Card

Sc

Costs (Builders, Researchers)

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

#

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

Jeff Prentiss

1

Castle

Building

3

30

15

15

Add Wall ability to Castle card.

Jeff Prentiss

2

Copycat

Event

3

0

X

X

X

X

Pay to copy an Upgrade
card or prerequisite in play. Cost of Copycat equals the cost of the Upgrade
card copied.

Nate Rys

3

Long Bows

Event

3

2

3

O

Longbowmen get an additional combat
round against Infantry & Cavalry.

Cory Hoeft

4

Long Pikes

Technology

3

4

2

1

Spearman gain a ranged attack equal
to melee when defending; also get +12 vs. Cavalry. Must have Pikeman &
Blacksmith.

Nate Rys

5

Castle

Building

3

30

15

15

Add Bombardment:1, Min. Range:1, 20
AP.

Cory Hoeft

6

Dutch Dam

Event

2

1

3

Place this card between one of your
docks & a building on the same row.
This is now considered an empty sqaure to build on.

Cory Hoeft

7

Big Leak

Event

3

3

3

Target building on a "Dutch
Dam" is turned face down.
Any villagers assigned there are lost.  Building may be rebuilt as normal +3
villagers.  Any units on building
are not affected.

Cory Hoeft

8

Blow the Dam

Event

4

3

3

3

Target Dutch Dam in play is
snuffed.  Any buildings, villagers
or units on this space are discarded.
Slide the cards together to remove space made by Dutch Dam.

Cory Hoeft

9

Thumb in the Wall

Event

2

6

Sacrifice 1 villager to make target
Dutch Dam immune to Blow the Dam and Big Leak.  Immunity only lasts until you advance
to next age.  May not be played in
Age 4.

Cory Hoeft

10

Holy Might

Event

3

2

Attach to a unit with at least 2
Monks that is currently holding a Relic.
That unit must stay in an enemy village for 2 full turns without
entering combat or damaging buildings.
At end of their 2nd turn if no change to unit, monks & relic, may
now convert buildings with same odds as combat (except Town Centers).  Discard this event and cancel
abilities if at any time unit enters combat in any way, leaves enemy village,
deals damage to villagers or buildings.

Jeff Prentiss

11

Chain Gang Labor

Event

4

15

15

Play during your allocation phase
to conscript all villagers not on Town Centers from 1 other village, for 2 of
your turns (starting now).
Any conscripted villagers still alive at end of 2nd turn are returned
to that village to be reallocated as owner desires.

Cory Hoeft

12

Failure to Communicate

Event

2

2

4

Play
after opponent's allocation phase.
Distribute all of one opponent's villagers equally among his Town
Centers.

Cory Hoeft

13

Forced Labor

Event

3

1

2

Play during your
Collection/Upkeep.  For the rest
of this turn villagers may collect 2 instead of 1 resource per villager &
there is no limit to the amount of resources a building can produce.  Any villagers used this way are then
snuffed.

Nate Rys

14

Harvest Moon

Event

3

2

2

Play during your Allocation
phase.  All Farms produce double
during this phase.

Nate Rys

15

Presence of the Master (Dulos)

Event

3

4

4

Search your draw deck for a
technology or upgrade and place it in your hand.

Josh Brekke

16

Overwhelming Superiority

Event

4

50

50

50

50

50

Play during your opponent's
allocation phase.  If you have at
least three undamaged Age III buildings, and at least three full unit cards
in play, you win.

Cory Hoeft

17

Dying Wish

Event

1

1

1

1

1

Play anytime.  If any villager(s) die protecting a
building, no damage may be dealt to the building for the rest of this turn
from any source.  May not target
buildings with Garrison Values.

Josh Brekke

18

No Matter The Cost

Event

3

20

Play anytime.  Target full unit does not take any
causulties during Combat Resolution. This event does not prevent Conversions.
If target unit is defending, the attacker may not "hit and run".
After both rounds of combat are resolved, discard the targeted unit.

Nate Rys

19

Sacking of the Great Library

Event

3

20

20

Remove all technologies and
upgrades from play. Discard all cards of age 2 or greater. Then resort both
you and your opponents deck into ages and set deck 1 aside. All players start
the game anew.

Cory Hoeft

20

Do or Die!

Event

4

5

5

Play anytime.  Target two units in combat. Neither
target may retreat. Instead of 2 combat rounds, battle continues until only
one unit is left. If neither unit can deal enough damage to kill a token,
Then of the tokens left, whoever deals more damage wins automatically. In
case of Tie, flip a coin

Jeff Prentiss

21

Bribing the Building Inspector

Event

3

5

5

5

5

5

Play during your
construction/research phase, and may only be played during your 4th Age. May
only be countered by "Librarians On Strike" (see later). You may
split your 4th Age into two decks - an Early Imperial and a Late Imperial
Age. No minimum on either deck. The research cost to goto Late Imperial Age
is the same as Early Imperial Age (currently Age 4 card).

Jeff Prentiss

22

Early Age I

Age

1

additional Age card

Jeff Prentiss

23

Early Age 2

Age

2

additional Age card

Jeff Prentiss

24

Early Age 3

Age

3

additional Age card

Jeff Prentiss

25

Early Age 4

Age

4

additional Age card

Jeff Prentiss

26

Late Age I

Age

1

additional Age card

Jeff Prentiss

27

Late Age 2

Age

2

additional Age card

Jeff Prentiss

28

Late Age 3

Age

3

additional Age card

Jeff Prentiss

29

Late Age 4

Age

4

additional Age card

Jeff Prentiss

30

Librarians On Strike

Event

1

3

3

Play in response to Bribing the
Building Inspector (above). You pay 3 wood & remove any 3 villagers from
your town center (place in pool, they will be available during your next
allocation phase) to stop a split age from being researched.

Jeff Prentiss

31

Cultural Center

Building

2

7

5

7

5

Building 180 HP, adds 2 to villager
population limit.  Must be built
next to a Town Center. If you have to tear down a building to do this, add 2R
as an additional cost.  Cultural
Center allows you to hold an additional card in your hand (effect cumulative,
so if you build 5, hold 5 additional cards). Also generates 1G every turn.

Cory Hoeft

32

Town Square

Upgrade

2

5

5

1

Attach this to a Town Center. +40
hp. If the Market is built touching this Town center, it's resource cost is 3
Wood and 3 Villagers. You may now Recruit up to 6 villagers per turn

Cory Hoeft

33

A Place to Call Home

Event/Community Service

1

1

1

1

1

May only be played during your
Enlistment phase.  Each player may
look through their play deck and immediately put into play up to 50 scenerio
pts worth of buildings. All resource costs are considered paid.

Cory Hoeft

34

Cornucopia

Event/Community Service

1

1

1

1

1

May only be played during your
Enlistment phase.  Each player may
look through their play Deck and immediately put into play every card that
produces Food, Wood, Stone, or Gold, as if the resource cost were paid

Cory Hoeft

35

Two Minds Are Better Than One

Event/Community Service

2

1

1

1

1

May only be played during your
Enlistment phase.  Each player may
look through their play Deck and immediately put into play up to 20 scenerio
pts worth of Technology cards. All supply costs are considered paid.

Cory Hoeft

36

Town Watch

Event/Community Service

2

1

1

1

1

May only be played during your
Enlistment phase.  Each player may
look through their play Deck and immediately put into play 1 Militia on each
Barracks that has no units on them. The Militia is considered to be Full.
(You may not play this card unless you AND your opponent have at least one
Barracks with no unit on them.

Cory Hoeft

37

Working Together For a Better Tomorrow

Event/Community Service

2

1

1

1

1

May only be played during your
Enlistment phase.  Each player may
immediately advances to the next AGE as if the resources and research where
paid. Both players may immedaitely shuffle their discard pile in as normal.

Cory Hoeft

38

Let's Cut to The Chase

Event/Community Service

3

10

10

10

10

May only be played during your
Enlistment phase.  Each player
must agree to pay at least part of this cost If every player cannot agree to
pay at least part of the cost, none of it is paid but the card is discarded.
If everyone agrees to pay, all players must immediately shuffle all Age decks
and the discard pile into AGE IV. All players are now in AGE IV.

Jeff Prentiss

39

Avalon Mists

Event

1

2+

2+

2+

2+

Event card stays on table and you
must pay 2+Age being researched each time you and/or opponents research an
Age.  If you can't pay, or choose
not to, the event is discarded.
As long as it is in play, the Fog of War is still in effect.

Cory Hoeft

40

Isolation

Event

1

3

3

May only be played in Age I.  No player may attack a player still in
AGE I. This card is discarded after all players are AGE II or higher.

Cory Hoeft

41

Far Off Land

Event

2

3

5

3

For the rest of the game, when
units move towards your village, or you move your units towards opponents
villages, you must count NML as 1 space. This means anything with a movement
of 1 will have to stop in NML, and continue next turn to reach a village.

Cory Hoeft

42

Age of Innocence

Event

1

1

2

If no player has attacked yet this
game, Fog of war extends throught Age II. A player reaching AGE III may then
attack, and the defending player may then attack as per normal Fog of War
rules.

Josh Brekke

43

Fief

Event/Attachment

2

3

3

When Fief comes into play, destroy
a farm you control. This card attaches to any military card you control and
adds one additional token to that card. Cannot be played on cards with only 1
token.

Jeff Prentiss

44

Warehouse

Building

3

5

5

5

5

Must be built next to Dock. When
built, take up to any 20 cards from your Age IV deck and place them under
Warehouse. You may pay 2G and take up to any 5 cards under Warehouse, and
place them in your draw deck (then shuffle) or you may pay 6g to draw any 1
card into your hand. Warehouse may only be used during your construction
phase. If Warehouse is destroyed, all cards under it go to the snuff pile.

Jeff Prentiss

45

Security Guards

Unit

4

1

1

Mercenary Unit.  25 HP, 15 AP, 25 AP vs. Militia.  May only be played on a
Warehouse.  No other friendly
units allowed on Warehouse while in play.  May have 1 token on card per every 2
cards stored in Warehouse (max 10).
May not move off of Warehouse.

Jeff Prentiss

46

Where's The Beef?

Upgrade

4

5

5

40 HP, 25 AP, 35 AP vs.
Militia.  Must have Warehouse
& Security Guards.

Jeff Prentiss

47

They're Packing Heat!

Upgrade

4

5

15

45 HP, 45 AP, 50 AP vs.
Militia.  Must have Warehouse
& Security Guards.  Place on
"Where's The Beef?".

Jeff Prentiss

48

Splitting Hairs

Event

1

2x

2x

2x

2x

2x

Sort your draw deck into 'type'
piles (events, buildings, etc.).
During your Discard & Draw phase, you may draw from as many piles
as you wish, paying 1G for each pile used beyond 1.  (Cost is 2 times the number of draw
piles you end up with.)

Jeff Prentiss

49

Researched Unto Death

Event

2

3

3

3

3

15

3

You may immediately advance to the
next Age.  Shuffle your draw deck
& next Age together before your Discard & Draw phase.  The 3 villagers doing research die during
your Allocation phase.

Jeff Prentiss

50

Bag O' Peanuts

Upgrade

4

2

10

2

1

Monks may now convert War
Elephants.  Upon a successful die
roll, owner of Monks must pay owner of War Elephant 1 of each resource.  Must have Monastery & Monks in play.

Jeff Prentiss

51

Archaeology

Technology

4

5

3

2

You may now move in No Man's Land
to research Artifacts.  Outpost
& Cartography are not needed.

Jeff Prentiss

52

Field Camp

Building

4

3

3

5

5

You may stay in No-Man's-Land here
while researching artifacts.
Opponent's may only attack if they roll 4-6 on 1d6.

Jeff Prentiss

53

Oasis

Building

4

3

3

3

Build next to Field Camp.  May never be attacked.  (Once in play, stays in play.)  While next to Field Camp you may have
opponent reroll to see if they attack your Field Camp successfully.

Jeff Prentiss

54

Followers of Anubis

Unit

4

3

3

5HP, 1AP.  Only unit allowed to carry
artifacts.  Must place as many
tokens on unit card equal to Stone cost of artifact being carried, (or half
if Oasis is also in play).  Must
have Field Camp.

Jeff Prentiss

55

Professor Jones

Unit

4

5

5

30HP, 10AP.  1 token per card. Cuts research time
of Artifacts in half.  Must have
Field Camp.

Jeff Prentiss

56

Captain Nemo

Unit

4

5

5

30HP, 10AP.  1 token per card. Cuts research time
of Artifacts in half.  Must have
Field Camp.

Jeff Prentiss

57

Ark of the Covenant

Artifact

4

15

15

30

30

10

6

Once researched, if successfully
carried back to a Monastery, Museum or University and held for 4 turns you
win the game.  You also get an
additional 10 gold to start the next game with, and you get to start the next
game but Artifact is snuffed at start of that game.

Jeff Prentiss

58

Excalibur

Artifact

4

15

15

30

30

10

6

Once researched, if successfully
carried back to a Monastery, Museum or University and held for 4 turns you
win the game.  You also get an
additional 10 gold to start the next game with, and you get to start the next
game but Artifact is snuffed at start of that game.