Welcome to the Rokugan Training Grounds. Here we will train you in the ways of the Emerald Empire. So take a walk through the Training Grounds and remember the lessons you have learned for the destiny of the Empire is in your hands!
In Legend of the 5 Rings, players take the role of Warlords who recruit heroes from many interesting Personalities in the Empire, equip them with magic items, spells, and a variety of troops, and use those heroes to defend their own lands while attacking those of their opponents.
![]() | In the Emerald Empire, Honor is a force more powerful than Steel. Each player has a Family Honor Total which fluctuates during the game. When the player takes an action that is honorable, the player's Family Honor Total in increased. When dealing with the Shadowlands or taking other dishonorable actions, the player's Family Honor Total will decrease, It is possible to be removed from the game if Family Honor becomes too low, and a player can win the game if they are able to earn and maintain a very high Family Honor. |
Every player begins the game with control of four Ancestral Provinces which are lands in the Empire controlled by their Family. These Provinces are both the source of economic and military strength for the Family, but they are also it's greatest weakness. The Provinces must be protected, because if all four are destroyed, the player is removed from the game.
During each turn, the players are able to take a wide variety of actions to affect the other players, their own cards, or the overall game. All the players are able to take actions during each turn, so there is never a time when the players can safely ignore the actions being played. When combat begins, temporary alliances can be formed between players and the pace and intensity of the game increases! At the end of each player's turn, they have a chance to bring new personalities and resources into play so that the landscape of the Empire is constantly changing as the game progresses.
There are many different types of cards in Legend of the 5 Rings; each card performing a specific function. Except for the Stronghold, all cards are classified into Fate (green-backed) and Dynasty (black-backed) cards. Fate cards consists of actions, while Dynasty cards consist of the personalities you can hire to help your cause.
Strongholds
Each player begins the game with a Stronghold. Normally, your Stronghold is found on the back of a starter deck box. Your Stronghold identifies the Clan your Family is a member of, the strength of your Provinces, and your Starting Family Honor.
Your Stronghold can also be bowed to create a small amount of Gold each turn, and allows you to begin developing resources and recruiting heroes. Your Stronghold will also have some special ability that reflects the strenghts of your Clan or faction.
Dynasty Cards
Personality Card
The heroes that you can recruit into your army are represented by Personality cards. Most personalities are aligned with the different clans and factions, but there are some who wish to remain unaligned.
Personalities have a Force and Chi value, which represents their leading capabilities and their inner will. Many personalities will not work for you if your family honor is too low, and this is represented by the minimum honor requirement. Personalities also have their own personal honor, and this determines which followers they can lead and which actions they may take.
Holding Card
Holdings are special cards which can produce Gold, Honor, or some special effect. Some holdings are Retainers, while others are Fortifications. Retainers are individuals who lend some special skill, while Fortifications are improvements made to your provinces which make it harder to destroy or gives your defenders a bonus.
Events
These Empire-shaking occurrences can disrupt an opponent's strategy or create many special conditions. But be careful - Events can be as dangerous to you as to the other players!
Regions
Regions are cards which define your provinces, and gives them special traits and abilities. Some regions provide a bonus to defenders, a penalty to attackers, a special ability, or a province strength bonus.
Fate Cards
Followers
When a Personality leads Followers into combat, that Unit becomes capable of inflicting more damage on the opposing Province or attacking Armies.
Ancestors
A special type of Follower, the Ancestors are spirits from the dawn of the Empire who have returned to aid their descendants in their quest to overcome the evil from the Shadowlands.
Items
Giving an item of power to one of your Personalities can have far reaching effects - making the Personality a better warrior, or shugenja, or allowing the Personality to take some special action.
Spells
Only the mysterious Shugenja Personalities can possess and use Spells. Each Spell allows a special and powerful action unlike any other in the game.
Black Scrolls
These are the twelve mysterious spells of awesome power used to banish the Dark God in the time before the Empire. Each can unleash amazing effects, but each also costs a terrible price to use.
Actions
These cards are used to provide a surprise bonus or special ability. Depending on the type of Action, they can be used to advance your own cause, or hinder your opponents!
Kiho Effects
Only monks and shugenja are able to use the powers of the Kiho effects. These are action cards, but their effects are considered spell effects.
Cards bow when they are used to produce an effect, or when they have been targeted by sone effect that neutralizes them. The cards you control straighten at the beginning of your turn, so you can use them. To bow a card, turn it 90 degrees on it's side. Unbowed cards are turned straight.
When you bow a Holding to produce Gold, you must spend that Gold immediately to purchase some other card or pay for some action. You can bow more than one Holding to produce a large amount of Gold, but you can still only purchase one card or pay for one action. Any excess Gold that is produced is taxed by the Emperor and is lost. You must work to make the most efficient use of your Gold producing Holdings - you don't want to squander this precious resource!
Many personalities have special actions they can perform. Usually, when a Personality takes an action, that Personality becomes bowed. When a Personality is bowed, it cannot attack or defend, but any attached Followers can still perform special actions that they may be capable of. If a Personality becomes bowed during combat, that Personality's Unit will not contribute any military force to the resolution of the battle. When a Personality is bowed, you cannot target it with any actions. Your opponents are not restricted in this fashion, however.
There are some cards that can remain bowed - they can create an effect which lasts for more than just one turn. When you control a card that may remain bowed, you get to decide at the start of your turn whether to straighten that card or not. There are other cards that can affect your Personalities each time they straighten. The mysterious Black Scrolls are the most notable example of this type of card. Each time a Shugenja carrying a Black Scroll is straightened, it gains a Corruption Token that normally weakens the Shugenja.
Deciding when to use an ability and bow a Personality or Holding is and important part of each player's strategy and tactics!
You have learned all there is to know in the Rokugan Training Grounds. Use your knowledge wisely and do not forget your lessons!