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Legend of the Five Rings: The Card Game
45m - 90m
2 - 2 Players
Ages 14+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
37.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
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brighknight_216
Crab - Defensive Military + Dishonor. They frequently rely on discarding their characters to gain effects, and also focus on buffs for holdings. Weak at attacking, strong at defending. Crane - Political + pseudo honor. They rely on having their characters honored for the major of their effects, and also focus on negation and dueling. Weak to dishonor, strong at political and negation. Dragon - Military + Political. They have balanced stats that rely on super units stacked with attachments to crush provinces and some some fate manipulation. Weak to attachment hate and board control, strong in that they balanced stats. Lion - Military + pseudo honor. They want to swarm bodies on the board and use their conflict cards to keep characters around for multiple turns. Weak at political, strong at military Phoenix - Military/Political + Dishonor. They control the rings and get situationally strong effects based on the element being used and high glory stats can create huge stat units. Weak to dishonor, strong stats and board control. Scorpion - Political + Dishonor. They control the characters and get strong effects by being dishonorable. Weak low glory characters, strong at controlling the board and putting your opponent in bad situations. Unicorn - Military. They rely heavily on doing repeated military conflicts in the same turn, readying their characters/moving them into conflicts, and being the first player. Weak to dishonor, strong at bringing unexpected amounts of people into the fight. Crab - I'll fuck your shit up on defense Crane - I'll boost my dudes to fuck your shit up. Dragon - I'll fuck your shit up with a mountain of attachments. Lion - I'll swarm you to fuck your shit up. Phoenix - I'll manipulate game tempo to fuck your shit up Scorpion - I'll dishonor your dudes to be useless then fuck your shit up. Unicorn - I'll fuck your shit up with horses. Lion=Go wide+Honor (edited as per comment below) Crane=Win Politics+Honor Scorpion=Win Politics+Dishonor Crab=Turtle Defense Unicorn=Surprise Attack Dragon=Voltron Big Dudes with attachments Phoenix=Conflict Manipulation Crab:Sacrifice their own units for advantages and focus on military rather than political. They have multiple cards triggering when they are defending, punishing attackers. Stronger in defense than in offense. Crane:Political powerhouses. They have ways to honor their characters, profit off of that and can disrupt their opponents. They also make for great duellists. Their weakness is military conflicts. Dragon:Most current decks rely on the aptly named voltron strategy. Take one big mean dude and add equipment to him. They manipulate fate and rings to a certain degree. Their weakness is obvious:They tend to have few personalities on field, losing one hurts badly. Lion:Military powerhouses, focusing on swarm strategies at the moment. Highly honourable their focus is on military, with political battles being their weakness. If you want lots of cheap bodies, they are your perfect choice. Phoenix:A clan full of shugenja(mages) they have effects that manipulate the rings, giving them boni in certain conflicts. They are changing the rings, claiming a different one and so forth. Phoenix tend to favour politics but are not bad in military. Scorpion:"Dishonorable courtiers. They use poisons, and underhanded tactics. They weaken enemy characters and disrupt the opponents playstyle. Their weakness is their relative reliance on those tricks. If the Scorpions bag of tricks is empty he isn't that powerful compared to other clans. Unicorn:"They favour mobility and military conflicts. Unicorn decks include cards to bring people in and out of conflicts. As a tradeoff politics certainly isn't their strength. https://www.fantasyflightgames.com/en/op/l5r-lcg/roles/
Beast_of_Leisure
I love these card games I really do. I can never seem to find regular opponents to keep them going and they seem to quickly fade. I hope to pull this out again some day as I have really enjoyed playing it. I've gone to the effort of building a deck for each clan and have managed to get a few friends to play which has been good. Hope to gradually get a few more games in over time. < August 2018
Bayushi Sezaru
Well, to play a living card game competitively, you need multiple core sets. You may like or dislike it, but there is no way out. This is the third copy I needed to build my decks.