This is supposed to be a follow up to this post.
I'll try to sketch the playstyle of each clan, considering the main points from the previous post (Rings, Characters, Conflict Cards, Path to Victory and Game Length). Again, this is just speculation for the sake of fun. If that's your kind of thing, take it as a thought exercise. I am in no way certain this will end up being accurate.
Furthermore, I think most of the Clans will truly come into their own only after the end of the first cycle: the slots in the Core set are often not enough to fully develop the main theme of a faction, let alone developing all of their subthemes as well.
One final caveat: I am not considering "splashing", since we know way too few cards to even start discussing that, but that will likely play a major role in determining how a Clan will play out.
Edit: As Mig el Pig noted in a post below, I forgot to mention an important element: the Strongholds. The ones we know so far (Crane, Lion) reinforce the respective Clans' strengths, the other ones are completely unknown.
Crane Clan
What we know so far: The Crane clan seems to benefit from really high political stats across most of their characters, while they seem to have few characters with good military stats. In addition to this, they seem to be well-suited to a Honor win, due to their general theme of honoring characters. Their conflict cards build up on said theme, and are rather cheap with an average cost around 1. They have very solid low cost characters and a couple of very powerful 3-cost ones (Kakita Asami, Doji Challenger).
Conclusions: I think they will play as a rather swarmy faction, with a host of low-cost characters, constantly entering and leaving play, and a few pivotal mid-cost ones. Crane will probably use their "honorable nature" as a means to influence their opponent's bidding, potentially limiting their card draw and making them more predictable in duels. Their favored Rings will probably be Fire and Earth in most matchups: the first one will be critical, ensuring they'll be able to keep their high-glory characters relevant; the second one to bolster their card control strategy. The Crane will probably come into their own in the midgame, in which they will be able to leverage their ability to threaten both a Conflict win via political strength and a Honor win, while also having built up a strong board position through honored characters and possibly reaping the rewards for having set up a strong duelist.
Crab Clan
What we know so far: What is certain is that the Crab will have a strong holding theme with a military focus. Further speculation suggests that they might focus on a few high-cost characters. While that is not confirmed, it would seem to play well with their holding theme, allowing them to make use of province slots very efficiently. The introductory blurb also states that they will be at their best when defending and reacting to their opponent's aggression.
Conclusions: Compared to the Crane, for which we have so much information, it's very difficult to make speculations. I think it's a reasonable assumption that they will want a couple holdings out at any time, making their provinces harder to break. They'll probably be a very attritious Clan well suited to mid-length games: early on they will purchase less characters than their opponent (probably with a high-low distribution: a 0-1 cost and 3-4 cost), counting on their holdings to keep at bay those attacks they won't be able to repel, whereas in the subsequent rounds they should enjoy an advanatage by having invested more fate into higher-cost characters. Their opponent might be able to break 1-2 Provinces early, but after that the Crab should be able to stabilise and make their stand at the remaining ones, taking particular care in protecting those provinces with their Holdings. As for the Rings, Water seems particularly useful for Crab to be able to exploit their high-cost characters more than once in a given round, possibly for defense too. Finally, Crab conflict cards will probably be inexpensive, seeing as they will probably want to invest many additional fate tokens into valuable characters.
Dragon Clan
What we know so far: The Dragon clan will focus on attachments, played on a few elite characters, if the introductory blurb is to be trusted. We have also seen a good number of powerful low-cost characters, and we have been informed that they will interact with Fate tokens on unclaimed Rings. Finally, they will be able to compete well both in Military and Political conflicts, making them a flexible clan.
Conclusions: the Dragon seems to share some mechanics with the Crab. Whereas the Crab will probably rely more on high-cost characters, thus being more fate-intensive, the Dragon clan will probably make use of attachments, a more card-intensive playstyle. Thus this clan's strenght might be based upon powering up low-cost efficient characters with attachments, providing a good investment option for extra fate. What perplexes me though is that low-cost characters (2 and lower) are vulnerable to a plethora of card effects: losing a powered up character to an Assassination, for example, might be a crushing blow. What Dragon's best options for "attachment carriers" will be remains to be seen. Anyway, Dragon too will probably want a few Holdings in play, at least after the first few rounds needed to set up. Unlike the Crab though, they will be able to make use of Dueling characters - possibly the best in the game. That, and the fact that the Dragon clan might be able to convincingly threaten two provinces due to their flexibility, makes me think they will be more a long-term inclined clan. Being able to break two provinces for two rounds in a row after performing small scale aggression for the rest of the game would fit with their theme of a sudden burst of activity after a long period of calm. As for the Rings, they should be one of the Clans being able to get the most out of the Ring of Water, while also rating the Earth one very highly due to their card-intensive long-term oriented playstyle. One final thing to consider is whether or not we'll see readying effects: so far we have seen plenty of bowing effects, but even a single readying effect (not conditional as Ready for Battle) might make the Dragon's (and Crab's) strategy a lot more effective.
Lion Clan
What we know so far: With the clan preview coming in a couple of days, we will probably get many answers. As of now, we know the Clan will focus on a Military swarm theme, with an additional honor subtheme. We also know that they will have only a few important political characters, which will likely end up sticking around for a few rounds.
Conclusions: Everything seems to point to a pure swarm style, even the Lion Holding spoiled so far (Staging Ground, which allows you to turn up two facedown dynasty cards). They will probably invest most of their fate on characters, filling the board with cheap bodies backed up by a few stronger ones (in this regard they will probably be the Crane's military counterpart, but swarming even more than them); if all their political characters will be as strong as the Lion's Pride Brawler they might very well be worth a hefty fate investment. They will probably play as a rush faction with their peak of strength around round 3-4, and a smattering of honor to keep their opponent cautious with the conflict bids or as fallback plan if something goes wrong. Conflict cards-wise, cheap utility tricks, such as Good Omen and Ready for Battle, will probably be their best choices. As for the Rings, I don't think there will be one that will be much more useful for the Lion compared to the rest of the clans; the Ring of Fire (honor) and Ring of Earth (cheap cards) could probably be their favored options.
Phoenix Clan
What we know so far: They will be able to manipulate the Rings and the type of the conflicts. They dislike overt military aggression, thus suggesting they will have low military offensive power, and they make opposing military conflicts less effective. They will be able to use their characters to trigger effects without committing to conflicts. Among the cards revealed so far, we have three characters interacting with the Rings and another one ( Shiba Peacemaker - 1 cost 4/1 cannot attack ) suggesting a defensive playstyle.
Conclusions: I don't have anything solid to provide ground for any. The only thing I'm fairly certain of (from a gut feeling) is that the Phoenix clan will be responsible for most of the games ending in round 7 or beyond - they will probably play the (very) long game, hindering their opponent while they will most likely seek an honor win. They will probably attempt to build up their board with many low-cost characters with mediocre stats but great abilities and strong synergy so, compared to other clans, my feeling is that they won't have as many medium-high costers around. As for the conflict cards, I expect theirs to be more expensive than average, with many nasty tricks. The Ring of Earth will probably be their #1 choice, especially given the synergy with the Solemn Scholar (which can bow an attacker if you have claimed the RoE). The fact their characters won't need to partecipate into conflicts quite as often as those from the other clans might make them more resilient to enemy effects.
Scorpion Clan
What we know so far: They will want to draw many Conflict cards, having more powerful than average ones. They will have a "dishonor your opponent" theme. We know only a handful of Scorpion cards, of which only two are characters. One of the spoiled cards, City of Lies, suggests they will indeed focus heavily on playing conflict cards. The remaining are two very powerful and expensive events.
Conclusions: Whereas Phoenix will probably play "honor control", Scorpion will probably have a "dishonor control" playstyle. Scorpion too will probably play many low cost characters with strong abilities, with their theme revolving around honor/dishonor. They will probably have cards/effects that force their opponent to suffer honor losses as well as dishonoring characters, also using that as a form of control upon their opponent's card draw: keeping the opponent close to the honor loss threshold will force them to bid more conservatively. A card such as Blackmail makes investing in 2-cost characters very dangerous, while I can Swim means your opponent will have to constantly fight to keep their key characters neutral or honored, regardless of their glory value. As for which kind of game the Scorpion clan will prefer, I would expect them to push for a Conflict win, mostly via political, during the midgame. The Ring of Fire will probably be hotly contested in games involving the Scorpion.
Unicorn Clan
What we know so far: Able to move characters in and out of conflicts, probably military focused. Prefer acting first, stronger when they attack. Among the characters spoiled, there is one with Glory 2 and one with Glory 3, which suggests honoring might be very important for this clan.
Conclusions: To me the Unicorn is the "pure rush" clan. We don't have many characters spoiled so far, but half of them have both high military and political skills. The high Glory stats found on those characters will make it very easy to turn them into monsters capable of threatening more than a single province, with their mobility adding a flexibility that will make it very hard for their opponent to stop them from breaking through. The newly-spoiled Battle Maiden also seems to encourage a rush style, allowing the player to burn non-immediately useful cards to gain a significant buff. They will probably make use of their ability to move in and out of conflicts in a similiar way to how other clans will use their conflict cards: forcing overcommits on their opponent's part or snatching a win where the defenses were unprepared for an attack, thus balancing the inherent disadvantage in having to commit your forces first as the attacker. Their favored Rings will most likely be Fire and Water, with both giving them very significant benefits.
Edited by Eu8L1ch