MIME-Version: 1.0 X-Document-Type: Worksheet Content-Location: file:///C:/237AD914/AOESmokeNSaintsSet.htm Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset="us-ascii" Age of Empires Smoke and Saints Set
Card   Sc Costs (Builders, Researchers) Restri= ctions  (O=3DOnly, X=3DCannot be used by= )
# 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
Jeff Prentiss 1 Castle Building 3 30 15 15 Add Wall ability to Castle c= ard.
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 Upgr= ade 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 atta= ck 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. Rang= e: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.&= nbsp; 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 norma= l +3 villagers.  Any units on bui= lding are not affected.
Cory Hoeft 8 Blow the Dam Event 4 3 3 3 Target Dutch Dam in play is snuffed.  Any buildings, vil= lagers or units on this space are discarded.&nb= sp; 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 mak= e target Dutch Dam immune to Blow the Dam and Big Leak.  Immunity only lasts until you ad= vance to next age.  May not be pla= yed in Age 4.
Cory Hoeft 10 Holy Might Event 3 2 Attach to a unit with at le= ast 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.&n= bsp; 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 vill= age, 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 retur= ned 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 &= amp; 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 do= uble 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 ha= ve at least three undamaged Age III buildings, and at least three full unit car= ds in play, you win.
Cory Hoeft 17 Dying Wish Event 1 1 1 1 1 Play anytime.  If any villager(s) die protectin= g a building, no damage may be dealt to the building for the rest of this turn from any source.  May not ta= rget buildings with Garrison Values.
Josh Brekke 18 No Matter The Cost Event 3 20 Play anytime.  Target full unit does not take a= ny causulties during Combat Resolution. This event does not prevent Conversi= ons. 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 bo= th you and your opponents deck into ages and set deck 1 aside. All players s= tart the game anew.
Cory Hoeft 20 Do or Die! Event 4 5 5 Play anytime.  Target two units in combat. Neit= her target may retreat. Instead of 2 combat rounds, battle continues until on= ly 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 Prentis= s 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 A= ge 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 f= rom 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 b= uilt next to a Town Center. If you have to tear down a building to do this, ad= d 2R as an additional cost.  Cult= ural Center allows you to hold an additional card in your hand (effect cumulat= ive, 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 Cente= r. +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 y= our Enlistment phase.  Each play= er may look through their play deck and immediately put into play up to 50 scene= rio 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 y= our Enlistment phase.  Each play= er 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 y= our Enlistment phase.  Each play= er may look through their play Deck and immediately put into play up to 20 scene= rio 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 y= our Enlistment phase.  Each play= er may look through their play Deck and immediately put into play 1 Militia on e= ach 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 y= our Enlistment phase.  Each play= er may immediately advances to the next AGE as if the resources and research whe= re paid. Both players may immedaitely shuffle their discard pile in as norma= l.
Cory Hoeft 38 Let's Cut to The Chase Event/Community Service 3 10 10 10 10 May only be played during y= our Enlistment phase.  Each play= er 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 discard= ed. If everyone agrees to pay, all players must immediately shuffle all Age d= ecks 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 a= nd you must pay 2+Age being researched each time you and/or opponents research an Age.  If you can't pay, or c= hoose 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 st= ill 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, w= hen 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 movem= ent 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 y= et this game, Fog of war extends throught Age II. A player reaching AGE III may t= hen 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 a= nd adds one additional token to that card. Cannot be played on cards with on= ly 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 eve= ry 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.  Plac= e on "Where's The Beef?".
Jeff Prentiss 48 Splitting Hairs Event 1 2x 2x 2x 2x 2x Sort your draw deck into 't= ype' piles (events, buildings, etc.).  During your Discard & Draw phase, you may draw from as many pi= les as you wish, paying 1G for each pile used beyond 1.  (Cost is 2 times the number of d= raw 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 d= ie during your Allocation phase.
Jeff Prentiss 50 Bag O' Peanuts Upgrade 4 2 10 2 1 Monks may now convert War Elephants.  Upon a successfu= l 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.  Outp= ost & Cartography are not needed.
Jeff Prentiss 52 Field Camp Building 4 3 3 5 5 You may stay in No-Man's-La= nd 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 ma= ny tokens on unit card equal to Stone cost of artifact being carried, (or ha= lf 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 success= fully 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 success= fully 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.