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The release date for A Matter of Honor, the latest Learn to Play set for the Legend of the Five Rings will be releasing on December 18, 2013 (moved up from its previous release date of December 30.)
Yes, you read that right! The “elves” at AEG HQ have heard the requests and have been working extra hard to deliver the best gaming products this holiday season. Now, you’ll be able to stop down to your friendly local game store and pick up this set just in time for gift giving!
by Randy Green, Jr.
At its heart the Lion Clan is everything good about the Samurai, but taken to the extreme. Their adherence to that code is so strong it is a shield to anything bad happening. It is not just about defeating your opponent. It is about defeating them on your terms. It is about knowing that everything heroic, everything epic, everything noble can and will win out – and you just proved it.
From the words of the Steel Lion herself…
“Honorable Samurai of the Lion Clan!”
“Your Champion calls you to battle! We’ve defeated Legulus and his rabble, but we cannot rest on our laurels! The treacherous Spider make moves in the Colonies and we must be ready to show them the power of our honor!”
“We will attack them with the Favor of the Empress as our guide! No sitting back and waiting for attackers to come at us, we have honor as our true strength and we will wield it as easily as we wield our katana! We will crush our enemies and display our honor as we do so, never yielding! While alone, a Lion Samurai is powerful, through your loyalty to me, as an army we are more powerful and more honorable than any that can be brought to bear in Rokugan!”
Akodo Dairuko epitomizes what it is to be a Lion Champion. She leads her troops into battle and they are more powerful for it as well as more Honorable. So often when playing Lion it can be difficult to justify bowing a Personality for the Imperial Favor, and even more it’s difficult to find a good use for the Favor. However, Dairuko displays the power of her Honor with the trait that allows her to use the Imperial Favor on the attack and she shows how the Lion gain Honor and glory by crushing their enemies with her Honor gain for every enemy card destroyed during battle. When others might shy away from opposition, Dairuko welcomes it. With 4 Force and Tactician, she can solo provinces. Her 5 Chi is good protection against dueling and her 5 Personal Honor is on the same level as the Crane Champion, showing how Honorable she truly is.
Tactician is a keyword that is scarce and between that and the battle ability to give all other Personalities attacking with her +1F makes Dairuko an absolute beast. Cards that key off of PH and/or Force become more accessible, and having the +1F buffer really does present problems for the opposing player. Tread lightly enemies, cause “The Champ” is here…
“The Crane say that they are the true honor clan and I say that they are wrong. They may sit behind their fans and dye their hair, while counting their koku like a Mantis, but we display our honor on the battlefield, as noble Samurai should. We may not win as many courtly battles as the Crane, but we have honor on our side, and in battle it shows. A Samurai that is pure of heart like most Lion Samurai can call upon the strength of their Ancestors and succeed where other Samurai would fail.”
We wanted to capture the essence of the Lion Clan in a Stronghold. Lion are the Samurai in the Empire. They are Honorable and they use that very trait as a weapon. At their heart, they use both Strength and Honor to forge a powerful weapon. A weapon that can be very lethal if opposed. It’s about your Samurai fighting harder with the convictions of their Honor behind them. In Ivory Edition, Force matters. A 3F Samurai can be dealt with without too much of a problem. A 6 Force Samurai, however, is very difficult to deal with. It also plays very well with the reality that you go first in almost all of your games
In an environment where Force has become even more significant, then giving a Personality a Force bonus can be the difference maker. Fear has become a more significant ability in Ivory and a Force bonus is an easy way to avoid such attacks. That is evident on their Stronghold, which grants a Force bonus equal to the Personal Honor of the Samurai for the turn. While perhaps not as flashy as some other Ivory boxes, it is no less powerful when combined with the fact that Lion will typically go first. On that first attack, the threat of a force bonus putting a target out of range of an opponent’s Ranged/Melee/Fear attack or effectively cancelling a use of a send home or bow action by replacing the lost force with the bonus can be the difference between destroying a province or army and having your opponent get out of the way.
The Stronghold allows for much strategy. Do you use the ability early, hoping to save an important Personality? Perhaps you target a Samurai who isn’t a threat in order to disguise what your real plan is? Or maybe you save the action for the latter parts of the battle when your opponent is running low on actions… Whatever the case may be, the Stronghold gives many options and it’s been our experience that a reusable Force bonus has become very effective in devastating your opponent in battle. The Lion always lead the charge and when they do, they are very difficult to stand in front of.
“And if on rare occasions, we are set upon by a surprise attack, we have the strength of our convictions to defend us. While it may happen that someone takes the initiative from us, we will fight even harder to defend our lands from any who think they can defeat us. Legulus learned this the hard way, and all who seek to bring battle to us will learn it as well!”
Going second doesn’t happen very often for Lion, and when it does, it can be quite the setback. The increase of Province Strength to 9 is a simple, but effective way to make it more difficult for the Lion that went first to take that early Province, allowing the person that lost the die roll to still develop early so they are on fairly even footing. The ability on the Stronghold becomes very effective with cards like Thoughtless Sacrifice which key off of your Personalities Force and even more effective when defending.. As the Ivory arc goes on, the added bonus of 9 Province Strength can become huge when you’re given options to start with lower Family Honor. All of a sudden, going second for Lion seems pretty good.
“Stand tall, Lions! We enter a glorious age for our clan! With honor as our guide, we will destroy our enemies and bring glory to our clan. For the Empress! For Rokugan!”
AEG is proud to announce that the 2013 Topaz Championship will be held in Chicago, Illinois, USA, on December 28th, 2013.The Topaz Championship
In all a samurai?s life, there is no greater occasion than the gempukku ceremony. It represents the end of childhood and the entry into adulthood, when a samurai sets aside his life as a student and takes his oaths of fealty to family, clan, and Emperor. It is at once an occasion for solemnity and celebration, of tradition and of change. And in all the Empire there is no greater gempukku ceremony than the one held in Tsuma, in the lands of the Crane Clan. Each year, the greatest young samurai of Rokugan gather at the Topaz Championship for the chance to compete against their peers and claim the title of Topaz Champion, often with the chance to take their oath of fealty before the Emperor himself.
The winner of this event will have the opportunity to name a new personality aligned with his clan. This personality will be one that has already been designed for an upcoming CCG expansion, and will be described to the winner so that they might select an appropriate family and name.Event Details:
Held on December 28th, 2013 at:
224 W. Lincoln Hwy (US30)
Event Registaration starts at 10:00 AM, and the 1st round begins at 11:00am.
The tournament organizer, Mike Colson, may be contacted via the following:
Questions relating to this event may be sent to Dan Dineen, Major Events Manager, firstname.lastname@example.org.
by Julien Boles
Hello undead, humans, and not so human stuff, and welcome to the Spider Clan!
The Spider Clan has had a difficult time transitioning to Great Clan status during Emperor Edition. They had to say goodbye to their cohort of undeads, nonhumans and Maho Tsukai, and with them most of their most successful decktypes from past environments. So when attacking the Spider Clan design, we knew they needed help and special attention.
In the meantime, the Design Team decided that one of the (many) goals of Ivory Edition was to make force matters more, cutting down the high number of cards that destroyed cards without attachments that were in Emperor Edition. In that end, Ranged and Melee Attacks became the kill cards of choice. But what about the other type of actions like bow? That’s where the update to Fear came in, becoming a Ranged Attack-like bow (though fear not, costed more aggressively and generally without bow cost due to the lower efficiency of bow versus kills). And of course, like in the old days, it happens that Fear is a VERY good mechanical fit for Spider, giving us a very practical, yet flavorful, mechanic to unify the clans themes. Out of this, came the Sinister Citadel of the Spider.
Straightforward, simple, efficient. Fear 3 is nothing to scoff at, bowing a good number of your opponent’s naked Personalities at no cost. Having an ability on your Stronghold that deals with opposing personalities is always great, and in fact (SPOILERS), Spider is the only clan to have one. One thing you may notice though, is no more resistance to honor losses. As a Great Clan, Spider now has to play by the same rules as everyone else, and they do not get a pass. Perhaps this will be true for their Sensei, perhaps not, but it is true for the Clan as a whole.
But let’s be honest, with a starting honor of 0, you won’t be seeing this face of the Stronghold very often. So let’s get to the REAL Citadel!
First we notice the increase in Province strength. With 8 Province strength, your opponent will find it difficult to attack you early on, or to threaten multiple provinces later on, thus keeping you in the province trading game.
To make things more difficult for him, thanks to the Stronghold’s trait, reminiscent of the Spider’s Lair, Spider’s very first Stronghold, you will keep an additional dynasty flip after your first province’s destruction. You will still be allowed to buy multiple personalities later on in the game, eventually outproducing your opponent’s Dynasty.
Last but not least, the Battle action becomes Tireless, allowing it to be used on defense when going second. Taking Spider’s Provinces will really be a difficult proposition for your opponents.
Now what to do if your damn opponents just loaded his army with Followers? Call the Shadow Emperor!
Talk about a beast! First, he got the biggest strength out of all Champions, with 6 Force, very rare in Ivory. He also comes with the always useful Monk, Kensai and Samurai Keywords. And of course he is Conqueror, keeping him always in defense where he will be a big pain to your poor opponent.
His traits are all extremely useful for Spider. His honor losses reduction trait, representing the dishonorable nature of the Spider, will allow you to splash some less honorable tactics and Personalities more easily. And being able to destroy Followers with Fear will obviously be a big help, since one of the big weakness of Fear is that a single follower can singlehandedly make a Personality immune to fear. Not anymore with your Champion.
Last but not least, this battle action will get you amazing tempo in battle, allowing you to deal with two cards or set up a Personality. For example, by reducing his force before targeting him with your stronghold, which will be a more common tactic in Ivory.
As you can see, through the usage of Fear, among other things, Spider will be a much more fearful (terrible pun intended) opponent in battle. Through the combination of their Personality’s military efficiency and their stronghold’s resilience to Military decks, they should be more than ever a force to be reckoned with in this environment.
This is your Empire, your Empress, and you’ll burn the world to protect them.
Several Winter Court and Stronghold Store events have recently occurred and we are ready to announce the winners and story / design choices from these events. Some choices are still pending. When they are approved, this page will be updated. They are as follows:
Athens, Greece – Amethyst Championship
Winner – Dimitrios Giannakis, playing Phoenix. His story choice is pending approval.
Seattle, Washington – Lvl 10 Stronghold Store Event
Winner - Three Man Team Tournament. Winners chose the flavor trait “The Masked Lion.”
Philadelphia, Pennsylvania – Lvl 10 Stronghold Store Event
Winner – Chris Medico playing Mantis. Chris chose the flavor trait “The Masked Wasp.”
Barcelona, Spain – Lvl 15 Stronghold Store Event
Winner – Oscar Esteban playing Un-Aligned. Oscar chose the Yari for an Un-Aligned personality to Master.
Madrid, Spain – Lvl 20 Stronghold Store Event
Winner – Albert Mialet playing Lion. Albert earned the right to create a card. He has chosen to create a Holding entitled Padis Dojo.
Green Bay, Wisconsin – Lvl 10 Stronghold Store Event
Winner – Nick Moran playing Lion. Nick chose the flavor trait “Child of Prophecy.”
Chile – Onyx Championship
Winner – Julio Rojas playing Scorpion. His story choice is still pending approval.
Philadelphia, Pennsylvania – Lvl 20 Stronghold Store Event
Winner – Tim Wells playing Lion. Tim earned the right to create a card. His choice is still pending approval.
Congratulations to all of the winners!
by Julien Boles
Ahoy and welcome aboard the Mantis Clan Themes Previews!
The Mantis is a very diverse clan, due to its very nature as an amalgamation of different minor clans. But the core of the clan’s identity has always been tied to its largest family, the one that gave its name to their alliance, the Yoritomo (sorry Wasp, Fox and Centipede fans). And, since the very beginning of the game and the Alliance’s first strongholds, one thing’s been clear: the Yoritomo loves money.
Step 1: Collect koku, Step 2: ??, Step 3: Win. What this stronghold does is filling that second step, by giving you a very good use of that gold you have. Few things are better than drawing extra cards, especially at the bargain price of three gold. This also highlights two very key aspects of who the Mantis are at their core. Yes, they are a clan that loves money and knows how to use, but they are also a Clan you can’t keep down. The Mantis have earned their place among the Great Clans. Yoritomo was able to do this. However the other Clans still look down on them. They still snub their noses at the Mantis. They push the Mantis down. But the Mantis will not stay down. No matter how you try, no matter how little you respect the Clan, they will continue to get back up and fight. This is combined with their use of many to be reflected in the Stronghold as you see above. Nothing is better at getting you back in the game when you are behind as extra cards, and the Mantis know when to spend it.
Now of course, having use for the money is all well and good, but without ways to get that money in the first place, we’re putting the cart before the horses. Do not worry, the Fruitful Ports of the Mantis have that need covered.
Now onto the real juicy part. It is, of course, that first line of text. For years Bamboo Harvester, and A Favor Returned before that, showed how good starting with two more gold could be. This two gold boost is different. Unlike these holdings, this boost is not a permanent source of two gold income; however, it can work on your first turn, allowing more aggressive gold starts, which in this slower Ivory environment can make a big difference. Just imagine going turn one Kobune Port and Nexus of Lies! With its superior gold production and its card drawing ability, The Fruitful Ports of the Mantis seems destined for great things.
But it won’t be the only impressive tool in the Mantis arsenal. As always, they can count on a very impactful Yoritomo Hiromi!
This version of Hiromi is all about helping one other defining characteristics of the Mantis, their Ranged Attack’s efficiency, courtesy of the Tsuruchi family. The blanket force penalty, as long as you can find a use for Hiromi’s or any other personalities Naval keyword, is surprisingly efficient at putting personalities in Ranged Attack’s range in an environment where most naked personalities won’t go above 4 Force. Then, to add insult to injury, Hiromi will boost every single Ranged Attack at his battlefield, even if he somehow gets removed from it, which his 4 Force and Kensai keyword will make more difficult. Other clans will have a difficult time taking down their enemies. Whether they are resilient Crabs or denizens of Jigoku, Hiromi will highlight the strength of the Tsuruchi and turn even a Ranged 3 Attack into a force that can take down some of the toughest 5 Force Crabs around. And all that for the low, low price of 10 Gold, with a 4 Honor Requirement that you won’t have any trouble getting to, generally needing one or at worst 2 proclaims to get there. Hiromi will be out on T3, along with other Mantis most of the game. And he will be a force to be reckoned with.
And, as always, so will the Mantis Clan.
by Randy Green, Jr.
So, how about that change to Cavalry?
Ivory Edition will mark a big…no, that’s an understatement…a huge change in the way that Unicorn players play L5R with the loss of the Cavalry Maneuvers Segment. However, the best Unicorn players know that the true power of Cavalry was the ability to pick your battles, flanking an enemy army that defended poorly and pressing that advantage. Mobility has always been the true power of the Unicorn and with Ivory Edition, we can finally get away from just “I assign no infantry” and explore that power.
Obviously, when we think of mobility, we think of movement and it should be no surprise that the Unicorn Stronghold makes use of a movement action to showcase the power of their Cavalry. As both a Battle and Engage action, the Stronghold truly allows the Unicorn Clan to pick their spots. You assign your army to one province and a small force defends elsewhere. Use the Cavalry Engage to swoop in one unit and the Stronghold to swoop in with another one. Suddenly, that protected troop is in trouble, especially if you have a unit with attached Followers or Items making them harder to defeat.
Better yet, split your army for two provinces. When your opponent picks their poison, you have two units that can move into the battle that matters. That kind of battle control is very powerful and many a defender will have to think twice when facing the thundering hooves of the Unicorn army.
In addition to an added province strength, Unicorn gets an interesting extra trait for going second: the ability to Cycle cards in your provinces a second time on your opening turn. While every other clan will see a maximum of 8 Dynasty cards on their first turn, Unicorn players that go second get a chance to see even more, minimizing their risk of having gold production issues and maximizing their chances of seeing the best possible resource start. As Unicorn is often the clan with the most clunky gold scheme, despite having the highest starting gold production, this added ability will help them smooth out their early economy. As economic development is very important in Ivory Edition, this added insurance should prove to be far more vital to Unicorn’s success than it might appear before games are played in the new arc.
If controlling the battle with Cavalry and the Stronghold isn’t enough, Moto Naleesh adds another wrinkle with the addition of giving Reserve to a Personality in your provinces. The Cavalry waiting over the hill for that reinforcing charge, giving Reserve as an Engage to your Personality adds another potential problem for the opposition, because they have to be aware that there is more force and possibly a battle action incoming.
If that wasn’t enough, Naleesh is a 4F Tactician, meaning that on her own, she can break most provinces solo. With some of the quality Weapons and Cavalry Followers we’ve seen in the pre-Ivory expansions, it shouldn’t be hard to find some good choices to enhance her unit even further. Finally, the icing on the cake are her traits. A blanket force penalty for Infantry opposition in an environment where Force totals are far more important is not something to overlook and her honor gain is definitely an added bonus if you are interested in switching. With the Stronghold’s ability, the change to Cavalry and Naleesh giving out Reserve, Unicorn really has become the movement clan, or better put… The unpredictable ones.
Heading into Ivory Edition, Unicorn players are entering a brave new world. The change to Cavalry may cause long-time players some trepidation, but their Stronghold and Champion show that even with that change, the essence of the Unicorn Clan remains and is even more so a clear advantage. They are the most mobile army in Rokugan and have superior Cavalry troops. It’s time to finally show the rest of the Clans what that truly means!
For the Khan! For Lady Shinjo Reborn!
I am pleased to announce that Chris Medico has accepted our invitation to join the Player Design Team. Chris is a phenomenal player having won several Koteis and Jeweled Events. He is also a draft specialist. He and his team are largely responsible for the good work you are seeing on the Draft format. His tournament success, plus his knowledge of Draft formats, plus his deep understanding of the game and what makes it tick makes Chris a valuable asset to the team and to the game.
Unfortunately though it is not all good news. Trevor Valentine is leaving the PDT. Always one to offer a unique insight on a problem, sadly Trevor’s work life did not leave him in a position to handle the responsibilities of the PDT. Thank you for the contributions you did make to Ivory Edition Trevor, you will be missed.
Please join me in giving a big round of applause for Trevor while welcoming Chris aboard!
by Gaël Schmidt Cléach
Greetings, servants of the kami!
You are here in one of our most sacred shrines, where the Shugenja of the Phoenix devote their lives to the pursuit of knowledge and the betterment of Rokugan. Welcome to the Eternal Temple of the Phoenix!
As the descendants of Isawa, the greatest Shugenja who ever lived, and Shiba, the Kami who recorded Shinsei’s conversation with Hantei, we are and have always been the guardians of the Empire’s knowledge. Let the Scorpion have their secrets, and the Ikoma their histories; the truth of the Empire is written in spells, in those scrolls that allow us to summon the kami to our aid and to protect Rokugan against enemies from within and without.
We are, first and foremost, a Clan of devout Shugenja. That our Stronghold should be a temple is therefore but natural. The Eternal Temple is a place of study, which becomes obvious when you look at its ability. Looking at the first three cards of our Fate deck and, hopefully, getting a Spell or Kiho perfectly illustrates the Phoenix’ attachment to knowledge, which in game terms takes the form of card manipulation. This is a subtly powerful ability that lets you do a lot of different things: not only does it allow you to fish for a Kiho or Spell you might need, but it also lets you know what you can expect to draw over the next couple turns, providing you with a lot more information than your opponent has. And while this ability is not a source of card advantage, as you’ll be trading a card for a card, it lets you filter away whatever cards you don’t need (including, if need be, the Spell or Kiho you just put into your hand), allowing you to run more situational cards to be prepared for everything. There are also combos just waiting to be abused by us. For example, try playing Move the Troops.
You can use it with your Stronghold, allowing you to discard the same card turn after turn, turning your Stronghold ability from card cycle into card draw. And, with our honorable nature, we will often have the Imperial Favor, allowing us to also discard Move the Troops to the Imperial Favor, again turning card cycle into card draw. Look for these types of combos when playing the Stronghold.
The Phoenix are an honorable Clan, which means they’ll get to go first against everyone but the Lion and, half the time, the Crane (and to other Phoenix, of course). A 1-point Province Strength bonus might not seem like much of a compensation for going second, but it should help you withstand the Lion’s early assaults and give you more time to set up your engine. Beyond that, make sure to notice that discarding a card is no longer required by the ability, so now this ability is pure card draw, even if you do not have a Move the Troops in your hand.
The main strength of the Eternal Temple of the Phoenix resides in its versatility. While it does require you to play Shugenja (but what Phoenix player wouldn’t?), it doesn’t ask for anything more. An Honor deck should have plenty of Shugenja to bow to the ability, and can always use some card manipulation, while a military deck will be happy to be able fish for its most powerful Battle Spells. The Phoenix may be pacifists, but sometimes to get peace you have to be willing to go to war; that is a lesson they learned long ago, and they haven’t forgotten it.
The pacifism though is something that should not be overlooked. While seeking knowledge is what is represented by Phoenix’s Stronghold, the Phoenix pacifists of Air will be their clan theme. This theme will primarily be an honor theme, specifically focusing on their Air Shugenja. The Phoenix know what dangers are out there. They know what lies in the hearts of dark men. They know what goes bump in the night. Knowing this is what drives them to their pacifism, and this is at the heart of their Clan.
Unlike the other Clans, the Phoenix aren’t governed only by their Champion, but also by the Elemental Council, five powerful Shugenja each representing one element. One of those, the Void, is among other things the element of card manipulation, and Isawa Shunryu is its uncontested master. His trait allowing you to draw an additional card per turn is already well worth his 10G cost, and his ability will work regardless of what type of deck you’re playing. Perhaps you’ll follow the way of peace and use Shunryu to prevent your opponents from destroying your Provinces; perhaps you’ll choose a more militant path and have him help your Samurai in battle, while staying safely at home himself. His ability will come in handy even if you’re playing a military deck devoid of Samurai, by reducing your enemies’ Force and making them more vulnerable to your Ranged Attacks and other Force-based effects.
With the help of the kami, the Phoenix can do everything. The Eternal Temple, like Shunryu, are all about giving you options, but it is up to you to decide what to do with them. Perhaps you’ll pursue peace and an Honor victory; perhaps you’ll decide to teach your enemies what the cost of war really is.
Whatever your choice, may the wisdom of the Phoenix always guide you.
The product page for A Matter of Honor is now live. A Matter of Honor is the ultimate Learn to Play Set for the Legend of the Five Rings Collectible Card Game, featuring the streamlined and comprehensive rules of Ivory Edition. Discover the game and delve into its rich history as a member of the stalwart Crab Clan or the proud Lion Clan, and in doing so get ready to face the challenges that lay ahead of the samurai of the Emerald Empire of Rokugan in the years to come!
The Ivory Edition rules, which are debuted in this set, will be released via this website in the coming weeks.
by Gaël Schmidt Cléach
Hail, Defenders of Rokugan!
Welcome to the Impregnable Fortress of the Crab, where our brethren train tirelessly to guard the Empire against the threat of the Shadowlands. If you are here, surely it is because you want to know more about our Clan’s strengths.
Since the dawn of the Empire, the duty of the Crab Clan has been to protect Rokugan from its enemies in the south. For over a thousand years we have stood guard, patrolling the Great Carpenter Wall, pushing back wave after wave of oni, goblins, and other denizens of the Shadowlands. Our might is unparalleled, regardless of what the Lion or the Unicorn would have you believe.
We are a simple Clan, and this simplicity is reflected in our Stronghold. One trait is all we have, but one trait is all we need. We don’t play games in the courts like the Crane and the Scorpion, we don’t feel the need to show off our tactical prowess like the Lion. We rely on our strength to carry us through the day, and it always does. The Force bonus our Stronghold gives us while opposed is, of course, very helpful when it comes to winning battles, but it is also a way to protect us; when your enemies rely on Ranged or Melee Attacks to dispatch your bushi, what looks like a meager +1F bonus will often be enough to neutralize many of their actions, especially given the already considerable size of many of our warriors. The beauty of it is that it works just as well if you decide to go for swarm tactics instead, giving you a larger bonus and still providing your Personalities with a measure of protection.
As guardians of the wall, we are used to being on the defensive. When the opponent is faster than us, we just wait for him to overextend himself, then we crush him. With a Province Strength of 9 when going second (the highest in the game, tied only with Lion when they go second, which will rarely happen), we have all the tools we need to do just that.
The Impregnable Fortress of the Crab is a deceptively simple Stronghold. Its trait is rarely going to be useless. Few, if any, are the decks in Ivory that can afford not to go to battle, and most battle actions care about every point of force. The +1F bonus will disrupt most battle actions. The Stronghold obviously favors military decks, which have always been the Crab’s forte, but that Province Strength boost is going to come in handy regardless of what deck you’re playing, and the Force bonus will help your defenders survive even if you never declare a single attack.
Strength and resilience, that is the Crab’s Way, and no one knows it better than their Champion, Hida Kisada.
The Little Bear is everything you could ask for in a Crab. As a 5F/5C Personality, he will be extremely difficult to deal with, and his Tactician keyword can help make him even more formidable. If that wasn’t enough, he also has two traits and an ability that are all about protecting his own, and synergize very well with your Stronghold. With Kisada in play, your Provinces will reach 10 Strength if you went second, forcing your military opponents to commit more troops to attack than they might be comfortable with. Kisada’s second trait will make life even more difficult for your opponents, especially together with your Stronghold’s Force bonus, drastically reducing the effectiveness of many of their Battle actions; with Kisada in play, even a 2F Crab will be safe from a Ranged 3 Attack! Finally, his ability will protect your warriors from bow effects during battle, or give you one more defender after an attack (like, say, Kisada himself).
The Crab are all about resilience, about making sure that they outlast the opponent, and both their Stronghold and Champion help do just that. They may no longer have access to the huge Berserkers that wreaked havoc on their enemies during the Emperor arc, or to the free Follower protection granted by Kyuden Hida, but don’t get it wrong, they are still a force to be reckoned with.
Don’t forget, the Clan Forum Contest, in which you could win an original Clan Banner, ends on December 14. If you haven’t entered yet, you can get all the details from the initial posting here: http://www.l5r.com/2013/11/15/clan-forum-contest-announcement/
Good luck to all the entrants!
By Jeremy Sumerlin
Greetings, Honorable Cranes!
Okay, so let’s just get this out of the way first: The last year or so has not been kind to the Great Clan of Lady Doji. Beset on all sides by enemies both militant and political, we have carried ourselves through with the even hand and honorable heart that have always been our true strengths.
The Crane have always been the true masters of economic might in the Empire, long after the turning of the Yasuki, and long before the coming of the Mantis. We succeed where others fail and recover where others fade away because we understand the value of political and economic capital, and where to divert those resources in order to maximize our effectiveness.
The Crane are, at their heart, the Clan of Honor. While others flirt with this path to victory, we are the rightful masters of the political arena. In Ivory Edition, one of the primary methods for clans to pursue Honor victories involves the proper use and management of honor-gaining holdings. Unfortunately, many of these holdings are unfriendly to an efficient gold scheme. The Crane are able to utilize their economic talents to smooth out these potential problem areas, making sure they do not need to sacrifice their prosperity.
Crane players who wish to pursue other paths to victory, whether through the blade or otherwise, can still reap the benefits of our economic might, using our wealth to out-produce our enemies.
The Crane are also masters of maximizing their political resources, able to gain a stronger advantage than most from the use of these holdings. This maximization doesn’t just extend to Honor producing holdings, however.
When we find ourselves in conflict with other honorable Clans, we make sure that we have the ear of the court and the favor of the Iweko Dynasty. Against the aggression of high honor military opponents, we can quickly nab the Favor for some extra protection against early attacks, and against other Honor runners, we are able to quickly establish superior card access. Our strong voice in the courts of the Empress is due in no small part to the efforts of our great Champion, Doji Makoto.
Doji Makoto, as you can see, follows the concept of Ivory Champions as Clan Leaders, and not as “The Only Guy I Bring Into Play”. He still, however, embodies all of what it means to be a Crane. At 6 Chi, he is a peerless Duelist who no other Clan Champion can match. His 5 Personal Honor is matched only by the Champion of the Lion Clan. While his Force is not fantastic, that can be quickly remedied with the use of items such as Seppun’s Blessed Blade, which turns him into a frankly terrifying 8F/8C problem for any opponent to have to deal with. In fact, he’s so honorable, he elevates all the peers of his Clan.
In Emperor Edition, Proclaiming was specifically tied to printed Personal Honor. However, in Ivory Edition, like most of the game’s history, this extra restriction is no longer the case. Since you gain Honor from the Proclaim action after the Personality has entered play, Makoto effectively nets you 1 extra Honor per turn, as well as boosting the effectiveness of your other Personalities when using the varied actions in Ivory that rely on high Personal Honor.
On top of all of that, he also turns the Imperial Favor card cycle action into pure card draw, a rarity in Ivory Edition and an effective demonstration of his effortless mastery of the political arena.
Remember, sons and daughters of Doji: Honor, above all else, is what we know better than all the other Great Clans. It is what we are.
The Imperial Bank of Rokugan is pleased to announce that you may now purchase a renewed list of items from its vaults, which includes Gates of Chaos Rares. We hope the selection available will provide satisfaction to our valued customers.
Long live our Divine Empress,
Greetings Samurai of Rokugan!
I wanted to take a brief moment to thank all the Tournament Organizers around the world who applied for the 2014 Kotei Season!
Also of note is the date of announcement for the Final 2014 Kotei Season List: December 13th, 2013.
In case you haven’t ordered your 2013 Holiday Pack, here’s our next little teaser for you – the last three Ivory Legal Clan Champions!
So, how do you get one of these Champions? In the Holiday Pack, of course…
The Holiday Season is upon us and as is customary we bring you a very special pack to celebrate this joyous time, now available for pre-order on the Online Store.
The 2013 Holiday Pack contains:
10 Ivory legal boosters
46 FOIL versions of already existing promotional cards
a gift-giving themed box
and comes with 2 bonus items:
a 2013 SummerCon Pack (until supplies last)
a FOIL version of the Ivory Edition Clan Champion of your choice!
by Bryan Reese
Hello Shadows of Rokugan!
Let’s take a stroll together through the halls of the Shadowed Estate of the Scorpion, and talk about what is truly at the heart of this Great Clan: Control.
Many will claim that the heart of our beloved Scorpion Clan is dishonor, but to that I must disagree! In my view, it is not dishonor, but controlling our enemies to which we excel. Now often this will go hand in hand with showing all what dishonorable scum our enemies truly are. But it does not necessarily have to be so. Controlling our enemies so they are less equipped to withstanding our attacks is another way in which Scorpions flex their muscle.
And control we do. Let’s take a look at the abilities of this hall we find ourselves walking in. We have the ability to find the secrets of our enemies and stop them from being used. This ability to shut down our opponent’s abilities is a fantastic form of control, and it scales so wonderfully with your ability as a player. For most players, you can simply name a card in play and turn off its abilities, which is fantastic. But as you get better and better and learn the environment more, you can start predicting which fate cards your opponent will have in his hand. Now you have an increased ability to control your opponent. Either you can continue to lock down the abilities he has in play, or you can lock down cards in his Fate hand that are potentially more problematic. I personally LOVE the way this Stronghold naturally scales with your abilities as a player, and is a perfect representation of the Scorpion.
Now let’s turn down this other hall and see what other tools we have at our disposal.
Now we have even more tools to control your opponent, this time through a reduced hand size. Pro tip: Players will not necessarily be used to playing against Scorpion, so make sure you stay on top of their hand size. You might find your opponents unintentionally keeping an extra card in their hand.
As you can see, the Shadowed Estate of the Scorpion allows for a lot of control, but does not force you to play in any specific direction. And this was our goal for the Clan Theme of Scorpion. We want to give you tools to take this in the direction you want to. If this is dishonor, you obviously will have those tools available to you. If it is a military path you prefer, the Stronghold aligns to that wonderfully. Whether it is stopping the Ranged Attack on their defender, or stopping their Entrenched Position from cancelling your Sneak Attack, you will find the flexibility of this Stronghold to be superb. If you want to get off a real tech play, name Entrenched Position when you *don’t* have a Sneak Attack in your hand. J Now this is the Way of the Scorpion.
And what are the Scorpion without that lovable, rambunctious Sociopath, Bayushi Nitoshi.
As you can see, he continues the control theme of Scorpion quite well. He has really solid stats for his cost. In Ivory Edition, it is quite difficult to deal with a 5/5 Personality. He has some fantastic keywords in Courtier, Ninja, and Samurai. He gives you a second use of your Stronghold’s ability, which is very, very powerful. And lastly, he dishonors an enemy for free, and can do so both in battle and out. So if you wish to use your action phase tricks he can do that, but if you want to use your battle phase tricks to control your opponent’s dishonorable Personalities in battle, he can do that too. Even a military Scorpion deck can find some good control options for facing down the dishonorable in battle. Here is a fun trick. Name Entrenched Position with your Stronghold, then attack an Honor player with Bayushi Nitoshi. Watch him cringe as he tries to make the decision on whether to defend or not.
This is simply another way in which the Scorpion player will be able to control his opponent. As the remainder of your themes roll out, continue to look for this theme of control throughout them. While Ivory Edition may not allow you to lock opponents out of the game as Scorpion could in days past, it does allow you some very good control options, setting up strong board positions for which you may take advantage.
For now, just remember. I can swim.
The second part of our series detailing the story events of the 2013 European Championships!
Dread Tidings, Part 2
By Shawn Carman
Edited by Fred Wan
Jungle’s ShadowVillage was not a particularly large place, and was certainly not well-traveled. It was far enough from the beaten path that it did not see a tremendous amount of traffic, but at various points in the year there were enough people seeking to save time by traveling secondary routes that it had what the villagers jokingly referred to as their “tourist season.” Late autumn was one of those times, and the weather was at last mild enough for the people who called the village home to truly enjoy the outdoors.
A group of visiting samurai were dining in the strangely named Forgotten Memories Inn, the only accommodations the village had that were suitable for guests of their station. The innkeeper had his entire family, save for his youngest daughter, running back and forth to ensure that no one’s tea grew cold, that no one’s plate remained empty. It was a daunting task, but one they seemed to perform well. Yogo Takashi intended to make certain they were well rewarded for their service. It was of course what a wealthy Scorpion should do, and he did so want everyone to know he was a wealthy Scorpion.
The aforementioned youngest daughter wandered into the inn from an evening spent playing outside. She attempted to get her father’s attention for several moments, unsuccessfully. Finally, she seemed to have had enough of being ignored, much to Takashi’s amusement. “Papa!” the little girl said in a tone that every parent understood meant that the child would not be denied further. “The sky! The sky is on fire!”
Everyone in the inn seemed to have heard the little girl’s strange proclamation. The innkeeper smiled nervously and bowed repeatedly in apology to the assembled samurai, but at least one among them, an Isawa priestess, rose and walked outside to see what the child was referring to. When she did not return immediately, Takashi grew curious and followed suit.
The sky was not on fire, per se, but there certainly was something unusual going on. To the west, in the distance, there was a strange blue glow that lit up the sky as if something far in that direction was aflame, but with blue fire. Takashi had once seen a wildfire from a great distance, and the light was similar, but again, the wrong color. This particular hue was unusual, and reminded the courtier strangely of a light reflecting through the crystal decorations that his mother had favored so much when he was still a child. “Quite beautiful, is it not?” he inquired of the Isawa. She was too intent upon the phenomenon to respond, and he was not interested enough in her opinion to pursue the conversation.
The momentary distraction concluded, Takashi returned to his table within the inn to finish his meal. The fish really was quite good, all things considered.
* * * * *
The ImperialCity was abuzz with activity, and the Winter Court was shaping up to be perhaps the most politically active in recent memory. The jockeying for favors and positions that normally made up such events had been elevated to a whole new level this year, with every clan’s best and brightest eager to take part. A handful of Clan Champions were present, and even they seemed eager to test the mettle of their opponents on the quiet battlefield of court each new day.
Yasuki Makoto was enjoying the spectacle, but did not participate in any significant manner. When she did, she was careful to appear insightful and demure, adhering to tradition but espousing a balance of old and new philosophies. It was as her Master had ordered her, and it seemed that her lords in the Crab Clan were equally pleased with her approach.
“Makoto-san,” a silken voice that she had come to dread said. “Such a pleasure to see you this fine morning.”
Makoto’s smile could not be mistaken for anything but sincere. “I was just thinking the same about seeing you, Dainagon-san.”
Doji Dainagon’s smile was as brilliant and as sincere as Makoto’s. And the Crab knew it was just as much a lie. “I have been quite surprised with the strong support you have received from the Brotherhood of Shinsei’s advocates in court,” she observed. “I understand they are campaigning strongly for your ascension to fill their brother Moru’s position as Imperial Advisor. They say Moru himself recommended you to the Empress. Most impressive indeed.”
“I am as surprised as you,” Makoto said, shaking her head in disbelief. “I am very grateful, however. Can you imagine the notion of a Yasuki as Imperial Advisor?” She laughed lightly at the idea, but her eyes remained steel-hard.
“I can’t imagine anyone who can,” Dainagon said. “I will see you in court, my friend. I look forward to a time when we can talk more at length.”
The very notion made Makoto’s insides blanche. “As will I.”
Just before she left, Dainagon turned and placed a finger on her cheek. “You know, I had heard something odd. Did you know there was a rumor that you had been sent to the Colonies? Something about a mention of you in some merchant’s report a few months back.”
Makoto did not allow her alarm to break through her façade. She rolled her eyes. “The Colonies? You cannot seriously find information from that place reliable, can you? It is a madhouse of dragons and dullards.”
A faint flicker of irritation crossed Dainagon’s features; to Makoto it was the sweetest reward she could imagine. “I suppose so. But as I said, we will speak again.”
Makoto smiled at the retreating Crane. She could learn to enjoy it.
* * * * *
The attack came without warning. The strange glow that had been visible from the village had grown brighter, then suddenly vanished roughly an hour after it had first appeared. Several of the villagers had congregated outside to watch it, wondering if it was an omen or something of that sort, and had been disappointed or relieved, depending on the person, when it had disappeared. The majority of them had returned to their homes, with only a few of the younger ones making an occasion out of it and staying out to drink and carouse with their friends. Their celebration of the season proved to be very short lived, however.
Roughly two hours after the strange glow had first been seen, the first shouts were heard near the village’s perimeter. Doji Razan looked up from his evening tea at the inn and glanced around the room. Several of the others had heard it as well, it seemed. The tattooed monk Noritada met Razan’s eyes and gave a quick nod, then jerked his head toward the door in an unspoken question. Razan returned the nod and stood, moving to the doorway. Noritada was right behind him, and others seemed inclined to follow.
The evening air was not particularly cool, even given the month, but it was cooler than the daytime hours, so it seemed pleasant by comparison. Razan scanned the village, looking for any sign of what could have caused the faint shouting he had just heard. “I do not suppose any of those mystical tattoos give you some insight I might be missing, friend Dragon?” he asked.
“Not presently,” Noritada answered pleasantly. “Something feels quite amiss, however.”
Razan wondered idly if that was some mystical acumen the monk possessed, some manner of monastic training to which he was not privy, or nothing more than instinct. It did not matter much to the magistrate. He too felt that something was amiss, and he could not give voice to what it was that troubled him, a fact that only troubled him further. “Perhaps you might speak to the innkeeper and advise him to have his family retire to their quarters,” he suggested lightly, audibly clicking his blade free from its saya so that it could be drawn more fluidly.
“Point well taken,” Noritada said, and disappeared back into the inn.
A Phoenix priestess stepped forward from the group. “The kami are in a state of uproar,” she said softly. “I have not seen anything like this. It is almost as if they fear something they cannot identify.”
“I am sorry, have we met?” Razan said absently. “I am Razan of the Doji.”
The priestess bowed. “Isawa Mizuhama.”
“Mizuhama-san,” Razan continued. “Are you telling me that the spirits themselves are fleeing like rats from a burning ship?”
Mizuhama made a very unpleasant face. “That is an undignified comparison… but it is not altogether inaccurate.”
Noritada appeared just as there was a flash of light in the heavens above the village outskirts. “Heat lightning?” the monk asked.
Razan shook his head. “No storm.”
Mizuhama glanced at both men. “There is always a storm.”
Razan began to reply, but then there was another shout. It was a cry of pain and terror, and it was cut off strangely in the middle. Not as if the man shouting died, which Razan recognized when he heard it, but as if the man had simply… stopped. “Let’s go,” he said sharply. He gestured toward the others. “Follow me.”
“Who are you to command us?” the young Crab demanded.
Almost absent-mindedly, Razan showed his chop, which identified him as an Ivory Magistrate. “You,” he said, pointing to the Lion samurai Chiyu. “Take half these men and flank from the east. I will approach from the west side.”
Akodo Chiyu nodded. “Come with me,” he said, pointing at the Crab, the Unicorn, and the Mantis. The three men glanced uncertainly at one another, but they followed the soldier into the dim village night. Razan watched them disappeared and gestured for the others to follow him. Mizuhama, Noritada, a Scorpion and a wave man fell in behind him, the last two eyeing one another warily. Razan moved quickly and quietly, but carried himself with authority rather than skulking. It was a behavior he had developed over time in his duties, but it served him well. Nevertheless, even he was brought up short as they rounded the nearest dwelling to approach the village outskirts.
A man, a young villager Razan had seen before, was stumbling away from something unseen. He kept turning to look back and it was causing him to trip repeatedly until finally he pitched forward and landed roughly, breaking something in his arm, by Razan’s estimation. “No!” the young man shouted. “Stay back!”
Noritada started as if to move forward, but Razan stilled him with a gesture, needing to see what they were facing. Walking slowly, almost unconcerned, a gaijin emerged from the darkness outside the light cast by the village lanterns. The features of his face resembled the few surviving natives of the Ivory Kingdoms that Razan had seen, but it was difficult to tell because his flesh was covered in a strange blue hue that appeared to be a massive tattoo that covered every inch of his flesh. Likewise there were a large number of smaller sigils that interrupted the field of blue, marking him like some manner of beast.
“Fortunes,” Mizuhama intoned softly.
The strange gaijin reached down and placed a single blue hand against the chest of the villager, who appeared to be paralyzed with fear. The villager suddenly screamed, but it was cut off in the middle as had been the one they had heard a short time beforehand as a flash of strange light erupted from his eyes. It was, Razan noted with concern, the same manner of light they had observed from the glow some time ago and the flashes again at the edge of the village. Slowly, the villager rose and stood beside the strange gaijin, and Razan was horrified to see a sigil crawl upward along the man’s flesh as if it were a living thing, coming to rest on his face. The two began to move toward the group of samurai.
“Draw your weapons,” Razan said hoarsely.
* * * * *
Asako Ifukube drew a breath and centered himself before entering the detainment chamber. His colleague followed alongside him, silent as she had been the entire time thus far. When the priest had met her, she had smiled at him and bowed, but the expression never reached her eyes.
There was no time for such things now. This was duty.
In the center of a chamber, a lone woman knelt on a mat. There was no furniture in the chamber, nothing else to distinguish it from an empty stone room, which of course is exactly what it was. The woman, her hair freshly shorn, sat in the lotus position and opened her eyes to regard them frankly, without fear. “Good morning,” she said pleasantly. “Will I be tortured for a confession today? I have anticipated that for some time now and it has not come to pass.”
“No,” Ifukube said calmly, although his stomach churned at the notion of torturing someone. “I am Asako Ifukube of the Phoenix, a vassal of Isawa Hibana.”
The monk Aranai smiled. “The priestess who aided in bringing me to the city, yes. She was a very proper and respectful person. I enjoyed her company.”
Ifukube smiled slightly and gestured to the Lion. “This is Akodo Ayumi. She serves Ikoma Yamahatsu.”
Aranai looked at the young samurai-ko, who bowed. “I am sorry for whatever haunts you, my child,” she said quietly. “Leave it in the past. That is where our burdens belong.”
“Let us not dwell on matters of a personal nature,” Ifukube said, attempting to seize control of the encounter. “We are here for a simple purpose. I believe you know what that is?”
Aranai nodded. “The matter of Asako Karachu’s death, I presume.”
“It is the reason you were apprehended and have been detained,” Ifukube replied. “The Imperial Governor is most displeased. Karachu was a favored vassal of hers.”
Aranai looked at the priest for a moment as if evaluating him. “Then she should thank me,” she offered quietly. “I prevented her from seeing a terrible thing.”
“And what might that be, exactly?” Ifukube pressed.
“I prevented her from seeing what Karachu had become before his death.”
* * * * *
Jungle’s ShadowVillage was burning.
Moto Miyu shouted an intonation to the Lords of Death and brought their most fatal blessings to one of the villagers who had fallen and risen again as members of the attacking force. The man withered and shrank to the ground, a mere fraction of his former size and emaciated like a corpse long-dead. The shugenja was growing weary, having expended much of his mental fortitude already, and the enemy forces only grew greater in number. “Yasuki!” he bellowed toward the Crab who had been with them at the beginning of the conflict. “I could use assistance!”
Daisuki turned at Miyu’s summons, but the priest was dismayed to see a now-familiar glow in the man’s eyes. He had already been lost to the enemy, it seemed, and now he reached forward as if to place his hand upon Miyu and infect him with whatever abominable corruption had claimed him. He had little left in the way of resources to fight him off, but fortunately some things were simple. His gnarled hand found a length of firewood that had been scattered amid the road, and he struck Daisuki across the face with it with as much force as he could muster. The Crab merchant collapsed and did not move again.
Miyu felt nothing but regret at the possible death of what could have been an ally, but he had little time to dwell on the reality of it. There was a crashing sound behind him as one of the burning buildings collapsed, and he had to throw himself aside to avoid a shower of embers that could very well have set him aflame and ended him in a spectacularly undignified manner. Unfortunately, he could not escape it entirely, as a large section of flaming wood struck him on the head and sent him spiraling into the dirt.
Miyu’s head swam. His vision was blurred and he could not focus. Someone was helping him to his feet, but he was too disoriented to know exactly what was happening. “Can run?” a strange voice asked him. “Can run fast?”
“I… yes, run,” he mumbled. “Who?”
“Not matter!” the strangely squeaky voice insisted. “Run fast! Others already gone! We last!”
Miyu half-staggered, was half-dragged along as he traveled along some path he could not quite make out. The blaze of the houses in the village receded and the darkness swooped in to fill it, but in the interim, Miyu was finally able to clear his head enough to get a good look at his rescuer, and he ripped his arm away in shock. “What are you?” he demanded fiercely, reaching for his weapon and finding it gone.
The non-human creature rummaged around in a bag at its hip and produced Miyu’s wakizashi, which it handed him. He accepted it with wide eyes. “I Br’nn,” the beast insisted. “Son of Br’nn, son of Br’nn, son of Br’nn. You get idea. Tell you later if want, but now we run!”
The creature all but disappeared into the wilderness, and Miyu attempted to follow. As he retreated into the night, it occurred to him that he was fleeing an unknown and inhuman assailant by following what might be, unless he was mistaken, the only Nezumi that anyone had ever seen in his lifetime.
“I really don’t care for the Colonies,” Miyu muttered to himself as he crashed through the underbrush into the darkness.
TO BE CONCLUDED
For fans of the Legend of the Five Rings CCG there is little that is more exciting than a new base edition being published. Ivory Edition, the latest such set in the history of the game, is sure to bring exciting new ways to play the game, even after close to twenty years of expansions. AEG want’s to make sure that every person interested in playing L5R can pick up the game at their “Friendly Local Game Store.” With this is in mind, we’ve decided to offer an amazing deal to give stores incentive to carry Legend of the Five Rings, beginning with Ivory Edition.
There are thousands of stores in the United States that could carry the L5R CCG. Naturally, we want to reach as many of those stores as we can. If you know of a store that should be carrying the L5R CCG, send them this link, http://www.alderac.com/store-locator/, have them complete the form, and we’ll have someone contact them. The long story short is that your store can stock every Ivory Edition product, right out of the gate, for less than $400. Oh, and did we mention that unsold product is 100% returnable? Yes, it’s that good of a deal!
Ivory Edition is going to mean big things for L5R and we look forward to having you and your friends be part of the excitement!
by Bryan Reese
Hello Samurai of Rokugan!
Excitement for Ivory Edition is building. As you likely already know, today begins the previews for Ivory Edition. We are kicking things off by giving you the first TWO cards on the preview cycle! That is not all, however. Today also begins the first part of our new series of articles, The Coming Dawn. Over the coming weeks, the Design Team will be releasing daily articles, Monday through Friday, discussing the Clans, specifically their themes in Ivory Edition. These articles begin tomorrow and continue over the next six weeks. So make sure to check back daily.
To kick things off, let’s talk about our general plan for Ivory Edition. As previously mentioned, we are breaking Ivory Edition up into two parts, each one year long. Likewise, we are taking the four themes per clan and also breaking them up, two in the first year, two in the second year. This will allow us to better focus on a particular theme, giving each theme more cards per set, allowing decks to have more dynamic options per set. This also ensures that there will be a constant rollout of new themes and decks to explore.
I have spoken about it previously, but one of the faults of Emperor Edition was giving the players all four themes on Day 1. This created a feast and famine aspect to the game, where players binged in early Emperor Edition, playing with all their new toys. As Emperor rolled along, however, this feast turned into a bit of a famine, as new decks did not come along, for the most part, but rather existing decks were upgraded or given new tools.
The Stronghold + Sensei system will ensure this does not happen again, as new Sensei will come out for your Clan in every set, giving you new decks to play with and try out every expansion. Often times these will be Sensei available to many Clans, though sometimes they will be specific to your clan, directly designed to give you a way to play your Clan theme, though we are certain our players will find unexpected ways to play their Sensei and their themes.
We will launch Ivory Edition with one Stronghold for each Clan, and one Sensei specifically dedicated to that Clan. In the second expansion after Ivory Edition, your Clan’s second Sensei will release.
This Stronghold will encompass who your Clan is, at its very core. It will also serve as the basis for your fifth theme, also known as your Clan Theme. This Theme will span the entire two years of the Ivory Edition arc and will not have any defining keyword(s), as is so common for the themes. Instead, it will simply deal with your Clan at its very essence. So for example, the Lion ranks count among them Scouts, Deathseekers, Kitsu Priests, Commanders, Tacticians, and many more. But the typical Lion boils down to a Samurai who loves to fight, places honor above all else, and knows how to wield this honor as a weapon. This is the type of deck you can expect to see with a Clan Theme.
We hope you enjoy this series of articles over the coming weeks and you will see what we have envisioned for you and your clan. We are certainly excited to see what you do with these tools and how you take them to places we didn’t imagine them going!