Directions: Use this Web page to search all the Five Rings cards through Scorpion Clan Coup, Scroll 3. Enter the partial words (or Perl regexps) you wish to find and exclude in the boxes below. For example, if you were looking for cards that affected shadowlands but didn't involve jade, you might include shadowlands and exclude jade.

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The Ancestral Home of the Lion, strongholds, CL, Imperial
Cost:
Open: Bow to give a Lion Personality +2 Force bonus for attacking until the end of the turn.
The Esteemed House of the Crane, strongholds, CL, Imperial
Cost:
Limited: Bow to gain 2 Honor.
The Mountain Keep of the Dragon, strongholds, CL, Imperial
Cost:
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
The Provincial Estate of the Unicorn, strongholds, CL, Imperial
Cost:
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
The Sacred Temple of the Phoenix, strongholds, CL, Imperial
Cost:
Bow at any time to reduce the gold cost of a Shugenja or spell by five gold until the end of the turn.
The War Fortress of the Crab, strongholds, CL, Imperial
Cost:
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.
Ambush, actions, R, Imperial
Cost: 0, Focus: 2
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.
Avoid Fate, actions, R, Imperial
Cost: 0, Focus: 3
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.
Be Prepared to Dig Two Graves, actions, R, Imperial
Cost: 0, Focus: 3
Reaction: Target a Personality in a battle when a Personality of your clan is killed. Until the end of the game, when any Personality from your clan opposes the target Personality in a battle or duel, they gain a 2F/2C bonus.
Blackmail, actions, R, Imperial
Cost: 0, Focus: 4
Choose one Province and one Holding of another player. You take control of that Holding. If your opponent decides to reveal the Blackmail as an Open action, then the target Province is destroyed, the Holding is returned, and you lose 10 Honor. If the Province is destroyed, Blackmail is too.
Blazing Arrows, actions, U, Imperial
Cost: *, Focus: 3
Battle: Blazing Arrows adds two to the strength of each of your cards producing a ranged attack for this battle. The gold cost of Blazing Arrows is 1 Gold per card that can use the ranged attack bonus.
Block Supply Lines, actions, C, Imperial
Cost: 0, Focus: 3
Battle: Remove one attacking unit from this battle. It returns home bowed.
Bountiful Harvest, actions, R, Imperial
Cost: 0, Focus: 2
Limited: All gold-producing holdings provide one additional gold until the end of this turn.
Breach of Etiquette, actions, U, Imperial
Cost: 0, Focus: 2
Limited: The player with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
Break Morale, actions, C, Imperial
Cost: 0, Focus: 3
Open: Target any Dishonored Personality. All of this Personality's Followers are destroyed.
Brilliant Victory, actions, C, Imperial
Cost: 0, Focus: 2
Reaction: Play after destroying an army or Province as the Attacker of Defender to gain +3 Honor in addition to the normal Honor award. Only one Brilliant Victory card may be played per battle.
Careful Planning, actions, C, Imperial
Cost: 0, Focus: 1
Open: Give target Personality a 1F/1C bonus until the end of the turn.
Charge, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Add a 3F bonus to one attacking Lion Personality, or a 2F bonus to any other attacking Personality.
Contentious Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. All Personalities in your army gain a 1F bonus for this battle.
Counterattack, actions, U, Imperial
Cost: 0, Focus: 4
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.
Deadly Ground, actions, C, Imperial
Cost: 0, Focus: 1
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.
Debt of Honor, actions, R, Imperial
Cost: 0, Focus: 3
Reaction: Put this card into play immediately after a battle in which you have come to the aid of another player. Later, discard this card to request that this player aid you in a future abttle. That player must send the unit you request to the specified province or lose 8 Honor.
Dispersive Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. All Defending Personalities gain a 2F bonus.
Egg of P'an Ku, actions, R, Imperial
Cost: 9, Focus: 4
Unique. Limited: This card enters play and acts as an exact duplicate of any Personality in play. The Egg does not enter play with any of the copied Personality's attached cards or tokens.
Encircled Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. Attacker and Defender each choose one unit in this battle. All other units (including allies) return home with no effect and remain unbowed.
Entrapping Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. The attack on this Province is called off. All units return home unbowed.
Evil Portents, actions, R, Imperial
Cost: 0, Focus: 3
Open: All Shadowlands Personalities in play gain a 1F/1C bonus until the end of the turn. All other Personalities suffer a -1F/-1C penalty.
Explosives, actions, U, Imperial
Cost: 8, Focus: 2
Limited: Destroy any one holding.
Feign Death, actions, R, Imperial
Cost: 0, Focus: 2
Reaction: Play immediately after a Personality is destroyed. This Personality is dishonored, and all Followers are destroyed, but the Personality survives bowed. Lose 2 Honor.
Feint, actions, R, Imperial
Cost: 0, Focus: 0
Play Feint as a `Chi Focus' card in a duel. After Focus cards are revealed, you may choose any other card in your hand to add as a Chi Focus.
Flight of Dragons, actions, U, Imperial
Cost: 0, Focus: 3
Battle: All Dragons in this battle fly away (are destroyed). No Honor is lost or gained. This does not refer to Dragon Clan Personalities.
Focus, actions, R, Imperial
Cost: 0, Focus: 5
Frenzy, actions, U, Imperial
Cost: 0, Focus: 1
Battle: Play to add a 3F bonus to target Crab Personality of 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, actions, R, Imperial
Cost: *, Focus: 4
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.
Honorable Seppuku, actions, C, Imperial
Cost: 0, Focus: 3
Reaction: Play when your Samurai has just committed an act which stained the Family Honor ar dishonors the Samurai. Honor loss is reduced to zero, the Samurai is destroyed, and you gain Honor equal to the Samurai's Personal Honor. The Samurai is considered Honorable Dead.
Iaijitsu Challenge, actions, C, Imperial
Cost: 0, Focus: 2
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, actions, C, Imperial
Cost: 0, Focus: 2
Battle: Target one attacking and one defending Personality who begin a duel. Neither may refuse. The winner gains 5 Family Honor.
Intersecting Highways, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. All allied Personalities assisting in Attack or Defense gain a 1F bonus.
Investigation, actions, R, Imperial
Cost: 2, Focus: 3
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, actions, U, Imperial
Cost: 0, Focus: 0
Play this card as a focus card for a duel. The result of the duel is automatically a tie.
Kolat Assassin, actions, U, Imperial
Cost: 10, Focus: 3
Limited: Kill target Personality with Chi of less than four. Lose 4 Honor. Limited: Destroy any one Retainer. Lose 4 Honor.
Kolat Infiltrator, actions, U, Imperial
Cost: 2, Focus: 2
Reaction: Play immediately after any holding has been bowed to negate the effect of that holding.
Kolat Master, actions, R, Imperial
Cost: 10, Focus: 2
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.
Legendary Victory, actions, U, Imperial
Cost: 0, Focus: 2
Battle: Play Legendary Victory as the Attacker or Defender when your opponent's army has a higher total Force than your army. Double the total Honor award for this victory if you win the battle.
Marries a Barbarian, actions, U, Imperial
Cost: 0, Focus: 2
Limited: Play Marries a Barbarian on a Samurai. Target Samurai is Dishonored.
Martyr, actions, U, Imperial
Cost: 0, Focus: 3
Reaction: Play this card after the death of your Personality, targeting the card that killed him or her. That card's controller loses 5 Honor. (In a battle, target may be any card in the victorious army.)
Meditation, actions, C, Imperial
Cost: 0, Focus: 2
Limited: Target Personality gets a 1F/2C bonus until the end of the turn.
Mercy, actions, R, Imperial
Cost: 0, Focus: 2
Reaction: Play during the resolution phase of any combat that you have won. The opposing army is not destroyed, and you gain 3 Honor for each card spared.
Ninja Thief, actions, U, Imperial
Cost: 2, Focus: 2
Limited: Move target item from its current owner to any other Personality on which it could be played. Lose 3 Honor.
Oath of Fealty, actions, C, Imperial
Cost: 0, Focus: 3
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).
Occupied Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. Only the Attacker may play Occupied Terrain. If the Attack is successful, and the Province would be destroyed, the Attacker must select one of the Defender's holdings which is destroyed, instead of the Province.
Outflank, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Target Defending Personality has a 3F bonus until the end of the turn.
Poisoned Weapon, actions, R, Imperial
Cost: 0, Focus: 2
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.
Rally Troops, actions, C, Imperial
Cost: 0, Focus: 2
Reaction: When one of your Personalities is about to be destroyed, move all of that Personality's Followers to any other Personality or Personalities (bowed or unbowed) you control who are not assigned to a battle this turn.
Rallying Cry, actions, C, Imperial
Cost: 0, Focus: 3
Reaction: Play after the resolution phase of a battle to prevent your units in that battle from becoming bowed by the combat.
Remorseful Seppuku, actions, C, Imperial
Cost: 0, Focus: 2
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.
Refuse Advantage, actions, R, Imperial
Cost: 0, Focus: 3
Battle: You may only play this card as the Attacker or Defender when your army has a Force greater than the opposing army. Reduce the Force (until the end of the turn) of any or all of your cards until your army's total Force equals the Force of the opposing army. You gain 8 additional Honor if you win the battle.
Resist Magic, actions, R, Imperial
Cost: 0, Focus: 3
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, actions, U, Imperial
Cost: 0, Focus: 2
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, actions, U, Imperial
Cost: 0, Focus: 4
Reaction: Play after producing three spell affects (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, actions, U, Imperial
Cost: 0, Focus: 4
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, actions, U, Imperial
Cost: 0, Focus: 4
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, actions, U, Imperial
Cost: 0, Focus: 4
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, actions, U, Imperial
Cost: 0, Focus: 4
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.
Shady Dealings, actions, U, Imperial
Cost: 0, Focus: 3
Reaction: Play to pay up to 5 gold of the cost of a Fate card you are putting into play. Bow your Stronghold if it is unbowed. Your Stronghold may not straighten until, as a limited action, you bow holdings paying 5 gold to "repay" this card.
Shame, actions, U, Imperial
Cost: 0, Focus: 3
Limited: Play on a dishonored Personality. The Personality's shame stains the family's honor. That player loses 7 Honor.
Sneak Attack, actions, R, Imperial
Cost: 0, Focus: 3
Reaction: Play this card immediately before the action phase of a battle. The attacker may play the first action in this battle.
Strength of Purity, actions, U, Imperial
Cost: 0, Focus: 1
Battle: Give a 3F/3C bonus to any Personality with Personal Honor greater than 2.
Superior Tactics, actions, C, Imperial
Cost: 0, Focus: 3
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 t different Province, or force a Terrain card to be destroyed.
Test of Honor, actions, R, Imperial
Cost: 6, Focus: 2
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.
Traversable Terrain, actions, C, Imperial
Cost: 0, Focus: 1
Battle: Terrain. You may move one unit you control into this battle from the province they are attacking or defending.
Way of Deception, actions, U, Imperial
Cost: 0, Focus: 2
Battle: Switch the places of any two of your units.
Alliance, events, U, Imperial
Select a clan other than your own. For the remainder of the game, you may recruit Personalities from that clan for 2 fewer gold.
Bloom of the White Orchid, events, R, Imperial
Gold cost to attach spells to Shuganja is reduced to zero until the beginning of this players next turn.
Bon Festival, events, U, Imperial
Each player receives 3 Honor for each of his Honorable Dead.
Celestial Alignment, events, R, Imperial
Shugenja Personalities do not need to bow to activate spells or innate abilities. No Shugenja may use the same spell or innate ability more than once during the Celestial Alignment. The Alignment lasts until the beginning of this player's next turn.
Chrysanthemum Festival, events, R, Imperial
All Players add an additional Province.
Dead Walk The Earth, events, R, Imperial
All Shadowlands cards gain a 4F bonus until this player's next event phase. In this player's next event phase, all Shadowlands cards are destroyed.
Emergence of the Tortoise, events, R, Imperial
There are no Dynasty Phases until the beginning of this player's next turn.
Emperor's Peace, events, U, Imperial
No attacks may be made by any Player until the beginning of this Player's next turn.
Evil Feeds Upon Itself, events, U, Imperial
The Player or Players with the lowest Family Honor lose their rightmost Province (it is destroyed).
Glimpse of the Unicorn, events, U, Imperial
Draw an additional Fate Card during your End Phase.
Hurricane, events, U, Imperial
Each player targets one holding of the player to his left. Hurricane destroys all targeted holdings.
Imperial Gift, events, R, Imperial
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.
Imperial Quest, events, R, Imperial
Select any Personality with a Chi greater than two. This Personality is sent on a quest by the Emperor. Bow target Personality, which may remain bowed. If this Personality straightens in less than 3 turns, it is dishonored. The Personality's family gains 2 Honor for each turn that the Personality remains bowed.
Inheritance, events, R, Imperial
Inheritance pays up to five gold to put any one card that you select into play until the end of the turn.
Iris Festival, events, R, Imperial
All Shadowlands cards in play are destroyed.
Occult Murders, events, U, Imperial
Each Player selects one Personality or Retainer controlled by the Player to his right. All selected Personalities or Retainers are destroyed.
Peasant Revolt, events, U, Imperial
All Personalities and Followers with 3F or greater are bowed and may not straighten until the beginning of this player's next turn.
Plague, events, U, Imperial
All Followers in play with 3F or less are destroyed.
Proposal of Peace, events, R, Imperial
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, events, R, Imperial
Each player may take one of his Honorably Dead Personalities and return it to play.
Solar Eclipse, events, R, Imperial
Shugenja cannot cast spells or use Innate abilities until the beginning of this player's next turn. Any currently active spells or abilities are negated during the eclipse.
Test of the Emerald Champion, events, R, Imperial
Choose one Personality you control to be your Champion. You must issue a challenge to each Family in turn, which may be accepted by any Personality (including bowed Personalities). The winner of each duel gains 3 Honor. If your Champion survives all challenges, you gain an additional Province, and your champion is removed from the game permanently.
Test of Stone, events, U, Imperial
Select your challenger and a Personality to be challenged for a duel that cannot be declined. The winner's house gains four Honor, and the losing Personality is dishonored. Neither Personality dies as a result of this duel.
Unexpected Allies, events, U, Imperial
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.
Apprentice, followers, R, Imperial
Force: 0, Chi: +1*
RH: 0, Cost: 0, PH: -, Focus 2
Adds an additional two to the Chi of the Shugenja to which he is attached for the purposes of casting spells.
Archers, followers, C, Imperial
Force: 0, Chi: 0
RH: 1, Cost: 4, PH: -, Focus 2
Battle: Bow for a Ranged 3 Attack.
Battering Ram Crew, followers, U, Imperial
Force: 1, Chi: 0
RH: 0, Cost: 4, PH: -, Focus 2
Battle: Bow to destroy 1 Fortification attached to the Province that Battering Ram Crew is attacking.
Fire Breather, followers, R, Imperial
Force: 2, Chi: 0
RH: 0, Cost: 8, PH: -, Focus 3
Battle: Bow for a Ranged 4 Attack. Battle: Bow to destroy a Fortification attached to the Province being attacked.
Foxwife, followers, R, Imperial
Force: +1, Chi: +1
RH: 0, Cost: 5, PH: -, Focus 1
Nonhuman. Creature. Raises the Personal Honor of the attached Personality to five (and restores to honor if dishonored). Foxwife is destroyed if the Personality performs any dishonorable act (causing a loss of Family Honor, or dishonoring the Personality.
Gaijin Mercenaries, followers, R, Imperial
Force: 3, Chi: 0
RH: 0, Cost: 6, PH: -, Focus 2
Lose 2 Honor. When the Mercenaries are committed to an attack, you must pay 3 Gold or they are destroyed. Battle: Pay the Mercenaries 4 Gold, and the Mercenaries gain a 1F bonus until the end of the turn (may be done more than once per battle).
Goblin Chuckers, followers, C, Imperial
Force: 2, Chi: 0
RH: 0, Cost: 2, PH: -, Focus 2
Nonhuman. Shadowlands. Lose 2 Honor. Battle: Bow for Ranged 2 Attack.
Goblin Mob, followers, C, Imperial
Force: 1, Chi: 0
RH: 0, Cost: 0, PH: -, Focus 0
Nonhuman. Shadowlands. Lose 2 Honor. Reaction: You may change the target of a ranged attack to the Goblin Mob of the original target was in this unit.
Greater Mujina, followers, U, Imperial
Force: 3, Chi: 0
RH: 0, Cost: 6, PH: -, Focus 2
Creature. Cavalry. Lose 2 Honor. Each Greater Mujina gives +1 Force to all Lesser Mujina in play.
Hawk Riders, followers, R, Imperial
Force: 5, Chi: 0
RH: 1, Cost: 10, PH: -, Focus 3
Cavalry. Lose 2 Honor.
Heavy Cavalry, followers, U, Imperial
Force: 4, Chi: 0
RH: 2, Cost: 8, PH: -, Focus 2
Cavalry.
Heavy Infantry, followers, U, Imperial
Force: 5, Chi: 0
RH: 0, Cost: 8, PH: -, Focus 2
Lesser Mujina, followers, C, Imperial
Force: 1, Chi: 0
RH: 0, Cost: 1, PH: -, Focus 1
Creature. Cavalry. Lose 1 Honor.
Light Cavalry, followers, C, Imperial
Force: 1, Chi: 0
RH: 1, Cost: 2, PH: -, Focus 1
Cavalry.
Light Infantry, followers, C, Imperial
Force: 2, Chi: 0
RH: 1, Cost: 2, PH: -, Focus 1
Marsh Troll, followers, U, Imperial
Force: 4, Chi: 0
RH: 0, Cost: 5, PH: -, Focus 3
Creature. Shadowlands. During your endphase, the Marsh Troll destroys (devours) one card in its unit (your choice). If the Troll devours its attached Personality, the player to your right may attach the Troll to one of his Personalities. If declined, the next player on the right may attach the Troll, and so on. If no player wants the Troll, it is destroyed.
Medium Cavalry, followers, C, Imperial
Force: 2, Chi: 0
RH: 1, Cost: 5, PH: -, Focus 2
Cavalry.
Medium Infantry, followers, C, Imperial
Force: 3, Chi: 0
RH: 1, Cost: 5, PH: -, Focus 2
Naga Bowmen, followers, U, Imperial
Force: 1, Chi: 0
RH: 1, Cost: 6, PH: -, Focus 2
Naga. Nonhuman. Battle: Bow for a Ranged 3 Attack.
Naga Bushi, followers, C, Imperial
Force: 2, Chi: 0
RH: 1, Cost: 3, PH: -, Focus 2
Nonhuman.
Naga Spearmen, followers, U, Imperial
Force: 2, Chi: 0
RH: 1, Cost: 5, PH: -, Focus 2
Nonhuman. Battle: Bow for a Ranged 2 Attack.
Ninja Genin, followers, U, Imperial
Force: 2, Chi: 0
RH: 0, Cost: 4, PH: -, Focus 2
Ninja.
Personal Champion, followers, R, Imperial
Force: 0, Chi: +2
RH: 2, Cost: 6, PH: -, Focus 4
Reaction: Bow this card for the Champion to inter a duel in place of the attached Personality. Personal Champion is considered Chi 3 for a duel.
Ratling Bushi, followers, U, Imperial
Force: 3, Chi: 0
RH: 0, Cost: 6, PH: -, Focus 0
Creature. Ratling Bushi gains a 1F bonus for each Ratling Pack in this Unit.
Ratling Pack, followers, C, Imperial
Force: 1, Chi: 0
RH: 0, Cost: 1, PH: -, Focus 1
Creature.
Samurai Cavalry, followers, R, Imperial
Force: 6, Chi: 0
RH: 3, Cost: 14, PH: -, Focus 3
Cavalry. Battle: Bow for a Ranged 3 Attack.
Samurai Warriors, followers, R, Imperial
Force: 6, Chi: 0
RH: 3, Cost: 10, PH: -, Focus 3
Battle: Bow for Ranged 3 Attack.
Scout, followers, C, Imperial
Force: 0, Chi: 0
RH: 0, Cost: 1, PH: -, Focus 2
Cavalry. An Attacker with a Scout in his army may play a terrain card before the Defender performs his first battle action.
Scribe, followers, R, Imperial
Force: +1, Chi: +1
RH: 0, Cost: 7, PH: -, Focus 2
Scribe can only be attached to a Shugenja. Reaction: Bow Scribe and pay the gold cost of any spell as it is being destroyed to attach that spell to the Scribe's Shugenja rather than destroying it. This may only be done once per spell.
Shadow Samurai, followers, R, Imperial
Force: *, Chi: 0
RH: 0, Cost: 3, PH: -, Focus 2
Shadowlands. Nonhuman. When brought into play, the Force of Shadow Samurai is the Force of the first Honorable Dead Samurai from the top of your discard pile. This value will not change after the Shadow Samurai is brought into play. If at any time you have no Honorable Dead, Shadow Samurai is destroyed.
Skeletal Troops, followers, C, Imperial
Force: 2, Chi: 0
RH: 0, Cost: 2, PH: -, Focus 1
Shadowlands. Nonhuman. Lose 2 Honor. Battle: Fear 3
Spearmen, followers, C, Imperial
Force: 2, Chi: 0
RH: 1, Cost: 3, PH: -, Focus 2
Battle: Bow for Ranged 2 Attack.
Spirit Guide, followers, R, Imperial
Force: 0, Chi: 0
RH: 2, Cost: 5, PH: -, Focus 2
Open: Bow Spirit Guide to straighten the Shugenja to which it is attached.
Wyrm Riders, followers, U, Imperial
Force: 2, Chi: 0
RH: 0, Cost: 6, PH: -, Focus 2
Creature. Cavalry. Lose 2 Honor. Battle: Ranged 2 Attack.
Zombie Troops, followers, U, Imperial
Force: 3, Chi: 0
RH: 0, Cost: 3, PH: -, Focus 1
Nonhuman. Shadowlands. Lose 4 Honor. Battle: Fear 3.
Barbican, holdings, U, Imperial
Cost: 6
Fortification. Each defending Personality gains a 1F bonus in battle. All ranged attacks by defenders have their strength doubled.
Blacksmiths, holdings, C, Imperial
Cost: 4
Bow to produce 2 Gold, plus 1 Gold for every Iron Mine in play. Bow to produce 4 Gold to pay for a weapon of armor.
Copper Mine, holdings, C, Imperial
Cost: 2
Bow to produce 2 Gold. If Copper Mine is controlled by a member of Lion House, Mine produces 3 Gold when bowed.
Dance Troupe, holdings, U, Imperial
Cost: 8
Bow to produce 2 Gold. Limited: Bow to gain 2 Honor.
Diamond Mine, holdings, U, Imperial
Cost: 7
Bow to produce 5 Gold.
Famous Poet, holdings, C, Imperial
Cost: 3
Retainer. Reaction: Bow this card to gain 3 Honor when you destroy a Province or army in battle.
Fantastic Gardens, holdings, U, Imperial
Cost: 7*
Limited: Bow to provide 2 Honor. Cost of Fantastic Gardens is 5 Gold for Crane Clan.
Forest, holdings, C, Imperial
Cost: 1
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.
Forgotten Tomb, holdings, R, Imperial
Cost: 4
You may place any number of Shadowlands Personalities or Followers into the Forgotten Tomb from your Hand or Provinces during your Dynasty Phase without gold cost. A card in the Forgotten Tomb enters play during your Dynasty Phase after a number of turns equal to its Force. If the Tomb is destroyed, all cards inside are destroyed.
Fort On A Hill, holdings, R, Imperial
Cost: 10
Fortification. Provides a 1F bonus in combat to each defending Personality and a 1F penalty in combat to each attacking Personality.
Go Master, holdings, C, Imperial
Cost: 3
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, holdings, C, Imperial
Cost: 2
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, holdings, C, Imperial
Cost: 3
Limited: Bow to gain 1 Honor.
Imperial Acrobats, holdings, R, Imperial
Cost: 9
Bow to provide 2 Gold and 1 Honor. Limited: Bow to gain 2 Honor.
Iron Mine, holdings, C, Imperial
Cost: 2
Bow to produce 2 Gold. If Iron Mine is controlled by a member of House Crab, Iron Mine produces 3 Gold when bowed.
Jade Works, holdings, C, Imperial
Cost: 3
Bow to produce 3 Gold. Bow to produce 5 Gold if paying for a Jade card.
Market Place, holdings, C, Imperial
Cost: 2
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, holdings, U, Imperial
Cost: 8
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.
Master of the Tea Ceremony, holdings, R, Imperial
Cost: 6
Retainer. Reaction: Whenever you are about to lose Family Honor, you may bow this card to reduce that loss to one point.
Moat, holdings, C, Imperial
Cost: 5
Fortification. 1F penalty to every Personality and Follower that is attacking this Province.
Ninja Stronghold, holdings, R, Imperial
Cost: 4
Bow this card to put any Ninja card into play without gold cost. Variable cost cards may not be paid for in this manner.
Oracle of Earth, holdings, R, Imperial
Cost: 6
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, holdings, R, Imperial
Cost: 6
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 Water, holdings, R, Imperial
Cost: 6
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, holdings, R, Imperial
Cost: 6
Unique Retainer. Open Elemental: Bow this card and pay X gold to look at any X face down cards.
Pearl Divers, holdings, C, Imperial
Cost: 1
Bow to produce 1 Gold, plus 1 Gold per Port that is in play.
Port, holdings, C, Imperial
Cost: 4
Bow to produce 2 Gold, plus one Gold for each Market Place in play.
Retired General, holdings, C, Imperial
Cost: 6
Retainer. Open: Bow to provide a 2F bonus to any Personality until the end of the turn.
Sacrificial Altar, holdings, U, Imperial
Cost: 2
Bow the Altar and destroy one Follower or Personality you control to provide 2X gold, where X is the force of the card destroyed. Lose X Honor.
Sake Works, holdings, U, Imperial
Cost: 7
Bow to produce 2 Gold. Limited: Bow Sake Works and one of your Personalities to bow any one Personality with Personal Honor less than 2.
Sanctified Temple, holdings, C, Imperial
Cost: 4
Bow to produce 2 Gold. Limited: Bow this card and pay 2 Gold to gain 2 Honor.
School of Wizardry, holdings, R, Imperial
Cost: 7
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, holdings, C, Imperial
Cost: 2
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, holdings, C, Imperial
Cost: 0
Bow to produce 1 Gold.
Stables, holdings, C, Imperial
Cost: 2
Bow to produce 2 Gold. If Stables is controlled by a member of Clan Unicorn, Stables produces 3 Gold when bowed.
Temple of the Ancestors, holdings, U, Imperial
Cost: 5
Limited: Bow the Temple and one of your Personalities with a Personal Honor greater than two to gain 3 Honor.
Trade Route, holdings, U, Imperial
Cost: 8
Bow to produce 3 Gold, plus 2 Gold for each Marketplace in play.
Unscalable Walls, holdings, C, Imperial
Cost: 3
Fortification. This Province gains a Strength 4 bonus.
Ancestral Sword of the Crab Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Crab Clan Personality, Sword gains a 1F/1C bonus for every Crab Clan personality you control. Any other Crab Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Crab Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. The Crab Clan Armor can only be attached to a Crab Clan Samurai. This Samurai gains a +4F/+3C while defending.
Ancestral Standard of the Crab Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Crab Clan Personality. Followers in this army attached to a Crab Personality receive a +1F bonus. All Opposing Crab Personalities get a -1F penalty. Reaction: Bow when a Crab Personality is destroyed to move one follower from that unit and attach it to this personality
Ancestral Sword of the Crane Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Crane Clan Personality, Sword gains a 1F/1C bonus for every Crane Clan personality you control. Any other Crane Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Crane Clan, items, CL, Imperial
Force: +2, Chi: +2
Cost: 8, Focus: 4
Unique. The Crane Clan Armor can only be attached to a Crane Clan Samurai. Reaction: This Samurai may bow to challenge any personality to a duel who is bowing to lobby for the imperial favor. This challenge may not be refused. If this Samurai dies in the duel, then the lobby attempt continues normally.
Ancestral Standard of the Crane Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Crane Clan Personality. Followers in this army attached to a Crane Personality receive a +1F bonus. All Opposing Crane Personalities get a -1F penalty. Reaction: Bow when a Crane Personality is destroyed to move one follower from that unit and attach it to this personality
Ancestral Sword of the Dragon Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Dragon Clan Personality, Sword gains a 1F/1C bonus for every Dragon Clan personality you control. Any other Dragon Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Dragon Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. The Dragon Clan Armor can only be attached to a Dragon Clan Samurai. This Personality gains a +2F/+2C bonus for each Shugenja in this army.
Ancestral Standard of the Dragon Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Dragon Clan Personality. Followers in this army attached to a Dragon Personality receive a +1F bonus. All Opposing Dragon Personalities get a -1F penalty. Reaction: Bow when a Dragon Personality is destroyed to move one follower from that unit and attach it to this personality
Ancestral Sword of the Lion Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Lion Clan Personality, Sword gains a 1F/1C bonus for every Lion Clan personality you control. Any other Lion Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Lion Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. The Lion Clan Armor can only be attached to a Lion Clan Samurai. This Personality gains a +3F/+2C bonus when attacking.
Ancestral Standard of the Lion Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Lion Clan Personality. Followers in this army attached to a Lion Personality receive a +1F bonus. All Opposing Lion Personalities get a -1F penalty. Reaction: Bow when a Lion Personality is destroyed to move one follower from that unit and attach it to this personality
Ancestral Sword of the Phoenix Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Phoenix Clan Personality, Sword gains a 1F/1C bonus for every Phoenix Clan personality you control. Any other Phoenix Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Phoenix Clan, items, CL, Imperial
Force: +1, Chi: +2
Cost: 8, Focus: 4
Unique. The Phoenix Clan Armor can only be attached to a Phoenix Clan Samurai. Reaction: Destroy this armor immediately before this Personality is destroyed. The Personality and other cards and tokens in this unit are saved from being destroyed.
Ancestral Standard of the Phoenix Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Phoenix Clan Personality. Followers in this army attached to a Phoenix Personality receive a +1F bonus. All Opposing Phoenix Personalities get a -1F penalty. Reaction: Bow when a Phoenix Personality is destroyed to move one follower from that unit and attach it to this personality
Ancestral Sword of the Unicorn Clan, items, CL, Imperial
Force: 0, Chi: +1
Cost: 9, Focus: 4
Weapon. Unique. Gain 4 Honor. When controlled by a Unicorn Clan Personality, Sword gains a 1F/1C bonus for every Unicorn Clan personality you control. Any other Unicorn Clan players lose 6 Honor when this item is brought into play.
Ancestral Armor of Unicorn Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. The Unicorn Clan Armor can only be attached to a Unicorn Clan Samurai. This Personality gains a +1F/+1C bonus for each Cavalry Unit in this army.
Ancestral Standard of the Unicorn Clan, items, CL, Imperial
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. May only be attached to a Unicorn Clan Personality. Followers in this army attached to a Unicorn Personality receive a +1F bonus. All Opposing Unicorn Personalities get a -1F penalty. Reaction: Bow when a Unicorn Personality is destroyed to move one follower from that unit and attach it to this personality
Armour of Sun-Tao, items, U, Imperial
Force: 0, Chi: 0
Cost: 3, Focus: 1
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, items, U, Imperial
Force: 0, Chi: 0
Cost: 3, Focus: 2
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
Bloodsword, items, C, Imperial
Force: +1, Chi: +1
Cost: 4, Focus: 2
Weapon. Bloodsword gains a 2F/2C token each time this Personality wins a duel.
Climbing Gear, items, U, Imperial
Force: 0, Chi: 0
Cost: 0, Focus: 3
Item. This item may only be attached to a ninja Personality. This army may ignore all effects from fortifications when attacking.
Crystal Katana, items, C, Imperial
Force: 0, Chi: +2
Cost: 3, Focus: 1
Weapon. Katana provides an additional +2C bonus vs. any Shadowland creature (total +4C).
Dragon Helm, items, U, Imperial
Force: 0, Chi: 0
Cost: 3, Focus: 2
Open: Bow to force any target Dragon to bow. (This does not refer to Dragon Clan Personalities.)
Deafening War Drums of Fu'Leng, items, R, Imperial
Force: +*, Chi: 0
Cost: 8, Focus: 3
Unique. Deafening War Drums give the attached Personality a 2F bonus for every Fu'Leng card in unit. Battle: Fear 3.
Fan of Command, items, R, Imperial
Force: 0, Chi: 0
Cost: 5, Focus: 2
The attached Personality gains the ability: Tactician.
Jade Bow, items, C, Imperial
Force: 0, Chi: 0
Cost: 5, Focus: 2
Weapon. Battle: Bow this Personality for a Ranged 4 Attack.
The Jade Hand, items, R, Imperial
Force: +1, Chi: +3
Cost: 8, Focus: 3
Unique. The Jade Hand may not be stolen or destroyed. This Personality gains a 3F/2C bonus when opposed by any Shadowlands cards in a battle or duel.
Naginata, items, C, Imperial
Force: +1, Chi: +2
Cost: 3, Focus: 1
Weapon.
Night Medallion, items, R, Imperial
Force: 0, Chi: 0
Cost: 6, Focus: 3
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.
Mask of the Oni, items, U, Imperial
Force: 0, Chi: 0
Cost: 4, Focus: 2
Open: Bow the Mask to give the attached Personality the ability to perform any one action that an Oni in play can perform, until the end of the turn. Lose 1 Honor.
Shuriken of Serpents, items, C, Imperial
Force: 0, Chi: 0
Cost: 7, Focus: 3
Battle: Destroy Shuriken of Serpents to produce a Ranged 6 Attack.
Star of Laramun, items, U, Imperial
Force: 0, Chi: 0
Cost: 6, Focus: 3
The Personality with the Star of Laramun gains the attribute: Double Chi.
Terrible Standard of Fu'Leng, items, R, Imperial
Force: 0, Chi: 0
Cost: 5, Focus: 4
Unique. Lose 5 Honor. The Terrible Standard gains a 1F token for each opposing unit destroyed in battle. Battle: Fear 2.
Agasha Tamori, personalities, C, Imperial
Force: 1, Chi: 2
RH: 0, Cost: 5, PH: 2
Dragon Clan Shugenja. Has a 3C bonus when casting spells.
Air Dragon, personalities, R, Imperial
Force: 7, Chi: 4
RH: 10, Cost: 10, PH: 4
Unaligned Creature. Unique. Cavalry. Shugenja. No Followers or Items. Elemental: The Air Dragon cannot be the target of Ranged Attacks and Spells.
Akodo Kage, personalities, U, Imperial
Force: 0, Chi: 4
RH: 10, Cost: 5, PH: 3
Lion Clan Samurai. Revered Sensei. Limited: Bow this card and place a 1F/1C Sensei token on one Personality. No Personality may have more than 2 Sensei tokens.
Akodo Toturi, personalities, R, Imperial
Force: 4, Chi: 2
RH: 10, Cost: 9, PH: 4
Unaligned Samurai. Double Chi. Unique. Lose 5 Honor. Enters play dishonored. Will not join Crab or Phoenix House. If Akodo is restored to honorable status, controlling player gains 5 Honor, and Toturi gains a 2F/3C bonus permanently.
Alhundro Cornejo, personalities, U, Imperial
Force: 1, Chi: 2
RH: 0, Cost: 8, PH: 2
Unaligned Explosives Master. Limited: Bow to destroy any Fortification. Limited: Bow to permanently reduce the strength of a Province by one. Open: Bow to bring any Explosives card into play at no cost.
Asahina Tamako, personalities, U, Imperial
Force: 1, Chi: 2
RH: 5, Cost: 8, PH: 2
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.
Asahina Tomo, personalities, C, Imperial
Force: 0, Chi: 4
RH: 0, Cost: 6, PH: 2
Crane Clan Shugenja.
Asako Yasu, personalities, R, Imperial
Force: 1, Chi: 4
RH: 15, Cost: 10, PH: 3
Phoenix Clan Interrogator. Shugenja. Limited: Bow the Interrogator to "question" any Shugenja, beginning a duel between these Personalities. The Interrogator may not focus, but also cannot be killed by the outcome of the duel.
Bayushi Kachiko, personalities, R, Imperial
Force: 0, Chi: 2
RH: -, Cost: 10, PH: 1
Scorpion Clan Seductress. Unique. Limited: Bow to put a -1C seduction token on any Personality. Add a seduction token each turn she chooses not to straighten. If Seductress straightens, all seduction tokens are removed. May remain bowed.
Bayushi Togai, personalities, R, Imperial
Force: 2, Chi: 3
RH: -, Cost: 7, PH: 1
Scorpion Clan Samurai. Poison cards can be attached to Togai without paying their gold cost. Poison cards targeting Togai have no effect.
Daidoji Uji, personalities, C, Imperial
Force: 2, Chi: 3
RH: 5, Cost: 4, PH: 2
Crane Clan Samurai.
Dairya, personalities, P, Imperial
Force: 4, Chi: 5
RH: 10, Cost: 10, PH: 4
Unaligned. Samurai. Cavalry. Battle: Bow for a ranged 3 attack.
Demon-Bride of Fu'Leng, personalities, R, Imperial
Force: 1, Chi: 2
RH: -, Cost: 12, PH: 0
Unaligned. Unique. Shadowlands. Nonhuman. Limited: Bow the Bride to take control of and attach any one Shadowlands Follower in play. Battle: Fear 4.
Doji Hoturi, personalities, R, Imperial
Force: 3, Chi: 5
RH: 15, Cost: 12, PH: 5
Crane Clan Champion. Samurai. Unique. Will only join a Crane Clan Player. Reaction: May change any duel he is entering to become a test of Personal Honor instead of Chi. Loser loses 3 Honor and must commit Seppuku or is dishonored.
Doji Yosai, personalities, C, Imperial
Force: 2, Chi: 4
RH: 5, Cost: 6, PH: 3
Crane Clan Samurai. If this Personality bows to lobby for the Imperial favor, no player may give gifts to oppose this action.
Dragon of Fire, personalities, R, Imperial
Force: 6, Chi: 4
RH: 10, Cost: 14, PH: 4
Unique. Cavalry. Shugenja. Creature. No Followers or Items. Battle Elemental: Bow for two consecutive Ranged 5 Attacks. These can target one or two cards at the controller's option.
Earth Dragon, personalities, R, Imperial
Force: 7, Chi: 4
RH: 10, Cost: 11, PH: 4
Unique. Cavalry. Shugenja. Creature. No Followers or Items. Battle Elemental: Earth Dragon gains a 5F bonus when defending.
Ginawa, personalities, C, Imperial
Force: 2, Chi: 3
RH: -, Cost: 4, PH: 1
Unaligned Samurai.
Goblin Warmonger, personalities, C, Imperial
Force: 2, Chi: 1
RH: -, Cost: 5, PH: 1
Nonhuman. Shadowlands. The Goblin Warmonger may not be killed so long as he has any Goblin Followers in his unit. If the Goblin Warmonger is destroyed with Goblin Followers in his unit, destroy all of the cards in the unit except Goblin Warmonger, who becomes bowed.
Heichi Chokei, personalities, C, Imperial
Force: 2, Chi: 2
RH: -, Cost: 5, PH: 2
Unaligned Shugenja.
Hida Amoro, personalities, U, Imperial
Force: 6, Chi: 1
RH: -, Cost: 7, PH: 0
Crab Clan Berserker. No Armor. Berserker is destroyed after any battle unless his army has aforce more than twice as great as the opposing army.
Hida Kisada, personalities, R, Imperial
Force: 8, Chi: 4
RH: 10, Cost: 14, PH: 2
Crab Clan Champion. Samurai. Unique. Double Chi. Will only join Crab Clan Player. Cards in Kisada's Unit cannot be the target of and are immune to the effects of Shugenja Spells and Innate Abilities.
Hida Sukune, personalities, C, Imperial
Force: 3, Chi: 2
RH: 0, Cost: 6, PH: 2
Crab Clan Samurai.
Hida Tampako, personalities, C, Imperial
Force: 2, Chi: 1
RH: -, Cost: 6, PH: 1
Crab Clan Samurai. Gains a 2F bonus when defending.
Hida Tsuru, personalities, U, Imperial
Force: 3, Chi: 2
RH: -, Cost: 9, PH: 1
Crab Clan Samurai. Cavalry. All Followers being atteched to this card have their gold costs reduced by 2.
Hida Yakamo, personalities, R, Imperial
Force: 3, Chi: 3
RH: 0, Cost: 8, PH: 2
Crab Clan Hero. Samurai. Unique. No Items. Battle: Bow Yakamo to destroy any one Item card in opposing army.
Hida Yakamo, personalities, R, Imperial
Force: 4, Chi: 4
RH: -, Cost: 7, PH: 0
Crab Clan Oni. Shadowlands. Nonhuman. No Followers. May not Focus Chi. Oni gains a 1F/1C bonus for each Crab Clan Personality in your house. Cannot be committed to attack or defend a Province with other units. Other units may not be committed to attack or defend with the Oni.
Hisa, personalities, C, Imperial
Force: 1, Chi: 3
RH: -, Cost: 3, PH: 1
Unaligned Samurai.
Horiuchi Shoan, personalities, C, Imperial
Force: 0, Chi: 1
RH: -, Cost: 3, PH: 1
Unicorn Clan Shugenja.
Ide Tadaji, personalities, R, Imperial
Force: 0, Chi: 1
RH: 10, Cost: 7, PH: 3
Unicorn Clan Diplomat. Unique. May not attack, defend, or challenge. Reaction: Bow to counter the effects of the Imperial Favor until the end of the turn. Treat this as if the Favor had not been used, though it is still discarded.
Ikoma Ujiaki, personalities, R, Imperial
Force: 2, Chi: 4
RH: 15, Cost: 8, PH: 4
Lion Clan Samurai. Reaction: After a Lion Clan Personality is killed in battle, bow to dishonor one Personality in the opposing army.
Isawa Kaede, personalities, U, Imperial
Force: 2, Chi: 3
RH: 5, Cost: 11, PH: 2
Phoenix Clan Shugenja. Master of the Void. Open Elemental: Bow this card and discard a card from one of your Provinces. Replace the discarded card. Draw a card from your Deck of Fate.
Isawa Tadaka, personalities, U, Imperial
Force: 1, Chi: 3
RH: 5, Cost: 10, PH: 2
Phoenix Clan Shugenja. Master of Earth. Open Elemental: Bow Tadaka and discard a Fate Card. All Provinces you control gain a bonus to their strength equal to the focus of the discard until the end of the turn.
Isawa Tomo, personalities, U, Imperial
Force: 1, Chi: 3
RH: 5, Cost: 8, PH: 2
Phoenix Clan Shugenja. Master of Water. Battle Elemental: Bow this card to move a unit from one Province to another.
Isawa Tsuke, personalities, R, Imperial
Force: 3, Chi: 2
RH: 5, Cost: 12, PH: 2
Phoenix Clan Shugenja. Master of Fire. Limited Elemental: Bow and play a Fate card face down. Issue a Challenge that cannot be refused. Isawa cannot focus, but the Fate card played acts as a Focus. Tsuke cannot be killed by the outcome of the duel.
Isawa Uona, personalities, C, Imperial
Force: 0, Chi: 3
RH: 5, Cost: 4, PH: 2
Phoenix Clan Shugenja. Master of Air. Open Elemental: Bow the Master of Air and Discard a Fate card with a Focus Value of X. Look at X face down cards.
Iuchi Daiyu, personalities, U, Imperial
Force: 1, Chi: 4
RH: 0, Cost: 6, PH: 1
Unicorn Clan Shugenja. Cavalry. Cards in this unit cannot be the target of ranged attacks.
Iuchi Karasu, personalities, U, Imperial
Force: 2, Chi: 3
RH: 4, Cost: 7, PH: 3
Unicorn Clan Shugenja. Open: Bow to move a Follower from one Personality you control to another Personality you control.
Iuchi Takaai, personalities, R, Imperial
Force: 1, Chi: 2
RH: 0, Cost: 8, PH: 2
Unicorn Clan Shugenja. Open: Bow this card to give all cards in a target unit the trait: Cavalry.
Kakita Toshimoko, personalities, R, Imperial
Force: 1, Chi: 7
RH: 10, Cost: 10, PH: 3
Crane Clan Iajutsu Master. Unique. Samurai. May not refuse a duel. Lose 5 Honor if Toshimoko loses a duel. Limited: Bow to Challenge any Samurai to a duel. If refused, Samurai is dishonored.
Kakita Yinobu, personalities, U, Imperial
Force: 0, Chi: 2
RH: 5, Cost: 3, PH: 1
Crane Clan Master Orator. Reaction: Bow this card and discard a Fate card or cards to reduce any loss of Family Honor by the Focus Value of the discarded card(s). This effect will not prevent a Personality from becoming Dishonored.
Kakita Yoshi, personalities, R, Imperial
Force: 0, Chi: 1
RH: 10, Cost: 10, PH: 3
Crane Clan Liason. No Followers. May not defend or challenge. Open: Bow to take the Imperial Favor.
Kakita Yuri, personalities, U, Imperial
Force: 0, Chi: 2
RH: 10, Cost: 7, PH: 2
Crane Clan Negotiator. Battle: Bow the negotiator to send home unbowed one unit that is attacking you. You must pay gold equal to the force of the unit.
Ki-Rin, personalities, R, Imperial
Force: 0, Chi: 2
RH: 15, Cost: 0, PH: 5
Unaligned Creature. Unique. Personalities with a Personal Honor of zero, four, or five may not attack your provinces while Ki-Rin is unbowed and honorable.
Kitsu Toju, personalities, C, Imperial
Force: 1, Chi: 2
RH: 10, Cost: 7, PH: 2
Lion Clan Shugenja. Limited: Bow and discard a card from your Fate hand to gain Honor equal to Focus Value of discard.
Kitsuki Yasu, personalities, R, Imperial
Force: 1, Chi: 4
RH: 10, Cost: 7, PH: 4
Dragon Clan Justicator. Samurai. Reaction: You may bow Yasu to force any Samurai to accept a challenge.
Kolat Servant, personalities, U, Imperial
Force: 0, Chi: 1
RH: -, Cost: 10, PH: 0
Unaligned. Limited: Bow this card and bow target player's Stronghold (if unbowed). As long as this card remains bowed, the target Stronghold may not straighten. Kolat Servant may remain bowed.
Kuni Yori, personalities, U, Imperial
Force: 2, Chi: 3
RH: -, Cost: 7, PH: 2
Crab Clan Shugenja. Limited: Bow and discard a Fate Card to force an opponent to discard a randomly selected card from his Fate Hand.
Kyoso no Oni, personalities, U, Imperial
Force: 5, Chi: 5
RH: -, Cost: 7, PH: 0
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, personalities, U, Imperial
Force: 4, Chi: 4
RH: 5, Cost: 8, PH: 2
Lion Clan Samurai. Cavalry. This unit cannoth be the target of ranged attacks.
Matsu Gohei, personalities, C, Imperial
Force: 1, Chi: 3
RH: 6, Cost: 4, PH: 3
Lion Clan Samurai. Gains a 2F bonus when attacking.
Matsu Hiroru, personalities, U, Imperial
Force: 0, Chi: 1
RH: -, Cost: 6, PH: 1
Ninja Assassin. Only Ninja Followers. Limited: Bow to challenge a bowed Personality, who may not refuse. Ninja Assassin may Focus once before the duel. Lose 4 Honor. Limited: Destroy any one bowed Retainer. Lose 4 Honor.
Matsu Imura, personalities, U, Imperial
Force: 2, Chi: 3
RH: 10, Cost: 6, PH: 3
Lion Clan Beastmaster. Limited: Bow to train a new animal, adding a 1F token creature Follower to Beastmaster. Limited: Bow to take control of any creature Follower in play with a force of 3 or less. Target Follower becomes attached to the Beastmaster.
Matsu Tsuko, personalities, R, Imperial
Force: 6, Chi: 5
RH: 10, Cost: 14, PH: 4
Lion Clan Champion. Samurai. Unique. Double Chi. Tactician. Will only join Lion Clan Player.
Matsu Turi, personalities, P, Imperial
Force: 1, Chi: 3
RH: 5, Cost: 6, PH: 3
Lion Clan Samurai. Gains a 2F bonus when attacking. Matsu Yojo (C) 2F 2C 5H 5G 2PH Lion Clan Samurai.
Mirumoto Daini, personalities, C, Imperial
Force: 2, Chi: 4
RH: -, Cost: 5, PH: 3
Dragon Clan Samurai.
Mirumoto Hitomi, personalities, C, Imperial
Force: 3, Chi: 4
RH: 4, Cost: 7, PH: 2
Dragon Clan Samurai. Followers in this unit are immune to Fear.
Mirumoto Sukune, personalities, U, Imperial
Force: 3, Chi: 2
RH: 4, Cost: 8, PH: 3
Dragon Clan Samurai. Cavalry. Battle: Bow for a Ranged 3 Attack.
Miya Yoto, personalities, U, Imperial
Force: 0, Chi: 1
RH: 5, Cost: 6, PH: 2
Unaligned Arbitrator. Battle: Bow this card to bow and remove ane unit from a battle. This action may only be performed for a battle in which you have no units and are not the Defender.
The Monstrous War Machine of Fu' Leng, personalities, P, Imperial
Force: 8, Chi: 2
RH: 0, Cost: 6, PH: 0
Unaligned. Non-human. Unique. Lose 5 Honor. No items. May not challenge or be challenged. Machine has Force = 0 if it has no Followers attached. Machine destroys all of its Followers when it Bows. Followers add no Force to the War Machine's Unit.
Morito, personalities, C, Imperial
Force: 2, Chi: 2
RH: 0, Cost: 6, PH: 2
Unaligned Samurai. Cavalry.
Morito Tokei, personalities, C, Imperial
Force: 0, Chi: 3
RH: -, Cost: 3, PH: 2
Unaligned Shugenja.
Moshi Wakiza, personalities, C, Imperial
Force: 1, Chi: 3
RH: -, Cost: 6, PH: 1
Unaligned Shugenja. Battle: Bow to produce a Ranged 4 Attack.
Moto Tsume, personalities, U, Imperial
Force: 4, Chi: 4
RH: -, Cost: 4, PH: 0
Unaligned Samurai. Shadowlands. Lose 4 Honor. Will not enter play if your Family Honor is above zero. Any Personality with Personal Honor greater than one and assigned to the same army is bowed before the battle action phase.
Motto Seiki, personalities, P, Imperial
Force: 1, Chi: 2
RH: 0, Cost: 4, PH: 1
Unaligned Shugenja. Battle: Bow for a ranged attack equal to his Chi.
Naga Abominination, personalities, P, Imperial
Force: 2, Chi: *
RH: 0, Cost: 8, PH: 1
Naga. Non-human. Abomination has a Chi Value equal to the number of other Naga cards in play. Limited: Challenge any Naga Personality or Clan Champion to a duel, which must be accepted.
Naga Shugenja, personalities, C, Imperial
Force: 1, Chi: 1
RH: 0, Cost: 6, PH: 1
Shugenja. Nonhuman. Open: Bow to add a 1F bonus to all Naga cards in play until the end of the turn.
Naga Warlord, personalities, C, Imperial
Force: 2, Chi: 2
RH: 0, Cost: 5, PH: 2
Naga Samurai. Nonhuman. All Naga cards in Naga Warlord's unit have a 1F bonus while they remain in his unit.
Naka Kuro, personalities, R, Imperial
Force: 3, Chi: 5
RH: 15, Cost: 12, PH: 2
Unique. Unaligned Shugenja. 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.
Necromancer, personalities, U, Imperial
Force: 1, Chi: 4
RH: -, Cost: 10, PH: 0
Unaligned Shugenja. Shadowlands. Lose 3 Honor. Necromancer gains 1F for each Shadowlands Follower attached to him. Limited: Bow to put a Shadowlands Follower into play attached to Necromancer (without gold cost).
Ninja Shapeshifter, personalities, U, Imperial
Force: 2, Chi: 2
RH: -, Cost: 10, PH: 1
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.
Ninja Spy, personalities, C, Imperial
Force: 0, Chi: 1
RH: 0, Cost: 2, PH: 1
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, personalities, U, Imperial
Force: 6, Chi: 4
RH: -, Cost: 9, PH: 0
Unaligned. Nonhuman. Shadowlands. No Followers or Armor.
Oni no Akuma, personalities, R, Imperial
Force: 6, Chi: 3
RH: -, Cost: 0, PH: 0
Shadowlands. Nonhuman. Unique. Lose 3 Honor. When this Oni is brought into play, it destroys the Province from which it was played.
Oni no Shikibu, personalities, U, Imperial
Force: 2, Chi: 2
RH: -, Cost: 5, PH: 0
Unaligned. Shadowlands. Nonhuman. Destroy one of your Personalities the first time this card is put into play. In your Dynasty Phase, if this card is Honorable or Dishonorable Dead, you may bring it back into play, losing 2 Honor.
Oni no Tsuburu, personalities, U, Imperial
Force: 2, Chi: 2
RH: -, Cost: 4, PH: 0
Unaligned. Shadowlands. Cavalry. Nonhuman. No Followers or Armor. You must destroy one of your Personalities to put this card into play. Lose 5 Honor. This Oni gains a 6F bonus at the end of the Battle Action Phase when attacking if there are no defending Units.
Otaku Kamoko, personalities, C, Imperial
Force: 3, Chi: 2
RH: 4, Cost: 7, PH: 3
Unicorn Clan Battle Maiden. Samurai. Cavalry. Will only attach Cavalry Followers. Reaction: Gains a 1F bonus when attacking.
Sanzo, personalities, C, Imperial
Force: 1, Chi: 1
RH: 5, Cost: 3, PH: 2
Unaligned Samurai. Cavalry.
Shiba Katsuda, personalities, C, Imperial
Force: 3, Chi: 3
RH: 0, Cost: 7, PH: 2
Phoenix Clan Samurai.
Shiba Tsukune, personalities, C, Imperial
Force: 3, Chi: 2
RH: 5, Cost: 5, PH: 2
Phoenix Clan Samurai. Reaction: Gains a 3C bonus until the end of the turn when dueling a Shugenja.
Shiba Ujimitsu, personalities, R, Imperial
Force: 4, Chi: 4
RH: 10, Cost: 12, PH: 3
Phoenix Clan Champion. Samurai. Double Chi. Will only join Phoenix Clan Player. During your Dynasty Phase, if this card is Honorable Dead, it may be reincarnated into play be exchanging it with any Personality you cantrol without any costs.
Shinjo Hanari, personalities, U, Imperial
Force: 4, Chi: 3
RH: 5, Cost: 9, PH: 2
Unicorn Clan Samurai. Cavalry. Battle: Bow for Ranged 3 Attack.
Shinjo Yasamura, personalities, C, Imperial
Force: 2, Chi: 2
RH: 4, Cost: 7, PH: 2
Unicorn Clan Samurai. Cavalry. Open: Once per turn, he can give one Follower in his unit the cavalry trait until the end of the turn.
Shinjo Yokatsu, personalities, R, Imperial
Force: 5, Chi: 4
RH: 10, Cost: 14, PH: 2
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
Shuten Doji, personalities, U, Imperial
Force: 0, Chi: 0
RH: -, Cost: 8, PH: 0
Unaligned Shadowlands. Nonhuman. Shuten Doji enters play with four 1F/1C tokens. During your events phase, Shuten Doji must "eat" (destroy) one token on any other card in play, which becomes a 1F/1C token on Shuten Doji. If none are available, the Shuten Doji loses 3 tokens.
Togashi Hoshi, personalities, R, Imperial
Force: 7, Chi: 7
RH: 5, Cost: 13, PH: 4
Dragon Clan Man-Beast. Creature. Unique. Cavalry. No Followers or Armor. 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, personalities, U, Imperial
Force: 2, Chi: 2
RH: 4, Cost: 7, PH: 1
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.
Togashi Yokuni, personalities, R, Imperial
Force: 5, Chi: 6
RH: 10, Cost: 14, PH: 2
Dragon Clan Champion. Unique. Samurai. Shugenja. Double Chi. Will only join Dragon Clan Player.
Togashi Yoshi, personalities, U, Imperial
Force: 1, Chi: 2
RH: 0, Cost: 6, PH: 2
Dragon Clan Shugenja. Reaction: When a Personality you control is entering a duel, you may bow this card and reveal your to Fate Card. Add its Focus Value to that Personality's Chi until the end of the turn.
Toku, personalities, C, Imperial
Force: 0, Chi: 1
RH: -, Cost: 0, PH: 2
Unaligned Samurai.
Void Dragon, personalities, R, Imperial
Force: 7, Chi: 4
RH: 10, Cost: 11, PH: 4
Unaligned Creature. Unique. Cavalry. Shugenja. No Followers or Items. Reaction Elemental: If a Province is destroyed when the Void Dragon is in the attacking army, the defending player must discard all cards from his or her Fate Hand.
Water Dragon, personalities, R, Imperial
Force: 7, Chi: 4
RH: 10, Cost: 10, PH: 4
Unique. Cavalry. Creature. Shugenja. No Followers or Items. Elemental: Can copy any Shugenja's Innate Ability for 1 turn. Select Ability to be copied during the current player's Events Phase of each turn.
Yasuki Taka, personalities, C, Imperial
Force: 0, Chi: 1
RH: 0, Cost: 3, PH: 0
Crab Clan Wily Trader. Open: Bow Wily Trader and any one of your gold-producing holdings to straighten any holding in play. Wily Trader is worth 1 Koku.
Yogo Junzo, personalities, R, Imperial
Force: 3, Chi: 2
RH: -, Cost: 10, PH: 0
Unaligned Shugenja. Shadowlands. Nonhuman. Lose 4 Honor. Battle: Fear 4.
Yotsu Seiki, personalities, C, Imperial
Force: 1, Chi: 2
RH: -, Cost: 4, PH: 1
Unaligned Shugenja. Battle: Bow for Ranged Attack equal to her Chi.
Animate the Dead, spells, U, Imperial
Cost: 3, Focus: 2
Limited: Bow this Shugenja and bring a Follower back into play from the dead pile and attach it to any Personality you control. Lose 2 Honor. This Follower gains the ability: Fear 3.
Biting Steel, spells, C, Imperial
Cost: 2, Focus: 1
Open: Bow this Shugenja to give a 3F/3C bonus to target Dragon Personality or a 2F/2C bonus to any Personality until end of turn.
Call Upon The Wind, spells, C, Imperial
Cost: 0, Focus: 2
Limited Elemental: Bow this Shugenja to turn over any one card thich is not in play.
Castle of Water, spells, C, Imperial
Cost: 3, Focus: 3
Open Elemental: Bow this Shugenja to add +3 Strength to any Province until the ind of the turn. This action can be done during a battle in which you have no units.
Cloak of Night, spells, R, Imperial
Cost: 4, Focus: 2
Limited: Bow this Shugenja and discard the Cloak of Night spell to put a spell, Follower, or Item into play face down. This hidden card has no effect on play until it is turned up, which may be done as an Open action by the controlling player. If a Follower's Honor Requirement isn't met when revealed, it is destroyed.
Counterspell, spells, U, Imperial
Cost: 2, Focus: 1
Reaction: Bow this Shugenja to cancel the affects of one Shugenja innate ability as it's being used.
Earthquake, spells, U, Imperial
Cost: 5, Focus: 4
Battle Elemental: Bow to force any one opposing Personality in this battle to bow as well.
Elemental Ward, spells, U, Imperial
Cost: 0, Focus: 1
Reaction: Bow this Shugenja to prevent one Elemental effect (spell or other card) Which is targeting you or any of your cards in play.
Energy Transference, spells, C, Imperial
Cost: 4, Focus: 2
Open: Bow this Shugenja to switch the Chi and Force on any one Personality in play until the end of this Player's turn. Energy Transference is destroyed if you do not control the target Personality.
Fires of Purity, spells, U, Imperial
Cost: 3, Focus: 3
Open Elemental: Bow this Shugenja to add a 3F/3C bonus to one personality with an Honor of 3 or higher until the end of this turn.
Fist of Osano Wo, spells, R, Imperial
Cost: 5, Focus: 4
Limited Elemental: Bow this Shugenja and destroy this spell to destroy one holding.
Fury of Osano Wo, spells, C, Imperial
Cost: 4, Focus: 3
When brought into play, this spell has three tokens. This spell is destroyed when it has no tokens. Battle: Bow this Shugenja, and destroy a token for a Ranged Attack equal to Shugenja's Chi+2.
Heart of the Inferno, spells, R, Imperial
Cost: 4, Focus: 3
Battle Elemental: Bow this Shugenja to cast a fiery bolt at the opposing army that destroys all Personalities and Followers that have a Force of 2 or less.
Immortal Steel, spells, R, Imperial
Cost: 5, Focus: 4
Limited: Bow this Shugenja and destroy this spell. Target weapon has its Force and Chi bonuses doubled for the rest of the game.
Look into the Void, spells, C, Imperial
Cost: 2, Focus: 1
Open Elemental: Bow this Shugenja and discard a Fate Card to draw another card from your Fate Deck.
Mists of Illusion, spells, U, Imperial
Cost: 4, Focus: 2
Open: Bow this Shugenja to add 5F to one Personality until the end of the turn. Opposing units and Provinces cannot be destroyed by your army when Mists of Illusion is used.
Reflective Pool, spells, R, Imperial
Cost: 1, Focus: 3
Open Elemantal: Bow this Shugenja and destroy this spell to give one of your Personalities the ability to perform an action on any personality in play. This ability goes away at the end of the turn.
Secrets on the Wind, spells, U, Imperial
Cost: 3, Focus: 3
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.
Summon Faeries, spells, C, Imperial
Cost: 1, Focus: 2
Open: Bow this Shugenja to bow a target Shugenja. If the Shugenja using Summon Faeries is a Phoenix Personality, then the target Shugenja does not straighten during that player's next straighten phase.
Summon Swamp Spirits, spells, U, Imperial
Cost: 2, Focus: 3
Limited: Bow this Shugenja to add a Swamp Spirit token to target personality. This token acts as a 1F Nonhuman Shadowlands Follower.
Summon Undead Champion, spells, R, Imperial
Cost: 3, Focus: 2
Limited: Bow this Shugenja and destroy this spell to summon an Undead Champion. Undead Champion has a Force of 5, Chi of 2, and a Personal Honor of 0. Undead Champion is considered a Shadowlands Personality when summoned. Lose 4 Honor when the Champion is summoned.
Torrential Rain, spells, R, Imperial
Cost: 4, Focus: 4
Battle Elemental: Bow this Shugenja and destroy this spell to end a combat. All units in the battle are bowed.
Touch of Death, spells, R, Imperial
Cost: 8, Focus: 4
Limited: Bow this Shugenja and destroy this spell to destroy target bowed Personality.
Walking the Way, spells, U, Imperial
Cost: 4, Focus: 3
Limited: Bow this Shugenja and destroy this spell to look through your Fate Deck and draw any one card. Reshuffle your Fate Deck afterwards.
Wind Born Speed, spells, C, Imperial
Cost: 2, Focus: 2
Open: Bow to give all cards in one unit the trait: Cavalry.
Winds of Change, spells, U, Imperial
Cost: 6, Focus: 2
Limited Elemental: Bow this Shugenja to discard the Dynasty card in a target Province and replace it with the next card from that Player's Dynasty Deck.
Wings of Fire, spells, C, Imperial
Cost: 0, Focus: 1
Open Elemental: Bow this Shugenja to give a target Follower or Personality the Cavalry trait until the end of the turn.
The Hidden Temples of the Naga, strongholds, CL, Shadowlands
Cost:
You may not win with an Honor Victory. All of your Naga Followers are immune to Fear. Limited: Bow the Temples to attach a 1F Naga Follower token to any Naga Personality in play. These Followers may not get any Force bonuses.
The Ruined Fortress of the Scorpion, strongholds, CL, Shadowlands
Cost:
If your Family Honor ever drops to -20 or below, you do not lose the game, but your unadjusted Province Strengths are reduced to zero for the rest of the game. You may not win through an Honor Victory.
A Gift of Honor, actions, R, Shadowlands
Cost: *, Focus: 2
Open: Play during an opponent's turn. Produce as much gold as you wish to put this card into play. The current player may produce gold after you have decided how much to spend on this card. The player that produced more gold gains 3 Honor, and the other player loses 1 Honor.
A Stout Heart, actions, U, Shadowlands
Cost: 0, Focus: 2
Reaction: Play when one of your units is being targeted by a Fear effect to prevent the effects of Fear.
Accessible Terrain, actions, C, Shadowlands
Cost: 0, Focus: 1
Battle: Terrain. While this Terrain is in play, the Attacker and Defender may, as a Battle action, move one unit into the battle at this Province. This Terrain takes effect as soon as it is played. This card can be played in a battle in which you have no units.
Another Time, actions, C, Shadowlands
Cost: 0, Focus: 0
Reaction: Play this card as a focus during a duel. When this card is revealed, the duel is cancelled. All effects of the duel are cancelled. All focused cards are discarded without effect.
Arrows From the Woods, actions, C, Shadowlands
Cost: 0, Focus: 3
Battle: Ranged 2 Attack. Reaction: Add 2 to the strength of a Ranged Attack from one of your units.
Call To Arms, actions, U, Shadowlands
Cost: 3, Focus: 3
Reaction: Play this card during the Declaration Phase of an attack when you are the Defender. All of your bowed Personalities that can straighten, do so. At the end of the Resolution Phase of the last battle for this Attack Phase, all of the Personalities you control becomed bowed.
Change of Loyalty, actions, R, Shadowlands
Cost: 0, Focus: 2
Reaction: Play this card when you bring a Unique Personality into play that is already in play, controlled by another player. The other player's Personality is destroyed and yours enters play normally. You must still meet all requirements and costs of the Personality to bring it into play.
The Code of Bushido, actions, U, Shadowlands
Cost: 0, Focus: 3
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, actions, C, Shadowlands
Cost: 0, Focus: 2
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.
Corrupted Ground, actions, C, Shadowlands
Cost: 0, Focus: 1
Battle: Terrain. All Shadowlands Personalities and Followers gain 1F until the end of the turn.
Court Jester, actions, U, Shadowlands
Cost: 0, Focus: 4
Reaction: Play the Court Jester when another player puts a card into play or performs an action which creates an honor less for his family. The Jester doubles the honor loss. Only one Jester per honor loss.
Darkness Feeds . . ., actions, R, Shadowlands
Cost: 0, Focus: 3
Reaction: Play when one of your Shadowlands Personalities is destroyed. Select another of your Shadowlands Personalities. This Personality gains a Chi and Force bonus equal to the Chi and Force of the destroyed Personality. This bonus is lost at the end of your next turn.
Defend Your Honor, actions, C, Shadowlands
Cost: 0, Focus: 2
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.
"Enough Talk!", actions, U, Shadowlands
Cost: 0, Focus: 3
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.
False Alliance, actions, R, Shadowlands
Cost: 0, Focus: 2
Battle: You must be an ally to play this card. Switch all of your units in this battle from the attacking to the defending army, or vice versa. Lose 4 Honor.
Final Charge, actions, R, Shadowlands
Cost: 0, Focus: 3
Reaction: Play in a battle when a Samurai is destroyed. All of that Samurai's Followers remain in the battle, as if they were still attached to a Personality. These Followers are destroyed after the battle.
Forced March, actions, U, Shadowlands
Cost: 6, Focus: 2
Battle: Straighten (if necessary) and move into this battle one of your units that has already engaged in a battle this turn in another Province. Forced March bows this unit after the resolution phase of this battle. This unit may not straighten in your next straighten phase.
He's Mine, actions, C, Shadowlands
Cost: 0, Focus: 3
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.
His Most Favored, actions, R, Shadowlands
Cost: 0, Focus: 4
Unique. Limited: Select one of your Personalities. Gain 5 Honor. This Personality is your tie to the Imperial Line. If this Personality is destroyed for any reason, lose 10 Honor. This card remains in play until this Personality leaves play.
Impassable Terrain, actions, C, Shadowlands
Cost: 0, Focus: 1
Battle: Terrain. The Attacker and Defender must each bow three of their Personalities or Followers in this battle. Either player may discard up to three Fate cards from his hand to reduce, on a one for one basis, the number of cards that must be bowed.
Levy Troops, actions, U, Shadowlands
Cost: *, Focus: 3
Limited: Select one of your Samurai. For every 3 fold produced to put Levy Troops into play, add a 1F Ashigaru Follower token to your Samurai. Lose 1 Honor each time one of these Follower tokens is destroyed or removed from the Samurai.
Plea of the Peasants, actions, U, Shadowlands
Cost: 0, Focus: 2
Reaction: Play when another player has destroyed a Province in battle when no units were assigned to defend that Province. That player loses 5 Honor. Only one Plea of the Peasants may be made for a single Province being destroyed.
Shadowmadness, actions, U, Shadowlands
Cost: 0, Focus: 2
Battle: Play on a unit that has both Shadowlands and non-Shadowlands Followers. The non-Shadowlands Followers have their Force doubled until the end of the turn, and are then destroyed.
Shadowlands Sickness, actions, U, Shadowlands
Cost: 0, Focus: 2
Open: Bow a Shadowlands Personality.
Suspended Terrain, actions, C, Shadowlands
Cost: 0, Focus: 1
Battle: Terrain. All units that survive this battle are bowed. This cannot be prevented. These units may not straighten in their controller's next Straighten Phase.
Strike at the Tail, actions, R, Shadowlands
Cost: 0, Focus: 2
Battle: Bow one of your units in this battle. Target an opposing unit. Destroy any number of Followers in the target unit whose combined Force is less than or equal to the Force of your bowed unit. Add two to the Force of this action if your unit is led by a Unicorn Personality.
Test of Might, actions, C, Shadowlands
Cost: 0, Focus: 2
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.
Threat of War, actions, R, Shadowlands
Cost: 10, Focus: 2
Open: This card can only be played during an opponent's turn and you must bow a samurai to play it. This turn, the target opponent must bow a samurai each time he bows a holding, or the holding generates no effects.
The Turtle's Shell, actions, U, Shadowlands
Cost: 0, Focus: 3
Reaction: Play as one of your cards is being targeted by a Ranged Attack to prevent the effects of the Ranged Attack.
Twist of Fate, actions, R, Shadowlands
Cost: 0, Focus: 2
Reaction: Play after your Dynasty Phase has ended, but before your End Phase. You are allowed to play any one Limited or Open action card from your hand or produce one Limited or Open action from a card in play. You may not attach cards or lobby for the Imperial Favor.
Utter Defeat, actions, R, Shadowlands
Cost: 0, Focus: 1
Reaction: Play as a Personality is about to be destroyed by a duel or battle. The Personality is not destroyed, but is completely humiliated. The Personality is dishonored, cannot be restored to honor, and the Personality's controller loses 1 Honor during each of his Dynasty Phases while this Personality is alive. He cannot be ordered to commit Seppuku without the use of a card effect.
When Darkness Draws Near, actions, R, Shadowlands
Cost: 0, Focus: 3
Battle: Remove any one allying unit from this battle, bowed. The unit's controller loses any allying honor bonus if that player has no other allying units.
Winning Kachiko's Favor, actions, R, Shadowlands
Cost: 0, Focus: 2
Reaction: Play when you or another Player lobbies for the Imperial Favor. You may pay gold to increase your temporary Honor on a 1 gold equals 1 Honor basis.
Wounded in Battle, actions, C, Shadowlands
Cost: 0, Focus: 2
Battle: Target Personality in this battle has -2C until the end of this turn. If the target Personality is reduced to zero (or less) Chi, then the Personality survives until the end of the resolution phase is he or she is a samurai. Only one Wounded in Battle may be played on a Personality each turn.
Desperate Measures, events, R, Shadowlands
Destroy the Province this card came from and any one other Province in play, which you select. Lose 5 Honor.
Doom of the Crab, events, U, Shadowlands
All Crab Peraonalities in play lose 2F permanently.
Doom of the Crane, events, U, Shadowlands
All honor-producing Holdings in play are destroyed.
Doom of the Dragon, events, U, Shadowlands
All Dragon Personalities in play gain a Doom of the Dragon token. Any Dragon Personality with this Doom token cannot be assigned to attack or defend a Province with another Dragon Personality and vice versa.
Doom of the Lion, events, U, Shadowlands
All Lion Personalities in play gain a Doom token. A Lion with this Doom token cannot be assigned to attack inless that player bows another Personality he or she controls.
Doom of the Naga, events, U, Shadowlands
All Naga Personalities in play lose 1F/1C permanently.
Doom of the Phoenix, events, U, Shadowlands
All spells in play are destroyed.
Doom of the Scorpion, events, U, Shadowlands
All Scorpion Clan Provinces have their unadjusted Strength reduced to zero until the beginning of your next turn.
Doom of the Unicorn, events, U, Shadowlands
All Unicorn Personalities in play permanently lose the Cavalry trait.
The Falling Darkness, events, R, Shadowlands
All Personalities have their Force reduced by their Personal Honor until the beginning of your next turn.
The Farther You Fall, events, P, Shadowlands
The player with the Imperial Favor loses seven honor. This loss cannot be prevented with the Imperial Favor.
Imperial Levying, events, R, Shadowlands
The unit (or units) in play with the highest Force is destroyed. the units' controller(s) gains Family Honor equal to the Force of the unit.
New Year's Celebration, events, R, Shadowlands
Every Player discards his or her Fate Hand and draws five cards.
Rampant Plague, events, R, Shadowlands
All players give one -1C Plague token to one of their own Personalities and any one other Personality in play. During each of your Events Phases, all players must repeat this. A player may, during his Dynasty Phase, destroy all of his Personalities with Plague tokens and becomes immune to the plague. He cannot be the target of plague tokens this game. When all players are immune, the plague ends.
The Rising Sun, events, R, Shadowlands
All Personalities have their Chi raised by their Personal Honor until the beginning of your next turn.
Setsuban Festival, events, R, Shadowlands
All tokens in play are destroyed.
Ashigaru, followers, C, Shadowlands
Force: *, Chi: 0
RH: 0, Cost: 0, PH: -, Focus 3
Ashigaru have 1F for every Small Farm you have in play. Lose 2 Honor if Ashigaru are destroyed.
Bayushi Supai, followers, R, Shadowlands
Force: 2, Chi: 0
RH: 0, Cost: 5, PH: -, Focus 4
Unique. When put into play, you may attach Supai to any Personality in play that can accept Followers. Reaction: Whenever Supai's Personality bows or is assigned to attack or defend, you may look at the Fate Hand of the player who controls Supai's Personality.
Doji House Guard, followers, U, Shadowlands
Force: *, Chi: +1
RH: 2, Cost: 6, PH: -, Focus 4
Unique. Can only be attached to a Crane Clan Personality. The Doji House Guard has Force equal to one plus the Personaly Honor of the Personality they are attached to.
Garegosu no Bakemono, followers, R, Shadowlands
Force: 1, Chi: 0
RH: 0, Cost: 9, PH: -, Focus 2
Shadowlands Creature. Lose 5 Honor. Battle: Fear 2. Battle: Bow Bakemono for Fear 6. Battle: bow another Follower card in this unit to give Bakemono +3F until the end of the turn.
Hida House Guard, followers, U, Shadowlands
Force: 3, Chi: 0
RH: 1, Cost: 6, PH: -, Focus 4
Unique. Can only be attached to a Crab Clan Personality. These Followers gain a +3F when defending.
Ikiryo, followers, C, Shadowlands
Force: 0, Chi: 0
RH: 0, Cost: 3, PH: -, Focus 3
Shadowlands. Nonhuman. Battle: Bow and destroy this card to create a Ranged Attack equal to the Chi of this Personality. The Ikiryo may target a Personality with attached followers. Lose Honor equal the the strength of the Ranged Attack. Ikiryo's Personality is dishonored.
Mantis Bushi, followers, R, Shadowlands
Force: 2, Chi: 0
RH: 2, Cost: 6, PH: -, Focus 3
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.
Matsu House Guard, followers, U, Shadowlands
Force: 3, Chi: 0
RH: 2, Cost: 6, PH: -, Focus 4
Unique. Can only be attached to a Lion Clan Personality. The Matsu House Guard gains +2F when attacking.
Minor Oni Servant, followers, R, Shadowlands
Force: 0, Chi: 0
RH: 0, Cost: 0, PH: -, Focus 2
Shadowlands Creature. All spells being attached to this shuganja have their gold costs reduced to zero. Lose Honor equal to the printed gold cost of the spell being attached.
Mirumoto House Guard, followers, U, Shadowlands
Force: 3, Chi: 0
RH: 1, Cost: 6, PH: -, Focus 4
Unique. Can only be attached to a Dragon Clan Personality. Battle: Bow this card to create a challenge between the attached Personality and any one opposing Personality. Winner gains 5 Honor. If refused, the challenged Personality is dishonored and his family loses 5 Honor.
Plague Zombies, followers, C, Shadowlands
Force: 4, Chi: 0
RH: 0, Cost: 5, PH: -, Focus 3
Shadowlands. Nonhuman. Lose 4 Honor. During each of your Events Phase, you must put a -1C Plague token on this Personality. Battle: Fear 3.
Ratling Conscripts, followers, C, Shadowlands
Force: 0, Chi: 0
RH: 0, Cost: 0, PH: -, Focus 1
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.
Shadowlands Madmen, followers, R, Shadowlands
Force: 1, Chi: 0
RH: 0, Cost: 1, PH: -, Focus 1
Shadowlands. Lose 3 Honor. The Madmen add +1 to the strength of any Fear effect produced from this unit.
Shiba House Guard, followers, U, Shadowlands
Force: *, Chi: 0
RH: 2, Cost: 5, PH: -, Focus 4
Unique. Can only be attached to a Phoenix Personality. The Shiba House Guard has a Force equal to the current Chi of the Personality that they are attached to.
Shinjo House Guard, followers, U, Shadowlands
Force: 3, Chi: 0
RH: 1, Cost: 8, PH: -, Focus 4
Cavalry. Unique. Can only be attached to a Unicorn Clan Personality. Reaction: If this is the only Follower in the unit, andy the attached Personality has the Cavalry trait, then this unit may be assigned to attack or defend immediately after the Cavalry Assignment Phase.
Skeletal Archers, followers, C, Shadowlands
Force: 0, Chi: 0
RH: 0, Cost: 4, PH: -, Focus 2
Shadowlands. Nonhuman. Lose 3 Honor. Battle: Bow for a Ranged 3 Attack. Battle: Fear 2.
Corrupted Iron Mine, holdings, C, Shadowlands
Cost: 0
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.
Dark Oracle of Air, holdings, R, Shadowlands
Cost: 4
Shadowlands Retainer. Unique. Elemental Reaction: Bow to redirect a spell effect to any other legal target. Lose 4 Honor. This Honor loss may not be changed in any way.
Dark Oracle of Earth, holdings, R, Shadowlands
Cost: 4
Shadowlands Retainer. Unique. Elemental Open: Bow the Oracle to raise the strength of all of your Provinces by three until the end of the turn. Lose 4 Honor. This Honor loss may not be changed in any way.
Dark Oracle of Fire, holdings, R, Shadowlands
Cost: 4
Shadowlands Retainer. Unique. Elemental Reaction: Bow the Oracle as one of your Personalities is entering a duel. Your opponent must play all focus cards face-up in this duel. Lose 4 Honor. This Honor loss may not be changed in any way.
Dark Oracle of Water, holdings, R, Shadowlands
Cost: 4
Shadowlands Retainer. Unique. Elemental Reaction: Bow the Oracle after Cavalry have been assigned in the battle phase. You may now assign any of your unassigned units to attack or defend any of the Defender's Provinces. Lose 7 Honor. This Honor loss may not be changed in any way.
Earthworks, holdings, C, Shadowlands
Cost: 2
Fortification. Units may not be assigned to attack or defend this Province during cavalry assignment phases. Units (including cavalry) may be assigned as normal during infantry assignment phases.
The Festering Pit of Fu Leng, holdings, R, Shadowlands
Cost: 2
Shadowlands. Unique. Reaction: Bow at any time to reduce the gold cost of any Shadowlands card by five until the end of the turn. Lose 2 Honor.
Gambling House, holdings, C, Shadowlands
Cost: 3
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.
Geisha House, holdings, C, Shadowlands
Cost: 2
Bow to produce 2 Gold. If Geisha Youse is owned by a Scorpion Clan player, it produces 3 Gold when bowed.
Kolat Oyabun, holdings, U, Shadowlands
Cost: 6
Kolat Retainer. Limited: Bow to put a conspiracy token on ony Personality in play. Open: Bow the Oyabun to bow any Personality that has more conspiracy tokens than their Personal Honor.
Pearl Bed, holdings, C, Shadowlands
Cost: 2
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.
Temple of Bishamon, holdings, C, Shadowlands
Cost: 5
You must have at least 5 Honor to bring the Temple into play. Limited: Bow to gain 1 Honor. Battle: Bow the Temple to bow any Shadowlands card attacking one of your Provinces. You do not need to have a unit in the battle to perform this effect.
Ancient Spear of the Naga, items, CL, Shadowlands
Force: , Chi:
Cost: , Focus:
Unique Weapon. May only be attached to a Naga Personality. This Personality gains +1F/+1C for each Naga Personality in play. Followers in this unit are immune to Fear.
Broken Sword of the Scorpion, items, CL, Shadowlands
Force: +1, Chi: +1
Cost: 9, Focus: 4
Unique Weapon. This sword can only be attached to a Scorpion Personality. All Scorpion Personalities in play gain +1F/+1C while the Broken Sword of the Scorpion is in play.
Crystal Arrow, items, C, Shadowlands
Force: 0, Chi: 0
Cost: 1, Focus: 2
Battle: Destroy the Crystal Arrow. If this card is attached to a Personality capable fo a Range Attack, bow the Personality to destroy and opposing Shadowlands card in the Battle. This action is considered a Ranged Attack.
Han-kyu, items, U, Shadowlands
Force: 0, Chi: 0
Cost: 5, Focus: 3
Weapon. The Han-Kyu may only be attached to a Ninja Personality. Battle: Bow this Personality for a Ranged 3 Attack. This Ranged Attack may target and destroy a Personality that has Followers attached.
Jade Arrow, items, U, Shadowlands
Force: 0, Chi: 0
Cost: 10, Focus: 4
Battle: Destroy the Jade Arrow. If this card is attached to a Personality capable fo a Range Attack, bow the Personality to destroy any opposing card in the battle. This action is considered a Ranged Attack.
Jade Goblet, items, U, Shadowlands
Force: 0, Chi: 0
Cost: 5, Focus: 2
If the Jade Goblet ever has 4 or more tokens on it, it is destroyed. Open: Destroy one token from any card you control. Place a Goblet token on the Jade Goblet.
Nageteppo, items, U, Shadowlands
Force: 0, Chi: 0
Cost: 1, Focus: 1
May only be attached to a Ninja Personality. Battle: Destroy Nageteppo to remove this unit from the battle, unbowed. Reaction: When this Personality is in a duel, instead of playing a focus card, destroy the Nageteppo. This Personality is removed from the duel and the duel has no effect. All focused cards are discarded without effect.
Obsidian Mirror, items, R, Shadowlands
Force: 0, Chi: 0
Cost: 10, Focus: 3
Limited: Bow this Personality. Choose a player and name a card. If they have a copy of that card in their Fate Hand, they must discard one. Lose 1 Honor.
Porcelain Mask of Fu Leng, items, R, Shadowlands
Force: *, Chi: *
Cost: 8, Focus: 2
Unique. Shadowlands. Lose 4 Honor. The Mask cannot be moved or transferred. This Personality gains Shadowlands, Battle: Fear 3, and a number of +1F/+1C Porcelain tokens equal to his Chi. During each of your events phases, remove one Porcelain token. The Mask is destroyed if it has no tokens. The Personality is destroyed if the Mask is destroyed.
Terrible Standard of Fu Leng, items, R, Shadowlands
Force: 0, Chi: 0
Cost: 7, Focus: 4
Shadowlands. Unique. Lose 5 Honor. The Standard gains a +1F for each opposing unit destroyed in the resolution phase of a battle. Limited: Once per game, destroy any Hida Sukune in play to give +4F to the Standard until the end of the turn. Battle: Fear 3.
Tetsubo, items, C, Shadowlands
Force: +1, Chi: *
Cost: 4, Focus: 2
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.
The Obsidian Hand, items, R, Shadowlands
Force: +1, Chi: +1
Cost: 8, Focus: 4
Unique. Lose 3 Honor. This Personality is immune to the effects of corruption tokens. Reaction: When entering a duel, this Personality gains a Chi bonus equal to the Personal Honor of the opponent until the end of the turn.
Wakizashi, items, C, Shadowlands
Force: 0, Chi: +1
Cost: 0, Focus: 1
Weapon. This Personality may have a second weapon attached. The Wakizashi may be attached to a Personality that already has one weapon.
Warhorses, items, C, Shadowlands
Force: 0, Chi: 0
Cost: 2, Focus: 3
While the Warhorses are attached, this Personality gains the trait: Cavalry.
Ashlim, personalities, U, Shadowlands
Force: 1, Chi: 2
RH: 0, Cost: 4, PH: 1
Naga Shaman. Shugenja. Nonhuman. Limited: Bow Ashlim and another of your Personalities to remove the trait: Shadowlands for the target Personality.
Balash, personalities, C, Shadowlands
Force: 1, Chi: 3
RH: 0, Cost: 4, PH: 1
Naga Bushi. Nonhuman. Battle: Bow for a Ranged 3 Attack.
Bayushi Aramoro, personalities, U, Shadowlands
Force: 2, Chi: 3
RH: -, Cost: 8, PH: 1
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 Goshiu, personalities, U, Shadowlands
Force: 0, Chi: 1
RH: -, Cost: 9, PH: 1
Scorpion Clan Diplomat. Unique. Political Reaction: Bow after you have lost Family Honor. Target another player, who loses an equal amount of Family Honor.
Bayushi Hisa, personalities, C, Shadowlands
Force: 2, Chi: 3
RH: -, Cost: 4, PH: 1
Scorpion Clan Samurai. This card is considered to be the same card as Hisa for the purposes of deck construction and play. Bayushi Hisa gets -1F while there are non-Scorpion Personalities in his army.
Bayushi Kyoto, personalities, R, Shadowlands
Force: 0, Chi: 1
RH: -, Cost: 9, PH: 0
Scorpion Clan Saboteur. Unique. Limited: Bow to sabotage a Province. Turn the Dynasty card there face down. The Dynasty card in that Province is not turned face up on that player's next Event Phase.
Bayushi Tomaru, personalities, C, Shadowlands
Force: 3, Chi: 2
RH: -, Cost: 7, PH: 0
Scorpion Clan Samurai. Reaction: In the resolution phase of a battle where Bayushi Tomaru is in the attacking army, discard the Dynasty card in the Province being attacked if Tomaru is not destroyed and the Province is not destroyed.
Bayushi Tomaru, personalities, CL, Shadowlands
Force: 3, Chi: 2
RH: -, Cost: 7, PH: 1
Scorpion Clan Samurai. Reaction: In the resolution phase of a battle where Bayushi Tomaru is in the attacking army, discard the Dynasty card in the Province being attacked if Tomaru is not destroyed and the Province is not destroyed.
Dashmar, personalities, R, Shadowlands
Force: 0, Chi: 2
RH: 5, Cost: 8, PH: 3
Venerable Naga Lord. Nonhuman. Unique. Will not join Scorpion Clan. Limited: Bow the Naga Lord to win the game if you have forty points of honor or more and the Lord is honorable. Open: Bow the Naga Lord to force any player to discard the Imperial Favor without effect.
Doji Hoturi, personalities, R, Shadowlands
Force: 4, Chi: 6
RH: 10, Cost: 14, PH: 4
Crane Clan Champion. Samurai. Unique. Double Chi. Experienced. Will only join Crane Clan. Limited: Bow to challenge any Scorpion Personality to a duel, which must be accepted.
Goblin Shaman, personalities, C, Shadowlands
Force: 0, Chi: 2
RH: -, Cost: 5, PH: 0
Unaligned Shadowlands. Shugenja. Nonhuman. Lose 2 Honor. Open: Bow the Shaman and discard a fate card. Select a number of goblin cards equal to the Focus Value of the discard. These goblins gain the Cavalry trait until the end of the turn.
Hida O-Ushi, personalities, R, Shadowlands
Force: 3, Chi: 2
RH: -, Cost: 8, PH: 1
Crab Clan Bully. Samurai. Unique. Open: Bow to challenge any Personality to a duel who has a lower Force than O-Ushi. If refused, the challenged Personality is dishonored, and loses 1 Chi permanently.
Hiruma Kage, personalities, U, Shadowlands
Force: 2, Chi: 2
RH: 0, Cost: 5, PH: 2
Crab Clan Samurai. Kage gains +4C while dueling a Shadowlands Personality.
The Hooded Ronin, personalities, R, Shadowlands
Force: 1, Chi: 5
RH: 0, Cost: 11, PH: 2
Unaligned Samurai. Unique. Ashigaru. The Hooded Ronin enters play bowed. Limited: Bow to challenge any Samurai, or any Personality with the Shadowlands trait, to a duel. Shadowlands Personalities must accept. Samurai may refuse and be dishonored. Winner of this duel gains 4 Honor.
Ikoma Kaoku, personalities, U, Shadowlands
Force: 1, Chi: 3
RH: 5, Cost: 5, PH: 2
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.
Isawa Tadaka, personalities, R, Shadowlands
Force: 1, Chi: 4
RH: -, Cost: 8, PH: 1
Phoenix Clan Master of Earth. Shugenja. Unique. Shadowlands. Experienced. Battle Elemental: Bow for a Ranged 6 Attack that may only target a Shadowlands card.
Isha, personalities, C, Shadowlands
Force: 0, Chi: 3
RH: 0, Cost: 5, PH: 2
Naga Hunter. Nonhuman. Battle: Bow for Ranged 3 Attack. Battle: Bow to destroy a terrain card in play for this battle.
Kakita Torikago, personalities, C, Shadowlands
Force: 0, Chi: 1
RH: 5, Cost: 6, PH: 2
Crane Clan Courtier. May remain bowed. Political Limited: Bow while you have the Imperial Favor. Select a bowed Personality. The target Personality may not straighten until after one of the following occurs: the courtier straightens or is destroyed, or you lose the Imperial Favor.
Kakita Yogoso, personalities, U, Shadowlands
Force: 0, Chi: 1
RH: 0, Cost: 8, PH: 1
Crane Clan Slanderer. Political Limited: Choose an opponent. Bow the slanderer. Draw and discard a fate card from the top of your deck. Both you and the selected opponent lose Honor equal to the Focus Value of teh discard. Your loss of honor cannot be prevented or redirected in any way.
Kitsu Motso, personalities, R, Shadowlands
Force: 2, Chi: 4
RH: 8, Cost: 6, PH: 3
Lion Clan Master Tactician. Tactician. Unique. Limited: Bow to put a Master token on Kitsu Motso. Battle: Bow Motso and discard a Master token to be able to perform two consecutive actions before the next player.
Kumo, personalities, C, Shadowlands
Force: 3, Chi: 1
RH: -, Cost: 7, PH: 0
Unaligned Spider Spirit. Shadowlands Creature. Cavalry. Lose 3 Honor. Battle: Bow any one opposing Follower or Personality with a Force less than 2. This can be done once per battle.
The Laughing Monk, personalities, C, Shadowlands
Force: 1, Chi: 4
RH: 5, Cost: 7, PH: 1
Unaligned Monk. No Followers or armor. Limited: Bow to remove any one token from any Personality in play (with the consent of the Personality's controller).
Mamoru, personalities, U, Shadowlands
Force: 0, Chi: 4
RH: -, Cost: 6, PH: 1
Unaligned Ninja Guard. Reaction: Bow to "intercept" and prevent any Ninja, Kolat, or Assassin action that targets you or one of your cards. If the intercepted action comes from a Personality in play, then the Guard has challenged that Personality to a duel that must be accepted. If Mamoru loses this duel, the original action is then resolved normally.
Mara, personalities, U, Shadowlands
Force: 4, Chi: 2
RH: 0, Cost: 9, PH: 1
Naga Bushi. Nonhuman. Open: Bow to add or remove a -2F Change token to Mara. If she has a Change token, she has the trait: Cavalry.
Matsu Chokoku, personalities, C, Shadowlands
Force: 3, Chi: 2
RH: 1, Cost: 6, PH: 2
Lion Clan Samurai. This unit is immune to Fear. Reaction: Bow Chokoku as a Fear effect is being generated against another unit in this army to prevent the Fear effect.
Mirumoto Hitomi, personalities, U, Shadowlands
Force: 4, Chi: 3
RH: 3, Cost: 9, PH: 1
Dragon Clan Samurai. Unique. Experienced. The Obsidian Hand can be attached to Hitomi without gold cost. Followers in this unit are immune to Fear.
Mirumoto Taki, personalities, C, Shadowlands
Force: 3, Chi: 3
RH: 3, Cost: 8, PH: 2
Dragon Clan Samurai. Taki may have two weapons attached.
Mountain Goblin, personalities, C, Shadowlands
Force: 1, Chi: 1
RH: -, Cost: 6, PH: 0
Unaligned Shadowlands. Nonhuman. When this card is destroyed in the resolution plase of a battle or in a duel, return it to play from your discard pile, without cost, during your next end phase. All attached cards and tokens are destroyed normally.
Mountain Goblin, personalities, CL, Shadowlands
Force: 1, Chi: 1
RH: -, Cost: 6, PH: 1
Unaligned Shadowlands. Nonhuman. When this card is destroyed in the resolution plase of a battle or in a duel, return it to play from your discard pile, without cost, during your next end phase. All attached cards and tokens are destroyed normally.
The Nameless One, personalities, U, Shadowlands
Force: 0, Chi: 4
RH: -, Cost: 7, PH: 4
Phoenix Clan Shugenja. Unique. Gains +2C when dueling a Shadowlands Personality. Limited: Bow to challenge any Shadowlands Personality to a duel which cannot be refused.
Oni no Ogon, personalities, R, Shadowlands
Force: 5, Chi: 2
RH: -, Cost: 0, PH: 0
Unaligned Shadowlands. Nonhuman. Lose 6 Honor. When Oni is brought into play, your Stronghold is bowed (if it is unbowed), and may not straighten or produce effects while this Oni is in play. In three turns, during your End Phase, this Oni is destroyed.
Oni no Ogon, personalities, U, Shadowlands
Force: 0, Chi: 2
RH: -, Cost: 4, PH: 0
Unaligned Shadowlands. Nonhuman. Lose 5 Honor. No Items. Open: Pay 3 Gold to add 1F to this card until the end of the turn. Open: Bow to force an opponent to pay an amount of gold equal to this card's Force. If a complete payment is not possible, the target player must bow all gold-producing holdings.
Oni no Sanru, personalities, U, Shadowlands
Force: 2, Chi: 3
RH: -, Cost: 7, PH: 0
Unaligned Shadowlands Creature. Lose 4 Honor. To bring Sanru into play, you must destroy any 4 tokens that are on your cards. Sanru has +1F for each token in the opposing army.
Otaku Kamoko, personalities, U, Shadowlands
Force: 4, Chi: 3
RH: 5, Cost: 9, PH: 3
Unicorn Clan Samurai. Unique. Cavalry. Experienced. Will only attach Cavalry followers. Followers being attached to her have their gold costs reduced by two. Kamoko gains +1F while attacking.
Otaku Kojiro, personalities, R, Shadowlands
Force: 0, Chi: 1
RH: 0, Cost: 7, PH: 1
Unicorn Clan Stable-Master. Unique. Open: Bow to straighten any Personality with the Cavalry trait.
Pennaggolan, personalities, C, Shadowlands
Force: 2, Chi: 2
RH: -, Cost: 7, PH: 0
Shadowlands Creature. Cavalry. Limited: Bow to destroy any Small Farm in play and gain a +1F/+1C token. Battle: Fear 3.
Qamar, personalities, R, Shadowlands
Force: 6, Chi: 4
RH: 0, Cost: 14, PH: 3
Naga Champion. Unique. Nonhuman. Tactician. Will only join a Naga Clan player. This unit is immune to Fear. Open: Bow to straighten any Naga Personality in play.
Ratling Scavenger, personalities, C, Shadowlands
Force: 0, Chi: 1
RH: -, Cost: 3, PH: 0
Unaligned Creature. Any item card being attached to the Scavenger has its gold cost reduced by two.
Ratling Thief, personalities, U, Shadowlands
Force: 1, Chi: 1
RH: -, Cost: 7, PH: 0
Unaligned Creature. Limited: Bow to challenge any Personality with an item card attached to a duel that cannot be refused. Designate a target item if there is more than one. If the Thief wins the duel, attach the item to the Thief. The loser of this duel does not die. Ratling Thief has +3C for this action.
Seppun Baka, personalities, P, Shadowlands
Force: 0, Chi: 1
RH: 0, Cost: 4, PH: 1
Unaligned Sycophant. When bowed during a lobbying attempt, Baka is considered to have a Personal Honor of seven.
Shabura, personalities, U, Shadowlands
Force: 4, Chi: 2
RH: 0, Cost: 8, PH: 1
Naga Bushi. Nonhuman. Open: Bow to add or remove a -2F/+3C Change token on Shabura. She may not have more than one Change token.
Shagara, personalities, C, Shadowlands
Force: 2, Chi: 1
RH: 0, Cost: 5, PH: 1
Naga Bushi. Nonhuman. Battle: Bow for a Ranged 2 Attack.
Shiba Tetsu, personalities, C, Shadowlands
Force: 1, Chi: 2
RH: 4, Cost: 6, PH: 3
Phoenix Clan Samurai. Battle: Shiba Tetsu gains a Force bonus equal to the Chi of any one Shugenja in his