Legend Of The Five Rings: The Card Game Rules Reference .

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TMVersion 2.0SUMMARY OF CHANGESThis update will go into effect on February 25, 2019. New entries and changes from previous editionswill be noted in this space. Changes noted in blue text.Challenge (page 4), Copy (of a character) (page 5), Dash (page 6), Initiating Abilities/Playing Cards(page 10), Unique Cards (page 18), Duel Timing (page 25), Appendix III: Questions and Answers(page 28), Appendix IV: Card Errata (page 30)

Rules Reference An ability prefaced by a bold-face timing trigger followedby a colon is referred to as a “triggered ability.” The controller of the card from which an ability is resolvingmakes all decisions required by that ability’s resolutionunless another player is specifed by the ability’s text.This document is intended as the definitive source for rulesinformation, but does not teach players how to play the game.Players should first read the Learn to Play book in its entiretyand use this Rules Reference as needed while playingthe game.Related: Cost, Effect, Forced, Target, Triggered AbilityAction, Action AbilityThe majority of this guide consists of the glossary, whichprovides an alphabetical listing of terms and situations a playermight encounter during a game. This section should be the firstdestination for players who have a rules question.An action ability is a triggered card ability that containsthe boldface “Action:” precursor. An action ability may betriggered by its controller during any action window (see“Appendix I: Timing and Gameplay” on page 20).The latter part of this guide contains two appendices. The firstappendix provides detailed timing diagrams that illustrate thestructure of an entire game round, as well as how to handleeach game step presented in those diagrams. The secondprovides a detailed anatomy of each card type. Unless otherwise noted by the ability, each action abilitymay be initiated only once each round. An action that has been initiated must be resolved beforethe next action can be initiated.The Jade RuleRelated: Ability, Triggered AbilityActive PlayerIf the text of this Rules Reference directly contradicts the textof the Learn to Play book, the text of the Rules Reference takesprecedence.In some phases, the game creates an active player, who isgranted permission to perform a specified task. During the dynasty phase, the active player is the playerwho is permitted to play character cards from his or herprovinces or initiate an action ability. The status of activeplayer alternates between players in this phase until oneplayer passes, after which the remaining player remains theactive player until he or she also passes.If the text of a card directly contradicts the text of either theRules Reference or the Learn to play book, the text of the cardtakes precedence.GlossaryThe following is an alphabetical list of entries for game rules,terms, and situations that may occur during play. During the conflict phase, the active player is the player withthe opportunity to initiate a conflict, or the player who isresolving a conflict he or she has initiated.AbilityAgainst Card abilities only interact with, and can only target, cardsthat are in play, unless the ability specifically refers to anout-of-play area or element. Card abilities on characters,attachments, holdings, strongholds, and provinces canonly be initiated or affect the game while they are in playunless the ability specifically refers to being used from anout-of-play area, or require that the card be out of play forthe ability to resolve. Event cards and role cards implicitlyinteract with the game from an out-of-play area,as established by the rules of their cardtypes.AncestralAn ability is the special game text that a card contributes to thegame. Card abilities fall into one of the following types: actions,constant abilities, interrupts, keywords, and reactions. Someinterrupt and reaction abilities are also forced.During a conflict, the attacking player and the defending playerare considered to be taking part in the conflict against eachother.Ancestral is a keyword ability that appears on attachments. Ifthe card or game element to which an ancestral attachment isattached leaves play, the ancestral attachment is returned to itsowner’s hand instead of being discarded.Attachment CardsAttachment cards represent weapons, armor, items, skills,spells, conditions, and titles. An attachment card enters playready and attached to another card or game element, andremains in play unless it is removed by an ability, or unless theattached card leaves play. The application or initiation of the following types ofabilities is mandatory: constant abilities, forced interruptabilities, and forced reaction abilities. An attachment cannot enter play if there is no eligible cardor game element to which it can attach. The initiation of any keyword which uses the word “may”in its keyword description is optional. The application of allother keywords is mandatory. An attachment can only attach to a character in play, unlessotherwise specified by the attachment’s text. The initiation of action, interrupt, and reaction abilities isoptional. The word “may” also incorporates a playeroption into the resolution of an ability. The player whocontrols the card on which an optional ability existsdetermines whether or not he or she wishes to use thatability at the appropriate time. There is no limit on the number of attachments that may beattached to a card or game element. If the card to which an attachment is attached leaves play,simultaneously discard the attachment.2

If a situation arises in which an attachment is not legallyattached, discard the attachment. If three of a player’s non-stronghold provinces are broken,that player’s stronghold becomes an eligible provinceagainst which attacks may be made. If a player’s strongholdprovince is broken, that player loses the game. An attachment a player controls remains under his or hercontrol even if the card or game element to which it isattached is under an opponent’s control. An attachment card bows and readies independently of thecard to which it is attached. If a province breaks for any reason other than throughstandard conflict resolution, the opponent of the playerwho controls that province is considered to have broken theprovince. If an attachment has skill modifiers, those modifiers apply tothe skill of the attached character. Such modifiers apply tothe character even while the attachment is bowed.Bow, BowedCards often bow after participating in a conflict, to use cardabilities, or as the result of card or game effects. When a cardis bowed, it is rotated 90 degrees. A card in this latter state isconsidered bowed. If a character card is in play as an attachment, the skillvalues on that character-as-attachment are not treated asskill modifiers (as they lack the “ ” or “–” symbol before thevalue) for the character to which the card is attached. A bowed card cannot bow again until it is ready. Cards aretypically readied by a game step or card ability.For attachment card anatomy, see “Appendix II: CardAnatomy” on page 26. During conflicts, bowed characters do not contribute theirskill.Attacker, Attacking Character, Attacking Player A bowed attachment with skill modifiers still modifies theskill of the attached character.The term “attacking character” refers to a character that isparticipating in a conflict on the side of the player who initiatedthe conflict. The term “attacker” is also used as shorthand for“attacking character.” A card ability on a bowed card is active and can still engagewith the game state. However, if a bowed card must bow aspart of its cost to trigger an ability, it cannot bow again untilit is readied, so the ability could not be triggered.The term “attacking player” refers to the player that initiatedthe conflict that is currently resolving.CancelBase ValueSome card abilities can “cancel” other card or game effects.Cancel abilities interrupt the initiation of an effect, and preventthe effect from initiating. Because of this, cancel abilities havetiming priority over all other interrupts to the effect that isattempting to initiate.The value of a quantity before other modifiers are applied. Formost quantities, it is also the printed value.Bid Value If an effect is canceled, that effect is no longer imminent,and further interrupts (including cancels) cannot be initiatedin reference to the canceled effect.If the value of an honor bid is modified, resolve that bid as ifthe modified value is that player’s bid. The value of a bid mayexceed five (the highest number on the honor dial), or may bereduced to zero. When the value of an honor bid is modified, the setting onthe dial is not itself adjusted. If the effects of an ability are canceled, the ability is stillconsidered to have been used, and any costs have still beenpaid.Blank If the effects of an event card are canceled, the card is stillconsidered to have been played, and it is still placed in itsowner’s discard pile.If an ability causes a card’s printed text box to be considered“blank,” that text box is treated as if it did not have any of itsprinted Traits or card abilities. Text gained from another sourceis not blanked. If a ring effect that is resolving for winning a conflict iscanceled, the ring is still claimed.Breaking a Province, Broken ProvinceCannotIf the attacking player wins a conflict with a total skill difference(between the attacking player and the defending player)equal to or greater than the defense strength of the attackedprovince, the province breaks.The word “cannot” is absolute, and cannot be countermandedby other abilities or effects.Cardtypes Rotate a broken province 180 degrees to indicate it isbroken.The game’s cardtypes are: character, attachment, holding,event, province, stronghold, and role. Each of these cardtypes,with a detailed card anatomy, is presented in “Appendix II:Card Anatomy” on page 26. When a province is broken, the attacking player has theoption of discarding any dynasty cards in that province. Ifthis option is taken, the province is refilled facedown. If an ability causes a card to change its cardtype, the cardloses all other cardtypes it might possess and functions aswould any card of the new cardtype. Ability text on a broken province is not active. Dynasty cards may still be played from broken provinces,and broken provinces still refill following the standard gamerules.3

An “out-of-clan” card bears one or more clan symbols thatdo not match the clan symbol on its controller’s strongholdcard, and does not bear a clan symbol that matches the clansymbol on its controller’s stronghold card.ChallengeSome card abilities use the word “challenge” to begin theprocess of resolving a duel between two characters. For therules on how to resolve a duel, see “D. Duel Timing” on page25.Related: DeckbuildingCharacter CardsIN TEXTCharacter cards represent the bushi, courtiers, shugenja,monks, shinobi, armies, creatures, and other personalities andgroups one might encounter in Rokugan.CRAB CLAN Characters played from a player’s provinces can only beplayed during the dynasty phase. Characters played from aplayer’s hand can only be played during any action windowoutside of the dynasty phase.CRANE CLAN Character cards generally enter play ready and in a player’shome area, and remain in play unless removed by an abilityor game step.DRAGON CLAN When a player plays a character from his or her hand duringa conflict, the player has the option to play it directly intothe conflict, ready and participating on his or her side.LION CLAN PHOENIX CLAN SCORPION CLAN UNICORN CLAN For character card anatomy, see “Appendix II: Card Anatomy”on page 26.ChooseThe word “choose” indicates that one or more targets must bechosen in order to resolve an ability.ON CARDRelated: TargetClanComposureThere are 7 clans in the core set, as depicted in the chart below.Composure is a variable keyword ability. A card with thiskeyword gains an additional ability while its controller’s honorbid is lower than that of one of his or her opponents.A player’s stronghold card signals which clan a player haschosen as the primary clan for his or her deck. The clans andtheir associated symbols are listed below. Most uses of the composure keyword grant a constantability that modifies a character’s skills or glory. Some maygrant triggered abilities that can only be used while a playerhas composure. An “in-clan” card bears a clan symbol that matches the clansymbol on its controller’s stronghold card. “You have composure” is the phrase indicating that aplayer’s composure keyword is active. It is used in remindertext to indicate that a player’s card has the ability grantedby composure while their honor bid is lower than anopponent’s.ConflictDuring the conflict phase, each player has two opportunities todeclare a conflict against an opponent. For the rules on how toresolve conflicts, see Framework Details on page 22.Constant AbilitiesA constant ability is any non-keyword ability whose textcontains no boldface timing trigger defining its ability type. Aconstant ability becomes active as soon as its card enters playand remains active while the card is in play. Some constant abilities continuously seek a specificcondition (denoted by words such as “during,” “if,” or“while”). The effects of such abilities are active any time thespecified condition is met. If multiple instances of the same constant ability are in play,each instance affects the game state independently.4

Becoming a copy of another character replaces thecharacter’s base skills and glory. This is not applying amodifier (dashes can be replaced).Control and OwnershipA card’s owner is the player who included the card as a partof his or her deck (i.e. dynasty deck, conflict deck, provinces,stronghold, role) at the beginning of the game. A character cannot become a copy of another character ifboth characters have the same title. By default, cards enter play under their owner’s control.Some abilities may cause cards to change control during agame.Cost A player controls the cards in his or her out-of-play gameareas (such as the hand, the dynasty and conflict decks, andthe dynasty and conflict discard piles).A card’s cost is the numerical value that dictates how much fatemust be paid to play the card from a player’s hand or provinces.Some triggered card abilities also have an ability cost. Anyimperative instruction (other than “choose ,” which denotesone or more targets must be chosen, or “select ,” whichdenotes that one or more of a number of effects must beselected) that appears before the dash of a triggered abilityis considered a part of that ability’s cost. Some examples ofability cost instructions are: “Bow ,” “Spend ,” “Sacrifice ,”“Lose ,” “Dishonor ,” and “Discard .” If a card would enter an out-of-play area of a player whodoes not own the card, the card is placed in its owner’sequivalent out-of-play area instead. (For all associatedcard ability and framework effect purposes, the cardis considered to have entered that opponent’s out-ofplay area, and only the physical placement of the card isadjusted.) Unless otherwise specified, a card effect that modifies a costonly modifies the fate cost. If a participating character changes control during a conflict,it is considered participating in the same conflict on the sideof its new controller. When a player is paying a cost, the payment must be madewith cards and/or game elements that player controls. Theword “friendly” is used as a reminder of this in some costs. When a character changes control while it is in play, itremains in the same state as it was before (i.e., bowed orready, participating or at home, etc.), and is now under thenew player’s control. If a cost requires a game element that is not in play, theplayer paying the cost may only use game elements that arein his or her out-of-play areas or token pools to pay the cost. Attachments on a card that changes control do notthemselves change control. If multiple costs for a single card or ability require payment,those costs must be paid simultaneously. Unless a duration is specified, a control change persists aslong as the card remains in play. If any part of a cost payment is prevented, once all coststhat can be paid are paid, the process of initiating theability or playing the card immediately ends without furtherresolution. (If this occurs while playing a card, the cardremains unplayed in its owner’s hand or province.)Copy (of a card)A copy of a card is defined by title: any card that shares thesame title is considered a copy, regardless of card type, text,deck of origin, artwork, or any other characteristic(s) of thecard(s). An ability cannot initiate (and therefore its costs cannot bepaid) if its effect on its own does not have the potential tochange the game state. A card is considered to be a copy of itself, as it shares itsown title.CountCopy (of a character)When instructed to count a total of game values on a subset ofcharacters, values on bowed characters are not counted.Some card abilities may cause a character to become a copyof another character. When that happens, the character thatis changing loses its name, cost, base skills and glory, traits,and ability text. It gains the name, cost, base skills and glory,traits, and ability text of the copied character for the durationindicated by the card ability.CourtesyCourtesy is a keyword ability. When a card with the courtesykeyword leaves play, its controller gains 1 fate.Covert Cards that refer to a character’s printed text (skills, traits,abilities, etc.) still refer to the text physically printed on thecard.Covert is a keyword ability. When a player initiates a conflict, foreach character with the covert keyword he or she declares as anattacker, that player may choose one character without covertcontrolled by the defending player. Each chosen character isconsidered evaded by covert, and cannot be declared as adefender for that conflict. When a character becomes a copy of another character,only the base skills and printed characteristics are copied. Ifthe character that is changing gains characteristics (such astraits or ability text) from another non-copy card ability (suchas an event or attachment) then those characteristics are notlost. Card abilities may be used to move characters that havebeen evaded by covert into a conflict as defenders. A character can only become a copy of a unique characterif its owner and/or controller does not also own or control acopy (by title) of that unique character. Covert may only be used when characters are declared asattackers. If a character with covert is moved into or playedinto a conflict after the point at which the conflict wasdeclared, that character’s covert ability does not resolve.5

A player’s set of provinces must include exactly 5 provinces.For each element, that player must choose one provinceassociated with that element, such that all five elements arerepresented among their set of provinces. (Each provincehas a ring symbol in the lower right corner of the card toindicate its association.) Each of these provinces must bein-clan or be neutral.CurrentIf an ability references a “current” skill or glory count, usethe players’ applicable specified totals at the time the abilityresolves. When resolving an ability that references a “current” skill orglory count during a conflict, count the skill or glory valuesthat would be used if the conflict were currently resolving.hhDash (–)Note: When constructing a dynasty and conflict deck for out-ofthe-box play from one core set, the minimum size for each deckis 30 cards. To construct decks for two players from a single coreset, use all the cards and influence from the desired clan pairingsand divide the neutrals as in the tutorial game.In the text of a triggered ability, a dash (–) is used to separatethe criteria that are necessary to use the ability from the effectof the ability. Any triggering conditions, play restrictions orpermissions, costs, and targeting requirements are denotedbefore the dash. The ability’s effect is denoted after the dash.Deck LimitsIf a character has a dash (–) for a skill value, that charactercannot participate in, be played into, or be put into play inconflicts of that type.Up to 3 total copies of most cards (by title) may be included ina player’s dynasty and/or conflict decks. Each copy of a card ineither deck counts towards this limit. Should a character with a dash skill value somehow end upparticipating in a conflict of the corresponding type, thatcharacter is immediately removed from the conflict, andplaced in its controller’s home area in a bowed state.If a card has the text “Limit X per deck” no more than X copiesof that card may be included in that player’s dynasty and/orconflict decks. If a character has a dash for a skill value, that skill valuecannot be modified by card abilities. If X is 2 or lower, this phrase acts as a deckbuilding restriction. If X is 4 or higher, this phrase acts as a permission thatenables a player to include more than the standard 3 copies. If a character has a dash for a skill value and a card abilityrequires a numerical value for that skill, treat the card as if ithad an unmodifiable skill value of 0.Defender, Defending Character, Defending Player A character with a dash skill value cannot be involved in aduel of that skill type.The term “defending character” refers to a character that isparticipating in a conflict on the side of the player who controlsthe province that is being attacked. The term “defender” is alsoused as shorthand for “defending character.”Related: Participating and Cannot ParticipateDeckbuildingThe term “defending player” refers to the opponent of theattacking player against whom (from the attacking player’sperspective) a conflict is resolving.To build custom decks for sanctioned tournament play: A player must choose exactly 1 stronghold.Delayed Effects A player may use 1 role card.Some abilities contain delayed effects. Such abilities specifya future timing point, or indicate a future condition that mayarise, and dictate an effect that is to happen at that time. A player’s dynasty deck must contain a minimum of 40 anda maximum of 45 cards. Each of these cards must be in-clanor be neutral. Delayed effects resolve automatically and immediatelyafter their specified timing point or future condition occursor becomes true, before reactions to that moment may betriggered. A player’s conflict deck must contain a minimum of 40 and amaximum of 45 cards. Each of these cards must be in-clan,be neutral, or be purchased from a single other clan byusing influence.hhA player’s stronghold indicates the amount of influencethat player may spend during deckbuilding.hhA player cannot include more than 10 character cards inhis or her conflict deck.No more than 1 copy of each province, by title, may beincluded in a player’s set of provinces. When a delayed effect resolves, it is not treated as a newtriggered ability, even if the delayed effect was originallycreated by a triggered ability. When a delayed effect resolves, it is still considered to bean ability originating from the cardtype of the card thatcreated the delayed effect. No more than 3 copies of a single card by title can beincluded in any combination in a player’s dynasty andconflict decks.Discard Piles A player cannot include more than 1 card (by card title) fromthe Restricted List on page 30 in their decks and set ofprovinces. Up to a full legal playset (usually 3 copies) of thatcard may be included in the appropriate deck or provinces.The discard piles are out-of-play areas. Each player has adynasty discard pile and a conflict discard pile. Any time a card is discarded (from play, or from an out-of-play area such as a hand or deck), it is placed faceup ontop of its owner’s appropriate discard pile: dynasty cards arediscarded to the dynasty discard pile, and conflict cards arediscarded to the conflict discard pile.6

Each player’s discard pile is open information, and may belooked at by any player at any time. The expiration of a lasting effect (or the cessation of aconstant ability) is not considered to be generating a gamestate change by a card effect. The order of cards in a discard pile may not be alteredunless a player is instructed to do so by a card ability. If an ability instructs a player to pick among multiple effects,an effect that has the potential to change the game statemust be picked. If multiple cards are discarded simultaneously, the owner ofthe cards chooses the order in which those cards are placedin the discard pile.Enters PlayDishonored, Dishonored Status TokenThe phrase “enters play” refers to any time a card makes atransition from an out-of-play area or state into play. Playing acard and putting a card into play by using a card ability are twomeans by which a card may enter play.See “Personal Honor, Personal Dishonor” on page 13.Drawing cardsEvent CardsWhen a player is instructed to draw one or more cards, thosecards are drawn from the top of his or her conflict deck.Event cards represent tactical acts and maneuvers, courtintrigues, spells, supernatural occurrences, and otherunexpected developments that might occur during a game. When a player draws 2 or more cards as the result of a singleability or game step, those cards are drawn simultaneously. Drawn cards are added to a player’s hand. Event cards are triggered from a player’s hand. An eventcard’s ability type, triggering condition (if any), and playpermissions/restrictions (if any) define when and how thecard may be played. There is no maximum hand size. When an event card is played, its costs are paid, its effectsare resolved (or canceled), and it is placed in its owner’sdiscard pile prior to opening the reaction window whichfollows the ability’s resolution. There is no limit to the number of cards a player may draweach round.Related: Running Out of CardsDuel Lasting effects, including those created by event cards,engage the game state at the time they resolve. If an eventcard creates a lasting effect on a set of cards, only cardsthat are in play (or in the affected game area or game state)at the time the event is played are eligible to be affected.Cards that enter play (or the affected game area or gamestate) after the resolution of the event are not affected by itslasting effect.Some card abilities initiate a duel between two characters. Forthe rules on how to initiate and resolve a duel, see “D. DuelTiming” on page 25.DuplicatesA duplicate is a copy (in a player’s hand or provinces) of aunique character that is already in play and under the sameplayer’s control. A player may, as a player action during step 1.4of the dynasty phase, discard a duplicate from his or her handor provinces to place 1 fate on the copy of the character in play. If the effects of an event card are canceled, the card is stillconsidered to have been played, and its costs remain paid,and the card is still discarded. Only the effects have beencanceled. After discarding a duplicate from a province, the provincerefills face down. Unless the ability that puts it into play also changes itscardtype to a cardtype that is permitted in play, an eventcard cannot enter play. A different version of a unique card (that shares the sametitle) may be discarded from a player’s hand or provinces asa duplicate.For event card anatomy, see “Appendix II: Card Anatomy” onpage 26.Related: UniqueFacedown ProvinceEffectsA facedown province has no inherent identity other than“facedown province.” When a facedown province is turnedfaceup, that province card is considered to be revealed.A card effect is any effect that arises from the resolution ofability text printed on or gained by a card. A framework effect isany effect that arises from the resolution of a framework step. A facedown province is turned faceup when an attack isdeclared against it. Card effects might be preceded by costs, triggeringconditions, play restrictions or permissions, and/or targetingrequirements. Such elements are not considered effects. A player may look at the facedown provinces under hisor her control at any time. Note: this rule refers to thefacedown province card itself. A player is not permitted tolook at facedown dynasty cards in his or her provinces. Once an ability is initiated, players must resolve as much ofeach aspect of its effect as they are able, unless the effectuses the word “may.” If a facedown province becomes the attacked province in amanner other than the declaration of an attack, immediatelyturn the province faceup. When a non-targeting effect attempts to engage a numberof entities (such as “search the top 10 cards of your conflictdeck”) that exceeds the number of entities that currentlyexist in the specified game area, the effect engages as manyentities as possible.7 A facedown province is considered to be a differententity than its faceup side. While a province is facedown,its faceup side is considered to be out of play. When a

province is turned faceup, the “faceup province” and“facedown province” simultaneously exchange positions,such that the facedown province is now out of play and thefaceup province is now in play. The opposite is true when aprovince is turned facedown.forced reactions take priority and initiate before non-forcedreactions. If two or more forced and/or mandatory abilities (such askeywords) would initiate at the same moment, the firstplayer determines the order in which the abilities initiate,regardless of who controls the cards bearing those abilities.Fate Each forced ability must resolve completely before the nextforced ability to the same triggering condition may initiate.Fate is the game’s basic resource, and is usedto pay for car

of the Learn to Play book, the text of the Rules Reference takes precedence. If the text of a card directly contradicts the text of either the Rules Reference or the Learn to play book, the text of the card takes precedence. Glossary The following is an alphabetical list of entries for game

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