Спойлер Soul of the Empire
Hurlspit Goblins - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Give each Goblin Follower in this unit +1F. Destroy this card after this battle's resolution.
Shiryo no Chiroku - ancestors
0F/+1C -PH/0G/2HR 3F
Crane Clan Ancestor. Ki-Rin. Unique.
Political Reaction: Immediately before a player gains a Province from an Event, bow Shiryo no Chiroku's Personality and discard the Imperial Favor to prevent all players from gaining Provinces from the Event.
Shiryo no Gohei - ancestors
0F/+1C -PH/0G/3HR 3F
Lion Clan Ancestor. Unique. Shiryo no Gohei counts as Matsu Gohei for Uniqueness.
Shiryo no Gohei's Personality gains +2F when attacking.
Shiryo no Hantei - ancestors
+1F/+1C -PH/0G/1HR 4F
Unaligned Ancestor. Unique. Only an Imperial Personality or Toturi's Army Personality can attach Shiryo no Hantei. Other players cannot target Shiryo no Hantei's Personality with Political Actions.
Shiryo no Kunliu - ancestors
+1F/0C -PH/0G/2HR 3F
Unicorn Clan Calvary Ancestor. Unique.
Reaction: Immediately after another player's unit moves from one battle to another, bow Shiryo no Kunliu to move this unit into the same battle as the moving unit.
Imperial Wedding - events
Until your next Events Phase, Personalities enter play bowed and Holdings enter play unbowed.
Into The Heavens - events
The next Personality destroyed is instead discarded from play, and the Personality's controller gains Honor equal to the Personality's printed Force. If multiple Personalities are destroyed at once, your choose the one to discard from play.
Kolat Courtiers - events
Gain the Imperial Favor. Lose 4 Honor, a loss you cannot prevent using the Imperial Favor.
Moon and Sun - events
Each player may search his Dynasty discard pile for an Event, show it to all players, and shuffle it into his deck. Each Event reshuffled this way that has not already had its maximum number of resolutions changed by other effects may resolve two times this game instead of once.
Public Ridicule - events
Each Personality in play that causes an Honor loss when entering play causes an Honor loss as if he or she is entering play.
Return of Thunder - events
For the rest of the game, Personalities need now bow to attach ancestors.
Soul of the Empire - events
Bow all Ninja cards.
When Spirits Walked - events
Each Spirit Personality gains +1F/+2C until your next turn.
Armored Steeds - followers
3F/C -PH/7G/2HR 3F
Cavalry.
Battle: Bow Armored Steeds to take two consecutive Open or Battle actions after this one.
Asahina Archers - followers
0F/C -PH/5G/2HR 1F
Asahina Archers will join a Crane Clan player for 2 less Gold.
Battle: Bow Asahina Archers for a Ranged 3 Attack.
Battle: Bow Asahina Archers for a Ranged 2 Attack that can target a Follower in an adjacent Province.
Defenders of the Wall - followers
2F/C -PH/6G/1HR 1F
Defenders of the Wall will join a Crab player for 2 less gold. This unit gains +2F for each Fortification at this Province.
Battle: Bow Defenders of the Wall for a Ranged 3 Attack.
Hurlspit Goblins - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Give each Goblin Follower in this unit +1F. Destroy this card after this battle's resolution.
Jal-Pur Raiders - followers
*F/C -PH/8G/0HR 2F
Lose 2 Honor.
Jal-Pur Raiders' Force during battle equal the number of opposing player's Gold-producing holdings they have. They have 0 Force outside of battle.
Lost Souls - followers
*F/C -PH/8G/0HR 4F
Unique. Shadowlands. Lose 5 Honor.
The Lost Souls' Force equal the number of Undead cards in this army.
Moto Chargers - followers
2F/C -PH/4G/1HR 3F
When a card effect moves this unit into battle, Moto Chargers gain +2F.
Naga Vipers - followers
6F/C -PH/9G/3HR 3F
Oni no Byoki - followers
1F/0C -PH/2G/0HR 2F
Nonhuman. Shadowlands. Lose 3 Honor.
Battle: Twice per battle, place a -1C Plague token on a Personality in this battle without a Plague token.
Oni Podling - followers
1F/C -PH/2G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
Battle: Destroy an Oni Follower in this unit for Fear equal to twice the Follower's Force.
Shadow Assassins - followers
2F/C -PH/7G/0HR 2F
Ninja. Lose 2 Honor.
Limited: Bow Shadow Assassins to destroy a Follower with lower Force.
Tsunami Legion - followers
1F/C -PH/6G/2HR 3F
Shugenja Cavalry. The Tsunami Legion will join Phoenix players for 1 less gold.
Cards that target Cavalry cards cannot target the Tsunami Legion. The Tsunami Legion gains +2F when attacking.
Void Guard - followers
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Empty Crevasse - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Kolat Chambers - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Master Courtier - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Nori Farm - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Political Favors - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Shrine of the Dead - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Shrines of the Emperor - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Spy Network - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Traveling Caravan - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Armor of the Ebony Samurai - items
0F/0C 2G 3F
Immediately after a card in this unit creates Fear, this Personality gains +1F.
Armor of the Monkey Clan - items
+1F/+3C 5G 2F
Armor. Weapon. Only a Human Personality can attach the Armor of the Monkey Clan.
This Personality gains the Imperial Magistrate trait.
Armor of the Twilight Mountains - items
+1F/0C 2G 2F
Armor.
While this Personality has an Ancestor attached, this Personality gains +2C.
Draft Notice - items
0F/0C 2G 2F
When attaching a Follower to this Personality, you may lose 2 honor to lower the Follower's Gold cost by 2.
Dragon's Tooth - items
0F/0C 1G 4F
Reaction: When bringing a Dragon (not Dragon Clan card) into play, destroy the Dragon's Tooth to lower the Dragon's Gold cost by 4.
Battle: Move one of your Dragons (not Dragon Clan cards) into this battle.
Heavy Barde - items
+1F/+1C 4G 3F
Only a Cavalry Personality can attach the Heavy Barde. Cards in this unit cannot lose the Cavalry trait.
Katana of the Twilight Mountains - items
0F/+2C 2G 2F
Weapon.
While this Personality has an Ancestor attached, this personality gains +1F.
Magistrate's Blade - items
+1F/+1C 6G 2F
Weapon. A Magistrate attaches the Magistrate's Blade for 3 less Gold.
Battle: This Personality bows to challenge an opposing Dishonored Human Personality to a duel. The challenged Personality may refuse by bowing and losing 2 Family Honor. The winner gains 1 Family Honor.
O-Ushi's Hammer - items
+3F/0C 8G 4F
Unique Weapon. O-Ushi attaches O-Ushi's Hammer without Gold cost. This Personality cannot attach another Weapon, regardless of card effects.
Compare this Personality's Force versus the other Personality's Chi for this Personality's duels that would otherwise compare Chi.
Regional Travel Papers - items
0F/0C 1G 2F
You must bow a Magistrate Personality to attach Regional Travel Papers to a Personality.
Reaction: When an action would remove this Personality from a battle, cancel it. Shuffle Regional Travel Papers into your Fate deck.
Riding Yari - items
+1F/+1C 3G 1F
Weapon.
The Riding Yari gains +1F while this Personality is Cavalry and attacking.
Air Dragon - exp - personalities
7F/4C 10HR8G/4PH/
Unaligned Creature • Nonhuman Calvary Shugenja • Experienced • Unique
You must have the Ring of Air in play to bring the Air Dragon into play. The Air Dragon cannot attach Followers or Items. Ranged attacks and Spell effects cannot target the Air Dragon.
Elemental Open: Bow one of your Shugenja or discard a Kiho or Spell from your hand to give the Air Dragon +2F.
Ashida - personalities
2F/3C 0HR4G/2PH/
Unaligned Monk. Retired Samurai.
Ashida cannot cast Kihos.
Bayushi Aramoro - exp 3 - personalities
4F/5C -HR10G/1PH/
Scorpion Clan Ninja. Samurai. Double Chi. Experienced 3. Unique.
Other players' Ninja Actions cannot target Aramoro. Whenever one of your Scorpion Personalities is destroyed, Aramoro gains +2F/+2C until your next Straighten Phase.
Bayushi Goshiu - exp 3 - personalities
0F/3C -HR7G/1PH/
Scorpion Clan Diplomat. Experienced 3. Unique. Goshiu can remain bowed.
Limited: Bow Goshiu to target a player. Until Goshiu straightens or leaves play, the player loses 2 Honor immediately before each of your turns.
Bayushi Hisa - exp 3 - personalities
4F/5C 0HR9G/2PH/
Scorpion Clan Samurai. Experienced 3. Unique.
Reaction: Immediately before Hisa is destroyed, instead discard all cards attached to him and place him face up in one of your Provinces. Discard the card that was in the Province.
Bayushi Ikita - personalities
0F/2C -HR4G/1PH/
Scorpion Clan Actor. Poet.
Limited: Once per turn, look at any deck's top card, then either return the card to the top of the deck or place the card at the bottom of the deck. Lose 2 Honor.
Bayushi Meharu - personalities
0F/2C 0HR3G/3PH/
Unaligned Knife Master. Spirit. Meharu cannot focus in a duel.
Reaction: Immediately before Meharu enters a duel, discard your Fate deck's top card. Give Meharu a Chi bonus equal to the Focus value.
Bhakarash - personalities
0F/2C 4HR3G/2PH/
Naga Soulbinder. Shugenja.
Open: Bow the Bhakarash to give each Naga Personality +1C.
Bokatu - personalities
2F/2C 0HR6G/1PH/
Monkey Clan Braggart. Cavalry Samurai. Toturi's Army.
Battle: Fear 3, if you assigned Bokatu during the Infantry Maneuvers Segment.
Daidoji Rekai - exp 2 - personalities
4F/4C 0HR11G/3PH/
Crane Clan Archer. Daidoji Daimyo. Samurai. Cavalry. Experienced 2. Unique.
Battle: Once per turn, move Rekai into the current battle and have her make a Ranged 3 Attack that cannot combine with other ranged attacks, without bowing.
Dairya - exp 3 - personalities
5F/5C 0HR13G/2PH/
Unaligned Toturi's Army Cavalry Samurai. Double Chi. Experienced 3. Unique. Dairya can refuse unrefuseable challenges.
Battle: Once per battle, destroy an opposing Personality with higher Chi.
Doji Benku - personalities
0F/3C 4HR5G/2PH/
Crane Clan Vigilante. Samurai Archer.
Reaction: When an action moves an opposing unit into this battle, bow Benku for a Ranged 3 Attack targeting a card in that unit.
Battle: Bow for a Ranged 2 Attack.
Doji Kuwanan - exp 3 - personalities
5F/5C 0HR14G/4PH/
Crane Clan Champion. Samurai Tactician. Experienced 3. Unique. Kuwanan will only join a Crane player.
Battle: Each of your Crane Clan Samurai gain a Force bonus equal to his or her Personal Honor. This is Kuwanan's use of his Tactician trait for this battle.
Dragon of Fire - exp - personalities
6F/4C 10HR10G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Fire in play to bring the Dragon of Fire into play. The Dragon of Fire cannot attach Followers or Items.
Elemental Battle: Discard a card from your hand for a ranged attack with strength equal to the Focus value. This does not bow the Dragon of Fire.
Earth Dragon - exp - personalities
7F/4C 10HR9G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Earth in play to bring the Earth Dragon into play. The Earth Dragon cannot attach Followers or Items.
Elemental Battle: If the Earth Dragon is in the Defending army, give it a Force bonus equal to this Province's Strength.
Elder Goju - personalities
2F/2C -HR5G/0PH/
Unaligned Ninja. Lose 5 Honor. The Elder Goju's Followers must be Ninja.
Reaction: Once per turn, immediately after your Straighten Phase, give the Elder Goju the Cavalry, Double Chi, or Tactician trait until your next Straighten Phase.
Ginawa - exp 3 - personalities
4F/5C 0HR11G/2PH/
Unaligned Toturi's Army Samurai. Experienced 3. Unique.
Battle: Bring a face-up Human Personality in this Province into play in your army and under your control. Cancel all of the Personality's entering-play effects. The Personality gains the Spirit trait while in play. Immediately after the battle, discard the Personality to his or her owner's discard pile.
Goju Adorai - exp - personalities
4F/4C -HR12G/1PH/
Unaligned Ninja Shugenja. Experienced. Unique. Adorai will only join a Ninja Player. Adorai's followers must be Ninja. Other players cannot target Adorai with actions unless Adorai has targeted them or any of their cards this turn.
Battle: Destroy one of your Ninja cards in this battle to destroy an opposing Follower or Personality without Followers.
Hida Tsuru - exp - personalities
4F/3C -HR12G/2PH/
Crab Clan Cavalry Samurai. Experienced. Unique.
Tsuru attaches Followers for 2 less Gold. Tsuru's token Followers gain the Cavalry trait.
Hiruma Abun - personalities
2F/3C -HR3G/2PH/
Unaligned Fallen Lord. Spirit. Lose 2 Honor. Abun enters play Dishonored.
Hitomi Iyojin - exp - personalities
3F/4C -HR8G/1PH/
Dragon Clan. Tattooed. Experienced. Unique. Whenever one of your provinces is destroyed, Iyojin permanently gains +2F.
Battle: Once per turn, discard a Tattoo card from your hand to move an attacking unit in this battle to an adjacent battle.
Hoshi Eisai - exp - personalities
2F/4C 0HR8G/1PH/
Dragon Clan Tattooed Monk. Experienced. Unique.
Battle: Eisai copies the Force of one of your other Personalities.
Hoshi Wayan - exp 2 - personalities
3F/4C -HR7G/2PH/
Dragon Clan Monk • Tattooed • Experienced 2 • Unique
Limited: Once per turn, place a Tattoo token on Wayan.
Reaction: After Wayan gains a Force Bonus, remove a Tattoo token from him to raise the bonus by his Personal Honor until the end of the turn.
Ide Tadaji - exp - personalities
0F/2C 11HR6G/3PH/
Unicorn Clan Diplomat. Experienced. Unique.
Reaction: When a player takes an action from an Imperial card, cancel it.
Reaction: When a player assigns an Imperial Personality to battle, bow Tadaji to send the Personality home bowed.
Isawa Tomo - exp 2 - personalities
2F/3C 9HR10G/4PH/
Phoenix Clan Master of Water. Spirit Shugenja. Experienced 2. Unique. Tomo cannot target the same Personality more than once per turn.
Battle: If Tomo is in this battle, move one of your Phoenix Personalities into this battle.
Battle: If Tomo is in this battle, send one of your Phoenix Personalities home from this battle without bowing.
Jama Suru - exp - personalities
4F/3C -HR8G/0PH/
Bloodspeaker • Shugenja • Experienced • Unique • Shadowlands • Lose 3 Honor.
Spell effects created by Suru are Maho.
Reaction: Immediately before you play a Kiho, destroy one of Suru's Human Followers to straighten Suru, then bow him to cast the Kiho.
Kage - exp 5 - personalities
2F/4C -HR9G/1PH/
Unaligned Kolat Master. Tactician. Experienced 5. Unique. You do not lose honor from Kolat cards while Kage is in play.
Limited: Bow Kage and destroy one of your Kolat Personalities to get a card other than an Elemental Ring from another player's deck and discard the card. Shuffle the deck.
Kakita Kyruko - personalities
1F/3C 0HR7G/2PH/
Crane Clan Samurai.
Limited: Once per turn, Kyruko challenges a Human Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand. Lose 1 Honor.
Kakita Yoshi - exp 3 - personalities
1F/3C 8HR9G/3PH/
Crane Clan Imperial Advisor. Spirit. Experienced 3. Unique.
Political Reaction: When you discard the Imperial Favor, bow Yoshi to take it back.
Keda - personalities
3F/1C -HR5G/1PH/
Tortoise Clan Chui. Sailor. Naval Samurai. Yoritomo's Alliance.
While you control a port, Keda gains +1C.
Kitsu Motso - exp 2 - personalities
3F/5C 10HR10G/3PH/
Lion Clan Master Tactician. Samurai. Tactician. Experienced 2.
Battle: If this army has fewer units than the opposing army, move one of your Lion Personalities into this battle.
Kyoso no Oni - exp 2 - personalities
7F/7C -HR12G/0PH/
Unaligned Shadowlands Oni Overlord. Nonhuman. Experienced 2. Unique. Lose 5 Honor. Kyoso no Oni will not attach Followers or Items.
Battle: Once per battle, destroy one of your Shadowlands cards in this army for a Ranged 10 Attack. This does not bow Kyoso no Oni.
Matsu Agetoki - exp 2 - personalities
5F/5C 10HR12G/4PH/
Lion Clan Spirit Samurai. Cavalry. Experienced 2. Unique. Ranged attacks cannot target this unit.
Open: Once per turn, give another Cavalry Personality +2F/+2C.
Matsu Domotai - personalities
1F/3C 6HR5G/3PH/
Lion Clan Scout. Samurai. Domotai's Force cannot exceed his Chi. Domotai cannot be assigned to or move into a defending army.
During battle, Domotai gains a Force bonus equal to the number of other Lion Personalities in his army.
Mat'tck - personalities
2F/2C -HR5G/2PH/
Unaligned Ratling Commander.
Battle: Once per battle, give one of your Ratling Personalities in this battle +1F or +1C for each of his or her Ratling Followers.
Mirumoto Taki - exp - personalities
4F/4C 6HR9G/3PH/
Dragon Clan Samurai. Experienced. Unique.
Taki attaches non-unique weapons without gold cost. Taki can have two weapons.
Moto Gaheris - exp - personalities
5F/6C -HR15G/2PH/
Unicorn Clan Champion. Moto Clan Khan. Cavalry. Double Chi. Experienced. Unique. Gaheris will only join an Unicorn player. Opposing players cannot play Action cards during the Battle Action Segment of a battle containing Gaheris unless the Action removes Gaheris from battle.
Moto Tsugi - personalities
1F/3C -HR5G/2PH/
Unicorn Clan Magistrate. Calvary Samurai. While you have the Imperial Favor, Tsugi gains +1F/+1C.
Mukami - exp 2 - personalities
1F/3C -HR8G/1PH/
Wasp Clan Skirmisher. Yoritomo's Alliance. Experienced 2. Unique. Cards in Mukami's unit can combine their Ranged Attacks with those of another unit in the same army.
Battle: Ranged 3 Attack, once per battle. Move this unit into another battle or send it home. This does not bow Mukami.
Naka Kuro - exp 2 - personalities
5F/6C 10HR15G/2PH/
Phoenix Clan Grand Master of the Elements • Shugenja • Double Chi • Experienced 2 • Unique
Limited: Once per turn, get a Kiho or Spell from your Fate deck, show it to the other players, and add it to your hand. Discard a card from your hand. Shuffle your deck.
Ninja Mystic - exp 3 - personalities
1F/5C -HR9G/0PH/
Ninja. Experienced 3. Unique. Lose 5 Honor. The Mystic's Followers must be Ninja. The Mystic can cast Kihos as if she were a Shugenja.
Limited: Once per turn, place a Shadow token on a Monk or Shugenja.
Open: Bow the Mystic to permanently take control of a Personality with more Shadow tokens than Chi.
Ninja Shadow-Walker - exp 2 - personalities
2F/3C -HR8G/0PH/
Unaligned Ninja. Experienced. Unique. The Shadow-Walker's followers must be Ninja.
Battle: Bow the Shadow-Walker and shuffle him into your deck to send an opposing unit home from the battle without bowing. You may move one of your Ninja Personalities into this battle. Negate all permanent effects on the Shadow-Walker and discard his attached cards.
Norikesh - personalities
3F/3C 10HR5G/1PH/
Naga Vedic of the Bright Eye. Warrior.
The Norikesh cannot gain Force or Chi bonuses from Naga cards.
Oni no Gorusei - personalities
1F/2C -HR4G/0PH/
Unaligned Oni. Nonhuman. Shadowlands. Lose 5 Honor. Oni no Gorusei gains +1F for each of its Shadowlands Followers.
Oni no Okura - exp 2 - personalities
4F/4C -HR8G/2PH/
Lion Clan Nonhuman Shadowlands Samurai. Experienced 2. Unique. Oni no Okura will not join a Shadowlands player. Lose 3 Honor.
Reaction: Move any number of your Lion Personalities into this battle. Until the turn ends, card effects cannot move units into battles. Destroy Oni no Okura.
Otaku Kamoko - exp 4 - personalities
5F/6C -HR15G/4PH/
Unicorn Clan Cavalry Shadowlands Samurai. Double Chi. Experienced 4. Unique. Kamoko's Followers must be Cavalry.
Battle: Target one of the Attacker's or Defender's Shadowlands Personalities not in a battle. Move the unit into this battle in the appropriate army.
Otaku Sahijir - personalities
1F/3C 5HR6G/3PH/
Unicorn Clan Battle Maiden. Magistrate. Cavalry. Samurai. Sahijir's Followers must be Cavalry.
Battle: Once per battle, Sahijir gains a Force bonus equal to the number of her Followers.
Seppun Toshiken - exp 2 - personalities
2F/6C 3HR12G/3PH/
Unaligned Emerald Champion. Imperial Magistrate. Toturi's Army Samurai. Double Chi. Experienced 2. Unique.
Reaction: When a player's card effect destroys one of your Personalities, bow Toshiken to destroy one of that player's Personalities.
Shiba Kiku - personalities
3F/3C 4HR7G/2PH/
Phoenix Clan Samurai.
Open: Bow one of your Shugenja to give Kiku the Cavalry trait until the turn ends.
Shiba Tsukune - exp 3 - personalities
5F/6C 10HR14G/4PH/
Phoenix Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Tsukune will only join a Phoenix Clan player.
Battle: Tsukune bows to issue an unrefuseable challenge to an opposing Personality.
Shinjo Hanari - exp 2 - personalities
4F/4C 5HR10G/3PH/
Unicorn Clan Magistrate. Cavalry Samurai. Experienced 2. Unique.
Battle: Bow Hanari for a Ranged 4 Attack.
Limited: Destroy one of your Farm holdings to attach a 1F Cavalry Follower token to Hanari.
Suana - exp 2 - personalities
4F/3C 6HR11G/2PH/
Unaligned Acolyte of Water. Monk. Tactician. Experienced 2. Unique. Raise Suana's Force bonuses from using his Tactician trait by 1.
Reaction: Immediately after you discard a card to use Suana's Tactician trait, return it to your hand.
The Grey Crane - exp 3 - personalities
3F/9C 5HR13G/4PH/
Unaligned Samurai. Double Chi. Experienced 3. Unique. The Grey Crane will not refuse challenges. Whenever the Grey Crane loses a duel, lose 5 Honor.
Battle: Discard a card from your hand for The Grey Crane to issue an unrefusable challenge to an opposing Ninja Personality.
Thunder Dragon - exp - personalities
7F/4C 12HR12G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have Monks and/or Shugenja in play with over 15 total Chi to bring the Thunder Dragon into play. The Thunder Dragon cannot attach Followers or Items.
Elemental Battle: Discard a Kiho or Spell from your hand to bow an opposing personality.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Togashi Mitsu - exp 2 - personalities
3F/4C 5HR10G/1PH/
Dragon Clan Tattooed Monk. Toturi's Army Samurai. Experienced 2. Unique. Mitsu cannot have more than six Fire Tokens.
Open: Place up to six Fire Tokens on Mitsu.
Battle: Destroy one or more Fire Tokens on Mitsu to create Fear equal to the number of Fire Tokens destroyed. Mitsu cannot gain more Fire Tokens this turn.
Togashi Senai - personalities
2F/1C 0HR5G/2PH/
Dragon Clan Tattooed Visionary. Samurai.
Whenever a Tattoo card targets Senai, he permanently gains +1/+1.
Toku - exp 3 - personalities
1F/4C 0HR5G/2PH/
Unaligned Monkey Clan Champion. Captain of the Guard. Toturi's Army Samurai. Experienced 3. Unique. Whenever Toku straightens, remove all Exhaustion tokens from him.
Reaction: Immediately after another player targets Toku's unit with an action, place a -1C Exhaustion token on Toku to negate the action's effects.
Toritaka Mariko - personalities
4F/2C 0HR5G/1PH/
Crab Clan Huntress. Samurai.
Immediately after Mariko's controller assigns her to attack, the Defender may draw a Fate card.
Toturi the First - exp 4 - personalities
7F/6C 10HR15G/4PH/
Unaligned Emperor. Toturi's Army Samurai Spirit. Double Chi. Tactician. Experienced 4. Unique.
Battle: Once per turn, discard your Fate deck's top card. Give a Samurai in this army a Force bonus equal to the card's Focus value.
Void Dragon - exp - personalities
7F/4C 10HR11G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of the Void in play to bring the Void Dragon into play. The Void Dragon cannot attach Followers or Items.
Limited: Once per turn, draw a Fate card.
Water Dragon - exp - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Water in play to bring the Water Dragon into play. The Water Dragon cannot attach Followers or Items.
Elemental Battle: Move the Water Dragon from one battle to another.
Yaro - personalities
1F/2C -HR4G/1PH/
Unaligned Ashigaru Defender. Toturi's Army. Lose 1 Honor. Each of Yaro's Ashigaru Followers gains +1F.
Yasuki Nokatsu - exp 2 - personalities
1F/3C 0HR5G/1PH/
Crab Clan Taskmaster • Experienced 2 • Unique Nokatsu's follower's each gain +1F.
Battle: Destroy a bowed or unbowed Follower in this unit to straighten a bowed Follower in this unit.
Yoritomo - exp 3 - personalities
7F/6C 7HR14G/2PH/
Mantis Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Yoritomo can attach two weapons.
Battle: Once per turn, if there are any defending units, straighten Yoritomo (if bowed), and move him into this battle.
Yoritomo Furikae - exp - personalities
3F/3C 2HR8G/2PH/
Mantis Clan Standard Bearer. Spirit Samurai. Experienced. Unique.
When Furikae is destroyed, shuffle him into your Dynasty deck instead of discarding him.
Yotsu Shoku - personalities
4F/2C -HR4G/1PH/
Unaligned Mercenary. Shoku cannot be assigned or move into a battle to attack a player with more than one Province.
Z'orr'tek - personalities
3F/2C -HR5G/1PH/
Ratling General. Bushi.
Reaction: Immediately after an opposing Personality gains a Force bonus, bow Z'orr'tek to lower the bonus to 0.
Dark Plains - regions
During a battle at this province, raise each Fear number by 1, and Fear affects Personalities as if they were Followers.
Fields of Courage - regions
Any player without a Tactician in his or her army must discard two cards from his or her hand to play any Action card during the Battle Action Segment of a battle at this Province.
Fields of the Moon - regions
Singular
Reaction: Once per turn, after you bring a Personality aligned with your Faction into play from one of your Provinces, pay 4 Gold to draw a Fate card.
Glory Grounds - regions
The winner of any duel at this Province gains an extra 3 Family Honor.
Otomo Towers - regions
Unique Fortification. You must bow one of your Imperial Personalities to bring Otomo Towers into play.
Limited: Once per game, bring a non-Unique Personality into play from this Province, waving all costs. Entering play effects still happen.
Temples of the New Tao - regions
Singular
Only Monk and Samurai Personalities may assign to defend this Province. (This does not prohibit moving into it.) Monks and Samurai gain +3F while defending this Province.
Hoshi Sensei - senseis
0PS/0GP/-2SH
Dragon. Monk. Naga. Scorpion. Sensei.
You may ignore Human Personalities' Honor requirements, except you cannot bring Personalities into play with an Honor requirement of "-". You cannot gain over 1 Honor for bringing a Personality into play.
Hoturi Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
Players cannot fill any Provinces they did not have when the game began with Dynasty cards.
O-Ushi Sensei - senseis
0PS/0GP/0SH
Crab. Lion. Mantis. Ratling. Sensei.
Whenever another player's card effect, including a duel, targets one of your Personalities and checks the Personality's Chi or Personal Honor, you may have it check the Personality's Force instead. You cannot gain Honor from duels.
Otomo Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
All Cards that would go to your discard pile are instead permanently removed from play.
Reaction: When a player searches for and gets a card from his deck or discard pile, discard from play a card from your hand to discard the player's card from play.
Shirasu Sensei - senseis
0PS/0GP/0SH
Crane. Phoenix. Toturi's Army. Unicorn. Sensei.
Magistrate Personalities in your play deck and controlled by you gain your Clan's trait. If any of your Personalities become Dishonored, they immediately commit seppuku.
Tetsuya Sensei - senseis
-1PS/0GP/0SH
All Clans. Sensei.
Battle: Bow your Stronghold and discard Tetsuya Sensei from play to send all attacking units in this battle home without bowing. You may take this action in a battle in which you have no units. Permanently lower your Province's Strength by 1.
Yodin Sensei - senseis
0PS/0GP/0SH
Crane, Crane
Crane. Dragon. Lion. Monk. Scorpion. Unicorn. Sensei.
You cannot target other players' Personalities with card effects. The player (or players) with the most Personalities in play cannot bring a Personality into play if he or she has brought a Personality into play this turn.
Blood Rite - spells
4G 3F
Maho Ritual Limited: Destroy this Spell and bow this Shugenja and any number of your other Shugenja to place a 1F/1C Blood token on each Shugenja Personality in this Ritual.
Bloodstained Forest - spells
2G 1F
Battle: If this Shugenja is in the current battle, bow this Shugenja to destroy a Terrain. You may then play a Terrain from your hand.
Burning the Ashes - spells
4G 2F
Spell Battle: Bow this Shugenja to switch an opposing unit with one of its controller's units in an unresolved battle.
Chains of Jigoku - spells
0G 3F
Spell Battle: Bow this Shugenja to destroy an opposing Spirit card. Destroy this spell.
Eyes Shall Not See - spells
2G 1F
Reaction: Before the Maneuvers Segments of an attack, bow this Shugenja and destroy this Spell to switch the Infantry and Cavalry Maneuvers Segments.
Past Glories - spells
3G 3F
Spell Ritual Limited: Target one of your Experienced Personalities. Bow any number of your Shugenja Personalities to get a number of earlier versions of the Personality from your discard pile and Dynasty deck equal to the number of Shugenja in the ritual. Lay the earlier versions under the Personality as if you had laid the later version over the earlier ones. Shuffle your deck.
Restoring the Age of Myth - spells
5G 1F
Spell Reaction: When a player reveals an Event that another player has resolved, bow this Shugenja to make the Event resolve again. Discard this Spell from play.
Ruined Earth - spells
4G 3F
Spell Battle: Bow this Shugenja to lower this Province's Strength by 2 for each Shugenja in the attacking army.
Amoro's Honor - actions
0G 3F
Kiho Battle: Bow one of your Monks or Shugenja to give one of your Samurai Personalities in this battle +1F/+1C for each opposing Personality. You cannot target the personality with any other actions until after the battle.
Bide Your Time - actions
2G 2F
Reaction: Play this card immediately after your Events Phase. Skip your Action and Attack Phases this turn and go immediately to your Dynasty Phase. During your End Phase, you may draw two extra Fate cards.
Blessing of the Celestial Heavens - actions
0G 4F
Battle: Give a Samurai a Force and Chi bonus equal to the number of Elemental Rings you have in play.
Brothers in Blood - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to bow a Dishonored Personality.
Cavalry Screen - actions
0G 1F
Battle Terrain: Each of your non-Cavalry Personalities in this battle gains a Force bonus equal to the number of Cavalry units in this army.
City of Empty Dreams - actions
0G 1F
Elemental Battle Terrain: Each Personality in this battle with 0 Force gains +4F if his or her controller has the Ring of Void in play.
City of Living Flames - actions
0G 1F
Elemental Battle Terrain: This Terrain takes effect when played. While this Terrain is in play, any player with a Personality in a duel and the Ring of Fire in play may draw a card each time he or she plays a Focus card.
City of Loyalty - actions
0G 1F
Elemental Battle Terrain: Any player with the Ring of Earth in play may raise or lower this Province's Strength by 5 until the battle ends.
City of Tears (SotE) - actions
0G 1F
Elemental Battle Terrain: If you have the Ring of Water in play, you may destroy this Terrain, then get a terrain from your fate deck or discard pile and immediately resolve it. Shuffle the deck if the Terrain came from it.
City of White Clouds - actions
0G 1F
Elemental Battle Terrain: Players with the Ring of Air in play may straighten their Personalities in this battle.
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.
Daidoji Technique - actions
0G 2F
Battle: Target an opposing personality and one of your Personalities in this battle. Discard your Fate deck's top card. Lower the opposing Personality's Force and your Personality's Chi by the Focus value. If your Personality is Crane, this cannot drop his or her Chi under 1.
Deadly Fright - actions
0G 3F
Battle: Bow one of your Followers or Personalities with a Fear ability for a ranged attack with strength equal to the Fear number.
Deathseeker Technique - actions
0G 2F
Battle: Bow one of your Personalities for Fear equal to his or her Force. If the Personality is Lion Clan, he or she does not bow.
Devastation - actions
0G 1F
Battle Terrain: Lower this Province's Strength by 2, to a minimum of 0, for each Fear effect created during this battle.
Fearful Soul - actions
0G 4F
Open: Target a Human personality with under 2 Personal Honor. Fear affects the Personality as if he or she were a Follower, and you compare printed Force versus the Fear number instead of current Force versus the Fear number for Fear effects targeting his or her unit.
Firefly Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Firefly Tattoo. For the rest of the game, the Personality has a Firefly Tattoo, and you can raise the Focus value of each of his or her Focus cards by 1 during duels.
For My Clan - actions
0G 1F
Battle Terrain: You may raise the Force of each Sailor Personality and Naval Personality in this battle by his or her printed Chi.
Fortified Ground - actions
0G 1F
Battle Terrain: For each Fortification in play at this Province, you may send one attacking unit home bowed. You may play this Terrain in a battle in which you have no units.
From Broken Ground - actions
0G 1F
Kiho Battle Terrain: Bow one of your Monks or Shugenja in this battle to play this Terrain. For each other Action card that was played during this Battle Action Segment, the player who played it may draw a Fate card.
Fulfilling My Duty - actions
0G 4F
Battle: Target a unit in this battle. Immediately after this battle's Resolution Segment, destroy that unit's Followers with Force greater than their printed Force.
Fully Armed - actions
0G 3F
Battle: Give a Samurai with at least one piece of Armor and at least one Weapon +2F/+3C.
Half-Beat Strike - actions
0G 0F
Reaction: Play this card immediately after one of your Personalities focuses in a duel. Reveal your Focus card and the other player's last Focus card. Discard the lower printed Focus value, and it does not raise the Personality's Chi.
Increased Production - actions
0G 1F
Open: Double one of your Gold-producing Holdings' Gold Production. When the turn ends, bow the Holding, and it does not straighten during your Straighten Phase for a number of turns equal to the amount of Gold it produced this turn.
Kaede's Tears - actions
0G 3F
Kiho Limited: Target a Unique Personality in your discard pile. Bow one of your Shugenja with Chi greater than or equal to the Personality's Chi and remove this card from the game to shuffle the Personality into your Dynasty deck.
Karmic Link - actions
0G 2F
Kiho Reaction: Play this card immediately after a Personality bows to cast a Kiho. Bow one of your Monks. Until the Monk straightens, or leaves play, the Monk gains the trait, "This card can remain bowed," and the Personality cannot straighten.
Kingdom of Ghosts - actions
0G 2F
You must play this card as your first action of your action phase. Discard the Imperial Favor to play this card.
Limited: Until your next turn, players must discard a card from their hand to bow one of their holdings.
Lessons of Honor - actions
0G 2F
Limited: Target a player. Bow one of your Samurai, who can remain bowed. Until the Samurai straightens, leaves play, or refuses a challenge, any of the player's Personalities may issue an unrefusable challenge to the Samurai as a Limited action, and, each time your Events Phase ends, you gain 1 Honor and the targeted player loses 2 Honor. The Honor gains and losses cannot be raised.
Nature Provides - actions
0G 1F
Kiho Reaction: Play this card when producing Gold. Bow one of your Monks or Shugenja to produce Gold equal to half of the caster's Chi, rounded up.
Orochi Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without an Orochi Tattoo. For the rest of the game, the personality has an Orochi Tattoo and permanently gains +1F after winning any duel.
Overwhelm - actions
0G 3F
Reaction: Play this card immediately after a Personality enters a duel. Players cannot focus more cards than their Personality's printed Force.
Passage of Time - actions
0G 3F
Reaction: Play this card when one of your Personalities with the Champion, Daimyo, or Thunder trait is destroyed. Each of your Personalities from the same Clan as the Personality permanently gains +1F/+2C.
Question Without an Answer - actions
0G 2F
Kiho Open: Target an unbowed Personality. Bow one of your Monks to make the Personality's controller choose to either bow the Personality or permanently give the Personality -2C. This Kiho cannot be cast during battle.
Rank Hath Privilege - actions
0G 4F
Political Open: Target and bow a Magistrate Personality you control: Target a Human Personality with lower Personal Honor. Bow him.
Rebirth of the Dark Daughter - actions
0G 1F
Reaction: Play this card immediately after a Spell effect targets one of your Shadowlands Personalities. The Personality gains +2F, and you draw a Fate card.
Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.
Shadowed Wastes - actions
0G 1F
Battle Terrain: This Terrain takes effect when played. While this Terrain is in play, players cannot cast Kihos.
Sniping - actions
0G 3F
Reaction: Play this card immediately after naming a Personality as the target of a ranged attack from one card. Double the ranged attack's strength.
Something Worth Dying For - actions
0G 3F
Battle: Bow three of your Samurai in this battle or two of your Crab Samurai in this battle to destroy an opposing Oni.
Son of the Clan - actions
0G 2F
Reaction: Play this card immediately after one of your Personalities is destroyed in a duel. Bow one of your other Personalities from the same Clan as the destroyed Personality to have him issue an unrefusable challenge to the Personality who dueled the destroyed Personality.
Steel and Iron - actions
0G 2F
Battle: Bow one of your Ninja Personalities in this battle to destroy an opposing Item.
Strike From Behind - actions
0G 2F
Reaction: Play this card immediately after you reveal your Focus cards before resolving a duel. If the Chi difference is under 4, the duel does not resolve. Discard the Focus cards, and the duel begins again. Your Personality becomes Dishonored, and you lose 2 Honor.
Swamp Marsh - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Follower in this battle to 1.
The Emperor Returns - actions
0G 4F
Battle: Each of your Personalities from your Faction in this battle gains +1F/+1C for each Personality from your Faction in this army that has the Champion, Daimyo, or Hero trait.
The Sun Returns - actions
0G 3F
Reaction: Play this card immediately after an opposing player takes an action during battle. Bow one of your Tacticians in the battle to cancel the action.
Time of Destiny - actions
0G 3F
Open: Give a Shadowlands Personality +2F/+2C. The Personality does not straighten during his controller's next Straighten Phase.
Where the Sun Walked - actions
0G 1F
Immediate Terrain:
Battle: Fear destroys cards instead of bowing them.
Eternal Halls of the Shiba - strongholds
5PS/4GP/7SH
Phoenix, Phoenix
Reaction: Once per turn, after one of your cards successfully casts a Kiho and you discard the Kiho, add the Kiho to your hand. Then discard a card from your hand. Your may take this action once per game for each copy of each Kiho.
Iron Mountain - strongholds
6PS/4GP/5SH
Dragon, Dragon
Players cannot assign units during the Cavalry Maneuvers Segment when you are the Defender.
Limited: Bow the Iron Mountain to permanently give the Tattooed trait to one of your Personalities.
Kosaten Shiro - strongholds
5PS/4GP/6SH
Crane, Crane
Gold- and Honor-producing Holdings cost 1 less Gold for you, to a minimum of 1, but cannot have their costs changed in any other way.
Kyuden Kitsune - strongholds
5PS/4GP/6SH
Mantis, Mantis
Fox Personalities cost 2 less Gold for you. Mantis Personalities will not join you. Other Yoritomo's Alliance Personalities will join you and are part of your Clan. Your Shugenja Personalities each have +1C. When you are the Defender, you decide the order in which battles resolve.
Northern Provinces of the Moto - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Bow the Northern Provinces of the Moto to produce 7 Gold when paying for a Cavalry Follower.
Battle: Switch the locations of two of your unbowed Cavalry Personalities that this action has not targeted this turn. You may do this when your Stronghold is bowed.
Temples of the Crow - strongholds
6PS/4GP/4SH
Monk, Monk
Limited: Bow the Temples of the Crow and discard one of your Sensei in play to bring a Sensei into play from your deck or hand. If the Sensei comes from the deck, shuffle the deck.
The Citadel of the Hiruma - strongholds
7PS/4GP/3SH
Crab, Crab
Battle: Bow the Citadel of the Hiruma to double the Force of one of your defending Crab Clan Personalities. Destroy the Personality after this battle.
The Dark Path of Shadow - strongholds
0PS/3GP/0SH
Ninja, Ninja
Your non-Personality Ninja cards cost 2 less Gold for you. You do not lose Honor from other players' card effects or from your Ninja cards.
Battle: If the total Chi of an army attacking one of your Provinces is less than 10, send all units in the army home, bowed. You can take this action even if The Dark Path of Shadow is bowed and even in a battle in which you cannot perform actions.
The Kitsu Tombs - strongholds
6PS/4GP/1SH
Lion, Lion
Immediately before the game begins, all Lion Shugenja in your Dynasty deck permanently gain the Shadowlands trait. You may ignore Honor requirements for Shadowlands personalities.
Reaction: When bringing an Oni into play, bow one of your Human Shugenja. Cancel all of the Oni's non-Gold costs and entering-play effects.
The New Akasha - strongholds
6PS/3GP/2SH
Naga, Naga
Crab personalities will join you for 2 less gold, but cannot have their Gold cost further reduced. You may ignore honor requirements for Crab Personalities and Naga cards, if you have no Shadowlands cards in play. If you have both Crab Personalities and Naga Personalities in the same army, all such Personalities get +1F/+1C. Your Naga cards are immune to Fear.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
The Towers of the Yogo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
All of your Scorpion Clan Samurai have the ability "Battle: Bow this Samurai to bow an opposing Follower or opposing Personality without Followers."
Vigilant Keep of the Monkey - strongholds
7PS/4GP/5SH
Toturi, Toturi
Your Human Personalities each gain +1C. You can ignore Followers' Honor requirements.
Shiryo no Chiroku - ancestors
0F/+1C -PH/0G/2HR 3F
Crane Clan Ancestor. Ki-Rin. Unique.
Political Reaction: Immediately before a player gains a Province from an Event, bow Shiryo no Chiroku's Personality and discard the Imperial Favor to prevent all players from gaining Provinces from the Event.
Shiryo no Gohei - ancestors
0F/+1C -PH/0G/3HR 3F
Lion Clan Ancestor. Unique. Shiryo no Gohei counts as Matsu Gohei for Uniqueness.
Shiryo no Gohei's Personality gains +2F when attacking.
Shiryo no Hantei - ancestors
+1F/+1C -PH/0G/1HR 4F
Unaligned Ancestor. Unique. Only an Imperial Personality or Toturi's Army Personality can attach Shiryo no Hantei. Other players cannot target Shiryo no Hantei's Personality with Political Actions.
Shiryo no Kunliu - ancestors
+1F/0C -PH/0G/2HR 3F
Unicorn Clan Calvary Ancestor. Unique.
Reaction: Immediately after another player's unit moves from one battle to another, bow Shiryo no Kunliu to move this unit into the same battle as the moving unit.
Imperial Wedding - events
Until your next Events Phase, Personalities enter play bowed and Holdings enter play unbowed.
Into The Heavens - events
The next Personality destroyed is instead discarded from play, and the Personality's controller gains Honor equal to the Personality's printed Force. If multiple Personalities are destroyed at once, your choose the one to discard from play.
Kolat Courtiers - events
Gain the Imperial Favor. Lose 4 Honor, a loss you cannot prevent using the Imperial Favor.
Moon and Sun - events
Each player may search his Dynasty discard pile for an Event, show it to all players, and shuffle it into his deck. Each Event reshuffled this way that has not already had its maximum number of resolutions changed by other effects may resolve two times this game instead of once.
Public Ridicule - events
Each Personality in play that causes an Honor loss when entering play causes an Honor loss as if he or she is entering play.
Return of Thunder - events
For the rest of the game, Personalities need now bow to attach ancestors.
Soul of the Empire - events
Bow all Ninja cards.
When Spirits Walked - events
Each Spirit Personality gains +1F/+2C until your next turn.
Armored Steeds - followers
3F/C -PH/7G/2HR 3F
Cavalry.
Battle: Bow Armored Steeds to take two consecutive Open or Battle actions after this one.
Asahina Archers - followers
0F/C -PH/5G/2HR 1F
Asahina Archers will join a Crane Clan player for 2 less Gold.
Battle: Bow Asahina Archers for a Ranged 3 Attack.
Battle: Bow Asahina Archers for a Ranged 2 Attack that can target a Follower in an adjacent Province.
Defenders of the Wall - followers
2F/C -PH/6G/1HR 1F
Defenders of the Wall will join a Crab player for 2 less gold. This unit gains +2F for each Fortification at this Province.
Battle: Bow Defenders of the Wall for a Ranged 3 Attack.
Hurlspit Goblins - follower
2F/0C -PH/2G/0HR 2F
Shadowlands • Nonhuman • Goblin
After this card enters play: Lose 2 Honor.
Battle: Give each Goblin Follower in this unit +1F. Destroy this card after this battle's resolution.
Jal-Pur Raiders - followers
*F/C -PH/8G/0HR 2F
Lose 2 Honor.
Jal-Pur Raiders' Force during battle equal the number of opposing player's Gold-producing holdings they have. They have 0 Force outside of battle.
Lost Souls - followers
*F/C -PH/8G/0HR 4F
Unique. Shadowlands. Lose 5 Honor.
The Lost Souls' Force equal the number of Undead cards in this army.
Moto Chargers - followers
2F/C -PH/4G/1HR 3F
When a card effect moves this unit into battle, Moto Chargers gain +2F.
Naga Vipers - followers
6F/C -PH/9G/3HR 3F
Oni no Byoki - followers
1F/0C -PH/2G/0HR 2F
Nonhuman. Shadowlands. Lose 3 Honor.
Battle: Twice per battle, place a -1C Plague token on a Personality in this battle without a Plague token.
Oni Podling - followers
1F/C -PH/2G/0HR 2F
Nonhuman. Shadowlands. Lose 2 Honor.
Battle: Destroy an Oni Follower in this unit for Fear equal to twice the Follower's Force.
Shadow Assassins - followers
2F/C -PH/7G/0HR 2F
Ninja. Lose 2 Honor.
Limited: Bow Shadow Assassins to destroy a Follower with lower Force.
Tsunami Legion - followers
1F/C -PH/6G/2HR 3F
Shugenja Cavalry. The Tsunami Legion will join Phoenix players for 1 less gold.
Cards that target Cavalry cards cannot target the Tsunami Legion. The Tsunami Legion gains +2F when attacking.
Void Guard - followers
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Empty Crevasse - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Kolat Chambers - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Master Courtier - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Nori Farm - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Political Favors - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Shrine of the Dead - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Shrines of the Emperor - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Spy Network - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Traveling Caravan - holdings
1F/C -PH/2G/1HR 3F
The Void Guard's force cannot exceed it's Personality's Chi.
Battle: The Void Guard gains +1F. The Void Guard's Personality permanently has -1C, a penalty that card effects cannot change or prevent.
Battle: Fear 2.
Armor of the Ebony Samurai - items
0F/0C 2G 3F
Immediately after a card in this unit creates Fear, this Personality gains +1F.
Armor of the Monkey Clan - items
+1F/+3C 5G 2F
Armor. Weapon. Only a Human Personality can attach the Armor of the Monkey Clan.
This Personality gains the Imperial Magistrate trait.
Armor of the Twilight Mountains - items
+1F/0C 2G 2F
Armor.
While this Personality has an Ancestor attached, this Personality gains +2C.
Draft Notice - items
0F/0C 2G 2F
When attaching a Follower to this Personality, you may lose 2 honor to lower the Follower's Gold cost by 2.
Dragon's Tooth - items
0F/0C 1G 4F
Reaction: When bringing a Dragon (not Dragon Clan card) into play, destroy the Dragon's Tooth to lower the Dragon's Gold cost by 4.
Battle: Move one of your Dragons (not Dragon Clan cards) into this battle.
Heavy Barde - items
+1F/+1C 4G 3F
Only a Cavalry Personality can attach the Heavy Barde. Cards in this unit cannot lose the Cavalry trait.
Katana of the Twilight Mountains - items
0F/+2C 2G 2F
Weapon.
While this Personality has an Ancestor attached, this personality gains +1F.
Magistrate's Blade - items
+1F/+1C 6G 2F
Weapon. A Magistrate attaches the Magistrate's Blade for 3 less Gold.
Battle: This Personality bows to challenge an opposing Dishonored Human Personality to a duel. The challenged Personality may refuse by bowing and losing 2 Family Honor. The winner gains 1 Family Honor.
O-Ushi's Hammer - items
+3F/0C 8G 4F
Unique Weapon. O-Ushi attaches O-Ushi's Hammer without Gold cost. This Personality cannot attach another Weapon, regardless of card effects.
Compare this Personality's Force versus the other Personality's Chi for this Personality's duels that would otherwise compare Chi.
Regional Travel Papers - items
0F/0C 1G 2F
You must bow a Magistrate Personality to attach Regional Travel Papers to a Personality.
Reaction: When an action would remove this Personality from a battle, cancel it. Shuffle Regional Travel Papers into your Fate deck.
Riding Yari - items
+1F/+1C 3G 1F
Weapon.
The Riding Yari gains +1F while this Personality is Cavalry and attacking.
Air Dragon - exp - personalities
7F/4C 10HR8G/4PH/
Unaligned Creature • Nonhuman Calvary Shugenja • Experienced • Unique
You must have the Ring of Air in play to bring the Air Dragon into play. The Air Dragon cannot attach Followers or Items. Ranged attacks and Spell effects cannot target the Air Dragon.
Elemental Open: Bow one of your Shugenja or discard a Kiho or Spell from your hand to give the Air Dragon +2F.
Ashida - personalities
2F/3C 0HR4G/2PH/
Unaligned Monk. Retired Samurai.
Ashida cannot cast Kihos.
Bayushi Aramoro - exp 3 - personalities
4F/5C -HR10G/1PH/
Scorpion Clan Ninja. Samurai. Double Chi. Experienced 3. Unique.
Other players' Ninja Actions cannot target Aramoro. Whenever one of your Scorpion Personalities is destroyed, Aramoro gains +2F/+2C until your next Straighten Phase.
Bayushi Goshiu - exp 3 - personalities
0F/3C -HR7G/1PH/
Scorpion Clan Diplomat. Experienced 3. Unique. Goshiu can remain bowed.
Limited: Bow Goshiu to target a player. Until Goshiu straightens or leaves play, the player loses 2 Honor immediately before each of your turns.
Bayushi Hisa - exp 3 - personalities
4F/5C 0HR9G/2PH/
Scorpion Clan Samurai. Experienced 3. Unique.
Reaction: Immediately before Hisa is destroyed, instead discard all cards attached to him and place him face up in one of your Provinces. Discard the card that was in the Province.
Bayushi Ikita - personalities
0F/2C -HR4G/1PH/
Scorpion Clan Actor. Poet.
Limited: Once per turn, look at any deck's top card, then either return the card to the top of the deck or place the card at the bottom of the deck. Lose 2 Honor.
Bayushi Meharu - personalities
0F/2C 0HR3G/3PH/
Unaligned Knife Master. Spirit. Meharu cannot focus in a duel.
Reaction: Immediately before Meharu enters a duel, discard your Fate deck's top card. Give Meharu a Chi bonus equal to the Focus value.
Bhakarash - personalities
0F/2C 4HR3G/2PH/
Naga Soulbinder. Shugenja.
Open: Bow the Bhakarash to give each Naga Personality +1C.
Bokatu - personalities
2F/2C 0HR6G/1PH/
Monkey Clan Braggart. Cavalry Samurai. Toturi's Army.
Battle: Fear 3, if you assigned Bokatu during the Infantry Maneuvers Segment.
Daidoji Rekai - exp 2 - personalities
4F/4C 0HR11G/3PH/
Crane Clan Archer. Daidoji Daimyo. Samurai. Cavalry. Experienced 2. Unique.
Battle: Once per turn, move Rekai into the current battle and have her make a Ranged 3 Attack that cannot combine with other ranged attacks, without bowing.
Dairya - exp 3 - personalities
5F/5C 0HR13G/2PH/
Unaligned Toturi's Army Cavalry Samurai. Double Chi. Experienced 3. Unique. Dairya can refuse unrefuseable challenges.
Battle: Once per battle, destroy an opposing Personality with higher Chi.
Doji Benku - personalities
0F/3C 4HR5G/2PH/
Crane Clan Vigilante. Samurai Archer.
Reaction: When an action moves an opposing unit into this battle, bow Benku for a Ranged 3 Attack targeting a card in that unit.
Battle: Bow for a Ranged 2 Attack.
Doji Kuwanan - exp 3 - personalities
5F/5C 0HR14G/4PH/
Crane Clan Champion. Samurai Tactician. Experienced 3. Unique. Kuwanan will only join a Crane player.
Battle: Each of your Crane Clan Samurai gain a Force bonus equal to his or her Personal Honor. This is Kuwanan's use of his Tactician trait for this battle.
Dragon of Fire - exp - personalities
6F/4C 10HR10G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Fire in play to bring the Dragon of Fire into play. The Dragon of Fire cannot attach Followers or Items.
Elemental Battle: Discard a card from your hand for a ranged attack with strength equal to the Focus value. This does not bow the Dragon of Fire.
Earth Dragon - exp - personalities
7F/4C 10HR9G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Earth in play to bring the Earth Dragon into play. The Earth Dragon cannot attach Followers or Items.
Elemental Battle: If the Earth Dragon is in the Defending army, give it a Force bonus equal to this Province's Strength.
Elder Goju - personalities
2F/2C -HR5G/0PH/
Unaligned Ninja. Lose 5 Honor. The Elder Goju's Followers must be Ninja.
Reaction: Once per turn, immediately after your Straighten Phase, give the Elder Goju the Cavalry, Double Chi, or Tactician trait until your next Straighten Phase.
Ginawa - exp 3 - personalities
4F/5C 0HR11G/2PH/
Unaligned Toturi's Army Samurai. Experienced 3. Unique.
Battle: Bring a face-up Human Personality in this Province into play in your army and under your control. Cancel all of the Personality's entering-play effects. The Personality gains the Spirit trait while in play. Immediately after the battle, discard the Personality to his or her owner's discard pile.
Goju Adorai - exp - personalities
4F/4C -HR12G/1PH/
Unaligned Ninja Shugenja. Experienced. Unique. Adorai will only join a Ninja Player. Adorai's followers must be Ninja. Other players cannot target Adorai with actions unless Adorai has targeted them or any of their cards this turn.
Battle: Destroy one of your Ninja cards in this battle to destroy an opposing Follower or Personality without Followers.
Hida Tsuru - exp - personalities
4F/3C -HR12G/2PH/
Crab Clan Cavalry Samurai. Experienced. Unique.
Tsuru attaches Followers for 2 less Gold. Tsuru's token Followers gain the Cavalry trait.
Hiruma Abun - personalities
2F/3C -HR3G/2PH/
Unaligned Fallen Lord. Spirit. Lose 2 Honor. Abun enters play Dishonored.
Hitomi Iyojin - exp - personalities
3F/4C -HR8G/1PH/
Dragon Clan. Tattooed. Experienced. Unique. Whenever one of your provinces is destroyed, Iyojin permanently gains +2F.
Battle: Once per turn, discard a Tattoo card from your hand to move an attacking unit in this battle to an adjacent battle.
Hoshi Eisai - exp - personalities
2F/4C 0HR8G/1PH/
Dragon Clan Tattooed Monk. Experienced. Unique.
Battle: Eisai copies the Force of one of your other Personalities.
Hoshi Wayan - exp 2 - personalities
3F/4C -HR7G/2PH/
Dragon Clan Monk • Tattooed • Experienced 2 • Unique
Limited: Once per turn, place a Tattoo token on Wayan.
Reaction: After Wayan gains a Force Bonus, remove a Tattoo token from him to raise the bonus by his Personal Honor until the end of the turn.
Ide Tadaji - exp - personalities
0F/2C 11HR6G/3PH/
Unicorn Clan Diplomat. Experienced. Unique.
Reaction: When a player takes an action from an Imperial card, cancel it.
Reaction: When a player assigns an Imperial Personality to battle, bow Tadaji to send the Personality home bowed.
Isawa Tomo - exp 2 - personalities
2F/3C 9HR10G/4PH/
Phoenix Clan Master of Water. Spirit Shugenja. Experienced 2. Unique. Tomo cannot target the same Personality more than once per turn.
Battle: If Tomo is in this battle, move one of your Phoenix Personalities into this battle.
Battle: If Tomo is in this battle, send one of your Phoenix Personalities home from this battle without bowing.
Jama Suru - exp - personalities
4F/3C -HR8G/0PH/
Bloodspeaker • Shugenja • Experienced • Unique • Shadowlands • Lose 3 Honor.
Spell effects created by Suru are Maho.
Reaction: Immediately before you play a Kiho, destroy one of Suru's Human Followers to straighten Suru, then bow him to cast the Kiho.
Kage - exp 5 - personalities
2F/4C -HR9G/1PH/
Unaligned Kolat Master. Tactician. Experienced 5. Unique. You do not lose honor from Kolat cards while Kage is in play.
Limited: Bow Kage and destroy one of your Kolat Personalities to get a card other than an Elemental Ring from another player's deck and discard the card. Shuffle the deck.
Kakita Kyruko - personalities
1F/3C 0HR7G/2PH/
Crane Clan Samurai.
Limited: Once per turn, Kyruko challenges a Human Personality. The challenged Personality's controller may refuse the challenge by discarding a card from his or her hand. Lose 1 Honor.
Kakita Yoshi - exp 3 - personalities
1F/3C 8HR9G/3PH/
Crane Clan Imperial Advisor. Spirit. Experienced 3. Unique.
Political Reaction: When you discard the Imperial Favor, bow Yoshi to take it back.
Keda - personalities
3F/1C -HR5G/1PH/
Tortoise Clan Chui. Sailor. Naval Samurai. Yoritomo's Alliance.
While you control a port, Keda gains +1C.
Kitsu Motso - exp 2 - personalities
3F/5C 10HR10G/3PH/
Lion Clan Master Tactician. Samurai. Tactician. Experienced 2.
Battle: If this army has fewer units than the opposing army, move one of your Lion Personalities into this battle.
Kyoso no Oni - exp 2 - personalities
7F/7C -HR12G/0PH/
Unaligned Shadowlands Oni Overlord. Nonhuman. Experienced 2. Unique. Lose 5 Honor. Kyoso no Oni will not attach Followers or Items.
Battle: Once per battle, destroy one of your Shadowlands cards in this army for a Ranged 10 Attack. This does not bow Kyoso no Oni.
Matsu Agetoki - exp 2 - personalities
5F/5C 10HR12G/4PH/
Lion Clan Spirit Samurai. Cavalry. Experienced 2. Unique. Ranged attacks cannot target this unit.
Open: Once per turn, give another Cavalry Personality +2F/+2C.
Matsu Domotai - personalities
1F/3C 6HR5G/3PH/
Lion Clan Scout. Samurai. Domotai's Force cannot exceed his Chi. Domotai cannot be assigned to or move into a defending army.
During battle, Domotai gains a Force bonus equal to the number of other Lion Personalities in his army.
Mat'tck - personalities
2F/2C -HR5G/2PH/
Unaligned Ratling Commander.
Battle: Once per battle, give one of your Ratling Personalities in this battle +1F or +1C for each of his or her Ratling Followers.
Mirumoto Taki - exp - personalities
4F/4C 6HR9G/3PH/
Dragon Clan Samurai. Experienced. Unique.
Taki attaches non-unique weapons without gold cost. Taki can have two weapons.
Moto Gaheris - exp - personalities
5F/6C -HR15G/2PH/
Unicorn Clan Champion. Moto Clan Khan. Cavalry. Double Chi. Experienced. Unique. Gaheris will only join an Unicorn player. Opposing players cannot play Action cards during the Battle Action Segment of a battle containing Gaheris unless the Action removes Gaheris from battle.
Moto Tsugi - personalities
1F/3C -HR5G/2PH/
Unicorn Clan Magistrate. Calvary Samurai. While you have the Imperial Favor, Tsugi gains +1F/+1C.
Mukami - exp 2 - personalities
1F/3C -HR8G/1PH/
Wasp Clan Skirmisher. Yoritomo's Alliance. Experienced 2. Unique. Cards in Mukami's unit can combine their Ranged Attacks with those of another unit in the same army.
Battle: Ranged 3 Attack, once per battle. Move this unit into another battle or send it home. This does not bow Mukami.
Naka Kuro - exp 2 - personalities
5F/6C 10HR15G/2PH/
Phoenix Clan Grand Master of the Elements • Shugenja • Double Chi • Experienced 2 • Unique
Limited: Once per turn, get a Kiho or Spell from your Fate deck, show it to the other players, and add it to your hand. Discard a card from your hand. Shuffle your deck.
Ninja Mystic - exp 3 - personalities
1F/5C -HR9G/0PH/
Ninja. Experienced 3. Unique. Lose 5 Honor. The Mystic's Followers must be Ninja. The Mystic can cast Kihos as if she were a Shugenja.
Limited: Once per turn, place a Shadow token on a Monk or Shugenja.
Open: Bow the Mystic to permanently take control of a Personality with more Shadow tokens than Chi.
Ninja Shadow-Walker - exp 2 - personalities
2F/3C -HR8G/0PH/
Unaligned Ninja. Experienced. Unique. The Shadow-Walker's followers must be Ninja.
Battle: Bow the Shadow-Walker and shuffle him into your deck to send an opposing unit home from the battle without bowing. You may move one of your Ninja Personalities into this battle. Negate all permanent effects on the Shadow-Walker and discard his attached cards.
Norikesh - personalities
3F/3C 10HR5G/1PH/
Naga Vedic of the Bright Eye. Warrior.
The Norikesh cannot gain Force or Chi bonuses from Naga cards.
Oni no Gorusei - personalities
1F/2C -HR4G/0PH/
Unaligned Oni. Nonhuman. Shadowlands. Lose 5 Honor. Oni no Gorusei gains +1F for each of its Shadowlands Followers.
Oni no Okura - exp 2 - personalities
4F/4C -HR8G/2PH/
Lion Clan Nonhuman Shadowlands Samurai. Experienced 2. Unique. Oni no Okura will not join a Shadowlands player. Lose 3 Honor.
Reaction: Move any number of your Lion Personalities into this battle. Until the turn ends, card effects cannot move units into battles. Destroy Oni no Okura.
Otaku Kamoko - exp 4 - personalities
5F/6C -HR15G/4PH/
Unicorn Clan Cavalry Shadowlands Samurai. Double Chi. Experienced 4. Unique. Kamoko's Followers must be Cavalry.
Battle: Target one of the Attacker's or Defender's Shadowlands Personalities not in a battle. Move the unit into this battle in the appropriate army.
Otaku Sahijir - personalities
1F/3C 5HR6G/3PH/
Unicorn Clan Battle Maiden. Magistrate. Cavalry. Samurai. Sahijir's Followers must be Cavalry.
Battle: Once per battle, Sahijir gains a Force bonus equal to the number of her Followers.
Seppun Toshiken - exp 2 - personalities
2F/6C 3HR12G/3PH/
Unaligned Emerald Champion. Imperial Magistrate. Toturi's Army Samurai. Double Chi. Experienced 2. Unique.
Reaction: When a player's card effect destroys one of your Personalities, bow Toshiken to destroy one of that player's Personalities.
Shiba Kiku - personalities
3F/3C 4HR7G/2PH/
Phoenix Clan Samurai.
Open: Bow one of your Shugenja to give Kiku the Cavalry trait until the turn ends.
Shiba Tsukune - exp 3 - personalities
5F/6C 10HR14G/4PH/
Phoenix Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Tsukune will only join a Phoenix Clan player.
Battle: Tsukune bows to issue an unrefuseable challenge to an opposing Personality.
Shinjo Hanari - exp 2 - personalities
4F/4C 5HR10G/3PH/
Unicorn Clan Magistrate. Cavalry Samurai. Experienced 2. Unique.
Battle: Bow Hanari for a Ranged 4 Attack.
Limited: Destroy one of your Farm holdings to attach a 1F Cavalry Follower token to Hanari.
Suana - exp 2 - personalities
4F/3C 6HR11G/2PH/
Unaligned Acolyte of Water. Monk. Tactician. Experienced 2. Unique. Raise Suana's Force bonuses from using his Tactician trait by 1.
Reaction: Immediately after you discard a card to use Suana's Tactician trait, return it to your hand.
The Grey Crane - exp 3 - personalities
3F/9C 5HR13G/4PH/
Unaligned Samurai. Double Chi. Experienced 3. Unique. The Grey Crane will not refuse challenges. Whenever the Grey Crane loses a duel, lose 5 Honor.
Battle: Discard a card from your hand for The Grey Crane to issue an unrefusable challenge to an opposing Ninja Personality.
Thunder Dragon - exp - personalities
7F/4C 12HR12G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have Monks and/or Shugenja in play with over 15 total Chi to bring the Thunder Dragon into play. The Thunder Dragon cannot attach Followers or Items.
Elemental Battle: Discard a Kiho or Spell from your hand to bow an opposing personality.
Togashi Mitsu - personalities
2F/2C 4HR7G/1PH/
Dragon Clan Tattooed Man. Samurai. Monk. Toturi's Army.
Open: Gain up to five 1F/1C Fire tokens on Togashi Mitsu. He cannot have more than five Fire tokens and cannot straighten if he has any Fire tokens. Remove one Fire token instead of straightening him during the Straighten Phase. He bows after any battle he is in, if he has Fire tokens, as if he were an attacking Personality.
Togashi Mitsu - exp 2 - personalities
3F/4C 5HR10G/1PH/
Dragon Clan Tattooed Monk. Toturi's Army Samurai. Experienced 2. Unique. Mitsu cannot have more than six Fire Tokens.
Open: Place up to six Fire Tokens on Mitsu.
Battle: Destroy one or more Fire Tokens on Mitsu to create Fear equal to the number of Fire Tokens destroyed. Mitsu cannot gain more Fire Tokens this turn.
Togashi Senai - personalities
2F/1C 0HR5G/2PH/
Dragon Clan Tattooed Visionary. Samurai.
Whenever a Tattoo card targets Senai, he permanently gains +1/+1.
Toku - exp 3 - personalities
1F/4C 0HR5G/2PH/
Unaligned Monkey Clan Champion. Captain of the Guard. Toturi's Army Samurai. Experienced 3. Unique. Whenever Toku straightens, remove all Exhaustion tokens from him.
Reaction: Immediately after another player targets Toku's unit with an action, place a -1C Exhaustion token on Toku to negate the action's effects.
Toritaka Mariko - personalities
4F/2C 0HR5G/1PH/
Crab Clan Huntress. Samurai.
Immediately after Mariko's controller assigns her to attack, the Defender may draw a Fate card.
Toturi the First - exp 4 - personalities
7F/6C 10HR15G/4PH/
Unaligned Emperor. Toturi's Army Samurai Spirit. Double Chi. Tactician. Experienced 4. Unique.
Battle: Once per turn, discard your Fate deck's top card. Give a Samurai in this army a Force bonus equal to the card's Focus value.
Void Dragon - exp - personalities
7F/4C 10HR11G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of the Void in play to bring the Void Dragon into play. The Void Dragon cannot attach Followers or Items.
Limited: Once per turn, draw a Fate card.
Water Dragon - exp - personalities
7F/4C 10HR10G/4PH/
Unaligned Creature. Nonhuman Cavalry Shugenja. Experienced. Unique. You must have the Ring of Water in play to bring the Water Dragon into play. The Water Dragon cannot attach Followers or Items.
Elemental Battle: Move the Water Dragon from one battle to another.
Yaro - personalities
1F/2C -HR4G/1PH/
Unaligned Ashigaru Defender. Toturi's Army. Lose 1 Honor. Each of Yaro's Ashigaru Followers gains +1F.
Yasuki Nokatsu - exp 2 - personalities
1F/3C 0HR5G/1PH/
Crab Clan Taskmaster • Experienced 2 • Unique Nokatsu's follower's each gain +1F.
Battle: Destroy a bowed or unbowed Follower in this unit to straighten a bowed Follower in this unit.
Yoritomo - exp 3 - personalities
7F/6C 7HR14G/2PH/
Mantis Clan Champion. Samurai. Double Chi. Experienced 3. Unique. Yoritomo can attach two weapons.
Battle: Once per turn, if there are any defending units, straighten Yoritomo (if bowed), and move him into this battle.
Yoritomo Furikae - exp - personalities
3F/3C 2HR8G/2PH/
Mantis Clan Standard Bearer. Spirit Samurai. Experienced. Unique.
When Furikae is destroyed, shuffle him into your Dynasty deck instead of discarding him.
Yotsu Shoku - personalities
4F/2C -HR4G/1PH/
Unaligned Mercenary. Shoku cannot be assigned or move into a battle to attack a player with more than one Province.
Z'orr'tek - personalities
3F/2C -HR5G/1PH/
Ratling General. Bushi.
Reaction: Immediately after an opposing Personality gains a Force bonus, bow Z'orr'tek to lower the bonus to 0.
Dark Plains - regions
During a battle at this province, raise each Fear number by 1, and Fear affects Personalities as if they were Followers.
Fields of Courage - regions
Any player without a Tactician in his or her army must discard two cards from his or her hand to play any Action card during the Battle Action Segment of a battle at this Province.
Fields of the Moon - regions
Singular
Reaction: Once per turn, after you bring a Personality aligned with your Faction into play from one of your Provinces, pay 4 Gold to draw a Fate card.
Glory Grounds - regions
The winner of any duel at this Province gains an extra 3 Family Honor.
Otomo Towers - regions
Unique Fortification. You must bow one of your Imperial Personalities to bring Otomo Towers into play.
Limited: Once per game, bring a non-Unique Personality into play from this Province, waving all costs. Entering play effects still happen.
Temples of the New Tao - regions
Singular
Only Monk and Samurai Personalities may assign to defend this Province. (This does not prohibit moving into it.) Monks and Samurai gain +3F while defending this Province.
Hoshi Sensei - senseis
0PS/0GP/-2SH
Dragon. Monk. Naga. Scorpion. Sensei.
You may ignore Human Personalities' Honor requirements, except you cannot bring Personalities into play with an Honor requirement of "-". You cannot gain over 1 Honor for bringing a Personality into play.
Hoturi Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
Players cannot fill any Provinces they did not have when the game began with Dynasty cards.
O-Ushi Sensei - senseis
0PS/0GP/0SH
Crab. Lion. Mantis. Ratling. Sensei.
Whenever another player's card effect, including a duel, targets one of your Personalities and checks the Personality's Chi or Personal Honor, you may have it check the Personality's Force instead. You cannot gain Honor from duels.
Otomo Sensei - senseis
0PS/0GP/0SH
All Clans. Sensei.
All Cards that would go to your discard pile are instead permanently removed from play.
Reaction: When a player searches for and gets a card from his deck or discard pile, discard from play a card from your hand to discard the player's card from play.
Shirasu Sensei - senseis
0PS/0GP/0SH
Crane. Phoenix. Toturi's Army. Unicorn. Sensei.
Magistrate Personalities in your play deck and controlled by you gain your Clan's trait. If any of your Personalities become Dishonored, they immediately commit seppuku.
Tetsuya Sensei - senseis
-1PS/0GP/0SH
All Clans. Sensei.
Battle: Bow your Stronghold and discard Tetsuya Sensei from play to send all attacking units in this battle home without bowing. You may take this action in a battle in which you have no units. Permanently lower your Province's Strength by 1.
Yodin Sensei - senseis
0PS/0GP/0SH
Crane, Crane
Crane. Dragon. Lion. Monk. Scorpion. Unicorn. Sensei.
You cannot target other players' Personalities with card effects. The player (or players) with the most Personalities in play cannot bring a Personality into play if he or she has brought a Personality into play this turn.
Blood Rite - spells
4G 3F
Maho Ritual Limited: Destroy this Spell and bow this Shugenja and any number of your other Shugenja to place a 1F/1C Blood token on each Shugenja Personality in this Ritual.
Bloodstained Forest - spells
2G 1F
Battle: If this Shugenja is in the current battle, bow this Shugenja to destroy a Terrain. You may then play a Terrain from your hand.
Burning the Ashes - spells
4G 2F
Spell Battle: Bow this Shugenja to switch an opposing unit with one of its controller's units in an unresolved battle.
Chains of Jigoku - spells
0G 3F
Spell Battle: Bow this Shugenja to destroy an opposing Spirit card. Destroy this spell.
Eyes Shall Not See - spells
2G 1F
Reaction: Before the Maneuvers Segments of an attack, bow this Shugenja and destroy this Spell to switch the Infantry and Cavalry Maneuvers Segments.
Past Glories - spells
3G 3F
Spell Ritual Limited: Target one of your Experienced Personalities. Bow any number of your Shugenja Personalities to get a number of earlier versions of the Personality from your discard pile and Dynasty deck equal to the number of Shugenja in the ritual. Lay the earlier versions under the Personality as if you had laid the later version over the earlier ones. Shuffle your deck.
Restoring the Age of Myth - spells
5G 1F
Spell Reaction: When a player reveals an Event that another player has resolved, bow this Shugenja to make the Event resolve again. Discard this Spell from play.
Ruined Earth - spells
4G 3F
Spell Battle: Bow this Shugenja to lower this Province's Strength by 2 for each Shugenja in the attacking army.
Amoro's Honor - actions
0G 3F
Kiho Battle: Bow one of your Monks or Shugenja to give one of your Samurai Personalities in this battle +1F/+1C for each opposing Personality. You cannot target the personality with any other actions until after the battle.
Bide Your Time - actions
2G 2F
Reaction: Play this card immediately after your Events Phase. Skip your Action and Attack Phases this turn and go immediately to your Dynasty Phase. During your End Phase, you may draw two extra Fate cards.
Blessing of the Celestial Heavens - actions
0G 4F
Battle: Give a Samurai a Force and Chi bonus equal to the number of Elemental Rings you have in play.
Brothers in Blood - actions
0G 2F
Kiho Open: Bow one of your Monks or Shugenja to bow a Dishonored Personality.
Cavalry Screen - actions
0G 1F
Battle Terrain: Each of your non-Cavalry Personalities in this battle gains a Force bonus equal to the number of Cavalry units in this army.
City of Empty Dreams - actions
0G 1F
Elemental Battle Terrain: Each Personality in this battle with 0 Force gains +4F if his or her controller has the Ring of Void in play.
City of Living Flames - actions
0G 1F
Elemental Battle Terrain: This Terrain takes effect when played. While this Terrain is in play, any player with a Personality in a duel and the Ring of Fire in play may draw a card each time he or she plays a Focus card.
City of Loyalty - actions
0G 1F
Elemental Battle Terrain: Any player with the Ring of Earth in play may raise or lower this Province's Strength by 5 until the battle ends.
City of Tears (SotE) - actions
0G 1F
Elemental Battle Terrain: If you have the Ring of Water in play, you may destroy this Terrain, then get a terrain from your fate deck or discard pile and immediately resolve it. Shuffle the deck if the Terrain came from it.
City of White Clouds - actions
0G 1F
Elemental Battle Terrain: Players with the Ring of Air in play may straighten their Personalities in this battle.
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.
Daidoji Technique - actions
0G 2F
Battle: Target an opposing personality and one of your Personalities in this battle. Discard your Fate deck's top card. Lower the opposing Personality's Force and your Personality's Chi by the Focus value. If your Personality is Crane, this cannot drop his or her Chi under 1.
Deadly Fright - actions
0G 3F
Battle: Bow one of your Followers or Personalities with a Fear ability for a ranged attack with strength equal to the Fear number.
Deathseeker Technique - actions
0G 2F
Battle: Bow one of your Personalities for Fear equal to his or her Force. If the Personality is Lion Clan, he or she does not bow.
Devastation - actions
0G 1F
Battle Terrain: Lower this Province's Strength by 2, to a minimum of 0, for each Fear effect created during this battle.
Fearful Soul - actions
0G 4F
Open: Target a Human personality with under 2 Personal Honor. Fear affects the Personality as if he or she were a Follower, and you compare printed Force versus the Fear number instead of current Force versus the Fear number for Fear effects targeting his or her unit.
Firefly Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without a Firefly Tattoo. For the rest of the game, the Personality has a Firefly Tattoo, and you can raise the Focus value of each of his or her Focus cards by 1 during duels.
For My Clan - actions
0G 1F
Battle Terrain: You may raise the Force of each Sailor Personality and Naval Personality in this battle by his or her printed Chi.
Fortified Ground - actions
0G 1F
Battle Terrain: For each Fortification in play at this Province, you may send one attacking unit home bowed. You may play this Terrain in a battle in which you have no units.
From Broken Ground - actions
0G 1F
Kiho Battle Terrain: Bow one of your Monks or Shugenja in this battle to play this Terrain. For each other Action card that was played during this Battle Action Segment, the player who played it may draw a Fate card.
Fulfilling My Duty - actions
0G 4F
Battle: Target a unit in this battle. Immediately after this battle's Resolution Segment, destroy that unit's Followers with Force greater than their printed Force.
Fully Armed - actions
0G 3F
Battle: Give a Samurai with at least one piece of Armor and at least one Weapon +2F/+3C.
Half-Beat Strike - actions
0G 0F
Reaction: Play this card immediately after one of your Personalities focuses in a duel. Reveal your Focus card and the other player's last Focus card. Discard the lower printed Focus value, and it does not raise the Personality's Chi.
Increased Production - actions
0G 1F
Open: Double one of your Gold-producing Holdings' Gold Production. When the turn ends, bow the Holding, and it does not straighten during your Straighten Phase for a number of turns equal to the amount of Gold it produced this turn.
Kaede's Tears - actions
0G 3F
Kiho Limited: Target a Unique Personality in your discard pile. Bow one of your Shugenja with Chi greater than or equal to the Personality's Chi and remove this card from the game to shuffle the Personality into your Dynasty deck.
Karmic Link - actions
0G 2F
Kiho Reaction: Play this card immediately after a Personality bows to cast a Kiho. Bow one of your Monks. Until the Monk straightens, or leaves play, the Monk gains the trait, "This card can remain bowed," and the Personality cannot straighten.
Kingdom of Ghosts - actions
0G 2F
You must play this card as your first action of your action phase. Discard the Imperial Favor to play this card.
Limited: Until your next turn, players must discard a card from their hand to bow one of their holdings.
Lessons of Honor - actions
0G 2F
Limited: Target a player. Bow one of your Samurai, who can remain bowed. Until the Samurai straightens, leaves play, or refuses a challenge, any of the player's Personalities may issue an unrefusable challenge to the Samurai as a Limited action, and, each time your Events Phase ends, you gain 1 Honor and the targeted player loses 2 Honor. The Honor gains and losses cannot be raised.
Nature Provides - actions
0G 1F
Kiho Reaction: Play this card when producing Gold. Bow one of your Monks or Shugenja to produce Gold equal to half of the caster's Chi, rounded up.
Orochi Tattoo - actions
0G 3F
Limited: Target one of your Personalities with the Tattooed trait and without an Orochi Tattoo. For the rest of the game, the personality has an Orochi Tattoo and permanently gains +1F after winning any duel.
Overwhelm - actions
0G 3F
Reaction: Play this card immediately after a Personality enters a duel. Players cannot focus more cards than their Personality's printed Force.
Passage of Time - actions
0G 3F
Reaction: Play this card when one of your Personalities with the Champion, Daimyo, or Thunder trait is destroyed. Each of your Personalities from the same Clan as the Personality permanently gains +1F/+2C.
Question Without an Answer - actions
0G 2F
Kiho Open: Target an unbowed Personality. Bow one of your Monks to make the Personality's controller choose to either bow the Personality or permanently give the Personality -2C. This Kiho cannot be cast during battle.
Rank Hath Privilege - actions
0G 4F
Political Open: Target and bow a Magistrate Personality you control: Target a Human Personality with lower Personal Honor. Bow him.
Rebirth of the Dark Daughter - actions
0G 1F
Reaction: Play this card immediately after a Spell effect targets one of your Shadowlands Personalities. The Personality gains +2F, and you draw a Fate card.
Ryoshun's Last Words - actions
0G 3F
Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.
Shadowed Wastes - actions
0G 1F
Battle Terrain: This Terrain takes effect when played. While this Terrain is in play, players cannot cast Kihos.
Sniping - actions
0G 3F
Reaction: Play this card immediately after naming a Personality as the target of a ranged attack from one card. Double the ranged attack's strength.
Something Worth Dying For - actions
0G 3F
Battle: Bow three of your Samurai in this battle or two of your Crab Samurai in this battle to destroy an opposing Oni.
Son of the Clan - actions
0G 2F
Reaction: Play this card immediately after one of your Personalities is destroyed in a duel. Bow one of your other Personalities from the same Clan as the destroyed Personality to have him issue an unrefusable challenge to the Personality who dueled the destroyed Personality.
Steel and Iron - actions
0G 2F
Battle: Bow one of your Ninja Personalities in this battle to destroy an opposing Item.
Strike From Behind - actions
0G 2F
Reaction: Play this card immediately after you reveal your Focus cards before resolving a duel. If the Chi difference is under 4, the duel does not resolve. Discard the Focus cards, and the duel begins again. Your Personality becomes Dishonored, and you lose 2 Honor.
Swamp Marsh - actions
0G 1F
Delayed Terrain.
Battle: Lower the Force of each Follower in this battle to 1.
The Emperor Returns - actions
0G 4F
Battle: Each of your Personalities from your Faction in this battle gains +1F/+1C for each Personality from your Faction in this army that has the Champion, Daimyo, or Hero trait.
The Sun Returns - actions
0G 3F
Reaction: Play this card immediately after an opposing player takes an action during battle. Bow one of your Tacticians in the battle to cancel the action.
Time of Destiny - actions
0G 3F
Open: Give a Shadowlands Personality +2F/+2C. The Personality does not straighten during his controller's next Straighten Phase.
Where the Sun Walked - actions
0G 1F
Immediate Terrain:
Battle: Fear destroys cards instead of bowing them.
Eternal Halls of the Shiba - strongholds
5PS/4GP/7SH
Phoenix, Phoenix
Reaction: Once per turn, after one of your cards successfully casts a Kiho and you discard the Kiho, add the Kiho to your hand. Then discard a card from your hand. Your may take this action once per game for each copy of each Kiho.
Iron Mountain - strongholds
6PS/4GP/5SH
Dragon, Dragon
Players cannot assign units during the Cavalry Maneuvers Segment when you are the Defender.
Limited: Bow the Iron Mountain to permanently give the Tattooed trait to one of your Personalities.
Kosaten Shiro - strongholds
5PS/4GP/6SH
Crane, Crane
Gold- and Honor-producing Holdings cost 1 less Gold for you, to a minimum of 1, but cannot have their costs changed in any other way.
Kyuden Kitsune - strongholds
5PS/4GP/6SH
Mantis, Mantis
Fox Personalities cost 2 less Gold for you. Mantis Personalities will not join you. Other Yoritomo's Alliance Personalities will join you and are part of your Clan. Your Shugenja Personalities each have +1C. When you are the Defender, you decide the order in which battles resolve.
Northern Provinces of the Moto - strongholds
7PS/5GP/4SH
Unicorn, Unicorn
Bow the Northern Provinces of the Moto to produce 7 Gold when paying for a Cavalry Follower.
Battle: Switch the locations of two of your unbowed Cavalry Personalities that this action has not targeted this turn. You may do this when your Stronghold is bowed.
Temples of the Crow - strongholds
6PS/4GP/4SH
Monk, Monk
Limited: Bow the Temples of the Crow and discard one of your Sensei in play to bring a Sensei into play from your deck or hand. If the Sensei comes from the deck, shuffle the deck.
The Citadel of the Hiruma - strongholds
7PS/4GP/3SH
Crab, Crab
Battle: Bow the Citadel of the Hiruma to double the Force of one of your defending Crab Clan Personalities. Destroy the Personality after this battle.
The Dark Path of Shadow - strongholds
0PS/3GP/0SH
Ninja, Ninja
Your non-Personality Ninja cards cost 2 less Gold for you. You do not lose Honor from other players' card effects or from your Ninja cards.
Battle: If the total Chi of an army attacking one of your Provinces is less than 10, send all units in the army home, bowed. You can take this action even if The Dark Path of Shadow is bowed and even in a battle in which you cannot perform actions.
The Kitsu Tombs - strongholds
6PS/4GP/1SH
Lion, Lion
Immediately before the game begins, all Lion Shugenja in your Dynasty deck permanently gain the Shadowlands trait. You may ignore Honor requirements for Shadowlands personalities.
Reaction: When bringing an Oni into play, bow one of your Human Shugenja. Cancel all of the Oni's non-Gold costs and entering-play effects.
The New Akasha - strongholds
6PS/3GP/2SH
Naga, Naga
Crab personalities will join you for 2 less gold, but cannot have their Gold cost further reduced. You may ignore honor requirements for Crab Personalities and Naga cards, if you have no Shadowlands cards in play. If you have both Crab Personalities and Naga Personalities in the same army, all such Personalities get +1F/+1C. Your Naga cards are immune to Fear.
The Spawning Ground - strongholds
7PS/3GP/-19SH
Shadowlands, Shadowlands
You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses for other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni and Troll Personality you own gains +1F/+1C.
The Towers of the Yogo - strongholds
7PS/4GP/2SH
Scorpion, Scorpion
All of your Scorpion Clan Samurai have the ability "Battle: Bow this Samurai to bow an opposing Follower or opposing Personality without Followers."
Vigilant Keep of the Monkey - strongholds
7PS/4GP/5SH
Toturi, Toturi
Your Human Personalities each gain +1C. You can ignore Followers' Honor requirements.
