In this section, you will find the descriptions of terms that were not detailed in the main rules. While many of them may seem intuitively clear, some include complex game mechanics and may be ambiguous.
Term | Description |
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game effect / effect | A condition described in the rules or on a card that forces players to act or refrain from acting in a certain way, thereby changing the state of the game |
game component / component | All physical components on the game table: cards, tokens, tiles, dice, coins |
object | The structures and units on the game map |
enemy target | During a battle, the target is all enemy objects located on the hex that is being attacked by your army. If multiple enemy armies are involved in a battle as part of corps, then the target is all objects on the hexes where the enemy armies are located |
ally | A player with whom an alliance has been formed |
opponent / adversary | Any other player except an ally |
infidel | Another player whose religion differs from yours, even if they are your ally. If you follow a religion and the other player does not, they are also considered an infidel, but not vice versa |
modifier |
A number that increases or decreases the impact of specified game effects. Modifiers are most commonly found on technology and nation cards. Modifiers may affect your opponents, but if not stated in the description, the modifier affects only you. Modifiers may apply only under certain circumstances, but if not specified, such a modifier is always active. Examples:
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Term | Description |
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activate | Place an action cube or activation cube on a game component and perform the corresponding action associated with this component. You can activate certain areas of a player mat, technologies, hexes, etc. |
deactivate | Return the game component to the unactivated state. For a recurrent technology, this means to discard the activation cube |
retrieve | Return a used action cube from the specified area to your game zone, making it available for reuse |
deplete | Make one of your armies / group of units depleted. To do this, place a depletion cube on the hex with them. By default, this occurs after the army/units have performed a maneuver |
retreat | During the battle, move your army to an adjacent hex and deplete it. Immediately after this, the battle is interrupted, and the opponent's army remains depleted and in place. Some technologies allow you to retreat and avoid losses once a battle has already started. |
destroy | Remove another player's object from the game map. The other player loses it and returns it to the reserve or their player mat. In some cases, as specified in the description, you can destroy your own or allied objects |
loss | Remove your object from the game map and return it to the reserve (or the player mat). Objects are usually lost after being destroyed or discarded |
discard |
Return the specified game component from your mat, game map, or any other game zone (like technology grid or event grid) to the reserve or a specially designated discard pile. As a result, if you own this component, you lose it and the opportunities associated with it.
For example, if you discard a building token, you lose that building and return it to your mat; if you discard a religion token, you lose the religious community and return the token to the reserve; if you discard a technology card, it returns to the discard pile. Usually, discarded tokens and cubes remain available for further use, while discarded cards become unavailable to all players unless some special abilities allow these cards to be returned |
gain |
Receive a specified reward.
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acquire |
During your turn in the development phase, if you meet the conditions for an instant achievement, acquire it by placing your affiliation ![]() |
replace |
Replace the specified game component with another one. Return the replaced component to the reserve, it is not considered discarded or lost.
For example, if you replace a peasant unit with a swordsman unit, then the swordsman unit must be placed on the same hex where the peasant unit was. In this case, the swordsmen inherit a neutral cube (depletion state) and/or a black cube (rebel state). If the replacement occurs during a battle, it is not considered a loss or discarding of the unit. For example, an opponent with Autocracy will not gain Glory for it |
pay n | Give your n resources/products/Glory/coins to another player. A reward is provided in return |
spend n | Discard n of your resources/products/coins and gain the specified reward. If you need to spend Glory, reduce its amount on the corresponding track |
transfer | Transfer the cube(s) of the specified type from one place to another. This way you convert some resources/products/states into others |
as a main action | Use an action cube in a specified way in order to execute a game effect. This is considered a main action, after which you may pass the turn.
Some abilities of nations allow using experience cubes as action cubes. In such cases, the experience cube is considered to be an action cube at the moment of use |
as a free action |
Perform the specified action without using any action cube. After this, you cannot pass the turn, if only a free action was performed. You need to complete a main action, which may be of another type. For example, if you used a free action for construction, the main action may be recruiting.
If you borrow a technology as a free action, take an affiliation cube of your color from the box |
inflict |
Add one adversity to yourself or to another player. To do this, place a black ![]() During the emergence of adversities in the achievement phase, each player inflicts adversities on themselves as specified in the activated blocks on the event cards.
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deal |
During a battle, you can deal a certain amount of damage to enemy objects. If as a result the enemy object hit points are reduced to zero, you destroy that object, and your opponent loses it, discarding it from the game map. If the damage dealt is insufficient to destroy a structure, place the corresponding number of black ![]() ![]() |
ignore | Pretend the specified game effect does not exist |
cancel | All players ignore the occurrence of a game effect that was supposed to occur or has occurred |
draw n | Draw n cubes randomly from the specified bag. You cannot peek or otherwise influence the result |
redraw n with returning | Once you draw m cubes from the bag (m ≥ n), return n of them back to the bag and redraw n cubes |
redraw n without returning | Once you draw m cubes from the bag (m ≥ n), set aside n of them and redraw n new cubes. You may choose which set of n cubes to consider as your result. Return the other set back to the bag |
double | Multiply the number of certain components to be taken from the box by two |
Term | Description |
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your |
A game component controlled or owned by you.
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foreign | A game component controlled or owned by another player, including your ally |
enemy | A game component controlled or owned by your opponent (not an ally). However, an exception is a rebel of your color, which does not belong to any player, but is an enemy unit to everyone |
unactivated | A game component that has not yet been activated in the current round |
depleted | The state of an army or unit that has already performed a maneuver in the current round. Usually, they can no longer perform a maneuver until the end of the round. This state is marked by a depletion cube on the hex with the units |
engaged | A unit or army that is/was involved in a battle or suppression |
available |
A unit that you can recruit if you have the necessary resources.
For example, your elite unit is unavailable in Age I, and may also be unavailable if it requires a castle that you do not have. Also, the swordsmen are not available to you if you play for the Göktürks. |
land unit | Any unit that is not a vessel. A land army does not have any vessels in it |
forbidden |
This term has the highest priority and prohibits all players from performing certain actions. For example, if the event Quarantine imposes a forbidden status on trade in the current round, you cannot use the ability of the Funanese, which allows "once per turn to spend ![]() |
cannot |
This term has the highest priority and restricts the player from performing certain actions. For example, if you play as the Mocheans, who cannot produce mead, then during the event Distillation of Whisky, which allows "producing up to 6 ![]() |