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What's New?
· June 07, 2000: Added the Crimson & Jade Spoiler List to the Library of the Crab.

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L5R
War Fortress of the Crab

Crimson & Jade
Spoiler List


This list was compiled by Andy Daniels. The format was taken from Brian Spencer's spoiler lists, and was originally found on Geoff Speare's page.

Rarities of each card appear after the card name. C1=common - one copy on sheet, C2=common - two copies on sheet, U=uncommon, R=rare, CL=clan starter deck only. The Ancestral Weapon of the Mantis appears in Yoritomo Alliance starters, while the Temple of Osano-Wo appears in Brotherhood of Shinsei starter. The five Elemental Rings are also found in the Brotherhood starter.

Note that these are the abilities of the cards as they appear on the cards, without errata. For official errata, check out the L5R FAQ on Jeff Alexander's web page.

Two cards, Taro and Chime of Harmony, were printed with incorrect backs. They are both c2 cards, so there are versions with the correct backs. The misprinted cards are worth 3 koku each.

Several previously unaligned Personalities that appeared in previous sets have changed clan affiliation in Crimson and Jade. They are:

Kemmei - Tortoise Clan

Moshi Wakiza - Centipede Clan

Tsuruchi - Wasp Clan

These personalities also have the Yoritomo's Alliance trait and are found only in Yoritomo Alliance starters.


List of abbreviations

Fate cards:

Dynasty cards:

Strongholds:


The following abbreviations are used in this list:
F-Force
C-Chi
H-Required Honor (Starting Honor for Strongholds)
G-Gold Cost (Gold Production for Strongholds)
PH-Personal Honor
PS-Province Strength
Fo-Focus Value

FATE CARDS: ACTIONS

Along the Coast at Midnight (R)
*G 2Fo
Open: You must pay gold equal to the number of unbowed Personalities you have in play. All of your Personalities and Followers gain the Cavalry trait until the end of the turn.

Bad Kharma (R)
0G 3Fo
Reaction: Play this card when an action card is being played by a player with a family honor below zero. The action is canceled and its effects are negated.

Barbarian Horde (R)
6G 2Fo
Battle: A 4F/1C Cavalry Personality joins your army for this battle. This Personality is discarded from play immediately after the resolution phase of this battle. You may only use this action if you have a unit in this battle, and all of your units in this battle are Cavalry units. Lose 3 Honor.

Breaking Blow (U)
0G 1Fo
Reaction: Play this card face up as a focus in a duel. Target one item attached to the opposing Personality. The target item is immediately destroyed.

Carrier Pigeon (C2)
1G 1Fo
Battle: The Defender may unbow (if necessary) and add any one of his or her units to this battle. This action cannot target a unit that has been in this battle earlier or that could not be commited to this battle. This unit bows during battle resolution as if it were an attacker and may not straighten during its controller's next straighten phase.

Counterfeit (U)
2G 3Fo
Kolat Reaction: Play as an item is being attached to a Personality. The item is revealed as a fake and shuffled back into that player's deck. Kolat Reaction: Play as an item is being attached to a Personality. Pay additional gold equal to the cost of the item. The item is revealed as a fake and is destroyed.

Cowardice (U)
0G 2Fo
Political Reaction: Play immediately after a Personality is moved out of the current battle by an action taken by the Personality's controller. The target Personality is dishonored and the controller loses 5 Honor.

Deploy Reserves (U)
0G 1Fo
Battle: Move any one of your unbowed units into this battle that has not been assigned to a battle this turn. You may only perform this action if you already have a unit in this battle, and this action cannot target units that could not be assigned to this battle.

Extortion (R)
3G 2Fo
Kolat Limited: Target a Dishonored Personality. Until the end of the game, this Personality may not attack your Provinces or target any of your cards. Effect is negated if target is restored to honorable status.

The Fault Is Mine (C2)
0G 3Fo
Limited: Target one of your honorable Personalities. Dishonor this Personality to restore one of your dishonorable Personalities to honorable status. Reaction: Play this card when one of your Personalities is becoming dishonored. Target one of your honorable Personalities who is dishonored, instead.

Fight for My Favor (U)
0G 2Fo
Political Reaction: Play when another player's Personality has just bowed to lobby for the Imperial Favor. One of your unbowed Personalities challenges the lobbying personality. If the challenge is refused, the lobbying attempt automatically fails. The winner of the duel gets the Favor, and the loser dies.

Forced Alliance (R)
0G 1Fo
Political Reaction: Play during the resolution phase of a battle as the Attacker. Instead of destroying the Province, you force an alliance upon the Defender. The alliance ends after your end phase, three turns after this one. Either player may break the alliance at the loss of 10 honor by sending one or more units to attack the other. This honor loss cannot be altered or redirected in any way.

Fresh Horses (U)
0G 3Fo
Open: Until the end of this turn, any player may, as an Open action, bow one of his Stables and pay 3 gold to straighten any Cavalry card.

Inner Fire (U)
0G 1Fo
Battle: Target and straighten one of your bowed Personalities in this battle. You may not bow this Personality to produce actions or target this Personality with actions for the remainder of this turn.

Know Your Enemy (R)
0G 2Fo
Reaction: Target a Personality being assigned to a battle that has the trait: Tactician. Until the end of this battle, this Personality gets a 1F bonus after each Open or Battle action performed by a player with units in the opposing army.

Narrow Ground (C2)
0G 1Fo
Battle: Terrain. All Personalities in this battle with a current Force greater than two have their force reduced to two.

Night of a Thousand Fires (U)
*G 1Fo
Ninja Limited: Bow a Ninja Personality you control to destroy any holding in play. You must pay gold equal to twice the gold cost of the holding to put this card into play. This is a variable-cost card.

One Koku (C2)
0G 1Fo
Reaction: Play when you are paying a gold cost to produce one gold.

An Oni's Fury (U)
0G 4Fo
Battle: Target an opposing Oni. The Oni's controller must immediately destroy one of his Personalities in this battle or else the Oni is destroyed.

A Samurai's Fury (R)
0G 1Fo
Reaction: Play this card at the end of the battle action segment, immediately after a terrain card's effects are resolved. You may perform one more Open or Battle action. This action cannot be performed if no terrain card is resolved for this battle.

Stand Against the Waves (C2)
0G 3Fo
Battle: Play only during a battle when you have units in the battle, and all of the units in your army have attached Followers. The opposing player must bow as many Personalities in his army that have no attached Followers as you have units in your army. If he is unable to do so, all Personalities without Followers in the opposing army are bowed.

Stand Firm (C2)
0G 1Fo
Battle: All Defending Personalities and followers gain 1F until the end of this battle, and are immune to fear effects.

Strike of Flowing Water (C2)
0G 3Fo
Reaction: Play this card as a focus in a duel. The next focus you play in this duel has its value doubled. Reaction: Play this card instead of focusing in a duel. All focuses that have been played for this duel are discarded and have no effect.

Superior Strategist (R)
0G 4Fo
Battle: Target a Personality you control in this battle with the Tactician trait, but who has not used the traint in this battle. Search your Fate Deck to find and immediately play any one Battle or Open action card. This action counts as the target's use of Tactician for this battle. Shuffle your Fate Deck.

The Touch of Shinsei (R)
0G 3Fo
Open: This action cannot be performed during a battle. Bow one of your temples and target one of your samurai. Until the end of this turn, the samurai gets a 3F/3C bonus, but may not attack a player with a family honor above zero.

You Walk With Evil (R)
0G 3Fo
Political Battle: Target a samurai in the same army with one or more Shadowlands cards. This samurai is bowed, dishonored, and gains the Shadowlands trait permanently.

FATE CARDS: FOLLOWERS

Bandit Gang (C2)
2F 0C 0H 0G -PH 1Fo
Lose 2 honor. At the end of the resolution phase of any battle the gang participates in, you must pay 2 gold or they leave you (are discarded from play). This cost is reduced by one (minimum zero) for each Bandit Hideout you have in play.

Brothers of Thunder (U)
1F 0C 1H 3G -PH 2Fo
Can only be attached to Monk personalities. This Follower has a 1F bonus for each Ring you have in play.

Courier (C2)
0F 0C 1H 0G -PH 2Fo
Limited: Bow the Courier and move the Courier and any number of unbowed items and/or spells from this unit to another unbowed Personality you control that may legally attach them.

Kenku (U)
2F 0C 1H 3G -PH 3Fo
Creature. Reaction: If the attached Personality is destroyed or if this unit is destroyed during the resolution phase of the battle, you may move the Kenku to any of your unbowed Personalities that is not currently assigned to a battle.

Kenku Teacher (C2)
0F 0C 1H 1G -PH 4Fo
Creature. Open: Bow to give this Personality a 1F bonus. Open: Bow to give this Personality a 1C bonus. Open: Bow to raise the Personal Honor of this Personality by one.

Kolat Bodyguard (U)
+1F +2C 0H 5G -PH 3Fo
You may attach this Follower to a Personality controlled by another player. Any player may bow one of their Personalities as a Limited action to challenge this Personality to a duel that cannot be refused. A player may only perform this action once per turn.

Mantis Shugenja (U)
0F +1C 1H 5G -PH 3Fo
May only be attached to Shugenja. This Personality has a 2C bonus when casting or attaching spells. Spells being attached to this Personality have their gold costs reduced by two. Reaction: The Mantis Shugenja may bow to act as a 1C Shugenja participating in a ritual when the Shugenja it is attached to is participating in the ritual.

Mounts (C2)
0F 0C 0H 2G -PH 2Fo
All Followers attached to or being attached to this Personality have the Cavalry trait while this card is in this unit.

Peasant Levies (C2)
1F 0C 0H 2G -PH 1Fo
When you put this card into play, you may draw an additional fate card during your next end phase.

Shiryo no Agasha (R)
0F 0C 2H 0G -PH 3Fo
Dragon Clan Ancestor. Unique. While this card is attached to your Personality, your maximum hand size is increased by two. Reaction: Bow this Personality when you are bringing a Dragon into play to waive its honor requirement. Does not refer to Dragon Clan Personalities unless they are considered to be a Dragon.

Shiryo no Doji (R)
0F 0C 2H 0G -PH 3Fo
Crane Clan Ancestor. Unique. This Personality may play The Second Shout without having played The First Shout. This Personality may play The Third Shout if he has played either The First Shout or The Second Shout this turn.

Shiryo no Hida (R)
0F 0C 2H 0G -PH 3Fo
Crab Clan Ancestor. Unique. This unit cannot be targeted with the Imperial Favor. Battle: If attached Personality is defending, he gains a 2F/2C bonus until the end of the turn. This can be done once per turn.

Shiryo no Matsu (R)
0F 0C 2H 0G -PH 3Fo
Lion Clan Ancestor. Unique. Limited: Bow this Personality and select a Follower card in play. This Personality has challenged the Follower's Personality to a duel. If the duel is refused or if this Personality wins the duel, The follower is attached to this Personality, if such an attachment is legal.

Shiryo no Otaku (R)
0F 0C 2H 0G -PH 3Fo
Unicorn Ancestor. Unique. Battle: Bow this card to move this Personality from one of the Defender's Provinces to another. You may not move this unit into a Province where battle has already been resolved.

Shiryo no Shiba (R)
+1F +2C 2H 0G -PH 0Fo
Phoenix Ancestor. Unique. During your events phase, if this card is in your discard pile, you may put it in your fate hand.

Shiryo no Shosuro (R)
0F 0C 1H 0G -PH 3Fo
Scorpion Ancestor. Unique. Limited: Bow Shiryo and target a player. All of that player's Dynasty cards in his Provinces are turned face up.

FATE CARDS: ITEMS

Ancestral Weapon of the Mantis (CL)
+2F +2C 7G 4Fo
Unique Weapon. This item can only be attached to a Mantis Clan Personality. When this item is being brought into play, you may spend additional gold to add one or more of the following bonuses and traits permanently: 3 gold - +2F/+2C, 5 gold - Tactician, 5 gold - Double Chi. Each bonus can only be taken once. Traits are conferred to the Personality while the weapon is attached.

Antidote (U)
-F -C 1G 3Fo
Limited: Destroy the antidote to destroy all tokens on this Personality that create a Chi penalty. Reaction: Destroy the antidote to cancel any poison action targeting this Personality.

Armor of the Shadow Warrior (R)
-F +1C 8G 4Fo
Unique. Cards in this unit may not be the target of spells or Innate Abilities.

Chime of Harmony (C2)
-F -C 2G 2Fo
This Personality has a 3C bonus for the purposes of casting or attaching spells and for using Innate Abilities.

Clan Banner (R)
*F -C 4G 2Fo
This item has a force bonus equal to the number of honorably dead members of your clan in your discard pile. The banner gains an additional 3F bonus while your clan champion is honorably dead in your discard pile.

Incense of Concentration (U)
-F -C 0G 1Fo
May only be attached to a shugenja. No more than one per Personality. When this Personality is involved in a Ritual and is not the Primary Shugenja, he counts as two shugenja for the purposes of casting the ritual, and his Chi is considered to be doubled (after all other bonuses).

Kenshin's Helm (U)
+1F +1C 6G 2Fo
Battle: Bow this Personality to bow any opposing Personality with a lower Chi.

Kolat's Favor (U)
-F -C 3G 3Fo
This Personality may not be targeted by Kolat actions.

Pearl-Encrusted Staff (R)
-F +1C 3G 1Fo
May only be attached to Qamar, Shahadet or a Naga shugenja. Battle: Bow the Staff. Move all of your unbowed Naga Personalities into this battle if there are one or more Shadowlands cards in the opposing army.

Robes of Shinsei (U)
*F 8C 4G 3Fo
May only be attached to a Monk. Gain 2 honor. No more than one per Personality. The Robes have a +1F/+1C for each Ring you have in play.

Toturi's Fan (R)
+1F +1C 8G 4Fo
Unique. May only be attached to a personality with the Toturi's Army trait. This personality gains the trait Tactician. Battle: Bow the Fan, then draw and discard a fate card. This personality gains a force bonus equal to double the focus value. This may be done once per game.

Visage of the Void (U)
-F -C 2G 2Fo
This Personality, and his or her stats and abilities, may not be copied by any means. The Egg of P'an Ku cannot copy this Personality. This Personality's stats cannot be switched.

FATE CARDS: KIHOS

Ancestral Guidance (R)
0G 2Fo
Kiho Open: Bow one of your Shugenja or monks to give one of your Samurai the trait Tactician until the end of the turn.

Catching the Wind's Favor (C2)
0G 2Fo
Kiho Reaction: Bow one of your Shugenja or monks when a Ranged Attack is targeting a card in his army. If the strength of the Ranged Attack is lower than the Shugenja's (or monk's) Chi, redirect the Ranged Attack to any other card in this battle that can be the target of a Ranged Attack, including cards in the opposing army. If the strength of the Ranged Attack is less than the force of the new target, the Ranged Attack has no effect.

Dance of the Elements (U)
0G 2Fo
Kiho Open: Bow one of your Shugenja or monks to move a token in play from any one Personality to any other Personality that could legally take the token.

Double Chi (C2)
0G 1Fo
Kiho Reaction: Bow one of your Shugenja or monks when a Personality you control is entering a duel to give that Personality the trait Double Chi until the end of the duel.

Fist of the Earth (C2)
0G 3Fo
Kiho Battle: Bow one of your Shugenja or monks to bow any one opposing Follower or opposing Personality without attached Followers.

Gift of the Wind (C2)
0G 2Fo
Kiho Open: Bow one of your Shugenja or monks to give the Cavalry trait to a number of cards equal to his Chi. All targeted cards must be in one unit.

A Glimpse of the Soul's Shadow (C2)
0G 3Fo
Kiho Battle: Bow one of your Shugenja or monks in this battle to produce a Fear effect with a strength equal to his Chi.

Master of the Rolling River (U)
0G 2Fo
Kiho Battle: Bow one of your Shugenja or monks to move one of your units from one of the Defender's Provinces to another.

The Purity of Shinsei (R)
0G 1Fo
Kiho Limited: Bow one of your Shugenja or monks to destroy all tokens on one of your Personalities.

The Spirit of Water (C2)
0G 2Fo
Kiho Open: Bow one of your Shugenja or monks to move one or more unbowed followers from one of your unbowed Personalities to another.

Strength of My Ancestors (C2)
0G 1Fo
Kiho Open: Bow one of your Shugenja or monks to give one of your Personalities a 2F/2C bonus until the end of the turn.

Void Strike (U)
0G 3Fo
Kiho Reaction: Bow one of your Shugenja or monks when a Personality you control has entered a duel, but before the first focus. Draw your top fate card and add the focus value of that card to your Personality's chi for the remainder of the duel. The card drawn is not considered a focus.

Wisdom the Wind Brings (U)
0G 4Fo
Kiho Open: Bow one of your Shugenja or monks to look at a number of face down cards equal to his Chi. If these cards are in your Fate or Dynasty deck, you may return or discard any or all of these cards.

The Wrath of Osano-Wo (C2)
0G 2Fo
Kiho Battle: Bow one of your Shugenja or monks to produce a Ranged Attack equal to his Chi.

FATE CARDS: SPELLS

Disrupt the Aura (C2)
2G 2Fo
Reaction: Bow this Shugenja and target a Personality as it is copying an ability or statistic, or when a Personality's stats are being switched. The copying or switching fails and the copying Personality remains unchanged.

Divine the Future (U)
0G 1Fo
Limited: Bow this Shugenja. Take any card in one of your Provinces and shuffle it back into your Dynasty Deck. Refill the empty Province normally.

Fiery Wrath (R)
5G 2Fo
Limited Elemental Ritual: Bow this shugenja and two other shugenja you control. Destroy this spell and any one Region card in play.

Oni Warding (R)
2G 2Fo
Ritual Limited: Bow this Shugenja and a number of other Shugenja you control equal to twice the number of Oni in play. Target any Province. For the rest of the game, Oni brought into play from this Province are immediately shuffled back into their controller's Dynasty Deck. Destroy this spell.

Osano-Wo's Breath (U)
3G 3Fo
Battle Elemental: Bow this Shugenja. No Ranged Attacks can be made until the end of this battle.


DYNASTY CARDS: EVENTS

Architects of the Wall (R)
You may search through your Dynasty deck and attach any one fortification to this Province. The gold cost of the fortification is reduced by half (round down). You may either discard this event or reshuffle it back into your Dynasty deck. Reshuffle your Dynasty deck. This event resolves every time it arises.

Are You With Me? (U)
Until the beginning of your next turn, the gold cost of all Followers is reduced by six (minimum zero).

Battle at Isawa Palace (U)
All players may get any one spell from their Fate Deck to add to their hand and then reshuffle.

The Death of Tsuko (R)
Each player must select one of their unique Personalities, if the have one. All players with unique Personalities draw and discard their top fate card. The Personality selected by the player (or players) who drew the highest focus value commits seppuku and is destroyed, Honorably dead. This player (or players) gains honor equal to the focus value drawn.

Light of the Sun Goddess (U)
Until the beginning of your next turn, players with one or more Shadowlands cards in play at the end of their action phase do not get an attack phase.

Mine Riots (U)
No mines may straighten until after your next events phase.

Naming the True Evil (R)
If you have no Shadowlands card in play, you may name The Dark One as your true enemy. You may not bring any Shadowlands cards into play until the end of the game. All of your personalities gain a 1F/2C bonus while facing Shadowlands cards in battles or duels. All of your Followers gain a 1F bonus while facing Shadowlands cards in battle.

New Taxes (U)
Until the beginning of your next turn, each player (including you) on their turn, as a Limited action, should produce 6 gold which is immediately taxed and lost. For each point of gold less than six that is produced, that player loses one point of honor at the end of their action phase. A player may choose to accept the honor loss rather than pay their full share.

Severed from the Emperor (R)
You renounce your oaths to protect and serve the Hantei Dynasty. You may not achieve an honor victory and may not lobby for or take the Imperial Favor for the remainder of the game. Until the end of the game, you have the ability Reaction: Negate the effects of the Imperial Favor targeting your cards. You lose 5 honor each time you use this ability.

Shadow of the Dark God (U)
All players have their Province Strengths reduced by one until the end of the game.

Summons From Beyond (U)
All ancestors in play are destroyed.

Tsunami (U)
Any player that has Ports, Pearl Beds, Trading Ports, or Pearl Divers in play has one of each destroyed.

Winter Warfare (R)
Until the beginning of your events phase two turns from now, terrain cards cannot be played during battles and units cannot be moved into or out of battles with actions. Players with Yuki no Onna in play may ignore these restrictions.

DYNASTY CARDS: HOLDINGS

Armory (C1)
4G
Open: Bow to give a 2F bonus to a Follower until the end of the turn. Reaction: Bow to produce 3 gold when bringing a non-unique weapon or armor into play.

Bridged Pass (C1)
5G
Fortification. Battle: Destroy this holding. This battle is ended without resolution. All units return home without bowing.

Corrupted Copper Mine (C2)
0G
Shadowlands. Lose 1 Honor when brought into play. Bow and lose 1 Honor to produce 1 gold. If Corrupt Copper Mine is controlled by a Lion Clan Player, it produces 2 gold.

Dragon's Teeth (C2)
2G
Fortification. All Followers are +1F while defending this Province. All Cavalry cards have a -1F penalty while attacking this Province.

Engineering Crew (C1)
2G
Retainer. Bow to produce six gold when bringing a fortification into play.

Forest of Thorns (U)
3G
Fortification. Any Personality or Follower in a battle at this Province with a force greater than three may, as a Battle action, bow to burn down (destroy) this fortification. Battle: Send one attacking unit, led by a Personality with a Chi less than four, home from this battle. This can be done once per battle.

The Great Bear (R)
5G
Unique Retainer. This card is considered to be Hida Kisada for Uniqueness. May only be brought into play by a Crab player. Open: Bow to give a 2F bonus to any Personality in play with a Personal Honor greater than zero. Battle: Bow to give a 4F/2C bonus to any Personality that is opposed by one or more Shadowlands cards.

Historian (C1)
3G
Retainer. Reaction: Bow when one of your Personalities wins a duel to gain 3 honor.

Island Wharf (C2)
1G
Bow to produce 1 gold. This card is considered a port. If controlled by a Yoritomo Alliance player, the Island Wharf produces 2 gold when bowed.

Prayer Shrines (C2)
2G
Bow to produce 2 gold. If controlled by a Monk player, the Prayer Shrines produce 1 additional gold for each Elemental Ring you have in play.

Tunnel System (C1)
2G
Fortification. Battle: Remove any one of your defending units from this battle and return it to your fief, bowed. You may target bowed units with this action.

DYNASTY CARDS: PERSONALITIES

Agasha Heizo (C2)
2F 2C 0H 6G 1PH
Dragon Clan Shugenja. Open: Bow Heizo. Assign a force penalty to Heizo up to his current force total. Give an equal force bonus to any Personality you control. The penalty and bonus last until end of the turn.

Asahina Tomo (R)
1F 5C 0H 7G 2PH
Crane Clan Shugenja. Experienced. Unique. Tomo gains a 2F bonus when defending. Tomo gains a 1F/2C bonus when facing Shadowlands cards in a battle or duel.

Ashamana (C2)
0F 1C 0H 3G 1PH
Naga Youth. Nonhuman. Limited: Bow Ashamana and discard him from play. Take any one of your honorably dead Naga Personalities and return it to play, bowed. You may not bring back a Personality that swore fealty to Naga.

Bayushi Tasu (U)
0F 4C -H 6G 1PH
Scorpion Clan Killer. Limited: Bow Tasu to challenge a bowed Shadowlands personality to a duel that cannot be refused.

Chinoko (U)
0F 1C -H 7G 1PH
Unaligned Kolat Madam. Lose 3 honor. Reaction: Bow to cancel and negate the effects of any Kolat action as it is being performed. Reaction: Bow to reduce the cost of any Kolat card or action by 4 as it is being played.

Doji Reju (C2)
1F 3C 0H 4G 2PH
Crane Clan Samurai. If Reju is tied in a duel, he wins the duel instead.

Genzo (R)
3F 3C 0H 10G 2PH
Falcon Clan Hunter. Yoritomo's Alliance. Samurai. Will join Crab for 2 less gold. Battle: If opposed by one or more Shadowlands cards, Genzo may take a Chi penalty (to a minimum of one) to gain an equivalent Force bonus. Reaction: Bow Norio when he is entering a duel against a Shadowlands personality. He may take a Force penalty (to a minimum of zero) to gain an equivalent Chi bonus.

Ginawa (R)
3F 4C 0H 8G 2PH
Unaligned Samurai. Toturi's Army. Experienced. Unique. Ginawa gains a 4C bonus when dueling a ninja. Limited: Bow to challenge any ninja or Kolat to a duel. The target may refuse if his controller pays 6 gold.

Hida Yakamo (R)
5F 5C 3H 11G 3PH
Crab Clan Hero. Experienced. Unique. Samurai. Will only join Crab Clan. Yakamo will not enter play if you have any Shadowlands cards in play and vice versa. He may attach the Jade Hand and Ancestral Sword of Hantei without gold cost. Battle: Bow Yakamo to destroy any one opposing Shadowlands card. Yakamo gains a permanent 1 point bonus to his Personal Honor (max 5).

Hiruma Yoshi (C2)
3F 3C 3H 6G 3PH
Crab Clan Samurai. Yoshi cannot be targeted with Frenzy.

Hitoshi (C1)
2F 3C 0H 7G 2PH
Unaligned Monk. Acolyte of Earth. Elemental Battle: Bow Hitoshi to add 3 to a Province's strength. Elemental Battle: Hitoshi gains a 2F/2C banus until the end of the turn if you have the Ring of Earth in play. This can be done once per battle.

The Hooded Ronin (R)
2F 5C 0H 12G 2PH
Unaligned Samurai. Unique. Experienced. Double Chi. Ashigaru. The Hooded Ronin enters play bowed. Reaction: Bow to reduce the cost of any of the Seven Thunders to zero as it is being brought into play. Reaction: Bow as an action is being generated by a Shadowlands card to cancel the action.

Hyobe (U)
2F 2C -H 8G 1PH
Tortoise Clan Sailor. Yoritomo's Alliance. Hyobe does not bow when returning home from battles as an attacker in the resolution phase. Reaction: Bow one or more of your ports when your army is returning home from a battle as an attacker or ally. You may keep straightened a number of returning units equal to the number of ports you bow.

Ikoma Ryozo (U)
3F 2C -H 6G 3PH
Lion Clan Samurai. Shadowlands. If the Imperial Favor targets a card in a battle that Ryozo is at, Ryozo returns to your fief, bowed.

Isawa Norikazu (R)
1F 3C 0H 10G 2PH
Phoenix Clan Seer. Unique. Shugenja. Reaction: Bow as an action card is being played from a player's hand that targets you, your cards or tokens, or the battle that Norikazu is in. That action is canceled and its effects negated. The action card is returned to the player's hand at the end of the Dynasty Phase this turn.

Isawa Tomo (U)
2F 4C 5H 7G 1PH
Phoenix Clan Shugenja. Master of Water. Experienced. Unique. Shadowlands. Battle: Bow Tomo to send home, without bowing, all units in this battle containing Shadowlands cards. Tomo must be in the battle to perform this action.

Iuchi Daiyu (R)
1F 5C 0H 8G 1PH
Unicorn Shugenja. Experienced. Unique. Cavalry. Cards in this army cannot be the target of Ranged Attacks if they are in a Cavalry unit.

Kado (C2)
3F 3C 0H 4G 1PH
Unaligned Samurai. Kolat. When Kado is brought into play, you may give control of him to any player. All Personalities being brought into play by this Personality's controller have their gold cost increased by 2.

Kakita Ichiro (U)
0F 1C 0H 7G 3PH
Crane Clan Courtier. Limited: Bow to lobby for the Imperial Favor. This may be done even if you have already lobbied for the Favor once this turn.

Kanbe (C1)
2F 2C 0H 6G 2PH
Mantis Clan Mercenary. Samurai. May not swear fealty except with his action, below. Open: Once per turn, you may change the clan alignment of this Personality, swearing fealty to a different clan.

Kitsu Motso (R)
2F 5C 10H 9G 3PH
Lion Clan Master Tactician. Samurai. Experienced. Unique. Tactician. Limited: Bow to put a Master token on Kitsu Motso. Battle: Destroy a Master token on Motso to take any one terrain card from your Fate deck and put it into play for this battle. This does not bow Motso. Reshuffle your fate deck. This is considered Motso's use of his Tactician ability for this battle.

Koichi (C2)
2F 3C 0H 7G 2PH
Unaligned Monk. Acolyte of the Void. Elemental Limited: Bow to discard a card. Elemental Limited: Bow to draw a Fate card if you have the Ring of the Void in play.

Masasue (C2)
3F 3C -H 2G 1PH
Mantis Clan Mercenary. Unaligned. Samurai. To bring Masasue into play, you must discard 3 fate cards.

Matsu Goemon (C2)
3F 3C 6H 7G 2PH
Lion Clan Samurai. Toturi's Army. You may attach a Follower from your hand immediately to Goemon as you are bringing him into play for the first time. Costs of the Follower must be paid normally. Goemon may not bow during an attempt to lobby for the Imperial Favor.

Moto Sada (C1)
3F 2C -H 6G 0PH
Unaligned Bushi. Shadowlands. Cavalry. Lose 4 honor. Battle: Fear 3.

Moto Tsume (R)
5F 5C -H 7G 0PH
Unaligned Nonhuman Samurai. Shadowlands. Experienced. Unique. Lose 6 Honor. Will not enter play if you have a family honor above zero. Cannot be assigned to the same army as units that have no Shadowlands cards and vice versa. Battle: Fear 3.

Mukami (C2)
0F 2C -H 5G 1PH
Wasp Clan Skirmisher. Yoritomo's Alliance. Battle: Bow to produce a Ranged 3 attack. Then, remove this unit from the battle and return it to your fief.

Nobuo (U)
3F 4C 0H 8G 1PH
Mantis Clan Shugenja. Whenever Nobuo bows to produce a spell, the spell is destroyed.

Norio (C2)
0F 3C 0H 3G 2PH
Unaligned Monk. Kharmic Healer. Norio's Chi may not be reduced below one. Limited: Bow to move all tokens that produce a force or Chi penalty from a Personality you control to Norio. Limited: Bow to destroy all tokens on Norio that produce a force or Chi penalty.

Ogre Outlaw (U)
6F 4C -H 7G 0PH
Unaligned Bandit. Nonhuman. Shadowlands. If the Ogre Outlaw is killed in a duel or battle, the player responsible receives 10 gold to spend to help bring any one card into play until the end of his next turn. If the gold is unused it is lost.

Oni no Chi (U)
*F *C -H 0G 0PH
Unaligned Shadowlands. Nonhuman. This Oni is brought into play as a Limited Ritual action. Bow and destroy any number of your shugenja to bring this Oni into play. The Oni has a Force equal to half of the total chi of the participating shugenja and a Chi equal to the number of participating shugenja. This Personality may not be brought into play during your dynasty phase. Lose Honor equal to the Oni's Chi.

Oni no Genso (C1)
2F 2C -H 5G 0PH
Unaligned Oni. Shadowlands. Lose 4 Honor. Open Elemental: Bow to negate the effects of any one Ring of Earth or Ring of Fire until the end of the turn. Open Elemental: Bow as a Ring of Air, Void or Water is being activated to negate the effects of that ring until the end of the turn.

Orochi (R)
5F 4C -H 11G 1PH
Unaligned. Nonhuman. Cavalry. No followers or items. Battle: Destroy any one Port or Pearl Bed that is controlled by the defender. This does not bow the Orochi, and can be done once per battle that the Orochi is in.

Ryosei (C2)
1F 3C -H 4G 1PH
Fox Clan Shugenja. Yoritomo's Alliance.

Shabura (R)
5F 4C 0H 9G 2PH
Naga. Experienced. Unique. Nonhuman. Shabura gains +2F in battle when opposed by Shadowlands cards if she has no change tokens. Open: Add or remove a change token from Shabura. This may be done once per turn. Limited: If Shabura has a change token she may bow to challenge a Shadowlands Personality to a duel that can't be refused.

Shalasha (U)
2F 4C 0H 6G 2PH
Naga Scout. Nonhuman. If you are a Naga player and you have no Personalities in play, Shalasha's gold cost is reduced by three.

Shiba Shingo (C2)
1F 3C 5H 3G 2PH
Phoenix Clan Samurai.

Shinjo Rojin (C2)
1F 2C 0H 5G 2PH
Unicorn Clan Explorer. Samurai. Cavalry. Rojin gains a 2F bonus when attacking or defending a Province that has a Region card attached. Rojin gains a 2F bonus while there is a terrain card in play for the battle he is in.

Shinjo Tashima (U)
3F 3C 0H 8G 2PH
Unicorn Clan Magistrate. Samurai. Cavalry. Tashima has a 2F/2C bonus while facing, in a battle or duel, one or more human Personalities with a Personal Honor of zero. Limited: Bow to challenge a Bandit or unaligned samurai to a duel that cannot be refused.

Shosuro Sadato (C2)
1F 2C -H 4G 0PH
Scorpion Clan Emissary. Political Reaction: Bow as a Political action card is being played to increase its gold cost by an amount equal to Sadato's Chi. The player may produce enough gold to cover the new cost if desired, but if the new cost cannot be paid, the political action is canceled. This will give a gold cost to actions that may normally have a cost of zero.

Soshi Bantaro (R)
2F 4C -H 7G 0PH
Scorpion Clan Shugenja. Experienced. Unique. Shadowlands. Bantaro may attach Return of the Fallen Lord without gold cost. While Bantaro is assigned to a battle, all of the units in your army are immune to fear.

Suana (U)
4F 3C 0H 8G 2PH
Unaligned Monk. Acolyte of Water. Elemental Battle: Bow Suana and play a terrain card. Destroy any terrain card that has been played for this battle. Suana must be in the battle to perform this action. Elemental Battle: Once per turn, this unit can move to a different Province if you have the Ring of Water in play.

Takao (U)
3F 2C 0H 7G 2PH
Unaligned Monk. Acolyte of Fire. Elemental Reaction: If Takao has a lower Chi than his opponent when entering a duel, Takao gets first opportunity to focus or strike, overriding other first strike abilities. Elemental Reaction: Bow when Takao is entering a duel to destroy a weapon attached to the opposing Personality if you have the Ring of Fire in play.

Takuni (C1)
*F 3C 0H 6G 1PH
Mantis Clan Sailor. This Personality has a base force equal to the number of Ports you have in play.

Taro (C2)
1F 1C 0H 4G 2PH
Unaligned Monk Diplomat. Political Reaction: Bow when another player is performing an action that will cause you an honor loss. The honor loss is reduced to zero.

Tetsuya (R)
5F 5C 0H 11G 3PH
Unaligned Monk. Double Chi. Unique. Will only join a Monk player. No Oni may be assigned to or moved into a battle at which Tetsuya is present.

Togashi Jodome (U)
2F 3C 4H 6G 2PH
Dragon Clan Monk. Acolyte of Air. Shugenja. Reaction: Bow to cancel a spll or innate ability that is targeting you or your cards if you have the Ring of Air in play.

Togashi Mitsu (R)
3F 3C 5H 9G 1PH
Dragon Clan Tatooed Man. Experienced. Unique. Samurai. Toturi's Army. Open: Gain up to five fire tokens on Mitsu. Mitsu may not have more than five fire tokens. Battle: Bow Mitsu and destroy one or more fire tokens on Mitsu to produce a Ranged Attack equal to the number of fire tokens destroyed. Mitsu may not add more fire tokens this turn.

Tokiuji (C2)
0F 1C 0H 1G 1PH
Unaligned Peasant Instigator. Open: Bow to give a 1F bonus to any human follower.

Tsuo (C2)
1F 2C 0H 4G 2PH
Unaligned Peasant Samurai. Ashigaru. Toturi's Army. If dishonored, you lose 4 honor. Reaction: When the Tsuo is challenged to a duel, he may increase his Chi to equal the Chi of the challenger.

Yasuki Kojiro (U)
2F 2C 0H 7G 1PH
Crab Clan Sailor. Kojiro is Cavalry if you have one or more Ports in play. May remain bowed. Open: Bow Kojiro to give the Cavalry trait to a number of cards you control equal to the number of unbowed Ports you have in play. Limited: Bow Kojiro to blockade any Port in play. The Port is removed from play and has no effect on any cards in play. When Korjiro straightens or is destroyed, the Port returns to play, bowed.

Yoritomo (R)
5F 4C 7H 12G 3PH
Mantis Clan Champion. Samurai. Double Chi. Unique. Yoritomo may attach two weapons. Yoritomo gains an additional 1F/2C bonus for each weapon attached. Followers attached to Yoritomo have a 1F bonus.

Yugoro (R)
2F 3C -H 8G 0PH
Unaligned Bandit Leader. Has a 1C bonus for each Bandit follower attached. Limited: Bow to challenge a human Personality to a duel. If you win the duel, or it is refused, you get gold equal to half their printed gold cost (round down). This gold can be spent to bring any one card into play until the end of this turn. Excess gold spent to bring the card into play is lost, and it is all lost if unused by the end of this turn. Loser of the duel dies.

DYNASTY CARDS: REGIONS

Borderland (U)
Shared Region. When this Region enters play, select any one holding in play. If this Province is destroyed, the holding is destroyed immediately afterwards.

Clan Heartland (R)
Hidden Region. Unique. Units cannot be assigned to a battle at this Province or moved into a battle at this Province unless this is your only Province.

Lost Valley (C1)
Valley Region. This Province, and cards attached to or in a battle at this Province, cannot be targeted by actions from cards in play that are not currently assigned to attack or defend this Province. Action cards may be played normally.

Secluded Ravine (C1)
Secret Region. The Attacker and attacking allies cannot play terrain cards during a battle at this province.

Shinsei's Shrine (R)
Sacred Region. Do not refill your Province when this card enters play. This Province does not hold Dynasty Cards while this region is in play. You gain 2 honor during each of your end phases while this card is in play.

Sunken City (R)
Underwater Region. Unique. While this Region is in play, all of your Pearl Beds and Pearl Divers produce 1 extra gold when bowed.

Temple of Osano-Wo (CL)
Any monk coming into play from this Province gains the trait Double Chi permanently if this is the oldest Temple of Osano-Wo in play. Temples of Osano-Wo that entered play more recently give a permanent +1C to monks coming into play.

Tradeposts of the Mantis (C1)
Properous Region. Gold-producing holdings coming into play from this Province may be attached to this Province. Holdings that are attached to this Province have their gold production increased by one, but are destroyed if this Province is destroyed.

The Yasuki Estates (C1)
Urban Region. Limited: Discard the dynasty card in this Province and replace it with a face up dynasty card. Events revealed in this way will not resolve until your next events phase. This can be done once per turn.


STRONGHOLDS

Brotherhood of Shinsei (CL)
6PS 3G 4H
Reaction: Bow when you have fulfilled the conditions of putting an elemental ring into play. Retrieve that card from your fate deck and put it into play immediately. Reshuffle your Fate Deck.

The Yoritomo Alliance (CL)
6PS 4G 2H
Reaction: When you bow your stronghold, you may lose Family Honor to increase the gold it's producing, on a one for one basis. You cannot alter or redirect this honor loss. You cannot use this ability if it would reduce your Family Honor below zero.


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