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(Crab)The Path of Man (Phoenix)The Perfect Gift (Crane)The Stone of Sorrows (Dragon)The Wrath of the Kami (Dragon)Third Tower Guard (Crab)Time for War (Lion)Tireless Sōdan Senzo (Lion)Togashi Initiate (Dragon)Togashi Kazue (Dragon)Togashi Mendicant (Dragon)Togashi Mitsu (Dragon)Togashi Tadakatsu (Dragon)Togashi Yokuni (Dragon)Trading on the Sand Road (Neutral)Tranquility (Dragon)Try Again Tomorrow (Crane)Unassuming Yōjimbō (Scorpion)Unleash the Djinn (Unicorn)Upholding Authority (Neutral)Utaku Infantry (Unicorn)Utaku Mediator (Unicorn)Utaku Tetsuko (Unicorn)Utaku Yumino (Unicorn)Vanguard Warrior (Crab)Venerable Historian (Lion)Vengeful Berserker (Crab)Vengeful Oathkeeper (Lion)Voice of Honor (Crane)Void Fist (Dragon)Volcanic Troll (Dragon)Walking the Way (Neutral)Wandering Ronin (Neutral)Waning Hostilities (Neutral)War Dog Master (Unicorn)Warrior Poet (Unicorn)Watch Commander (Crab)Way of the Chrysanthemum (Neutral)Way of the Crab (Crab)Way of the Crane (Crane)Way of the Dragon 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After 1 or more characters move to a conflict in which this character is participating, select one - gain 1 fate or draw 1 card. (Limit once per conflict.)After 1 or more fate is placed on this character - gain 1 honor.After 1 or more honor is given to you from an honor bid - gain that much honor. (Max 1 per round.)After a character is moved to or played into a conflict in which this character is participating - until the end of the conflict, this character gets +1 [Military] and +1 [Political]. (Unlimited)After a character triggers an ability during a conflict in which attached character is participating - bow that character.After a character you control bows as a result of conflict resolution from the second conflict you declared this round - ready that character.After a conflict is declared against this province - search the top 5 cards of your conflict deck for a card and add it to your hand. Shuffle.After a Duelist character you control wins a duel - dishonor the losing character.After a player passes on declaring a conflict - gain 1 fate (limit twice per round.)After a player passes on declaring a conflict - that player must sacrifice a character he or she controls. (Unlimited.)After a province this character is attacking is revealed - the attacker has the first action opportunity this conflict.After a [Crab] character leaves play during the conflict phase - gain 1 fate. (Unlimited.)After an attack is declared at this province, choose a Monk character you control - ready that character. Until the end of the conflict, that character cannot be bowed by opponents' card effects or as a result of conflict resolution.After an attack is declared here, break this province. Your opponent chooses an attacking character - discard that character.After an opponent declares a [Fire] conflict, choose a Monk character or a character with a Monk attachment - place 1 fate on that character and draw 1 card.After an opponent declares an [Earth] 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.After an opponent loses 1 or more honor - discard the top card of that player's conflict deck. (Unlimited.)After an opponent passes on declaring a conflict - that player loses 1 honor.After an opponent plays a card during a conflict in which attached character is participating - that player loses 1 honor. (Unlimited.)After an opponent plays an event during a conflict in which this character is defending - until the end of the conflict, this character gets +1 [Military] and +1 [Political]. (Unlimited.)After an opponent selects a ring with fate on it - place 1 fate on this character.After an opponent's card effect or a ring effect bows a character you control - ready that character.After an opponent's province is revealed during a conflict - this character gets +2 [Military] and +2 [Political] until the end of the conflict.After an opponent's province is revealed during a conflict in which attached character is participating - look at the top 3 cards of one of your decks. You may put any number of those cards on the bottom of that deck and the rest on top in any order.After an [Air] province you control is revealed - gain 1 fate.After an [Earth] province you control is revealed - gain 1 fate.After an [Fire] province you control is revealed - gain 1 fate.After an [Void] province you control is revealed - gain 1 fate.After an [Water] province you control is revealed - gain 1 fate.After another character you control leaves play during a conflict - double this character's [Military] skill until the end of the conflict.After attached character commits to a conflict or moves to a conflict - draw 1 card. (Limit twice per round.)After attached character wins a conflict - gain 1 honor.After attached character wins a duel - gain 1 honor.After honor dials are revealed - increase or decrease the value of your bid by 1 (to a minimum of 0).After honor dials are revealed - increase the value of your bid by 1.After honor dials are revealed for an honor bid, if your honor bid is lower than an opponent's and you are more honorable than that opponent - set that opponent's honor dial to be equal to yours.After honor dials are revealed, if your bid is lower than an opponent's - draw 1 card. (Limit once per phase.)After the conflict phase begins - each player has only one opportunity to declare a conflict this phase.After the conflict phase begins - lose 1 honor.After the conflict phase begins, choose a ring - until the end of the phase, this character gets +2 [Military] and +2 [Political] while that ring is being contested.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.After the conflict phase begins, choose a ring - while that ring is contested this phase, non-Spell events cannot be played.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.After the draw phase begins - draw 1 card.After the draw phase begins, if you have lower honor than an opponent - look at the top 3 cards of your conflict deck and put them back in any order.After the effects of an opponent's event resolve - resolve that event again as if you had just played it, ignoring costs and triggering conditions. You may choose new targets.After the fate phase begins - look at the top 3 cards of your dynasty deck. Then, put them back in any order.After the fate phase begins, if you have at least 5 more honor than an opponent - this character cannot be discarded or lose fate this phase.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.After the [Water] ring is claimed, choose a Scholar character - honor that character.After this character chooses a character using covert - that character cannot be declared as an attacker this phase.After this character enteres play during a conflict - until the end of the conflict, raise or lower the strength of the attacked provice by 1 (to a minimum of 1). (Max 1 per conflict.)After this character enters play - honor it.After this character enters play - look at a facedown province.After this character enters play - place 1 fate from an opponent's fate pool on it.After this character enters play - reveal the top 3 cards of your conflict deck - add each Spell and Kihō card revealed by this ability to your hand and discard the rest.After this character enters play as a defender, choose a character - that character's abilities cannot be triggered during this conflict.After this character enters play during a conflict, choose a participating character - set that character's glory to 0 until the end of the conflict.After this character enters play from a province - refill that province faceup.After this character enters play, choose an opponent's facedown province - reveal that province.After this character enters play, choose an unbroken province - turn that province facedown.After this character enters play, if you control 3 or more other Bushi characters - place 2 fate on this character.After this character is declared as an attacker or defender - lose 1 honor. (Unlimited.)After this character is declared as an attacker, discard the top card of your dynasty deck - this character gets +X [Military] unitl the end of the conflict. X is the printed cost of the discard card.After this character is honored, choose a character - honor that character.After this character loses a conflict as an attacker, sacrifice this character. Choose a character controlled by your opponent - if that character has no fate on it, discard it. Otherwise, remove 1 fate from that character.After this character wins a conflict - take a ring from the defending player's claimed ring pool.After this character wins a conflict as a defender - resolve the ring effect of that conflict as if you were the attacking player. (Max 1 per conflict)After this character wins a conflict as a defender, choose an attacking character - remove 1 fate from that character.After this character wins a conflict as a defender, sacrifice it. Choose a non-unique attacking character - return that character to the top of its owner's deck.After this character wins a conflict in which you have more participating characters than your opponent - gain 1 fate and draw 1 card.After this character wins a conflict, choose a character - honor or dishonor that character.After this character wins a conflict, lose 1 honor - gain 1 fate. (Unlimited.)After this character wins a duel, honor it. After this character loses as duel, dishonor it.After this character wins a [Military] conflict - draw 1 card.After this character wins a [Political] conflict - take 1 honor from your opponent.After this character wins a [Political] conflict, choose a character you control - honor that character. Draw 1 card.After this holding is turned faceup - move it onto your stronghold province.After this province is revealed - bow each attacking character.After this province is revealed - bow each character with printed cost 2 or lower.After this province is revealed - gain 1 fate for each attacking character.After this province is revealed - switch the conflict type. (The conflict retains its element.)After this province is revealed - switch the contested ring with an unclaimed ring. (The conflict retains its type.)After this province is revealed - your opponent chooses and discards cards from his or her hand until that player has 4 or fewer cards in hand.After this province is revealed - your opponent chooses and discards X cards from his or her hand. X is equal to the number of attacking characters.After this province is revealed, choose a non-unique character with no fate on it - discard that character.After you attach a Weapon attachment to this character - ready this character. (Limit twice per round.)After you break a province during a [Military] conflict - place 1 fate on each participating Bushi character you control. (Max 1 per conflict.)After you break a province during a [Military] conflict in which this character is participating, your opponent chooses a character he or she controls - discard that character.After you claim a ring during a [Military] conflict in which this character is participating - resolve that ring's effect.After you claim a ring during a [Political] conflict in which this character is participating - resolve that ring's effect.After you claim a ring that matches the element of your role - put this character into play from your dynasty discard pile or provinces. Then, put 1 fate on this character.After you claim a ring that matches the element of your role - search the top 5 cards of your conflict deck for a card and add it to your hand. Shuffle.After you claim the [Air] ring - gain 1 fate and draw 1 card. (Limit twice per round.)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.After you gain fate for passing in the dynasty phase - gain 1 fate.After you lose a [Military] conflict - put this character into play from your hand.After you lose a [Political] conflict - put a Bushi character with printed cost 3 or lower into play from your dynasty discard pile or provinces.After you lose a [Political] 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.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.After you pass in the dynasty phase - play this character from your province.After you play a character from your hand, your opponent must select one - discard 1 card at random from his or her hand or choose and dishonor a character he or she controls.After you play a Spell card during a conflict - until the end of the conflict, this character gets +1 [Military] and +1 [Political]. (Unlimited.)After you play an Air card during a conflict, choose a non-unique participating character - bow that character.After you play this attachment - dishonor attached character. Then, dishonor it again.After you play this attachment during a conflict - move attached character to the conflict. If attached character is a Monk, you may take another action after this one.After you play this character - it gains covert until the end of the phase.After you play this character - look at an opponent's hand.After you play this character, you may lose up to 3 honor - for each honor you lost by this ability, put 1 fate on this character.After you win a conflict at this province - resolve the ring effect of that conflict as if you were the attacking player.After you win a conflict by 5 or more skill - gain 2 fate.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.After you win a conflict, choose a player - that player loses 1 honor. (Unlimited.)After you win a [Fire] conflict - honor attached character.After you win a [Fire] conflict as the defending player - gain 1 fate.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.After you win a [Military] conflict by 5 or more skill, choose a participating character - discard that character. (Max 1 per conflict.)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.After you win a [Political] conflict, dishonor a (friendly) participating character - discard 2 cards at random from your opponent's hand. (Max 1 per conflict.)After you win a [Void] conflict as the defending player - gain 1 fate.After you win a [Water] conflict as the defending player - gain 1 fate.After you win an [Air] conflict as the defending player - gain 1 fate.After you win an [Earth] conflict as the defending player - gain 1 fate.After your opponent declares a [Water] conflict, choose a Monk character or a character with a Monk attachment - ready that character and draw 1 card.After your opponent plays an event during a conlict in which this character is participating - that opponent chooses and discards a card from his or her hand. (Unlimited.)Air role onlyAttach to a Berserker characterAttach to a Bushi character you control.Attach to a character with glory 2 or higher.Attach to a character you control.Attach to a character.Attach to a Courtier character you control.Attach to a Shugenja character you control.Attach to a unique [Phoenix] character you control.Attach to a [Unicorn] character.Attached character cannot be chosen as a target of an opponent's event.Attached character cannot participate in [Military] conflicts.Attached character cannot participate in [Political] conflicts.Attached character does not bow as a result of conflict resolution during [Military] conflicts.Attached character does not bow as a result of conflict resolution in conflicts in which it lost.Attached character does not ready during the regroup phase.Attached character gains +1 glory.Attached character gains +1 [Military] for each Fire card you control.Attached character gains +2 [Military] while the [Fire] ring is in your claimed ring pool.Attached character gains Cavalry.Attached character gains pride.Attached character gains Tattooed.Attached character gains the Tatooed trait.Attached character gains the [Crab] clan symbol and the Berserker trait.Attached character gains the [Crane] clan symbol and the Duelist trait.Attached character gains the [Dragon] clan symbol and the Monk trait.Attached character gains the [Lion] clan symbol and the Commander trait.Attached character gains the [Phoenix] clan symbol and the Scholar trait.Attached character gains the [Scorpion] clan symbol and the Shinobi trait.Attached character gains the [Unicorn] clan symbol and the Cavalry trait.Attached character gains: "Action: While this character is participating in a conflict, choose a participating character controlled by your opponent - challenge that character to a [Military] duel. Instead of giving honor for this duel's bid, a player may choose and discard the required number of cards from hand. Bow the loser of the duel."Attached character gets +2 [Political] while it is involved in a duel.Attached character may not have other restricted attachments.Bow attached character - search the top 5 cards of your conflict deck for a card, reveal it, and add it to your hand. Shuffle.Bow attached character, choose an unclaimed ring - move each fate from that ring to attached character.Bow this attachment - reduce the cost of the next attachment you play on this character this phase by 1.Bow this attachment. Choose an unclaimed ring - move 1 fate from the chosen ring to another unclaimed ring.Bow this stronghold and choose a dishonored character you control - ready that character. If you have 6 or fewer honor, that character gets +1 [Military] and +1 [Political] until the end of the phase.Bow this stronghold, choose a character - that character gets +2 glory until the end of the phase.Bushi character only.Cannot be a stronghold province.Cavalry character only.Choose a card in one of your provinces - switch that card with a card in another of your provinces or discard it.Choose a card in one of your provinces - switch this holding with that card.Choose a Cavalry character you control - attach this card to that character.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.)Choose a character - until the end of the phase, that character gains covert during [Water] conflicts.Choose a character that is defending alone - bow that character.Choose a character with printed cost 3 or higher - place 1 fate on that characterChoose a character you control - honor that character. Then, honor it again.Choose a facedown card in one of your provinces - turn that card faceup.Choose a holding you control - you may trigger each of that holding's triggered abilities an additional time this round (or specified period).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.Choose a participating character - that character gets +X[Military] and +X[Political] until the end of the conflict. X is equal to the number of Shugenja characters you control.Choose a player - that player draws 1 card and loses 1 honor.Choose a ring and an opponent - that player cannot declare conflicts of that ring's element this phase. (Max 1 per phase.)Choose a Shugenja character - bow or ready that character.Choose a triggered ability printed on another character - this character gains that ability until the end of the phase. (Max 1 per round.)Choose a [Crane] character you control - honor that character.Choose an attachment - discard it.Choose an attachment attached to a dishonored character - discard both that attachment and that character's status token.Choose an attachment you control - move that attachment to an eligible character you control.Choose an honored character - ready that character.Choose an opponent, that player must select one - give you 1 fate or 1 honor.Choose and discard 1 card from your hand - draw 1 card. (Limit twice per round.)Choose another character you control - move an honored status token from this character to the chosen character.Choose the topmost event in an opponent's conflict discard pile - this character gains each of the event's action abilities until the end of the phase.Choose up to 2 facedown cards in your provinces - turn the chosen cards faceup.Composure - This character cannot lose fate or be discarded.Composure - This character gets +2 [Military].Composure - This character must be chosen as a target of an opponent's event, if able.Discard a status token from attached characterDiscard cards from your dynasty deck until you discard an Imperial card. Then, discard a card in a non-stronghold province you control and put the discarded Imperial card into that province, faceup.Discard each status token.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.Dishonor a (friendly) Shinobi character. Choose a participating character - until the end of the conflict, that character gets -4 [Military]Dishonor this character - each [Crane] character you control cannot be dishonored until the end of the phase.During a conflict - look at an opponent's hand, then name a card. That player cannot play copies of the named card this phase.During a conflict - move this character home.During a conflict - move this character to the conflict.During a conflict - put a Shinobi character into play from your hand or provinces in the conflict. That character enters play dishonored.During a conflict - put each facedown card in your provinces into play facedown in the conflict as a 1 [Military], - [Political], 0 glory character with Cavalry and Spirit traits. Discard those characters at the end of the conflict.During a conflict - turn a card in an adjacent province faceup.During a conflict - until the end of the conflict, characters in your opponent's home cannot trigger abilities.During a conflict at a [Water] province, choose a participating character -switch that character's base [Military] and [Political] skill until the end of the conflict.During a conflict at this province - draw 1 card.During a conflict at this province - gain 1 fate.During a conflict at this province, choose 2 participating characters - honor one of those characters and dishonor the other.During a conflict at this province, choose a facedown province - reveal that province.During a conflict at this province, choose a participating character - discard each attachment on that character.During a conflict at this province, choose an attacking character - remove 1 fate from that character.During a conflict at this province, if you control 3 or more participating Bushi characters, choose a participating character - bow that character.During a conflict at this province, lose 1 honor - this province gets +1 strength until the end of the conflict. (Unlimited)During a conflict at this province, sacrifice this holding. Choose an attacking character with printed cost 2 or lower - move that character home.During a conflict at this province, select one - switch the contested ring with an unclaimed ring (the conflict retains its type), or switch the conflict type (the conflict retains its element).During a conflict in which attached character is attacking, choose a defending character and select either [Military] or [Political] - set that character's selected skill to 0 until the end of the conflict.During a conflict in which this character is participating - each player adds the bid on his or her honor dial to his or her skill total during this conflict's resolution.During a conflict in which this character is participating - switch honor dials with your opponent until your next honor bid.During a conflict in which this character is participating, choose a dishonored participating character - bow that character.During a conflict in which this character is participating, choose a Monk, Tattoo, or Kihō card in your conflict discard pile - play that card as if it were in your hand. If it is an event, put it on the bottom of your conflict deck instead of into your discard pile after resolving its effects.During a conflict in which this character is participating, each other participating [Lion] character you control gets +1[Military].During a conflict in which this character is participating, if there is a holding in play - gain 1 fate.During a conflict in which this character is participating, if you control 3 or more participating Bushi characters - until the end of the conflict, each participating character you control gets +1 [Military] and +1 [Political].During a conflict in which this character is participating, if you have the Imperial Favor - each player cannot play cards from his or her hand until the end of the conflict.During a conflict in which this character is participating, increase the cost for each player to play each event by 1.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.During a conflict in which you are the defending player, bow this attachment - move the contested ring to another eligible province and reveal it, if able. That province is now the attacked province.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 character home.During a conflict in which you control a participating character, choose a participating character controlled by your opponent - that character gets -X [Military] and -X [Political] until the end of the conflict, where X is the difference between the bid on your honor dial and that of your opponent.During a conflict in which you control a participating honored Courtier character, choose an attacking character - move that character home.During a conflict in which you have played 3 or more Spell cards, choose and attachment - discard that attachment.During a conflict, bow a (friendly) [Phoenix] Shugenja character. Choose a participating character you control - honor that character.During a conflict, bow this attachment - move attached character to the conflict.During a conflict, bow this attachment - opponents' characters cannot move to this conflict or be played from hand until the end of the conflict.During a conflict, bow this character. Choose a character in one of your discard piles - put that character into play in the conflict. If that character is still in play at the end of the conflict, return it to the bottom of its deck.During a conflict, bow this character. Choose another [Crane] character - that character gets +3 [Political] until the end of the conflict.During a conflict, bow this stronghold - each attacking character you control gets +1[Military] until the end of the conflict.During a conflict, bow this stronghold - each defending character you control gets +1[Military] and +1[Political] until the end of the conflict.During a conflict, bow this stronghold - play a Spell event from your conflict discard pile as if it were in your hand. Remove that event from the game.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 +1[Military]and +1[Political] (+2[Military] and +2[Political] instead if it has 2 or more attachments on it).During a conflict, choose a character - that character gets +1 [Military] until the end of the conflict for each faceup non-stronghold province your opponent controls.During a conflict, choose a character that has won a duel during this conflict - until the end of the conflict, that character gets +2 [Military], +2 [Political], and cannot be chosen as the target of opponent's events.During a conflict, choose a character with printed cost 2 or lower controlled by your opponent - take control of that character until the end of the conflict.During a conflict, choose a character you control - until the end of that conflict, opponents' card effects cannot bow that character and it does not bow as a result of conflict resolution during [Political] conflicts.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.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).During a conflict, choose a participating character - that character gets +2[Military] until the end of the conflict. You may lose 1 honor to resolve this ability twice. (Max 1 per conflict.)During a conflict, choose a participating character - that character gets -2[Military] and -2[Political] until the end of the conflict.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.During a conflict, choose a participating character you control and a character in your home - switch the chosen characters' locations.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 [Political] duel. Honor the duel's winner and dishonor the duel's loser.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 [Political] duel. The controller of the losing character reveals his or her hand. The player's opponent chooses and discards 1 card from it.During a conflict, choose a participating character you control. Your opponent selects one - that character gets +2 [Military] and +2 [Political] until the end of the conflict, or your opponent gives you 1 honor.During a conflict, choose a participating Monk character - that character gets +2 [Military] until the end of the conflict. Draw 1 card.During a conflict, choose a participating non-[Scorpion] character - dishonor that character.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 [Military] and [Political] skill equal to the printed [Military] and [Political] skill of the other character.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.During a conflict, choose a [Lion] character - double that character's base [Military] skill until the end of the conflict.During a conflict, choose a [Unicorn] character - that character gets +1 [Political] until the end of the conflict for each faceup non-stronghold province your opponent controls. (Max 1 per conflict.)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.During a conflict, choose an attacking character without attachments - until the end of the conflict, set that character's skill values to its printed values.During a conflict, choose an opponent's character with lower [Military] skill than a participating Bushi character you control - move the chosen character home.During a conflict, choose an opponent's character with lower [Political] skill than a participating Courtier character you control - move the chosen character home.During a conflict, choose any number of attacking Shinobi characters you control - move each chosen character home.During a conflict, choose this character and up to 1 other character you control - move those characters to the conflict.During a conflict, choose up to 2 [Scorpion] characters with total printed cost 6 or lower from your hand and/or provinces - put those characters into play as participating characters.During a conflict, discard a card from your hand - this character gets +2[Military] and +2[Political] until the end of the conflict. (Limit once per conflict.)During a conflict, discard the Imperial Favor - set the base strength of the attacked province to 1 until the end of the conflict.During a conflict, discard the Imperial Favor. Choose a participating character - bow that character and move it home.During a conflict, each card that has a Trait that matches an element of the contest ring has its cost to play reduced by 1.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.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.During a conflict, if the [Earth] ring is in your claimed ring pool, choose an attacking character - bow that character.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.)During a conflict, if you are more honorable than your opponent, choose a participating character your opponent controls - move this character home. Then, move that character home.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.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.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.During a conflict, if you have played at least 2 other cards this conflict, choose a participating character with equal or lower [Military] skill than a participating Monk character you control - move the chosen character home and bow it.During a conflict, if your honor bid is at least 2 higher than you opponent's - each participating character your opponent controls gets -1 [Military] and -1 [Political] until the end of the conflict.During a conflict, if your honor bid is lower than your opponent's, choose a [Lion] character you control - move that character to the conflict. Then, honor it.During a conflict, initiate a [Military] duel - resolve the duel. The controller of the duel's winner moves a character from his or her home area to the conflict.During a conflict, initiate a [Political] duel - resolve the duel. The controller of the duel's winner draws 2 cards.During a conflict, look at the top card of an opponent's conflict deck - either immediately play that card as if it were in your hand or discard it.During a conflict, lose 1 honor and choose a participating character you control - move that character home. (Limit twice per round.)During a conflict, lose 1 honor. Choose a player - that player discards 1 card at random from his or her hand.During a conflict, lose 3 honor - set the [Military] and [Political] skill of each participating character to 3 until the end of the conflict.During a conflict, lose 3 honor. Choose a character with printed cost 2 or lower - discard that character. (Max 1 per round.)During a conflict, remove 1 fate from attached character. Choose a participating character - treat that character as if its printed text box were blank (except for Traits) until the end of the conflict.During a conflict, remove 1 fate from this character - it gets +2[Military] and +2[Political] until the end of the conflict. (Limit twice per conflict.)During a conflict, return 1 or more rings you have claimed to the unclaimed ring pool. Choose a character you control - search your conflict deck for an attachment with printed cost equal to or lower than the number of rings returned and attach it to that character. Shuffle.During a conflict, sacrifice a (friendly) character - this character gets +3[Military] until the end of the conflict.During a conflict, sacrifice a (friendly) defending character and choose an attacking character - set the attacking character's [Military] skill to 0 until the end of the conflict.During a conflict, sacrifice this character. Choose a non-Shinobi character with printed cost 3 or lower in an opponent's discard pile - put that character into play in the conflict under your control.During a conflict, sacrifice this holding. Choose a character you control - move that character to the conflict or home from the conflict.During a conflict, spend 1 fate to the [Fire] ring. Choose a character - honor or dishonor that character.During a conflict, spend 1 fate. Choose a character you control - move that character to the conflict.During a [Fire] conflict, bow this character. Choose a participating character with printed cost 2 or lower - discard that character.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.During a [Military] 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.During a [Military] 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.During a [Military] conflict, bow this stronghold. Choose a Cavalry character you control - move it to that conflict.During a [Military] conflict, choose a card in an opponent's province - discard that card.During a [Military] conflict, choose a character in one of your provinces - put that character into play in the conflict.During a [Military] conflict, choose a character that is participating on your side alone - until the end of the conflict, that character gets +3 [Military]. You may remove 1 fate from that character to resolve this ability twice.During a [Military] conflict, choose an attachment on a participating character - discard that attachment. Then, your opponent may resolve this ability.During a [Military] conflict, choose up to 6 printed cost worth of Cavalry characters in your dynasty discard pile - put those characters into play in the conflict.During a [Military] conflict, if you are more honorable than your opponent, choose a character you control - move that character to the conflict.During a [Military] conflict, if you control more participating characters than your opponent, choose a non-unique participating character - bow that character.During a [Military] conflict, if your opponent counts more current [Military] skill than you, choose a Berserker character you control - ready that character and move it to the conflict.During a [Political] conflict - move attached character to the conflict.During a [Political] 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.)During a [Political] conflict, bow this stronghold. Choose a participating character with [Political] skill 2 or lower - bow that character.During a [Political] conflict, lose 1 honor - change the conflict type to [Military].During a [Political] 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 game 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.During a [Political] 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.)During a [Political] 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.During a [Void] conflict - until the end of the conflict, each participating character you control gets +1[Military] and +1[Political] and each participating character your opponent controls gets -1[Military] and -1[Political].During a [Water] conflict - put this character into play from your hand in the conflict. At the end of the conflict, shuffle it into your conflict deck.During an [Air] conflict - gain 1 honor.During conflicts at this province, cancel all ring effects. (If this province breaks, resolve ring effects as normal.)During conflicts at this province, each player cannot spend fate from his or her fate pool.During each [Air] conflict, if you control at least 1 participating character and if this character is in your home area and ready, it contributes its skill to your side.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.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.During the conflict phase, lose 1 honor. Choose a character with cost 2 or lower that has entered play from a player's hand this phase - return that character to its owner's hand.During the conflict phase, sacrifice this character. Choose an attachment - discard that attachment.During the dynasty phase, discard the Imperial Favor - gain 2 fate.During the fate phase, if you have the Imperial Favor, this character cannot lose fate or be discarded.During [Earth] conflicts, each character you control gets +1 [Military] and +1 [Political].During [Earth] conflicts, this character gains covert and is immune to enemy card effects.Each character you control gets +1 [Military] and +1 [Political].Each honored [Crane] character you control gains sincerity.Each opponent cannot play copies of event cards that are in his or her conflict discard pile unless the [Earth] ring is in that player's claimed ring pool.Each other attachment on attached character gains ancestral.Each other character gets +1 glory.Each player draws 2 cards. Then, each player discards 2 cards from his or her hand.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.Earth role onlyFire role onlyFor each [Military] ring that is claimed, this character gets +2 [Military].For each [Political] ring that is claimed, this character get +2 [Political].Give opponent 1 fate. Choose an attachment on a character that player controls - take control of that attachment and attach it on an eligible character you control, if able. Otherwise, discard it.If an opponent has declared 2 or more conflicts against you this phase, select one - take 1 fate or 1 honor from that opponent.If an opponent is more honorable than you, discard this attachment.If an opponent is more honorable than you, discard this character.If attached character has the Champion trait, it gains "Action: During a conflict in which this character is participating, choose a participating character - move that character home. It cannot participate as an attacker this phase."If attached character is defending - honor it.If you are less honorable than an opponent, bow this stronghold - take 1 honor from that player.If you control a Scholar character - discard a card in a province and refill it faceup.If you control a Shugenja character - remove up to 5 fate from among characters an opponent controls.If you control a Shugenja character, reduce the cost to play this card by 1.If you control a [Unicorn] card, choose a non-unicorn character - ready the chosen character.If you have 2 or more rings in your claimed ring pool - ready attached character.If you have 6 or fewer honor - look at the top 2 cards of your conflict deck. Put 1 of those cards into your hand and the other on the bottom of your conflict deck.If you have 6 or fewer honor, choose a dishonored character in your home area - discard that character's status token.If you have a [Military] ring in your claimed ring pool, choose a Cavalry character - ready that character.Immune to opponent's ring effects.Immune to Shadowlands and Mahō card effects.Increase your deck building influence value by 3.Increase your deckbuilding influence value by 8.Keeper role only.Limit 1 per character.Limit 1 per deck.Look at the top 3 cards of an opponent's deck. Discard 1 of those cards, place another on top of the deck, and the other on the bottom of that deck.Look at the top 3 cards of your dynasty deck. Discard a card from a province you control, and put one of the looked at cards into that province faceup. Shuffle.Lose 1 honor - return this character to your hand.Lose 1 honor and choose a character you control. Select one - until the end of the phase that character gets +1 [Military] and gains the Bushi trait, or until the end of the phase that character gets +1 [Political] and gains the Courtier trait.Lose 1 honor. Choose a character you control - move this attachment to that character. Then, remove fate from that character.Lose 2 honor. Choose a participating character you control - until the end of the conflict, that character gets +4 [Military] and cannot be targeted by opponents' card abilities.Monk character only.Move a [Unicorn] character you control into a conflict or home from a conflict.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.Play an attached facedown character from this holding as if it were in this province. Then, sacrifice this holding.Play only if the bid on your honor dial is higher than an opponent's.Play only if you are less honorable than an opponent.Play only if you are less honorable than your opponent.Play only if you control a Shugenja character.Play only if you have 6 or fewer honor.Play only if you have the Imperial Favor.Play only if your honor bid is equal to an opponent's.Play only if your honor bid is lower than an opponent's.Play only on an attacking character.Play this attachment from your conflict discard pile.Ready this character.Reduce the cost by 1 to play each Meishōdō attachment on this character or a neutral character.Reduce the cost of the next event you play this phase by 1.Reduce the cost to play this character by 1 while you are the first player.Remove 1 fate from a (friendly) [Unicorn] character - ready that character.Remove 1 fate from each character. Draw 1 card. (Max 1 per round.)Return the [Air] ring from a claimed ring pool to the unclaimed ring pool.Return this attachment to your hand and dishonor attached character.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.Sacrifice a (friendly) character - draw 1 card.Sacrifice a (friendly) character - until the end of the phase, treat this character's printed text box as if it were blank (except for Traits).Sacrifice a (friendly) character. Choose a character - ready that character.Sacrifice a (friendly) honored character. Choose a dishonored character - discard that character.Sacrifice a (friendly) [Crab] character. Choose an opponent - that player must sacrifice a character. (Max 1 per round.)Sacrifice this character. Choose a character - place 1 fate on that character.Sacrifice this holding - draw 1 card.Sacrifice this holding, choose a Weapon attachment in your discard pile - return that attachment to your hand.Sacrifice this holding, select one - each player gains 2 fate or each player gains 2 honor. Refill this province faceup.Search the top 5 cards of your conflict deck for an attachment, reveal it, and add it to your hand. Shuffle.Seeker role only.Select one - move this character into a conflict or move this character home from a conflict. (Limit twice per round.)Select one - place 1 fate on each unclaimed ring with no fate or remove 1 fate from each unclaimed ring.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.Spend 1 fate - this character gets +X [Military] until the end of the conflict. X is equal to its [Political] skill.Spend 1 fate, choose a character - discard a status token from that character.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.)The defending player chooses the element (but not the type) during each conflict declared against him or her. This choice is made before conflict type, attacking characters, and the attacked province are chosen.The player that has the [Air] ring in his or her claimed ring pool chooses an ordinary character he or she controls. You select one - honor or dishonor that character.This attachment cannot be played during a conflict.This character cannot be declared as a defender.This character cannot be declared as an attacker or defender.This character cannot be declared as an attacker.This character cannot be honored or dishonored.This character cannot participate in conflicts as an attacker against a player that controls the Imperial Favor.This character cannot participate in conflicts as an attacker.This character does not bow as a result of conflict resolution in conflicts in which it lost.This character gets +1 [Military] and +1 [Political] for each other Imperial card you control.This character gets +1 [Military] and +1 [Political] while you do not have the Imperial Favor.This character gets +1 [Military] and +1 [Political] while you have claimed the [Fire] or [Void] ring.This character gets +1[Military] and +1[Political] for each claimed ring.This character gets +1[Military] and +1[Political] for each fate on each unclaimed ring.This character gets +1[Military] and +1[Political] while you are less honorable than an opponent.This character gets +1[Military] during the first [Military] conflict each round.This character gets +2 glory during [Air] conflicts.This character gets +2 [Military] for each ring in each opponent's claimed ring pool.This character gets +2 [Military] while you have claimed the [Earth] ring or [Water] ring.This character gets +2 [Military] while you have claimed the [Fire] or [Water] ring.This character gets +2 [Military] while you have claimed the [Water] or [Void] ring.This character gets +2 [Political] while you have claimed the [Air] or [Fire] ring.This character gets +2 [Political] while you have claimed the [Air] or [Water] ring.This character gets +3 [Political] while you have claimed the [Air] or [Void] ring.This character gets +3[Political] while defending.This character gets +X [Military] and +X [Political]. X is equal to the number of fate in your fate pool.This holding adds +3 to your side during each glory count.This province gets +1 strength for each claimed ring.This province gets +2 strength while you have a Fire role.This province gets +2 strength while you have a Void role.This province gets +2 strength while you have a Water role.This province gets +2 strength while you have an Air role.This province gets +2 strength while you have the Earth role.This province gets +5 strength during [Military] conflicts.This province gets +5 strength during [Policital] conflicts.Treat attached character as if its printed text box were blank (except for Traits).Void role onlyWater role onlyWhen 1 or more fate would be removed from attached character - instead, move that fate to your fate pool.When a character would be honored or dishonored, choose another character controlled by the same player - that character receives the honor or dishonor instead.When a character you control would leave play - sacrifice this holding instead.When a ring in your claimed ring pool would be returned to the unclaimed ring pool - it remains claimed instead. (Max 1 per round.)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.When an honored character you control would leave play - instead discard that character's status token.When an opponent initiates a duel that targets a character you control - cancel that duel.When another character you control would be dishonored - instead, dishonor this character. Then, ready this character.When attached character leaves play - move this attachment to another character controlled by the same player.When attached character would leave play - discard this attachment instead.When the conflict phase ends - resolve the ring effects of up to 2 unclaimed rings as if you were the attacking player.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.When the effect of a card ability, ring effect, or framework step would cause you to lose your honor - cancel that effect, then gain 1 honor.When the effects of a card ability that targets attached character would initiate, sacrifice this attachment - cancel those effects.When the effects of a Spell event your opponent plays during a conflict would initiate, put this character into play from your hand - cancel those effects.When the effects of a trigger ability on the attacked province would initiate, if attached character is attacking, sacrifice this attachment - cancel those effects.When the effects of a triggered ability that targets a Shugenja you control would initiate - cancel those effects.When the effects of an event would initiate - cancel those effects.When the effects of an event would initiate, dishonor a (friendly) Courtier character - cancel those effects.When the effects of an event would initiate, if you control more honored characters than an opponent - cancel those effects.When the fate phase ends, if attached character is ready - resolve another fate phase after this one. (Max 1 per round.)When this character leaves play - claim the Imperial FavorWhen this character leaves play - each player draws 2 cards.When this character leaves play, choose a character you control - honor that character.When this character leaves play, choose a [Phoenix] character in your dynasty discard pile - put that character into play with 1 fate on it.When this holding's province is broken - shuffle this card back into your dynasty deck.When this province is broken - dishonor each attacking character and honor each defending character.When this province is broken - draw 3 cards.When this province is broken - gain 1 fate and draw 1 card.When this province is broken - put a character into play from one of your provinces or from your hand.When this province is broken - take 2 honor from your opponent.When this province is broken - the attacking player reveals his or her hand. Choose a card in their hand and discard any number of copies of that card from their hand.When this province is broken, choose a defending character - move that character home.When this province is broken, choose a dishonored character - discard that character.When this province is broken, chose an opponent's character - move each fate from that character to a character you control with no fate.When this province would be broken, if there are no honor tokens on it - place 1 honor token on it instead.When you play an event, lose 1 honor - reduce the cost of that event by 1.When you would lose 1 honor for an unopposed conflict - cancel that honor loss. Then, lose 1 fate. (Unlimited.)When you would pass the first player token - keep it instead.When you would resolve the [Void] ring effect, choose another ring - resolve that ring's effect instead. Draw 1 card.When you would resolve the [Water] ring - instead of the normal ring effect, you may choose and bow any character and you may choose and ready a different character.When you would resolve the [Water] ring effect, choose a character you control - instead of resolving normal ring effects, put this attachment into play from your hand or conflict discard pile, attached to that character.While a dishonored character is participating in a conflict -move this character into or out of that conflict.While attached character is attacking, it gets an additional +2 [Military].While attached character is attacking, lose 1 honor - reduce the attacked province's province strength by 1 until the end of the conflict (to a minimum of 0). (Unlimited.)While attached character is dueling, your opponent cannot bid 1 or 5.While attached character is participating in a conflict - reveal the top card of your conflict deck until the end of the conflict. While it remains revealed, you may play that card as if it were in your hand.While attached character is participating in a conflict, bow and sacrifice this attachment - until the end of the conflict, each non-unique participating character gets -2 [Military]While attached character is participating in a conflict, bow this attachment. Choose a participating character with lower [Military] skill than attached character - return all fate on that character to its owner's fate pool.While attached character is ready, opponents cannot remove or gain fate from rings.While resolving a conflict at this province, characters count their glory instead of their [Military] skill and [Political] skill.While resolving conflicts at this province, each character counts its combined [Military] and [Political] skill.While the bid on your honor dial is higher than an opponent's, this character gets +2 [Military] and +2 [Political].While the [Fire] ring is unclaimed, this character gets +2 [Military] and +2 [Political]While the [Water] ring is claimed - ready this character.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."While this character is attacking - it gets +5 [Military] until the end of the conflict. At the end of the conflict, if you do not control a Commander character, discard this character.While this character is attacking alone, treat the defending province as if its printed text box were blank (except for Traits).While this character is attacking alone, your opponent cannot declare more than one defender.While this character is attacking, characters with lower glory that this character do not count their skill toward the resolution of this conflict.While this character is attacking, choose a character controlled by your opponent - move that character to this conflict.While this character is attacking, choose a character with equal or lower [Military] skill than this character - bow that character.While this character is attacking, each Courtier character cannot be declared as a defender.While this character is attacking, each other character that has 1 or more fate on it does not count its skill toward the resolution of this conflict.While this character is attacking, each other character that has no fate on it does not count its skill toward the resolution of the conflict.While this character is attacking, increase the cost for your opponent to play cards from his or her hand by 1.While this character is attacking, only characters that have an odd printed cost count their skill toward the resolution of this conflict.While this character is attacking, only this character and honored characters count their skill toward the resolution of this conflict.While this character is attacking, sacrifice it - resolve the ring effect of the contested ring as if you won the conflict as the attacking player. (Max 1 per conflict.)While this character is attacking, spend 1 fate to an unclaimed ring - honor this character.While this character is attacking, spend 1 fate to an unclaimed ring. Choose a Monk character or a character with a Monk attachment - ready that character.While this character is attacking, the contested ring gains the [Air] element. If this character wins the conflict as an attacker, you may choose which of its ring effects to resolve.While this character is attacking, the contested ring gains the [Void] element. If this character wins the conflict as an attacker, resolve each of that ring's effects.While this character is attacking, your opponent must choose a participating character he or she controls - move that character home.While this character is defending, choose another participating character, set this character's based [Military] and [Political] skill to the chosen character's current skill values.While this character is defending, each character with printed cost 2 or lower does not count its skill toward the resolution of this conflict.While this character is defending, if you control a participating Courtier or Shugenja character, this character does not bow as a result of conflict resolution.While this character is defending, opponents' card effects cannot bow it or move it.While this character is defending, opponents' card effects cannot move it.While this character is defending, sacrifice it - resolve the ring effect of the contested ring as if you won the conflict as the attacking player. (Max 1 per conflict.)While this character is dishonored, add its glory to its [Political] and [Military] instead of subtracting it.While this character is participating in a conflict - each participating character controlled by your opponent gets -1[Military] and -1[Political] until the end of the conflict.While this character is participating in a conflict - remove 1 fate from each participating character your opponent controls with lower glory than this character.While this character is participating in a conflict, bow a (friendly) attachment on it. Choose a participating character without attachments - bow that character.While this character is participating in a conflict, characters cannot become dishonored.While this character is participating in a conflict, choose a character - switch that character's base [Military] and [Political] skill until the end of the conflict.While this character is participating in a conflict, choose a non-participating character - move that character to this conflict. Then, if you win the conflict, you may dishonor that character.While this character is participating in a conflict, choose a participating character controlled by an opponent - challenge that character to a [Military] duel. Dishonor the loser of the duel.While this character is participating in a conflict, choose a participating character controlled by your opponent - challenge that character to a [Military] duel. If the loser of the duel has no fate on it, discard it. Otherwise remove 1 fate from it.While this character is participating in a conflict, choose a participating character you control with 1 or more attachments - until the end of the conflict, that character is immune to events.While this character is participating in a conflict, choose a ready non-participating character with printed cost 2 or lower controlled by each player - move each character to the conflict.While this character is participating in a conflict, choose another participating character - until the end of the conflict, that character gets +2[Military] and +2[Political] for each holding you control.While this character is participating in a conflict, discard the Imperial Favor - draw 3 cards. Reduce the cost of each event you play during this conflict by 2.While this character is participating in a conflict, discard the Imperial Favor - each Shinobi character you control gets +2 [Political] until the end of the conflict.While this character is participating in a conflict, discard the Imperial Favor - turn each facedown card in each of your provinces faceup. Then, put up to 2 characters from your provinces into play participating in this conflict.While this character is participating in a conflict, discard the Imperial Favor. Choose an opponent's participating character with 1 or more attachments - bow that character.While this character is participating in a conflict, each character you control gains courtesy and sincerity.While this character is participating in a conflict, each other character that is dishonored does not count its skill toward the resolution of this conflict.While this character is participating in a conflict, give your opponent 1 fate. That opponent must choose a ready participating character he or she controls - bow that character.While this character is participating in a conflict, if there is a holding in play - look at the top 2 cards of your conflict deck. Add 1 of those cards to your hand and place the other on the bottom of your conflict deck.While this character is participating in a conflict, if you are more honorable than your opponent - honor this character.While this character is participating in a conflict, if you control more participating characters than your opponent - each participating Cavalry character you control gets +1 [Political] and +1 [Military] until the end of the conflict.While this character is participating in a conflict, if you count more current glory than your opponent among ready participating characters, choose a participating character - double that character's base [Political] until the end of the conflict.While this character is participating in a conflict, if you count more current glory than your opponent among ready participating characters, choose an enemy character - move that character home.While this character is participating in a conflict, ignore the effects of each status token on each participating character.While this character is participating in a conflict, it gets +1[Military] and +1[Political] for each participating [Unicorn] character you control.While this character is participating in a conflict, opponents cannot play events.While this character is participating in a conflict, you are considered to control an additional character in this conflictWhile this character is participating in a conflict, your opponent must choose a participating character he or she controls - challenge that character to a [Military] duel. If this character wins, move each character not involved in the duel home. If it loses, send it home.While this character is participating in a [Military] conflict - until the end of the conflict, each participating character your opponent controls with equal or lower [Military] skill than this character cannot trigger their abilities.While this character is participating in a [Military] conflict, choose a participating character with the highest glory in the conflict (you choose in case of a tie) - move that character home.While this character is participating in a [Military] conflict, dishonor this character and choose a participating character controlled by your opponent - until the end of the conflict, that character gets -2 [Military] and is discarded if its [Military] skill is 0.While this character is participating in a [Political] conflict, choose a participating character controlled by your opponent - until the end of the conflict, that character gets -1[Political] and is discarded if its [Political] skill is 0. (Limit twice per round.)While this character is participating in a [Political] conflict, choose a participating character with lower [Political] skill than this character - move the chosen character home. Then, you may bow it.While this character is participating in a [Political] conflict, if you count more current [Political] skill in the conflict than your opponent - take 1 honor from that opponent.While this character is participating in a [Political] conflict, spend 1 fate to an unclaimed ring - look at your opponent's hand. Choose 1 of those cards and discard it. (Max 1 per conflict.)While this character is your only participating character in a conflict - honor this character.While you are less honorable than an opponent, attached character gets +1 [Military], +1 [Political], and gains: "This character cannot be honored or dishonored."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.While you are the defending player, choose a bowed character you control - ready that character and move it to the conflict.While you have claimed or are contesting: the [Air] ring, this character gets +2 [Political]; the [Earth] ring, this character gets +2 [Military]; the [Fire] ring, this character gains pride.While you have not lost a conflict this phase, cancel the effects of the first action ability your opponent triggers from a card during each conflict.While you have the Imperial Favor, attached character gets +1 glory.While you have the Imperial Favor, this character does not bow as a result of conflict resolution while attacking.X is equal to the number of unclaimed rings.X is equal to twice the bid on your honor dial.You cannot place fate on this character when it is played from one of your provinces.You may look at facedown cards in each province you control.You may only spend influence on [Phoenix] cards.You may only spend influence on [Scorpion] clan cards.You may only spend influence on [Unicorn] clan cards.You may play cards in adjacent provinces as if they were in your hand.You may play this character as an attachment with the text: "Action: During a conflict in which attached character is participating, choose another participating character - move 1 fate from that character to the attached character."You may play this character as an attachment with the text: "Attached character gains covert."You may play this character as an attachment with the text: "Reaction: After attached character is declared as an attacker or defender - search the top 5 cards of your conflict deck for a Kihō or Tattoo card, reveal it, and add it to your hand. Shuffle."You may replace 1 province of any element with an additional [Air] province while deck building.You may replace 1 province of any element with an additional [Earth] province while deck building.You may replace 1 province of any element with an additional [Fire] province while deck building.You may replace 1 province of any element with an additional [Void] province while deck building.You may replace 1 province of any element with an additional [Water] province while deck building.You may trigger each of attached character's triggered abilities an additional time each round (or specified period).You may use the fate on a ring to pay the cost of a conflict card that has a Trait that matches an element of that ring.[Military] conflicts cannot be declared against this holding's province.[Political] conflicts cannot be declared against this holding's province.
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Sets
Core
Children of the Empire
Disciples of the Void
Underhand of the Emperor
Warriors of the Wind
Imperial Cycle
Tears of Amaterasu
For Honor and Glory
Into the Forbidden City
The Chrysanthemum Throne
Fate Has No Secrets
Meditations on the Ephemeral
Elemental Cycle
Breath of the Kami
Tainted Lands
The Fires Within
The Ebb and Flow
All and Nothing
Elements Unbound
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