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Rumors Travel  - PoliticalLimited: Until your next turn begins, before each time a player gains 1 or more Honor, reduce the gain
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Rumors Travel

EE-Strategy
5,00 €
PoliticalLimited: Until your next turn begins, before each time a player gains 1 or more Honor, reduce the gain by 1 if it is not during a battle or Attack Phase. Battle: If any enemy units are at the current battlefield, choose your performing Personality: Move him there. Straighten him if he moved.
Solid Defense  - Political Reaction: Before the resolution of another player’s action, discard the Imperial Favor unless you con
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Solid Defense

EE-Strategy
0,70 €
Political Reaction: Before the resolution of another player’s action, discard the Imperial Favor unless you control a Personality with 5 or higher Force: Negate any Honor losses from the action’s effects. Battle: Target a Personality without attachments: Move him home.
Strength in Terror  - FearBattle: Choose your performing Paragon and target an enemy Personality: Reduce his Force by an amount
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Strength in Terror

EE-Strategy
0,20 €
FearBattle: Choose your performing Paragon and target an enemy Personality: Reduce his Force by an amount equal to your Paragon’s Force. You may target and destroy one of the Personality’s attachments. Lose 3 Honor.
The Serpent's Deception  - Fear • KihoBattle: Choose your performing Monk and target an enemy Personality whose unit has lower t
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The Serpent's Deception

EE-Strategy
0,20 €
Fear • KihoBattle: Choose your performing Monk and target an enemy Personality whose unit has lower total Force than your Monk’s unit: Move the target home. Your Monk feigns his injuries. He contributes Force to his army even if bowed. Lose 3 Honor.
The Trap is Sprung!  - Battle: If you have Reconnaissance, choose your performing unbowed Scout Personality, and target an enemy
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The Trap is Sprung!

EE-Strategy
1,00 €
Battle: If you have Reconnaissance, choose your performing unbowed Scout Personality, and target an enemy card: Bow it. Bow its unit if you are a Crane Clan player.
Useful Connections  - PoliticalOpen: Bow your performing Courtier and target one or more Personalities, up to an amount equal to
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Useful Connections

EE-Strategy
0,20 €
PoliticalOpen: Bow your performing Courtier and target one or more Personalities, up to an amount equal to your Courtier’s Chi: Give Cavalry to them and to each of their Followers.
The Turquoise Championship (Español)  - UniqueChoose one of your Personalities in play. Permanently give him Artisan and the abi
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15,00 €
UniqueChoose one of your Personalities in play. Permanently give him Artisan and the ability, "Limited: Choose a player. He gains or loses 1 Honor."
Bow Before My Will  - FearBattle: Choose your performing unbowed Paragon and target an enemy card: Bow it. Negate its next strai
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Bow Before My Will

SC-Strategy
0,20 €
FearBattle: Choose your performing unbowed Paragon and target an enemy card: Bow it. Negate its next straightening (this turn) if your Paragon is Shadowlands. Lose 2 Honor.
Intervening Spirit  - WaterBattle: Even if this unit is not at the current battlefield, if any enemy units are there, target you
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Intervening Spirit

SC-Spell
0,20 €
WaterBattle: Even if this unit is not at the current battlefield, if any enemy units are there, target your Personality: Move him there. Straighten him if he moved. If he is an Ancestor and this Shugenja is Water, you may take an additional Battle action.
Shinjo Sanenari  - Unicorn Clan • Samurai • Sacrosanct • Tactician
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Shinjo Sanenari

SC-Personality-UN
0,20 €
Unicorn Clan • Samurai • Sacrosanct • Tactician
Soshi Neiru  - Scorpion Clan • Air • Shugenja • ProdigyYou may equip Air Spells to Neiru as an Open action.
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Soshi Neiru

SC-Personality-SC
0,20 €
Scorpion Clan • Air • Shugenja • ProdigyYou may equip Air Spells to Neiru as an Open action.
Rebuilding Kyuden Hida  - UniqueUntil your second turn from now begins, the Attacker may not announce a Battle action before the
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Rebuilding Kyuden Hida

SC-Event
0,10 €
UniqueUntil your second turn from now begins, the Attacker may not announce a Battle action before the Defender’s first normal opportunity to act or pass in a battle.
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