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July 16, 1999: Added the Imperial Edition Spoiler List to the Library of the Crab. |
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Imperial Edition Spoiler List
This list was compiled by Brian Spencer, with help from Jason Adams, David Berry, Brad Conway, and Eric Dorsey, and was originally posted on Geoff Speare's page.
Five promotional edition cards are included in this list which did not make it to the Imperial Edition. They are Dairya, Matsu Turi, Monstrous War Machine of Fu Leng, Motto Seiki, and Naga Abomination.
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.
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
- And the following abbreviations are used to signify rarity of the cards themselves:
- C - Common
U - Uncommon R - Rare F - Fixed in starters only P - Promotional card
- Ambush (R)
- 0G 2Fo
Limited: One of your units begins a battle with one target unit. No other units may join this battle, and no Province can be destroyed. This additional Battle Action Phase does not replace your normal Battle Action Phase. Lose 5 Honor.
- Avoid Fate (R)
- 0G 3Fo
Reaction: Play during the Events Phase in response to an Event. This Event does not occur now. The Event is replaced with the next card in that player's Dynasty Deck, face Down. Shuffle the Event back into the Dynasty Deck.
- Be Prepared to Dig Two Graves (R)
- 0G 3Fo
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 (R)
- 0G 4Fo
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 (U)
- *G 3Fo
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 (C)
- 0G 3Fo
Battle: Remove one attacking unit from this battle. It returns home bowed.
- Bountiful Harvest (R)
- 0G 2Fo
Limited: All gold-producing holdings provide one additional gold until the end of this turn.
- Breach of Etiquette (U)
- 0G 2Fo
Limited: The player with the highest Family Honor commits a public breach of etiquette and loses 5 Honor.
- Break Morale (C)
- 0G 3Fo
Open: Target any Dishonored Personality. All of this Personality's Followers are destroyed.
- Brilliant Victory (C)
- 0G 2Fo
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 (C)
- 0G 1Fo
Open: Give target Personality a 1F/1C bonus until the end of the turn.
- Charge (C)
- 0G 1Fo
Battle: Add a 3F bonus to one attacking Lion Personality, or a 2F bonus to any other attacking Personality.
- Contentious Terrain (C)
- 0G 1Fo
Battle: Terrain. All Personalities in your army gain a 1F bonus for this battle.
- Counterattack (U)
- 0G 4Fo
Reaction: Play after the last resolution segment for an opponent's attack phase in which you were the defender. This card immediately creates an attack phase in which you are the attacker and the former attacker is the defender.
- Deadly Ground (C)
- 0G 1Fo
Battle: Terrain. When Deadly Ground has been put into play, no actions may be played or initiated for this battle except those that would remove Deadly Ground. This Terrain takes effect immediately upon being played.
- Debt of Honor (R)
- 0G 3Fo
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 (C)
- 0G 1Fo
Battle: Terrain. All Defending Personalities gain a 2F bonus.
- Egg of P'an Ku (R)
- 9G 4Fo
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 (C)
- 0G 1Fo
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 (C)
- 0G 1Fo
Battle: Terrain. The attack on this Province is called off. All units return home unbowed.
- Evil Portents (R)
- 0G 3Fo
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 (U)
- 8G 2Fo
Limited: Destroy any one holding.
- Feign Death (R)
- 0G 2Fo
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 (R)
- 0G 0Fo
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 (U)
- 0G 3Fo
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 (R)
- 0G 5Fo
- Frenzy (U)
- 0G 1Fo
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 (R)
- *G 4Fo
Limited: Issue Challenge. Geisha is your Challenger. Cannot be refused. Geisha may not Focus. Loser is destroyed. Geisha has a Chi equal to half the gold spent to bring her into play, rounded down.
- Honorable Seppuku (C)
- 0G 3Fo
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 (C)
- 0G 2Fo
Limited: Choose your unbowed challenger and a Personality to be challenged. The winner gains 5 Honor. The challenged Personality may decline the duel at the loss of 7 Honor to his family and dishonoring himself.
- Iaijitsu Duel (C)
- 0G 2Fo
Battle: Target one attacking and one defending Personality who begin a duel. Neither may refuse. The winner gains 5 Family Honor.
- Intersecting Highways (C)
- 0G 1Fo
Battle: Terrain. All allied Personalities assisting in Attack or Defense gain a 1F bonus.
- Investigation (R)
- 2G 3Fo
Reaction: Cancels the effect of any one ninja, Kolat, or assassin acting against you for the rest of this turn. The responsible family loses 5 Honor.
- Kharmic Strike (U)
- 0G 0Fo
Play this card as a focus card for a duel. The result of the duel is automatically a tie.
- Kolat Assassin (U)
- 10G 3Fo
Limited: Kill target Personality with Chi of less than four. Lose 4 Honor. Limited: Destroy any one Retainer. Lose 4 Honor.
- Kolat Infiltrator (U)
- 2G 2Fo
Reaction: Play immediately after any holding has been bowed to negate the effect of that holding.
- Kolat Master (R)
- 10G 2Fo
Limited: Target another player's Personality with a Chi less than 4. This Personality is a Kolat who is in your pay. He now rejoins your family. All Followers attached to this Personality with honor greater than zero are destroyed, and this Personality is under your control until the end of the game. Lose 4 Honor.
- Legendary Victory (U)
- 0G 2Fo
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 (U)
- 0G 2Fo
Limited: Play Marries a Barbarian on a Samurai. Target Samurai is Dishonored.
- Martyr (U)
- 0G 3Fo
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 (C)
- 0G 2Fo
Limited: Target Personality gets a 1F/2C bonus until the end of the turn.
- Mercy (R)
- 0G 2Fo
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 (U)
- 2G 2Fo
Limited: Move target item from its current owner to any other Personality on which it could be played. Lose 3 Honor.
- Oath of Fealty (C)
- 0G 3Fo
Limited: All of the Personalities in your fief swear fealty to you. Any Personality not aligned with your Clan gains 1F/1C permanently, and becomes aligned with your clan (losing former alignments).
- Occupied Terrain (C)
- 0G 1Fo
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 thew proince.
- Outflank (C)
- 0G 1Fo
Battle: Target Defending Personality has a 3F bonus until the end of the turn.
- Poisoned Weapon (R)
- 0G 2Fo
Reaction: Play after Focus Cards have been revealed in a duel (but before duel resolution) to reduce the Chi of your opponent by 3 until the end of the turn. Lose 4 Honor.
- Rally Troops (C)
- 0G 2Fo
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 (C)
- 0G 3Fo
Reaction: Play after the resolution phase of a battle to prevent your units in that battle from becoming bowed by the combat.
- Remorseful Seppuku (C)
- 0G 2Fo
Limited: Target Dishonored Samurai takes his own life in a fit of despair. Destroy Personality. This Personality is considered Honorable Dead, but there is no Honor loss or gain.
- Refuse Advantage (R)
- 0G 3Fo
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 (R)
- 0G 3Fo
Reaction: Play immediately after a spell or innate ability has been cast which targets one of your Personalities. The effects of that spell or innate ability are negated by this action.
- Retreat (U)
- 0G 2Fo
Battle: Any one of your units is removed from this battle bowed. The Personality is dishonored if your army has a higher total force.
- Ring of Air (U)
- 0G 4Fo
Reaction: Play after producing three spell 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 (U)
- 0G 4Fo
Reaction: Play after an attack against one of your provinces in which the attacking army had a force higher than the Province strength, but the Province was not destroyed.
Elemental Benefit: Until the end of the game, all of your Provinces gain +3 to their Strength.
- Ring of Fire (U)
- 0G 4Fo
Reaction: To put into play, defeat in a duel an opponent who started the duel with a higher Chi.
Elemental Benefit: Until the end of the game, Any Personality opposing you in a duel must play Focus cards face up.
- Ring of the Void (U)
- 0G 4Fo
Reaction: Play when the Ring of the Void is the last card in your hand.
Elemental Benefit: Until the end of the game, refill your hand to five cards during your end phase if you have no cards in your hand (instead of drawing a single card).
- Ring of Water (U)
- 0G 4Fo
Reaction: Play after a battle in which you replaced a terrain card with your own and destroyed an opposing army or Province.
Elemental Benefit: Until the end of the game, on your turn, you may assign your infantry/cavalry after defending infantry/cavalry have been assigned.
- Shady Dealings (U)
- 0G 3Fo
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 (U)
- 0G 3Fo
Limited: Play on a dishonored Personality. The Personality's shame stains the family's honor. That player loses 7 Honor.
- Sneak Attack (R)
- 0G 3Fo
Reaction: Play this card immediately before the action phase of a battle. The attacker may play the first action in this battle.
- Strength of Purity (U)
- 0G 1Fo
Battle: Give a 3F/3C bonus to any Personality with Personal Honor greater than 2.
- Superior Tactics (C)
- 0G 3Fo
This card may only target one of your Personalities with a Chi of 3 or higher.
Battle: You may either move this Personality's unit to t different Province, or force a Terrain card to be destroyed.
- Test of Honor (R)
- 6G 2Fo
Limited: Target Personality must undergo a test of honor. Draw and discard a card from his family's Deck of Fate. If the focus on the drawn card is greater than the honor of the Personality, the Personality dies dishonorably.
- Traversable Terrain (C)
- 0G 1Fo
Battle: Terrain. You may move one unit you control into this battle from the province they are attacking or defending.
- Way of Deception (U)
- 0G 2Fo
Battle: Switch the places of any two of your units.
- Apprentice (R)
- 0F +1*C 0H 0G -PH 2Fo
Adds an additional two to the Chi of the Shugenja to which he is attached for the purposes of casting spells.
- Archers (C)
- 0F 0C 1H 4G -PH 2Fo
Battle: Bow for a Ranged 3 Attack.
- Battering Ram Crew (U)
- 1F 0C 0H 4G -PH 2Fo
Battle: Bow to destroy 1 Fortification attached to the Province that Battering Ram Crew is attacking.
- Fire Breather (R)
- 2F 0C 0H 8G -PH 3Fo
Battle: Bow for a Ranged 4 Attack.
Battle: Bow to destroy a Fortification attached to the Province being attacked.
- Foxwife (R)
- +1F +1C 0H 5G -PH 1Fo
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 (R)
- 3F 0C 0H 6G -PH 2Fo
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 (C)
- 2F 0C 0H 2G -PH 2Fo
Nonhuman. Shadowlands. Lose 2 Honor.
Battle: Bow for Ranged 2 Attack.
- Goblin Mob (C)
- 1F 0C 0H 0G -PH 0Fo
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 (U)
- 3F 0C 0H 6G -PH 2Fo
Creature. Cavalry. Lose 2 Honor. Each Greater Mujina gives +1 Force to all Lesser Mujina in play.
- Hawk Riders (R)
- 5F 0C 1H 10G -PH 3Fo
Cavalry. Lose 2 Honor.
- Heavy Cavalry (U)
- 4F 0C 2H 8G -PH 2Fo
Cavalry.
- Heavy Infantry (U)
- 5F 0C 0H 8G -PH 2Fo
- Lesser Mujina (C)
- 1F 0C 0H 1G -PH 1Fo
Creature. Cavalry. Lose 1 Honor.
- Light Cavalry (C)
- 1F 0C 1H 2G -PH 1Fo
Cavalry.
- Light Infantry (C)
- 2F 0C 1H 2G -PH 1Fo
- Marsh Troll (U)
- 4F 0C 0H 5G -PH 3Fo
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 (C)
- 2F 0C 1H 5G -PH 2Fo
Cavalry.
- Medium Infantry (C)
- 3F 0C 1H 5G -PH 2Fo
- Naga Bowmen (U)
- 1F 0C 1H 6G -PH 2Fo
Naga. Nonhuman.
Battle: Bow for a Ranged 3 Attack.
- Naga Bushi (C)
- 2F 0C 1H 3G -PH 2Fo
Nonhuman.
- Naga Spearmen (U)
- 2F 0C 1H 5G -PH 2Fo
Nonhuman.
Battle: Bow for a Ranged 2 Attack.
- Ninja Genin (U)
- 2F 0C 0H 4G -PH 2Fo
Ninja.
- Personal Champion (R)
- 0F +2C 2H 6G -PH 4Fo
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 (U)
- 3F 0C 0H 6G -PH 0Fo
Creature. Ratling Bushi gains a 1F bonus for each Ratling Pack in this Unit.
- Ratling Pack (C)
- 1F 0C 0H 1G -PH 1Fo
Creature.
- Samurai Cavalry (R)
- 6F 0C 3H 14G -PH 3Fo
Cavalry. Battle: Bow for a Ranged 3 Attack.
- Samurai Warriors (R)
- 6F 0C 3H 10G -PH 3Fo
Battle: Bow for Ranged 3 Attack.
- Scout (C)
- 0F 0C 0H 1G -PH 2Fo
Cavalry. An Attacker with a Scout in his army may play a terrain card before the Defender performs his first battle action.
- Scribe (R)
- +1F +1C 0H 7G -PH 2Fo
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 (R)
- *F 0C 0H 3G -PH 2Fo
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 (C)
- 2F 0C 0H 2G -PH 1Fo
Shadowlands. Nonhuman. Lose 2 Honor.
Battle: Fear 3
- Spearmen (C)
- 2F 0C 1H 3G -PH 2Fo
Battle: Bow for Ranged 2 Attack.
- Spirit Guide (R)
- 0F 0C 2H 5G -PH 2Fo
Open: Bow Spirit Guide to straighten the Shugenja to which it is attached.
- Wyrm Riders (U)
- 2F 0C 0H 6G -PH 2Fo
Creature. Cavalry. Lose 2 Honor.
Battle: Ranged 2 Attack.
- Zombie Troops (U)
- 3F 0C 0H 3G -PH 1Fo
Nonhuman. Shadowlands. Lose 4 Honor.
Battle: Fear 3.
- Ancestral Sword of the Crab Clan (CL)
- 0F +1C 9G 4Fo
Weapon. Unique. Gain 4 Honor. When controlled by a Crab Clan Personality, Sword gains a 10F/10C bonus for every Crab Clan personality you control. Any other Crab Clan players lose no Honor when this item is brought into play. Squish all Cranes in play.
- Ancestral Sword of the Crane Clan (CL)
- 0F +1C 9G 4Fo
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 Sword of the Dragon Clan (CL)
- 0F +1C 9G 4Fo
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 Sword of the Lion Clan (CL)
- 0F +1C 9G 4Fo
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 Sword of the Phoenix Clan (CL)
- 0F +1C 9G 4Fo
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 Sword of the Unicorn Clan (CL)
- 0F +1C 9G 4Fo
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.
- Armour of Sun-Tao (U)
- 0F 0C 3G 1Fo
Limited: You may store as many Terrain cards as you like face down under the armour of Sun-Tao.
Battle: Play a Terrain from the Armor of Sun-Tao and destroy any Terrain for this battle (if any). The new Terrain may not be destroyed.
- Armour of the Golden Samurai (U)
- 0F 0C 3G 2Fo
Opponents dueling this Personality may not play focus cards with a value less than the Personal Honor of this Personality.
- Bloodsword (C)
- +1F +1C 4G 2Fo
Weapon. Bloodsword gains a 2F/2C token each time this Personality wins a duel.
- Climbing Gear (U)
- 0F 0C 0G 3Fo
Item. This item may only be attached to a ninja Personality. This army may ignore all effects from fortifications when attacking.
- Crystal Katana (C)
- 0F +2C 3G 1Fo
Weapon. Katana provides an additional +2C bonus vs. any Shadowlands creature (total +4C).
- Dragon Helm (U)
- 0F 0C 3G 2Fo
Open: Bow to force any target Dragon to bow. (This does not refer to Dragon Clan Personalities.)
- Deafening War Drums of Fu'Leng (R)
- +*F 0C 8G 3Fo
Unique. Deafening War Drums give the attached Personality a 2F bonus for every Fu'Leng card in unit.
Battle: Fear 3.
- Fan of Command (R)
- 0F 0C 5G 2Fo
The attached Personality gains the ability: Tactician.
- Jade Bow (C)
- 0F 0C 5G 2Fo
Weapon.
Battle: Bow this Personality for a Ranged 4 Attack.
- The Jade Hand (R)
- +1F +3C 8G 3Fo
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 (C)
- +1F +2C 3G 1Fo
Weapon.
- Night Medallion (R)
- 0F 0C 6G 3Fo
Unique. The Night Medallion may only be attached to a Kolat or Ninja. Night Medallion adds +2 to every number that appears on the Personality's card.
- Mask of the Oni (U)
- 0F 0C 4G 2Fo
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 (C)
- 0F 0C 7G 3Fo
Battle: Destroy Shuriken of Serpents to produce a Ranged 6 Attack.
- Star of Laramun (U)
- 0F 0C 6G 3Fo
The Personality with the Star of Laramun gains the attribute: Double Chi.
- Terrible Standard of Fu'Leng (R)
- 0F 0C 5G 4Fo
Unique. Lose 5 Honor. The Terrible Standard gains a 1F token for each opposing unit destroyed in battle.
Battle: Fear 2.
- Animate the Dead (U)
- 3G 2Fo
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 (C)
- 2G 1Fo
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 (C)
- 0G 2Fo
Limited Elemental: Bow this Shugenja to turn over any one card thich is not in play.
- Castle of Water (C)
- 3G 3Fo
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 (R)
- 4G 2Fo
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 (U)
- 2G 1Fo
Reaction: Bow this Shugenja to cancel the affects of one Shugenja innate ability as it's being used.
- Earthquake (U)
- 5G 4Fo
Battle Elemental: Bow to force any one opposing Personality in this battle to bow as well.
- Elemental Ward (U)
- 0G 1Fo
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 (C)
- 4G 2Fo
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 (U)
- 3G 3Fo
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 (R)
- 5G 4Fo
Limited Elemental: Bow this Shugenja and destroy this spell to destroy one holding.
- Fury of Osano Wo (C)
- 4G 3Fo
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 (R)
- 4G 3Fo
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 (R)
- 5G 4Fo
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 (C)
- 2G 1Fo
Open Elemental: Bow this Shugenja and discard a Fate Card to draw another card from your Fate Deck.
- Mists of Illusion (U)
- 4G 2Fo
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 (R)
- 1G 3Fo
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 (U)
- 3G 3Fo
When put in play, this spell gains one token for each point of Chi of the Shugenja it is attached to.
Limited Elemental: Bow this Shugenja and destroy a token to dishonor a target Personality.
- Summon Faeries (C)
- 1G 2Fo
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 (U)
- 2G 3Fo
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 (R)
- 3G 2Fo
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 (R)
- 4G 4Fo
Battle Elemental: Bow this Shugenja and destroy this spell to end a combat. All units in the battle are bowed.
- Touch of Death (R)
- 8G 4Fo
Limited: Bow this Shugenja and destroy this spell to destroy target bowed Personality.
- Walking the Way (U)
- 4G 3Fo
Limited: Bow this Shugenja and destroy this spell to look through your Fate Deck and draw any one card. Reshuffle your Fate Deck afterwards.
- Wind Born Speed (C)
- 2G 2Fo
Open: Bow to give all cards in one unit the trait: Cavalry.
- Winds of Change (U)
- 6G 2Fo
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 (C)
- 0G 1Fo
Open Elemental: Bow this Shugenja to give a target Follower or Personality the Cavalry trait until the end of the turn.
- Alliance (U)
- Select a clan other than your own. For the remainder of the game, you may recruit Personalities from that clan for 2 fewer gold.
- Bloom of the White Orchid (R)
- Gold cost to attach spells to Shuganja is reduced to zero until the beginning of this players next turn.
- Bon Festival (U)
- Each player receives 3 Honor for each of his Honorable Dead.
- Celestial Alignment (R)
- 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 (R)
- All Players add an additional Province.
- Dead Walk The Earth (R)
- 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 (R)
- There are no Dynasty Phases until the beginning of this player's next turn.
- Emperor's Peace (U)
- No attacks may be made by any Player until the beginning of this Player's next turn.
- Evil Feeds Upon Itself (U)
- The Player or Players with the lowest Family Honor lose their rightmost Province (it is destroyed).
- Glimpse of the Unicorn (U)
- Draw an additional Fate Card during your End Phase.
- Hurricane (U)
- Each player targets one holding of the player to his left. Hurricane destroys all targeted holdings.
- Imperial Gift (R)
- Gain 2 Honor. Select any one Item Card from your Fate Deck, reveal it to the other player(s), and add it to your hand. Reshuffle your Fate Deck afterwards.
- Imperial Quest (R)
- 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 (R)
- Inheritance pays up to five gold to put any one card that you select into play until the end of the turn.
- Iris Festival (R)
- All Shadowlands cards in play are destroyed.
- Occult Murders (U)
- Each Player selects one Personality or Retainer controlled by the Player to his right. All selected Personalities or Retainers are destroyed.
- Peasant Revolt (U)
- All Personalities and Followers with 3F or greater are bowed and may not straighten until the beginning of this player's next turn.
- Plague (U)
- All Followers in play with 3F or less are destroyed.
- Proposal of Peace (R)
- Until the beginning of this player's second turn from now, no Honor is gained by any player for bringing Personalities into play.
- Rise of the Phoenix (R)
- Each player may take one of his Honorably Dead Personalities and return it to play.
- Solar Eclipse (R)
- 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 (R)
- 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 (U)
- 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 (U)
- All players turn over the top card of their Dynasty decks. If the card is a Personality, it is put into play immediately. Honor requirements and gold costs are waived. If the card is not a Personality, it is discarded.
- Barbican (U)
- 6G
Fortification. Each defending Personality gains a 1F bonus in battle. All ranged attacks by defenders have their strength doubled.
- Blacksmiths (C)
- 4G
Bow to produce 2 Gold, plus 1 Gold for every Iron Mine in play. Bow to produce 4 Gold to pay for a weapon of armor.
- Copper Mine (C)
- 2G
Bow to produce 2 Gold. If Copper Mine is controlled by a member of Lion House, Mine produces 3 Gold when bowed.
- Dance Troupe (U)
- 8G
Bow to produce 2 Gold.
Limited: Bow to gain 2 Honor.
- Diamond Mine (U)
- 7G
Bow to produce 5 Gold.
- Famous Poet (C)
- 3G
Retainer.
Reaction: Bow this card to gain 3 Honor when you destroy a Province or army in battle.
- Fantastic Gardens (U)
- 7*G
Limited: Bow to provide 2 Honor. Cost of Fantastic Gardens is 5 Gold for Crane Clan.
- Forest (C)
- 1G
Bow to produce 1 Gold. Bow to produce 2 Gold if you are paying the gold cost for any nonhuman or creature Personalities or Followers.
- Forgotten Tomb (R)
- 4G
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 (R)
- 10G
Fortification. Provides a 1F bonus in combat to each defending Personality and a 1F penalty in combat to each attacking Personality.
- Go Master (C)
- 3G
Retainer.
Battle: Bow the Go Master and play a terrain card. This terrain card replaces any terrain already in play for this battle. The replaced terrain is destroyed.
- Gold Mine (C)
- 2G
Bow to produce 2 Gold. If Gold Mine is controlled by a member of Dragon House, it produces 3 Gold when bowed.
- Hawks and Falcons (C)
- 3G
Limited: Bow to gain 1 Honor.
- Imperial Acrobats (R)
- 9G
Bow to provide 2 Gold and 1 Honor.
Limited: Bow to gain 2 Honor.
- Iron Mine (C)
- 2G
Bow to produce 2 Gold. If Iron Mine is controlled by a member of House Crab, Iron Mine produces 3 Gold when bowed.
- Jade Works (C)
- 3G
Bow to produce 3 Gold. Bow to produce 5 Gold if paying for a Jade card.
- Market Place (C)
- 2G
Bow to produce 2 Gold. If Market Place is controlled by a member of House Crane, Market Place produces 3 Gold when bowed.
- Master Smith (U)
- 8G
Bow to produce 3 Gold.
Limited: Bow to place a 2F/2C weapon token on a Personality. No Personality may have more than one Master Smith token at any time. This token counts as a weapon.
- Master of the Tea Ceremony (R)
- 6G
Retainer.
Reaction: Whenever you are about to lose Family Honor, you may bow this card to reduce that loss to one point.
- Moat (C)
- 5G
Fortification. 1F penalty to every Personality and Follower that is attacking this Province.
- Ninja Stronghold (R)
- 4G
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 (R)
- 6G
Unique Retainer. Battle Elemental: Bow this card and pay 1 gold to play a Terrain Card, which may replace any Terrain Crad already in play. This Terrain card may not be destroyed or replaced by any means.
- Oracle of Fire (R)
- 6G
Unique Retainer. Reaction Elemental: Bow this card and pay 1 gold to add an additional uncommitted unit you control to the Attack or Defense.
- Oracle of Water (R)
- 6G
Unique Retainer. Battle Elemental: Bow this card and pay 1 gold before a duel begins. Draw a card from your Fate Deck and use this card as an additional focus.
- Oracle of Wind (R)
- 6G
Unique Retainer. Open Elemental: Bow this card and pay X gold to look at any X face down cards.
- Pearl Divers (C)
- 1G
Bow to produce 1 Gold, plus 1 Gold per Port that is in play.
- Port (C)
- 4G
Bow to produce 2 Gold, plus one Gold for each Market Place in play.
- Retired General (C)
- 6G
Retainer. Open: Bow to provide a 2F bonus to any Personality until the end of the turn.
- Sacrificial Altar (U)
- 2G
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 (U)
- 7G
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 (C)
- 4G
Bow to produce 2 Gold. Limited: Bow this card and pay 2 Gold to gain 2 Honor.
- School of Wizardry (R)
- 7G
Bow to pay the entire gold cost for any one Human Shugenja. Variable cost cards may not be payed for in this manner.
- Silver Mine (C)
- 2G
Bow to produce 2 Gold. If Silver Mine is controlled by a member of House Phoenix, Silver Mine produces 3 Gold when bowed.
- Small Farm (C)
- 0G
Bow to produce 1 Gold.
- Stables (C)
- 2G
Bow to produce 2 Gold. If Stables is controlled by a member of Clan Unicorn, Stables produces 3 Gold when bowed.
- Temple of the Ancestors (U)
- 5G
Limited: Bow the Temple and one of your Personalities with a Personal Honor greater than two to gain 3 Honor.
- Trade Route (U)
- 8G
Bow to produce 3 Gold, plus 2 Gold for each Marketplace in play.
- Unscalable Walls (C)
- 3G
Fortification. This Province gains a Strength 4 bonus.
- Agasha Tamori (C)
- 1F 2C 0H 5G 2PH
Dragon Clan Shugenja. Has a 3C bonus when casting spells.
- Air Dragon (R)
- 7F 4C 10H 10G 4PH
Unaligned Creature. Unique. Cavalry. Shugenja. No Followers or Items. Elemental: The Air Dragon cannot be the target of Ranged Attacks and Spells.
- Akodo Kage (U)
- 0F 4C 10H 5G 3PH
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 (R)
- 4F 2C 10H 9G 4PH
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 (U)
- 1F 2C 0H 8G 2PH
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 (U)
- 1F 2C 5H 8G 2PH
Crane Clan Shugenja. Reaction: Bow this card and discard a Fate Card to produce gold equal to the Focus Value of the discarded card. This may be done at any time in which gold is needed.
- Asahina Tomo (C)
- 0F 4C 0H 6G 2PH
Crane Clan Shugenja.
- Asako Yasu (R)
- 1F 4C 15H 10G 3PH
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 (R)
- 0F 2C -H 10G 1PH
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 (R)
- 2F 3C -H 7G 1PH
Scorpion Clan Samurai. Poison cards can be attached to Togai without paying their gold cost. Poison cards targeting Togai have no effect.
- Daidoji Uji (C)
- 2F 3C 5H 4G 2PH
Crane Clan Samurai.
- Dairya (P)
- 4F 5C 10H 10G 4PH
Unaligned. Samurai. Cavalry. Battle: Bow for a ranged 3 attack.
- Demon-Bride of Fu'Leng (R)
- 1F 2C -H 12G 0PH
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 (R)
- 3F 5C 15H 12G 5PH
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 (C)
- 2F 4C 5H 6G 3PH
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 (R)
- 6F 4C 10H 14G 4PH
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 (R)
- 7F 4C 10H 11G 4PH
Unique. Cavalry. Shugenja. Creature. No Followers or Items. Battle Elemental: Earth Dragon gains a 5F bonus when defending.
- Ginawa (C)
- 2F 3C -H 4G 1PH
Unaligned Samurai.
- Goblin Warmonger (C)
- 2F 1C -H 5G 1PH
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 (C)
- 2F 2C -H 5G 2PH
Unaligned Shugenja.
- Hida Amoro (U)
- 6F 1C -H 7G 0PH
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 (R)
- 8F 4C 10H 14G 2PH
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 (C)
- 3F 2C 0H 6G 2PH
Crab Clan Samurai.
- Hida Tampako (C)
- 2F 1C -H 6G 1PH
Crab Clan Samurai. Gains a 2F bonus when defending.
- Hida Tsuru (U)
- 3F 2C -H 9G 1PH
Crab Clan Samurai. Cavalry. All Followers being atteched to this card have their gold costs reduced by 2.
- Hida Yakamo (R)
- 3F 3C 0H 8G 2PH
Crab Clan Hero. Samurai. Unique. No Items. Battle: Bow Yakamo to destroy any one Item card in opposing army.
- Hida Yakamo (R)
- 4F 4C -H 7G 0PH
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 (C)
- 1F 3C -H 3G 1PH
Unaligned Samurai.
- Horiuchi Shoan (C)
- 0F 1C -H 3G 1PH
Unicorn Clan Shugenja.
- Ide Tadaji (R)
- 0F 1C 10H 7G 3PH
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 (R)
- 2F 4C 15H 8G 4PH
Lion Clan Samurai. Reaction: After a Lion Clan Personality is killed in battle, bow to dishonor one Personality in the opposing army.
- Isawa Kaede (U)
- 2F 3C 5H 11G 2PH
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 (U)
- 1F 3C 5H 10G 2PH
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 (U)
- 1F 3C 5H 8G 2PH
Phoenix Clan Shugenja. Master of Water. Battle Elemental: Bow this card to move a unit from one Province to another.
- Isawa Tsuke (R)
- 3F 2C 5H 12G 2PH
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 (C)
- 0F 3C 5H 4G 2PH
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 (U)
- 1F 4C 0H 6G 1PH
Unicorn Clan Shugenja. Cavalry. Cards in this unit cannot be the target of ranged attacks.
- Iuchi Karasu (U)
- 2F 3C 4H 7G 3PH
Unicorn Clan Shugenja. Open: Bow to move a Follower from one Personality you control to another Personality you control.
- Iuchi Takaai (R)
- 1F 2C 0H 8G 2PH
Unicorn Clan Shugenja. Open: Bow this card to give all cards in a target unit the trait: Cavalry.
- Kakita Toshimoko (R)
- 1F 7C 10H 10G 3PH
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 (U)
- 0F 2C 5H 3G 1PH
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 (R)
- 0F 1C 10H 10G 3PH
Crane Clan Liason. No Followers. May not defend or challenge. Open: Bow to take the Imperial Favor.
- Kakita Yuri (U)
- 0F 2C 10H 7G 2PH
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 (R)
- 0F 2C 15H 0G 5PH
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 (C)
- 1F 2C 10H 7G 2PH
Lion Clan Shugenja. Limited: Bow and discard a card from your Fate hand to gain Honor equal to Focus Value of discard.
- Kitsuki Yasu (R)
- 1F 4C 10H 7G 4PH
Dragon Clan Justicator. Samurai. Reaction: You may bow Yasu to force any Samurai to accept a challenge.
- Kolat Servant (U)
- 0F 1C -H 10G 0PH
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 (U)
- 2F 3C -H 7G 2PH
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 (U)
- 5F 5C -H 7G 0PH
Unaligned Shadowlands. Nonhuman. No Followers or Items. You must destroy one of your holdings when this card is put into play. Lose 3 Honor. Battle Elemental: Bow to make a Ranged 7 Attack.
- Matsu Agetoki (U)
- 4F 4C 5H 8G 2PH
Lion Clan Samurai. Cavalry. This unit cannot be the target of ranged attacks.
- Matsu Gohei (C)
- 1F 3C 6H 4G 3PH
Lion Clan Samurai. Gains a 2F bonus when attacking.
- Matsu Hiroru (U)
- 0F 1C -H 6G 1PH
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 (U)
- 2F 3C 10H 6G 3PH
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 (R)
- 6F 5C 10H 14G 4PH
Lion Clan Champion. Samurai. Unique. Double Chi. Tactician. Will only join Lion Clan Player.
- Matsu Turi (P)
- 1F 3C 5H 6G 3PH
Lion Clan Samurai. Gains a 2F bonus when attacking.
- Matsu Yojo (C)
- 2F 2C 5H 5G 2PH
Lion Clan Samurai.
- Mirumoto Daini (C)
- 2F 4C -H 5G 3PH
Dragon Clan Samurai.
- Mirumoto Hitomi (C)
- 3F 4C 4H 7G 2PH
Dragon Clan Samurai. Followers in this unit are immune to Fear.
- Mirumoto Sukune (U)
- 3F 2C 4H 8G 3PH
Dragon Clan Samurai. Cavalry. Battle: Bow for a Ranged 3 Attack.
- Miya Yoto (U)
- 0F 1C 5H 6G 2PH
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 (P)
- 8F 2C 0H 6G 0PH
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 (C)
- 2F 2C 0H 6G 2PH
Unaligned Samurai. Cavalry.
- Morito Tokei (C)
- 0F 3C -H 3G 2PH
Unaligned Shugenja.
- Moshi Wakiza (C)
- 1F 3C -H 6G 1PH
Unaligned Shugenja. Battle: Bow to produce a Ranged 4 Attack.
- Moto Tsume (U)
- 4F 4C -H 4G 0PH
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 (P)
- 1F 2C 0H 4G 1PH
Unaligned Shugenja. Battle: Bow for a ranged attack equal to his Chi.
- Naga Abominination (P)
- 2F *C 0H 8G 1PH
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 (C)
- 1F 1C 0H 6G 1PH
Shugenja. Nonhuman. Open: Bow to add a 1F bonus to all Naga cards in play until the end of the turn.
- Naga Warlord (C)
- 2F 2C 0H 5G 2PH
Naga Samurai. Nonhuman. All Naga cards in Naga Warlord's unit have a 1F bonus while they remain in his unit.
- Naka Kuro (R)
- 3F 5C 15H 12G 2PH
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 (U)
- 1F 4C -H 10G 0PH
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 (U)
- 2F 2C -H 10G 1PH
Ninja. Ninja Followers only. Open: Ninja Shapeshifter may, once per turn, copy the Force, Chi, Personal Honor, or one ability of any Personality in play, until the end of the turn.
- Ninja Spy (C)
- 0F 1C 0H 2G 1PH
Ninja. Only Ninja Followers. Open: Bow to look at any one player's Fate Hand. Lose 1 Honor. Open: Bow to look at all the face down cards in one player's Provinces. Lose 1 Honor.
- Ogre Bushi (U)
- 6F 4C -H 9G 0PH
Unaligned. Nonhuman. Shadowlands. No Followers or Armor.
- Oni no Akuma (R)
- 6F 3C -H 0G 0PH
Shadowlands. Nonhuman. Unique. Lose 3 Honor. When this Oni is brought into play, it destroys the Province from which it was played.
- Oni no Shikibu (U)
- 2F 2C -H 5G 0PH
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 (U)
- 2F 2C -H 4G 0PH
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 (C)
- 3F 2C 4H 7G 3PH
Unicorn Clan Battle Maiden. Samurai. Cavalry. Will only attach Cavalry Followers. Reaction: Gains a 1F bonus when attacking.
- Sanzo (C)
- 1F 1C 5H 3G 2PH
Unaligned Samurai. Cavalry.
- Shiba Katsuda (C)
- 3F 3C 0H 7G 2PH
Phoenix Clan Samurai.
- Shiba Tsukune (C)
- 3F 2C 5H 5G 2PH
Phoenix Clan Samurai. Reaction: Gains a 3C bonus until the end of the turn when dueling a Shugenja.
- Shiba Ujimitsu (R)
- 4F 4C 10H 12G 3PH
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 (U)
- 4F 3C 5H 9G 2PH
Unicorn Clan Samurai. Cavalry. Battle: Bow for Ranged 3 Attack.
- Shinjo Yasamura (C)
- 2F 2C 4H 7G 2PH
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 (R)
- 5F 4C 10H 14G 2PH
Unicorn Clan Champion. Unique. Samurai. Cavalry. Tactician. Will only join Unicorn Clan Player. All Followers in this unit are considered cavalry.
- Shuten Doji (U)
- 0F 0C -H 8G 0PH
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 (R)
- 7F 7C 5H 13G 4PH
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 (U)
- 2F 2C 4H 7G 1PH
Dragon Clan Tattooed Man. Samurai. Open: Gain up to five 1F/1C fire tokens. Tattooed man cannot have more than five fire tokens, and cannot straighten if he has any tokens. Remove one token instead of straightening him during the Straighten Phase. Tattooed Man bows after any battle if he has fire tokens.
- Togashi Yokuni (R)
- 5F 6C 10H 14G 2PH
Dragon Clan Champion. Unique. Samurai. Shugenja. Double Chi. Will only join Dragon Clan Player.
- Togashi Yoshi (U)
- 1F 2C 0H 6G 2PH
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 (C)
- 1F 1C -H 0G 2PH
Unaligned Samurai.
- Void Dragon (R)
- 7F 4C 10H 11G 4PH
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 (R)
- 7F 4C 10H 10G 4PH
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 (C)
- 0F 1C 0H 3G 0PH
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 (R)
- 3F 2C -H 10G 0PH
Unaligned Shugenja. Shadowlands. Nonhuman. Lose 4 Honor. Battle: Fear 4.
- Yotsu Seiki (C)
- 1F 2C -H 4G 1PH
Unaligned Shugenja. Battle: Bow for Ranged Attack equal to her Chi.
- The Ancestral Home of the Lion (CL)
- 6PS 3G 6H
Open: Bow to give a Lion Personality +2 Force bonus for attacking until the end of the turn.
- The Esteemed House of the Crane (CL)
- 5PS 4G 5H
Limited: Bow to gain 2 Honor.
- The Mountain Keep of the Dragon (CL)
- 5PS 4G 4H
When this Family loses a Province, add two Strength points permanently to all remaining Provinces.
- The Provincial Estate of the Unicorn (CL)
- 6PS 5G 4H
Open: Bow to give any one of your cards the trait Cavalry until the end of the turn.
- The Sacred Temple of the Phoenix (CL)
- 5PS 3G 6H
Bow at any time to reduce the gold cost of a Shugenja or spell by five gold until the end of the turn.
- The War Fortress of the Crab (CL)
- 7PS 4G 3H
Open: Bow to add +3 Strength to any Province until the end of the turn. This action may be performed in a battle in which you have no Units.
This page created and maintained by Hida John.
War Fortress graphic by Robert Barr, aka DarkIsawa.
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