Legend of the Five Rings RPG

This Legend of the Five Rings RPG review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 68 / 100

Legend of the Five Rings RPG

Legend of the Five Rings is another one of the lesser-known TTRPGs on my top tabletop RPGs of all time list, though it’s been around for a long time. If you aren’t regularly involved in gaming conventions, you might not have ever heard of the game before.

Nowadays, the Legend of the Five Rings card game is much more well-known and popular than the tabletop game. But, of course, we’ll be discussing the TTRPG.


Keep in mind while reading this review that though Legend of the Five Ring RPG does “only” have a score of 68/100, that’s in relation to the absolute best TTRPGs of all time – as in, it only has that score when compared to games like Dungeons and Dragons. Likewise, my review of it may seem harsh at times, but again, that’s only in comparison to the absolute best games.


Bottom line is that Legend of the Five Rings RPG is a great tabletop game, and because of its focus on roleplaying a samurai or someone in that era and region, could very well become one of your new favorite games.


Legend of the Five Rings RPG Uniqueness: (7/10)

There are a number of unique elements in the core mechanics of Legend of the Five Rings RPG. Some of these unique elements are quite cool and add to the game. Others are not so good and definitely distract from the game’s story.


First off, I’m not a big fan of rounding dice/ numbers as a core mechanic, which unfortunately, Legend of the Five Rings RPG features. There isn’t necessarily a ton of that kind of thing, but it is present in key scenarios. Not good.


This game also has unique dice symbols on d6 and d12 that represent special circumstances that come up when you roll them. To play the game, you must either memorize these symbols and what they mean, or else reference the rulebook. This is probably no big deal if you play Five Rings a lot, but will slow you down, otherwise.


One thing I do really like is that for skill checks, each resolution is given an element (as in fire, earth, water, wind, etc.) by the game master, which corresponds with what a player’s trying to accomplish. The use of these elements in the core mechanics certainly fits the game’s lore and overall feel.


I also enjoy the unique approach Legend of the Five Rings takes with character advancement. Instead of simply getting more stats when your character levels up, you get to choose what you want to improve, from stats, to skills, to sword techniques, and more. This game does give you a lot of customization options for character development, over time.


Ease of Learning Legend of the Five Rings: (8/10)

When it comes to characters, there are low-number ranks to character attributes, which keeps things simple. Skills are broken down into “elements” (wind, water, earth, etc.) which also fits the game, thematically.


When building a character, you choose a clan (which gives you skills, stats, and “glory”), and a school (which provides your starting techniques). Unfortunately, to grasp the concepts of your character’s clan, school, and overall stats, you need to really do some digging into this game’s character building pages. And by “some” digging, I really mean “quite a bit” of digging.


Making a basic character isn’t super hard in Legend of the Five Rings RPG, but advancing a character is complex since every level up allows you to improve whatever you want.


Legend of the Five Rings RPG Presentation: (6/10)

I like the samurai/ Asian culture vibe present in Legend of the Five Rings RPG. It’s self-described as a “game of samurai drama,” where “characters are torn between their personal desires and their sworn duties, and must often contend with cunning court intrigues, deadly armed conflicts, and dangerous supernatural creatures.” It’s an interesting setup.


When it comes to presentation, the overall book layout is satisfactory. I did find it odd though that there aren’t clearly marked starts to chapters. As in, font, size, and coloring aren’t very unique when compared to the rest of the game’s text. Speaking of the font, I do think the choice for the main body of text for the game adds to the overall style of the book.


One thing I’ll also get into more later is that there’s virtually no art in the PDF rulebook, which of course, does lower the overall presentation score.


Legend of the Five Rings Lore: (10/10)

Everything about the game adds to the game’s lore. There isn’t a single character-building piece that isn’t filled with lore. From choosing your clan, to choosing your school, to choosing your character’s attributes, every part of it is rich with ideas for building entire RPG campaigns.


If you enjoy the idea of roleplaying a samurai in a Far East culture, you will love the lore of this game.

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Combat in Legend of the Five Rings RPG: (6/10)

When getting ready to write this review, I expected to experience quite a bit of high-drama combat in Legend of the Five Rings RPG. Amazingly, I was disappointed.


Basically, there just isn’t anything in Legend of the Five Rings that wows me when it comes to combat. Instead, combat is very basic – something you might find in just about any other tabletop RPG out there.


There are some basic maneuvers available to players, but really combat is determined by your character’s attributes, skills, and a few techniques. Surprisingly, there’s nothing about combat in the game that deeply engaged me, or made me want to fight other samurai in dramatic duels to the death to maintain my honor.


Five Rings is more of a storytelling game, so it’s ok – in a sense – that combat isn’t a major focus. But let’s get real. This is a game about samurai. I feel jipped that combat isn’t a major focus. Why isn’t there a massive list of sword techniques, combat stances, and cool “stuff” for me to do?


One thing I do like about combat (now that I’ve told you how boring it is), is that battles are very fast and very deadly. I do like the realism. Five Rings also rules for mass combat, which is a plus.


Game “Flow”: (6/10)

Caution: this is one of the worst parts of Legend of the Five Rings RPG. If you find that this section doesn’t bother you it may be a good sign that this game might just be a very good fit for you.


Ok, there are a ton of steps to skill check resolutions (6 in total) in Legend of the Five Rings RPG. Additionally, each step has its own extra intricacy (sometimes a little, sometimes a lot).


Skill checks also come with “strife and composure.” Strife and composure explain how well the samurai maintains their proper decorum while completing difficult tasks, and what happens if they don’t. Finally, there are opportunities for narrative flair, according to the “element” (fire, water, wind, earth) and associated attribute of the task.


Compare everything you just read to something that you might see in Dungeons and Dragons: “roll d20 plus modifiers against a DC (difficulty check), and narrate what happens based on whether or not you succeed.”


See the difference? When it comes to Legend of the Five Rings, I both like the game system and I don’t. The game’s core mechanics definitely allows players to build a story from their character’s actions, but damn is it in-depth. And it’s slow.


Basically, an entire game happens in those 6 steps that happen with every skill check. My problem is that a lot of time gets eaten up over what I would consider to be relatively non-consequential pieces of the story.


Legend of the Five Rings Artwork: (4/10)

So, I have the PDF version of Legend of the Five Rings RPG. There’s no art in the PDF. I do not have the printed version, where I know there is art.


When I’ve looked online for Legend of the Five Rings, there’s amazing art everywhere. That art is just not in the PDF, and I honestly don’t know how much art there is in the actual printed book, aside from the cover.


My guess is that a lot of the great art you can find online either comes from the Five Rings card game, or from fan art.


I’m giving Five Rings some points here because I have to assume that there is some art in the printed version of the game, but I can’t in good conscience list the score among the best since the PDF really fell short in this category. In my opinion, every representation of a game that’s listed among the world’s best, whether printed or published as PDF should give the very best foot forward, possible.


Ease of Purchase: (10/10)

It is very easy to purchase Legend of the Five Rings RPG. The game can be found on both Amazon and the Fantasy Flight Games website.


Price & How Many Books Do You Need to Play: (7/10)

To play the game, all you need is the core rulebook that’s meant for players. If you really want it – as in, if you’re certain you’re going to play an entire RPG campaign using Legend of the Five Rings – the Dungeon Master’s guide to the game isn’t too much extra.


Fame & Availability of Supplemental Material: (4/10)

I know of Legend of the Five Rings from gaming conventions and other hardcore tabletop gamers. However, I’ve only even seen Legend of the Five Rings RPG or the card game version in tabletop gaming stores maybe twice.


As I mentioned before, if you do an online search for the game, you mostly find the card game. To find the tabletop game, you have to specifically search for “legend of the five rings RPG.”


At the end of the day, though this game is pretty good, I think it’s becoming so eclipsed by both the card game version and other (better) tabletop RPGs, that it’s on the way out from most player’s gaming tables. That being said, I think you could find some gamers to try out this TTRPG, and have a great time for at least a few sessions.


Legend of the Five Rings RPG is Produced By:

Fantasy Flight Games

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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