Holding

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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[edit | edit source]

Clan Name Traits Strength Text Box
lion Ancestral Armory +2 Action: Sacrifice this holding, choose a Weapon attachment in your discard pile – return that attachment to your hand.
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.
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.
crab Kuni Laboratory Laboratory. +0 Each character you control gets +1military and +1Political.
Forced Reaction: After the conflict phase begins – lose 1 honor.
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.
neutral Proving Ground Dōjō. +0 Reaction: After a character you control wins a duel – draw 1 card. (Limit twice per round.)
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 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.
unicorn Shiotome Encampment Battlefield. +0 Action: If you have a military ring in your claimed ring pool, choose a Cavalry character – ready that character.
lion Staging Ground Battlefield. +1 Action: Choose up to 2 facedown cards in your provinces – turn the chosen cards faceup.
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.)
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.
crab Iron Mine Mine. +0 Interrupt: When a character you control would leave play – sacrifice this holding instead.
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.
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.
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.
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.
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.)
neutral Imperial Storehouse Imperial. +1 Action: Sacrifice this holding – draw 1 card.
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.
phoenix Forgotten Library Library. Shrine. +0 Reaction: After the draw phase begins – draw 1 card.
crab Funeral Pyre Ritual. +0 Action: Sacrifice a (friendly) character – draw 1 card.
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.
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.
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[edit | edit source]