Name Type Family Force Chi Honor Requirement Gold Cost Personal Honor Card Text Focus Rarity
Fortune’s Gift Event





You may search your Fate deck for a Unique Weapon or Unique Armor, show it to all players, then put it in your hand. You may then bow one of your Samurai. If you do not, increase the Item’s Gold cost by 2 for the rest of the turn.
Rare
A Favor Returned Holding

 
3
Bow A Favor Returned to produce 2 Gold, or to produce 3 Gold if paying for a Holding.
Open: If you have not yet begun a turn, bow your Stronghold to search your deck, then Provinces, for this card. Put the first A Favor Returned you find into play, bowed. It may not straighten before your third Straighten Phase. If you find none, you lose the game.

Common
Akodo Dojo Holding

 
2
Bow Akodo Dojo to produce 2 Gold.
Bow Akodo Dojo to produce 3 Gold when paying for a Follower or for an action that creates a Follower token.

Uncommon
Battlefield Messenger Holding

 
2
Bow Battlefield Messenger to produce 2 Gold.
Reaction: After an attacking army destroys one of your Provinces, reduce the Force of all cards in one unit in that attacking army to 0. You may use this action while Messenger is bowed.

Common
Bleeding Grounds Holding

 
2
Shadowlands • Lose 4 Honor.
Bleeding Grounds costs 1 less Gold for each Shadowlands Personality you control.
Bow Bleeding Grounds to produce 2 Gold. Lose 2 Honor.

Uncommon
Daigotsu Dojo Holding

 
2
Shadowlands • Lose 3 Honor.
Bow Daigotsu Dojo to produce 3 Gold when paying for a Shadowlands card. Lose 3 Honor.
Open: Bow Daigotsu Dojo and one of your Personalities to give a Personality –1F or –1C.

Uncommon
Fortress of Thunder Holding



0
Fortification • Unique
Battle: Bow Fortress of Thunder to have one of your Samurai in this battle produce a Ranged Attack equal to his Personal Honor, +1 if the Samurai is Crane Clan.

Rare
Geisha Network Holding

 
3
Bow Geisha Network to produce 2 Gold plus 1 Gold for each Geisha House you control.

Uncommon
Glassblower Holding

 
6
At the start of your Straighten Phase, add Glass tokens to Glassblower until it has four.
Reaction: When paying a Gold cost, remove any number of Glass tokens from Glassblower to produce an equal amount of Gold.

Rare
Hasty Barricades Holding



0
Fortification • Singular
While this card is in play, cards attacking you cannot have their Force raised above their printed Force by actions.
As an Open action, any player who controls Personalities with more than 6 total Force may destroy this card.
Reaction: During your Dynasty Phase, pay 3 Gold and destroy this card to turn a card in this Province face-up.

Common
Legacy of My Ancestors Holding

 
2
Bow Legacy of My Ancestors to produce 2 Gold.
Reaction: Before one of your Personalities is destroyed, bow and destroy Legacy of My Ancestors to move any of that Personality’s Spells, Followers, or Items to one of your other Personalities. If the Personality to be destroyed is in an army, the other Personality must be in that army.

Rare
Pillar of Flesh Holding

 
5
Retainer • Oni • Shadowlands
Bow Pillar of Flesh to produce 6 Gold. Lose 6 Honor. This loss may not be copied or redirected.

Rare
Quartermaster Holding

 
2
Bow Quartermaster to produce 2 Gold.
Bow and destroy Quartermaster to produce 2 Gold when paying for a Samurai Personality or Bushi Personality. Give that Personality a +2F/+2C Weapon Item token after he enters play.

Common
Retired Master Holding

 
6
Retainer • Retired Master costs 2 less Gold for Scorpion Clan players.
Bow Retired Master to produce 3 Gold, or to produce 4 Gold when paying for a Courtier.
Limited: Once per turn, raise a Courtier’s Personal Honor to 3 until the beginning of your next turn.

Uncommon
Secluded Outpost Holding

 
6
Bow Secluded Outpost to produce 4 Gold. If this pays for a Samurai or Bushi Personality, you may attach an Item or Follower to him from your hand after he enters play, for 4 Gold less. You must pay all remaining costs.

Rare
Shrine of Compassion Holding

 
2
Bow Shrine of Compassion to produce 2 Gold.
While you control a Shrine of Compassion and have more than two destroyed Personalities in your discard pile, players must bow their Strongholds before they issue a challenge to one of your Personalities during the Action Phase or the challenge is negated.

Rare
Shrine of Courage Holding

 
3
Singular
Bow Shrine of Courage to produce 2 Gold.
Battle: Bow and destroy Shrine of Courage to have one of your Samurai or Bushi challenge an opposing Personality to an unrefusable duel of Force or Chi.

Rare
Shrine of Duty Holding

 
2
Singular
Bow Shrine of Duty to produce 2 Gold.
Political Reaction: During your End Phase, if you assigned at least two Samurai or Bushi to attack this turn, destroy Shrine of Duty to target a player. Until the beginning of your next turn, negate all Honor gains for that player other than those from winning a battle or duel.

Rare
Third Whisker Mine Holding

 
2
Iron Mine
Bow Third Whisker Mine to produce 2 Gold.
Battle: Bow Third Whisker Mine to give a Human Follower +1F.
Battle: Bow Third Whisker Mine to give a Nonhuman Follower +2F.

Uncommon
Well-Tended Farm Holding
   
1
Bow Well-Tended Farm to produce 1 Gold.
Limited: Bow Well-Tended Farm to gain 1 Honor.

Uncommon
Hida Daizu Personality Crab 4 4 - 8 1 Crab Clan Samurai • Yu 3
Once per game, after Daizu is destroyed, you may restore him to Honorable status and return him to play unbowed, in your home, ignoring all costs and restrictions.

Common
Hida Enko Personality Crab 4 3 0 8 2 Crab Clan Samurai
Battle: Once per battle, discard an Action card from your hand as a cost. Each player who controls a unit opposing Enko must discard an Action card. Each of these players who cannot discard must reveal his hand.

Rare
Hida Sosuke Personality Crab 3 3 - 7 1 Crab Clan Bushi • Yu 2
If Sosuke is destroyed while in a battle or duel, you may permanently give one opposing Personality –2F/–2C.

Common
Hiruma Todori Personality Crab 4 4 0 7 2 Crab Clan Samurai • Hiruma Family Daimyo Scout • Experienced • Unique
Todori gains +2F/+2C while attacking a player who declared an attack against you since your last turn ended.

Deck Only
Kaiu Kamura Personality Crab 4 3 - 8 1 Crab Clan Bushi • Siege Master
Other Siege cards gain +1F while in Kamura’s army.
Battle: Once per battle, bow Kamura to straighten a Siege card.

Uncommon
Daidoji Kikaze Personality Crane 2 5 2 10 3 Crane Clan Samurai • Daidoji Family Daimyo Harrier • Magistrate • Unique
Reaction: Once per battle, before you take an Open or Battle action while Kikaze is defending any of your Provinces, you may take that action even if you have no units in the current battle.

Rare
Daidoji Tani Personality Crane 2 3 4 7 2 Crane Clan Samurai • Harrier
Reaction: After a Personality moves into an army attacking one of your Provinces, give that Personality a Hunted token until the beginning of your next turn.
Battle: Once per battle, move Tani into a battle opposing a Personality with a Hunted token.

Common
Doji Asano Personality Crane 2 3 9 7 2 Crane Clan Courtier
Political Battle: Bow Asano to give all Human Personalities in the current battle –1F.

Common
Doji Yasuyo Personality Crane 4 5 10 12 3 Crane Clan Samurai • Hero • Experienced 2 • Unique Yasuyo gains Double Chi while she has a Unique Weapon attached.
Limited: Once per turn, if Yasuyo is Honorable, bow her to challenge a Personality to an unrefusable duel. The loser bows and may not straighten until after his controller’s next Straighten Phase.

Rare
Kakita Kaneo Personality Crane 2 4 5 8 2 Crane Clan Samurai
Reaction: Once per duel, instead of focusing in a duel against a Samurai, Kaneo gains +3C (or other stat used in the duel) as if he had focused.

Uncommon
Mirumoto Arai Personality Dragon 4 4 2 8 2 Dragon Clan Samurai
Arai gains +1F/+1C while the Defender controls a Region.

Uncommon
Mirumoto Kei Personality Dragon 2 4 4 7 3 Dragon Clan Samurai
Kei may attach two Weapons.
Battle: Once per battle, Kei challenges an opposing Personality to a duel. The loser suffers –3F. If the challenge is refused, Kei gains +3F.

Uncommon
Mirumoto Satoe Personality Dragon 3 3 4 7 2 Dragon Clan Samurai
Reaction: After a Personality bows to cast a Kiho, draw a card. Satoe may not perform this action again until after the beginning of your next turn. Satoe may do this while bowed if she cast the Kiho.

Common
Tamori Minoru Personality Dragon 2 4 - 7 2 Dragon Clan Earth Shugenja
Reaction: After a Region is revealed but before it enters play, bow Minoru to switch that Region with a Dynasty card in one of the revealing player’s other Provinces.

Common
Togashi Tsuri Personality Dragon 3 3 6 6 3 Dragon Clan Monk • Unique
Battle: Once per battle, copy the Force of an opposing Personality with more Chi than Tsuri.
Battle: Once per battle, copy the Chi of an opposing Personality with more Force than Tsuri.

Rare
Akodo Dagurasu Personality Lion 1 3 6 7 2 Lion Clan Samurai • Tactician
Tactical Battle: Discard a card from your hand to give Dagurasu +3F.

Rare
Akodo Minako Personality Lion 2 4 6 8 3 Lion Clan Samurai
Minako gains +1F/+1C and the Tactician trait while she is in the current battle and a Formation is in play.

Uncommon
Akodo Tadenori Personality Lion 3 4 9 1 Lion Clan Master Tactician • Bloodspeaker Experienced 2 • Unique • Shadowlands
Lose 3 Honor after each Tactical action Tadenori performs.
Maho Tactical Battle: Discard a card from your hand to destroy an opposing non-Unique Follower or non-Unique Item with a lower Focus than the discard.

Deck Only
Matsu Fujiwe Personality Lion 4 3 6 7 2 Lion Clan Samurai • Lion’s Pride Chui
Other players may not target Fujiwe with Political Actions while she has the Tactician trait.

Common
Matsu Ryoichi Personality Lion 2 2 8 6 2 Lion Clan Samurai
Battle: Once per battle, target another Lion Clan Personality in this army. Ryoichi gains a Force or Chi bonus equal to the target’s Personal Honor until the battle ends.

Common
Chizuko Personality Mantis 3 3 - 7 0 Mantis Clan Ningyo • Nonhuman • Naval
Open: Once per turn, remove the Naval trait from a card controlled by any player to add the Naval trait to a card controlled by any player.

Uncommon
Tsuruchi Arishia Personality Mantis 3 3 - 8 2 Mantis Clan Samurai • Scout
Battle: Bow Arishia for a Ranged 4 Attack.
Reaction: After an opposing player resolves a Battle or Open action during this battle, if you have not taken an action this battle, Arishia produces a Ranged 3 Attack.

Common
Tsuruchi Mochisa Personality Mantis 3 4 0 8 2 Mantis Clan Samurai • Magistrate
Battle: Bow Mochisa for a Ranged 3 Attack, or for a Ranged 4 Attack if the target is a Personality with 0 Personal Honor. This ranged attack may target a Dishonored Personality even if he has Followers.

Uncommon
Tsuruchi Nobumoto Personality Mantis 2 4 0 7 2 Mantis Clan Bushi • Tsuruchi Family Daimyo Naval • Experienced • Unique
Open: Once per turn, Nobumoto gains the Cavalry trait and loses the Naval trait.
Battle: Bow Nobumoto for a Ranged 4 Attack. You may then move this unit home.

Rare
Yoritomo Mie Personality Mantis 4 2 - 7 1 Mantis Clan Samurai • Naval
Common
Asako Soun Personality Phoenix 2 4 6 7 2 Phoenix Clan Shugenja • Inquisitor
Limited: Bow Soun to reduce the Honor Requirement of a Shugenja in one of your Provinces by 5.

Common
Kaneka Personality Phoenix 5 6 14 2 Phoenix Clan Samurai • Shogun • Double Chi Tactician • Unique • Kaneka may perform any number of Tactical actions per battle, once per printed action.
Tactical Battle: Send an opposing unit home.
Tactical Battle: Bow an opposing unit. That unit’s controller may instead bow at least two other units whose combined total Force exceeds Kaneka’s Chi.

Rare
Shiba Aikune Personality Phoenix 4 5 10 10 3 Phoenix Clan Samurai • Experienced 2 • Unique
Open: Once per turn, target any number of your Shugenja to raise Aikune’s Force and lower his Chi, or to raise his Chi and lower his Force, by that number.
Open: Once per turn, bow one of your Shugenja to give Aikune Tactician, Double Chi, or Cavalry.

Rare
Shiba Koseki Personality Phoenix 3 3 4 7 2 Phoenix Clan Samurai
Battle: Once per battle, give one of your Phoenix Clan Shugenja +1F or +1C. This is instead a +2 bonus if the Shugenja has the Air, Earth, Fire, Void, or Water trait.

Common
Shiba Marihito Personality Phoenix 3 3 8 7 2 Phoenix Clan Samurai
Battle: Once per battle, bow one of your Shugenja and target a player to give Marihito a Force and Chi bonus equal to the number of Shrine and/or Temple cards that player controls.

Uncommon
Shiba Toshiki Personality Phoenix 3 3 6 8 3 Phoenix Clan Samurai
Shugenja Followers cost 2 less Gold, to a minimum of 2, while attaching to Toshiki.

Uncommon
Ch’krit Personality Ratling 3 3 - 8 1 Ratling Bushi • Crippled Bone Tribe • Creature
Battle: Once per turn, give +1F to all your Ratling Personalities or to all your Ratling Followers.

Common
Chee’trr Personality Ratling 3 3 - 6 1 Ratling • Green-Green-White Tribe • Creature
Reaction: When focusing in a duel, Chee’trr uses the top card of his opponent’s Fate discard pile, face-up, instead of a card from your hand. Remove that card from the game when the duel ends.

Common
Er’chi-chek Personality Ratling 2 3 - 7 1 Ratling Bushi • Crooked Tail Tribe • Creature
Battle: Bow Er’chi-chek to destroy an opposing Follower with less Force than the number of Ratlings in this army.
Battle: Bow Er’chi-chek to destroy an opposing Personality with no Followers and less Force than half the number of Ratlings in this army.

Uncommon
Ikm’atch-tek Personality Ratling 1 5 - 7 0 Ratling Champion • Shugenja • Creature Shaman • Unique
Battle: Give a Ratling Personality a Force bonus equal to the number of destroyed Ratling Followers in your Fate discard pile, then remove one of those Followers from the game.

Rare
Ith-ik Personality Ratling 1 2 - 6 1 Ratling • Grasping Paw Tribe • Creature • Siege
Battle: Once per battle, if Ith-ik is at another player’s Province, bow Ith-ik and target one of your Provinces with a strength above 3 to reduce its strength and this Province’s strength by 4 until the beginning of your next turn.

Common
Ratling Raider Personality Ratling 2 2 - 10 2 Ratling • Stained Paw Tribe • Creature Raider’s cost may not be reduced.
When Ratling Raider enters play, permanently create two Personality cards in your home under your control. These Personalities have 2F/2C, 2 Personal Honor, and the Ratling and Creature traits.

Rare
S’ktcha Personality Ratling 3 3 - 7 2 Ratling Bushi • Creature • Unique
Reaction: Once per turn, S’ktcha gains a +2F/–1C Frenzy token after an action on a Ratling card resolves.

Deck Only
Set’tchr’foo Personality Ratling 2 3 - 7 1 Ratling Matron • Tattered Ear Tribe • Creature
Battle: Shuffle Set’tchr’foo into your Dynasty deck to create a number of 0F Ratling Creature Follower tokens up to the highest Gold cost of any other Ratling card in your army. Attach these tokens any way you wish to Ratling Personalities in your army.

Uncommon
Tek’teki-tek Personality Ratling 2 2 - 6 1 Ratling • Chipped Tooth Tribe • Creature • Scout
Reaction: After Tek’teki-tek enters play from your Province, refill the Province face-up. If the new card is not a Ratling Personality, repeatedly discard the card and refill the Province face-up until it holds a Ratling Personality or you cannot refill it.

Uncommon
Bayushi Adachi Personality Scorpion 3 4 - 7 1 Scorpion Clan Samurai
Battle: Bow Adachi to challenge an opposing Personality to a duel comparing the target’s Personal Honor to Adachi’s Chi. If the target refuses, dishonor him, then send him home.

Uncommon
Bayushi Kamnan Personality Scorpion 3 4 - 7 1 Scorpion Clan Samurai • Spy Experienced • Unique
Limited: Once per turn, permanently lose two Chi to look at up to four face-down cards. You may then pay 2 Gold to discard one.

Rare
Bayushi Motomu Personality Scorpion 4 4 - 8 1 Scorpion Clan Samurai
Battle: Once per turn, discard a card from your hand to straighten a Personality in this battle.

Uncommon
Shosuro Mikado Personality Scorpion 2 4 - 7 2 Scorpion Clan Courtier • Ninja • Mikado costs 2 less Gold if you control a Scorpion Clan Courtier.
Political Reaction: Bow Mikado after you play a Political Action card to draw a card.
Political Limited: Bow Mikado to look at the top three cards of your Fate deck. You may show one to all players and add it to your hand if it is a Political Action card.

Common
Shosuro Osamito Personality Scorpion 3 4 - 7 1 Scorpion Clan Samurai • Ninja
Battle: Once per battle, bow Osamito or discard a card from your hand for a Ranged 3 Attack.

Common
Daigotsu Meguro Personality Shadowlands 3 2 - 4 0 Shadowlands • Bushi • Lose 5 Honor.
Battle: Bow Meguro for a Ranged 2 Attack.
Battle: Bow Meguro to permanently give an opposing Personality –2F.

Common
Daigotsu Toru Personality Shadowlands 3 4 - 6 0 Shadowlands • Samurai • Lose 3 Honor.
Reaction: Once per turn, when another player’s Personality performs a Political action targeting one of your cards, Toru issues an unrefusable challenge to that Personality. If that Personality loses the duel or dies, cancel the Political action.

Uncommon
Fushin Personality Shadowlands 5 5 - 11 0 Unaligned Onisu of Betrayal • Cavalry • Nonhuman Unique • Shadowlands • Lose 5 Honor.
While Fushin is in play, all players must bow a Personality they control as an additional cost of playing a Political Action card.
Battle: Once per turn, gain control of a dishonored Personality until the end of the turn, and move that Personality into this army.

Rare
Goju Arai Personality Shadowlands 3 3 - 6 0 Shadowlands • Bushi • Lose 3 Honor.
While in an army, Arai’s printed Force equals the highest non-variable entering-play Honor loss among all cards in his army.

Common
Kareido no Oni Personality Shadowlands 3 3 - 5 0 Shadowlands • Nonhuman • Oni Lose 6 Honor.
Will only join a player with less than 0 Family Honor.

Uncommon
Naka Tokei Personality Unaligned 5 6 7 10 2 Unaligned Grand Master of the Elements • Air, Earth, Fire, Void, Water Shugenja • Experienced 2 • Unique Before bringing Naka Tokei into play, you may waive his Honor Requirement, permanently give him the Shadowlands trait, and lose 5 Honor.
Elemental Limited: Once per turn, straighten a card if Tokei does not have the Shadowlands trait, or bow a card if he does.

Rare
Iuchi Katamari Personality Unicorn 2 4 3 8 2 Unicorn Clan Magistrate • Doomseeker • Cavalry After Katamari enters play, you may permanently give him the Courtier or Shugenja trait.
While Katamari is in play and is a Courtier, your Unicorn Clan Personalities may commit seppuku as if they were Samurai.
Open: If Katamari is a Shugenja, once per turn, switch the Force and Chi of an Item.

Uncommon
Moto Gurban Personality Unicorn 3 3 - 8 2 Unicorn Clan Bushi • Cavalry
Gurban gains +1F if she has an Item.
Reaction: Once per turn, when a Limited action targets one of your Personalities, cancel it. Permanently reduce Gurban’s Personal Honor by the number of other Personalities you control. If her new Personal Honor is 0, Gurban commits seppuku.

Common
Moto Taidjut Personality Unicorn 4 3 - 9 1 Unicorn Clan Bushi • Cavalry
Battle: Bow and destroy one of Taidjut’s Items to destroy a Region attached to this Province.

Common
Shinjo Jinturi Personality Unicorn 3 3 5 7 2 Unicorn Clan Samurai • Scout • Cavalry • Unique
Battle: Once per battle, discard a Terrain from your hand to search your Fate deck for a Terrain card, show it to all players, and put it in your hand.

Rare
Utaku Jamaira Personality Unicorn 3 3 4 9 2 Unicorn Clan Samurai • Battle Maiden • Cavalry
While Jamaira is in play, all your Unicorn Clan Personalities have +1 Personal Honor, to a maximum of 5.
Reduce Jamaira’s Gold cost and Honor Requirement by the highest Personal Honor among all Personalities with a Faction alignment in play.

Uncommon
The Shogun’s Armory Region





Singular
While The Shogun’s Armory is in play, you may attach Items from your hand to your Personalities as a Battle action.
Limited: Once per turn, search your Fate discard pile for a non-Unique Item, show it to all players, and put it in your hand.

Rare
Trade District Region





Singular
Open: Once per turn, pay 3 Gold to turn a Dynasty card in a Province face-up.

Rare
A Samurai’s Anger Action



0
Limited: Bow one of your Samurai or Bushi Personalities to bow a Courtier with less Force. The Courtier’s controller chooses whether A Samurai’s Anger permanently gives the Courtier –2C or permanently removes all his abilities. If the Courtier has no abilities, the –2C must be chosen. 2 Common
Archer Squad Action



0
Reserve Formation
Formed by three Samurai or Bushi Personalities.
Your Personalities in this battle gain “Battle: Bow this Personality for a Ranged 3 Attack.” Personalities in different units may combine these attacks.
1 Uncommon
Armed Brigade Action



0
Flank Formation
Formed by three Personalities, each with an Item.
Battle: Bow two of your Items to bow an opposing Personality.
2 Uncommon
Blessings of Steel Action



0
Flank Formation
Formed by one Shugenja Personality and one Samurai Personality.
Battle: Bow one of your Shugenja Personalities in this army to give a Force bonus to one of your Samurai in this army equal to the Shugenja’s Force plus the number of Shugenja in this army.
1 Rare
Blind Honor Action



0
Immediate Terrain
Battle: Personalities have a Force penalty equal to their Personal Honor while in this battle.
1 Rare
Blocked Ground Action



0
Immediate Terrain
Battle: You gain the ability, “Reaction: Before a unit moves into or from this battle, destroy Blocked Ground to negate the movement.” If you are the Defender, you may play this Terrain in a battle in which you have no units.
1 Common
Brilliant Soul Action



0
Center Formation
Formed by a Unique Samurai and a Samurai or Bushi Personality.
Battle: Bow one of your Samurai or Bushi Personalities to give one of your Unique Samurai +2F/+2C.
3 Uncommon
Brutal Confrontation Action



0
Battle: All players may take the following actions for the rest of the battle. You may take one such action immediately if your army has at least two units.
“Battle: Bow one of your Personalities for a Ranged 3 Attack.”
“Battle: Bow one of your Personalities to challenge an opposing Personality to an unrefusable duel of Force or Chi.”
3 Rare
Cautious Advance Action



0
Reserve Formation
Formed by two Samurai or Bushi Personalities.
Reaction: Bow one of your Samurai or Bushi Personalities in this battle to cancel a Reaction. This cannot cancel a Reaction on a Formation.
3 Rare
Deathseeker’s Oath Action



0
Open: Restore a Dishonored Samurai to Honorable status, and permanently give him +1F, Yu +3, and the Deathseeker trait. 3 Uncommon
Delayed March Action



0
Battle: Target one of your opposed Samurai in this battle to move any number of your unopposed units from adjacent Provinces to this Province. 2 Common
Direct Assault Action



0
Center Formation
Formed by four Samurai or Bushi, each with a Follower or Item.
Battle: Bow one of your units in this battle to destroy an opposing unit or a Holding controlled by an opposing player.
2 Rare
Endless Horde Action



0
Center Formation
Formed by a Personality with a Follower and a Samurai or Bushi Personality with a Follower.
Battle: Bow one of your non-token Followers to destroy an opposing Follower, Item, or Personality with no Followers or Items.
2 Uncommon
Exhaustion Action



0
Tactical Battle: Target your performing Tactician and an opposing Personality with lower printed Gold cost. If the opposing Personality’s controller passes on his next opportunity to act this battle, destroy the opposing Personality. 2 Rare
Explored Territory Action



0
Immediate Terrain
Battle: The next time one of your cards in this battle (other than Explored Territory) would be destroyed by a card effect, negate the destruction and draw a card.
1 Common
Failure of Duty Action



0
Political Battle: Target one of your Courtiers to target a defending Personality in this battle. If the defending Personality is bowed or at home when the battle resolves, dishonor him, and you may search your Fate deck for a Political Action card, show it to all players, and put it in your hand. 2 Rare
Fire in the Hidden City Action



0
Reaction: Play after an attacking army destroys one of your Provinces that had no defending units during the entire Attack Phase. If the Province contained a face-up Personality, bring him into play, ignoring all costs. If the Province contained a face-up Event, destroy one Personality in the attacking army. 3 Common
From Nowhere Action



0
Open: During the Action Phase, bow one or more of your Personalities with a combined Chi greater than 12 as a cost. Ninja contribute +3C each for this payment. The Dynasty Phase occurs immediately after the Action Phase this turn (and before the Attack Phase, if any). 4 Rare
Go in Disgrace Action



4
Political Limited: Target a Holding or Region controlled by a player with more Family Honor than you. For the rest of the game, negate all Honor gains produced by that target. You may bow one of your Courtier Personalities when playing this card to reduce its Gold cost by 4. 3 Uncommon
Gold Buys Security Action



*
Political Open: Bow one of your Courtiers to target one or more Personalities. Each time any of those Personalities assigns or moves to attack you, his controller loses Honor equal to the Personality’s Personal Honor, then the Personality is dishonored. This card’s Gold cost equals your starting Family Honor (minimum of 1) times the number of other Personalities targeted. 2 Rare
Heart of a Hero Action



0
Battle: Bow and destroy one of your Unique Personalities aligned with your Faction in this battle to permanently raise by 3 all new Force bonuses created by actions you take between now and the end of the battle. 3 Uncommon
Ignominious End Action



0
Political Battle: Target one of your unbowed Courtiers to move an unbowed Dishonored Personality into the current battle. If you are a Scorpion Clan player, you may move a bowed or unbowed Dishonored Personality. 4 Uncommon
Iron Pillar Action



0
Center Formation
Formed by two Samurai or Bushi Personalities, each with a Follower or Armor.
Reaction: Before a Personality in your army is destroyed, bow one of your Followers in this battle to negate the destruction.
3 Common
Killing Fields Action



0
Immediate Terrain
Battle: Followers gain +2F while in this battle and opposed.
1 Common
Kiss of the Scorpion Action



0
Reserve Formation • Formed by two Samurai Personalities and one Ninja Personality.
When this Formation enters play, you may look at an opponent’s Fate hand.
Battle: Twice this battle, bow an opposing Personality who has no attached cards, or bow one of your Personalities to bow an opposing Personality.
2 Rare
Knife in the Dark Action



0
Political Ninja Open: Give a Ninja Personality the following abilities:
“Reaction: Cancel a Political action not performed by a Personality.”
“Reaction: Before a Personality performs a Political action, challenge that Personality to a duel. Negate the action’s effects unless that Personality accepts and wins.”
2 Common
Lotus at Dusk Action



0
Flank Formation
Formed by three Samurai or Bushi Personalities.
You may take one additional consecutive Battle or Open action after each normal Battle or Open action you take. You may not gain Battle or Open actions from other actions.
3 Rare
Marching Column Action



0
Reserve Formation
Formed by three Samurai or Bushi Personalities. If you are the Defender, this requirement may be met by your cards at all Provinces, and you may play this Formation in a battle where you have no units.
Battle: Move one of your units with fewer than two Followers from an adjacent Province into this Province.
2 Common
Outer Walls Action



0
Battle: Give a Province +3 strength. You may take this action during a battle in which you have no units.
Reaction: Reduce a Ranged Attack’s strength by 2.
3 Common
Scrutiny’s Sweet Sting Action



6
This card costs 4 less Gold if you are a Scorpion Clan player.
Political Limited: Bow one of your Courtier Personalities to permanently remove the Samurai, Shugenja, or Courtier trait from a Personality.
1 Rare
Shameless Slander Action



0
Political Open: During the Action Phase, target one of your unbowed Courtiers and a face-up Personality with higher Personal Honor in a Province. Until the end of the turn, the target Personality enters play Dishonored. 3 Uncommon
Shining Example Action



0
Center Formation
Formed by a Unique Samurai and a non-Unique Samurai.
Your Samurai gain +1F/+1C. When this card enters play, you may give a Unique Samurai from your Faction the Tactician trait until this card leaves play.
2 Uncommon
Ten Thousand Swords Action



0
Battle: Give each Personality in your army who has a Weapon or Armor (or both) a Force and Chi bonus equal to the number of such Personalities in your army. 1 Common
The Legions Charge Action



0
Reaction: Play when a phase ends in which two or more of your Personalities were destroyed by one other player’s actions. If it was an Attack Phase, create a permanent 4F/4C Cavalry Samurai Personality card with 4 Personal Honor in your home under your control. If it was not an Attack Phase, create two such cards. 3 Uncommon
The Pull of Destiny Action



0
Limited: Straighten a Samurai. 2 Uncommon
We Know Action



0
Political Limited: Bow one of your Courtier Personalities to target an opponent’s Honorable Personality. That player decides whether We Know dishonors his Personality or whether you draw two cards. Lose 3 Honor unless at least one other player has more Family Honor than you. 1 Uncommon
Brothers in Arms Followers
2 0 1 4 - Will only attach to a Samurai or Bushi.
After Brothers in Arms enters play from your hand, you may search your Fate discard pile and deck for a Brothers in Arms, show it to all players, and put it in your hand.
3 Uncommon
Demanding Gunso Followers
2 0 0 4 - When paying for Demanding Gunso, you may permanently increase its Gold cost by 2 to permanently give it the Cavalry trait.
Open: Bow and destroy Demanding Gunso to search your Fate deck for a Formation, show it to all players, and put it in your hand.
2 Uncommon
Deranged Mujina Followers
2 0 0 5 - Creature • Cavalry
Costs 1 less Gold if you are a Crab Clan player.
When Deranged Mujina enters play, each player must discard a random card from his hand.
1 Uncommon
Desperate Conscripts Followers
2 0 0 3 - Ashigaru
Desperate Conscripts costs 3 less Gold if any of your Provinces have been destroyed by other players this game.
2 Common
Disciplined Infantry Followers
2 0 1 2 - Will only attach to a Samurai or Bushi.
Disciplined Infantry gains +1F while you have a Formation in play.
2 Common
Expert Archers Followers
2 0 1 4 - Will only attach to a Samurai or Bushi.
Battle: Bow Expert Archers for a Ranged 3 Attack.
2 Common
Fudoshi Followers
2 0 0 3 - Oni • Nonhuman • Shadowlands • Lose 3 Honor.
If Fudoshi have less than 8 Force, they gain +1F each time a Personality or other Follower is destroyed at their Province.
2 Common
Hardy Infantry Followers
4 0 1 7 - Will only attach to a Samurai or Bushi.
Reaction: Before this Personality is moved or destroyed while in a battle, move Hardy Infantry to one of your other Personalities in that battle.
2 Rare
Peasant Laborers Followers
2 0 0 4 - Ashigaru • Siege
Limited: Bow and destroy Peasant Laborers, and pay 4 Gold, to search your discard pile for a non-Unique Region and attach it to one of your Provinces, paying all costs. For the rest of the game, that Region may not be destroyed to pay costs.
3 Rare
Political Adjunct Followers
+1 +1 1 3 - Will only attach to a Samurai.
Political Reaction: During an Attack Phase, bow and destroy Political Adjunct to pay a cost of discarding the Imperial Favor.
2 Uncommon
Seasoned Cavalry Followers
3 0 1 7 - Cavalry
Will only attach to a Samurai or Bushi.
Battle: Bow Seasoned Cavalry to target an opposing unit. Cancel the next action performed during this battle by a card in that unit.
2 Uncommon
Strategic Assassin Followers
2 0 1 3 - Will only attach to a Samurai, Bushi, or Ninja. Will attach to a Scorpion Clan or Ninja Personality regardless of Personal Honor. You may attach Strategic Assassin from your hand as a Battle action. 2 Common
The Iron Legion Followers
4 0 0 7 - Will only attach to a Samurai, Bushi, or Crab Clan Personality.
Ranged attacks may not target The Iron Legion.
After The Iron Legion enters play from your hand, you may give this Personality a +0F Weapon Item token, a +0F Armor Item token, or both.
3 Rare
Usagi Rangers Followers
2 0 0 4 - Will only attach to a Samurai or Bushi.
Usagi Rangers gain +1F while you have a Terrain in play. Usagi Rangers gain +2F while another player has a Terrain in play.
2 Common
War Council Followers
2 0 1 4 - Will only attach to a Samurai or Bushi.
Battle: Bow War Council to draw a Fate card.
2 Uncommon
Yobanjin Wyrm Followers
2 0 0 4 - Creature • Cavalry
When Yobanjin Wyrm enters play, lose Honor equal to this Personality’s Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wyrm is destroyed.
2 Rare
Anvil of Earth Item
+2 +1
6
Unique
Elemental Battle: Bow Anvil of Earth and destroy a Terrain controlled by any player to bow an opposing Personality.
3 Rare
Blade of Fury Item
+1 +1
1
Weapon • Shamesword
Dishonor this Personality after playing Blade of Fury. This Personality may not be restored to Honor while Blade of Fury is attached. Blade of Fury may not be moved. After this Personality is destroyed while in a battle or duel, his controller draws a card and gains 2 Honor.
2 Common
Daisho of Water Item
+0 +2
3
Weapon
Elemental Battle: Twice per turn, bow Daisho of Water or a Cavalry card in this army to bow an opposing Follower.
3 Rare
Family Token Item
+0 +0
1
Nemuranai
Family Token gains +2F/+2C while at a Province belonging to a player who controls a Region, or +3F/+3C if this Province has a Region.
2 Common
Family War Banner Item
+2 +2
3
Unique
This Personality’s Force and Chi cannot be reduced below their printed values by other players’ card effects.
Each Samurai and Bushi Personality in this army gains Yu +2.
4 Rare
Gleaming Wakizashi Item
+1 +1
3
Weapon • Unique
Will only attach to a Samurai or Bushi.
Reaction: Bow Gleaming Wakizashi to draw a card after this Personality enters a duel.
4 Rare
Hero’s Banner Item
+1 +1
4
Will only attach to a Samurai or Bushi. You may attach this card from your hand as a Battle action.
Personalities with Followers in this army gain +1F. Opposing Personalities with no attached cards have –1F.
Reaction: Once per turn, after Hero’s Banner is destroyed while in an army, return it to your hand and reduce its Gold cost to 0 until the battle ends.
2 Rare
Ichiro’s Yumi Item
+0 +0
3
Weapon
Will only attach to a Samurai or Bushi.
Battle: Bow Ichiro’s Yumi to give –3F to an opposing Follower or Personality. You may then produce a Ranged 0 Attack against that card if it is a legal target.
2 Common
Mirumoto Daisho Item
+0 +2
4
Weapon
Mirumoto Daisho gains +2F while attached to a Samurai or Bushi. After attaching Mirumoto Daisho from your hand, you may give this Personality a +1C Weapon Item token.
2 Common
Purloined Letters Item
+0 +0
1
Will only attach to a Courtier or Ninja.
Political Reaction: Before another player gains Honor, bow this Personality as a cost. That player may dishonor one of his Personalities to destroy Purloined Letters. If he does not, negate the Honor gain. You may not use this Reaction during battle.
3 Uncommon
Seeds of the Void Item
+1 +2
4
Unique • Costs 1 less Gold if you are a Crab Clan player. Seeds of the Void has the Shadowlands trait if you are a Shadowlands player. You may bring this card into play from your hand as an Open action.
Elemental Open: Once per turn, discard a Fate card to take Seeds of the Void into your hand. You may also use this action if Seeds of the Void is in your discard pile.
3 Rare
Senpet Scimitar Item
+4 +0
7
Weapon
After attaching Senpet Scimitar from your hand, dishonor this Personality unless he is Unicorn Clan or Scorpion Clan.
Force bonuses this Personality receives are increased by 1 while he is opposed.
1 Common
Shakuhachi of Air Item
+0 +0
4
Unique
Costs 1 less Gold if you are a Lion Clan player.
Elemental Battle: Bow Shakuhachi of Air to give an opposing Personality –2F. If that Personality’s Force is now 0, bow that Personality.
3 Rare
Yumi of Fire Item
+0 +0
5
Weapon • Unique
Costs 1 less Gold if you are a Unicorn Clan player.
You may bring Yumi of Fire into play from your hand as a Battle action. If you do, you may immediately gain an additional Battle action to use the following ability:
Elemental Battle: Bow this Personality for two consecutive Ranged 3 Attacks.
3 Rare
Drunken Mantis Kiho



0
Kiho Battle: Target one of your unbowed Monks to have one of your Samurai issue an unrefusable challenge to an opposing Personality. Penalties do not affect your Samurai’s Chi for purposes of resolving this duel. Bow the loser. 2 Uncommon
Fire and Water Kiho



0
Elemental Kiho Battle: Bow one of your Shugenja or Monks to straighten a Follower.
Elemental Kiho Battle: Bow one of your Shugenja or Monks to move a Follower from one of your Personalities to another.
2 Common
Turn of Fortune Kiho



0
Kiho Reaction: Target one of your unbowed Shugenja or Monks to redirect an action targeting him to one of your Samurai, or targeting one of your Samurai to him. 1 Rare
Essence of Yomi Spell



4
You may, as a Battle action, pay this Spell’s Gold cost and discard it from your hand to give +3F/+3C to an opposed non-Shadowlands Samurai.
Battle: Bow this Shugenja to give +3F/+3C to a non-Shadowlands Personality or –3F to a Shadowlands Personality.
2 Common
Heart of Bushido Spell



2
Limited: Bow this Shugenja, who may remain bowed, to give one of your Samurai or Bushi +1F/+1C and either Tactician, Double Chi, or Yu +5 while this Shugenja remains bowed and in play. Then destroy this Shugenja.
3 Common
Summon Air Kami Spell



2
Elemental Air Battle: Bow this Shugenja and destroy this Spell to suspend the current battle, begin another unresolved battle of your choice, then resume the current battle after the new one ends. You need not bow this Shugenja if he is an Air Shugenja. 3 Uncommon
Summon Earth Kami Spell



3
Elemental Earth Battle: Once per turn, bow this Shugenja to create a 1F/1C Personality card in the current battle, controlled by either the Attacker or the Defender and in that player’s army. Remove that Personality from the game when the turn ends. You need not bow this Shugenja if he is an Earth Shugenja. 3 Uncommon
Summon Fire Kami Spell



1
Elemental Fire Battle: Once per turn, bow this Shugenja to give each Personality in this army a Chi bonus equal to that Personality’s Personal Honor. You need not bow this Shugenja if he is a Fire Shugenja. 3 Uncommon
Summon Water Kami Spell



3
Elemental Water Battle: Bow this Shugenja and destroy this Spell to prevent other players’ effects from moving units into or out of battles for the rest of the turn. You need not bow this Shugenja if he is a Water Shugenja. (This Shugenja must be in the current battle.) 4 Uncommon
Tani Hitokage Stronghold Crab 8

4 2 Once per game, gain a Province to the right of your rightmost one after destroying a Province as the Attacker.
Battle: Once per battle, one of your Crab Clan Personalities issues an unrefusable challenge to a duel of Force to an opposing Personality.

Deck Only
Shiranai Toshi Stronghold Lion 7

3 6 Once per turn, if you are the Attacker, draw a card after playing a Terrain.
Battle: If you are the Attacker, bow Shiranai Toshi to play a Terrain from your hand, even if there is a Terrain in play. Do not destroy other Terrains. You decide the order in which multiple Delayed Terrains resolve this battle.

Deck Only
The Meeting Place Stronghold Ratling 13

3 1 You begin the game with three Provinces. Your Ratling cards cannot gain Shadowlands and are immune to Fear.
Battle: Move one of your Ratling Personalities home. This may target each Personality once per battle.
Battle: Bow one or more of your Ratling cards in this battle to reduce the Province’s strength by that number.

Deck Only
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.

Deck Only