Filters    (show more)
A Fate Worse Than Death (Scorpion)A Legion of One (Lion)A New Name (Crane)A Perfect Cut (Neutral)Abandoning Honor (Neutral)Above Question (Crane)Acolyte of Koyane (Phoenix)Adept of Shadows (Scorpion)Adept of the Waves (Phoenix)Admit Defeat (Crane)Adopted Kin (Dragon)Adorned Barcha (Unicorn)Against the Waves (Phoenix)Agasha Shunsen (Dragon)Agasha Sumiko (Dragon)Agasha Swordsmith (Dragon)Agasha Taiko (Dragon)Ageless Crone (Lion)Aggressive Moto (Unicorn)Akodo Gunsō (Lion)Akodo Kaede (Lion)Akodo Kage (Lion)Akodo Makoto (Lion)Akodo Toshiro (Lion)Akodo Toturi (Neutral)Akodo Toturi (Lion)Akodo Zentarō (Lion)Alibi Artist (Scorpion)All and Nothing (Phoenix)Alluring Patron (Scorpion)Along the River of Gold (Neutral)Ambush (Scorpion)Ancestral Armory (Lion)Ancestral Daishō (Dragon)Ancestral Lands (Neutral)Ancestral Shrine (Phoenix)Ancient Master (Dragon)Appealing to the Fortunes (Neutral)Apprentice Earthcaller (Crab)Aranat (Unicorn)Arbiter of Authority (Crane)Armament Artisan (Neutral)Army of the Rising Wave (Dragon)Artisan Academy (Crane)Asahina Artisan (Crane)Asahina Storyteller (Crane)Asahina Takako (Crane)Asahina Takamori (Crane)Asako Azunami (Phoenix)Asako Diplomat (Phoenix)Asako Maezawa (Phoenix)Asako Takahiro (Phoenix)Asako Tsuki (Phoenix)Ascetic Visionary (Dragon)Ashigaru Levy (Lion)Aspiring Challenger (Neutral)Assassination (Neutral)Attendant to the Emperor (Scorpion)Awakened Tsukumogami (Neutral)Back-Alley Hideaway (Scorpion)Backhanded Compliment (Scorpion)Banzai! (Neutral)Battle Maiden Recruit (Unicorn)Bayushi Aramoro (Scorpion)Bayushi Collector (Scorpion)Bayushi Dairu (Scorpion)Bayushi Kachiko (Scorpion)Bayushi Liar (Scorpion)Bayushi Manipulator (Scorpion)Bayushi Shoju (Scorpion)Bayushi Shoju (Scorpion)Bayushi Yojiro (Scorpion)Bayushi Yunako (Scorpion)Bayushi's Whisperers (Scorpion)Beastmaster Matriarch (Lion)Before the Throne (Neutral)Being and Becoming (Dragon)Beloved Advisor (Crane)Benevolent Ambassador (Unicorn)Benevolent Host (Crane)Benten's Touch (Phoenix)Blackmail (Scorpion)Blackmail Artist (Scorpion)Blade of 10,000 Battles (Lion)Blood of Onnotangu (Neutral)Bonsai Garden (Crane)Border Fortress (Unicorn)Border Rider (Unicorn)Borderlands Defender (Crab)Borderlands Fortifications (Crab)Born in War (Unicorn)Brash Samurai (Crane)Breach of Etiquette (Neutral)Breakthrough (Unicorn)Brother's Gift Dōjō (Scorpion)Bustling Academy (Phoenix)By Any Means (Scorpion)Calling in Favors (Scorpion)Callous Ashigaru (Crab)Callow Delegate (Crane)Captive Audience (Unicorn)Caravan Guard (Neutral)Castigated (Scorpion)Cautious Scout (Crane)Cavalry Reserves (Unicorn)Censure (Neutral)Centipede Tattoo (Dragon)Challenge on the Fields (Unicorn)Champions of Yomi (Lion)Charge! (Neutral)Chasing the Sun (Unicorn)Chikai Order Protector (Phoenix)Child of the Plains (Unicorn)Chisei District (Crane)Chrysanthemum Steward (Scorpion)Chukan Nobue (Phoenix)City of Lies (Scorpion)City of the Open Hand (Scorpion)Civil Discourse (Crane)Clarity of Purpose (Phoenix)Cloak of Night (Phoenix)Cloud the Mind (Neutral)Command Respect (Lion)Compass (Neutral)Conflict Between Kin (Crane)Consumed by Five Fires (Phoenix)Contingency Plan (Neutral)Court Games (Neutral)Court Mask (Scorpion)Court Musician (Crane)Court Novice (Scorpion)Court of Deception (Scorpion)Court of Justice (Dragon)Courteous Scheming (Crane)Courtly Challenger (Crane)Crisis Breaker (Crab)Cunning Magistrate (Scorpion)Curry Favor (Crane)Curved Blade (Unicorn)Daidoji Harrier (Crane)Daidoji Kageyu (Crane)Daidoji Nerishma (Crane)Daidoji Netsu (Crane)Daidoji Uji (Crane)Daimyō's Favor (Dragon)Daimyō's Gunbai (Neutral)Daring Challenger (Crab)Deathseeker (Lion)Deceptive Offer (Scorpion)Deduction (Dragon)Defend the Wall (Crab)Defend Your Honor (Neutral)Demonstrating Excellence (Neutral)Discourage Pursuit (Scorpion)Disdainful Remark (Crane)Disguised Protector (Scorpion)Dishonorable Assault (Lion)Dispatch (Unicorn)Display of Power (Phoenix)Distinguished Dōjō (Crane)Doji Challenger (Crane)Doji Fumiki (Crane)Doji Gift Giver (Crane)Doji Hotaru (Crane)Doji Hotaru (Crane)Doji Kuwanon (Crane)Doji Representative (Crane)Doji Shigeru (Crane)Doji Shizue (Crane)Doji Whisperer (Crane)Doomed Shugenja (Dragon)Duel to the Death (Crane)Duelist Training (Crane)Duty (Scorpion)Eager Scout (Crab)Earth Becomes Sky (Phoenix)Effective Deception (Scorpion)Elemental Fury (Neutral)Embrace Death (Lion)Embrace the Void (Phoenix)Emissary of Lies (Scorpion)Emperor's Summons (Neutral)Endless Plains (Unicorn)Enigmatic Magistrate (Dragon)Enlightened Warrior (Dragon)Entrenched Position (Neutral)Erudite Prestige (Phoenix)Esteemed Tea House (Crane)Ethereal Dreamer (Phoenix)Even the Odds (Lion)Fū Sui Disciple (Crane)Fair Accord (Crab)Fallen in Battle (Neutral)False Loyalties (Scorpion)Fan of Command (Lion)Favor of the Kami (Phoenix)Favorable Ground (Neutral)Favored Mount (Unicorn)Favored Niece (Scorpion)Fawning Diplomat (Scorpion)Fearsome Mystic (Phoenix)Feast or Famine (Neutral)Feral Ningyo (Phoenix)Fertile Fields (Neutral)Festival for the Fortunes (Crane)Festival of the Departed (Neutral)Fiery Madness (Scorpion)Fifth Tower Watch (Crab)Fight On (Crab)Fine Katana (Neutral)Finger of Jade (Neutral)Fire Elemental Guard (Phoenix)Fire Tensai Acolyte (Phoenix)Fire Tensai Initiate (Phoenix)Flooded Waste (Crab)For Greater Glory (Lion)For Shame! (Neutral)Force of the River (Unicorn)Forebearer's Echoes (Lion)Forged Edict (Scorpion)Forgotten Library (Phoenix)Formal Invitation (Crane)Fortified Assembly (Crab)From the Shadows (Scorpion)Frontline Engineer (Crab)Frostbitten Crossing (Neutral)Funeral Pyre (Crab)Fury of the Damned (Crab)Fushichō (Phoenix)Gaijin Customs (Unicorn)Gallant Quartermaster (Crab)Game of Sadane (Crane)Gateway to Meido (Neutral)Gift of Amaterasu (Phoenix)Gifted Tactician (Lion)Give No Ground (Crab)Giver of Gifts (Unicorn)Glorious Victory (Lion)Goblin Sneak (Neutral)Golden Plains Outpost (Unicorn)Golden Plains Raider (Unicorn)Good Omen (Neutral)Gossip (Crane)Graceful Guardian (Crane)Grasp of Earth (Phoenix)Greater Understanding (Dragon)Guard Duty (Lion)Guardian Kami (Neutral)Guardian of Virtue (Crab)Guardians of the Seikitsu (Neutral)Guest of Honor (Crane)Guidance of the Ancestors (Lion)Hand to Hand (Lion)Hantei Daisetsu (Neutral)Hantei Sotorii (Neutral)Hantei XXXVIII (Neutral)Harmonize (Phoenix)Haughty Magistrate (Phoenix)Hawk Tattoo (Dragon)Heartless Intimidator (Scorpion)Heavy Ballista (Crab)Height of Fashion (Crane)Henshin Disciple (Phoenix)Henshin Mysteries (Phoenix)Hero of Three Trees (Lion)Heroic Resolve (Lion)Hida Amoro (Crab)Hida Guardian (Crab)Hida Kisada (Crab)Hida O-Ushi (Crab)Hida Sugi (Crab)Hida Tomonatsu (Crab)Hida Tsuru (Crab)Hida Yakamo (Crab)Hidden Moon Dōjō (Scorpion)High Kick (Dragon)Hiruma Ambusher (Crab)Hiruma Kogoe (Crab)Hiruma Outpost (Crab)Hiruma Signaller (Crab)Hiruma Skirmisher (Crab)Hiruma Yōjimbō (Crab)Hiruma Yoshino (Crab)Hisu Mori Toride (Lion)Hisu Mori Toride (Unicorn)Hito District (Lion)Hitsu-do Disciple (Dragon)Honed Nodachi (Crab)Honest Challenger (Unicorn)Honorable Challenger (Lion)Honored Blade (Lion)Honored General (Lion)Humble Magistrate (Neutral)Hurricane Punch (Dragon)I Am Ready (Unicorn)I Can Swim (Scorpion)Iaijutsu Master (Crane)Ichigenkin Soloist (Crane)Icon of Favor (Crane)Ide Messenger (Unicorn)Ide Negotiator (Unicorn)Ide Ryōma (Unicorn)Ide Tadaji (Unicorn)Ide Trader (Unicorn)Ignoble Enforcers (Scorpion)Ikebana Artisan (Crane)Ikoma Anakazu (Lion)Ikoma Eiji (Lion)Ikoma Ikehata (Lion)Ikoma Kiyono (Lion)Ikoma Orator (Lion)Ikoma Prodigy (Lion)Ikoma Reservist (Lion)Ikoma Tsanuri (Lion)Ikoma Ujiaki (Lion)Illustrious Forge (Neutral)Illustrious Plagiarist (Scorpion)Imperial Librarian (Neutral)Imperial Storehouse (Neutral)Implacable Magistrate (Lion)Impulsive Novice (Dragon)In Defense of Rokugan (Crab)In Service to My Lord (Lion)Indomitable Will (Dragon)Inferno Guard Invoker (Phoenix)Infiltrator (Scorpion)Infiltrator's Tools (Scorpion)Inquisitive Ishika (Phoenix)Insolent Outcast (Neutral)Insolent Rival (Scorpion)Insult to Injury (Crane)Intimidating Hida (Crab)Into the Forbidden City (Neutral)Invocation of Ash (Unicorn)Invoke the Divine (Phoenix)Iron Crane Legion (Crane)Iron Mine (Crab)Isawa Atsuko (Phoenix)Isawa Heiko (Phoenix)Isawa Kaede (Phoenix)Isawa Masahiro (Phoenix)Isawa Mori Seidō (Phoenix)Isawa Tadaka (Phoenix)Isawa Tadaka (Phoenix)Isawa Tsuke (Phoenix)Isawa Ujina (Phoenix)Isawa Uona (Phoenix)Ishiken Initiate (Phoenix)Issue a Challenge (Crane)Itinerant Philosopher (Dragon)Iuchi Daiyu (Unicorn)Iuchi Farseer (Unicorn)Iuchi Shahai (Unicorn)Iuchi Wayfinder (Unicorn)Ivory Kingdoms Unicorn (Neutral)Iwasaki Pupil (Crane)Jade Masterpiece (Dragon)Jade Tetsubō (Crab)Jewel of the Khamasīn (Unicorn)Jurōjin's Curse (Phoenix)Justicar's Approach (Dragon)Kabuki Hero (Crane)Kaito Kosori (Phoenix)Kaito Nobukai (Phoenix)Kaito Temple Protector (Phoenix)Kaiu Envoy (Crab)Kaiu Inventor (Crab)Kaiu Shihobu (Crab)Kaiu Shuichi (Crab)Kakita Asami (Crane)Kakita Blade (Crane)Kakita Dōjō (Crane)Kakita Favorite (Crane)Kakita Kaezin (Crane)Kakita Ryoku (Crane)Kakita Toshimoko (Crane)Kakita Yoshi (Crane)Kakita Yuri (Crane)Kakita's Final Stance (Crane)Kamayari (Lion)Kami Unleashed (Neutral)Kanjo District (Phoenix)Karada District (Crab)Karmic Balance (Dragon)Karmic Twist (Phoenix)Katana of Fire (Phoenix)Keeper Initiate (Neutral)Keeper of Air (None)Keeper of Earth (None)Keeper of Fire (None)Keeper of Secret Names (Unicorn)Keeper of Void (None)Keeper of Water (None)Khan's Ordu (Unicorn)Kiku Matsuri (Neutral)Kirei-ko (Scorpion)Kitsu Spiritcaller (Lion)Kitsu Warrior (Lion)Kitsuki Counselor (Dragon)Kitsuki Investigator (Dragon)Kitsuki Jusai (Dragon)Kitsuki Kagi (Dragon)Kitsuki Shomon (Dragon)Kitsuki Yaruma (Dragon)Kitsuki Yuikimi (Dragon)Kitsuki's Method (Dragon)Know the Terrain (Unicorn)Know the World (Phoenix)Kudaka (Neutral)Kujira's Hireling (Neutral)Kuni Laboratory (Crab)Kuni Ritsuko (Crab)Kuni Yori (Crab)Kuroi Mori (Phoenix)Kyūden Bayushi (Scorpion)Kyūden Hida (Crab)Kyūden Ikoma (Lion)Kyūden Isawa (Phoenix)Kyūden Kakita (Crane)Leniency (Unicorn)Let Go (Dragon)Letter from the Daimyō (Crane)Levy (Crab)Liar's Mask (Scorpion)Licensed Quarter (Scorpion)Lion's Pride Brawler (Lion)Loyal Challenger (Scorpion)Magistrate of Reason (Dragon)Magistrate Station (Crane)Magnificent Kimono (Phoenix)Magnificent Lighthouse (Phoenix)Magnificent Triumph (Dragon)Make an Opening (Scorpion)Maker of Keepsakes (Crane)Manicured Garden (Neutral)Mantis Seafarer (Neutral)Mantis Tenkinja (Neutral)Mantra of Air (Dragon)Mantra of Earth (Dragon)Mantra of Fire (Dragon)Mantra of Water (Dragon)Marauding Oni (Neutral)Mark of Shame (Scorpion)Market of Kaze-no-Kami (Crane)Massing at Twilight (Neutral)Master Alchemist (Dragon)Master of Gisei Toshi (Phoenix)Master of the Spear (Lion)Master of the Swift Waves (Unicorn)Matsu Beiona (Lion)Matsu Berserker (Lion)Matsu Gohei (Lion)Matsu Mitsuko (Lion)Matsu Seventh Legion (Lion)Matsu Swiftspear (Lion)Matsu Tsuko (Lion)Maze of Illusion (Scorpion)Meddling Mediator (Phoenix)Meditations on the Tao (Neutral)Meek Informant (Scorpion)Meishōdō Wielder (Unicorn)Menacing Iron Warrior (Crane)Midnight Prowler (Scorpion)Midnight Revels (Neutral)Minami Kaze Regulars (Unicorn)Mirumoto Dōjō (Dragon)Mirumoto Daishō (Dragon)Mirumoto Hitomi (Dragon)Mirumoto Prodigy (Dragon)Mirumoto Raitsugu (Dragon)Mirumoto's Fury (Dragon)Misinformation (Scorpion)Miwaku Kabe (Neutral)Miwaku Kabe Guard (Lion)Miya Library (Neutral)Miya Mystic (Neutral)Miya Satoshi (Neutral)Miyako's Undertaking (Scorpion)Moment of Perfect Beauty (Crane)Mono no Aware (Neutral)Moto Ariq (Unicorn)Moto Chagatai (Unicorn)Moto Horde (Unicorn)Moto Juro (Unicorn)Moto Nergüi (Unicorn)Moto Outrider (Unicorn)Moto Youth (Unicorn)Mountain's Anvil Castle (Dragon)Mountaintop Statuary (Dragon)My Ancestor's Strength (Lion)Naive Student (Phoenix)Natural Negotiator (Unicorn)Nezumi Infiltrator (Crab)Night Raid (Neutral)Niten Adept (Dragon)Niten Master (Dragon)Niten Pupil (Dragon)Noble Sacrifice (Crane)Northern Curtain Wall (Crab)Northern Wall Sensei (Dragon)Obstinate Recruit (Lion)Offer Testimony (Neutral)Ofushikai (Phoenix)Oni Mask (Scorpion)Opium Wastrel (Scorpion)Oracle of Stone (Phoenix)Origami Master (Crane)Ornate Fan (Neutral)Otomo Courtier (Neutral)Outflank (Unicorn)Outskirts Sentry (Unicorn)Outwit (Neutral)Overhear (Neutral)Pacifism (Phoenix)Pacifist Philosopher (Phoenix)Palace Guard (Scorpion)Paragon of Grace (Crane)Pathfinder's Blade (Crab)Peasant's Advice (Neutral)Perfect Land Ethos (Neutral)Persuasive Councelor (Lion)Petal Village Estate (Scorpion)Pilgrimage (Neutral)Pillow Book (Crane)Pit Trap (Crab)Policy Debate (Neutral)Political Rival (Crane)Political Sanction (Crane)Pragmatism (Crab)Prayers to Ebisu (Neutral)Press of Battle (Unicorn)Prodigy of the Waves (Phoenix)Proving Ground (Neutral)Prudent Challenger (Dragon)Public Forum (Neutral)Purity of Spirit (Phoenix)Quarrelsome Youth (Lion)Radiant Orator (Phoenix)Raging Battleground (Lion)Raise the Alarm (Crab)Rally to the Cause (Neutral)Reader of Omens (Phoenix)Ready for Battle (Lion)Rebuild (Crab)Reclusive Zokujin (Scorpion)Regal Bearing (Lion)Reprieve (Crab)Restoration of Balance (Dragon)Restored Heirloom (Lion)Retreat (Neutral)Ride Them Down (Unicorn)Righteous Delegate (Phoenix)Righteous Magistrate (Neutral)Ring of Binding (Unicorn)Riot in the Streets (Neutral)Rising Stars Kata (Dragon)River of the Last Stand (Crab)Root Out Heresy (Crab)Rout (Neutral)Roving Michibiku (Phoenix)Saadiyah al-Mozedu (Unicorn)Sabotage (Neutral)Sacred Sanctuary (Dragon)Sadane Student (Crane)Sage of Gisei Toshi (Phoenix)Sake House Confidant (Scorpion)Sanpuku Seidō (Phoenix)Sashimono (Lion)Savvy Politician (Crane)Scene of the Crime (Dragon)Seal of the Crab (Crab)Seal of the Crane (Crane)Seal of the Dragon (Dragon)Seal of the Lion (Lion)Seal of the Phoenix (Phoenix)Seal of the Scorpion (Scorpion)Seal of the Unicorn (Unicorn)Secluded Shrine (Phoenix)Secluded Temple (Dragon)Secret Cache (Scorpion)Seeker Initiate (Neutral)Seeker of Air (None)Seeker of Earth (None)Seeker of Enlightenment (Dragon)Seeker of Fire (None)Seeker of Knowledge (Phoenix)Seeker of Void (None)Seeker of Water (None)Seeking the Truth (Neutral)Sententious Poet (Crane)Seppun Guardsman (Neutral)Seppun Hidden Guard (Neutral)Seppun Ishikawa (Neutral)Seppun Truthseeker (Neutral)Serene Warrior (Phoenix)Severed From the Stream (Phoenix)Shameful Display (Neutral)Shameless Gossip (Scorpion)Sharpen the Mind (Lion)Sharpened Tsuruhashi (Crab)Shiba Peacemaker (Phoenix)Shiba Sophist (Phoenix)Shiba Tetsu (Phoenix)Shiba Tsukune (Phoenix)Shiba Yōjimbō (Phoenix)Shiksha Scout (Unicorn)Shinjo Altansarnai (Unicorn)Shinjo Ambusher (Unicorn)Shinjo Gunsō (Unicorn)Shinjo Haruko (Unicorn)Shinjo Kyōra (Unicorn)Shinjo Outrider (Unicorn)Shinjo Saddle (Unicorn)Shinjo Scout (Unicorn)Shinjo Shono (Unicorn)Shinjo Tatsuo (Unicorn)Shinjo Trailblazer (Unicorn)Shinomen Wayfinders (Unicorn)Shiotome Encampment (Unicorn)Shiotome Heroine (Unicorn)Shiro Kitsuki (Dragon)Shiro Nishiyama (Crab)Shiro Shinjo (Unicorn)Shizuka Toshi (Crane)Shosuro Actress (Scorpion)Shosuro Denmaru (Scorpion)Shosuro Hametsu (Scorpion)Shosuro Hyobu (Scorpion)Shosuro Ibuki (Scorpion)Shosuro Miyako (Scorpion)Shosuro Miyako (Scorpion)Shosuro Sadako (Scorpion)Shosuro Takao (Scorpion)Shrewd Yasuki (Crab)Shrine Maiden (Phoenix)Shukujo (Crane)Siege Captain (Crab)Siege Warfare (Crab)Silver-Tongued Magistrate (Crane)Sincere Challenger (Phoenix)Sinister Soshi (Scorpion)Smoke (Dragon)Smoke and Mirrors (Scorpion)Smuggler's Cove (Neutral)Smuggling Deal (Crab)Sneaky Shinjo (Unicorn)Social Puppeteer (Scorpion)Softskin (Scorpion)Solemn Scholar (Phoenix)Solitary Strength (Dragon)Soshi Aoi (Scorpion)Soshi Illusionist (Scorpion)Soshi Shadowshaper (Scorpion)Soshi Shiori (Scorpion)Soul Beyond Reproach (Crane)Speak to the Heart (Unicorn)Specialized Defenses (Crab)Spies at Court (Neutral)Spoils of War (Unicorn)Spreading the Darkness (Crab)Spyglass (Unicorn)Staging Ground (Lion)Stand Your Ground (Lion)Starry Heaven Sanctuary (Phoenix)Staunch Hida (Crab)Stay Your Hand (Neutral)Steadfast Samurai (Lion)Steadfast Witch Hunter (Crab)Steward of Law (Crane)Steward of the Rich Frog (Lion)Stoic Gunsō (Crab)Stoic Magistrate (Crab)Stolen Breath (Scorpion)Stolen Secrets (Scorpion)Storied Defeat (Crane)Strategic Weakpoint (Crab)Strength in Numbers (Lion)Stride the Waves (Phoenix)Student of Anatomies (Crab)Student of Esoterica (Phoenix)Student of War (Lion)Subdue the Spirits (Phoenix)Subterranean Guile (Crab)Supernatural Storm (Phoenix)Support of the Crane (None)Support of the Phoenix (None)Support of the Scorpion (None)Support of the Unicorn (None)Swift Magistrate (Unicorn)Tactician's Apprentice (Lion)Tactician's Camp (Lion)Tainted Hero (Crab)Tainted Koku (Scorpion)Talisman of the Sun (Unicorn)Taryū-Jiai (Phoenix)Tattered Missive (Neutral)Tattooed Wanderer (Dragon)Teachings of the Elements (Phoenix)Tears of Amaterasu (Neutral)Temple of the Dragons (Neutral)Tengu Sensei (Crane)Test of Courage (Lion)Test of Skill (Crane)The Art of Peace (Crane)The Art of War (Lion)The Fires of Justice (Lion)The Imperial Palace (Neutral)The Mirror's Gaze (Crane)The Mountain Does Not Fall (Crab)The Path of Man (Phoenix)The Perfect Gift (Crane)The Spear Rushes Forth (Crane)The Stone of Sorrows (Dragon)The Wrath of the Kami (Dragon)Third Tower Guard (Crab)Those Who Serve (Neutral)Time for War (Lion)Tireless Sōdan Senzo (Lion)Togashi Ichi (Dragon)Togashi Initiate (Dragon)Togashi Kazue (Dragon)Togashi Mendicant (Dragon)Togashi Mitsu (Dragon)Togashi Tadakatsu (Dragon)Togashi Yokuni (Dragon)Togashi Yoshi (Dragon)Toshi Ranbo (Scorpion)Trading on the Sand Road (Neutral)Tranquil Philosopher (Dragon)Tranquility (Dragon)True Strike Kenjutsu (Lion)Trusted Advisor (Dragon)Truthseeker (Dragon)Try Again Tomorrow (Crane)Two-Heavens Technique (Dragon)Ujik Tactics (Unicorn)Unassuming Yōjimbō (Scorpion)Unfulfilled Duty (Unicorn)Unified Company (Lion)Unleash the Djinn (Unicorn)Unmask (Scorpion)Unmatched Expertise (Phoenix)Unspoken Etiquette (Scorpion)Untamed Steppe (Unicorn)Unveiled Destiny (Neutral)Upholding Authority (Neutral)Utaku Battle Steed (Unicorn)Utaku Infantry (Unicorn)Utaku Kamoko (Unicorn)Utaku Mediator (Unicorn)Utaku Rumaru (Unicorn)Utaku Tetsuko (Unicorn)Utaku Yumino (Unicorn)Valiant Oathkeeper (Phoenix)Vanguard Warrior (Crab)Vassal Fields (Neutral)Venerable Historian (Lion)Vengeful Berserker (Crab)Vengeful Oathkeeper (Lion)Visiting Advisor (Unicorn)Voice of Honor (Crane)Voice of the Ancestors (Lion)Void Fist (Dragon)Volcanic Troll (Dragon)Walking the Way (Neutral)Wandering Ronin (Neutral)Waning Hostilities (Neutral)War Dog Master (Unicorn)Warden of the Damned (Crab)Warm Welcome (Neutral)Warrior Poet (Unicorn)Warriors of the Wind (Unicorn)Watch Commander (Crab)Watchtower of Valor (Crab)Way of the Chrysanthemum (Neutral)Way of the Crab (Crab)Way of the Crane (Crane)Way of the Dragon (Dragon)Way of the Lion (Lion)Way of the Phoenix (Phoenix)Way of the Scorpion (Scorpion)Way of the Unicorn (Unicorn)Wayfarer's Camp (Unicorn)Web of Lies (Scorpion)Wholeness of the World (Phoenix)Wicked Tetsubō (Crab)Wild Stallion (Unicorn)Winds of Change (Phoenix)Windswept Yurt (Unicorn)Winter Court Hosts (Crane)Withstand the Darkness (Crab)Writ of Authority (Lion)Written in the Stars (Dragon)Yōjin no Shiro (Lion)Yasuki Broker (Crab)Yasuki Fuzake (Crab)Yasuki Hatse (Crab)Yasuki Hikaru (Crab)Yasuki Oguri (Crab)Yasuki Procurer (Crab)Yasuki Taka (Crab)Yogo Hiroue (Scorpion)Yogo Kikuyo (Scorpion)Yogo Outcast (Scorpion)Yogo Preserver (Scorpion)Yoritomo (Neutral)Young Harrier (Crane)Young Rumormonger (Scorpion)Young Warrior (Unicorn)
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 Bushi character you control attacks alone - your opponent cannot declare more than 1 character as a defender in this conflict.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.After a character an opponent controls is readied - bow that character.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 is moved to the conflict in which this character is participating, choose a participating character - honor that character.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 character you control loses a conflict as an attacker, bow this stronghold. Choose a non-Champion character - bow that character.After a character you control loses a conflict as an attacker, bow your stronghold - put this character into play from your dynasty discard pile. If it is in play at the end of the phase, remove it from the game.After a character you control wins a duel - draw 1 card. (Limit twice per round.)After a character your opponent controls triggers an ability - bow 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 conflict is declared against this province, choose a character with the highest printed cost among characters in play - bow that character.After a conflict is declared, name a card - after each time your opponent plays that card during this conflict, choose an unclaimed ring and claim it as a [Political] ring, gaining all fate from it. (Unlimited.)After 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.After a duel resolves, bow this stronghold and choose a character you control that was involved in the duel - honor that character.After a Duelist character you control wins a duel - dishonor the losing character.After a phase begins, if you have the Imperial Favor, choose a character - honor that 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 against this province - place 1 honor token on it.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 breaks one of your provinces, choose and discard a card from your hand - ready and honor this 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 [Air] conflict, choose a Monk character or a character with a Monk attachment - honor 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 discards 1 or more cards from his or her hand due to the cost or effect of a card ability, choose a character - dishonor that character.After an opponent gains 1 or more honor through a card effect - ready this character.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 a card during a conflict in which this character is participating - gain 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 plays an event that chooses a [Crab] character you control as a target - place 1 fate on that character. (Max 1 per phase.)After an opponent selects a ring with fate on it - place 1 fate on this character.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 characters' locations.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 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.)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 is honored - honor this character.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 loses a conflict - discard this attachment.After attached character wins a conflict - gain 1 honor.After attached character wins a conflict, if you are more honorable than your opponent, choose a card in your conflict discard pile - add that card to your hand.After attached character wins a duel - gain 1 honor.After attached character wins a [Military] conflict - honor attached character.After attached character wins a [Military] conflict, remove 1 fate from attached character. Your opponent chooses a participating character he or she controls - discard that character.After attached character wins a [Political] conflict, sacrifice this attachment - your opponent chooses and discards 2 cards from his or her hand.After fate is placed on attached ring - resolve that ring's effect as if you were the attacking player.After fate is removed from characters in the fate phase. If 4 or more fate was removed - gain 2 fate.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 during a duel in which attached character is participating - increase or decrease the value of your bid by 1 (to a minimum of 0).After honor dials are revealed for a duel, if this character is involved in the duel - double this character's base [Military] and [Political] skills until the end of the phase.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 honor dials are revealed, if your honor bid is equal to an opponent's - move 1 fate from that opponent's fate pool to an unclaimed ring.After the conflict phase begins - each player draws 2 cards and loses 1 honor.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 a conflict in which this character was attacking, if a province was broken in the conflict - immediately declare your next conflict for the phase. That conflict is [Military] instead of its normal type.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 [Void] ring is claimed, choose a character with no fate - remove that character from the game. (Unlimited.)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 - place 1 fate on each unclaimed ring.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 - search your dynasty deck for any number of holdings, reveal them, and put them facedown underneath your stronghold province (out of play). Shuffle.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 a deck - look at the top 3 cards of that deck and put them back in any order.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, choose another copy of this card in your provinces or discard pile - put that character into play.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, if you have fewer cards in your hand than your opponent your opponent discards 1 random card from his or her hand.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 loses a conflict, lose 1 honor.After this character wins a conflict - gain 1 fate from an unclaimed ring.After this character wins a conflict - remove 1 fate from each other participating character.After this character wins a conflict - take a ring from the defending player's claimed ring pool.After this character wins a conflict - you and your opponent each gain 1 honor.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 as the attacker, choose a faceup card in a province controlled by your opponent - discard that card.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 card in a dynasty discard pile - put that card on the bottom of its owner's dynasty deck.After this character wins a conflict, choose a character - honor or dishonor that character.After this character wins a conflict, choose a participating Courtier character - if that character has no fate on it, discard it. Otherwise, remove 1 fate from it.After this character wins a conflict, choose up to 3 cards in a player's discard pile - remove them from the game.After this character wins a conflict, discard a card from your hand. Choose another participating character - honor that character.After this character wins a conflict, gain 1 honor.After this character wins a conflict, if you have fewer cards in your hand than your opponent - put a non-unique Bushi character with printed cost 2 or less into play from your dynasty discard pile.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 [Military] conflict - look at the top 2 cards of your opponent's conflict deck. You may discard 1 of those cards.After this character wins a [Military] conflict, your opponent chooses 2 cards in his or her hand - reveal those cards. You choose and discard one of them.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 - if the current conflict is [Political], switch the conflict type. Each conflict declared this phase is [Military] instead of its normal type.After this province is revealed - look at your opponent's hand.After this province is revealed - resolve the contested ring's effects as if you were the attacking player.After this province is revealed - search the top 5 cards of your conflict deck for an attachment and put it into play attached to a character you control. Shuflle.After this province is revealed - search your dynasty deck for a character card and put it faceup into a non-stronghold province you control, discarding each other card in that province. Shuffle.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 X cards from his or her hand. X is equal to the number of attacking characters.After this province is revealed, choose a character that is not honored - bow that character.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 - honor each character you control.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 attached character is attacking - discard each card from each of your opponent's provinces.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 gain fate from a ring during a conflict in which this character is participating - draw 1 card.After you gain fate from a ring during a conflict in which this character is participating, this character cannot be chosen as the target of your opponent's triggered abilities until the end of the conflict.After you honor or dishonor a character by the effect of the [Fire] ring - each other character with the same printed cost as the chosen character controlled by the same player receives the same ring effect as that character.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 opponent spends fate to play a card during a conflict in which this character is participating - gain 1 fate.After you pass in the dynasty phase - play this character from your province.After you play a card during a conflict in which attached character is participating - attached character gets +1 [Political] until the end of the conflict (Unlimited.)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 a Water card, choose a character - switch that character's base [Military] and [Political] skill until the end of the phase.After you play a [Crane] character, choose an opponent's character with equal or lower printed cost - that character cannot be declared as an attacker or defender this round.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 from your provinces - look at the top 5 cards of your dynasty deck. You may put a character with cost 2 or lower from among those cards into play. Discard the rest.After you play this character into a conflict - the attacked province cannot trigger abilities this conflict.After you play this character, choose a Courtier in your provinces - put that character into play. If that character has a printed cost of 2 or lower, put 1 fate on it.After you play this character, choose a non-stronghold province - that province cannot be attacked this round.After you play this character, choose a non-unique character an opponent controls - dishonor that character.After you play this character, choose an opponent - that player may reveal any number of his or her facedown non-stronghold provinces. Then, place 1 fate on this character for each facedown province that player controls (including their stronghold province).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 reveal your honor dial - change the bid on your dial to a value 1 higher or lower than its current value (to a minimum of 1 and a maximum of 5).After you win a conflict - your opponent discards the top card of his or her conflict deck. (Unlimited.)After you win a conflict as the defending player - you may declare an additional [Military] conflict this phase. (Max 1 per phase.)After you win a conflict as the defending player, if the attacked province has a Kaiu Wall holding - draw 1 card. (Unlimited).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 by 5 or more skill, choose a character you control - honor that character.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 duel - place 1 honor token on this holding. Then, you may sacrifice this holding to gain honor equal to the number of honor tokens on this holding. (Limit 3 times per round.)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 as the attacker - draw 3 cards.Then, choose and discard 1 card from you hand (Max 1 per conflict.)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 [Military] 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.After you win a [Political] conflict - look at 3 random cards in your opponent's hand.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 a card during a conflict in which this character is participating, if you are more honorable than that opponent - draw 1 card. (Unlimited.)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 onlyAs an additional cost for your opponent to trigger a character ability during a conflict in which this character is attacking, that opponent must spend 1 fate to an unclaimed ring.Attach to a Berserker characterAttach to a Bushi character you control.Attach to a Bushi character.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 Courtier character.Attach to a Duelist character.Attach to a ring.Attach to a Shinobi character.Attach to a Shugenja character you control.Attach to a Shugenja character.Attach to a unique character you control.Attach to a unique character.Attach to a unique [Crane] 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 become dishonored.Attached character cannot participate in [Military] conflicts.Attached character cannot participate in [Political] conflicts.Attached character cannot ready unless its controller discards the top 3 cards of his or her conflict deck.Attached character cannot trigger its abilities.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 covert.Attached character gains pride.Attached character gains Tattooed.Attached character gains the Bushi and Courtier traits.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: During a conflict, initiate a [Military] duel - resolve the duel, using each character's base [Military] instead of their total [Military] skill for this duel. Bow the duel's loser."Attached character gains: "Action: During a conflict, initiate a [Military] duel - resolve the duel. Dishonor the duel's loser. If that character is already dishonored, bow it. If it is already bowed and dishonored, discard it."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 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.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.Card abilities triggered by your opponents cannot cause cards to be discarded from your hand.Cavalry character only.Characters played from this province enter play with 1 additional fate on them.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 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.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 character you control - play a [Lion] character from your dynasty discard pile as an attachment on the chosen character, reducing its cost by 1. Treat this attachment as if its printed text box were blank. It gains the Spirit trait and the text: "Limit 1 Spirit per character. Add this card's printed [Military] and [Political] skill values to those of attached character."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 - you and that opponent each draw 1 card.Choose an opponent, that player must select one - give you 1 fate or 1 honor.Choose an unclaimed ring - move 1 fate from that ring to another unclaimed ring. Then, gain 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 any number of characters with no fate that have a total printed cost of 6 or lower - ready each of those characters.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 be chosen as the target of an opponent's triggered ability.Composure - This character cannot lose fate or be discarded.Composure - This character does not bow as a result of conflict resolution in conflicts in which it is defending.Composure - This character gets +1 [Military] and +1 [Political].Composure - This character gets +2 glory.Composure - This character gets +2 [Military].Composure - This character gets +2 [Political].Composure - This character must be chosen as a target of an opponent's event, if able.Discard a card from your hand and choose an unbroken province not currently being attacked - turn that province facedown.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.Dishonor this character - reduce the cost of the next attachment or character you play this phase by 1.During a conflict - each non-unique character you control gets +1 [Military] until the end of the conflict.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 each participating Cavalry character you control home. Then, choose any number of Cavalry characters you control and move them to the conflict.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 province you control with a Kaiu Wall holding - your opponent discards 2 random cards from his or her hand and draws 1 card.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 - your opponent loses 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 character you control and select one - either move that character to the conflict or move it home.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 a participating character controlled by each player - honor each of those characters.During a conflict at this province, choose an attachment on an attacking character - discard that attachment.During a conflict at this province, choose an attacking character - remove 1 fate from that character.During a conflict at this province, choose another unbroken province - turn that province facedown.During a conflict at this province, discard one or more cards from your hand. Choose an equal number of attacking characters - dishonor each of those characters.During a conflict at this province, each participating character your opponent controls cannot be chosen as the target of an event and cannot have an attachment played on it if that card shares a clan affiliation with the 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 at this province, when a player would claim the contested ring, return it to the unclaimed ring pool instead. (If this province breaks, the ring is claimed as normal.)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 attached character is participating, choose a participating Bushi character - ready that characterDuring a conflict in which this character is attacking, choose a non-unique holding in the attacked province - gain control of that holding and move it to one of your unbroken non-stronghold provinces, if able, discarding each other card in that province. Otherwise, discard it.During a conflict in which this character is attacking, if 10 or more cards have been played during this conflict and if the attacked province is not a stronghold province - break that province.During a conflict in which this character is attacking, if you are more honorable than your opponent - reduce the cost of the next card you play this conflict by 2.During a conflict in which this character is defending - search the top 5 cards of your dynasty deck for a holding and put it into play in the attacked province, discarding each other card in that province. Shuffle.During a conflict in which this character is defending, choose an attacking character with higher [Military] skill than this character - move the chosen character home.During a conflict in which this character is defending, sacrifice this character and choose a character you control - ready that character and move it to the conflict.During a conflict in which this character is no participating, choose up to 1 other character you control - move this character and that character to the conflict.During a conflict in which this character is participating - during each player's next action opportunity in this conflict, decrease the cost to play cards by 1.During a conflict in which this character is participating - during each player's next action opportunity in this conflict, increase the cost to play cards by 1During a conflict in which this character is participating - each event you play during this conflict cannot have its effects canceled.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 - search the top 5 cards of your conflict deck for a card that shares the Trait with an element of the contested ring, reveal it, and add it to your hand. Shuffle.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 - switch the contested ring with a ring in the unclaimed ring pool. (The attacking player gains all fate on that ring. Retain the ring's conflict type.)During a conflict in which this character is participating - until the end of the conflict, each participating non-Bushi character gets +1 [Military] and +1 [Political] and each participating Bushi character gets -1 [Military] and -1 [Political].During a conflict in which this character is participating on your side alone - your opponent chooses and discards 1 card from his or her hand. If this character is honored, that card is chosen at random instead.During a conflict in which this character is participating, choose a card in your opponent's conflict discard pile - put that card on top of its owner's conflict deck.During a conflict in which this character is participating, choose a character your opponent controls in his or her home. Your opponent selects one - either move that character to the conflict, or dishonor it.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, choose a participating character controlled by your opponent - your opponent guesses the name of a card. You may reveal your hand. If you do, and the named card is not in your hand, move the chosen character home.During a conflict in which this character is participating, choose a status token on another character in play - move that token to this character.During a conflict in which this character is participating, choose a [Unicorn] character and a non-[Unicorn] character controlled by the same player - bow one of those characters. Then, ready the other.During a conflict in which this character is participating, choose an honored character - move that character to the conflict.During a conflict in which this character is participating, choose two characters controlled by the same player - move a status token from one of those characters to the other.During a conflict in which this character is participating, choose up to 1 other character you control - move this character and that character home.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 are less honorable than your opponent - search the top 5 cards of you conflict deck for an attachment, reveal it, and add it to your hand. Shuffle.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 fewer cards in your hand than your opponent, select one - either gain 1 honor, or the attacked province gets -1 strength until the end of the conflict (to a minimum of 0.)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, if your opponent is more honorable than you, he or she must choose a ready character he or she controls - move that character to 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 this character is participating, sacrifice this character - bow each participating character. Characters cannot be moved to this conflict.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).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 Courtier, choose an attachment on a participating character - return that attachment to its owner's hand. That player cannot play copies of that card until the end of the phase.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 Bushi character - honor that character. At the end of the conflict, discard any status tokens on it.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 - bow that character.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 - until the end of the conflict, that character gets +3 glory and cannot be chosen as the target of opponents' card abilities.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 participating unique character - that character gets +3 [Military] until the end of the conflict (+5 [Military] instead if that character has won a duel this conflict). (Max 1 per conflict.)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 an unbroken province - resolve that province's action ability as if the conflict were at that province.During a conflict, choose any number of attacking Shinobi characters you control - move each chosen character home.During a conflict, choose any number of participating Bushi characters you control - double the base [Military] skill of each of those characters until the end of the conflict. At the end of the conflict, sacrifice each of those characters.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 - attached character gets +3 [Military] and +3 [Political] until the end of the conflict.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, give your opponent 1 honor - switch attached character's base [Military] and [Political] skills until the end of the conflict.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 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.During a conflict, if the [Earth] ring is in your claimed ring pool, choose an attacking character - bow that character.During a conflict, if this card is in your hand, reveal it and initiate a [Military] duel against a character your opponent controls of his or her choice - resolve the duel. Put this card into play attached to the duel's winner, if able. Otherwise, discard it.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 control more honored participating characters than your opponent - after your opponent's next action opportunity, resolve the conflict as if both players passed consecutively.During a conflict, if you have claimed the [Water] ring, select one - move attached character to the conflict or move attached character home. (Limit twice per round.)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.)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 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 [Military] skill to the current [Military] skill of your opponent's character.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, giving each dueling character +1 [Military] for each other participating character controlled by the same player until the end of the duel. Move the duel's loser home.During a conflict, initiate a [Military] duel - resolve the duel. Choose an attachment attached to the duel's loser and discard it.During a conflict, initiate a [Military] duel - resolve the duel. Honor the duel's winner.During a conflict, initiate a [Military] duel - resolve the duel. Move 1 fate from the duel's loser to its owner's fate pool. If the duel's winner is a Duelist, discard that fate instead.During a conflict, initiate a [Military] duel - resolve the duel. Put 1 fate on the duel's winner.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 [Military] duel - resolve the duel. The duel's winner does not bow as a result of this conflict's resolution.During a conflict, initiate a [Military] duel - resolve the duel. Until the end of the conflict, the duel's loser cannot trigger its abilities. If the duel's winner is a Duelist, bow the duel's loser as well.During a conflict, initiate a [Military] duel - your opponent may dishonor his or her character to refuse the duel. Otherwise, resolve the duel. Discard the duel's loser.During a conflict, initiate a [Military] duel against up to two characters your opponent controls - resolve the duel. For each character that loses the duel, its controller must either dishonor or bow it.During a conflict, initiate a [Political] duel - resolve the duel. The controller of the duel's winner draws 2 cards.During a conflict, initiate a [Political] duel - resolve the duel. The duel's winner is immune to events until the end of the conflictDuring a conflict, initiate a [Political] duel - resolve the duel. Treat the printed text box of the duel's loser as if it were blank (except for Traits) until the end of the conflict.During a conflict, initiate a [Political] duel - your opponent may dishonor his or her character to refuse the duel. Otherwise, resolve the duel. Bow and move home the duel's loser.During a conflict, initiate a [Political] duel against a character your opponent controls of his or her choice - resolve the duel. The controller of the duel's loser cannot declare [Military] conflicts this phase.During a conflict, initiate a [Political] 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."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, reduce the cost to play this character by 1 for each participating [Unicorn] character you control.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, remove one or more characters in your dynasty discard pile from the game - look at that many random cards from your opponent's hand. Choose and discard one of those cards.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 attached character is not participating, choose a participating character - bow that character and move attached character to the conflict.During a [Military] conflict in which this character is participating - ready this character.During a [Military] conflict in which this character is participating, choose a character card in the attacked province - that character contributes its printed [Military] skill towards your side during the resolution of this conflict.During a [Military] conflict in which this character is participating, choose a participating character - that character gets +3 glory until the end of the conflict.During a [Military] conflict in which this character is participating, choose a participating character with lower [Military] skill than this character - bow that character.During a [Military] conflict in which this character is participating, if you have played 3 or more cards during this conflict, choose another participating character - dishonor 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 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.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 a defending character you control - until the end of the conflict, that character gets +2 [Military] and cannot have its skills reduced. (This includes by attachments, lasting effects, and status tokens.)During a [Military] conflict, choose a participating Bushi character - that character gets +2 [Military] until the end of the conflict. If it wins the conflict, honor it.During a [Military] conflict, choose a participating character - until the end of the conflict, that character cannot be bowed by opponents' card effects. If it is involved in a duel during this conflict, it does not bow as a result of this conflict's resolution.During a [Military] conflict, choose a participating character you control - honor that character. If a province is broken during this conflict, sacrifice that character at the end of the conflict.During a [Military] conflict, choose a participating character you control - move that character home.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, discard an honor status token from a participating (friendly) character and choose a participating character your opponent controls - bow that character.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 - 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 of the discarded card.During a [Political] conflict - dishonor each participating non-Courtier character.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 - 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.During a [Political] conflict in which this character is participating - draw 1 card for each card your opponent has played in this conflict.During a [Political] conflict in which this character is participating, choose a participating character - until the end of the conflict, treat that character as if its printed text box were blank (except for Traits).During a [Political] conflict in which you control a participating Courtier character - set the bid on your honor dial to 1 and draw cards equal to the difference between your honor bid and that of your opponent. (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, choose a participating character and select one - that character either gains or loses pride until the end of the conflict.During a [Political] conflict, initiate a [Political] 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 [Political] conflict this phase. (Max 1 per round.)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, 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.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 conflict at this province, you may play characters from your dynasty discard pile into the conflict as if they were in your hand.During conflicts at this province, cancel all ring effects. (If this province breaks, resolve ring effects as normal.)During conflicts at this province, characters cannot have their skills increased by the effects of events cards.During conflicts at this province, each player cannot spend fate from his or her fate pool.During conflicts in which you are the attacking or defending player, X is equal to the number of cards in your opponent's hand. (Otherwise, X is zero.)During each conflict in which this character is participating, it gets +3 [Military] and +3 [Political] if your opponent has broken one or more of your provinces this phase.During each conflict in which this character is participating, this character gets +2 [Military] for each other dishonored participating character and +2 [Political] for each other honored participating character.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 - play two characters from your provinces. Then, turn a card in your provinces faceup.During the dynasty phase - reduce the cost to play each character you play this phase by 1 (to a minimum of 0).During the dynasty phase, bow this stronghold - look at the top 3 cards of your dynasty deck. You may play a character from among those cards as if it were in your provinces. Discard the rest.During the dynasty phase, discard the Imperial Favor - gain 2 fate.During the fate phase, if you are the first player, attached character cannot lose fate or be discarded.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.During [Military] conflicts, if you control a holding on an unbroken province, attached character gains covert.Each character you control gets +1 [Military] and +1 [Political].Each dishonored character you control gains sincerity.Each dishonored character you control gets -1 glory.Each honored character controlled by an oppoent has a base glory of 0.Each honored character you control gets +1 glory.Each honored character you control gets +1 [Military].Each honored [Crane] character you control gains sincerity.Each Imperial character you control gets +1 [Military] and +1 [Political].Each Kaiu Wall holding in each adjacent province gets +2 bonus strength.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 draws 2 fewer cards from honor bids during the draw phase (to a minimum of 1).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.Each player with 19 or more honor loses 4 honor. Each player with 6 or fewer honor gains 4 honor. Draw 1 card.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 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).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.Honor each character.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 has the Imperial Favor, discard this character.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 has the Champion trait, it gains: "Action: During a conflict in which this character is participating - switch the conflict type."If attached character is defending - honor it.If attached character is participating in a conflict with 1 or more other characters you control, discard this attachment.If attached character's [Political] skill is 0, discard it. (Do not discard it if its skill is a dash.)If you are less honorable than an opponent, bow this stronghold and select one - either that opponent loses 1 honor, or you gain 1 honor.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 control Doji Hotaru, discard her.If you control Doji Kuwanon, discard him.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.Look at the top 4 cards of your dynasty deck. You may choose an Imperial character from among them and switch it with this card (faceup). Put the cards back on top in any order.Lose 1 honor - return this character to your hand.Lose 1 honor - search your conflict deck for a Poison card, reveal it, and add it to your hand. Shuffle.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.Name a card. Until the end of the phase, each opponent cannot play cards from his or her hand with that name.Other characters cannot leave play during the conflict phase except by the effects of keywords.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.Play an attached facedown character from this holding as if it were in this province. Then, sacrifice this holding.Play only during a [Political] conflict in which you count more current [Political] skill than your opponent, and only on a participating character.Play only during a [Political] conflict, only on a participating character, and only if you control an Imperial character.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.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.)Put a facedown holding under your stronghold province into an unbroken non-stronghold province you control, discarding each other card in that province.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 1 or more rings from your claimed ring pool to the unclaimed ring pool - you gain 1 honor for each ring returned in this way.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) character. Choose a character - until the end of the phase, treat the character as if its printed text box were blank (except for Traits).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 and select one - this character gets +1 [Military] and +1 [Political] until the end of the phase, or this character gets -1 [Political] and -1 [Military] until the end of the phase. Any player may trigger this ability. (Unlimited.)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 card can be played from your discard pile.This character can only be played by the disguised keyword.This character cannot be declared as a defender.This character cannot be declared as an attacker against a less honorable player than you.This character cannot be declared as an attacker except during [Fire] conflicts.This character cannot be declared as an attacker or defender.This character cannot be declared as an attacker unless you spend 1 fate.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 cannot receive dishonored status tokens.This character does not bow as a result of conflict resolution in conflicts in which it lost.This character does not bow as the result of conflict resolution during conflicts in which it is attacking with 2 or more other Bushi characters.This character does not bow during the conflict resolution of conflicts in which a province your opponent controls was broken.This character gets +1 glory for each holding in play.This character gets +1 [Military] and +1 [Political] for each honored character an opponent controls.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 it is involved in a duel.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 character must be declared as an attacker or defender in the first conflict declared each round.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 for each honor token on it.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 [Political] conflicts.This province starts the game faceup and cannot be turned facedown. It cannot be a stronghold province.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 glory count would begin, if you are more honorable than your opponent - ready this characterWhen 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 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.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 an opponent triggers an ability that chooses 1 or more targets - you choose the targets instead.When another character would leave play - remove 1 fate from this character instead.When another character you control would be dishonored - instead, dishonor this character. Then, ready this character.When attached character is sacrificed - return this card to your hand.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 - each player must sacrifice a dishonored character, if able.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 character ability that targets a unique character you control would initiate, sacrifice this character - cancel those effects. The player who initiated that ability discards 1 random card from his or her hand.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 a triggered ability would initiate during a conflict at this province - 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 effects of an opponent's event would initiate during a conflict, initiate a [Military] 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.When the fate phase ends, if attached character is ready - resolve another fate phase after this one. (Max 1 per round.)When this character is sacrificed - gain 2 fate.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 character leaves play, choose up to one character controlled by each player - discard each status token from each of those characters.When this character would lose a conflict, initiate a [Military] duel against a character your opponent controls of his or her choice - resolve the duel. If this character wins, instead of resolving the conflict as normal, both players count 0 total skill in the conflict. (Return the contested ring to the unclaimed ring pool. The conflict has no winner.)When this holding's province is broken - shuffle this card back into your dynasty deck.When this holding's province is broken, your opponent chooses an attacking character - discard that character.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 - your opponent chooses and discards cards from his or her hand until that player has 4 or fewer cards in 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 sacrifice a character, choose an opponent. That opponent must choose a character he or she controls with lower [Military] skill than the sacrificed character - bow that character.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 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.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 attacking, the contested ring gains the element of your role. (if attached character wins the conflict as an attacker, you may choose which of its ring effects to resolve.)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 [Earth] ring is contested or in your claimed ring pool, each opponent cannot play copies of event cards that are in their conflict discard pile.While the [Fire] ring is unclaimed, this character gets +2 [Military] and +2 [Political]While the [Water] ring is claimed - ready this character.While there are exactly 2 Weapon attachments on attached character, attached character gains covert.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 character with printed cost 4 or higher does not count its skill toward the resolution of this conflict.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, players cannot gain or lose honor.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 dishonored, do not subtract its glory from its skills.While this character is honored, you may play each character in your provinces as if it were in your hand, reducing its cost by 1.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 less honorable than an opponent, this character does not bow as a result of military conflicts and cannot lose duels. (This character cannot be the loser, but your opponent's character can still be the winner.)While you are less honorable than an opponent, this character gets +1 [Military].While you are more honorable than an opponent, this character gets +2 [Political].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 fewer cards in your hand than an opponent, characters you control cannot receive dishonored status tokens.While you have fewer cards in your hand than an opponent, this character gets +2 [Military].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 [Crane] clan cards.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 spend fate from this character to pay for Spell cards.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.Your opponents cannot have the Imperial Favor.[Crab] and [Phoenix] clan only.[Military] conflicts cannot be declared against this holding's province.[Political] conflicts cannot be declared against this holding's province.
Sort & View    
Sets
  ×
Stats