Short Rulebook 1
Credits Lead Design - Bryan Reese Lead Develper - Mark Wootten
Sauer, Stry Tea - Shawn Carman, Rusty Priske, Nancy Sauer, Fred Wan, Brain Yoon, Lucas Twyman Player Design Tea - Gaël Schmidt-Cléach, Duncan MacPhail Brand manageent - Todd Rowland, Justin Walsh and Jon Hall Prductin manager - David Lepore Art Dire Directi ctin n - Todd Rowland Rules Tea - Roger Giner-Sorolla, Zen Faulkes, Alexander Jones, Brook Cunningham, Loic Hervier
Giner-Sorolla -Sorolla Rulebk Writing - Roger Giner Rulebk Layut and Design - Edge Studio
Thomas Kwong, Mike Johnson, Nick Playtesters - Steve Simons, Chris Fuchs, Thomas Jones, Patrick Naayer, Chris Braun, Greg Byrne, Aaron Frede, Mitchell Hammond, Allan All an Hum Humphr phrey ey,, Rand Randy y Gree Green n Jr Jr., Dan Daniel iel Ch Chleb lebowc owczyk zyk,, Dan Dan Jul Jule e,, NACE NACEF F Rhed Rheda, a, CHARLET Mickael, DECKER Alain, DESPREZ Damien, DESTOMBES Vincent, VAUR V AURETT ETTE E Nico Nicolas las,, Reda Reda Lou Lounis nis,, Fran Françoi çoiss Carri Carrière ère,, Jean Jean-Ba -Bapti ptiste ste Lar Laroch oche, e, Nic Nicola olass Fortune, William Sottile, Florent Fournol, Tim Tim Eck, Bill Serwon, Ser won, Chris Slazinski, Steve Hykes, Dan Midberry, Chris Nicoll, Ian Cameron, Scott Rixson, Scott Hadsall, Matt Deman, Steven Laollette, LeAnn Dennis, Jared Cross, Ray Nerpel, Darren Gottardi, Jay Van Wert, Eugene Earnshaw, Dennis Yau, Augustine Shim, Tanis Underhill, Sebastien Kazcmar, Jean-Charles Voyer, Voyer, Laurent Simon, Pascal Bourit, Jason Parravicini , Patrick Van Rooyen, Shane Pheeney, Pheeney, Steve Maelich, Chris Harvey,, Charles Thorpe, Joshua Rosen, Jon Tyler Hamilton, Dennis Dancel, Zhi Harvey Liao, Paul Sullivan, Shane Staord, Brandon Smith, Steven Collin, Dean Collin original Cncept and Design - Ryan S. Dancey, David Seay, Matt Staroscik, John WIck, Matt Wilson and John Zinser
Legend f the Five Rings and all related arks are ™ and © Alderac Entertainent Grup, Inc. All righ rights ts rese reserve rved. d. Lice License nse USA #56 #56623 62332 32 use used d unde underr licen license se f Wiz Wizards ards f the Cas Cast. t. WWW.L5R .L5R.Co .Com m
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Table o contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 6
Events ph phase . . . . . . . . . . . . . . . . . . . . . . . . 22 22
The cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Action phase . . . . . . . . . . . . . . . . . . . . . . . . 22
Stronghold . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
When can i take an action?. . . . . . . . . . . . . 22
Dynasty card types . . . . . . . . . . . . . . . . . . . . 8
Check conditions . . . . . . . . . . . . . . . . . . . . . 23 23
Holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Announce . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Personality.. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Personality
Required targeting . . . . . . . . . . . . . . . . . . . . 23 23
Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 10
Pay costs . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 23
Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 11
Action resolution . . . . . . . . . . . . . . . . . . . . . 24
Fate card types . . . . . . . . . . . . . . . . . . . . . . 12 12
Tidy up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 24
Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 12
Traits and eects . . . . . . . . . . . . . . . . . . . . . 24 24
Ring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 13
How lo long do do th things la last? . . . . . . . . . . . . . . . 24
Attachments . . . . . . . . . . . . . . . . . . . . . . . . 14 Follower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14
Actions available to players in the action phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 25
Item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 15
Equip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 25
Spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 16
Lobby.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Lobby
Reading the cards . . . . . . . . . . . . . . . . . . . . 17 17
Imperial avor . . . . . . . . . . . . . . . . . . . . . . . 25 25
Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 17
Attack phase (optional) . . . . . . . . . . . . . . . . 25
Text box . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 17
Declaration segment . . . . . . . . . . . . . . . . . . 25
Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 17
Inantry man maneuvers seg segment . . . . . . . . . . . . 26
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 17
Cavalry ma maneuvers se segment . . . . . . . . . . . . 26
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Fight battles . . . . . . . . . . . . . . . . . . . . . . . . . 26 26
Flavor text . . . . . . . . . . . . . . . . . . . . . . . . . . 18 18
Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 26
Setting up the game . . . . . . . . . . . . . . . . . . . 19
Combat segment . . . . . . . . . . . . . . . . . . . . . 26 26
Strongholds . . . . . . . . . . . . . . . . . . . . . . . . . 19 19
When can i take a battle action?. action?. . . . . . . . . 26 26
Going rst . . . . . . . . . . . . . . . . . . . . . . . . . . 19 19
Rule o presence . . . . . . . . . . . . . . . . . . . . . 26 26
Starting holdings . . . . . . . . . . . . . . . . . . . . . 19 19
Rules o location . . . . . . . . . . . . . . . . . . . . . 26 26
Bowing and straightening . . . . . . . . . . . . . . 19
Resolution segment . . . . . . . . . . . . . . . . . . . 27 27
Paying gold costs . . . . . . . . . . . . . . . . . . . . . 19 19
Dynasty ph phase. . . . . . . . . . . . . . . . . . . . . . . 27 27
Decks and discard piles . . . . . . . . . . . . . . . 20
Buying cards rom provinces . . . . . . . . . . . . 27
Provinces . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 20
Discard a ace–up ca cards . . . . . . . . . . . . . . . . . 28
The hand . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 21
End phase . . . . . . . . . . . . . . . . . . . . . . . . . . 28 28
Other eq equipment . . . . . . . . . . . . . . . . . . . . . 21 21
Winning the game . . . . . . . . . . . . . . . . . . . . 29
The turn sequence . . . . . . . . . . . . . . . . . . . . 22 22
Deck co construction . . . . . . . . . . . . . . . . . . . . 29 29
Straighten phase . . . . . . . . . . . . . . . . . . . . . 22 22
Rules glossary . . . . . . . . . . . . . . . . . . . . . . . 30 30
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The Imperial Palace, Toshi Ranbo
Servants scattered as the Emerald Champion stormed through the corridors o the palace. For once, they avoided him not because o his perceived malevolence, but because o his appearance. His normally brilliant armor was tarnished in places, battered rom use, and had several plates that were hanging askew. Under dierent circumstances, he would never appear in public in such a state, but he acknowledged inwardly that he was not himsel at the moment. He had ridden rom the northern Dragon lands without ceasing, stopping only to change horses. He had not rested in days, and a red haze had begun to creep around the edges o his vision. As he approached the doorway to the Empress’ private audience chamber, the Seppun guards bowed deeply and opened the doors without pausing. It seemed that he was expected. Within, the amiliar sight o the screen that separated the Empress rom her subjects awaited, her silhouette visible through the blessed paper. Togashi Satsu was at her side as always, and lurking in the background were the omnipresent orms o the Voice o the Jade Sun and the Voic Voicee o the Obsidian Moon, the Heavenly advisors o the Divine Empress. “Welcome, “Welcome, Shosuro Jimen,” Satsu said. “The Empress is greatly pleased to see her victorious Emerald Champion return to the Imperial City.” Jimen bowed deeply, deeply, wincing ever so slightly at a catch in his let side as he did so. “Your victory is assured, my lady, lady, but not yet achieved. The orces o the Dark Oracle are on the retreat, and will be driven rom the Empire within a week’s time.” He hesitated slightly. “I I may,” he nally continued, emboldened by his exhaustion, “why was I called rom the ront lines on the cusp o victory?” Satsu was silent or a moment, listening, and then, “Do you eel it was necessary to be present at the time o the victory?” Jimen was silent or a moment. “In my absence, all glory will go to the Shogun, and to the Champions present at the battle. My contributions will be orgotten, and my position urther diminished.” Even as spoke them, he winced inwardly at his words. Were he better rested, more himsel, he would never have spoken such pettiness aloud. He celebrated weakness in others, as it made them easier to manipulate, but he loathed it within himsel. “Is that the reason or your valor valor,, then?” Satsu asked. His voice was as calm as ever, his expression utterly blank. “Did you seek glory or yoursel?” “No,” Jimen said at once. “I ought to protect the Empire rom lth not t to set oot within it. That does not mean I do not wish to be see my my position diminished.” “And it shall not be,” the Voice answered. “You are the personal champion o the Divine Empress, and the enorcer o her laws. Any who question you shall eel her censure most strongly. strongly. You were recalled because the threat will soon be over, and the victorious armies ar mies will be on the march. The Empress wishes to ensure that there are no incidents during this time, no mean eat given how many exhausted warriors will be be traveling shoulder to shoulder with those they regarded as enemies until a short time ago. You and you alone are to over see this.” “I see,” the Emerald Champion replied. “I it is your will, my Empress, I will see it done.” “The nal victory shall also result in the declaration o a week-long estival throughout the Empire,” Satsu continued. “In such an environment, it might be dicult to ensure law and order are maintained. The Empress wishes to know what additional resources you require to ensure the mood o the Imperial City remains proper.”
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“None, my Empress,” Jimen said. “It “ It will be done. You need not concern yoursel.” The silhouette o the Empress nodded appreciatively, appreciatively, and her Voice said, “The Empress well pleased with the devotion and service o her Emerald Champion. Thank you, Jimen-san.” “My lady,” lady,” he said, bowing as he departed. The Great Carpenter Wall, the Crab provinces
For nearly two years, the Wall that protected the southern edge o Rokugan rom the demonic creatures within the Shadowlands had been almost completely silent. There were minor attacks, o course, but usually only one creature, or a pack at the most. No major assaults within two years was an unprecedented historical occurrence, and one that made the Crab Clan warriors who deended the Wall simultaneously grateul, and uncomortable. When the great alarm sounded, many eared the worst. “What is it?” one o the Hida commanders demanded as he stepped onto the Wall, astening the nal buckle o his armor. One o the Hiruma scouts shook his head and pointed. “I do not know, commander commander.” .” The Hida ollowed his gesture and grimaced. For a moment it seemed that the ground it sel was surging toward them, but that was not it. There were so many creatures, goblins, ogres, demons, that it seemed as i the ground were moving, when in act the ground could not be seen or their number. “An assault, then.” “No,” the scout corrected. “Look at them, commander.” He turned and looked at the Hida with growing concern in his eyes. “They are feeing.” – Shawn Carman
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Introduction Legend o the Five Rings (L5R) is a collectible card game set in the Asian–inspired antasy Empire o Rokugan. Each player brings a customized deck o cards to the game, which he or she develops through through buying and trading trading or new cards.
The cards The game uses two separate decks, the Dynasty deck o black–backed cards and the Fate deck o green–backed cards. These plus your Stronghold and starting Holdings make up your play deck.
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Stronghold Hidden Moon Dojo
7 4 1
Open: Look at all ace-down cards in a target player's provinces. I you destroy a province this turn, its owner will not refll provinces during his next Action Phase. "We are the night." - Shosuro Toson
Celestial
TM & © 2009 AEG J 395
This card represents your starting base o operations. It does not go into your y our decks. You Y ou start with it in play play.. No card can target or aect your Stronghold unless it specically mentions the word “Stronghold.” Card Title: At the top o the Stronghold in a white bar is its title. All L5R cards have a title. Clan Mon: To To the let o the title is a symbol that shows you what Clan you are a player o, or no icon i you are unaligned. Base Province Strength: The topmost o three symbols at the right o your Stronghold gives gives your base Province Strength. Strength. Gold Production: The middle o your y our Stronghold’s Stronghold’s three symbols, the coin, is its Gold Production. Starting Family Honor: The bottom number on a Stronghold is Starting Family Honor Honor.. It gives a starting value or your Family Honor score (Honor or short) that may rise and all during the game. Text Box: Like all other L5R cards, the Stronghold has a text box (see READING THE CARDS, below).
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Dynasty card types HOLDING Famous Bazaar
2 Bow this card: Produce 2 Gold. Ater this card enters enters play rom a province: Refll the province ace-up. Te Crane Clan sets the fashion for the rest of the empire. Courtiers of the other ot her Great Clans must obtain the latest clothes or risk ridicule.
Celestial
TM & © 2009 AEG H 395
These cards represent resources in your lands. Holdings, like many cards, have a Gold Cost – the number in the round coin - that you must pay to bring them into play.
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PERSONALITY
2
4
Doji Ayano
10
7
4
Crane Clan • Courtier • s amurai e XperienCed • unique pqrqqs
Aya no: Target Target Political Open: Bow Ayano: a Personality. His controller may bow him. If he is now unbowed, his unit may not be assigned to attack this turn. “When one is open to the beauties of the world, everything becomes easier. easier.” ” Celestial
TM & © 2009 AEG ✬ 395
A Personality card represents represents one o the notable characters o o Rokugan. The title title bar o a Personality will have the icon o his Clan alignment, or no icon i unaligned. Force: A Personality’s Force, abbreviated as “F,” is ound in the lighter colored icon at the top let. Chi: Chi, or inner strength, is ound in the dark colored icon at top right, and is abbreviated as “C.” SPECIAL RULE: I a Personality’s Chi is ever zero, destroy him immediately. Honor Requirement: Personalities may have an Honor Requirement, shown in the letmost o the three icons in the middle (the square banner). A dash (–) in this icon means that the Personality has no Honor Requirement. Gold Cost: Personalities have a Gold Cost, the middle o the three icons, which you must pay beore you bring them into play. Personal Honor: Personal Honor is ound in the an, the rightmost o the three icons. It stands or inner virtue and honor in the eyes o society. society. Its abbreviation is “PH.” Personal Honor has a maximum value o 5 in the game.
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EVENT Celestial Vision
Until your next turn begins, Personalities need not bow as a cost of lobbying. “Te Phoenix drew on their power and vast knowledge o the elements to cut the invaders of rom the Dark Oracle’s awul power.” --Te Chronicles o Empress Iweko, Iweko, Part III
Celestial Illus ARTIST NAME
TM & © 2009 AEG u 395
Events represent important happenings in Rokugan. They appear unpredictably in your provinces.
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REGION Private Shrine
temple • singular pqrqqs
Bow this card: Give all your honorable Personalities at the current battlefeld +1F, +1F, or +2F i the current battlefeld is at this card's province. Battle:
“Even the greatest warrior needs a place to refect. Even a Hida can crave a moment o serenity.” serenity.” – Hida Kuon
Celestial
TM & © 2009 AEG u 395
Regions identiy a province with a particular area in Rokugan. They have special traits and abilities.
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Fate card types STRATEGY Arrival of the Obsidian Champion Champion
0 Open: Lose 3 Honor. Dishonor your target Personality with a Gold Cost of 9 or higher. Personality Permanently Per manently set his Force to 10 and his Chi to 2. Permanently give him Shadowlands and the ability, “Fear Battle: Bow each Follower with 4 or lower Forc Forcee in a target unit.” unit.” “Teach “T each them to t o fear me,” Daigotsu whispered.
3 Celestial
TM & © 2009 AEG H 395
Strategy cards are cards you play rom your hand and then discard. A Strategy usually has one or more abilities. Gold Cost: Strategy cards have a Gold Cost, the coin in the middle. This is oten zero, but sometimes a higher number. number. The Gold Cost is part o the cost o any action on the card. Focus Value: Value: Like all Fate cards, Strategy cards also have a Focus Value, in the black circle at the bottom o the card.
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RING Ring of the Void
V oid • unique
After you successfully successfully resolve resolve your fourth or later non-Kiho action from Strategies in one phase: You Y ou may put this this card into play from your hand. hand. Open: Bow this card or discard it from your hand: If any player has more cards in his hand than you do, or if this card is in play, draw a card. "Te world is all. Te world is nothing."
4 Celestial
TM & © 2009 AEG u 395
The Rings show understanding o the ve mystic elements rom which Legend o the Five Rings takes its name. You may put Rings into play when you have ullled their condition or entering play. play. You can also discard them rom your hand or a one–shot eect.
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Attachments Followers, Items and Spells are all attachment cards. Attachment cards enter play by being being attached to a Personality Personality,, placing the card under under the Personality with the title showing. An Attachment’ Attachment’ss Gold Cost must be paid paid beore it enters enters play. play. A Personality and all his his attached cards make up a unit. The total total Force o a unit is the sum o the Force o the Personality and each Follower in the unit, whether these cards are bowed or unbowed. Items contribute directly to the Personality’s Personality’s Force and are not added added separately. separately. I a Personality leaves play (or example, example, by being destroyed), all cards in the unit leave play in the same way. way. When a unit is targeted, this targets its Personality.
FOLLOWER
2
Untested Scouts
1
3
0
–
sCout pqrqqs
Will only attach to a Samurai or Scout. Scout. Tis card has +1F while opposed. Recon Limited: arget a province. Ater engaging in a battle at the province's battlefeld, you may take an additional Battle action to play a errain rom your hand.
2 Celestial
TM & © 2009 AEG l 395
Followers represent troops, creatures, or advisors. They have Force, in the icon at the top let, which helps their unit in battle. They also have an Honor Requirement, the letmost icon in the middle, which is the minimum Personal Honor a Personality must have to attach that Follower. Follower.
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ITEM Heavenly Daisho of the Dragon
+3
+1
4 W eapon • unique pqrqqs
Will only attach to a Dragon Clan Personality Personality.. Reaction: Even if this card is bowed, after an action resolves which this Personality performed: Straighten this unit. “o the Dragon, the Empress grants the twin gifts of purpose and form, that they might never be without them.” – Te Voice of the Empress
4 Celestial
TM & © 2009 AEG J 395
Items represent special objects and artiacts. Unlike the separate Force o Followers, Items have a Force modier in the upper let hand icon that directly raises or lowers their Personality’ Personality’ss Force. Items likewise have a Chi modier. I something in the game needs to check an Item’s Force or Chi specically, use the value o its modier. modier.
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SPELL The Elements Align
0 Limited: Bow this Shugenja and destroy this
Spell: Put a Ring into play from your hand. If the performing Shugenja and the Ring share an element keyword, straighten the Shugenja. It is important that a shugenja maintains a balance within the mind.
4 Celestial
TM & © 2009 AEG t
Spells represent magic scrolls used by a Shugenja (a person trained in the magic o Rokugan). Spells have no Force or Chi bonus. They will only attach to a Shugenja. Shugenja. Actions on Spells that have somehow become attached to a non-Shugenja Personality may not be taken.
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Reading the cards STATS Force, Chi, Province Strength and Gold Cost are examples o stats, or number values. Stats may gain bonuses or penalties rom eects in the game, and eects may also give stats a minimum or maximum maximum value. Minimums and maximums maximums are applied on top top o any existing bonuses or penalties. Most stats have a minimum value o zero; only Honor Requirement, Family Honor, and modiers with a + or – sign can have negative values.
TEXT BOX The text box tells you a card’s game eects and limitations. All cards should be read under the rst Cardinal Rule o L5R: I the text o any card contradicts the rulebook, ollow the card text, not the rulebook. The text box may contain any, all or none o the ollowing our parts.
KEYWORDS A keyword is a phrase o one one or more words that usually appears at the top top o a text box, above a dividing line. For example, a Personality can be aligned to the Phoenix Clan and be a Samurai. Some keywords have meaning in the rules, while others are only descriptive terms. Keywords are separated from each other by solid dots (•). If keywords appear on more than one line in a text box, the ones on dierent lines are separate as well. A keyword may be made up o multiple words, like “Dragon Clan,” but it is treated as a single phrase; a “Dragon Clan” card is not the same as a “Dragon.”
TRAITS Ater a card’s card’s keywords come its traits: traits: phrases in normal print print that describe the the card’s card’s eects or restrictions. Some traits start with a trigger, trigger, a phrase that ends in a colon (:) and reers to something in the game – or example, “Beore your turn ends:” or “Ater this Personality enters play:” A trigger can also involve costs which must be paid or the eects to occur. occur. Ater the colon, there will be eects that happen whenever that trigger occurs, such as “Gain 2 Honor.”
ABILITIES Below any traits, there may be one or more abilities: blocks o text that describe actions you can take at certain points in the game. An ability starts with one or more o the boldace designator terms “Limited:” “Open:” “Battle:” or “Reaction:” The designator limits at what time in the game the action can be taken. .
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An ability with two designators such as “Battle/Open:” “Battle/Open:” can be used used at either time, time, and is treated as both types. Some abilities have one or more keywords beore the designator, such as “Political Limited:” or “Kiho Battle:” These keywords, and any keywords o the card itsel, describe the card, the ability, the action it creates, and its eects. Sometimes, ater the designator, designator, there is text ollowed by a second colon (:). For example, “Open: Bow this card: Gain 1 Honor.” Anything between the designator and the second colon is part o the constraints block, and is either targeting, a trigger, a condition, or a cost o the action. For more inormation on these terms, see “When Can I Take an Action?” (p. 22) Ater the constraints constraints block, i any, any, comes the eects eects block. This describes describes the eects eects the action has when it resolves. Because o the story-based nature o Legend o the Five Rings, abilities on certain cards may include unusual phrasing such as “He has shamed his clan.” Such phrasing is or color only. Phrasing that is relevant to the rules will either reer to a keyword or title that can be ound on cards, or to a term dened in these rules.
FLAVOR TEXT At the bottom o the text box, in italic type, comes a card’ card’s favor text: a short quote about the world o Rokugan. Flavor text has no game eect.
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Setting up the game Remove any Strongholds, and any Holdings titled Bamboo Harvesters or Border Keep, rom your cards. Then, separate your cards cards out into Fate and and Dynasty decks.
Strongholds You Y ou start with your Stronghold Stronghold in play. play.
Going frst The player with the highest starting Family Honor takes the rst turn (see Turn Turn Sequence, below). I you are tied, choose at random which o you goes rst.
Starting holdings Along with the Stronghold, each player begins the game game with one special special Holding titled Border Keep in play. I you’re not going rst, you also start the game with one Holding titled Bamboo Harvesters in play and bowed. I you are going rst, keep keep Bamboo Harvesters out o the game; it does not go into your deck.
Bowing and straightening A bowed card is turned turned 90 degrees to the right to show that that it has spent its its eorts. Costs and eects in the game may bow an unbowed card, or straighten a bowed card, returning it to the unbowed state.
Paying gold costs Your Str Your Strong onghol hold d and and mos mostt Hold Holding ingss can can be bow bowed ed to pro produc ducee an an amou amount nt o Gol Gold d that that is given by a Stronghold’s Stronghold’s Gold Production stat, or a Holding’ Holding’ss traits and abilities. Gold produced by a single source must all be spent to pay or one cost. Extra Gold does not carry over to other purchases. Multiple sources o Gold can be added together to pay a cost. Example: Your Your unbowed Crane Clan Stronghold Stronghold has a Gold Production o 4. You also have a Marketplace Holding Holding and a Border Keep Keep Holding in play and unbowed. The Marketplace bows to to produce 3 or you and the Border Keep bows to produce 2. I you now wish to buy buy a card that costs you 8 Gold, you need to bow all three three o these cards to produce 9, because the most you can produce rom any two o them is 7. The extra 1 Gold is lost, and may not be used to pay or anything else.
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Decks and discard piles Shufe your two decks separately, give your opponent a chance to cut or shufe them, and put them in ront o you. The Fate deck goes about where your right hand is; the Dynasty deck about where your let hand is. Dynasty cards you discard during play will go to a ace–up discard pile to the let o the Dynasty deck. Fate cards you discard will go to their own ace–up discard pile to the right o the Fate deck. I a Personality in play is destroyed, he is dead and not just discarded; either turn him 90 degrees sideways while in the discard pile, or make a separate part o the discard pile or dead Personalities.
Provinces Next, take the top our cards rom the Dynasty deck and lay them ace down side by side, rom let to right, between the two decks. These cards mark your provinces, or game areas representing representing your lands, one card to a province. I a province is ever without a card, rell it immediately with immediately with a ace–down card card rom the top o your Dynasty deck. You may not normally look at any ace–down cards, even ones in your own provinces. Each province has a separate Province Strength stat, whose base value is the Stronghold’s Province Strength.
C e l e s t i a l
T M & © 2 0 0 9 A E G J
3 9 5
1
Y o u C M d D r n a o a e i h n i a g t a o o o e d L t t s u • a i l s i o U 2 c l e a m s F r a n i e r d / d t n 2 e H e e d d a C p i : o n m d / e l T o u P 0 a a c e P r r H n g h r r d e f s f r o S p t o o h a a m m n a a P a c l d y e t i h 3 r r e t o y . s w G o d J a s c l o n y a k l a a n d l o l d : i s t u . s y o w n .
C e l e s t i a l
p q r q 2 q s
u
C e l e s t i a l
Border Keep
s
A p f i d
2
T M & © 2 0 0 9 A E G
singular
3 9 5
p q – r q 6 q 1 s
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l
B a m b o o H a r v e s t e r s
8
j a
Daigotsu
6
Daigotsu Gyoken
3 B
4 W eapon •u nique
4
pqr qq s
Will onlyattach to a SpiderClan Personality. Reaction: Even if this cardis bowed, afteran action resolves during which acard was destroyed atthis card's location: Straighten this unit.
4
–
15
1
“Te Empress chose tooverlook us whenbestowing hergifts upon the Great Clans. Unfortunate, but we
Bowthis card: Produce 2 Gold. Limited: I itis yourfrstturn: Putone or more cards in yourprovinces atthe bottom o yourdeck, reflling the provinces ace-up. Limited: Once pergame: Putone ormore cards in yourprovinces atthe bottomo yourdeck, reflling the provinces ace-up. Celestial
+1
C e l e s t i a l
C h u d a H i r o e
pq rqq s
Sinister Bisento of the Spider
4
3
“ t e e t T a r m e r H C A e d E l l m i l r n p o a s n h r w s e o e e e • h s t n s a h t s t h t a i e h d n r a o s s k n h s p d e t e o l k i W h a s n u w o a t y : l a n s n l h e e L a s o d o c s s s h u a e r n 4 • u n k s s .” a e t H h u p e r o u e . u n s o g e n
0 4 8
" L b u a m m B b o b e o w T o r i t b i s h f h e a o s c F s a r i s r i a e a r o r n r f e c a y d e s n c r t d o w i t o m : u l r i • e l s u m P s n e s o r o i c t e n d o s d o . g " i n s t u t u - y c d r l e a K , b i a u 2 t r u g i t t r s h G u n n o . t e o e r t d l n E u n . n a g o t e l y
T M & © 2 0 0 9 A E G
+3
T h e G r e a t S i l e n c e
spider Clan •s hadoWlands •C lan Champion •s amurai are not without patrons ofourown.”– Daigotsu shugenja •d uelist •e XperienCed3• l oyal oyal •u nique
–
“Tey think that bushidois the way. Tey think honoris power. Tey think theirs is the only path. We willshow themthe truth.”
4
AfterDaigotsu enters play:Lose 40 Honor.
T M & © 2 0 0 9 A E G u
3 9 5
R i n g o f A i r
TM & © 2009 AEG J 395
Battle: Permanentlygive atarget
enemyPersonality with lowerChi Shadowlands.He succumbs to the Dark Lord's will. Take control of him (ifyou doso, he joins yourarmy) . If you now control him, destroyhim afterthis battle ends.
TM & © 2009 AEG l 395
0
pq rqq s
pqr qq s
Celestial
6
spider Clan •s hadoWlands •s amurai
AfterGyoken enters play:Lose 5 Honor.
T y a t t r o A e o l p u o r w u t r e / t m l e a r o h O t r h c t e l a d a r y n p i r e s i S o u s d n c d p : : w s e s a S B r i d w l n t l u c a r o i i o t c a , d w n h e i i r i g t d K s m h t s r h o i • m t f i e s h u u i p a n l e o l l t a y r e c y r a e a a r n i i n c q r a e t r l a d t t s u o i a r t o o e g o n n l r m i t v d e l e t d e y i e s n y v i e P e s o o u : o u r - r c a r Y o n c o r h s d h u e r a t a t n n a i u h t n m r g i r i a n i d n l d t y r g o . y . . m
Celestial
TM & © 2009 AEG u 395
“Iam the future ofthe Empire.” Celestial
TM & © 2009 AEG u 395
3 9 5
Fight As One
Farmlands
2
CelestialAlignment C e l e s t i a l I l l u s A R T I S T N A M E
T M & © 2 0 0 9 A E G H
3 9 5
i n D t “ t h h u T t s i e e v n r c -- w e a e t i c m E d n d r T r e o r o h y r a e o r z C , a p w d e r n e h r o n s s s e o r r r a m t o e d d d n s e o i c h w t m a c l t e r a a y w l e t i s C d o F h h e n i d y o i e f s a s n a c E c m a t v c a r m t i p g a r r v d i e r p a d i a a o d r t s l i t e ; s a e o n s n s e c a s c o I s l s a a e w o c t f b h r h t e d h r k a e h e . o o r t d E e G i , P t o h i r n a c s a e o e c c a t r u h r yournextturn begins, Shugenja a Until o r t m t t r C p V d p .” l l neednot bowas acostof a e Personalities l y a a r a n e Kiho s k d . y e r orSpell actions theyperform. r
p q r q q s
2
4
Michio
0 ingular
Battle/Open:Bowyourtarget Battle/Open: Bowyourtarget Follower:Straightenits Personality. Battle/Open: Straighten all yourYojimbo cards.
pqr qq s
Limited: Pay2
Gold: Create a1F Follower andattach to yourtarget Personality.
Nosamurai can stand without the support othose whowork the felds. Bushidocan give lie toaman oronly solong beore hungerclaims his body.
–
7
0
–
spider Clan •s hadoWlands •n onhuman Bog h ag •s hugenja •i nFiltrator
AterDatsue-ba enters play: Lose 4 Honor.
Celestial
TM & © 2009 AEG u 395
3
TM & © 2009 AEG J 395
performedby one ormore Personalities onalities atMichio's location:Bowor straighten one of those performing Personalities.
“Come closer, my sweet. Let me see your face. Yourpretty, pretty tty face.” TM & © 2009 AEG u 395
2 Celestial
AfterMichio enters play: Lose 6 Honor. Reaction:Afterthe resolution of an action
atthis battlefeldaForce penaltyequal to theirbase Personal Honor.
Celestial
“Onyourfeet, cousin!Iam inno mood tocarry yourcorpse home today!”
0
pq rqq s
Battle: BowDatsue-ba: Give all Personalities
TM & © 2009 AEG H 395
10
spider Clan •m onK •K ensai •p aragon e XperienCed•u nique •d arK dominion
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1. Cards in play 2. Dynasty discard pile 20
6
F arm •s
A N e w Y e a r
“Te forces ofJigoku could not withstand the strength and honorofthe Empress’s armies. Te Army ofDark Fire was brokenand drivenout of the Empire.” --Te Chronicles ofEmpress Iweko, Part IV
CelestialIllus ARTISTNAME
4
Datsue-ba
“My faithis noless thanyours. My devotion surpasses yours. My strengthhumbles yours.” Celestial
4 3. Dynasty deck 4. Provinces
TM & © 2009 AEG H 395
5
6
5. Fate deck 6. Fate discard pile
The hand Draw six cards rom the top o your Fate deck and hold them so you y ou can see their aces and your opponent cannot. This is your hand. These cards are considered ace– down, even though you may normally look at them.
Other equipment • Both players need need to keep track of their current Family Family Honor. Honor. Paper and pencil pencil or a set o dice will do. • The Imperial Favor represents the good graces graces of the Empress. An object is required to show who has the Imperial Favor.
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The turn sequence The starting player takes the rst turn ollowing each o the steps described below in order.. Once he or she has completed a turn, the player to his or her let takes a turn, order and so on, until the game ends.
1. Straighten phase As the player whose turn it is, you straighten straighten all your bowed cards, including your Stronghold.
2. Events phase Starting with your letmost province, turn its card ace–up. Then: • If it is a Holding or Persona Personality, lity, nothing happens now. now. • If it is an Event, take it out of its its province. Its effects resolve now now,, before the the province is relled. Once an Event has resolved, i it hasn’t been put in play by its own eects, discard it. • If it is a Region, Region, it must must enter play play attached to to the province it was revealed in. Move the Region up partway in the province and resolve any o its entering-play eects. When you rell the province, leave the Region’ Region’ss title visible. Provinces will not attach more than one Region. Regions that will not attach to their province are discarded immediately ater being revealed. Once a Region is in play, its traits apply to you and you can use its abilities. Ater dealing with with your letmost province, province, do the same or each each o your other provinces, moving rom let to right.
3. Action phase As the player whose turn it is, you have the the rst opportunity in the Action Phase to take a Limited or Open action, or pass. The other player then has a chance to take an Open action or pass. I a player passes, he or she can still take an action later on in the phase. The Action Phase ends when both players pass, one right ater the other. Taking actions in turn until both players pass one ater the other is called an action round.
WHEN CAN I TAKE TAKE AN ACTION? You can normally take actions You actions rom abilities on Strategies Strategies and Rings Rings in your hand, rom abilities on your cards in play, or rom abilities granted to you by the rules or card eects. Limited actions are taken in the Action Phase only by the active player. Open actions are taken in the Action Phase by any player.
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Battle actions can only be taken during a battle’s Combat Segment. Reactions state a trigger, trigger, or point in time when they can be taken. I more than one Reaction can be triggered at the same time, their order is resolved by a separate action round. The active player has the rst opportunity to take a Reaction to the trigger or pass, and the action round continues until both players pass consecutively. To take an action, go through these steps: A. CHECK CoNDITIoNS Some required conditions may appear in an ability’s ability’s constraints block, such as “I you control a Shugenja...”
There are three other limitations: • Abilities on bowed bowed cards cards may not be be used. used. • A card must normally be in play play,, or be a Strategy or Ring Ring played from your hand, to use its abilities. • Each separate ability on each card may only be used once per turn. B. ANNoUNCE To take an action, announce it to your opponent. I it comes rom a card in your hand (such as a Strategy or Ring), show it. I it comes rom a card with multiple abilities, speciy which you are using. C. REQUIRED TARGETING An action may have a number o targets mentioned mentioned in its constraints or eects, eects, using the word “target”; or example, “Bow a target Samurai with less than 3 Force.” In this step, you must choose all targets mentioned in the action, in the order mentioned.
Exception: Targeting Targeting mentioned in the eects block is not required at this time i it: is done by another player; is delayed in time; or is optional. These kinds o targeting are done as eects resolve. Normally,, cards must be in play to be legal targets. Normally D. PAY CoSTS In this step, you must pay any costs o the action, in the order mentioned. Anything in the constraints block that tells you to change the game state is a cost o the action; or example, “Bow one o your Samurai:” The Gold Cost on a Strategy card is a cost o all o its actions and is paid beore any others.
To pay a cost, the change must actually, ully happen. For example, i a Personality has a Chi o 4 and a minimum Chi o 1, you can’t use him to pay the cost o giving him –4C, because the Chi penalty won’t happen ully. Cards out o play can’t can’t normally pay pay your costs. Cost payments are not not eects.
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E. ACTIoN RESoLUTIoN I all targets are met and costs are paid, apply the action’s action’s eects in the order they are mentioned. Once eects start to resolve, they will be applied no matter what happens to the card they came rom.
I an action brings a card into play, you must pay the card’s costs at that point, or it will not enter play play.. Some eects may be prevented rom happening beore they are applied, or while they are ongoing. For example, a Personality might have the trait “Eects do not bow this Personality”. I an eect is prevented, prevented, the whole whole action is still legal to to take, and the action’s other eects still happen. F. TIDY UP Finally,, i you took the action rom a Strategy card in your hand, discard it. Finally
TRAITS AND EFFECTS Traits can also have eects. A triggered trait is like a Reaction; it has a constraints block beore its colon that contains conditions, triggers, and costs that must be paid or the eects ater the colon to happen. There are our main dierences between a triggered trait and a Reaction. • A triggered trait is not optional; optional; you must must apply the effects when when the trigger trigger is met. • A triggered trait, unlike an action, can be be used when when its card is bowed. • A triggered trait, unlike an action, is not restricted to once per turn. turn. • Triggered traits happen before before any Reactions Reactions to the same trigger can be taken. taken. A trait without a trigger trigger,, such as “Your “Your Samurai each have have +1F,” +1F,” has a continuous eect that is “always on” while the card is in play and any conditions o the trait are met.
HOW LONG DO THINGS LAST? Some costs or eects are instantaneous, and marked by physical changes to the game components, such as bowing cards, adding tokens, and changes to Family Honor Honor.. Such changes do not wear o by themselves. Other costs or eects involve changes that have a duration, lasting until a certain point in the game, and that are not physically marked by the game components. These include changes to stats such as “Give a target attacking Personality +2F,” +2F,” as well as changes to abilities, traits, keywords and conditions o things in the game, such as giving a card the trait, “This Personality does not bow rom battle resolution.” All ongoing costs or or eects last until the end o the current turn, unless unless they give a dierent duration.
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Non-triggered traits have continuous eects. These eects apply while conditions on the trait (i any) are met. They aect the card with the trait trait itsel constantly, constantly, but they only aect other cards ater the card with the trait enters play, play, and they end when that card leaves play.
ACTIONS AV AVAILABLE TO PLAYERS PLAYERS IN THE ACTION PHASE There are a number o actions that all players may take in the Action Phase, each with its own descriptive term. EQUIP
Limited: Any number o times per turn, target one o your Personalities: Attach a target attachment card rom your hand to him. LoBBY
Political Limited: I you have higher Family Honor than each other player, player, bow your target Personality with 1 Personal Honor or higher: Take the Imperial Favor. Favor. ImPERIAL FAVoR
The Imperial Favor is controlled by one player at a time. It normally starts the game uncontrolled. However, However, i there is exactly one Dragon Clan player in the game, he or she starts the game controlling the Favor Favor,, because the current Empress comes rom the Dragon Clan. Discarding (giving up control o) the Favor is a cost o certain actions, including the ollowing two actions available to all players: Political Limited: Discard the Imperial Favor and a card: Draw a card. (“Discard a card” is short or “Discard a Fate card rom your hand.”) Political Battle: Discard the Imperial Favor: Move a target attacking enemy unit home.
4. Attack phase (optional) The active player may now optionally create (“declare”) an Attack Phase. An Attack Phase has has several segments in order order..
A. DECLARATION DECLARATION SEGMENT The player declaring the attack is the Attacker, and the other player is the Deender. Create battleelds associated with each o the Deender’ Deender’ss provinces. Battleelds are locations in a battle, with two sides –attacking and deending. One or more units on a side make up an army.
25
B. INFANTRY INFANTRY MANEUVERS SEGMENT In Inantry Maneuvers, the Attacker rst simultaneously assigns any number o his or her units rom home to the attacking side at battleelds. The Attacker may assign units to one battleeld or dierent battleelds, and may keep some or all o them home. Then the Deender assigns units rom home to the deending side at battleelds, in the same way. Assigning a unit places it at that battleeld, battleeld, and is dierent dierent rom “moving” between between locations. A unit led by a bowed Personality may not be assigned.
C. CAVALRY MANEUVERS SEGMENT A unit is Cavalry i its Personality Personality, and all its Followers (i any), have have the Cavalry keyword. In Cavalry Maneuvers, the Attacker and then the Deender assign any o their Cavalry Cavalr y units as in the Inantry Maneuvers segment.
D. FIGHT BATTLES The Attacker chooses a battleeld, and a battle is ought there. When that battle is over,, the Attacker chooses a new battleeld and another battle is ought there. This over repeats until all battleelds have been ought at. Exactly one battle happens at each battleeld, battleeld, even ones ones with no units. There is no urther opportunity or a battle at a battleeld that has already been ought at, even i some units nd their way there. BATTLES Most battles will happen as part o an Attack Phase, but some eects create battles separately separatel y. Battles have a Combat Segment, then a Resolution Segment. ComBAT SEGmENT The Combat Segment is an action round o Battle actions, starting with the Deender. WHEN CAN I TAKE TAKE A BATTLE BATTLE ACTIoN?
Battle actions ollow these additional rules: RULE oF PRESENCE
To legally take any Battle action, you must control one or more units at the current battleeld. RULES oF LoCA LoCATIoN TIoN
• To legally take a Battle action from a card in a unit, unit, the unit must must be at the current battleeld. • To be legally targeted by a Battle Action, Action, any cards in a unit must be at the current battleeld.
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Exception: Battle actions that say they move a unit to the current battleeld are legal to take, regardless o Presence and Location, i the rules o Presence and Location would be satised with with the unit there. there. A Personality who has already already been in an attacking attacking army during a battle battle resolution in the current Attack Phase will not move to a battleeld. Once both players have passed consecutively, the Combat Segment ends. RESoLUTIoN SEGmENT The Attacker and Deender total their armies’ Force at the battleeld. An army’ army’ss Force is the total o the Force o all unbowed Personalities and Followers in it; a side with no units has zero Force. The side with the highest Force wins.
I the Attacker wins, he or she destroys all units in the deending army. I the attacking army’s Force was greater than the deending army’s Force plus the Province Strength o the battleeld’s battleeld’s province, the Attacker also destroys the province. When a province is destroyed, destroyed, discard any cards in it, and any Regions attached attached to it. Push together the other provinces and the two decks to show the shrinking o their owner’s lands. I the Deender wins, he or she destroys all units in the attacking army. army. The winner o a battle also gains Honor equal to twice the number o cards in the enemy army that were destroyed by resolution. I two armies, each with one or more units, have equal Force, the battle is a tie. The Attacker and Deender Deender each destroy all all units in the enemy enemy army, army, and each gains Honor equal to the number o cards they destroyed. I the battle is tied on zero Force and either or both sides have no units, the battle has no outcome. When these eects eects have been applied, the battle’ battle’ss resolution ends. Next, all attacking units at that battleeld bow, then return home, as eects o resolution; return ater battle is not movement. Deending units stay at that battleeld, and return home only at the end o the Attack Phase. They do not bow. The battle itsel then ends. Once the last battle has ended, the Attack Phase ends. Battleelds cease to exist. Any units still at battleelds bow i they were attacking, and return home.
5. Dynasty phase Buying cards rom provinces During the Dynasty Phase, in any order you like and as many times as possible, you can bring ace–up Holdings and Personalities into play rom your provinces. To bring a Holding into play, play, pay its Gold Cost. Unlike other card types, Holdings always enter play bowed. To bring a Personality into play, play, pay his Gold Cost. I your Family Honor is below a Personality’s Personality’s Honor Requirement, he will not enter play under your control at any
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time unless he is aligned with your Clan and it is the Dynasty Phase (see ollowing paragraphs). When you bring Personalities Personalities with your Clan alignment keyword into into play during the Dynasty Phase, and only then, they ollow three special rules: • You may bring them into play paying 2 less Gold. • If you aren’t aren’t choosing to to pay the 2 less Gold, you may may choose to gain Honor equal to your aligned Personality’s Personality’s Personal Honor just beore you bring him into play, play, once per Dynasty Phase. • If your Family Honor Honor doesn’t doesn’t meet your your aligned Personality’ Personality’ss Honor Requirement, you may still bring him into play paying 2 more Gold than normal. Together with the rules above, this means you may pay the ull Gold Cost and not gain any Honor, or pay 2 more than the ull Gold Cost and gain Honor.
Discard ace–up cards Beore your Dynasty Phase ends, once you are done bringing cards into play, you may discard ace–up cards rom your provinces one by one, relling the province acedown each time beore continuing.
6. END PHASE In the End Phase, you draw a Fate card. Then, i your hand is above the maximum hand size o eight, discard cards down until you are at the maximum hand size. The turn ends when the End Phase does. The other player now takes his or her turn.
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Winning the game There are our ways to win a game o L5R. • Military Victory: Your Your opponent opponent loses when his or her nal province is destroyed. • Dishonor Victory: Your Your opponent loses if his or or her Family Honor Honor is ever at or below –20. • Honor Victory: You You win if you start your turn on 40 Family Honor or higher higher,, gaining victory by securing control control o the Imperial Court. • Enlightenment Victory: You You win instantly instantly if you control control ve Rings with ve dierent element keywords (Air, Earth, Fire, Water and Void), each o which last entered play by its own text. You have won by being recognized as a mystically enlightened master.
Deck construction You can expand and change You change this deck by by trading or or buying other other cards, ollowing these rules or a legal play deck in Celestial 40/40 ormat: • The Dynasty and Fate decks must must each have have at least 40 40 cards. Your Your Stronghold and the Starting Holdings titled Border Keep and Bamboo Harvesters do not count toward this minimum, and copies o those cards may not be included in decks. • All cards in the the play deck (including the the Stronghold) Stronghold) must be Celestial Edition legal, having the Celestial Edition icon [illus?] in the lower let hand corner o their most recent printing (MRP). In all L5R ormats, cards are considered to have the stats and text o their MRP in English. •
You can have no more than three copies of any card, by title, in your decks. • You can have no more than one copy of each Event card and Unique Unique card, by title, in your decks.
Note that Experienced cards (p. 33) are an exception to the last two rules.
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Rules glossary This section collects rules associated with specic game terms that have not been explained in the main rules. Active Player: The player player whose turn it is. Ally: A term used in the multiplayer rules rules (see Online Rulebook). Rulebook). Armor: A Personality will not not attach more than than one Armor. Armor. Base: Reers to a stat, keyword, or other game text as printed on the most recent printing o the card, without modication. I the card is a created card, “base” reers to the text it was created with. Challenge: A challenge is an eect that creates a duel between two Personalities (see “Duel”). One Personality will be the challenger, challenger, and the other will be the challenged; they must be controlled by dierent players. Challenges may not be reused unless they say they can. I the challenged Personality’ss player reuses, the duel doesn’t happen. Otherwise, the challenged player Personality’ accepts, and the two Personalities enter a duel (see Duels). Clan Alignment: A keyword ending in “Clan” that reers to one o the nine major Clans: Crab, Crane, Dragon, Lion, Mantis, Phoenix, Scorpion, Spider, Spider, and Unicorn. Contribute: A Personality or Follower contributes Force when its Force is added into its army’s Force. This is part o a battle’s battle’s resolution, but can also happen when an army’ss total Force is calculated or other reasons. army’ Control: You You gain control o a card when you bring it into play, play, and normally keep control o it while it remains in play. There are two exceptions: • an attachment attachment is controlled controlled by its Personality’s Personality’s controller • a Region is controll controlled ed by its province province’’s owner. Some eects may also change control o a card between players. Immediately ater a player successully takes control o another player’ player’ss card: • if the card is a Personality Personality at a battleeld, it goes goes to the new player’ player’ss side of the battleeld; • if the card is an attachment, attachment, it is transferred to one of the new player’s player’s Personalities at any location who may legally attach it; • otherw otherwise, ise, it enters the new player’s home. Copy: Some eects may copy a keyword, trait, or stat rom one card to another. I a stat is copied, set the copying card’s stat to the current value o the copied card’s stat. A card will not copy its its own text or stats.
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Courtier: Courtier Personalities can commit seppuku using a Reaction available to all players; see “Seppuku” or details. Created Cards: Some eects may create cards in addition to the cards included in decks. You may use pieces o paper, ace–down spare cards, or other objects to keep track o these. I an eect that creates a card gives no value or a stat the card type normally has, that stat’s stat’s base value is zero. Exception: Created Personalities have a “–“ Honor Requirement. Created attachments attachments and Regions attach to a Personality or province as part o their creation eect. Other cards you create enter play in your home. When a created card leaves play, remove it rom the game. Dead, Destroy: When an eect destroys a Personality, he enters the discard pile in the dead state. Turn Turn the card 90 degrees to the right, or put the card apart rom the others in the discard pile, to show this. Discard: To To put a card in its Dynasty or Fate discard pile. “Discard” by itsel it means “discard a Fate card rom your hand.” Exception: I a cost or eect requires you to discard the Imperial Favor, this means that you give up control o the Favor and it becomes uncontrolled. Discarded: The state o a card that is not dead in a discard pile. Dishonor: Some things can dishonor a Personality Personality,, disgracing him in the eyes o Rokugan. Turn Turn the Personality 180 degrees upside down to show this dishonorable state. A dishonorable Personality’ Personality’ss Personal Honor is always zero. Ater Ater a Personality is destroyed while dishonorable, the player who last controlled him loses Honor equal to the Personality’s Personality’s base Personal Honor. Honor. A destroyed dishonorable Personality remains dishonorably dead even in the discard pile. When dishonorable Personalities are involved in gaining one or more points o Honor, Honor, the Honor gain does not happen and they are rehonored (restored to honorable status). Specically, this happens: • Before a player gains Honor from an action or trait that targeted, targeted, came from, or was perormed by one or or more o his or her dishonorable dishonorable Personalities. • Before a player gains Honor from attaching a card to one of his or her her dishonorable Personalities. • Before a player with one or more dishonorable dishonorable Personalities Personalities in his or her army gains Honor rom destroying destroying enemy cards in battle battle resolution. In a tied tied battle, all dishonorable Personalities in an army are rehonored beore being destroyed, and their army’s leader gains no Honor.
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Do Not, Does Not, Will Not: These phrases in a card eect means that another eect ails to happen. The phrase “(an action’s) action’s) eects do not happen” means that all eects o the action ail to happen. Draw: To put the top card o your Fate deck into your hand. Duel: A duel is a conrontation that comes rom a challenge between two Personalities. Follow these steps: 1. Each player puts his or her hand aside and takes the top three cards o his or her Fate deck to orm a ocus pool. The ocus pool is ace–down but visible to its player. Cards are not played as normal rom the ocus pool; they are ocused instead. 2. The challenged player has the rst option to ocus or strike. To ocus, a player chooses a card rom his or her ocus pool and puts it ace–down. I the player ocused, the other player then has the option to ocus or strike. The players continue to take turns ocusing until one o them strikes. A player who can’t ocus must strike. Each player may ocus one card per duel rom his or her hand instead o ocus pool. 3. Once a strike has been called, turn all ocused cards ace–up. Any traits on ocused cards with the special trigger “Focus Eect:” resolve; the player whose turn it is chooses the order. order. Ignore anything on ocused cards that doesn’t specically reer to the card’s use as a ocus. 4. Duel resolution now happens. Each player totals the Focus Values o his or her ocused cards, and adds his or her Personality’s Personality’s duel stat to this total. The duel stat is Chi unless another stat is given. The higher total wins the duel, and the lower total loses. The duel eect may give consequences or the loser or winner winner.. I the two totals are equal, the duel is a tie; both players lose and take the loser’s consequences. The duel ends when duel resolution ends. 5. Discard all ocused cards and end all changes to their Focus Value. Value. Then, each player puts any cards still in his or her ocus pool on the bottom o his or her Fate deck, in any order. Duelist: Immediately beore the rst opportunity to ocus or strike in a duel, i a Duelist Personality is the challenger, challenger, and the challenged is a non–Duelist with an equal or higher duel stat, the Duelist gains the rst chance to ocus. The Duelist must use this chance to ocus instead o strike, i possible. Element Keyword: One o the ve keywords or the mystic elements o Rokugan: Air, Air, Earth, Fire, Water, and Void. Enemy: Reerring to the player on the opposing side to you during a battle (the “enemy leader”), and and to cards in units he or she controls. Cards not in units units are not “enemy cards.” Engage: The point in time when a battle begins.
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Entering–Play: An eect that is triggered by its own card entering play. play. Exchange: When an eect exchanges two stats, note their current values. Then, simultaneously set each stat to the noted value o the other one. Expensive: Reerring to the value o a card’s card’s Gold Cost stat; or example, “more expensive” means “with a higher Gold Cost stat.” Experienced: Some Personality cards have the Experienced keyword, which is sometimes ollowed by a number representing the Personality’s Personality’s experience level. A Personality with Experienced Experienced and no number number has experience experience level o one. A Personality without Experienced has experience level zero. Any number o single single Personalities with the same title but but dierent experience experience levels may be included in a deck. During the Dynasty Phase, you may bring an Experienced Personality into play normally,, or you may overlay him onto one o your Personalities with the same title normally but lower experience level. When you overlay, overlay, you do not need to to meet Honor Requirements, Requirements, but you do need to meet other requirements and restrictions, including “Loyal”. You do not have to pay You pay Gold costs unless the overlaying overlaying Personality is two or more more experience levels above the overlaid Personality, and more expensive than the overlaid Personality. Personality. In that case you pay the dierence between the two Personalities’ Gold costs. An overlaying card is stacked stacked on top o its less experienced version without entering entering play. This stack is treated as one card until it leaves play; then, all cards in the stack except the topmost are removed rom the game. The stacked card has the text and stats o the overlaying card, and has the base abilities (but not traits, keywords, or stats) o any underlying cards, plus any abilities that underlying cards themselves inherited rom cards they overlaid. On overlaying, the stacked card keeps all states, ongoing eects, attachments, and tokens o the underlying card, and is considered to be the same card. Experienced cards that are not Personalities ollow the Experienced deck construction rules, but do not overlay. Focus, Focus Pool, Focus Eect: Terms used in dueling. See “Duel.” Home: The location in ront o a player’s provinces where cards normally enter play, as opposed to battleelds. Honorable: A Personality not in the dishonorable state. “Honorably dead” reers to such a Personality who is dead. See “Dishonor.” Human: This term reers to a Personality or Follower who does not have the Nonhuman keyword. It is not itsel a keyword.
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Ignore: When a cost or requirement is ignored, it is no longer a cost or requirement o whatever you were doing. doing. Inantry: This term reers to a Personality or Follower who does not have the Cavalry keyword. It is not itsel a keyword. Kensai: A Kensai Personality can attach two Weapons. Leader: The Attacker or Deender in a battle. You are the riendly leader; the other player is the enemy leader. leader. This term has greater relevance in multiplayer multiplayer rules (see Online Rulebook). Location: An area holding cards in play. Battleelds and each player’s home are locations. Look: To To inspect a ace–down card without showing it to anyone else or changing its position (or example, in a deck). Loyal: A Personality with the Loyal keyword will not be controlled by a player who does not share a Clan alignment with the Personality. Personality. May Not: This phrase orbids a choice you might make; or example, to target a particular card, or to take take an action. Unlike “Do not/Will not/Will not” or “Negate,” when when something is orbidden with “May not,” it can’t be chosen in the rst place. May Remain Bowed: This phrase means that while the card is bowed, its controller may negate any eect that straightens the card, until the card straightens or leaves play. Move: To change the position o a unit rom one location to another. Eects that move a unit to a battleeld always move it into its controller’ controller’ss side there. Naval: The Naval keyword allows you to take the ollowing action available to all players: Reactin: Ater engaging, once per battle, i you are the Attacker and your current army has more Naval cards than the side opposing it, target your Naval Personality: You have the rst opportunity to take a Battle action, which must be perormed by the targeted Personality. Negate: A negation eect is one that uses a orm o the word “negate,” such as “Negate all Force bonuses on him.” Negation makes another eect or type o eect ail to happen whenever it would would occur. occur. When an ongoing eect is negated, negated, its duration ends. Negation doesn’t doesn’t apply to eects that that say they will not be be negated. Opposed: A card, side, or army is opposed at a battleeld i there are one or more units in the enemy army. Opposing: For a card to be opposing another card, they must be at the same battleeld, on dierent sides. Overlay: See “Experienced.” Own: You own all cards that were originally in your deck and that you brought into play rom outside the game, including cards you created. Cards you own can never go into another player’s player’s decks or discard piles; they always go to yours instead.
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Perorm: A Personality or Follower is perorming an action i its controller is the player taking the action, and any o these things is true: • The action comes from an ability on the Personality or Follower Follower.. • The action comes from an ability on an Item or Spell Spell in the Personality’ Personality’ss unit. • The Personality or Follower was targeted in the action’s action’s constraint block (the section between the two colons). Permanent: A permanent eect reers to an eect whose duration lasts until the end o the game. Permanent eects can still be negated, ended, and changed by other eects. Ranged Attack: A Ranged Attack represents a military eect that destroys at a distance, such as archers’ arrows or a magical ery bolt. “Ranged X Attack,” where X stands or a number number,, is shorthand or the text “Target “Target a Follower or a Personality Personality without Followers Followers in the current enemy enemy army. army. I its Force is equal to or less than X, destroy it.” The targeting in a Ranged Attack is required targeting. Rehonor: See “Dishonor.” Remove rom the Game: When a card is removed rom the game, set it aside. It exists outside all areas o the game, and will not come back into the game. Reveal: To turn a ace–down card ace–up. Samurai: Samurai Personalities can commit seppuku using using a Reaction available to all players; see “Seppuku” or details. Search: To To look through a deck or other area or a card o a specied kind. Ater you search a deck, you must reshufe it ater you take any card(s) you searched or. Seppuku: An act o ritual suicide. I an eect directs a Personality to commit seppuku, apply the ollowing eects: “Rehonor the Personality, then destroy him; these eects will not be negated.” negated.” Additionally,, all players have the ability: Additionally ability: Reactin: Any number o times per turn, beore you lose Honor rom an action that targeted or was perormed by one o your Courtier or Samurai Personalities: He commits seppuku. I the seppuku destroyed him, reduce the Honor loss to one.
Set: When a stat is set to a particular value, give it a bonus or penalty such that it reaches that value. Show: To To display the ace o a ace–down card to all other players, then return it to its ace–down state. Shugenja: A person trained in the magic o Rokugan. Only Shugenja Personalities can attach Spell cards.
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Singular, Unique: A player will not bring into play or otherwise take control o a Singular, Singular or Unique card i he or she already controls a Singular or Unique card with the same title (but see “Experienced,” p. 33). The “Unique” keyword also restricts deck construction. See “Deck Construction,” p. 29. Successul: An action or eect is successul i it caused any changes in the game state. Switch: When an eect switches the locations o two units, each one simultaneously moves to the location o the other. other. I one movement is negated, the other one is also negated. Tactical, Tactician: An action with the Tactical keyword can only be perormed by a Tactician Tactician Personality (see “Perorm,” p. 35). Each Tactician Tactician can only perorm one Tactical action per turn. All players can take the the ollowing Tactical Tactical Battle action. action. Keep in mind that, due to the above rule, it can only target each individual Tactician once per turn:
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Tactical Battle: Any number o times per turn, discard a card and target one o your Tactician Personalities: Give him a Force bonus equal to the Focus Value o the discarded card.
Terrain: A Battle action with the Terrain keyword represents the ground on which a battle is ought. Terrains ollow special rules. • Terrains are played played as a Battle action; their Strategy card enters enters play at the current battleeld beore the action’s resolution. • A Terrain Terrain action may not be played if a Terrain Terrain is already in play at the current battleeld. • When a Terrain Terrain leaves play, its effects with a duratio duration n end, and none of its delayed eects will happen. • After battle resolution, discard any Terrains Terrains in play at that battleeld. battleeld. Token: A marker in the game. You may use beads, pieces o paper, or other common objects as tokens. Tokens Tokens may have a keyword (such as Corruption). They may also give a stat bonus or penalty (such as –1C) to whatever they are on. This bonus or penalty is considered to come rom the last eect that placed the token on the card or area. Tokens are not cards. They are removed rom the game i the card they are on leaves play. Transer: To move an attached card rom one Personality or province to another. You do not need to pay p ay the cost costss o o the th e trans tr anserre erred d card, ca rd, but you do need n eed to meet m eet any restrictions on attaching. Unaligned: A Personality, player, or Stronghold without a Clan alignment. Unique: See Singular. Weapon: W eapon: A Personality can have only one Weapon Weapon attached. attached. Exception: See “Kensai.” “Kensai.”
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