Holding is a card type. Every Holding has bonus strength () which adds to their relevant province where they are.[1]
Holdings only appear in the dynasty deck.
Cards[ | ]
Clan | Name | Traits | Text Box | |
---|---|---|---|---|
Acclaimed Geisha House | — | +1 | Action: During a conflict, dishonor a (friendly) participating character and choose an unclaimed ring – switch the contested ring with the chosen ring. (The conflict retains its type.) | |
Adorned Temple | Temple. | +0 | Reaction: After 1 or more fate is placed on a character you control by a card effect – draw 1 card (draw 2 cards instead if that character is ordinary). | |
Alchemical Laboratory | Laboratory. | +1 | While you have claimed the ring, each attachment you control on another player's character gains ancestral. | |
Ancestral Armory | — | +2 | Action: Sacrifice this holding, choose a Weapon attachment in your discard pile – return that attachment to your hand. | |
Ancestral Shrine | Shrine. | +1 | Action: Return 1 or more rings from your claimed ring pool to the unclaimed ring pool – you gain 1 honor for each ring returned this way. | |
Artisan Academy | Academy. | +1 | Action: During the conflict phase – reveal the top card of your conflict deck. Until the end of the phase, you may play that card as if it were in your hand. | |
Audience Chamber | Castle. | +2 | Reaction: After you play a character with printed cost 4 or higher – place 1 fate on it. | |
Back-Alley Hideaway | City. | +1 | Interrupt: When a character you control leaves play – attach that character to this holding facedown instead of placing it in its owner's discard pile. Action: Play an attached facedown character from this holding as if it were in this province. Then, sacrifice this holding. | |
Bonsai Garden | Garden. | +0 | Action: During an conflict – gain 1 honor. | |
Borderlands Fortifications | Battlefield. | +2 | Action: Choose a card in one of your provinces – switch this holding with that card. | |
Bustling Academy | Academy. | +1 | Action: If you control a Scholar character – discard a card in a province and refill it faceup. | |
Chisei District | Imperial. | +1 | Limit 1 per deck. conflicts cannot be declared against this holding's province. | |
City of Lies | City. | +1 | Action: Reduce the cost of the next event you play this phase by 1. | |
Contested Countryside | Battlefield. Village. | +0 | Keeper role only. Rally. During conflicts in which you are the attacking player, you may trigger the attacked province's abilities as if you controlled that province. | |
Court of Deception | — | +1 | Action: If you have 6 or fewer honor, choose a dishonored character in your home area – discard that character's status token. | |
Court of Justice | — | +1 | Reaction: After you win a conflict – look at 3 random cards in your opponent's hand. | |
Daidoji Marketplace | Marketplace. | +1 | Rally. (After this card is revealed in a province, add the top card of your dynasty deck to the province faceup.) Reaction: After the conflict phase begins – reveal this holding’s province. | |
Distinguished Dōjō | Dōjō. | +2 | Reaction: After you win a duel – place 1 honor token on this holding. Then, you may sacrifice this holding to gain honor equal to the number of honor tokens on this holding. (Limit 3 times per round.) | |
Doom Thrower | Siege Weapon. | +1 | During a conflict, sacrifice a character – the attacked province gets -2 strength until the end of the conflict (-5 strength instead if the sacrificed character had 1 or more fate on it). | |
Endless Archives | Library. | +1 | Reaction: After you pass on declaring a conflict – put an honor token on this holding. Then, put X cards from your hand on the bottom of your conflict deck and draw that many cards, where X is the number of honor tokens on this holding. Any player may trigger this ability. (Unlimited.) | |
Esteemed Tea House | Tea House. | +2 | Action: During a conflict in which you control a participating Courtier, choose an attachment on a participating character – return that attachment to its owner's hand. That player cannot play copies of that card until the end of the phase. | |
Exposed Courtyard | Battlefield. Castle. | +0 | Reaction: During a conflict – discard the top 2 cards of your conflict deck. Then, choose an event in your discard pile. You may play that card as if it were in your hand until the end of the conflict. Put it on the bottom of its owner’s conflict deck after playing it. | |
Favorable Ground | Battlefield. | +1 | Action: During a conflict, sacrifice this holding. Choose a character you control – move that character to the conflict or home from the conflict. | |
Fire and Oil | Siege Weapon. | +0 | While this holding is in an unbroken province, it gains "Action: During a conflict, lose 1 honor. Choose a character that is attacking a province you control – dishonor that character. | |
Forgotten Library | Library. Shrine. | +0 | Reaction: After the draw phase begins – draw 1 card. | |
Forward Garrison | Castle. | +1 | While there is a Battlefield in play, fate cannot be removed from characters you control by opponents’ card or ring effects. | |
Funeral Pyre | Ritual. | +0 | Action: Sacrifice a (friendly) character – draw 1 card. | |
Fū Sui Temple | Temple. | +2 | During conflicts, each participating character gains pride. | |
Goblin Hovel | — | +3 | Interrupt: When the conflict phase ends, choose up to 3 different Goblin characters – move 1 fate from your fate pool to each chosen character. | |
Guardian Dōjō | Dōjō. | +1 | Characters played from adjacent provinces enter play honored and you cannot place fate on them when they are played. | |
Hall of Victories | — | +1 | Forced Reaction: After a player wins a conflict – that player gains 1 honor. (Unlimited.) | |
Hallowed Ground | — | +0 | Each opponent who has claimed: the ring loses 1 honor when they lose a conflict unopposed. the ring cannot claim rings that were claimed on provinces they break. the ring cannot put fate on characters they play. | |
Haunted Ruins | — | +3 | Interrupt: When the conflict phase ends – each opponent loses 1 honor. | |
Heavy Ballista | — | +0 | Action: During a conflict in which you are defending, discard a card from your hand and choose a ready attacking character. That character's controller selects one – bow that character, or remove 1 fate from it. | |
Hidden Moon Dōjō | Dōjō. | +0 | Limit 1 per deck. You may play characters in adjacent provinces as if they were in your hand. Action: During a conflict – turn a card in an adjacent province faceup. | |
Hidden Mountain Pass | — | +1 | Rally. (After this card is revealed in a province, add the top card of your dynasty deck to the province faceup.) Interrupt: When the conflict phase ends, if this holding's province is unbroken – turn that province facedown. | |
Hiruma Outpost | Outpost. | +2 | While this card is in an unbroken province, it gains: "Reaction: After an opponent declares a conflict against a province that does not have a holding in it – that opponent loses 1 honor." | |
Hito District | Imperial. | +1 | Limit 1 per deck. conflicts cannot be declared against this holding's province. | |
Imperial Storehouse | Imperial. | +1 | Action: Sacrifice this holding – draw 1 card. | |
Iron Mine | Mine. | +0 | Interrupt: When a character you control would leave play – sacrifice this holding instead. | |
Kaiu Forges | Kaiu Wall. | +3 | Limit 1 per deck. Action: Choose a province you control – search the top 10 cards of your dynasty deck for a holding and switch it with a Kaiu Wall holding in that province. Shuffle. (The new holding is faceup.) | |
Kakita Dōjō | Dōjō. | +1 | Action: During a conflict, initiate a duel – resolve the duel. Until the end of the conflict, the duel's loser cannot trigger its abilities. If the duel's winner is a Duelist, bow the duel's loser as well. | |
Kanjo District | Imperial. | +2 | Limit 1 per deck. Action: During a conflict, discard the Imperial Favor. Choose a participating character – bow that character and move it home. | |
Kansen Haunt | Shadowlands. | -2 | Reaction: After you claim a ring during a conflict in which you are the defending player, if you are less honrable than an opponent, lose 2 honor – resolve that ring's effect as if you were the attacking player. | |
Karada District | Imperial. | +1 | Limit 1 per deck. Action: Give an opponent 1 fate. Choose an attachment on a character that player controls – take control of that attachment and attach it to an eligible character you control, if able. Otherwise, discard it. | |
Killing Field | Battlefield. | +1 | Interrupt: When the conflict phase ends – discard each card from each opponent's provinces. | |
Kuni Laboratory | Laboratory. | +0 | Each character you control gets +1 and +1. Forced Reaction: After the conflict phase begins – lose 1 honor. | |
Licensed Quarter | City. | +2 | Reaction: After you win a conflict – your opponent discards the top card of his or her conflict deck. (Unlimited.) | |
Magnificent Lighthouse | Landmark. | +2 | Action: Look at the top 3 cards of an opponent's deck. Discard 1 of those cards, place another on top of that deck, and the other on the bottom of that deck. | |
Mirumoto Dōjō | Dōjō. | +1 | Action: During a conflict, initiate a duel – resolve the duel. Move 1 fate from the duel's loser to its owner's fate pool. If the duel's winner is a Duelist, discard that fate instead. | |
Miwaku Kabe | Imperial. | +3 | Limit 1 per deck. Interrupt: When this holding's province is broken – shuffle this card back into your dynasty deck. | |
Miya Library | Imperial. Library. | +1 | Limit 1 per deck. Action: Look at the top 4 cards of your dynasty deck. You may choose an Imperial character from among them and switch it with this card (faceup). Put the cards back on top in any order. | |
Moto Stables | — | +2 | Reaction: After a character you control moves to a conflict – it gets +2 until the end of the conflict. (Limit twice per round.) | |
Mountaintop Statuary | Temple. | +1 | Reaction: After this holding is turned faceup – move it onto your stronghold province. Action: During a conflict at this province, sacrifice this holding. Choose and attacking character with printed cost 2 or lower – move that character home. | |
Negotiation Table | — | +1 | Action: In turn order, each opponent may select one or more of the following – draw 1 card. choose and ready a character. gain 1 fate. Then, you do each option once for each opponent that selected that option. | |
Northern Curtain Wall | Kaiu Wall. | +4 | Limit 1 per deck. Each Kaiu Wall holding in each adjacent province gets +2 bonus strength. | |
Oni Lair | — | +4 | Interrupt: When the conflict phase ends, spend up to 4 fate – put that many random cards in your dynasty discard pile on the bottom of your dynasty deck in a random order. | |
Open Window | — | +0 | Rally. (After this card is revealed in a province, add the top card of your dynasty deck to the province faceup.) Action: During a conflict, choose a Shinobi character you control – move that character to the conflict. | |
Overlooked Community | Village. | +2 | Action: Return a ring from your claimed ring pool to the unclaimed ring pool. Choose a status token on a character – discard it. | |
Petal Village Estate | Imperial. | +0 | Each Imperial character you control gets +1 and +1. | |
Proving Ground | Dōjō. | +0 | Reaction: After a character you control wins a duel – draw 1 card. (Limit twice per round.) | |
Reserve Tents | Battlefield. | +2 | Action: During a conflict, choose a character you control – move that character to the conflict. (Limit twice per round.) | |
Revered Bonshō | Temple. | +1 | When fate would be removed from characters during the fate phase, instead distribute that fate among unclaimed rings as evenly as possible. | |
River of the Last Stand | Kaiu Wall. River. | +0 | Limit 1 per deck. Action: During a conflict at a province you control with a Kaiu Wall holding – your opponent discards 2 random cards from their hand, then draws 1 card. | |
Roadside Inn | Inn. | +0 | Reaction: After the fate phase begins, choose a character. Each opponent may give you 1 honor and choose a character in this way moves 1 fate from their fate pool to their chosen character, if able. | |
Secluded Shrine | Shrine. | +0 | Reaction: After the conflict phase begins, choose a ring – until the end of the phase, you are considered to have that ring in your claimed ring pool. | |
Secluded Temple | Shrine. | +1 | Reaction: After the conflict phase begins, each opponent who controls more characters than you must choose a character he or she controls with 1 or more fate on it – remove 1 fate from each chosen character. | |
Seventh Tower | Kaiu Wall. | +2 | Limit 1 per deck. Reaction: After you win a conflict as the defending player, if the attacked province has a Kaiu Wall holding – resolve the ring effect of the contested ring as if you were the attacking player | |
Shadowed Village | Village. | +0 | Reaction: After 1 or more fate is removed from a character you control outside the fate phase – draw 1 card (draw 2 cards instead if that character is dishonored) | |
Shintao Monastery | Temple. | +2 | You are considered to have played an additional card in each conflict. | |
Shiotome Encampment | Battlefield. | +0 | Action: If you have a ring in your claimed ring pool, choose a Cavalry character – ready that character. | |
Shrine to Jigoku | Shrine. | +2 | Interrupt: When the conflict phase ends, spend up to 2 fate – for each fate spent this way, each opponent discards 1 random card from their hand. | |
Staging Ground | Battlefield. | +1 | Action: Choose up to 2 facedown cards in your provinces – turn the chosen cards faceup. | |
Starry Heaven Sanctuary | Temple. Void. | +1 | Limit 1 per deck. Reaction: After fate is removed from characters in the fate phase. If 4 or more fate was removed – gain 2 fate. | |
Strategic Weakpoint | Trap. | +0 | Interrupt: When this holding's province is broken, your opponent chooses an attacking character – discard that character. | |
Tactician's Camp | Battlefield. | +1 | Each honored character you control gets +1 . | |
The Imperial Palace | Imperial. | +2 | Limit 1 per deck. This holding adds +3 to your side during each glory count. | |
The Wrath of the Kami | Shrine. | +1 | Limit 1 per deck. Action: During a conflict at this province, lose 1 honor – this province gets +1 strength until the end of the conflict. (Unlimited.) | |
Third Tower | Kaiu Wall. | +1 | Limit 1 per deck. Reaction: After an opponent declares a conflict against a province you control that does not contain a Kaiu Wall holding – take 1 honor from that opponent. (Unlimited.) | |
Third Whisker Warrens | Kaiu Wall. | +1 | Limit 1 per deck. During each conflict at a province you control with a Kaiu Wall holding, you may look at and play the top card of your dynasty deck as if it were in your hand. | |
Thundering Tide Keep | Castle. | +4 | Interrupt: When the conflict phase ends – gain 2 fate for each opponent. This ability triggers before each other holding's interrupt. | |
Watchtower of Sun's Shadow | Kaiu Wall. | +1 | Limit 1 per deck. Each character attacking a province you control with a Kaiu Wall holding gets –1 and –1 for each fate on that character. Forced Interrupt: When this holding’s province is broken – you lose 2 fate. | |
Watchtower of Valor | Kaiu Wall. | +1 | Limit 1 per deck. Reaction: After you win a conflict as the defending player, if the attacked province has a Kaiu Wall holding – draw 1 card. (Unlimited.) | |
Wayfarer's Camp | Battlefield. | +1 | Action: During the dynasty phase – play two characters from your provinces. Then, turn a card in your provinces faceup. | |
Windswept Yurt | — | +1 | Action: Sacrifice this holding, select one – each player gains 2 fate or each player gains 2 honor. Refill this province faceup. |