Sc

Costs (Builders, Researchers)

Restrictions  (O=Only, X=Cannot be used by)

#

Card Name

Rarity

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. , 220 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. , 220 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. , 220 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. , 220 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. , 440 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. , 220 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. 80 hp

18

Gold
mine

C

Building

1

6

3

3

Gain one gold for each
villager you allocate here. Maximium 5 villagers per turn on this mine. 80 hp

19

Lumber
Camp

C

Building

1

6

3

3

Gain one wood for each
villager you allocate here. Maximium 5 villagers per turn on this mine. 80 hp

20

Farm

C

Building

1

4

2

3

Gain one food for each
villager you allocate here. Maximium 5 villagers per turn on this mine. Must
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 Calvary. Must
have Barracks. 120 HP; 10 garrison.

31

Stable
(Arab)

U

Building

2

11

6

5

Produces Calvary. Must
have Barracks. 120 HP; 10 garrison.

32

Stable
(Far East)

U

Building

2

11

6

5

Produces Calvary. Must
have Barracks. 120 HP; 10 garrison.

33

Stable
(Raider)

U

Building

2

11

6

5

Produces Calvary. 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 move
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 Building. Must
have Militia and Barracks. 10 HP; 6 AP

63

Celt
Man-At-Arms

C

Upgrade

2

10

1

1

1

O

Movement : 2. Must 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 Building. 25 AP
vs. Cavalry. Must have Barracks. 10 HP; 3 AP

66

Celt
Spearman

C

Unit

2

10

1

1

O

Movement : 2. 25 AP vs.
Cavalry. Must have Barracks. 10 HP; 3 AP

67

Long
Swordsman

C

Upgrade

3

10

1

1

1

Must have Barracks. Place
on Man-at--Arms. 12 HP; 9 AP

68

Goth
L. Swordsman

U

Upgrade

3

10

1

1

1

O

+2 AP vs.Building. 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. Must have
Barracks. Place on Man-at--Arms. 12 HP; 9 AP

70

Pikeman

C

Upgrade

3

10

1

1

1

X

40 AP vs. Cavalry. Must
have Spearman and Barracks.  14
HP; 4 AP

71

Goth
Pikeman

U

Upgrade

3

10

1

1

1

O

+2 AP vs Building. 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 Spearman
and Barracks.  14 HP; 4 AP

73

2h
swordsman

U

Upgrade

4

10

1

1

1

X

Must have Barracks. Place
on Longswordsman.  HP 16; AP 11

74

Goth
2h swordsman

R

Upgrade

4

10

1

1

1

O

+2 AP vs Building. Must
have Barracks. Place on Longswordsman.
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 Barracks. Place
on Two-handed Swordsman.  20 HP;
13 AP

77

Goth
Champion

R

Upgrade

4

10

1

1

1

O

+2 AP vs Building. 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

Must
have Archery Range. Place on Crossbowman. HP 8; RG 7; AP 6

82

Briton
Arbalest

R

Upgrade

4

10

1

1

1

O

Must
have Archery Range. Place on Crossbowman. HP 8; RG 8; AP 7

83

Skirmisher

C

Unit

2

10

1

1

12 AP vs. Archer. Must
have Archery Range. HP 6; RG 3; AP 2

84

Elite
Skirmisher

U

Upgrade

3

10

1

1

1

X

16 AP vs. Archer. Must
have Skirmisher and Archery Range. HP 8; RG 5; AP 3

85

Cavalry
Archer

U

Unit

3

15

1

2

Movement : 2.  Must have Archery Range. HP 12; RG 7;
AP 6.

86

Mongel
Cavalry Archer

U

Unit

3

15

1

2

O

Movement :
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 Archery
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 Archer and
Archery Range. HP 16; RG 10; AP 7

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 Stable. 16
HP; AP 7

91

Mongol
Light Cavalry

U

Upgrade

3

15

3

1

O

Movement : 2.  Must have Scout Cavalry and Stable. 20
HP; AP 7

92

Camel

C

Unit

3

20

2

2

X

X

X

X

X

X

X

Movement : 2. 20 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. 30 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. 26 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 Cavalier.
38 HP; 14 AP

99

Persian
Paladin

R

Upgrade

4

25

2

3

1

O

Movement : 2. +2 AP vs
Archer.  Must have Stable. Place
on Cavalier. 38 HP; 14 AP

100

Mangonel

C

Unit

3

12

7

5

80 AP vs Building. Must
have Siege Workshop. Bombardment: 1; Minimum Distance: 1; One token per card.
12 HP; 40 AP

101

Celt
Mangonel

U

Unit

3

11

6

5

O

90 AP vs Building. Must
have Siege Workshop. Bombardment: 1; Minimum Distance: 1; One token per card.
12 HP; 40 AP

102

Onager

U

Upgrade

4

14

7

5

1

X

120 AP vs Building. 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 Building. 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 Building. 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 Building. 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 Building.
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 Building.
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 Building.
Archers and villagers may not attack Rams. Must have Battering Ram and Siege
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 Building.
Archers and villagers may not attack Rams. Must have Battering Ram and Siege
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 Building.
Archers and villagers may not attack Rams. Must have Siege Workshop. Place 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 Building.
Archers and villagers may not attack Rams. Must have Siege Workshop. Place 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 Scorpion and
Siege Workshop. Area Effect. Bombardment: 1. One token per card. 12 HP; 16 AP

115

Celt
Heavy Scorpion

R

Upgrade

4

9

3

4

1

O

Must have Scorpion and
Siege Workshop. Area Effect. Bombardment: 1. One token per card. 12 HP; 19 AP

116

Trebuchet

R

Unit

4

17

7

5

5

450 AP vs Building.
Trebuchet may only move 1 space per turn, even in your village. Bombardment:
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 Longbowman and
Castle.  HP 8; RG 10; AP 12

119

Woad
Raider

R

Unit

3

10

1

1

O

12
AP vs Buildings. Movement : 2.
Must have Castle. HP 18; AP 8

120

Elite
Woad Raider

R

Upgrade

4

10

1

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 Building. 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 Building. 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 HP; 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 Building.
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 Building.
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 resource that
you produced this turn.  Gain 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 for 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 for 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 for every
Lumber Camp you use each turn. Must have Lumber Camp.

135

Bow
Saw

U

Technology

3

9

4

4

1

Gain +2 wood for 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 for 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 for every
Farm you use each turn. Must have Farm.

138

Heavy
plow

U

Technology

3

7

4

2

1

Gain +2 food for 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 for 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 Trading Rate to
5 of one resource for 4 of another. Must have market.

142

Squires

C

Event

3

0

2

X

X

Attachment: Attach 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: Attach 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 Infantry.
Must have Blacksmith. Place on Scale Mail Armor.

146

Plate
mail armor

R

Technology

4

17

6

5

2

X

+6 HP to all Infantry.
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 all
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 Infantry and
Cavalry. Must have Blacksmith. Place on Forging.

155

Blast
Furnace

R

Technology

4

17

5

6

2

X

+6 AP to all Infantry 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 Cavalry.
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 Cavalry.
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 your
Enlistment phase. Search your discard pile and place one unit card into play
(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 opponent'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 combat,
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 card.

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, where X is
the number of villagers removed from your Town Center to pay for this card.

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 loses 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 gains range
bonus for this battle. In Age II (+1); In Age III (+2): In Age IV (+3) Play
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 technology
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.

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 Palisade
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 unit gets 1
conversion roll at a 3 or less rate for each monk attached. Limit 2 per deck.

203

Knowledge
has a Price

C

Event

1

0

2

Snuff 1 card from 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 play.
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 requirements.

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 before
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 opponent'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 end 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 hand. 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-Land
is allowed until your next movement phase. Any unit in No-Man's-Land takes 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 remove
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 phase.
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 response allowed
at target building this turn. If Town Watch or Town Patrol is played, effect
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 village
are moved 1 card to the village owner's right. Any units on the right fringe
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 takes 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=2 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 Typhoid
to the player that had it last. You may pay 4 gold, 4 wood to snuff Typhoid.

220

Celtic
Battle Cry

P

Event

1

0

1

O

Stand up and give 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 target unit
loses at least 1 token in battle. That unit must retreat. May be played after
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 loses 4 of
one resource of your choice. Play anytime.

224

"They
Came Out of Nowhere"

U

Event

3

0

1

1

1

Play in response to an
attack in your village. Move 1 of your units within 2 spaces of the attacking
location and the attacking unit to No-Man's-Land where a normal battle will
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: Attach 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 your
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 enemy 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 your 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 your Upkeep
phase. All food production is halved for the next two of each player's turns
(including this turn). This includes food producing cards.

232

Flood

P

Event

1

0

4

Destroy one building
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 turn.

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 opponent'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 must 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, any damage
remaining in a round after casualties have been taken carries over into the
next round. Remaining damage at the end of this battle is lost. Play anytime.

237

Town
Bell

C

Event

1

0

1

1

When your villagers are
attacked, play this card to retreat all villagers on target building to the
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 Enlistment
phase, you may reinforce 1 unit in opponent's village even if they have moved
or battled this turn.

239

Revelation

U

Event

3

0

1

2

Search your playdeck to
find 1 event card and put it in your hand. Reshuffle.

240

Foreign
Scholar

R

Event

3

0

1

2

Play Foreign Scholar when
you start research on a technology that your civilization would not otherwise
be allowed to utilize.

241

Keeper
of the Books

R

Event

2

0

X

X

X

X

Pay to copy a Technology
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 Construction
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 draws 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 deck,
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 that
Building this turn. Play during Movement phase.

250

Barracks
Raid

R

Event

2

0

3

3

Target
Infantry unit loses 3 tokens. If the unit would be reduced to 0 tokens, then
1 token remains instead. Play during Enlistment phase.

251

Scorch
the Land

U

Event

2

0

1

O

Discard 1 of your
Buildings occupied by an enemy unit to do an amount of damage equal to the
Building's HP. Play anytime.

252

Fresh
Bow String

U

Event

3

0

1

2

O

After attacks are
declared, switch target Archer with any defending unit. This card may only be
played when defending against an attck in your village. Play anytime.

253

Population
Explosion

U

Event

1

0

3

O

Add 2 villagers to you
villager pool. This does not count toward your production limit per turn. By
playing this card you may excede your villager population limit.

254

Bone
Shaft Arrows

P

Event

3

0

3

O

+4 AP for target Cavalry
Archer or Elite Cavalry Archer for this turn. Play anytime.

255

Mystigogy

P

Event

3

0

4

O

No Conversion attempts allowed this turn. Play anytime.

256

Shots
in the Back

P

Event

2

0

3

O

If a unit in combat with
your Archer retreats, you Archer deals an additional round of range damage
without taking any damage.

257

Urgent
Need

R

Event

2

0

3

3

O

Play when your unoccupied
Building is attacked. This card is a full militia card defending the Building
until the end of the battle.

258

"The
Jester is Dead, Let's Get Them!"

U

Event

3

0

2

O

Sacrifice 1 of your
villagers. +4 AP to all defending units this turn. Play anytime.

259

Robbed
by Robin

R

Event

3

0

5

O

Every
time an opponent moves between villages, they must pay you 1 gold per unit.
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 Construction
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