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

Castle (Fr)

C

Building

3

25

10

15

O

Creates Unique Units and
Technologies. 440 HP; 10 Garrison

2

Dock (Arab)

C

Building

1

8

5

3

Creates Ships and
Technologies. 150 HP; 5 Garrison

3

Dock (Euro)

C

Building

1

8

5

3

Creates Ships and
Technologies. 150 HP; 5 Garrison

4

Dock (Far East)

C

Building

1

8

5

3

Creates Ships and
Technologies. 150 HP; 5 Garrison

5

Dock (Pe)

U

Building

1

8

5

3

O

Creates Ships and
Technologies. Gain 1 Food each turn you have at least one Fishing Ship in
play.  300 HP; 5 Garrison

6

Dock (Raider)

C

Building

1

8

5

3

Creates Ships and
Technologies. 150 HP; 5 Garrison

7

Dock (Vi)

U

Building

1

6

3

3

O

Creates Ships and
Technologies. 150 HP; 5 Garrison

8

Farm (euro)

C

Building

1

4

2

2

Gain one food for each
villager you allocate here. Maximium 5 villagers per turn on this mine. Must
have Mill. 40 hp

9

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

10

Gold Mine (Ja)

U

Building

1

4

1

3

O

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

11

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

12

Lumber Camp (Ja)

U

Building

1

5

2

3

O

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

13

Market (Sa)

U

Building

2

12

6

6

O

May trade 5 of one
resource for 4 of another. Must have mill. 180 HP

14

Mill (Ja)

U

Building

1

5

2

3

O

Needed to build Farms and
Markets, 80 hp.

15

Monastery

R

Building

3

10

7

3

Creates Monks
and Technologies. 180 HP; 10 Garrison

16

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

17

Stone Mine (Ja)

U

Building

1

4

1

3

O

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

18

Archer (Euro)

C

Unit

2

10

1

1

Must have Archery
Range.  HP 6; RG 5; AP 4

19

Archer (Sa)

C

Unit

2

10

1

1

5 AP vs. Building. Must
have Archery Range.  HP 6; RG 5;
AP 4

20

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.

21

Berserk (Vi)

R

Unit

3

10

1

1

O

11 AP vs Building. Must
have Castle. 12 HP; 9 AP

22

Cavalry Archer

U

Unit

3

15

1

2

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

23

Cavaly Archer (Sa)

R

Unit

3

15

1

2

O

Movement : 2.  9 AP vs. Building.  Must have Archery Range. HP 12; RG 7;
AP 6.

24

Demolition Ship

C

Unit

3

4

3

3

Demolition Ship is
destroyed if it attacks.  May not
attack until the second round of combat.
Units may not retreat when fighting Demolition Ship.  Must have Dock.  One token per card. HP 13; AP 110.

25

Demolition Ship (Vi)

U

Unit

3

3

1

2

O

Demolition Ship is
destroyed if it attacks.  May not
attack until the second round of combat.
Units may not retreat when fighting Demolition Ship.  Must have Dock.  One token per card. HP 13; AP 110.

26

Fire Ship

C

Unit

3

4

3

3

Roll a 1d6.  Multiply the result by AP to determine
damage per round.  10 AP vs.
Galley,  Longboat, Building, Land
Units & Fire Ship. Must have Dock.
One token per card. HP 26; AP 4.

27

Fishing Ship

C

Unit

1

2

2

Roll a 1d6.  If 1 or 2: get 0 Food.  If 3 or 4: get 1 Food.  If 5 or 6: get 2 Food.  Must have Dock.  One token per card.  16 HP.

28

Fishing Ship (Ja)

C

Unit

1

2

2

O

Roll a 1d6.  If 1 or 2: get 0 Food.  If 3 or 4: get 1 Food.  If 5 or 6: get 2 Food.  Must have Dock.  One token per card.  30 HP.

29

Fishing ship (Pe)

C

Unit

1

2

2

O

Roll a 1d6.  If 1 or 2: get 1 Food.  If 3 or 4: get 2 Food.  If 5 or 6: Age II 3 Food.  Age III 4 Food.  Age IV 5 Food.  Must have Dock.  One token per card.  16 HP.

30

Galley

C

Unit

2

4

4

2

30 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock.  Bombardment:0  One token per card. HP 30; AP 14.

31

Galley (Ja)

C

Unit

2

4

4

2

O

30 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock.  Bombardment:1  One token per card. HP 30; AP 14.

32

Galley (Sa)

C

Unit

2

4

4

2

O

35 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock.  Bombardment:0  One token per card. HP 30; AP 17.

33

Galley (Vi)

C

Unit

2

3

2

1

O

30 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock.  Bombardment:0  One token per card. HP 30; AP 14.

34

Knight

U

Unit

3

25

2

3

Movement : 2.  Must have Stable. 26 HP; 10 AP

35

Knight (Fr)

U

Unit

3

25

2

3

O

Movement : 2.  Must have Stable. 32 HP; 10 AP

36

Longboat (Vi)

R

Unit

3

5

3

3

O

40 AP vs. Demolition
Ship, Galley, Longboat, Building & Land Units. Must have Castle &
Dock.  Bombardment:1  One token per card. HP 33; AP 14.

37

Mameluke (Sa)

R

Unit

3

25

2

3

O

Movement : 2. 16 AP vs
Cavalry.  Must have Castle. 18 HP;
4 RG;  AP 7.

38

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

39

Militia (Euro)

C

Unit

1

10

1

1

Must have Barracks. 8HP; 4AP

40

Samurai (Ja)

R

Unit

3

10

1

1

O

10 AP vs. Building, 12 vs
Unique Units. Must have Castle.
HP 16; AP 8

41

Scorpion

C

Unit

3

8

4

4

Must have Siege Workshop.
Area Effect. Bombardment: 1. One token per card. 8 HP; 12 AP

42

Scout Cavalry

C

Unit

2

15

3

Movement : 2.  Must have stable. 10 HP; AP 5

43

Skirmisher

C

Unit

2

10

1

1

12 AP vs. Archer. 13 RG
vs. Archer.  Must have Archery
Range. HP 6; RG 3; AP 2

44

Spearman

C

Unit

2

10

1

1

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

45

Spearman (Ja)

C

Unit

2

10

1

1

O

26 AP vs. Cavalry. Must
have Barracks. 10 HP; 4 AP

46

Spearman (Vi)

C

Unit

2

10

1

1

O

25 AP vs. Cavalry. Must
have Barracks. 11 HP; 3 AP

47

Throwing Axeman (Fr)

R

Unit

3

10

1

1

O

9 AP vs Building.  Must have Castle. 14 HP; 4 RG;  AP 7.

48

Trade Cog

C

Unit

2

5

3

2

Gain 1 Gold for each turn Trade Cog
is in play.  Gain 1 additional
Gold for each Dock an ally has in play.
Must have Dock.  14 HP.

49

Shipwright

U

Technology

4

28

20

6

1

The resource cost to build a ship is
halved, round down.  Must have
Dock.

50

Arbalest (Sa)

R

Upgrade

4

10

1

1

O

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

51

Cavalier (Fr)

U

Upgrade

4

25

2

3

1

O

Movement : 2.  Must have Knight and Stable. 36 HP; 12
AP

52

Champion (Ja)

R

Upgrade

4

10

1

1

1

O

Must have Barracks. Place
on Two-handed Swordsman.  20 HP;
17 AP

53

Champion (Vi)

R

Upgrade

4

10

1

1

1

O

Must have Barracks. Place
on Two-handed Swordsman.  24 HP;
13 AP

54

Crossbowman (Sa)

U

Upgrade

3

10

1

1

1

O

6 AP vs. Building. Must
have Archer and Archery Range. HP 8; RG 6; AP 5

55

Elite Berserk (Vi)

R

Upgrade

4

10

1

1

1

O

17 AP vs. Building. Must
have Berserk & Castle. HP 18; AP 14

56

Elite Longboat (Vi)

R

Upgrade

4

5

3

3

1

O

50 AP vs. Demolition
Ship, Galley, Longboat, Building & Land Unit. Must have Longboat, Dock
& Castle. Bombardment:2  One
token per card  HP 38; AP 16

57

Elite Mameluke (Sa)

R

Upgrade

4

25

2

3

1

O

Movement : 2. 20 AP vs
Cavalry.  Must have Marmeluke
& Castle. 22 HP; 5 RG;  AP 8

58

Elite Samurai (Ja)

R

Upgrade

4

10

1

1

1

O

15 AP vs. Building. 18 AP
vs. Unique Units. Must have Samurai & Castle. HP 20; AP 12

59

Elite Throwing Axeman
(Fr)

R

Upgrade

4

10

1

1

1

O

12 AP vs. Building. Must
have Throwing Axeman & Castle. HP 16; RG 5;  AP 8

60

Fast Fire Ship

U

Upgrade

4

4

3

3

1

Roll a 1d6.  Multiply the result by AP to determine
damage per round.  12 AP vs.
Galley,  Longboat, Building, Land
Units & Fire Ship. Must have Fire Ship & Dock.  Bombardment:2 One token per card. HP
30; AP 6

61

Galleon

U

Upgrade

4

4

4

2

1

50 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock, Place on War Galley.
Bombardment:2  One token per
card.  HP 40; AP 18

62

Galleon (Sa)

R

Upgrade

4

4

4

2

1

O

60 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock, Place on War Galley.
Bombardment:2  One token per
card.  HP 40; AP 23

63

Galleon (Vi)

R

Upgrade

4

3

2

1

1

O

50 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock, Place on War Galley.
Bombardment:2  One token per
card.  HP 40; AP 18

64

Galleon (Ja)

R

Upgrade

4

4

4

2

1

O

50 AP vs. Longboat, Land
Unit, Building & Galley. Must have Dock, Place on War Galley.
Bombardment:3  One token per
card.  HP 40; AP 18

65

Heavy Cavalry Archer
(Sa)

R

Upgrade

4

15

1

2

1

O

Movement : 2.  10 AP vs. Building.  Must have Cavalry Archer and Archery
Range. HP 16; RG 8; AP 7

66

Heavy Demolition Ship

U

Upgrade

4

4

3

3

1

Demolition Ship is
destroyed if it attacks & may not attack until the second round of
combat.  Units may not retreat
when fighting Demolition Ship.
Must have Demolition Ship & Dock.  One token per card. HP 16; AP 140.

67

Heavy Demolition Ship
(Vi)

U

Upgrade

4

4

1

2

1

O

Demolition Ship is
destroyed if it attacks & may not attack until the second round of
combat.  Units may not retreat
when fighting Demolition Ship.
Must have Demolition Ship & Dock.  One token per card. HP 16; AP 140.

68

Long Swordsman (Ja)

C

Upgrade

3

10

1

1

1

O

Must have Barracks. Place
on Man-at--Arms. 14 HP; 11 AP

69

Long Swordsman (Vi)

C

Upgrade

3

10

1

1

1

O

Must have Barracks. Place
on Man-at--Arms. 16 HP; 9 AP

70

Man-at-Arms (Ja)

C

Upgrade

2

10

1

1

1

O

Must have Militia and
Barracks. 10 HP; 7 AP

71

Man-at-Arms (Vi)

C

Upgrade

2

10

1

1

1

O

Must have Militia and
Barracks. 11 HP; 6 AP

72

Paladin (Fr)

R

Upgrade

4

25

2

3

1

O

Movement : 2.  Must have Stable. Place on Cavalier.
44 HP; 14 AP

73

Pikeman (Ja)

U

Upgrade

3

10

1

1

1

O

40 AP vs. Cavalry. Must
have Spearman and Barracks.  14
HP; 5 AP

74

Pikeman (Vi)

U

Upgrade

3

10

1

1

1

O

40 AP vs. Cavalry. Must
have Spearman and Barracks.  16
HP; 4 AP

75

Two-handed Swordsman
(Ja)

U

Upgrade

4

10

1

1

1

O

Must have Barracks. Place
on Longswordsman.  HP 16; AP 14

76

Two-handed Swordsman
(Vi)

U

Upgrade

4

10

1

1

1

O

Must have Barracks. Place
on Longswordsman.  HP 19; AP 11

77

War Galley

C

Upgrade

3

4

4

2

1

40 AP vs. Longboat, Land
Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 16

78

War Galley (Ja)

U

Upgrade

3

4

4

2

1

O

40 AP vs. Longboat, Land
Unit, Building & Galley. Must have Galley & Dock. Bombardment:2  One token per card.  HP 34; AP 16

79

War Galley (Sa)

U

Upgrade

3

4

4

2

1

O

50 AP vs. Longboat, Land
Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 20

80

War Galley (Vi)

U

Upgrade

3

4

2

1

1

O

40 AP vs. Longboat, Land
Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 16

81

Notre Dame Cathedral
(Fr)

R

Wonder

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.

82

The Great Temple at
Nara (Ja)

R

Wonder

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.

83

The Great Mosque at
Samarra (Sa)

R

Wonder

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.

84

Stave Church at Urnes
(Vi)

R

Wonder

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.

85

Book of Zaydi

U

Relic

3

0

################################

86

Golden Crown of
Charlemange

U

Relic

3

0

################################

87

Kusanagi-no-tsurugi

U

Relic

3

0

################################

88

Raven Banner of King
Knut

U

Relic

3

0

################################

89

A
Just Cause

C

Event

2

0

2

2

2

All attacking units +1 AP for this
turn.

90

Absent
Minded

R

Event

1

0

2

2

Target player may not remove a
villager researching Age advancement this turn.  A player may only be targeted by
Absent Minded once per Age.  Play
anytime.

91

Back
from a Foreign Land

P

Event

1

0

1

1

Use 1 Civilization bonus from
target player for this turn.
Bonus may not be used if it is a starting bonus, or requires
civilization specific cards.  Play
anytime.

92

Black
Knight

C

Event

2

0

1

3

Play this card when you are the
attacking Cavalry unit.  Two
tokens on the defending unit have 0 AP for the first round of normal combat.

93

Build
Up Your Defenses

U

Event

3

0

1

4

Search your Play deck for up to 3
Stone Walls.  Add them to your
hand.

94

Caught from the
Crow's Nest

C

Event

2

0

2

1

Target Galley or Fire Ship may deal
a bombardment attack before the normal combat begins.  This is in addition to their one
normal bombardment.  Play anytime.

95

Charisma

C

Event

1

0

3

3

3

Use 1 Scenario point for each card
in your Imperial Age deck to put one Unit into play.  This unit will come into play during
the Enlistment Phase with its maximum number of tokens.

96

Cleansing
Ritual

C

Event

3

0

2

Target Relic may not be picked up
this turn.  Play anytime.

97

Copious
Book Selection

U

Event

2

0

X

Snuff 1 card from your hand.  Resource costs are not paid on target
Technology or Upgrade, but the research time is doubled.

98

Costly
Prodigy

U

Event

3

0

X

X

X

X

O

Pay double the resource cost of a
Technology or Upgrade to have the card take effect immediately.

99

Dangerous
Times

C

Event

2

0

2

2

Attachment: Attach to a military
building.  The building has +5
Garrison until destroyed.  Only
one Dangerous Times may be in play in your village at any time.

100

Earthquake

U

Event

4

0

4

3

Play this card during your
Enlistment phase.  Target
undamaged building takes damage equal to half of its HP.  This may not be played on Wonders or
Monasteries.

101

Exploring
the Wilderness

C

Event

1

0

3

O

You may construct buildings in a
diagonal (non-adjacent) manner until any player pays 3 Stone.

102

Fat
Friar's Tavern o' Spirits

U

Event

3

0

1

1

Monks on target unit may not have
any Conversion or Healing attempts this turn.  Play anytime.

103

Field
Testing

U

Event

3

0

2

2

1

Target unit +2 HP, +1 AP for this
battle.  If target unit destroys
an enemy unit this turn, owner may retrieve a Military Technology from their
Play deck and add it to their hand.
Reshuffle deck.  Play
anytime.

104

Fight
for Your Home!

C

Event

2

0

1

1

O

This turn villagers repair target
building at rate of 2 damage tokens per villager allocated.

105

First
Battle Jitters

U

Event

2

0

4

4

2 tokens on target unit have 0 AP
for this battle.  Target unit must
have 5 tokens on it.  Play
anytime.

106

Fish
Trap

C

Event

2

2

2

1

The result of all rolls for Fishing
Ships is increased by one.  Fish
Trap is discarded after 3 turns unless card owner pays 1 Wood.  Must have Fishing Ship.

107

Fortune
Teller

C

Event

2

0

2

2

O

Randomly switch 5 cards from your
Feudal Age deck with 5 cards from your Castle Age deck.  The cards still retain their Age
requirements.

108

Gatherin'
a Rowdy Bunch

C

Event

2

0

1

1

1

Your Enlistment phase is before your
Movement phase for this turn.  All
attacking units get -1 AP for this turn.

109

Get
In and Get Out

R

Event

3

0

2

3

Target unit gets an additional
Movement phase after Attack Resolution.
This does not apply to units with monks attached.  Play anytime.

110

Gladitorial
Games

R

Event

3

0

1

1

You and a target player must move
one unit to No-Man's-Land.  The
units will fight until one is destroyed (no retreat).  The winner of the battle adds 5 Gold
to their supply.  Target player
chooses unit first.

111

Hard to Starboard!

C

Event

2

0

1

Reduce damage dealt to target ship
by 10 points per round of combat this turn.  Play anytime.

112

Oh,
No You Don't!

P

Event

1

0

1

1

Play Oh, No You Don't after another
player plays an event.  The event
is cancelled and resources spent are returned to the event owner.  Both cards are snuffed.

113

Hidden
Strength

U

Event

3

0

2

2

O

Retrieve one unit card from your
Discard pile and add it to your hand.

114

I
Can't Tell Where It's Coming From

R

Event

4

0

2

1

All units that fast respond this
turn lose one token.  War
Elephants are immune.

115

I
Come Bearing Gifts

C

Event

1

0

1

You may trade up to 5 of any
resource to target ally player.
There is no loss of resources due to trade rate.  (Trade rate is 1 for 1.)  Market is not needed to play this
card.

116

Inventive
Mind

U

Event

2

0

2

1

Search you Play deck for one
Technology card.  Add it to your
hand.

117

It's
a Miracle

C

Event

4

0

1

2

A successful Healing attempt saves
up to 3 tokens, instead of 1.
Play this card before an attempt is made.  Play anytime.

118

Camel

C

Unit

3

20

2

2

Movement : 2. 20 AP vs
Cavalry.  Must have Stable. 26 HP;
AP 5

119

Medieval
Trappings

U

Event

2

0

2

2

Attachment: Attach to one of your
buildings.  Every turn an enemy
non-seige, non-unique unit resides on attached building, they must lose one
token.  Snuff this card if the
attached building is destroyed.

120

Non
Compos Mentis

R

Event

3

0

1

1

1

1

Roll a 1d6 when in combat.  On a: 1: take 10 extra damage per
round, 2: draw 2 cards, 3: no effect, 4: deal 10 extra damage per round, 5:
discard 2 cards, 6: deal 15 extra damage per round.  Play anytime.

121

Opportunity
Knocks

U

Event

4

0

1

1

If you have 2 adjacent attacking
units, they may target the same defending unit.  There is no retreat allowed during
this battle.  OR  You may draw three cards.

122

Piety

C

Event

3

0

1

If you have 1 monk attached to a
unit, your conversion rate is 4.
If the attempt fails, the monk dies.  Play anytime.

123

Retreat!!!

U

Event

2

0

1

1

2

Target unit must retreat before the
first round of combat.  The Ranged
round does count as the first round of combat.  Play anytime.

124

Rich
Plunder

P

Event

3

0

1

O

Take the resource costs of a
building you destroyed this turn and add it to your supply.  Play anytime.

125

Rough Waters

C

Event

2

0

1

1

Target ship may not defend this
turn.  Play anytime.

126

Run Aground

C

Event

3

0

1

1

1

Target ship may not move or change
stance for 2 of the owner's turns (starting with this turn).  Play anytime.

127

Saladin's
Mercy

U

Event

2

0

2

1

Remove 3 tokens from an enemy
Infantry unit with at least 4 tokens on it.  These tokens become villagers for the
unit owner.

128

Salvage
the Ashes

C

Event

3

0

1

Play when a building is
destroyed.  Building is turned
face down instead of discarded.
Play anytime.

129

Shanghaied

U

Event

3

0

6

1

Play on a target enemy beach fringe
building.  Up to 3 villagers on
the card are removed and added to your villager pool, regardless of housing
limits.

130

Skilled
Labor

C

Event

1

0

4

You may build up to 10 villagers
this turn, if you are able to house them.

131

Soak the Timbers

U

Event

3

0

2

1

All enemy Fire Ships get an
automatic result of 1 for their die roll when calculating damage this
turn.  Play anytime.

132

Sometimes
Less is Better

P

Event

4

0

1

O

Apply 1 point of damage for each
villager in target player's pool to one of the player's buildings.  Play anytime.

133

Starting
From Scratch

C

Event

1

0

2

2

Discard your entire hand and draw 5
cards.

134

Steady
Hand

U

Event

3

0

2

Target Archer unit may do ranged
damage to a Cavalry unit this turn.
Play anytime.

135

Swarm
of Locusts

R

Event

3

0

4

2

Turn any 2 Farms in play face
down.  May only play 1 Swarm of
Locusts per turn.

136

Taut Sail

C

Event

2

0

1

1

Target player may switch 2 of their
ships in stance or rank when this card is played.  Play anytime.

137

The
Forest is Warning You

R

Event

2

0

2

2

Any units in No-Man's-Land must
move to their village fringe immediately when this card is played.  This does not apply to units with
monks attached.  Play anytime.

138

The
Hammer's Cavalry

U

Event

3

0

1

2

O

Play when one of your Cavalry units
is reduced to one token.  Add 2
tokens to the unit at no cost.
Play anytime.

139

The Wind Hears My
Call

C

Event

2

0

1

1

Target ship may switch its stance
this turn, during the construction phase.

140

They're
Naturals

P

Event

3

0

2

O

Total resource cost is halved (round
up) for target Non-unique unit enlisted this turn.

141

Toll
Road

U

Event

2

0

2

Attachment: Attach to 1 of your
buildings.  Every turn an enemy
unit resides on attached building, the unit's owner loses 3 Gold.  Snuff this card if building is destroyed.

142

Tsunami

U

Event

4

0

2

1

1

Turn a target, beach fringe
building face down.  This card
cannot be played on a Wonder, Monastery or Town Center.  Play anytime.

143

Two
Few Hands

C

Event

1

0

3

1

Target player can only construct 2
buildings this turn.  Play
anytime.

144

Uji

R

Event

4

0

1

1

1

O

Before any damage is dealt, switch
any one of your units being attacked with another of your units.  Must be played in your village.  Play anytime.

145

Vengeance
is Mine!

R

Event

2

0

1

2

Target unit gets +3 HP +3 AP this
turn, when defending in your village.
Play anytime.

146

We'll
Make Room

U

Event

2

0

2

1

Attachment:  Attach to a house.  This house adds 10 (instead of 5) to
your villager population limit until destroyed.  Each player may only have 1
"We'll Make Room" in play.

147

While
They're Sleeping

U

Event

4

0

3

3

Target attacking Infantry unit
takes no damage for the first round of combat.  The ranged round does count as the
first round of combat.  Play
anytime.

148

Worth
Its Weight

C

Event

3

0

2

1

Target player may move one Siege
unit from anywhere in their village to any fringe building.

149

Wrong
Way

R

Event

2

0

5

Play when target unit is moving
from No-Man's-Land.  The unit must
move to your fringe.  Unit owner
chooses which fringe building to move on.  Play anytime.

150

You
Will Die!

R

Event

3

0

1

2

O

This battle goes for four rounds of
normal combat, instead of 2 rounds.
No retreat is allowed without event card effect.  Play anytime.

Foil Chase Cards

F15

Elite Berserk (Vi)

UR

Upgrade

4

10

1

1

1

O

17 AP vs. Building. Must
have Berserk & Castle. HP 18; AP 14

F16

Elite Longboat (Vi)

UR

Upgrade

4

5

3

3

1

O

50 AP vs. Demolition
Ship, Galley, Longboat, Building & Land Unit. Must have Longboat, Dock
& Castle. Bombardment:2  One
token per card  HP 38; AP 16

F17

Elite Mameluke (Sa)

UR

Upgrade

4

25

2

3

1

O

Movement : 2. 20 AP vs
Cavalry.  Must have Marmeluke
& Castle. 22 HP; 5 RG;  AP 8

F18

Elite Samurai (Ja)

UR

Upgrade

4

10

1

1

1

O

15 AP vs. Building. 18 AP
vs. Unique Units. Must have Samurai & Castle. HP 20; AP 12

F19

Longboat (Vi)

UR

Unit

3

5

3

3

O

40 AP vs. Demolition
Ship, Galley, Longboat, Building & Land Units. Must have Castle &
Dock.  Bombardment:1  One token per card. HP 33; AP 14.

F20

Non
Compos Mentis

UR

Event

3

0

1

1

1

1

Roll a 1d6 when in combat.  On a: 1: take 10 extra damage per
round, 2: draw 2 cards, 3: no effect, 4: deal 10 extra damage per round, 5:
discard 2 cards, 6: deal 15 extra damage per round.  Play anytime.

F21

Notre Dame Cathedral
(Fr)

UR

Wonder

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.

F22

The Great Temple at
Nara (Ja)

UR

Wonder

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.

F23

The Great Mosque at
Samarra (Sa)

UR

Wonder

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.

F24

Stave Church at Urnes
(Vi)

UR

Wonder

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.