# Rarity Title Type Faction F C HR G PH Fo Text
1 U Are You With Me? Event               All Followers in the game cost 6 less Gold, to a minimum of 1, until the start of your next turn.
2 R Birth of the Anvil Event               Each player may draw two Fate cards and also permanently lower his maximum hand size by two.
3 R Birth of the Sword Event               Each player gains two Honor and may draw one Fate card.
4 F Boastful Proclamation Event               If this Province is destroyed by an attacking army before the start of your next turn, then at the end of resolution, every Personality attacking it gains +1F/+1C permanently and the Attacker may draw a card. Otherwise, at the start of your next turn, this Province permanently gains +3 Strength and you gain 3 Honor. Discard this Event without resolution
if none of the other players controls a Personality.
5 R Boundless Sight Event               Search your Dynasty deck for an Experienced Personality and refill this Province with that card, face-up.
6 R Celestial Alignment Event               Until the beginning of your next turn, Shugenja Personalities need not bow to cast Spells or Kihos or to use innate abilities. Until the beginning of your next turn, no action on each Spell and Kiho card can be used more than once and no innate ability can be used more than once.
7 R Chrysanthemum Festival Event               Each player gains a Province to the left of his leftmost Province.
473 F Court Intrigue Event               If you control the Imperial Favor, you may discard it to give each of your Courtiers the following ability until the beginning of your next turn: "Political Open: Bow this card during the Action Phase to bow a non-Unique Personality with lower Personal Honor."
8 R Doom of the Dark Lord Event               Until you are eliminated, all players draw an additional Fate card during their End Phases, and each time a player needs to draw a Fate card but cannot because his Fate deck is empty, destroy his rightmost Province.
475 U Dragon's Strength Event               If you have a Clan Champion from your Faction in play, each of your Personalities permanently gains +1F/+1C.
9 R Far from the Empire Event               For the rest of the game, whenever a player uses the Imperial Favor, permanently raise by 3 the Family Honor required by that player to achieve an Honor Victory.
10 U The Heavy Shadow of Fear Event               Until your next Events Phase, each card with one or more actions that produce Fear gains a Force bonus equal to the total non-variable Fear strengths of those actions.
11 F Imperial Ambassadorship Event               Each of the other players may draw a card. You may draw three cards. If you do, then shuffle two of those cards into your deck.
12 U Imperial Quest Event               Target a Personality with more than 2 Chi. Bow that Personality, who may remain bowed by his controller. Until the Personality straightens or leaves play, the Personality's controller gains 2 Honor each time he chooses not to straighten the Personality during his Straighten Phase. Dishonor the Personality if he straightens before his controller's third Straighten Phase from now.
13 U In Time of War Event               For the rest of the game, no player's Family Honor may rise over 5 points from what it was when the turn began. This applies only to total Family Honor, and does not modifyi ndividual losses or gains.
14 R Kachiko's Promises Event               Until the beginning of your next turn, other players must discard a card from their hands as an additional cost of playing a card that targets you or any of your cards.
16 U Moon and Sun Event               Each player may search his Dynasty discard pile for an Event, show it to all players, and shuffle it into his deck. Each Event reshuffled this way that has not already had its maximum number of resolutions changed by other effects may resolve two times this game instead of once.
17 R My Enemy's Weakness Event               Until the beginning of your next turn, any player who destroys a Province as the Attacker may pay 5 Gold immediately to gain an additional Province to the right of his rightmost Province. Each player may do this once during this time.
18 U Naga Storm Mirumoto Mountain Event               The next time this game a player has two or more of his Provinces destroyed during the same turn, negate the second destruction.
19 R New Emerald Champion Event               Permanently give a Personality controlled by any player +3F/+3C and the Emerald Champion trait. If possible, permanently give the following ability to a Personality controlled by a different player from the first one: "Open: Bow to bow an Emerald Champion."
482 F New Year's Celebration Event               Each player discards his hand, then draws five cards.
20 U Norikazu's Ravings Event               Until the end of the game, destroy each Spell after it is cast.
481 F Occult Murders Event               Beginning with you and proceeding in turn order, each player destroys a Personality or Retainer of the player to his right.
21 F Poetry Contest Event               Beginning with the player to your left and proceeding in turn order, each player has one chance to bow a Poet or Courtier Personality he controls. The Personality with the single highest Personal Honor, if any, gains 4 Honor. All other players who bowed a Personality gain 1 Honor.
22 F Proposal of Peace Event               Until the beginning of your second turn from now, negate all Honor gains for bringing Personalities into play.
23 F Regions of Rokugan Event               Beginning with you and proceeding in turn order, each player may search his Dynasty deck for a Region and attach it to one of his Provinces that does not have a Region.
24 U Restoring the Doji Treasury Event               Each player may search his Dynasty deck for one Gold-producing Holding, lower its Gold cost by 3, and put it into play bowed, paying all remaining costs.
25 U Shadow of the Dark God Event               Permanently lower the strength of each Province by 1.
15 F The Shogun's Fealty Event               If you are not a Shadowlands player, you have a Wind, and no other players have your Wind, you gain the Imperial Favor and no other player may lobby for the Favor before the start of your next turn.
26 U Wisdom Gained Event               Each player may search his Fate deck and discard pile for an Elemental Ring, show it
to all players, and put it in his hand.
27 C Blacksmiths Holding     2   4     Bow Blacksmiths to produce 2 Gold, plus 1 Gold for every Iron Mine in play.
Bow Blacksmiths to produce 4 Gold when paying for a Weapon or Armor.
28 F Copper Mine Holding     2   2     Bow Copper Mine to produce 2 Gold.
If you are a Lion Clan player, bow Copper Mine to produce 3 Gold.
29 U Daidoji Merchants Holding     3   5     Daidoji Merchants costs 1 less Gold for Crane Clan and Mantis Clan players.
Bow Daidoji Merchants to produce 3 Gold, plus 1 Gold if you control one or more Ports, plus 1 Gold if you control one or more Marketplaces.
30 C Devout Acolyte Holding     2   3     Retainer
Bow Devout Acolyte to produce 2 Gold.
Bow Devout Acolyte to produce 4 Gold when paying for a Temple, Shrine, or Oracle.
Reaction: Once per turn, produce 1 Gold when paying for an action on a Temple, Shrine, or Oracle.
31 F Dragon Dancers Holding     2   3     Bow Dragon Dancers to produce 2 Gold.
Bow and destroy Dragon Dancers to produce 4 Gold.
32 U Fantastic Gardens Holding   2     7     Fantastic Gardens costs 2 less Gold for Crane Clan players.
Limited: Bow Fantastic Gardens to gain 2 Honor.
33 F Geisha House Holding     2   2     Bow Geisha House to produce 2 Gold.
If you are a Scorpion Clan player, bow Geisha House to produce 3 Gold.
34 F Gifts and Favors Holding     2   2     Bow Gifts and Favors to produce 2 Gold.
Reaction: During your End Phase, if you've brought no Gold-producing Holdings into play
this turn, bow your Stronghold to search your deck, then face-down Provinces, for this card. Put the first Gifts and Favors you find into play bowed. If you find none, you lose the game.
35 F Gold Mine Holding     2   2     Bow Gold Mine to produce 2 Gold.
If you are a Dragon Clan player, bow Gold Mine to produce 3 Gold.
36 U Grove of the Five Masters Holding         2     Unique
Limited: Bow Grove of the Five Masters to search your Fate deck for a Kiho. Show it to all players, put it in your hand, and discard one card from your hand.
485 C The Hiruma Dojo Holding     3   4     Bow the Hiruma Dojo to produce 3 Gold.
Reaction: When paying for a Samurai, bow the Hiruma Dojo to lower that Samurai's Gold cost by 4.
37 R Honor's Lesson Dojo Holding         4     Unique
Reaction: After all players pass consecutively in a battle but before Delayed Terrains (if any) resolve, bow Honor's Lesson Dojo to take one Battle or Open action.
38 C House of the Red Lotus Holding     2   2     Geisha House
Bow House of the Red Lotus to produce 2 Gold.
Political Reaction: Before another player gains Honor from bringing a Personality into play, bow House of the Red Lotus to lower the gain by one. Lose 1 Honor.
39 F Iron Mine Holding     2   2     Bow Iron Mine to produce 2 Gold.
If you are a Crab Clan player, bow Iron Mine to produce 3 Gold.
40 U Ki-Rin's Shrine Holding         2     Unique
While Ki-Rin's Shrine is in play, the Chi of your Personalities cannot be lowered below their Personal Honor, unless the loss is caused by your cards or Stronghold or by tokens they created.
41 U Ki-Rin's Shrine Holding         7     Experienced * Unique
While Ki-Rin's Shrine is in play, your Human Personalities gain +1F/+1C and your Dragon Clan Personalities gain +1 Personal Honor.
42 R Kisada's Shrine Holding         2     Unique
Reaction: Bow Kisada's Shrine after one of your Samurai Personalities with Yu is destroyed to return that Personality to play, bowed, in your home, ignoring all costs and restrictions.
43 F Kobune Port Holding     2   2     Port
Bow Kobune Port to produce 2 Gold. If you are a Mantis Clan player, bow Kobune Port to produce 3 Gold.
44 R Lion Scout Holding     2   3     Retainer * Unique
Bow Lion Scout to produce 2 Gold.
Reaction: Bow Lion Scout when one of your Lion Clan Personalities performs a Tactical action. The Personality may perform one additional Tactical action this battle, but it must be a type of Tactical action he did not perform previously this battle.
45 F Marketplace Holding     2   2     Bow Marketplace to produce 2 Gold.
If you are a Crane Clan player, bow Marketplace to produce 3 Gold.
46 C Master of Bushido Holding         3     Retainer
Political Reaction: Bow Master of Bushido to negate an Honor gain. This cannot negate a gain resulting from winning a battle or duel or a gain belonging to a player who has less than his starting Family Honor.
47 U Master Painter Holding   3     9     Retainer * Unique
Limited: Bow Master Painter to gain 3 Honor.
483 F Obsidian Mine Holding     4   3     Shadowlands * Lose 3 Honor.
Bow Obsidian Mine to produce 4 Gold. Lose 3 Honor.
48 U Oracle of the Void Holding         10     Retainer * Unique
Elemental Limited: Bow Oracle of the Void and pay 1 Gold to either draw a Fate card or discard a card from your hand. Show the card to all players.
Elemental Reaction: During your End Phase, if you have fewer than five cards in your hand, bow Oracle of the Void to draw cards until you have five in your hand. Lose 2 Honor each time you draw. These losses cannot be modified.
49 R Phoenix Library Holding     2   3     Unique
Bow Phoenix Library to produce 2 Gold.
Reaction: Bow Phoenix Library after you attach a Spell from your hand to one of your Phoenix Clan Personalities to draw a card.
51 C Rice Paddy Holding     2   2     Farm
Bow Rice Paddy to produce 2 Gold.
Battle: Bow and destroy Rice Paddy to bow a Follower attacking one of your Provinces.
52 F Sanctified Temple Holding   2 2   4     Bow Sanctified Temple to produce 2 Gold.
Limited: Bow Sanctified Temple and pay 2 Gold to gain 2 Honor.
53 R Scorpion Distracter Holding     2   3     Retainer * Unique
Bow Scorpion Distracter to produce 2 Gold.
Political Reaction: Bow Scorpion Distracter and one of your Scorpion Clan Personalities to cancel a target Political action unless its player pays an amount of Gold greater than twice your performing Personality's Chi.
54 C Shackled Oni Holding     3   4     Retainer * Oni * Shadowlands * Lose 3 Honor.
Bow Shackled Oni to produce 3 Gold.
Open: Bow and destroy Shackled Oni to give a Shadowlands card +2F.
55 R Shadowlands Bastion Holding     2   3     Shadowlands * Unique * Lose 4 Honor.
Bow Shadowlands Bastion to produce 2 Gold.
Bow Shadowlands Bastion to produce 4 Gold when paying for a Shadowlands card.
56 C Shinmaki Monastery Holding     2   2     Bow Shinmaki Monastery to produce 2 Gold.
Bow Shinmaki Monastery to produce 3 Gold when paying for a Retainer or
for a Monk Personality.
57 F Shokansuru Holding     5   4     Retainer * Shadowlands * Lose 2 Honor.
Bow Shokansuru to produce 5 Gold when paying for an Oni.
Bow Shokansuru to pay the entire Gold cost of a Summon card.
58 U Shrine of Stone Holding         3     Singular
Open: Bow Shrine of Stone during another player's Action Phase to straighten one
of your bowed Personalities.
59 C Silk Works Holding     4   5     Bow Silk Works to produce 4 Gold.
60 F Silver Mine Holding     2   2     Bow Silver Mine to produce 2 Gold.
If you are a Phoenix Clan player, bow Silver Mine to produce 3 Gold.
61 C Simple Huts Holding     5   1     Bow Simple Huts and one of your Farms to produce 5 Gold.
62 F Stables Holding     2   2     Bow Stables to produce 2 Gold.
If you are a Unicorn Clan player, bow Stables to produce 3 Gold.
63 U Tangen's Lies Holding         6     Unique * Costs 2 less Gold for Scorpion Clan players.
Reaction: After another player takes a Political action, bow Tangen's Lies to draw a Fate card.
Reaction: After another player takes a Political action, bow Tangen's Lies to force that player to discard a card of his choice from his hand.
64 F Trading Grounds Holding     1   2     Bow Trading Grounds to produce 1 Gold.
Bow Trading Grounds to produce 4 Gold when paying for a Holding.
50 F Treasure Hoard Holding     2   2     Bow Treasure Hoard to produce 2 Gold.
If you are a Ratling player, bow Treasure Hoard to produce 3 Gold.
65 R Unicorn Marketeer Holding     2   3     Retainer * Unique
Bow Unicorn Marketeer to produce 2 Gold.
Reaction: After you attach an Item from your hand to one of your Unicorn Clan Personalities, bow Unicorn Marketeer to draw a card.
66 C Hida Hitoshi Personality Crab 2 3 3 6 2   Crab Clan Samurai
Hitoshi gains +1F while he has one or more Followers.
Open: Bow Hitoshi to give a Follower a Force bonus equal to Hitoshi's Force.
73 R Hida Isamu Personality Crab 5 4 3 10 2   Crab Clan Samurai * Unique * Soul of Hida Tsuneo
Your other Personalities gain +2F while in a defending army with Isamu.
67 U Hida Kosho Personality Crab 5 3 5 10 3   Crab Clan Samurai * Yu 5
Battle: Once per battle, Kosho challenges an opposing attacking Personality to a duel of Force. The challenged Personality may refuse by going home bowed. Bow the loser.
68 F Hida Kuon Personality Crab 10 5 3 15 2   Crab Clan Champion * Samurai * Double Chi * Yu 10
Experienced 3 * Unique * Will only join a Crab Clan player.
As you are bringing Kuon into play or overlaying him, you may bow any number of your Followers to lower his Gold cost by the number bowed.
Battle: Discard a card from your hand to force all opposing players to discard a card from their hands.
69 R Hida Reiha Personality Crab 4 4 2 8 2   Crab Clan Samurai * Yu 5
Experienced * Unique
Followers gain Yu +2 while attached to Reiha.
70 C Hida Shara Personality Crab 3 3 0 7 2   Crab Clan Samurai * Magistrate * Yu 3
Ranged attacks cannot target cards in Shara's unit.
71 C Hida Sunao Personality Crab 5 3 2 10 1   Crab Clan Samurai * Yu 3
Reaction: After the end of a battle Sunao was in during resolution, discard a card to straighten him.
72 C Hida Tenshu Personality Crab 6 1 - 7 0   Crab Clan Berserker * Soul of Hida Amoro
Will not attach Armor. Destroy Tenshu at the end of the Resolution Segment if there was an opposing army and the army he is in had a total Force less than or equal to twice the opposing army's Force at resolution.
74 U Hida Utaemon Personality Crab 4 2 0 9 1   Crab Clan Berserker * Samurai
Utaemon gains Force and Chi equal to the number of Followers in this unit.
78 C Hiruma Ashihei Personality Crab 3 3 - 6 2   Crab Clan Samurai * Soul of Toritaka Kitao
Cancel each action that dishonors Ashihei immediately before it dishonors him.
75 C Hiruma Todori Personality Crab 2 4 3 7 2   Crab Clan Scout * Samurai
Reaction: Once per battle, after a Follower in Todori's army bows, straighten that Follower.
77 C Kaiu Hisayuki Personality Crab 3 2 - 6 1   Crab Clan Samurai * Soul of Silence
Permanently increase by 1 all Force bonuses Hisayuki receives from actions on cards
that are not in this unit.
76 U Kuni Tansho Personality Crab 2 3 - 7 2   Crab Clan Shugenja * Soul of Kuni Yori
Battle: Bow Tansho and discard a Fate card to force an opposing player to discard a random card from his hand.
80 U Daidoji Akagi Personality Crane 1 3 0 5 2   Crane Clan Samurai * Soul of Daidoji Karasu
Battle: Bow Akagi for a Ranged 2 Attack.
Reaction: Once per turn, before Akagi performs a ranged attack, discard a card from your hand to increase the strength of the ranged attack by the Focus value of the discard.
79 U Daidoji Gudeta Personality Crane 2 2 6 8 3   Crane Clan Samurai
Battle: Bow Gudeta for a Ranged 4 Attack.
85 C Doji Domotai Personality Crane 1 3 0 5 2   Crane Clan Samurai * Soul of Doji Reju
If Domotai is tied in a duel, she wins the duel instead of losing.
81 C Doji Gombei Personality Crane 2 3 5 7 2   Crane Clan Prodigy * Samurai * Soul of Doji Jiro
Reaction: When Gombei enters a duel, discard a card from your hand as a cost. When focus cards are revealed, you may select one card Gombei focused whose Focus value equals its printed Focus value. Double the Focus value of that card.
82 C Doji Jotaro Personality Crane 2 4 8 8 3   Crane Clan Samurai * Taisa
First Legion * Courtier
Political Battle: Bow Jotaro to dishonor a Human Personality attacking one of your Provinces.
83 F Doji Kurohito Personality Crane 5 6 12 13 5   Crane Clan Champion * Samurai * Courtier
Double Chi * Experienced 2 * Unique * Will only join a Crane Clan player. Bring all Winds you do not have, except the Black Heart of the Empire, into play from outside the game while you control Kurohito.
Political Battle: Once per battle, issue an unrefusable challenge to a duel of Personal Honor to an opposing Personality.
84 C Doji Nagori Personality Crane 0 1 0 4 1   Crane Clan Storyteller * Courtier
Soul of Doji Shizue
Political Reaction: When another player gains or loses Honor, bow Nagori to increase that gain or loss by 1. Gain 1 Honor.
86 R Doji Tanitsu Personality Crane 1 3 8 9 3   Crane Clan Imperial Advisor * Samurai
Courtier * Experienced 2 * Unique
Soul of Kakita Yoshi Experienced 3
Political Reaction: After you use the Imperial Favor, bow Tanitsu to gain the Favor.
87 C Kakita Gosha Personality Crane 1 3 9 6 2   Crane Clan Courtier
Political Reaction: Bow Gosha to negate an Honor loss. If it belonged to another player, gain 1 Honor. If it belonged to you, lose 1 Honor.
91 R Kakita Korihime Personality Crane 2 8 9 12 4   Crane Clan Iaijutsu Master * Samurai * Double Chi
Unique * Soul of Kakita Toshimoko Experienced
Korihime will not refuse challenges. Lose 5 Honor each time Korihime loses a duel.
Limited: Bow Korihime to issue an unrefusable challenge to a dishonored Personality.
89 R Kakita Mai Personality Crane 0 2 0 7 3   Crane Clan Courtier * Experienced * Unique
Soul of Kakita Ichiro Experienced
Political Limited: Target one of your Personalities and another player's Personality. Discard the Imperial Favor to have your Personality issue a challenge to the other Personality. The other Personality may refuse the challenge by losing 4 Family Honor. This loss cannot be modified.
88 C Kakita Mai Personality Crane 0 1 0 7 3   Crane Clan Courtier * Soul of Kakita Ichiro
Mai may lobby for the Imperial Favor even if you have lobbied exactly once already this turn.
90 C Kakita Masazumi Personality Crane 3 4 6 9 3   Crane Clan Hero * Samurai * Soul of Kakita Kaiten
Reaction: When Masazumi enters a duel, he gains a Chi bonus equal to his Personal
Honor until the end of the duel.
92 C Hitomi Daisetsu Personality Dragon 2 2 0 5 2   Dragon Clan Monk * Tattooed
Soul of Hoshi Maseru
Reaction: Once per turn, after Daisetsu bows to cast a Kiho, straighten him.
98 C Hitomi Mae Personality Dragon 3 2 0 7 2   Dragon Clan Monk * Acolyte of Fire * Soul of Takao
Elemental Reaction: When Mae enters a duel against an opponent with higher Chi, Mae has the first opportunity to focus or strike.
Elemental Reaction: When Mae enters a duel while you have a Ring of Fire in play, destroy one Weapon attached to her opponent.
93 R Hoshi Wayan Personality Dragon 3 4 - 7 2   Dragon Clan Monk * Tattooed
Experienced 2 * Unique
Limited: Once per turn, place a Tattoo token on Wayan.
Reaction: After Wayan gains a Force bonus, remove a Tattoo token from him to raise the bonus by his Personal Honor until the end of the turn.
94 U Kitsuki Iweko Personality Dragon 1 4 0 7 2   Dragon Clan Samurai * Magistrate
Tactician * Soul of Kitsuki Kaagi
Reaction: After another player's target Personality refuses a challenge, bow Iweko to issue an unrefusable challenge to that Personality.
96 C Mirumoto Gonkuro Personality Dragon 2 4 - 6 3   Dragon Clan Samurai
Soul of Mirumoto Daini
97 C Mirumoto Tsuge Personality Dragon 2 4 5 8 3   Dragon Clan Samurai * Tattooed
Tsuge gains +1F/+1C while opposing one or more Phoenix Clan Personalities in a battle or duel.
Once per turn, after Tsuge issues a challenge but before the duel begins, draw a card.
99 C Tamori Chieko Personality Dragon 1 3 2 5 2   Dragon Clan Shugenja * Tattooed
When Chieko enters play, you may discard a Fate card to draw a card.
100 C Tamori Hiroko Personality Dragon 1 4 4 8 2   Dragon Clan Shugenja
Reaction: After you discard a card from your hand without playing it, bow Hiroko to draw
a card. (This includes Focus cards, but not until the duel ends.)
102 R Tamori Shaitung Personality Dragon 3 5 - 9 2   Dragon Clan Shugenja * Tamori Family Daimyo
Experienced * Unique
Elemental Reaction: Bow Shaitung to cancel an Elemental action targeting you, your Stronghold, or a card or token you own.
Open: Bow Shaitung to bow a Shugenja.
101 C Tamori Shaitung Personality Dragon 3 3 - 7 2   Dragon Clan Shugenja
Battle: Once per battle, discard a Kiho or Spell from your hand to raise this Province's Strength by the Focus value of the Kiho or Spell.
103 U Togashi Jusai Personality Dragon 2 2 4 7 1   Dragon Clan Tattooed Man * Monk * Samurai
Soul of Togashi Mitsu
Open: Jusai gains one to five +1F/+1C Fire tokens. For the rest of the game, Jusai cannot have more than five Fire tokens, and while he has any Fire tokens, he cannot straighten, removes one Fire token instead of straightening during the Straighten Phase, and bows after any battle he is in as if he were an attacking Personality.
104 F Togashi Satsu Personality Dragon 6 6 8 14 4   Dragon Clan Champion * Dragon * Monk * Samurai
Cavalry * Double Chi * Tattooed * Experienced * Unique
Will only join a Dragon Clan player. Need not bow to cast Kihos. Cannot cast Maho Kihos.
Elemental Limited: Bow Satsu to search your Fate deck and discard pile for an Elemental Ring, show it to all players, and put it in your hand.
Elemental Open: Once per turn, straighten an Elemental Ring.
95 C Togashi Teijo Personality Dragon 3 3 0 7 2   Dragon Clan Monk * Acolyte of the Void
Soul of Koichi
Elemental Limited: Bow Teijo to discard a card from your hand or from one of your Provinces.
Elemental Limited: If you have a Ring of the Void in play, bow Teijo to draw a card.
109 U Akodo Kurako Personality Lion 3 3 8 9 3   Lion Clan Samurai * Tactician
Soul of Ikoma Tsanuri
Other players cannot play Terrains while Kurako is in the current battle.
110 R Akodo Mino Personality Lion 2 4 10 10 4   Lion Clan Samurai * Tactician * Unique
Soul of Ikoma Ujiaki Experienced
Battle: Once per battle, give +2F to all Lion Clan Personalities in this army while they are attacking.
117 U Akodo Shigetoshi Personality Lion 3 3 7 7 2   Lion Clan Samurai * Soul of Seppun Hotaitaka
Reaction: Once per turn, after you attach a Follower to Shigetoshi from your hand, draw an additional Fate card during your next End Phase.
105 C Akodo Tadenori Personality Lion 0 4 4 6 3   Lion Clan Campaigner * Samurai * Tactician
Soul of Ikoma Gunjin
106 U Akodo Yobi Personality Lion 1 3 5 8 3   Lion Clan Samurai * Tactician
Tactical Reaction: After playing a Terrain from your hand, draw a card. Yobi does not need to be in the battle to use this ability.
107 C Ikoma Sume Personality Lion 1 3 5 5 2   Lion Clan Historian * Soul of Ikoma Kaoku
Reaction: After a battle resolves in which an army containing your units destroyed the opposing army or a Province, bow Sume to permanently give each of your Personalities in that army +1F/+1C. Sume does not need to be in the battle to use this ability.
111 C Matsu Aoiko Personality Lion 1 3 6 5 3   Lion Clan Samurai * Soul of Matsu Gohei
Aoiko gains +2F while attacking.
116 C Matsu Atasuke Personality Lion 2 2 5 5 2   Lion Clan Samurai * Soul of Matsu Yojo
108 C Matsu Ikari Personality Lion 3 2 - 6 3   Lion Clan Samurai * Soul of Ikoma Ryozo
Move Ikari to your home, bowed, after any action resolves that requires discarding the Imperial Favor as a cost and that targets or affects any card in Ikari's battle. This happens even if the action's effects are negated.
113 R Matsu Kenji Personality Lion 5 4 8 10 3   Lion Clan Samurai * Taisa * Tactician * Unique
Units in Kenji's army led by Matsu Personalities (including this unit) are immune to Fear.
112 C Matsu Mabuchi Personality Lion 4 3 0 8 2   Lion Clan Samurai * Soul of Matsu Turi
Mabuchi will not lobby. Imperial Favor effects cannot target this unit.
115 C Matsu Michiho Personality Lion 2 3 3 6 2   Lion Clan Samurai * Soul of Matsu Toshiro
Battle: Fear 4.
114 F Matsu Nimuro Personality Lion 7 6 10 15 4   Lion Clan Champion * Samurai * Double Chi * Tactician
Experienced * Unique * Will only join a Lion Clan player.
Reaction: After assigning Nimuro to an attacking army, lower the strength of each of the Defender's Provinces to 0 until the end of the turn.
121 C Moshi Amika Personality Mantis 1 3 - 6 1   Mantis Clan Shugenja * Soul of Moshi Wakiza
Battle: Bow Amika for a Ranged 4 Attack.
120 C Moshi Kalani Personality Mantis 3 3 2 7 2   Mantis Clan Samurai * Naval
Kalani gains +1F while in an army with at least one other Naval card.
123 R Tsuruchi Hiro Personality Mantis 3 3 2 8 2   Mantis Clan Master Bowman * Samurai * Experienced
Unique * Soul of Tsuruchi Experienced
Followers attached to Hiro that can produce ranged attacks have +2 ranged attack strength.
Battle: Twice per turn, make a Ranged 2 Attack without bowing.
Battle: Bow Hiro for a Ranged 5 Attack.
122 C Tsuruchi Hiro Personality Mantis 2 3 0 7 2   Mantis Clan Master Bowman * Samurai
Soul of Tsuruchi
All Followers attached to Hiro that can produce ranged attacks have +1 ranged attack strength. All other Followers attached to Hiro gain "Battle: Bow for a Ranged 1 Attack."
Battle: Bow Hiro for a Ranged 4 Attack.
125 C Tsuruchi Isunori Personality Mantis 3 3 3 7 1   Mantis Clan Samurai * Naval
Soul of Tsuruchi Yutaka
Once per battle, one of Isunori's Followers can perform the action, "Battle: Bow for a Ranged 2 Attack."
124 C Tsuruchi Nobumoto Personality Mantis 0 2 - 5 1   Mantis Clan Skirmisher * Naval
Soul of Mukami
Battle: Bow Nobumoto for a Ranged 3 Attack, then send this unit home.
118 C Yoritomo Chimori Personality Mantis 2 2 - 5 1   Mantis Clan Samurai * Naval
Soul of Bayushi Aramasu
Open: Discard a card from your hand to give Chimori +1F.
Reaction: When Chimori enters a duel, discard a card from your hand to give him +1C.
119 C Yoritomo Hiroya Personality Mantis 2 2 - 8 1   Mantis Clan Sailor * Naval * Soul of Hyobe
Hiroya does not bow after battle resolution if he was in the attacking army.
Reaction: When your army is returning home from a battle as the Attacker or an attacking or defending ally, bow one or more of your Ports to prevent an equal number of units from bowing due to the battle.
130 U Yoritomo Kajiko Personality Mantis 4 4 - 8 1   Mantis Clan Veteran * Samurai * Naval
Soul of Yoritomo Yukue
Reaction: When paying a Gold cost to gain an additional Province, bow Kajiko to lower that Gold cost to zero.
127 F Yoritomo Kumiko Personality Mantis 6 5 - 14 2   Mantis Clan Champion * Daughter of Storms
Samurai * Double Chi * Naval * Experienced
Unique * Will only join a Mantis Clan player. Kumiko may attach two Weapons. Weapons gain +1F/+2C while attached to Kumiko. Followers gain +1F and Naval while attached to Kumiko. Other Mantis Clan Personalities gain +2F while in an army with Kumiko.
128 R Yoritomo Masasue Personality Mantis 4 3 - 9 1   Mantis Clan Mercenary * Samurai * Kolat
Experienced * Unique
Open: Discard a card from your hand to give Masasue +1F/+1C.
129 C Yoritomo Sen Personality Mantis 3 4 0 7 1   Mantis Clan Samurai * Naval
Soul of Yoritomo Okan
Ranged Attacks cannot target Sen's Followers.
126 U Yoritomo Ukyo Personality Mantis 1 4 5 8 3   Mantis Clan Samurai * Naval * Tactician
Soul of Yoritomo Kamoto
Ukyo cannot have more than one Follower. Followers gain +2F while attached to Ukyo.
131 C Agasha Chieh Personality Phoenix 2 4 - 7 2   Phoenix Clan Shugenja * Magistrate
Chieh is also considered a member of every family that has members in your Faction.
140 C Agasha Seruma Personality Phoenix 2 2 5 5 2   Phoenix Clan Shugenja * Acolyte of the Void
Soul of Shiba Ningen
Reaction: When Seruma enters play from a Province, refill her Province face-up.
132 C Asako Naokazu Personality Phoenix 1 4 5 7 2   Phoenix Clan Spellseeker * Shugenja
Soul of Asako Oyo
Limited: Once per turn, look at the top card of your Fate deck. If it is a Spell, you may bow Naokazu, then attach it to him without Gold cost.
133 U Isawa Ihara Personality Phoenix 1 2 3 7 2   Phoenix Clan Shugenja
Battle: Bow Ihara to send home an opposing unit.
135 U Isawa Moriko Personality Phoenix 1 3 5 8 2   Phoenix Clan Acolyte of Water * Shugenja
Soul of Isawa Tomo
Elemental Battle: Bow Moriko to move a unit from one of the Defender's Provinces to another.
134 C Isawa Toshiji Personality Phoenix 2 4 8 6 3   Phoenix Clan Judge * Shugenja * Courtier
Soul of Isawa Mitori
Battle: Bow Toshiji and discard a Kiho or Spell from your hand to force each other player with an unbowed Personality in this battle to choose to either discard a Kiho or Spell from his hand or bow one of his Personalities in this battle.
137 R Isawa Washichi Personality Phoenix 5 6 10 15 2   Phoenix Clan Shugenja * Double Chi
Unique * Soul of Naka Kuro Experienced 2
Limited: Once per turn, search your Fate deck for a Spell or Kiho. Show it to the other players. Add it to your hand. Discard a card from your hand.
136 U Isawa Yoriko Personality Phoenix 3 3 8 6 2   Phoenix Clan Shugenja
Reaction: After Yoriko bows and successfully casts a Spell, destroy that Spell to straighten her. (This can't be done if the Spell is destroyed or discarded when cast.)
138 C Shiba Bunjaku Personality Phoenix 3 3 4 7 2   Phoenix Clan Samurai * Soul of Shiba Kiku
Open: Bow one of your Shugenja to give all cards in this unit Cavalry until the end of the turn.
141 C Shiba Danjuro Personality Phoenix 2 3 2 4 1   Phoenix Clan Yojimbo * Samurai
Soul of Shiba Raigen
Reaction: When an action targets one of your Shugenja, bow Danjuro to redirect that action to Danjuro, if legal. If the Shugenja is in an army, Danjuro must be in the same army to take this action.
139 F Shiba Mirabu Personality Phoenix 5 5 10 14 4   Phoenix Clan Champion * Samurai * Double Chi
Experienced 2 * Unique * Will only join a Phoenix Clan player.
Battle: Bow one of your Shugenja in Mirabu's army to give Mirabu a Force bonus equal to the Shugenja's Force plus Chi.
Battle: Bow and destroy one of your Shugenja in Mirabu's army to destroy an opposing Follower or an opposing Personality without Followers.
486 R Shiba Ningen Personality Phoenix 3 4 8 7 3   Phoenix Clan Master of the Void * Shugenja
Experienced * Unique
Elemental Reaction: Once per turn, after you draw a Fate card, discard that card to draw a Fate card.
142 C Shiba Tsukimi Personality Phoenix 1 2 4 6 3   Phoenix Clan Samurai * Soul of Shiba Tetsu
Battle: Once per battle, target a Shugenja in this army to give Tsukimi a Force bonus equal to that Shugenja's Chi.
149 U Ashi Personality Ratling 2 3 0 5 2   Ratling * Tattered Ear Tribe * Creature
Soul of Rik'tik'tichek
Ashi gains the Tactician trait while defending.
154 U Ep'kee Personality Ratling 3 2 - 5 1   Ratling General * Green-Green-White Tribe
Bushi * Creature * Soul of Z'orr'tek
Reaction: Immediately after an opposing Personality gains a Force bonus, bow Ep'kee to lower the bonus to 0 until the end of the turn.
143 C Ik'krt Personality Ratling 2 1 - 4 1   Ratling Scout * Grasping Paw Tribe * Creature
Reaction: Bow Ik'krt to cancel an action performed by an opposing Follower.
144 F Kan'ok'ticheck Personality Ratling 6 5 0 13 2   Ratling Clan Champion * Green-Green-White Tribe
Chieftain * Creature * Experienced * Unique
Will only join a Ratling player.
Ratling Followers gain +1F while attached to Kan'ok'ticheck. After each time one of your Ratling Followers attached to one of your other Personalities is destroyed, you may return it to play unbowed attached to Kan'ok'ticheck.
146 C Nir'um'tuk Personality Ratling 1 2 - 6 1   Ratling Guide * Crooked Tail Tribe * Creature
Soul of Mack'uk
Nir'um'tuk will not attach more than one Follower.
Open: Once per turn, target one of your Ratling Personalities with fewer than two Followers. Nir'um'tuk, that Personality, and both units' Followers gain Cavalry.
145 C Pep'trchek Personality Ratling 2 2 - 5 2   Ratling Commander * Crippled Bone Tribe
Creature * Soul of Mat'tck
Battle: Once per battle, give one of your Ratling Personalities in this battle +1F or +1C for each of his Ratling Followers.
147 C Ratling Conjuror Personality Ratling 1 2 - 4 0   Ratling Shugenja * Creature
Cannot attach Spells with a Gold cost above 3.
Open: Bow Ratling Conjuror and discard a card from your hand to give all Ratling cards +1F.
148 C Ratling Scavenger Personality Ratling 0 1 - 3 0   Ratling * Creature
Items being attached to Ratling Scavenger cost 2 less Gold, to a minimum of 1.
150 C Ruantek Personality Ratling 1 3 - 6 1   Ratling Scout * Grasping Paw Tribe
Creature * Cavalry
Ratling Followers gain the Cavalry trait while attached to Ruantek.
151 C T'k Personality Ratling 2 3 - 5 0   Ratling Bushi * Crippled Bone Tribe
Creature
152 R Te'tik'kir Personality Ratling 2 3 - 8 2   Ratling Nameseeker * Crippled Bone Tribe Shaman
Creature * Shugenja * Courtier * Experienced
Unique
Ratling Followers gain +1F while in Te'tik'kir's army.
Reaction: After another player brings a Shadowlands card into play, give a Ratling Personality +1F/+1C.
153 C Yoee'trr Personality Ratling 2 3 - 5 1   Ratling Adventurer * Tattered Ear Tribe
Bushi * Creature
Battle: Bow Yoee'trr for a Ranged 3 Attack.
155 R Zin'tch Personality Ratling 2 4 - 6 2   Ratling Rememberer * Tattered Ear Tribe
Creature * Soul of Ropp'tch'tch * Unique
Reaction: When the Battle Action Segment begins, if all Personalities and Followers in this army are Ratlings, Zin'tch gains Tactician.
159 C Bayushi Churai Personality Scorpion 3 4 - 7 1   Scorpion Clan Samurai * Soul of Bayushi Dozan
Battle: Destroy a Follower in this unit to send this unit home from the battle, bowed. Churai may perform this action while bowed.
160 R Bayushi Kaukatsu Personality Scorpion 0 1 - 9 1   Scorpion Clan Courtier
Soul of Bayushi Goshiu * Unique
Political Reaction: After you lose Honor, bow Kaukatsu to make another player lose the same amount of Honor.
164 C Bayushi Shunko Personality Scorpion 2 3 - 5 2   Scorpion Clan Samurai * Soul of Shosuro Ikawa
Open: Bow Shunko to switch the positions of two Dynasty cards in any two Provinces belonging to the same player. During an attack, one of the two target cards must be in the Province Shunko is at.
161 F Bayushi Sunetra Personality Scorpion 4 6 - 15 3   Scorpion Clan Champion * Samurai * Courtier
Double Chi * Experienced * Unique * Will only join a Scorpion Clan player.
While Sunetra is unbowed, you may assign bowed Scorpion Clan Personalities to a battle with her or to a battle she is already at, and Scorpion Clan Personalities in her army add their Force to their total unit Force even while bowed.
162 C Bayushi Tai Personality Scorpion 3 4 - 8 1   Scorpion Clan Spy * Samurai
Limited: Once per turn, target a Province. First turn any face-down cards in the Province face-up. Then, if there are any Personality cards in the Province, lower the Province's strength by their total Personal Honor. Bow Tai at the end of the turn.
156 R Bayushi Tsimaru Personality Scorpion 5 4 - 10 1   Scorpion Clan Bushi * Unique
Soul of Abresax Experienced
Political actions cannot target Tsimaru. Tsimaru cannot perform Political actions. Followers gain +1F while attached to Tsimaru.
163 C Shosuro Higatsuku Personality Scorpion 3 3 - 7 1   Scorpion Clan Instigator * Courtier
Political Battle: Discard a card and bow Higatsuku to force an opposing Personality
with greater Chi to challenge Higatsuku.
166 C Shosuro Maru Personality Scorpion 0 2 - 6 1   Scorpion Clan Distracter * Courtier
Soul of Yogo Asami
Open: Bow Maru and target a player to force that player to target and bow one of his unbowed Personalities.
157 U Shosuro Toson Personality Scorpion 3 4 - 9 1   Scorpion Clan Courtier * Ninja
Experienced * Unique
Soul of Aramoro Experienced
Other players cannot target Toson with actions while Toson is not in an army.
158 C Shosuro Toson Personality Scorpion 2 3 - 8 1   Scorpion Clan Samurai * Ninja
Soul of Bayushi Aramoro
Limited: Bow Toson to discard a Dynasty card from a Province. (This does not refer to cards attached to a Province. Empty Provinces are refilled immediately.)
165 C Soshi Angai Personality Scorpion 2 5 2 7 1   Scorpion Clan Infiltrator * Shugenja * Courtier
167 C Yogo Soto Personality Scorpion 2 2 - 5 1   Scorpion Clan Shugenja
Soul of Yogo Shidachi
Battle: Once per turn, switch the locations of two of your unbowed Personalities.
168 R Yogo Tjeki Personality Scorpion 2 4 - 9 0   Scorpion Clan Ninja * Shugenja * Unique
Limited: Bow Tjeki to make a player lose 2 Honor. This loss cannot lower a player below
his starting Honor.
174 C Chuda Masaru Personality Shadowlands 4 4 - 7 0   Bloodspeaker * Shugenja * Shadowlands
Soul of Kitsu Gongson * Lose 3 Honor.
169 C Fushiki no Oni Personality Shadowlands 5 4 - 8 0   Fire Oni * Nonhuman * Shadowlands
Lose 4 Honor.
Elemental Battle: Once per battle, destroy a Fortification at this Province with a Gold cost less than Fushiki no Oni's Force to permanently give Fushiki no Oni +1F.
170 C Gekido no Oni Personality Shadowlands 3 3 - 6 0   Oni * Nonhuman * Shadowlands * Lose 3 Honor.
Cannot attach Followers or Items.
Open: Once per turn, Gekido no Oni gains +2F/+3C until the end of the phase. At the end of this phase the bonus is lost and Gekido no Oni loses -2F/-2C until the end of your next turn.
171 C Goblin Wizard Personality Shadowlands 0 2 - 2 1   Goblin Shugenja * Nonhuman * Shadowlands
Lose 4 Honor.
172 F Iuchiban Personality Shadowlands 6 6 - 14 0   Bloodspeaker * Champion * Shugenja * Goblin
Ogre * Oni * Tsuno * Human * Double Chi * Unique
Shadowlands * Will only join a Shadowlands player. Cannot be targeted by other players' Spell effects. Iuchiban gains +1F/+1C permanently after each duel he wins.
Maho Battle: Once per turn, issue an unrefusable challenge to an opposing Personality.
173 R Jama Suru Personality Shadowlands 4 3 - 8 0   Bloodspeaker * Shugenja * Experienced
Unique * Shadowlands * Lose 3 Honor.
Spell effects created by Suru are Maho.
Reaction: Immediately before you play a Kiho, destroy one of Suru's Human Followers to straighten Suru, then bow him to cast the Kiho.
175 C Kukanchi Personality Shadowlands 1 2 - 4 0   Elemental Terror * Void Oni * Nonhuman
Shadowlands * Lose 4 Honor. Cannot attach Followers or Items.
Elemental Open: Discard a card from your hand to give Kukanchi +1F.
Elemental Open: Discard a card from your hand to give Kukanchi +1C.
177 U Kyoso no Oni Personality Shadowlands 5 5 - 7 0   Oni *JNonhuman * Shadowlands * Lose 3 Honor.
Destroy one of your Holdings after Kyoso no Oni enters play. Cannot attach Followers or Items.
Elemental Battle: Bow Kyoso no Oni for a Ranged 7 Attack.
178 U Mohai Personality Shadowlands 4 4 - 9 0   Bloodspeaker * Shugenja * Shadowlands
Lose 4 Honor.
Maho Open: Bow Mohai to increase the Gold cost of all Kihos in the game by 1 while Mohai remains bowed and in play. Mohai may remain bowed.
179 U Ogre Bushi Personality Shadowlands 6 4 - 9 0   Nonhuman * Shadowlands
Cannot attach Armor or Followers.
176 R Seppun Jin Personality Shadowlands 3 4 - 10 0   Undead Shugenja * Unique * Shadowlands
Soul of Kuni Yori Experienced 3
Maho Limited: Bow Jin and discard a card from your hand to target a dead Personality in any discard pile. Bring that Personality into play in your home under your control, without cost and ignoring all restrictions. Permanently give the Personality Undead and Shadowlands. Lose 3 Honor. This cannot target a Personality whose Chi is greater than
Jin's or greater than the discard's Focus value.
180 C Voitagi Personality Shadowlands 3 2 - 3 0   Undead Samurai * Shadowlands
Soul of Uragirimono * Lose 3 Honor.
Battle: Fear 3.
181 C Yosuchi Personality Shadowlands 3 3 - 8 0   Elemental Terror * Air Oni * Nonhuman
Shugenja * Shadowlands * Lose 4 Honor.
Cannot attach Followers or Items.
Elemental Open: Twice per turn, Yosuchi gains either +1F or +1C.
182 R Air Dragon Personality Unaligned 7 4 10 10 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Air Dragon cannot be targeted by ranged attacks or spell effects. (This does not prevent Air Dragon from attaching or casting Spells or from casting Kihos.)
183 R Chiang-Tsu Personality Unaligned 0 4 - 9 2   Unaligned * Double Chi * Tactician * Unique
Chiang-Tsu will not swear fealty.
Limited: Bow Chiang-Tsu and one of your Human Personalities as costs. When that Personality next straightens, permanently give him either Double Chi or Tactician. Chiang-Tsu cannot straighten until after your next Straighten Phase. This action may target each Personality once per game.
184 R Earth Dragon Personality Unaligned 7 4 10 11 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Elemental Battle: Once per turn, Earth Dragon gains +5F if it is defending.
185 R Fire Dragon Personality Unaligned 7 4 10 12 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Elemental Battle: Bow Fire Dragon for two consecutive Ranged 5 Attacks. (Consecutive ranged attacks are targeted and resolved one at a time.)
Elemental Battle: Bow Fire Dragon for a Ranged 10 Attack.
187 R Ki-Rin Personality Unaligned 0 2 15 0 5   Unaligned Creature * Unique
While Ki-Rin is unbowed and honorable, Personalities with a Personal Honor of zero, four, or five cannot assign or move into armies attacking your Provinces.
190 C Koto Personality Unaligned 0 1 - 0 2   Unaligned Monkey Clan Samurai * Soul of Toku
188 R The Mad Ronin Personality Unaligned 4 3 0 8 4   Unaligned Ronin * Samurai * Unique
Soul of Shotai
Battle: Once per battle, The Mad Ronin gains a Force bonus equal to the number of opposing units. Destroy The Mad Ronin after the end of the battle.
189 R Thunder Dragon Personality Unaligned 7 4 10 14 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Battle: Once per battle, bow an opposing Personality.
186 C Utagawa Personality Unaligned 2 3 - 4 1   Unaligned Samurai * Soul of Ginawa
191 R Void Dragon Personality Unaligned 6 4 10 14 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Elemental Reaction: After an attacking army including Void Dragon destroys a Province, force the Defender to discard all cards from his Fate hand.
192 R Water Dragon Personality Unaligned 7 4 10 10 4   Unaligned Creature * Shugenja * Cavalry * Unique
Cannot attach Followers or Items.
Elemental Reaction: Once per turn, during the Events Phase, the Water Dragon copies one innate ability from another card in play.
193 C Iuchi Najato Personality Unicorn 2 3 - 7 2   Unicorn Clan Shugenja * Cavalry
Soul of Iuchi Katta
Limited: Bow Najato, who may remain bowed, to give Cavalry to a number of your cards up to his Chi while Najato remains bowed and in play.
195 F Moto Chagatai Personality Unicorn 6 5 4 14 3   Unicorn Clan Champion * Samurai * Cavalry
Tactician * Experienced 2 * Unique
Will only join a Unicorn Clan player. Before each time Chagatai is moved out of a battle by another player's effect, you may negate the movement.
Battle: Once per battle, attach an Item to Chagatai from your hand. Lower its Gold cost by Chagatai's Force.
194 C Moto Chagatai Personality Unicorn 4 3 - 8 1   Unicorn Clan Samurai * Cavalry
Soul of Moto Soro
Chagatai is not destroyed for having 0 Chi unless his Chi is 0 after all penalties that last until your turn ends wear off.
196 U Moto Kadu-kai Personality Unicorn 3 2 4 8 2   Unicorn Clan Samurai * Cavalry
Soul of Moto Toyotomi
Battle: Bow and destroy Kadu-kai to destroy an opposing Personality with equal or lower Force.
197 C Moto Reijiro Personality Unicorn 2 3 2 8 1   Unicorn Clan Bushi * Cavalry
Reijiro gains +2F/+2C while at a battle at a player's leftmost or rightmost Province.
198 C Moto Zhijuan Personality Unicorn 5 3 - 10 2   Unicorn Clan Chieftain * Samurai * Cavalry
203 R Shinjo Nakaga Personality Unicorn 3 3 4 8 2   Unicorn Clan Samurai * Cavalry * Tactician
Unique * Soul of Shinjo Yasamura Experienced
Draw a Fate card when Nakaga enters play.
199 U Shinjo Noriyori Personality Unicorn 2 4 4 9 2   Unicorn Clan Magistrate * Samurai * Cavalry
Reaction: After Noriyori is assigned to an attacking army, he gains a 1F Cavalry Follower token.
200 C Shinjo Reizo Personality Unicorn 1 2 0 5 2   Unicorn Clan Explorer * Samurai * Cavalry
Soul of Shinjo Rojin
Reizo gains +2F while at a Province that has a Region card attached.
Reizo gains +2F while there is a Terrain card in play for his battle.
202 C Shinjo Xushen Personality Unicorn 3 3 - 9 1   Unicorn Clan Bushi * Cavalry
If Xushen assigns during Infantry Maneuvers, he gains +1F and +1 strength to any Ranged Attacks he performs until the end of the Attack Phase.
Battle: Bow Xushen for a Ranged 3 Attack.
201 C Shinjo Yushiro Personality Unicorn 3 2 4 7 2   Unicorn Clan Magistrate * Samurai * Cavalry
Soul of Shinjo Shirasu
Limited: Bow Yushiro to issue an unrefusable challenge to a Dishonored Personality.
204 R Utaku Etsumi Personality Unicorn 4 3 5 9 3   Unicorn Clan Battle Maiden * Samurai * Cavalry
Unique * Soul of Otaku Kamoko Experienced
Will only attach Cavalry Followers. Followers being attached to Etsumi cost 2 less Gold, to a minimum of one. Etsumi gains +1F while attacking.
205 C Utaku Tama Personality Unicorn 3 3 2 8 3   Unicorn Clan Battle Maiden * Samurai
Cavalry * Soul of Otaku Tetsuko
Tama permanently gains +2F/+2C each time one of your Provinces is destroyed while she is in play.
207 C City of Gold Region               Singular
This Province has -1 Strength while City of Gold is bowed.
Reaction: Bow City of Gold as a cost after you bow a Holding to produce Gold. City of Gold produces 1 Gold for the same payment.
208 C Farmlands Region               Singular
Limited: Once per turn, pay 2 Gold to attach a 1F Follower token to one of your Personalities.
209 C Fields of the Moon Region               Singular
Reaction: Once per turn, after you bring a Personality aligned with your Faction into play from one of your Provinces, pay 4 Gold to draw a Fate card.
210 U Fields of the Sun Region               Singular
Gain 2 Honor for each of your Personalities destroyed while at this Province by an opponent's action or during battle resolution.
211 U Mapped Region Region               Singular
Once per battle at this Province, you may search your Fate deck for a Terrain card
and play it as though from your hand.
212 C Mystic Ground Region               Singular
You must bow one of your Monks or Shugenja as an additional cost of playing Mystic Ground.
Reaction: Before this Province is destroyed, destroy Mystic Ground to negate the Province's destruction.
213 C Plains Above Evil Region               Singular
All Human and Naga Personalities entering play from this Province gain +1F/+1C permanently.
214 C Plains of Otosan Uchi Region               Imperial * Unique
This Province holds two Dynasty cards. You control the order in which they are revealed and refilled. Discard one of those cards if Plains of Otosan Uchi is destroyed. Lose 10 Honor if this Province is destroyed while Plains of Otosan Uchi is attached.
215 R Ratling Village Region               Singular
Reaction: When a Ratling Personality enters play from this Province, lower his Gold cost by 2 or attach a Ratling Follower to him from your hand without Gold cost.
Limited: Once per turn, pay 1G to add a 0F Ratling Pack Creature Follower to one of your Ratling Personalities.
216 C Refuge of the Three Sisters Region               Singular
Limited: Destroy Refuge of the Three Sisters and remove one of your unbowed Personalities from the game to search your Fate deck for a card with a lower Focus
value than that Personality's Chi. Put the card in your hand.
217 U Road of Dust Region               Singular
Personalities without Followers have -2F while at this Province.
218 C Ryoko Owari Region               Unique
Negate all Honor gains during battles at this Province. Allies who assign units to this Province gain no honor for allying. Dishonor each Personality who assigns or moves to this Province.
219 R Secluded Ravine Region               Singular
The Attacker and attacking allies cannot play Terrains during battles at this Province.
206 C 700 Soldier Plain Region               Singular
Battle: Twice per battle, bow one of your defending units to force the Attacker to bow two attacking Personalities and/or Followers.
220 U Shadowlands Marsh Region               Singular
Lose 10 Honor when this card enters play. Non-Shadowlands Personalities and non-Shadowlands Followers have -2F while at this Province.
221 U Shinsei's Shrine Region               Singular
This Province does not hold Dynasty Cards. (Do not refill it.) Gain 2 Honor during each of your End Phases while Shinsei's Shrine is in play.
222 C Sorrow's Path Region               Singular
Immediately before the Resolution Segment of each battle at this Province, the Attacker must destroy either one bowed or unbowed unit in his army or three bowed or unbowed cards in his army.
223 C Temples of the New Tao Region               Singular
Only Monk and Samurai Personalities may assign to defend this Province. (This does not prohibit moving into it.) Monks and Samurai gain +3F while defending this Province.
224 U Tidal Land Bridge Region               Singular
At the beginning of your Events Phase, remove a Tidal token from Tidal Land Bridge if it has one, or add one to it if it does not. While Tidal Land Bridge has a Tidal token, units cannot assign to or move to this Province.
225 C Utaku Meadows Region               Singular
Limited: Once per turn, spend 3 Gold to attach a 1F Cavalry Follower token to one of your Personalities.
226 U Valley of the Two Generals Region               Singular
While in a battle at this Province, Samurai gain the ability: "Battle: Bow to destroy an opposing Follower or an opposing Personality without Followers."
227 C Violence Behind Courtliness City Region               Imperial City * Singular
Reaction: Once per turn, straighten one of your units after one or more units assign to attack this Province.
228 U Along the Coast at Midnight Action         *   2 Open: Each of your Personalities and Followers gains Cavalry. The printed Gold cost of this card equals the number of your unbowed Personalities.
229 R Ambush Action         0   2 Limited: Declare an additional Attack Phase. Target one of your units that can legally assign to attack and another player's unit to assign to defend (even if illegal). Units in this battle are neither at a Province nor at home. No other units may assign or move to this battle. Units cannot move into or destroy Provinces this battle. After this Attack Phase ends, lose 5 Honor and resume the previous phase.
230 C Ashigaru Levies Action         *   2 Battle: Pay any amount of Gold to place an Ashigaru Follower token on one of your Samurai Infantry Personalities in the current battle. The Follower's base Force equals half the Gold spent to play this card, rounded down, or the Samurai's Force, whichever is less. Remove the token from the game at the end of the turn.
231 R Assuming the Championship Action         0   3 Limited: Target the Personality with the highest Chi among those you control who are aligned with your Faction. You choose in the case of a tie. Permanently give that Personality +1C and Clan Champion. You cannot play this card if you are a Shadowlands player or if there is a Clan Champion in play aligned with your Faction.
232 U Avoid Fate Action         0   3 Reaction: Play before an Event resolves. The Event does not resolve. When the Events Phase ends, the Event's player shuffles it into his deck and refills the Province.
233 C Battlefield of Shallow Graves Action         0   1 Immediate Terrain
Political Battle: Until the end of this battle, double all your opponent's Honor gains (cumulative with other modifiers), even if this card is destroyed. When Delayed Terrains resolve, lower the Force of each Personality in the opposing army to half his current Force, rounded up, until the end of the turn. Only the Attacker and Defender may play this card.
234 R Be Prepared to Dig Two Graves Action         0   3 Reaction: When a Personality from your Faction is destroyed while in an battle, target a Personality opposing him. For the rest of the game, Personalities from your Faction gain +2F/+2C while facing the target in a battle or duel. This does not target the destroyed Personality.
474 R Berserker Rage Action         0   1 Battle: Target one of your opposed Berserker Personalities. That Berserker's Force becomes equal to twice his printed Force until the battle ends. (This does not prevent later bonuses or penalties.) The Berserker bows when the battle ends, an effect that cannot be negated, and cannot straighten before your second Straighten Phase from now.
484 C Block Supply Lines Action         0   3 Battle: Send an attacking unit home from this battle, bowed.
235 C Call to Arms Action         3   3 Reaction: Play during the Declaration Segment of an attack when you are the Defender. Straighten all of your bowed Personalities. At the end of the Resolution Segment of the last battle for this attack, bow all the Personalities this card straightened.
236 C Carrier Pigeon Action         0   1 Battle: Target one of your units not in the current battle that could have assigned to the Province but has not been in the Province at any time during this attack. Straighten that unit and move it into the battle. You must be the Defender to play this card.
237 C Come One at a Time Action         0   1 Immediate Terrain
Battle: While there is only one defending Personality, that Personality may, as a Battle action, issue an unrefusable challenge to an opposing Personality, and each player may, as a Battle action, send one of his or her bowed or unbowed attacking units home bowed. The defending Personality, if there is one, may take one such challenge action immediately after this Terrain is played.
238 C Concede Defeat Action         0   4 Reaction: Play after a strike is called in a duel involving one of your Personalities but before focus values are revealed. Discard all Focus cards without effect. Your opponent wins the duel. Negate the effects of losing.
239 C Confusion at Court Action         0   2 Reaction: Play after the Imperial Favor is used to negate all effects it was discarded to pay for.
240 R Contested Holding Action         5   2 Limited: Bow one of your Personalities and target another player's Holding to issue a challenge to that player. The player may accept the challenge with any of his Personalities. If he refuses, or loses the duel, bow the Holding and gain permanent control of it, but do not destroy the opposing Personality. If your Personality loses the duel, destroy your Personality.
241 F Corrupted Ground Action         0   1 Immediate Terrain
Battle: Each Shadowlands Personality and Shadowlands Follower in this battle gains +1F.
244 R The Daimyo's Command Action         0   4 Limited: Until the end of the game, Personalities gain this ability while they are Clan Champions: "Reaction: Before you bring a Personality from your Faction into play, bow this Clan Champion to either waive that Personality's Honor Requirement or lower his Gold cost to half, rounded up."
245 R Desperate Wager Action         7   1 Reaction: Play before your Dynasty Phase. Straighten all your Personalities. Gain an additional Attack Phase. After you declare your attack, straighten all the Defender's Personalities and Followers, including those that cannot straighten. You lose the game at the end of this turn. You cannot play more than one Desperate Wager per turn.
246 C Destiny Has No Secrets Action         0   1 Battle: Reveal your hand to all players to give one of your Personalities +2F/+2C.
247 U Dirty Politics Action         0   1 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.
248 C Diversionary Tactics Action         0   1 Battle: Destroy a Terrain.
249 U Dying Effort Action         0   1 Battle: Straighten one of your bowed cards in this battle. Destroy that card immediately after the battle ends.
250 R The Egg of P'an Ku Action         9   4 Unique
Limited: Target a Personality, including a Unique Personality or one who will not join you. After entering play, this card becomes a copy of that Personality's printed card plus all permanent changes in effect on it. None of the Personality's costs need to be paid and no entering-play effects are produced.
251 U The Emperor Returns Action         0   4 Battle: Each of your Personalities from your Faction in this battle gains +1F/+1C for each Personality from your Faction in this army that has the Champion, Daimyo, or Hero trait.
252 C Encircled Terrain Action         0   1 Delayed Terrain
Battle: The Attacker and Defender each target one of their own units in this battle. You decide which player targets first. Send all other units in this battle home without bowing.
253 C Enough Talk! Action         0   3 Reaction: Before another player's target Personality performs a Political action, target one of your unbowed Samurai Personalities to issue an unrefusable challenge to the other Personality. Resolve the duel before the Political action. If your Samurai wins, negate the
Political action's effects.
254 U Explosives Action         8   2 Limited: Destroy a Holding.
255 C The Face of Fear Action         0   3 Reaction: Play when one of your cards creates Fear. The Fear affects Personalities as if they were Followers.
256 C Face of Ninube Action         0   1 Open: Shuffle your hand into your Fate deck and draw a number of cards equal to your hand size after playing Face of Ninube.
257 R Faith In My Clan Action         0   3 Reaction: Cancel an action. Play this card only if a Clan Champion from your Faction is in your army in the current battle.
258 U Fall on Your Knees Action         0   3 Reaction: Cancel a Reaction during a Battle Action Segment.
259 R Feign Death Action         0   2 Reaction: Play after a Personality is destroyed to return the Personality to play, bowed, in his previous controller's home, ignoring all costs and restrictions. (Entering-play effects occur. Cards attached to the Personality are not returned to play.) Dishonor the Personality. Lose 2 Honor.
260 R Focus Action         0   5
261 C For the Empire Action         0   3 Limited: One of your Samurai issues an unrefusable challenge to a Shadowlands Personality, or one of your Shadowlands Personalities issues an unrefusable challenge to a Samurai. If the Samurai wins he permanently gains +1 Personal Honor and his controller gains 3 Honor, and if the Shadowlands Personality wins he permanently gains +1F/+1C.
262 R Geisha Assassin Action         *   4 Limited: Target another player's Personality. Create a Geisha Personality card under your control with a Chi equal to half the Gold spent on this card, rounded down, who immediately issues an unrefusable challenge to that Personality. The Geisha cannot focus. Remove the Geisha from the game after the duel ends.
263 C Honor's Cost Action         *   2 Political Open: Play during the Action Phase to bow a Personality. The printed Gold cost of this card equals the target's Chi plus Personal Honor.
264 U I Believed In You Action         0   3 Political Limited: Make a Personality with an Honor Requirement higher than his controller's Family Honor commit seppuku.
265 C Iaijutsu Challenge Action         0   2 Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, Iaijutsu Challenge dishonors the other player's Personality and causes the other player to lose 7 Honor. The winner's controller gains 5 Honor.
266 F Iaijutsu Lesson Action         0   2 Limited: One of your Personalities challenges another player's Personality. If the challenge is refused, draw 2 cards. The winner's controller gains 3 Honor. Bow the loser. The two Personalities' Items give no bonuses or penalties and produce no effects during this challenge and duel.
267 C Imperial Edicts Action         0   4 Political Open: Discard the Imperial Favor during the Action Phase to give each of
your Provinces +4 strength.
Political Reaction: Discard the Imperial Favor to cancel a Spell, Kiho, or innate ability.
268 C In Search of the Future Action         0   3 You may play this card during a battle in which you have no units.
Battle: Lower all Force bonuses for cards currently in this battle to 0 for the rest of the turn, except bonuses from cards in the same unit. This does not affect bonuses gained after this card is played.
269 C Kamoko's Charge Action         0   1 Immediate Terrain
Battle: Each Personality and Follower in Cavalry units in this battle gains +1F.
270 U Kharmic Strike Action         0   0 When Kharmic Strike is revealed as a Focus card in a duel, the duel ends in a tie during resolution regardless of the duelists' stats.
271 U Kolat Assassin Action         10   3 Limited: Destroy a Personality with under 5 Chi. Lose 4 Honor.
Limited: Destroy a Retainer. Lose 4 Honor.
272 R Kolat Recruiter Action         0   2 Limited: Target a Dynasty card in another player's Province. Turn that card face-up if it is face-down. If it is a Personality, you may bring that card into play, paying all costs. If it is a Holding or Region, the other player may immediately bring it into play without cost. In all cases, play restrictions must still be met. Lose 2 Honor.
273 R Let Your Spirit Guide You Action         0   0 When you play this card as a Focus card in a duel or use its Focus value for a Tactical action performed by a Personality, set its Focus value to the Personality's Personal Honor plus 3.
274 C Loyal Yojimbo Action         0   4 Reaction: Play before one of your bowed or unbowed Personalities is destroyed by a duel or by another player's card effect to negate the destruction. Bow the Personality. Dishonor the Personality if the destruction was the result of a duel. You cannot play this Reaction during battle.
275 U Luring Tactics Action         0   4 Tactical Battle: Move the performing Tactician you control and an opposing Personality from the current battle to an adjacent one.
276 C Moment of Brilliance Action         0   1 Battle: Give a Personality in this battle the Tactician trait until the battle ends.
277 C Narrow Ground Action         0   1 Delayed Terrain
Battle: Lower to 2 the Force of each Personality with over 2 Force in this battle.
278 F Nezumi Technique Action         0   3 Battle: Bow one of your Personalities in the current battle to destroy an opposing Item. If your Personality is a Ratling, straighten him and draw a card.
279 R Ninja Kidnapper Action         8   2 Limited: Bow a Personality with less than 5 Force. Leave this card in play in your home. The target Personality cannot straighten while this card is in play. This card remains in play until any player pays 10 Gold as an Open action. When this card leaves play, straighten the target Personality and lose 5 Honor.
280 C Ninja Thief Action         2   2 Limited: Move an Item from one Personality to another. Lose 3 Honor.
281 C No Hiding Place Action         0   3 Reaction: Play before producing a ranged attack from exactly one of your attacking cards in the current battle to target a card in the Defender's home with that ranged attack. The ranged attack has -1 strength.
282 U Open Warfare Action         0   2 Political Open: Bow your Stronghold during the Action Phase to target another player's Stronghold. Until the end of the turn, that Stronghold's actions cannot be used, and its traits have no effect except those involving victory or elimination conditions or changes to that player's Family Honor.
283 C Outmaneuvered by Force Action         0   3 Political Reaction: Cancel a Political action taken by a target player who has less total Force among all units in his home than you have among units in your home.
284 C Outmaneuvered in Court Action         0   4 Political Reaction: When an attack is declared, target a unit controlled by a player who controls fewer Courtiers than you. That unit's controller may bow his Stronghold. If he does not, the target unit cannot assign or move into battles during this Attack Phase.
286 U Overwhelmed Action         0   2 Battle: As a cost, destroy your Personality in this battle with the highest Force, who must be unbowed. (In the case of a tie, choose one). The opposing player chooses either to destroy one Personality with the highest Force in his army or send two units in his army home without bowing. He must choose to destroy a Personality if he cannot send two units home.
287 R The Path of Wisdom Action         0   2 Immediately before your End Phase, if this card is in your discard pile, you may place it in your Fate hand.
305 C Peasant Vengeance Action         0   1 Battle: Bow one of your Followers to destroy an opposing Infantry Personality with no Followers or Items.
Battle: Bow one of your Cavalry Followers to destroy an opposing Personality with no Followers or Items.
288 R Plans Within Plans Action         0   1 Open: Play during another player's Action Phase. At your next opportunity to take an Open action, you may instead take a Limited action. Effects that last until one of "your" phases ends, end during the appropriate phase this turn.
289 C Political Distraction Action         4   1 If you are a Scorpion Clan or a Crane Clan player, this card has a printed Gold cost of 0.
Political Limited: Lose 2 Honor. Then, until the beginning of your next turn, lower all Honor losses to 0.
290 C The Price of Innocence Action         0   1 Political Reaction: Play after a target non-Courtier Personality lobbies for the Imperial Favor. Dishonor that Personality. The Personality's controller discards the Favor, then loses 2 Honor. You must control a Courtier to play this card.
291 U Primal Rage Action         0   2 When you play this card as a Focus card in a duel for a Shadowlands or Creature Personality, set its Focus value to the Personality's printed Force plus 2.
293 C Refugees Action         0   2 Battle: Send a Personality in the current battle with no Followers home bowed. Then, the Personality's controller may pay 1 Gold to attach a 1F Ashigaru Follower token to the Personality. If you are the Defender, you may play this card during a battle in which you have no units.
294 U Relentless Assault Action         0   3 Battle: Target one of your Personalities with Yu to produce Fear with a strength equal to the Personality's Yu value targeting an opposing unit. This Fear affects Personalities as if they were Followers.
295 C Remorseful Seppuku Action         0   2 Limited: Make a Dishonored Samurai commit seppuku.
242 C Retribution Action         0   4 Reaction: Play after an Attack Phase in which you were the Defender. Create an Attack Phase in which you are the Attacker and the former Attacker is the Defender. Neither of you may invite allies. You cannot assign more than one unit. The Personality and each Follower in the unit you assign gain +1F.
296 C Return For Training Action         0   3 Political Battle: Send home the Human Personality in this battle with the lowest Personal Honor. You choose in the case of a tie.
243 C Rhetoric Action         0   3 Political Reaction: Before any player gains or loses Honor, bow one of your Courtiers with Chi greater than or equal to the gain or loss to redirect the gain or loss to a different player.
297 R Scroll Cache Action         0   2 Limited: Attach one or more Spells from your hand to your Personalities, obeying all restrictions and paying all costs. Lower by 1 the Gold cost of each Spell attaching in this way that hasn't had its Gold cost lowered by other effects. Then, if you attached any Spells, you may draw up to two cards.
298 U Shame Action         0   3 Political Limited: Target a dishonored Personality. That Personality's controller loses 7 Honor. No more copies of Shame may target that Personality until he is restored to honor and dishonored again.
300 F Show Me Your Stance Action         0   1 Iaijutsu Battle: One of your Human Personalities issues an unrefusable challenge to an opposing Human Personality to a duel of Personal Honor. The winner gains 2 Honor. Dishonor the loser and send him home bowed.
299 C Shosuro Technique Action         2   1 This card costs 2 less Gold if your Personality is Scorpion Clan or a Ninja.
Reaction: When one of your Personalities enters a duel against a Personality with higher Chi, raise your Personality's Chi to equal the other's Chi.
Battle: Target one of your Personalities in this battle and an opposing Personality with higher Force. Raise your Personality's Force to equal the other's Force.
488 C Slaughter the Scout Action         0   2 Reaction: After a target unit moves into a Province opposing one of your target Personalities, bow your Personality to destroy that unit.
301 U Smoke and Mirrors Action         0   0 Reaction: Play instead of focusing in a duel to discard your opponent's last focus card without effect. Draw a Fate card.
302 R Sneak Attack Action         0   3 Reaction: Play when the Battle Action Segment begins. The Attacker has the first opportunity to take an action or pass during this battle, and play proceeds in turn order from him.
303 C Soul's Sacrifice Action         0   2 Battle: Target one of your unbowed Samurai with more than 2 Personal Honor to sendhome an opposing unit. Your Samurai permanently gains the Undead and Shadowlands traits.
292 C Spearhead Action         0   3 Reaction: Play after a Resolution Segment to straighten one of your units that was in that battle's resolution.
304 C Stand Or Run Action         0   2 Iaijutsu Battle: One of your Samurai Personalities issues a challenge to an opposing Personality. If the challenge is refused, send the opponent home bowed. A bowed Personality cannot refuse this challenge.
306 C Strength of Purity Action         0   1 Battle: Give +3F/+3C to a Personality with more than 2 Personal Honor.
307 F Strike At the Tail Action         0   2 Battle: Bow one of your units to destroy a number of opposing Followers with total Force less than or equal to the Force your unit had before bowing. If a Unicorn Clan Personality leads your unit, the unit gains +2F for this effect.
308 R Superior Strategist Action         0   3 Tactical Battle: Search your Fate deck for an Action card with a Battle or Open action. If you find a card, gain an additional action after this one and play that card for a Battle or Open action.
309 C Suspended Terrain Action         0   1 Delayed Terrain
Battle: When the Resolution Segment for this battle ends, bow all units still in it. This bowing is not a result of battle and cannot be negated. These units cannot straighten during their controllers' next Straighten Phases.
310 C A Test of Courage Action         0   2 Reaction: Play when an action is moving one or more of your Personalities out of a battle. Target one of them. Cancel the action. You cannot bow the targeted Personality to pay action costs or target the Personality with actions until the end of the turn.
311 C Test of Might Action         0   2 Battle: One of your Personalities issues an unrefusable challenge to an opposing Personality. This duel compares Force versus Force. The winner gains 3 Honor. Bow the loser.
312 C Three-Stone River Action         0   1 Delayed Terrain
Battle: Lower the Force of each Personality in this battle with one or more Follower to the Force of his highest-Force Follower. Lower to 1 the Force of each Personality in this battle with no Followers.
313 U Time of Destiny Action         0   3 Open: Give a Shadowlands Personality +2F/+2C. The Personality does not straighten during his controller's next Straighten Phase.
487 C To Do What We Must Action         0   3 Battle: Destroy one of your units in this battle led by an unbowed Personality to destroy an opposing unit with total Force less than or equal to your unit's total Force, plus your Personality's Personal Honor, plus 2 if your Personality is Crane Clan.
314 R Today We Die Action         0   1 Limited: Target a Samurai Personality. For the rest of the game, that Samurai cannot lobby, and at the end of each of his controller's Action Phases, if he is able to attack, his controller must declare an attack and assign him. The Samurai permanently gains +1F/+1C after each time he is in a battle during its resolution. Only one Today We Die may be played on a Personality per game.
315 C Touching the Void Action         0   2 Limited: If you have no cards in your hand after playing this card, permanently lower your maximum hand size by one, and draw four extra cards during your End Phase this turn.
316 U Treachery and Deceit Action         0   4 Battle: Send home a unit with more than 6 Force.
317 R Tribute to Your House Action         0   1 Political Limited: As a cost, destroy your rightmost Province. Until the beginning of your next turn, the player or players with the highest Family Honor are considered to have Family Honor equal to their starting Family Honor. This is not considered an Honor loss. Honor gains and losses occur as usual during this period and affect the player's true Family Honor.
318 F Tsuruchi Technique Action         1   2 This card costs 1 less Gold for Mantis Clan players.
Battle: Ranged 3 Attack.
Reaction: When one of your units makes a ranged attack, raise its strength by 3.
319 C Twisted Forest Action         0   1 Delayed Terrain
Battle: Lower the Force of each Shadowlands Personality in this battle to 0. Lower the Force of each other Shadowlands card in this battle to its printed Force. If you are the Defender, you may play this card during a battle in which you have no units.
320 C Uncertainty Action         0   1 Open: Target a Personality. That Personality's Chi cannot drop under 1 this turn. Give the Personality -2F/-2C.
321 C Unrequited Love Action         0   2 Political Open: Target an unbowed Human Personality during his controller's Action Phase. His controller may bow the Personality to gain 1 Honor. If he does not, dishonor the Personality and cause his controller to lose Honor equal to the Personality's printed Personal Honor.
322 R/P Wedge Action         0   2 Battle: Target one of your units in this battle. You cannot target that unit or cards in it with actions until after the battle ends. Destroy the unit when the battle ends. If the unit is still in this army at the beginning of the Resolution Segment, double the Force of the Personality and each Follower in the unit.
323 F White Shore Plain Action         0   1 Delayed Terrain
Battle: Each Tactician in this battle who has not performed a Tactical action this battle gains Force equal to his Chi. This is considered a Force bonus from a Tactical action.
324 U White Stag Burns Action         4   2 You may bow one of your Naval Personalities to reduce this card's Gold cost to 0.
Reaction: Target a unit when an attack is declared. That unit cannot assign to attack or move into attacking armies during this Attack Phase. The unit's controller may negate this effect by bowing one of his Naval Personalities or by paying 7 Gold.
325 C Wounded in Battle Action         0   2 Battle: Give a Personality in this battle -2C. If the Personality is a Samurai, he does not die from having 0 Chi during this battle. Only one Wounded in Battle may be played on a Personality each turn.
326 F Akodo House Guard Followers   3 0 2 7 - 4 Unique * Will only attach to a Lion Clan Personality. This card costs 4 less Gold when attaching to a non-Tactician. This Personality may perform one additional Tactical action per turn if he is a Tactician.
327 C Ashigaru Archers Followers   0 0 1 2 - 1 You may draw an additional Fate card in your next End Phase after bringing Ashigaru Archers into play from your hand.
Battle: Bow Ashigaru Archers for a Ranged 2 Attack.
328 C Ashigaru Hordes Followers   3 0 1 7 - 1 May only attach to a Samurai.
You may draw an additional Fate card in your next End Phase after bringing Ashigaru Hordes into play from your hand.
329 C Ashigaru Spearmen Followers   1 0 1 2 - 1 You may draw an additional Fate card in your next End Phase after bringing Ashigaru Spearmen into play from your hand.
Battle: Bow Ashigaru Spearmen for a Ranged 1 Attack.
362 C Byoki no Oni Followers   1 0 0 2 - 2 Nonhuman * Shadowlands * Lose 3 Honor.
Battle: Twice per battle, place a -1C Plague token on a Personality in this battle who has no Plague tokens.
330 C Chitatchikkan Followers   3 0 0 4 - 2 Ratling Pack * Creature
Destroy Chitatchikkan during your End Phase if it has not been in an army since your last End Phase.
331 U Command Staff Followers   3 0 2 8 - 4 This Personality gains the Tactician trait while Command Staff is attached.
332 C Courier Followers   0 0 1 0 - 2 Limited: If this Personality is unbowed, bow Courier to move Courier and any number of unbowed Items and/or Spells from this Personality to another of your unbowed Personalities. (All new attachments must be legal.)
333 R Decoy Followers   0 +1 2 4 - 4 Unique
Reaction: Before this Personality is destroyed, bow and destroy Decoy to negate the destruction.
334 C Diplomatic Apprentice Followers   0 0 1 5 - 3 Courtier * This card costs 2 less Gold for Crane Clan and Scorpion Clan players. You may bow Diplomatic Apprentice instead of this Personality when he would bow to pay the cost or part of the cost of a Political action.
335 C Elite Spearmen Followers   2 0 2 4 - 3 Battle: Once per battle, Elite Spearmen make a Ranged 2 Attack without bowing.
336 R Empress's Guard Followers   3 0 2 7 - 3 Imperial * Unique * This card costs 2 less Gold for a Crane Clan player.
Ninja and Kolat actions cannot target cards in this unit. Empress's Guard gains +2F while defending.
337 U Firestorm Legion Followers   2 0 2 6 - 2 Shugenja * This card costs 1 less Gold when attaching to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Elemental Battle: Bow Firestorm Legion for a ranged attack with a strength equal to this Personality's Chi.
338 C Fortified Infantry Followers   3 0 2 4 - 1 This unit cannot be moved from one Province to another.
339 C Goblin Slingers Followers   1 0 0 4 - 1 Nonhuman * Shadowlands * Lose 3 Honor.
Battle: Bow Goblin Slingers for a Ranged 3 Attack.
Battle: Bow Goblin Slingers for two consecutive Ranged 2 Attacks targeting cards in the same unit. (Consecutive ranged attacks are targeted and resolved one at a time.)
340 C Gunso Followers   2 0 1 3 - 2 All other Followers in this unit gain +1F while Gunso is in play. If Gunso is destroyed, all other Followers in this unit have -1F until the end of the turn.
341 C Heavy Cavalry Followers   4 0 2 8 - 2 Cavalry
342 C Heavy Infantry Followers   5 0 0 8 - 2
343 C Heavy Mounted Infantry Followers   2 0 2 7 - 2 Cavalry
Battle: Once per battle, remove the Cavalry trait from Heavy Mounted Infantry until the end of the turn to give it +2F.
344 C Hiruma Archers Followers   3 0 1 6 - 2 Battle: Bow Hiruma Archers for a Ranged 2 Attack.
Battle: Bow Hiruma Archers for a Ranged 4 Attack if attached to a Crab Clan Personality.
345 F Hiruma House Guard Followers   4 0 1 7 - 4 Yu 4 *Unique * Will only attach to a Crab Clan Personality. Hiruma House Guard is immune to Fear.
Battle: Once per battle, produce Fear with strength equal to this Personality's Yu. No Followers are immune to this Fear.
346 F Hoshi House Guard Followers   2 0 2 6 - 4 Unique * Will only attach to a Dragon Clan Personality.
This Personality gains +1F/+2C for each of your Elemental Rings in play while Hoshi House Guard is attached.
Reaction: Once per turn, after this Personality casts a Kiho, return the Kiho to your hand if this Personality is a Monk. You may use this ability only once per Kiho title per game.
347 U Imperial Honor Guard Followers   4 0 2 9 - 3 Imperial Honor Guard is immune to Fear.
Imperial Favor effects cannot target this unit.
348 F Isawa House Guard Followers   3 0 2 6 - 4 Shugenja * Unique * Will only attach to a Phoenix Clan Personality. (Followers cannot cast Kihos.)
Reaction: After one of your Shugenja bows while in an army, bow Isawa House Guard to straighten that Shugenja. Isawa House Guard need not bow if you have not used this ability yet this turn.
349 F Kakita House Guard Followers   3 0 2 6 - 4 Unique * Will only attach to a Crane Clan Personality.
Battle: Bow Kakita House Guard to have this Personality issue an unrefusable challenge to an opposing Personality.
350 R Kenshinzen Followers   3 0 2 6 - 3 Will only attach to a Personality with Double Chi or more than 4 Chi. Kenshinzen costs 1 less Gold when being attached to a Crane Clan Personality. Challenges made by this Personality are unrefusable.
351 U Kobune Crew Followers   2 0 1 4 - 1 Naval * May only be attached to a Naval Personality.
Battle: Bow Kobune Crew and one of your Ports to move this unit from one of the Defender's Provinces to another.
352 R The Legion of Two Thousand Followers   5 0 1 9 - 4 Unique
When you bring the Legion of Two Thousand into play, you may search your Fate deck for a Follower, show it to all players, and add it to your hand.
353 C Light Mounted Infantry Followers   1 0 1 3 - 2 Cavalry
Battle: Once per battle, remove the Cavalry trait from Light Mounted Infantry until the end of the turn to give it +1F.
354 U Mantis Bushi Followers   2 0 2 6 - 3 Naval
Battle: Bow Mantis Bushi to bow an opposing Follower or an opposing Personality without Followers.
355 C Mantis Raiders Followers   3 0 1 3 - 2 Naval
Mantis Raiders enter play bowed. This unit cannot assign to a battle if this card is bowed.
356 C Minor Shugenja Followers   1 0 1 3 - 1 Minor Shugenja have +1C while participating in a Ritual that this Personality also participates in. (Followers cannot cast Kihos.)
Battle: Bow Minor Shugenja for a Ranged 1 Attack.
357 C Moto Steed Followers   2 0 0 6 - 2 Creature * Cavalry * Will only attach to a Human Personality.
This Personality gains Cavalry while Moto Steed is unbowed.
359 F Ogre Elite Followers   6 0 0 8 - 4 Nonhuman * Unique * Shadowlands * Lose 6 Honor.
Will only attach to a Shadowlands Personality.
May attach to a Personality regardless of restrictions on that Personality.
Reaction: When another player's card moves this unit from a battle and this Personality is an Ogre or an Oni, bow Ogre Elite to negate that movement.
360 U Ogre Warriors Followers   7 0 0 12 - 3 Nonhuman * Shadowlands * May attach to Ogre Bushi. Ranged attacks cannot target Ogre Warriors.
361 U Oni Horde Followers   3 0 0 5 - 2 Nonhuman * Shadowlands * Lose 5 Honor.
Will only attach to an Oni. May attach to a Personality regardless of restrictions on the Personality.
Battle: Fear 4.
363 C Ratling Archers Followers   1 0 0 4 - 2 Ratling Pack * Creature
Battle: Once per turn, Ratling Archers make a Ranged 2 Attack without bowing.
364 C Ratling Bushi Followers   3 0 0 6 - 0 Creature
Ratling Bushi gains +1F for each Ratling Pack in this unit.
365 U Ratling Scroungers Followers   2 0 0 4 - 3 Creature
Items being attached to this Personality cost 2 less Gold, to a minimum of 1.
366 C Shireikan Followers   2 0 1 3 - 3 Reaction: When this Personality is destroyed, Shireikan permanently becomes a 0F/1C Personality aligned with your Faction with a Personal Honor of 1. All cards that were attached to this Personality attach to Shireikan, if legal, instead of being destroyed.
367 F Shosuro House Guard Followers   3 0 0 6 - 4 Unique * Will only attach to a Scorpion Clan Personality.
Battle: Bow Shosuro House Guard to target an attacking Personality. The Personality's controller decides whether Shosuro House Guard dishonors hat Personality or sends it home.
Battle: Send this unit home from the current battle. You may use this action while Shosuro House Guard is bowed.
368 C Skeletal Troops Followers   2 0 0 2 - 1 Undead * Nonhuman * Shadowlands
Lose 2 Honor.
Battle: Fear 3.
369 C Spearmen Followers   2 0 1 3 - 2 Battle: Bow Spearmen for a Ranged 2 Attack.
370 R Spirit Guide Followers   0 0 2 5 - 2 Open: If this Personality is a Shugenja, bow Spirit Guide to straighten this Personality.
371 F Tattered Ear Watcher Followers   3 0 0 5 - 4 Ratling * Creature * Unique * Will only attach to a Ratling Personality.
Reaction: After you play a card that you do not own, give this Personality a +1F/+1C token.
372 U Tsuruchi's Legion Followers   1 0 1 5 - 2 Naval
Battle: Twice per battle, Tsuruchi's Legion makes a Ranged 2 Attack without bowing.
373 C Untested Troops Followers   4 0 2 6 - 1 Bow Untested Troops after each Fear effect resolves that targeted or affected anything in their battle.
374 F Utaku House Guard Followers   4 0 1 8 - 4 Battle Maiden * Cavalry * Unique * Will only attach to a Unicorn Clan Personality.
Battle: Bow Utaku House Guard to bow a number of opposing Followers up to the number of Items in your army, plus one if this Personality is a Battle Maiden.
375 U Veteran Bushi Followers   2 0 2 4 - 3 Veteran Bushi gains +1F while attached to a Tactician.
376 U Veteran Samurai Followers   3 0 2 6 - 4 Yu 3
377 U War Dogs Followers   1 0 1 3 - 2 Creature
Battle: Bow and destroy War Dogs to destroy an opposing Follower.
378 C Warrior Monks Followers   2 0 1 5 - 2 Will attach to a Monk Personality for 3 less Gold.
Reaction: Once per turn, when a Spell targets this unit or any cards in it, cancel that Spell.
379 F Yoritomo House Guard Followers   4 +0 1 8 - 4 Naval * Unique * Will only attach to a Mantis Clan Personality.
Reaction: After the last Maneuvers Segment of an attack, give Naval to each Follower and Mantis Clan Personality in this army that is in a unit containing at least one Naval card.
380 R Armor of Earth Item   +1 +2   8   3 Unique
While you have a Ring of Earth in play, Armor of Earth gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Reaction: Cancel an action moving this unit out of a battle it assigned to during this attack.
381 U Blackened Claws Item   +1 +1   4   2 Shadowlands * Cannot be moved. May only attach to a Shadowlands Personality without Blackened Claws. May attach to a Personality regardless of restrictions on the Personality.
Reaction: When this Personality enters a duel, bow Blackened Claws to give two -1C Corruption tokens to the opposing Personality.
382 R Blade of Secrets Item   +0 +0   7   3 Weapon * Unique
When Blade of Secrets enters play, you may discard a Fate card from your hand to permanently change the Blade's printed Force and Chi bonuses to that card's Focus value.
383 R Blade of Truths Item   +0 +3   6   3 Weapon * Unique
Reaction: After this Personality enters a duel, name a Focus value. The opposing player cannot play Focus cards or Reaction Action cards with that Focus value during the duel.
384 F Bone of the Tattered Ear Tribe Item   +2 +2   7   4 Weapon * Unique
When Bone of the Tattered Ear Tribe enters play, it gains a +1F/+1C Pack token for each Ratling Follower you control.
Limited: Bow Bone of the Tattered Ear Tribe and remove a Pack token from it to search any player's Fate discard pile for a Follower and put it in your hand, face-up and revealed to all players. Lose 3 Honor.
385 U Bronze Lantern Item   +0 +0   3   3 Nemuranai * Will only attach to a Shugenja. Bronze Lantern costs 2 less Gold for a Scorpion Clan player.
Open: Destroy the Bronze Lantern to attach to this Shugenja a Nonhuman Jinn Follower token whose Force equals this Shugenja's Chi. Remove the Jinn from the game at the end of your next turn.
386 F Celestial Sword of the Crab Item   +0 +1   8   4 Weapon * Unique
If you are a Crab Clan player, gain 2 Honor. Celestial Sword of the Crab counts as the Ancestral Sword of Crab Clan for uniqueness. While attached to a Crab Clan Personality, Celestial Sword of the Crab gains +1F/+1C for each Crab Clan Personality you control.
387 F Celestial Sword of the Crane Item   +0 +1   8   4 Weapon * Unique
If you are a Crane Clan player, gain 2 Honor. Celestial Sword of the Crane counts as the Ancestral Sword of Crane Clan for uniqueness. While attached to a Crane Clan Personality, Celestial Sword of the Crane gains +1F/+1C for each Crane Clan Personality you control.
388 F Celestial Sword of the Dragon Item   +0 +1   8   4 Weapon * Unique
If you are a Dragon Clan player, gain 2 Honor. Celestial Sword of the Dragon counts as the Ancestral Sword of Dragon Clan for uniqueness. While attached to a Dragon Clan Personality, Celestial Sword of the Dragon gains +1F/+1C for each Dragon Clan Personality you control.
389 F Celestial Sword of the Lion Item   +0 +1   8   4 Weapon * Unique
If you are a Lion Clan player, gain 2 Honor. Celestial Sword of the Lion counts as the Ancestral Sword of Lion Clan for uniqueness. While attached to a Lion Clan Personality, Celestial Sword of the Lion gains +1F/+1C for each Lion Clan Personality you control.
390 F Celestial Sword of the Mantis Item   +0 +1   8   4 Weapon * Unique
If you are a Mantis Clan player, gain 2 Honor. While attached to a Mantis Clan Personality, Celestial Sword of the Mantis gains +1F/+1C for each Mantis Clan Personality you control.
391 F Celestial Sword of the Phoenix Item   +0 +1   8   4 Weapon * Unique
If you are a Phoenix Clan player, gain 2 Honor. Celestial Sword of the Phoenix counts as the Ancestral Sword of Phoenix Clan for uniqueness. While attached to a Phoenix Clan Personality, Celestial Sword of the Phoenix gains +1F/+1C for each Phoenix Clan Personality you control.
392 F Celestial Sword of the Scorpion Item   +0 +1   8   4 Weapon * Unique
If you are a Scorpion Clan player, each other player loses 2 Honor. Celestial Sword of the Scorpion counts as the Ancestral Sword of the Scorpion for uniqueness. While attached to a Scorpion Clan Personality, Celestial Sword of the Scorpion gains +1F/+1C for each Scorpion Clan Personality you control.
393 F Celestial Sword of the Unicorn Item   +0 +1   8   4 Weapon * Unique
If you are a Unicorn Clan player, gain 2 Honor. Celestial Sword of the Unicorn counts as the Ancestral Sword of Unicorn Clan for uniqueness. While attached to a Unicorn Clan Personality, Celestial Sword of the Unicorn gains +1F/+1C for each Unicorn Clan Personality you control.
394 R Chukandomo Item   +3 +3   5   4 Weapon * Unique
During your Straighten Phase, if this Personality is bowed and there are any Personalities in play with more Personal Honor, destroy this Personality instead of straightening him.
358 C Clay Horse Item   +0 +0   2   2 Reaction: After a battle ends, bow Clay Horse to prevent this unit from becoming bowed by the battle. Reveal and discard the top card of your Fate deck. If its Focus value is odd, destroy Clay Horse.
395 C Corrupted Jade Sliver Item   +0 +0   3   1 Shadowlands
Open: Three times per turn, give this Personality +1F/-2C and Shadowlands.
Open: Three times per turn, if this Personality has more than 1 Force, give this Personality -2F/+2C and Shadowlands.
396 C Dai Tsuchi Item   +3 +0   6   1 Weapon
Will only attach to a Personality with more than 2 Force. Crab Clan Personalities can attach Dai Tsuchi for 2 less Gold. Dai Tsuchi gains a +3C bonus while this Personality opposes one or more Ogres or Oni in a battle or duel.
397 U Daikyu Item   +0 +0   3   1 Weapon
Only Cavalry Personalities may attach Daikyu.
Battle: Bow Daikyu for a Ranged 3 Attack.
398 R Dragon Pearl Item   +0 +0   10   3 Unique
Before Dragon Pearl enters play, target an Item, including a Unique Item, that this Personality can legally attach. After entering play, this card becomes a copy of that Item's printed card plus all permanent changes in effect on it. None of the Item's costs need to be paid and no entering-play effects are produced.
399 R The Emerald Armor Item   +2 +1   8   4 Unique
Followers being attached to this Personality cost 3 less Gold, to a minimum of 1. This Personality has a minimum Chi of 1.
400 U Fan of Command Item   +0 +0   4   2 This Personality gains Tactician while Fan of Command is attached.
401 R Gunsen of Water Item   +1 +2   9   3 Weapon * Unique
While you have a Ring of Water in play, Gunsen of Water gains a +2F/+1C bonus and has a printed Gold cost of 0.
Elemental Battle: Bow Gunsen of Water to move this unit to one of the Defender's Provinces or from the current battle to your home.
402 R The Imperial Standard Item   +1 +2   5   4 Unique * Putting this card into play from your hand is a Political action. You must use and discard the Imperial Favor to bring the Imperial Standard into play. Gain 4 Honor.
Each Follower in this unit gains +2F and is immune to Fear while Imperial Standard is attached.
403 U Lessons from Kuro Item   +0 +0   4   3 Limited: Once per turn, bow this Personality to draw a Fate card if the Personality's Chi is greater than 3.
404 R Mempo of the Void Item   +1 +2   9   3 Unique
While you have a Ring of the Void in play, Mempo of the Void gains a +2F/+1C bonus
and has a printed Gold cost of 0.
Elemental Open: Bow Mempo of the Void and discard any number of cards from your hand to draw an equal number of cards from your Fate deck.
405 C My Father's Weapon Item   +1 +1   3   3 Weapon
Straighten this Personality at the end of the turn you bring in My Father's Weapon into play.
406 U Obsidian Mirror Item   +0 +0   10   3 Limited: Bow this Personality, target a player, and name a card. If that player has any copies of the named card in his hand, he must discard one. Lose 1 Honor.
407 R Ruby of Iuchiban Item   +0 +0   5   1 Unique
Limited: Bow Ruby of Iuchiban, which may remain bowed, and this Personality to target a Personality. Bow the target. While the Ruby remains bowed and in play, the target cannot straighten and his controller may, as a Limited action, destroy the Ruby by discarding a Fate card whose Focus value plus the target's Personal Honor is greater than or equal to this Personality's Chi.
408 C Takao's Jingasa Item   +0 +1   3   1 Once per turn, this Personality need not bow to cast a Kiho.
409 R Thuk-Kigi's War Machine Item   +4 +0   7   1 Unique * Shadowlands * Will only attach to a Shadowlands Personality. This Personality cannot challenge or be challenged while in an army. War Machine adds no Force to this Personality while bowed. Bow War Machine when a Terrain resolves in its battle.
Reaction: At the beginning of the Resolution Segment, destroy a Fortification on the Province that this unit is attacking.
410 F Yakamo's Claw Item   +0 +1   8   4 Unique * Shadowlands
Cannot be moved. While attached to a Shadowlands Personality, Yakamo's Claw gains a +1F/+1C bonus for each Shadowlands Personality you control.
411 R Yoritomo's Kama Item   +2 +2   6   4 Weapon * Unique
Other Weapons in this army gain a +1F/+1C bonus.
412 R Yoshi's Fan Item   +0 +1   2   2 Unique
This Personality gains +2 Personal Honor and Courtier while Yoshi's Fan is attached.
413 C Aid of the Grand Master Kiho         0   4 Kiho Limited: Bow one of your Monks to search your Fate deck for a card. Remove the card, shuffle the deck, then place that card on either the top or bottom of the deck.
414 R Bloodstrike Kiho         0   4 Kiho Maho Battle: Bow one of your Shugenja to give a -1C Blood token to a number of opposing Personalities up to the Shugenja's Chi.
415 C Chasing Osano-Wo Kiho         0   3 Kiho Battle: Bow one of your Shugenja or Monks to give to any Personality a Force bonus equal to the Force of the caster plus the Personal Honor of the Personality.
416 U Dharma Technique Kiho         0   3 Kiho Reaction: After an Event is revealed but before it resolves, bow one of your Monks to discard the Event without resolution.
417 C Double Chi Kiho         0   1 Kiho Reaction: When one of your target Personalities enters a duel, bow one of your Shugenja or Monks to give that Personality the Double Chi trait until the duel ends.
418 U Feeding on Flesh Kiho         0   2 Kiho Maho Battle: Bow one of your Shugenja or Monks for a ranged attack whose strength equals the Chi of the Personality in the target's unit. If the strength exceeds the caster's Chi, the caster permanently has -1C. The caster permanently gains the Shadowlands trait.
419 C Fist of the Earth Kiho         0   3 Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Follower or an opposing Personality without Followers.
420 C Flee the Darkness Kiho         0   1 Kiho Reaction: When another player targets one of your Personalities with a Battle action or with an Open action during a battle, bow one of your Shugenja or Monks to cancel that action.
421 C Freezing the Lifeblood Kiho         0   3 Kiho Open: Bow one of your Shugenja or Monks to put a Sleep token on a bowed Personality. The token has the trait, "Each time this Personality tries to straighten, remove one Sleep token instead of straightening him."
422 C Mercy Shrouds the Earth Kiho         0   3 Kiho Elemental Reaction: Bow one of your Shugenja or Monks in this battle after a target Terrain card is played but before it resolves. That Terrain produces no effects, although it is still in play.
423 R Palm Strike Kiho         0   3 Kiho Battle: Target one of your unbowed Monk Personalities with no Weapons to bow an opposing Personality with no Weapons.
424 C Purity of Spirit Kiho         0   4 Kiho Battle: Bow one of your Shugenja or Monks to bow an opposing Personality with less Chi. The caster need not bow if the target is Shadowlands.
425 U Ryoshun's Last Words Kiho         0   3 Kiho Open: Bow one of your Shugenja or Monks to destroy a Spell.
426 U Touching the Soul Kiho         0   2 Kiho Reaction: Before one of your Personalities not at this battle performs an action, bow one of your Shugenja or Monks at this battle. The Personality not at the battle takes the action as if he were at the battle.
427 R Written in Blood Kiho         0   2 Kiho Maho Open: Bow one of your Shugenja to give a Personality -2C. Lose 3 Honor.
428 U Ring of Air Ring         0   4 Play Ring of Air after casting three or more Spells and/or Kiho in one turn.
Elemental Reaction: After one of your Shugenja or Monks bows to cast a Spell or Kiho, bow Ring of Air to straighten that Shugenja or Monk.
429 U Ring of Earth Ring         0   4 Play Ring of Earth after an army containing your units wins a battle against an opposing army at a Province.
Elemental Limited: Bow Ring of Earth and target one of your Personalities. Until the beginning of your next turn, other players cannot move that Personality into or out of battles.
430 U Ring of Fire Ring         0   4 Play Ring of Fire after winning two or more duels in one turn. While Ring of Fire is in play, your Focus cards gain +1 Focus value when focused in a duel.
Elemental Reaction: Bow Ring of Fire after a duel involving one of your Personalities ends to draw a number of cards equal to the number you focused from your hand in that duel.
431 U Ring of the Void Ring         0   4 Play Ring of the Void after performing the action: "Limited: Reveal Ring of the Void from your hand and bow one of your Personalities," three or more times in one turn.
Elemental Limited: Bow Ring of the Void and one of your Personalities with more than 3 Chi to draw a Fate card.
432 U Ring of Water Ring         0   4 Play Ring of Water after taking four or more Battle actions in one battle.
Elemental Battle: Bow Ring of Water to move one of your units into the current battle from another battle or your home or from the current battle to your home.
433 U Amnesia Spell         2   2 Ritual Limited: Bow this Shugenja and at least one of your other Shugenja, and destroy this Spell, to target another player's Stronghold or Sensei. Until your Events Phase a number of turns from now equal to the number of Shugenja in this Ritual, the target Stronghold's or Sensei's actions cannot be used, and its traits have no effect, except those traits involving victory or elimination conditions or changes to that player's Family Honor.
434 R Cloak of Night Spell         4   2 Limited: Bow this Shugenja and destroy Cloak of Night to attach a Spell, Follower, or Item from your hand to one of your Personalities, face-down and without cost. While face-down, that card is not in play and does not affect play. As an Open action any time later this game, you may turn the card face-up to bring it into play. If the card is not a legal attachment at that time, discard it; otherwise it enters play without cost.
435 C Contemplate the Void Spell         6   4 Limited: Bow this Shugenja and destroy this Spell to discard your Fate hand and draw four Fate cards.
436 R Doom of Fu Leng Spell         8   4 Black Scroll * Unique
Give this Shugenja a -1C Corruption token each time he straightens.
Ritual Open: Bow this Shugenja and any number of your other Shugenja to permanently lower a target Personality's Chi by the number of Shugenja in this Ritual, to a minimum of 1. This effect may target each Personality once per game.
437 C Earthquake Spell         5   4 Elemental Earth Battle: Bow this Shugenja to bow an opposing Personality.
438 C Emergence of the Masters Spell         3   3 Ritual Battle: Bow this Shugenja and any number of your other Shugenja in this battle. The effect depends on the number of Shugenja in this Ritual: One Shugenja: Give a Personality in this battle +1F. Two Shugenja: The same as with one Shugenja, plus give a Follower in this battle +3F. Three Shugenja: The same as with two Shugenja, plus send an opposing unit home. Five Shugenja: The same as with three Shugenja, plus destroy one opposing unit.
439 C Fear's Bane Spell         3   4 Ritual Limited: Bow this Shugenja and any number of your other Shugenja, and destroy this Spell, to destroy a target Personality with less Chi than the number of Shugenja in this Ritual.
440 F Fire and Air Spell         2   2 Elemental Battle: Bow this Shugenja for a Ranged 2 Attack.
Elemental Battle: Once per turn, without bowing, move this unit to an adjacent Province.
441 C The Fire from Within Spell         5   3 Elemental Battle: Bow this Shugenja for two consecutive Ranged Attacks with strengths equal to his Chi. (Consecutive ranged attacks are targeted and resolved one at a time.)
Elemental Battle: Bow this Shugenja for a Ranged Attack with strength equal to twice his Chi.
442 R The Fires That Cleanse Spell         6   2 Elemental Battle: Bow and destroy this Shugenja and destroy this Spell to destroy an opposing Personality.
443 R Fist of Osano-Wo Spell         5   4 Elemental Limited: Bow this Shugenja and destroy this Spell to destroy a Holding.
444 C Force of Will Spell         4   4 Open: Bow this Shugenja and destroy this Spell to switch the Personal Honor and Chi of a target Personality. If you control the target, you need not destroy this Spell.
445 U The Kami Watch Over Me Spell         5   3 Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined Chi is greater than 10. Take all cards in your discard piles that have not resolved or been in play this game and shuffle them back into your decks.
446 R Kuro's Fire Spell         5   3 Elemental Battle: Bow this Shugenja to make a number of consecutive ranged attacks up to the Shugenja's Chi. The ranged attacks' total strength cannot exceed the Shugenja's Force plus Chi. (Consecutive ranged attacks are targeted and resolved one at a time.)
447 C Look into the Void Spell         2   1 Elemental Open: Bow this Shugenja and discard a card from your hand to draw a Fate card.
448 R Purity of the Seven Thunders Spell         3   3 Ritual Limited: Bow this Shugenja and any number of your other Shugenja such that their combined Chi is greater than 14, and destroy this Spell and this Shugenja, to destroy all Shadowlands cards. The Shugenja in this Ritual cannot straighten during your next turn.
449 C Ryoshun's First Gift Spell         2   2 Reaction: Before this Shugenja bows to cast a Kiho, bow this Spell instead of the Shugenja. Casting this Spell does not bow the Shugenja.
450 C Sympathetic Energies Spell         2   2 Open: Bow this Shugenja to move a target token from one target Personality to another target Personality who can legally have it.
451 C Tomb of Jade Spell         5   3 Limited: Bow this Shugenja and destroy this Spell to destroy a Shadowlands card.
452 U Walking the Way Spell         4   3 Limited: Bow this Shugenja and destroy this Spell to search your Fate deck for any one card and put it in your hand.
453 F Kyuden Hida Stronghold Crab 8     4 3   Reaction: Once per turn, after you put a Follower into play from your hand, draw an additional card during your next End Phase.
454 F Razor's Edge Dojo Stronghold Crab 8     4 3   The first time each phase each other player targets one of your Personalities with an action, he must discard a card from his hand.
Battle: Bow Razor's Edge Dojo to give each of your Crab Clan Personalities in the current battle +1F.
455 F Kakita Dueling Academy Stronghold Crane 7     4 5   Political Limited: Bow Kakita Dueling Academy to search your Fate deck for an Iaijutsu Action card. Show the card to the other players and add it to your hand.
456 F Kyuden Doji Stronghold Crane 6     4 6   Political Reaction: When one of your Personalities enters a duel, target and bow one of your Crane Clan Samurai to have that Samurai enter the duel instead.
Political Limited: Bow Kyuden Doji to permanently give Courtier to one of your Crane Clan Personalities.
457 F House of Tao Stronghold Dragon 6     4 4   After all players reveal Strongholds, you may search your Fate deck for an Elemental Ring and put it into play.
If you put a Shadowlands card into play, remove all your Elemental Rings from the game.
458 F Shiro Mirumoto Stronghold Dragon 7     4 5   Your Dragon Clan Samurai may attach two Weapons.
Limited: Once per turn, bow one of your Personalities with more than 3 Chi to draw a card.
460 F Kenson Gakka Stronghold Lion 7     3 6   Terrains you own have a minimum Focus value of 3. Your non-Tactician Lion Clan Samurai with more than 2 Chi gain Tactician while in armies but cannot gain Force bonuses from Tactical actions.
459 F Kyuden Ikoma Stronghold Lion 7     3 6   Reaction: Bow your Stronghold to cancel another player's Battle action. If it's an Action card, its player may return it to his hand after the battle. The player may immediately take another action.
462 F Castle of the Wasp Stronghold Mantis 7     4 3   Once per battle, you may target the current Province with a Ranged Attack from exactly one of your attacking cards to lower its Strength by the Attack's strength.
Once per turn, one of your Mantis Clan Personalities need not bow to produce a single or combined Ranged Attack that targets opposing cards.
461 F Kyuden Gotei Stronghold Mantis 7     4 3   Kyuden Gotei counts as a Port card.
Once per battle, as a Battle action, you may bow one of your Naval cards in the current battle to take two consecutive Battle actions.
464 F Kyuden Agasha Stronghold Phoenix 6     4 6   Attaching Spells from your hand is an Open action for you. All Spells you own cost 2 less Gold, to a minimum of 1.
463 F Morning Glory Castle Stronghold Phoenix 6     4 6   Limited: Bow your Stronghold to target one of your Honorably Dead Phoenix Clan Personalities and one of your Provinces. Discard a card from that Province and fill it with the targeted Personality, face-up. You may bow one of your Shugenja instead of your Stronghold if the Personality is a Samurai.
465 F Tch'tch Warrens Stronghold Ratling 13     3 1   You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Limited: Bow to take a non-Follower Fate card from another player's discard pile and put it in your hand. Keep this card face-up and revealed. The next time this card goes to a discard pile or deck, remove it from the game instead.
466 F Warrens of the Nezumi Stronghold Ratling 13     3 1   You begin the game with three Provinces.
Non-Personality Ratling cards cost 1 less Gold for you. Your Ratling cards cannot gain Shadowlands, are immune to Fear, and have the ability: "Battle: Bow and destroy this card to destroy an opposing Follower."
467 F The Shadowed Tower of the Shosuro Stronghold Scorpion 7     4 3   Ignore Scorpion Clan Honor requirements if you control no Shadowlands cards.
Political Reaction: Once per turn, bow your Stronghold or one of your Courtiers after successfully playing a Political Action card to shuffle it into your Fate deck instead of discarding it. You may do this when your Stronghold is bowed.
468 F The Towers of the Yogo Stronghold Scorpion 7     4 2   All of your Scorpion Clan Samurai have the ability: "Battle: Bow this Samurai to bow an opposing Follower or an opposing Personality without Followers."
469 F The Spawning Ground Stronghold Shadowlands 7     3 -19   You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses to other players. Your Personalities will not swear fealty. Your cards are immune to Fear. Each Ogre, Oni, and Troll Personality you own gains +1F/+1C.
470 F Temple of the Ninth Kami Stronghold Shadowlands 6     0 -19   You cannot gain or lose Honor. You cannot take Political actions or actions that cause unconditional Honor losses to other players. Your Personalities will not swear fealty. Bow to produce 4 Gold when paying for a Shadowlands card.
Limited: If you control a Personality, bow the Temple to target another player's Personality. The target may challenge any of your Personalities to a duel. If he does not, dishonor him.
471 F Northern Provinces of the Moto Stronghold Unicorn 7     5 4   Bow the Northern Provinces of the Moto to produce 7 Gold when paying for a Cavalry Follower.
Battle: Switch the locations of two of your unbowed Cavalry Personalities that this action has not targeted this turn. You may do this when your Stronghold is bowed.
472 F Shiro Shinjo Stronghold Unicorn 7     5 4   Items you own have +1 Focus value.
Reaction: Once per turn, after one of your Personalities is destroyed, return to play an Item that Personality had. Attach the Item to any of your Personalities that can attach it, ignoring costs and entering-play effects.
480 F Black Heart of the Empire Wind               Daigotsu
Lobbying is not Political for you. You lobby by bowing a Shadowlands Personality regardless of Personal Honor.
For purposes of any player lobbying, your Family Honor is considered to be the total printed Force of your Personalities if that total is higher than each other player's.
Battle: Discard the Imperial Favor to reduce the Force of one opposing card to 0.
476 F Left Hand of the Emperor Wind               Toturi Tsudao
Political Battle: Discard the Imperial Favor to send an attacking unit home. You may use this in a battle in which you have no units.
Political Reaction: Once per turn, after one of your Samurai dies as the result of a battle or duel, bow your Stronghold or a Courtier to gain 2 Honor.
477 F Right Hand of the Emperor Wind               Akodo Kaneka
Political Battle: Discard the Imperial Favor to move a unit you control from one of the Defender's Provinces to another.
Political Reaction: Once per turn, when one of your Personalities is moving into or out of a battle, bow your Stronghold or a Courtier to negate the movement.
478 F Underhand of the Emperor Wind               Hantei Naseru
Political Open: Discard the Imperial Favor and name a Political Action card. Search your Fate deck for the card, show it to all players, and add it to your hand. Each card title may be named once per game.
Political Reaction: Once per turn, after a player has declared an attack, bow one of your Courtiers to target one of the Attacker's Samurai with less Personal Honor. That Samurai cannot assign to an army this attack.
479 F Voice of the Emperor Wind               Toturi Sezaru
Political Limited: Discard the Imperial Favor to draw a Fate card.
Political Limited: Once per turn, bow your Stronghold or a Courtier to put an Elemental Ring into play from your hand. While in play, that Ring does not count towards an Enlightenment Victory, and at the beginning of each of your turns, discard a card from your hand or shuffle the Ring back into your Fate deck.
* P A New Wall Event               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.