The Legend of the Five Rings collectible card game is a collectible card game created by Alderac Entertainment Group, in 1995. Inspired by the role-playing game Bushido, L5R takes place in the nation of Rokugan from the Legend of the Five Rings setting. Rokugan is a fictional place, based on feudal Japan with influences from other east Asian cultures, where samurai and magical shugenja (wizards) of different clans fight for dominion.
The card game is similar to The Gathering but has its own unique game mechanics and flavor, providing "passive" win conditions like the Enlightenment Victory, as opposed to Magic's singleminded goal of destroying the opponent. Games are often very long, and resolving a single match can take hours. L5R's storyline is also deep, involved, chaotic and determined entirely by the players: the events and winners of tournaments both major and minor (most notably the one played at GenCon Indy) are used to determine what will happen next. On one occasion, the near-victory of the evil Shadowlands Horde in a major tournament threatened the future of the entire game, and spawned an entire expansion set in an "alternate future" where hordes of evil had triumphed over Rokugan.
The game's setting has also inspired two role-playing games (one older, independent game and one in the form of a series of Dungeons & Dragons supplements), a miniature series, and a number of novels.
In 1997, Legend of Five Rings: Battle of Beiden Pass won the Origins Award for Best Card Game of 1996, and in 1998, Legend of the Five Rings: Time of the Void won Best Card Game Expansion or Supplement of 1997.
The present factions:
Previously legal factions are:
Each player has two decks that are kept separate during play: One Dynasty deck, consisting of black-backed cards, and one Fate deck, consisting of green-backed cards. In tournament games, each deck must contain at least 40 cards, and this has become a de facto standard in casual games. (There is no upper limit.) No deck may contain more than three of any particular card, and no more than one of any particular Unique card. In addition to a Fate deck and a Dynasty deck, each player must choose one Stronghold card to represent his Faction and ancestral home, and may choose a Wind card, representing his political alignment.
At the beginning of a game, all players start by simultaneously revealing their chosen Stronghold and Wind card, if they have one. In tournaments where sideboard rules apply, players may now utilize that possibility. Then, each player may search his Fate deck for a Sensei and put it into play, if they wish to. Family Honor determines play order: highest goes first. If there is a tie, some random method, such a die roll or coin toss, decides who goes first. Each player shuffles his or her Fate and Dynasty decks, and places them some distance apart on the game surface. (In tournaments, it is customary to allow your opponent to shuffle your decks as well.) Each player places their top four Dynasty cards face down on the table in front of them next to each other, representing their Provinces. Strongholds or other cards can change the number of Provinces you start with, however four is the normal number. Finally, each player draws five Fate cards and places in his or her hand.
At the beginning of each turn, a player may choose to flip any of the face-down Dynasty cards in his Provinces; these cards can now be played. They usually consist of L5R's answer to Magic
However, before the player buys from his provinces, the player may play Fate cards from his hand. Fate cards are quite a bit more varied.
Only some Fate cards have a Gold cost, but all have a Focus value at the bottom center of the card, from 0 to 5. Some Actions or Personality abilities require a Focus value, similar to the Star Wars Customizable Card Game's "Destiny draws." When a Focus value is called for, each player selects one of the Fate cards in his hand and discards it, at which point the two Focus values are compared, and whichever player has the more advantageous number (mostly the higher number, but occasionally the lower) wins that particular challenge. Almost all duels are resolved using Focus values.
During the Open part of the turn (using cards from your fate hand), but still before the end phase(purchasing cards from provinces) the player may declare an attack against an opposing player's province, or more than one. First the attacker assigns Infantry units, then the defender does. Then the attacker assigns cavalry units, and then the defender does the same. After battle resolution, whoever has the most force wins, and kills the other players army. If the attacker wins, and has enough force left to take the province, then the province is destroyed, and can no longer be filled.
The Shadowlands Horde is exempt from honor victories or losses; having no real concept of honor (and not really being a family, for that matter), they can neither gain nor lose Family Honor, and are always fixed at -19. Instead, they specialize in the "military victory." Provinces can be attacked and destroyed by Personalities (their strength is determined by your Stronghold), and if you ever lose all of them, you lose the game. The Lion and Crab Clans also make good military victory decks. (Beating an opponent using a dishonor strategy is technically a military victory, since both strategies require you to knock down all your opponents, whereas the honor victory comes merely by strengthening one's own position.)
A third way of winning the game is to achieve enlightenment, by having the game's titular Five Elemental Rings in play simultaneously. As previously mentioned, the Five Dark Rings do not grant an Enlightenment victory. While any faction can manage this goal, the Dragon clan is best at it.
Finally, certain cards can allow for other victory conditions to take effect, such as the Event "Bushido", which allows any player to win the moment he successfully plays and resolves seven special Bushido cards in the same turn. Past victory conditions were "The Master of Five", another way to demonstrate mastery of the five Elements in Rokugan, and "Death of Onnotangu" - an event symbolizing the storyline event of Mirumoto Hitomi killing the Lord Onnotangu.
Depending on the strategy one chooses to employ, the focus on different kinds of cards is going to vary. A player going mainly for an honor victory is likely not to include many aggressive combat cards, preferring to focus on cards that improve his honor gain and defensive cards, to prevent enemies from destroying him before he can reach his goal. Similarly, military decks would include many Personalities and Followers, and must make sure to have a large base of Gold-producing cards to be able to afford them.
The game is published in base sets (also called editions), expansion sets and promotional sets.
These cards are available in the following ways.
The current base set is Lotus Edition, which recently replaced Diamond Edition.
The publication of a new base set represents three things:
Expansion sets are published about every four months. Cards from expansion sets can be obtained in the following ways.
Booster packs of the following expansion sets contain only Diamond Legal cards:
Booster packs of the following expansion sets contain cards that are both Diamond and Lotus Legal cards (i.e. they have both Diamond and Lotus bugs)
Starters from Fall of Otosan Uchi, Heaven and Earth, and Winds of Change contain some cards that are not Diamond Legal.
Some promotional sets, eg 1000 Years of Darkness (the main promotional set for Gold Edition), can only be bought as a unit, which contains copies of every card in that set. There is no randomness involved in collecting such sets, but they can be difficult or expensive to obtain, because they are only made available to fan club members.
The main promotional set for Diamond/Lotus Edition, Dawn of the Empire, has been released in the middle of 2005. It was only available through AEG's online store, and is now no longer being released.
Another type of promotional set is a training set. For example, Training Grounds (Diamond Edition) was published in 2004, which featured two preconstructed decks for use in learning the game. This set was highly sought after even by experienced gamers, however, because it contained several cards which were otherwise expensive or difficult to get. Almost all cards in training sets have been published elsewhere, but a few new promotional cards are also included.
Some promotional cards are also published as prize support for tournaments, and can only be obtained by attending these tournaments. Also note that cards from every type of set can usually be bought individually in stores. The prices of individual cards vary greatly depending on rarity and utility (supply and demand). Many players trade cards in order to obtain those they need.
Collectible card games | Legend of the Five Rings | Origins Award winners
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