Age I
Craftsmen Guild
During the achievement phase, gain 1
for every 2
remaining on player mat
of any player
of any player
1
1
2
Hunting
When gathering
, gain 1
for each forest hex with your
1
3
1
Coppicing
When gathering
, gain 1
for every 2 of your 
on all meadow hexes
on all meadow hexes
1
1
2
Saddlery
During the achievement phase, gain 4
for each of your
in all your Cities and Castles
2
1
1
Product Barter
Transfer up to 4
between your product warehouses
1
2
2
Aging and Blending
Sell
for +3
each
-1
3
1
Spolia
Gain 15
3
1
1
Resource Barter
Transfer up to 8
between your resource warehouses
1
2
2
Stepped Quenching
Sell
for +3
each
-1
3
1
Serge
Sell
for +3
each
-1
3
1
Crane
When constructing each
, pay -2
1
1
2
Food Preservation
Gain 15
3
1
1
Mine
Transfer up to 5
here.
During the achievement phase, double all cubes here,
then transfer them
to
warehouse
then transfer them
to
1
2
2
Pickaxe
Gather +1
for every
2 of your
on all mountain hexes
2 of your
2
1
1
Fish Basket
Transfer up to 5
here.
During the achievement phase, double all cubes here,
then transfer them
to
warehouse
then transfer them
to
1
1
2
Splash Dam
Transfer up to 5
here.
During the achievement phase, double all cubes here,
then transfer them
to
warehouse
then transfer them
to
1
2
2
Framed Saw
Gather +1
for every
2 of your
on all forest hexes
2 of your
2
1
1
Mobilization
You may spend 1 action cube to transfer 1 exhaustion cube from your
to another
of your unexhausted
of your unexhausted
-1
3
2
Demobilization
You may transfer 1 
to your unexhausted
to gain 1 action cube
for this round only
to your unexhausted
to gain 1 action cube
for this round only
-1
3
2
Reconnaissance
During a battle, draw cubes from the bag one by one,
not all at once
not all at once
1
1
1
Equipment
Your
have
+1 movement point
+1 movement point
1
1
1
Fire Arrows
Your
with
has +1 strength and +1 courage against
1
1
1
Ambush Tactics
Your
has +2 strength
in the forest
in the forest
2
2
2
Code of Honor
Before attacking your
,
the attacker must spend 1
the attacker must spend 1
-1
2
2
Mountain Warfare
Your
has +2 strength
in the mountains
in the mountains
2
2
2
City Guard
When overcoming
,
add 2 white cubes to the bag
add 2 white cubes to the bag
-1
2
2
Propaganda
For recruiting in Barracks area, always use 1 action cube
-1
2
1
Conscription
When recruiting each
, pay -2
-1
2
2
Pilgrimage
Transfer exhaustion cubes from all your
in one chosen
to your religion card (≤ faith cube limit)
2
1
1
Paraklesis
During a battle, after drawing from the bag, you may redraw 1 cube without returning
for every 2 of your
for every 2 of your
-1
2
2
Holy Scripture
When defending, after bag preparation, perform
the conversion action
the conversion action
-1
2
2
Apologetics
You may store +4 faith cubes
-1
2
2
Mythology
When gaining at least 4 
in one turn, gain 1 action cube from the supply for this round
in one turn, gain 1 action cube from the supply for this round
1
1
2
Orthodoxy
When an infidel attempts
to spread religion to your
/
, they must draw
+1 cubes from the bag
to spread religion to your
+1 cubes from the bag
-1
1
1
1
Codification
Transfer all your action cubes from the technology grid
to your
card
to your
3
1
1
Heuristics
Diagonal cells are considered adjacent to your action cubes on the technology grid
-1
2
2
Trivium
Gain 2
for each foreign cube adjacent to your action cubes on the technology grid
-1
1
2
Grindstone
Pay 10
to transfer 1 spent action cube to your player zone
2
1
2
Atbash Cipher
When adopting each
,
pay -1
and -1
pay -1
-1
1
2
Tanning
When producing
of a single
type, pay -1
type, pay -1
2
1
1
Age II
Trading Post
Perform trade as a free action
2
1
2
Wholesale
You may trade up to +2 
or +1
in each transaction
or +1
-1
3
2
Alembic
For producing in Meadery area, always use 1 action cube
-1
3
2
Water Hammer
For producing in Forge area, always use 1 action cube
2
2
1
Loom
For producing in Artisan Workshop area, always use 1 action cube
2
3
2
Trade Routes
Gain 2
for each foreign City / Castle within (1-2) hexes from your City / Castle
-1
3
3
Staple Ports
Buy each good for -1
-1
1
2
Overseas Markets
Sell each good for +1
-1
1
2
Water Wheel
You may produce up to +1
1
3
2
Trade Taxes
During the achievement phase, gain 3
for each action cube on the Market area
of all players
of all players
-1
1
2
War Ordinances
After winning a battle against an enemy
, discard 4 cubes of your color from the bag, then transfer the rest
to your
card
to your
-1
2
2
Order of Knights
After constructing each military Building, gain 1 Swordsman
3
2
2
Supply Train
Perform a maneuver
with your exhausted
(may initiate battle)
with your exhausted
(may initiate battle)
2
1
2
Mercenary
When recruiting
, you may pay
instead of
and
at market price
-1
3
3
Call to Arms
Spend 5
and recruit up to 5
of any available types
as a free action
as a free action
-1
1
3
Siege Tower
When attacking an enemy
, your
has +1 courage.
When dealing damage, you may ignore Wall or Palisade
-1
3
3
Trained Army
During a battle, after drawing from the bag, you may redraw 1 cube with returning for each of your engaged
2
2
1
Sabotage
Before a battle, inflict 1 malfunction on the enemy
-1
1
2
Loophole
When defending fortifications, your
has +1 strength and enemy
has -1 courage
3
3
2
Chain Mail
During a battle, after bag preparation, draw 1 cube
for each of your engaged
, discard any of the drawn cubes, and return the rest
to the bag
for each of your engaged
to the bag
2
2
2
Raid
You may move your
through hexes with enemy
and/or Buildings. After
a maneuver, destroy 1
your
has moved through
a maneuver, destroy 1
-1
2
2
Prayer
After an opponent converts your
, draw 1 cube from
the bag. If no enemy cubes are drawn, cancel the conversion
the bag. If no enemy cubes are drawn, cancel the conversion
-1
3
2
Festival
Gain 1
for each of your
in all your Cities and Castles.
For this round, your
has +1 strength
-1
3
1
Theology
When defending, after bag preparation, perform
the conversion action
the conversion action
-1
1
2
Drama
After losing each object, gain 1
-1
1
2
Proselytism
After spreading your religion, you may inflict 1 damage or 1 rebel in the target
-1
2
1
Scholasticism
During a conversion, after drawing cubes from the bag, discard any enemy cubes instead of returning them
to the bag
to the bag
-1
1
2
Hegemony
If you are the Spiritual Leader, you control each
of your religion on the game map
-1
1
2
Sanitation
When spreading your religion, you may draw +1 cube from the bag to replace 1 enemy
in the newly created
with your
of the same type
-1
2
2
Solidarism
Overcome all your 
of one type
of one type
-1
3
3
Printing Press
Take 2
from the current age deck to your hand.
Give 1 of them to any player
Give 1 of them to any player
-1
3
2
Medicine
During a battle, after defining losses, perform the recovery action. After each failed recovery attempt, you may spend 1 faith cube to retry
-1
1
2
Steganography
Before anyone draws cubes from the bag, you may spend 5
to make them draw
+1 or -1 cube (your choice)
+1 or -1 cube (your choice)
-1
2
3
Alchemy
Transfer 1 white cube: from your
to your unactivated 
, or from your 

to your unexhausted
to your unexhausted
2
2
2
Perpetual Engine
Gain 10
for each foreign cube adjacent to your action cubes on the technology grid
-1
3
2
Quadrivium
Gain 3
for each foreign cube adjacent to your action cubes on the technology grid
-1
3
2
Scholars Guild
During the achievement phase, gain 3
for each 
of any player
of any player
-1
2
3
Artes Mechanicae
When another card's effect causes you to gain / take something, you may spend 2
once to get +1 of it
(once per card)
(once per card)
2
2
2
Buttress
Your Cities, Castles and Walls have +1
-1
3
3
Dry Dock
For recruiting in Dockyard area, always use 1 action cube. When recruiting each
, pay -3
1
1
3
Age III
Trade Pact
You may trade up to +2 
or +2
in each transaction
or +2
-1
1
2
Horse Collar
Gather +1
from each hex with your
1
1
3
Usurer Guild
Gain 1
for every 10 
of any player
of any player
-1
1
3
Monopoly
You may spend 1 experience cube to set any possible price for any good
-1
2
1
Paved Roads
When gathering
,
also gather with all your
exhausted
within your
also gather with all your
exhausted
2
4
1
Architect Guild
After constructing the last
from a single area of your mat, you may perform its corres-ponding action as a free action
1
1
3
Reorganization
Transfer all used action cubes from one area of your player mat to your player zone
2
2
3
Artillery
During a battle, if your
dealt at least 1 damage,
deal 1 additional damage
to the same target
deal 1 additional damage
to the same target
-1
3
1
Shock Tactics
Your 
has +1 strength
1
2
1
Pike
Your 
has +1 strength
1
2
1
Arquebus
Your 
has +1 strength
1
2
1
Military Advantage
When attacking an opponent with fewer 
than you, before bag preparation, destroy 1 enemy engaged
-1
2
2
Supply Wagon
Discard 1 exhaustion cube from your
3
2
2
Esprit de Corps
After destroying each enemy object, gain +1
-1
3
3
Regular Army
During a battle, after drawing from the bag, you may redraw 1 cube without returning,
for each of your engaged
for each of your engaged
-1
2
1
Unit Cohesion
After winning a battle
as an attacker, you may maneuver your engaged
(may initiate battle)
as an attacker, you may maneuver your engaged
-1
2
1
Sapping
When attacking an enemy
, before a battle, you may spend up to 2
to deal that much damage to it
-1
3
3
Fabian Tactics
When attacking enemy objects, during bag preparation,
you may discard up to 4 pairs of cubes (1 yours and 1 enemy per pair)
-1
2
1
Plate Armour
During a battle, after bag preparation, draw 1 cube
for each of your engaged
, replace them with cubes of your color, then return to the bag
for each of your engaged
2
2
1
Combat Formation
Your
have +1 size limit and +1 courage
-1
2
1
Order of Valor
Gain 1
for each 
of any player
of any player
-1
3
1
Folklore
When overcoming
,
gain +2
for each black cube discarded
gain +2
-1
2
2
Revel
Gain 1
for each of your experience cubes. For this round, your
has +1 courage
-1
3
1
Revolt
As a free action, you may destroy 1 of your
to change your
, transferring all
your experience cubes
to the new
card
your experience cubes
to the new
-1
2
1
Atonement
After an opponent converts your
, immediately destroy it
-1
1
2
Conspiracy
Inflict up to 4 
on any players
on any players
-1
1
2
Redemption
When a card effect requires you to spend something, you may destroy 1 of your
instead
-1
1
3
Catechism
When attacking, perform all available conversions.
Never place exhaustion cubes
on successfully converted
Never place exhaustion cubes
on successfully converted
-1
1
2
Prophecy
Gain 1
per your
.
You may discard any number
of your faith cubes to gain 3
for each
You may discard any number
of your faith cubes to gain 3
-1
1
3
Occultism
Your
has +1 courage
for each of your
for each of your
-1
2
2
Patriotism
You may recruit up to +2
1
2
1
Branders
You may destroy your 
to deal 2 damage
to adjacent objects
to deal 2 damage
to adjacent objects
-1
3
1
History
You may spend 5 
to take 1
from
deck I / II to your hand
to take 1
deck I / II to your hand
-1
2
2
Mathematics
When researching / adopting each
, pay -1
and -1
-1
1
2
Chancery
You may spend 1 
to start a new turn
to start a new turn
-1
1
2
Census
Take 2
from any decks
to your hand, then discard
1
from your hand
to your hand, then discard
1
-1
1
3
Artes Incertae
Discard up to 4
from
the technology grid
the technology grid
-1
1
2
Driven Mechanisms
You may spend 10 
to gain 1 action cube
to gain 1 action cube
-1
2
3
Academy
After drawing any number
of cubes from the bag, redraw
1 cube without returning
of cubes from the bag, redraw
1 cube without returning
-1
3
3
Hydraulics
Transfer 1 white cube: from your 
to your unactivated 
, or from your 

to your unactivated
to your unactivated
-1
3
3