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16 outros produtos na mesma categoria:
1,00
The next Unique Personality you bring into play this game permanently gains the traits ?Can assign even if bowed" and "After this card assigns: you may straighten it.?
0,50
Phoenix Clan Void Shugenja · Experienced 2 · Unique. Elemental Limited: Once per turn: Target another player. Name a card. That player chooses 2 cards at random from your hand. Show them. If either is the named card, create three 2F/2C Phoenix Clan Samurai Personalities with 2 Personal Honor. Remove them from the game when your next turn begins.
0,20
Weapon • Two-Handed • Sword(A Personality can only have one Weapon.)This Item's Force modifier equals this Personality's Personal Honor.
1,50
Reaction : After a player announces a Battle action before the Defender's first normal opportunity to act or pass: Negate the action's effects.Battle : Even if you control no units at the current battlefield: Target an unopposed unit there. Move the unit to a target battlefield where it would be opposed.
0,20
Crab Clan • Samurai • Fudo • ScoutBattle: Target two Personalities controlled by the same player: Transfer a Follower from one to the other. If you have Reconnaissance, you may take an additional action.
1,00
CavalryBattle: Melee 4 Attack, or Melee 5 Attack if the target is Infantry.
0,20
This Personality gains the Tactician trait while Menhari-gata is attached.Battle: Discard a card from your hand to lower the Force of an opposing Personality by the discard's Focus value. This is a use of the Tactician trait.
0,20
Battle: Target a player. If he controls more units at the current battlefield than the highest Chi among all Personalities he controls there, he repeatedly targets and moves home one unit he controls there until that is no longer true or until he can no longer target or move units.
0,10
Battle Terrain: Destroy each personality and Follower with under 1 force at this battle.
8,00
Scorpion Clan · Ninja · Duelist. Reaction: After an action resolves that gave a Personality a Chi penalty (including penalties from tokens): Give the Personality a -1F/-1C Poison token
1,00
Weapon • Two-Handed • Sword(A Personality can only have one Weapon.)This Item's Force modifier equals this Personality's Personal Honor.
10,00
Crane Clan • Magistrate • Samurai • Duelist • Experienced • Reserve • UniqueAfter you Recruit Ujirou, you may take an additional action. While you are the Defender, you Recruit Ujirou for 5 less Gold. Battle: Fear 4 that destroys attachments and dishonorable Personalities after it bows them.
1,00
Creature . Cavalry When Yobanjin Wyrm enters play, lose Honor equal to this Personality's Personal Honor, then dishonor this Personality. This Personality gains the Cavalry trait while Yobanjin Wyrm is attached. Bow this Personality if Yobanjin Wrym is destroyed.
1,00
Forest • MarketOpen: Bow this card, choose your performing Personality, and target a non-Unique Follower or Item in your discard pile: Attach it to your performer, paying all costs.
0,70
Battle: Bow two target defending Samurai in your army: Destroy an opposing unit with less Force than the combined total of your Samurai's Force + Personal Honor.
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0,10
Phoenix Clan • Air • Fire • Shu genja • Alch emist
1,00
Spider Clan • Shadowlands • Ninja • Shugenja • CavalryAfter Onchi enters play: Lose 2 Honor. Open: Target a Personality: Remove one of his abilities (until the turn ends).
0,10
Mantis Clan • Samurai • ScoutEnters play paying 2 less Gold if you are a Lion Clan or Scorpion Clan player. Battle: Bow Yashiro unless you have Reconnaissance: Ranged 4 Attack.
0,20
Lion Clan • Samurai • TacticianUehara has +1F while he opposes a Phoenix Clan Personality. Limited: Look at the top card of your Fate deck. You may leave it there, discard it, or put it at the bottom of the deck.
0,20
Reserve • Resilient • Samurai • Shadowlands(You may Recruit a Reserve Personality, if they would be opposed, as an Absent Battle action. Once per game per card, a Resilient card does not die in battle resolution.)Absent Interrupt: After you Recruit Jemaru, take an additional action.Battle: Fear 2.
0,30
Scorpion Clan • Magistrate • Paragon • Samurai • Yojimbo • Experienced Bayushi Tenzan • Loyal • Unique While you control a Courtier, The Sorrow's printed ability is Battle/Limited.Battle: Give a target Personality -4F.
0,20
Scorpion Clan • Courtier • Samurai • Sensei • Experienced The Student • LoyalAfter Kazutoshi enters play: Discard all your other Sensei Personalities. Other players' Personalities in and out of play have their Honor Requirements increased by 10.
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0,50
Boar Clan • Mantis Clan • Samurai • UniqueTochiko has +2F while opposing a Personality or Follower with lower Force.
0,20
Lion Clan • Samurai • Hero • Kensai Masao has +3F while attacking unless he has any non-Weapon attachments.
0,70
Spider Clan • Fallen • Monk • KensaiAfter Nishiguchi enters play, lose 2 Honor.Battle: Give a target enemy Personality a Force penalty equal to the number of Madness tokens he has.
0,10
Earth • Jade • Scout • ShugenjaEarth Battle: Bow Araizen's target unbowed Follower or Spell to make a Melee Attack equal to Araizen's Chi.
0,30
Scorpion Clan • Courtier • Soul of Shosuro TakuroReaction: After the resolution of a battle, or an action or trait from a card that another player owns, if the resolution or card destroyed Rokuta: Create a 0F/2C/1PH Scorpion Clan • Courtier • Apprentice Personality (in your home). Choose a player, who loses 3 Honor.
0,10
Scorpion Clan • Samurai • Kensai • Bitter Lies Battle: Show the top card of your Fate deck: Give a target enemy Personality or Follower a Force penalty equal to the shown card’s Focus Value. If the shown card is a Weapon, you may attach it to Shigehiro, paying 4 less Gold.
0,20
Courtier Natsuyo enters play for 1 less Gold if another player is Scorpion Clan.Favor Political Open, w: Discard the Imperial Favor to gain 1 Honor.
0,20
Dragon Clan • Samurai • KensaiBattle: Target an enemy card with equal or lower Force: Bow it.
0,10
Conqueror • Kensai • Monk • Naval(A Conqueror's unit doesn't bow after battle. Kensai may attach two Weapons, as long as neither is Two-Handed. Once a turn, the Attacker gets the first Battle action, if it's from a Naval Personality's unit.)