Holdings only appear in the dynasty deck.
Cards[edit | edit source]
|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.)|
|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.
|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.
|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.
|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.)|
|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.|
|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.|
|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
|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.|
|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 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.
|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.|
|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.
|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.
|Alchemical Laboratory||Laboratory.||+1||While you have claimed the ring, each attachment you control on another player's character gains ancestral.|
|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.)|
|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.|
|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.|
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.)|
|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.|
|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.|
|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.|
|Funeral Pyre||Ritual.||+0||Action: Sacrifice a (friendly) character – draw 1 card.|
|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.
|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.)
|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]