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L5R CCG - 7 Celestial Edition Short Rulebook

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    Short Rulebook1

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    2

    Legend f the Five Rings and all related arks are and Alderac Entertainent Grup, Inc.All rights reserved. License USA #5662332 used under license f Wizards f the Cast.

    WWW.L5R.Com

    CreditsLead Design - Bryan Reese

    Lead Develper - Mark Wootten

    Stry Tea - Shawn Carman, Rusty Priske, Nancy Sauer,Fred Wan, Brain Yoon, Lucas Twyman

    Player Design Tea - Gal Schmidt-Clach, Duncan MacPhail

    Brand manageent - Todd Rowland, Justin Walsh and Jon Hall

    Prductin manager - David Lepore

    Art Directin - Todd Rowland

    Rules Tea - Roger Giner-Sorolla, Zen Faulkes, AlexanderJones, Brook Cunningham, Loic Hervier

    Rulebk Writing - Roger Giner-Sorolla

    Rulebk Layut and Design - Edge Studio

    Playtesters - Steve Simons, Chris Fuchs, Thomas Kwong, Mike Johnson, Nick

    Jones, Patrick Naayer, Chris Braun, Greg Byrne, Aaron Frede, Mitchell Hammond,Allan Humphrey, Randy Green Jr., Daniel Chlebowczyk, Dan Jule, NACEF Rheda,CHARLET Mickael, DECKER Alain, DESPREZ Damien, DESTOMBES Vincent,

    VAURETTE Nicolas, Reda Lounis, Franois Carrire, Jean-Baptiste Laroche, NicolasFortune, William Sottile, Florent Fournol, Tim Eck, Bill Serwon, Chris Slazinski,Steve Hykes, Dan Midberry, Chris Nicoll, Ian Cameron, Scott Rixson, Scott Hadsall,Matt Deman, Steven Laollette, LeAnn Dennis, Jared Cross, Ray Nerpel, DarrenGottardi, Jay Van Wert, Eugene Earnshaw, Dennis Yau, Augustine Shim, TanisUnderhill, Sebastien Kazcmar, Jean-Charles Voyer, Laurent Simon, Pascal Bourit,Jason Parravicini , Patrick Van Rooyen, Shane Pheeney, Steve Maelich, ChrisHarvey, Charles Thorpe, Joshua Rosen, Jon Tyler Hamilton, Dennis Dancel, Zhi

    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

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    3

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 6

    The cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    Stronghold . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Dynasty card types . . . . . . . . . . . . . . . . . . . . 8

    Holding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    Personality. . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

    Fate card types . . . . . . . . . . . . . . . . . . . . . . 12

    Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Ring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    Attachments . . . . . . . . . . . . . . . . . . . . . . . . 14

    Follower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    Item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    Reading the cards . . . . . . . . . . . . . . . . . . . . 17

    Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

    Text box . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

    Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

    Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

    Flavor text . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    Setting up the game . . . . . . . . . . . . . . . . . . . 19

    Strongholds . . . . . . . . . . . . . . . . . . . . . . . . . 19

    Going rst . . . . . . . . . . . . . . . . . . . . . . . . . . 19

    Starting holdings . . . . . . . . . . . . . . . . . . . . . 19

    Bowing and straightening . . . . . . . . . . . . . . 19

    Paying gold costs . . . . . . . . . . . . . . . . . . . . . 19

    Decks and discard piles . . . . . . . . . . . . . . . 20

    Provinces . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

    The hand . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

    Other equipment . . . . . . . . . . . . . . . . . . . . . 21

    The turn sequence . . . . . . . . . . . . . . . . . . . . 22

    Straighten phase . . . . . . . . . . . . . . . . . . . . . 22

    Events phase . . . . . . . . . . . . . . . . . . . . . . . . 22

    Action phase . . . . . . . . . . . . . . . . . . . . . . . . 22

    When can i take an action?. . . . . . . . . . . . . 22

    Check conditions . . . . . . . . . . . . . . . . . . . . . 23

    Announce . . . . . . . . . . . . . . . . . . . . . . . . . . 23

    Required targeting . . . . . . . . . . . . . . . . . . . . 23

    Pay costs . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

    Action resolution . . . . . . . . . . . . . . . . . . . . . 24

    Tidy up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

    Traits and eects . . . . . . . . . . . . . . . . . . . . . 24

    How long do things last? . . . . . . . . . . . . . . . 24Actions available to players in the actionphase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    Equip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    Lobby. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

    Imperial avor . . . . . . . . . . . . . . . . . . . . . . . 25

    Attack phase (optional) . . . . . . . . . . . . . . . . 25

    Declaration segment . . . . . . . . . . . . . . . . . . 25

    Inantry maneuvers segment . . . . . . . . . . . . 26Cavalry maneuvers segment . . . . . . . . . . . . 26

    Fight battles . . . . . . . . . . . . . . . . . . . . . . . . . 26

    Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

    Combat segment . . . . . . . . . . . . . . . . . . . . . 26

    When can i take a battle action?. . . . . . . . . 26

    Rule o presence . . . . . . . . . . . . . . . . . . . . . 26

    Rules o location . . . . . . . . . . . . . . . . . . . . . 26

    Resolution segment . . . . . . . . . . . . . . . . . . . 27

    Dynasty phase . . . . . . . . . . . . . . . . . . . . . . . 27

    Buying cards rom provinces . . . . . . . . . . . . 27

    Discard aceup cards . . . . . . . . . . . . . . . . . 28

    End phase . . . . . . . . . . . . . . . . . . . . . . . . . . 28

    Winning the game . . . . . . . . . . . . . . . . . . . . 29

    Deck construction . . . . . . . . . . . . . . . . . . . . 29

    Rules glossary . . . . . . . . . . . . . . . . . . . . . . . 30

    Table o contents

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    None, my Empress, Jimen said. It will be done. You need not concern yoursel.

    The silhouette o the Empress nodded appreciatively, and her Voice said, The Empresswell pleased with the devotion and service o her Emerald Champion. Thank you, Jimen-san.

    My 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 demoniccreatures 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 whodeended 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.

    The Hida ollowed his gesture and grimaced. For a moment it seemed that the groundit 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 seenor their number. An assault, then.

    No, the scout corrected. Look at them, commander. He turned and looked at theHida with growing concern in his eyes. They are feeing.

    Shawn Carman

    5

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    IntroductionLegend o the Five Rings (L5R) is a collectible card game set in the Asianinspiredantasy Empire o Rokugan. Each player brings a customized deck o cards to the

    game, which he or she develops through buying and trading or new cards.

    The cardsThe game uses two separate decks, the Dynasty deck o blackbacked cards and theFate deck o greenbacked cards. These plus your Stronghold and starting Holdingsmake up your play deck.

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    Stronghold

    1

    4

    7

    Celestial TM & 2009 AEG J 395

    Hidden Moon Dojo

    Open: Look at all ace-down cards in atarget player's provinces. I you destroy aprovince this turn, its owner will not refllprovinces during his next Action Phase.

    "We are the night." - Shosuro Toson

    This card represents your starting base o operations. It does not go into your decks.You start with it in play.

    No card can target or aect your Stronghold unless it specically mentions the wordStronghold.

    Card Title: At the top o the Stronghold in a white bar is its title. All L5R cards have atitle.

    Clan Mon: To the let o the title is a symbol that shows you whatClan you are a player o, or no icon i you are unaligned.

    Base Province Strength: The topmost o three symbols at the right oyour Stronghold gives your base Province Strength.

    Gold Production: The middle o your Strongholds three symbols, the coin, is its GoldProduction.

    Starting Family Honor: The bottom number on a Stronghold is Starting Family 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 THECARDS, below).

    7

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    Dynasty card types

    HOLDING

    Celestial TM & 2009 AEG H 395

    2

    Famous Bazaar

    Bow this card: Produce 2 Gold.

    Ater this card enters play rom aprovince: Refll the province ace-up.

    Te Crane Clan sets the fashion for the rest ofthe empire. Courtiers of the other Great Clansmust obtain the latest clothes or risk ridicule.

    These cards represent resources in your lands. Holdings, like many cards, have a GoldCost the number in the round coin - that you must pay to bring them into play.

    8

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    EVENT

    Celestial Illus ARTIST NAME TM & 2009 AEG u 395

    Celestial Vision

    Until your next turn begins, Personalitiesneed not bow as a cost of lobbying.Te Phoenix drew on their power and vastknowledge o the elements to cut the invaders

    of rom the Dark Oracles awul power.--Te Chronicles o Empress Iweko, Part III

    Events represent important happenings in Rokugan. They appear unpredictably inyour provinces.

    10

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    REGION

    Celestial TM & 2009 AEG u 395

    Private Shrine

    temple singular

    Battle: Bow this card: Give all yourhonorable Personalities at the currentbattlefeld +1F, or +2F i the currentbattlefeld is at this card's province.

    Even the greatest warrior needs a place to refect. Evena Hida can crave a moment o serenity. Hida Kuon

    pqrqqs

    Regions identiy a province with a particular area in Rokugan. They have special traitsand abilities.

    11

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    Fate card types

    STRATEGY

    0

    3Celestial TM & 2009 AEG H 395

    Arrival of the Obsidian Champion

    Open: Lose 3 Honor. Dishonor your targetPersonality with a Gold Cost of 9 or higher.Permanently set his Force to 10 and his Chi

    to 2. Permanently give him Shadowlands andthe ability, Fear Battle: Bow each Follower

    with 4 or lower Force in a target unit.Teach them to fear me, Daigotsu whispered.

    Strategy cards are cards you play rom your hand and then discard. A Strategy usuallyhas 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. The Gold Cost is part o the cost o any action on thecard.

    Focus Value: Like all Fate cards, Strategy cards also have a Focus Value, in the blackcircle at the bottom o the card.

    12

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    RING

    Celestial TM & 2009 AEG u 395

    4

    Ring of the Void

    Void unique

    After you successfully resolve your fourth or laternon-Kiho action from Strategies in one phase:

    You may put this card into play from your hand.

    Open: Bow this card or discard it from yourhand: 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."

    The Rings show understanding o the ve mystic elements rom which Legend o theFive Rings takes its name. You may put Rings into play when you have ullled theircondition or entering play. You can also discard them rom your hand or a oneshoteect.

    13

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    AttachmentsFollowers, Items and Spells are all attachment cards.

    Attachment cards enter play by being attached to a Personality, placing the card underthe Personality with the title showing.

    An Attachments Gold Cost must be paid beore it enters play.

    A Personality and all his attached cards make up a unit. The total Force o a unit isthe sum o the Force o the Personality and each Follower in the unit, whether thesecards are bowed or unbowed. Items contribute directly to the Personalitys Forceand are not added separately. I a Personality leaves play (or example, by beingdestroyed), all cards in the unit leave play in the same way. When a unit is targeted,this targets its Personality.

    FOLLOWER

    Celestial TM & 2009 AEG l 395

    3 1

    2 0

    2

    Untested Scouts

    pqrqqs

    sCout

    Will only attach to a Samurai or Scout.

    Tis card has +1F while opposed.

    Recon Limited: arget a province. Aterengaging in a battle at the province'sbattlefeld, you may take an additional Battle

    action to play a errain rom your hand.

    Followers represent troops, creatures, or advisors.

    They have Force, in the icon at the top let, which helps their unit in battle. They alsohave an Honor Requirement, the letmost icon in the middle, which is the minimum

    Personal Honor a Personality must have to attach that Follower.

    14

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    ITEM

    4

    +3 +1

    4Celestial TM & 2009 AEG J 395

    Heavenly Daisho

    of the Dragon

    Will only attach to a Dragon Clan Personality.

    Reaction: Even if this card is bowed, afteran action resolves which this Personality

    performed: Straighten this unit.

    o the Dragon, the Empress grants the twin giftsof purpose and form, that they might never be

    without them. Te Voice of the Empress

    Weapon uniquepqrqqs

    Items represent special objects and artiacts.

    Unlike the separate Force o Followers, Items have a Force modier in the upper lethand icon that directly raises or lowers their Personalitys Force. Items likewise have aChi modier.

    I something in the game needs to check an Items Force or Chi specically, use thevalue o its modier.

    15

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    SPELL

    Celestial TM & 2009 AEG t

    0

    4

    The Elements Align

    Limited: Bow this Shugenja and destroy thisSpell: Put a Ring into play from your hand. Ifthe performing Shugenja and the Ring sharean element keyword, straighten the Shugenja.

    It is important that a shugenja maintainsa balance within the mind.

    Spells represent magic scrolls used by a Shugenja (a person trained in the magic oRokugan).

    Spells have no Force or Chi bonus. They will only attach to a Shugenja. Actions onSpells that have somehow become attached to a non-Shugenja Personality may not betaken.

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    Reading the cards

    STATSForce, 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 value. Minimums and maximums are applied on top oany 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 BOXThe text box tells you a cards game eects and limitations. All cards should be readunder 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.

    KEYWORDSA keyword is a phrase o one or more words that usually appears at the top o a textbox, above a dividing line. For example, a Personality can be aligned to the PhoenixClan 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 morethan one line in a text box, the ones on dierent lines are separate as well. A keywordmay be made up o multiple words, like Dragon Clan, but it is treated as a singlephrase; a Dragon Clan card is not the same as a Dragon.

    TRAITSAter a cards keywords come its traits: phrases in normal print that describe the cardseects or restrictions.

    Some traits start with a trigger, a phrase that ends in a colon (:) and reers tosomething in the game or example, Beore your turn ends: or Ater thisPersonality enters play: A trigger can also involve costs which must be paid or theeects to occur. Ater the colon, there will be eects that happen whenever that triggeroccurs, such as Gain 2 Honor.

    ABILITIESBelow 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 moreo the boldace designator terms Limited: Open: Battle: or Reaction: Thedesignator limits at what time in the game the action can be taken. .

    17

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    Setting up the gameRemove any Strongholds, and any Holdings titled Bamboo Harvesters or Border Keep,rom your cards. Then, separate your cards out into Fate and Dynasty decks.

    StrongholdsYou start with your Stronghold in play.

    Going frstThe player with the highest starting Family Honor takes the rst turn (see TurnSequence, below). I you are tied, choose at random which o you goes rst.

    Starting holdingsAlong with the Stronghold, each player begins the game with one special Holdingtitled Border Keep in play.

    I youre not going rst, you also start the game with one Holding titled BambooHarvesters in play and bowed. I you are going rst, keep Bamboo Harvesters out othe game; it does not go into your deck.

    Bowing and straighteningA bowed card is turned 90 degrees to the right to show that it has spent 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 costsYour Stronghold and most Holdings can be bowed to produce an amount o Gold thatis given by a Strongholds Gold Production stat, or a Holdings traits and abilities. Goldproduced by a single source must all be spent to pay or one cost. Extra Gold does notcarry over to other purchases. Multiple sources o Gold can be added together to pay acost.

    Example: Your unbowed Crane Clan Stronghold has a Gold Production o 4. You alsohave a Marketplace Holding and a Border Keep Holding in play and unbowed. TheMarketplace bows to produce 3 or you and the Border Keep bows to produce 2. I

    you now wish to buy a card that costs you 8 Gold, you need to bow all three o thesecards to produce 9, because the most you can produce rom any two o them is 7. Theextra 1 Gold is lost, and may not be used to pay or anything else.

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    Decks and discard pilesShufe 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; theDynasty deck about where your let hand is.

    Dynasty cards you discard during play will go to a aceup discard pile to the let othe Dynasty deck. Fate cards you discard will go to their own aceup discard pile tothe right o the Fate deck.

    I a Personality in play is destroyed, he is dead and not just discarded; either turn him90 degrees sideways while in the discard pile, or make a separate part o the discardpile or dead Personalities.

    ProvincesNext, take the top our cards rom the Dynasty deck and lay them ace down side byside, rom let to right, between the two decks. These cards mark your provinces, or

    game areas representing your lands, one card to a province.

    I a province is ever without a card, rell it immediatelywith a acedown card romthe top o your Dynasty deck. You may not normally look at any acedown cards,even ones in your own provinces.

    Each province has a separate Province Strength stat, whose base value is theStrongholds Province Strength.

    Celestial

    TM&2009AEGu395

    2

    pqrqqs

    BambooHarvesters

    Tiscardwillnotstraighten

    beforeyoursecondturn.

    Bowthiscard:Produce2Gold.

    "Lumberisararecommodity,butortunately

    bamboohasinfniteuses."-KitsuneEngo

    Forest

    singular

    0 4 8

    Celestial

    TM&2009AEGJ395

    TheGreatSilence

    YoudonotloseHonorfromcardsyouown.

    MahoLimited:TargetaPersonality

    inadiscardpileandpay3Gold:

    Createa2F/2C/0PHShadowlands

    UndeadPersonality.

    DaigotsulearnedmuchfromtheJackals.

    Celestial TM & 2009 AEG l 395

    2

    Border Keep

    Bowthis card: Produce 2 Gold.

    Limited: I itis yourfrstturn: Putone ormore cards in yourprovinces atthe bottomo yourdeck, reflling the provinces ace-up.

    Limited:Once pergame: Putone ormorecards in yourprovinces atthe bottomo

    yourdeck, reflling the provinces ace-up.

    singularpqrqqs

    CelestialIllusARTISTNAME

    TM&2009AEGH395

    ANewYear

    Discardzerototwocards;eachotherplayer

    inturnordermaydiscardacard.Eachplayer

    thendrawsasmanycardsashediscarded.

    TeEmpressdeclaredagreatcelebrationtomark

    thevictory,andtheChampionsoftheGreatClans

    werehonoredwithinvitationstohercourt.

    --TeChroniclesofEmpressIweko,PartV

    Festival

    pqrqqs

    6

    1

    3

    4

    Celestial

    TM&2009AEGl395

    ChudaHiroe

    spiderClanshadoWlandsshugenja

    AfterHiroeentersplay:Lose4Honor.

    TeEmpressthinksthatshecankeepus

    tamednowthatsheknowsournature.

    Allshehasdoneisunleashus.

    pqrqqs

    4

    +3 +1

    4Celestial TM & 2009 AEGJ 395

    Sinister Bisento

    of the Spider

    Will onlyattach to a SpiderClan Personality.

    Reaction:Even if this cardis bowed, afteranaction resolves during which acard was destroyed

    atthis card's location: Straighten this unit.

    Te Empress chose tooverlook us whenbestowinghergifts upon the Great Clans. Unfortunate, but we

    are not without patrons ofourown. Daigotsu

    Weaponuniquepqrqqs

    15 1

    8 6

    Celestial TM & 2009 AEGu 395

    Daigotsu

    spiderClans hadoWlandsClanChampionsamurai

    shugenjaduelisteXperienCed3 loyal unique

    AfterDaigotsu enters play:Lose 40 Honor.

    Battle: Permanentlygive atarget enemyPersonalitywith lowerChi Shadowlands.He succumbsto the Dark Lord's will. Take control of him(ifyou doso, he joins yourarmy). If you now

    control him, destroyhim afterthis battle ends.

    Iam the future ofthe Empire.

    pqrqqs

    6 0

    4 3

    Celestial TM & 2009 AEGu 395

    Daigotsu Gyoken

    spiderClan s hadoWlands samurai

    AfterGyoken enters play:Lose 5 Honor.Tey think that bushidois the way. Tey

    think honoris power. Tey think theirs is theonly path. We willshow themthe truth.

    pqrqqs

    Celestial

    TM&2009AEGu395

    4

    RingofAir

    airunique

    Ateryousuccessullyresolveyourthird

    orlaterSpellorKihoactioninoneturn

    romcardswithdiferenttitles:Youmay

    putthiscardintoplayromyourhand.

    Battle/Open:Bowthiscardordiscarditrom

    yourhand:StraightenatargetPersonality.

    Teworldiswind,immaterialandever-changing.

    CelestialIllus ARTISTNAME TM & 2009 AEGH 395

    Celestial Alignment

    Until yournextturn begins, ShugenjaPersonalities neednot bowas acostofKiho orSpell actions theyperform.

    Te forces ofJigoku could not withstand the strengthand honorofthe Empresss armies. Te Army ofDark

    Fire was brokenand drivenout of the Empire.--Te Chronicles ofEmpress Iweko, Part IV

    7 0

    2 4

    Celestial TM & 2009 AEGu 395

    Datsue-ba

    spiderClan s hadoWlands nonhumanBoghag s hugenja inFiltrator

    AterDatsue-ba enters play: Lose 4 Honor.

    Battle:BowDatsue-ba: Give all Personalitiesatthis battlefeldaForce penaltyequal

    to theirbase Personal Honor.

    Come closer, my sweet. Let me see yourface. Yourpretty, pretty face.

    pqrqqs

    Celestial TM & 2009 AEG u 395

    Farmlands

    Farm s ingular

    Limited:Pay2 Gold: Create a1F Followerandattach to yourtarget Personality.

    Nosamurai can stand without the support othosewhowork the felds. Bushidocan give lie toaman

    oronly solong beore hungerclaims his body.

    pqrqqs

    10 0

    6 4

    Celestial TM & 2009 AEGH 395

    Michio

    spiderClan monKKensaiparagoneXperienCedunique d arKdominion

    AfterMichio enters play: Lose 6 Honor.

    Reaction:Afterthe resolution of an actionperformedby one ormore PersonalitiesatMichio's location:Bowor straightenone of those performing Personalities.My faithis noless thanyours. My devotionsurpasses yours. My strengthhumbles yours.

    pqrqqs

    0

    2Celestial TM & 2009 AEGJ 395

    Fight As One

    Battle/Open:BowyourtargetFollower: Straighten its Personality.

    Battle/Open:Straighten allyourYojimbo cards.

    Onyourfeet, cousin! Iam inno moodtocarry yourcorpse home today!

    1

    2 45 6

    31. Cards in play2. Dynasty discard pile

    3. Dynasty deck4. Provinces

    5. Fate deck6. Fate discard pile

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    The handDraw six cards rom the top o your Fate deck and hold them so you can see theiraces and your opponent cannot. This is your hand. These cards are considered acedown, even though you may normally look at them.

    Other equipment Both players need to keep track of their current Family Honor. Paper and pencil

    or a set o dice will do.

    The Imperial Favor represents the good graces of the Empress. An object isrequired to show who has the Imperial Favor.

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    The turn sequenceThe starting player takes the rst turn ollowing each o the steps described below inorder. Once he or she has completed a turn, the player to his or her let takes a turn,and so on, until the game ends.

    1. Straighten phaseAs the player whose turn it is, you straighten all your bowed cards, including yourStronghold.

    2. Events phaseStarting with your letmost province, turn its card aceup. Then:

    If it is a Holding or Personality, nothing happens now. If it is an Event, take it out of its province. Its effects resolve now, before the

    province is relled. Once an Event has resolved, i it hasnt been put in play byits own eects, discard it.

    If it is a Region, it must enter play attached to the province it was revealed in.Move the Region up partway in the province and resolve any o its entering-playeects. When you rell the province, leave the Regions 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 your letmost province, do the same or each o your otherprovinces, moving rom let to right.

    3. Action phaseAs the player whose turn it is, you have the rst opportunity in the Action Phase totake a Limited or Open action, or pass. The other player then has a chance to take anOpen action or pass. I a player passes, he or she can still take an action later on inthe 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 actionround.

    WHEN CAN I TAKE AN ACTION?You can normally take actions rom abilities on Strategies and 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 actionsare taken in the Action Phase by any player.

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    Battle actions can only be taken during a battles Combat Segment.

    Reactions state a 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 resolvedby a separate action round. The active player has the rst opportunity to take aReaction 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 abilitys constraints block, such as I youcontrol a Shugenja...

    There are three other limitations:

    Abilities on bowed cards may not be used.

    A card must normally be in play, or be a Strategy or 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 in its constraints or eects, usingthe word target; or example, Bow a target Samurai with less than 3 Force. In thisstep, you must choose all targets mentioned in the action, in the order mentioned.

    Exception: Targeting mentioned in the eects block is not required at this time i it: isdone by another player; is delayed in time; or is optional. These kinds o targeting aredone as eects resolve.

    Normally, cards must be in play to be legal targets.

    D. PAY CoSTS

    In this step, you must pay any costs o the action, in the order mentioned. Anything inthe constraints block that tells you to change the game state is a cost o the action; orexample, Bow one o your Samurai: The Gold Cost on a Strategy card is a cost o allo 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 cant use him to pay the cost o givinghim 4C, because the Chi penalty wont happen ully.

    Cards out o play cant normally pay your costs. Cost payments are not eects.

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    E. ACTIoN RESoLUTIoN

    I all targets are met and costs are paid, apply the actions eects in the order they arementioned. Once eects start to resolve, they will be applied no matter what happensto the card they came rom.

    I an action brings a card into play, you must pay the cards costs at that point, or it

    will not enter play.

    Some eects may be prevented rom happening beore they are applied, or while theyare ongoing. For example, a Personality might have the trait Eects do not bow thisPersonality. I an eect is prevented, the whole action is still legal to take, and theactions other eects still happen.

    F. TIDY UP

    Finally, i you took the action rom a Strategy card in your hand, discard it.

    TRAITS AND EFFECTSTraits can also have eects. A triggered trait is like a Reaction; it has a constraintsblock beore its colon that contains conditions, triggers, and costs that must be paidor the eects ater the colon to happen. There are our main dierences between atriggered trait and a Reaction.

    A triggered trait is not optional; you must apply the effects when the trigger ismet.

    A triggered trait, unlike an action, can be used when its card is bowed.

    A triggered trait, unlike an action, is not restricted to once per turn.

    Triggered traits happen before any Reactions to the same trigger can be taken.

    A trait without a trigger, such as Your Samurai each have +1F, has a continuouseect that is always on while the card is in play and any conditions o the trait aremet.

    HOW LONG DO THINGS LAST?Some costs or eects are instantaneous, and marked by physical changes to the gamecomponents, such as bowing cards, adding tokens, and changes to Family Honor.

    Such changes do not wear o by themselves.

    Other costs or eects involve changes that have a duration, lasting until a certainpoint 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, 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 eects last until the end o the current turn, unless they give adierent duration.

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    Non-triggered traits have continuous eects. These eects apply while conditions onthe trait (i any) are met. They aect the card with the trait itsel constantly, but theyonly aect other cards ater the card with the trait enters play, and they end when thatcard leaves play.

    ACTIONS AVAILABLE TO PLAYERS IN THE ACTION PHASEThere are a number o actions that all players may take in the Action Phase, each withits own descriptive term.

    EQUIP

    Limited: Any number o times per turn, target one o your Personalities: Attach a targetattachment card rom your hand to him.

    LoBBY

    Political Limited: I you have higher Family Honor than each other player, bow yourtarget Personality with 1 Personal Honor or higher: Take the Imperial Favor.

    ImPERIAL FAVoR

    The Imperial Favor is controlled by one player at a time. It normally starts the gameuncontrolled. However, i there is exactly one Dragon Clan player in the game, he orshe starts the game controlling the Favor, because the current Empress comes rom theDragon Clan.

    Discarding (giving up control o) the Favor is a cost o certain actions, including theollowing 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 unithome.

    4. Attack phase (optional)The active player may now optionally create (declare) an Attack Phase.

    An Attack Phase has several segments in order.

    A. DECLARATION SEGMENTThe player declaring the attack is the Attacker, and the other player is the Deender.

    Create battleelds associated with each o the Deenders provinces. Battleelds arelocations in a battle, with two sides attacking and deending. One or more units on aside make up an army.

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    B. INFANTRY MANEUVERS SEGMENTIn Inantry Maneuvers, the Attacker rst simultaneously assigns any number o his orher units rom home to the attacking side at battleelds. The Attacker may assign unitsto 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, and is dierent rom moving betweenlocations. A unit led by a bowed Personality may not be assigned.

    C. CAVALRY MANEUVERS SEGMENTA unit is Cavalry i its Personality, and all its Followers (i any), have the Cavalrykeyword.

    In Cavalry Maneuvers, the Attacker and then the Deender assign any o their Cavalryunits as in the Inantry Maneuvers segment.

    D. FIGHT BATTLESThe Attacker chooses a battleeld, and a battle is ought there. When that battle isover, the Attacker chooses a new battleeld and another battle is ought there. Thisrepeats until all battleelds have been ought at.

    Exactly one battle happens at each battleeld, even ones with no units. There is nourther 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 battlesseparately. 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 A 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 currentbattleeld.

    RULES oF LoCATIoN

    To legally take a Battle action from a card in a unit, the unit must be at thecurrent battleeld.

    To be legally targeted by a Battle Action, any cards in a unit must be at thecurrent battleeld.

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    Exception: Battle actions that say they move a unit to the current battleeld are legalto take, regardless o Presence and Location, i the rules o Presence and Location

    would be satised with the unit there.

    A Personality who has already been in an attacking army during a battle resolution inthe 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 armys Forceis the total o the Force o all unbowed Personalities and Followers in it; a side with nounits 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 attackingarmys Force was greater than the deending armys Force plus the Province Strengtho the battleelds province, the Attacker also destroys the province.

    When a province is destroyed, discard any cards in it, and any Regions attached toit. Push together the other provinces and the two decks to show the shrinking o theirowners lands.

    I the Deender wins, he or she destroys all units in the attacking army.

    The winner o a battle also gains Honor equal to twice the number o cards in theenemy 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 each destroy all units in the enemy army, and each gainsHonor equal to the number o cards they destroyed. I the battle is tied on zero Forceand either or both sides have no units, the battle has no outcome.

    When these eects have been applied, the battles resolution ends. Next, all attackingunits at that battleeld bow, then return home, as eects o resolution; return aterbattle is not movement. Deending units stay at that battleeld, and return home onlyat 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. Anyunits still at battleelds bow i they were attacking, and return home.

    5. Dynasty phase

    Buying cards rom provincesDuring the Dynasty Phase, in any order you like and as many times as possible, youcan bring aceup Holdings and Personalities into play rom your provinces.

    To bring a Holding into play, pay its Gold Cost. Unlike other card types, Holdings

    always enter play bowed.

    To bring a Personality into play, pay his Gold Cost. I your Family Honor is belowa Personalitys 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 ollowingparagraphs).

    When you bring Personalities with your Clan alignment keyword into play during theDynasty Phase, and only then, they ollow three special rules:

    You may bring them into play paying 2 less Gold.

    If you arent choosing to pay the 2 less Gold, you may choose to gain Honorequal to your aligned Personalitys Personal Honor just beore you bring himinto play, once per Dynasty Phase.

    If your Family Honor doesnt meet your aligned Personalitys HonorRequirement, 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 andnot gain any Honor, or pay 2 more than the ull Gold Cost and gain Honor.

    Discard aceup cardsBeore your Dynasty Phase ends, once you are done bringing cards into play, youmay discard aceup cards rom your provinces one by one, relling the province ace-down each time beore continuing.

    6. END PHASEIn the End Phase, you draw a Fate card. Then, i your hand is above the maximumhand 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 gameThere are our ways to win a game o L5R.

    Military Victory: Your opponent loses when his or her nal province is destroyed.

    Dishonor Victory: Your opponent loses if his or her Family Honor is ever at orbelow 20.

    Honor Victory: You win if you start your turn on 40 Family Honor or higher,gaining victory by securing control o the Imperial Court.

    Enlightenment Victory: You win instantly if you control ve Rings with vedierent element keywords (Air, Earth, Fire, Water and Void), each o which lastentered play by its own text. You have won by being recognized as a mysticallyenlightened master.

    Deck constructionYou can expand and change this deck by trading or or buying other cards, ollowingthese rules or a legal play deck in Celestial 40/40 ormat:

    The Dynasty and Fate decks must each have at least 40 cards. Your Strongholdand the Starting Holdings titled Border Keep and Bamboo Harvesters do notcount toward this minimum, and copies o those cards may not be included indecks.

    All cards in the play deck (including the Stronghold) must be Celestial Editionlegal, having the Celestial Edition icon [illus?] in the lower let hand corner otheir most recent printing (MRP). In all L5R ormats, cards are considered tohave 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 card, bytitle, in your decks.

    Note that Experienced cards (p. 33) are an exception to the last two rules.

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    Rules glossaryThis section collects rules associated with specic game terms that have not beenexplained in the main rules.

    Active Player: The player whose turn it is.

    Ally: A term used in the multiplayer rules (see Online Rulebook).

    Armor: A Personality will not attach more than one Armor.

    Base: Reers to a stat, keyword, or other game text as printed on the most recentprinting o the card, without modication. I the card is a created card, base reers tothe text it was created with.

    Challenge: A challenge is an eect that creates a duel between two Personalities (seeDuel). One Personality will be the 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 challengedPersonalitys player reuses, the duel doesnt happen. Otherwise, the challenged playeraccepts, and the two Personalities enter a duel (see Duels).

    Clan Alignment: A keyword ending in Clan that reers to one o the nine majorClans: Crab, Crane, Dragon, Lion, Mantis, Phoenix, Scorpion, Spider, and Unicorn.

    Contribute: A Personality or Follower contributes Force when its Force is added intoits armys Force. This is part o a battles resolution, but can also happen when an

    armys total Force is calculated or other reasons.

    Control: You gain control o a card when you bring it into play, and normally keepcontrol o it while it remains in play. There are two exceptions:

    an attachment is controlled by its Personalitys controller

    a Region is controlled by its provinces owner.

    Some eects may also change control o a card between players. Immediately ater aplayer successully takes control o another players card:

    if the card is a Personality at a battleeld, it goes to the new players side of thebattleeld;

    if the card is an attachment, it is transferred to one of the new playersPersonalities at any location who may legally attach it;

    otherwise, it enters the new players home.

    Copy: Some eects may copy a keyword, trait, or stat rom one card to another. I astat is copied, set the copying cards stat to the current value o the copied cards stat.

    A card will not copy its own text or stats.

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    Courtier: Courtier Personalities can commit seppuku using a Reaction available to allplayers; see Seppuku or details.

    Created Cards: Some eects may create cards in addition to the cards included indecks. You may use pieces o paper, acedown spare cards, or other objects to keeptrack o these.

    I an eect that creates a card gives no value or a stat the card type normally has,that stats base value is zero. Exception: Created Personalities have a HonorRequirement.

    Created attachments and Regions attach to a Personality or province as part o theircreation eect. Other cards you create enter play in your home. When a created cardleaves play, remove it rom the game.

    Dead, Destroy: When an eect destroys a Personality, he enters the discard pile in thedead state. Turn the card 90 degrees to the right, or put the card apart rom the othersin the discard pile, to show this.

    Discard: To put a card in its Dynasty or Fate discard pile. Discard by itsel it meansdiscard a Fate card rom your hand.

    Exception: I a cost or eect requires you to discard the Imperial Favor, this meansthat 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, disgracing him in the eyes oRokugan. Turn the Personality 180 degrees upside down to show this dishonorablestate.

    A dishonorable Personalitys Personal Honor is always zero. Ater a Personality isdestroyed while dishonorable, the player who last controlled him loses Honor equal tothe Personalitys base Personal Honor. A destroyed dishonorable Personality remainsdishonorably dead even in the discard pile.

    When dishonorable Personalities are involved in gaining one or more points o Honor,the Honor gain does not happen and they are rehonored (restored to honorablestatus). Specically, this happens:

    Before a player gains Honor from an action or trait that targeted, came from, orwas perormed by one or more o his or her dishonorable Personalities.

    Before a player gains Honor from attaching a card to one of his or herdishonorable Personalities.

    Before a player with one or more dishonorable Personalities in his or her armygains Honor rom destroying enemy cards in battle resolution. In a tied battle, alldishonorable Personalities in an army are rehonored beore being destroyed, andtheir armys leader gains no Honor.

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    EnteringPlay: An eect that is triggered by its own card entering 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 cards Gold Cost stat; or example, moreexpensive means with a higher Gold Cost stat.

    Experienced: Some Personality cards have the Experienced keyword, which issometimes ollowed by a number representing the Personalitys experience level.

    A Personality with Experienced and no number has experience level o one. APersonality without Experienced has experience level zero.

    Any number o single Personalities with the same title but dierent experience levelsmay be included in a deck.

    During the Dynasty Phase, you may bring an Experienced Personality into playnormally, or you may overlay him onto one o your Personalities with the same titlebut lower experience level.

    When you overlay, you do not need to meet Honor Requirements, but you do need tomeet other requirements and restrictions, including Loyal.

    You do not have to pay Gold costs unless the overlaying Personality is two or moreexperience levels above the overlaid Personality, and more expensive than theoverlaid Personality. In that case you pay the dierence between the two PersonalitiesGold costs.

    An overlaying card is stacked on top o its less experienced version without enteringplay.

    This stack is treated as one card until it leaves play; then, all cards in the stack exceptthe topmost are removed rom the game. The stacked card has the text and stats o theoverlaying card, and has the base abilities (but not traits, keywords, or stats) o anyunderlying cards, plus any abilities that underlying cards themselves inherited romcards 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 samecard.

    Experienced cards that are not Personalities ollow the Experienced deck constructionrules, but do not overlay.

    Focus, Focus Pool, Focus Eect: Terms used in dueling. See Duel.

    Home: The location in ront o a players provinces where cards normally enter play, asopposed to battleelds.

    Honorable: A Personality not in the dishonorable state. Honorably dead reers tosuch a Personality who is dead. See Dishonor.

    Human: This term reers to a Personality or Follower who does not have theNonhuman keyword. It is not itsel a keyword.

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    Perorm: A Personality or Follower is perorming an action i its controller is the playertaking the action, and any o these things is true:

    The action comes from an ability on the Personality or Follower.

    The action comes from an ability on an Item or Spell in the Personalitys unit.

    The Personality or Follower was targeted in the actions constraint block (thesection between the two colons).

    Permanent: A permanent eect reers to an eect whose duration lasts until the end othe 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 adistance, such as archers arrows or a magical ery bolt. Ranged X Attack, where

    X stands or a number, is shorthand or the text Target a Follower or a Personalitywithout Followers in the current enemy 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 existsoutside all areas o the game, and will not come back into the game.

    Reveal: To turn a acedown card aceup.

    Samurai: Samurai Personalities can commit seppuku using a Reaction available to allplayers; see Seppuku or details.

    Search: To look through a deck or other area or a card o a specied kind. Ater yousearch 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.

    Additionally, all players have the ability:

    Reactin: Any number o times per turn, beore you lose Honor rom an actionthat 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 itreaches that value.

    Show: To display the ace o a acedown card to all other players, then return it to itsacedown state.

    Shugenja: A person trained in the magic o Rokugan. Only Shugenja Personalities canattach Spell cards.

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    Singular, Unique: A player will not bring into play or otherwise take control o aSingular or Unique card i he or she already controls a Singular or Unique card withthe same title (but see Experienced, p. 33). The Unique keyword also restrictsdeck 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 simultaneouslymoves to the location o the other. I one movement is negated, the other one is alsonegated.

    Tactical, Tactician: An action with the Tactical keyword can only be perormed bya Tactician Personality (see Perorm, p. 35). Each Tactician can only perorm oneTactical action per turn.

    All players can take the ollowing Tactical Battle action. Keep in mind that, due to theabove 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 yourTactician Personalities: Give him a Force bonus equal to the Focus Value o thediscarded card.

    Terrain: A Battle action with the Terrain keyword represents the ground on which abattle is ought. Terrains ollow special rules.

    Terrains are played as a Battle action; their Strategy card enters play at thecurrent battleeld beore the actions resolution.

    A Terrain action may not be played if a Terrain is already in play at the currentbattleeld.

    When a Terrain leaves play, its effects with a duration end, and none of itsdelayed eects will happen.

    After battle resolution, discard any Terrains in play at that battleeld.

    Token: A marker in the game. You may use beads, pieces o paper, or othercommon objects as 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 thetoken on the card or area.

    Tokens are not cards. They are removed rom the game i the card they are on leavesplay.

    Transer: To move an attached card rom one Personality or province to another.You do not need to pay the costs o the transerred card, but you do need to meetany restrictions on attaching.

    Unaligned: A Personality, player, or Stronghold without a Clan alignment.

    Unique: See Singular.

    Weapon: A Personality can have only one Weapon attached. Exception: See Kensai.

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