MIME-Version: 1.0 X-Document-Type: Worksheet Content-Location: file:///C:/0C475914/AOENauticalSet.htm Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset="us-ascii" Age of Empires Nautical 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 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 a= nd Technologies. 150 HP; 5 Garrison
3 Dock (Euro) C Building 1 8 5       3                             Creates Ships a= nd Technologies. 150 HP; 5 Garrison
4 Dock (Far Eas= t) C Building 1 8 5       3                             Creates Ships a= nd Technologies. 150 HP; 5 Garrison
5 Dock (Pe) U Building 1 8 5       3           O                 Creates Ships a= nd 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 a= nd Technologies. 150 HP; 5 Garrison
7 Dock (Vi) U Building 1 6 3       3                   O         Creates Ships a= nd Technologies. 150 HP; 5 Garrison
8 Farm (euro) C Building 1 4 2       2                             Gain one food f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. M= ust have Mill. 40 hp
9 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
10 Gold Mine (Ja= ) U Building 1 4 1       3               O             Gain one gold f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 hp
11 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
12 Lumber Camp (= Ja) U Building 1 5 2       3               O             Gain one wood f= or each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 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 Mo= nks 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. 8= 0 hp
17 Stone Mine (J= a) U Building 1 4 1       3               O             Gain one stone = for each villager you allocate here. Maximium 5 villagers per turn on this mine. 8= 0 hp
18 Archer (Euro)= C Unit 2 10 1   1                                 Must have Arche= ry Range.  HP 6; RG 5; AP 4
19 Archer (Sa) C Unit 2 10 1   1                                 5 AP vs. Buildi= ng. Must have Archery Range.  HP 6; R= G 5; AP 4
20 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.
21 Berserk (Vi)<= /td> R Unit 3 10   1 1                       O         11 AP vs Buildi= ng. Must have Castle. 12 HP; 9 AP
22 Cavalry Arche= r 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 Sh= ip C Unit 3 4 3   3                                 Demolition Shi= p is destroyed if it attacks.  Ma= y 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 11= 0.
25 Demolition Sh= ip (Vi) U Unit 3 3 1   2                       O         Demolition Shi= p is destroyed if it attacks.  Ma= y 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 11= 0.
26 Fire Ship C Unit 3 4 3   3                                 Roll a 1d6.  Multiply the result by AP to det= ermine damage per round.  10 AP vs. Galley,  Longboat, Building,= Land Units & Fire Ship. Must have Dock.&n= bsp; One token per card. HP 26; AP 4.
27 Fishing Ship<= /td> 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. Longb= oat, 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. Longb= oat, 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. Longb= oat, 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. Longb= oat, 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. Demo= lition 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. 1= 6 AP vs Cavalry.  Must have Castle. = 18 HP; 4 RG;  AP 7.
38 Mangonel C Unit 3 12 7   5                                 80 AP vs Build= ing. Must have Siege Workshop. Bombardment: 1; Minimum Distance: 1; One token per c= ard. 12 HP; 40 AP
39 Militia (Euro= ) C Unit 1 10   1 1                                 Must have Barracks. 8HP; 4AP
40 Samurai (Ja)<= /td> R Unit 3 10   1 1                   O             10 AP vs. Build= ing, 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. Arche= r. 13 RG vs. Archer.  Must have Arche= ry Range. HP 6; RG 3; AP 2
44 Spearman C Unit 2 10 1 1                                   25 AP vs. Caval= ry. Must have Barracks. 10 HP; 3 AP
45 Spearman (Ja)= C Unit 2 10 1 1                     O             26 AP vs. Caval= ry. Must have Barracks. 10 HP; 4 AP
46 Spearman (Vi)= C Unit 2 10 1 1                         O         25 AP vs. Caval= ry. Must have Barracks. 11 HP; 3 AP
47 Throwing Axem= an (Fr) R Unit 3 10   1 1                 O               9 AP vs Buildin= g.  Must have Castle. 14 HP; 4 RG;  AP 7.
48 Trade Cog C Unit 2 5 3   2                                 Gain 1 Gold for each turn T= rade Cog is in play.  Gain 1 addition= al Gold for each Dock an ally has in play.&= nbsp; Must have Dock.  14 H= P.
49 Shipwright U Technology 4 28   20 6     1                           The resource cost to build a= ship is halved, round down.  Must ha= ve 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 Barra= cks. Place on Two-handed Swordsman.  20= HP; 17 AP
53 Champion (Vi)= R Upgrade 4 10   1 1     1                 O         Must have Barra= cks. Place on Two-handed Swordsman.  24= HP; 13 AP
54 Crossbowman (= Sa) U Upgrade 3 10 1   1     1               O           6 AP vs. Buildi= ng. 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. Build= ing. Must have Berserk & Castle. HP 18; AP 14
56 Elite Longboa= t (Vi) R Upgrade 4 5 3   3     1                 O         50 AP vs. Demo= lition Ship, Galley, Longboat, Building & Land Unit. Must have Longboat, Dock & Castle. Bombardment:2  One token per card  HP 38; AP 16=
57 Elite Mameluk= e (Sa) R Upgrade 4 25 2   3     1               O           Movement : 2. 2= 0 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. Build= ing. 18 AP vs. Unique Units. Must have Samurai & Castle. HP 20; AP 12
59 Elite Throwin= g Axeman (Fr) R Upgrade 4 10   1 1     1           O               12 AP vs. Build= ing. Must have Throwing Axeman & Castle. HP 16; RG 5;  AP 8
60 Fast Fire Shi= p U Upgrade 4 4 3   3     1                           Roll a 1d6.  Multiply the result by AP to det= ermine 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. Long= boat, Land Unit, Building & Galley. Must have Dock, Place on War Galley. Bombardment:2  One token per card.  HP 40; AP 18
62 Galleon (Sa)<= /td> R Upgrade 4 4 4   2     1               O           60 AP vs. Long= boat, Land Unit, Building & Galley. Must have Dock, Place on War Galley. Bombardment:2  One token per card.  HP 40; AP 23
63 Galleon (Vi)<= /td> R Upgrade 4 3 2   1     1                 O         50 AP vs. Long= boat, Land Unit, Building & Galley. Must have Dock, Place on War Galley. Bombardment:2  One token per card.  HP 40; AP 18
64 Galleon (Ja)<= /td> R Upgrade 4 4 4   2     1             O             50 AP vs. Long= boat, 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 Arc= hery Range. HP 16; RG 8; AP 7
66 Heavy Demolit= ion Ship U Upgrade 4 4 3   3     1                           Demolition Shi= p is destroyed if it attacks & may not attack until the second round of combat.  Units may not retre= at when fighting Demolition Ship.  Must have Demolition Ship & Dock.  One token per card. HP 16; AP 14= 0.
67 Heavy Demolit= ion Ship (Vi) U Upgrade 4 4 1   2     1                 O         Demolition Shi= p is destroyed if it attacks & may not attack until the second round of combat.  Units may not retre= at when fighting Demolition Ship.  Must have Demolition Ship & Dock.  One token per card. HP 16; AP 14= 0.
68 Long Swordsma= n (Ja) C Upgrade 3 10   1 1     1             O             Must have Barra= cks. Place on Man-at--Arms. 14 HP; 11 AP
69 Long Swordsma= n (Vi) C Upgrade 3 10   1 1     1                 O         Must have Barra= cks. Place on Man-at--Arms. 16 HP; 9 AP
70 Man-at-Arms (= Ja) C Upgrade 2 10   1 1     1             O             Must have Milit= ia and Barracks. 10 HP; 7 AP
71 Man-at-Arms (= Vi) C Upgrade 2 10   1 1     1                 O         Must have Milit= ia and Barracks. 11 HP; 6 AP
72 Paladin (Fr)<= /td> R Upgrade 4 25   2 3     1           O               Movement : 2.  Must have Stable. Place on Caval= ier. 44 HP; 14 AP
73 Pikeman (Ja)<= /td> U Upgrade 3 10 1 1       1             O             40 AP vs. Caval= ry. Must have Spearman and Barracks.  14 HP; 5 AP
74 Pikeman (Vi)<= /td> U Upgrade 3 10 1 1       1                 O         40 AP vs. Caval= ry. Must have Spearman and Barracks.  16 HP; 4 AP
75 Two-handed Sw= ordsman (Ja) U Upgrade 4 10   1 1     1             O             Must have Barra= cks. Place on Longswordsman.  HP 16; AP= 14
76 Two-handed Sw= ordsman (Vi) U Upgrade 4 10   1 1     1                 O         Must have Barra= cks. Place on Longswordsman.  HP 19; AP= 11
77 War Galley C Upgrade 3 4 4   2     1                           40 AP vs. Long= boat, Land Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 16
78 War Galley (J= a) U Upgrade 3 4 4   2     1             O             40 AP vs. Long= boat, Land Unit, Building & Galley. Must have Galley & Dock. Bombardment:2  One token per card.  HP 34; AP 16
79 War Galley (S= a) U Upgrade 3 4 4   2     1               O           50 AP vs. Long= boat, Land Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 20
80 War Galley (V= i) U Upgrade 3 4 2   1     1                 O         40 AP vs. Long= boat, Land Unit, Building & Galley. Must have Galley & Dock. Bombardment:1  One token per card.  HP 34; AP 16
81 Notre Dame Ca= thedral (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 Tem= ple 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 Mos= que 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-t= surugi 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 fo= r this turn.
90 Absent Minded R Event 1 0   2   2                               Target player may not remov= e 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 fr= om 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 comb= at.
93 Build Up Your Defenses U Event 3 0 1     4                               Search your Play deck for up= to 3 Stone Walls.  Add them to yo= ur hand.
94 Caught from t= he 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 an= ytime.
95 Charisma C Event 1 0 3 3 3                                 Use 1 Scenario point for ea= ch card in your Imperial Age deck to put one Unit into play.  This unit will come into play du= ring the Enlistment Phase with its maximum number of tokens.
96 Cleansing Ritual C Event 3 0 2                                     Target Relic may not be pick= ed 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 t= arget 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 mil= itary building.  The building has = +5 Garrison until destroyed.  O= nly 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 Wonder= s 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 fo= r this battle.  If target unit dest= roys an enemy unit this turn, owner may retrieve a Military Technology from th= eir 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 t= arget 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 uni= t 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 fro= m 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 bef= ore 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 additio= nal Movement phase after Attack Resolution.&= nbsp; 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 mus= t 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 pla= yer chooses unit first.
111 Hard to Starb= oard! C Event 2 0 1                                     Reduce damage dealt to targe= t 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 attemp= t 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. 2= 0 AP vs Cavalry.  Must have Stable. = 26 HP; AP 5
119 Medieval Trappings U Event 2 0     2 2                               Attachment: Attach to one o= f your buildings.  Every turn an en= emy non-seige, non-unique unit resides on attached building, they must lose o= ne token.  Snuff this card if t= he attached building is destroyed.
120 Non Compos Mentis R Event 3 0 1 1 1 1                               Roll a 1d6 when in combat.<= span style=3D'mso-spacerun:yes'>  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 atta= cking units, they may target the same defending unit.  There is no retreat allowed duri= ng 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 be= fore 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 t= his 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 ene= my Infantry unit with at least 4 tokens on it.  These tokens become villagers fo= r the unit owner.
128 Salvage the Ashes C Event 3 0       1                               Play when a building is destroyed.  Building is turn= ed face down instead of discarded.  Play anytime.
129 Shanghaied U Event 3 0   6 1                                 Play on a target enemy beac= h fringe building.  Up to 3 villagers= on the card are removed and added to your villager pool, regardless of housi= ng limits.
130 Skilled Labor C Event 1 0   4                                   You may build up to 10 villa= gers this turn, if you are able to house them.
131 Soak the Timb= ers 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 ra= nged 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 o= f 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 anytim= e.
138 The Hammer's Cavalry U Event 3 0   1 2                 O               Play when one of your Cavalr= y units is reduced to one token.  Ad= d 2 tokens to the unit at no cost.  Play anytime.
139 The Wind Hear= s My Call C Event 2 0 1   1                                 Target ship may switch its s= tance this turn, during the construction phase.
140 They're Naturals P Event 3 0       2                 O             Total resource cost is halve= d (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 en= emy unit resides on attached building, the unit's owner loses 3 Gold.  Snuff this card if building is d= estroyed.
142 Tsunami U Event 4 0 2   1 1                               Turn a target, beach fringe building face down.  This ca= rd 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 const= ruct 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.<= span style=3D'mso-spacerun:yes'>  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.&nb= sp; 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 u= nit takes no damage for the first round of combat.  The ranged round does count as t= he first round of combat.  Play anytime.
148 Worth Its Weight C Event 3 0 2   1                                 Target player may move one S= iege unit from anywhere in their village to any fringe building.
149 Wrong Way R Event 2 0     5                                 Play when target unit is mo= ving from No-Man's-Land.  The uni= t must move to your fringe.  Unit o= wner 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 r= ounds 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. Build= ing. Must have Berserk & Castle. HP 18; AP 14
F16 Elite Longboa= t (Vi) UR Upgrade 4 5 3   3     1                 O         50 AP vs. Demo= lition Ship, Galley, Longboat, Building & Land Unit. Must have Longboat, Dock & Castle. Bombardment:2  One token per card  HP 38; AP 16=
F17 Elite Mameluk= e (Sa) UR Upgrade 4 25 2   3     1               O           Movement : 2. 2= 0 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. Build= ing. 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. Demo= lition 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.<= span style=3D'mso-spacerun:yes'>  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 Ca= thedral (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 Tem= ple 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 Mos= que 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.