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Stronghold-anatomy diagram

Stonghold Stats

Stronghold is a card type. Every stronghold has a bonus strength (Strength), starting honor (honor), fate value (fate), and influence (Influence).[1]

Mechanics[ | ]

Breaking an opponent's Stronghold is one of the three victory conditions of the game.

"At the beginning of the game, a card from the top of your dynasty deck is placed on top of each of the four province cards between your [Dynasty deck and your Conflict deck], while the fifth province hosts your stronghold.

Breaking enemy provinces moves you directly closer to victory in Legend of the Five Rings: The Card Game. Though your opponents can still play new cards from their broken provinces, if you break three of your opponent’s four provinces, you will be allowed to declare conflicts against their stronghold.

A clan’s stronghold is the seat of its power, providing your supply of fate, determining your starting honor, and offering a powerful ability that can be used throughout the game. Underneath your stronghold, you’ll place a fifth province card at the beginning of the game, like the four province cards that you’ve placed between your dynasty deck and your conflict deck. Your opponent’s stronghold will be the site of a dramatic final conflict, and whether that takes the form of a military siege or a measured political negotiation is up to you. Either way, if you can break your opponent’s stronghold province (after breaking three of his other provinces), you immediately win the game."[2]

Cards[ | ]

Clan Name Traits Strength Honor fate Influence Text Box
crab Castle of the Forgotten Unique Castle. +2 10 +7 9 Reaction: After you break a province, bow this stronghold – each conflict declared this round is military instead of its normal type.
scorpion City of the Open Hand Unique City. +1 10 +7 10 Action: If you are less honorable than an opponent, bow this stronghold – gain 1 honor.
neutral Closed Shell Castle Unique Castle. +2 11 +7 - Draft format only
Interrupt: When the game begins, choose a clan – the stronghols gains that clan's symbol. Place 1 honor token on the stronghold.
Action: Bow the stronghold an remove an honor token from it. Choose a character – ready that character.
unicorn Golden Plains Outpost Unique Outpost. +0 10 +7 10 Action: During a military conflict, bow this stronghold. Choose a Cavalry character you control – move it to that conflict.
lion Hayaken no Shiro Unique Castle. +2 12 +7 10 Action: Bow this stronghold. Choose a Bushi character with printed cost 2 or lower – ready that character.
dragon High House of Light Unique Temple. +3 11 +7 7 Action: During a conflict, bow this stronghold. Choose a participating Monk character you control – that character cannot be chosen as a target of an opponent's event during this conflict. If you have played 5 or more cards in this conflict, also move 1 fate from a ring to that character.
lion Hisu Mori Toride (Lion Clan) Unique Fort. +2 11 +7 9 Reaction: After you win a military conflict by 5 or more skill, bow this stronghold and sacrifice a (friendly) Bushi character – you may declare an additional military conflict this phase.
unicorn Hisu Mori Toride (Unicorn Clan) Unique Fort. +1 11 +7 10 Reaction: After you win a military conflict with more participating characters than your opponent, bow this stronghold and sacrifice a (friendly) Cavalry character – you may declare an additional military conflict this phase.
dragon Iron Mountain Castle Unique Castle. +2 10 +7 10 Each dragon character you control can have an additional restricted attachment.
Interrupt: When you play an attachment on a character you control, bow this stronghold – reduce the cost to play that attachment by 1.
phoenix Isawa Mori Seidō Unique Shrine. +2 11 +7 10 Action: Bow this stronghold, choose a character – that character gets +2 glory until the end of the phase.
scorpion Kyūden Bayushi Unique Palace. +2 9 +7 9 Action: Bow this stronghold and choose a dishonored character you control – ready that character. If you have 6 or fewer honor, that character gets +1military and +1Political until the end of the phase.
crab Kyūden Hida Unique Castle. +2 11 +7 10 Action: During the dynasty phase, bow this stronghold – look at the top three cards of your dynasty deck. You may play a character from among those cards as if it were in your provinces. Discard the rest.
lion Kyūden Ikoma Unique Castle. +1 13 +7 10 Reaction: After a character you control loses a conflict as an attacker, bow this strognhold. Choose a non-Champion character – bow that character.
phoenix Kyūden Isawa Unique Library. Palace. +1 11 +7 10 Action: During a conflict, bow this stronghold and discard a Spell event from your hand – play a Spell event from your conflict discard pile as if it were in your hand. Remove that spell from the game.
crane Kyūden Kakita Unique Palace. +1 11 +7 9 Reaction: After a duel resolves, bow this stronghold and choose a character you control which was involved in the duel – honor that character.
dragon Mountain's Anvil Castle Unique Castle. +2 11 +7 10 Action: During a conflict, bow this stronghold. Choose a participating character with 1 or more attachments on it – until the end of the conflict, that character gets +1military and +1Political (+2military and +2Political instead if it has 2 or more attachments on it).
crane Seven Fold Palace Unique Palace. +1 10 +7 10 Reaction: After an honored character you control wins a conflict as the attacker, bow this stronghold – gains 2 honor.
scorpion Seven Stings Keep Unique Castle. +2 10 +7 10 Interrupt: When you declare a conflict, choose a number greater than 0 and bow this stronghold – your opponent declares defenders for this conflict. Then declare the conflict (choosing attackers, ring, conflict type, and province). You must declare a number of attackers equal to the number you chose.
phoenix Shiro Gisu Unique Castle. +2 10 +7 11 Action: Bow this stronghold – look at the top X cards of you conflict deck, where X is the number of characters an opponent controls with no fate on them. Add 1 of those cards to your hand and put the rest on the bottom of your conflict deck in a random order.
dragon Shiro Kitsuki Unique Castle. +2 10 +7 11 Reaction: After a conflict is declared, name a card – after each time your opponent plays that card during this conflict, choose an unclaimed ring and claim it as a Political ring, gaining all fate from it. (Unlimited.)
crab Shiro Nishiyama Unique Castle. +3 10 +7 10 Action: During a conflict, bow this stronghold – each defending character you control gets +1military and +1Political until the end of the conflict.
unicorn Shiro Shinjo Unique Castle. +1 10 +6 10 Reaction: After you collect fate during the dynasty phase, choose an opponent and bow this stronghold – gain 1 fate for each faceup non-stronghold province controlled by that player.
scorpion Shiro Yogo Unique Castle. +2 10 +7 11 Action: Bow this stronghold. Choose a dishonored character – abilities on that character cannot be triggered this phase.
crane Shizuka Toshi Unique City. +2 11 +7 10 Action: During a Political conflict, bow this stronghold, choose a participating character with Political skill 2 or lower – bow that character.
phoenix Twin Soul Temple Unique Castle. +2 12 +7 10 Action: Bow this stronghold. Choose an element symbol on a card in play – replace that symbol with the symbol of a different element until the end of the phase.
lion Yōjin no Shiro Unique Castle. +2 12 +7 10 Action: During a conflict, bow this stronghold – each attacking character you control gets +1military until the end of the conflict.

Reference[ | ]

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