Спойлер Winds of Change
The New Order - event
You may destroy your rightmost Province; if you do so, permanently increase the amount of Honor needed to achieve an Honor Victory by 10.
Steadfast Bushi - follower
2F/0C -PH/3G/1HR 3F
Bushi
After the resolution of an action that straightened this Personality: Straighten this card.
Akodo's Grave - holding
2F/0C -PH/3G/1HR 3F
Bushi
After the resolution of an action that straightened this Personality: Straighten this card.
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
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.
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.
Ichido no Shiryo - ancestors
+1F/+0C -PH/0G/1HR 3F
Crab Clan Ancestor • Unique
After this card enters play, you may place a 0F Follower token on a number of your bowed and unbowed Crab Clan Personalities up to this Personality's Force plus Yu.
Yasu no Shiryo - ancestors
+0F/+1C -PH/0G/2HR 3F
Phoenix Clan Ancestor. Unique.
Political Reaction: Bow this Personality after one of your non-Shadowlands Personalities dies to gain 2 Honor.
A Champion's Heart - events
Permanently gain the ability "Political Reaction: After another player pays a cost of discarding the Favor, target and bow a Personality you control with more than 0 Personal Honor: Gain the Imperial Favor."
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.
Contingency Plans - events
For the rest of the game, actions on Holdings in play cost one extra Gold to use. (This does not apply to producing Gold unless the production is the effect of an action.) This will add a Gold cost to actions that do not have one.
Eloquence - events
Permanently give a target Courtier Personality the ability "Political Limited: Bow this card to gain the Imperial Favor. This counts as a lobbying attempt."
No Mercy - events
Until the end of the game, any player who has suffered an Honor loss from one of his or her own cards is eliminated if his or her Family Honor is below -14.
Promotion to the Court - events
Permanently give a target Human Personality the Courtier trait and +1 Personal Honor. You may then permanently remove the Courtier trait from a different target Courtier Personality.
Strike Like the Wind - events
The next time a duel begins this game, the challenged Personality gains Double Chi until the duel ends.
The New Order - event
You may destroy your rightmost Province; if you do so, permanently increase the amount of Honor needed to achieve an Honor Victory by 10.
Wait and See - events
You may destroy this Province to gain 5 Honor. This gain may not be modified.
Hachi's Legion - followers
2F/0C -PH/4G/2HR 4F
Imperial
Destroy Hachi's Legion if this Personality is ever Dishonored.
While you control the Imperial Favor, other players must discard a Fate card from their hands to target cards in this unit with an action.
Heimin Laborers - followers
1F/0C -PH/2G/0HR 2F
Ashigaru
Reaction: Bow Heimin Laborers before any player refills a Province with a face-down card to make the refill face-up instead. Heimin Laborers may not straighten until your next Straighten Phase.
Hiruma Tracker - followers
1F/0C -PH/1G/1HR 3F
Reaction: Bow Hiruma Tracker after an opposing unit moves from this unit's Province to a different Province to move this unit to the same Province.
Karo - followers
0F/0C -PH/3G/0HR 3F
Battle: Bow and destroy Karo to search your deck for a non-Unique, non-Karo Follower. Reduce the Follower's Gold cost by 3, then attach it to one of your Personalities in this battle, playing all remaining costs. Shuffle your deck.
Kitsune House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique
This Personality may cast Kihos as if he or she were a Shugenja.
Monkey House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique • Imperial Magistrate
This Personality has +1 Personal Honor.
Political Limited: Bow Monkey House Guard to restore a Dishonored Personality to honor.
Ox House Guard - followers
2F/0C -PH/4G/1HR 4F
Unique • Cavalry
Ox House Guard gains +2F while defending.
Prophets - followers
2F/0C -PH/3G/1HR 3F
Monk
Other players may not target cards in this unit with Events. (Followers cannot cast Kihos.)
Steadfast Bushi - follower
2F/0C -PH/3G/1HR 3F
Bushi
After the resolution of an action that straightened this Personality: Straighten this card.
Suzume House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique
After Suzume House Guard enters play, bow this Personality and gain 2 Honor.
Tadaka's Children - followers
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Akodo's Grave - holding
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Ashigaru Fort - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Corrupted Dojo - WoC - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Court Chambers - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Honored Sensei - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Kyuden Tonbo - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Meditation Chamber - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Oblivion's Gate - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Personal Librarian - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Provincial Governor - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Reserve Commander - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Ruins of Yotsu Dojo - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Stable Master - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
The Shogun's Barracks - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Tsudao's Chambers - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Untouched Temple - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Wretches - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Banner of Heroes - items
+0F/+0C 8G 4F
Unique
Will only attach to a Samurai.
Give +1F to each Follower in this army.
Damning Evidence - items
+0F/+0C 1G 3F
Will only attach to a Courtier.
Limited: Bow this Personality and destroy Damning Evidence to target another player's Personality. The next time this game that Personality is destroyed, you gain 3 Honor.
Dark Soul Mask - items
+0F/+0C 6G 4F
Unique
This unit does not add its total Force to its army.
Battle: Bow Dark Soul Mask and this Personality to permanently move the Mask onto an opposing Personality.
Edict of Glory - items
+0F/+1C 2G 3F
Will only attach to a Courtier.
Political Reaction: Bow this Personality after one of your target Personalities is involved in creating an Honor gain or is restored to honor to permanently give that Personality +1C and +1 Personal Honor.
Edict of Judgment - items
+0F/+1C 0G 3F
Will only attach to a Courtier.
Political Open: Bow this Personality and target an unbowed Courtier Personality with less Personal Honor. That Courtier's controller decides whether Edict of Judgment dishonors or bows that Courtier.
Fine Steed - items
+0F/+0C 1G 2F
Will only attach to a Courtier.
While this card is attached, this Personality gains Cavalry and may lobby for the Favor as though your Family Honor were 2 points higher.
Battle: Bow and destroy this card to move this unit from one battle to another.
Kaede's Fan - items
+0F/+0C 3G 4F
Unique
Increase by 1 all Honor gains created by actions this Personality performs, by duels this Personality wins, and by battles won or tied by this Personality's army.
Official Papers - items
+0F/+0C 0G 3F
Will only attach to a Courtier.
Limited: Bow Official Papers to add a number of Favor tokens to it equal to this Personality's Personal Honor.
Limited: Bow Official Papers to move any number of Favor tokens from it to a Writ Item.
Radiant Staff - items
+0F/+0C 7G 4F
Battle: Bow Radiant Staff to move an opposing Follower that can legally attach to this Personality onto this Personality. Destroy that Follower after the battle ends and put it in its owner's discard pile.
Sashimono - items
+0F/+0C 1G 3F
Will only attach to a Samurai.
Sashimono gains +1F while opposing cards controlled by a player whose Wind is Daigotsu.
Reaction: Bow Sashimono before another unit in this army is sent home to negate the movement.
Writ of Conscription - items
+0F/+0C 3G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Conscription equal to the Courtier's Personal Honor.
Political Reaction: Bow this Personality and remove one or more Favor tokens when any player is paying for a Follower or Item to reduce or increase that card's Gold cost by the number removed.
Writ of Justice - items
F/C 2G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Justice equal to the Courtier's Personal Honor.
Political Limited: Bow this Personality and remove three Favor tokens to bow a Dishonored Personality.
Political Limited: Bow this Personality and remove six Favor tokens to destroy a Dishonored Personality.
Writ of Peace - items
+0F/+0C 2G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Peace equal to the Courtier's Personal Honor.
Political Battle: Bow this Personality and remove one or more Favor tokens to force a target opposing Personality's controller to decide whether to bow that Personality and not straighten him next Straighten Phase or lose Honor equal to the number of tokens removed.
Akodo Sarasa - personalities
3F/3C 5HR9G/2PH/
Lion Clan Samurai • Tactician • Scout
Open: Once per turn, give Sarasa and each of her Followers Cavalry until the end of the turn. Sarasa may not perform Tactical actions for the rest of the turn.
Akodo Tadenori - exp - personalities
1F/4C 5HR7G/3PH/
Lion Clan Campaigner • Samurai • Tactician • Experienced • Unique
Tadenori costs 1 less Gold if your Wind is Akodo Kaneka.
Tactical Battle: Reduce the Force of an opposing Personality or Follower to its printed Force.
Asahina Barako - personalities
1F/4C 5HR8G/3PH/
Crane Clan Shugenja
Political Battle: Bow Barako to target a player with attacking units opposing Barako. That player must pay Gold equal to the number of his or her attacking units in this battle, or bow all of his or her Gold-producing holdings.
Asako Shiwasu - personalities
2F/3C 6HR8G/2PH/
Phoenix Clan Shugenja • Scribe
Shiwasu costs 1 less Gold if your Wind is Toturi Sezaru.
Once per turn, Shiwasu may cast a Spell attached to one of your other Shugenja as if it were attached to Shiwasu.
Bawaru no Oni - personalities
4F/4C -HR7G/0PH/
Oni • Nonhuman • Shadowlands • Lose 4 Honor.
At the beginning of the Resolution Segment, straighten Bawaru no Oni if there are any unbowed opposing Personalities.
Bayushi Aotora - personalities
3F/4C -HR8G/0PH/
Scorpion Clan Poison Master • Ninja
Aotora costs 1 less Gold if your Wind is Hantei Naseru.
Open: Bow Aotora to remove the Double Chi, Tactician, Cavalry, or Yu trait from a Personality until the beginning of his or her controller's next turn.
Bayushi Kwanchai - exp - personalities
1F/3C -HR5G/1PH/
Scorpion Clan Martyr • Experienced • Unique
Reaction: Bow Kwanchai before one of your bowed or unbowed Scorpion Clan Personalities dies during battle or duel resolution to negate that destruction. Either destroy Kwanchai or put him on top of your Dynasty deck (your choice).
Bayushi Rie - personalities
3F/3C 0HR8G/1PH/
Scorpion Clan Samurai
Political Reaction: The Defender loses 3 Honor at the start of the Resolution Segment. Use this ability only if Rie is in the current attacking army and there are no defending units.
Chu-rochu - personalities
3F/3C -HR6G/1PH/
Ratling Leader • Creature
Actions on Wind cards may not target Chu-rochu.
Daidoji Akimasa - personalities
2F/4C 2HR7G/2PH/
Crane Clan Samurai • Scout
Akimasu has +1F while opposed by a Personality controlled by a player whose Wind is Akodo Kaneka.
Battle: Once per turn, bow Akimasu to create and play a blank Delayed Terrain card for this battle. Akimasu need not bow if he is defending.
Doji Tanitsu - exp - personalities
0F/3C 10HR6G/3PH/
Crane Clan Samurai • Courtier • Experienced • Unique
When Tanitsu enters play or is overlayed, you may select a Wind you do not currently control from outside the game and bring it into play. Remove this Wind from the game if Tanitsu leaves play.
Gaki - personalities
3F/1C -HR4G/0PH/
Spirit • Nonhuman • Shadowlands • Lose 4 Honor.
All bonuses to Gaki's Force and Chi are treated as penalties instead. (This includes focusing.) This does not apply to effects that set its stats directly to a certain value.
Ghul Lord - personalities
4F/3C -HR7G/0PH/
Undead • Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Destroy one of your Undead cards in this army to bow an opposing Follower.
Battle: Fear 3.
Hida Hoitsu - personalities
5F/3C 0HR10G/1PH/
Crab Clan Berserker
Hoitsu costs 1 less Gold if your Wind is Toturi Tsudao.
Hoitsu may not be challenged while he is in an army if he has one or more Followers.
Hida Sozen - personalities
4F/3C 0HR8G/2PH/
Crab Clan Samurai • Yu 3
While Sozen is in an army and no unit opposing him has greater total Force than his unit does, Sozen cannot be destroyed except as a cost or by your card and Stronghold effects. (This does not protect attached cards from effects that destroy his entire unit.)
Hida Wukau - exp - personalities
1F/3C 2HR7G/2PH/
Crab Clan Taskmaster • Experienced • Unique
Limited: Once per turn, bow Wukau to target a unit. Each Follower in that unit gains +2F and Yu +2 until Wukau leaves play or he uses this ability again. Wukau need not bow if he targets himself.
Hitomi Kichi - personalities
4F/2C -HR8G/1PH/
Dragon Clan Monk
Reaction: Kichi gains +2F until the beginning of your next turn after one of your Dragon Clan Personalities is destroyed.
Ik'krt - exp - personalities
3F/3C -HR6G/1PH/
Ratling Scout • Creature • Experienced • Unique
Players must target and bow a Follower they control at Ik'krt's battlefield as an additional cost of taking an action on a Follower opposing Ik'krt.
Limited: Target a Ratling Follower in your discard pile. Put it in your hand.
Ikoma Korin - personalities
3F/3C 4HR6G/2PH/
Lion Clan Samurai
Korin has +1F/+1C while opposing, or in a duel with, a Shugenja, or a Courtier, or any Personality controlled by a player who controls the Voice of the Emperor.
Isawa Fosuta - personalities
2F/5C 6HR7G/2PH/
Phoenix Clan Inquisitor • Shugenja • Unique
Open: Bow Fosuta during another player's Action Phase to target one of that player's Personalities and a Limited or Open action on that Personality. That player must use the action at his or her next chance to act if the action is legal then.
Isawa Wazuka - personalities
1F/4C 4HR7G/2PH/
Phoenix Clan Shugenja
Elemental Water Open: Bow Wazuka to move any number of Items, Spells, and Followers from one of your unbowed Personalities to another.
Kakita Hirotada - personalities
1F/3C 6HR7G/2PH/
Crane Clan Artisan • Master Painter • Courtier
Political Reaction: Bow Hirotada and target an opponent when you are paying for a Holding to produce 3 Gold. That opponent may gain 1 Honor.
Kakita Rekkusu - personalities
2F/4C 5HR8G/2PH/
Crane Clan Samurai
Rekkusu costs 1 Gold less if your Wind is Hantei Naseru.
Each time Rekkusu focuses, immediately raise that card's Focus value by 1.
Kitsu Tanoyame - personalities
2F/3C 7HR6G/3PH/
Lion Clan Shugenja
Political Battle: Once per battle, send home a Lion Clan Personality.
Kitsuki Kiyushichi - personalities
2F/5C 9HR11G/3PH/
Dragon Clan Justicar • Samurai • Double Chi • Unique
Kiyushichi costs 1 less Gold if your Wind is Toturi Sezaru.
Political Reaction: Bow Kiyushichi when a Personality refuses a challenge from one of your other Dragon Clan Personalities to cause that Personality to accept the challenge instead.
Kitsuki Mizuochi - exp - personalities
2F/4C 6HR7G/3PH/
Dragon Clan Investigator • Kitsuki Family Daimyo • Samurai • Magistrate • Experienced • Unique
Gain 2 Honor each time Mizuochi wins a duel against a Personality controlled by a player using Hantei Naseru.
Political Limited: Once per turn, if Mizuochi is honorable, bow him to look at the top card of any player's deck. If it's a Kolat, Ninja, or Assassin card, straighten Mizuochi, discard it, and cause that player to lose 4 Honor.
Korjagun - personalities
3F/3C -HR8G/0PH/
Crab Clan Mujina • Cavalry • Creature
Mujina Followers attaching to Korjagun produce no entering play effects. (This includes Honor losses.) Korjagun's Follower gains Cavalry while he has only one Follower and it has less Force than he.
Reaction: Once per turn, cancel a Daigotsu Wind action targeting one of your cards.
Mat'chek - personalities
3F/2C -HR6G/0PH/
Ratling • Stained Paw Tribe • Creature
Mat'chek costs 1 less Gold if your Wind is Daigotsu.
Reaction: Once per duel, instead of focusing, target an Item attached to Mat'chek's opponent. Permanently move the Item onto Mat'chek if legal, otherwise destroy it.
Matsu Ferishi - personalities
3F/3C 5HR7G/2PH/
Lion Clan Samurai
Political Battle: Once per turn, bow an opposing non-Unique Follower.
Mirumoto Ryosaki - personalities
3F/4C 5HR8G/2PH/
Dragon Clan Samurai
Ryosaki has +1C if you control one or more Courtiers.
Each Focus card revealed by Ryosaki's opponent in a duel has -1 Focus Value when it's revealed.
Mirumoto Takeo - personalities
3F/3C 4HR7G/2PH/
Dragon Clan Samurai
Battle: Once per battle, if Takeo is opposed, draw a card.
Miya Shoin - personalities
0F/2C 2HR6G/3PH/
Unaligned Imperial Herald • Courtier • Unique
While you control Shoin, other players may not lobby and may, as a Political Limited action, pay 8 Gold to take permanent control of Shoin.
Moshi Eihime - personalities
2F/4C 1HR8G/1PH/
Mantis Clan Shugenja • Naval
Eihime has +2F if your Wind is Toturi Tsudao.
After attaching a Spell to Eihime, you may return a Spell attached to her to your hand.
Moshi Yoshinaka - personalities
2F/3C 0HR7G/1PH/
Mantis Clan Shugenja • Unique
Elemental Water Reaction: Bow Yoshinaka to target one of your Naval units when it assigns to a battle. During this attack, other player's cards may not send that unit home or bow cards in it.
Moto Genki - personalities
3F/3C 2HR8G/2PH/
Unicorn Clan Yojimbo • Samurai • Cavalry
Limited: Bow Genki to take a non-Unique Item from your discard pile and attach it to her, paying all costs. Genki need not bow if she has no Items.
Moto Latomu - personalities
4F/4C -HR9G/1PH/
Unicorn Clan Samurai • Cavalry
Latomu costs 1 less Gold if you control the Right Hand of the Emperor.
Reaction: After an action moves Latomu to a battlefield, you may bow him: Ranged 2 Attack, or Ranged 4 Attack if you bowed him.
Omoni - exp - personalities
4F/2C -HR7G/0PH/
Goblin Sculptor of Flesh • Nonhuman • Experienced • Unique • Shadowlands • Lose 4 Honor.
Reaction: When a Fear effect from cards in Omoni's unit targets an opposing unit, the Fear reduces the Force of all Followers in the targeted unit by the Fear strength instead of producing its normal effect.
Battle: Produce Fear with a strength equal to the number of Goblin Followers attached to Omoni, plus 2.
Otomo Taneji - personalities
0F/2C -HR3G/2PH/
Unaligned Courtier • Samurai • Gain 1 Honor.
Ryouko - personalities
2F/3C 8HR8G/3PH/
Phoenix Clan Fushicho • Emissary of Tengoku • Shugenja • Nonhuman • Cavalry
Will not attach Spells. When Ryouko dies, you may permanently raise its Honor Requirement by 6 and place it on the top of your Dynasty deck instead of your discard pile.
Battle: Once per battle, make a Ranged 2 Attack without bowing.
Settozai - personalities
4F/4C -HR9G/0PH/
Unaligned Onisu of Larceny • Nonhuman • Cavalry • Unique • Shadowlands • Lose 5 Honor.
Reaction: Once per turn, negate all effects of a Battle action by the Attacker if the Defender has not yet taken a Battle or Open action, or passed, during the current battle.
Reaction: Dishonor one of your Honorable Personalities to produce 2 Gold and lose 2 Honor. This ability may be used once per turn by each player, and while Settozai is bowed.
Shiba Emiri - personalities
3F/3C 3HR7G/2PH/
Phoenix Clan Samurai
Emiri has +1F while opposing a card in battle controlled by a player whose wind is Toturi Tsudao.
Battle: Once per battle, bow one of your Shugenja in an army to move Emiri into that army (if necessary) and give her a Force bonus equal to the Shugenja's Force.
Shinjo Haruko - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Imperial Guard • Samurai • Courtier • Cavalry
Political Reaction: Once per turn, bow Haruko to cancel a lobbying attempt. Haruko need not bow if the lobbying player's Wind is Hantei Naseru.
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.
Soshi Seika - personalities
2F/4C 0HR7G/1PH/
Scorpion Clan Courtier
Reaction: Once per turn, before you take a Political action, remove the Political trait from that action. If the action is on a card, also remove the Political trait from that card until the end of the turn.
Soshi Tabito - personalities
1F/3C 0HR7G/2PH/
Scorpion Clan Courtier
Political Reaction: After any opponent loses Honor, gain 1 Honor.
Tsuruchi Tasuku - personalities
2F/3C -HR8G/1PH/
Mantis Clan Bushi. Naval.
Battle: Once per battle, bow Tasuku for a Ranged 3 Attack. Tasuku need not bow if you have taken no Battle or Open actions yet this battle or if the target is controlled by a player whose Wind is Toturi Sezaru.
Utaku Qsi-Tsing - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Battle Maiden. Gunso. Samurai. Cavalry.
Political Limited: Once per turn, pay 3 Gold to attach a +1F/+1C Weapon Item token to one of your Personalities.
Yasuki Namika - personalities
3F/2C -HR7G/2PH/
Crab Clan Samurai. Courtier.
Political Reaction: Once per turn, dishonor a Personality after he or she issues a challenge to a Crab Clan Personality with less Chi than the challenger.
Yoritomo Manobu - personalities
3F/3C -HR8G/2PH/
Mantis Clan Samurai.
Open: Bow Manobu to straighten a Naval card.
Yoritomo Yorikane - personalities
4F/4C 0HR9G/2PH/
Mantis Clan Samurai. Naval.
Limited: Pay 2 Gold to give one of your Followers the Naval trait permanently. If any of your opponent's Winds is Toturi Tsudao, this costs 1 Gold instead.
Kaiu Village - regions
Unique
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+1C Weapon Item token to him.
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+0C Armor Item token to him.
Sacred Grove - regions
Unique
This Province has -1 Strength. Each time this Province is attacked and not destroyed, dishonor each Personality in the attacking army immediately before destroying the losing or tied armies, if any.
Limited: Once per turn, gain 1 Honor.
Clarity of Purpose - spells
3G 2F
Battle: Bow this Shugenja to give a Personality in the current battle +3F and each Personality opposing him or her +2F.
Dark Wings - spells
1G 2F
Maho Battle: Without bowing, move this unit to another Province. Lose 1 Honor. You must destroy this Spell as a cost if you have already used this ability this turn.
Hands of the Tides - spells
3G 3F
Battle: Bow this Shugenja and target an opposing unit to force that unit's controller to move all Followers in that unit to other legal Personalities he or she controls in that battle. Destroy any Followers that can't be moved.
Judgement of the Kami - spells
2G 3F
Reaction: Bow this Shugenja after an opponent searches his Fate deck for a card or draws a card due to his own card or stronghold effect to look at the top four cards of your Fate deck, take one into your hand, and shuffle your deck. Look at your top eight cards instead if your Wind is Akodo Kaneka.
Kharmic Vengeance - spells
2G 3F
Open: Bow this Shugenja during the Action Phase and target two units. For the rest of the turn, while these units are in the same battle, cards in each unit must target cards in the other unit with the actions they perform, if a legal target exists there.
The Outer Darkness - spells
4G 4F
Limited: Bow this Shugenja, who may remain bowed, to target one of your other units. Bow that unit. While this Shugenja remains bowed and in play, the other unit may not straighten, and while you are the Defender, you may, as a Battle action, straighten this Shugenja to straighten the other unit, move it into the current battle, and take an extra consecutive Battle or Open action (or pass).
Barren Fields - actions
0G 1F
Delayed Terrain
Battle: If there are more unbowed attacking cards in this battle than the Attacker has unbowed Gold-producing Holdings, the Attacker must bow attacking cards in this battle until the number is equal. The Defender then does likewise with defending cards based on his or her own Holdings.
Bloodied Ground - actions
0G 2F
Delayed Terrain • Attacker and Defender only.
Political Battle: You may play a Fate card face-down from your hand. If you do, the opposing player may likewise play a card. Alternate until one of you refuses to play a card. Turn all these cards face up, add their Focus values to your respective army totals (even if an army has no units) then discard them. This is not a duel.
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.
Defend Your Master - actions
0G 2F
Immediate Terrain
Political Battle: Your units may not be moved out of this battle or by other players' cards. Play this card only if you have a Courtier in this battle or in your home.
Dismissed - actions
0G 3F
Political Reaction: Bow one of your Courtier Personalities to cancel a Political Limited action.
Political Reaction: Bow one of your Courtier Personalities to negate a challenge during the Action Phase.
Domotai's Sacrifice - actions
0G 4F
Limited: Have one of your Honorable Samurai Personalities with your Faction trait commit seppuku to gain 3 Honor and to permanently give all your remaining Personalities with your Faction trait +2F. Your Personalities gain +3F instead if your Wind is Akodo Kaneka. Play this action only if you have a lower Family Honor and fewer Provinces than each other player.
Field of Glorious Slaughter - actions
0G 1F
Immediate Terrain
Political Battle: While this card is in play, you gain 2 Honor after each time a card at this battlefield that you do not control is destroyed.
Fruitless Combat - actions
0G 2F
Battle: Bow one of your Samurai Personalities in this battle to give all non-Samurai Personalities in this battle -2F.
Gempukku - actions
0G 3F
Political Open: Permanently give a Human Personality with neither the Shugenja nor Samurai traits +1 Personal Honor and either the Shugenja or the Samurai trait. This action may target a face-up card in a Province as well as one in play.
Hospitality - actions
0G 3F
Political Open: Bow one or more of your Courtier Personalities to permanently lower the Honor Requirements of all Personalities owned by one target player by the Courtiers' total Personal Honor.
Inspired Troops - actions
2*G 1F
Reduce the Gold cost of this card by the number of Courtiers you control.
Political Open: Give +2F to each non-Token Follower in one unit.
Invasion - actions
0G 2F
Battle: Bow one of your Cavalry or Naval units to send home an opposing non-Naval Infantry unit.
Mastermind - actions
0G 3F
Political Limited: Bow one of your Courtiers with a higher combined Chi and Personal Honor than that of all opponents' Courtiers to gain 2 Honor.
Officers' Council - actions
0G 2F
Limited: Target and bow a Personality you control; he must be a Tactician unless you control the Right Hand of the Emperor. Target a number of other Personalities you control up to the performing Personality's Chi. Give them the ability, "Battle: Bow this card: Target an opposing card with no unbowed cards attached. Bow it."
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
Petty Insults - actions
*G 2F
Political Limited: Bow one or two of your Courtier Personalities to target another player. You and that player each lose Honor equal to the Gold you spent on this card or the Courtiers' total Personal Honor, whichever is less. Your loss cannot be copied or modified. The other player's loss cannot reduce him below his starting Family Honor.
Poisoned Thread - actions
4*G 2F
Limited: Target a Personality. For the rest of the game, that Personality permanently loses -1F/-1C each time he or she assigns to an army or issues a challenge. You may bow one of your Courtier or Ninja Personalities as a cost to reduce the Gold cost of this card by 4.
Political Entanglements - actions
0*G 3F
Political Limited: Bow one of your Courtiers to reduce all numerals printed on a target Personality by 1. You may make this reduction permanent by raising this card's Gold cost by 3 when you play it.
Rage - actions
0G 3F
Battle: One of your Personalities challenges an opposing Personality to a duel of Force. Bow the loser. If the challenge is refused, you may search your Fate deck for a Battle Action card and immediately play it for one of its Battle actions.
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.
Rhetoric - actions
0G 3F
Political Reaction: Before any player gains or loses Honor, bow one of your Courtiers with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.
Running Engagement - actions
0G 1F
Battle: Discard a card from your hand to move one of your units from one of the Defender's Provinces to another.
Seek the Path - actions
0G 3F
Kiho Reaction: Target one of your unbowed Shugenja or Monks before a player searches his or her Fate deck for a card to force that player to draw the top card of his or her Fate deck instead. Draw a card.
Sharing Strength - actions
0G 2F
Kiho Open: Bow one of your Shugenja or Monks to give a Personality a Force bonus equal to the caster's printed Force or a Chi bonus equal to the caster's printed Chi. Straighten the caster at the end of the turn.
Sound Strategy - actions
0G 3F
Reaction: After a battle ends: Take the last non-Terrain Action card that you played during the battle from the discard pile and put it in your hand. (This cannot retrieve a card played after the end or resolution of a battle.)
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.
Stern Reprimand - actions
0G 4F
Political Open: Bow one of your Courtiers to target a Follower or Spell. Its controller chooses whether Stern Reprimand sends the card to its owner's hand or whether Stern Reprimand dishonors that Personality and causes the Personality's controller to lose 4 Honor.
Storm Heart - actions
0G 2F
Political Limited: One of your Courtier Personalities challenges a non-Courtier Personality to a duel of Personal Honor. Destroy the loser. Dishonor the winner if the loser in not Shadowlands. Dishonor the challenged Personality if the challenge is refused. Dishonored Personalities may not refuse.
Strange Politics - actions
0G 3F
Political Reaction: Cancel a Political action that targets a Creature Personality.
Political Reaction: Bow one of your Creature Personalities to cancel a Political action. Dishonor the Creature.
Tainted Dreams - actions
0G 1F
Delayed Terrain
Battle: Bow all Followers in this battle.
Taut Bowstrings - actions
0G 3F
Reaction: Play before one of your target Followers or Items bows to produce a ranged attack or as part of a combined ranged attack. That card need not bow.
Reaction: Play after a unit moves into a Province or before a unit leaves a Province to make a ranged attack targeting it from your opposing cards in that Province. Your cards need not bow to produce this attack.
The Four Winds March - actions
0G 2F
Political Battle: Discard the Imperial Favor to move one of your bowed or unbowed units from your home into this battle. Straighten all cards in that unit. This may not target a unit that has been in an army during battle resolution this turn.
The Future is Unwritten - actions
0G 3F
Kiho Void Limited: Target and bow a Shugenja or Monk you control: Target another player. Draw four cards. Discard three cards. The player may name one of the discarded cards or may name The Future is Unwritten. If he names a card, you may not play cards with that title until the game ends.
The World is Empty - actions
0G 3F
You may focus this card face-up in a duel to change its Focus value to a number of your choice from 0 to 4. Your opponent reveals his most recent focus card, if any, and discards it without effect if its Focus value is greater than this card's.
Time to Pay the Price - actions
0G 3F
Political Open: If the active player has destroyed any of your Provinces as the Attacker this game, bow one of your Courtiers during his Action Phase to target him and force him to choose and bow three of his or her Personalities. That player may reduce the number of Personalities he or she must bow by paying 2 Gold each. These payments may be combined.
Traitor's Reward - actions
*G 2F
Limited: Bow one of your Personalities to search one of your decks for any number of cards, remove them from the game, and shuffle that deck. The number removed cannot exceed the amount of Gold spent on this card if your Personality is a Courtier, or half that amount, rounded down, if he or she is not.
Treachery - actions
5*G 4F
Reduce this card's Gold cost by the number of Courtiers you control.
Political Limited: Bow your Stronghold to target two Personalities controlled by the same player. Until the end of the game, these Personalities may not assign to the same Province unless it is not possible to assign them to different Provinces.
Twist the World - actions
0G 4F
Kiho Void Reaction: Target one of your Shugenja or Monks after a Battle Action Segment begins to reverse the direction in which players take actions for that battle. This does not affect who takes the first action.
Utz! - actions
0G 1F
Battle: Give an opposed Personality +2F until the end of this battle.
Weight of the Heavens - actions
0G 2F
Kiho Open: Target one of your Shugenja or Monks to remove the Cavalry, Naval, Yu, Double Chi, and Tactician traits from one card.
Kiho Open: Bow one of your Shugenjas or Monks to remove the Cavalry, Naval, Yu, Double Chi, and Tactician traits from a number of cards up to the caster's Chi.
Well Prepared - actions
0G 3F
Battle: If you control a Terrain: Bow or straighten a target card at the current battlefield.
Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.
Koten - strongholds
7PS/4GP/2SH
Crab, Crab
Berserker Personalities you own have Yu +2.
Limited: Bow to permanently give one of your Crab Clan Personalities the Berserker trait.
Reaction: Bow after one of your Crab Clan Berserkers or Samurai is destroyed to reduce the Gold cost of the next Crab Clan Personality you bring into play this game to 0.
Tch'tch Warrens - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Limited: Bow to take a non-Follower Fate card from another player's discard pile and put it in your hand. Keep this card face-up and revealed. The next time this card goes to a discard pile or deck, remove it from the game instead.
Ichido no Shiryo - ancestors
+1F/+0C -PH/0G/1HR 3F
Crab Clan Ancestor • Unique
After this card enters play, you may place a 0F Follower token on a number of your bowed and unbowed Crab Clan Personalities up to this Personality's Force plus Yu.
Yasu no Shiryo - ancestors
+0F/+1C -PH/0G/2HR 3F
Phoenix Clan Ancestor. Unique.
Political Reaction: Bow this Personality after one of your non-Shadowlands Personalities dies to gain 2 Honor.
A Champion's Heart - events
Permanently gain the ability "Political Reaction: After another player pays a cost of discarding the Favor, target and bow a Personality you control with more than 0 Personal Honor: Gain the Imperial Favor."
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.
Contingency Plans - events
For the rest of the game, actions on Holdings in play cost one extra Gold to use. (This does not apply to producing Gold unless the production is the effect of an action.) This will add a Gold cost to actions that do not have one.
Eloquence - events
Permanently give a target Courtier Personality the ability "Political Limited: Bow this card to gain the Imperial Favor. This counts as a lobbying attempt."
No Mercy - events
Until the end of the game, any player who has suffered an Honor loss from one of his or her own cards is eliminated if his or her Family Honor is below -14.
Promotion to the Court - events
Permanently give a target Human Personality the Courtier trait and +1 Personal Honor. You may then permanently remove the Courtier trait from a different target Courtier Personality.
Strike Like the Wind - events
The next time a duel begins this game, the challenged Personality gains Double Chi until the duel ends.
The New Order - event
You may destroy your rightmost Province; if you do so, permanently increase the amount of Honor needed to achieve an Honor Victory by 10.
Wait and See - events
You may destroy this Province to gain 5 Honor. This gain may not be modified.
Hachi's Legion - followers
2F/0C -PH/4G/2HR 4F
Imperial
Destroy Hachi's Legion if this Personality is ever Dishonored.
While you control the Imperial Favor, other players must discard a Fate card from their hands to target cards in this unit with an action.
Heimin Laborers - followers
1F/0C -PH/2G/0HR 2F
Ashigaru
Reaction: Bow Heimin Laborers before any player refills a Province with a face-down card to make the refill face-up instead. Heimin Laborers may not straighten until your next Straighten Phase.
Hiruma Tracker - followers
1F/0C -PH/1G/1HR 3F
Reaction: Bow Hiruma Tracker after an opposing unit moves from this unit's Province to a different Province to move this unit to the same Province.
Karo - followers
0F/0C -PH/3G/0HR 3F
Battle: Bow and destroy Karo to search your deck for a non-Unique, non-Karo Follower. Reduce the Follower's Gold cost by 3, then attach it to one of your Personalities in this battle, playing all remaining costs. Shuffle your deck.
Kitsune House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique
This Personality may cast Kihos as if he or she were a Shugenja.
Monkey House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique • Imperial Magistrate
This Personality has +1 Personal Honor.
Political Limited: Bow Monkey House Guard to restore a Dishonored Personality to honor.
Ox House Guard - followers
2F/0C -PH/4G/1HR 4F
Unique • Cavalry
Ox House Guard gains +2F while defending.
Prophets - followers
2F/0C -PH/3G/1HR 3F
Monk
Other players may not target cards in this unit with Events. (Followers cannot cast Kihos.)
Steadfast Bushi - follower
2F/0C -PH/3G/1HR 3F
Bushi
After the resolution of an action that straightened this Personality: Straighten this card.
Suzume House Guard - followers
2F/0C -PH/3G/1HR 4F
Unique
After Suzume House Guard enters play, bow this Personality and gain 2 Honor.
Tadaka's Children - followers
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Akodo's Grave - holding
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Ashigaru Fort - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Corrupted Dojo - WoC - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Court Chambers - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Honored Sensei - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Kyuden Tonbo - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Meditation Chamber - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Oblivion's Gate - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Personal Librarian - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Provincial Governor - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Reserve Commander - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Ruins of Yotsu Dojo - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Stable Master - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
The Shogun's Barracks - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Tsudao's Chambers - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Untouched Temple - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Wretches - holdings
3F/0C -PH/5G/2HR 3F
Nonhuman
Battle: Once per battle, bow Tadaka's Children to destroy an opposing Shadowlands Follower. Tadaka's Children need not bow if you are a Crane Clan player.
Banner of Heroes - items
+0F/+0C 8G 4F
Unique
Will only attach to a Samurai.
Give +1F to each Follower in this army.
Damning Evidence - items
+0F/+0C 1G 3F
Will only attach to a Courtier.
Limited: Bow this Personality and destroy Damning Evidence to target another player's Personality. The next time this game that Personality is destroyed, you gain 3 Honor.
Dark Soul Mask - items
+0F/+0C 6G 4F
Unique
This unit does not add its total Force to its army.
Battle: Bow Dark Soul Mask and this Personality to permanently move the Mask onto an opposing Personality.
Edict of Glory - items
+0F/+1C 2G 3F
Will only attach to a Courtier.
Political Reaction: Bow this Personality after one of your target Personalities is involved in creating an Honor gain or is restored to honor to permanently give that Personality +1C and +1 Personal Honor.
Edict of Judgment - items
+0F/+1C 0G 3F
Will only attach to a Courtier.
Political Open: Bow this Personality and target an unbowed Courtier Personality with less Personal Honor. That Courtier's controller decides whether Edict of Judgment dishonors or bows that Courtier.
Fine Steed - items
+0F/+0C 1G 2F
Will only attach to a Courtier.
While this card is attached, this Personality gains Cavalry and may lobby for the Favor as though your Family Honor were 2 points higher.
Battle: Bow and destroy this card to move this unit from one battle to another.
Kaede's Fan - items
+0F/+0C 3G 4F
Unique
Increase by 1 all Honor gains created by actions this Personality performs, by duels this Personality wins, and by battles won or tied by this Personality's army.
Official Papers - items
+0F/+0C 0G 3F
Will only attach to a Courtier.
Limited: Bow Official Papers to add a number of Favor tokens to it equal to this Personality's Personal Honor.
Limited: Bow Official Papers to move any number of Favor tokens from it to a Writ Item.
Radiant Staff - items
+0F/+0C 7G 4F
Battle: Bow Radiant Staff to move an opposing Follower that can legally attach to this Personality onto this Personality. Destroy that Follower after the battle ends and put it in its owner's discard pile.
Sashimono - items
+0F/+0C 1G 3F
Will only attach to a Samurai.
Sashimono gains +1F while opposing cards controlled by a player whose Wind is Daigotsu.
Reaction: Bow Sashimono before another unit in this army is sent home to negate the movement.
Writ of Conscription - items
+0F/+0C 3G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Conscription equal to the Courtier's Personal Honor.
Political Reaction: Bow this Personality and remove one or more Favor tokens when any player is paying for a Follower or Item to reduce or increase that card's Gold cost by the number removed.
Writ of Justice - items
F/C 2G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Justice equal to the Courtier's Personal Honor.
Political Limited: Bow this Personality and remove three Favor tokens to bow a Dishonored Personality.
Political Limited: Bow this Personality and remove six Favor tokens to destroy a Dishonored Personality.
Writ of Peace - items
+0F/+0C 2G 3F
Will only attach to a Courtier. When it enters play, put Favor tokens on Writ of Peace equal to the Courtier's Personal Honor.
Political Battle: Bow this Personality and remove one or more Favor tokens to force a target opposing Personality's controller to decide whether to bow that Personality and not straighten him next Straighten Phase or lose Honor equal to the number of tokens removed.
Akodo Sarasa - personalities
3F/3C 5HR9G/2PH/
Lion Clan Samurai • Tactician • Scout
Open: Once per turn, give Sarasa and each of her Followers Cavalry until the end of the turn. Sarasa may not perform Tactical actions for the rest of the turn.
Akodo Tadenori - exp - personalities
1F/4C 5HR7G/3PH/
Lion Clan Campaigner • Samurai • Tactician • Experienced • Unique
Tadenori costs 1 less Gold if your Wind is Akodo Kaneka.
Tactical Battle: Reduce the Force of an opposing Personality or Follower to its printed Force.
Asahina Barako - personalities
1F/4C 5HR8G/3PH/
Crane Clan Shugenja
Political Battle: Bow Barako to target a player with attacking units opposing Barako. That player must pay Gold equal to the number of his or her attacking units in this battle, or bow all of his or her Gold-producing holdings.
Asako Shiwasu - personalities
2F/3C 6HR8G/2PH/
Phoenix Clan Shugenja • Scribe
Shiwasu costs 1 less Gold if your Wind is Toturi Sezaru.
Once per turn, Shiwasu may cast a Spell attached to one of your other Shugenja as if it were attached to Shiwasu.
Bawaru no Oni - personalities
4F/4C -HR7G/0PH/
Oni • Nonhuman • Shadowlands • Lose 4 Honor.
At the beginning of the Resolution Segment, straighten Bawaru no Oni if there are any unbowed opposing Personalities.
Bayushi Aotora - personalities
3F/4C -HR8G/0PH/
Scorpion Clan Poison Master • Ninja
Aotora costs 1 less Gold if your Wind is Hantei Naseru.
Open: Bow Aotora to remove the Double Chi, Tactician, Cavalry, or Yu trait from a Personality until the beginning of his or her controller's next turn.
Bayushi Kwanchai - exp - personalities
1F/3C -HR5G/1PH/
Scorpion Clan Martyr • Experienced • Unique
Reaction: Bow Kwanchai before one of your bowed or unbowed Scorpion Clan Personalities dies during battle or duel resolution to negate that destruction. Either destroy Kwanchai or put him on top of your Dynasty deck (your choice).
Bayushi Rie - personalities
3F/3C 0HR8G/1PH/
Scorpion Clan Samurai
Political Reaction: The Defender loses 3 Honor at the start of the Resolution Segment. Use this ability only if Rie is in the current attacking army and there are no defending units.
Chu-rochu - personalities
3F/3C -HR6G/1PH/
Ratling Leader • Creature
Actions on Wind cards may not target Chu-rochu.
Daidoji Akimasa - personalities
2F/4C 2HR7G/2PH/
Crane Clan Samurai • Scout
Akimasu has +1F while opposed by a Personality controlled by a player whose Wind is Akodo Kaneka.
Battle: Once per turn, bow Akimasu to create and play a blank Delayed Terrain card for this battle. Akimasu need not bow if he is defending.
Doji Tanitsu - exp - personalities
0F/3C 10HR6G/3PH/
Crane Clan Samurai • Courtier • Experienced • Unique
When Tanitsu enters play or is overlayed, you may select a Wind you do not currently control from outside the game and bring it into play. Remove this Wind from the game if Tanitsu leaves play.
Gaki - personalities
3F/1C -HR4G/0PH/
Spirit • Nonhuman • Shadowlands • Lose 4 Honor.
All bonuses to Gaki's Force and Chi are treated as penalties instead. (This includes focusing.) This does not apply to effects that set its stats directly to a certain value.
Ghul Lord - personalities
4F/3C -HR7G/0PH/
Undead • Nonhuman • Shadowlands • Lose 3 Honor.
Battle: Destroy one of your Undead cards in this army to bow an opposing Follower.
Battle: Fear 3.
Hida Hoitsu - personalities
5F/3C 0HR10G/1PH/
Crab Clan Berserker
Hoitsu costs 1 less Gold if your Wind is Toturi Tsudao.
Hoitsu may not be challenged while he is in an army if he has one or more Followers.
Hida Sozen - personalities
4F/3C 0HR8G/2PH/
Crab Clan Samurai • Yu 3
While Sozen is in an army and no unit opposing him has greater total Force than his unit does, Sozen cannot be destroyed except as a cost or by your card and Stronghold effects. (This does not protect attached cards from effects that destroy his entire unit.)
Hida Wukau - exp - personalities
1F/3C 2HR7G/2PH/
Crab Clan Taskmaster • Experienced • Unique
Limited: Once per turn, bow Wukau to target a unit. Each Follower in that unit gains +2F and Yu +2 until Wukau leaves play or he uses this ability again. Wukau need not bow if he targets himself.
Hitomi Kichi - personalities
4F/2C -HR8G/1PH/
Dragon Clan Monk
Reaction: Kichi gains +2F until the beginning of your next turn after one of your Dragon Clan Personalities is destroyed.
Ik'krt - exp - personalities
3F/3C -HR6G/1PH/
Ratling Scout • Creature • Experienced • Unique
Players must target and bow a Follower they control at Ik'krt's battlefield as an additional cost of taking an action on a Follower opposing Ik'krt.
Limited: Target a Ratling Follower in your discard pile. Put it in your hand.
Ikoma Korin - personalities
3F/3C 4HR6G/2PH/
Lion Clan Samurai
Korin has +1F/+1C while opposing, or in a duel with, a Shugenja, or a Courtier, or any Personality controlled by a player who controls the Voice of the Emperor.
Isawa Fosuta - personalities
2F/5C 6HR7G/2PH/
Phoenix Clan Inquisitor • Shugenja • Unique
Open: Bow Fosuta during another player's Action Phase to target one of that player's Personalities and a Limited or Open action on that Personality. That player must use the action at his or her next chance to act if the action is legal then.
Isawa Wazuka - personalities
1F/4C 4HR7G/2PH/
Phoenix Clan Shugenja
Elemental Water Open: Bow Wazuka to move any number of Items, Spells, and Followers from one of your unbowed Personalities to another.
Kakita Hirotada - personalities
1F/3C 6HR7G/2PH/
Crane Clan Artisan • Master Painter • Courtier
Political Reaction: Bow Hirotada and target an opponent when you are paying for a Holding to produce 3 Gold. That opponent may gain 1 Honor.
Kakita Rekkusu - personalities
2F/4C 5HR8G/2PH/
Crane Clan Samurai
Rekkusu costs 1 Gold less if your Wind is Hantei Naseru.
Each time Rekkusu focuses, immediately raise that card's Focus value by 1.
Kitsu Tanoyame - personalities
2F/3C 7HR6G/3PH/
Lion Clan Shugenja
Political Battle: Once per battle, send home a Lion Clan Personality.
Kitsuki Kiyushichi - personalities
2F/5C 9HR11G/3PH/
Dragon Clan Justicar • Samurai • Double Chi • Unique
Kiyushichi costs 1 less Gold if your Wind is Toturi Sezaru.
Political Reaction: Bow Kiyushichi when a Personality refuses a challenge from one of your other Dragon Clan Personalities to cause that Personality to accept the challenge instead.
Kitsuki Mizuochi - exp - personalities
2F/4C 6HR7G/3PH/
Dragon Clan Investigator • Kitsuki Family Daimyo • Samurai • Magistrate • Experienced • Unique
Gain 2 Honor each time Mizuochi wins a duel against a Personality controlled by a player using Hantei Naseru.
Political Limited: Once per turn, if Mizuochi is honorable, bow him to look at the top card of any player's deck. If it's a Kolat, Ninja, or Assassin card, straighten Mizuochi, discard it, and cause that player to lose 4 Honor.
Korjagun - personalities
3F/3C -HR8G/0PH/
Crab Clan Mujina • Cavalry • Creature
Mujina Followers attaching to Korjagun produce no entering play effects. (This includes Honor losses.) Korjagun's Follower gains Cavalry while he has only one Follower and it has less Force than he.
Reaction: Once per turn, cancel a Daigotsu Wind action targeting one of your cards.
Mat'chek - personalities
3F/2C -HR6G/0PH/
Ratling • Stained Paw Tribe • Creature
Mat'chek costs 1 less Gold if your Wind is Daigotsu.
Reaction: Once per duel, instead of focusing, target an Item attached to Mat'chek's opponent. Permanently move the Item onto Mat'chek if legal, otherwise destroy it.
Matsu Ferishi - personalities
3F/3C 5HR7G/2PH/
Lion Clan Samurai
Political Battle: Once per turn, bow an opposing non-Unique Follower.
Mirumoto Ryosaki - personalities
3F/4C 5HR8G/2PH/
Dragon Clan Samurai
Ryosaki has +1C if you control one or more Courtiers.
Each Focus card revealed by Ryosaki's opponent in a duel has -1 Focus Value when it's revealed.
Mirumoto Takeo - personalities
3F/3C 4HR7G/2PH/
Dragon Clan Samurai
Battle: Once per battle, if Takeo is opposed, draw a card.
Miya Shoin - personalities
0F/2C 2HR6G/3PH/
Unaligned Imperial Herald • Courtier • Unique
While you control Shoin, other players may not lobby and may, as a Political Limited action, pay 8 Gold to take permanent control of Shoin.
Moshi Eihime - personalities
2F/4C 1HR8G/1PH/
Mantis Clan Shugenja • Naval
Eihime has +2F if your Wind is Toturi Tsudao.
After attaching a Spell to Eihime, you may return a Spell attached to her to your hand.
Moshi Yoshinaka - personalities
2F/3C 0HR7G/1PH/
Mantis Clan Shugenja • Unique
Elemental Water Reaction: Bow Yoshinaka to target one of your Naval units when it assigns to a battle. During this attack, other player's cards may not send that unit home or bow cards in it.
Moto Genki - personalities
3F/3C 2HR8G/2PH/
Unicorn Clan Yojimbo • Samurai • Cavalry
Limited: Bow Genki to take a non-Unique Item from your discard pile and attach it to her, paying all costs. Genki need not bow if she has no Items.
Moto Latomu - personalities
4F/4C -HR9G/1PH/
Unicorn Clan Samurai • Cavalry
Latomu costs 1 less Gold if you control the Right Hand of the Emperor.
Reaction: After an action moves Latomu to a battlefield, you may bow him: Ranged 2 Attack, or Ranged 4 Attack if you bowed him.
Omoni - exp - personalities
4F/2C -HR7G/0PH/
Goblin Sculptor of Flesh • Nonhuman • Experienced • Unique • Shadowlands • Lose 4 Honor.
Reaction: When a Fear effect from cards in Omoni's unit targets an opposing unit, the Fear reduces the Force of all Followers in the targeted unit by the Fear strength instead of producing its normal effect.
Battle: Produce Fear with a strength equal to the number of Goblin Followers attached to Omoni, plus 2.
Otomo Taneji - personalities
0F/2C -HR3G/2PH/
Unaligned Courtier • Samurai • Gain 1 Honor.
Ryouko - personalities
2F/3C 8HR8G/3PH/
Phoenix Clan Fushicho • Emissary of Tengoku • Shugenja • Nonhuman • Cavalry
Will not attach Spells. When Ryouko dies, you may permanently raise its Honor Requirement by 6 and place it on the top of your Dynasty deck instead of your discard pile.
Battle: Once per battle, make a Ranged 2 Attack without bowing.
Settozai - personalities
4F/4C -HR9G/0PH/
Unaligned Onisu of Larceny • Nonhuman • Cavalry • Unique • Shadowlands • Lose 5 Honor.
Reaction: Once per turn, negate all effects of a Battle action by the Attacker if the Defender has not yet taken a Battle or Open action, or passed, during the current battle.
Reaction: Dishonor one of your Honorable Personalities to produce 2 Gold and lose 2 Honor. This ability may be used once per turn by each player, and while Settozai is bowed.
Shiba Emiri - personalities
3F/3C 3HR7G/2PH/
Phoenix Clan Samurai
Emiri has +1F while opposing a card in battle controlled by a player whose wind is Toturi Tsudao.
Battle: Once per battle, bow one of your Shugenja in an army to move Emiri into that army (if necessary) and give her a Force bonus equal to the Shugenja's Force.
Shinjo Haruko - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Imperial Guard • Samurai • Courtier • Cavalry
Political Reaction: Once per turn, bow Haruko to cancel a lobbying attempt. Haruko need not bow if the lobbying player's Wind is Hantei Naseru.
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.
Soshi Seika - personalities
2F/4C 0HR7G/1PH/
Scorpion Clan Courtier
Reaction: Once per turn, before you take a Political action, remove the Political trait from that action. If the action is on a card, also remove the Political trait from that card until the end of the turn.
Soshi Tabito - personalities
1F/3C 0HR7G/2PH/
Scorpion Clan Courtier
Political Reaction: After any opponent loses Honor, gain 1 Honor.
Tsuruchi Tasuku - personalities
2F/3C -HR8G/1PH/
Mantis Clan Bushi. Naval.
Battle: Once per battle, bow Tasuku for a Ranged 3 Attack. Tasuku need not bow if you have taken no Battle or Open actions yet this battle or if the target is controlled by a player whose Wind is Toturi Sezaru.
Utaku Qsi-Tsing - personalities
3F/3C 4HR8G/2PH/
Unicorn Clan Battle Maiden. Gunso. Samurai. Cavalry.
Political Limited: Once per turn, pay 3 Gold to attach a +1F/+1C Weapon Item token to one of your Personalities.
Yasuki Namika - personalities
3F/2C -HR7G/2PH/
Crab Clan Samurai. Courtier.
Political Reaction: Once per turn, dishonor a Personality after he or she issues a challenge to a Crab Clan Personality with less Chi than the challenger.
Yoritomo Manobu - personalities
3F/3C -HR8G/2PH/
Mantis Clan Samurai.
Open: Bow Manobu to straighten a Naval card.
Yoritomo Yorikane - personalities
4F/4C 0HR9G/2PH/
Mantis Clan Samurai. Naval.
Limited: Pay 2 Gold to give one of your Followers the Naval trait permanently. If any of your opponent's Winds is Toturi Tsudao, this costs 1 Gold instead.
Kaiu Village - regions
Unique
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+1C Weapon Item token to him.
Reaction: After a Personality enters play from one of your Provinces, pay 2 Gold: Target him. Attach a +1F/+0C Armor Item token to him.
Sacred Grove - regions
Unique
This Province has -1 Strength. Each time this Province is attacked and not destroyed, dishonor each Personality in the attacking army immediately before destroying the losing or tied armies, if any.
Limited: Once per turn, gain 1 Honor.
Clarity of Purpose - spells
3G 2F
Battle: Bow this Shugenja to give a Personality in the current battle +3F and each Personality opposing him or her +2F.
Dark Wings - spells
1G 2F
Maho Battle: Without bowing, move this unit to another Province. Lose 1 Honor. You must destroy this Spell as a cost if you have already used this ability this turn.
Hands of the Tides - spells
3G 3F
Battle: Bow this Shugenja and target an opposing unit to force that unit's controller to move all Followers in that unit to other legal Personalities he or she controls in that battle. Destroy any Followers that can't be moved.
Judgement of the Kami - spells
2G 3F
Reaction: Bow this Shugenja after an opponent searches his Fate deck for a card or draws a card due to his own card or stronghold effect to look at the top four cards of your Fate deck, take one into your hand, and shuffle your deck. Look at your top eight cards instead if your Wind is Akodo Kaneka.
Kharmic Vengeance - spells
2G 3F
Open: Bow this Shugenja during the Action Phase and target two units. For the rest of the turn, while these units are in the same battle, cards in each unit must target cards in the other unit with the actions they perform, if a legal target exists there.
The Outer Darkness - spells
4G 4F
Limited: Bow this Shugenja, who may remain bowed, to target one of your other units. Bow that unit. While this Shugenja remains bowed and in play, the other unit may not straighten, and while you are the Defender, you may, as a Battle action, straighten this Shugenja to straighten the other unit, move it into the current battle, and take an extra consecutive Battle or Open action (or pass).
Barren Fields - actions
0G 1F
Delayed Terrain
Battle: If there are more unbowed attacking cards in this battle than the Attacker has unbowed Gold-producing Holdings, the Attacker must bow attacking cards in this battle until the number is equal. The Defender then does likewise with defending cards based on his or her own Holdings.
Bloodied Ground - actions
0G 2F
Delayed Terrain • Attacker and Defender only.
Political Battle: You may play a Fate card face-down from your hand. If you do, the opposing player may likewise play a card. Alternate until one of you refuses to play a card. Turn all these cards face up, add their Focus values to your respective army totals (even if an army has no units) then discard them. This is not a duel.
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.
Defend Your Master - actions
0G 2F
Immediate Terrain
Political Battle: Your units may not be moved out of this battle or by other players' cards. Play this card only if you have a Courtier in this battle or in your home.
Dismissed - actions
0G 3F
Political Reaction: Bow one of your Courtier Personalities to cancel a Political Limited action.
Political Reaction: Bow one of your Courtier Personalities to negate a challenge during the Action Phase.
Domotai's Sacrifice - actions
0G 4F
Limited: Have one of your Honorable Samurai Personalities with your Faction trait commit seppuku to gain 3 Honor and to permanently give all your remaining Personalities with your Faction trait +2F. Your Personalities gain +3F instead if your Wind is Akodo Kaneka. Play this action only if you have a lower Family Honor and fewer Provinces than each other player.
Field of Glorious Slaughter - actions
0G 1F
Immediate Terrain
Political Battle: While this card is in play, you gain 2 Honor after each time a card at this battlefield that you do not control is destroyed.
Fruitless Combat - actions
0G 2F
Battle: Bow one of your Samurai Personalities in this battle to give all non-Samurai Personalities in this battle -2F.
Gempukku - actions
0G 3F
Political Open: Permanently give a Human Personality with neither the Shugenja nor Samurai traits +1 Personal Honor and either the Shugenja or the Samurai trait. This action may target a face-up card in a Province as well as one in play.
Hospitality - actions
0G 3F
Political Open: Bow one or more of your Courtier Personalities to permanently lower the Honor Requirements of all Personalities owned by one target player by the Courtiers' total Personal Honor.
Inspired Troops - actions
2*G 1F
Reduce the Gold cost of this card by the number of Courtiers you control.
Political Open: Give +2F to each non-Token Follower in one unit.
Invasion - actions
0G 2F
Battle: Bow one of your Cavalry or Naval units to send home an opposing non-Naval Infantry unit.
Mastermind - actions
0G 3F
Political Limited: Bow one of your Courtiers with a higher combined Chi and Personal Honor than that of all opponents' Courtiers to gain 2 Honor.
Officers' Council - actions
0G 2F
Limited: Target and bow a Personality you control; he must be a Tactician unless you control the Right Hand of the Emperor. Target a number of other Personalities you control up to the performing Personality's Chi. Give them the ability, "Battle: Bow this card: Target an opposing card with no unbowed cards attached. Bow it."
Peasant Vengeance - strategy
0G 1F
Battle: Bow your target Follower: Destroy a target enemy Personality without attachments.
Petty Insults - actions
*G 2F
Political Limited: Bow one or two of your Courtier Personalities to target another player. You and that player each lose Honor equal to the Gold you spent on this card or the Courtiers' total Personal Honor, whichever is less. Your loss cannot be copied or modified. The other player's loss cannot reduce him below his starting Family Honor.
Poisoned Thread - actions
4*G 2F
Limited: Target a Personality. For the rest of the game, that Personality permanently loses -1F/-1C each time he or she assigns to an army or issues a challenge. You may bow one of your Courtier or Ninja Personalities as a cost to reduce the Gold cost of this card by 4.
Political Entanglements - actions
0*G 3F
Political Limited: Bow one of your Courtiers to reduce all numerals printed on a target Personality by 1. You may make this reduction permanent by raising this card's Gold cost by 3 when you play it.
Rage - actions
0G 3F
Battle: One of your Personalities challenges an opposing Personality to a duel of Force. Bow the loser. If the challenge is refused, you may search your Fate deck for a Battle Action card and immediately play it for one of its Battle actions.
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.
Rhetoric - actions
0G 3F
Political Reaction: Before any player gains or loses Honor, bow one of your Courtiers with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.
Running Engagement - actions
0G 1F
Battle: Discard a card from your hand to move one of your units from one of the Defender's Provinces to another.
Seek the Path - actions
0G 3F
Kiho Reaction: Target one of your unbowed Shugenja or Monks before a player searches his or her Fate deck for a card to force that player to draw the top card of his or her Fate deck instead. Draw a card.
Sharing Strength - actions
0G 2F
Kiho Open: Bow one of your Shugenja or Monks to give a Personality a Force bonus equal to the caster's printed Force or a Chi bonus equal to the caster's printed Chi. Straighten the caster at the end of the turn.
Sound Strategy - actions
0G 3F
Reaction: After a battle ends: Take the last non-Terrain Action card that you played during the battle from the discard pile and put it in your hand. (This cannot retrieve a card played after the end or resolution of a battle.)
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.
Stern Reprimand - actions
0G 4F
Political Open: Bow one of your Courtiers to target a Follower or Spell. Its controller chooses whether Stern Reprimand sends the card to its owner's hand or whether Stern Reprimand dishonors that Personality and causes the Personality's controller to lose 4 Honor.
Storm Heart - actions
0G 2F
Political Limited: One of your Courtier Personalities challenges a non-Courtier Personality to a duel of Personal Honor. Destroy the loser. Dishonor the winner if the loser in not Shadowlands. Dishonor the challenged Personality if the challenge is refused. Dishonored Personalities may not refuse.
Strange Politics - actions
0G 3F
Political Reaction: Cancel a Political action that targets a Creature Personality.
Political Reaction: Bow one of your Creature Personalities to cancel a Political action. Dishonor the Creature.
Tainted Dreams - actions
0G 1F
Delayed Terrain
Battle: Bow all Followers in this battle.
Taut Bowstrings - actions
0G 3F
Reaction: Play before one of your target Followers or Items bows to produce a ranged attack or as part of a combined ranged attack. That card need not bow.
Reaction: Play after a unit moves into a Province or before a unit leaves a Province to make a ranged attack targeting it from your opposing cards in that Province. Your cards need not bow to produce this attack.
The Four Winds March - actions
0G 2F
Political Battle: Discard the Imperial Favor to move one of your bowed or unbowed units from your home into this battle. Straighten all cards in that unit. This may not target a unit that has been in an army during battle resolution this turn.
The Future is Unwritten - actions
0G 3F
Kiho Void Limited: Target and bow a Shugenja or Monk you control: Target another player. Draw four cards. Discard three cards. The player may name one of the discarded cards or may name The Future is Unwritten. If he names a card, you may not play cards with that title until the game ends.
The World is Empty - actions
0G 3F
You may focus this card face-up in a duel to change its Focus value to a number of your choice from 0 to 4. Your opponent reveals his most recent focus card, if any, and discards it without effect if its Focus value is greater than this card's.
Time to Pay the Price - actions
0G 3F
Political Open: If the active player has destroyed any of your Provinces as the Attacker this game, bow one of your Courtiers during his Action Phase to target him and force him to choose and bow three of his or her Personalities. That player may reduce the number of Personalities he or she must bow by paying 2 Gold each. These payments may be combined.
Traitor's Reward - actions
*G 2F
Limited: Bow one of your Personalities to search one of your decks for any number of cards, remove them from the game, and shuffle that deck. The number removed cannot exceed the amount of Gold spent on this card if your Personality is a Courtier, or half that amount, rounded down, if he or she is not.
Treachery - actions
5*G 4F
Reduce this card's Gold cost by the number of Courtiers you control.
Political Limited: Bow your Stronghold to target two Personalities controlled by the same player. Until the end of the game, these Personalities may not assign to the same Province unless it is not possible to assign them to different Provinces.
Twist the World - actions
0G 4F
Kiho Void Reaction: Target one of your Shugenja or Monks after a Battle Action Segment begins to reverse the direction in which players take actions for that battle. This does not affect who takes the first action.
Utz! - actions
0G 1F
Battle: Give an opposed Personality +2F until the end of this battle.
Weight of the Heavens - actions
0G 2F
Kiho Open: Target one of your Shugenja or Monks to remove the Cavalry, Naval, Yu, Double Chi, and Tactician traits from one card.
Kiho Open: Bow one of your Shugenjas or Monks to remove the Cavalry, Naval, Yu, Double Chi, and Tactician traits from a number of cards up to the caster's Chi.
Well Prepared - actions
0G 3F
Battle: If you control a Terrain: Bow or straighten a target card at the current battlefield.
Castle of the Wasp - strongholds
7PS/4GP/3SH
Mantis, Mantis
You may combine Ranged Attacks from different units.
Once per battle, you may target the current Province with an uncombined Ranged Attack from an attacking card you control at that battlefield. The attack reduces the Province's strength by its strength.
Once per battle, a card you control needs not bow to produce a Ranged Attack targeting cards opposing it.
Koten - strongholds
7PS/4GP/2SH
Crab, Crab
Berserker Personalities you own have Yu +2.
Limited: Bow to permanently give one of your Crab Clan Personalities the Berserker trait.
Reaction: Bow after one of your Crab Clan Berserkers or Samurai is destroyed to reduce the Gold cost of the next Crab Clan Personality you bring into play this game to 0.
Tch'tch Warrens - strongholds
13PS/3GP/1SH
Ratling, Ratling
You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Limited: Bow to take a non-Follower Fate card from another player's discard pile and put it in your hand. Keep this card face-up and revealed. The next time this card goes to a discard pile or deck, remove it from the game instead.
