MIME-Version: 1.0 X-Document-Type: Worksheet Content-Location: file:///C:/4963D914/AOEBaseSet.htm Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset="us-ascii" Age of Empires Base Set
  Sc Costs (Builders, Researchers) Restrictions  (O=3DOnly, X=3DCannot be used by= )
# Card = Name Rarity<= /td> Type Age Pts W F G S B R BR CE GO MO PE FR JA SA VI BY CH TE TU Card Text
1 Barracks (European) C Building 1 11 6       5                             Creates Infantry. 120 HP; 10 Garrison
2 Barracks (Arab) C Building 1 11 6       5                             Creates Infantry. 120 HP; 10 Garrison
3 Barracks (Far East) C Building 1 11 6       5                             Creates Infantry. 120 HP; 10 Garrison
4 Barracks (Raider) C Building 1 11 6       5                             Creates Infantry. 120 HP; 10 Garrison
5 Outpost R Building 1 4 1     1 1                             Your units may now attack in No-Man's-Land.  40 HP
6 Palisade Wall C Building/Wall= 1 2 1       1                             Units may not move through this building.  20 HP
7 House (European) C Building 1 2 1       1                             Adds five to you villager population limit.  HP 80
8 House (Arab) C Building 1 2 1       1                             Adds five to you villager population limit.   HP 80
9 House (Far East) C Building 1 2 1       1                             Adds five to you villager population limit.   HP 80
10 House (Raider) C Building 1 2 1       1                             Adds five to you villager population limit.   HP 80
11 Town Center (European) C Building 3 17 9       8                             Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 22= 0 hp
12 Town Center (Arab) C Building 3 17 9       8                             Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 22= 0 hp
13 Town Center (Far East) C Building 3 17 9       8                             Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 22= 0 hp
14 Town Center (Raider) C Building 3 17 9       8                             Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 22= 0 hp
15 Persian Town Center U Building 3 17 9       8           O                 Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 44= 0 hp
16 Briton Town Center U Building 3 12 4       8   O                         Villagers cost = 1 food each and have 4 HP, 3AP, Adds five to you villager population limit. , 22= 0 hp
17 Stone mine C Building 1 6 3       3                             Gain one stone = for each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 hp
18 Gold mine C Building 1 6 3       3                             Gain one gold f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 hp
19 Lumber Camp C Building 1 6 3       3                             Gain one wood f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 hp
20 Farm C Building 1 4 2       3                             Gain one food f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. M= ust have Mill. 40 hp
21 Mill (European) C Building 1 6 3       3                             Needed to build Farms and Markets, 80 hp.
22 Mill (Far East) C Building 1 6 3       3                             Needed to build Farms and Markets, 80 hp.
23 Mill (Arabia) C Building 1 6 3       3                             Needed to build Farms and Markets, 80 hp.
24 Mill (Raider) C Building 1 6 3       3                             Needed to build Farms and Markets, 80 hp.
25 Archery Range (European) C Building 2 11 6       5                             Creates Archers= , Must have Barracks. 120 HP; 10 Garrison
26 Archery Range (Arab) C Building 2 11 6       5                             Creates Archers= , Must have Barracks. 120 HP; 10 Garrison
27 Archery Range (Far East) C Building 2 11 6       5                             Creates Archers= , Must have Barracks. 120 HP; 10 Garrison
28 Archery Range (Raider) C Building 2 11 6       5                             Creates Archers= , Must have Barracks. 120 HP; 10 Garrison
30 Stable (European) U Building 2 11 6       5                             Produces Calvar= y. Must have Barracks. 120 HP; 10 garrison.
31 Stable (Arab) U Building 2 11 6       5                             Produces Calvar= y. Must have Barracks. 120 HP; 10 garrison.
32 Stable (Far East) U Building 2 11 6       5                             Produces Calvar= y. Must have Barracks. 120 HP; 10 garrison.
33 Stable (Raider) U Building 2 11 6       5                             Produces Calvar= y. Must have Barracks. 120 HP; 10 garrison.
34 Watch Tower R Building 2 9       4 5                             May initiate 1 bombardment after any player completes their attack declorations.  100 HP; 15 AP;  Bombardment: 1; Minimum Distance= : 1.
35 Gate R Building/Wall= 2 8       1 3       X                     Enemy units may not move through your Gate.  HP 380
36 Stone Wall C Building/Wall= 2 4       1 1       X                     Units may not move through this building. HP 150
37 Fortified Wall R Upgrade 3 8       1 1       X   X                 Units may not m= ove through this building. HP 280. Upgrades all Stone Walls.
38 Blacksmith (European) U Building 2 10 6       4                             Researchs Technologies. HP 180
39 Blacksmith (Arab) U Building 2 10 6       4                             Researchs Technologies. HP 210
40 Blacksmith (Far East) U Building 2 10 6       4                             Researchs Technologies. HP 210
41 Blacksmith (Raider) U Building 2 10 6       4                             Researchs Technologies. HP 210
42 Market (European) U Building 2 12 6       6                             May trade 5 of = one resource for 3 of another. Must have mill. 180 HP
43 Market (Arab) U Building 2 12 6       6                             May trade 5 of = one resource for 3 of another. Must have mill. 180 HP
44 Market (Far East) U Building 2 12 6       6                             May trade 5 of = one resource for 3 of another. Must have mill. 180 HP
45 Market (Raider) U Building 2 12 6       6                             May trade 5 of = one resource for 3 of another. Must have mill. 180 HP
46 Monastery (European) R Building 3 10 7       3                             Creates Monks and Technologies. 180 HP; 10 Garrison 
47 Monastery (Arab) R Building 3 10 7       3                             Creates Monks and Technologies. 180 HP; 10 Garrison 
48 Monastery (Far East) R Building 3 10 7       3                             Creates Monks and Technologies. 180 HP; 10 Garrison 
49 Monastery (Radier) R Building 3 10 7       3                             Creates Monks and Technologies. 180 HP; 10 Garrison 
50 Castle (European) C Building 3 30       15 15                             Creates Unique = Units and Technologies. 440 HP; 10 Garrison
51 Castle (Arab) C Building 3 30       15 15                             Creates Unique = Units and Technologies. 440 HP; 10 Garrison
52 Castle (Far East) C Building 3 30       15 15                             Creates Unique = Units and Technologies. 440 HP; 10 Garrison
53 Castle (Raider) C Building 3 30       15 15                             Creates Unique = Units and Technologies. 440 HP; 10 Garrison
54 Siege Workshop (European) U Building 3 11 7       4                             Produces Seige.= Must have Blacksmith. 180 HP; 3 Garrison
55 Siege Workshop (Arab) U Building 3 11 7       4                             Produces Seige.= Must have Blacksmith. 180 HP; 3 Garrison
56 Siege Workshop (Far East) U Building 3 11 7       4                             Produces Seige.= Must have Blacksmith. 180 HP; 3 Garrison
57 Siege Workshop (Raider) U Building 3 11 7       4                             Produces Seige.= Must have Blacksmith. 180 HP; 3 Garrison
58 Militia C Unit 1 10   1 1                                 Must have Barracks. 8HP; 4AP
59 Goth Militia U Unit 1 10   1 1           O                     +2 AP vs Building. Must have Barracks. 8HP; 4AP
60 Celt Militia C Unit 1 10   1 1         O                       Movement : 2. Must have Barracks. 8HP; 4AP
61 Man-at-Arms C Upgrade 2 10   1 1     1                           Must have Militia and Barracks. 10 HP; 6 AP
62 Goth man-at-arms U Upgrade 2 10   1 1     1     O                     +2 AP vs Buildi= ng. Must have Militia and Barracks. 10 HP; 6 AP
63 Celt Man-At-Arms C Upgrade 2 10   1 1     1   O                       Movement : 2. M= ust have Militia and Barracks. 10 HP; 6 AP
64 Spearman C Unit 2 10   1 1                                 25 AP vs. Cavalry. Must have Barracks. 10 HP; 3 AP
65 Goth Spearman U Unit 2 10   1 1           O                     +2 AP vs Buildi= ng. 25 AP vs. Cavalry. Must have Barracks. 10 HP; 3 AP
66 Celt Spearman C Unit 2 10   1 1         O                       Movement : 2. 2= 5 AP vs. Cavalry. Must have Barracks. 10 HP; 3 AP
67 Long Swordsman C Upgrade 3 10   1 1     1                           Must have Barra= cks. Place on Man-at--Arms. 12 HP; 9 AP
68 Goth L. Swordsman U Upgrade 3 10   1 1     1     O                     +2 AP vs.Buildi= ng. Must have Barracks. Place on Man-at--Arms. 12 HP; 9 AP
69 Celt L. Swordsman C Upgrade 3 10   1 1     1   O                       Mevement : 2. M= ust have Barracks. Place on Man-at--Arms. 12 HP; 9 AP
70 Pikeman C Upgrade 3 10   1 1     1                         X 40 AP vs. Caval= ry. Must have Spearman and Barracks.  14 HP; 4 AP
71 Goth Pikeman U Upgrade 3 10   1 1     1     O                     +2 AP vs Buildi= ng. 40 AP vs. Cavalry. Must have Spearman and Barracks.  14 HP; 4 AP
72 Celt Pikeman U Upgrade 3 10   1 1     1   O                       Movement : 2  40 AP vs. Cavalry. Must have Spe= arman and Barracks.  14 HP; 4 AP
73 2h swordsman U Upgrade 4 10   1 1     1         X                 Must have Barra= cks. Place on Longswordsman.  HP 16; AP= 11
74 Goth 2h swordsman R Upgrade 4 10   1 1     1     O                     +2 AP vs Buildi= ng. Must have Barracks. Place on Longswordsman.&n= bsp; HP 16; AP 11
75 Celt 2h swordsman R Upgrade 4 10   1 1     1   O                       Movement : 2  Must have Barracks. Place on Longswordsman.  HP 16; AP 11=
76 Champion U Upgrade 4 10   1 1     1         X                 Must have Barra= cks. Place on Two-handed Swordsman.  20= HP; 13 AP
77 Goth Champion R Upgrade 4 10   1 1     1     O                     +2 AP vs Buildi= ng. Must have Barracks. Place on Two-handed Swordsman.  20 HP; 13 AP
78 Celt Champion R Upgrade 4 10   1 1     1   O                       Movement : 2  Must have Barracks. Place on Two-handed Swordsman.  20 HP= ; 13 AP
79 Archer C Unit 2 10 1 1                                   Must have Archery Range.  HP 6; RG 5; AP 4
80 Crossbowman U Upgrade 3 10 1 1       1                           Must have Archer and Archery Range. HP 8; RG 6; AP 5
81 Arbalest U Upgrade 4 10 1 1       1   X X   X X           X X Move= ment : 2.  Must have archery range.= HP 12; RG 9; AP 6 
87 Heavy Cavalry Archer R Upgrade 4 15 1   2     1                       X   Movement : 2.  Must have Cavalry Archer and Arc= hery Range. HP 16; RG 8; AP 7
88 Mongol Heavy Cavalry Archer R Upgrade 4 15 1   2     1       O                   Movement : 2.  Must have Cavalry Arch= er and Archery Range. HP 16; RG 10; AP 7 <= /span>
89 Scout Cavalry C Unit 2 15   3                                   Movement : 2.  Must have stable. 10 HP; AP 5
90 Light Cavalry C Upgrade 3 15   3       1                       X   Movement : 2.  Must have Scout Cavalry and Stab= le. 16 HP; AP 7
91 Mongol Light Cavalry U Upgrade 3 15   3       1       O                   Movement : 2.  Must have Scout Cavalry and Stab= le. 20 HP; AP 7
92 Camel C Unit 3 20   2 2       X X X     X X   X     X   Movement : 2. 2= 0 AP vs Cavalry.  Must have Stable. = 26 HP; AP 5
93 Heavy Camel R Upgrade 4 20   2 2     1 X X X     X X   X     X   Movement : 2. 3= 0 AP vs Cavalry.  Must have Camel and Stable. 30 HP; AP 7
94 Knight U Unit 3 25   2 3                                 Movement : 2.  Must have Stable. 26 HP; 10 AP
95 Persian Knights R Unit 3 25   2 3               O                 Movement : 2. += 2 AP vs Archer.  Must have Stable. 2= 6 HP; 10 AP
96 Cavalier U Upgrade 4 25   2 3     1               X           Movement : 2.  Must have Knight and Stable. 30 = HP; 12 AP
97 Persian Cavalier R Upgrade 4 25   2 3     1         O                 Movement : 2. += 2 AP vs Archer.  Must have Knight and Stable. 30 HP; 12 AP
98 Paladin R Upgrade 4 25   2 3     1 X   X X     X X X   X   X Movement : 2.  Must have Stable. Place on Caval= ier. 38 HP; 14 AP
99 Persian Paladin R Upgrade 4 25   2 3     1         O                 Movement : 2. += 2 AP vs Archer.  Must have Stable. P= lace on Cavalier. 38 HP; 14 AP
100 Mangonel C Unit 3 12 7   5                                 80 AP vs Buildi= ng. Must have Siege Workshop. Bombardment: 1; Minimum Distance: 1; One token per c= ard. 12 HP; 40 AP
101 Celt Mangonel U Unit 3 11 6   5         O                       90 AP vs Buildi= ng. Must have Siege Workshop. Bombardment: 1; Minimum Distance: 1; One token per c= ard. 12 HP; 40 AP
102 Onager U Upgrade 4 14 7   5     1                         X 120 AP vs Build= ing. Must have Mangonel and Siege Workshop. Bombardment: 2; Minimum Distance: 1; One token per card. 16 HP; 50 AP
103 Celt Onager U Upgrade 4 13 6   5     1   O                       130 AP vs Build= ing. Must have Mangonel and Siege Workshop. Bombardment: 2; Minimum Distance: 1; One token per card. 16 HP; 50 AP
104 Siege Onager R Upgrade 4 14 7   5     1 X   X   X X X   X X X   X 180 AP vs Build= ing. Must have Siege Workshop. Place on Onager. Bombardment: 2; Minimum Distance: 1; One token per card. 20 HP; 75 AP
105 Celt Siege Onager R Upgrade 4 13 6   5     1   O                       190 AP vs Build= ing. Must have Siege Workshop. Place on Onager. Bombardment: 2; Minimum Distance: 1; One token per card. 20 HP; 75 AP
106 Battering Ram C Unit 3 11 7   4                                 60 AP vs Build= ing. Archers and villagers may not attack Rams. Must have Siege Workshop. Only attacks buildings. One token per card. 41 HP; 60 AP.
107 Celt Battering Ram U Unit 3 10 6   4         O                       70 AP vs Build= ing. Archers and villagers may not attack Rams. Must have Siege Workshop. Only attacks buildings. One token per card. 41 HP; 70 AP.
108 Capped Ram U Upgrade 4 13 7   4     1                           110 AP vs Buil= ding. Archers and villagers may not attack Rams. Must have Battering Ram and Si= ege Workshop. Only attacks buildings. One token per card. 46 HP; 110 AP.
109 Celt Capped Ram U Upgrade 4 12 6   4     1   O                       120 AP vs Buil= ding. Archers and villagers may not attack Rams. Must have Battering Ram and Si= ege Workshop. Only attacks buildings. One token per card. 46 HP; 120 AP.
110 Siege Ram R Upgrade 4 13 7   4     1 X   X X   X           X   220 AP vs Buil= ding. Archers and villagers may not attack Rams. Must have Siege Workshop. Plac= e on Capped Ram. Only attacks buildings. One token per card. 60 HP; 220 AP.
111 Celt Siege Ram R Upgrade 4 12 6   4     1   O                       230 AP vs Buil= ding. Archers and villagers may not attack Rams. Must have Siege Workshop. Plac= e on Capped Ram. Only attacks buildings. One token per card. 60 HP; 230 AP.
112 Scorpion C Unit 3 8 4   4                                 Must have Siege= Workshop. Area Effect. Bombardment: 1. One token per card. 8 HP; 12 AP
113 Celt Scorpion U Unit 3 7 3   4         O                       Must have Siege= Workshop. Area Effect. Bombardment: 1. One token per card. 8 HP; 14 AP
114 Heavy Scorpion U Upgrade 4 10 4   4     1 X             X   X       Must have Scorp= ion and Siege Workshop. Area Effect. Bombardment: 1. One token per card. 12 HP; 1= 6 AP
115 Celt Heavy Scorpion R Upgrade 4 9 3   4     1   O                       Must have Scorp= ion and Siege Workshop. Area Effect. Bombardment: 1. One token per card. 12 HP; 1= 9 AP
116 Trebuchet R Unit 4 17 7   5   5                             450 AP vs Buil= ding. Trebuchet may only move 1 space per turn, even in your village. Bombardme= nt: 3; Minimum Distance: 2; One token per card.  36 HP; 200 AP
117 Longbowman R Unit 3 10 1   1       O                         Must have castle. HP 8; RG 8; AP 10
118 Elite Longbowman R Upgrade 4 10 1   1     1 O                         Must have Longb= owman and Castle.  HP 8; RG 10; AP 12<= /td>
119 Woad Raider R Unit 3 10   1 1         O                       17 AP vs Buildings. Movement : 2.  Must have Woad Raider and Castle. HP 22; AP 13 
121 Huskarl R Unit 3 10   1 1           O                     12 AP vs Buildi= ng. 12 AP vs Archer. Must have Castle. 16 HP; 10 AP
122 Elite Huskarl R Upgrade 4 10   1 1     1     O                     15 AP vs Buildi= ng. Must have Huskarl and Castle. 20 HP; 12 AP
123 Mangudai R Unit 3 25 3   2             O                   14 AP vs Siege.= Movement : 2. Must have Castle.  16 H= P; 7 RA; 8 AP
124 Elite Mangudai R Upgrade 4 25 3   2     1       O                   16 AP vs Siege.= Movement : 2. Must have Mangudai and Castle.  16 HP; 9 RA; 10 AP
125 War Elephant R Unit 3 15   10 5               O                 30 AP vs Buildi= ng. Movement : 2.  One token per= card. Must have Castle. 94 HP; 15 AP
126 Elite War Elephant R Upgrade 4 15   10 5     1         O                 60 AP vs Buildi= ng. Movement : 2.  One token per= card. Must have War Elephant and Castle. 126 HP; 25 AP
127 Loom C Technology 1 4     2     1                           Villagers +2 HP= . Cancels effects of You are Being Attacked by Wild Animals.
128 Wheelbarrow C Technology 2 8 2 4       1                           Choose any reso= urce that you produced this turn.  Gai= n 2 more of that resource.
129 Hand Cart C Technology 3 14 6 6       1                           Choose any  two resources that you produced = this turn.  Gain 2 more of each of those resources. Must have Wheelbarrow.
130  Stone mining C Technology 2 7 3 3       1                           Gain +1 stone for every Stone Mine you use each turn. Must have Stone Mine. 
131 Gold mining C Technology 2 7 3 3       1                           Gain +1 gold fo= r every Gold Mine you use each turn. Must have Gold Mine.
132 Stone shaft mining U Technology 3 10 5 4       1 X         X X X X       X Gain +2 stone f= or every Stone Mine you use each turn. Must have Stone Mine. Place on Stone Mining= .
133 Gold Shaft mining U Technology 3 10 5 4       1     X       X         X   Gain +2 gold for every Gold Mine you use each turn. Must have Gold Mine. Place= on Gold Mining. 
134 Double bit axe C Technology 2 5 2 2       1                           Gain +1 wood fo= r every Lumber Camp you use each turn. Must have Lumber Camp.
135 Bow Saw U Technology 3 9 4 4       1                           Gain +2 wood fo= r every Lumber Camp you use each turn. Must have Lumber Camp. Place on Double-Bit Axe.
136 Two -man- Saw R Technology 4 13 6 6       1   X   X   X               Gain +3 wood fo= r every Lumber Camp you use each turn. Must have Lumber Camp. Place on Bow Saw.
137 Horse Collar C Technology 2 4 2 1       1                           Gain +1 food fo= r every Farm you use each turn. Must have Farm.
138 Heavy plow U Technology 3 7 4 2       1                           Gain +2 food fo= r every Farm you use each turn. Must have Farm. Place on Horse Collar.
139 Crop Rotation R Technology 4 13 7 5       1 X X   X     X X     X   X Gain +3 food fo= r every Farm you use each turn. Must have Farm. Place on Heavy Plow.
140 Cartography C Technology 2 5     3     1                           = Your units may now attack in No Man's Land. Must have market. 
141 Guilds U Technology 4 11   4 5     1       X   X X X X   X     Increases Tradi= ng Rate to 5 of one resource for 4 of another. Must have market.
142 Squires C Event 3 0   2           X       X               Attachment: Att= ach to an Infantry unit. That unit gains +2 HP. Snuff Squires if unit is destroyed.=
143 Husbandry C Event 3 0   2                         X     X   Attachment: Att= ach to a Cavalry unit. That unit gains +2 HP. Snuff Husbandry if unit is destroyed= .
144  Scale mail armor C Technology 2 6   2       1                           +2 HP to all Infantry. Must have Blacksmith.
145 Chain mail armor U Technology 3 9   4 3     1                           +4 HP to all In= fantry. Must have Blacksmith. Place on Scale Mail Armor.
146 Plate mail armor R Technology 4 17   6 5     2     X                     +6 HP to all In= fantry. Must have Blacksmith. Place on Chain Mail Armor.
147 Fletching C Technology 2 5   2 1     1                           +2 AP +1 RA to all Missile. Must have Blacksmith.
148 Bodkin arrow U Technology 3 9   4 3     1                           +4 AP +2 RA to = all Missile. Must have Blacksmith. Place on Fletching.
149 Bracer R Technology 4 14   6 6     1   X     X X           X   +6 AP +3 RA to = all Missile. Must have Blacksmith. Place on Bodkin Arrow.
150 Padded Archer Armor C Technology 2 6   2       1                            +2 HP to a= ll Archers. Must have Blacksmith
151 Leather Archer Armor U Technology 3 9   3 4     1                            +4 HP to all Archers. Must have Blacksmith. Place on Padded Archer Armor.
152 Ring Archer Armor R Technology 4 18   5 7     2   X   X   X                +6 HP to all Archers. Must have Blacksmith. Place on Leather Archer Armor.
153 Forging C Technology 2 5   3       1                           +2 AP to all Infantry and Cavalry. Must have Blacksmith.=
154 Iron Casting U Technology 3 10   4 4     1                           +4 AP to all In= fantry and Cavalry. Must have Blacksmith. Place on Forging.
155 Blast Furnace R Technology 4 17   5 6     2                   X       +6 AP to all In= fantry and Cavalry. Must have Blacksmith. Place on Iron Casting.
156 Scale Barding Armor C Technology 2 5   3       1                           +2 HP to all Cavalry. Must have Blacksmith.
157 Chain Barding Armor U Technology 3 11   5 4     1                           +4 HP to all Ca= valry. Must have Blacksmith. Place on Scale Mail Armor.
158 Plate Barding Armor R Technology 4 19   7 6     2   X X X     X   X         +6 HP to all Ca= valry. Must have Blacksmith. Place on Chain Barding Armor.
159 Sappers C Event 4 0     4                 X X X   X       Do 30 damage to= any building not occupied by a military unit. Must have Castle.
160 Conscription U Event 4 0   2 2                                 Play during yo= ur Enlistment phase. Search your discard pile and place one unit card into p= lay (obeying production limits), paying the cost of any tokens you put on the card. Must have Castle.
161 Hoardings C Technology 4 14 6     6   1     X       X       X     +80 HP on your Castle. Must have Castle.
162 Spies C Event 4 0     6                                 Look at opponen= t's hand and discard 1 card at random. Must have Castle.
163 The Holy Grail U Relic 3 0                                       Place Relic in No-Man's-Land. Any unit with Monks attached may pick up Relic. Relics are enshrined in a Monastery. Relics in a Monastery generate 3 gold per turn.= If a player enshrines 5 Relics for 6 turns they win the game.
164 The Cross of Cong U Relic 3 0                                       Place Relic in No-Man's-Land. Any unit with Monks attached may pick up Relic. Relics are enshrined in a Monastery. Relics in a Monastery generate 3 gold per turn.= If a player enshrines 5 Relics for 6 turns they win the game.
165 A Branch From the Bo Tree U Relic 3 0                                       Place Relic in No-Man's-Land. Any unit with Monks attached may pick up Relic. Relics are enshrined in a Monastery. Relics in a Monastery generate 3 gold per turn.= If a player enshrines 5 Relics for 6 turns they win the game.
166 Seal of Muhammed U Relic 3 0                                       Place Relic in No-Man's-Land. Any unit with Monks attached may pick up Relic. Relics are enshrined in a Monastery. Relics in a Monastery generate 3 gold per turn.= If a player enshrines 5 Relics for 6 turns they win the game.
167 Golden Gonjir U Relic 3 0                                       Place Relic in No-Man's-Land. Any unit with Monks attached may pick up Relic. Relics are enshrined in a Monastery. Relics in a Monastery generate 3 gold per turn.= If a player enshrines 5 Relics for 6 turns they win the game.
168 Charlamagne's Palace at Aix la'Chapelle R Building 4 0 20   20 20 30   O                         Wonder requires 3 turns to completely enter play. Must be in play for six rounds= to win. 1st turn: 110 HP; 2nd turn: 220 HP; 3rd turn 330 HP; beginning of 4th turn 440 HP. 
169 Rock of Cashel R Building 4 0 20   20 20 30     O                       Wonder requires 3 turns to completely enter play. Must be in play for six rounds= to win. 1st turn: 110 HP; 2nd turn: 220 HP; 3rd turn 330 HP; beginning of 4th turn 440 HP. 
170 Tomb of Theodoric R Building 4 0 20   20 20 30       O                     Wonder requires 3 turns to completely enter play. Must be in play for six rounds= to win. 1st turn: 110 HP; 2nd turn: 220 HP; 3rd turn 330 HP; beginning of 4th turn 440 HP. 
171 The Golden Tent of the Great Khan R Building 4 0 20   20 20 30         O                   Wonder requires 3 turns to completely enter play. Must be in play for six rounds= to win. 1st turn: 110 HP; 2nd turn: 220 HP; 3rd turn 330 HP; beginning of 4th turn 440 HP. 
172 The Palace of Ctesiphon on the Tigris R Building 4 0 20   20 20 30           O                 Wonder requires 3 turns to completely enter play. Must be in play for six rounds= to win. 1st turn: 110 HP; 2nd turn: 220 HP; 3rd turn 330 HP; beginning of 4th turn 440 HP. 
173 Trade Cart C Event 2 0                                       You may trade 5= of one resource for 5 of another resource. Must have Market.
174 Tracking U Event 2 0 1 1                                   During target c= ombat, neither the attacker nor defender may not retreat. Play Anytime.
175 Coinage C Event 2 0                                       Gain 1G for every Gold Mine in play. Must have Market.
176 Banking C Event 4 0                                       Place 1 token = on this card. Once per turn, during your Upkeep phase, you may pay 1 gold to add 1 token to Banking. Snuff Banking to gain 2 gold for each token on this car= d.
177 Town Watch C Event 2 0   2                                   In response to = an attack, target unit may fast respond one extra space. Play anytime.
178 Town Patrol U Event 3 0   3                                   In response to = an attack, target unit can fast respond to any building being attacked. Play anytime= .
179 Sheep C Event 1 0         1                             Add 2 food to your supply.
180 Boar C Event 1 0         2                             Add 4 food to your supply.
181 Berries C Event 1 0         X                             Gain X food, wh= ere X is the number of villagers removed from your Town Center to pay for this car= d.
182 Gold Nugget C Event 1 0                                       Add two gold to your supply.
183 Rock Collection C Event 1 0                                       Add two rock to your supply.
184 You are being attacked by wild animals C Event 1 0   1                                   Target player l= oses 2 villagers if they have at least 5 villages in their village.
185 Exposed Gold Deposit C Event 1 0         1                             Add 3 gold to your supply.
186 Quarry C Event 1 0         1                             Add 3 stone to your supply.
187 Fallen Tree C Event 1 0                                       Add 2 wood to your supply.
188 Stand of Trees C Event 1 0   1                                   Add 3 wood to your supply.
189 Abandoned Mine C Event 1 0     3                                 No gold production this turn. Play anytime.
190 Deus Ex Machina R Event 1 0   2 2                                 Cancel any event. Play anytime.
191 High Ground U Event 2 0 2   1                                 Target Archer g= ains range bonus for this battle. In Age II (+1); In Age III (+2): In Age IV (+3) Pl= ay anytime.
192 Your Tracks Betray You U Event 2 0 1                                     Target unit may= attack in No-Man's-Land this turn. Play anytime.
193 Poisoning the Well R Event 3 0 3 4                                   Remove 1 token = from all of target player's units in their village. Units with only 1 token are immune. Playable once per turn.
194 "It's A Clever Fake!" U Event 3 0 1   4                                 Discard target = Relic in play. May not be played once a player enshrines five Relics in their Monastery.
195 Slow Research C Event 1 0   3   3                               Discard target technology. If that technology has a prerequsite technology, that technol= ogy is now in effect.
196 Good Wind Today C Event 3 0       4                               All Seige Units get +1 Bombarment for this turn.
197 Threw a Shoe C Event 3 0   1                                   Target Cavalry = may not  move this turn.  Play during any Movement phase.<= /td>
198 Spirits of the Ancestors P Event 2 0 1     1         O       O       O     Target unit may= not attack or move this turn. For unit owner's next turn, the unit gets +3 AP= .
199 Putting up the Walls R Event 1 0 6       6                             Take up to 5 Pa= lisade walls from your play deck and/or hand, and put them into play at no cost.  Reshuffle deck.
200 Muddy Battlefield U Event 3 0 2   2                                 Target Infantry= gets double AP vs. Cavalry for this turn. Play anytime.
201 Seige Sabotage C Event 3 0     4 2                               Discard target Siege unit in play. Play anytime.
202 Zealous Monk R Event 3 0   3 2 1                               Target Monk uni= t gets 1 conversion roll at a 3 or less rate for each monk attached. Limit 2 per d= eck.
203 Knowledge has a Price C Event 1 0     2                                 Snuff 1 card fr= om your hand and search through your Play deck for a Dark or Feudal Age building.=
204 Forget the Past R Event 3 0 1 1 1 1                               Play during your Construction phase. Discard any number of your buildings in p= lay. You may now play cards from your hand without paying their resource cost, which have scenarios points equal to or less than the scenario points of = the destroyed buildings. 
205 Look to the Future R Event 2 0 2 2 2 2                               Shuffle one of= your future Age decks and draw three cards from the top., showing them to your opponent. Any event cards drawn may be played regadless of Age requiremen= ts.
206 Decoy U Event 2 0   2 2                                 Play when one = of your non-unique, non-siege units is attacked. Move this unit 1 space away befo= re any damage is dealt. Attacking unit deals its damage to the building. May only be played in your village.
207 Fire Brigade C Event 2 0 3     2                               During your op= ponent's Allocation phase, put 3 damage tokens on one of their Buildings (excluding Town Centers and Wonders). If the Building is not repaired on their next turn, it is discarded.
208 Fortune Favors the Foolish U Event 2 0 2 2                                   Play on an attacking unit, Roll a 6-sided die. 1 - defending unit deals double damage until end of turn; 2 - Defending unit gains +2 AP per token until = end of turn; 3 - no effect; 4 - Attacking unit gains +2 AP per token until en= d of turn; 5 - Attacking unit gains +4 AP per token until end of turn; 6 - Attacking unit deals double damage until end of turn.
209 Festival Day R Event 2 0 1   1 1                               Roll a 6 sided= die. On a 1- no Result, on a 2 - Gain 5 wood. On a 3 - Gain 5 Gold. On a 4 - Gain 5 Stone. On a 5 - gain 5 Food,  On a 6 - Search your Play deck for any card and place it in your hand.
210 The Final Strike R Event 4 0 2 2 2 2                               Discard your h= and. Draw any 5 cards from your Play deck (excluding Wonders or Relics). Reshuffle.= If you reach the bottom of your deck, you lose the game.
211 Brushfire R Event 3 0   3 3                                 Play before your Movement phase. No movement between villages or to No-Man's-L= and is allowed until your next movement phase. Any unit in No-Man's-Land take= s 25 damage and must retreat to their town. 
212 Treaty From Abroad U Event 1 0                                       Put 3 tokens on this card. During your Upkeep phase pay 2 gold, 2 food and re= move one token. When last token is removed, put a Militia card from your Play = deck on one of your buildings with 5 tokens on it, during your Enlistment phas= e. Reshuffle and snuff this card.
213 Heavy Tree Cover C Event 2 0 2   1                                 Target infantry= unit. If this turn they fight an archer unit, they take no ranged damage. Normal Combat damage still applies. Play any time.
214 Night Attack R Event 2 0   3 1                                 No Fast respons= e allowed at target building this turn. If Town Watch or Town Patrol is played, eff= ect of Night Attack is cancelled.
215 Mud Slide R Event 3 0 3     2                               Play on your movement phase. All units (including yours) in target enemy villa= ge are moved 1 card to the village owner's right. Any units on the right fri= nge go to No-Man's-Land. 
216 Mercenaries U Event 3 0 1 1 1                                 Draw from your= Play deck, discarding non-unit cards. The first non-unique, non-siege unit card goes up for bid in gold with your big of at least 1 gold. The highest bid gets the card with 5 tokens on it in their village. Bidding proceeds clockwise.
217 Bad Omen C Event 3 0   2 3                                 Target unit tak= es 5 damage for each monk attached. Play anytime.
218 "Listen to a Story" U Event 3 0     X                                 Attempt 1-3 extra conversions this battle. X=3D2 gold per extra attempt. Play anytime. 
219 Typhoid C Event 3 0 3   3                                 Target player = loses 2 villagers during each of their Upkeeps. Player with typhoid may target another player for 3 gold, 3 wood. In multiplayer, you cannot return Typh= oid to the player that had it last. You may pay 4 gold, 4 wood to snuff Typho= id.
220 Celtic Battle Cry P Event 1 0   1           O                       Stand up and gi= ve your best Battle Cry. Target infantry gets +2 hp for this battle. Play anytime= .
221 Poor Morale C Event 3 0   2 2                                 Play when a tar= get unit loses at least 1 token in battle. That unit must retreat. May be played a= fter Archer range round. Play anytime.
222 Epidemic R Event 4 0 3 5                                   All players lose half of their villagers, round up.
223 Bandits U Event 2 0     3                                 Target player l= oses 4 of one resource of your choice. Play anytime.
224 "They Came Out of Nowhere" U Event 3 0 1 1   1                               Play in respon= se to an attack in your village. Move 1 of your units within 2 spaces of the attac= king location and the attacking unit to No-Man's-Land where a normal battle wi= ll take place.
225 Holy war C Event 4 0                                       For the next 3 turns (not including your current turn) all your production is halved (round down) All of your units get +4 AP during this time. 
226 Flaming Arrows C Event 3 0 1 1                                   Attachment: Att= ach to an Archer unit. This unit now gets +2 AP vs. buildings. Discard if unit is destroyed.
227 Rally the Workers P Event 1 0 1 2                                   +3 AP for your villagers this turn. Play anytime.
228 Sandstorm R Event 3 0 2     3                               Play before yo= ur movement phase. Any units on a fringe building or in No-Man's-Land lose 1 token off each card. Seige Units, War Elephants, and Camels are immune.
229 Avalanche R Event 3 0     2 2                               Target any ene= my fringe building. The building and all units and villagers on the building are not useable until the player assigns 4 villagers to repair the building. Play anytime.
230 Your Hunters are Waylaid C Event 1 0   2 1                                 Play during you= r upkeep phase. No food generating event cards may be played for the next 2 of each player's turns (starting with this one).
231 Drought C Event 1 0 2                                     Play during yo= ur Upkeep phase. All food production is halved for the next two of each player's tu= rns (including this turn). This includes food producing cards.
232 Flood P Event 1 0     4                                 Destroy one bu= ilding with a wood cost or 3 or less, unless building owner pays 2 stone. Ships = move one additional space inland for this turn. You may play one Flood per tur= n.
233 Stealth Attack R Event 2 0   3 2                                 Do 20 damge to a building. Play in Attack Resolution phase.
234 Forest Fire U Event 2 0     2 1                               Target a oppone= nt's unoccuppied building. That building takes 20 damage and all adjacent buildings take 10 points of damage.
235 Mine Raid R Event 2 0   3                                   All players mus= t pay you 3 gold. If they don't have enough gold, they may pay the rest in another resource.
236 Relentless Attack U Event 3 0   1 2                                 This battle, a= ny damage remaining in a round after casualties have been taken carries over into t= he next round. Remaining damage at the end of this battle is lost. Play anyt= ime.
237 Town Bell C Event 1 0   1 1                                 When your vill= agers are attacked, play this card to retreat all villagers on target building to t= he Town Center before damage is done. If Town Center is being attacked, card cannot be played. Play anytime.
238 Gathering Point C Event 3 0   4                                   During your Enl= istment phase, you may reinforce 1 unit in opponent's village even if they have m= oved or battled this turn.
239 Revelation U Event 3 0   1   2                               Search your pla= ydeck to find 1 event card and put it in your hand. Reshuffle.
240 Foreign Scholar R Event 3 0 1   2                                 Play Foreign Sc= holar when you start research on a technology that your civilization would not other= wise be allowed to utilize.
241 Keeper of the Books R Event 2 0 X X X X                               Pay to copy a T= echnology card or prerequisite in play. Cost of Keeper of the Books equals the cost= of the Technology card copied.
242 Strategist Enlisted C Event 2 0 1 2 1                                 During your Con= struction phase, discard and replace up to 4 cards from your hand.
243 Recruiting R Event 2 0 2   1                                 Search through = your deck to find 1 Military card and place it in your hand. Reshuffle deck.
244 Surprise Skirmish C Event 3 0       1                               Each player dr= aws and discards from their Play deck, until they get a Unit card. The highest AP card goes into that person's hand. If you reach thebottom of your Play de= ck, you lose the skirmish. If there is a tie, no one keeps the card.
245 Followers of Tielle R Event 3 0 3   1                                 Target unit in No-Man's-Land is dealt 30 damage and any Relics attached are dropped. Play anytime.
246 Barrel of Grog R Event 2 0 1 1                                   Target unit may= not move this turn. If target unit is Celt, they get +2 HP for this turn. Play anytime.
247 Alchemist C Event 1 0   1                                   Turn any amount of stone into gold. Play anytime.
248 "The King is Dead, Long Live the King" R Event 3 0 2 2                                   Sacrifice 1 of = your villagers. No attacks are allowed during each player's next turn (starting with this one). Play during movement phase.
249 Intimidation U Event 3 0   1                 O                 When attacking= target Building with a War Elephant or Elite War Elephant, no Unit may defend th= at Building this turn. Play during Movement phase.
250 Barracks Raid R Event 2 0   3 3                                 Ev= ery time an opponent moves between villages, they must pay you 1 gold per uni= t. Any player may pay 5 gold to you to Snuff this card. 
260 Emperor's Decree R Event 3 0 2     1           O                   During your Con= struction phase, you may build 1 unit. This units is useable this turn. Must obey production limits.
261 Slave Trade U Event 1 0     1               O                 Take 1 villager= from target player and add it to your villager pool. By playing this card you = may excede your villager population limit. Play anytime.
262 Learn From Your Mistakes R Event 3 0     2 2                               Shuffle your discard pile into your Play deck.
263 Your Will is not Strong Enough R Event 2 0 3     2                               Target opponent may not shuffle their Play deck until that opponent advances into the next Age. This card may not be played if the target player is in the Imperial Age. 
                                                 
Foil Chase Cards                                              
F1 Elite Longbowman UR Upgrade 4               O                        
F2 Elite War Elephant UR Upgrade 4                       O                
F3 Elite Woad Raider UR Upgrade 4                 O                      
F4 Elite Huskarl UR Upgrade 4                   O                    
F5 Elite Mangudai UR Upgrade 4                     O                  
F6 Charlamagne's Palace at Aix la'Chapelle UR Wonder 4               O                        
F7 Rock of Cashel UR Wonder 4                 O                      
F8 Tomb of Theodoric UR Wonder 4                   O                    
F9 The Golden Tent of the Great Khan UR Wonder 4                     O                  
F10 The Palace of Ctesiphon on the Tigris UR Wonder 4                       O                
F11 Age 1= Dark Age UR Age Card    
F12 Age 2 Feudal Age UR Age Card    
F13 Age 1 Dark Age UR Age Card    
F14 Age 1 Dark Age UR Age Card