Clan | Name | Traits | Text Box | ||
---|---|---|---|---|---|
A Fate Worse Than Death | — | 4 | 3 | Action: During a conflict, choose a participating character – bow that character, move it home, dishonor it, and remove 1 fate from it. Until the end of the phase, treat its printed text box as if it were blank (except for Traits). | |
A Game of Letters | — | 0 | 2 | Action: During a conflict, choose a participating character and a status token on a character controlled by a different player – if you chose an honored status token, honor the chosen character. if you chose a dishonored status token, dishonor the chosen character. | |
A Legion of One | — | 0 | 2 | Action: During a conflict, choose a character that is participating on your side alone – until the end of the conflict, that character gets +3. You may remove 1 fate from that character to resolve this ability twice. | |
A Perfect Cut | — | 0 | — | Action: During a conflict, choose a participating Bushi character – that character gets +2 until the end of the conflict. If it wins the conflict, honor it. | |
A Season of War | — | 1 | — | Rally. (After this card is revealed in a province, add the top card of your dynasty deck to the province faceup.) Action: Discard each card in each province, refilling each province faceup. End the dynasty phase. Then there is an additional dynasty phase, during which players do not collect fate. | |
A War on Two Fronts | — | 2 | 2 | Limited. Reaction: After you declare a conflict, if you are more honorable than your opponent, choose an eligible province not currently being attacked – reveal it, if able. The conflict is also at that province. | |
Accursed Summoning | Mahō. Spell. Earth. | 1 | — | This card's fate cost can only be paid for with fate on character you control. Action: During a conflict, lose X honor. Choose a non-unique character you own from outside the game with printed cost X – put that character into play in the conflict. When it would leave play, remove it from the game instead | |
Admit Defeat | — | 1 | 2 | Action: Choose a character that is defending alone – bow that character. | |
Against the Waves | Spell. Water. | 1 | 1 | Action: Choose a Shugenja character you control – bow or ready that character. | |
All Out Assault | Tactic. | 1 | 2 | Reaction: After the conflict phase begins – each time a player has the opportunity to declare an attack this phase, they must attack with as many of their character as are able. | |
All and Nothing | Spell. Void. | 0 | 2 | Interrupt: When you would resolve the ring effect, choose another ring – resolve that ring's effect instead. Draw 1 card. | |
Ambush | — | 3 | 1 | Action: During a conflict, choose up to 2 characters with total printed cost 6 or lower from your hand and/or provinces – put those characters into play as participating characters. | |
Appeal to Sympathy | — | 2 | 2 | Support. (Another player may help pay this card's fate cost.) Interrupt: When the effects of an event would initiate – cancel those effects and put that event on top of its owner's conflict deck. | |
Assassination | — | 0 | — | Action: During a conflict, lose 3 honor. Choose a character with printed cost 2 or lower – discard that character. (Max 1 per round.) | |
At Any Cost | Philosophy. | 0 | 4 | Limited. Action: Lose 3 honor. Choose a character – place 2 fate on that character. | |
At His Command | — | 4 | — | This event's effects cannot be canceled. Action: Select one – either place 1 fate on each character you control, or put your warlord into play in the conflict with 3 fate on it. | |
Backhanded Compliment | — | 1 | 1 | Keeper role only. Action: Choose a player – that player draws 1 card and loses 1 honor. | |
Banzai! | — | 0 | — | Action: During a conflict, choose a participating character – that character gets +2 until the end of the conflict. You may lose 1 honor to resolve this ability twice. (Max 1 per conflict.) | |
Battle Meditation | — | 0 | 1 | Reaction: After you break a province during a conflict, if you control a participating Berserker character – draw 3 cards. (Max 1 per conflict.) | |
Battlefield Orders | Tactic. | 1 | 1 | If you have at least 5 more honor than an opponent, reduce the cost to play this card by 1. Action: During a conflict, choose an action ability on a participating character – that character's controller resolves that ability. | |
Benten's Touch | Spell. Air. | 0 | 1 | Action: During a conflict, bow a (friendly) Shugenja character. Choose a participating character you control – honor that character. | |
Betrayal of Truth | Heresy. | 2 | 2 | Reaction: During a conflict – bow each participating honored or dishonored character. | |
Betrayed Vision | Spell. Air. | 2 | 2 | Play only if you control a Shugenja character. Support. Action: During a conflict, choose a participating character an opponent controls and a different non-unique character – the participating character becomes a copy of the non-unique character until the end of the conflict. | |
Blackmail | — | 3 | 3 | Play only if you are less honorable than your opponent. Action: During a conflict, choose a character controlled by your opponent with printed cost 2 or lower – take control of that character until the end of the conflict. | |
Blasphemous Act | — | 5 | — | This event's effects cannot be canceled. Action: Bow each tainted character you do not control and ready each tainted character you control. Each tainted character you control does not bow as a result of this conflict's resolution. | |
Bonds of Blood (card) | Mahō. Spell. Water. | 1 | 3 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, dishonor a (friendly) participating character. Choose a character – move both the dishonored character and the chosen character home. | |
Breach of Etiquette | — | 0 | — | Action: During a conflict – until the end of the conflict, each time a player triggers an ability on a non-Courtier character, he or she loses 1 honor. (Max 1 per conflict.) | |
Breakthrough | — | 0 | 1 | Reaction: After the resolution of your first conflict this phase as the attacking player, if that conflict broke a province – immediately declare your second conflict for this phase. | |
By Any Means | Tactic. | 0 | 2 | Action: During a conflict, if your honor bid is higher than your opponent's, choose a participating Bushi character you control and a participating character your opponent controls – until the end of the conflict, set your character's base skill to the current skill of your opponent's character. | |
Called to War | — | 0 | 3 | Action: Choose a Bushi character. Each opponent may give you 1 honor and choose a Bushi character – place 1 fate on each chosen character. | |
Calling in Favors | — | 1 | 2 | Action: Dishonor a (friendly) character. Choose an opponent's attachment – take control of that attachment and attach it to that character, if able. Otherwise, discard the attachment. | |
Calling the Storm | Spell. Water. | 0 | 3 | Action: Discard your hand – until the end of the phase, you may look at and play the top card of your conflict deck as if it were in your hand. | |
Captivating Story | — | 0 | 1 | Water role only. Action: During a conflict, choose a character that is participating alone on your side – that character gets +1 until the end of the conflict for each faceup province you control. You may remove 1 fate from that character. If you do, honor it. | |
Captive Audience | — | 0 | 3 | Action: During a conflict, lose 1 honor – change the conflict type to . | |
Cavalry Reserves | — | 3 | 2 | Action: During a conflict, choose up to 6 printed cost worth of Cavalry characters in your dynasty discard pile – put those characters into play in the conflict. | |
Ceaseless Duty | — | 1 | 3 | Action: When a character with printed cost equal to or lower than the number of unbroken provinces you control would leave play – it remains in play instead. | |
Censure | Imperial. | 0 | — | Play only if you have the Imperial Favor. Interrupt: When the effects of an event would initiate – cancel those effects. | |
Centered Breath | Kihō. Air. | 0 | 1 | Action: During a conflict, choose a participating Monk character – You may trigger each ability printed on that character an additional time this round (or specified period). If you have played another Kihō in this conflict, take another action after this one. | |
Challenge on the Fields | — | 0 | 2 | Action: During a conflict, initiate a duel – resolve the duel, giving each dueling character +1 for each other participating character controlled by the same player until the end of the duel. Move the duel's loser home. | |
Charge! | — | 1 | — | Action: During a conflict, choose a character in one of your provinces – put that character into play in the conflict. | |
Chasing the Sun | — | 1 | 1 | Seeker role only. Action: During a conflict in which you are the attacking player – move the contested ring to another eligible province and reveal it, if able. That province is now the attacked province. | |
Civil Discourse | — | 1 | 1 | Earth role only. During a conflict, initiate a duel against a character your opponent controls of his or her choice – resolve the duel. Until the end of the conflict, the duel's loser gains: "Increase the cost to play each card in your hand by 1." | |
Clarity of Purpose | Spell. Water. | 1 | 3 | Action: During a conflict, choose a character you control – until the end of that conflict, opponents' card effects cannot bow that character d it does not bow as a result of conflict resolution during conflicts. | |
Cleanse the Empire | — | 3 | 3 | After you win a conflict as the attacking player – remove 1 fate from each character your opponent controls. Then, choose a character with no fate on it controlled by that opponent and bow it. | |
Cloak of Night | Spell. Air. | 1 | 2 | Play only if you control a Shugenja character. Action: During a conflict, choose a participating character – until the end of the conflict, that character gets +3 glory and cannot be chosen as the target of opponent's card abilities. | |
Command By Name | Spell. Water. Meishōdō. | 1 | 3 | Water role only. Action: During a conflict, lose 1 honor and discard a card from your hand – set the attacked province's base strength to 0 until the end of the conflict. | |
Command Respect | — | 0 | 2 | Action: During a conflict, if you have fewer cards in your hand than your opponent – as an additional cost for your opponent to play an event during this conflict, that opponent must give you 1 honor. (Max 1 per conflict.) | |
Common Cause | — | 0 | 2 | Action: Sacrifice a (friendly) character and choose another character – ready the chosen character. If that character is controlled by another player, honor it. | |
Compelling Testimony | — | 1 | 3 | Support. (Another player may help pay this card's fate cost.) Action: During a conflict, choose a participating character – that character gets -4 until the end of the conflict. | |
Consumed By Evil | — | 0 | 1 | Action: Choose a tainted character you do not control. That character's controller selects one – either they sacrifice that character, or you put your warlord into play in the conflict with 1 fate on it. | |
Consumed by Five Fires | Spell. Fire. | 5 | 2 | Seeker role only. Action: If you control a Shugenja character – remove up to 5 fate from among characters an opponent controls. | |
Contingency Plan | — | 0 | — | Reaction: After honor dials are revealed – increase or decrease the value of your bid by 1 (to a minimum of 0). | |
Court Games | — | 0 | — | Action: During a conflict, select one – choose and honor a participating character you control, or your opponent chooses and dishonors a participating character he or she controls. (Max 1 per conflict.) | |
Courteous Scheming | — | 2 | 3 | Action: During a conflict, initiate a duel against a character your opponent controls of his or her choice – resolve the duel. The controller of the duel's winner may declare an additional conflict this phase. (Max 1 per round.) | |
Criminal Contacts | — | 1 | 1 | Play only if your honor bid is higher than an opponent's. Action: Choose a character. Each opponent may give you 1 honor to choose a character – discard 1 fate from each chosen characters. | |
Crippling Taxes | — | 0 | — | Keeper role only. Action: Choose a province – discard each card in that province. | |
Cultured Façade | — | 1 | 2 | Action: During a conflict – until the end of the conflict, each participating character cannot be chosen as a target of an event played by a player whose honor bid is higher than that of the character’s controller. | |
Curry Favor | — | 0 | 1 | Reaction: After a character you control bows as a result of conflict resolution from a second conflict you declared this round – ready that character. | |
Dance of Chikushō-dō | Spell. Air. | 2 | 2 | Support. (Another player may help pay this card's fate cost.) Action: Choose any number of non- players – each of those players fills each of their unbroken non-stronghold provinces with 2 facedown dynasty cards. (Max 1 per round.) | |
Dark Bargain | — | 2 | — | Action: For each ready participating character an opponent controls, that character's controller selects one – they must either bow that character or lose 1 honor. Then, taint each ready participating character each opponent controls. | |
Dark Resurrection | Mahō. Spell. Earth. | 3 | 1 | Earth role only. This card's fate cost can only be paid for with fate on characters you control. Action: During a conflict, choose up to 3 characters, each with printed cost 3 or lower, in your dynasty discard pile – put those characters into play in the conflict dishonored. | |
Darkness Rising | Mahō. Spell. Water. | 2 | 2 | Water role only. This card's fate cost can only be paid for with fate on characters you control. Action: During a conflict, dishonor a (friendly) participating character – bow each participating character with lower skill than that of the dishonored character. | |
Death After Life | — | 2 | — | Action: Choose a character in your dynasty discard pile with the highest printed cost among characters in your dynasty discard pile - put that character into play in the conflict, tainted. | |
Deceptive Offer | — | 0 | 2 | Action: During a conflict, choose a participating character you control. Your opponent selects one – that character gets +2 and +2 until the end of the conflict, or your opponent gives you 1 honor. | |
Deduction | — | 1 | 3 | Action: During a conflict, return a ring from your claimed ring pool to the unclaimed ring pool. Choose a participating character with printed cost 3 or lower – bow that character. | |
Defend Your Honor | — | 0 | — | Keeper role only. Interrupt: When the effects of an opponent's event would initiate during a conflict, initiate a duel against a character your opponent controls of his or her choice – resolve the duel. If your character is the duel's winner, cancel those effects. | |
Defiance | — | 0 | — | Action: During a conflict, if you have fewer cards in hand than your opponent, choose a character – until the end of the conflict, that character gets +X and +X, where X is you opponent's honor bid. | |
Desolation | Spell. Earth. | 2 | 2 | Action: Lose 2 honor. Choose an opponent – until the end of the phase, treat each of that opponent's provinces as if its printed text box were blank (except for Traits), including provinces that are revealed later this phase. | |
Despair | — | 1 | — | Increase the cost of each event an opponent plays in this conflict by 1. While playing challenge mode, this card gains: "Interrupt: When the effects of an event would initiate – cancel those effects." | |
Direct Assault | Tactic. | 3 | — | Action: Put your warlord into play in the conflict. You may move up to 2 fate from your fate pool to it. | |
Directing the Battle | Tactic. | 3 | 1 | Support. Action: During a conflict, choose a character. That character's controller selects one – * move that character home. * that character gets +3 until the end of the conflict. * that character can't be bowed by opponents' card effects during this conflict. | |
Discourage Pursuit | — | 0 | 1 | Earth role only. Action: Dishonor a (friendly) Shinobi character. Choose a participating character – until the end of the conflict, that character gets -4. | |
Disdainful Remark | — | 1 | 1 | Keeper role only. Action: During a conflict, if you control a participating Courtier character – until the end of the conflict, the attacked province gets +X strength. X is equal to the number of cards in your opponent's hand. | |
Disparaging Challenge | — | 1 | 2 | Action: During a conflict, initiate a duel against a character your opponent controls in their home area – resolve the duel. Move the duel’s loser to the conflict, if able. Otherwise, move it home. | |
Dispatch | — | 1 | 1 | Limited. (No more than one limited card can be played by each player each round.) Action: Move a character you control into a conflict or home from a conflict. | |
Display of Power | Spell. Fire. | 2 | 3 | Reaction: After you lose an unopposed conflict – cancel the ring effect of that conflict. Then, you resolve that ring effect as if you had won the conflict as the attacking player. Claim that ring. | |
Diversionary Maneuver | Tactic. | 2 | 2 | Action: During a conflict in which you are the attacking player, choose an eligible province not currently being attacked – bow and move home each participating character. Move the conflict to the chosen province and reveal it, if able. Move any number of ready characters you control to the conflict, then your opponent does so as well. | |
Divine Ancestry | — | 1 | 2 | Earth role only. Reaction: After a phase begins – you cannot lose honor this phase. | |
Drawn to Blood | — | 1 | — | Action: If the attacked province is tainted, resolve the contested ring's effect. Otherwise, taint each attacked province. | |
Duel to the Death | — | 1 | 3 | Action: During a conflict, initiate a duel – your opponent may dishonor his or her character to refuse the duel. Otherwise, resolve the duel. Discard the duel's loser. | |
Duty | Philosophy. | 0 | — | Limit 1 per deck. Interrupt: When the effect of a card ability, ring effect, or framework step would cause you to lose your last honor – cancel that effect, then gain 1 honor. | |
Duty's Cost | — | 1 | — | This event's effects cannot be canceled. Action: Each opponent must select one – either taint each of your unbroken provinces or reveal your hand and discard each card with printed cost 0 from it. | |
Earth Becomes Sky | Spell. Earth. | 1 | 1 | Earth role only. Reaction: After a character an opponent controls is readied – bow that character. | |
Elegance and Grace | — | 2 | 3 | Action: Choose up two honored characters with total printed gold cost 6 or less – ready each of those characters. | |
Elemental Inversion | Spell. Void. | 0 | 1 | Action: During a conflict, choose a ring – move all fate from the chosen ring to the contested ring and switch them. (The chosen ring is now contested.) | |
Embrace Death | Philosophy. | 1 | 4 | Reaction: After a Bushi character you control loses a conflict as the attacker, sacrifice it. Choose a character controlled by your opponent – if that character has no fate on it, discard it. Otherwise, remove 1 fate from it. | |
Enlightenment | Kihō. | 5 | — | Action: Resolve the effect of each ring in your claimed ring pool as if you were the attacking player. Then, if all five rings are in your claimed ring pool, you win the game. | |
Ethereal Alignment | Spell. Void. | 5 | 4 | Interrupt: When the conflict phase ends, choose a broken province that shares an element with a ring in your claimed ring pool – restore that province. Remove this card from the game. | |
Even the Odds | Tactic. | 0 | 2 | Action: During a conflict, if you control fewer participating characters than your opponent, choose a character you control – move that character to the conflict. If that character is a Commander, honor it. | |
Evil Portents | — | 0 | — | Action: Until the end of the conflict, each participating tainted characters gets +2 and +2 and each participating tainted non- characters gets -2 and -2. | |
Exemplary Etiquette | — | 1 | 1 | Action: During a conflict – abilities on characters cannot be triggered this conflict. | |
Exploit Weakness | — | 0 | — | Action: Choose a participating non- character with printed cost 2 or lower – if that character is tainted, gain control of it and it gains a clan symbol. Otherwise, bow and dishonor it. | |
Exposed Secrets | — | 0 | — | Action: During a conflict, choose a participating character with skill equal to or lower than its controller's honor bid – bow that character. | |
Fair Accord | — | 0 | 2 | Action: During the dynasty phase, discard the Imperial Favor – gain 2 fate. | |
Fallen in Battle | — | 1 | — | Reaction: After you win a conflict by 5 or more skill, choose a participating character – discard that character. (Max 1 per conflict.) | |
False Loyalties | — | 1 | 3 | Reaction: After an opponent wins a conflict, if he or she is more honorable than you, choose a participating character that opponent controls and a character in that opponent's home – switch those character's locations. | |
Favorable Alliance | — | X | 2 | Support Action: Set aside cards from the top of up to two conflict decks, yours and that of the player who supports you, until X cards are set aside. Those cards are faceup and out of play. Both you and the player who supports you may play those cards as if they were in their hand. | |
Feeding An Army | — | 0 | 2 | Air role only. Reaction: After the conflict phase begins, break a faceup (friendly) province – place 1 fate on each character you control with printed cost 3 or lower. | |
Festival for the Fortunes | Festival. | 3 | 1 | Action: Honor each character. | |
Fiery Vengeance | — | 1 | — | Reaction: After a province you control is broken, choose a character – ready and honor that character. | |
Fight On | — | 1 | 2 | Water role only. Action: While you are the defending player, choose a bowed character you control – ready that character and move it to the conflict. | |
Final Whisper | Poison. Shadowlands. | 0 | 2 | Air role only. Reaction: After an opponent's character receives a status token, that opponent chooses another character they control – the chosen character receives the same status token as well. | |
Flank the Enemy | Tactic. | 1 | 3 | Action: During a conflict in which you control more participating characters than your opponent, your opponent chooses a participating character they control – bow that character. | |
For Greater Glory | — | 1 | 3 | Reaction: After you break a province during a conflict – place 1 fate on each participating Bushi character you control. (Max 1 per conflict.) | |
For Shame! | — | 0 | — | Action: During a conflict, if you control a participating Courtier character, choose a participating character controlled by your opponent. Your opponent must select one – dishonor the chosen character or bow it. | |
Forebearer's Echoes | Spell. Air. | 2 | 1 | Air role only. Action: During a conflict, choose a character in your dynasty discard pile – put that character into play in the conflict. If that character is still in play at the end of the conflict, put it on the bottom of your dynasty deck. | |
Forged Edict | — | 0 | 2 | Interrupt: When the effects of an event would initiate, dishonor a (friendly) Courtier character – cancel those effects. | |
Forgery | — | 1 | 3 | Interrupt: When the effects of an event would initiate, if you are less honorable than the player initiating those effects – cancel those effects. | |
From the Shadows | — | 0 | 1 | Play only if you are less honorable than an opponent. Action: During a conflict – put a Shinobi character into play from your hand or provinces in the conflict. That character enters play dishonored. | |
Fruitful Respite | — | 0 | 3 | Reaction: After an opponent passes on declaring a conflict, if he or she controls 1 or more ready characters – gain 2 fate. | |
Fulfill Your Duty | — | 2 | 3 | Action: During a conflict, sacrifice a (friendly) character – the attacked province gets +X strength until the end of the conflict, where X is the sacrificed character’s [Military] skill (including modifiers). | |
Fury of the Damned | — | 2 | 1 | Fire role only. Action: During a conflict, choose any number of participating Bushi characters you control – double the base skill of each of those characters until the end of the conflict. At the end of the conflict, sacrifice each of those characters. | |
Gaijin Customs | — | 1 | 1 | Action: If you control a card, choose a non- character – ready the chosen character. | |
Game of Sadane | — | 1 | 2 | Action: During a conflict, choose a participating character you control and a participating character your opponent controls – your character challenges the opponent's character to a duel. Honor the duel's winner and dishonor the duel's loser. | |
Gift of Amaterasu | Spell. Fire. | 1 | 3 | Reaction: After you win a conflict by 5 or more skill, chose a character you control – honor that character. | |
Give No Ground | Philosophy. | 0 | 1 | Action: During a conflict, choose a defending character you control – until the end of the conflict, that character gets +2 and cannot have its skills reduced. (This includes by attachments, lasting effects, and status tokens.) | |
Glorious Victory | — | 3 | 3 | Reaction: After you break a province during a conflict – honor each character you control. | |
Good Omen | — | 0 | — | Play only if your honor bid is lower than an opponent's. Action: Choose a character with printed cost 3 or higher – place 1 fate on that character. | |
Gossip | — | 0 | 3 | Limited. (No more than one limited card can be played by each player each round.) Action: Name a card. Until the end of the phase, each opponent cannot play cards from his or her hand with that name. | |
Guardians of Rokugan | — | 0 | 2 | Rection: After you win a conflict as the defending player – search the top X cards of your dynasty deck for a character with printed cost X or lower and put it into play, where X is the amount of skill by which you won. | |
Hand to Hand | — | 0 | 1 | Action: During a conflict, choose an attachment on a participating character – discard the attachment. If you do, your opponent may resolve this ability. | |
Harmonize | — | 1 | 1 | Keeper role only. Action: During a conflict in which you are the defending player, choose a defending character and an attacking character with equal or lower printed cost – move each chosen character home. | |
Heresy! | — | 0 | 2 | Void role only. Action: During a conflict, initiate a duel between a character your opponent controls of your choice and a character you control of your opponent's choice – resolve the duel. Remove 1 fate from the duel’s loser. | |
Hige's Sermon | Heresy. | 0 | — | Limited. (No more than one limited card can be played by each player each round.) Action: During the draw phase, each player in turn order chooses a different character they do not control – bow each of those characters. | |
High Kick | Technique. | 1 | 2 | Action: During a conflict, bow a (friendly) participating Monk character. Choose a participating character controlled by your opponent – bow that character. It cannot trigger abilities during this conflict. | |
Highlight the Flaws | — | 1 | 2 | Fire role only. Interrupt: When the effects of a province's triggered ability would initiate – cancel those effects. | |
Honor in Battle | — | 0 | 2 | Action: If you have claimed a ring, choose a character – honor that character. | |
Hurricane Punch | Kihō. Air. | 0 | 1 | Action: During a conflict, choose a participating Monk character – that character gets +2 until the end of the conflict. Draw 1 card. | |
I Am Ready | — | 0 | 1 | Action: Remove 1 fate from a (friendly) character – ready that character. | |
I Can Swim | Philosophy. | 2 | 1 | Action: During a conflict, if the bid on your honor dial is higher than an opponent's, choose a participating dishonored character controlled by that opponent – discard that character. | |
Imbued With Shadows | Spell. Air. Shadow. | 0 | 3 | Action: Lose X honor. Choose X characters – discard a status token from each of those characters. | |
Impossible Kōan | — | 3 | 3 | Support. (Another player may help pay this card's fate cost.) Action: During a conflict – set each character's base and base skills to 1 until the end of the conflict. | |
In Defense of Rokugan | — | 1 | 2 | Action: During a conflict, sacrifice a (friendly) defending character and choose an attacking character – set the attacking character's skill to 0 until the end of the conflict. | |
In Search of Self | — | 1 | 2 | Action: During a conflict, choose an attacking character with printed cost X or lower, where X is equal to the number of facedown provinces you control – bow that character. | |
In Search of Self (PaP) | — | 1 | 2 | Skirmish format only. Action: During a conflict, choose an attacking character with printed cost X or lower, where X is equal to the number of facedown provinces you control – bow that character. | |
In Service to My Lord | Tactic. | 0 | 2 | This card can be played from your discard pile. Action: Bow a (friendly) non-unique character and choose a unique character – ready the chosen character. Put this card on the bottom of its owner's conflict deck. | |
In Service to Shadow | — | 1 | — | Action: Bow a participating non-unique (friendly) character – put your warlord into play in the conflict. Then, move all fate and attachments from the bowed character to your warlord. | |
Indomitable Will | — | 1 | 2 | Reaction: After you win a conflict in which you control only a single participating character – that character does not bow as a result of the conflict's resolution. | |
Insult to Injury | — | 0 | 1 | Reaction: After a Duelist character you control wins a duel – dishonor the losing character. | |
Invoke the Divine | — | 3 | 2 | Action: Play up to 3 Spell cards with printed total cost 5 or less from your hand without paying their costs (This includes costs other than fate costs.) | |
Iron Foundations Stance | Kihō. Earth. | 0 | 1 | Action: During a conflict, choose a participating Monk character you control – until the end of the conflict, that character cannot be bowed or moved home by opponents’ card effects. If you have played another Kihō in this conflict, draw 1 card. | |
Issue a Challenge | — | 0 | 2 | Reaction: After a Bushi character you control attacks alone – your opponent cannot declare more than 1 character as a defender in this conflict. | |
Jade Strike | Jade. Spell. Earth. | 1 | 3 | Play only if you control a Shugenja character. Action: During a conflict, choose a participating character with 1 or more status tokens on it – set its base and skills to 0 until the end of the conflict. If that character is tainted, also remove 1 fate from it. | |
Join the Fray | — | 2 | 1 | Support. Action: During a conflict, choose a Cavalry character in your provinces and a player – put that character into play in the conflict on that player's side. (You still control the character, but its skill contributes towards that player's side in the conflict.) | |
Kakita's Final Stance | Technique. | 1 | 2 | Action: During a conflict, choose a participating character – until the end of the conflict, that character cannot be bowed by opponent's card effects. If it is involved in a duel during this conflict, it does not bow as a result of this conflict's resolution. | |
Karmic Balance | Philosophy. | 2 | 4 | Play only if your honor bid is equal to an opponent's. Action: Each player shuffles his or her hand and conflict discard pile into his or her conflict deck and draws 4 cards. Remove this card from the game. | |
Karmic Twist | Spell. Void. | 1 | 3 | Action: Choose a non-unique character with 1 or more fate on it – move each fate from that character to a non-unique character with no fate on it controlled by the same player. | |
Ki Alignment | Kihō. Void. | 0 | 1 | Reaction: After you declare a Monk character as an attacker or defender – search the top 8 cards of your conflict deck for up to 2 Kihō cards with different names, reveal them, and add them to your hand. Shuffle. | |
Kirei-ko | — | 1 | 3 | Reaction: After a character your opponents control triggers an ability – bow that character. | |
Know the Terrain | — | 1 | 3 | Interrupt: When an attack is declared against a non-stronghold facedown province you control, before revealing that province – switch it with another facedown non-stronghold province you control. | |
Know the World | Spell. Void. | 1 | 3 | Action: Switch a ring in your claimed ring pool with an unclaimed ring and gain all fate on that ring. (Retain the ring's conflict type.) | |
Leniency | — | 0 | 1 | Air role only. Interrupt: When you would resolve a ring effect, choose a character with printed cost 2 or lower in your provinces – instead of resolving the ring effect, put that character into play. | |
Let Go | — | 0 | 2 | Action: Choose an attachment – discard it. | |
Levy | — | 0 | 3 | Action: Choose an opponent, that player must select one – give you 1 fate or 1 honor. | |
Logistics | Tactic. | 0 | 1 | Action: Choose a card in or attached to a province – move that card to another unbroken non-stronghold province controlled by the same player. If there is a Battlefield in play, draw 1 card. | |
Lurking Affliction | — | 0 | — | Action: During a conflict, choose a participating character – taint it. | |
Magistrate's Intervention | — | 1 | 3 | Play only if you control a Courtier or Magistrate character. Action: Choose an attacking character – dishonor that character. Then, if that character’s controller has declared two or more conflicts against you this phase, dishonor it again. | |
Magnificent Triumph | — | 0 | 2 | Action: During a conflict, chose a character that had won a duel during this conflict – until the end of the conflict, that character gets +2, +2 , and cannot be chosen as the target of opponent's events. | |
Make Your Case | — | 0 | — | Seeker role only. Action: During a conflict, initiate a duel against a character your opponent controls of their choice– resolve the duel. Place 1 fate on the duel’s winner. | |
Make an Opening | — | 0 | 1 | Action: During a conflict in which you control a participating character, choose a participating character controlled by your opponent – that character gets -X and -X until the end of the conflict, where X is the difference between the bid on your honor dial and that of your opponent. | |
Mantra of Air | Kihō. Air. | 0 | 2 | Reaction: After an opponent declares an conflict, choose a Monk character or a character with a Monk attachment – honor that character and draw 1 card. | |
Mantra of Earth | Kihō. Earth. | 0 | 2 | Reaction: After an opponent declares a conflict, choose a Monk character or a character with a Monk attachment – until the end of the conflict, opponents’ card abilities cannot choose that character as a target. Draw 1 card. | |
Mantra of Fire | Kihō. Fire. | 0 | 2 | Reaction: After an opponent declares a conflict, choose a Monk character or a character with a Monk attachment – place 1 fate on that character and draw 1 card. | |
Mantra of Void | Kihō. Void. | 0 | 2 | Reaction: After an opponent declares a conflict, choose a Monk character or a character with a Monk attachment – until the end of the conflict, reduce the cost to play attachments on that character by 1. Draw 1 card. | |
Mantra of Water | Kihō. Water. | 0 | 2 | Reaction: After your opponent declares a conflict, choose a Monk character or a character with a Monk attachment – ready that character and draw 1 card. | |
Masashigi's Sacrifice | — | 2 | 1 | Support. (Another player may help pay this card's fate cost.) Action: During a conflict, sacrifice a (friendly) character with 1 or more status tokens on it – each defending character does not bow as a result of this conflict's resolution. | |
Maze of Illusion | Spell. Air. | 1 | 2 | Action: During a conflict, choose a participating character controlled by an opponent – secretly select a number on your honor dial. Then, the chosen character’s controller guesses whether this number is even or odd. Reveal your dial (cannot be modified). If they are wrong, bow and dishonor that character. | |
Mirumoto's Fury | — | 1 | 2 | Action: During a conflict, choose an attacking character with glory X or lower – bow that character. X is equal to the number of unrevealed provinces you control. | |
Misinformation | — | 1 | 2 | Action: During a conflict, if your honor bid is at least 2 higher than your opponent's – each participating character your opponent controls gets -1 and -1 until the end of the conflict. | |
Miyako's Undertaking | — | 2 | 1 | Play only if you have 6 or fewer honor. Action: During a conflict, choose a non-unique character in your opponent's dynasty discard pile and a participating character you control – until the end of the conflict, your character becomes a copy of the character in your opponent's discard pile. | |
Moment of Perfect Beauty | Philosophy. | 0 | — | Action: During a conflict, if you control more honored participating characters than your opponent – after your opponent's next action opportunity, resolve the conflict as if both players passed consecutively. | |
Mono no Aware | — | 3 | — | Action: Remove 1 fate from each character. Draw 1 card. (Max 1 per round). | |
Mountaintop Vigil | — | 1 | 1 | Void role only. Action: During a conflict – cancel all ring effects until the end of the conflict. | |
Mushin no Shin | — | 0 | 3 | Interrupt: When the effects of a triggered ability would initiate, if that triggered ability chooses a character you control with 2 or more attachments as a target – cancel those effects. | |
My Ancestor's Strength | Spell. Water. | 1 | 2 | Action: During a conflict, choose a participating Shugenja character you control and a character in your dynasty discard pile – until the end of the conflict, set the participating character's base and skill equal to the printed and skill of the other character. | |
Never Yield | Philosophy. | 0 | 4 | Reaction: After you declare an attack – until the end of the conflict, each character you control cannot be bowed or moved home by opponents’ card effects. | |
Noble Sacrifice | — | 1 | 2 | Action: Sacrifice a (friendly) honored character. Choose a dishonored character – discard that character. | |
Offer Testimony | — | 0 | — | Action: During a conflict, you and your opponent each chooses a ready participating character he or she controls – each of those players simultaneously reveals a card from his or her hand. Each player who reveals the lowest cost card bows his or her chosen character. | |
Oracle of Stone | Spell. Earth. | 0 | 2 | Action: Each player draws two cards. Then, each player discards 2 cards from his or her hand. | |
Our Foe Does Not Wait | — | 0 | 1 | Earth role only. Reaction: After you pass on declaring a conflict, choose an unbroken non-stronghold province you control – search the top 8 cards of your dynasty deck for a card and put it into that province faceup. Shuffle. (Max 1 per conflict opportunity.) | |
Outflank | Tactic. | 0 | 2 | Reaction: After an opponent's province is revealed during a conflict, choose a non-unique character – that character cannot be declared as a defender in this conflict. (Max 1 per conflict.) | |
Outwit | — | 1 | — | Action: During a conflict, choose an opponent’s character with lower skill than a participating Courtier character you control – move the chosen character home. | |
Overhear | — | 1 | — | Action: During a conflict – your opponent reveals a random card from his or her hand and puts it on top of his or her conflict deck. If you control a participating Courtier character, you may give your opponent 1 honor to resolve this ability twice. | |
Overrun | — | 0 | 2 | Limited. Reaction: After you break a province, choose a province controlled by the same opponent – place a dishonored status token on that province and reveal it, if able. While a province has a dishonored status token, treat its printed text box as if it were blank (except for Traits). | |
Paralyzing Delicacy | — | 0 | 2 | Action: During a conflict, choose a participating character – that character gets -1 until the end of the conflict for each facedown card in its controller's provinces. | |
Peasant's Advice | — | 1 | — | Action: During the conflict phase, dishonor a (friendly) character and choose a province – look at that province if it is facedown. You may shuffle a faceup card in that province into its owner's dynasty deck. | |
Peerless Discipline | — | 1 | 2 | Action: Until the end of the phase, each character you control gets +1 and gains the Bushi trait. | |
Perfect Land Ethos | Philosophy. | 2 | — | Action: Discard each status token. | |
Policy Debate | — | 0 | — | Action: During a conflict, choose a participating character you control and a participating character your opponent controls – your character challenges the opponent's character to a duel. The controller of the losing character reveals his or her hand. That player's opponent chooses and discards 1 card from it. | |
Power of Jigoku | — | 0 | — | Action: Choose a participating ready character – until the end of the conflict, that character gets +5 and cannot be bowed or moved home by opponents' card effects. | |
Prayers to Ebisu | — | 3 | — | Action: Each player with 19 or more honor loses 4 honor. Each player with 6 or fewer honor gains 4 honor. Draw 1 card. | |
Preeminent Decree | — | 0 | 2 | Action: During a conflict, choose a participating Courtier character you control – for this conflict, each other participating character gets -X, where X is the chosen Courtier's glory. | |
Prepare for War | — | 1 | 2 | Action: Choose a character you control – you may discard any number of attachments and/or status tokens from it. Then, if that character is a Commander, honor it. | |
Press of Battle | — | 0 | 2 | Water role only. Action: During a conflict, if you control more participating characters than your opponent, choose a non-unique participating character – bow that character. | |
Privileged Position | — | 2 | 2 | Reaction: After honor dials are revealed during an honor bid – each opponent who bid higher than you cannot declare more than one conflict against you this round. | |
Prove Your Skill | Tactic. | 0 | 1 | Play only if you are more honorable than an opponent. Action: Choose a status token on a character – discard it. | |
Purity of Spirit | — | 0 | 1 | Action: During a conflict, choose a participating Bushi character – honor that character. At the end of the conflict, discard any status tokens on it. | |
Raise the Alarm | — | 0 | 2 | Action: During a conflict in which you are the defending player – turn a dynasty card in the attacked province faceup. Then, if that card is a character, put it into play as a defender. | |
Ramparts of Stone | Spell. Earth. | 2 | 3 | Limited. (No more than one limited card can be played by each player each round.) Action: During a conflict, the attacking player must select one – either bow each participating character they control, or discard 3 cards from their hand. | |
Raze to the Ground | — | 0 | 1 | Earth role only. Reaction: After you win a conflict against a non-stronghold province, dishonor a participating (friendly) character and break a faceup (friendly) province – break the attacked province. | |
Ready for Battle | — | 0 | 1 | Reaction: After an opponent's card effect or a ring effect bows a character you control – ready that character. | |
Rebuild | — | 0 | 2 | Action: Shuffle a card in one of your unbroken provinces back into your dynasty deck. Choose a holding in your dynasty discard pile – put that holding into play in that province. | |
Reconnaissance | Tactic. | 1 | 2 | Reaction: After the conflict phase begins, choose 3 provinces – look at each of those provinces (if it is facedown). If you have at least 5 more honor than an opponent, you may also discard any number of cards from those provinces. | |
Regal Bearing | — | 1 | 3 | Action: During a conflict in which you control a participating Courtier character – set the bid on your honor dial to 1. Then, draw cards equal to the difference between your honor bid and that of your opponent. (Max 1 per conflict.) | |
Resourcefulness | Tactic. | 0 | 2 | Action: Dishonor a (friendly) character. Choose a character – honor it. | |
Retreat | — | 1 | — | Action: During a conflict, choose a participating character you control – move that character home. | |
Return From Shadows | — | 0 | 3 | Reaction: After you win a conflict unopposed, choose a province the defending player controls – put a dishonored status token on it and reveal it, if able. While a province has a dishonored status token, treat its printed text box as if it were blank (except for Traits). (Max 1 per conflict.) | |
Return the Offense | — | 1 | 1 | Action: During a conflict, initiate a duel between two characters controlled by different players, even if you do not control either of them – resolve the duel. Until the end of the conflict, the duel's winner does not bow as the result of conflict resolution and the duel's loser cannot be readied by card effects. | |
Ride On | Tactic. | 0 | 1 | Action: During a conflict, choose a Cavalry character you control. Select one – either move that character to the conflict or move it home. | |
Ride Them Down | — | 1 | 3 | Action: During a conflict, discard the Imperial Favor – set the base strength of the attacked province to 1 until the end of the conflict. | |
Right Hand of the Emperor | — | 3 | — | If you are more honorable than an opponent, you can play this card from your discard pile. Action: Choose up to 6 printed cost worth of Bushi characters you control – ready each of those characters. Put this card on the bottom of its owner's conflict deck. | |
Rising Stars Kata | Technique. | 0 | 2 | Action: During a conflict, choose a participating unique character – that character gets +3 until the end of the conflict (+5 instead if that character has won a duel this conflict). (Max 1 per conflict.) | |
Root Out Heresy | — | 1 | 3 | Action: During a conflict – discard a random card from your opponent's hand. Until the end of the conflict, reduce the strength of the attacked province by X, where X is the cost discarded card. | |
Rout | — | 1 | — | Action: During a conflict, choose an opponent’s character with lower skill than a participating Bushi character you control – move the chosen character home. | |
Sabotage | — | 0 | — | Earth role only. Action: During a conflict, choose a card in an opponent's province – discard that card. | |
Sanguine Mastery | Mahō. Spell. Fire. | 1 | 2 | Fire role only. This card’s fate cost can only be paid for with fate on characters you control. Action: Dishonor a (friendly) character. Choose up to X attachments, where X is the dishonored character’s glory – discard each of those attachments. | |
Scouted Terrain | — | 4 | 2 | Void role only. Action: Choose an opponent. If that opponent controls at least 4 faceup provinces – you may attack that player's stronghold this phase. | |
Seize the Day | — | 1 | — | Reduce the cost to play this card by 1 if you have 2 or more opponents. Reaction: After the conflict phase begins – you become the first player. | |
Seize the Mind | Mahō. Spell. Air. | 3 | 2 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, choose a non-unique character – take control of that character until the end of the conflict. You lose honor equal to the amount of fate on that character. | |
Severed From the Stream | Spell. Void. | 1 | 1 | Action: Perform a glory count. The player who loses the glory count returns all rings in his or her claimed ring pool to the unclaimed ring pool. | |
Shadow Step | Spell. Shadow. | 1 | 1 | Void role only. Action: Choose a non-Mythic character you control – remove it from the game, then put it into play. If that character does not have the Shadow trait, it enters play dishonored. | |
Shameful Affliction | — | 0 | — | Action: Choose a participating non- character – dishonor that character. You may spend 1 fate to resolve this ability twice. | |
Shoshi ni Kie | Heresy. | 0 | 2 | Water role only. Action: Reveal a (friendly) facedown province. Choose an ordinary character – ready that character. | |
Siege Warfare | Tactic. | 0 | 2 | Action: During a conflict in which you are attacking, if you control a holding – until the end of the conflict, the attacked province gets -2 strength (to a minimum of 0). | |
Smoke and Mirrors | Technique. | 1 | 2 | Action: During a conflict, choose any number of attacking Shinobi characters you control – move each chosen character home. | |
Smuggling Deal | — | 0 | 3 | Action: Give an opponent 1 honor and choose an ability on a character you control – you may trigger that ability an additional time this round (or specified period). | |
Soshi's Memory | — | 0 | 1 | Action: Choose a player – that player searches the top X cards of their deck for a card and adds it to their hand, where X is the number of Shugenja characters you control. Shuffle. | |
Soul Beyond Reproach | — | 1 | 2 | Air role only. Action: Choose a character you control – honor that character. Then, honor it again. | |
Speak to the Heart | — | 0 | 1 | Action: During a conflict, choose a character – that character gets +1 until the end of the conflict for each faceup non-stronghold province your opponent controls. (Max 1 per conflict.) | |
Speak to the Heart (PaP) | — | 0 | 1 | Skirmish format only. Action: During a conflict, choose a character – that character gets +1 until the end of the conflict for each faceup non-stronghold province your opponent controls. (Max 1 per conflict.) | |
Specialized Defenses | — | 0 | 1 | Earth role only. Action: During a conflict, if the attacked province has an element that matches the contested ring or a ring in your claimed ring pool – double that province's strength until the end of the conflict. | |
Spies at Court | — | 0 | — | Reaction: After you win a conflict, dishonor a (friendly) participating character – discard 2 cards at random from your opponent's hand. (Max 1 per conflict.) | |
Spoils of War | — | 0 | 2 | Reaction: After you win a conflict as the attacker – draw 3 cards. Then, choose and discard 1 card from your hand. (Max 1 per conflict.) | |
Spreading the Darkness | Mahō. Spell. Earth. | 0 | 2 | Action: Lose 2 honor. Choose a participating character you control – until the end of the conflict, that character gets +4 and cannot be targeted by opponents' card abilities. | |
Stand Your Ground | — | 0 | 2 | Interrupt: When an honored character you control would leave play – instead discard that character's status token. | |
Stay Your Hand | — | 0 | — | Interrupt: When a duel that targets a character you control would resolve – cancel the duel. | |
Stoke Insurrection | — | 4 | 3 | Reduce the cost to play this card by 2 if your opponent has 4 or more facedown cards in their provinces. Action: During a conflict, reveal each facedown card in your opponent’s provinces. Then, choose up to 2 characters in their provinces – put those characters into play in the conflict under your control. | |
Stolen Secrets | — | 1 | 3 | Action: During a conflict, remove 1 fate from a (friendly) participating character – search the top 4 cards of your opponent's conflict deck for a card, remove it from the gane facedown, and put the other cards back on top in any order. While removed from the game, you may play that card as if it were in your hand. | |
Storied Defeat | — | 0 | 2 | Action: During a conflict, choose a character that has lost a duel during this conflict – bow that character. You may spend 1 fate to dishonor that character. | |
Strength in Numbers | — | 1 | 2 | Action: While you are the attacking player, choose a defending character with glory X or lower – move that character home. X is equal to the number of attacking characters. | |
Study the Natural World | — | 2 | 2 | Action: During a conflict in which you control an attacking Scholar character – the contested ring gains each of the attacked province's elements until the end of the conflict. If you win the conflict, you may resolve each of the contested ring's effects. | |
Subdue the Spirits | — | 2 | 2 | Action: During a conflict, if you are more honorable than your opponent – until the end of the conflict, each participating character you control adds its glory to each of its skills. (This applies in addition to any modifiers to the skills of those characters due to being honored or dishonored.) | |
Subterfuge | — | 0 | 1 | Interrupt: When an opponent would draw 1 or more cards outside the draw phase, if you are less honorable than that opponent – discard up to 3 of those cards instead. | |
Suffer the Consequences | — | 2 | 2 | Earth role only. Action: During the conflict phase, sacrifice a bowed (friendly) Bushi, Courtier, or Shugenja character – you may declare an additional conflict this phase. (Max 1 per phase.) | |
Superior Authority | — | 3 | 2 | Action: During a conflict – characters without fate do not count their skill toward the resolution of this conflict. | |
Supernatural Storm | Spell. Water. | 0 | 1 | Action: Choose a participating character – that character gets +X and +X until the end of the conflict. X is equal to the number of Shugenja characters you control. | |
Swell of Seafoam | Kihō. Water. | 1 | 2 | Support. (Another player may help pay this card's fate cost.) Action: During a conflict, choose a participating Monk character – that character does not bow as the result of this conflict's resolution. If you have played another Kihō in this conflict, also honor that character. | |
Taryū-Jiai | — | 0 | 1 | Action: During a conflict, choose a Shugenja character you control and a Shugenja character controlled by an opponent – your character challenges your opponent's character to a glory duel. The winner of the duel's controller resolves a ring effect of his or her choice as if he or she was the attacking player. | |
Test of Courage | — | 1 | 1 | Action: During a conflict, if your honor bid is lower than your opponent's, choose a character you control – move that character to the conflict. Then, honor it. | |
Test of Skill | — | 1 | 2 | Seeker role only. Action: Name a card type. Reveal the top 3 cards of your conflict deck (top 4 cards instead if you control a Duelist character) – add up to 2 revealed cards of that type to your hand and discard the rest. | |
The Crashing Wave | — | 2 | 3 | Support. Reaction: After an attack is declared against a province but before the province is revealed, choose an eligible province you control – move the conflict to the chosen province and reveal it, if able. You are now the defending player if you were not already. | |
The Fires of Justice | — | 2 | 2 | Void role only. Reaction: After you win a conflict, your opponent chooses a participating character he or she controls. Select one – remove all fate from that character, or move any amount of fate from your opponent's fate pool onto that character. | |
The First War | — | 0 | — | This event's effects cannot be canceled. Action: Resolve the conflict as if both teams had passed consecutively. | |
The Mountain Does Not Fall | Technique. | 1 | 3 | Action: Choose a character – until the end of the phase, that character does not bow as a result of conflict resolution while defending. (Max 1 per round.) | |
The Path of Man | Kihō. Philosophy. | 0 | 4 | Reaction: After you win a conflict by 5 or more skill – gain 2 fate. | |
The Perfect Gift | — | 0 | 1 | Action: Reveal the top 4 cards of each player's conflict deck. Choose 1 revealed card owned by each player and add it to its owner's hand. Shuffle. | |
The Receding Tie | Spell. Water. | 0 | 1 | Water role only. Action: Choose a non-Mythic character you own – put that character into a non-stronghold province you control. (It is now out of play.) | |
The Spear Rushes Forth | Philosophy. | 1 | 4 | Action: During a conflict, discard an honored status token from a participating (friendly) character and choose a participating character your opponent controls – bow that character. | |
The Strength of the Mountain | Philosophy. | 3 | 4 | Action: During a conflict – until the end of the conflict, each defending character cannot be bowed or moved home by opponents' card effects and does not bow as the result of conflict resolution. | |
The Wall is Breached | — | 3 | — | This event's effects cannot be canceled. Action: If you are attacking and count more current skill in the conflict than your opponent – break each attacked non-stronghold province. | |
The Wealth of the Crane | — | 5 | 3 | Reduce the cost to play this card by 1 for each faceup province you control. Action: Look at the top 10 cards of your dynasty deck. Put 1 of those cards into each of your non-stronghold provinces faceup. Shuffle. (Max 1 per phase.) | |
The Western Wind | — | 0 | 3 | Action: Choose a non-stronghold province you control – search the top 8 cards of your dynasty deck for X characters and put them into the chosen province, where X is the number of faceup non-stronghold provinces an opponent controls. Shuffle. | |
Those Who Serve | Philosophy. | 1 | — | Limited. (No more than one limited card can be played by each player each round.) Action: During the dynasty phase – reduce the cost to play each character you play this phase by 1 (to a minimum of 1). | |
Tides of War | — | 1 | 3 | Reaction: After the conflict phase begins – set each non-stronghold province's base strength to 0 until the end of the phase, including provinces that are revealed this phase. | |
Time for War | — | 0 | 1 | Seeker role only. Reaction: After you lose a conflict, choose a Bushi character you control – put a Weapon attachment with printed cost 3 or lower into play from your hand or conflict discard pile, attached to that character. | |
Trading on the Sand Road | Gaijin. | 0 | — | Interrupt: When the draw phase would begin – skip the draw phase. Each player removes the top 4 cards of his or her conflict deck from the game. Until the end of the round, either player may play the removed cards as if they were in his or her hand. | |
Tranquility | — | 0 | 2 | Action: During a conflict – until the end of the conflict, characters in your opponent's home cannot trigger abilities. | |
Trick of the Light | Spell. Air. | 0 | 2 | Action: During a conflict, choose a participating character – until the end of the conflict, treat the characters as if its printed text box were blanks (except for Traits). | |
Try Again Tomorrow | — | 0 | 2 | Action: During a conflict in which you control a participating honored Courtier character, choose an attacking character – move that character home. | |
Ujiaki's Offer | Tactic. | 1 | 3 | Action: During a conflict, choose a participating character with printed cost equal to or lower than that of another participating character you control – place 1 fate on the chosen character. If you do, bow it, move it home, and dishonor it. | |
Ujik Tactics | Gaijin. Tactic. | 0 | 2 | Action: During a conflict – each non-unique character you control gets +1 until the end of the conflict. | |
Uncontained | — | 0 | — | Action: Choose a character you control in your home – move it to the conflict. If it is bowed, you may spend 1 fate to ready it. | |
Under Siege | — | 1 | 2 | Fire role only. Reaction: After a conflict is declared – the defending player sets their hand aside, facedown and out of play. If they do, they draw 5 cards. At the end of the conflict, that player discards their hand and adds the set-aside cards to their hands. (Max 1 per conflict.) | |
Unfulfilled Duty | — | 2 | 2 | Earth role only. Action: Choose any number of characters with no fate that have a total printed cost of 6 or lower – ready each of those characters. | |
Unleash the Djinn | Spell. Fire. Meishōdō. | 0 | 3 | Fire role only. Action: During a conflict, lose 3 honor – set the and skill of each participating character to 3 until the end of the conflict. | |
Unmask | — | 1 | 2 | Void role only. Action: During a conflict, if the bid on your honor dial is higher than your opponent's, choose a participating character – discard that character's status token and set its skills to their printed values until the end of the conflict. Its controller gains 2 honor. | |
Unquestioned Heritage | — | 0 | 2 | Action: If you have claimed the ring, choose an attachment on a character you control – move that attachment to another character. | |
Unspoken Etiquette | — | 2 | 1 | Action: During a conflict – dishonor each participating non-Courtier character. | |
Unveiled Corruption | — | 2 | — | Action: Taint a (friendly) unbroken province – each opponent discards cards from their hand, until they have an equal or fewer number of cards in their hand as you. | |
Violence and Evil | — | 2 | — | Action: If the current conflict is , switch the conflict type. Otherwise, choose up to 2 non- attachments on participating characters and discard them. | |
Voice of Honor | — | 0 | 2 | Interrupt: When the effects of an event would initiate, if you control more honored characters than an opponent – cancel those effects. | |
Void Fist | Kihō. Void. | 0 | 2 | Action: During a conflict, if you have played at least 2 other cards this conflict, choose a participating character with equal or lower skill than a participating Monk character you control – move the chosen character home and bow it. | |
Walking the Way | Spell. Air. | 1 | — | If you control a Shugenja character, reduce the cost to play this card by 1. Action: Look at the top 3 cards of your dynasty deck. Discard a card in a province you control, and put one of the looked at cards into that province faceup. Shuffle. | |
Waning Hostilities | — | 1 | — | Reaction: After the conflict phase begins – each player has only one opportunity to declare a conflict this phase. | |
Warm Welcome | — | 1 | — | Play only if your honor bid is lower than an opponent's. Action: Choose a card in your conflict discard pile – play that card as if it were in your hand. If that card is an event, put it on the bottom of your conflict deck. | |
Warriors of the Wind | — | 2 | 3 | Action: During a conflict – move each participating Cavalry character you control home. Then, choose any number of Cavalry characters you control and move them to the conflict. | |
Way of the Chrysanthemum | Imperial. Philosophy. | 2 | — | Reaction: After 1 or more honor is given to you from an honor bid – gain that much honor. (Max 1 per round.) | |
Way of the Crab | Philosophy. | 1 | — | Action: Sacrifice a (friendly) character. Choose an opponent – that player must sacrifice a character. (Max 1 per round.) | |
Way of the Crane | Philosophy. | 0 | — | Action: Choose a character you control – honor that character. | |
Way of the Lion | Philosophy. | 0 | — | Action: During a conflict, choose a character – double that character's base skill until the end of the conflict. | |
Way of the Open Hand | Philosophy. | 0 | 4 | Action: During a conflict against a non-stronghold province, choose a participating character you do not control – move that character home and put 1 fate on it. | |
Way of the Phoenix | Philosophy. | 0 | — | Action: Choose a ring and an opponent – that player cannot declare conflicts of that ring's element this phase. (Max 1 per phase.) | |
Way of the Scorpion | Philosophy. | 0 | — | Action: During a conflict, choose a participating non- character – dishonor that character. | |
Way of the Shadowlands | Philosophy. | 0 | — | Action: Choose a participating character – taint that character. If it is not a character, you may spend 1 fate to bow it. | |
Way of the Unicorn | Philosophy. | 0 | — | Interrupt: When you would pass the first player token – keep it instead. | |
Way of the Warrior | — | 0 | — | Action: During a conflict, choose a participating Bushi character – until the end of the conflict, opponents' card effects cannot bow, move or dishonor that character. If it is bowed, ready it. | |
Whispers of Power | Mahō. Spell. Air. | 1 | 2 | This card’s fate cost can only be paid for with fate on characters you control. Action: During a conflict, lose 1 honor. Choose a character – until the end of the conflict, that character gets +3 for each character with no fate your opponent controls. | |
Wholeness of the World | Spell. Earth. | 0 | 1 | Interrupt: When a ring in your claimed ring pool would be returned to the unclaimed ring pool – it remains claimed instead. (Max 1 per round.) | |
Wildfire Kick | Kihō. Fire. | 1 | 2 | Action: During a conflict in which you have played 3 or more cards, choose a participating Monk character you control – each participating character your opponent controls with skill equal to or lower than the chosen character gets –2 and –2 until the end of the conflict. | |
Winds of Change | Spell. Air. | 0 | 1 | Air role only. Action: Return the ring from a claimed ring pool to the unclaimed ring pool. | |
Withstand the Darkness | — | 0 | 1 | Reaction: After an opponent plays an event that chooses a character you control as a target – place 1 fate on that character (Max 1 per phase.) | |
Written in the Stars | Omen. | 1 | 2 | Action: Select one – place 1 fate on each unclaimed ring with no fate or remove 1 fate from each unclaimed ring. |
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