FATE CARDS: ACTIONS Accessible Terrain (C) 0G 1Fo Battle: Terrain. This Terrain takes effect as soon as it is played. This card can be played in a battle in which you have no units. While this Terrain is in play, the Attacker and Defender gain the ability Battle: move one unit you control into the battle at this Province. Along the Coast at Midnight (R) *G 2Fo Open: You must pay gold equal to the number of unbowed Personalities you have in play. All of your Personalities and Followers gain the Cavalry trait until the end of the turn. Ambush (R) 0G 2Fo Limited: One of your units begins a battle with one target unit. No other units may join this battle, and no Province can be destroyed. This additional Battle Action Phase does not replace your normal Battle Action Phase. Lose 5 Honor. Arrows From the Woods (C) 0G 3Fo Battle: Ranged 2 Attack. Reaction: Add 2 to the strength of a Ranged Attack from one of your units. Avoid Fate (R) 0G 3Fo Reaction: Play during the Events Phase in response to an Event. This Event does not occur now. The Event is replaced with the next card in that player's Dynasty Deck, face Down. Shuffle the Event back into the Dynasty Deck. Block Supply Lines (C) 0G 3Fo Battle: Remove one attacking unit from this battle. It returns home bowed. Bountiful Harvest (R) 0G 2Fo Limited: All gold-producing holdings provide one additional gold until the end of this turn. Breach of Etiquette (U) 0G 2Fo Limited: The player with the highest Family Honor commits a public breach of etiquette and loses 5 Honor. Brilliant Victory (C) 0G 2Fo Reaction: Play after destroying an army or Province as the Attacker or Defender to gain +3 Honor in addition to the normal Honor award. Only one Brilliant Victory card may be played per battle. Careful Planning (C) 0G 1Fo Open: Give target Personality a 1F/1C bonus until the end of the turn. Charge (C) 0G 1Fo Battle: Add a 3F bonus to one attacking Lion Personality, or a 2F bonus to any other attacking Personality. The Code of Bushido (R) 0G 3Fo Reaction: Play whenever a Samurai is taking an action or responding to an action in a way that would dishonor him, or cause a loss of Family Honor. The Samurai must not do whatever he was about to do. If the cause of the dishonor is a response to an action, then the player may not react in the way that would cause the dishonor, if possible. Confusion at Court (C) 0G 2Fo Reaction: Play Confusion at Court in response to the use of the Imperial Favor. The effects of the Imperial Favor are negated, and the Favor is still discarded. Contentious Terrain (C) 0G 1Fo Battle: Terrain. All Personalities in your army gain a 1F bonus for this battle. Counterattack (U) 0G 4Fo Reaction: Play after the last resolution segment for an opponent's attack phase in which you were the defender. This card immediately creates an attack phase in which you are the attacker and the former attacker is the defender. Crushing Attack (R) 0G 3Fo Battle: You may only play Crushing Attack if your army currently has more than twice as much total Force as the opposing army. The battle action phase ends (resolve any terrain, if applicable), and this battle is now resolved. Daisho Technique (U) 0G 3Fo Limited: Bow one of your samurai with a printed Chi greater than 2. Until the end of the game, this samurai may have two weapons attached. Deadly Ground (C) 0G 1Fo Battle: Terrain. When Deadly Ground has been put into play, no actions may be played or initiated for this battle except those that would remove Deadly Ground. This Terrain takes effect immediately upon being played. Defend Your Honor (U) 0G 2Fo Reaction: Play when another player's action is causing you a loss of family honor. The honor loss is cancelled. You may step forward one of your unbowed samurai who challenges the other player's honor. This player may accept the challenge with any of his unbowed Personalities. If the challenge is refused or lost, the other player loses family honor equal to the amount you were to lose. Defenders of the Realm (U) 0G 4Fo Reaction: Play when one of your Provinces is about to be destroyed by an event. No Provinces are destroyed by this event. Dispersive Terrain (C) 0G 1Fo Battle: Terrain. All Defending Personalities gain a 2F bonus. Diversionary Tactics (C) 0G 1Fo Battle: Destroy a terrain card in play for this battle. Enlightenment (U) 0G 3Fo Limited: Bow any monk Personality you control to retrieve one Elemental Ring from your discard and return it to your hand. "Enough Talk!" (R) 0G 3Fo Reaction: When another player's Personality performs a political action, one of your unbowed samurai immediately challenges that Personality to a duel which cannot be declined. The duel is resolved before the political action is resolved. The loser dies, and if your samurai wins, the effects of the political action are negated. Entrapping Terrain (C) 0G 1Fo Battle: Terrain. This battle ends without resolution when this terrain resolves. All units return home without bowing. Explosives (R) 8G 2Fo Limited: Destroy any one holding in play. The Final Breath (U) 0G 2Fo Reaction: Play when one of your Personalities is being destroyed in the Resolution Segment of a battle. Destroy an opposing Personality with a Chi less than the Chi of your Personality. Focus (R) 0G 5Fo Frenzy (U) 0G 1Fo Battle: Play to add a 3F bonus to target Crab Personality or a 2F bonus to any other target Personality until the end of the turn. Personality becomes dishonored and all attached Followers are destroyed at end of this turn. Lose 2 Honor. Geisha Assassin (R) *G 4Fo Limited: Issue Challenge. Geisha is your Challenger. Cannot be refused. Geisha may not Focus. Loser is destroyed. Geisha has a Chi equal to half the gold spent to bring her into play, rounded down. He's Mine (C) 0G 3Fo Reaction: Play when one of your Personalities is entering a duel. This Personality is bowed and replaced in the duel by one of your unbowed samurai (your choice). If this duel is taking place in a battle, the samurai must be currently assigned to this battle. Bow the samurai at the end of the duel. Higher Ground (U) 0G 1Fo Battle Terrain: This terrain takes effect as soon as it is played. All Ranged Attacks made by cards in your army have their strength increased by one. All Ranged Attacks made by the opposing army have their strength decreased by one. Iaijitsu Challenge (C) 0G 2Fo Limited: Choose your unbowed challenger and a Personality to be challenged. The winner gains 5 Honor. The challenged Personality may decline the duel at the loss of 7 Honor to his family and dishonoring himself. Iaijitsu Duel (C) 0G 2Fo Battle: Target one attacking and one defending Personality who begin a duel. Neither may refuse. The winner gains 5 Family Honor. Investigation (R) 2G 3Fo Reaction: Cancels the effect of any one ninja, Kolat, or assassin acting against you for the rest of this turn. The responsible family loses 5 Honor. Kharmic Strike (U) 0G 0Fo Play this card as a focus card for a duel. The result of the duel is automatically a tie. Kolat Assassin (U) 10G 3Fo Limited: Kill target Personality with Chi of less than four. Lose 4 Honor. Limited: Destroy any one Retainer. Lose 4 Honor. Kolat Interference (R) 5G 3Fo Open: This action is only playable during a player's action phase. The current player cannot draw any Fate cards this turn. Lose 3 Honor. Kolat Master (R) 10G 2Fo Limited: Target another player's Personality with a Chi less than 4. This Personality is a Kolat who is in your pay. He now rejoins your family. All Followers attached to this Personality with honor greater than zero are destroyed, and this Personality is under your control until the end of the game. Lose 4 Honor. Lies, Lies, Lies... (R) 0G 2Fo Political Limited: Gain 8 honor if you have no cards in play that cause an honor loss to put into play, and no Shadowlands, Ninja, or Kolat cards in play. This honor gain cannot raise you above your starting family honor. Excess honor is lost. Marries a Barbarian (U) 0G 2Fo Limited: Play Marries a Barbarian on a Samurai. Target Samurai is Dishonored. A Moment of Truth (R) 0G 2Fo Reaction: Play this card when one of your Personalities wins a duel or is in an army that destroys an opposing army. Go through your Dynasty deck (Provinces if necessary) and put the Experienced version of that Personality into play on the Personality as per the rules for an Experienced Personality. Reshuffle your Dynasty Deck. Narrow Ground (C) 0G 1Fo Battle: Terrain. All Personalities in this battle with a current Force greater than two have their force reduced to two. Ninja Kidnapper (R) 8G 2Fo Limited: Target and bow any Personality in play with a Force less than five. The kidnapped Personality may not straighten while this card is in play. This card remains in play until any player pays 10 gold as an Open action. When this card is destroyed, the kidnapped Personality is straightened, and you lose 5 Honor. Ninja Thief (U) 2G 2Fo Limited: Move target item from its current owner to any other Personality on which it could be played. Lose 3 Honor. Oath of Fealty (C) 0G 3Fo Limited: All of the Personalities in your fief swear fealty to you. Any Personality not aligned with your Clan gains 1F/1C permanently, and becomes aligned with your clan (losing former alignments). Outflank (C) 0G 1Fo Battle: Target Defending Personality has a 3F bonus until the end of the turn. Poisoned Weapon (R) 0G 2Fo Reaction: Play after Focus Cards have been revealed in a duel (but before duel resolution) to reduce the Chi of your opponent by 3 until the end of the turn. Lose 4 Honor. Rallying Cry (U) 0G 3Fo Reaction: Play after the resolution phase of a battle to prevent your units in that battle from becoming bowed by the combat. Refugees (C) 0G 2Fo Battle: Target one Personality in this battle with no Followers attached. The target Personality is sent home from the battle, bowed. This Personality's controller may spend 1G as a Reaction (once) to add a 1F Ashigaru Follower token to this Personality. This may be done in a battle in which you have no units, if you are the Defender. Remorseful Seppuku (U) 0G 2Fo Limited: Target Dishonored Samurai takes his own life in a fit of despair. Destroy Personality. This Personality is considered Honorable Dead, but there is no Honor loss or gain. Resist Magic (R) 0G 3Fo Reaction: Play immediately after a spell or innate ability has been cast which targets one of your Personalities. The effects of that spell or innate ability are negated by this action. Retreat (R) 0G 2Fo Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army has a higher total force. Ring of Air (U) 0G 4Fo Reaction: Play after producing three spell effects (and/or innate abilities) in one turn. Elemental Benefit: Until the end of the game, Elemental Reaction: Redirect one spell effect per turn to any other legal target. Ring of Earth (U) 0G 4Fo Reaction: Play after an attack against one of your provinces in which the attacking army had a force higher than the Province strength, but the Province was not destroyed. Elemental Benefit: Until the end of the game, all of your Provinces gain +3 to their Strength. Ring of Fire (U) 0G 4Fo Reaction: To put into play, defeat in a duel an opponent who started the duel with a higher Chi. Elemental Benefit: Until the end of the game, Any Personality opposing you in a duel must play Focus cards face up. Ring of the Void (U) 0G 4Fo Reaction: Play when the Ring of the Void is the last card in your hand. Elemental Benefit: Until the end of the game, refill your hand to five cards during your end phase if you have no cards in your hand (instead of drawing a single card). Ring of Water (U) 0G 4Fo Reaction: Play after a battle in which you replaced a terrain card with your own and destroyed an opposing army or Province. Elemental Benefit: Until the end of the game, on your turn, you may assign your infantry/cavalry after defending infantry/cavalry have been assigned. Rise, Brother (R) 0G 1Fo Battle: Bow one of your Personalities in this battle that is aligned to your clan to straighten another Personality in this battle that is aligned to your clan. Shame (U) 0G 3Fo Limited: Play on a dishonored Personality. The Personality's shame stains the family's honor. That player loses 7 Honor. Sneak Attack (R) 0G 3Fo Reaction: Play this card immediately before the action phase of a battle. The attacker may play the first action in this battle. Street to Street (U) 0G 1Fo Battle Terrain: This terrain takes effect as soon as it is played. All Followers at this battle are considered unattached. After the end of this battle action phase, or when this terrain is destroyed, each player's remaining Followers may be attached to any of that player's surviving Personalities in this battle. Followers unable to legally attach in this fashion are destroyed. Strength of Purity (U) 0G 1Fo Battle: Give a 3F/3C bonus to any Personality with Personal Honor greater than 2. Strike with No-Thought (R) 0G 2Fo Reaction: Play this card immediately before you declare a strike in a duel. You still gain the Chi bonus for this card as if it were used as a focus. Only one Strike with No-Thought can be played in a duel. Superior Tactics (C) 0G 3Fo This card may only target one of your Personalities with a Chi of 3 or higher. Battle: You may either move this Personality's unit to a different Province, or force a Terrain card to be destroyed. Test of Honor (R) 6G 2Fo Limited: Target Personality must undergo a test of honor. Draw and discard a card from his family's Deck of Fate. If the focus on the drawn card is greater than the honor of the Personality, the Personality dies dishonorably. Test of Might (C) 0G 2Fo Battle: One of your unbowed Personalities in this battle challenges an opposing personality to a Test of Might (a duel) that cannot be refused. Compare Force versus Force instead of Chi, but otherwise treat this as a normal duel. (Remember most Followers add Force to the unit, and not to the Personality.) The winner gains 3 Honor and the loser is bowed. Traversable Terrain (C) 0G 1Fo Battle: Terrain. You may move one unit you control into this battle from the province they are attacking or defending. You may not play this card if you have no units in the battle. The Turtle's Shell (R) 0G 3Fo Reaction: Play as one of your cards is being targeted by a Ranged Attack to prevent the effects of the Ranged Attack. Treacherous Terrain (C) 0G 1Fo Battle: Terrain. All Force bonuses that Personalities and Followers in this battle have received are reduced to zero, except those that were produced by a card in their own unit. You may play this card in a battle in which you have no units if you are the Defender. Way of Deception (R) 0G 2Fo Battle: Switch the places of any two of your units. Wounded in Battle (C) 0G 2Fo Battle: Target Personality in this battle has -2C until the end of this turn. If the target Personality is reduced below 1 Chi and is a samurai, he does not die unless his Chi is still below 1 at the end of the resolution segment. Only one Wounded in Battle may be played on a Personality each turn. FATE CARDS: FOLLOWERS Archers (C) 0F 0C 1H 4G -PH 2Fo Battle: Bow for a Ranged 3 Attack. Ashigaru (C) *F 0C 0H 0G -PH 3Fo Ashigaru have 1F for every Small Farm you have in play. Lose 2 Honor if Ashigaru are destroyed. Battering Ram Crew (R) 1F 0C 0H 4G -PH 2Fo Battle: Bow to destroy 1 Fortification attached to the Province that Battering Ram Crew is attacking. Elite Heavy Infantry (R) 5F 0C 2H 9G -PH 3Fo This Follower contributes its Force Total to its army's total during the resolution phase of the battle even if this unit's Personality is bowed. This follower is immune to fear effects. Elite Light Infantry (U) 2F 0C 2H 3G -PH 3Fo This Follower contributes its Force Total to its army's total during the resolution phase of the battle even if this unit's Personality is bowed. This Follower is immune to fear effects. Elite Medium Infantry (U) 3F 0C 2H 6G -PH 3Fo This Follower contributes its Force Total to its army's total during the resolution phase of the battle even if this unit's Personality is bowed. This Follower is immune to fear effects. Heavy Cavalry (U) 4F 0C 2H 8G -PH 2Fo Cavalry. Heavy Infantry (U) 5F 0C 0H 8G -PH 2Fo Imperial Honor Guard (R) 4F 0C 2H 9G -PH 3Fo Immune to Fear. This unit may not be sent home with the Imperial Favor. Imperial Palace Guard (R) 6F 0C 2H 9G -PH 3Fo Immune to fear. If this unit is assigned to an attacking army, the Palace Guard is destroyed. The Imperial Palace Guard gains +2F while you control the Imperial Favor or have Hantei the 38th in play. "The palace guard stood valiantly, but Shoju's men employed poisons, ninja, and all manners of treachery to gain his prize." - the Lion Histories, Volume II Kenku Teacher (U) 0F 0C 1H 1G -PH 1Fo Creature. Open: Bow to give this Personality a 1F bonus. Open: Bow to give this Personality a 1C bonus. Open: Bow to raise the Personal Honor of this Personality by one. Light Cavalry (C) 1F 0C 1H 2G -PH 1Fo Cavalry. Light Infantry (C) 2F 0C 1H 2G -PH 1Fo Mantis Budoka (R) 1F 0C 1H 6G -PH 2Fo Battle: Draw and discard your top Fate card and raise the Force of the Mantis Budoka by the focus value of the discarded card, until the end of the turn. This can be done once per battle. Mantis Bushi (R) 2F 0C 2H 6G -PH 3Fo Mantis Clan Bushi. Battle: Bow the Mantis Clan Bushi to bow any one opposing Follower or a Personality that does not have any attached Followers. Medium Cavalry (C) 2F 0C 1H 5G -PH 2Fo Cavalry. Medium Infantry (C) 3F 0C 1H 5G -PH 2Fo Mounts (U) 0F 0C 0H 2G -PH 2Fo Creature. Cavalry. All Followers attached to or being attached to this Personality have the Cavalry trait while this card is in this unit. Naga Bowmen (U) 1F 0C 1H 6G -PH 2Fo Naga. Nonhuman. Battle: Bow for a Ranged 3 Attack. Naga Bushi (C) 2F 0C 1H 3G -PH 2Fo Nonhuman. Naga Guard (C) 4F 0C 1H 7G 0PH 2Fo Nonhuman. Battle: Bow the Guard. No cards in this battle can receive any further force bonuses until after the resolution phase of this battle (including terrain bonuses). Naga Spearmen (U) 2F 0C 1H 5G -PH 2Fo Nonhuman. Battle: Bow for a Ranged 2 Attack. Ninja Genin (R) 2F 0C 0H 4G -PH 2Fo Ninja. Ogre Warriors (R) 7F 0C 0H 12G -PH 3Fo Shadowlands. Nonhuman. The Ogre Warriors cannot be the target of Ranged Attacks. This Follower can be attached to the Ogre Bushi. Ratling Bushi (U) 3F 0C 0H 6G -PH 0Fo Creature. Ratling Bushi gains a 1F bonus for each Ratling Pack in this Unit. Ratling Conscripts (C) 0F 0C 0H 0G -PH 1Fo Ratling Pack. Creature. Lose 1 Honor. Reaction: If Conscripts are on the winning side of a battle, place a 1F experience token on the Conscripts at the end of the resolution segment. Ratling Pack (C) 1F 0C 0H 1G -PH 1Fo Creature. Samurai Cavalry (R) 6F 0C 3H 14G -PH 3Fo Cavalry. Battle: Bow for a Ranged 3 Attack. Samurai Warriors (R) 6F 0C 3H 10G -PH 3Fo Battle: Bow for Ranged 3 Attack. Scout (C) 0F 0C 0H 1G -PH 2Fo Cavalry. An Attacker with a Scout in his army may play a terrain card before the Defender performs his first battle action. Shield Wall (U) 0F 0C 0H 0G -PH 1Fo This unit cannot be targeted by Ranged Attacks. Skeletal Troops (C) 2F 0C 0H 2G -PH 1Fo Shadowlands. Nonhuman. Lose 2 Honor. Battle: Fear 3 Spearmen (C) 2F 0C 1H 3G -PH 2Fo Battle: Bow for Ranged 2 Attack. Spirit Guide (R) 0F 0C 2H 5G -PH 2Fo Open: Bow Spirit Guide to straighten the Shugenja to which it is attached. Swamp Spirits (C) 1F 0C 0H 0G -PH 1Fo Shadowlands. Creature This Personality has its Personal Honor reduced by two while the swamp spirits are attached. "The treacherous Scorpion shugenja employed the darkest maho in defending the captured Otosan Uchi." - the Lion Histories, Volume 1 Zombie Troops (U) 3F 0C 0H 3G -PH 1Fo Nonhuman. Shadowlands. Lose 4 Honor. Battle: Fear 3. FATE CARDS: ITEMS Armor of Osano-Wo (R) +1F +1C 3G 1Fo May not be attached to a Shadowlands Personality. This Personality cannot be targeted with Black Scroll effects. Elemental Reaction: Instead of destroying the Province that this Personality is attacking, you may put the Ring of Earth into play. "Thought to have been worn by the Thunderer, it is now worn by one whose soul carries thunder." Armour of Sun-Tao (U) 0F 0C 3G 1Fo Limited: You may store as many Terrain cards as you like face down under the armour of Sun-Tao. Battle: Play a Terrain from the Armor of Sun-Tao and destroy any Terrain for this battle (if any). The new Terrain may not be destroyed. Armour of the Golden Samurai (R) 0F 0C 3G 2Fo Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality. Bloodsword (C) +1F +1C 4G 2Fo Weapon. Bloodsword gains a 2F/2C token each time this Personality wins a duel. Climbing Gear (U) 0F 0C 0G 3Fo Item. This item may only be attached to a ninja Personality. This army may ignore all effects from fortifications when attacking. Fan of Command (R) 0F 0C 5G 2Fo The attached Personality gains the ability: Tactician. Jade Bow (C) 0F 0C 5G 2Fo Weapon. Battle: Bow this Personality for a Ranged 4 Attack. Naginata (C) +1F +2C 3G 1Fo Weapon. Night Medallion (R) 0F 0C 6G 3Fo Unique. The Night Medallion may only be attached to a Kolat or Ninja. Night Medallion adds +2 to every number that appears on the Personality's card. No-Dachi (C) +2F +1C 4G 1Fo Weapon. Shuriken of Serpents (U) 0F 0C 7G 3Fo Battle: Bow and destroy Shuriken of Serpents to produce a Ranged 6 Attack. Star of Laramun (R) 0F 0C 6G 3Fo The Personality with the Star of Laramun gains the attribute: Double Chi. Tetsubo (C) +1F *C 4G 2Fo Weapon. As a challenger in a duel, this Personality has the first option to focus or strike. This Personality has a -1C penalty while in a duel. Wakizashi (C) 0F +1C 0G 1Fo Weapon. This Personality may have a second weapon attached. The Wakizashi may be attached to a Personality that already has one weapon. FATE CARDS: KIHOS Ancestral Guidance (R) 0G 2Fo Kiho Open: Bow one of your Shugenja or monks to give one of your Samurai the trait Tactician until the end of the turn. Catching the Wind's Favor (C) 0G 2Fo Kiho Reaction: Bow one of your Shugenja or monks when a Ranged Attack is targeting a card in his army. If the strength of the Ranged Attack is lower than the Shugenja's (or monk's) Chi, redirect the Ranged Attack to any other card in this battle that can be the target of a Ranged Attack, including cards in the opposing army. If the strength of the Ranged Attack is less than the force of the new target, the Ranged Attack has no effect. Double Chi (C) 0G 1Fo Kiho Reaction: Bow one of your Shugenja or monks when a Personality you control is entering a duel to give that Personality the trait Double Chi until the end of the duel. Fist of the Earth (C) 0G 3Fo Kiho Elemental Battle: Bow one of your Shugenja or monks to bow any one opposing Follower or opposing Personality without attached Followers. Freezing the Lifeblood (U) 0G 3Fo Kiho Open: Bow a shugenja or monk you control to give one sleep token to any bowed Personality in play. The next time that Personality attempts to straighten, one sleep token is destroyed instead. Fury of the Earth (C) 0G 2Fo Kiho Elemental Battle: Bow one of your shugenja or monks in this battle to reduce this Province's strength by an amount equal to the Personality's Chi (to a minimum of zero). Kiho Elemental Battle: Bow one of your shugenja or monks in this battle to destroy a fortification at this Province with a gold cost equal to or less than the Personality's Chi. Gift of the Wind (C) 0G 2Fo Kiho Elemental Open: Bow one of your Shugenja or monks to give the Cavalry trait to a number of cards equal to his Chi. All targeted cards must be in one unit. A Glimpse of the Soul's Shadow (U) 0G 3Fo Kiho Battle: Bow one of your Shugenja or monks in this battle to produce a Fear effect with a strength equal to his Chi. Kaze-Do (C) 0G 3Fo Kiho Elemental Battle: Bow one of your Shugenja or monks to send home one opposing unit led by a Personality whose Force is lower than the caster's Chi. The unit is sent home without bowing. Led from the True Path (R) 0G 1Fo Kiho Limited: Bow a shugenja or monk you control with a Chi of 5 or more and the Shadowlands trait. Target an Elemental Ring in play. That ring is returned to the controlling player's hand. Lose 2 honor. Master of the Rolling River (U) 0G 2Fo Kiho Battle: Bow one of your Shugenja or monks to move one of your units from one of the Defender's Provinces to another. One with the Elements (U) 0G / 3Fo Kiho Reaction: Bow one of your monks to cancel and negate the effects of any one spell or kiho that targets you, your cards, or your army. This cannot affect a spell or kiho with a gold cost greater than the monk's Chi. Shugenja may not use this kiho. Piercing the Soul (U) 0G 2Fo Kiho Reaction: Bow a shugenja or monk you control immediately before you perform a Ranged Attack in this battle. This Ranged Attack has its strength compared to Chi instead of Force if it is targeting a Personality. The Purity of Shinsei (R) 0G 1Fo Kiho Limited: Bow one of your Shugenja or monks to destroy all tokens on one of your Personalities. The Sight of Death (U) 0G 1Fo Kiho Limited: Bow one of your Shugenja or monks and target one of your Personalities with a Chi less than or equal to the acting Personality. Until the beginning of your next turn, the first time the target Personality is destroyed he is immediately afterwards returned to play in your fief, bowed. This will not protect a Personality who is destroyed by a card effect on one of your cards. The Soul Goes Forth (C) 0G 3Fo Kiho Battle: Bow one of your shugenja or monks in this battle to destroy any one item in this battle with a focus value less than the Chi of your Personality. "Your soul - your life energy - is not bound by flesh. It can reach where your fingers cannot." - The Tao of Shinsei Strength of My Ancestors (C) 0G 1Fo Kiho Open: Bow one of your Shugenja or monks to give one of your Personalities a 2F/2C bonus until the end of the turn. The Touch of Amaterasu (R) 0G 1Fo Kiho Open: Bow one of your Shugenja or monks to increase the Focus values of all of one players Fate cards by one until the end of the turn. This is cumulative with other such effects. Touching the Soul (U) 0G 2Fo Kiho Reaction: Bow one of your shugenja or monks at this battle immediately before producing an action from one of your Personalities who is not at the battle. The Personality outside the battle performs the action as if he or she were present at the battle. Unattuned (R) 3G 2Fo Elemental Kiho Reaction: Bow one of your shugenja or monks after a spell has been cast by a shugenja. The target shugenja receives a Chi penalty until the end of the turn equal to the focus value of the spell that was performed. Void Strike (U) 0G 3Fo Kiho Reaction: Bow one of your Shugenja or monks when a Personality you control has entered a duel, but before the first focus. Draw your top fate card and add the focus value of that card to your Personality's chi for the remainder of the duel. The card drawn is not considered a focus. The Wrath of Osano-Wo (C) 0G 2Fo Kiho Battle: Bow one of your Shugenja or monks to produce a Ranged Attack equal to his Chi. FATE CARDS: SPELLS Biting Steel (U) 2G 1Fo Open: Bow this Shugenja to give a 3F/3C bonus to target Dragon Clan Personality or a 2F/2C bonus to any Personality until end of turn. The Fires That Cleanse (R) 6G 2Fo Battle Elemental: Bow and destroy this Shugenja. Destroy one opposing Personality. This action is not considered a Ranged Attack. Secrets on the Wind (R) 3G 3Fo When put in play, this spell gains one token for each point of Chi of the Shugenja it is attached to. Limited Elemental: Bow this Shugenja and destroy a token to dishonor a target Personality. Stifling Wind (U) 3G 3Fo Elemental Battle: Bow this shungeja to bow one Follower in an opposing unit. Elemental Battle: Bow this shugenja to bow any one Personality with no unbowed Followers attached. Touch of Death (R) 8G 4Fo Limited: Bow this Shugenja and destroy this spell to destroy target bowed Personality. Walking the Way (R) 4G 3Fo Limited: Bow this Shugenja and destroy this spell to look through your Fate Deck and draw any one card. Reshuffle your Fate Deck afterwards. DYNASTY CARDS: EVENTS Alliance (U) Select a clan other than your own. For the remainder of the game, you may recruit Personalities from that clan for 2 fewer gold. Architects of the Wall (R) You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises. Chrysanthemum Festival (R) All Players add an additional Province. Corruption of the Harmonies (U) All Shugenja in play are bowed. Emperor's Peace (U) No attacks may be made by any Player until the beginning of this Player's next turn. Evil Feeds Upon Itself (U) The Player or Players with the lowest Family Honor lose their rightmost Province (it is destroyed). Glimpse of the Unicorn (U) Draw an additional Fate Card during your End Phase. Hurricane (U) Each player targets one holding of the player to his left. Hurricane destroys all targeted holdings. Imperial Gift (R) Gain 2 Honor. Select any one Item Card from your Fate Deck, reveal it to the other player(s), and add it to your hand. Reshuffle your Fate Deck afterwards. Inheritance (R) Inheritance pays up to five gold to put any one card that you select into play until the end of the turn. Iris Festival (R) All Shadowlands cards in play are destroyed. Occult Murders (U) Each Player selects one Personality or Retainer controlled by the Player to his right. All selected Personalities or Retainers are destroyed. Peasant Revolt (U) All Personalities and Followers with 3F or greater are bowed and may not straighten until the beginning of this player's next turn. Proposal of Peace (R) Until the beginning of this player's second turn from now, no Honor is gained by any player for bringing Personalities into play. Rise of the Phoenix (R) Each player may take one of his Honorably Dead Personalities and return it to play. The Tao of the Naga (R) Until the end of the game, units led by a Naga Personality may not be targeted with an effect from the Imperial Favor. Naga Players may not lobby to gain the Imperial Favor this game. Test of the Emerald Champion (R) Choose one Personality you control to be your Champion. You must issue a challenge to each player in turn, which may be accepted by any of his Personalities (including bowed ones). The winner of each duel gains 3 Honor. If your Champion survives all challenges, you gain an additional Province to the left of your leftmost province, and your champion is removed from the game permanently. Unexpected Allies (U) All players turn over the top card of their Dynasty decks. If the card is a Personality, it is put into play immediately. Honor requirements and gold costs are waived. If the card is not a Personality, it is discarded. DYNASTY CARDS: HOLDINGS Barbican (U) 6G Fortification. Each defending Personality gains a 1F bonus in battle. All ranged attacks by defenders have their strength doubled. Basecamp (C) 3G Bow to produce 2 gold. If Basecamp is controlled by a Toturi's Army player, you may bow Basecamp to produce 4 gold when bringing a Follower, unaligned samurai, or Toturi's Army Personality into play. Black Market (CL) 0G Lose 3 Honor. All Trade Routes in play produce 2 less gold. All Ports in play produce 1 less gold. Bow and lose 1 Honor to produce 2 gold. If Black Market is controlled by a Crane player, Black Market produces 3 gold when bowed. Blacksmiths (C) 4G Bow to produce 2 Gold, plus 1 Gold for every Iron Mine in play. Bow to produce 4 Gold to pay for a weapon or armor. Bridged Pass (U) 5G Fortification. Battle: Destroy this holding. This battle is ended without resolution. All units return home without bowing. Bushi Dojo (U) 3G Bow to produce 6 gold when bringing a Follower into play. Charter of the Crane Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Crane Personality into play. This holding is destroyed immediately if one of your gold-producing holdings is destroyed. Charter of the Dragon Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Dragon Clan Personality into play. This holding is destroyed immediately if you ever discard an elemental ring from your hand. Charter of the Lion Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Lion Personality into play. This holding is destroyed immediately if one of your Provinces is destroyed in battle. Charter of the Mantis Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Yoritomo's Alliance Personality into play. This holding is destroyed immediately if any player ever has more Provinces than you do. Charter of the Phoenix Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Phoenix Personality into play. This holding is destroyed immediately if any player ever has more shugenja in play than you do. Charter of the Scorpion Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Scorpion Clan Personality into play. This holding is destroyed immediately if one of your ninja or kolat actions is cancelled. Charter of the Unicorn Clan (CL) 2G Unique. Bow to produce 4 gold when bringing a Unicorn Personality into play. This holding is destroyed immediately if at the beginning of one of your events phases there is a dishonored Personality in play who was dishonored before your previous events phase. Charter of Toturi's Army (CL) 2G Unique. Bow to produce 4 gold when bringing a Unicorn Personality into play. This holding is destroyed immediately if a use of the Imperial Favor is ever cancelled. Copper Mine (C) 2G Bow to produce 2 Gold. If Copper Mine is controlled by a member of Lion House, Mine produces 3 Gold when bowed. Corrupt Geisha House (CL) 0G Holding Shadowlands. Lose 3 Honor when brought into play. Bow and lose 1 Honor to produce 2 gold. If Corrupt Geisha House is controlled by a Scorpion Clan player, it produces 3 gold. Corrupted Iron Mine (CL) 0G Lose 3 Honor when brought into play. All Blacksmiths produce 1 less gold when bowed while this card is in play. Bow and lose 1 Honor to produce 2 gold. If Corrupted Iron Mine is controlled by a Crab Clan player, it produces 3 gold. Corrupted Silver Mine (CL) 0G Shadowlands. Lose 3 Honor when brought into play. Bow and lose 1 Honor to produce 2 gold. If Corrupted Silver Mine is controlled by a Phoenix Clan player, it produces 3 gold. Diamond Mine (U) 7G Bow to produce 5 Gold. Fantastic Gardens (U) 7*G Limited: Bow to provide 2 Honor. Cost of Fantastic Gardens is 5 Gold for Crane Clan. Forest (C) 1G Bow to produce 1 Gold. Bow to produce 2 Gold if you are paying the gold cost for any nonhuman or creature Personalities or Followers. Gambling House (U) 3G When the Gambling House is brought into play, draw and discard a Fate Card. The focus value of the Fate Card you drew will be the gold production of the Gambling House for the remainder of the game. Garrison (U) 1G Fortification. While this card is in play, you are always considered to have a defensive unit at this Province for the purposes of being able to perform an action during battle. Geisha House (C) 2G Bow to produce 2 Gold. If Geisha House is owned by a Scorpion Clan player, it produces 3 Gold when bowed. Go Master (C) 3G Retainer. Battle: Bow the Go Master and play a terrain card. This terrain card replaces any terrain already in play for this battle. The replaced terrain is destroyed. Gold Mine (C) 2G Bow to produce 2 Gold. If Gold Mine is controlled by a member of Dragon House, it produces 3 Gold when bowed. Hawks and Falcons (C) 3G Limited: Bow to gain 1 Honor. Iron Mine (C) 2G Bow to produce 2 Gold. If Iron Mine is controlled by a member of House Crab, Iron Mine produces 3 Gold when bowed. Island Wharf (C) 1G Bow to produce 1 gold. This card is considered a port. If controlled by a Yoritomo Alliance player, the Island Wharf produces 2 gold when bowed. Jade Works (C) 3G Bow to produce 3 Gold. Bow to produce 5 Gold if paying for a Jade card. Market Place (C) 2G Bow to produce 2 Gold. If Market Place is controlled by a member of House Crane, Market Place produces 3 Gold when bowed. Master Smith (U) 8G Bow to produce 3 Gold. Limited: Bow to place a 2F/2C weapon token on a Personality. No Personality may have more than one Master Smith token at any time. This token counts as a weapon. Oracle of Earth (R) 6G Unique Retainer. Battle Elemental: Bow this card and pay 1 gold to play a Terrain Card, which may replace any Terrain Crad already in play. This Terrain card may not be destroyed or replaced by any means. Oracle of Fire (R) 6G Unique Retainer. Reaction Elemental: Bow this card and pay 1 gold to add an additional uncommitted unit you control to the Attack or Defense. Oracle of the Void (R) 10G Retainer Unique. Elemental Limited: Bow and pay one Gold. Draw or discard a fate card after showing it to your opponents. Elemental Reaction: Bow during your end phase. If you have fewer than 5 fate cards in your hand, draw fate cards until you have 5 in your hand. Lose 2 honor for each card drawn. This honor loss cannot be prevented or redirected in any way. Oracle of Water (R) 6G Unique Retainer. Battle Elemental: Bow this card and pay 1 gold before a duel begins. Draw a card from your Fate Deck and use this card as an additional focus. Oracle of Wind (R) 6G Unique Retainer. Open Elemental: Bow this card and pay X gold to look at any X face down cards. Pearl Bed (C) 2G Bow to produce 1 Gold. If the Pearl Bed is owned by a Naga player, it produces 2 Gold when bowed. Pearl Bed produces one extra gold when bowed for each Pearl Divers in play. Pearl Divers (U) 1G Bow to produce 1 Gold, plus 1 Gold per Port that is in play. Pitch and Fire (C) 2G Fortification. Battle: Destroy this card to create 2 consecutive Ranged 3 Attacks that must both target a single unit. These Ranged Attacks may be combined, but cannot have their strength increased by other cards. This action cannot be taken if your opponent has put Higher Ground into play at this battle. The strength of these ranged attacks is six if you have a Fort on a Hill in this Province. Port (C) 4G Bow to produce 2 Gold, plus one Gold for each Market Place in play. Prayer Shrines (C) 2G Bow to produce 2 gold. If controlled by a Monk player, the Prayer Shrines produce 1 additional gold for each Elemental Ring you have in play. Retired General (U) 6G Retainer. Open: Bow to provide a 2F bonus to any Personality until the end of the turn. Sanctified Temple (C) 4G Bow to produce 2 Gold. Limited: Bow this card and pay 2 Gold to gain 2 Honor. School of Wizardry (R) 7G Bow to pay the entire gold cost for any one Human Shugenja. Variable cost cards may not be payed for in this manner. Silver Mine (CL) 2G Bow to produce 2 Gold. If Silver Mine is controlled by a member of House Phoenix, Silver Mine produces 3 Gold when bowed. Small Farm (C) 0G Bow to produce 1 Gold. Stables (C) 2G Bow to produce 2 Gold. If Stables is controlled by a member of Clan Unicorn, Stables produces 3 Gold when bowed. Unscalable Walls (C) 3G Fortification. This Province gains a Strength 4 bonus. Vows of the Brotherhood (CL) 2G Unique. Bow to produce 4 gold when bringing a Monk Personality into play. This holding is destroyed immediately if any player has more elemental rings in play than you. Writings of Kuni Yori (CL) 2G Unique. Shadowlands. Bow to produce 4 gold when bringing a Shadowlands Personality into play. This holding is destroyed immediately if any player every has more total Fear strength in play than you. DYNASTY CARDS: PERSONALITIES Agasha Gennai (C) 2F 3C 0H 6G 2PH Dragon Clan Shugenja. While Gennai is unbowed, you may discard one Fate card from your hand during your end phase in order to draw an additional Fate card. Agasha Tamori (C) 1F 2C 0H 5G 2PH Dragon Clan Shugenja. Has a 3C bonus when casting spells. Asahina Tamako (U) 1F 2C 5H 8G 2PH Crane Clan Shugenja. Reaction: Bow this card and discard a Fate Card to produce gold equal to the Focus Value of the discarded card. This may be done at any time in which gold is needed. Ashamana (C) 0F 1C 0H 3G 1PH Naga Youth. Nonhuman. Limited: Bow Ashamana and discard him from play. Take any one of your honorably dead Naga Personalities and return it to play, bowed. You may not bring back a Personality that swore fealty to Naga. Balash (C) 1F 3C 0H 4G 1PH Naga Bushi. Nonhuman. Battle: Bow for a Ranged 3 Attack. Bayushi Aramoro (U) 2F 3C -H 8G 1PH Scorpion Clan Samurai. Ninja. Limited: Bow to force the discard of a dynasty card from any one Province in play. Reaction: Bow to replace Bayushi Kachiko in a duel after it is accepted, but before either personality focuses or strikes. Bayushi Yokuan (R) 2F 5C -H 8G 0PH Scorpion Clan Duelist. Ninja. Only Ninja Followers. Personalities must bow to refuse a duel from Yokuan. Reactions cannot be played during a challenge and/or duel involving Yokuan. "His lord commanded him to guard the south, but it was the south wall that was the first to fall to the Lions." Daidoji Sembi (C) 2F 2C 5H 5G 3PH Crane Clan Samurai. Daidoji Uji (R) 3F 4C 7H 7G 3PH Crane Clan Samurai. Experienced. Unique. Uji gains a 2F bonus when there is a Shadowlands card in the opposing army, and a 2C bonus when facing a Shadowlands Personality in a duel. Doji Chomei (U) 4F 3C 3H 9G 3PH Crane Clan Samurai. Yoritomo's Alliance. Mantis Followers attached to Chomei have their gold cost reduced by 3. Doji Kuwanan (R) 4F 5C 5H 10G 3PH Crane Clan Champion. Experienced. Unique. Tactician. Will only join Crane Clan player. Doji Reju (C) 1F 3C 0H 4G 2PH Crane Clan Samurai. If Reju is tied in a duel, he wins the duel instead. Doji Shizue (C) 0F 1C 0H 4G 1PH Crane Clan Storyteller. Political Reaction: Bow Shizue when another player is gaining or losing honor. The honor gain or loss is increased by 1 point. You gain 1 honor. Ginawa (R) 3F 4C 0H 8G 2PH Unaligned Samurai. Toturi's Army. Experienced. Unique. Ginawa gains a 4C bonus when dueling a ninja. Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold. Heichi Chokei (C) 2F 2C -H 5G 2PH Unaligned Shugenja. Monk. Hida Unari (U) 4F 3C -H 8G 2PH Crab Clan Samurai. Hida O-Ushi (R) 4F 4C 0H 10G 2PH Crab Clan Bully. Samurai. Experienced. Unique. Battle: Bow O-Ushi to bow any opposing Personality with a lower Force. Reaction: Bow O-Ushi when she is entering a duel to change the duel to a contest of Force vs. Force. All other conditions and effects of the duel are unchanged. Hida Tadashiro (C) 4F 2C 0H 7G 2PH Crab Clan Samurai. Reaction: If this Personality is destroyed by an action or effect that does not also destroy some or all attached Followers, those Followers may be attached to any of your Personalities to which they could be legally attached. Hida Yakamo (R) 6F 5C 5H 14G 4PH Crab Clan Thunder. Crab Champion. Samurai. Exp 2. Unique. Tactician. Will only join Crab Clan. May attach the Jade Hand and the Ancestral Sword of the Hantei without gold cost. Battle: Straighten (if necessary) and assign Yakamo as a defender in any battle where there are Shadowlands cards in the attacking army. Yakamo need not be invited as an ally. Yakamo may not be sent home from this battle. Hiruma Yoshi (C) 3F 3C 3H 6G 3PH Crab Clan Samurai. Yoshi cannot be targeted with Frenzy. Hitomi (R) 5F 4C -H 12G 1PH Dragon Clan Thunder. Samurai. Shugenja. Exp 2. Unique. Will only join Dragon Clan players. Hitomi may attach the Obsidian Hand without gold cost. Limited: If she has the Obsidian Hand, bow Hitomi to destroy any dragon in play. Hitomi permanently gains all innate abilities of the dragon. This effect cannot target Dragon Clan Personalities unless they are also considered a dragon. Hitomi Kokujin (R) 2F 3C -H 12G 0PH Dragon Clan Corrupted Tattooed Man. Shadowlands Unique. Lose 4 Honor Reaction: If Kokujin defeats an opponent in a duel involving Chi, Kokujin consumes his spirit. You take control of this Personality until the end of the game. This Personality is placed in your fief, bowed, with all Followers destroyed. His Chi is permanently reduced by one and his Personal Honor to zero. The Personality gains the trait Shadowlands permanently. Hizuka (C) 3F 4C 0H 8G 3PH Unaligned Monk. Defender of the Temples. Hizuka gains a 2F bonus when defending. Battle: Bring Hizuka into play as a Defender if he is face up in a Province being attacked by one or more units. All costs and requirements are waived. Hoseki (U) 0F 3C -H 5G 1PH Unaligned Ninja Mystic. Lose 2 honor. Hoseki can attach and use 1 spell as if she were a Shugenja. This spell is considered a ninja action when used and not a spell effect. Ikoma Kaoku (U) 1F 3C 5H 5G 2PH Lion Clan Historian. Reaction: Bow after a battle (as an Attacker, Defender, or ally) in which your side destroyed the opposing army or a Province. Each of your Personalities in this army gains +1F/+1C permanently. Kaoku need not be in the battle to use this ability. Ikoma Ryozo (U) 3F 2C -H 6G 3PH Lion Clan Samurai. Shadowlands. If the Imperial Favor targets a card in a battle that Ryozo is at, Ryozo returns to your fief, bowed. Ikoma Tsanuri (R) 5F 4C 10H 14G 4PH Lion Clan Samurai. Tactician. Double Chi. Experienced. Unique. Will only join Lion Clan player. All effects of terrain and regions are ignored while Tsanuri is in this army. Battle: Once per battle when Tsanuri is in the Defending army, target an opposing Personality who is sent home, bowed. This is considered a use of the Imperial Favor. Isawa Norikazu (R) 1F 3C 0H 10G 2PH Phoenix Clan Seer. Unique. Shugenja. Reaction: Bow as an action card is being played from a player's hand that targets you, your cards or tokens, or any battle in which you are the attacker or defender, or that affects the battle that Norikazu is in. That action is canceled and its effects negated. The action card is returned to the player's hand at the end of the Dynasty Phase this turn. Isawa Osugi (U) 1F 4C 0H 8G 4PH Phoenix Clan Prodigy. Unique. Shugenja. Any effect that gives Osugi the Shadowlands trait is cancelled and has all effects negated. Osugi may not have more than one spell attached at any time. Spells being attached to Osugi have their gold cost reduced to zero. Isha (U) 1F 4C 0H 8G 2PH Naga Hunter. Experienced. Unique. Tactician. Reaction: Before the Defender performs his first battle action, you may play a terrain card for this battle. Reaction: If Qamar is about to be destroyed, all cards and tokens attached to Qamar are attached to Isha. Until the end of the game, Isha is considered to be Qamar. Iuchi Karasu (U) 3F 3C 4H 8G 3PH Unicorn Clan Shugenja. Experienced. Unique. Battle: Switch the locations (between Provinces and/or unassigned at your fief) of any two of your units. You may target bowed Personalities with this action. You may perform this action once per turn. Iuchi Katta (U) 2F 3C -H 7G 2PH Unicorn Clan Shugenja. Cavalry. Limited: Bow this Personality to give the Cavalry trait to a number of your cards equal to his Chi while he is bowed. May remain bowed. Kage (R) 0F 5C -H 8G 2PH Unaligned Kolat Master. Exp 2. Unique. Considered Akodo Kage for the purpose of being experienced and unique. Limited: Bow Kage. Announce a target number and discard the top card of your Fate deck. If the target number is less than the focus value, bow a number of followers and personalities without unbowed followers, equal to the target number. Kaiu Suman (U) 1F 1C -H 4G 1PH Crab Clan Engineer. Reaction: Bow Suman when you bring a Fortification into play to be able to attach it to a different one of your Provinces, or to reduce the gold cost of the Fortification by 6. Battle: Bow to destroy a Fortification at the Province to which Suman is assigned. Kakita Yoshi (R) 0F 2C 0H 12G 2PH Crane Clan Liaison. Experienced. Unique. Political Reaction: Bow immediately after you or another player has discarded the Imperial Favor to produce one of the standard Imperial Favor effects. Yoshi produces the exact same effect again for you. Yoshi's action is considered a use of the Imperial Favor. Kappuksu (U) 3F 2C -H 6G 1PH Unaligned Goblin Warmonger. Nonhuman. Experienced. Unique. Shadowlands. Kappuksu cannot be destroyed if he has any goblin Followers. The Followers are destroyed instead, and Kappuksu is returned to your fief, bowed. Battle: Replace one of your units in this battle with Kappuksu's unit, if Kappuksu is not assigned to a battle. Kitsu Motso (R) 2F 5C 10H 9G 3PH Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician. Limited: Bow to put a Master token on Kitsu Motso. Battle: Destroy a Master token on Motso to take any one terrain card from your Fate deck and put it into play for this battle. This does not bow Motso. Reshuffle your fate deck. This is considered Motso's use of his Tactician ability for this battle. Kitsu Okura (C) 1F 3C 3H 4G 2PH Lion Clan Shugenja. May not bow as part of a lobby attempt. This unit may not be targeted with the Imperial Favor. Kitsuki Yasu (R) 1F 4C 10H 7G 4PH Dragon Clan Justicator. Samurai. Reaction: You may bow Yasu to force any Samurai to accept a challenge. Komaro (C) 2F 3C 0H 5G 2PH Unaligned Monk. All Meditation cards or meditating at a shrine, provides an additional 1F/2C bonus to Komaro for the same duration as the meditation bonus. Kuni Yori (R) 2F 4C -H 8G 1PH Unaligned Shugenja. Experienced. Unique. Shadowlands. Limited: Bow Yori and discard a card in one of your Provinces. Select any one other Province in play. Any Dynasty card in that province that is not in play is discarded and replaced normally. Kyoso no Oni (U) 5F 5C -H 7G 0PH Unaligned Shadowlands. Nonhuman. No Followers or Items. You must destroy one of your holdings when this card is put into play. Lose 3 Honor. Battle Elemental: Bow to make a Ranged 7 Attack. Matsu Agetoki (R) 4F 5C 8H 10G 2PH Lion Clan Samurai. Experienced. Unique. Cavalry. This unit may not be targeted with Ranged Attacks. While Agetoki is in your army, you may play terrain cards face-down. Any face-down terrain card produces no effects until it is revealed at the end of the battle action phase. Matsu Goemon (C) 3F 3C 6H 7G 2PH Lion Clan Samurai. Toturi's Army. You may attach a Follower from your hand immediately to Goemon as you are bringing him into play for the first time. Costs of the Follower must be paid normally. Goemon may not bow during an attempt to lobby for the Imperial Favor. Matsu Hiroru (R) 0F 3C 0H 8G 2PH Unaligned Ninja Assassin. Toturi's Army. Experienced. Unique. Only Ninja Followers. Limited: Bow Hiroru to issue a challenge that cannot be refused to any Personality with a Political ability or who performed a Political action since the end of your last turn. Matsu Seijuro (U) 3F 4C 3H 9G 2PH Lion Clan Samurai. Limited: Bow to issue a challenge to any Personality in play you do not control. Reaction: When Seijuro issues a challenge that is refused, any Fear effect Seijuro produces in the future will be at +1 strength (cumulative). Battle: Fear 0. Mirumoto Daini (R) 3F 5C 0H 7G 2PH Dragon Clan Samurai. Experienced. Unique. Toturi's Army. Daini will join the Naga for 2 less gold. Mirumoto Sukune (U) 3F 2C 4H 8G 3PH Dragon Clan Samurai. Cavalry. Battle: Bow for a Ranged 3 Attack. Mirumoto Taki (C) 3F 3C 3H 6G 2PH Dragon Clan Samurai. Taki may have two weapons attached. Mitsu (?) 3F 3C 5H 9G 1PH Unaligned Tatooed Man. Monk. Experienced. Unique. Samurai. Toturi's Army. Open: Gain up to five fire tokens on Mitsu. Mitsu may not have more than five fire tokens. Battle: Bow Mitsu and destroy one or more fire tokens on Mitsu to produce a Ranged Attack equal to the number of fire tokens destroyed. Mitsu may not add more fire tokens this turn. Moshi Wakiza (R) 2F 4C 0H 8G 2PH Centipede Clan Shugenja. Yoritomo's Alliance. Exp. Unique. Battle: Bow to produce a Ranged 2 Attack that can target a Personality with attached Followers. This attack cannot be combined with other Ranged Attacks, but its strength may be increased. Mukami (C) 0F 2C -H 5G 1PH Wasp Clan Skirmisher. Yoritomo's Alliance. Battle: Bow to produce a Ranged 3 attack. Then, remove this unit from the battle and return it to your fief. Naka Kuro (R) 3F 5C 15H 12G 2PH Unique. Unaligned Shugenja. Toturi's Army. Grand Master of the Elements. Elemental: Bow to produce any Elemental effect described on any card currently in play. This effect may only be produced during the appropriate phase. He may only duplicate once any spell that must be discarded. Reaction: Bow to negate any Elemental effect. Ninja Shapeshifter (U) 2F 2C -H 10G 1PH Ninja. Ninja Followers only. Open: Ninja Shapeshifter may, once per turn, copy the Force, Chi, Personal Honor, or one ability of any Personality in play, until the end of the turn. Any tokens created by the use of a copied ability go away at the end of the turn. Ninja Spy (C) -F 1C 0H 2G 1PH Ninja. Only Ninja Followers. Open: Bow to look at any one player's Fate Hand. Lose 1 Honor. Open: Bow to look at all the face down cards in one player's Provinces. Lose 1 Honor. Ogre Bushi (U) 6F 4C -H 9G 0PH Unaligned. Nonhuman. Shadowlands. No Followers or Armor. Oni no Akuma (R) 6F 3C -H 0G 0PH Shadowlands. Nonhuman. Unique. Lose 3 Honor. When this Oni is brought into play, it destroys the Province from which it was played. Otaku Baiken (C) 2F 3C 1H 7G 2PH Unicorn Clan Sergeant. Samurai. Limited: Bow Baiken to attach a 1F cavalry Follower token to any of your Samurai. Otaku Kamoko (R) 5F 4C 5H 11G 3PH Unicorn Clan Thunder. Unique. Samurai. Exp 2. Cavalry. Double Chi. Will only attach Calvary Followers. Limited: Bow Kamoko and discard a card from one of your Provinces. Get any Personality from your Dynasty deck to refill the province, face down. Reshuffle your deck. Reaction: Bow to destroy any Personality leaving this battle. Qamar (R) 7F 5C 0H 14G 3PH Naga Champion. Nonhuman. Tactician. Unique. Experienced. Will only join a Naga Player. While Qamar is in play, whenever any player puts a Naga Follower into play from his hand, he may draw one Fate card at the beginning of his next end phase. Limited: Bow Qamar. Get any one Naga card from your Fate deck and add it to your hand. Reshuffle your Fate deck. Radakast (U) 2F 4C 0H 7G 2PH Naga Constrictor. Nonhuman. Experienced. Unique. Battle: Destroy an opposing Creature card with a Force less than or equal to Radakast's. Radakast gains 1F permanently. Ryosei (C) 1F 3C -H 4G 1PH Fox Clan Shugenja. Yoritomo's Alliance. Shalasha (C) 2F 4C 0H 6G 2PH Naga Scout. Nonhuman. If you are a Naga player and you have no Personalities in play, Shalasha's gold cost is reduced by three. Sanzo (C) 1F 1C 5H 3G 2PH Unaligned Samurai. Cavalry. Shahadet (R) 4F 3C 3H 8G 2PH Naga Samurai. Experienced. Nonhuman. Unique. Shahadet is considered the Naga Warlord for the purposes of being Experienced. All Naga Followers in this unit have a 1F bonus while they remain in this unit. Battle: Bow Shahadet to give a 2F bonus to all Naga Personalities and Followers in this army. Shashakar (R) 1F 3C 0H 6G 2PH Naga Shugenja. Experienced. Unique. Nonhuman. This card is considered to be the Naga Shugenja for uniqueness. Reaction: Bow when an action is performed that lowers the Chi of any Naga card in play. This action is cancelled and its effects are negated. This does not prevent Chi loss due to tokens. Shiba Tsukune (R) 4F 4C 5H 8G 2PH Phoenix Clan Champion. Samurai. Experienced. Unique. Will only join Phoenix Clan. Tsukune has a 1F/2C bonus while allying or while she is in an army with allies. Shinjo Morito (R) 3F 3C 0H 8G 2PH Unicorn Clan Samurai. Experienced. Unique. Cavalry. This card is considered to be Morito for Experienced purposes. Shinjo Morito gains a 1F bonus when defending. Shinjo Sanetama (C) 2F 3C -H 7G 2PH Unicorn Clan Master of the Hunt. Cavalry. Reaction: Bow when an infantry unit is moving into or out of a battle Sanetama is in. The move is cancelled if all the units in Sanetama's army are cavalry. Shinjo Shirasu (C) 3F 2C 4H 7G 2PH Unicorn Clan Magistrate. Samurai. Cavalry. Limited: Bow Shirasu to issue a challenge to a dishonored Personality that cannot be refused. Shinjo Yokatsu (R) 5F 4C 10H 14G 2PH Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry. Suana (U) 4F 3C 0H 8G 2PH Unaligned Monk. Acolyte of Water. Elemental Battle: Bow Suana and play a terrain card. Destroy any terrain card that has been played for this battle. Suana must be in the battle to perform this action. Elemental Battle: Once per turn, this unit can move to a different Province if you have the Ring of Water in play. Takuan (R) 4F 3C 0H 11G 2PH Toturi's Army Lieutenant. Samurai. All other Toturi's Army Personalities in Takuan's army gain a 1F/1C bonus. Togashi Hoshi (R) 7F 7C 5H 13G 4PH Unaligned Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. Will join Monk players for 2G less. Cannot be assigned to attack or defend if there is a Dragon in the opposing army (this does not refer to Dragon Clan Personalities). Hoshi is considered a Dragon. Togashi Mitsu (CL) 2F 2C 4H 7G 1PH Dragon Clan Tattooed Man. Samurai. Open: Gain up to five 1F/1C fire tokens. Tattooed man cannot have more than five fire tokens, and cannot straighten if he has any tokens. Remove one token instead of straightening him during the Straighten Phase. Tattooed Man bows after any battle if he has fire tokens. Toku (U) 1F 2C 0H 4G 2PH Unaligned Samurai. Experienced. Unique. Toturi's Army. All exhaustion tokens are removed from Toku during your straighten phase. Open: Straighten Toku and give him a -1C exhaustion token. Toku cannot bow to perform any other action more than once per turn. Tsuruchi (U) 2F 3C 0H 7G 2PH Unaligned Samurai. Master Bowman. All Followers who can produce a Ranged Attack have the Ranged Attack strength increased by one whil attached to Tsuruchi. All Followers without a Ranged Attack that are attached to Tsuruchi gain the ability: Battle: Bow for a Ranged 1 Attack. Battle: Bow for a Ranged 4 Attack. Yasuki Nokatsu (C) 0F 2C -H 3G 1PH Crab Clan Taskmaster. All Followers attached to the Taskmaster have a 1F bonus while they are attached. Yasuki Taka (U) 0F 2C 0H 5G 1PH Crab Clan Wily Trader. Experienced. Unique. Reaction: Bow Taka when you are bowing a gold producing holding to remove any restriction on that holding for how the gold may be spent. This ability cannot be used with holdings that cannot pay for variable cost cards. Yodin (R) 0F 3C 5H 6G 1PH Unaligned Monk. Unique. Reaction: Bow as you are putting an Elemental Ring into play. Go through your fate deck and remove any one Elemental Ring. Show the Ring to your opponents, then put it in your Fate hand. Reshuffle your Fate deck. Yoritomo (R) 6F 5C 7H 14G 3PH Mantis Clan Champion. Samurai. Double Chi. Experienced. Unique. Yoritomo may attach two weapons. Yoritomo gains an additional 1F/2C bonus for each weapon attached. Followers attached to Yoritomo have a 1F bonus. Yoritomo may attach Yoritomo's Armor without gold cost. All other Yoritomo's Alliance personalities in an army with Yoritomo have a 2F bonus. Yoritomo Kamoto (R) 1F 4C 5H 8G 3PH Unaligned Samurai. Toturi's Army. Tactician. Mantis Clan. Kamoto may not have more than one Follower attached. Kamoto's Follower gains a 2F bonus while attached to Kamoto. Yoritomo Kanbe (U) 2F 2C 0H 6G 2PH Mantis Clan Mercenary. Samurai. May not swear fealty except with his action, below. Open: Once per turn, you may change the clan alignment of this Personality, swearing fealty to a different clan. Yoritomo Masasue (U) 3F 3C -H 2G 1PH Mantis Clan Mercenary. Unaligned. Samurai. To bring Masasue into play, you must discard 3 fate cards. Yoritomo Takuni (C) *F 3C 0H 6G 1PH Mantis Clan Sailor. This Personality has a base force equal to the number of Ports you have in play. Yoritomo Tsuyu (U) 2F 4C 0H 6G 1PH Mantis Clan Samurai. Limited: Bow to challenge any Experienced Personality to a duel that cannot be refused. The winner gains 4 honor. Tsuyu gains a 1F/1C permanent bonus if he wins the duel. Yoshi (U) 1F 3C 4H 8G 2PH Unaligned Monk. Shugenja. Unique. Experienced Togashi Yoshi. Reaction: After Focus Cards have been revealed in a duel (but before duel resolution) with one of your Personalities, bow Yoshi to draw and discard your top Fate Card. Add that card as an additional Focus of this duel. Yotsu Seiki () 1F 2C -H 4G 1PH Unaligned Shugenja. Battle: Bow for Ranged Attack equal to her Chi. DYNASTY CARDS: REGIONS Clan Heartland (R) Hidden Region. Unique. Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province. Crossroads (C) Heavily Traveled Region. Any holding in this Province has its gold cost reduced by three. Farmlands (C) Heavily Populated Region. Limited: Once per turn, you may pay 2 gold to attach a 1F Follower token to any Personality you control. Flatlands (C) Region. As a battle action, any player may move a unit into or out of this Province to or from one of your Provinces immediately to the left or right of this one. Each unit may perform this action once per turn. Fortified Coast (U) Coastal Region. Other players' holdings do not get increased gold production from any of your holdings while this card is in play. Inaccessible Region (U) Region. No units belonging to a player other than the Attacker or Defender may be assigned to or moved into this Province without the use of a spell or innate ability. Mountain Pass (C) Region. This Province has a +4 to its province strength. Provinces adjacent to this one have their province strength reduced by one. (If a province is destroyed, the one next to it becomes adjacent.) Plains Above Evil (U) All human and Naga Personalities entering play from this Province gain a 1F/1C permanently. River Delta (U) Region Limited: Once per turn, you may pay 3 gold to attach a 1F Nonhuman Naga Follower to one of your Naga Personalities. Swamplands (C) Region. Units cannot be assigned to attack or defend this Province during the cavalry assignment phase. Fortifications turned face up in this Province are discarded, then replaced normally. STRONGHOLDS The Ancestral Home of the Lion (CL) 6PS 3G 6H Open: Bow to give a Lion Personality +2 Force bonus for attacking until the end of the turn. Brotherhood of Shinsei (CL) 6PS 3G 4H Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your fate deck and put it into play immediately. Reshuffle your Fate Deck. The Esteemed House of the Crane (CL) 5PS 4G 5H Limited: Bow to gain 2 Honor. The Mountain Keep of the Dragon (CL) 5PS 4G 4H When this Family loses a Province, add two Strength points permanently to all remaining Provinces. The Provincial Estate of the Unicorn (CL) 6PS 5G 4H Open: Bow to give any one of your cards the trait Cavalry until the end of the turn. The Sacred Temple of the Phoenix (CL) 5PS 3G 6H Bow at any time to reduce the gold cost of a Shugenja or spell by five gold until the end of the turn. Shadowlands Horde (CL) 5PS 0G -19H You cannot gain or lose Honor. Your cards are immune to fear. Your personalities may not swear fealty. You may not take Political Actions, or actions which cause another player an honor loss. You may have no allies. Reaction: Bow when bringing a Shadowlands card into play to reduce the gold cost of the card by four. Toturi's Army (CL) 6PS 3G 2H You may ignore Honor Requirements when you are bringing Unaligned Human Personalities or Toturi's Army Personalities into play. You may not have more than two Shadowlands cards in your deck. The War Fortress of the Crab (CL) 7PS 4G 3H Open: Bow to add +3 Strength to any Province until the end of the turn. This action may be performed in a battle in which you have no Units. The Yoritomo Alliance (CL) 6PS 4G 2H Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.