EVENTS
TRADE EMBARGO
Inflict
corruption on your market and city areas
malfunction to half of your
Gain
3
for each unique attack class (
) of your
2
for each of your action cubes on the game map
VOLCANIC ERUPTION
Inflict
calamity on 4 mountain hexes in your
corruption on each of your area with at least 2 action cubes
Gain
1 
adjacent to your action cubes on the technology grid
2
for each of your experience cubes
VASSAL REVOLT
Inflict
rebels on 3 of your
damage to each of your city and castle
Gain
1 Spearman for each unique class (
) of your
1
for every 2
in your warehouse
SIMONY
Inflict
corruption on your artisan workshop and meadery areas
calamity on 4 hexes adjacent to your
Gain
10
for each of your empty
warehouses
2 faith cubes for each unique class (
) of your
SUMPTUARY LAW
Inflict
corruption on your artisan workshop and meadery areas
calamity on 4 forest hexes in your
Gain
2
for each of your action cubes on the game map
1
for each of your faith cubes
BLASPHEMY
Inflict
calamity on 4 hexes adjacent to your
heresy in each of your
with enemy
Gain
1
for each of your faith cubes
1 experience cube for every 3 of your
MONOPOLY
Inflict
corruption on each of your warehouses that has more than 5
or 5
malfunction to all your 
Gain
1
for each of your
1 experience cube for every 20
in your treasury
DIVERSION
Inflict
damage to 4 of your
adjacent to enemy
corruption on each of your warehouses that has more than 5
or 5
Gain
1 experience cube for each of your empty
warehouses
2
for each unique class (
) of your
METEORITE FALL
Inflict
damage to 4 of your
in
with enemy
heresy in each of your
with foreign
Gain
3
for each of your
2
for each of your 
DESERTION
Inflict
rebels on 3 of your
malfunction to all your 
Gain
1
for each of your
2 faith cubes for each of your action cubes on the technology grid
CIVIL WAR
Inflict
rebels on 3 of your
in foreign
calamity on 4 mountain hexes in your
Gain
1 Swordsman for every 2 of your
1 Archer for each unique type (
) of your
DEFALCATION
Inflict
corruption on each of your empty
or
warehouses
malfunction to all your 
Gain
1 building for each unique class (
) of your
1
for every 10
in your treasury
BRIBERY
Inflict
corruption on each of your area with at least 2 action cubes
malfunction to all your 
Gain
8
for each unique class (
) of your
1
for every 2
in your cities and castles
LOSS OF LOYALTY
Inflict
damage to 4 of your
adjacent to the sea or ocean
corruption on your barracks and forge areas
Gain
1
for each unique class (
) of your
2
for each action cubes on your market area
CENSORSHIP OF IDEAS
Inflict
malfunction to all your 
heresy in 3 foreign
Gain
2
for each action cubes on your barracks and siege workshop areas
1 Cavalryman for each of your
with your
FESTIVAL
Inflict
damage to each of your city and castle
corruption on your market and city areas
Gain
5
for each
in your cities and castles
1 
adjacent to your action cubes on the technology grid
STORM
Inflict
rebels on 3 of your
calamity on all sea hexes in your
Gain
2
for each sea hex in your
1 
adjacent to your action cubes on the technology grid
WILDFIRES
Inflict
calamity on 4 forest hexes in your
rebels on 3 of your
Gain
1 building for every 2 of your
2
for each of your experience cubes
TEMPEST
Inflict
calamity on all sea hexes in your
rebels on 3 of your
in foreign
Gain
3
for each of your
1 experience cube for every 2 of your
RELIGIOUS WAR
Inflict
heresy in each of your
with enemy
damage to 4 of your
in foreign
Gain
1
for each
in your warehouse
1 Catapult for every 3 of your military buildings
CULTURAL EXCHANGE
Inflict
heresy in 3 foreign
damage to 4 of your
in foreign
Gain
1 building for each unique class (
) of your
1 
adjacent to your action cubes on the technology grid
REVOLUTION
Inflict
rebels on 4 of your
in your cities and castles
damage to 4 of your
in
with enemy
Gain
2
for each of action cubes on your barracks and siege workshop areas
1
for each of your
DOOMSDAY
Inflict
calamity on 1 hex in each of your
heresy in half of your
Gain
2
for each of your faith cubes
5
for each of your active
POLICY SHIFT
Inflict
malfunction to all your 
rebels on 4 of your
adjacent to your cities
Gain
1 building for every 2
in your warehouse
5
for each action cubes on your barracks and siege workshop areas
SABOTAGE
Inflict
damage to 4 of your
in foreign
rebels on 3 of your
in
with a foreign
Gain
2
for each unique class (
) of your
3
for each of your empty
warehouses
TURMOIL
Inflict
rebels on 4 of your
adjacent to your cities
malfunction to all your 
Gain
2
for each of your experience cubes
1 Spearman for every 2 of your military buildings
POGROMS
Inflict
damage to 4 of your
in
without your
heresy in each of your
without your
Gain
2
for each of your active
3
for each unique attack class (
) of your
APOSTASY
Inflict
heresy in each of your
without your
calamity on 4 hexes adjacent to your
Gain
2
for each of your action cubes on the technology grid
1 Cavalryman for each of your active
ECLIPSE
Inflict
malfunction to all your 
corruption on your siege workshop and dockyard areas
Gain
1
for each of your
1
for each hex of the game map with your
THEOPHANY
Inflict
malfunction to all your 
rebels on 3 of your
Gain
1 Archer for every 2 of your faith cubes
2
for each of your
EXCOMMUNICATION
Inflict
heresy in each of your
without your
calamity on all meadow hexes in your
Gain
5
for each of your 
1 
adjacent to your action cubes on the technology grid
SCHISM
Inflict
heresy in half of your
damage to 4 of your
adjacent to enemy
Gain
1
for each of your action cubes on the technology grid
1 building for every 2 of your experience cubes
OBSCURANTISM
Inflict
malfunction to half of your
corruption on each of your empty
and
warehouses
Gain
1
for each hex of the game map with your
2 faith cubes for each unique attack class (
) of your
FLOOD
Inflict
calamity on all meadow hexes in your
corruption on your siege workshop and dockyard areas
Gain
2
for each desert hex in your
1 experience cube for each of your active
UPRISING
Inflict
rebels on 3 of your
in
with a foreign
calamity on 1 hex in each of your
Gain
3
for each of your
1 Swordsman for each of your 
RELIGIOUS PERSECUTION
Inflict
damage to 4 of your
in foreign
heresy in each of your
with a foreign city or castle
Gain
1 Galley for each of your active
2
for each of your 
RENAISSANCE
Inflict
heresy in each of your
with foreign
damage to 4 of your
in
without your
Gain
1 
adjacent to your action cubes on the technology grid
2
for each of your action cube on the technology grid
SCORCHED EARTH
Inflict
calamity on 4 hexes adjacent to your
heresy in each of your
without your
Gain
1
for each of your
2 faith cubes for each desert hex in your
INQUISITION
Inflict
malfunction to all your 
corruption on your barracks and forge areas
Gain
5
for each of your
1
for each of your faith cubes
EPIDEMIC
Inflict
malfunction to all your 
rebels on 4 of your
in your cities or castles
Gain
1 faith cube for each of your action cubes on the game map
1 experience cube for every 2 of your
PIRATE RAID
Inflict
rebels on 3 of your
damage to 4 of your
adjacent to the sea or ocean
Gain
2
for each action cubes on your market area
1 Catapult for every 2 of your 
ICONOCLASM
Inflict
heresy in each of your
with a foreign city or castle
malfunction to all your 
Gain
1 
adjacent to your action cubes on the technology grid
2 faith cubes for each of your
in an enemy