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Legend of the Five Rings Rulebook
Gold Edition
Credits
Game Design David Williams & Erik Yaple
Original Concept & Design David Seay, Ryan S. Dancey, Matt Wilson, Matt Staroscik, John Wick & John Zinser
Creative Director Paul Allen Timm
Storyline Writing Rob Heinsoo, Paul Allen Timm & Ree Soesbee
Rulebook Writing David Williams, Jeff Alexander & Jessica Beaven
Rulebook Design & Layout Kate Irwin
Technical Editing Jessica Beaven
Brand Management Stephen Horvath

Playtesters: The credits for playtesters no longer appear here because of the ever-changing nature of playtesting teams: we do not want to risk leaving anyone out. It goes without saying that we are always deeply thankful for the volunteers who contribute to the game.

Rulebook Artists: Anthony Grabski, Anthony Hightower, Audrey Corman, Beet, Ben Peck, Brian Snoddy, Dennis Calero, Diana Vick, Joachim Gmoser, Joseph Phillips, K. C. Lancaster, Malcolm McClinton, Mark Evans, Matthew D. Wilson, Michael Phillippi, Paul (Prof.) Herbert, Pia Guerra, Ramon Perez, Randy Asplund, Raven Mimura, Rob Alexander, Sean Murray, Talon Dunning, Theresa Brandon, Thomas Gianni, Tom Biondolillo, William O'Connor



All trademarks are property of Wizards of the Coast, Inc. ©2001 Wizards of the Coast, Inc.

www.wizards.com/L5R

Table of Contents
Using These Rules with Older Cards 4
Welcome to the Legend of the Five Rings 5
How to Win 20
Setup 20
Determining Who Starts 24
Bowing 24
Bringing Cards into Play 25
Sequence of Play: A Quick First Glance 27
Card Types in Detail 28
Bonuses and Penalties 31
Abilities and Traits 33
Costs and Effects 38
Tokens 40
Canceling Actions and Negating Effects 45
Targeting and Redirection 45
Actions 47
Sequence of Play in Detail 49
Straighten Phase 49
Events Phase 49
Action Phase 49
Attack Phase 50
Dynasty Phase 59
End Phase 59
Special Situations 60
Special Traits 65
Allen, Bob, and Cindy Go to War: A Sample Attack Phase 66
Optional Rules 69
Glossary 70
Rokugani Terms 78

Experienced players: go to page 2 for the changes in this rules revision!



What's New in This Rulebook
These are the changes to this rulebook since the last printing:

General clarification and reorganization, including the addition of italicized sections to call out non-vital rules and clarifications.
Movement of the second Cardinal Rule to the “How to Win” section, addition of a new second Cardinal Rule, and simplification of the third Cardinal Rule (page 5).
Introduction of Wind cards (page 12).
Change to Ancestors: they are now a separate card type from Followers (page 14).
Standardization of minimum deck size to 40/40 (page 20).
Addition of the “Soul of” Personality trait to deck construction rules (page 21).
Description of interaction with discard piles (page 22).
More extensive description of Provinces (page 22).
Change to who goes first (page 24).
Standardization of the “One-Time Events” rule (page 28).
Clarification of the timing for playing Sensei cards (page 28).
Restriction of Kiho-casting to Personalities only, and other Kiho clarifications (page 30).
Replacement of the term “Clan” with “Faction” (page 34).
Instatement of “Ratling” as a Faction (page 34).
Replacement of “Shadowlands Horde” with “Shadowlands” as a Faction (page 34).
Redefinition of targeting to make it easier to determine when a given effect targets (page 45).
Change to attaching as targeting: being unbowed is no longer a separate requirement for attaching cards; it merely falls under existing targeting rules (page 46).
Redefinition and simplification of Reaction timing (page 48).
Formal naming and slight changes to the Rules of Presence and Relevance (page 53).
Replacement of Terrain timing text with traits: Terrains now have either the Delayed trait or the Immediate trait, depending on when they resolve (page 55).
Miscellaneous minor battle rules changes (page 58).
Clarification to who may bow in a given Ritual (page 63).
Significant changes to Imperial Favor use. Lobbying is simpler, and uses for the Imperial Favor come only from card effects (page 64).
Change to the Double Chi trait: it no longer has an optional effect, and it causes Focus values to add twice instead of doubling (page 65).
Updates to the “Optional Rules” section (page 69).
Addition, clarification, or redefinition of many glossary terms (starting on page 70).
Using These Rules with Older Cards
With this edition's improvement upon many existing Legend of the Five RingsTM rules and card-text templates, the sections below should help you determine how to play cards that have old wordings.



Political Actions
For cards printed prior to the Gold EditionTM set, an action that changes a Family Honor loss or gain in any way, including canceling, preventing, or redirecting it, is Political. To determine what cards come from Gold Edition or later sets, see page 80. This does not apply to actions that cancel or negate other actions or Events completely. (Creating a loss or gain is not necessarily Political, nor is an action Political just because it interacts with the Imperial Favor.) For cards printed starting with the Gold Edition set, Political actions are only those that have the Political trait.



Terrains
All Terrains printed prior to the Gold Edition set are Delayed unless they say they take effect when played, in which case they're Immediate.



Welcome to the Legend of the Five Rings
Legend of the Five Rings basics are simple. Though these rules may seem overwhelming, most involve special-case explanations, timing details, and examples. Get a Storms over Matsu PalaceTM or Siege of Sleeping MountainTM learn-to-play set to learn the game, then refer to these main rules to resolve complications as you play.

The Legend of the Five Rings story is an ongoing tale created as new sets of cards emerge. You are a leader in the Empire of Rokugan, born into one of its clans or factions. In your quest to rule the Empire, you will develop your resources, recruit Personalities, and likely purchase Followers, Weapons, and Spells for your Personalities. Your Family Honor reflects your reputation throughout the land. You start with four Provinces, ancestral lands controlled by members of your faction or family. For more information on factions and families, see page 34.



Cardinal Rules
If any card or Stronghold explicitly contradicts these rules, the card or Stronghold takes precedence.
Play all cards and Strongholds by the wording of their most recent printing (see page 80).
If a rule creates conflicting effects simultaneously, the player whose turn it is decides their order.
Overview of Card Types
The following pages include diagrams of all of the card types. Refer to them as you read the rest of the rules. Detailed descriptions of every type begin on page 28.

Stronghold

A. Name B. Province Strength (minimum 0)
C. Gold Production (minimum 0)
D. Starting Family Honor (minimum -19)
E. Family traits, abilities, and flavor text

Your Stronghold comes in your deck box, but it is not considered a card. It represents your family's ancestral home.

Sensei

A. Name B. Province Strength bonus/penalty
C. Gold Production bonus/penalty D. Starting Family Honor bonus/penalty
E. Extra family traits and abilities, and flavor text F. Focus value

A Sensei modifies your Stronghold. It represents the person who was your teacher on your path to adulthood.

Event

A. Name
B. Effect and flavor text

These Empire-shaking occurrences can disrupt another player's strategy or create special conditions. But be careful; Events can be as dangerous to you as to other players!

Personality

A. Force B. Name C. Chi
D. Minimum Family Honor requirement to recruit E. Gold cost
F. Personal Honor G. Traits, abilities, and flavor text

Personalities defend your lands and battle your enemies. Each Faction's Personality cards have a unique color.

Holding

A. Honor Production B. Name C. Gold Production
D. Gold cost E. Traits, abilities, and flavor text

Holdings – your primary financial resource – generally represent your faction's economic enterprises. They may also produce Honor or grant special abilities.

Region

A. Name
B. Traits, abilities, and flavor text

Regions give your Provinces special traits and abilities.

Wind

A. Name
B. Traits, abilities, and flavor text

A Wind allows you to discard the Imperial Favor to gain a benefit.

Action

A. Name B. Gold cost
C. Traits, abilities, and flavor text
D. Focus value

Actions grant bonuses or abilities. They can advance your cause or hinder your opponents!

Ancestor

A. Force B. Name C. Chi
D. Minimum Personal Honor requirement for the attaching Personality
E. Gold cost F. Traits, abilities, and flavor text
G. Focus value

Some of the Empire's people can call upon their ancestors to help them during battle and in their daily lives.

Elemental Ring

A. Name B. Gold cost
C. Play condition and Benefits
D. Focus value

The Rings of Air, Earth, Fire, the Void, and Water are special cards that represent the five elements that make up all things. By understanding a ring, you gain power over its element.

Follower

A. Force B. Name C. Chi
D. Minimum Personal Honor requirement for the attaching Personality
E. Gold cost F. Traits, abilities, and flavor text
G. Focus value

When a Personality leads Followers into combat, the unit can overcome larger opposing Provinces and armies.

Item

A. Force bonus B. Name C. Chi bonus
D. Gold cost E. Traits, abilities, and flavor text
F. Focus value

Giving an Item of power, such as Armor or a Weapon, to one of your Personalities can have far-reaching effects – making the Personality a better Samurai or Shugenja, or allowing the Personality to take special actions.

Kiho

A. Name B. Gold cost
C. Traits, abilities, and flavor text D. Focus value

The Kiho is an Action card, but its effects are Spell effects. It represents a monk's or shugenja's ability to gather chi and unleash it in a controlled way.

Spell

A. Name B. Gold cost
C. Traits, abilities, and flavor text D. Focus value

Only the mysterious Shugenja can possess and use Spells. Each Spell creates a special and powerful action.



How to Win
The Legend of the Five Rings game has several paths to victory. For one, you can eliminate all your opponents for a Military Victory. A player loses and is removed from the game along with all cards he or she owns if all of his or her Provinces are destroyed or if he or she ever has under -19 Family Honor. Any ongoing effects the player's cards created continue unchanged.

You can also win by starting your turn with 40 or more Family Honor. You gain control of the Empire through popular acclaim – an Honor Victory.

Finally, you can master the elements, as represented by the philosophy of the Five Rings, by having all five Elemental Rings in play. You become a legendary master and win the game – an Enlightenment Victory.



Setup
Each player prepares two decks of at least forty cards each: one deck of Dynasty (black-backed) cards, one of Fate (green-backed) cards. Together, these decks make up your play deck. The cards you use can come from any Faction deck or expansion pack. In fact, you will find that building a deck is one of the most rewarding parts of the game.

While you can have as many cards in each deck as you want, you cannot have more than three copies of any single card, except for these cards, of which you can have only one each:



any Event
any Elemental Ring
any card marked Unique
Unique cards include all Experienced cards and Ancestors.

Sometimes an Experienced card has a number after the Experienced trait. If more than one card with the same title is Unique, you may still place one of each in your deck if they are of different Experience levels. (Inexperienced is a different level, too, and so is a Unique card with no Experienced or Inexperienced trait at all.)



“Soul of…” Personalities
Many basic Personalities in the Gold Edition set have the “Soul of…” trait, which is preceded by another Personality's name from an earlier expansion. The Personalities count together against the per-deck card limit. If either Personality has multiple Experience levels, the “Soul of…” character counts only as the earlier Personality at the same level. “Soul of…” characters don't count as their named Personalities for any game-play purposes except deck construction.

Example: Hida Tenshu has the Soul of Hida Amoro trait. A deck containing one Hida Tenshu and two Hida Amoros is legal. A deck containing two of each is not.

Some cards and rules let you remove cards from your deck right before the game begins. Your deck needs to be legal before you take any cards out. It can be illegal afterward.



Preparing the Field
Shuffle your decks separately and allow another player to cut them.

Place your Dynasty deck face down to your left. To the far left of your Dynasty deck, and empty for the moment, is your Dynasty discard pile. All of your discarded and destroyed Dynasty cards will go into this pile, face-up, as the game progresses. Place destroyed cards in this pile sideways, as you may need to distinguish them from your discarded cards later. You may examine any player's discard piles at any time.

Next come your Provinces, invisible areas in the middle of the table and to the right of your Dynasty deck. You begin the game with four Provinces. When a Province is destroyed, completely remove its space from the layout in front of you: destroy all cards attached to it, discard all unplayed cards in it, and move together the Provinces that were to either side of it, which become adjacent.

Each Province holds one Dynasty card at all times. (Cards attached to a Province are no longer “in” the Province – slide any attached card forward to make the title visible.) Any time a Province holds no Dynasty cards, refill that Province immediately with the next card from your Dynasty deck, face down. A Province that you can't refill still exists; mark it with a token of some sort to remind you and your opponents that it is still there. You cannot look at anyone's face-down Dynasty cards, not even your own. They are a mystery to you as well as to your opponents.

Place your Fate deck face down to the right of your Provinces. You draw Fate cards into, and play them from, your hand. You may ask any player's current and maximum hand size at any time. To the far right of your Fate deck will go your Fate discard pile. Except for holding Fate cards, it behaves just like your Dynasty discard pile.

The area of the table above your Provinces and decks is your home, where your cards enter play.

Gather a number of counters, such as beads, to use as tokens, which may be “created” during play. You also need a distinctive item to represent the Imperial Favor.

Finally, place your Stronghold, Sensei (if you have one), and Wind above your Dynasty deck.



Your Stronghold
Your Stronghold represents the family castle, shadowy hideout, or ancient holy temple from which you advance your Faction's interests (see page 6). You begin the game with your Stronghold in play and unbowed. It cannot be destroyed. Although represented by a card for reference, your Stronghold is not considered a card for game purposes (nor is it a Holding, even though it produces Gold like one).

Your Stronghold has three numbers, and text describing its traits and abilities. The numbers indicate, from top to bottom, your Provinces' starting Strength, the Gold the Stronghold can produce when bowed, and your starting Family Honor. More than one player may play the same Stronghold in a game.

Provinces are not destroyed if their Strength becomes 0.

Each player records the starting Family Honor listed on his or her Stronghold. This represents the goodwill and history of your family at the start of the game. Keep your current Family Honor visible to the other players at all times.

Your Stronghold's starting Family Honor does not affect your Family Honor after the game begins. Changes to starting Family Honor during the game do not change your current Family Honor.



Determining Who Starts
Each player lets another player cut his or her Fate deck to a random card and temporarily adds its Focus value to his or her starting Family Honor. The player with the highest total goes first, with play then proceeding clockwise. If there is a tie for highest total, the tied players continue randomly cutting and adding the new Focus values to their running total until they resolve the tie.

Once the starting player is determined, each player shuffles his or her Fate deck, fills his or her Provinces with one Dynasty card each, and draws five Fate cards to make his or her hand.



Bowing
To bow a card or Stronghold, turn it sideways. To straighten a bowed card, turn it back. Some cards and Strongholds can create effects without bowing. A card cannot bow for more than one purpose at a time.

Example: Allen has an unbowed Retired General. When his turn comes to play an action, Allen bows the Retired General to use the Retired General's ability to raise a Personality's Force.

Once a card or Stronghold bows, it cannot take another action until it straightens, not even an action that does not bow the card. Bowing does not turn off continuous effects of a card, such as traits, Force and Chi bonuses, or effects that are not actions (see page 47 for the definition of “action”).

If a Personality has a bowed card attached, you can still use the Personality as usual. If the Personality is bowed, though, that unit cannot be assigned to attack or defend – but unbowed cards attached to him or her can still use their own abilities.

A card that is or becomes bowed during battle cannot fight as effectively (see page 55 for how bowing affects your army's total Force).



Bringing Cards into Play
Before using a card, you must bring it into play, observing all restrictions, choosing all targets (see “Targeting and Redirection” on page 45), and then paying all costs (see “Costs and Effects” on page 38). Cards in decks, in (but not attached to) Provinces, in discard piles, and in hands are not “in play,” do not affect play, and cannot normally be targeted or affected by other cards.

The player who brings a card into play controls it unless an effect or rule transfers control to another player. If you gain control of another player's card, it goes to your home, even if this means removing it from any battle or duel in which it was participating. (This rule overrides any card text that prevents the card from leaving the battle or being sent home.)

A Personality and all attached cards, if any, is called a unit. The controller of the Personality controls all of the cards and tokens in the unit.

When you gain control of another player's unit, the unit always moves into your home, even if this means leaving a battle or duel.

When you bring into play a card with the trait “Lose X Honor,” you lose X Family Honor. You likewise gain honor when playing a card that reads “Gain X Honor.” Losses and gains that are not parts of a card's action apply only when the card enters play. Losses and gains that are part of an action only apply when you take that action.

The conditions for playing or attaching a card matter only while a player plays or attaches it. Once a card is in play, you do not destroy or discard it if you later fail to meet its original play requirements.

Example: Rachel attaches Light Infantry, with an Honor requirement of 1, to Hida Rohiteki. Later, Rohiteki's Personal Honor becomes 0. Though Rohiteki cannot now attach another Light Infantry, the one she already has stays attached.

You cannot voluntarily discard cards or tokens.

You may sometimes move attached cards from one Personality or Province to another. Cards being moved are subject to the same restrictions as when they attach; you cannot move a card to something that could not attach it. Moving a card does not trigger entering-play effects.

You cannot bring a Unique card into play if a Unique card with the same name is already in play (although you might be able to overlay it atop another – see “Experienced Traits” on page 35). You may play a Unique card if another copy of it was in play earlier but is not currently. A card that "counts as [a Personality] for uniqueness“ counts against all Unique versions of the Personality named, regardless of Experience level. Non-Unique cards do not impact the deck construction or play limits of Unique cards in any way, nor do Unique cards impact non-Unique cards in these ways.

Example: Jim builds a Phoenix Clan deck. He includes three copies of Shiba Tsukune (who is not Unique), one Experienced Shiba Tsukune, and one Experienced 2 Shiba Tsukune. He also includes Shiryo no Tadaka, who counts as Isawa Tadaka for uniqueness. Jim cannot include any Unique versions of Isawa Tadaka in his deck at all, no matter what Experience level they are, though he may still have up to three of the non-Unique Isawa Tadaka.



Sequence of Play: A Quick First Glance
This section covers a turn's phases in very broad strokes. Much more detailed descriptions appear later.



1. Straighten Phase
Straighten all of your cards and your Stronghold.



2. Events Phase
Turn over the Dynasty cards in your Provinces from left to right. Resolve any Events as soon as they appear. After you reveal all of the cards, bring all of the Regions into play that you can.



3. Action Phase
Starting with you and going clockwise, each player either takes one action or passes. You may take Limited and Open actions, including attaching cards to your Personalities from your hand, moving cards you have already attached, and lobbying for the Imperial Favor. Everyone else can take Open actions only. This phase ends when everyone passes consecutively.



4. Attack Phase (Optional)
If you wish, attack one other player of your choice. That player and you may both call for allies. All involved players assign troops however they wish, to either attack or defend that player's Provinces. Each Province has its own Action and Resolution Segments, wherein whichever army has less Force at the end is destroyed – along with the Province, if the attacking army have sufficient Force.



5. Dynasty Phase
Buy face-up Personalities and Holdings, bringing them into play from your Provinces, then discard any unwanted face-up Dynasty cards remaining.



6. End Phase
Draw a Fate card and formally end your turn.



Card Types in Detail
Different card types have special rules for play, as described below in roughly the order you may use or encounter them.



Wind
The Four Winds are all potential candidates to assume the position of Emperor now that Toturi the First's reign has ended. Your Wind card selection reflects which candidate your Faction supports politically and determines what favors you may call upon from the Imperial Court in return. (See ”Lobbying for the Imperial Favor“ on page 64.)

You reveal your Wind to the other players at the same time you reveal your Stronghold. Winds are neither Dynasty nor Fate cards and do not go in either deck.



Sensei
A Sensei card represents the person who was your teacher on your path to adulthood. Only a player of a Faction listed on a Sensei can play the Sensei.

A Sensei changes your Stronghold. Abilities on a Sensei are considered printed on your Stronghold. A Sensei's numbers directly affect your Stronghold's corresponding numbers, though they cannot drop your Province Strength or Gold Production under 0 or your starting Family Honor under -19.

Each player may start the game with one Sensei in play, chosen from his or her Fate deck simultaneously and secretly after everyone has revealed their Strongholds and before determining who goes first.



Events
An Event resolves when revealed in its player's Events Phase. An Event revealed at any other time does not resolve immediately. It instead resolves during the player's next Events Phase at the time it would have if it were just revealed, provided it is still in the Province.

Events are special, once-in-a-generation occurrences. Accordingly, each Event can only resolve once per game. If you reveal an Event that has already resolved, discard your Event with no effect.



Holdings
You buy Holdings during your Dynasty Phase. All Holdings except Fortifications enter play bowed.

A Fortification is a defensive structure permanently associated with a particular Province. You attach it to the Province from which it entered play. You can attach only one copy of each Fortification to each of your Provinces.



Personalities
You also buy Personalities during your Dynasty Phase. You can bring into play any Personality from any Faction, as long as your Family Honor meets or exceeds the Personality's Honor requirement. You can recruit a Personality with an Honor Requirement of ”-“ even if your Family Honor is below 0.

If you bring into play a Personality with your Faction's trait, you may either lower his or her Gold cost by 2 or add his or her Personal Honor to your Family Honor. A player using a Shadowlands Stronghold does not have these options; such a player must always buy Personalities without this discount and with no Honor gain.

If a Personality's Chi drops to 0, destroy the Personality.



Regions
After you resolve your Events during your Events Phase, if any Regions are face up in your Provinces, they enter play from left to right attached to their respective Provinces. Each Province can have only one Region. You must bring a Region into play if you legally can and if it has no cost; otherwise, you may either discard it at the end of your Dynasty Phase as with any other face-up Dynasty card or leave it there for the next turn.



Ancestors, Followers, Items, and Spells
You must attach these cards to your Personalities before you can use them. This attachment happens during your Action Phase.

Ancestors represent the personal influence of long-dead heroes from Rokugan's past on the lucky few they choose. You may attach an Ancestor normally, during your Action Phase, or as a Reaction when bringing a Personality into play during your Dynasty Phase. In either case, you must also bow the Personality as a cost. Ancestors have an Honor requirement that works exactly like that on Followers (see below). They also have a Faction restriction. You can attach an Ancestor only to a Personality with the same alignment as the Ancestor. An Ancestor is destroyed if his or her Personality ever loses the appropriate Faction alignment but otherwise cannot be destroyed while the Personality lives. Ancestors cannot be moved or stolen.

You can attach a Follower only to a Personality whose Personal Honor meets or exceeds the Follower's Honor requirement. Followers typically increase the total Force of their unit without adding directly to the Personality's own Force. They may also have special abilities of their own.

Your Family Honor does not affect whether or not you may play Followers. Followers only care about the Personal Honor of the Personality you wish to lead them.

You may attach Items to any Personality, although each Personality can have only one Weapon and one Armor. Items may add Force or Chi bonuses to the Personality, allow him or her to take additional actions, or both.

You can attach Spells only to Shugenja Personalities. A Shugenja cannot attach more Spells than his or her Chi number. Spells allow a Shugenja to create powerful magical effects.



Actions
You play Action cards from your hand. After you play one, put it in your discard pile. You take actions at various times during your and other players' turns, depending on the text of the actions.



Kihos
A Kiho is actually an Action card, though it produces a Spell effect. For example, an ability that lets you search for or destroy a card treats Kihos as though they're Actions, yet a Shugenja who gains additional Chi while casting a Spell or who can change a Spell's target also works with Kihos. Like Actions, you play Kihos from your hand and then discard them. Like Spells, you must bow a Personality to cast a Kiho, though this is typically either a Shugenja or a Monk. Followers cannot cast Kihos.



Elemental Rings
You must meet the condition described on a Ring to play it. While in play, a Ring creates or makes available to you its ”Benefit Elemental“ effect. If you have all five Elemental Rings in play, you immediately win the game.



Bonuses and Penalties
Any time a number on a card changes from one value to another, higher value, that number is receiving a ”bonus.“ Likewise, any time a number decreases, it's receiving a ”penalty.“

No values in the game except Family Honor and Honor requirements can drop under 0. Don't disregard excess penalties, though. They work against bonuses acquired later. If a value has any minimum or maximum values (including the minimum of 0 just mentioned), apply that limit last, after adding all current bonuses and penalties together.

Example: A Personality with 1 Force suffers a -3F penalty. Her Force becomes 0, not -2. If she later receives a +1F bonus, her Force will still be 0: 1 - 3 + 1, then a minimum of 0.

All adjustments that use a ”+“ or ”-“ sign or a word like ”extra,“ ”further,“ ”bonus,“ or ”penalty“ are cumulative.

It is possible to set a card's value directly to a particular number. Do not apply any bonuses or penalties already in effect to this new number – in essence, they're already part of it. Do apply any later changes as you normally would.

Example: A Personality with 2 Chi attaches an Item that gives him +2C, for a total of 4. A player then plays a card that sets his Chi to 3. Now, if his Item is destroyed, his Chi will drop to 1.

Items add their Force and Chi directly to their Personality's stats. Followers add their Force and Chi directly to the Personality only when their own stats have ”+“ signs. Otherwise, they add their values to their unit's total instead.

Any reference to a value on a card refers to that stat's current total value unless it references the ”base“ or ”printed“ value.

If something refers to a value that isn't specified or is missing, such as the Focus value of a Follower token or the Gold cost of an Event, consider that value to be 0. Effects that try to change a value that a card does not normally possess fail – the value will always be 0.



Abilities and Traits
An ability is text preceded by ”Limited,“ ”Battle,“ ”Open,“ or ”Reaction.“ Everything else in a card's text box is a trait, including Faction alignments, honorific titles, ”Samurai,“ ”Shugenja,“ situational Force and Chi bonuses, and other game effects. When a card gains a trait or ability, consider it printed on the card.

An ability of a card with the Shugenja trait is also known as an innate ability. (Abilities on other types of cards are just ”abilities.“) Although they're on Shugenja, innate abilities do not create Spell effects.

Traits are always active, even when a card is bowed or not in play.

Many cards end with italicized flavor text telling the story of Rokugan. Flavor text has no impact whatsoever on the game. Some cards also have an italicized reminder in parentheses, like ”(You can do this even if there are no attacking units.),“ within a trait or ability. This is a reminder of a general rule and not an actual part of what the card does.



The Keyword Rule
Some effects, like ”destroy a Terrain“ or ”bow a Forest card,“ refer to any card that matches a certain word. In general terms, a card is a ”Keyword card“ (or just a ”Keyword“) if it meets one of these conditions:



It has the word ”Keyword“ in its title.
It has the word ”Keyword“ in its boldface traits area.
It is an Action card and ”Keyword“ precedes one of its actions.
These rules do not apply to Sensei or Wind cards or to Strongholds.

The singular, plural, and possessive forms of a word (e.g. ”Forest,“ ”Forests,“ and ”Forest's“) are all equivalent. This is not true for other related words (for example, ”Imperial“ isn't the same as ”Emperor“) or words in foreign languages. Faction alignments, hyphenated words, and restrictions like ”Followers this Personality attaches must be Ninja“ count as single words and cannot be broken up. When something references a reserved game term (like ”army,“ ”bowed,“ ”dead,“ ”Defender“, ”Sensei,“ or ”Stronghold“), it does not apply to cards with those traits; it applies only to things that meet the term's definition.

Example 1: A Personality with the traits ”Scorpion Clan Spy * Ninja“ is a Scorpion Clan card, a Spy, and a Ninja, but not a Clan.

Example 2: A Personality with the Toturi's Army trait is not an ”army“ and is not ”in an army“ unless truly at a battle.



Action Traits
When a player takes an action, the action carries with it all of the traits preceding the action type itself, as well as those of the card on which the action is printed. Actions that are not printed on a card do not inherit traits from any card.

Example 3: The Personality from Example 1 has the ability ”Open Elemental: Bow this Personality to draw a card.“ Using that ability is taking an Elemental action as well as a Scorpion Clan action, a Spy action, and a Ninja action. If the Personality lobbies for the Imperial Favor, that action doesn't acquire any of these traits.



Implied Traits
Sometimes a card possesses traits that are not printed but are automatically present because of other traits. Below is a complete list. It is possible for one implied trait to imply another.

All Ancestors and Experienced cards are Unique.
All Mujina and all cards printed with the Ratling trait are Creatures.
All Creatures, all Oni, all Goblins, and all cards printed with the Naga trait are Nonhuman.
All Skeleton, Skeletal, Zombie, and Necromancer cards are Undead.
All Oni and Undead cards are Shadowlands cards.
A Personality or Follower is ”Human“ if it is not Nonhuman.



Faction Alignments
Eight Great Clans – Crab, Crane, Dragon, Lion, Phoenix, Scorpion, Unicorn, and Yoritomo's Alliance (see below) – and several other groups with similar interests make up the populace of Rokugan and its surrounding regions. Fifteen such categories are considered ”Factions“ in the Legend of the Five Rings trading card game: the eight Great Clans, the Brotherhood of Shinsei (see below), the Naga, the Ninja, Ratlings, the Shadowlands (see below), Spirits, and Toturi's Army. Cards that refer to Factions or Faction alignments refer only to those in this list.

The Brotherhood of Shinsei uses Monk as its identifying trait. The Mantis Clan and Yoritomo's Alliance traits are interchangeable. The Shadowlands Faction does not have a trait that signifies alignment; therefore, a Shadowlands player (one playing the Sepulcher of Bone, The Shadowlands Horde, The Spawning Ground, or Yogo Junzo's Army) cannot get Gold discounts or Honor bonuses for bringing Personalities into play.

A Personality may be aligned with more than one Faction or none at all. A Personality is ”Unaligned“ if (and only if) it has the Unaligned trait, even if it also has Faction traits.

Sometimes your Personalities will swear fealty and gain your Faction's trait. A Personality with the printed Monk, Naga, Ninja, Ratling, or Spirit trait cannot lose that trait by swearing fealty, even if the effect specifically removes existing alignments. If a Human Personality swears fealty to a Naga or Ratling player, the Personality gains the Naga or Ratling trait but remains Human, since this new trait is not printed.

Families and other characters typically comprise a Faction. The Crab Clan's Hida family, for example, includes Hida Hio, Hida Rohiteki, and so on. The family name comes first. Some characters do not belong to families, including cards with single names (like Seikua) that are not family names for any other characters, and cards with occupation, Faction, or creature words as their first word (like Ninja Spy or Ogre Bushi). A single family can have Personalities in more than one Faction or none at all.



Experienced Traits
The Legend of the Five Rings storyline progresses over time, and cards in new sets reflect this. The Experienced series of traits represents changes that some Personalities undergo during the story. Some non-Personality cards may also be Experienced; these follow the same rules as Personalities.

This is the progression from early to latest versions of a Personality: Inexperienced, non-Experienced, Experienced, Experienced 2, Experienced 3, and so on. Most Personalities are non-Experienced: they do not have an Experienced trait. Some characters have many versions. A Personality with any of the Experienced or Experienced # traits is an ”Experienced Personality.“

If you have a Personality, bowed or unbowed, in play and a more-experienced version face up in a Province, you can overlay the later version atop the earlier one during your Dynasty Phase. The later version keeps the earlier one's attached cards, tokens, bowed or unbowed status, and all changes currently in effect, and permanently gains all of its abilities. The later version's printed stats and traits override those on the earlier version.

Overlaying doesn't count as bringing a card into play; ignore all of the card's play restrictions and effects triggered by the card ”entering play“ or ”joining a player.“ You must still follow the uniqueness rule, however; you cannot overlay if that would result in two Unique cards with the same name in play. If the later version is only one level above the earlier one, overlaying doesn't cost anything. If they're more than one level removed from each other and the later version has a higher Gold cost, you must pay the difference. Overlaying is not mandatory. You may bring an Experienced Personality into play normally even if you could overlay it, as long as doing so doesn't violate any other rules. You cannot ”underlay“ less-experienced cards beneath later ones.

When you have an overlaid Personality, none of the cards in the stack except for the top one count as being ”in play" or affect play in any way, with one exception: if an overlaid Personality is destroyed in the resolution of a battle, the winner gains honor for every card in the stack. If an overlaid Personality leaves play, remove all cards but the top one from the game. Keep them handy for reference, though, since the top card still has the bottom cards' abilities.

Some cards have the Experienced [Name] trait, to represent a character's name change; each of these cards is considered the Experienced version of the card named. For example, Akodo Ginawa has the trait “Experienced 4 Ginawa,” so he can overlay Ginawa.

Example: Allen and Cindy each have two copies of the non-Experienced Kakita Kaiten in play. Allen has the Experienced Kakita Kaiten face-up in a Province. He brings the Experienced Kaiten into play, laying him over a Kaiten in play. The Experienced Kaiten has the earlier card's Jade Bow, Medium Infantry, and duel Reaction, as well as the +1F/+1C bonus and Unicorn Clan alignment from an Oath of Fealty played earlier, plus the Battle action on the Experienced Kaiten. If Cindy's copy of the Experienced Kaiten shows up, she cannot bring him into play, though she can still bring out a non-Experienced version. If Cindy destroys Allen's Experienced Kaiten in battle, she gains 4 Honor (2 for each card) and can bring her Experienced Kaiten into play during her Dynasty Phase.



Copying
Some cards can copy other cards' statistics or abilities. When copying a stat, set the copying card's stat to exactly the current value being copied (see “Bonuses and Penalties” on page 31). This happens instantaneously. If the copied stat changes later, the stat on the card that copied it does not change likewise.

A copied ability is considered printed on the copying card. If a copied ability is lost, remove any tokens it created from the game and end any effect it produced whose duration depends on its own card (like “while this card remains bowed”). All other effects created by copied abilities have normal durations.

No card may copy any aspect of itself.

Example: Shosuro Turaki can copy another Personality's Force, Chi, or one ability until the start of her controller's next turn. Allen's Experienced 2 Hoshi Wayan (3F/4C) has a Crystal Katana (+2C), so Wayan is 3F/6C. Bob's Shosuro Turaki (1F/1C) has a Naginata (+1F/+2C), so she is 2F/3C. Turaki can copy:

Wayan's Force, becoming 3F;
Wayan's Chi, becoming 6C;
Wayan's ability to gain a Tattoo token, or
Wayan's ability to destroy one of his Tattoo tokens to increase a Force bonus he receives.
If Turaki copies Wayan's Chi and then Wayan loses his Crystal Katana, Turaki's Chi does not also drop by 2. Regardless of what she copies, if Turaki loses her own Naginata afterward, she loses 1F and 2C from her new stats. If she copies and then uses Wayan's ability to gain a Tattoo token, that token goes away at the start of Bob's next turn, when Turaki's ability to make them is lost.



Self-Referential Cards
If a card's text refers to its card by name, it refers only to that one card, not to any other cards with that name in play. If another card copies an ability that refers to its card's name, the title in the copy changes to match the title of the card gaining the copied ability.



Costs and Effects
You can bow a Gold-producing card (a card that says it “produces” Gold) at any time to pay a Gold cost. You cannot produce Gold unless you are paying a cost. You can bow multiple cards consecutively to produce larger Gold amounts, but you cannot pay two or more Gold costs at a time with one Gold-producing card. For example, the Diamond Mine, which produces 5 Gold, cannot pay for a 4-Gold-cost Item and a 1-Gold-cost Follower. You can bring only one card into play at a time; the Emperor taxes any excess Gold, and you lose it.

You may deliberately pay more Gold than you need when you play a card, even if the card has a Gold cost of 0.

Many costs appear in action text. You pay an action's costs, then its effects happen. For sets starting with the Fire & Shadow set, only something described as a cost or something followed by “to” or “for” is a cost. For the action below, “Bow one of your Personalities” and “discard a card from your hand” are costs, and “Bow another player's Personality” and “Lose 1 Honor” are effects.

Limited: Bow one of your Personalities and discard a card from your hand to bow another player's Personality. Lose 1 Honor.

An action with multiple targets creates one effect per target. For example, if an action creates multiple ranged attacks, each attack is one effect of the action.

If an effect does not say how long it lasts, it wears off when the current turn ends. Swearing fealty is permanent. Dishonor is permanent. Effects from tokens last as long as the tokens last, which is normally permanent. Effects that last until a certain card straightens also end if that card leaves play.

“Permanent” is just a shorthand way of saying “until the end of the game.” It does not mean that the change can never be undone.

Effects on a card do not end prematurely if the card is destroyed, discarded, or even sent back into its owner's hand or deck. They last as long as they would have, had the card remained in play.

A duration that spans multiple turns (like “three turns from now”) counts the current player's turns only.



Tokens
Many cards allow you to place tokens. Some tokens are described as “#F/#C,” where “#” is a change to the Force or Chi of the card with the token. For example, a card with a 1F/2C token gains +1 Force and +2 Chi, and a card with a -3F token has -3 Force and no Chi penalty. Other tokens, like “Fire” and “Storage” tokens, simply have a name and do not grant any bonuses by themselves.

Some effects create Follower tokens. Follower tokens are considered cards as well as tokens in every way. No other type of token counts as a card.

If a card leaves play in any way, remove its tokens (including Follower tokens) from the game. Tokens never go into the discard pile. Even if the card returns to play, it does not regain any tokens it had.

The cost of an action that creates tokens is a separate number from the token's gold cost itself, which is typically 0.



Canceling Actions and Negating Effects
If an action is canceled, it does not count as having been taken (or even attempted), although no costs are refunded. A canceled Action card goes to the discard pile.

If one or more effects are negated, any other effects caused by the same card or action still occur. A card or action is still considered to have been played even if all its effects are negated.

If an action is canceled after it has already produced some effects, do not undo those effects.

If part of the cost of using an action or bringing a card into play is prevented, the player trying to take the action or play the card may either use further resources to complete the payment or allow the attempt to fail. If it fails, the player returns the card to where it came from and does not receive a refund for any remaining costs, Gold and otherwise, that he or she already paid. The player cannot spend that Gold on another card instead. If the action of attaching a card is canceled, the same thing happens: the player returns the card being attached to where he or she played it from and does not receive a refund for any costs paid for it.



Targeting and Redirection
Some actions are targeted, meaning some aspect of them is aimed at a particular recipient. Targeted actions can sometimes have their aim directed elsewhere or be prohibited from directing their aim at certain cards. To determine whether an action or other effect is targeted, apply these rules to it, in order:

1. If an effect says it targets, it targets.

2. An effect that applies only to its own card does not target.

3. An effect that applies to all of a particular group, such as “all Shadowlands cards” or “each Monk Personality in the attacking army,” does not target.

4. All other effects target.

An action's player doesn't necessarily make the action's targeting decisions. An action's costs or effects can make it targeted. Kihos, for example, target their casters. Deciding which among several different actions to use or play is not a targeting decision.

You cannot announce a targeted action if a legal target does not exist. You must choose all targets when you announce an action, before you begin paying any costs.

You may target only cards in play.

An effect that targets a face-down card may target any such card, including one not in play.

You cannot target your own bowed Personalities with your actions, except actions that straighten cards. (You may target other players' bowed Personalities and your own bowed cards of other types. You may also target your own bowed Personalities with effects that aren't actions, such as an Event that gives a permanent bonus to one of your Samurai or an Oni that requires you to destroy one of your Personalities when it enters play.)

An effect that targets a unit also targets the Personality leading it, and vice-versa.

You can redirect an action only to something else it could have targeted originally. Should you redirect an action, treat it as though it had been aimed at its new target all along. You cannot redirect untargeted actions or actions that give no choice for their target (such as a card that targets “your Stronghold”). You cannot redirect costs, either.



Actions
During the game, you (and some of your cards) can take actions. Action cards are the only cards from your hand that you play for immediate effect. You must bring all other types of Fate cards into play before you can use their actions, and you use their actions as separate actions from bringing them into play. There are four types of actions: Limited actions, Open actions, Battle actions, and Reactions (see below).

Each action must completely resolve before any player may play another action (other than a Reaction). You cannot, for example, take an Open action to raise the Chi of a Personality as he or she enters a duel.



Limited Actions
You can use Limited actions (those with the “Limited” indicator) only during your own Action Phase.



Open Actions
You can use Open actions (those with the “Open” indicator) during any player's Action Phase and any Battle Action Segment. Open actions do not become Battle actions when played during battle. Not every Open action is legal in every battle – see “Battle Action Segment” on page 53 for the rules on what actions you can use during the Battle Action Segment, and under what conditions.



Battle Actions
You can use these actions (those with the “Battle” indicator) only during a Battle Action Segment, though it can be on any player's turn. Not every Battle action is legal in every battle – see “Battle Action Segment” on page 53 for the rules on what actions you can use during the Battle Action Segment, and under what conditions.



Reactions
Reactions (actions with the “Reaction” indicator) can interrupt other actions. They are not restricted to being taken in certain phases like other actions; instead, a Reaction has a trigger event to which it reacts, and you take it upon such an occurrence. You must take a Reaction as soon as its trigger occurs.

Players may react to Reactions.

All players may react to the same trigger in turn until everybody passes consecutively. You may react as many times as you like to any trigger, but remember that you can't take your second Reaction until everyone else has had a chance to take one, and that sometimes a Reaction changes the trigger in such a way that further Reactions aren't legal. Also, each printed instance of a Reaction can be used only once per trigger.

If more than one player wishes to take Reactions at the same time, first consider the exact wording of the Reactions. A Reaction taken “before” its trigger, for example, is always playable before one taken “after” its trigger. If the Reactions have the same wording for when they're taken, the chance to take the first Reaction goes to the player to the left of the one who caused the trigger. For things like the beginning of a phase, treat the active player – the one whose turn it is – as the one who caused the trigger.

Taking a Reaction does not take up an “action” for determining players' order of acting during the Action Phase or Battle Action Segment.

If a Reaction changes an action's target so that the target no longer meets the action's targeting requirements, the action does not affect the target.



Sequence of Play in Detail
This section covers a turn's phases, summarized in “Sequence of Play: A Quick First Glance” on page 27. They also appear on the back of this rulebook for easy reference.



1. Straighten Phase
Straighten your Stronghold and all of your cards in play.



2. Events Phase
Do the following for each of your Provinces, going from left to right:



If there is a face-down card in the Province, turn it face-up.
If the card in the Province is an Event, it immediately resolves if it has not resolved previously this game. Then, whether it resolves or not, discard it and replace it with your Dynasty deck's top card, face down.
After doing these things for all of your Provinces, bring all face-up Regions into play that are in your Provinces and that can legally attach to them. (Again, refill empty Provinces with face-down Dynasty cards.)



3. Action Phase
Starting with the active player and going clockwise, each player must either take a single action or pass. The active player may take Limited and Open actions; all other players may take Open actions only (and all players may play some Reactions – see “Reactions” on page 48). Players may take these actions both as Action cards from their hands or on cards in play. The following things are other Limited actions the active player may take:

Attach an Ancestor, Follower, Item, or Spell to one of his or her Personalities. This targets the Personality, so the Personality must be unbowed.
Move attached cards between two or more of his or her unbowed Personalities, bowing the Personalities. This targets every card bowed and moved.
Once per turn, lobby for the Imperial Favor (see page 64).
The Action Phase continues until all players pass consecutively. A player who passes may take an action later that phase if the opportunity reaches him or her again, but he or she cannot “go back” and take one last action if the phase ends before that point, because everyone else passed.



4. Attack Phase (Optional)
This phase has five segments:

1. Declaration Segment
2. Infantry Maneuvers Segment
3. Cavalry Maneuvers Segment
4. Battle Action Segment
5. Resolution Segment


You are not required to attack. You can attack only once per turn, and you can attack only one opponent per attack. You can only attack a player's Provinces; you cannot attack a Stronghold or Personalities directly.

A section on Terrains follows the “Battle Action Segment” section, and a section about things that happen after a battle follows the “Resolution Segment” section. For an example Attack Phase, see page 66.



4.1. Declaration Segment
Declare which player you are attacking. That player is now the Defender. You are now the Attacker.

The Attacker and then the Defender may now invite other players to assist them in the upcoming battle, as attacking or defending allies. They may invite as many or as few of the other players as they wish, including players already invited by the other side.

During the Maneuvers Segments, a player invited to ally may assign any number of his or her own units to the army of the inviting player. A player need not ally if asked. A player may ally only if invited and cannot ally with both the Attacker and the Defender in the same Attack Phase. When first invited, players need not state their intentions to send units; they may remain silent or even lie about their intentions.

A player who allies gains 2 Honor when he or she first assigns at least one unit during a Maneuvers Segment. A player may gain this Honor only once per Attack Phase. A player cannot gain this Honor by moving a unit into an army once battles begin.



4.2. Infantry Maneuvers Segment
There are two basic types of units: Infantry and Cavalry. Personalities and Followers are Infantry unless they have the Cavalry trait. A Personality and his or her attached Followers must all have the Cavalry trait for the unit to be Cavalry. Infantry units must either assign during this segment or not assign at all. Each Cavalry unit may also assign in this segment, or it can wait for the Cavalry Maneuvers Segment. Players cannot assign units led by bowed Personalities. Once a unit is assigned to a battle, it cannot voluntarily go home or move to another battle.

The Attacker declares which, if any, units attack and assigns them simultaneously to the Defender's Provinces in any combination.

Once the Attacker assigns units, other players may become attacking allies, if the Attacker invited them to do so during the Declaration Segment. Starting with the player to the Attacker's left and going clockwise, each invited player has one chance to likewise assign one or more of his or her units to the Defender's Provinces, simultaneously and in any combination, regardless of where the Attacker and other allies have already assigned their units.

Example: Allen attacks Bob; both invite Cindy and David to ally. Allen assigns two Infantry units to Province 1 and one to Province 2. Cindy joins the attack, assigning an Infantry unit to attack Province 3. She gains 2 Honor.

Next, the Defender declares which units defend and which Province each unit defends. Again, the Defender can assign units to his or her own Provinces in any combination, including no units at all and regardless of where players have assigned attacking units.

Once the Defender assigns units, other players may become defending allies, if the Defender invited them to do so during the Declaration Segment. Starting with the player to the Defender's left and going clockwise, each invited player has one chance to likewise assign one or more units to the Defender's Provinces.

Example: Bob assigns an Infantry unit to defend Province 1. David joins the defense, assigning one Infantry unit to defend Province 1 and one Infantry unit to defend Province 2. He gains 2 Honor.



4.3. Cavalry Maneuvers Segment
This segment immediately follows the Infantry Maneuvers Segment and follows the same process, except that players can assign only Cavalry units to attack or defend. This is the last chance for an invited player to ally and the last chance for any player to “assign” units; any units joining a battle after this point “move” into the battle instead.

Example: Allen assigns a Cavalry unit to attack Province 4. Cindy also assigns a Cavalry unit to attack Province 4. She already gained Honor for allying (see the previous page's example), so she does not gain it again.



4.4. Battle Action Segment
Once players assign all of the chosen units to battle, the battles begin. One battle occurs at each of the Defender's Provinces, whether the Province has units assigned to it or not. (Card effects might allow units to enter unitless battles.) The last two segments of the Action Phase (Battle Action and Resolution) resolve separately for each battle; the Attacker determines the order in which battles are handled as the Attack Phase progresses.

Once the Attacker has chosen a battle to resolve, the Battle Action Segment begins. Starting with the Defender and going clockwise, each player must either take one Open action, take one Battle action, or pass (see “Actions” on page 47). The Battle Action Segment continues until all players pass consecutively.

Actions have extra restrictions during the Battle Action Segment. Even if an action is of an appropriate type to be played during the Attack Phase, it must satisfy all of the relevant restrictions below, or it is not legal. The exact same rules apply equally to both Battle and Open actions during the Attack Phase.

A player can take an action only if he or she is involved in the current battle. This is called the Rule of Presence. To satisfy this condition, the player must either:
currently have at least one unit in the battle,
gain a unit in the battle as a result of the action (for example, use Superior Tactics to move a unit from another Province into the current, empty one), or
be reacting to one of his or her units leaving the battle (including leaving play from the battle).
A player can take only actions associated with the current battle. This is called the Rule of Relevance. In particular, the action needs to satisfy at least one of the following conditions:
It comes from a card or token at the battle.
It moves or creates a card or token in the battle.
It targets or directly affects a card or token in the battle, the Province under attack, or the battle itself.
It is reacting to a card or token leaving the battle (including leaving play from the battle).
A player can take an action that refers to an “opposing” card or “this battle,” or that includes an implicating phrase such as “another attacking card” or “the Province this card is defending,” only if the card on which the action is printed is in the current battle. This includes Fear and ranged attacks (see page 63). Players can take actions without such a phrase no matter where their cards are located, provided they meet all other restrictions.
You cannot play a Terrain if a Terrain is already in play.
A player can take a Battle action on a Fortification or Region only during a battle at its own Province.
Example 1: Stifling Wind, a Spell, reads: “Elemental Battle: Bow this Shugenja to bow an opposing Follower.” The caster must be at the current battle to take this action.

Example 2: Biting Steel, a Spell, reads: “Open: Bow this Shugenja to give +3F/+3C to a Dragon Clan Personality or +2F/+2C to a non-Dragon Clan Personality.” The Spell does not say “opposing Personality,” so its caster can cast it from outside of a battle. If the caster does so, however, he or she must cast it on someone in the battle, to satisfy the Rule of Relevance. If the caster wants to cast it on someone outside of the battle, he or she must be in the battle to do so.

Units may move into Provinces whose battles have already resolved.

A player can move units into another player's army only if (1) the first player has not had any units in the army of the second player's opponent at any time during this Attack Phase and (2) the second player invited the first to ally.



Terrains
Terrains are a special type of Action card that reflect the ground over which the armies fight and the many tactics they employ to use it to their advantage. As such, only one Terrain can be in play for a battle at a time.

Terrains stay in play until destroyed, which can happen because of a card effect, because they get “replaced,” or because the battle ends. Playing a Terrain is not a targeted action.

Terrains fall into two different categories: Immediate and Delayed. Immediate Terrains take effect when played, just like any other Action card, and an Immediate Terrain's effects end when it is destroyed. Delayed Terrains, on the other hand, do not take effect until the Battle Action Segment ends (though they do still immediately prevent players from playing other Terrains) and their effects have normal durations (typically, until the turn ends). Since the battle doesn't end until all players pass, players cannot take Open or Battle actions after a Delayed Terrain resolves.



4.5. Resolution Segment
The Attacker and the Defender add up the Force totals of all of their units to determine the winner of the battle. The Force of a unit is the Force of its Personality plus the total Force of all of its Followers.

A unit partially or completely bowed cannot fight as well. Its total Force might be lower based on the following rules:



A bowed Follower does not add its Force to its unit.
No cards add to the Force of a unit when the unit's Personality is bowed. The unit's total Force is 0.
Bowing does not affect Follower bonuses with a “+” sign, Item bonuses of any kind, or Chi.
These rules hold true any time at which you need to know a unit's or army's Force total, not just during battle resolution.

Being bowed does not change a card's own Force. It alters only unit and army Force totals.

If the Defender's Force total exceeds the Attacker's:

Destroy all attacking units. The Defender gains 2 Honor for each card just destroyed in the opposing army. Every card counts, including Follower tokens (but no other type of token, since only Follower tokens count as cards), “non-military” cards like Spells, and less-experienced cards under Experienced Personalities. Cards destroyed earlier in the battle do not count for this gain.

If the Attacker's Force total equals the Defender's:

If both sides have units left in the battle, destroy all units in the battle, even if the Force totals are both 0. (Do not destroy an unopposed army with a Force total of 0.) Each player gains 1 Honor for each card just destroyed in the opposing army.

If the Attacker's Force total exceeds the Defender's:

Destroy all defending units. The Attacker gains 2 Honor for each card just destroyed in the opposing army.

If the attacking army's Force total exceeds (not equals) the defending Force total plus the Province's Strength, destroy the Province and all cards attached to it at the same time as the defending army. Discard cards in a Province when it is destroyed and slide the neighboring Provinces together to close the gap. The Attacker does not gain Honor for destroying Provinces or the cards attached to or held in them.

Honor gained from a battle is a single Honor gain, regardless of the number of cards destroyed. The gain always goes to the Attacker or Defender (or both, in a tie), no matter how much of the army consists of his or her own units and how much of it consists of allies' units.

The battle has now resolved. All surviving