2
Game Overview
Battle for Rokugan puts players in the roles of daimyō of the
Great Clans fighting for territory. Daimyō deploy forces to gain
control of provinces, which earn them honor and spread their
influence across the land. Powerful magics surge across the
land, forces clash, and the fates of all clans hang in the balance!
Object of the Game
Rokugan is a land filled with spirits, beauty, and strife. In Battle
for Rokugan
, each player leads a clan by taking the role of
a daimyō, who must make military decisions that anticipate
their opponents’ moves. Scouts and shugenja—priests and
priestesses who serve the kami of the land—are sent forth to
assist the daimyō by gathering information and destroying
enemy forces. Such resources are limited, however, so the
daimyō must call upon their services wisely.
On the battlefield, the clan’s forces clash with enemy forces to
control territories, as well as defend the lands their daimyō has
already claimed. Each daimyō also seeks to bring honor to their
clan by achieving a secret objective. And through it all, dark
forces dwelling in the Shadowlands whisper of power beyond
imagining...for a price.
Strength, cunning, strategy, and wisdom pave the path to
success in Battle for Rokugan. The land is there for the taking!
The most honorable daimyō will win the day.
The wind whipped across the banners that formed
a row of color stretching the length of the field. The
line represented the full measure of her province’s
strength. Would it be enough to hold the castle?
It would have to be. Her honor depended on it.
The daimyō nudged her steed and trotted up
alongside the line of
ashigaru peasant levies. They
clutched their spears and stared straight ahead,
toward what could be their doom. But if they died
courageously, they would be rewarded in the next
life. Perhaps they would even be reborn as samurai.
Behind them, her loyal samurai rested their hands
on the hilts of their swords. The polished lacquer of
their armor gleamed beneath the sun, their family
crests adorning their helmets in metal wreaths.
Beyond, the cavalry shifted, horses whickering to be
loosed.
The creaking of a thousand branches snapped her
attention across the field. Behind the enemy’s own
infantry line, a thousand longbows pointed upward.
“Prepare to receive fire!” she called.
Her clan’s shugenja began their chant, long hair and
colored sleeves fluttering in the wind like the smoke
of incense drifting to the heavens with their prayers.
A thousand whistles screamed through the air, a
dark swarm of death descending upon her army.
The chant crescendoed to a peak. Without
warning, the wind shifted direction. The arrows
buried themselves harmlessly in the dirt before her
ashigaru.
A battlecry went up from the enemy line, and the
wave of enemy infantry rushed forth to meet them.
She looked to her forces and shouted at the top
of her lungs, her horse rearing beneath her. “Steel
yourselves, soldiers! For the Emperor! For Rokugan!”
3
Components
1 Game Board
15 Peace
Tokens
15 scorched
earTh Tokens
4 honor Bonus
Tokens
4 defense Bonus
Tokens
1 round Track
Token
1 shrine
Token
1 BaTTlefield
Token
1 harBor
Token
10 iniTiaTive cards
1 firsT Player card
210 conTrol Tokens (30 Per clan)
189 comBaT Tokens (27 Per clan)
12 secreT oBjecTive cards
10 scouT cards
5 shuGenja cards
22 TerriTory cards
(2 Per TerriTory)
7 Daimyō ScreenS
Shugenja
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
an opponent. Reveal that
token and discard it.
Scout
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
an opponent. Look at that
token without revealing it
to the other players.
The Last Line
of Defense
At the end of the game, if you
control either the Crab base
or two provinces in the Crab
territory, you earn 5 honor.
First Player
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
any player. Look at the token
without revealing it to the
other players, then return the
token to its owner’s token pool.
Diplomatic Mission
Place one peace token in any
province. If you place the
peace token in an opponent’s
province, add two of your
control tokens faceup to a
province you control.
Honorable Fight
Choose a province and place
the battlefield token in it. That
province cannot be targeted
by diplomacy or raid tokens.
Scout
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
an opponent. Look at that
token without revealing it
to the other players.
Shugenja
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
an opponent. Reveal that
token and discard it.
Scout
Play at the start of your turn
during the placement phase.
Choose one combat token
on the board belonging to
an opponent. Look at that
token without revealing it
to the other players.
Web of Influence
At the end of the game, if you
control at least one province
in each of seven different
territories, you earn 10 honor.
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Setup
To set up a game of Battle for Rokugan, follow these steps:
1. Place Game Board: Place the game board in the center of the
play area. Place the special tokens in a pile near the board.
2. Randomize Territory Cards: Place one random card from
each territory facedown under the matching territory space
along the edge of the game board. All territory cards not
placed under the game board are returned to the game box.
3. Choose Clans: Each player chooses a clan, takes their clan’s
corresponding daimyō screen and tokens, and then reads
their clan ability aloud to the other players. Then, each
player takes their bluff token and places it behind their
daimyō screen. Finally, players flip their remaining combat
tokens facedown and mix them to create a randomized
combat token pool.
4. Distribute Scout and Shugenja Cards: Deal two scout
cards and one shugenja card to each player.
5. Distribute Secret Objectives: Shuffle the secret objective
cards and deal two to each player. Each player chooses
one of the two cards they receive; that card is that player’s
secret objective. Return the remaining secret objective cards
to the game box. A player’s secret objective card must
remain hidden from other players.
6. Populate Capitals: Each player locates their clan’s capital
(the province on the board with the clan’s symbol) and
places one of their control tokens facedown in that capital’s
province.
7. Set Aside Control Tokens: Each player sets aside the
number of control tokens indicated by the “Control Token
Setup” table to the right. These set-aside tokens will be
placed during step 10.
Daimyō Screen with
Bluff Token
Combat
Token Pool
Control
Tokens
Territory Cards
Control Token Setup
Number of Players Number of Tokens Each
2 11
3 7
4 5
5 4
Scout and Shugenja
Cards
Scorpion and Crane place control tokens in the provinces
containing their respective clan capitals.
Secret Objective Card
Master of Governance
The player who controls the
highest number of provinces is
the first player.
Master of Tactics
The player who has the highest
number of control tokens
(faceup and facedown) on the
board is the first player.
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8. Determine First Player: Shuffle the initiative card of each
clan chosen for this game to create the
initiative deck. Then,
reveal the top card from the deck; the clan that corresponds
to the revealed card is the
first player. That player takes
the first player card and places it near their daimyō screen.
Return the revealed initiative card to the game box.
9. Complete Initiative Deck: Shuffle the neutral initiative
cards (the ones that do not have a clan icon). Add these
cards to the remaining cards in the initiative deck, one at a
time, until the initiative deck has a total of four cards. (For
a five-player game, no neutral initiative cards are used.)
Return the remaining neutral initiative cards to the game
box without looking at them. Shuffle the initiative deck and
place it near the game board.
10. Place Starting Control Tokens: Beginning with the first
player and proceeding clockwise, each player places one
of their set-aside control tokens
facedown in the center of
any province that does not already contain a control token.
Provinces containing clan capitals (that do not already
contain control tokens) and the Shadowlands provinces can
be chosen at setup.
Players continue placing control tokens in this way until all
of the control tokens set aside during step 7 have been
placed.
11. Place Round Track Token: Place the round track token
on space “1” of the round track, which is located at the
bottom of the game board.
The Unicorn
initiative card is
returned to the
game box.
Neutral Initiative
Cards
Four-Card
Initiative Deck
A four-player game between Crab, Phoenix, Scorpion,
and Unicorn after setup.
Round
Track Token
Initiative Cards
Unicorn is the
first player for
round one.
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The Crane territory comprises the three
indicated provinces.
Crane
Territory
Landlocked
Province
Coastal
Province
Perimeter
Phoenix
Crab
Scorpion
Unicorn
Crane
Dragon
Lion
Te rri tori es
A territory is a grouping of multiple provinces. All of the
provinces that make up a territory are the same color.
Clans
Each player chooses their clan during setup. Battle for Rokugan
has seven clans:
Control and Combat Tokens
Each clan has control and combat tokens that contain its clan
symbol. These tokens are double-sided.
During the game, the players will place control tokens in
provinces. A player
controls all provinces containing their control
tokens. Controlling provinces is the primary way in which a player
earns honor and wins the game, which is explained later.
If a card effect removes a control token from a province, faceup
control tokens are removed before facedown control tokens.
Capitals
Each clan has a capital that is
represented by a castle icon on the
map. At the beginning of the game,
each clan controls the province
where its clan capital is located.
Key Concepts
This section contains many of the key concepts that players will
need to understand to play the game.
The Map
The game board features a map of Rokugan. The map contains
two landmasses and a sea. The landmasses are divided into
provinces, which are grouped into territories.
Provinces
A province is an area of the map surrounded by a yellow
perimeter. A province that is completely surrounded by other
provinces or the map edge is a
landlocked province. A province
that has a perimeter that touches the sea is a
coastal province.
A province’s perimeter comprises multiple
borders. The portion
of a perimeter that is shared by two provinces is a
land border,
and two provinces that share a land border are adjacent. The
portion of a perimeter that is shared by a province and the sea
is a
coastal border.
Land
Border
Land
Border
Coastal
Border
This province contains the
Scorpion clan capital.
Facedown
Control
Token
Faceup
Control
Token
Facedown
Combat
Token
Faceup
Combat
Token
Strength of Purpose
Choose two different
provinces you control and add
one of your control tokens
faceup to each of those
provinces.
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Example of a player’s hand of combat tokens after
step 2 of the upkeep phase.
Dragon is now the first player.
Territory Card
Strength
Playing the Game
A game of Battle for Rokugan is played over a series of five
rounds. Each round consists of the following three phases that
players resolve in order: the upkeep phase, the placement
phase, and the resolution phase.
Upkeep Phase
During the upkeep phase, players determine a new first player,
draw combat tokens, and play non-Shadowlands territory cards.
To re sol ve the up kee p p hase , p lay ers pe rfo rm the fo llo win g st eps :
1. Determine First Player (Ignore During First Round): The
first player reveals the top card of the initiative deck. The
clan that corresponds to the revealed card is the new first
player for the current game round. That player takes the
first player card; this card can be used at the start of the
first player’s turn during the placement phase. (Since a first
player was determined during setup, players ignore this
step for the first round of the game.)
If a neutral initiative card indicates more than one player
would be first player, the tied player closest to the right of
the current first player is the new first player.
During a two-player game, the first player card is not used.
2. Draw Combat Tokens: Players place their bluff combat
tokens faceup behind their screens. Then, they draw
combat tokens from their combat token pools and place the
tokens behind their screens until they each have a total of
six tokens behind the screen. Then, players flip their drawn
tokens faceup; these six faceup tokens are the player’s
hand.
3. Play Territory Cards (Ignore During First Round):
Beginning with the first player and proceeding clockwise,
each player must either play one of their territory cards
or pass. If a player passes, they can still
play a territory card during a later turn,
unless all other players also pass. Players
continue taking turns playing territory
cards or passing until all players have
passed consecutively. Then, the upkeep
phase ends and the placement phase
begins. (Players ignore this step during the
first round of the game since they will not
have any territory cards.)
Placement Phase
During the placement phase, players place their combat tokens
on the map to fortify their defenses, to attack neighboring
clans, or to engage in diplomacy.
Beginning with the first player and proceeding clockwise,
each player places one of their combat tokens from their
hand
facedown on the map. Players continue taking turns
placing combat tokens until each player has one combat token
remaining behind their screen. Then, players proceed to the
resolution phase.
Placing Combat Tokens
Each player has a common set of combat tokens
and one clan-specific combat token. The type and
number of each token is listed on each player’s
daimyō screen. This is open information for all
players.
Each army, navy, shinobi, and blessing token has
a
strength.
Each type of combat token has its own placement
rules, but in general they are placed either on
borders or in the middle of a province. The different combat
tokens and their rules for placement are explained later.
Only one combat token can be placed on each border. Combat
tokens are always placed facedown. (The exception to both of
these rules is the blessing token, which is explained later.)
There is no limit to the number of combat tokens a player can
place in the middle of a province to defend it.
When placing a token on a border, the player should place the
token in the center of the border, orienting the token so its
arrow points toward the province they are attacking.
When placing a token in the middle of a province, the player
should orient the token toward the golden flowers in that
province.
A player may look at their own facedown combat tokens on the
board at any time.
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The C omb at To k e ns
This section describes the various combat tokens and their
respective rules for placement in detail. Resolving combat
tokens is explained later.
If a token is placed in a way that violates the rules governing
its placement, it is removed during the resolution phase.
Army
Armies are the most common tokens players use
to defend and attack provinces.
To attack, a player can place an army token on a
land border between a province they control and an adjacent
province they wish to attack. To defend, a player can place an
army token in
any province (landlocked or coastal) they control.
Navy
Navies allow players to attack distant shores
beyond the reach of armies.
To atta ck, a play er c an p lac e a navy token on
any
coastal border. To defend, a player can place a navy token in
a coastal province they control.
Shinobi
The rare and secretive shinobi can launch
surprise attacks in any province—no place is safe
from their silent blades. The shinobi strike over
great distances, and can be called upon to either
defend or attack. A player can place a shinobi token in the
center of
any province. If a player places a shinobi token in a
province they control, that token is used to defend; otherwise,
it is used to attack.
Blessing
Occasionally, a clan daimyō’s strategic plan
requires additional guidance and assistance from
the kami in the form of a blessing.
A player can place a blessing token
faceup and on top of any
of their facedown army, navy, or shinobi tokens.
If a blessing is on top of a combat token, those two tokens
cannot be targeted by card effects or clan abilities. During the
resolution phase, the strength of the blessing is added to the
strength of its clan’s attack or defense.
Diplomacy
When peace is desired, a diplomatic approach is
best. The diplomacy token bestows a permanent
peace on a province. A player can place their
diplomacy token in any province they control to protect it
against current and future attacks.
Raid
As a last resort, a daimyō may decide to destroy
a province rather than allow territory to fall into
enemy hands. The raid token leaves nothing but
scorched earth behind.
A player can place a raid token in a province they do not
control. When revealing the raid token during the resolution
phase, a player can only trigger its effect if the raid token
is either in the same province as their shinobi token or in a
province that is adjacent to a province they control.
Bluff
Sometimes the best strategy is deception. The
bluff token allows a daimyō to feint in the hope of
drawing out the enemy.
To bluff, a player can place this token as if it were any non-
blessing combat token. Placing a bluff token is also how a
player saves a valuable combat token for the next round since
players place all but one of their combat tokens that are behind
their screens. Discarded bluff tokens are always returned to
their owners’ hands.
Scorpion attacks Unicorn by placing an army token
on an adjacent land border.
Unicorn attacks Crab. Crab defends his province
by placing a combat token in its center.
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Resolution Phase
During the resolution phase, players perform the following
steps to resolve the combat tokens they placed on the map.
After a token is resolved, it is discarded to a faceup pile near
the player who placed it. This is the player’s
discard pile.
1. Reveal Combat Tokens: Players flip all combat tokens on
the map faceup.
2. Discard Bluff and Illegally Placed Tokens: Players discard
any bluff tokens or illegally placed combat tokens from the
map. Players’ bluff tokens are returned to them and are
placed behind their respective screens.
3. Resolve Raid Tokens: Players resolve each raid token. To
resolve a raid token, players discard all combat tokens that
share a province or border with that raid token; they also
remove all control tokens from the province. Then, the raid
token is replaced with a scorched earth token.
4. Resolve Diplomacy Tokens: Players resolve each
diplomacy token. To resolve a diplomacy token, the players
discard all combat tokens that share a province or border
with that diplomacy token. Then, the diplomacy token is
replaced with a peace token.
5. Resolve Battles: Players resolve all battles one at a time.
Since all battles occur simultaneously, the order in which
battles are resolved does not matter.
6. Claim Territories: Each player claims the territory cards for
the territories they control. A player controls a territory if
they control each province in that territory.
7. Advance Round Track: Advance the round track token
one space.
Resolving Battles
A battle occurs when a clan’s combat token is in a province
or on the border of a province that the clan does not control.
During a battle, any clans that do not control the province are
attackers; there can be multiple attackers attempting to take
control of a single province. If a clan controls the province
being attacked, that clan is the
defender.
To resolve a battle, the players determine their total strength.
Each attacker’s total is the sum of the strengths of their tokens
that are attacking the province. The defender’s total is the
sum of the strengths of their tokens they placed to defend
the province, plus any additional defense bonuses (defense
bonuses are explained later).
The player with the highest total wins the battle. If there is a tie
for the highest total, the defender wins the battle.
If an empty province is attacked, there is no defender; the
attacker compares their total strength against any defense
bonuses present in the province. When an empty province
is attacked, if the attacker does not win the battle, nothing
happens.
After a battle, all of the combat tokens involved in the battle
are discarded.
If an attacker wins the battle, they remove all of the defender’s
control tokens from the province. Then, they place one of their
own control tokens facedown in the province.
If the defender wins the battle, their control tokens remain in
the province. Then, they place another one of their control
tokens in the province faceup, which provides a defense bonus
during their future battles in that province. See “Successful
Defense” on page 10 for more details.
Battle Example
Phoenix has attacked Dragon from two of his provinces
using two army tokens with strengths of 1. Scorpion has
attacked Dragon using an army token with a strength
of 3. Dragon has defended her province using an army
token with a strength of 1.
Each clan calculates and compares its total strength.
Dragons strength is 1, Phoenix’s strength is 2, and
Scorpion’s strength is 3.
Scorpion has the highest total strength, so she takes
control of the province.
She removes the combat and control tokens from the
province and its borders. Then, she places one of her
control tokens facedown in the province.
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Special Tokens
Special tokens remain on the board for the duration of the
game. These include scorched earth tokens, peace tokens, and
a variety of tokens that are placed by territory card effects. A
province can only contain one special token at any time.
Peace and scorched earth tokens cannot be replaced by other
special tokens, but other special tokens can be replaced by
peace and scorched earth tokens.
Example: Dragon controls a province that contains the harbor
token. During the placement phase, Dragon places her
diplomacy token in that province. During the resolution phase,
the diplomacy token causes a peace token to be placed in the
province, which replaces the harbor token.
Scorched Earth
If a province contains a scorched earth token, that
province cannot be controlled or attacked for
the remainder of the game. Players cannot place
combat tokens in a province that contains a scorched earth
token or on a border of that province.
A player can still control a territory if one or more provinces
in that territory contain a scorched earth token. To control the
territory, the player only needs to control the provinces without
scorched earth tokens.
Peace
If a province contains a peace token, that province
cannot be attacked and the player who controls it
cannot attack adjacent provinces from the peaceful
province. Players cannot place combat tokens in a province or
on a border of a province that contains a peace token.
Shrine
If a province contains a shrine token, that province
cannot be attacked; however, the player who
controls it
can attack provinces that are adjacent to
it. Players who do not control the province containing a shrine
token cannot place combat tokens in it or on its borders.
Battlefield
The battlefield token ensures that honorable battle
will always occur in its province. If a province
contains a battlefield token, players cannot place
diplomacy tokens or raid tokens in that province.
Harbor
The harbor token must be placed in a landlocked
province. While a province contains a harbor token,
it is a coastal province. The player who controls
that province can defend it with navy tokens, and other players
can attack it by placing navy tokens on its borders, even without
controlling adjacent provinces.
Honor Bonus and Defense Bonus
Honor and defense bonus tokens are added to
the board by territory cards. Honor bonus tokens
provide additional honor as indicated by the token.
Defense bonus tokens provide additional defense
strength as indicated by the token. Each defense
bonus token also provides one additional honor.
End of the Game
The game ends after five rounds. Each player reveals their
secret objective card and determines their total
honor.
Each player earns honor as follows:
A number of honor equal to the total
number of flowers in the provinces they
control. Some flowers are printed on the
map, and some flowers are on tokens.
One honor for each of their
faceup control
tokens on the map; no honor is awarded
for faceup control tokens in the Shadowlands
provinces.
A number of honor provided by their secret
objective.
Five honor for each territory they control;
no honor is awarded for controlling the Shadowlands
provinces.
Additional Rules
This section contains additional rules that players need to know
to play the game.
Successful Defense
Each time a province is successfully defended, the defender
places one of their
faceup control tokens in that province,
which provides that province with a defense bonus during their
future battles.
If an attack against a province fails for any reason, that province
is also treated as being successfully defended. Finally, if a player
places an army, navy, or shinobi token to defend a province and
that province is not attacked, the province is treated as being
successfully defended.
Defense Bonuses
There are a variety of defense bonuses that a defender can use
to increase their strength during a battle, as follows:
Some provinces, such as provinces with
a clan capital, have an inherent defense
bonus. These bonuses are represented
on the map by an icon and strength. (A
province containing a clan capital has
a defense bonus even if that clan is not
represented by a player in the game.)
Each faceup control token in a province
provides the defender with a defense strength of 1. Each
time a player successfully defends a province, they place a
faceup control token in the province they defended.
There is no limit to the number of control tokens a player
can have in a province if they continually defend that
province successfully.
Some special tokens added to the board by territory cards
provide defense bonuses. Players place these tokens on the
board by playing territory cards.
Three Honor
Faceup Control
Token
Defense
Bonus Printed
on Province
11
The Shadowlands contains
two single-province
territories, both
highlighted here in blue.
Playing Territory Cards
Each territory has a space on the game board for a territory
card. At the end of each resolution phase, each player
determines if they control any territories. If a player controls all
of the provinces in one territory, they take the card from that
territory’s space.
At the end of the resolution phase, if a player loses control of a
territory and they have not played its territory card, the card is
returned to its matching space on the board.
Territory cards provide players with single-use abilities. Players
can play territory cards during the upkeep phase. The two
Shadowlands territory cards are the exception to this rule; see
“The Shadowlands” below.
To play a territory card, a player reads and resolves the text on
the card. Then, they return it to the game box; that card
cannot
be played again during the game. After a territory’s card is
played, it is not replaced. Any players who gain control of that
territory later in the game do not gain a card for doing so.
Removing Tokens
When a combat token is removed, it is discarded and placed in
its owner’s discard pile.
When a control token is removed, it is returned to its owner’s
pool of control tokens. If a card effect instructs a player to
remove one of their control tokens, they choose the province
from which they remove the token. If the chosen province
contains more than one control token, faceup control tokens
are removed before facedown control tokens.
When a special token is removed, it is returned to the pile.
The S h ad owl an ds
The southwest provinces of the map are the Shadowlands.
Each of these two provinces is a single-province territory with a
defense bonus.
There are two territory cards
for the Shadowlands, one for
the north province and one
for the south province. (North
and south are indicated by the
arrows next to the Shadowlands
icon.)
If a player controls a province
in the Shadowlands, they take
the appropriate territory card as
normal. Shadowlands territory
cards are not played during
the upkeep phase; they are
played at the start of a player’s
turn during the placement
phase. These cards grant dark,
powerful abilities to the daimyō
who use them, but they require
sacrifice.
The Shadowlands do not
provide players with honor at
the end of the game. A player
does
not gain honor for controlling Shadowlands territories
or for having faceup control tokens in either Shadowlands
province.
Scout and Shugenja Cards
Scout cards are single-use cards that allow daimyō to send their
scouts into the battle to gather information about the opposing
forces. During the placement phase, a player can play one or
both of their scout cards at the start of their turn, before placing
a combat token. Then, they return the card to the game box;
that card
cannot be played again during the game.
Shugenja cards are single-use cards that allow daimyō to
harness their shugenjas’ magic to eliminate the opposing
forces. During the placement phase, a player can play their
shugenja card at the start of their turn, before placing a combat
token. Then, they return the card to the game box; that card
cannot be played again during the game.
Ronin
If a player has no control tokens on the board at the start of
the upkeep phase, they become
ronin. During that round’s
placement phase, the ronin player can place army tokens on
any land border, and they cannot place raid or diplomacy
tokens. If a ronin player cannot place any tokens during their
turn, that turn is skipped and the ronin player cannot take any
more turns during that placement phase.
At the start of the next upkeep phase, if the ronin player has at
least one control token on the board, they are no longer ronin
and all normal rules apply to them.
The S h ad owl an ds
To the south of Rokugan lie the blighted Shadowlands,
a dark realm under the sway of Fu Leng and the
corrupted armies from the realm of Jigoku. The only
safeguard between the Shadowlands and Rokugan is
the mighty Kaiu Wall and its builders and defenders,
the Crab Clan. Should the Wall ever fall, a combined
force of goblins, ogres, undead, and legendary demons
known as oni would spill forth from the Shadowlands
with the sole intention of destroying civilization.
Unicorn is ronin. During this placement phase, Unicorn can
place his tokens ignoring adjacency rules.
12
Credits
Fa n ta s y F l i g h t G a m e s
Game Design: Tom Jolly with Molly Glover
Technical Writing: Adam Baker
Editing and Proofreading: Justin Hoeger and Heather Silsbee
Board Game Manager: James Kniffen
Legend of the Five Rings Story Review: Erik Dahlman
Graphic Design: Christopher Beck and Christopher Hosch
Graphic Design Manager: Brian Schomburg
Cover Art: Mathias Kollros
Board Art: Francesca Baerald
Interior Art: Nele Diel and Shen Fei
Art Direction: Andy Christensen and Taylor Ingvarsson
Managing Art Director: Melissa Shetler
Fiction: Katrina Ostrander
Quality Assurance Coordinator: Zach Tewalthomas
Senior Project Manager: John Franz-Wichlacz
Senior Manager of Product Development: Chris Gerber
Executive Game Designer: Corey Konieczka
Creative Director: Andrew Navaro
Asmodee North America
Production Management: Jason Beaudoin and Megan Duehn
Publisher: Christian T. Petersen
Original L5R Property and Game Created by Ryan Dancey,
Matt Staroscik, D.J. Trindle, Matt Wilson, Dave Williams,
John Wick, and John Zinser.
Playtesters
Dane Beltrami, Andrew Beyer, Carl Beyer, Chasina Beyer, Ron Beyer,
Tony Beyer, Kathy Bishop, Daniel Lovat Clark, Madeleine Cominetti, Wes
Divin, Richard A. Edwards, Tony Fanchi, Nick Glover, Monica Helland,
Tim Huckelbery, Carl King, Hunter Lewis, Lukas Litzsinger, Andres Marin
Madrigal, Pete Melvin, Tim O’Brien, Tyler Parrott, Jorgen Peddersen,
Colin Phelps, Felipe Sanchez Salamanca, Dan Smith, Andrea Marin
Solorzano, Diego Marin Solorzano, Esteban Marin Solorzano, Andrew
Swan, Dave Tyrell, Ken Uy, Luke Walaszck, Jason Walden, Timothy Wiley,
Jack Wilkinson, Paul Wilkinson, and Zayda Millan Yoldi
Special thanks to all our beta testers!
© 2017 Fantasy Flight Games. Legend of the Five Rings, the L5R logo, and
Fantasy Flight Supply are TMs of Fantasy Flight Games. Fantasy Flight Games and
the FFG logo are ® of Fantasy Flight Games. Fantasy Flight Games is located at
1995 West County Road B2, Roseville, Minnesota, 55113, USA, 651-639-1905.
Actual components may vary from those shown. Made in China. THIS PRODUCT
IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR
YOUNGER.
Lion
Crab
Scorpion Unicorn
Crane
Dragon Phoenix
Quick Reference
Upkeep Phase Order
1. Determine First Player
2. Draw Combat Tokens
3. Play Territory Cards
Placement Phase
Players take turns placing combat tokens on
the board to attack or defend
Only one combat token can be placed on a
border (blessings are the exception)
Combat tokens are always placed facedown
(blessings are the exception)
No limit to the number of combat tokens a
player can place to defend
Resolution Phase Order
1. Reveal Combat Tokens
2. Discard Bluff and Illegally Placed Tokens
3. Resolve Raid Tokens
4. Resolve Diplomacy Tokens
5. Resolve Battles
6. Claim Territories
7. Advance Round Track
End of Game Honor
Honor equal to the total number of flowers in
the provinces a player controls
h
No honor for any faceup control tokens in
the Shadowlands
Honor provided by a player’s secret objective
Five honor for each territory a player controls
h
No honor for the Shadowlands territories