|Release Date||Not specified|
|Previous||Defenders of Rokugan|
The Enlightenment format sees three or more players racing to claim all five elemental rings, while Team Conquest allows four players to join up into two teams to break each others’ strongholds. When the clans clash in open war, none can be victorious alone!
The Enemy of my Enemy[edit | edit source]
With multiple opponents, Clan War encourages dealmaking and negotiation like never before. In fact, strategic alliances will be key to winning the game, and in Rokugan, you can always be sure there are consequences for dishonorable behavior. A treaty pad included in Clan War allows you to formalize these alliances.
When you make a treaty, players fill out the top form of the treaty pad to confirm what is being promised by each player, how long the treaty will last, and the value of the treaty. Each of these fields must be agreed upon by both players. The value essentially determines how much honor a player will lose should the terms of the treaty be broken. This incentivizes players to uphold their treaties, unless the perfect opportunity comes along.
The Clan War expansion introduces a new card type: treaty cards. These cards bring a more dynamic and unpredictable game experience to the use of treaties in Enlightenment games, and are completely optional. When using treaty cards, you simply select a random card when forming a treaty and place the honor value on it. When a treaty is broken, the player who broke the treaty reveals the card and resolves its text.
Cards[edit | edit source]
|66||The Crashing Wave||Conflict||Event||—||Support.|
Reaction: After an attack is declared against a province but before the province is revealed, choose an eligible province you control – move the conflict to the chosen province and reveal it, if able. You are now the defending player if you were not already.
|3||Exposed Secrets||—||treaty||—||(X is equal to the value staked on this treaty.)|
The player who did not break this treaty draws X cards.
|82||Appeal to Sympathy||Conflict||Event||—||Support. (Another player may help pay this card's fate cost.)|
Interrupt: When the effects of an event would initiate – cancel those effects and put that event on top of its owner's conflict deck.
|42||Battle Aspirant||Dynasty||Character||Bushi.||Reaction: After this character is declared as an attacker in a conflict, choose a character your opponent controls without covert – the chosen character must be declared as a defender in this conflict, if able.|
|86||Compelling Testimony||Conflict||Event||—||Support. (Another player may help pay this card's fate cost.)|
Action: During a conflict, choose a participating character – that character gets -4 until the end of the conflict.
|57||Endless Plains Skirmisher||Dynasty||Character||Bushi. Cavalry.||Action: During a conflict, choose a player – move this character to the conflict on that player's side. (You still control this character, but its skill contributes towards that player's side in the conflict.)|
|94||Enlightenment||Conflict||Event||Kihō.||Action: Resolve the effect of each ring in your claimed ring pool as if you were the attacking player. Then, if all five rings are in your claimed ring pool, you win the game.|
|25||Hida Secretkeeper||Dynasty||Character||Bushi.||This character gets +2 and +2 while defending a province with 1 or more rings claimed on it.|
|15||Karmic Teachings||—||Province||—||Interrupt: When this province is broken – move each ring claimed on it to your unclaimed ring pool.|
|32||Perfect Guest||Dynasty||Character||Courtier.||Action: Choose another player – that player gains control of this character and cannot trigger this ability this round.|
|Serene Seer||—||Character||—||Support. (Another player may help pay this card's fate cost.)|
References[edit | edit source]