Name Set ImageFile Type Deck Clan Force Chi HonorReq Gold PHonor Focus Rarity Text A New Wall SE 1 Event Dynasty R Search your Dynasty deck for a non-Unique Holding. If you find one, permanently raise its Gold cost by 1 and refill this Province with that card, face-up. Call of Thunder SE 2 Event Dynasty R The next Unique Personality you bring into play this game permanently gains the traits, “Can assign even if bowed,” and “After this card assigns: You may straighten it. Commanding Favor SE 3 Event Dynasty R This card enters play in your home. Discarding this card from your home counts as discarding the Imperial Favor to pay a cost. Enlistment SE 4 Event Dynasty UC Until the game ends, during each player’s End Phase, he may draw an additional card if he has played any Followers from his hand that turn. Glory of the Shogun SE 5 Event Dynasty R Equipping attachments is an Battle/Open action for all players. After the first time each turn each player attaches a card with a Gold Cost of 5 or greater from his hand, he may draw a card. This effects last until the end of the game. I Am Ready SE 6 Event Dynasty R Until the end of the game, you have the ability “Battle: Once per battle, target one of your Personalities with an attachment: Bow a target Personality opposing him without attachments. In Time of War SE 7 Event Dynasty UC Until the end of the game, during each turn, a player’s family can not rise over its value when that turn began plus 5. Proposal of Peace SE 8 Event Dynasty R Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play. Severed From the Emperor SE 9 Event Dynasty R Discard the Imperial Favor if you control it. Until the game ends, you can not win an Honor Victory, lobby, or control the Imperial Favor, and you have the ability, “Reaction: Any number of times per turn, after an action with a base cost of discarding the Favor targets one of your cards: Lose 5 Honor. Negate the action’s effects. Silence the Future SE 10 Event Dynasty R Until your next turn begins, Personalities and Followers have a maximum Force equal o their base Force. Test of the Emerald Champion SE 11 Event Dynasty UC Target one of your Personalities. Each other player, in turn order, may target one of his Personalities: your Personality each of them immediately after they are targeted. Each duel’s winner gains 3 Honor: destroy the loser. If you lost none of these duels, remove your Personality from the game and gain a Province to the left of your leftmost Province. Test of the Jade Champion SE 12 Event Dynasty UC Starting on your left, each player may target one of his Shugenja Personalities, then discard a card. If one player has the highest total of his Shugenja’s Chi and card´s Focus value, he gains 3 Honor, and the Shugenja permanently gains Jade Champion and the trait, “Once per turn, when this Personality performs a Kiho action: Waive any costs of bowing him.” The Shogun's Peace SE 13 Event Dynasty UC Shogun - Until the end of the game, each player gains the ability, “Political Reaction: After an attack phase ends in which you were the defender, bow one of your target Courtiers: Gain 3 Honor. Winter Storm SE 14 Event Dynasty R Until the end of the game, after each time an attack is declared, each player targets two of his unbowed Personalities with a Gold cost equal or less than his Stronghold’s Gold Production plus 2. Bow them. Winter Warfare SE 15 Event Dynasty R Winter - Until the beginning of your second Events Phase from now, Terrains cannot be played, and actions cannot move units to or from battlefields. Wisdom Gained SE 16 Event Dynasty UC Starting with you, each player may search his Fate deck and discard pile for a Ring, show it, and put it in his hand. Wisdom of the Keepers SE 17 Event Dynasty UC Each player who controls any Rings gains 5 Honor. Yobanjin Alliance SE 18 Event Dynasty UC After the next time this game you destroy a Province in battle resolution as the Attacker, gain 8 Honor. Akodo's Grave SE 19 Holding Dynasty 2 C Bow this card: Produce 2 Gold. Battle: Bow and destroy this card: Destroy a target a Terrain. Castle Barracks SE 20 Holding Dynasty 2 C Castle - Bow this card to produce 2 Gold, or 3 Gold if paying when a Follower. Battle: If you are a Crab Clan player or if you are the Defender and have only one province: Target one of your Personalities. Attach a Follower to him from your discard pile, waiving costs if he is defending and opposed. Castle Gate SE 21 Holding Dynasty 2 R Castle - Singular - Bow this card: Produce 2 Gold, or 3 Gold when paying for a Unique Samurai. Battle: If you are a Crab Clan player or have only one province, bow this card: Straighten one of your target Personalities. Move him to the current battlefield. Castle Walls SE 22 Holding Dynasty 2 C Castle - If you are the Defender and have only one Province your Personalities and Followers have +2F. Bow this card: Produce 2 Gold, or produce 3 Gold if another Castle Holding produced Gold for the same cost. Copper Mine SE 23 Holding Dynasty 2 F Mine - Bow this card: Produce 2 Gold, or 3 Gold if you are a Lion Clan player. Corrupt Officials SE 24 Holding Dynasty 2 UC Retainer - Bow this card: Produce 2 Gold. Open: Bow this card, and destroy it if the target is Unique: Target a Holding. Its abilities cannot be used until the turn ends. Family Library SE 25 Holding Dynasty 2 UC Bow this card: Produce 2 Gold. Limited: Destroy this card: Discard a target face-up card in one of your provinces refilling it with a target discarded (not dead) Personality from your discard pile. Forest Killer Cavern SE 26 Holding Dynasty 2 C Bow this card: Produce Gold equal to 2 plus the number of Wealth tokens on this card. Limited: Dishonor one of your target Personalities: Add a Wealth token to this card. You may target another player’s Holding and remove a Wealth token from it. Fortified Camp SE 27 Holding Dynasty 2 C Bow this card: Produce 2 Gold, or produce 3 Gold if paying for an attachment. Reaction: After another player’s action destroys one of your attachment cards or it’s Personality: Attach the card to one of your target Personalities (paying all costs). Geisha House SE 28 Holding Dynasty 2 F Geisha House - Bow this card: Produce 2 Gold, or 3 Gold if you are a Scorpion Clan player. Gold Mine SE 29 Holding Dynasty 2 F Mine - Bow this card: Produce 2 Gold, or 3 Gold if you are a Dragon Clan player. House of the Fallen Blossom SE 30 Holding Dynasty 2 R Unique - Bow this card: Produce 2 Gold, plus 1 Gold for every full points of Family Honor you have. Limited: Bow this card: Target one of your Samurai with a Personal Honor of 2 or higher. Raise his Force, Chi or Personal Honor to 3. Iron Mine SE 31 Holding Dynasty 2 F Mine - Bow this card: Produce 2 Gold, or 3 Gold if you are a Crab Clan player. Kabuki Theater Troup SE 32 Holding Dynasty 3 UC Bow this card: Produce 2 Gold. Limited: Bow this card: Gain 1 Honor. Kitsune Den SE 33 Holding Dynasty 2 R Unique - Bow this card: Produce 2 Gold. Political Limited: Destroy this card: Rehonor one or more target Personalities. Gain Honor equal to the highest base Personal Honor among them. Kobune Port SE 34 Holding Dynasty 2 F Port - Bow this card: Produce 2 Gold, or 3 Gold if you are a Mantis Clan player. Lesser Shrine SE 35 Holding Dynasty 2 UC Temple - Bow this card: Produce 2 Gold. Limited: If your Family Honor is 9 or less, bow this card: Gain 2 Honor. Marketplace SE 36 Holding Dynasty 2 F Market - Bow this card: Produce 2 Gold, or 3 Gold if you are a Crane Clan player. Private Trader SE 37 Holding Dynasty 3 F Legacy - Bow this card: Produce 2 Gold, or 3 Gold when paying a Gold Cost on an Action card. Rich Coffers SE 38 Holding Dynasty 2 UC This card straightens during each player’s Straighten Phase. Bow this card: Produce 2 Gold. Seat of Power SE 39 Holding Dynasty 3 F Legacy - Singular - Bow this card: Produce 2 Gold. Reaction: When an action would target one of your Unique Clan Champion or Daimyo Personalities: The action instead targets one of your legal Personalities with the same Clan alignment at his location. Secluded Village SE 40 Holding Dynasty 4 C Village - Bow this card: Produce 3 Gold. If you did not go first this game and are paying for a Personality, bow this card: Produce 4 Gold. Secluded Waystation SE 41 Holding Dynasty 2 C After this card produces Gold, once per turn: Put a Wealth token on it. Bow this card: Produce 2 Gold, plus 1 Gold for each Wealth token on this card. Shinomen Marsh SE 42 Holding Dynasty 2 F Swamp - Bow this card: Produce 2 Gold, or 3 Gold if you are a Spider Clan player. Shrine of the Sun SE 43 Holding Dynasty 2 UC Temple - Bow this card: Produce 2 Gold. Limited: Bow and destroy this card: Target an Event in a discard pile or in play owned by another player. End all its ongoing effects. Shuffle it into its owner’s deck. That player can resolve the Event an additional time this game. Shrine to Bishamon SE 44 Holding Dynasty 2 R Temple - Singular - Bow this card: Produce 2 Gold. Battle/Open: Bow one of your target Personalities at any location and this card: Give a target Personality +3F. Shrine to Fukurokujin SE 45 Holding Dynasty 2 R Temple - Singular - Bow this card: Produce 2 Gold. Limited: Bow this card and target one of your Personalities: Draw a card. Show it. If its Focus Value is greater than or equal to the Personality’s base Chi, discard it. Shrine to Osano-Wo SE 46 Holding Dynasty 2 R Temple - Bow this card: Produce 2 Gold. Reaction: After another player’s action destroys one of your Personalities, destroy this card: Target one of that player’s Personalities with a lower Gold cost than the destroyed Personality. That player may discard 3 cards. If he does not, destroy the target. Silver Mine SE 47 Holding Dynasty 2 F Mine - Bow this card: Produce 2 Gold, or 3 Gold if you are a Phoenix Clan player. Stables SE 48 Holding Dynasty 2 F Stables - Bow this card: Produce 2 Gold, or 3 Gold if you are a Unicorn Clan player. Supply Outpost SE 49 Holding Dynasty 3 UC Bow this card: Produce 2 Gold. If this pays for a Personality, you may attach a Follower, Item or Spell to him from your hand after he enters in play, reducing its Gold cost by 3 until it attaches. Supply Smugglers SE 50 Holding Dynasty 2 F Legacy - Bow this card: Produce 1 Gold, or produce 3 Gold if paying for a Holding. Temple of the Seekers SE 51 Holding Dynasty 3 F Temple - Legacy - Singular - Bow this card: Produce 2 Gold. Open: Target a Ring you control and destroy this card: Search your deck and discard pile for a Ring. Show it. Put it in your hand. Temple to Shinsei SE 53 Holding Dynasty 2 F Temple - Bow this card: Produce 2 Gold. Limited: Bow this card and one of your target Monk or Shugenja Personalities: Gain 2 Honor. Temples of Gisei Toshi SE 52 Holding Dynasty 2 R Temple - Unique - Bow this card: Produce 2 Gold. Limited: Bow this card: Name “Item”, “Follower” or “Spell”. Look at the top 4 cards of your Fate deck. You may show one of those cards, then put it in your hand, if it is of the type you named. Venerable Master SE 54 Holding Dynasty 2 R Retainer - Bow this card: Produce  2 Gold Open: Bow and destroy this card, and pay 2 Gold: Create a 3F/3C/3PH Samurai Personality with your Clan alignment. Yobanjin Fortress SE 55 Holding Dynasty 2 R Bow this card: Produce 2 Gold. Battle: Bow this card: Create a 1F/1C Yobanjin Personality in your army at the current battlefield. Remove him from the game after two more actions resolve or after the battled ends. Hida Daizu SE 56 Personality Dynasty Crab 4 4 - 8 1 C Crab Clan - Samurai. Once per game, after Daizu is destroyed: you may rehonor him and bring into play (in your home), waiving costs. Hida Daizu (Exp) SE 57 Personality Dynasty Crab 5 4 0 9 2 R Crab Clan - Samurai - Hero - Experienced - Unique. Reaction: Before another player’s action destroys a Crab Clan Personality at Daizu’s localization, give Daizu -2C permanently: Negate the destruction. Huda Genichi SE 58 Personality Dynasty Crab 4 3 - 8 1 C Crab Clan - Samurai - Berserker. Reaction: After a unit with lower total Force than Genichi’s Force assigns Genichi’s battlefield: Target and bow that unit. Hida Hiyao SE 59 Personality Dynasty Crab 5 3 0 8 2 UC Crab Clan - Samurai - Hero. Battle: Discard a Heroic Action card: Straighten one or two target Personalities. Hida Kaoru SE 60 Personality Dynasty Crab 4 2 0 6 2 C Crab Clan - Samurai - Hero. Hida Kuon (Exp 5) SE 61 Personality Dynasty Crab 12 5 - 15 3 F Crab Clan - Clan Champion - Samurai - Hero - Berserker - Experienced 5 - Unique - Loyal. Crab Clan Personalities at Koun’s location have a minimum Force and Chi of 2. Battle/Open: Even if Kuon is bowed: Straighten Kuon and another Crab Clan Personality at Kuon’s location. Hida Sozen (Exp) SE 62 Personality Dynasty Crab 5 4 0 9 2 R Crab Clan - Samurai - Hero - Experienced - Enlightened - Unique. Other player’s actions can not destroy Sozen. Hida Takuji SE 63 Personality Dynasty Crab 6 1 - 8 1 R Crab Clan - Berserker. Battle: If Takuji is opposed: Give him +6F. Destroy him after this battle ends. Hiruma Aki SE 64 Personality Dynasty Crab 5 3 - 7 1 UC Crab Clan - Samurai - Berserker. Hiruma Tama SE 65 Personality Dynasty Crab 2 2 0 5 2 C Crab Clan - Samurai - Scout. Recon Open: Bow Tama: Target a province. During battles at that province’s Battlefield this turn, after each time a Battle action from a card in play resolves, bow that card. Kaiu Hisayuki SE 66 Personality Dynasty Crab 3 2 - 6 1 UC Crab Clan - Samurai. Increase by 1 all Force bonuses Hisayuki receives from abilities on cards that are not in this unit. These increases last as long as the bonuses do. Kaiu Jurobei SE 67 Personality Dynasty Crab 4 3 5 6 2 C Crab Clan - Samurai. Jurobei has +3F while defending or while opposing a Shadowlands card. Battle: If Jurobei is opposed by any Personality with higher Force discard a card: Draw a card. Kaiu Sadao SE 68 Personality Dynasty Crab 3 2 0 7 2 F Crab Clan - Samurai - Scout - Siege. Reaction: After Sadao assigns: Raise or lower his Battlefield’s province’s strength by the number of units in his army. Asahina Beniha SE 69 Personality Dynasty Crane 1 4 6 7 3 UC Crane Clan - Air - Shugenja - Courtier. Political Open: Target another player’s personality. After the first time this turn he assigns to attack you or is destroyed, gain 3 Honor. Daidoji Akagi SE 70 Personality Dynasty Crane 1 3 0 5 2 C Crane Clan - Samurai - Scout. Battle: Bow Akagi: Ranged 2 Attack. Reaction: After you target a Ranged Attack action that Akagi performed, even if he is bowed, discard a card: Increased the Ranged Attack’s strength by the card’s Focus Value. Daidoji Eitoku SE 71 Personality Dynasty Crane 4 3 6 9 3 C Crane Clan - Samurai - Scout. While Eitoku is defending, enemy units cannot assign to or move to his battlefield after Infantry Maneuvers. Daidoji Nagiko SE 72 Personality Dynasty Crane 4 4 0 11 3 R Crane Clan - Samurai - Cavalry - Unique. Battle: Target an enemy unit. Move Nagiko to the current battlefield. Ranged 3Aattack that must target a (legal) card in the target unit. Doji Ayano SE 73 Personality Dynasty Crane 2 4 10 6 4 UC Crane Clan - Samurai - Courtier. Doji Domotai (Exp 3) SE 74 Personality Dynasty Crane 4 5 40 10 5 F Crane Clan - Clan Champion - Samurai - Duelist - Experienced 3 - Unique - Loyal. Your defending Crane Clan Personalities at Domotai’s location have a bonus equal to their Personal Honor. Battle: Domotai Challenges a target Personality opposing her. Destroy the duel’s loser. The winner gains 3 Honor. Doji Hakuseki SE 75 Personality Dynasty Crane 3 3 6 7 3 C Crane Clan - Samurai - Duelist - Magistrate. Limited: Target another player’s personality. His controller may choose to have you gain 3 Honor. If he does not choose this, the Personality can not use his abilities until your next turn begins. Doji Jotaro SE 76 Personality Dynasty Crane 2 4 8 8 3 C Crane Clan - Samurai - Courtier - Taisa - First Legion. Political Battle: Even if Jotaro is not at the current battlefield, bow him: Dishonor a target Human Personality attacking one of your provinces. Doji Jun'ai SE 77 Personality Dynasty Crane 2 4 5 9 3 R Crane Clan - Samurai - Courtier - Cavalry - Tactician - Experienced Keeper of Water - Keeper - Water - Enlightened - Unique. Elemental Battle: Move a target Personality and Jun’ai home. Until your next turn begins, neither unit may assign or move to attack. Doji Koin SE 78 Personality Dynasty Crane 2 3 4 7 2 UC Crane Clan - Courtier - Magistrate. Reaction: After a card’s effect (not a cost) bows another player’s personality, bow Koin: Target the personality. His controller chooses whether Koin dishonors him. If the target is now honorable, gain 2 Honor. Doji Seo SE 79 Personality Dynasty Crane 2 4 5 8 3 F Crane Clan - Samurai - Duelist. Challenges Seo issues while in an army can not be refused. Battle: If Seo is attacking a player with less Family Honor than you: Raise Seo’s Force by her Personal Honor. Doji Sesshu SE 80 Personality Dynasty Crane 3 4 4 8 2 R Crane Clan - Samurai. Sesshu has +2F and +2PH while your Family Honor is 21 or more. Kakita Hideo SE 81 Personality Dynasty Crane 1 3 0 4 3 C Crane Clan - Samurai - Duelist. Kitsuki Ryushi SE 82 Personality Dynasty Dragon 3 3 3 8 3 R Dragon Clan - Samurai - Magistrate. Reaction: After Ryushi enters play: Create a +1F/+1C Weapon item and attach it to one of your target Personalities. Political Open: Bow a target dishonorable Personality. Kitsuki Taiko SE 83 Personality Dynasty Dragon 3 4 10 6 4 UC Dragon Clan - Samurai - Magistrate. Mirumoto Chojiro SE 84 Personality Dynasty Dragon 3 4 0 7 2 C Dragon Clan - Samurai - Duelist. Reaction: After creating focus pools for a duel Chojiro is in: Switch a card from your focus pool with one from your hand. Mirumoto Ichizo SE 85 Personality Dynasty Dragon 2 3 5 5 3 C Dragon Clan - Samurai - Duelist. Mirumoto Mareshi (Exp) SE 86 Personality Dynasty Dragon 4 4 2 2 2 R Dragon Clan - Samurai - Naga - Hero - Cavalry - Unique - Experienced. Mareshi is Human. Battle: Bow one of your Rings or Discard a Ring from your hand: Straighten one of your target units. Move it home or to a battlefield with one or more enemy units. Mirumoto Taishuu SE 87 Personality Dynasty Dragon 3 4 - 7 1 C Dragon Clan - Samurai - Courtier - Shadowlands - Ambassador to the Lost. While Taishuu is in play, you do not have a maximum hand size. Tamori Konoye SE 88 Personality Dynasty Dragon 2 3 2 6 2 F Dragon Clan - Void Shugenja. Limited: Look at the top 5 cards of your Fate deck. If one of them is a Ring, you may bow Konoye. If she bows, show the Ring, then put it in your hand. Togashi Ieshige SE 89 Personality Dynasty Dragon 4 4 - 8 1 R Dragon Clan - Samurai - Experienced Akodo Ieshige - Unique. Before the controller of a unit opposing Ieshige at the current battlefield resolves effects of an action: Ieshige gains +1F. Battle: Once per Battle: Destroy a target card opposing Ieshige with a Gold Cost of 7 or less and no attached cards. Togashi Jomei SE 90 Personality Dynasty Dragon 3 2 0 7 2 C Dragon Clan - Monk. If you have resolved a Kiho action this turn that Jomei performed, he can assign even if bowed, has +2F while bowed, and adds his Force to his unit’s Force even if bowed. Togashi Kazuki SE 91 Personality Dynasty Dragon 4 4 0 8 2 UC Dragon Clan - Monk - Samurai. Kazuki has +1F for each Ring you control. Open: Target another of your Personalities. Set his Force to Kazuki’s Force or his Chi to Kazuki’s Chi. Togashi Masujiro SE 92 Personality Dynasty Dragon 4 3 3 8 4 UC Dragon Clan - Monk - Disciple - Air. Reaction: After one of your Rings bows: Gain 2 Honor. Togashi Miyoko SE 93 Personality Dynasty Dragon 1 2 - 4 3 C Dragon Clan - Monk - Defender of the Temples. If there is a Temple in play, Miyoko has +3F and can not assign to attack. Togashi Satsu (Exp 4) SE 94 Personality Dynasty Dragon 6 6 8 13 4 F Dragon Clan - Clan Champion - Samurai - Monk - Shugenja - Cavalry - Duelist - Dragon - Experienced 4 - Unique - Loyal. Your Dragon Clan Personalities at Satsu’s location have a Force bonus equal to the number of Rings you control. Limited: Once per Game, even if Satsu is dead: Search your Fate deck, hand or discard pile for a Ring. Sow it. Put it into play or into your hand. Akodo Seiichi SE 95 Personality Dynasty Lion 2 3 10 6 3 UC Lion Clan - Samurai - Tactician. Tactical Battle: Bow Seiichi: Bow each unit opposing him with lower total force than Seiichi’s Force. Akodo Shunori SE 96 Personality Dynasty Lion 2 2 6 5 2 C Lion Clan - Samurai - Tactician. Akodo Terumoto SE 97 Personality Dynasty Lion 4 3 6 8 3 R Lion Clan - Samurai - Tactician. Tactical Battle: Bow a target card opposing Terumoto. Ikoma Akiyama SE 98 Personality Dynasty Lion 3 3 3 6 3 C Lion Clan - Samurai - Historian - Poet. While attacking, Akiyama has +1F for each Honorably Dead personality you own. Ikoma Yasuko (Exp) SE 99 Personality Dynasty Lion 2 3 0 5 1 R Lion Clan - Courtier - Experienced Shosuro Yasuko - Unique. Battle: Even if Yasuko is home: Target a Personality not at the current battlefield. Move him there. If you do not control him, straighten him. Political Reaction: Before another Lion Clan Personality is destroyed, destroy Yasuko: Negate the Personality’s destruction. Kitsu Katsuko SE 100 Personality Dynasty Lion 2 2 5 6 3 UC Lion Clan - Shugenja - Daimyo. Battle/Open: Target a Lion Clan Personality in a discard pile and one of your Samurai. The Lion becomes honorably dead. The Samurai either gains the Tactician trait or +3F. Matsu Aoiko (Exp) SE 101 Personality Dynasty Lion 4 3 6 7 3 R Lion Clan - Samurai - Experienced - Unique. Battle: Destroy a target Personality opposing Aoiko with less Chi than the number of Lion Clan Samurai in her army. Battle: Once per battle: Move one of  your target Lion Clan Samurai Aoiko’s battlefield. Matsu Benika SE 102 Personality Dynasty Lion 3 3 7 6 3 C Lion Clan - Samurai - Beastmaster. Matsu Benika has +1F for each Nonhuman card at her battlefield. Limited: Pay 2 Gold: Target one or two of your Personalities. Create and attach a 1F Nonhuman, Cat Follower to each one. Matsu Bunka SE 103 Personality Dynasty Lion 2 2 3 5 3 F Lion Clan - Samurai. Reaction: Before resolution of a battle Bunka is in, if you are the Attacker and Bunka is opposed: Gain 3 Honor. Matsu Robun SE 104 Personality Dynasty Lion 2 2 4 6 2 C Lion Clan - Samurai - Tactician. Battle: Destroy a target attachment opposing Robun. Matsu Takeko SE 105 Personality Dynasty Lion 2 3 6 5 3 C Lion Clan - Samurai - Hero. Matsu Yoshino (Exp 2) SE 106 Personality Dynasty Lion 4 4 12 10 5 F Lion Clan - Clan Champion - Samurai - Tactician - Hero - Experienced 2 - Unique - Loyal. Your Lion Clan attacking personalities at Yoshino’s location have a force bonus equal to their personal honor. Tactical Battle: Destroy a target personality without attachment. You may then target and destroy an attachment. Matsu Yufu SE 107 Personality Dynasty Lion 2 3 6 6 4 UC Lion Clan - Samurai - Tactician. Open: Give one of your target Samurai Personality the Tactician keyword. Moshi Amika SE 108 Personality Dynasty Mantis 1 3 - 6 1 C Mantis Clan - Shugenja - Daimyo. Battle: Bow Amika: Ranged 4 Attack. Moshi Euiko SE 109 Personality Dynasty Mantis 3 4 0 7 2 C Mantis Clan - Water - Shugenja - Naval. While Euiko has a spell attached, she has the Fire keyword. Reaction: Before targeting a Ranged Attack from one of your actions: Increase its strength by 1. Tsuruchi Kansuke SE 110 Personality Dynasty Mantis 3 3 - 6 2 C Mantis Clan - Samurai - Scout. Battle: Bow Kansuke: Ranged 3 Attack. If Kansuke or his target is dishonorable, the Attack has +2 strength and you can compare it to the target’s base rather than current Force. Tsuruchi Kaya SE 111 Personality Dynasty Mantis 3 3 0 7 2 UC Mantis Clan - Samurai - Imperial - Magistrate. Battle: Bow Kaya unless he opposes a dishonorable Personality or your Family Honor is greater than its starting value: Ranged 4 Attack. Tsuruchi Mitsuzuka SE 112 Personality Dynasty Mantis 3 3 - 7 1 C Mantis Clan - Samurai. Battle: Bow Mitsuzuka: Ranged 4 Attack. If this did not destroy its target, you may take an additional Battle action. Tsuruchi Mochisa SE 113 Personality Dynasty Mantis 3 4 0 7 2 F Mantis Clan - Samurai - Magistrate. Battle: Ranged 3 Attack that can target a dishonorable Personality ignoring its Followers. This Ranged Attack has +1 strength  if the target is a Personality with 0 Personal Honor. Tsuruchi Nobumoto (Exp) SE 114 Personality Dynasty Mantis 2 4 0 7 2 R Mantis Clan - Samurai - Naval - Experienced - Daimyo - Unique. Open: Give Nobumoto the Cavalry keyword. Remove the Naval keyword from him. Battle: Bow Nobumoto: Ranged 4 Attack. You may move this unit home. Tsuruchi Okame (Exp) SE 115 Personality Dynasty Mantis 3 4 3 9 2 R Mantis Clan - Samurai - Magistrate - Naval - Experienced - Unique. Battle: Any number of times per turn, pay 2 Gold: Give Okame +1F. Battle: Bow Okame unless your Family Honor is greater than its starting value: Ranged Attack with strength equal to his Force. Yoritomo Eriko SE 116 Personality Dynasty Mantis 4 3 4 5 2 UC Mantis Clan - Samurai - Naval - Magistrate. Yoritomo Naizen (Exp 2) SE 117 Personality Dynasty Mantis 7 5 0 11 3 F Mantis Clan - Clan Champion - Samurai - Naval - Experienced 2 - Unique - Loyal. After one of your Mantis Clan Personalities in Naizen’s army bows to pay a cost, if that Personality has not straightened this battle: Straighten him. Battle: Even if Naizen is bowed: Move a target Personality to the current battlefield if there are any units in the enemy army there. If this moved Naizen, straighten him. Yoritomo Okitsugu SE 118 Personality Dynasty Mantis 3 3 0 11 1 UC Mantis Clan - Samurai - Scout. Battle: Once per battle: Ranged 3 Attack. Recon Limited: Target a Province. Your Followers whose units assign to its battlefield have the ability, “Battle: Bow this card: Ranged 3 Attack.” while they are there. Yoritomo Saburo SE 119 Personality Dynasty Mantis 3 2 - 5 1 C Mantis Clan - Samurai - Scout - Naval. Yoritomo Tadame SE 120 Personality Dynasty Mantis 5 3 0 8 2 R Mantis Clan - Samurai - Naval. Reaction: When paying a Gold cost during the Combat Segment: Produce 3 Gold. Asako Meisuru SE 121 Personality Dynasty Phoenix 3 4 0 7 3 C Phoenix Clan - Water - Shugenja. Battle: Target a number of cards in Meisuru’s army up to her Chi. Straighten them. Asako Takakazu (Exp) SE 122 Personality Dynasty Phoenix 2 4 - 7 3 R Phoenix Clan - Water - Shugenja. Battle: Target a number of cards in Meisuru’s army up to her Chi. Straighten them. Isawa Eitoku SE 123 Personality Dynasty Phoenix 4 3 2 8 2 UC Phoenix Clan - Earth - Shugenja - Avalanche Guard. While Eitoku has a Spell, he may assign even if bowed, and adds his Force to his unit’s Force even if bowed. Reaction: Even if Eitoku is bowed, if he is in an army, when paying the costs of an action on a Spell: You may bow the Spell instead to pay the cost of bowing Eitoku. Isawa Kyoko SE 124 Personality Dynasty Phoenix 1 2 10 4 3 C Phoenix Clan - Shugenja - Air. Isawa Ochiai (Exp) SE 125 Personality Dynasty Phoenix 4 5 6 9 4 F Phoenix Clan - Elemental Master - Shugenja - Fire - Duelist - Experienced - Unique - Loyal. Fire Shugenja at Ochiai’s location need not bow as a cost of Fire actions they perform. Open: Target another player’s Personality. After the first time he assigns to attack this turn, Ochiai challenges him. The loser bows and can not straighten until after his controller’s next Straighten Phase. Isawa Oharu SE 126 Personality Dynasty Phoenix 1 2 4 6 1 C Phoenix Clan - Shugenja - Air. Reaction: After an action from one of Oharu’s Spells resolves, even if she is bowed: Straighten her. Give her a -1C exhaustion token. Isawa Takesi SE 127 Personality Dynasty Phoenix 2 2 0 5 1 UC Phoenix Clan - Shugenja - Fire. Isawa Umeko SE 128 Personality Dynasty Phoenix 1 3 5 5 2 F Phoenix Clan - Air - Shugenja. Battle: Bow Umeko: Ranged Attack with strength equal to her Person Honor. Shiba Arihiro SE 129 Personality Dynasty Phoenix 3 3 4 7 3 UC Phoenix Clan - Samurai. Reaction: Before you destroy one of your Shugenja as a cost: You pay the cost by destroying Arihiro instead. Reaction: After a Shugenja bows, if Arihiro is honorably dead: Straighten the Shugenja. Shiba Fugimori SE 130 Personality Dynasty Phoenix 4 3 4 8 2 R Phoenix Clan - Samurai. Battle: Target a Shugenja in Fugimori’s army and a card opposing Fugimori with no unbowed cards attached. Raise the Shugenja’s Force by the opposing card’s Force. Bow the opposing card. Shiba Ikku SE 131 Personality Dynasty Phoenix 2 3 6 7 3 C Phoenix Clan - Samurai - Yojimbo - Duelist. Reaction: Before Focus Effects resolve in a duel Ikku is in: Switch one of your focused cards with a Spell from your hand. Shiba Miiko SE 132 Personality Dynasty Phoenix 2 3 5 7 3 C Phoenix Clan - Samurai - Yojimbo. Shiba Ningen (Exp 2) SE 133 Personality Dynasty Phoenix 3 4 4 8 4 R Phoenix Clan - Elemental Master - Shugenja - Void - Experienced 2 - Unique. Limited: Target another player. Name a card. That player chooses 2 cards at random from your hand. Show them. If either is the named card, create three 2F/2C/2PH Phoenix Clan Samurai Personalities. Remove them from the game after your next turn begins. Bayushi Eisaku SE 134 Personality Dynasty Scorpion 2 2 - 4 1 C Scorpion Clan - Samurai - Hero - Bitter Lies Swordsman. Bayushi Hisato SE 135 Personality Dynasty Scorpion 3 3 0 7 2 C Scorpion Clan - Samurai. Hisato can not attach Items, except Armor and Weapons. Battle: If Hisato is at a battlefield and has only one Follower or no Followers: Move him to another battlefield. Bayushi Hisoka SE 136 Personality Dynasty Scorpion 0 2 - 5 1 R Scorpion Clan - Courtier - Unique. After Hisoka enters play: Target a card. While Hisoka remains in play, after each time that card bows, its controller loses 2 Honor. Bayushi Iyona SE 137 Personality Dynasty Scorpion 3 3 - 7 1 F Scorpion Clan - Samurai. Iyona has +1F for each other Samurai or Ninja in her army. Battle: Bow a target card opposing Iyona that is dishonorable or has no attachments. Bayushi Kurumi SE 138 Personality Dynasty Scorpion 0 3 0 4 2 C Scorpion Clan - Courtier. Political Battle: Even if Kurumi is not at the current battlefield, bow her: Target a Personality. His controller may dishonor him. If he did not become dishonorable (or was already dishonorable) give him -3F. Bayushi Muhito SE 139 Personality Dynasty Scorpion 3 4 - 7 1 UC Scorpion Clan - Samurai - Ninja. Reaction: After an action resolves that moved Muhito to or from a battlefield: Take an additional Battle action. Bayushi Nomen SE 140 Personality Dynasty Scorpion 3 4 5 5 2 UC Scorpion Clan - Samurai - Courtier. Actions performed by Personalities who were dishonorable when the action was announced can not target Nomen or Personalities in Nomen’s army. Bayushi Paneki (Exp 4) SE 141 Personality Dynasty Scorpion 7 5 - 11 3 F Scorpion Clan - Clan Champion - Samurai - Tactician - Hero - Experienced 4 - Unique - Loyal. After another player’s action resolves that targeted one or more Personalities at Paneki’s location: The player loses 1 Honor. Battle: Target a Personality: If he is a Courtier, he may be at any location. Destroy him if he is Dishonorable. Dishonor him. Bayushi Saya SE 142 Personality Dynasty Scorpion 2 3 - 7 1 C Scorpion Clan - Samurai - Courtier. Political Open: Target a Personality. After the next time this turn his controller assigns him or an action resolves that he performed, his controller loses Honor equal to his Personal Honor, then he is Dishonored. Bayushi Tsimaru (Exp) SE 143 Personality Dynasty Scorpion 6 4 - 10 1 R Scorpion Clan - Samurai - Experienced - Unique. Other players can not target Tsimaru with Political actions. Reaction: Twice per turn, before a unit moves: Negate the movement. Shosuro Adeiko SE 144 Personality Dynasty Scorpion 3 4 - 7 1 UC Scorpion Clan - Samurai - Magistrate. Adeiko has +2F while opposing a Personality with lower Personal Honor. Reaction: After the effects resolve of a battle resolution, action, or trait that destroyed Adeiko or one of your other Personalities: Give a target Personality a –3F/–1C token, and an additional –1C token if he is dishonorable. Shosuro Uyeda SE 145 Personality Dynasty Scorpion 1 2 - 5 1 C Scorpion Clan - Courtier. Political Limited: Bow Uyeda: Target a dishonorable Personality. His controller loses 2 Honor. Yogo Rieko SE 146 Personality Dynasty Scorpion 4 2 - 7 1 R Scorpion Clan - Air - Shugenja - Ninja - Kuroiban. Battle: Even if Reiko is bowed or not at the current battlefield, pay 2 Gold: Straighten a Personality. Chuda Hiroe SE 147 Personality Dynasty Spider 3 4 - 6 1 C Spider Clan - Shugenja - Shadowlands - Supai. Lose 4 Honor. Chuda Ikumi SE 148 Personality Dynasty Spider 3 4 - 7 0 C Spider Clan - Shugenja - Shadowlands. Lose 4 Honor. Battle: Any number of times per turn, destroy one of your cards in this army: Ranged Attack whose strength equals the card’s Force before it was destroyed, and which you may compare against a Personality’s Chi instead of Force. Chuda Kyuwa SE 149 Personality Dynasty Spider 4 4 - 7 0 R Spider Clan - Shugenja - Shadowlands. Lose 5 Honor. Fear Battle: Bow all Personalities and Followers with Force of 3 or less in a target enemy unit. Chuda Rintaro SE 150 Personality Dynasty Spider 3 3 - 7 0 UC Spider Clan - Shugenja - Shadowlands. Open: Target another player’s Personality. After each time he assigns this turn, he suffers –2F/–1C and gains the Shadowlands keyword (until the end of the turn). Daigotsu (Exp 2) SE 151 Personality Dynasty Spider 7 6 - 12 1 F Spider Clan - Clan Champion - Shugenja - Duelist - Shadowlands - Experienced 2 - Unique - Loyal. Lose 20 Honor. Personalities opposing Daigotsu have a Force penalty equal to their Personal Honor. Battle/Open: Even if Daigotsu is bowed: Straighten a target Shadowlands Personality and bow or straighten a target Shadowlands card. Daigotsu Gyoken SE 152 Personality Dynasty Spider 4 3 - 6 1 C Spider Clan - Samurai - Shadowlands. Lose 5 Honor. Daigotsu Kaikou SE 153 Personality Dynasty Spider 5 2 - 7 0 UC Spider Clan - Samurai - Shadowlands. Lose 3 Honor. Battle: Target an attachment opposing Kaikou. Transfer it to Kaikou or destroy it. Daigotsu Masami SE 154 Personality Dynasty Spider 3 2 - 7 0 F Spider Clan - Samurai - Shadowlands. Lose 4 Honor. After the first time each turn Masami leaves play, he permanently gains +1F. Limited: If Masami is dead: Discard a card in one of your provinces, refilling it face up with Masami. Daigotsu Meguro SE 155 Personality Dynasty Spider 3 2 - 5 0 C Spider Clan - Samurai - Shadowlands. Lose 5 Honor. Battle: Bow Meguro: Ranged 2 Attack. Battle: Bow Meguro: Give a target Personality opposing Meguro a –2F token. Katsu (Exp) SE 156 Personality Dynasty Spider 4 5 - 8 0 R Spider Clan - Shugenja - Khadi - Experienced - Unique. Lose 6 Honor. Katsu can not be controlled by players other than his owner. Limited: If Katsu is dead, bow your Stronghold: Bring him into play, waiving costs. Michio SE 157 Personality Dynasty Spider 4 3 - 8 0 C Spider Clan - Monk. Reaction: After a Kiho action resolves, even if Michio is bowed: Bow or straighten a target Personality who performed it. Muketsu (Exp) SE 158 Personality Dynasty Spider 7 4 - 8 0 R Spider Clan - Monk - Shadowlands - Experienced - Unique. Lose 5 Honor. Reaction: Even if Muketsu is bowed, after a Ring bows: Give a target Personality a –2C token. Roshungi SE 159 Personality Dynasty Spider 3 3 - 6 0 UC Spider Clan - Monk - Shadowlands. Lose 3 Honor. Open: Bow Roshungi: A target Ring loses all abilities (until this turn ends). Iuchi Umeka SE 160 Personality Dynasty Unicorn 3 3 0 8 2 C Unicorn Clan - Shugenja - Cavalry. Reaction: When paying the cost of an action on a Spell, even if Umeka is bowed, bow one of your Samurai in her army: This pays the cost of bowing Umeka. After the action’s effects resolve, you may take an additional Battle action that is not on a Spell. Moto Akikazu SE 161 Personality Dynasty Unicorn 3 4 - 8 0 C Unicorn Clan - Shugenja - Cavalry. Akikazu has a Force bonus equal to the highest number of dead Personalities in any one discard pile. Limited: Target a discarded Personality in another player’s discard pile. He becomes Honorable Dead. Moto Chagatai (Exp 5) SE 162 Personality Dynasty Unicorn 9 5 - 15 2 F Unicorn Clan - Clan Champion - Samurai - Tactician - Cavalry - The Khan - Experienced 5 - Unique - Loyal. Before the first time each phase another player’s effect bows a Unicorn Clan Personality at Chagatai’s location: Negate the bowing. Battle: Target one or two Personalities opposing Chagatai. The enemy leader may move one or both home. If one or both still oppose Chagatai, enemy leader must choose one target (even at home), who is destroyed. Moto Suren SE 163 Personality Dynasty Unicorn 4 2 - 9 1 UC Unicorn Clan - Cavalry. Battle: If Suren is opposed: Target a Personality at any battlefield. Bow him or destroy one of his attachments. Moto Taban SE 164 Personality Dynasty Unicorn 3 3 0 7 2 UC Unicorn Clan - Samurai - Cavalry - Scout. Shinjo Kadonomaro SE 165 Personality Dynasty Unicorn 4 2 - 8 1 UC Unicorn Clan - Samurai - Cavalry. Battle: If Kadonomaro is face-up in one of your provinces and any units are in the current enemy army: Bring him into play at the current battlefield, waiving his costs if you are the defender. Battle: Straighten a target Region. Shinjo Meikoku SE 166 Personality Dynasty Unicorn 3 3 2 8 2 C Unicorn Clan - Samurai - Cavalry. Meikoku has Tactician while opposed by an Infantry Personality. Shinjo Xushen (Exo) SE 167 Personality Dynasty Unicorn 4 4 0 8 2 R Unicorn Clan - Samurai - Cavalry - Experienced - Unique. Reduce the strength of all Ranged Attacks targeting cards in Xushen’s army by 1, or by 2 if Xushen assigned during Infantry Maneuvers. Battle: Ranged 4 Attack. Utaku Genshi SE 168 Personality Dynasty Unicorn 4 3 4 8 3 R Unicorn Clan - Samurai - Cavalry - Battle Maiden. Reaction: After an Attack Phase ends in which another player destroyed any of your provinces, even if Genshi is bowed: Straighten her. Declare an additional Attack Phase. No unit other than her unit can assign or move to attack that phase. Utaku Kohana SE 169 Personality Dynasty Unicorn 2 3 7 3 3 C Unicorn Clan - Samurai - Cavalry - Battle Maiden. Utaku Tama SE 170 Personality Dynasty Unicorn 3 3 2 8 3 F Unicorn Clan - Battle Maiden - Samurai - Cavalry. Tama has +2F for each of your provinces that has been destroyed this game. Utaku Tayoi SE 171 Personality Dynasty Unicorn 2 3 3 6 3 C Unicorn Clan - Samurai - Battle Maiden - Cavalry. Battle: If Tayoi is at a battlefield: Move her to another battlefield. Gain 1 Honor if Tayoi is attacking, or 2 Honor if she is now opposed. Utaku Yu-Pan (Exp) SE 172 Personality Dynasty Unicorn 4 4 4 8 4 R Unicorn Clan - Samurai - Battle Maiden - Cavalry - Experienced - Unique. Your Battle Maidens have +1F while attacking. Battle: Any number of times per turn, bow a target Personality with 3 or more Personal Honor in Yu-Pan’s army: Target a unit opposing Yu-Pan. Move it to an adjacent province, or home if there is no adjacent province. Akuma no Oni (Exp 2) SE 173 Personality Dynasty Shadowlands 20 5 - 14 0 R Oni - Overlord - Shadowlands - Nonhuman - Experienced 2 - Unique - Lose 15 Honor. During the Action Phase, Akuma cannot bow or be targeted. After Akuma enters play: Destroy your rightmost province. Once per game, after an attacking army that contains Akuma destroys a province: Destroy another of the Defender’s Provinces. Boshanai SE 174 Personality Dynasty Shadowlands 2 1 - 3 0 UC Shadowlands - Goblin - Nonhuman - Lose 4 Honor. After an End Phase begins, if this card was destroyed this turn by a battle resolution or for losing a duel: You may bring it into play from your discard pile, waiving costs. Kobushi SE 175 Personality Dynasty Shadowlands 4 1 - 5 0 UC Shadowlands - Goblin - Commander - Nonhuman - Lose 4 Honor. Battle: Destroy one of your target Goblins in Kobushi’s army: Ranged 5 Attack. Kyoso no Oni SE 176 Personality Dynasty Shadowlands 5 5 - 5 0 UC Oni - Nonhuman - Shadowlands - Lose 3 Honor. Can not attach Followers or Items. After Kyoso no Oni enters play: Destroy one of your Holdings. Battle: Bow Kyoso: Ranged 7 Attack. Kyoso no Oni (Exp 3) SE 177 Personality Dynasty Shadowlands 13 6 - 13 0 R Oni - Nonhuman - Shadowlands - Enlightened - Experienced 3 - Unique - Lose 8 Honor. After the first time each game Kyoso no Oni enters play: Destroy a Personality you control; if this destroyed him, you may target and destroy another Personality with an equal or lower Gold Cost than his. Limited: Target a Ring and a Shadowlands Personality. Destroy both targets. Omoni (Exp 2) SE 178 Personality Dynasty Shadowlands 5 3 - 7 0 R Goblin - Sculptor of Flesh - Nonhuman - Shadowlands - Experienced 2 - Unique - Lose 5 Honor. Fear Battle: Bow all Followers with Force of 4 or less in a target enemy unit. Battle/Open: Destroy one of your Goblin Personalities: Bring a target Goblin Personality from your discard pile into play at Omoni’s location, waiving its Gold Cost. Pekkle no Oni SE 179 Personality Dynasty Shadowlands 0 1 - 3 3 UC Oni - Nonhuman - Shadowlands - Supai. After the first time each turn Pekkle enters play: Gain 3 Honor. After Pekkle is destroyed: Lose 10 Honor. Political Limited: Bow Pekkle: Gain 1 Honor. Pokku SE 180 Personality Dynasty Shadowlands 4 2 - 5 0 UC Shadowlands - Goblin - Nonhuman - Scout. Lose 3 Honor. Skub SE 181 Personality Dynasty Shadowlands 5 1 - 6 0 UC Goblin - Shadowlands - Nonhuman - Lose 4 Honor. Tsuburu no Oni SE 182 Personality Dynasty Shadowlands 2 2 - 4 0 UC Oni - Nonhuman - Shadowlands - Cavalry. Lose 5 Honor. Destroy one of your Personalities as an additional cost of bringing Tsuburu into play. Can not attach Followers or Armor. after a battle’s Combat Segment ends, if Tsuburu is at its battlefield and there are no defending units there: Give Tsuburu +6F. Wareta no Oni SE 183 Personality Dynasty Shadowlands 12 4 - 8 0 R Shadowlands - Oni - Nonhuman - Lose 6 Honor. Wareta has a Force penalty equal to the number of cards in your hand. Kiyomi SE 184 Personality Dynasty Unaligned 2 2 - 4 1 UC Imperial - Courtier. Political Reaction: After any player takes the Imperial Favor, bow Kiyomi: Gain 1 honor. Kodomo SE 185 Personality Dynasty Unaligned 1 3 - 3 2 UC Ronin - Scout. When Kodomo performs a Recon action, once per turn: You may waive any cost of bowing her. Obsidian Dragon SE 186 Personality Dynasty Unaligned 6 4 - 10 0 R Nonhuman - Dragon - Shugenja - Cavalry - Unique. Can not attach Items or Followers. Non-Unique Personalities have a Force and Chi penalty equal to their own Personal Honor while they oppose Obsidian Dragon; this will not reduce Chi below 1. Stone Breaker SE 187 Personality Dynasty Unaligned 6 0 - 6 1 R Nonhuman - Siege - Unique. Can not attach Items. Can not challenge or be challenged. Is not destroyed for having 0 Chi. Has -6F while it has no unbowed Followers. Battle: If Stone Breaker is bowed, bow a Follower in its unit: Straighten the Stone Breaker. Beiden Pass SE 188 Region Dynasty UC Mountain - Unique - Units can not move to or from this province’s battlefield. City of the Rich Frog SE 189 Region Dynasty R Unique - City - Imperial - Battle: Once per battle, if your Family Honor is 5 or more points greater than its starting value: Give one of your target Personalities (at the current battlefield) +4F. Farmlands SE 190 Region Dynasty C Farm - Singular - Limited: Pay 2 gold: create a 1F Follower and attach it to one of your target Personalities. Ruins of Otosan Uchi SE 191 Region Dynasty R Unique - This province has +2F Strength Limited: Bow your Stronghold and destroy this card: Destroy a target Region. Seikitsu Mountains SE 192 Region Dynasty UC Mountain - Singular - Battle: Bow this card: Move home one or more of your target Personalities. Shinsei's Last Hope SE 193 Region Dynasty UC Unique - Reaction: Before you attach a Follower: Reduce its Honor Requirement to 1. Reaction: When paying for a follower or for an action that creates one, bow this card: Reduce the follower or action’s gold cost by 2 until the follower attaches; this can not lower costs below 1. Sorrows Path SE 194 Region Dynasty UC Singular - Before a battle at this province resolves: The Attacker targets one unit, or three cards, in the attacking army. Destroy the targets. Three Man Alliance Plain SE 195 Region Dynasty C Plains - Singular - Reaction: After one of your personalities enter play, bow this card: Target him. Attach a card to him from your hand (paying all costs). If he attached the card, draw a card. Togashi's Shrine SE 196 Region Dynasty R Temple - Unique - This province does not hold Dynasty card (do not refill it). Limited: Bow Togashi’s Shrine and discard a card: Search your deck and discard pile for a ring. Show it. Put it in your hand. Utaku Meadows SE 197 Region Dynasty C Plains - Singular - Limited: Pay 3 gold: Create a 1F Cavalry Follower and attach it to one of your target Personalities. A Test of Courage SE 198 Action Fate 0 2 C Reaction: Before an action moves one of your target Personalities home from a battlefield: Negate the movement. You can not target the Personality with actions or bow him to pay action costs (until the turn ends). Ambush SE 199 Action Fate 0 2 R Limited: Target one of your unbowed Personalities: Create a battlefield (not at any province). Assign your Personality to attack there. Assign another player’s target Personality to defend there, even if bowed. No other units may move there. Fight a battle there. After it ends, lose 5 Honor. Ancestral Ground SE 200 Action Fate 0 1 F Terrain Battle: After each time another player’s action moves home, bows, or destroys one of your opposed Personalities at this battlefield: Reduce the province’s strength by his unit’s total Force before the effect was applied and gain 2 Honor. Arrival of the Emerald Champion SE 201 Action Fate 0 4 R Political Battle: If you are the Defender or are attacking a player with a Family Honor below zero, even if you control no units at the current battlefield, discard the Imperial Favor: Create a 5F/6C/3PH Samurai, Duelist Personality in your side there. Remove him from the game after the battle ends. Arrival of the Obsidian Champion SE 202 Action Fate 0 3 R Open: Lose 3 Honor. Dishonor one of your target Personalities with a Gold Cost of 9 or greater. Permanently set his Force to 10 and his Chi to 2. Permanently give him Shadowlands and the ability, “Fear Battle: Bow each Follower with 4 or less Force in a target unit. Arrows from the Woods SE 203 Action Fate 0 3 C Battle: Ranged 2 Attack. Reaction: After you target another player’s card with a Ranged Attack: Increase that Ranged Attack’s strength by 2. Banish All Shadows SE 204 Action Fate 0 3 R Kiho Limited: Bow one of your target Shugenja or Monks: Look at the top four cards of your Fate deck. Put one in your hand. Shuffle the deck. Battlefield of Shallow Graves SE 205 Action Fate 0 1 C Terrain Battle: Double each of the enemy leader’s Honor gains until the battle ends; destroying this Terrain does not end this effect. Before this battle’s resolution, reduce the Force of each Personality in the enemy army to half his Force at that time, rounded up. Block Supply Lines SE 206 Action Fate 0 3 C Battle: move Home a target attacking unit home. If it moved, bow it. Border Skirmish SE 207 Action Fate 0 2 UC Recon Limited: Target one of your Scouts, and bow him if he is not Lion Clan: Target another player’s province. After the next time this game you destroy one or more units there by winning a battle, draw 2 cards and gain 3 Honor. Brand of Fire and Thunder SE 208 Action Fate 0 2 C Kiho Fire Limited: Bow one of your target Monks: Draw a card. Kiho Fire Reaction: When a Political action would target one of your Personalities, bow one of your target Monks: You choose the target instead. Kiho Fire Reaction: Before an Event resolves, bow one of your target Monks: Negate that Event’s effects. Its owner may draw a card. Brash Hero SE 209 Action Fate 0 1 C Open: If its not your turn: Target one of the active player’s Samurai Personalities with a Chi of 2 or less. The target’s controller must assign him during any Attack Phases this turn if he can legally do so. Brilliant Victory SE 210 Action Fate 0 2 C Reaction: After you destroy one or more provinces or units by winning a battle: Gain 3 Honor. Burn it Down SE 211 Action Fate 0 4 UC Reaction: After you announce an action with a Ranged Attack effect: One of the Ranged Attacks may target this battlefield’s province instead of an enemy card. If it does, reduce the province’s Strength by the Ranged Attack’s strength when it resolves. Circle of Steel SE 212 Action Fate 0 1 F Terrain Battle: Your Personalities at this battlefield have +1F/+1C while they have an attachment. After this battle resolves, until your next turn ends, your Personalities who were at this battlefield during resolution can not be targeted by other players’ actions while they have an attachment and are not in an army. Cleansing Spirit SE 213 Action Fate 0 4 UC Kiho Battle: Target one of your unbowed Shugenja or Monks: Attach a target discarded Item or Follower you own to one of your target Personalities, reducing its Gold Cost by the Personality’s Force until it attaches. Combined Efforts SE 214 Action Fate 0 3 F Reaction: After engaging, if your current army contains any allying units: Target one or two units in your army. The targets, and all allying units in your army, do not bow from this battle’s resolution. Compassion SE 215 Action Fate 0 2 UC Bushido Virtue Battle/Open: Bow one of your target honorable Samurai Personalities: Straighten another target Personality and give him +3F if he is opposed. Concealed Archers SE 216 Action Fate 0 3 UC Battle: You may take an additional action to use a Battle ability with a Ranged Attack effect on one of your target cards in an unit not in the current battlefield. Add one to the strength of each of the ability’s Ranged Attacks if the unit’s Personality is Naga. Lose 2 honor. Concealed Ground SE 217 Action Fate 0 1 C Terrain Battle: Each player has the ability, “Battle: Any number of times per turn, bow one or more of your target cards, in one unit, which have equal or greater total Force than the enemy target: Destroy a target enemy Follower, or Personality without Followers.” Control SE 218 Action Fate 3 2 R Dark Virtue Open: Target one of your unbowed Samurai: Target a Personality. He can not straighten while your Samurai remains unbowed and in play. Control the Field SE 219 Action Fate 0 3 C Battle: Target one of your Personalities at the current battlefield with Tactician, Scout, or 3 or more Chi: Destroy a target Terrain. You may take an additional Battle action to play a Terrain from your hand. Cornering Maneuver SE 220 Action Fate 0 1 UC Battle: If no Terrain is in play: Target an enemy Personality with lower base Force than each of your Personalities at the current battlefield. Search your Fate deck for a Terrain. Show it. You may take an additional Battle action to play it; if you do not, discard it. Countermove SE 221 Action Fate 0 2 R Tactical Battle: Target one of your Tacticians who is not at the current battlefield: Target one of the enemy leader’s Personalities who is not at the current battlefield. Move both targets to the current battlefield. Straighten their units. Courage SE 222 Action Fate 0 4 UC Bushido Virtue Battle: Until this battle ends,  other players’ card effects can not move home your honorable Samurai. Bushido Virtue Battle: Until this battle ends other players’ card effects can not bow cards in units led by your honorable Samurai. Courtesy SE 223 Action Fate 0 2 UC Bushido Virtue Battle: Target one of your unbowed honorable Samurai: you control: Move him, and a target Personality opposing him, home. Each Personality’s controller gains Honor equal to the Personal Honor of the other Personality. Crippling Cut SE 224 Action Fate 0 4 UC Focus Effect: A Personality who wins this duel can not perform actions that create a challenge for the rest of the game. Battle: Target one of your Personalities: Move home a target Personality opposing him with less Chi or lower Force. Cut Them Off SE 225 Action Fate 0 3 UC Reaction: After an action resolves that moved any units into a battlefield, target one of your Personalities there: Bow one target unit that moved; if your Personality is not Cavalry, the target unit’s Personality must have lower Chi than yours.  Defining the Essence SE 226 Action Fate 0 1 C Kiho Battle: Bow one of your target Shugenja at any location: If you control a Samurai at the current battle, destroy a target Terrain. Kiho Limited: Target one of your unbowed Shugenja: Draw an additional card during your next End Phase. Kiho Reaction: Before an Event resolves, bow one of your target Shugenja: Negate that Event’s effects. For the rest of the game, copies of that Event can not resolve. Desperate Wager SE 227 Action Fate 7 1 R You can only play one Desperate Wager per turn. Reaction: Before your Dynasty Phase begins: Straighten all your Personalities. Declare an additional Attack Phase. After its Declaration Segment, straighten all the Defender’s Personalities and Followers; This straightening can not be negated. You lose the game at the end of this turn. Determination SE 228 Action Fate 0 4 R Dark Virtue Reaction: Before you announce an action, target one of your Samurai: The action can not have its effects negated or have its targeting changed. After the action destroys any Personality remove him from the game. Dirty Politics SE 229 Action Fate 0 1 R Political Reaction: Before another player loses Honor: Negate the loss, then gain Honor equal to the amount you negated. Political Reaction: Before another player gains Honor: negate the gain, then lose Honor equal to the amount you negated. Draw your Blade SE 230 Action Fate 0 3 R Battle: Bow a target enemy card without attachments. Battle: Dishonor one of your target Personalities: Bow a target card opposing him. Duty SE 231 Action Fate 0 2 UC Bushido Virtue Reaction: Before another player’s card’s effect destroys one of your Personalities, destroy one of your honorable Samurai Personalities at the same location: Negate the first Personality’s destruction. Eager to Fight SE 232 Action Fate * 3 R Reaction: After a Maneuvers Segment ends, pay Gold equal to the number of targets: Target one or more units in your home. Straighten them. Assign them to one or more battlefields where there is an enemy army. They can not straighten during your next Straighten Phase. Encircled Terrain SE 233 Action Fate 0 1 C Terrain Battle: Before this battle’s resolution, the Attacker and Defender, in the order of your choice, each choose one of his units at the current battlefield. Then, move all other units there home. Explored Territory SE 234 Action Fate 0 1 C Terrain Battle: Before the next time this turn a card’s effect (not cost) destroys one of your cards at this battlefield, other than this card, negate the destruction and draw a card. Extended Maneuvers SE 235 Action Fate 0 1 C Terrain Battle: Before this battle’s resolution, you may target and straighten a Samurai Personality at the current battlefield, and you may target and bow a non-Samurai Personality there. Failure of Duty SE 236 Action Fate 0 2 R Political Battle: Target one of your Courtiers at any location: Target a defending Personality. If he is bowed or at home when this battle’s resolution begins, dishonor him, and you may search your Fate deck for a Political Action card, show it, and put it in your hand. False Alliance SE 237 Action Fate 0 2 R Battle: If you are an ally: Lose 4 Honor. You become an ally of the enemy leader instead of the friendly leader. All your units at battlefields enter your new leader’s side there (this is not movement). False Trail SE 238 Action Fate 2 2 R Focus Effect: If the last Battle Action card you played this game is in your discard pile, put it in your hand. Battle: Target a Personality you do not control in an army, and a battlefield he is not at. Move the personality to the battlefield. Few Against Many SE 239 Action Fate 0 2 R Limited: Attach a target Follower in your hand to one of your target Personalities, reducing its Gold Cost by the Personality’s base Force until it attaches. Reaction: Before another player’s card’s effect destroys one o your Personalities, bow one of his Followers: Negate the Personality’s destruction. First and Final Strike SE 240 Action Fate 0 3 C Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner’s controller gains 3 Honor if the winner had less Chi than the loser before the first opportunity to focus or strike. Focus SE 241 Action Fate 0 5 R Forst Cleansing SE 242 Action Fate 0 2 R Battle/Open: Target a dishonorable Personality and one of his controller’s provinces. Bow the Personality. Reduce the province’s strength to 0. Forewarning SE 243 Action Fate 0 1 UC Reaction: Before an Event resolves: Negate its effects. Battle: Target one of your Personalities: Destroy a target Terrain. Frenzy SE 244 Action Fate 0 1 F Battle: Target one of your Personalities: Dishonor him. Lose 2 Honor. Give him +2F, or +3F if he is Crab Clan. Before the turn ends, destroy all his attached Followers Fury of the Dark Lord SE 245 Action Fate 15 4 R Limited: Destroy each Personality with a base Gold Cost equal to or less than his controller’s Stronghold’s Gold Production plus 2. Remove all Personalities in discard piles from the game. Greater Sacrifice SE 246 Action Fate 0 3 UC Battle: Destroy one of your target unbowed Samurai Personalities: Destroy a target unit opposing him with total Force less than or equal to your Samurai’s total unit Force, plus his personal honor if your Family Honor is higher than its starting value. Hired Killer SE 247 Action Fate * 3 UC Limited: Pay Gold equal to the target’s unit’s Gold Cost plus 2: Lose 3 Honor. Destroy a target Personality. Hitsu-do SE 248 Action Fate 0 4 UC Kiho Fire Battle: Bow and destroy one of your target Shugenja or Monks: Target an enemy Follower, or an enemy Personality with no Followers; the Personality, or the Follower’s Personality, must have equal or lower Chi than yours. Destroy the enemy target. Honesty SE 249 Action Fate 0 3 UC Bushido Virtue Open: Target one of your Samurai: Gain 1 Honor, or gain Honor equal to his base Personal Honor if your Family Honor is 9 or less. Bushido Virtue Battle/Open: Target one of your honorable Samurai: After this phase ends, straighten him if he performed no Political actions during it. Honor SE 250 Action Fate 0 3 UC Bushido Virtue Political Reaction: Before paying a cost that requires discarding the Imperial Favor, target one of your unbowed honorable Samurai: This action pays that cost instead. The Samurai can not perform or be targeted by Political actions (until the turn ends). Imbue Chi SE 251 Action Fate 0 4 C Kiho Reaction: Before battle resolution destroys one of your provinces, if you control no Personalities, target a face-up Shugenja in any of your provinces: Turn all cards in your provinces face-up. Bring into play any number of face-up Personalities in your provinces waiving costs. Kiho Limited: Bow one of your target Shugenja: Draw an additional card during your next End Phase. Immobile Stance SE 252 Action Fate 0 4 R Battle: Target one of your Personalities: Until the battle ends, he has +5F while opposed. While he is at the current battlefield and the enemy side has more units than yours, card’s effects can not destroy him. If you would win a battle as Attacker or Defender while he is there, it is a tie instead. Imperial Summons SE 253 Action Fate 0 1 C Political Open: Bow your Stronghold or discard the Imperial Favor: Bow a target Personality. Impromptu Duel SE 254 Action Fate 0 3 C Iaijutsu Limited: Target one of your unbowed Samurai or Duelist Personalities: He challenges another player’s target Personality. The other plaer may refuse; if he does, dishonor his Personality and gain 4 Honor. Destroy the duel’s loser. The winner gains 2 Honor. Inner Fire SE 255 Action Fate 0 1 UC Battle: Straighten one of your target bowed Personalities. You can not bow him as a cost or target him (until this turn ends). Insight SE 256 Action Fate 0 3 R Dark Virtue Battle: Target one of your Samurai: Look at the top 3 cards of any Fate deck. If any are Action cards or Rings, you may play one of them for an additional Battle Action on it. You may rearrange the order of the remaining cards you looked at. Knife in the Darkness SE 257 Action Fate 0 3 UC Ninja Battle: Target one of your Ninja Personalities: Target a Personality opposing him. Move both home; neither movement can be negated. Bow both targets. Knowledge SE 258 Action Fate 1 2 R Dark Virtue Battle: Target one of your Samurai: Move him and a target Personality opposing him home. Draw a number of cards equal to the opposing Personality’s Personal Honor or two, whichever is less. Lies, Lies, Lies… SE 259 Action Fate 0 2 UC Political Limited: If you have no cards in play or in your discard piles that cause their player an Honor loss or have the Shadowlands, Ninja, or Kolat keywords: Gain 8 Honor; this gain can not raise your Family Honor above its starting value. Master of the Rolling River SE 260 Action Fate 0 2 UC Kiho Water Battle: Bow one of your target Shugenja or Monk: Move one of your target units at a battlefield to a different battlefield. Misdirection SE 261 Action Fate 0 3 R Focus Effect: You may shuffle up to 3 Personalities from your discard pile into your Dynasty deck. Political Gozoku Reaction: Before another player would choose targets for one of his action’s effects during a battle, target one of your Courtier or Gozoku Personalities: You choose the targets instead. Mountains of the Phoenix SE 262 Action Fate 0 1 C Mountain Terrain Battle: Before this battle’s resolution, the Attacker and the Defender each choose a unit in their own army; the active player decides who chooses first. Then, destroy the chosen units. Never Stand Alone SE 263 Action Fate 0 3 UC Open: Remove a target Personality in a discard pile from the game. Limited: Target a discarded (not dead) Personality you own. Put the Personality face-up in one of your provinces discarding a card from it if necessary. No Hiding Place SE 264 Action Fate 0 3 C Reaction: Before you target a Ranged Attack from one of your attacking cards: The Ranged Attack has -1 and may target a card even if it is in the Defender’s home. Outer Walls SE 265 Action Fate 0 3 C Battle: Even if you control no units at the current battlefield: Give its province +3 strength. Reaction: After a Ranged Attack is targeted: Give it -2 strength. Palm Strike SE 266 Action Fate 0 3 R Kiho Battle: Target one of your unbowed Monks without a Weapon: Bow a target Personality opposing him without a Weapon. Peasant Vengance SE 267 Action Fate 0 1 C Battle: Bow one of your target Followers: Destroy a target Personality opposing your Follower without attachments. Perfection SE 268 Action Fate 1 3 R Dark Virtue Limited: Target one of your Samurai: Give him a +2F/+1C token. Political Interference SE 269 Action Fate 0 3 R Political Reaction: Before a player pays an action’s gold cost, bow one of your target Courtiers: The player may choose to raise that Gold cost by 2. If he does not choose this, he loses 2 Honor. Rapid Deployment SE 270 Action Fate 0 3 C Battle: Target one of your Samurai Personalities at the current battlefield: Target two of your units not there. Move them tere. If you are defending straighten each of these units that moved. Raze to the Ground SE 271 Action Fate 5 3 UC Limited: Your raiders destroy a target Holding controlled by a Player with three or more Holdings in play. Refugees SE 272 Action Fate 0 2 C Battle: If you are the Defender, you may take this action even if you control no units at the current battlefield: Move home a target Personality without Followers. Bow him if he moved. His controller may pay 1 Gold as a cost to create a 1F Ashigaru Follower card and attach it to him. Reinforce the Gates SE 273 Action Fate 0 2 UC Reaction: After a player announces a Battle action before the Defender’s first normal opportunity to act or pass: Negate the action’s effects. Battle: Even if you control no units at the current battlefield: Target an unopposed unit there. Move the unit to a target battlefield where it would be opposed. Resumed Hostilities SE 274 Action Fate 0 2 C Battle: Target a Personality opposing one of your Personalities. Remove one of the target’s abilities. Draw a card. If you removed an ability, you may take an additional Battle action from a card in your hand. Retribution SE 275 Action Fate 0 4 UC Reaction: After the end of an Attack Phase in which you were the Defender: Declare an additional Attack Phase against that phase’s Attacker, in which neither player can invite allies and you can only assign one unit. Give the Personality and each Follower in that unit +1F after it assigns. Righteous Fury SE 276 Action Fate 0 4 C Battle: Target one of your Magistrates: Target a Personality opposing him. Reduce the Personality’s Force to his own Personal Honor. If your Magistrate is Scorpion Clan, raise your Magistrate’s Force by the Personality’s Personal Honor. Rout SE 277 Action Fate 1 3 C Battle: Move hom a target unit. Destroy one of its attachments (if any). Salute of the Samurai SE 278 Action Fate 0 4 UC Reaction: Before a battle resolves, if you are an ally: If the total Force of your units in that army is greater than the total Force of your allied leader’s units there, you gain any Honor for destroying units in this battle’s resolution, instead of the allied leader. Sap the Spirit SE 279 Action Fate 0 3 UC Kiho Open: Target one of your Shugenja or Monks: Units cannot assign in Cavalry Maneuvers this turn. Kiho Open: Target one of your Shugenja or Monks: A target Stronghold’s abilities cannot be used until your next turn begins. Shinjo's Courage SE 280 Action Fate 2 2 R This action costs 2 less Gold if you are a Unicorn Clan player. Battle: Target one of your Personalities and a target Follower, or Personality withou Followers, opposing him: Reduce the opposing target’s Force by the difference by the difference in Personal Honor between the targets’ units’ Personalities. If this reduced its Force to 0, destroy it and gain Honor equal to your Personality’s Personal Honor. Shout of Challenge SE 281 Action Fate 0 2 C Shout Heroic Battle: Target one of your opposed Personalities who has been targeted by a Heroic Action this turn: Move one of your target units to the current battlefield. If it moved, straighten the unit and give its Personality +1F. Shout of Defiance SE 282 Action Fate 0 1 C You may have up to 6 copies of this card in your deck. Shout Heroic Battle: Target one of your Personalities: He gains +1F, an additional +1F if he is a Hero, and an additional +1F is he is opposed. Shout of Victory SE 283 Action Fate 0 4 UC Shout Heroic Battle: Target one of your Personalities who has been targeted by a Shout Action this turn: He gains +3F. Bow a target Personality opposing him with lower force. Destroy that target if your Personality has performed two or more other Shout actions with different titles from each other in this battle. Shuten Doji's Fury SE 284 Action Fate 0 2 R Battle: Dishonor one of your target Personalities: Lose 3 Honor. Bow one or more target cards opposing him without attachments, up to his base Personal Honor. Sincerity SE 285 Action Fate 0 2 UC Bushido Virtue Political Limited: Bow one of your target Samurai: Target a card in your hand and another player. That player guesses whether the card’s base Focus Value is “high” (3 or more) or “low” (2 or less). Show the card. If the guess is right, the player draws a card; otherwise gain 3 Honor. Sneak Attack SE 286 Action Fate 0 3 R Reaction: After engaging in a battle: The Attacker has the first opportunity to take a Battle action or pass during this battle. Play then proceeds in turn order from him. Spearhead SE 287 Action Fate 0 3 UC Reaction: After a battle ends: Straighten one of your target units that was at that battlefield during that battle’s resolution. Stay Your Blade SE 288 Action Fate 0 3 C Battle: Bow and move home one of your target opposed Samurai Personalities: Draw three cards. Strength SE 289 Action Fate 0 2 R Dark Virtue Battle: Target one of your opposed Samurai: Give him a +2F token. The current battle’s resolution can not destroy cards in his unit. Strike of the Dragon SE 290 Action Fate 0 3 UC Kiho Battle: Bow one of your Rings and one of your target Monks: Bow one to three target Personalities opposing him, each with Force higher than his own Chi. Superior Strategist SE 291 Action Fate 0 3 R Tactical Battle: Target one of your Tacticians: Search your fate deck for an Action card with a Battle ability. You may take an additional Battle action to use one of its Battle abilities; if you do not discard it. Tactical Maneuvers SE 292 Action Fate 0 4 R Reaction: After a Maneuvers Segment ends: Target one or more of your Tactician Personalities at battlefields. Move these Tacticians to any battlefields where there are one or more enemy units, in any combination desired. The Arrow Knows the Way SE 293 Action Fate 0 3 R Reaction: Before you target a Ranged Attack from an action performed by one of your Personalities with a Chi of 3 or higher: The Ranged Attack may target a Personality with attached Followers. The Bitter Shadow of Shame SE 294 Action Fate 4 3 R Political Limited: Bow one of your target Courtier Personalities: Destroy a target non-Unique dishonorable Personality. The Crab's Strength SE 295 Action Fate 0 3 F Battle: Target one of your opposed Crab Clan Personalities: Give him +4. Until the battle ends, actions taken by enemy players that target him have the additional cost, “Discard a card." The Crane's Strength SE 296 Action Fate 0 3 F Battle: Target one of your Crane Clan Personalities: Destroy a target Personality or Follower opposing him with no attached Followers and Force less than your Personality’s Personal Honor plus two. The Dragon's Strength SE 297 Action Fate 0 3 F Battle: Target one of your opposed Dragon Clan Personalities: Look at the top 5 cards of your Fate deck. If one of those is a Ring, you may show it, put it in your hand, and gain 2 Honor. The Fortunes Smile SE 298 Action Fate 0 3 R Focus Effect: Gain 2 Honor and draw a card. Battle: Target one of your Personalities and a Personality opposing him: Give your Personality a force Bonus equal to his or the other target’s Personal Honor, whichever is greater. Give the other target a Force penalty of the same amount. The Lion's Strength SE 299 Action Fate 0 3 F Battle: Target one of your opposed Lion Clan Personality: Target a Personality not at the current battlefield. Move him to the current battlefield. Straighten him if you do not control him. The Mantis's Strength SE 300 Action Fate 0 3 F Battle: Target one of your unbowed Mantis Clan Personalities: Ranged Attack with strength equal to his Chi, and +2 strength if he is a Magistrate. The Path Not Taken SE 301 Action Fate 0 1 R Kiho Reaction: After another player discards an Action card from his hand without having used any of its abilities, bow one of your target Monks or Shugenja and shuffle this card into your deck: Until the end of the game, all your The Path Not Taken cards out of play lose their abilities and gain one ability on the discarded card, with the additional cost, “Bow one of your target Monks or Shugenja.” The Phoenix's Strength SE 302 Action Fate 0 3 F Battle: Target one of your opposed Phoenix Clan Shugenja: Attach a spell to him (paying all costs). You may take an additional Battle action from the Spell. The Scorpion's Strength SE 303 Action Fate 0 3 F Battle: Target one of your Scorpion Clan Personalities: Bow, then move home, a target dishonorable Personality opposing him. You may target and dishonor a Personality in the enemy army. The Spider's Strength SE 304 Action Fate 0 3 F Fear Battle: Target one of your opposed Spider Clan Personalities: Give him a Force bonus equal to the Force of a target bowed Personality at his battlefield. Reduce the bowed Personality’s Force to 0. The Unicorn's Strength SE 305 Action Fate 0 3 F Battle: Target one of your opposed Unicorn Clan Personalities: Target a Personality or Follower opposing him with less Force. Reduce the opposing target’s Force to 0. Three-Stone River SE 306 Action Fate 0 1 F Terrain Battle: Before this battle’s resolution, reduce the Force of each Personality at this battlefield to the Force of his highest Force Follower, or to 1 if he has no Followers. Tides of Battle SE 307 Action Fate 0 2 F Reaction: Before an attack’s Declaration ends, if you are not the Attacker or Defender: Both sides’ leaders invite you as an ally. You gain no Honor from rulebook effects for assigning allying units this attack. Turn of Fortune SE 308 Action Fate 0 1 R Kiho Reaction: When an action would target one of your Samurai, target one of your unbowed Monks or Shugenja: The action targets him instead, if legal. Kiho Reaction: When an action would target one of your unbowed Monks or Shugenja: The action targets one of your Samurai instead, if legal. Turn the Tide SE 309 Action Fate 5 1 R Battle: If your army has one or more unbowed Samurai and the enemy army has more unbowed Personalities than yours: The enemy leader must repeatedly target and bow a different unbowed Personality in his army until his army no longer has more unbowed Personalities than yours, or until he can no longer do so. Unfamiliar Ground SE 310 Action Fate 0 1 F Terrain Battle: Bow each card with more than 4F now at this battlefield. If this Terrain is destroyed before this battle resolves, straighten all cards it bowed. Unfortunate Incident SE 311 Action Fate 0 2 C Political Limited: Target another player with higher Family Honor than yours. He has shamed his clan, and loses 5 Honor. Until the end of the game, he may ignore Honor Requirements when bringing Personalities into play. Unrequited Love SE 312 Action Fate 0 2 F Political Open: Target one of the active player’s unbowed Human Personalities. That player may choose to bow the Personality and gain 1 Honor. If he does not choose this, dishonor the Personality, and the player loses Honor equal to the Personality’s base Personal Honor. Unspoken Threats SE 313 Action Fate 0 3 UC Political Limited: Bow one of your target Courtiers: Target another player’s Human Personality. While your Courtier remains in play, after each time that Personality assigns or moves to attack one of your Provinces, his controller loses 2 Honor. Unwavering Assault SE 314 Action Fate 2 1 C Battle: Target a Samurai Personality in your home. Straighten his unit. Move him to a current battlefield. Utter Defeat SE 315 Action Fate 0 1 R Reaction: Before a Personality is destroyed by a battle resolution or for losing a duel: He is completely humiliated. Negate the destruction. Dishonor him. While he remains in play, he can not be rehonored, can not commit seppukku except from a card’s effect, and his controller loses 1 Honor after each of his Dynasty Phases begins. Warrior Challenge SE 316 Action Fate 0 2 C Battle: Target one of your unbowed Personalities: He challenges a target Personality opposing him. Destroy the loser. The winner’s controller takes the Imperial Favor. We Stand Ready SE 317 Action Fate 0 2 UC Recon Limited: Target one of your Scouts, and bow him if he is not Crab Clan: Target a province. After each time one of your Personalities assigns to its battlefield this turn, create a 0F Follower card and attach it to him. Wedge SE 318 Action Fate 0 2 R Battle: Target one of your Personalities. You cannot target cards in his unit with actions until after this battle ends. After this battle’s Resolution Segment begins, double his Force and the Force of each Follower in his unit. Destroy him after the battle ends. Weigh the Cost SE 319 Action Fate 0 3 C Focus Effect: Add 1 to the Focus Values of this card and one other of your focused cards. Battle: Move one of your target Samurai Personalities home: Bow him. Raise or lower the current battlefield’s province’s strength by 2. You may target a Personality in the current enemy army and give him -3F. Well Prepared SE 320 Action Fate 0 3 F Battle: If you control a Terrain: Bow or straighten a target card at the current battlefield. Will SE 321 Action Fate * 1 R Dark Virtue Battle: If there are any enemy units at the current battlefield, target a dead Samurai Personality you own: Bring him into play there, paying 2 less Gold and ignoring Honor Requirements. Wounded in Battle SE 322 Action Fate 0 2 F Battle: Target a Personality who has not been targeted by a Wounded in Battle this turn. Until the battle ends, if he is a Samurai, he does not die from having 0 Chi. Give him -2C. Wrath of Osano-Wo SE 323 Action Fate 0 3 C Kiho Air Battle: Bow one of your target Shugenja or Monks: Ranged Attack with strength equal to his Chi. Ashigaru Conscripts SE 324 Followers Fate 2 0 0 4 2 C Ashigaru - Will only attach to a Samurai. After this card enters play from your hand: You may draw an additional card during your next End Phase. Battle: Bow this card: Ranged 3 Attack. Battle: Bow this card: Give –3 strength to this battlefield’s province. Ashigaru Spearmen SE 325 Followers Fate 1 0 1 2 1 C Ashigaru. After this card enters play from your hand: You may draw an additional card in your next End Phase. Battle: Bow this card: Ranged 1 Attack. Berserkers SE 326 Followers Fate 2 0 0 4 1 UC Berserker. Battle: Once per battle: Give this card +2F. After the current battle ends, destroy this card if it was at the battlefield in resolution and its side’s total Force was not greater than twice the opposing side’s. Brothers in Arms SE 327 Followers Fate 2 0 1 3 3 C Can only attach to a Samurai. Reaction: After this card enters play from your hand: Search your Fate discard pile, then deck, for a Brothers in Arms. Show it. Put it in your hand. Brothers in Arms (Exp) SE 328 Followers Fate 3 0 1 3 3 R Unique - Experienced. Will only attach to a Samurai. Your Brothers in Arms have the ability, “Battle: Bow this card: Bow a target  card opposing it with no attachments.” Corrupt Adjuct SE 329 Followers Fate 4 0 0 4 3 UC After this card enters play: Dishonor this Personality and permanently give him the Shadowlands keyword. Daidoji Gunso SE 330 Followers Fate 1 0 1 3 2 F Scout. Battle: Give a target card opposing this one -2F. If the target now has 0F, destroy it. Diplomatic Apprentice SE 331 Followers Fate 0 0 1 5 3 F This card has -2 Gold Cost if you a Crane Clan or Scorpion Clan player. Before this Personality bows to pay the cost of a Political action: You may pay the cost by bowing this card instead. Goblin Chuckers SE 332 Followers Fate 2 0 0 2 2 UC Shadowlands - Nonhuman - Goblin. Lose 2 Honor. Battle: Bow this card: Ranged 2 Attack. Heavy Infantry SE 333 Followers Fate 5 0 0 7 2 C Kobune Scout SE 334 Followers Fate 2 0 0 3 3 C Cavalry - Naval - Scout. Can only attach to a Samurai or Bushi. While Kobune Scout is at the current battle, other players must discard two cards after each time they play a Terrain. Light Infantry SE 335 Followers Fate 2 0 1 2 2 C Lion's Pride SE 336 Followers Fate 4 0 2 5 4 UC Can only attach to a Tactician. Mantis Detachment SE 337 Followers Fate 2 0 0 3 2 UC Naval - Samurai. Reaction: After a battle resolution at a province that was not destroyed, if this card was in your army during resolution: Permanently give the province –2 strength. Straighten this unit after the Attack Phase ends. Morale Officer SE 338 Followers Fate 2 0 0 2 3 C Will only attach to a Samurai or Bushi. Limited: Destroy this card: Destroy a target Region. Ogre Warriors SE 339 Followers Fate 7 0 0 9 3 UC Nonhuman - Shadowlands - Ogre. Can attach to Ogre Personalities ignoring restrictions on the Ogre. Ranged Attacks can not target this card. Righteous Doshin SE 340 Followers Fate 2 0 2 3 3 C While this card is in an army with two Human Personalities who both have a Clan alignment but do not share one, it has +2F and Ranged Attacks from actions it performs have +2 strength. Battle: Ranged 2 Attack. Tactical Advisors SE 341 Followers Fate 2 0 0 4 4 C Battle: Once per battle, if this unit is opposed, discard a card: The enemy leader discards a card at random. Raise this Personality’s Force by the Focus Value of the enemy’s discarded card. Traveling Ronin SE 342 Followers Fate 4 0 1 7 2 R Ronin. Battle/Open: If this card is in your hand: Attach it to one of your target Personalities (paying all costs). If this card is in play at the end of this turn, you may then choose to put it in your hand. Untested Scouts SE 343 Followers Fate 2 0 1 3 2 C Scout. Can only attach to a Samurai or Scout. This card has +1F while opposed. Recon Limited: Target a province: Until the turn ends, after engaging in a battle at the province’s battlefield, you may take one additional Battle action to play a Terrain from your hand. Wako SE 344 Followers Fate 2 0 0 3 3 C Pirate - Naval. Can not enter play if you control no Naval Personalities. Battle: Once per battle, target one of the Defender’s Gold-producing Holdings. Raise this card’s Force to the Holding’s base Gold production stat. Bow the Holding. Wondering Budoka SE 345 Followers Fate 2 0 0 3 2 R This card has a Force bonus equal to twice the number of your provinces that have been destroyed this game. After this card enters play from your hand: Draw a number of cards equal to the number of players who have had a province destroyed this game. Wandering Scout SE 346 Followers Fate 3 0 1 4 4 UC Cavalry - Scout. Battle: Even if this card is bowed: Straighten it. Wardens SE 347 Followers Fate 1 0 2 3 3 C Scout. Ranged Attacks targeting cards in this unit have -3 strength. Reaction: If this card is in your hand, after you bring a Personality into play without gaining Honor: You may attach this card to him (paying all costs). Gain 2 Honor. Battle: Once per battle: Reduce the Force of a target Personality opposing this card by this Personality’s Chi. Wretched Mercenary SE 348 Followers Fate 2 0 0 2 1 F This card has a minimum Gold Cost of 1. After this card enters play: Dishonor this Personality. Reaction: Before this card is destroyed: Put it in your hand before the next End Phase ends. Blade of Hubris SE 349 Item Fate 2 4 R +2F / +1C. Weapon - Shamesword. Before your End Phase ends: If this Personality assigned this turn, gain 1 Honor and permanently give this card a +1F token; if he did not, lose 1 Honor. Ceremonial Armor SE 350 Item Fate 7 4 UC +3F / +0C Armor. Attaches to a Personality with a Gold Cost of 9 or greater for 4 less Gold. Ranged Attacks targeting cards in this unit have -2 strength. Chuda Hankyu SE 351 Item Fate 3 3 R +2F / +0C Weapon. Battle: Destroy this card and dishonor this Personality: Lose 3 Honor. Destroy a target Follower, or Personality without Followers, with a Force less than 5 at any location. Daruma SE 352 Item Fate 4 4 C +3F / +0C Weapon. Attaches to a Crab Clan Personality paying 2 less Gold. Fan of Command SE 353 Item Fate 3 2 UC +0F / +0C This Personality has the Tactician trait. Hachiwari SE 354 Item Fate 4 3 UC +3F / +1C. Weapon. Focus Effect: After this duel resolves, you may target your Personality in the duel if he is still in play, or any other of your Personalities if he is not. Attach this card to the target, waiving its Gold Cost. Koutetsu Chikara SE 355 Item Fate 4 4 F +3F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Unicorn Clan Personality. Battle: Target an enemy unit with less total Force than this unit. Move the enemy unit home. Bow it if it moved. Koutetsu Iyoku SE 356 Item Fate 4 4 F +3F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Spider Clan Personality. Battle: Straighten this personality: Reduce a target enemy Personality’s Force to 0. Koutetsu Kabe SE 357 Item Fate 4 4 F +3F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Crab Clan Personality. Battle: Bow a target enemy unit with less force than this unit. Koutetsu Kyuuo SE 358 Item Fate 4 4 F +2F / +0C. Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Phoenix Clan Personality. After this Personality assigns to defend: Gain 2 Honor. Reaction: When paying for a Spell, bow this card: Produce 3 Gold. Koutetsu Meiyo SE 359 Item Fate 4 4 F +2F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Crane Clan Personality. After the first time each game you attach this card: Gain Honor equal to this Personality’s base Personal Honor. Political Limited: Bow this card: Take the Imperial Favor. Koutetsu Mukei SE 360 Item Fate 4 4 F +2F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Dragon Clan Personality. After this Personality wins a duel: Give him a +2F token. Open: Bow this card: Straighten a target Ring. Koutetsu Sessou SE 361 Item Fate 4 4 F +2F / +0C Armor - Unique. This personality has a minimum Chi of 5. Can only attach to a Lion Clan Personality. This Personality has the Tactician keyword. Battle: Move one of the Defender’s target Personalities to the current battlefield: If he moved, straighten him and gain 2 Honor. Koutetsu Shinri SE 362 Item Fate 4 4 F +2F / +0C. Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Scorpion Clan Personality. This Personality contributes his Force to his unit Force when bowed while he is opposed. Battle: Bow this Personality: Dishonor and move home a target Personality opposing him. Koutetsu Unabara SE 363 Item Fate 4 4 F +2F / +0C Armor - Unique. This Personality has a minimum Chi of 5. Can only attach to a Mantis Clan personality. This Personality has the Naval keyword. Reaction: When paying for an attachment during battle, bow this card: Produce 3 Gold. Menhari-gata SE 364 Item Fate 4 2 R +1F / +0C This Personality has the Tactician trait. Tactical Battle: Discard a card: Reduce the Force of a target Personality opposing this card by the discarded card’s Focus Value. Oni-Daikyu SE 365 Item Fate 3 2 R +0F / +0C. Weapon. Battle: Bow this card: Ranged 3 Attack. Battle: Destroy this card: Destroy a target Follower, or Personality without Followers, opposing this Personality and with greater Force than his. Rosoku's Staff SE 366 Item Fate 4 4 R +1F / +1C Weapon - Unique. Reaction: After you put a Ring into play from your hand by its own text, if you now control exactly one Ring, destroy this card: Search your Fate deck and hand for a Ring. Put it into play. Shinjo Horsebow SE 367 Item Fate 2 2 C +0F / +0C Weapon. Battle: Bow this card: Ranged 2 Attack. Battle: If this Personality is Cavalry, bow him: Ranged 4 Attack. Sword of Victory SE 368 Item Fate 3 3 C +1F / +1C Weapon. After a Personality is destroyed for losing a duel to this Personality, or after battle resolution destroys one or more Personalities while this card is in the winning army: Give this card a +2F token. Tsi Blade SE 369 Item Fate 4 3 C +2F / +1C Weapon. Reaction: After this Personality assigns, bow this card: Draw a card. Writ of Restriction SE 370 Item Fate 2 3 UC +0F / +0C. Can only attach to a Courtier. Open: Bow this Personality: Target a Personality. Dishonor him after the next time this turn he assigns to attack. Ring of Air SE 371 Ring Fate 0 4 UC Air - After you successfully resolve your third or later Spell or Kiho action in one turn from cards with different tittles; You may put this card in play from your hand. Battle/Open: Bow this card or discard it from your hand: Straighten a target Personality. Ring of Earth SE 372 Ring Fate 0 4 UC Earth - After you destroy one or more provinces or opposing units by winning a battle at a province: You may put this card in play from your hand. Battle/Open: Bow this card or discard it from your hand: Raise a target province’s strength by 4; you may instead lower its strength by 3 if this card is in play. Ring of Fire SE 373 Ring Fate 0 4 UC Fire - Focus Effect: You may give this card -2 Focus Value. If you do, and you win this duel, put this card into play. Battle: Bow this card or discard it from your hand, and destroy one of your target personalities: Destroy a target Personality opposing him with lower Chi. Ring of the Void SE 374 Ring Fate 0 4 UC Void - After you successfully resolve your fourth or later non-Kiho action from actions cards in one phase: You may put this card in play from your hand. Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, or if you bowed this card, Draw a card. Ring of Water SE 375 Ring Fate 0 4 UC Water - After you successfully resolve the fourth or later Battle action from cards with different titles in one battle: You may put this card in play from your hand. Battle: Bow this card or discard it from your hand: Move one of your target units home or to a battlefield with one or more enemy units. If the unit moved, straighten it. A Terrible Oath SE 376 Spell Fate 2 4 R Black Scroll - Unique - After this Shugenja straightens: Give him a -1C Corruption token. Limited: Bow and destroy this Shugenja and one of your Samurai. Your Personalities in play gain a +2F/-1C Oath token an permanently gain Shadowlands. You can not win an Honor Victory this game. Arrow of Purity SE 377 Spell Fate 2 3 C Battle: Even if this unit is not at the current battlefield, bow this Shugenja and target one of your Personalities: Ranged Attack with strength equal to his Personal Honor. Castle of Water SE 378 Spell Fate 2 3 C Water Battle: Even if this unit is not at the current battlefield and even if you control no units there, bow this Spell: Give the current battlefield’s province +3 strength. Companion Spirit SE 379 Spell Fate 4 1 UC Limited: If this Shugenja is Human, bow him and destroy this card: Create an Cavalry, Samurai, Spirit Personality whose base Force, Chi, Gold cost, and Personal Honor are those of this Shugenja, waiving the Samurai’s Gold Cost. Consumed by Five Fires SE 380 Spell Fate 4 2 C Fire Battle: Bow this Spell: Destroy a target unit in the enemy army with fewer cards than this unit. Earth Becomes Sky SE 381 Spell Fate 4 3 UC Earth Battle: Bow this Spell: Give a target Personality opposing this unit a -5F/-2C Rock token. Cards in his unit can not perform actions for the rest of the turn. Essence of Gaki-do SE 382 Spell Fate 8 4 R Battle: Bow this Shugenja, even if he is home; you may target and bow any of your other Shugenja at any location: Create a number of 2F/2C Spirit Personalities at the current battlefield equal to the number of Shugenja bowed. After the battle ends, remove these Personalities from the game. Essence of Water SE 383 Spell Fate 5 2 F Water Battle: As many times per battle as this Shugenja’s base Chi: Move a target allying unit opposing this unit home. Flight of Doves SE 384 Spell Fate 2 2 UC Air Limited: Bow this Shugenja and destroy this Spell: Until the end of the game, abilities on a target Holding produce 1 more Honor whenever they produce Honor. Hunger of the Earth SE 385 Spell Fate 1 3 C Earth Battle: Even if this unit is not at the current battlefield, destroy this Spell and one of your target Samurai Personalities there: Target an enemy card without attachments, or an enemy unit, with a lower total Gold Cost than your Samurai’s unit. Destroy the enemy target. Gain 2 Honor. Perfect Attunement SE 386 Spell Fate 3 3 R Void Battle: Bow this Shugenja and destroy this Spell: Destroy a target Personality opposing this Shugenja with Force equal to this Shugenjas’s Force. Purge the Weak SE 387 Spell Fate 1 3 C Maho Reaction: After one of your Limited, Open, or Battle actions resolves permanently give this Shugenja -1C: Take an additional action with the same designator (Limited, Open, or Battle). Strength of the Forge SE 388 Spell Fate 2 4 R This Spell’s Gold Cost can not be reduced or waived. Earth Reaction: When paying a Gold cost, bow this Shugenja: Produce 2 Gold. The End is Near SE 389 Spell Fate 15 4 R Unique - The costs of this spell and its ability cannot be reduced, substituted, or waived. Limited: Bow this Shugenja and four other of your target Shugenja, such that each of the five has an element keyword that the others do not, and destroy this Spell: Destroy all Personalities in play. The Fires that Cleanse SE 390 Spell Fate 4 2 UC Fire Battle: Bow and destroy this Shugenja: Destroy a target Personality opposing this Shugenja. The Kami's Blessing SE 391 Spell Fate 3 3 UC Battle/Open: Bow this Spell: Raise this Shugenja’s Force by his Chi. Battle: Bow this Spell: Target one or two Samurai in this army. Raise each target’s Force by this Shugenja’s Chi. Touch of Death SE 392 Spell Fate 8 4 R Maho Limited: Bow this Shugenja and destroy this Spell: Destroy a target bowed Personality with equal or lower Chi. Walking the Way SE 393 Spell Fate 4 3 UC Limited: Bow this Shugenja and destroy this Spell: Search your Fate deck for a card. Put it in your hand. Razor of the Dawn Castle SE 394 Stronghold Aside Crab 8 4 3 F Before another player’s card’s effect destroys one of your Samurai: Once per turn, you may delay the destruction until the current turn ends. The Seventh Tower SE 395 Stronghold Aside Crab 8 4 3 F Battle: Target one of your Personalities and discard a card: Destroy a target unit opposing him with less total Force than your Personality’s Force. Mountain's Shadow Dojo SE 396 Stronghold Aside Crane 6 4 6 F Battle: Even if this Stronghold is bowed, target one of your Crane Clan Samurai: Ranged 3 Attack. Move him home or to another battlefield. Shizuka Toshi SE 397 Stronghold Aside Crane 6 4 6 F Limited: Bow one of your target Courtiers or Artisans: Target another player’s Personality. That Player may choose to dishonor him (even if already dishonorable). If he chooses not to, gain 3 Honor. Mountain Summit Temple SE 398 Stronghold Aside Dragon 7 4 5 F Limited: Bow one of your target Monk Personalities: Put one of your Rings from your hand into play, from play into your hand, or from your discard pile into your hand. Tetsu Kama Mura SE 399 Stronghold Aside Dragon 8 4 5 F Before your draw a card: You may draw it from the bottom of your deck. Limited: Look at the top card of your Fate deck. You may put it at the bottom of your deck. Crossroads Fortress SE 400 Stronghold Aside Lion 7 3 7 F Reaction: After you assign an attacking unit, discard a card: Draw a card. The Hall of Ancestors SE 401 Stronghold Aside Lion 7 3 7 F Dead Personalities you own can not be removed from the game. Battle/Open: One of your target Personalities copies an ability or keyword from a target dead Lion Clan Personality you own (until the turn ends). Eastern Hub Port SE 402 Stronghold Aside Mantis 7 4 2 F Equipping is a Battle/Open action for you. After the first Battle action resolves each turn that attached a card to one of your Personalities: You may take an additional Battle action. Kyuden Ashinagabachi SE 403 Stronghold Aside Mantis 7 4 2 F After each of your Ranged Attacks resolves: If it did not destroy its target, reduce the target’s Force by the Ranged Attack’s strength. Kyuden Asako SE 404 Stronghold Aside Phoenix 6 4 6 F Reaction: After one of your Temples bows: Straighten one of your target Shugenja or Monks. Open: Bow one of your target Shugenja or Monks: Straighten one of your target Temples. The Agasha Foundries SE 405 Stronghold Aside Phoenix 6 4 6 F Equipping Spells that share an elemental keyword with their Shugenja is an Open action for you. Reaction: Even if this Stronghold is bowed, after a Shugenja bows as a cost of performing an action on a Spell: Straighten him. Deception's Veil Dojo SE 406 Stronghold Aside Scorpion 7 4 2 F Political Limited: Bow one of your target Courtiers: Target another player’s Personality. That player may choose to dishonor him (even if already dishonorable). If he chooses not to he loses 3 Honor and may ignore Honor Requeriments when playing Personalities until the end of the game. Kyuden Wasuremono SE 407 Stronghold Aside Scorpion 7 4 2 F Battle: Bow one of your target Samurai or Ninja Personalities: Give a target Personality opposing him Force and Chi penalties equal to one less than your Personality’s Chi. The Ruined City SE 408 Stronghold Aside Spider 8 4 0 F You do not lose Honor from Fate and Spider Clan cards you own. Your Spider Clan Personalities have the ability, “Battle: Bow a target unit with zero total Force or with the lowest non-zero total Force (including ties) among all units at the current battlefield. The Spider's Lair SE 409 Stronghold Aside Spider 8 4 0 F You do not lose Honor from Fate and Spider Clan cards you own. In your Dynasty Phase, one time for each of your provinces destroyed this game, you may refill a Province face-up. The Temple of Death SE 410 Stronghold Aside Unicorn 7 5 4 F Battle: Remove a Personality in any discard pile from the game: Bow a target Personality. Open: Remove a Personality in any discard pile from the game: Straighten a target Personality. The Utaku Plains SE 411 Stronghold Aside Unicorn 7 5 4 F Your Personalities have +1 PH and a maximum Personal Honor of 5 while in play. Battle: Target one of your Personalities: Reduce the Force of a target Personality or Follower opposing him by your Personality’s Personal Honor. The Maw's Grave SE 412 Stronghold Aside Shadowlands 7 4 -19 R Your Nonhuman Personalities have +1F. You do not gain or lose Honor. You cannot take Political actions. Open: Bow this Stronghold: Bring a target dead Shadowlands Nonhuman Personality you own into play, waiving costs. At the end of the turn, remove it from the game. Ceremony of Planting TTT TTT001 Event Dynasty U Each player who controls any Farms or Ashigaru permanently gains +2 Province Strength to each of his provinces. Dawn of the Spider TTT TTT002 Event Dynasty U Until your second Events Phase from now, Human Shadowlands Personalities have +2F while attacking and opposed, and can not be moved home by Political actions. Naseru's Funeral TTT TTT003 Event Dynasty R Imperial Until the end of the game, dead Personalities entering play from a discard pile have an additional entering-play cost of "Pay 5 Gold," which can not be waived. Anvil of Despair TTT TTT005 Holding Dynasty 3 R Shadowlands - Experienced - Unique Maho Limited: Remove a Personality you own and control from the game: Create a Shadowlands Weapon Item with a Force bonus equal to the removed Personality's Force plus Chi. Attach it to one of your target Personalities. Lose 5 Honor, or 1 Honor if you control an Artisan. Castle Moat TTT TTT006 Holding Dynasty 2 U Castle - Singular Bow this card: Produce 2 Gold. While you have exactly one province, Personalities and Followers attacking you have -1F. Forgotten Battleground TTT TTT007 Holding Dynasty 2 C Shadowlands - Lose 2 Honor. Bow this card: Produce 2 Gold. Maho Limited: Destroy this card and remove a dead Personality you own from the game: Lose 4 Honor. Create a 4F/1C Undead Shadowlands Personality. Lion Advisor TTT TTT008 Holding Dynasty 5 R Retainer - Unique Other players' cards' effects can not destroy this card. When paying from a Lion Clan Personality, bow this card: Produce 5 Gold. Open: Give a target Lion Clan Personality Cavalry. Hida Kozan TTT TTT009 Personality Dynasty Crab 7 2 0 10 1 U Crab Clan - Shadowlands - Damned – Samurai While Kozan is unbowed, other players'Limited actions can not target him. Reaction: After another player's card effect destroys Kozan while he is in an army: He contributes his Force to that army even while he is dead (only if the army has one or more units). Hida Masatari TTT TTT010 Personality Dynasty Crab 4 3 3 7 2 U Crab Clan - Hero - Samurai Battle resolution does not bow Masatari. Hida Otoya TTT TTT011 Personality Dynasty Crab 4 4 - 8 1 R Crab Clan - Samurai - Veteran - Tactician Unique - Loyal - Advisor from the Shogun Open: Give Tactician to one of your target Personalities. Battle: Even if Otoya is bowed or at home: Move one of your target Personalities home or to a battlefield where there is an enemy army. Hida Tsuburu TTT TTT012 Personality Dynasty Crab 4 2 0 7 1 C Crab Clan - Shadowlands - Berserker - Damned Reaction: After another player's card effect destroys Tsuburu while he is in an army: He contributes his Force to that army even while he is dead (only if the army has one or more units). Hiruma Shotoku TTT TTT013 Personality Dynasty Crab 2 2 4 5 2 C Crab Clan - Samurai - Scout Recon Limited: Target a province. While you are the Attacker, battle resolution does not bow your units at the province's battlefield if no enemy units were ever there. Kuni Ochiyo TTT TTT014 Personality Dynasty Crab 3 3 - 8 1 R Crab Clan - Shugenja - Earth Battle: Give each of your opposed Crab Clan Personalities in Ochiyo's army +1F for each province that has been destroyed this game. Akegarasu TTT TTT015 Personality Dynasty Crane 2 3 5 8 3 U Crane Clan - Nonhuman - Kenku Sensei - Duelist Reaction: After creating focus pools for a duel Akegarasu is in: Switch a card from your focus pool with one in your hand. Daidoji Gempachi TTT TTT016 Personality Dynasty Crane 3 3 3 7 3 R Crane Clan - Samurai - Scout Reaction: After Cavalry Maneuvers: Raise Gempachi's Force, and the Force of another target Personality in his army, to the Force of a target card opposing them. Daidoji Marusaki TTT TTT017 Personality Dynasty Crane 3 3 0 7 2 C Crane Clan - Samurai - Scout Recon Open: Target a province. During battles at its battlefield, whenever you would destroy any of your Personalities as a cost, you may pay the cost by moving them home instead. Doji Hitomaro TTT TTT018 Personality Dynasty Crane 3 4 6 7 2 C Crane Clan - Samurai - Magistrate Political Reaction: After one of your Personalities assigns opposing a dishonorable Personality: Gain 2 Honor. Kakita Komachi TTT TTT019 Personality Dynasty Crane 1 3 6 7 3 U Crane Clan - Artisan Open: Discard the top card of your Fate deck: You may target a Personality with Chi less than its Focus Value. Bow him. Naoharu TTT TTT020 Personality Dynasty Crane 1 3 0 5 2 R Crane Clan - Courtier - Unique Loyal - Advisor from the Shogun Political Limited: Bow Naoharu: Another target player shows a card at random from his hand. He may choose to lose 2 Honor and discard the card. If he does not choose this, you gain Honor equal to its Focus Value. Fusami TTT TTT021 Personality Dynasty Dragon 0 5 5 8 4 R Dragon Clan - Samurai - Duelist Advisor from the Shogun - Unique - Loyal Reaction: After another player's target Personality assigns or moves to an army attacking you: Fusami moves to the target's location and challenges him. The challenge may be refused; if it is refused, bow the target and move him home. Destroy the loser. Kitsuki Berii TTT TTT022 Personality Dynasty Dragon 3 4 5 7 3 C Dragon Clan - Samurai - Magistrate Battle: Move home a target Human Personality with the lowest Personal Honor at the current battlefield (you choose in case of a tie). Mirumoto Jairuzu TTT TTT023 Personality Dynasty Dragon 3 3 0 7 2 U Dragon Clan - Samurai - Scout - Mountaineer Can assign during Cavalry Maneuvers if you are the Defender. Battle: Raise or lower this province's Strength by 2, or by 4 if you control a Mountain card. Mirumoto Kei (Exp) TTT TTT024 Personality Dynasty Dragon 4 4 7 7 3 F Dragon Clan - Daimyo - Samurai - Cavalry - Duelist Tactician - Experienced - Unique - Loyal Battle: Kei challenges a target Unique Personality opposing her. Other players can not take Reactions while this action is being targeted and resolved. Destroy the loser. Togashi Kisu TTT TTT025 Personality Dynasty Dragon 2 3 0 6 2 C Dragon Clan - Monk - Magistrate Open: Target a Human Personality. Either give him +1PH or -1PH. Togashi Wirro TTT TTT026 Personality Dynasty Dragon 4 4 3 9 2 U Dragon Clan - Monk - Disciple - Fire Your Monks have +1F while opposing a Spider Clan card. Battle: Bow a target card opposing Wirro without attached cards and with less Force. Destroy it if it is Shadowlands. Akodo Shinichi TTT TTT027 Personality Dynasty Lion 2 3 6 6 3 U Lion Clan - Samurai - Tactician Tactical Battle: Move Shinichi home or to a battlefield. Ikoma Noda TTT TTT028 Personality Dynasty Lion 2 3 2 6 3 C Lion Clan - Courtier - Omoidasu After an attack is declared: Straighten Noda. Reaction: After engaging in a battle: Give each Lion Clan Personality in your current army +1F. Ikoma Uchito TTT TTT029 Personality Dynasty Lion 3 3 - 6 2 R Lion Clan - Samurai - Tactician - Unique Loyal - Brother - Advisor from the Shogun Ronin Personalities in Uchito's army have +1F. Limited: Discard a card: Search your deck for a non-Unique Follower and attach it to one of your target Personalities (paying all costs). Matsu Fumiyo TTT TTT030 Personality Dynasty Lion 3 3 6 7 4 R Lion Clan - Samurai Fumiyo has +2F while attacking. Fear Battle: Target a unit with less Force than Fumiyo's unit opposing her. Move it home. If it moved, bow it and gain 1 Honor. Matsu Ouka TTT TTT031 Personality Dynasty Lion 3 3 6 6 3 C Lion Clan - Hero - Samurai Reaction: After a Personality or Follower in Ouka's army is destroyed: Give Ouka +5F. Matsu Shoken TTT TTT032 Personality Dynasty Lion 3 2 0 7 0 U Lion Clan - Deathseeker - Samurai Shoken has +3F while attacking. Reaction: After Shoken is destroyed: Gain 2 Honor. Moshi Kiyomori TTT TTT033 Personality Dynasty Mantis 3 4 0 7 1 U Mantis Clan - Shugenja - Storm Rider Fire Battle: Bow Kiyomori: Ranged Attack with strength equal to the Force of a target Mantis Clan Personality in his army. Moshi Minami TTT TTT034 Personality Dynasty Mantis 2 4 2 7 2 U Mantis Clan - Courtier Political Reaction: After an Attack Phase begins: Straighten one of your target Gold-producing Holdings. After the Attack Phase endds, bow the Holding. Tsuruchi Ki TTT TTT035 Personality Dynasty Mantis 2 3 2 5 2 C Mantis Clan - Magistrate - Samurai Battle: Bow Ki: Ranged 3 Attack. This Ranged Attack has +1 strength for each dishonorable Personality in its target's army. Yoritomo Harada TTT TTT036 Personality Dynasty Mantis 3 3 0 7 1 C Mantis Clan - Samurai - Scout - Naval Recon Open: During battles at a target province this turn, you have the ability: "Reaction: Any number of times per turn, after one of your Personalities is destroyed: Target an attachment destroyed with him. Attach it to a target Personality in your current army (paying all costs)." Yoritomo Kurei TTT TTT037 Personality Dynasty Mantis 5 3 - 8 1 R Mantis Clan - General - Samurai - Naval Battle: Even if Kurei is in your home, pay 3 Gold: Move one of your target Naval Personalities to a battlefield with one or more enemy units. If he moved, straighten all cards in his unit. Yoritomo Sachina TTT TTT038 Personality Dynasty Mantis 1 4 - 7 1 R Mantis Clan - Courtier - Unique Loyal - Advisor from the Shogun Political Open: Bow Sachina: Bow a target Personality with greater Personal Honor. The target's controller may dishonor him. Asako Masamichi TTT TTT039 Personality Dynasty Phoenix 3 4 6 7 3 C Phoenix Clan - Monk - Golden Arm Battle: Bow a target Personality opposing Masamichi with less Chi. Before this battle resolves, if Masamichi is not at the current battlefield, straighten the target. Isawa Chinatsu TTT TTT040 Personality Dynasty Phoenix 2 3 4 7 2 C Phoenix Clan - Scholar - Shugenja - Earth Reaction: When paying for a Spell: Produce 2 Gold. Isawa Sawao (Exp 2) TTT TTT041 Personality Dynasty Phoenix 2 4 0 4 3 R Phoenix Clan - Shugenja - Duelist - Enlightened Fire - Experienced 2 - Unique - Amethyst Champion Fire Battle: Bow Sawao: Destroy a number of target attachments up to his Chi opposing him whose total gold cost is less than or equal to 6. Isawa Tokiko TTT TTT042 Personality Dynasty Phoenix 1 4 6 7 3 U Phoenix Clan - Hero - Shugenja - Void Reaction: After Tokiko enters play: Create a 2F/2C/2PH Samurai Yojimbo Personality card at Tokiko's location. Masakazu TTT TTT043 Personality Dynasty Phoenix 7 2 - 9 1 R Phoenix Clan - Hero - Samurai - Yojimbo - Bully Unique - Loyal - Advisor from the Shogun Items provide no bonuses in duels involving Masakazu. Reaction: Even if Masakazu is bowed, before one of your Shugenja at Masakazu's location or your Isawa Ochiai is challenged: Masakazu is challenged instead and may use his Force as his duel stat in that duel. Shiba Sotatsu TTT TTT044 Personality Dynasty Phoenix 3 3 4 7 3 U Phoenix Clan - Samurai - Legion of Stone Earth Battle: Target one or more opposed Shugenja in Sotatsu's army. Other players' actions can not move them home. Da'ne'tch TTT TTT045 Personality Dynasty Ratling 2 3 - 6 0 U Ratling - Nonhuman - Courtier Stained Paw Tribe - One Tribe Reaction: Before a Political action resolves that targeted one of your Nonhuman Personalities: Negate its effects. I-m'jek TTT TTT046 Personality Dynasty Ratling 3 2 - 6 1 C Ratling - Nonhuman - Bushi - Naval Chipped Tooth Tribe - One Tribe Open: Give one of your target Nonhumans Naval or One Tribe. K'mee TTT TTT047 Personality Dynasty Ratling 2 4 - 5 2 R Ratling - Nonhuman - Monk - Shugenja - One Tribe Enlightened - Experienced 2 - Unique K'mee attaches Jingasa cards without gold cost. Limited: Look at the top 5 cards of your Fate deck or discard pile. You may bow K'mee: If you do, show one of those cards that is a Ring or Jingasa, and put it in your hand. Kan'ok'tichek (Exp 3) TTT TTT048 Personality Dynasty Ratling 7 5 - 11 3 R Ratling - Nonhuman - Clan Champion - One Tribe Tomorrow Chieftan - Bushi - Experienced 3 - Unique Reaction: After a Battle action resolves during which a Ratling entered play at a battlefield: Take an additional Battle action. Battle: Target three One Tribe cards at this battlefield: Kan'ok'tichek protects the One Tribe, destroying a target unit opposing him. Krn'n TTT TTT049 Personality Dynasty Ratling 2 2 - 6 1 C Ratling - Nonhuman - Bushi - Scout - One Tribe If your family Honor is 1 or less, Krn'n has -2 Gold Cost during the Dynasty Phase. Your One Tribe cards have +1F. Samarhad (Exp) TTT TTT050 Personality Dynasty Ratling 4 4 - 8 1 U Ratling - Nonhuman - Ashalan Sun-Rider - Experienced - Unique Open: Bow Samarhad: Take control of a target Personality without his controller's Clan alignment. Straighten him. At the end of the turn, if he is not Ratling, return control of him to the player you took him from. Bayushi Kosaku TTT TTT051 Personality Dynasty Scorpion 3 3 - 7 2 C Scorpion Clan - Magistrate - Samurai Battle: Bow a target Human Personality opposing Kosaku with Personal Honor lower than Kosaku's Chi. If any Shadowlands cards are in the target's unit, he can not straighten this turn. Bayushi Tomo TTT TTT052 Personality Dynasty Scorpion 3 3 - 7 1 C Scorpion Clan - Hero - Samurai - Martyr Battle: Any number of times per battle, if Tomo is opposed, give her -1C: Give her +2F. Shosuro Jimen TTT TTT053 Personality Dynasty Scorpion 1 4 - 8 2 R Scorpion Clan - Courtier - Unique - Poison Master Open: Target a Personality. After any action he performs this turn resolves, bow him. Political Reaction: After a battle or duel ends: Dishonor a target Personality who opposed one of your Personalities in the battle or duel. Shosuro Maru (Exp 2) TTT TTT054 Personality Dynasty Scorpion 2 4 - 8 2 R Scorpion Clan - Courtier - Obsidian - Oracle Experienced 2 - Unique Your dishonorable Personalities have +2F. Political Open: Bow Maru: Target a Personality. Bow him if he is dishonorable. His controller may choose to dishonor him; bow him if his controller does not choose this. Shosuro Masanori TTT TTT055 Personality Dynasty Scorpion 2 3 - 5 1 U Scorpion Clan - Ninja Battle: Bow Masanori: Ranged 2 Attack, or Ranged 3 Attack if the target is Shadowlands. Soshi Korenaga TTT TTT056 Personality Dynasty Scorpion 3 4 - 7 0 C Scorpion Clan - Shugenja Reaction: If Korenaga is not Shadowlands, when paying for a Spell attaching to him: Permanently give him Shadowlands. Produce 2 Gold. Picker of Bones TTT TTT057 Personality Dynasty Shadowlands 3 2 - 5 0 C Shadowlands - Ghul - Undead - Lose 4 Honor. Limited: Remove a target non-Ring card in any player's discard pile from the game. Tadaka no Oni TTT TTT058 Personality Dynasty Shadowlands 6 4 - 8 0 R Shadowlands - Nonhuman - Experienced Oni no Tadaka Oni - Unique - Unbound - Lose 3 Honor. Your Shugenja have Shadowlands and +1F. Battle: Bow one of your target Shugenja in Tadaka no Oni's army: Target an enemy Personality. He contributes Force to your army instead of his controller's if he is at the current battlefield during resolution. Chuda Chiaki TTT TTT059 Personality Dynasty Spider 1 3 1 4 3 U Spider Clan - Courtier - Nonhuman - Supai After Chiaki is destroyed or dishonored: Permanently give her Shadowlands or lose 4 Honor. Political Reaction: After one of your Political actions targets another player's Personality, bow Chiaki: Gain 2 Honor. Chuda Eiichi TTT TTT060 Personality Dynasty Spider 3 4 - 7 0 U Spider Clan - Shadowlands - Bloodspeaker Shugenja - Lose 4 Honor Maho Battle: Even if Eiichi is not at this battlefield, bow him: Bow a target Personality with lower Chi and permanently give him Shadowlands. Daigotsu Hidetsugu TTT TTT061 Personality Dynasty Spider 4 3 - 8 1 U Spider Clan - Samurai - Shadowlands Magistrate - Lose 3 Honor Battle: Bow or straighten a target Shadowlands Personality. Daigotsu Iemitsu TTT TTT062 Personality Dynasty Spider 5 2 - 7 1 C Spider Clan - Samurai - Shadowlands Lose 2 Honor Battle resolution does not bow Iemitsu. Daigotsu Yajinden (Exp 2) TTT TTT063 Personality Dynasty Spider 5 5 - 9 0 F Spider Clan - Shadowlands - Artisan - Bloodspeaker Shugenja - Experienced 2 - Unique - Lose 6 Honor Reaction: When paying for an Item card: Produce 3 Gold. Limited: If Yajinden is dead, remove a Human Personality you control and own from the game: Bring Yajinden into play, waiving all costs. Goju Zeshin TTT TTT064 Personality Dynasty Spider 3 4 - 7 0 U Spider Clan - Ninja - Lose 4 Honor After an action resolves that Zeshin performed: You may move him home. Battle: Ranged 2 Attack. If the target of the Ranged Attack is a Personality and still in play, give him -2C. Kokujin Buncho TTT TTT065 Personality Dynasty Spider 4 4 - 8 0 C Spider Clan - Monk - Shadowlands Lose 4 Honor Battle: Bow Buncho: Reduce the Force of a target Personality opposing Buncho by Buncho's Force. After this battle ends, give the target -3C. Master Saleh TTT TTT066 Personality Dynasty Spider 2 3 - 7 0 C Spider Clan - Jackal - Shugenja - Lose 2 Honor. Limited: Pay 3 Gold and remove a target Personality in any discard pile from the game: Lose 2 Honor. Create a 2F/2C Undead Ghul Shadowlands Personality. The Quelsaurth TTT TTT067 Personality Dynasty Spider 4 4 1 6 2 R Spider Clan - Nonhuman - Naga - Cobra Shugenja - Jakla - Advisor from the Shogun Unique - Loyal The Quelsaurth can not gain Shadowlands. After a Shadowlands Personality is destroyed: Give The Quelsaurth a +1F Pearl Token. Horiuchi Rikako TTT TTT068 Personality Dynasty Unicorn 1 4 2 7 3 R Unicorn Clan - Shugenja - Unique Loyal - Advisor from the Shogun Battle: Move Rikako to the current battlefield. Straighten a card in your army there. Limited: Bow Rikako: Look at the top four cards of your Fate Deck. If one is an item, show it and put it in your hand. Put the rest back in any order. Moto Jin-sahn TTT TTT069 Personality Dynasty Unicorn 4 2 0 9 1 F Unicorn Clan - Samurai - Cavalry - Unique Reaction: After engaging in a battle: Give a target Personality or Follower opposing Jin-sahn at the current battlefield -3F. Bow it if its Force is now 0. Moto Yong-tai TTT TTT070 Personality Dynasty Unicorn 3 3 0 8 2 U Unicorn Clan - Shugenja - Cavalry Reaction: After a Personality in Yong-tai's army is destroyed, even if she is bowed: Give Yong-tai +2F/+1C. Straighten her. Unicorn Wardogs TTT TTT071 Personality Dynasty Unicorn 3 2 - 8 0 U Unicorn Clan - Nonhuman - Cavlary Can not attach cards. Battle: If you control a Human Unicorn Clan Personality in this army: You may target and bow a Follower or Personality without Followers opposing Unicorn Wardogs. Give Unicorn Wardogs +2F. Utaku Fujiko TTT TTT072 Personality Dynasty Unicorn 3 3 4 8 3 C Unicorn Clan - Battle Maiden Samurai - Cavalry Battle: If Fujiko assigned to this battlefield during Infantry Maneuvers: Give her +2F. Utaku Remi TTT TTT073 Personality Dynasty Unicorn 2 3 4 7 3 C Unicorn Clan - Battle Maiden - Samurai Scout - Cavalry Recon Open: Target a province. Opposed Cavalry Personalities there have +1 PH; this will not take their Personal Honor above 5. Opposed Cavalry cards there have +1F. Etsushi TTT TTT074 Personality Dynasty Unaligned 5 3 - 6 2 R Ronin - Samurai - Brother - Unique Advisor from the Shogun Other Ronin Personalities Etsushi's army have +1F. Battle: Bow a target Unaligned Human Personality opposing Etsushi. Kazumasa TTT TTT075 Personality Dynasty Unaligned 4 4 - 6 3 R Badger Clan - Samurai - Scout - Mountaineer Advisor from the Shogun - Unique Reaction: After an action or Event with the Winter or Mountain keyword resolves, even if Kazumasa is bowed: Draw a card. Straighten Kazumasa. Ujina Saionji TTT TTT076 Personality Dynasty Unaligned 2 4 2 6 4 C Hare Clan - Shugenja - Water Battle: Bow a target Shadowlands Shugenja opposing Saionji. Usagi Heiji TTT TTT077 Personality Dynasty Unaligned 4 2 2 7 2 C Hare Clan - Samurai - Scout - Cavalry Recon Open: During battles at a target province this turn, your non-Shadowlands Hare Clan and Unaligned Human Personalities have +1F. Hashi no Oni TTT TTT078 Region Dynasty R Shadowlands - Oni - Singular - Lose 3 Honor. After engaging in a battle at this province: Destroy one of your Personalities or Followers at the current battlefield. The Attacker targets and destroys a Personality or Follower in his current army. A Legion of One TTT TTT079 Action Fate 0 3 C Heroic Battle: Give one of your target Personalities +2F for each unit in the opposing army. If he is a Hero or Deathseeker before the next time this battle a card effect moves him, negate the movement. Allegations TTT TTT080 Action Fate 0 2 U Political Battle: Target one of your unbowed Magistrates: Dishonor a target Personality opposing him with Personal Honor lower than your Magistrate's Chi. The opposing target's controller chooses whether to bow him or move him home. Assigning Blame TTT TTT081 Action Fate 0 4 R Political Reaction: After one of your Personalities is destroyed, if you control a Courtier: Dishonor a target Personality. His controller loses 3 Honor; this loss can be negated but not reduced. Astonishing Resilience TTT TTT082 Action Fate 0 3 R Heroic Reaction: After another player's card's effect destroys a Hero or Berserker Personality Force to the army even if while he is dead (only if the army has one or more units). Beginning Arbitration TTT TTT083 Action Fate 0 3 C Political Battle: Your non-Weapon Items have +2F while at the current battlefield. Berserker's Charge TTT TTT084 Action Fate 0 2 U Heroic Fear Battle: Target one of your unbowed Heroes or Berserkers: Give a target Personality or Follower opposing him a Force penalty equal to your target's Force. Blunting the Charge TTT TTT085 Action Fate 0 2 C Battle: Even if you have no units at the current battlefield: Target a Cavalry Personality with 5 or more Force, or an opposed Infantry Personality with 5 or more Force. Move him home. Clan Heirloom TTT TTT086 Action Fate 0 3 C Limited: Permanently give one of your target Items the ability: "Reaction: After another player's card effect destroys this Personality or this card: Attach this card to one of your target Personalities, waiving costs." Courage in Death TTT TTT087 Action Fate 0 2 R Reaction: Before one of your Personalities is destroyed during battle: Give another target Personality a Force bonus equal to your Personality's Chi. If you are a Crab Clan player, delay your Personality's destruction until after the battle ends. Cursed Gift TTT TTT088 Action Fate 0 2 U Battle: Lose 3 Honor. Give a target Personality or Follower in the enemy army -3F. Its abilities can not be used this battle. If you control a Bloodspeaker or a Shadowlands Shugenja, permanently give the target Shadowlands. Dark Inheritance TTT TTT089 Action Fate 2 2 U Limited: Attach a target non-Unique Spell or Item from your discard pile to one of your target Personalities (paying all costs). Lose 2 Honor. Death after Life TTT TTT090 Action Fate 0 2 R Reaction: After one of your Personalities is destroyed during battle: Lose 5 Honor. Target a dead Personality in your discard pile, or in any discard pile if you are a Spider Clan player. Permanently give him Shadowlands and Undead. Bring him into play in your current army, ignoring restrictions (paying all costs). Death Poem TTT TTT091 Action Fate 0 1 C Open: Honorable Personalities have +1F while opposed and attacking. Before any Personality is destroyed during a battle this turn, rehonor him. Denounced on Stage TTT TTT092 Action Fate 0 1 U Political Limited: Target one of your Artisan or Courtier Personalities: For the rest of the turn, before each time a player loses Honor, increase the loss by 1. Desperate Gambit TTT TTT093 Action Fate 0 1 C Limited: Dishonor one of your target Samurai Personalities: Target another player's Personality with equal or lower Chi. If either target assigns opposing the other this turn, destory them both. Double Bind TTT TTT094 Action Fate 0 2 C Political Open: Bow one of your target Courtiers: In turn order, each other player chooses either to bow one of his unbowed Personalities or to dishonor one of his Honorable Personalities. Gain 2 Honor for each Personality other players bowed. Echoes of Disgrace TTT TTT095 Action Fate 0 2 R Political Battle: Target a dishonorably dead Personality owned by the enemy leader: Target up to three of his Personalities. You may dishonor one of them. Give them each a Force penalty equal to the Force of the dishonorably dead Personality. Failure of Courage TTT TTT096 Action Fate 0 3 R Battle: If you are the Defender: The enemy leader targets an unbowed Personality in his army. Move the target home. He can not move to battlefields this turn. Fight Another Day TTT TTT097 Action Fate 0 4 C Battle: Lose 2 Honor. Move home, then straighten, all units in your army. If this moved a Nonhuman, draw a card. Find a Way Through It TTT TTT098 Action Fate 0 2 R Recon Limited: Bow one of your target Scouts or Ninjas: Reduce the strength of a target province by twice his Chi. For the Fallen TTT TTT099 Action Fate 0 3 C Recon Limited: Bow one of your target Scouts or Ninjas: Reduce the strength of a target province by twice Battle: Target one or two of your opposed Personalities. Give each +2F, or +3F if you own a dead Personality with 3 or more Personal Honor.his Chi. Gift of the Lady TTT TTT100 Action Fate 0 3 R Political Open: Discard the Imperial Favor or bow one of your target Courtiers: Straighten a target Personality. Glory in Death TTT TTT101 Action Fate 0 2 R Reaction: After one of your Personalities destroyed during battle: Give all Personalities in your army +1F, or +2F if you are a Lion Clan player. Honor in Death TTT TTT102 Action Fate 0 2 R Reaction: After another player's card effect destroys one of your defending Personalities at a province's battlefield: Increase the province's Strength by his Personal Honor, and by an additional 2 if you are a Crane Clan player. After the current battle resolves, gain 1 Honor if the province was not destroyed. Honorable Rebirth TTT TTT103 Action Fate 0 4 R Limited: Target an honorably dead Human Shugenja. Overlay him on one of your target Human Shugenja with the same Clan alignment, ignoring title and experience levels. If you are a Phoenix Clan player, the overlaid target may be a Samurai with the dead Shugenja's Clan alignment instead. Hope from Death TTT TTT104 Action Fate 0 4 C Reaction: After one of your Human Personalities is destroyed during battle, pay his gold cost unless you are a Phoenix Clan player: Overlay his card on one of your target Human Personalities at the current battlefield, ignoring title and experience levels. Kanshi TTT TTT105 Action Fate 0 3 U Reaction: Before another player resolves a Political action: One of your target Samurai or Courtier Personalities commits seppuke in protest. The player may choose to negate his action's effects. If he does not choose this, then after his action resolves, dishonor each Personality who performed it, and he loses 5 Honor. Kharma in Death TTT TTT106 Action Fate 0 3 U Reaction: After one of your Personalities is destroyed during battle: Target a Personality in the current enemy army with equal or less Chi. The target can not perform actions. Set his Force to 0 if you are a Dragon Clan player. Let Them Fight Their Dead TTT TTT107 Action Fate 0 3 R Maho Kiho Battle: Target one of your unbowed opposed Shugenja: Target a dead Personality the enemy leader owns. Lose 5 Honor. Bring him into play, in your army, waiving costs and ignoring restrictions. After the battle ends, destroy him. Loyalty, Unto Death TTT TTT108 Action Fate 0 4 R Reaction: After one of your Personalities is destroyed during battle: Target any number of Personalities in your army. Move them home; if you are a Scorpion Clan player, you may instead move them to one other battlefield. Merciless Death TTT TTT109 Action Fate 0 1 U Reaction: After a player resolves a Reaction to one of his Personalities' destruction during a battle: Target one of the player's Personalities at the current battlefield. Destroy one of his attachments. Bow the target if you are a Unicorn Clan player. Prepared Defense TTT TTT110 Action Fate 0 1 C Siege Terrain Battle: If you are the Defender: Straighten each Castle Holding you control. You may use abilities and resolve effects on Castle Holdings as if you had exactly one province and as if the current battlefield was at your last province. Preparing Stockpiles TTT TTT111 Action Fate 0 2 R Recon Limited: Target one of your Scouts: Target a province. Other players' card effects can not move your Personalities home from that province's battlefield. Profit from Death TTT TTT112 Action Fate 0 2 U Reaction: After a Personality is destroyed during battle: Target a card that was attached to him when he was destroyed. Attach it to one of your target Personalities, waiving its costs if you are a Mantis Clan player. Lose 1 Honor. Reclamation TTT TTT113 Action Fate 0 1 U Battle: Target one of your unbowed Personalties with 2 or less Personal Honor: Destroy a target Item opposing him whose Personality has less base Force than yours. Redeployment TTT TTT114 Action Fate 0 2 C Reaction: After Cavalry Maneuvers, target one of your unbowed Scouts: Target a number of your unbowed Personalities less than or equal to your Scout's Chi. Assign them to a battlefield where there is an enemy army. Requisitioned Troops TTT TTT115 Action Fate 0 4 C Open: Target one of your unbowed Magistrates: Target another player's Follower with a lower Honor Requirement than your Magistrate's Chi. Return the Follower to its owner's hand. Sake House Brawl TTT TTT116 Action Fate 0 1 U Open: Bow one or more of your target Personalities: Bow one or more target Personalities, each controlled by a different player, with a total Force less than that of your performing Personalities. Shameful Tactics TTT TTT117 Action Fate 0 1 C Battle: You may target and dishonor one to three of your Personalities. Each opposed dishonorable Personality at the current battlefield gains a Force bonus equal to the number of dishonorable Personalities in his army. Share the Blame TTT TTT118 Action Fate 0 3 R Political Reaction: After another player targets a Courtier with an action, dishonor one of your Courtiers: Dishonor the Courtier the other player targeted. You, then the other player, each lose 3 Honor. Summoned to Justice TTT TTT119 Action Fate 0 4 U Political Battle: Target one of your unbowed Courtiers at any location: Move home a target attacking Personality. If he moved, bowhim. If he is dishonorable, his controller loses Honor equal to his base Personal Honor. Tales of Battle TTT TTT120 Action Fate 0 1 U Reaction: After battle resolution destroys one or more Personalities, bow two of your target Courtiers: Each player gains 1 Honor for each of his honorably dead Personalities and loses 2 Honor for each of his dishonorably dead Personalities. The Price of Weakness TTT TTT121 Action Fate 0 3 C Battle: Give a target Personality -4F. If he is Shadowlands, bow him, and you may target a Personality in your army and give him +3F. Triumph of Courage TTT TTT122 Action Fate 0 2 U Focus Effect: You may switch one of your focused cards with a card in your Fate discard pile. After this duel resolves, your focused cards are removed from the game instead of discarded. Battle: Target an opposed Personality. After each time this turn a Battle action resolves (including this one), give him +1F. True Artistry TTT TTT123 Action Fate 0 2 U Limited: Target one of your Artisans: Create a +2F Weapon Item with the trait "After this Personality assigns: Target another player. He gains 2 Honor." Attach it to another player's target Personality. Vengeful Shadows TTT TTT124 Action Fate 0 3 R Ninja Battle: Bow one of your target Ninja Personalities: Lose 2 Honor. Give a target Personality opposing your Ninja two -1F/-1C Poison tokens. You may move your Ninja home. We Join the Ancestors TTT TTT125 Action Fate 0 3 C Battle: Destroy one of your unbowed target Personalities: Send home each attacking unit in this battle whose total Force is lower than the number of your honorably dead Personalities. Bakemono Warpack TTT TTT126 Follower Fate 2 0 0 2 2 C Shadowlands - Nonhuman - Goblin Lose 2 Honor. Battle: Any number of times per battle, destroy,BR> a Goblin card in this army: Ranged 1 Attack. Cowardly Rabble TTT TTT127 Follower Fate 3 0 0 2 2 U After the second or later time each battle the enemy leader resolves a Battle action, if this card is at that battlefield: Return it to your hand. Devoted Yojimbo TTT TTT128 Follower Fate 2 0 2 3 3 U Battle: Bow one of your Personalties or Followers in this army: Straighten a target Personality or Follower in this army. Gate Guardsman TTT TTT129 Follower Fate 2 0 3 3 1 U Reaction: After another player resolves a Battle Action, if this unit is at the current battlefield: Take an additional Battle action. Ronin Scout TTT TTT130 Follower Fate 2 0 1 3 1 C Ronin - Scout Battle: Move this Personality to a battlefield with an enemy army where he has not been this turn. Spider Heavy Regulars TTT TTT131 Follower Fate 3 0 0 4 2 C Shadowlands - Lose 3 Honor Fear Battle: Bow a target Personality or Follower opposing this card with lower Force and no attached Followers. The Desiccated TTT TTT132 Follower Fate 3 0 0 4 1 U Shadowlands - Undead - Lose 3 Honor This card can be attached from your discard pile instead of from your hand. Traveling Magistrate TTT TTT133 Follower Fate 2 0 1 3 2 R Magistrate Political Reaction: When paying a Gold Cost of a Fate card or an action during a battle: Produce 2 Gold. Tsukai-sagasu TTT TTT134 Follower Fate 1 0 2 3 3 U Open: If this Personality is a Shugenja, bow this card: Straighten him. Wandering Sohei TTT TTT135 Follower Fate 2 0 1 4 3 C Once per turn, this Personality can perform an action from a Kiho ability on a card in your discard pile (observing the Kiho's restrictions); then, remove the card from the game. Brand of Cowardice TTT TTT136 Item Fate 0 0 3 1 C Can only attach to a Courtier or Magistrate. Political Battle: Move this Personality home: Lose 2 Honor. Move home a target Personality in the current enemy army. He is branded as a coward and is dishonored. Gumbai-Uchiwa TTT TTT137 Item Fate 2 0 3 3 C Weapon - Tessen After this card leaves play: Remove it from the game. Battle: If this card is in the discard pile: Attach it to one of your target Personalities at the current battlefield (paying all costs). Iron Tetsubo TTT TTT138 Item Fate 4 0 5 2 U Weapon Negate all Force penalties on this Personality. K'mee's Jingasa TTT TTT139 Item Fate 1 0 3 3 R Jingasa Will only attach to K'mee or a Monk. Reaction: After this Personality bows to pay the cost of a Kiho action or one of his base abilities, bow this card: Straighten him. He can not perform actions until this phase ends. Lion Mempo TTT TTT140 Item Fate 2 0 2 3 R Mempo - Unique Reaction: After a Personality in this battle is destroyed: This Personality copies a Battle action on the destroyed card (until the turn ends) and may take an additional battle action to perform it. Soul Jar TTT TTT141 Item Fate 0 0 5 3 U This Personality may remain bowed. Limited: Bow this Personality: Lose 3 Honor. Target one of your dead Personalities. He enters play, waiving costs, with a +2F/-1C token and permanently has 0 PH. After the next time this game this Personality straightens or leaves play, destroy the target. Inspire Courage TTT TTT142 Action Fate 0 3 R Kiho Fire Open: Bow one of your target Monks or Shugenja: Give one to three target Samurai Personalities +2F. If the performer has the Fire keyword, the Samurai can not move home from battlefields this turn. Inspire Excellence TTT TTT143 Action Fate 0 3 C Kiho Air Limited: Bow one of your Monks or Shugenja: Target an Artisan or Magistrate Personality. Give him a +2 PH token. If the performer has the Air keyword, you gain 2 Honor after the next time this turn the target resolves one of his base abilities. Inspire Fear TTT TTT144 Action Fate 0 3 U Kiho Fear Water Battle: Target one of your unbowed Monks or Shugenja: Move home a target Human Personality opposing him. If the performer has the Water keyword, the Personality can not move to battlefields this turn. Inspire Obedience TTT TTT145 Action Fate 0 3 U Kiho Earth Battle: Target one of your Monks or Shugenja, and bow him unless he has the Earth keyword: Bow a target unit opposing him led by a Personality with lower Chi. Inspire Reverence TTT TTT146 Action Fate 0 3 U Kiho Void Limited: Target one of your unbowed Monks or Shugenja: Target a dead Human Personality with the same Clan alignment. Gain 2 Honor after the next time this turn he enters play. If the performer has the Void keyword, draw an additional card when your next End Phase begins. Earthen Guardians TTT TTT147 Spell Fate 2 3 C Earth Battle: Bow this Shugenja, even if he is not at the current battlefield: Create a Nonhuman Earth Personality in your current army with 3F/1C, or 5F/1C if your Shugenja has the Earth keyword,and the trait, "Can not be destroyed to pay costs." After this turn ends, remove this Personality from the game. Funeral Rites TTT TTT148 Spell Fate 3 4 C Air Reaction: After one of your Personalities is destroyed, bow this Shugenja unless he has the Air keyword: Give one of your target Personalities a Remembrance token with a Force bonus equal to the destroyed Personality's Personal Honor. You may straighten the target's unit. You may move him to any battlefield. Inferno's Tooth TTT TTT149 Spell Fate 3 3 R Fire Battle: Bow this Shugenja, or bow this Spell if this Shugenja has the Fire keyword: Ranged 5 Attack. She raised her hands to the sky in prayer and the fire kami heard her call. Buildings burned and weapons shattered in the wake of their furious answer. Purity in Death TTT TTT150 Spell Fate 2 4 R Water Open: Bow this Shugenja unless he has the Water keyword: Remove a target Personality in any discard pile from the game. If he was dead, you may put any cards in your provinces on the bottom of your deck, refilling those provinces face-up. Summon Maseru no Oni TTT TTT151 Spell Fate 6 2 U Spider Clan Shugenja attach this Spell paying 2 less Gold. Maho Limited: Bow and destroy this Spell: Lose 5 Honor. Create a 6F/3C Shadowlands Nonhuman Oni Personality. Tempered Resurrection TTT TTT152 Spell Fate 2 4 F Fire Open: Bow this Shugenja unless he has the Fire keyword: You may remove an honorably dead Personality you own from the game. Target a face-up Personality in one of your provinces. Reduce his Gold Cost by the Gold Cost of any Personality you removed. Bring the target into play (paying all costs). Shiro Usagi TTT TTT153 Stronghold Aside Hare 6 3 2 R Your Clan alignment is Hare Clan. Hare Clan Personalities you own have your Clan alignment. Reaction: Once per battle, after you resolve an action: Move home one or more target Hare Clan Personalities who performed it.