, "Battle: Once per battle, target your Personality with an attachment: Bow a target enemy Personality without attachments."

In Time of War - events
Until the end of the game, during each turn, a player's Family Honor can not rise over its value when that turn began plus 5.

Proposal of Peace - events
Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.

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

Silence the Future - events
Until your next turn begins, Personalities and Followers have a maximum Force equal to their base Force.

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

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

The Shogun's Peace - events
Shogun
Until the end of the game, each player gains the ability, "Political Reaction: After an Attack Phase ends in which you were the Defender, bow one of your target Courtiers: Gain 3 Honor."

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

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

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

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

Yobanjin Alliance - events
After the next time this game you destroy a Province in battle resolution as the Attacker, gain 8 Honor.

Ashigaru Conscripts - followers
2F/0C -PH/4G/0HR 2F
Ashigaru
Will only attach to a Samurai.
After this card enters play from your hand: You may draw an additional card during your next End Phase.
Battle: Bow this card: Ranged 3 Attack.
Battle: Bow this card: Give -3 strength to this battlefield's Province.

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

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

Brothers in Arms - followers
2F/0C -PH/3G/1HR 3F
Can only attach to a Samurai.
Reaction: After this card enters play from your hand: Search your Fate discard pile, then deck, for a Brothers in Arms. Show it. Put it in your hand.

Brothers in Arms - exp - followers
3F/0C -PH/3G/1HR 3F
Unique • Experienced
Can only attach to a Samurai.
Your Brothers in Arms have the ability, "Battle: Bow this card: Bow a target card opposing it with no attachments."

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

Daidoji Gunso - followers
1F/0C -PH/3G/1HR 2F
Scout
Battle: Give a target card opposing this one -2F. If the target now has 0F, destroy it.

Diplomatic Apprentice - followers
0F/0C -PH/5G/1HR 3F
This card has -2 Gold Cost if you are a Crane Clan or Scorpion Clan player.
Before this Personality bows to pay the cost of a Political action: You may pay the cost by bowing this card instead.

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

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


Kobune Scout - followers
2F/0C -PH/3G/0HR 3F
Cavalry • Naval • Scout
Can only attach to a Samurai or Bushi.
While Kobune Scout is at the current battlefield, other players must discard two cards after each time they play a Terrain.

Light Infantry - follower
2F/0C -PH/2G/1HR 1F


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

Mantis Detachment - followers
2F/0C -PH/3G/0HR 2F
Naval • Samurai
Reaction: After a battle resolution at a province that was not destroyed, if this card was in your army during resolution: Permanently give the province -2 strength. Straighten this unit after the Attack Phase ends.

Morale Officer - followers
2F/0C -PH/2G/0HR 3F
Can only attach to a Samurai or Bushi.
Limited: Destroy this card: Destroy a target Region.

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.

Righteous Doshin - followers
2F/0C -PH/3G/2HR 3F
While this card is in an army with two Human Personalities who both have a Clan alignment but do not share one, it has +2F and Ranged Attacks from actions it performs have +2 strength.
Battle: Ranged 2 Attack.

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

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

Untested Scouts - follower
2F/0C -PH/3G/1HR 2F
Scout
Will only attach to a Samurai or Scout.
This card has +1F while opposed.
Recon Limited: Target a province. After engaging in a battle at the province's battlefield, you may take an additional Battle action to play a Terrain from your hand.

Wako - followers
2F/0C -PH/3G/0HR 3F
Pirate • Naval
Can not enter play if you control no Naval Personalities.
Battle: Once per battle: Target one of the Defender's Gold-producing Holdings. Raise this card's Force to the Holding's base Gold production stat. Bow the Holding.

Wandering Budoka - followers
2F/0C -PH/3G/0HR 2F
This card has a Force bonus equal to twice the number of your provinces that have been destroyed this game.
After this card enters play from your hand: Draw a number of cards equal to the number of players who have had a province destroyed this game.

Wandering Scout - follower
3F/0C -PH/4G/1HR 4F
Cavalry • Scout
Battle: Even if this card is bowed: Straighten it.

Wardens - followers
1F/0C -PH/3G/2HR 3F
Scout
Ranged Attacks targeting cards in this unit have -3 strength.
Reaction: If this card is in your hand, after you bring a Personality into play without gaining Honor: Attach this card to him (paying all costs). Gain 2 Honor.
Battle: Once per battle: Reduce the Force of a target Personality opposing this card by this Personality's Chi.

Wretched Mercenary - followers
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Akodo's Grave - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Barracks - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Gate - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Castle Walls - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Copper Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Corrupt Officials - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Family Library - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Forest Killer Cavern - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Fortified Camp - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Geisha House - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Gold Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

House of the Fallen Blossom - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Iron Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kabuki Theater Troupe - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kitsune Den - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Kobune Port - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Lesser Shrine - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Marketplace - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Private Trader - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Rich Coffers - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Seat of Power - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Secluded Village - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Secluded Waystation - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shinomen Marsh - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine of the Sun - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Bishamon - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Fukurokujin - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Shrine to Osano-Wo - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Silver Mine - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Stables - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Supply Outpost - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Supply Smugglers - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temple of the Seekers - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temple to Shinsei - holding
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Temples of Gisei Toshi - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Venerable Master - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Yobanjin Fortress - holdings
2F/0C -PH/2G/0HR 1F
This card has a minimum Gold cost of 1.
After this card enters play: Dishonor this Personality.
Reaction: After this card is destroyed: Put it in your hand before the next End Phase ends.

Blade of Hubris - items
+2F/+1C 2G 4F
Weapon • Shamesword
Before your End Phase ends: If this Personality assigned this turn, gain 1 Honor and give this card a +1F token; if he did not, lose 1 Honor.

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

Chuda Hankyu - items
+2F/+0C 3G 3F
Weapon
Battle: Destroy this card and dishonor this Personality: Lose 3 Honor. Destroy a target Follower, or Personality without Followers, with a Force less than 5 at any location.

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

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

Hachiwari - items
+3F/+1C 4G 3F
Weapon
Focus Effect: After this duel resolves, you may target your Personality in the duel if he is still in play, or any other of your Personalities if he is not. Attach this card to the target, waiving its Gold Cost.

Koutetsu Chikara - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Unicorn Clan Personality.
Battle: Target an enemy unit with less total Force than this unit. Move the enemy unit home. Bow it if it moved.

Koutetsu Iyoku - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Spider Clan Personality.
Battle: Straighten this Personality: Reduce a target enemy Personality's Force to 0.

Koutetsu Kabe - items
+3F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Crab Clan Personality.
Battle: Bow a target enemy unit with less Force than this unit.

Koutetsu Kyuui - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Phoenix Clan Personality.
After this Personality assigns to defend: Gain 2 Honor.
Reaction: When paying for a Spell, bow this card: Produce 3 Gold.

Koutetsu Meiyo - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Crane Clan Personality.
After the first time each game you attach this card: Gain Honor equal to this Personality's base Personal Honor.
Political Limited: Bow this card: Take the Imperial Favor.

Koutetsu Mukei - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Dragon Clan Personality.
After this Personality wins a duel: Give him a +2F token.
Open: Bow this card: Straighten a target Ring.

Koutetsu Sessou - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Lion Clan Personality.
This Personality has the Tactician keyword.
Battle: Move one of the Defender's target Personalities to the current battlefield. If he moved, straighten him and gain 2 Honor.

Koutetsu Shinri - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Scorpion Clan Personality.
This Personality contributes his Force to his unit Force when bowed while he opposed.
Battle: Bow this Personality: Dishonor and move home a target Personality opposing him.

Koutetsu Unabara - items
+2F/+0C 4G 4F
Armor • Unique
This Personality has a minimum Chi of 5.
Can only attach to a Mantis Clan Personality.
This Personality has the Naval keyword.
Reaction: When paying for an attachment during battle, bow this card: Produce 3 Gold.

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

Oni-Daikyu - item
+0F/+0C 3G 2F
Weapon
Battle: Bow this card: Ranged 3 Attack.
Battle: Destroy this card: Destroy a target enemy Follower, or Personality without Followers, with higher Force than this Personality.

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

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

Sword of Victory - items
+1F/+1C 3G 3F
Weapon
After a Personality is destroyed for losing a duel to this Personality, or after battle resolution destroys one or more Personalities while this card is in the winning army: Give this card a +2F token.

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

Writ of Restriction - item
+0F/+0C 2G 3F
Writ
Will only attach to a Courtier.
Open: Bow this Personality: Target a Personality. Dishonor him after the next time this turn his unit assigns to attack.

Akodo Seiichi - personality
2F/3C 10HR6G/3PH/

Lion Clan • Samurai • Tactician
Tactical Battle: Bow Seiichi: Bow each unit opposing him with lower total Force than Seiichi's Force.

Akodo Shunori - personality
2F/2C 6HR5G/2PH/

Lion Clan • Samurai • Tactician

Akodo Terumoto - personalities
4F/3C 6HR8G/3PH/

Lion Clan • Samurai • Tactician
Tactical Battle: Bow a target card opposing Terumoto.

Akuma no Oni - exp 2 - personality
20F/5C -HR14G/0PH/

Shadowlands • Nonhuman • Oni • Overlord • Experienced 2 Oni no Akuma• Unique
After Akuma enters play: Lose 15 Honor and destroy your rightmost province.
During the Action Phase, Akuma does not bow and may not be targeted.
Once per game, after a battle's resolution in which an attacking army containing Akuma destroyed a province: Destroy another of the Defender's provinces.

Asahina Beniha - personalities
1F/4C 6HR7G/3PH/

Crane Clan • Air • Shugenja • Courtier
Political Open: Target another player's Personality. After the first time this turn he assigns to attack or is destroyed, gain 3 Honor.

Asako Meisuru - personalities
3F/4C 0HR7G/3PH/

Phoenix Clan • Water • Shugenja
Battle: Target a number of cards in Meisuru's army up to her Chi. Straighten them.

Asako Takakazu - exp - personalities
2F/4C -HR7G/3PH/

Phoenix Clan • Air • Shugenja • Experienced • Unique
Battle/Open: Even if he is not at the current battlefield: Attach a Spell to Takakazu from your hand (paying all costs). If you used this ability as a Battle action, you may immediately take an additional Battle action.

Bayushi Eisaku - personality
2F/2C -HR4G/1PH/

Scorpion Clan • Samurai • Kensai • Bitter Lies

Bayushi Hisato - personalities
3F/3C 0HR7G/2PH/

Scorpion Clan • Samurai
Hisato can not attach Items, except Armor and Weapons.
Battle: If Hisato is at a battlefield and has only one Follower or no Followers: Move him to another battlefield.

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

Scorpion Clan • Courtier • Unique
After Hisoka enters play: Target a card. While Hisoka remains in play, after each time that card bows, its controller loses 2 Honor.

Bayushi Iyona - personalities
3F/3C -HR7G/1PH/

Scorpion Clan • Samurai
Iyona has +1F for each other Samurai or Ninja in her army.
Battle: Bow a target card opposing Iyona that is dishonorable or has no attachments.

Bayushi Kurumi - personality
0F/3C 0HR4G/2PH/

Scorpion Clan • Courtier
Political Battle: Even if Kurumi is not at the current battlefield, bow her: Target a Personality. His controller may dishonor him. If he did not become dishonorable (or was already dishonorable), give him -3F.

Bayushi Muhito - personalities
3F/4C -HR7G/1PH/

Scorpion Clan • Samurai • Ninja
Reaction: After an action resolves that moved Muhito to or from a battlefield: Take an additional Battle action.

Bayushi Nomen - personalities
3F/4C 5HR5G/2PH/

Scorpion Clan • Samurai • Courtier
Actions performed by Personalities who were dishonorable when the action was announced can not target Nomen or Personalities in Nomen's army.

Bayushi Paneki - exp 4 - personalities
7F/5C -HR11G/3PH/

Scorpion Clan • Clan Champion • Samurai • Tactician • Hero • Experienced 4 • Unique • Loyal
After another player's action resolves that targeted one or more Personalities at Paneki's location: The player loses 1 Honor.
Battle: Target a Personality; if he is a Courtier, he may be at any location. Destroy him if he is Dishonorable. Dishonor him.

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

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

Bayushi Tsimaru - exp - personalities
6F/4C -HR10G/1PH/

Scorpion Clan • Samurai • Experienced • Unique
Other players can not target Tsimaru with Political actions.
Reaction: Twice per turn, before a unit moves: Negate the movement.

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

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

Chuda Hiroe - personality
3F/4C -HR6G/1PH/

Spider Clan • Shadowlands • Shugenja
After Hiroe enters play: Lose 4 Honor.

Chuda Ikumi - personalities
3F/4C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Lose 4 Honor.
Battle: Any number of times per turn, destroy one of your cards in this army: Ranged Attack whose strength equals the card's Force before it was destroyed, and which you may compare against a Personality's Chi instead of Force.

Chuda Kyuwa - personalities
4F/4C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Lose 5 Honor.
Fear Battle: Bow all Personalities and Follower with Force of 3 or less in a target enemy unit.

Chuda Rintaro - personalities
3F/3C -HR7G/0PH/

Spider Clan • Shugenja • Shadowlands
Open: Target another player's Personality: After each time he assigns this turn, he suffers -2F/-1C and gains the Shadowlands keyword (until the end of the turn).

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

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

Daidoji Eitoku - personalities
4F/3C 6HR8G/3PH/

Crane Clan • Samurai • Scout
While Eitoku is defending, enemy units can not assign or move to his battlefield after Infantry Maneuvers.

Daidoji Nagiko - personalities
4F/4C 0HR11G/3PH/

Crane Clan • Samurai • Cavalry • Unique
Battle: Target an enemy unit. Move Nagiko to the current battlefield. Ranged 3 Attack that must target a (legal) card in the target unit.

Daigotsu - exp 2 - personalities
7F/6C -HR12G/1PH/

Spider Clan • Clan Champion • Shugenja • Duelist • Shadowlands • Experienced 2 • Unique • Loyal
Lose 20 Honor.
Personalities opposing Daigotsu have a Force penalty equal to their Personal Honor.
Battle/Open: Even if Daigotsu is bowed: Straighten a target Shadowlands Personality and bow or straighten a target Shadowlands card.

Daigotsu Gyoken - personality
4F/3C -HR6G/0PH/

Spider Clan • Shadowlands • Samurai
After Gyoken enters play: Lose 5 Honor.

Daigotsu Kaikou - personalities
5F/2C -HR7G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 3 Honor.
Battle: Target an attachment opposing Kaikou. Transfer it to Kaikou or destroy it.

Daigotsu Masami - personalities
3F/2C -HR7G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 4 Honor.
After the first time each turn Masami leaves play, he permanently gains +1F.
Limited: If Masami is dead: Discard a card in one of your provinces, refilling it face up with Masami.

Daigotsu Meguro - personalities
3F/2C -HR5G/0PH/

Spider Clan • Samurai • Shadowlands
Lose 5 Honor.
Battle: Bow Meguro: Ranged 2 Attack.
Battle: Bow Meguro: Give a target Personality opposing Meguro a -2F token.

Doji Ayano - personality
2F/4C 10HR6G/4PH/

Crane Clan • Courtier • Samurai

Doji Domotai - exp 3 - personalities
4F/5C 40HR10G/5PH/

Crane Clan • Clan Champion • Samurai • Duelist • Experienced 3 • Unique • Loyal
Your defending Crane Clan Personalities at Domotai's location have a Force bonus equal to their Personal Honor.
Battle: Domotai challenges a target Personality opposing her. Destroy the duel's loser. The winner gains 3 Honor.

Doji Hakuseki - personalities
3F/3C 6HR7G/3PH/

Crane Clan • Samurai • Duelist • Magistrate
Limited: Target another player's Personality. His controller may choose to have you gain 3 Honor. If he does not choose this, the Personality can not use his abilities until your next turn begins.

Doji Jotaro - personalities
2F/4C 8HR8G/3PH/

Crane Clan • Samurai • Courtier • Taisa • First Legion
Political Battle: Even if Jotaro is not at the current battlefield, bow him: Dishonor a target Human Personality attacking one of your provinces.

Doji Jun'ai - exp - personalities
2F/4C 5HR9G/4PH/

Crane Clan • Samurai • Courtier • Cavalry • Tactician • Experienced Keeper of Water • Keeper • Water • Enlightened • Unique
Elemental Battle: Move a target Personality and Jun'ai home. Until your next turn begins, neither unit may assign to or move to attack.

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

Crane Clan • Courtier • Magistrate
Reaction: After a card's effect (not a cost) bows another player's honorable Personality, bow Koin: Target the Personality. His controller chooses whether Koin dishonors him. If the target is now honorable, gain 2 Honor.

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

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

Doji Sesshu - personalities
3F/4C 4HR8G/2PH/

Crane Clan • Samurai
Sesshu has +2F and +2PH (even if out of play) while your Family Honor is 21 or more.

Hida Daizu - personalities
4F/4C -HR8G/1PH/

Crab Clan • Samurai
Once per game, after Daizu is destroyed: You may rehonor him and bring him into play (in your home), waiving costs.

Hida Daizu - exp - personalities
5F/4C 0HR9G/2PH/

Crab Clan • Samurai • Hero • Experienced • Unique
Reaction: Before another player's action destroys a Crab Clan Personality at Daizu's location, give Daizu -2C permanently: Negate the destruction.

Hida Genichi - personalities
4F/3C -HR8G/1PH/

Crab Clan • Samurai • Berserker
Reaction: After a unit with lower total Force than Genichi's Force assigns to Genichi's battlefield: Target and bow that unit.

Hida Hiyao - personalities
5F/3C 0HR8G/2PH/

Crab Clan • Samurai • Hero
Battle: Discard a Heroic Action card: Straighten one or two target Personalities.

Hida Kaoru - personality
4F/2C 0HR6G/2PH/

Crab Clan • Samurai • Hero

Hida Kuon - exp 5 - personalities
12F/5C -HR15G/3PH/

Crab Clan • Clan Champion • Samurai • Hero • Berserker • Experienced 5 • Unique • Loyal
Crab Clan Personalities at Kuon's location have a minimum Force and Chi of 2.
Battle/Open: Even if Kuon is bowed: Straighten Kuon and another Crab Clan Personality at Kuon's location.

Hida Sozen - exp - personalities
5F/4C 0HR9G/2PH/

Crab Clan • Samurai • Hero • Experienced • Enlightened • Unique
Other players' actions can not destroy Sozen.

Hida Takuji - personalities
6F/1C -HR8G/1PH/

Crab Clan • Berserker
Battle: If Takuji is opposed: Give him +6F. Destroy him after this battle ends.

Hiruma Aki - personality
5F/3C -HR7G/1PH/

Crab Clan • Samurai • Berserker

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

Crab Clan • Samurai • Scout
Recon Open: Bow Tama: Target a province. During battles at that province's battlefield this turn, after each time a Battle action from a card in play resolves, bow that card.

Ikoma Akiyama - personalities
3F/3C 3HR6G/3PH/

Lion Clan • Samurai • Poet • Historian While attacking, Akiyama has +1F for each honorably dead Personality you own.

Ikoma Yasuko - exp - personalities
2F/3C 0HR5G/1PH/

Lion Clan • Courtier • Experienced Shosuro Yasuko • Unique
Battle: Even if Yasuko is home: Target a Personality not at the current battlefield. Move him there. If you do not control him, straighten him.
Political Reaction: Before another Lion Clan Personality is destroyed, destroy Yasuko: Negate the Personality's destruction.

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

Phoenix Clan • Earth • Shugenja • Avalanche Guard While Eitoku has a Spell, he may assign even if bowed, and adds his Force to his unit's Force even if bowed.
Reaction: Even if Eitoku is bowed, if he is in an army, when paying the costs of an action on a Spell: You may bow the Spell instead to pay the cost of bowing Eitoku.

Isawa Kyoko - personality
1F/2C 6HR4G/3PH/

Phoenix Clan • Air • Shugenja

Isawa Ochiai - exp - personalities
4F/5C 6HR9G/4PH/

Phoenix Clan • Elemental Master • Shugenja • Fire • Duelist • Experienced • Unique • Loyal
Fire Shugenja at Ochiai's location need not bow as a cost of Fire actions they perform.
Open: Target another player's Personality. After the first time he assigns to attack this turn, Ochiai challenges him. The loser bows and can not straighten until after his controller's next Straighten Phase.

Isawa Oharu - personalities
1F/2C 4HR6G/1PH/

Phoenix Clan • Shugenja • Air
Reaction: After an action from one of Oharu's Spells resolves, even if she is bowed: Straighten her. Give her a -1C Exhaustion token.

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

Phoenix Clan • Shugenja • Fire

Isawa Umeko - personalities
1F/3C 5HR5G/2PH/

Phoenix Clan • Air • Shugenja
Battle: Bow Umeko: Ranged Attack with strength equal to her Personal Honor.

Iuchi Umeka - personalities
3F/3C 0HR8G/2PH/

Unicorn Clan • Shugenja • Cavalry
Reaction: When paying the cost of an action on a Spell, even if Umeka is bowed, bow one of your Samurai in her army: This pays the cost of bowing Umeka. After the action's effects resolve, you may take an addtional Battle action that is not on a Spell.

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

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

Kaiu Jurobei - personalities
4F/3C 5HR6G/2PH/

Crab Clan • Samurai
Jurobei has +3F while defending or while opposing a Shadowlands card.
Battle: If Jurobei is opposed by any Personality with higher Force, discard a card: Draw a card.

Kaiu Sadao - personalities
3F/2C 0HR7G/2PH/

Crab Clan • Samurai • Scout • Siege
Reaction: After Sadao assigns: Raise or lower his battlefield's province's strength by the number of units in his army.

Kakita Hideo - personality
1F/3C 0HR4G/3PH/

Crane Clan • Samurai • Duelist

Katsu - exp - personalities
4F/5C -HR8G/1PH/

Spider Clan • Shugenja • Khadi • Experienced • Unique
Lose 6 Honor.
Katsu can not be controlled by players other than his owner.
Limited: If Katsu is dead, bow your Stronghold: Bring him into play, waiving costs.

Kitsu Katsuko - personalities
2F/2C 5HR6G/3PH/

Lion Clan • Shugenja • Daimyo
Battle/Open: Target a Lion Clan Personality in a discard pile and one of your Samurai: The Lion becomes honorably dead. The Samurai either gains the Tactician keyword or +3F.

Kitsuki Ryushi - personalities
3F/3C 3HR8G/3PH/

Dragon Clan • Samurai • Magistrate
Reaction: After Ryushi enters play: Create a +1F/+1C Weapon Item and attach it to one of your target Personalities.
Political Open: Bow a target dishonorable Personality.

Kitsuki Taiko - personality
3F/4C 8HR6G/4PH/

Dragon Clan • Samurai • Magistrate

Kiyomi - personalities
2F/2C 3HR5G/1PH/

Imperial • Courtier
Political Reaction: After any player takes the Imperial Favor, bow Kiyomi: Gain 1 Honor.

Kobushi - personality
4F/1C -HR5G/0PH/

Shadowlands • Nonhuman • Goblin • Commander
After Kobushi enters play: Lose 4 Honor.
Battle: Destroy your target Goblin: Ranged 5 Attack.

Kodomo - personalities
1F/3C -HR3G/2PH/

Ronin • Scout
When Kodomo performs a Recon action, once per turn: You may waive any cost of bowing her.

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.

Kyoso no Oni - exp 3 - personalities
13F/6C -HR13G/0PH/

Oni • Nonhuman • Shadowlands • Enlightened • Experienced 3 • Unique
Lose 8 Honor.
After the first time each game Kyoso no Oni enters play: Destroy a Personality you control; if this destroyed him, you may target and destroy another Personality with equal or lower Gold Cost than his.
Limited: Target a Ring and a Shadowlands Personality. Destroy both targets.

Matsu Aoiko - exp - personalities
4F/3C 6HR7G/3PH/

Lion Clan • Samurai • Experienced • Unique
Battle: Destroy a target Personality opposing Aoiko with less Chi than the number of Lion Clan Samurai in her army.
Battle: Once per battle: Move one of your target Lion Clan Samurai to Aoiko's battlefield.

Matsu Benika - personalities
3F/3C 7HR6G/3PH/

Lion Clan • Samurai • Beastmaster
Benika has +1F for each Nonhuman card at her battlefield.
Limited: Pay 2 Gold: Target one or two of your Personalities. Create and attach a 1F Nonhuman, Cat Follower to each one.

Matsu Bunka - personalities
2F/2C 3HR5G/3PH/

Lion Clan • Samurai
Reaction: Before resolution of a battle Bunka is in, if you are the Attacker and Bunka is opposed: Gain 3 Honor.

Matsu Robun - personalities
2F/2C 4HR6G/2PH/

Lion Clan • Samurai • Tactician
Battle: Destroy a target attachment opposing Robun.

Matsu Takeko - personalities
2F/3C 6HR5G/3PH/

Lion Clan • Samurai • Hero

Matsu Yoshino - exp 2 - personalities
4F/4C 12HR10G/5PH/

Lion Clan • Clan Champion • Samurai • Tactician • Hero • Experienced 2 • Unique • Loyal
Your attacking Lion Clan Personalities at Yoshino's location have a Force bonus equal to their Personal Honor.
Tactical Battle: Destroy a target Personality with no attachments. You may then target and destroy an attachment.

Matsu Yufu - personalities
2F/3C 6HR6G/4PH/

Lion Clan • Samurai • Tactician
Open: Give one of your target Samurai Personalities the Tactician keyword.

Michio - personalities
4F/3C -HR8G/0PH/

Spider Clan • Monk
Reaction: After a Kiho action resolves, even if Michio is bowed: Bow or straighten a target Personality who performed it.

Mirumoto Chojiro - personalities
3F/4C 0HR7G/2PH/

Dragon Clan • Samurai • Duelist
Reaction: After creating focus pools for a duel Chojiro is in: Switch a card from your focus pool with one from your hand.

Mirumoto Ichizo - personality
2F/3C 5HR5G/3PH/

Dragon Clan • Samurai • Duelist

Mirumoto Mareshi - exp - personalities
4F/4C 2HR8G/2PH/

Dragon Clan • Samurai • Naga • Hero • Cavalry • Unique • Experienced
Mareshi is Human.
Battle: Bow one of your Rings or discard a Ring from your hand: Straighten one of your target units. Move it home or to a battlefield with one or more enemy units.

Mirumoto Taishuu - personalities
3F/4C -HR7G/1PH/

Dragon Clan • Samurai • Courtier • Shadowlands • Ambassador to the Lost
While Taishuu is in play you do not have a maximum hand size.

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

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

Moshi Euiko - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Water • Shugenja • Naval
While Euiko has a spell attached, she has the Fire keyword.
Reaction: Before targeting a Ranged Attack from one of your actions: Increase its strength by 1.

Moto Akikazu - personalities
3F/4C -HR8G/0PH/

Unicorn Clan • Shugenja • Cavalry
Akikazu has a Force bonus equal to the highest number of dead Personalities in any one discard pile.
Limited: Target a discarded Personality in another player's discard pile. He becomes honorably dead.

Moto Chagatai - exp 5 - personalities
9F/5C -HR15G/2PH/

Unicorn Clan • Clan Champion • Samurai • Tacticia • Cavalry • The Khan • Experienced 5 • Unique • Loyal
Before the first time each phase another player's card's effect bows a Unicorn Clan Personality at Chagatai's location: Negate the bowing.
Battle: Target one or two Personalities opposing Chagatai. The enemy leader may move one or both home. If one or both still oppose Chagatai, the enemy leader must choose one of the targets (even at home), who is destroyed.

Moto Suren - personalities
4F/2C -HR9G/1PH/

Unicorn Clan • Cavalry
Battle: If Suren is opposed: Target a Personality at any battlefield. Bow him or destroy one of his attachments.

Moto Taban - personality
3F/3C 0HR7G/2PH/

Unicorn Clan • Samurai • Cavalry • Scout

Muketsu - exp - personalities
7F/4C -HR8G/0PH/

Spider Clan • Monk • Shadowlands • Experienced • Unique
Lose 5 Honor.
Reaction: Even if Muketsu is bowed, after a Ring bows: Give a target Personality a -2C token.

Obsidian Dragon - personalities
6F/4C -HR10G/0PH/

Nonhuman • Dragon • Shugenja • Cavalry • Unique
Can not attach Items or Followers.
Non-Unique Personalities have a Force and Chi penalty equal to their own Personal Honor while they oppose Obsidian Dragon; this will not reduce Chi below 1.

Omoni - exp 2 - personality
5F/3C -HR7G/0PH/

Shadowlands • Nonhuman • Goblin • Experienced 2 • Unique • Sculptor of Flesh
After Omoni enters play: Lose 5 Honor.
Fear Battle: Bow all Followers with 4 or lower Force in a target enemy unit.
Battle/Open: Destroy one of your Goblin Personalities: Bring a target Goblin Personality from your discard pile into play at Omoni's location, ignoring its Gold Cost.

Pekkle no Oni - personalities
0F/1C -HR3G/3PH/

Oni • Nonhuman • Shadowlands • Supai
After the first time each turn Pekkle enters play: Gain 3 Honor.
After Pekkle is destroyed: Lose 10 honor.
Political Limited: Bow Pekkle: Gain 1 Honor.

Pokku - personality
4F/2C -HR4G/0PH/

Shadowlands • Nonhuman • Goblin • Scout
After Pokku enters play: Lose 3 Honor.

Roshungi - personalities
3F/3C -HR6G/0PH/

Spider Clan • Monk • Shadowlands
Lose 3 Honor.
Open: Bow Roshungi: A target Ring loses all abilities (until this turn ends).

Shiba Arihiro - personalities
3F/3C 4HR7G/3PH/

Phoenix Clan • Samurai
Reaction: Before you destroy one of your Shugenja as a cost: You pay the cost by destroying Arihiro instead.
Reaction: After a Shugenja bows, if Arihiro is honorably dead: Straighten the Shugenja.

Shiba Fugimori - personalities
4F/3C 4HR8G/2PH/

Phoenix Clan • Samurai
Battle: Target a Shugenja in Fugimori's army and a card opposing Fugimori with no unbowed cards attached. Raise the Shugenja's Force by the opposing card's Force. Bow the opposing card.

Shiba Ikku - personalities
2F/3C 6HR7G/3PH/

Phoenix Clan • Samurai • Yojimbo • Duelist
Reaction: Before Focus Effects resolve in a duel Ikku is in: Switch one of your focused cards with a Spell from your hand.

Shiba Miiko - personalities
2F/3C 5HR7G/3PH/

Phoenix Clan • Samurai • Yojimbo
Your Personalities at Miiko's location have +1F for each of your Shugenja there.

Shiba Ningen - exp 2 - personalities
3F/4C 4HR8G/4PH/

Phoenix Clan • Elemental Master • Shugenja • Void • Experienced 2 • Unique
Limited: Target another player. Name a card. That player chooses 2 cards from your hand. Show them. If either is the named card, create three 2F/2C/2PH Phoenix Clan, Samurai Personalities. Remove them from the game after your next turn begins.

Shinjo Kadonomaro - personalities
4F/2C -HR8G/1PH/

Unicorn Clan • Samurai • Cavalry
Battle: If Kadonomaro is face-up in one of your provinces and any units are in the current enemy army: Bring him into play at the current battlefield, waiving his costs if you are the Defender.
Battle: Straighten a target Region.

Shinjo Meikoku - personalities
3F/3C 2HR8G/2PH/

Unicorn Clan • Samurai • Cavalry
Meikoku has Tactician while opposed by an Infantry Personality.

Shinjo Xushen - exp - personalities
4F/4C 0HR8G/2PH/

Unicorn Clan • Samurai • Cavalry • Experienced • Unique
Reduce the strength of all Ranged Attacks targeting cards in Xushen's army by 1, or by 2 if Xushen assigned during Infantry Maneuvers.
Battle: Ranged 4 Attack.

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

Scorpion Clan • Samurai • Magistrate
Adeiko has +2F while opposing a Personality with less Personal Honor.
Reaction: After a battle resolution or another player's trait or action resolves, if its effects destroyed one of your Personalities at Adeiko's location (including Adeiko): Give a target Personality a -3F/-1C token, and an additional -1C token if he is dishonorable.

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

Scorpion Clan • Courtier
Political Limited: Bow Uyeda: Target a dishonorable Personality. His controller loses 2 Honor.

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

Goblin • Shadowlands • Nonhuman
Lose 4 Honor.

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

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

Tamori Konoye - personalities
2F/3C 2HR6G/2PH/

Dragon Clan • Void • Shugenja
Limited: Look at the top 5 cards of your Fate deck. If one of them is a Ring, you may bow Konoye. If she bows, show the Ring, then put it in your hand.

Togashi Ieshige - exp - personalities
4F/4C -HR8G/1PH/

Dragon Clan • Samurai • Experienced Akodo Ieshige • Unique
Before the controller of a unit opposing Ieshige at the current battlefield resolves effects of an action: Ieshige gains +1F.
Battle: Once per battle: Destroy a target card opposing Ieshige with a Gold Cost of 7 or less and no attached cards.

Togashi Jomei - personalities
3F/2C 0HR7G/2PH/

Dragon Clan • Monk
If you have resolved a Kiho action this turn that Jomei performed, he can assign even if bowed, has +2F while bowed, and adds his Force to his unit's Force even if bowed.

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

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

Togashi Masujiro - personalities
4F/3C 3HR8G/4PH/

Dragon Clan • Monk • Disciple • Air
Reaction: After one of your Rings bows: Gain 2 Honor.

Togashi Miyoko - personalities
1F/2C -HR4G/3PH/

Dragon Clan • Monk • Defender of the Temples
If there is a Temple in play, Miyoko has +3F and can not assign to attack.

Togashi Satsu - exp 4 - personalities
6F/6C 8HR13G/4PH/

Dragon Clan • Clan Champion • Samurai • Monk • Shugenja • Cavalry • Duelist • Dragon • Experienced 4 • Unique • Loyal
Your Dragon Clan Personalities at Satsu's location have a Force bonus equal to the number of Rings you control.
Limited: Once per game, even if Satsu is dead: Search your Fate deck, hand or discard pile for a Ring. Show it. Put it into play or into your hand.

Tsuburu no Oni - personalities
2F/2C -HR4G/0PH/

Oni • Nonhuman • Shadowlands • Cavalry
Lose 5 Honor. Destroy one of your Personalities as an additional cost of bringing Tsuburu into play.
Can not attach Followers or Armor.
After a battle's Combat Segment ends, if Tsuburu is at its battlefield and there are no defending units there: Give Tsuburu +6F.

Tsuruchi Kansuke - personalities
3F/3C -HR6G/2PH/

Mantis Clan • Samurai • Scout
Battle: Bow Kansuke: Ranged 3 Attack. If Kansuke or his target is dishonorable, the Attack has +2 strength and you may compare it to the target's base rather than current Force.

Tsuruchi Kaya - personalities
3F/3C 0HR7G/2PH/

Mantis Clan • Samurai • Imperial • Magistrate
Battle: Bow Kaya unless he opposes a dishonorable Personality or your Family Honor is greater than its starting value: Ranged 4 Attack.

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

Mantis Clan • Samurai
Battle: Bow Mitsuzuka: Ranged 4 Attack. If this did not destroy its target, you may take an additional Battle action.

Tsuruchi Mochisa - personalities
3F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Magistrate
Battle: Ranged 3 Attack that can target a dishonorable Personality ignoring its Followers. This Ranged Attack has +1 strength if the target is a Personality with 0 Personal Honor.

Tsuruchi Nobumoto - exp - personalities
2F/4C 0HR7G/2PH/

Mantis Clan • Samurai • Naval • Experienced • Daimyo • Unique
Open: Give Nobumoto the Cavalry keyword. Remove the Naval keyword from him.
Battle: Bow Nobumoto: Ranged 4 Attack. You may move this unit home.

Tsuruchi Okame - exp - personalities
3F/4C 3HR9G/2PH/

Mantis Clan • Samurai • Magistrate • Naval • Experienced • Unique
Battle: Any number of times per turn, pay 2 Gold: Give Okame +1F.
Battle: Bow Okame unless your Family Honor is greater than its starting value: Ranged Attack with strength equal to his Force.

Utaku Genshi - personalities
4F/3C 4HR8G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden
Reaction: After an Attack Phase ends in which another player destroyed any of your provinces, even if Genshi is bowed: Straighten her. Declare an additional Attack Phase. No unit other than her unit can assign or move to attack that phase.

Utaku Kohana - personality
2F/2C 7HR3G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden

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

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

Utaku Tayoi - personality
2F/3C 3HR6G/3PH/

Unicorn Clan • Samurai • Cavalry • Battle Maiden
Battle: If Tayoi is at a battlefield: Move her to another battlefield. Gain 1 Honor if Tayoi is attacking, or gain 2 Honor if she is now opposed.

Utaku Yu-Pan - exp - personalities
4F/4C 4HR8G/4PH/

Unicorn Clan • Samurai • Battle Maiden • Cavalry • Experienced • Unique
Your Battle Maidens have +1F while attacking.
Battle: Any number of times per turn, bow a target Personality with 3 or more Personal Honor in Yu-Pan's army: Target an unit opposing Yu-Pan. Move it to an adjacent province, or home if there is no adjacent province.

Wareta no Oni - personalities
12F/4C -HR8G/0PH/

Shadowlands • Oni • Nonhuman
Lose 6 Honor.
Wareta has a Force penalty equal to the number of cards in your hand.

Yogo Rieko - personality
4F/2C -HR7G/1PH/

Scorpion Clan • Air • Shugenja • Kuroiban • Ninja
Battle: Even if Rieko is bowed or not at the current battlefield, pay 2 Gold: Straighten a target Personality.

Yoritomo Eriko - personality
4F/3C 4HR5G/2PH/

Mantis Clan • Samurai • Naval • Magistrate

Yoritomo Naizen - exp 2 - personalities
7F/5C 0HR11G/3PH/

Mantis Clan • Clan Champion • Samurai • Naval • Experienced 2 • Unique • Loyal
After one of your Mantis Clan Personalities in Naizen's army bows to pay a cost, if that Personality has not straightened this battle: Straighten him.
Battle: Even if Naizen is bowed: Move a target Personality to the current battlefield if there are any units in the enemy army there. If this moved Naizen, straighten him.

Yoritomo Okitsugu - personality
3F/3C 0HR7G/1PH/

Mantis Clan • Samurai • Scout
Battle: Ranged 3 Attack.
Recon Limited: Target a Province. While they remain at its battlefield, your Followers whose units assigned there have the ability, "Battle: Bow this card: Ranged 3 Attack."

Yoritomo Saburo - personality
3F/2C -HR5G/1PH/

Mantis Clan • Samurai • Naval • Scout

Yoritomo Tadame - personalities
5F/3C 0HR8G/2PH/

Mantis Clan • Samurai • Naval
Reaction: When paying a Gold cost during the Combat Segment: Produce 3 Gold.

Beiden Pass - regions
Mountain • Unique
Units can not move to or from this province's battlefield.

City of the Rich Frog - regions
Unique • City • Imperial
Battle: Once per battle, if your Family Honor is 5 or more points greater than its starting value: Give one of your target Personalities (at the current battlefield) +4F.

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

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

Seikitsu Mountains - regions
Mountain • Singular
Battle: Bow this card: Move home one or more of your target Personalities.

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

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

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

Togashi's Shrine - regions
Unique
This province does not hold Dynasty cards (do not refill it).
Limited: Bow Togashi's Shrine and discard a card: Search your deck and discard pile for a Ring. Show it. Put it in your hand.

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

Ring of Air - ring
0G 4F
Air • Unique
After you successfully resolve your third or later Spell or Kiho action in one turn from cards with different titles: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Straighten a target Personality.

Ring of Earth - ring
0G 4F
Earth • Unique
After you destroy one or more provinces or enemy units by winning a battle at a province: You may put this card into play from your hand.
Battle/Open: Bow this card or discard it from your hand: Raise a target province's strength by 4; you may instead lower its strength by 3 if this card is in play.

Ring of Fire - ring
0G 4F
Fire • Unique
Focus Effect: You may give this card -2 Focus Value. If you do, after the duel ends, put this card into play if you won this duel during a battle.
Battle: Bow this card or discard it from your hand, and destroy your target Personality: Destroy a target enemy Personality with lower Chi.

Ring of the Void - ring
0G 4F
Void • Unique
After you successfully resolve your fourth or later non-Kiho action from Strategies in one phase: You may put this card into play from your hand.
Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, or if this card is in play, draw a card.

Ring of Water - ring
0G 4F
Water • Unique
After you successfully resolve your fourth or later Battle action from cards with different titles in one battle: You may put this card into play from your hand.
Battle: Bow this card or discard it from your hand: Move your target unit home or to a battlefield with one or more enemy units. If the unit moved, straighten it.

A Terrible Oath - spells
2G 4F
Black Scroll • Unique
After this Shugenja straightens: Give him a -1C Corruption token.
Limited: Bow and destroy this Shugenja and one of your Samurai: Your Personalities in play gain a +2F/-1C Oath token and permanently gain Shadowlands. You can not win an Honor Victory this game.

Arrow of Purity - spells
2G 3F
Battle: Even if this unit is not at the current battlefield, bow this Shugenja and target one of your Personalities: Ranged Attack with strength equal to his Personal Honor.

Castle of Water - spell
2G 3F
Water
Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this card: Give the current battlefield's province +3 strength.

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

Consumed by Five Fires - spell
4G 2F
Fire
Battle: Bow this card: Destroy a target enemy unit with fewer cards than this unit.

Earth Becomes Sky - spells
4G 3F
Earth Battle: Bow this Spell: Give a target Personality opposing this unit a -5F/-2C Rock token. Cards in his unit can not perform actions for the rest of the turn.

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

Essence of Water - spells
5G 2F
Water Battle: As many times per battle as this Shugenja's base Chi: Move a target allying unit opposing this unit home.

Flight of Doves - spell
1G 2F
Air
Limited: Bow this Shugenja and destroy this card: Until the game ends, Honor gains from actions on a target Holding are increased by 1.

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

Perfect Attunement - spells
3G 3F
Void Battle: Bow this Shugenja and destroy this Spell: Destroy a target Personality opposing this Shugenja with Force equal to this Shugenja's Force.

Purge the Weak - spells
1G 3F
Maho Reaction: After one of your Limited, Open, or Battle actions resolves, permanently give this Shugenja -1C: Take an additional action with the same designator (Limited, Open or Battle).

Strength of the Forge - spells
2G 4F
This Spell's Gold cost can not be reduced or waived.
Earth Reaction: When paying a Gold cost, bow this Shugenja: Produce 2 Gold.

The End is Near - spells
15G 4F
Unique
The costs of this Spell and its ability can not be reduced, substituted, or waived.
Limited: Bow this Shugenja and four other of your target Shugenja, such that each of the five has an element keyword the others do not, and destroy this Spell: Destroy all Personalities in play.

The Fires That Cleanse - spells
4G 2F
Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja.

The Kami's Blessing - spells
3G 3F
Battle/Open: Bow this Spell: Raise this Shugenja's Force by his Chi.
Battle: Bow this Spell: Target one or two Samurai in this army. Raise each target's Force by this Shugenja's Chi.

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

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 Ground - actions
0G 1F
Terrain Battle: After each time another player's action moves home, bows, or destroys one of your opposed Personalities at this battlefield: Reduce the province's strength by his unit's total Force before the effect was applied and gain 2 Honor.

Arrival of the Emerald Champion - strategy
0G 4F
Political
Battle: Even if you control no units at the current battlefield, if you are the Defender or are attacking a player with a Family Honor below zero, discard the Imperial Favor: Create a 5F/6C/3PH Samurai • Duelist Personality on your side there. Remove him from the game after the battle ends.

Arrival of the Obsidian Champion - strategy
0G 2F
Open: Lose 3 Honor. Dishonor your target Personality with a Gold Cost of 9 or higher. Permanently set his Force to 10 and his Chi to 2. Permanently give him Shadowlands and the ability, "Fear Battle: Bow each Follower with 4 or lower Force in a target unit."

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.

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

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

Block Supply Lines - actions
0G 3F
Battle: Move a target attacking unit home. If it moved, bow it.

Border Skirmish - actions
0G 2F
Recon Limited: Target one of your Scouts, and bow him if he is not Lion Clan: Target another player's province. After the next time this game you destroy one or more units there by winning a battle, draw 2 cards and gain 3 Honor.

Brand of Fire and Thunder - actions
0G 2F
Kiho Fire Limited: Bow one of your target Monks: Draw a card.
Kiho Fire Reaction: When a Political action would target one of your Personalities, bow one of your target Monks: You choose the target instead.
Kiho Fire Reaction: Before an Event resolves, bow one of your target Monks: Negate the Event's effects. Its owner may draw a card.

Brash Hero - actions
0G 1F
Open: If it is not your turn: Target one of the active player's Samurai Personalities with a Chi of 2 or less. The target's controller must assign him during any Attack Phases this turn if he can legally do so.

Brilliant Victory - actions
0G 2F
Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor.

Burn It Down - actions
0G 4F
Reaction: After you announce an action with a Ranged Attack effect: One of the Ranged Attacks may target this battlefield's province instead of an enemy card. If it does, reduce the province's strength by the Ranged Attack's strength when it resolves.

Circle of Steel - actions
0G 1F
Terrain Battle: Your Personalities at this battlefield have +1F/+1C while they have an attachment. After this battle resolves, until your next turn ends, your Personalities who were at this battlefield during resolution can not be targeted by other players actions while they have an attachment and are not in an army.

Cleansing Spirit - actions
0G 4F
Kiho Battle: Target one of your unbowed Shugenja or Monks: Attach a target discarded Item or Follower you own to one of your target Personalities, reducing its Gold Cost by the Personality's Force until it attaches.

Combined Efforts - actions
0G 3F
Reaction: After engaging, if your current army contains any allying units: Target one or two units in your army. The targets, and all allying units in your army, do not bow from this battle's resolution.

Compassion - actions
0G 2F
Bushido Virtue Battle/Open: Bow one of your target honorable Samurai Personalities: Straighten another target Personality and give him +3F if he is opposed.

Concealed Archers - actions
0G 3F
Battle: You may take an additional action to use a Battle ability with a Ranged Attack effect on one of your target cards in a unit not at the current battlefield. Add one to the strength of each of the ability's Ranged Attacks if the unit's Personality is Naga. Lose 2 Honor.

Contested Ground - actions
0G 1F
Terrain Battle: Each player has the ability, "Battle: Any number of times per turn, bow one or more of your target cards, in one unit, which have equal or greater total Force than the enemy target: Destroy a target enemy Follower, or Personality without Followers."

Control - strategy
3G 2F
Dark Virtue
Open: Target your unbowed Samurai: While he remains unbowed and in play, negate all straightening of a target Personality.

Control the Field - actions
0G 3F
Battle: Target one of your Personalities at the current battlefield with Tactician, Scout, or 3 or more Chi: Destroy a target Terrain. You may take an additional Battle action to play a Terrain from your hand.

Cornering Maneuver - actions
0G 1F
Battle: If no Terrain is in play: Target an enemy Personality with a lower base Force than each of your Personalities at the current battlefield. Search your Fate deck for a Terrain. Show it. You may take an additional Battle action to play it; if you do not, discard it.

Countermove - strategy
0G 2F
Tactical
Battle: Target your Tactician who is not at the current battlefield: Target one of the enemy leader's Personalities who is not at the current battlefield. Move both targets to the current battlefield. Straighten their units.

Courage - strategy
0G 4F
Bushido Virtue
Battle: Until this battle ends, negate the movement home of your honorable Samurai from other players' cards' effects.
Battle: Until this battle ends, negate the bowing from other players' cards' effects of cards in units led by your honorable Samurai.

Courtesy - strategy
0G 2F
Bushido Virtue
Battle: Target your unbowed honorable Samurai Personality: Move him and a target enemy Personality home. Each Personality's controller gains Honor equal to the Personal Honor of the other Personality.

Crippling Cut - actions
0G 4F
Focus Effect: A Personality who wins this duel can not perform actions that create a challenge for the rest of the game.
Battle: Target one of your Personalities: Move home a target Personality opposing him with lower Chi or lower Force.

Cut Them Off - actions
0G 3F
Reaction: After an action resolves that moved any units to a battlefield, target one of your Personalities there: Bow one target unit that moved; if your Personality is not Cavalry, the target units' Personality must have lower Chi than yours.

Defining the Essence - actions
0G 1F
Kiho Battle: Bow one of your target Shugenja at any location: If you control a Samurai at the current battlefield, destroy a target Terrain.
Kiho Limited: Target one of your unbowed Shugenja: Draw an additional card during your next End Phase.
Kiho Reaction: Before an Event resolves, bow one of your target Shugenja: Negate that Event's effects. For the rest of the game, copies of that Event can not resolve.

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

Determination - actions
0G 4F
Dark Virtue Reaction: Before you announce an action, target one of your Samurai: The action can not have its effects negated or have its targeting changed. After the action destroys any Personality, remove him from the game.

Dirty Politics - actions
0G 1F
Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated.
Political Reaction: Before another player gains Honor: Negate the gain, then lose Honor equal to the amount you negated.

Draw Your Blade - actions
0G 3F
Battle: Bow a target enemy card without attachments.
Battle: Dishonor one of your target Personalities: Bow a target card opposing him.

Duty - strategy
0G 2F
Bushido Virtue
Reaction: Before another player's card's effect destroys one of your Personalities, destroy your target honorable Samurai Personality at the same location: Negate the first Personality's destruction.

Eager to Fight - actions
*G 3F
Reaction: After a Maneuvers Segment ends, pay Gold equal to the number of targets: Target one or more units in your home. Straighten them. Assign them to one or more battlefields where there is an enemy army. They can not straighten during your next Straighten Phase.

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.

Explored Territory - actions
0G 1F
Terrain Battle: Before the next time this turn a card's effect (not cost) destroys one of your cards at this battlefield, other than this card, negate the destruction and draw a card.

Extended Maneuvers - strategy
0G 1F
Terrain
Battle: Before this battle's resolution, you may target and straighten a Samurai Personality at the current battlefield, and you may target and bow a non-Samurai Personality there.

Failure of Duty - actions
0G 2F
Political Battle: Target one of your Courtiers at any location: Target a defending Personality. If he is bowed or at home when this battle's resolution begins, dishonor him, and you may search your Fate deck for a Political Action card, show it, and put it in your hand.

False Alliance - actions
0G 2F
Battle: If you are an ally: Lose 4 Honor. You become an ally of the enemy leader instead of the friendly leader. All your units at battlefields enter your new leader's side there (this is not movement).

False Trail - actions
2G 2F
Focus Effect: If the last Battle Action card you played this game is in your discard pile, put it into your hand.
Battle: Target a Personality you do not control in an army, and a battlefield he is not at. Move the Personality to the battlefield.

Few Against Many - actions
0G 2F
Limited: Attach a target Follower in your hand to one of your target Personalities, reducing its Gold Cost by the Personality's base Force until it attaches.
Reaction: Before another player's card's effect destroys one of your Personalities, bow one of his Followers: Negate the Personality's destruction.

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

Focus - actions
0G 5F


Forest Cleansing - actions
0G 2F
Battle/Open: Target a Dishonored Personality and a Province belonging to his controller. Bow the Personality. Reduce the Province's Strength to 0.

Forewarning - strategy
0G 1F
Reaction: Before an Event resolves: Its effects do not happen.
Battle: Target your Personality: Destroy a target Terrain.

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

Greater Sacrifice - strategy
0G 3F
Battle: Destroy your target unbowed Samurai Personality: Destroy a target enemy unit with total Force less than or equal to your Samurai's unit's total Force, plus your Samurai's Personal Honor if your Family Honor is higher than its starting value.

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

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

Honesty - actions
0G 3F
Bushido Virtue Open: Target one of your Samurai: Gain 1 Honor, or gain Honor equal to his base Personal Honor if your Family Honor is 9 or less.
Bushido Virtue Battle/Open: Target one of your honorable Samurai: After this phase ends, straighten him if he performed no Political actions during it.

Honor - actions
0G 3F
Bushido Virtue Political Reaction: Before paying a cost that requires discarding the Imperial Favor, target one of your unbowed honorable Samurai: This action pays that cost instead. The Samurai can not perform or be targeted by Political actions (until the turn ends).

Imbue Chi - actions
0G 4F
Kiho Reaction: Before battle resolution destroys one of your provinces, if you control no Personalities, target a face-up Shugenja in any of your provinces: Turn all cards in your provinces face-up. Bring into play any number of face-up Personalities in your provinces, waiving costs.
Kiho Limited: Bow one of your target Shugenja: Draw an additional card during your next End Phase.

Immobile Stance - actions
0G 4F
Battle: Target one of your Personalities: Until the battle ends, he has +5F while opposed. While he is at the current battlefield and the enemy side has more units than yours, card's effects can not destroy him. If you would win a battle as Attacker or Defender while he is there, it is a tie instead.

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

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

Inner Fire - actions
0G 1F
Battle: Straighten one of your target bowed Personalities. You can not bow him as a cost or target him (until this turn ends).

Insight - strategy
0G 3F
Dark Virtue
Battle: Target your Samurai: Look at the top 3 cards of any Fate deck. You may rearrange them. You may take an additional Battle action to play one of them that is a Battle Strategy.

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

Knowledge - actions
1G 2F
Dark Virtue Battle: Target one of your Samurai: Move him and a target Personality opposing him home. Draw a number of cards equal to the opposing Personality's Personal Honor or two, whichever is less.

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.

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.

Misdirection - actions
0G 3F
Focus Effect: You may shuffle up to 3 Personalities from your discard pile into your Dynasty deck.
Political Gozoku Reaction: Before another player would choose targets for one of his action's effects during a battle, target one of your Courtier or Gozoku Personalities: You choose the targets instead.

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

Never Stand Alone - strategy
0G 3F
Open: Remove a target Personality in a discard pile from the game.
Limited: Target a discarded (not dead) Personality you own. Put the Personality face-up in one of your provinces, discarding a card from it if necessary.

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

Outer Walls - strategy
0G 3F
Battle: Even if you control no units at the current battlefield: Give its province +3 strength.
Reaction: After a Ranged Attack is targeted: Give it -2 strength.

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

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

Perfection - actions
1G 3F
Dark Virtue Limited: Target one of your Samurai: Give him a +2F/+1C token.

Political Interference - actions
0G 3F
Political Reaction: Before a player pays an action's gold cost, bow one of your target Courtiers: The player may choose to raise that Gold Cost by 2. If he does not choose this, he loses 2 Honor.

Rapid Deployment - actions
0G 3F
Battle: Target one of your Samurai Personalities at the current battlefield: Target two of your units not there. Move them there. If you are defending, straighten each of these units that moved.

Raze to the Ground - actions
5G 3F
Limited: Your raiders destroy a target Holding controlled by a player with three or more Holdings in play.

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

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

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

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

Righteous Fury - actions
0G 4F
Battle: Target one of your Magistrates: Target a Personality opposing him. Reduce the Personality's Force to his own Personal Honor. If your Magistrate is Scorpion Clan, raise your Magistrate's Force by the Personality's Personal Honor.

Rout - strategy
1G 3F
Battle: Move a target unit home. Destroy one of its attachments (if any).

Salute of the Samurai - actions
0G 4F
Reaction: Before a battle resolves, if you are an ally: If the total Force of your units in that army is greater than the total Force of your allied leader's units there, you gain any Honor for destroying units in this battle's resolution, instead of the allied leader.

Sap the Spirit - actions
0G 3F
Kiho Open: Target one of your Shugenja or Monks: Units can not assign in Cavalry Maneuvers this turn.
Kiho Open: Target one of your Shugenja or Monks: A target Stronghold's abilities can not be used until your next turn begins.

Shinjo's Courage - actions
2G 2F
This action costs 2 less Gold if you are a Unicorn Clan player.
Battle: Target one of your unbowed Personalities and a target Follower, or unbowed Personality without Followers, opposing him: Reduce the opposing target's Force by the difference in Personal Honor between the target's units' Personalities. If this reduced its Force to 0, destroy it and gain Honor equal to your Personality's Personal Honor.

Shout of Challenge - actions
0G 2F
Shout Heroic Battle: Target one of your opposed Personalities who has been targeted by a Heroic action this turn: Move one of your target units to the current battlefield. If it moved, straighten the unit and give its Personality +1F.

Shout of Defiance - actions
0G 1F
You may have up to 6 copies of this card in your deck.
Shout Heroic Battle: Target one of your Personalities: He gains +1F, an additional +1F if he is a Hero, and an addtional +1F if he is opposed.

Shout of Victory - actions
0G 4F
Shout Heroic Battle: Target one of your Personalities who has been targeted by a Shout action this turn: He gains +3F. Bow a target Personality opposing him with lower Force. Destroy that target if your Personality has performed two or more other Shout actions with different titles from each other in this battle.

Shuten Doji's Fury - actions
0G 2F
Battle: Dishonor one of your unbowed target Personalities: Lose 3 Honor. Bow one or more target cards opposing him without attachments, up to his base Personal Honor.

Sincerity - actions
0G 2F
Bushido Virtue Political Limited: Bow one of your target Samurai: Target a card in your hand and another player. That player guesses whether the card's base Focus value is "high" (3 or more) or "low" (2 or less). Show the card. If the guess is right, the player draws a card; otherwise, gain 3 Honor.

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

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

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

Strength - actions
0G 2F
Dark Virtue Battle: Target one of your opposed Samurai: Give him a +2F token. The current battle's resolution can not destroy cards in his unit.

Strike of the Dragon - actions
0G 3F
Kiho Battle: Bow one of your Rings and one of your target Monks: Bow one to three target Personalities opposing him, each with Force higher than his own Chi.

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

Tactical Maneuvers - actions
0G 4F
Reaction: After a Maneuvers Segment ends: Target one or more of your Tactician Personalities at battlefields. Move these Tacticians to any battlefields where there are one or more enemy units, in any combination desired.

The Arrow Knows the Way - actions
0G 3F
Reaction: Before you target a Ranged Attack from an action performed by one of your Personalities with a Chi of 3 or higher: The Ranged Attack may target a Personality with attached Followers.

The Bitter Shadow of Shame - actions
4G 3F
Political Limited: Bow one of your target Courtier Personalities: Destroy a target non-Unique dishonorable Personality.

The Crab's Strength - actions
0G 3F
Battle: Target one of your opposed Crab Clan Personalities: Give him +4F. Until the battle ends, actions taken by enemy players that target him have the additional cost, "Discard a card."

The Crane's Strength - actions
0G 3F
Battle: Target one of your Crane Clan Personalities: Destroy a target Personality or Follower opposing him with no attached Followers and Force less than your Personality's Personal Honor plus two.

The Dragon's Strength - actions
0G 3F
Battle: Target one of your opposed Dragon Clan Personalities: Look at the top 5 cards of your Fate deck. If one of those is a Ring, you may show it, put it in your hand, and gain 2 Honor.

The Fortunes Smile - actions
0G 3F
Focus Effect: Gain 2 Honor and draw a card.
Battle: Target one of your Personalities and a Personality opposing him. Give your Personality a Force bonus equal to his or the other target's Personal Honor, whichever is greater. Give the other target a Force penalty of the same amount.

The Lion's Strength - actions
0G 3F
Battle: Target one of your opposed Lion Clan Personalities: Target a Personality not at the current battlefield. Move him to the current battlefield. Straighten him if you do not control him.

The Mantis's Strength - actions
0G 3F
Battle: Target one of your unbowed Mantis Clan Personalities: Ranged Attack with strength equal to his Chi, and +2 strength if he is a Magistrate.

The Path Not Taken - actions
0G 1F
Kiho Reaction: After another player discard an Action card from his hand without having used any of its abilities, bow one of your target Monks or Shugenja and shuffle this card into your deck: Until the end of the game, all your The Path Not Taken cards out of play lose their abilities and gain one ability on the discarded card, with the addtional cost, "Bow one of your target Monks or Shugenja."

The Phoenix's Strength - actions
0G 3F
Battle: Target one of your opposed Phoenix Clan Shugenja: Attach a Spell to him (paying all costs). You may take an additional Battle action from the Spell.

The Scorpion's Strength - actions
0G 3F
Battle: Target one of your Scorpion Clan Personalities: Bow, then move home, a target dishonorable Personality opposing him. You may target and dishonor a Personality in the enemy army.

The Spider's Strength - actions
0G 3F
Fear Battle: Target one of your opposed Spider Clan Personalities: Give him a Force bonus equal to the Force of a target bowed Personality at his battlefield. Reduce the bowed Personality's Force to 0.

The Unicorn's Strength - actions
0G 3F
Battle: Target one of your opposed Unicorn Clan Personalities: Target a Personality or Follower opposing him with less Force. Reduce the opposing target's Force to 0.

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.

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

Tides of Battle - actions
0G 2F
Reaction: Before an attack's Declaration Segment ends, if you are not the Attacker or Defender: Both sides' leaders invite you as an ally. You gain no Honor from rulebook effects for assigning allying units this attack.

Turn of Fortune - actions
0G 1F
Kiho Reaction: When an action would target one of your Samurai, target one of your unbowed Monks or Shugenja: The action targets him instead, if legal.
Kiho Reaction: When an action would target one of your unbowed Monks or Shugenja: The action targets one of your Samurai instead, if legal.

Turn the Tide - strategy
5G 1F
Battle: If your army has one or more unbowed Samurai and the enemy army has more unbowed Personalities than yours: The enemy leader targets and bows a different unbowed Personality in his army, one by one, until his army no longer has more unbowed Personalities than yours, or until he can no longer do so.

Unfamiliar Ground - strategy
0G 1F
Terrain
Battle: Bow each card with 5 or higher Force now at this battlefield. If a card's effect destroys this Terrain during this battle, straighten all cards it bowed.

Unfortunate Incident - strategy
0G 2F
Political
Limited: Target another player with higher Family Honor than yours. He has shamed his clan, and loses 5 Honor. Until the game ends, he may ignore Honor Requirements when bringing Personalities into play.

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

Unspoken Threats - actions
0G 3F
Political Limited: Bow one of your target Courtiers: Target another player's Human Personality. While your Courtier remains in play, after each time that Personality assigns or moves to attack one of your Provinces, his controller loses 2 Honor.

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

Utter Defeat - actions
0G 1F
Reaction: Before a Personality is destroyed by a battle resolution or for losing a duel: He is completely humiliated. Negate the destruction. Dishonor him. While he remains in play, he can not be rehonored, can not commit seppuku except from a card's effect, and his controller loses 1 Honor after each of his Dynasty Phases begins.

Warrior Challenge - actions
0G 2F
Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner's controller takes the Imperial Favor.

We Stand Ready - strategy
0G 2F
Recon
Limited: Target your Scout, and bow him unless he is Crab Clan: Target a province. After each time one of your units assigns to its battlefield this turn, create a 0F Follower card and attach it to its Personality.

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

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

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

Will - strategy
0G 1F
Dark Virtue
Battle: If you control an opposed unit at the current battlefield, target your dead Samurai Personality: Bring him into play there, paying 2 less Gold and ignoring Honor Requirements.

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.

Crossroads Fortress - strongholds
7PS/3GP/7SH
Lion, Lion
Reaction: After you assign an attacking unit, discard a card: Draw a card.

Deception's Veil Dojo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Political Limited: Bow one of your target Courtiers: Target another player's Personality. That player may choose to dishonor him (even if already dishonorable). If he chooses not to, he loses 3 Honor and may ignore Honor Requirements when playing Personalities until the end of the game.

Eastern Hub Port - strongholds
7PS/4GP/2SH
Mantis, Mantis
Equipping is a Battle/Open action for you.
After the first Battle action resolves each turn that attached a card to one of your Personalities: You may take an additional Battle action.

Kyuden Asako - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Reaction: After one of your Temples bows: Straighten one of your target Shugenja or Monks.
Open: Bow one of your target Shugenja or Monks: Straighten one of your target Temples.

Kyuden Ashinagabachi - strongholds
7PS/4GP/2SH
Mantis, Mantis
After each of your Ranged Attacks resolves: If it did not destroy its target, reduce the target's Force by the Ranged Attack's strength.

Kyuden Wasuremono - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
Battle: Bow one of your target Samurai or Ninja Personalities: Give a target Personality opposing him Force and Chi penalties equal to one less than your Personality's Chi.

Mountain Summit Temple - strongholds
7PS/4GP/5SH
Dragon, Dragon
Limited: Bow one of your target Monk Personalities: Put one of your Rings from your hand into play, from play into your hand, or from your discard pile into your hand.

Mountain's Shadow Dojo - strongholds
6PS/4GP/6SH
Crane, Crane
Battle: Even if this Stronghold is bowed, target one of your Crane Clan Samurai at the current battlefield: Ranged 3 Attack. Move him home or to another battlefield.

Razor of the Dawn Castle - strongholds
8PS/4GP/3SH
Crab, Crab
Before another player's card's effect destroys one of your Samurai: Once per turn, you may delay the destruction until the current turn ends.

Shizuka Toshi - strongholds
6PS/4GP/6SH
Crane, Crane
Limited: Bow one of your target Courtiers or Artisans: Target another player's Personality. That player may choose to dishonor him (even if already dishonorable). If he chooses not to, gain 3 Honor.

Tetsu Kama Mura - stronghold
8PS/4GP/5SH
Dragon, Dragon
Before you draw a card: You may draw it from the bottom of your deck.
Limited: Look at the top card of your Fate deck. You may put it on the bottom of your deck.

The Agasha Foundries - strongholds
6PS/4GP/6SH
Phoenix, Phoenix
Equipping Spells that share an elemental keyword with their Shugenja is an Open action for you.
Reaction: Even if this Stronghold is bowed, after a Shugenja bows as a cost of performing an action on a Spell: Straighten him.

The Hall of Ancestors - strongholds
7PS/3GP/7SH
Lion, Lion
Dead Personalities you own can not be removed from the game.
Battle/Open: One of your target Personalities copies an ability or keyword from a target dead Lion Clan Personality you own (until the turn ends).

The Maw's Grave - strongholds
7PS/4GP/-19SH
Shadowlands, Shadowlands
Your Nonhuman Personalities have +1F. You do not gain or lose Honor. You can not take Political actions.
Open: Bow this Stronghold: Bring a target dead Shadowlands Nonhuman Personality you own into play, waiving costs. At the end of the turn, remove it from the game.

The Ruined City - strongholds
8PS/4GP/0SH
Spider, Spider
You do not lose Honor from Fate and Spider Clan cards you own.
Your Spider Clan Personalities have the ability, "Battle: Bow a target unit with zero total Force or with the lowest non-zero total Force (including ties) among all units at the current battlefield."

The Seventh Tower - strongholds
8PS/4GP/3SH
Crab, Crab
Battle: Target one of your Personalities and discard a card: Destroy a target unit opposing him with less total Force than your Personality's Force.

The Spider's Lair - strongholds
8PS/4GP/0SH
Spider, Spider
You do not lose Honor from Fate and Spider Clan cards you own.
In your Dynasty Phase, one time for each of your provinces destroyed this game, you may refill a Province face-up.

The Temple of Death - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Battle: Remove a Personality in any discard pile from the game: Bow a target Personality.
Open: Remove a Personality in any discard pile from the game: Straighten a target Personality.

The Utaku Plains - stronghold
7PS/5GP/4SH
Unicorn, Unicorn
Your Personalities have +1 PH while in play.
Battle: Target your Personality: Reduce the Force of a target enemy Personality or Follower by your Personality's Personal Honor.