Legend of the Five Rings (collectible card game)

A major distinctive feature of the game is the importance of the storyline: new fiction pieces advancing the story of Rokugan are published on a weekly basis, in addition to being released with every expansion, and in a quarterly publication, the Imperial Herald.

Many of these stories reflect the result of tournaments, where players use their decks to determine which faction will claim a particular prize within the storyline.

It was first previewed at Gen Con in 1995,[3] followed by the release of the first set, Imperial Edition, in October of that year, beginning the Clan War arc.

The joint venture was dissolved and Five Rings Publishing Group (FRPG) was created to own and develop the intellectual property shortly thereafter, before it was acquired by Wizards of the Coast in 1997.

In 2000, at the behest of Wizards' mother company, Hasbro, the intellectual property to the game was put up for sale.

Following a legal issue with the International Olympic Committee, which has trademark-like rights in the United States to all designs featuring five interlocking rings, it was agreed that Wizards of the Coast would change the card back.

This was done with The Spirit Wars in 2000, when the design was changed to five non-interlocking circular symbols depicting each of the five elements of the game (Fire, Air, Earth, Water and Void).

At the time of Imperial Edition six factions were included: Crab, Crane, Dragon, Lion, Phoenix and Unicorn.

The most recent arc, Emperor Edition, features the six original factions and three others: Mantis, Scorpion, and Spider.

In addition to the playable factions, several minor clans exist in Rokugan, each with a purpose and task given to them by the Emperor and some card and storyline support.

The player then proceeds to the Action Phase, where he or she may purchase a variety of cards to improve personalities he or she controls.

These cards, collectively known as attachments, are items (such as weapons and armor), followers (representing troops and retainers), spells, and ancestors (guiding spirits).

The abilities of newly purchased holdings generally cannot be used until the beginning of their controller's next turn, whereas those of personalities can be used immediately.

In addition, several cards offer alternate, unique paths to victory or defeat, and certain factions are similarly immune to winning or losing the game in some ways.

Learn to play sets are standalone releases that allow new players to be easily introduced to the game.

Generally, these sets feature particular flavor text and promotional cards relating to a specific event in the storyline.

The promotional set was A Thousand Years of Darkness, depicting an alternate timeline where the Shadowlands Horde ruled over Rokugan.

Instead of a learn to play set, during The L5R Experience (July 2002), simple demonstration decks were freely distributed.

A new faction, the Spider Clan, was introduced at the very end of the Age of Enlightenment, with the release of The Truest Test.

The promotional set for the Samurai arc was The Emerald and Jade Champions, again depicting current events within the game, this time centered on the results of the 2007 World Championship.

The learn to play set was Battle of Kyuden Tonbo (September 2010), featuring decks for Lion and Dragon.

The Ivory Edition seeks to streamline the rules and make the card text easier to read and understand.

The learn to play set is "A matter of Honor" featuring the newly rewritten core rules of Ivory Edition.

"[7] Wolfgang Baur comments: "In the case of collectible card games, the outstanding title after Magic: The Gathering is Legend of the Five Rings (known to its fans as L5R).

"[8] According to Matt Wilson of Alderac, the game had a strong following in Philadelphia and "towards New York" as well as stating "we own southern California".

[9] In 1997, Legend of Five Rings: Battle of Beiden Pass won in a three-way tie the Origins Award for Best Card Game of 1996.