
Choose Your Spirit Lord
Find your Kindred Spirit Lord and wield their unique powers to develop your own tactics and play style.

Fox of the Hollow
A child in the eyes of the ancient labyrinth, she wanders amongst the twisting branches, judging all those who dare to enter, for none may leave the sanctuary without its consent.
Peeping Fae
Once per turn, you may look at another Spirit Lord's hand and swap one of your cards for theirs.
Fox of the Haunt
He scours the battlefield, scavenging discarded artifacts and unspoken remembrances. Finishing off a wounded soul, his tails glimmer as he harvests their unmet regrets. In honouring their memory, he will live on.
Memorial
At the start of your turn, you may draw from the top of the discard pile instead of the item deck.
Reap
If you take another Spirit Lord's life by attacking, you will get a whole other turn after your current turn ends.


Fox of the Mirage
For an age she searched for the realm beyond myth, where illusion intersects with reality. As her ambition crumbled and the fox collapsed ready to pass into non-existence, the interstice appeared. The Mirage was ready to adopt its new protege.
Unfastened Thread
Once per turn, you may take back your most recent action. You can’t take back your own challenges.
Fox of the Celeste
Born under the omen of a falling star, heavenly fortune has ever shone upon this fox. They travel freely through the astral plane, a realm so expansive, so majestic that none have endeavoured to seek dominion over it.
Empyrean Gift
Once per turn, you may cause everyone to draw two extra cards. Only you may exceed the maximum number of cards held during this ability's activation.


Tanuki of the Hearth
Honed over a hundred life and death battles, her katana plunges through the air like a turning swallow. Any soul that has seen her blade glinting by the firelight is marked for death. For rare is the living being who has seen it glisten twice.
Swallow Blade's Mark
On your turn, you may Mark another Spirit Lord by playing one card that matches their health cost. If a Marked Spirit Lord loses a life in any way, discard the Mark. On your following turn, if the Spirit Lord is still Marked, you may critically attack them by playing one card that matches their health cost. Discard the Mark at the end of that turn.
Tailed Shisu
A dishonoured undead, held to the world by its grudge. It returns evermore, drawn to the realm over which it once held supremacy for the fire of vengeance alone whets its appetite.
Unfulfilled Grudge
When you're dead, you may flip three cards when attempting to revive.
Vengeful Spirit
When you lose a challenge, you don't discard your item cards. Lose a life instead.
When you die, you don't discard your item cards.


Fox of the Deep
She lies at the bottom of the world, drawing power from the lonely chasms, waiting for the fateful whisper that will beckon her to emerge.
Adorning Slumber
Once per turn, you may discard one card to draw two new cards.
Itachi of the Eclipse
In the realm of the fallen, it reaps the crimson fields with its blood-stained kama. None shall escape its frenzied nightmare for the harvest is ever plentiful.
Sanguinary Thirst
When an opposing Spirit Lord discards cards due to losing a challenge, you may add up to two of those cards to your hand. If this causes your hand to max out, discard cards until you reach the maximum.
Eclipse
You may play an untransformed sun and moon together on the table to activate the Eclipse, which lasts until the end of the game. While active, if a Spirit Lord plays a Block against you, it has no effect. Discard the Block.


Neko of the Veil
Behind her enchanting allure lies the sharpened mind of a former assassin. Do not be bewitched by her charms for her feline senses are ever on the hunt.
Queen's Tribute
Once on each Spirit Lord's turn, they may hand you one card. If you accept it, they may draw a new item card. If not, the card is returned. If your hand is maxed out, you may discard one card to accept it.
Coup de Grace
If a Spirit Lord Evades an attack from a Spirit Lord other than you, you may guess the top card of the item deck, then flip it onto the discard pile. If you are correct, you critically attack the Evader.
Kagumi of the Fading Sun
Beloved of the Star Children, keeper of the Ten Guiding Lights, the Kagumi's unparalleled power was said to have manifested in each of her tails. Now she lies dormant, tarnished by an ambitious thief.
Of the Guiding Lights, only nine remain.
Dying Light
If a Spirit Lord attacks you, they are cursed with Blindness and must pick up a new Lantern immediately after that attack is resolved. For the rest of the game, they must not check any of their lanterns except when challenged. Place one of the cards they used to attack you on top of their lantern to depict the status effect.


Sake Master
A jolly demeanour conceals the Sake Master’s expert martial training.
The attacks of his adversaries quickly turn sour as he feints and dances with an unconventional step. To flow like water is this tanuki’s philosophy.
Brewer's Dance
When you're attacked, you may immediately play a Sake to divert the attack to a Spirit Lord other than your attacker.
The diverted attack functions as if you made the attack, is worth the same number of cards, and does not need to match the symbols of the target’s health cost.
If there is no-one to divert the attack to, playing a Sake will cause the attack to fail.
A transformed leaf may not be used as a Sake when using this ability.
Snowblood
Fox of the Mirage
Crimson eyes born in snow, when the last thread of hope is severed, she chooses the path of fearless reckoning — let fate be the decider of the ultimate wager where only one can emerge victorious.
Unfastened Thread
Once per turn, you may take back your most recent action. You can’t take back your own challenges.
Raise the Stakes
When you are challenged, you may Raise the Stakes. The challenger must either double down on their challenge or back down. If they double down, the loser of the challenge loses a life and all of their item cards instead. If they back down, your lantern ability resolves unchallenged.
You cannot play a Block during Raise the Stakes, or use Unfastened Thread to take back Raise the Stakes.


Snowblood
Tanuki of the Hearth
When the first snow falls and only crimson eyes remain, by rite of challenge, none shall bar her path once the gauntlet is set. The bounty is plentiful but what is won in blood cannot be undone.
Swallow Blade’s Mark
On your turn, you may Mark another Spirit Lord by playing one card that matches their health cost. If a Marked Spirit Lord loses a life in any way, discard the Mark. On your following turn, if the Spirit Lord is still Marked, you may critically attack them by playing one card that matches their health cost. Discard the Mark at the end of that turn.
Blood Duel
While any Spirit Lords are Marked, Blood Duel activates. While active, you can only attack them and they can only attack you — no other Spirit Lords may attack you. If you cause one to lose a life, draw up to two cards. If they cause you to lose a life, they draw two instead. In both cases, remove the Mark.
Snowblood
Tailed Shisu
When the first snow falls and only crimson eyes remain, beware, the harbinger of death will come to collect — it does not forgive; it does not forget.
Unfulfilled Grudge
When you're dead, you may flip up to three times when attempting to revive.
Torment
If you’re in the Diminished State, and a Spirit Lord causes you to lose a life, that Spirit Lord becomes Tormented. While any Spirit Lords are Tormented, you can only attack them. When you revive, steal one card from each living Tormented Spirit alive.
If you successfully take the life of a Tormented Spirit Lord, they lose their Tormented status, and you draw two cards.


Snowblood
Itachi of the Eclipse
When the first snow falls and only crimson eyes remain, both soul and blade are intertwined. His bloodlust reigns as he resists death by feeding the fallen to the insatiable Eclipse.
Sanguinary Thirst
When an opposing Spirit Lord discards cards due to losing a challenge, you may add up to two of those cards to your hand. If this causes your hand to max out, discard cards until you reach the maximum.
Crimson Chalice
If you’re about to lose your last life, the Crimson Chalice activates until the end of your next turn. While active, you cannot die. When the Crimson Chalice ends, if you successfully took the life of another Spirit Lord while it was active, you remain in the Diminished State. Otherwise, you die.
Dark
Enki of the Void
When the heavens grow dark and sun and moon align, he shall rise with the power to shield what he most cherishes — yet the weight of fate will wound him evermore.
Master's Blade
When you are attacked, immediately pause the attack and all related interactions, then flip the top four cards of the item deck onto the discard pile. If you flip at least one Sun and one Moon, critically attack your attacker.
If this attack takes their last life, their original attack does not occur, even if critical. Discard the cards used in the attack. Otherwise, resume the original attack, continuing all interactions as normal.
