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Holding is a card type. Every Holding has bonus strength (Strength) which adds to their relevant province where they are.[1]

Holdings only appear in the dynasty deck.

Cards[ | ]

Clan Name Traits Strength Text Box
scorpion 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.)
dragon 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).
dragon Alchemical Laboratory Laboratory. +1 While you have claimed the fire ring, each attachment you control on another player's character gains ancestral.
lion Ancestral Armory +2 Action: Sacrifice this holding, choose a Weapon attachment in your discard pile – return that attachment to your hand.
phoenix 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.
crane 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.
neutral Audience Chamber Castle. +2 Reaction: After you play a character with printed cost 4 or higher – place 1 fate on it.
scorpion Back-Alley Hideaway City. +1 Interrupt: When a scorpion 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.
crane Bonsai Garden Garden. +0 Action: During an air conflict – gain 1 honor.
crab Borderlands Fortifications Battlefield. +2 Action: Choose a card in one of your provinces – switch this holding with that card.
phoenix Bustling Academy Academy. +1 Action: If you control a Scholar character – discard a card in a province and refill it faceup.
crane Chisei District Unique Imperial. +1 Limit 1 per deck.
military conflicts cannot be declared against this holding's province.
scorpion City of Lies City. +1 Action: Reduce the cost of the next event you play this phase by 1.
neutral 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.
scorpion 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.
dragon Court of Justice +1 Reaction: After you win a Political conflict – look at 3 random cards in your opponent's hand.
crane 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.
crane 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.)
crab 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).
phoenix 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.)
crane 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.
lion Exposed Courtyard Battlefield. Castle. +0 Reaction: During a military 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.
neutral 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.
crab 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.
phoenix Forgotten Library Library. Shrine. +0 Reaction: After the draw phase begins – draw 1 card.
lion 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.
crab Funeral Pyre Ritual. +0 Action: Sacrifice a (friendly) character – draw 1 card.
crane Fū Sui Temple Temple. +2 During Politicalconflicts, each participating character gains pride.
shadowlands Goblin Hovel +3 Interrupt: When the conflict phase ends, choose up to 3 different shadowlands Goblin characters – move 1 fate from your fate pool to each chosen character.
phoenix Guardian Dōjō Dōjō. +1 Characters played from adjacent provinces enter play honored and you cannot place fate on them when they are played.
lion Hall of Victories +1 Forced Reaction: After a player wins a conflict – that player gains 1 honor. (Unlimited.)
phoenix Hallowed Ground +0 Each opponent who has claimed:
dot the air ring loses 1 honor when they lose a conflict unopposed.
dot the earth ring cannot claim rings that were claimed on provinces they break.
dot the fire ring cannot put fate on characters they play.
shadowlands Haunted Ruins +3 Interrupt: When the conflict phase ends – each opponent loses 1 honor.
crab Heavy Ballista +0 Action: During a military 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.
scorpion Hidden Moon Dōjō Unique 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.
dragon 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.
crab 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."
lion Hito District Unique Imperial. +1 Limit 1 per deck.
Political conflicts cannot be declared against this holding's province.
neutral Imperial Storehouse Imperial. +1 Action: Sacrifice this holding – draw 1 card.
crab Iron Mine Mine. +0 Interrupt: When a character you control would leave play – sacrifice this holding instead.
crab Kaiu Forges Unique 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.)
crane Kakita Dōjō Dōjō. +1 Action: During a conflict, initiate a military 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.
phoenix Kanjo District Unique 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.
neutral 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.
crab Karada District Unique 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.
shadowlands Killing Field Battlefield. +1 Interrupt: When the conflict phase ends – discard each card from each opponent's provinces.
crab Kuni Laboratory Laboratory. +0 Each character you control gets +1military and +1Political.
Forced Reaction: After the conflict phase begins – lose 1 honor.
scorpion Licensed Quarter City. +2 Reaction: After you win a conflict – your opponent discards the top card of his or her conflict deck. (Unlimited.)
phoenix 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.
dragon Mirumoto Dōjō Dōjō. +1 Action: During a conflict, initiate a military 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.
neutral Miwaku Kabe Unique Imperial. +3 Limit 1 per deck.
Interrupt: When this holding's province is broken – shuffle this card back into your dynasty deck.
neutral 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.
unicorn Moto Stables +2 Reaction: After a character you control moves to a conflict – it gets +2military until the end of the conflict. (Limit twice per round.)
dragon 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.
crane Negotiation Table +1 Action: In turn order, each opponent may select one or more of the following –
dot draw 1 card.
dot choose and ready a character.
dot gain 1 fate.
Then, you do each option once for each opponent that selected that option.
crab Northern Curtain Wall Unique Kaiu Wall. +4 Limit 1 per deck.
Each Kaiu Wall holding in each adjacent province gets +2 bonus strength.
shadowlands Oni Lair Unique +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.
scorpion 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.
dragon 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.
scorpion Petal Village Estate Imperial. +0 Each Imperial character you control gets +1military and +1Political.
neutral Proving Ground Dōjō. +0 Reaction: After a character you control wins a duel – draw 1 card. (Limit twice per round.)
unicorn Reserve Tents Battlefield. +2 Action: During a conflict, choose a character you control – move that character to the conflict. (Limit twice per round.)
dragon 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.
crab River of the Last Stand Unique 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.
crab 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.
phoenix 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.
dragon 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.
crab Seventh Tower Unique 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
neutral 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)
dragon Shintao Monastery Temple. +2 You are considered to have played an additional card in each conflict.
unicorn Shiotome Encampment Battlefield. +0 Action: If you have a military ring in your claimed ring pool, choose a Cavalry character – ready that character.
shadowlands 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.
lion Staging Ground Battlefield. +1 Action: Choose up to 2 facedown cards in your provinces – turn the chosen cards faceup.
phoenix 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.
crab Strategic Weakpoint Trap. +0 Interrupt: When this holding's province is broken, your opponent chooses an attacking character – discard that character.
lion Tactician's Camp Battlefield. +1 Each honored character you control gets +1 military.
neutral The Imperial Palace Unique Imperial. +2 Limit 1 per deck.
This holding adds +3 to your side during each glory count.
dragon The Wrath of the Kami Unique 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.)
crab Third Tower Unique 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.)
crab Third Whisker Warrens Unique 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.
shadowlands Thundering Tide Keep Unique Castle. +4 Interrupt: When the conflict phase ends – gain 2 fate for each opponent. This ability triggers before each other shadowlands holding's interrupt.
crab Watchtower of Sun's Shadow Unique Kaiu Wall. +1 Limit 1 per deck.
Each character attacking a province you control with a Kaiu Wall holding gets –1 military and –1 Political for each fate on that character.
Forced Interrupt: When this holding’s province is broken – you lose 2 fate.
crab Watchtower of Valor Unique 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.)
unicorn Wayfarer's Camp Battlefield. +1 Action: During the dynasty phase – play two characters from your provinces. Then, turn a card in your provinces faceup.
unicorn Windswept Yurt +1 Action: Sacrifice this holding, select one – each player gains 2 fate or each player gains 2 honor. Refill this province faceup.

References[ | ]

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