
Rebecca's deck offers a toolbox she can boost by spending Relics (gold tokens). Her cards and ability help her produce these Relics. If she collects 9 Relics, she gets an automatic victory (you must have all 9 Relics at the same time).
Additionally, her deck gives her plenty of payoffs for gaining Relics, as well as ways to sacrifice them for value.
Her ability, Research, allows her the option to, once per to turn, spend an action and discard 1 card from her hand. If she does, the opponent of her choice must RANDOMLY discard a card from their own hand. Additionally, Rebecca will gain 1 Relic (gold token). If none of her opponents have any cards in their hands at that time, Research will still allow Rebecca to spend an action and discard a card to gain 1 Relic.
Rebecca is the daughter of Jason Riggs of the Border Guard (who regulate the gateways between worlds) and House Mother Elsie of the Inari Clan.
Rebecca loves her headphones and roller skates.
She exists as a true rarity: a FEMALE kitsune-human half-breed.
Most people with the two species in their family are born full-breed human (male or female); full-breed, female kitsune; or a MALE half-breed (possessing fox ears and tail but otherwise appearing human).
Rebecca learned to channel her kitsune magic (fox fire) into physical blades she can throw or fashion into swords.
She can also infuse magic into an object, such as a throwing star, making it explosive.
Above all, she can make anything, including herself, invisible.
She hunts Chuma's Relics, which, if collected, might wipe away a curse haunting her mother.
When her father decides to teach swordsmanship to Seth instead of her, Rebecca decides to learn the skill, herself.
Click the link below.
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "under your control."
Next, place a number of Stamina tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on your side of the field, Supports offer continuous effects to aid you.
Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy it (sending it to its discard pile).
Like Items, Supports have an orange trigger box above their text box, telling you when and how often its effects are triggered or can be activated.

When you gain a Relic while this Support is on your side of the field, you'll gain 1 point in any of your 3 attributes (Influence, Knowledge, or Combat) AND draw up to 1 card from your deck, adding that card to your hand.
Sure, it does nothing if you're not gaining any Relics, but, given Rebecca's deck and ability, she can easily produce those gold-colored tokens.
Ramping and getting card advantage is nothing at which to sneeze.
Kappa can prove a powerful value engine.
Note that Kappa's trigger box states that this card triggers anytime you gain a Relic (and Kappa's on the field under your control).

At the end of your turn, if this Support is on your side of the field, you gain 1 Relic (gold token).
This is an excellent way to speed Rebecca towards her alternative win condition, or fuel Relic-dependent cards like Kappa.

While this Support is on your side of the field, whenever a card enters an opponent's discard pile for ANY reason, that opponent loses 2 hit points.
If multiple cards enter your opponent's discard pile at once, you bet you second-best-boot Lamont will hit them for each and every one of those cards (count each trigger as a separate instance of damage).
This is death-by-a-thousand-paper-cuts at its finest.
Here's a terrible thing you can do to your friends:
In team play, play as Rebecca with Tenko as your teammate.
Tenko will steal your opponents' cards via her ability, use them against their owners, and send them to their own discard piles just to stick them with a bonus damage via Lamont.
On that note, don't let Tenko steal this card from you when you're playing against her.
And if you're playing as Tenko, definitely steal this card from Rebecca.
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the ether," no longer in your hand, on the field, in a deck or discard pile.
Only after its effects resolve, will a played Event enter its discard pile.

Options are valuable.
When you play this Event, you may either search your deck for 1 Support, add that Support to your hand, and afterwards shuffle your deck . . .
OR you can straight up destroy any Support in play.
Rebecca packs this card instead of a traditional destruction card (a card that removes token from play).
The upside is that Summoner can destroy any Support regardless of how many Stamina tokens that target has, or how many points Rebecca has in Influence.
But there is a downside, too.
Lacking proper token destruction means she's vulnerable to tokens like Europa's Bleed mechanic.
Wait! There's more!
Notice that purple box within Summoner's text box?
That's a passive effect.
Passive effects do not happen while a card is played normally.
However, you can activate a passive effect without spending an action (which means you can do it during any player's turn).
In this case, you can discard Summoner (again, without spending an action) whenever you would lose hit points. Doing so will negate that single instance of damage, like it never happened.
This gives Summoner a wide variety of possibilities.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box that tells you when and how often its effects are triggered or can be activated.

When you gain a Relic while this level 2 Item is on your side of the field, you'll tap an opponent for 1 point of damage.
That's not going to shift too many games, but it can add up quickly, given how often Rebecca can produce Relics (gold tokens).

Up to once during each of your turns, when you play an Event, and Stun Grenade is on your side of the field, you MAY destroy 1 Item on the field.
This will happen AFTER all the effects of the played Event resolve and the Event goes to its discard pile.
Remember that when more than 1 card effect is triggered at once, the player taking their turn decides in which order those effects resolve.
If a player plays a card, and that card's effect gets negated, the card was still "played," triggering Stun Grenade.
While this can only happen up to once during each of your turns, it can quickly clear your opponent's side of the field, washing away all their Items.
If your opponent invests in Knowledge, it's a good idea for Rebecca to put a couple points in Knowledge, as well, so she's prepared to deal with any Items her opponent starts spitting onto the field.

Once, during each of your turns, while this level 4 Item is on your side of the field, you may sacrifice (destroy) a Relic you have to deal 3 point of damage to an opponent's hit points.
Why would you do that if you're trying to win by collecting 10 Relics?
Well, obviously you'd do it if it would win you the game on the spot.
Besides for that, the question becomes: how confident do you feel you'll get to 10 Relics before your opponent either deals lethal damage to your hit points OR your opponent plays their destruction card, blasting away all those Relics?
Every deck has a form of destruction.
If your opponent's hasn't yet surfaced, you might want to look through their discard pile and, if you don't see it there, get a card count for both your opponent's hand and deck.
Do the math.
Are you willing to push your luck to 10 Relics, or should you start spending those Relics now to deal damage?

When you play this card, you'll 1st deal damage equal to your Knowledge.
Afterwards, you may place a card in YOUR discard pile on top of YOUR deck.
Keep in mind that cards do not enter their discard pile until after their effects resolve.
This means that Inari House won't sit in its discard pile as its effects resolve.
Meaning you can't use Inari House to place Inari House on top of your deck.

When you play this Event, you get a choice of 2 effects.
1) You'll target an opponent who must afterwards RANDOMLY discard a card from their hand, OR
2) You'll gain 1 Relic (gold token).
It gets better, though.
If you have at least 3 points in Combat, you MAY do both effects (in the order they're written).
On their own, each effect doesn't give you much bang for your action, but together they add up nicely.
Note that if play Energy Blades while you have fewer than 3 points in Combat, and you've built an engine that gains you attribute points when you play an Event, or make someone discard a card, or when you gain a token, you will not get both of Energy Blades's effects will not trigger if you gain enough 3 points in Combat while its 1st effect resolves.
In simpler terms, to get both of Energy Blades's effects, you must have at least 3 points in Combat WHEN YOU PLAY it.

When you play this Event, you'll pick and resolve 2 of the following 3 effects.
1) Gain 1 Relic (gold token)
2) Draw UP TO 1 card
3) gain UP TO 1 point in Combat.
You cannot pick the same effect twice.
Whichever effects you pick, you must resolve them in the order they're written (I know this part seems weird, but the order-they're-written-in rule MUST stand unbreakable. Trust me).

When you play this Event, you'll deal damage equal to your Combat.
Afterwards, gain 1 Relics (gold token).
This is a pretty straightforward card.
Combined with some of Rebecca's other cards, such as her Support, Kappa, and her Items, Council Seat can give Rebecca a lot of value.

(art work coming soon)
This is Rebecca's nuke.
When you play it, you'll deal damage equal to the number of points you have in Combat.
If you immediately afterwards sacrifice 3 Relics, you may repeat this effect (only once when you play this card).
If you have a full bar (5 points) in Combat, and 3 Relics to waste, you can deal a devastating total of 10 points of damage (half a life bar)!
Note that these count as separate incidences of damage, both capable of triggering effects triggered by such stimuli as "when you damage an opponent's hit points."
Any effect that would buff or nerf this damage, does so to each incidence individually.
However, you're only "playing an Event" once, regardless of whether or not you repeat this card's effect.
If a player negates damage, and you repeat this card's effect, the second incidence of damage (unless also negated) goes through.
On the other hand, if a player negates Inari House altogether, that will negate the first round of damage and prevent you the opportunity to repeat the effect.