Event
Event is a card type. Every event has a fate cost ().[1]
Some of the events which appear in the conflict deck have influence () marks. Since Rokugan at War events can either be conflict or Dynasty cards.
Cards[edit | edit source]
Clan | Name | Traits | ![]() |
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A Fate Worse Than Death | — | 4 | 3 | Action: During a conflict, choose a participating character – bow that character, move it home, dishonor it, and remove 1 fate from it. Until the end of the phase, treat its printed text box as if it were blank (except for Traits). |
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Rising Stars Kata | Technique. | 0 | 2 | Action: During a conflict, choose a participating unique character – that character gets +3![]() ![]() |
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Raise the Alarm | — | 0 | 2 | Action: During a ![]() |
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Ramparts of Stone | Spell. Earth. | 2 | 3 | Limited. (No more than one limited card can be played by each player each round.) Action: During a conflict, the attacking player must select one – either bow each participating character they control, or discard 3 cards from their hand. |
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Raze to the Ground | — | 0 | 1 | Earth role only. Reaction: After you win a ![]() |
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Ready for Battle | — | 0 | 1 | Reaction: After an opponent's card effect or a ring effect bows a character you control – ready that character. |
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Rebuild | — | 0 | 2 | Action: Shuffle a card in one of your unbroken provinces back into your dynasty deck. Choose a holding in your dynasty discard pile – put that holding into play in that province. |
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Reconnaissance | Tactic. | 1 | 2 | Reaction: After the conflict phase begins, choose 3 provinces – look at each of those provinces (if it is facedown). If you have at least 5 more honor than an opponent, you may also discard any number of cards from those provinces. |
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Regal Bearing | — | 1 | 3 | Action: During a ![]() |
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Retreat | — | 1 | — | Action: During a ![]() |
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Return From Shadows | — | 0 | 3 | Reaction: After you win a conflict unopposed, choose a province the defending player controls – put a dishonored status token on it and reveal it, if able. While a province has a dishonored status token, treat its printed text box as if it were blank (except for Traits). (Max 1 per conflict.) |
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Return the Offense | — | 1 | 1 | Action: During a conflict, initiate a ![]() |
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Ride Them Down | — | 1 | 3 | Action: During a conflict, discard the Imperial Favor – set the base strength of the attacked province to 1 until the end of the conflict. |
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Right Hand of the Emperor | — | 3 | — | If you are more honorable than an opponent, you can play this card from your discard pile. Action: Choose up to 6 printed cost worth of Bushi characters you control – ready each of those characters. Put this card on the bottom of its owner's conflict deck. |
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Root Out Heresy | — | 1 | 3 | Action: During a ![]() |
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Privileged Position | — | 2 | 2 | Reaction: After honor dials are revealed during an honor bid – each opponent who bid higher than you cannot declare more than one conflict against you this round. |
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Rout | — | 1 | — | Action: During a conflict, choose an opponent’s character with lower ![]() |
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Sabotage | — | 0 | — | Earth role only. Action: During a ![]() |
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Sanguine Mastery | Mahō. Spell. Fire. | 1 | 2 | Fire role only. This card’s fate cost can only be paid for with fate on characters you control. Action: Dishonor a (friendly) character. Choose up to X attachments, where X is the dishonored character’s glory – discard each of those attachments. |
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Scouted Terrain | — | 4 | 2 | Void role only. Action: Choose an opponent. If that opponent controls at least 4 faceup provinces – you may attack that player's stronghold this phase. |
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Seize the Day | — | 1 | — | Reduce the cost to play this card by 1 if you have 2 or more opponents. Reaction: After the conflict phase begins – you become the first player. |
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Seize the Mind | Mahō. Spell. Air. | 3 | 2 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, choose a non-unique character – take control of that character until the end of the conflict. You lose honor equal to the amount of fate on that character. |
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Severed From the Stream | Spell. Void. | 1 | 1 | Action: Perform a glory count. The player who loses the glory count returns all rings in his or her claimed ring pool to the unclaimed ring pool. |
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Shadow Step | Spell. Shadow. | 1 | 1 | Void role only. Action: Choose a non-Mythic character you control – remove it from the game, then put it into play. If that character does not have the Shadow trait, it enters play dishonored. |
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Shoshi ni Kie | Heresy. | 0 | 2 | Water role only. Action: Reveal a (friendly) facedown province. Choose an ordinary character – ready that character. |
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Siege Warfare | Tactic. | 0 | 2 | Action: During a conflict in which you are attacking, if you control a holding – until the end of the conflict, the attacked province gets -2 strength (to a minimum of 0). |
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Smoke and Mirrors | Technique. | 1 | 2 | Action: During a conflict, choose any number of attacking Shinobi characters you control – move each chosen character home. |
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Smuggling Deal | — | 0 | 3 | Action: Give an opponent 1 honor and choose an ability on a character you control – you may trigger that ability an additional time this round (or specified period). |
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Purity of Spirit | — | 0 | 1 | Action: During a conflict, choose a participating Bushi character – honor that character. At the end of the conflict, discard any status tokens on it. |
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Press of Battle | — | 0 | 2 | Water role only. Action: During a ![]() |
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Speak to the Heart | — | 0 | 1 | Action: During a conflict, choose a ![]() ![]() |
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Mushin no Shin | — | 0 | 3 | Interrupt: When the effects of a triggered ability would initiate, if that triggered ability chooses a character you control with 2 or more attachments as a target – cancel those effects. |
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Mantra of Air | Kihō. Air. | 0 | 2 | Reaction: After an opponent declares an ![]() |
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Mantra of Earth | Kihō. Earth. | 0 | 2 | Reaction: After an opponent declares a ![]() |
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Mantra of Fire | Kihō. Fire. | 0 | 2 | Reaction: After an opponent declares a ![]() |
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Mantra of Void | Kihō. Void. | 0 | 2 | Reaction: After an opponent declares a ![]() |
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Mantra of Water | Kihō. Water. | 0 | 2 | Reaction: After your opponent declares a ![]() |
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Maze of Illusion | Spell. Air. | 1 | 2 | Action: During a conflict, choose a participating character controlled by an opponent – secretly select a number on your honor dial. Then, the chosen character’s controller guesses whether this number is even or odd. Reveal your dial (cannot be modified). If they are wrong, bow and dishonor that character. |
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Mirumoto's Fury | — | 1 | 2 | Action: During a conflict, choose an attacking character with glory X or lower – bow that character. X is equal to the number of unrevealed provinces you control. |
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Misinformation | — | 1 | 2 | Action: During a conflict, if your honor bid is at least 2 higher than your opponent's – each participating character your opponent controls gets -1![]() ![]() |
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Miyako's Undertaking | — | 2 | 1 | Play only if you have 6 or fewer honor. Action: During a conflict, choose a non-unique character in your opponent's dynasty discard pile and a participating character you control – until the end of the conflict, your character becomes a copy of the character in your opponent's discard pile. |
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Moment of Perfect Beauty | Philosophy. | 0 | — | Action: During a conflict, if you control more honored participating characters than your opponent – after your opponent's next action opportunity, resolve the conflict as if both players passed consecutively. |
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Mono no Aware | — | 3 | — | Action: Remove 1 fate from each character. Draw 1 card. (Max 1 per round). |
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Mountaintop Vigil | — | 1 | 1 | Void role only. Action: During a conflict – cancel all ring effects until the end of the conflict. |
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My Ancestor's Strength | Spell. Water. | 1 | 2 | Action: During a conflict, choose a participating Shugenja character you control and a character in your dynasty discard pile – until the end of the conflict, set the participating character's base ![]() ![]() ![]() ![]() |
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Prepare for War | — | 1 | 2 | Action: Choose a character you control – you may discard any number of attachments and/or status tokens from it. Then, if that character is a Commander, honor it. |
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Never Yield | Philosophy. | 0 | 4 | Reaction: After you declare an attack – until the end of the conflict, each character you control cannot be bowed or moved home by opponents’ card effects. |
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Noble Sacrifice | — | 1 | 2 | Action: Sacrifice a (friendly) honored character. Choose a dishonored character – discard that character. |
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Offer Testimony | — | 0 | — | Action: During a ![]() |
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Oracle of Stone | Spell. Earth. | 0 | 2 | Action: Each player draws two cards. Then, each player discards 2 cards from his or her hand. |
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Our Foe Does Not Wait | — | 0 | 1 | Earth role only. Reaction: After you pass on declaring a conflict, choose an unbroken non-stronghold province you control – search the top 8 cards of your dynasty deck for a card and put it into that province faceup. Shuffle. (Max 1 per conflict opportunity.) |
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Outflank | Tactic. | 0 | 2 | Reaction: After an opponent's province is revealed during a conflict, choose a non-unique character – that character cannot be declared as a defender in this conflict. (Max 1 per conflict.) |
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Outwit | — | 1 | — | Action: During a conflict, choose an opponent’s character with lower ![]() |
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Overhear | — | 1 | — | Action: During a ![]() |
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Paralyzing Delicacy | — | 0 | 2 | Action: During a conflict, choose a participating character – that character gets -1 ![]() |
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Peasant's Advice | — | 1 | — | Action: During the conflict phase, dishonor a (friendly) character and choose a province – look at that province if it is facedown. You may shuffle a faceup card in that province into its owner's dynasty deck. |
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Perfect Land Ethos | Philosophy. | 2 | — | Action: Discard each status token. |
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Policy Debate | — | 0 | — | Action: During a conflict, choose a participating character you control and a participating character your opponent controls – your character challenges the opponent's character to a ![]() |
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Prayers to Ebisu | — | 3 | — | Action: Each player with 19 or more honor loses 4 honor. Each player with 6 or fewer honor gains 4 honor. Draw 1 card. |
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Soul Beyond Reproach | — | 1 | 2 | Air role only. Action: Choose a character you control – honor that character. Then, honor it again. |
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Specialized Defenses | — | 0 | 1 | Earth role only. Action: During a conflict, if the attacked province has an element that matches the contested ring or a ring in your claimed ring pool – double that province's strength until the end of the conflict. |
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Make Your Case | — | 0 | — | Seeker role only. Action: During a conflict, initiate a ![]() |
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Warm Welcome | — | 1 | — | Play only if your honor bid is lower than an opponent's. Action: Choose a card in your conflict discard pile – play that card as if it were in your hand. If that card is an event, put it on the bottom of your conflict deck. |
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Try Again Tomorrow | — | 0 | 2 | Action: During a conflict in which you control a participating honored Courtier character, choose an attacking character – move that character home. |
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Ujik Tactics | Gaijin. Tactic. | 0 | 2 | Action: During a conflict – each non-unique character you control gets +1![]() |
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Under Siege | — | 1 | 2 | Fire role only. Reaction: After a conflict is declared – the defending player sets their hand aside, facedown and out of play. If they do, they draw 5 cards. At the end of the conflict, that player discards their hand and adds the set-aside cards to their hands. (Max 1 per conflict.) |
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Unfulfilled Duty | — | 2 | 2 | Earth role only. Action: Choose any number of characters with no fate that have a total printed cost of 6 or lower – ready each of those characters. |
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Unleash the Djinn | Spell. Fire. Meishōdō. | 0 | 3 | Fire role only. Action: During a conflict, lose 3 honor – set the ![]() ![]() |
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Unmask | — | 1 | 2 | Void role only. Action: During a conflict, if the bid on your honor dial is higher than your opponent's, choose a participating character – discard that character's status token and set its skills to their printed values until the end of the conflict. Its controller gains 2 honor. |
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Unquestioned Heritage | — | 0 | 2 | Action: If you have claimed the ![]() |
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Unspoken Etiquette | — | 2 | 1 | Action: During a ![]() |
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Voice of Honor | — | 0 | 2 | Interrupt: When the effects of an event would initiate, if you control more honored characters than an opponent – cancel those effects. |
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Void Fist | Kihō. Void. | 0 | 2 | Action: During a conflict, if you have played at least 2 other cards this conflict, choose a participating character with equal or lower ![]() |
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Walking the Way | Spell. Air. | 1 | — | If you control a Shugenja character, reduce the cost to play this card by 1. Action: Look at the top 3 cards of your dynasty deck. Discard a card in a province you control, and put one of the looked at cards into that province faceup. Shuffle. |
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Waning Hostilities | — | 1 | — | Reaction: After the conflict phase begins – each player has only one opportunity to declare a conflict this phase. |
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Warriors of the Wind | — | 2 | 3 | Action: During a conflict – move each participating Cavalry character you control home. Then, choose any number of Cavalry characters you control and move them to the conflict. |
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Tranquility | — | 0 | 2 | Action: During a conflict – until the end of the conflict, characters in your opponent's home cannot trigger abilities. |
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Way of the Chrysanthemum | Imperial. Philosophy. | 2 | — | Reaction: After 1 or more honor is given to you from an honor bid – gain that much honor. (Max 1 per round.) |
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Way of the Crab | Philosophy. | 1 | — | Action: Sacrifice a (friendly) ![]() |
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Way of the Crane | Philosophy. | 0 | — | Action: Choose a ![]() |
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Way of the Lion | Philosophy. | 0 | — | Action: During a conflict, choose a ![]() ![]() |
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Way of the Open Hand | Philosophy. | 0 | 4 | Action: During a conflict against a non-stronghold province, choose a participating character you do not control – move that character home and put 1 fate on it. |
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Way of the Phoenix | Philosophy. | 0 | — | Action: Choose a ring and an opponent – that player cannot declare conflicts of that ring's element this phase. (Max 1 per phase.) |
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Way of the Scorpion | Philosophy. | 0 | — | Action: During a conflict, choose a participating non-![]() |
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Way of the Unicorn | Philosophy. | 0 | — | Interrupt: When you would pass the first player token – keep it instead. |
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Whispers of Power | Mahō. Spell. Air. | 1 | 2 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, lose 1 honor. Choose a character – until the end of the conflict, that character gets +3 ![]() |
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Wholeness of the World | Spell. Earth. | 0 | 1 | Interrupt: When a ring in your claimed ring pool would be returned to the unclaimed ring pool – it remains claimed instead. (Max 1 per round.) |
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Wildfire Kick | Kihō. Fire. | 1 | 2 | Action: During a conflict in which you have played 3 or more cards, choose a participating Monk character you control – each participating character your opponent controls with ![]() ![]() ![]() |
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Winds of Change | Spell. Air. | 0 | 1 | Air role only. Action: Return the ![]() |
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Withstand the Darkness | — | 0 | 1 | Reaction: After an opponent plays an event that chooses a ![]() |
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Trick of the Light | Spell. Air. | 0 | 2 | Action: During a conflict, choose a participating character – until the end of the conflict, treat the characters as if its printed text box were blanks (except for Traits). |
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Trading on the Sand Road | Gaijin. | 0 | — | Interrupt: When the draw phase would begin – skip the draw phase. Each player removes the top 4 cards of his or her conflict deck from the game. Until the end of the round, either player may play the removed cards as if they were in his or her hand. |
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Spies at Court | — | 0 | — | Reaction: After you win a ![]() |
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Supernatural Storm | Spell. Water. | 0 | 1 | Action: Choose a participating character – that character gets +X![]() ![]() |
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Spoils of War | — | 0 | 2 | Reaction: After you win a ![]() |
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Spreading the Darkness | Mahō. Spell. Earth. | 0 | 2 | Action: Lose 2 honor. Choose a participating character you control – until the end of the conflict, that character gets +4![]() |
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Stand Your Ground | — | 0 | 2 | Interrupt: When an honored character you control would leave play – instead discard that character's status token. |
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Stay Your Hand | — | 0 | — | Interrupt: When a duel that targets a character you control would resolve – cancel the duel. |
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Stoke Insurrection | — | 4 | 3 | Reduce the cost to play this card by 2 if your opponent has 4 or more facedown cards in their provinces. Action: During a conflict, reveal each facedown card in your opponent’s provinces. Then, choose up to 2 characters in their provinces – put those characters into play in the conflict under your control. |
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Stolen Secrets | — | 1 | 3 | Action: During a ![]() |
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Storied Defeat | — | 0 | 2 | Action: During a conflict, choose a character that has lost a duel during this conflict – bow that character. You may spend 1 fate to dishonor that character. |
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Strength in Numbers | — | 1 | 2 | Action: While you are the attacking player, choose a defending character with glory X or lower – move that character home. X is equal to the number of attacking characters. |
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Study the Natural World | — | 2 | 2 | Action: During a conflict in which you control an attacking Scholar character – the contested ring gains each of the attacked province's elements until the end of the conflict. If you win the conflict, you may resolve each of the contested ring's effects. |
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Subdue the Spirits | — | 2 | 2 | Action: During a conflict, if you are more honorable than your opponent – until the end of the conflict, each participating character you control adds its glory to each of its skills. (This applies in addition to any modifiers to the skills of those characters due to being honored or dishonored.) |
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Suffer the Consequences | — | 2 | 2 | Earth role only. Action: During the conflict phase, sacrifice a bowed (friendly) Bushi, Courtier, or Shugenja character – you may declare an additional ![]() |
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Superior Authority | — | 3 | 2 | Action: During a conflict – characters without fate do not count their skill toward the resolution of this conflict. |
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Taryū-Jiai | — | 0 | 1 | Action: During a conflict, choose a Shugenja character you control and a Shugenja character controlled by an opponent – your character challenges your opponent's character to a glory duel. The winner of the duel's controller resolves a ring effect of his or her choice as if he or she was the attacking player. |
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Time for War | — | 0 | 1 | Seeker role only. Reaction: After you lose a ![]() |
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Test of Courage | — | 1 | 1 | Action: During a conflict, if your honor bid is lower than your opponent's, choose a ![]() |
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Test of Skill | — | 1 | 2 | Seeker role only. Action: Name a card type. Reveal the top 3 cards of your conflict deck (top 4 cards instead if you control a Duelist character) – add up to 2 revealed cards of that type to your hand and discard the rest. |
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The Crashing Wave | — | 2 | 3 | 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. |
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The Fires of Justice | — | 2 | 2 | Void role only. Reaction: After you win a conflict, your opponent chooses a participating character he or she controls. Select one – remove all fate from that character, or move any amount of fate from your opponent's fate pool onto that character. |
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The Mountain Does Not Fall | Technique. | 1 | 3 | Action: Choose a character – until the end of the phase, that character does not bow as a result of conflict resolution while defending. (Max 1 per round.) |
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The Path of Man | Kihō. Philosophy. | 0 | 4 | Reaction: After you win a conflict by 5 or more skill – gain 2 fate. |
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The Perfect Gift | — | 0 | 1 | Action: Reveal the top 4 cards of each player's conflict deck. Choose 1 revealed card owned by each player and add it to its owner's hand. Shuffle. |
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The Receding Tie | Spell. Water. | 0 | 1 | Water role only. Action: Choose a non-Mythic character you own – put that character into a non-stronghold province you control. (It is now out of play.) |
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The Spear Rushes Forth | Philosophy. | 1 | 4 | Action: During a ![]() |
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The Strength of the Mountain | Philosophy. | 3 | 4 | Action: During a conflict – until the end of the conflict, each defending character cannot be bowed or moved home by opponents' card effects and does not bow as the result of conflict resolution. |
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The Wealth of the Crane | — | 5 | 3 | Reduce the cost to play this card by 1 for each faceup province you control. Action: Look at the top 10 cards of your dynasty deck. Put 1 of those cards into each of your non-stronghold provinces faceup. Shuffle. (Max 1 per phase.) |
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The Western Wind | — | 0 | 3 | Action: Choose a non-stronghold province you control – search the top 8 cards of your dynasty deck for X characters and put them into the chosen province, where X is the number of faceup non-stronghold provinces an opponent controls. Shuffle. |
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Those Who Serve | Philosophy. | 1 | — | Limited. (No more than one limited card can be played by each player each round.) Action: During the dynasty phase – reduce the cost to play each character you play this phase by 1 (to a minimum of 1). |
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Make an Opening | — | 0 | 1 | Action: During a conflict in which you control a participating character, choose a participating character controlled by your opponent – that character gets -X![]() ![]() |
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Magnificent Triumph | — | 0 | 2 | Action: During a conflict, chose a character that had won a duel during this conflict – until the end of the conflict, that character gets +2![]() ![]() |
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A Game of Letters | — | 0 | 2 | Action: During a ![]() ![]() ![]() |
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Dark Resurrection | Mahō. Spell. Earth. | 3 | 1 | Earth role only. This card's fate cost can only be paid for with fate on characters you control. Action: During a ![]() |
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Command By Name | Spell. Water. Meishōdō. | 1 | 3 | Water role only. Action: During a conflict, lose 1 honor and discard a card from your hand – set the attacked province's base strength to 0 until the end of the conflict. |
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Command Respect | — | 0 | 2 | Action: During a conflict, if you have fewer cards in your hand than your opponent – as an additional cost for your opponent to play an event during this conflict, that opponent must give you 1 honor. (Max 1 per conflict.) |
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Common Cause | — | 0 | 2 | Action: Sacrifice a (friendly) character and choose another character – ready the chosen character. If that character is controlled by another player, honor it. |
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Compelling Testimony | — | 1 | 3 | Support. (Another player may help pay this card's fate cost.) Action: During a ![]() ![]() |
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Consumed by Five Fires | Spell. Fire. | 5 | 2 | Seeker role only. Action: If you control a Shugenja character – remove up to 5 fate from among characters an opponent controls. |
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Contingency Plan | — | 0 | — | Reaction: After honor dials are revealed – increase or decrease the value of your bid by 1 (to a minimum of 0). |
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Court Games | — | 0 | — | Action: During a ![]() |
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Courteous Scheming | — | 2 | 3 | Action: During a ![]() ![]() ![]() |
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Criminal Contacts | — | 1 | 1 | Play only if your honor bid is higher than an opponent's. Action: Choose a character. Each opponent may give you 1 honor to choose a character – discard 1 fate from each chosen characters. |
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Crippling Taxes | — | 0 | — | Keeper role only. Action: Choose a province – discard each card in that province. |
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Cultured Façade | — | 1 | 2 | Action: During a conflict – until the end of the conflict, each participating character cannot be chosen as a target of an event played by a player whose honor bid is higher than that of the character’s controller. |
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Curry Favor | — | 0 | 1 | Reaction: After a character you control bows as a result of conflict resolution from a second conflict you declared this round – ready that character. |
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Darkness Rising | Mahō. Spell. Water. | 2 | 2 | Water role only. This card's fate cost can only be paid for with fate on characters you control. Action: During a conflict, dishonor a (friendly) participating character – bow each participating character with lower ![]() |
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Clarity of Purpose | Spell. Water. | 1 | 3 | Action: During a conflict, choose a character you control – until the end of that conflict, opponents' card effects cannot bow that character d it does not bow as a result of conflict resolution during ![]() |
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Deceptive Offer | — | 0 | 2 | Action: During a conflict, choose a participating character you control. Your opponent selects one – that character gets +2![]() ![]() |
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Deduction | — | 1 | 3 | Action: During a ![]() |
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Defend Your Honor | — | 0 | — | Keeper role only. Interrupt: When the effects of an opponent's event would initiate during a conflict, initiate a ![]() |
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Desolation | Spell. Earth. | 2 | 2 | Action: Lose 2 honor. Choose an opponent – until the end of the phase, treat each of that opponent's provinces as if its printed text box were blank (except for Traits), including provinces that are revealed later this phase. |
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Discourage Pursuit | — | 0 | 1 | Earth role only. Action: Dishonor a (friendly) Shinobi character. Choose a participating character – until the end of the conflict, that character gets -4 ![]() |
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Disdainful Remark | — | 1 | 1 | Keeper role only. Action: During a conflict, if you control a participating Courtier character – until the end of the conflict, the attacked province gets +X strength. X is equal to the number of cards in your opponent's hand. |
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Disparaging Challenge | — | 1 | 2 | Action: During a conflict, initiate a ![]() |
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Dispatch | — | 1 | 1 | Limited. (No more than one limited card can be played by each player each round.) Action: Move a ![]() |
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Display of Power | Spell. Fire. | 2 | 3 | Reaction: After you lose an unopposed conflict – cancel the ring effect of that conflict. Then, you resolve that ring effect as if you had won the conflict as the attacking player. Claim that ring. |
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Diversionary Maneuver | Tactic. | 2 | 2 | Action: During a ![]() |
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Divine Ancestry | — | 1 | 2 | Earth role only. Reaction: After a phase begins – you cannot lose honor this phase. |
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Duel to the Death | — | 1 | 3 | Action: During a conflict, initiate a ![]() |
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Duty | Philosophy. | 0 | — | Limit 1 per deck. Interrupt: When the effect of a card ability, ring effect, or framework step would cause you to lose your last honor – cancel that effect, then gain 1 honor. |
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Cloak of Night | Spell. Air. | 1 | 2 | Play only if you control a Shugenja character. Action: During a conflict, choose a participating character – until the end of the conflict, that character gets +3 glory and cannot be chosen as the target of opponent's card abilities. |
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Civil Discourse | — | 1 | 1 | Earth role only. During a conflict, initiate a ![]() |
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Elegance and Grace | — | 2 | 3 | Action: Choose up two honored characters with total printed gold cost 6 or less – ready each of those characters. |
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Benten's Touch | Spell. Air. | 0 | 1 | Action: During a conflict, bow a (friendly) ![]() |
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A Legion of One | — | 0 | 2 | Action: During a ![]() ![]() |
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A Perfect Cut | — | 0 | — | Action: During a ![]() ![]() |
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A Season of War | — | 1 | — | Rally. (After this card is revealed in a province, add the top card of your dynasty deck to the province faceup.) Action: Discard each card in each province, refilling each province faceup. End the dynasty phase. Then there is an additional dynasty phase, during which players do not collect fate. |
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Admit Defeat | — | 1 | 2 | Action: Choose a character that is defending alone – bow that character. |
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Against the Waves | Spell. Water. | 1 | 1 | Action: Choose a Shugenja character you control – bow or ready that character. |
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All Out Assault | Tactic. | 1 | 2 | Reaction: After the conflict phase begins – each time a player has the opportunity to declare an attack this phase, they must attack with as many of their character as are able. |
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All and Nothing | Spell. Void. | 0 | 2 | Interrupt: When you would resolve the ![]() |
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Ambush | — | 3 | 1 | Action: During a conflict, choose up to 2 ![]() |
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Appeal to Sympathy | — | 2 | 2 | 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. |
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Assassination | — | 0 | — | Action: During a conflict, lose 3 honor. Choose a character with printed cost 2 or lower – discard that character. (Max 1 per round.) |
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Backhanded Compliment | — | 1 | 1 | Keeper role only. Action: Choose a player – that player draws 1 card and loses 1 honor. |
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Banzai! | — | 0 | — | Action: During a conflict, choose a participating character – that character gets +2![]() |
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Blackmail | — | 3 | 3 | Play only if you are less honorable than your opponent. Action: During a conflict, choose a character controlled by your opponent with printed cost 2 or lower – take control of that character until the end of the conflict. |
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Chasing the Sun | — | 1 | 1 | Seeker role only. Action: During a conflict in which you are the attacking player – move the contested ring to another eligible province and reveal it, if able. That province is now the attacked province. |
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Bonds of Blood (card) | Mahō. Spell. Water. | 1 | 3 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, dishonor a (friendly) participating character. Choose a character – move both the dishonored character and the chosen character home. |
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Breach of Etiquette | — | 0 | — | Action: During a ![]() |
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Breakthrough | — | 0 | 1 | Reaction: After the resolution of your first conflict this phase as the attacking player, if that conflict broke a province – immediately declare your second conflict for this phase. |
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By Any Means | Tactic. | 0 | 2 | Action: During a conflict, if your honor bid is higher than your opponent's, choose a participating Bushi character you control and a participating character your opponent controls – until the end of the conflict, set your character's base ![]() ![]() |
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Called to War | — | 0 | 3 | Action: Choose a Bushi character. Each opponent may give you 1 honor and choose a Bushi character – place 1 fate on each chosen character. |
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Calling in Favors | — | 1 | 2 | Action: Dishonor a (friendly) character. Choose an opponent's attachment – take control of that attachment and attach it to that character, if able. Otherwise, discard the attachment. |
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Captivating Story | — | 0 | 1 | Water role only. Action: During a conflict, choose a character that is participating alone on your side – that character gets +1 ![]() |
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Captive Audience | — | 0 | 3 | Action: During a ![]() ![]() |
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Cavalry Reserves | — | 3 | 2 | Action: During a ![]() |
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Ceaseless Duty | — | 1 | 3 | Action: When a character with printed cost equal to or lower than the number of unbroken provinces you control would leave play – it remains in play instead. |
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Censure | Imperial. | 0 | — | Play only if you have the Imperial Favor. Interrupt: When the effects of an event would initiate – cancel those effects. |
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Challenge on the Fields | — | 0 | 2 | Action: During a conflict, initiate a ![]() ![]() |
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Charge! | — | 1 | — | Action: During a ![]() |
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Earth Becomes Sky | Spell. Earth. | 1 | 1 | Earth role only. Reaction: After a character an opponent controls is readied – bow that character. |
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Embrace Death | Philosophy. | 1 | 4 | Reaction: After a Bushi character you control loses a conflict as the attacker, sacrifice it. Choose a character controlled by your opponent – if that character has no fate on it, discard it. Otherwise, remove 1 fate from it. |
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Logistics | Tactic. | 0 | 1 | Action: Choose a card in or attached to a province – move that card to another unbroken non-stronghold province controlled by the same player. If there is a Battlefield in play, draw 1 card. |
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Insult to Injury | — | 0 | 1 | Reaction: After a Duelist character you control wins a duel – dishonor the losing character. |
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Hige's Sermon | Heresy. | 0 | — | Limited. (No more than one limited card can be played by each player each round.) Action: During the draw phase, each player in turn order chooses a different character they do not control – bow each of those characters. |
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High Kick | Technique. | 1 | 2 | Action: During a ![]() |
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Highlight the Flaws | — | 1 | 2 | Fire role only. Interrupt: When the effects of a province's triggered ability would initiate – cancel those effects. |
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Honor in Battle | — | 0 | 2 | Action: If you have claimed a ![]() |
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Hurricane Punch | Kihō. Air. | 0 | 1 | Action: During a conflict, choose a participating Monk character – that character gets +2![]() |
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I Am Ready | — | 0 | 1 | Action: Remove 1 fate from a (friendly) ![]() |
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I Can Swim | Philosophy. | 2 | 1 | Action: During a conflict, if the bid on your honor dial is higher than an opponent's, choose a participating dishonored character controlled by that opponent – discard that character. |
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Imbued With Shadows | Spell. Air. Shadow. | 0 | 3 | Action: Lose X honor. Choose X characters – discard a status token from each of those characters. |
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Impossible Kōan | — | 3 | 3 | Support. (Another player may help pay this card's fate cost.) Action: During a conflict – set each character's base ![]() ![]() |
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In Defense of Rokugan | — | 1 | 2 | Action: During a conflict, sacrifice a (friendly) defending character and choose an attacking character – set the attacking character's ![]() |
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In Service to My Lord | Tactic. | 0 | 2 | This card can be played from your discard pile. Action: Bow a (friendly) non-unique character and choose a unique character – ready the chosen character. Put this card on the bottom of its owner's conflict deck. |
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Indomitable Will | — | 1 | 2 | Reaction: After you win a conflict in which you control only a single participating character – that character does not bow as a result of the conflict's resolution. |
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Invoke the Divine | — | 3 | 2 | Action: Play up to 3 Spell cards with printed total cost 5 or less from your hand without paying their costs (This includes costs other than fate costs.) |
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Harmonize | — | 1 | 1 | Keeper role only. Action: During a conflict in which you are the defending player, choose a defending character and an attacking character with equal or lower printed cost – move each chosen character home. |
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Iron Foundations Stance | Kihō. Earth. | 0 | 1 | Action: During a conflict, choose a participating Monk character you control – until the end of the conflict, that character cannot be bowed or moved home by opponents’ card effects. If you have played another Kihō in this conflict, draw 1 card. |
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Issue a Challenge | — | 0 | 2 | Reaction: After a Bushi character you control attacks alone – your opponent cannot declare more than 1 character as a defender in this conflict. |
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Join the Fray | — | 2 | 1 | Support. Action: During a ![]() |
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Kakita's Final Stance | Technique. | 1 | 2 | Action: During a ![]() |
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Karmic Balance | Philosophy. | 2 | 4 | Play only if your honor bid is equal to an opponent's. Action: Each player shuffles his or her hand and conflict discard pile into his or her conflict deck and draws 4 cards. Remove this card from the game. |
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Karmic Twist | Spell. Void. | 1 | 3 | Action: Choose a non-unique character with 1 or more fate on it – move each fate from that character to a non-unique character with no fate on it controlled by the same player. |
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Ki Alignment | Kihō. Void. | 0 | 1 | Reaction: After you declare a Monk character as an attacker or defender – search the top 8 cards of your conflict deck for up to 2 Kihō cards with different names, reveal them, and add them to your hand. Shuffle. |
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Kirei-ko | — | 1 | 3 | Reaction: After a character your opponents control triggers an ability – bow that character. |
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Know the Terrain | — | 1 | 3 | Interrupt: When an attack is declared against a non-stronghold facedown province you control, before revealing that province – switch it with another facedown non-stronghold province you control. |
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Know the World | Spell. Void. | 1 | 3 | Action: Switch a ring in your claimed ring pool with an unclaimed ring and gain all fate on that ring. (Retain the ring's conflict type.) |
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Leniency | — | 0 | 1 | Air role only. Interrupt: When you would resolve a ring effect, choose a character with printed cost 2 or lower in your provinces – instead of resolving the ring effect, put that character into play. |
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Let Go | — | 0 | 2 | Action: Choose an attachment – discard it. |
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Levy | — | 0 | 3 | Action: Choose an opponent, that player must select one – give you 1 fate or 1 honor. |
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Heresy! | — | 0 | 2 | Void role only. Action: During a conflict, initiate a ![]() |
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Hand to Hand | — | 0 | 1 | Action: During a ![]() |
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Enlightenment | Kihō. | 5 | — | 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. |
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For Shame! | — | 0 | — | Action: During a conflict, if you control a participating Courtier character, choose a participating character controlled by your opponent. Your opponent must select one – dishonor the chosen character or bow it. |
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Ethereal Alignment | Spell. Void. | 5 | 4 | Interrupt: When the conflict phase ends, choose a broken province that shares an element with a ring in your claimed ring pool – restore that province. Remove this card from the game. |
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Even the Odds | Tactic. | 0 | 2 | Action: During a conflict, if you control fewer participating characters than your opponent, choose a character you control – move that character to the conflict. If that character is a Commander, honor it. |
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Exemplary Etiquette | — | 1 | 1 | Action: During a conflict – abilities on characters cannot be triggered this conflict. |
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Fair Accord | — | 0 | 2 | Action: During the dynasty phase, discard the Imperial Favor – gain 2 fate. |
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Fallen in Battle | — | 1 | — | Reaction: After you win a ![]() |
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False Loyalties | — | 1 | 3 | Reaction: After an opponent wins a conflict, if he or she is more honorable than you, choose a participating character that opponent controls and a character in that opponent's home – switch those character's locations. |
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Favorable Alliance | — | X | 2 | Support Action: Set aside cards from the top of up to two conflict decks, yours and that of the player who supports you, until X cards are set aside. Those cards are faceup and out of play. Both you and the player who supports you may play those cards as if they were in their hand. |
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Feeding An Army | — | 0 | 2 | Air role only. Reaction: After the conflict phase begins, break a faceup (friendly) province – place 1 fate on each character you control with printed cost 3 or lower. |
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Festival for the Fortunes | Festival. | 3 | 1 | Action: Honor each character. |
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Fight On | — | 1 | 2 | Water role only. Action: While you are the defending player, choose a bowed character you control – ready that character and move it to the conflict. |
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Flank the Enemy | Tactic. | 1 | 3 | Action: During a conflict in which you control more participating characters than your opponent, your opponent chooses a participating character they control – bow that character. |
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For Greater Glory | — | 1 | 3 | Reaction: After you break a province during a ![]() |
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Forebearer's Echoes | Spell. Air. | 2 | 1 | Air role only. Action: During a ![]() |
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Guardians of Rokugan | — | 0 | 2 | Rection: After you win a conflict as the defending player – search the top X cards of your dynasty deck for a character with printed cost X or lower and put it into play, where X is the amount of skill by which you won. |
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Forged Edict | — | 0 | 2 | Interrupt: When the effects of an event would initiate, dishonor a (friendly) Courtier character – cancel those effects. |
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Forgery | — | 1 | 3 | Interrupt: When the effects of an event would initiate, if you are less honorable than the player initiating those effects – cancel those effects. |
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From the Shadows | — | 0 | 1 | Play only if you are less honorable than an opponent. Action: During a conflict – put a Shinobi character into play from your hand or provinces in the conflict. That character enters play dishonored. |
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Fruitful Respite | — | 0 | 3 | Reaction: After an opponent passes on declaring a conflict, if he or she controls 1 or more ready characters – gain 2 fate. |
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Fulfill Your Duty | — | 2 | 3 | Action: During a conflict, sacrifice a (friendly) character – the attacked province gets +X strength until the end of the conflict, where X is the sacrificed character’s [Military] skill (including modifiers). |
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Fury of the Damned | — | 2 | 1 | Fire role only. Action: During a conflict, choose any number of participating Bushi characters you control – double the base ![]() |
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Gaijin Customs | — | 1 | 1 | Action: If you control a ![]() ![]() |
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Game of Sadane | — | 1 | 2 | Action: During a conflict, choose a participating character you control and a participating character your opponent controls – your character challenges the opponent's character to a ![]() |
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Gift of Amaterasu | Spell. Fire. | 1 | 3 | Reaction: After you win a conflict by 5 or more skill, chose a character you control – honor that character. |
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Give No Ground | Philosophy. | 0 | 1 | Action: During a ![]() ![]() |
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Glorious Victory | — | 3 | 3 | Reaction: After you break a province during a ![]() |
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Good Omen | — | 0 | — | Play only if your honor bid is lower than an opponent's. Action: Choose a character with printed cost 3 or higher – place 1 fate on that character. |
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Gossip | — | 0 | 3 | Limited. (No more than one limited card can be played by each player each round.) Action: Name a card. Until the end of the phase, each opponent cannot play cards from his or her hand with that name. |
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Written in the Stars | Omen. | 1 | 2 | Action: Select one – place 1 fate on each unclaimed ring with no fate or remove 1 fate from each unclaimed ring. |
References[edit | edit source]
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