TECHNOLOGIES

Age I

I

CRAFTMEN GUILD
economy recurrent
During the achievement phase, gain 2 coins for each product remaining on any player mat
1 food
1 stone
2 cloth

I

HUNTING
economy permanent
When gathering wood, gain 1 food for each forest hex with your peasant
1 food
3 wood
1 weapon

I

BRASHWOOD
economy permanent
When gathering food, gain 1 wood for every 2 of your peasant on meadow hexes
1 food
1 wood
2 cloth

I

SADDLERY
economy recurrent
During the achievement phase, gain 4 coins for each of your peasant in all your cities and castles
2 food
1 wood
1 cloth

I

PRODUCT BARTER
economy recurrent
Transfer up to 4 product between your product warehouses
1 food
2 wood
2 cloth

I

AGING AND BLENDING
economy permanent
Sell mead for +3 coins each
theocracy -1
3 wood
1 mead

I

STONE PIT
economy instant
Gain 15 stone
3 food
1 mead
1 weapon

I

RESOURCE BARTER
economy recurrent
Transfer up to 8 resource between your resource warehouses
1 food
2 wood
2 cloth

I

STEPPED QUENCHING
economy permanent
Sell weapon for +3 coins each
autocracy -1
3 stone
1 weapon

I

SERGE
economy permanent
Sell cloth for +3 coins each
democracy -1
4 food
1 cloth

I

CRANE
economy permanent
When constructing each structure, pay -2 coins
1 food
1 wood
2 cloth

I

FOOD PRESERVATION
economy instant
Gain 15 food
3 wood
1 mead
1 cloth

I

WOOD RAFTING
economy instant
Gain 15 wood
3 food
1 mead
1 cloth

I

MINE
economy recurrent
Transfer up to 5 food here. During the achievement phase, double all cubes here, then transfer them to stone warehouse
1 food
2 wood
2 cloth

I

PICKAXE
economy permanent
Gather +1 stone from each mountain hex with your peasant
2 wood
1 stone
1 cloth

I

FISH BASKET
economy recurrent
Transfer up to 5 wood here. During the achievement phase, double all cubes here, then transfer them to food warehouse
1 food
1 wood
2 cloth

I

SPLASH DAM
economy recurrent
Transfer up to 5 stone here. During the achievement phase, double all cubes here, then transfer them to wood warehouse
1 food
2 stone
2 cloth

I

TWO-HANDED SAW
economy permanent
Gather +1 wood from each forest hex with your peasant
2 food
1 stone
1 cloth

I

FISHING NET
economy permanent
Gather +1 food for each of your peasant in the sea
1 food
3 wood
1 cloth

I

MOBILIZATION
military
recurrent 2
Spend 1 action cube to discard 1 exhaustion cube from your army
autocracy -1
3 food
2 weapon

I

DEMOBILIZATION
military
recurrent 2
Exhaust your army to gain 1 action cube for this round
democracy -1
2 mead
2 cloth

I

RECONNAISSANCE
military permanent
When attacking, during drawing from the bag, instead of drawing all cubes at once, draw them one by one
1 food
1 cloth
1 weapon

I

EQUIPMENT
military permanent
Your unit have +1 movement point
1 food
1 wood
1 cloth

I

FIRE ARROWS
military permanent
Your army with ranged_attack has +1 strength bonus and +1 courage against vessel
1 wood
1 mead
1 weapon

I

AMBUSH TACTICS
military permanent
Your army in the forest has +2 strength bonus
2 food
2 wood
2 cloth

I

CODE OF HONOR
military permanent
Before attacking your unit, the attacker must spend 1 glory
democracy -1
2 food
2 cloth

I

MOUNTAIN WARFARE
military permanent
Your army in the mountains has +2 strength bonus
2 food
2 stone
2 cloth

I

CITY GUARD
military permanent
When overcoming adversity, add 2 white cubes to the bag
autocracy -1
3 food
2 weapon

I

PROPAGANDA
military permanent
For recruiting in barracks, always use 1 action cube
autocracy -1
1 mead
2 cloth

I

CONSCRIPTION
military permanent
When recruiting each unit, pay -2 coins
autocracy -1
1 food
2 mead

I

PARAKLESIS
culture permanent
During a battle, after drawing from the bag, you may redraw 1 cube without returning for every 2 of your religious community
theocracy -1
2 food
2 mead

I

HOLY SCRIPTS
culture permanent
When defending, after bag preparation, perform a conversion action
theocracy -1
2 food
2 cloth

I

APOLOGETICS
culture permanent
You may store +4 faith cubes
theocracy -1
2 food
2 cloth

I

MYTHOLOGY
culture permanent
When gaining4 glory in one turn, gain 1 action cube from the bank for the current round
1 food
1 stone
2 cloth

I

STATE FAST
culture permanent
During consumption, pay -1 food and -1 mead
theocracy -1
2 wood
2 cloth

I

HEURISTICS
knowledge permanent
When researching / gaining a technology, diagonal spaces near your action cubes on the technology grid are considered adjacent
democracy -1
2 food
2 cloth

I

TRIVIUM
knowledge recurrent
Gain 2 glory for each foreign cube adjacent to your action cubes on the technology grid
theocracy -1
2 food
2 cloth

I

INNOVATIONS
knowledge recurrent
Pay 10 coins to transfer 1 spent action cube to your game zone
2 food
1 stone
2 cloth

I

SCYTALE CIPHER
knowledge permanent
When borrowing each technology, pay -1 resource and -1 product
democracy -1
2 food
2 cloth

I

TANNING
knowledge permanent
When producing any number of product of one type, pay -1 resource
2 food
1 mead
1 cloth

Age II

II

TRADING POST
economy recurrent
Perform trade as a free action
2 food
1 mead
2 cloth

II

WHOLESALE
economy permanent
You may trade up to +2 resource / +1 product in each transaction
autocracy -1
3 food
2 cloth

II

ALEMBIC
economy permanent
For producing in meaderies, always use 1 action cube
theocracy -1
3 stone
2 cloth

II

WATER HAMMER
economy permanent
For producing in forges, always use 1 action cube
2 wood
2 cloth
1 weapon

II

LOOM
economy permanent
For producing in artisan workshops, always use 1 action cube
2 food
3 wood
2 cloth

II

TRADE ROUTES
economy recurrent
Gain 2 product for each foreign city / castle within 2 hexes from your city / castle
democracy -1
2 wood
3 cloth

II

SEA IMPORT
economy permanent
Buy each good for -1 coins
democracy -1
2 mead
2 cloth

II

SEA EXPORT
economy permanent
Sell each good for +1 coins
democracy -1
1 mead
2 cloth

II

WATER WHEEL
economy permanent
You may produce up to +1 product
1 wood
3 stone
2 cloth

II

TRADE TAXES
economy recurrent
During the achievement phase, gain 3 coins for each action cube on the market area of all players
autocracy -1
3 food
2 cloth

II

PRINTING PRESS
knowledge recurrent
Take 2 technology from the current age deck to your hand. Give 1 of them to any player
democracy -1
3 food
2 cloth

II

MEDICINE
knowledge permanent
During a battle, after defining losses, perform the recovery action
democracy -1
1 mead
2 cloth

II

STEGANOGRAPHY
knowledge permanent
Before anyone draws cubes from the bag, you may spend 5 coins to make them draw +1 or -1 cube (your choice)
theocracy -1
3 food
2 cloth

II

HYDRAULICS
knowledge recurrent
When transferring white cubes, transfer 1 more white cube from any of your army / recurrenttechnology to the destination
2 food
2 stone
2 cloth

II

PERPETUAL ENGINE
knowledge recurrent
Gain 10 coins for each foreign cube adjacent to your action cubes on the technology grid
autocracy -1
3 wood
2 cloth

II

QUADRIVIUM
knowledge recurrent
Gain 3 glory for each foreign cube adjacent to your action cubes on the technology grid
democracy -1
3 food
2 cloth

II

SCIENTISTS GUILD
knowledge recurrent
During the achievement phase, gain 3 coins for each technology of any player
democracy -1
2 stone
3 cloth

II

ENGINEERING
knowledge
recurrent 2
After gaining / taking anything with card effects, you may gain / take +1 of it
2 food
2 wood
2 cloth

II

BUTTRESS
knowledge permanent
Your cities, castles and walls have +1 hit_points
autocracy -1
3 stone
3 cloth

II

DRY DOCK
knowledge permanent
For recruiting in dockyards, always use 1 action cube.
When recruiting each vessel, pay -3 coins
1 wood
1 stone
3 cloth

II

PRAYER
culture permanent
After an enemy converts your unit, draw 1 cube from the bag. If no enemy cubes are drawn, cancel the conversion
autocracy -1
3 food
2 mead

II

FESTIVAL
culture instant
Gain 1 glory for each of your unit in all your cities and castles. Until the end of the current round, your army has +1 strength bonus
autocracy -1
3 mead
1 cloth

II

THEOLOGY
culture permanent
When defending, after bag preparation, perform the conversion action
theocracy -1
1 mead
2 cloth

II

DRAMA
culture permanent
After losing each object, gain 1 glory
theocracy -1
2 food
2 cloth

II

PROSELYTISM
culture permanent
After spreading your religion, you may inflict up to 2 damage in the target province
theocracy -1
2 mead
1 cloth

II

SCHOLASTICISM
culture permanent
During a conversion, after drawing cubes from the bag, discard any enemy cubes instead of returning them to the bag
theocracy -1
3 food
2 cloth

II

HEGEMONY
culture permanent
If you are the Spiritual Leader, you control each religious community of your religion on the game map
theocracy -1
2 mead
2 cloth

II

SANITATION
culture permanent
After spreading your religion, you may overcome up to 3 adversity from the target province
theocracy -1
3 food
2 cloth

II

SOLIDARISM
culture instant
Overcome all your adversity of one type
democracy -1
3 food
3 cloth

II

COMBAT EXPERIENCE
military permanent
After winning a battle against an enemy army, discard 4 cubes of your color from the bag, then transfer the rest of your cubes from the bag to your government card
autocracy -1
2 mead
2 cloth

II

ORDER OF KNIGHTS
military permanent
After constructing each military building, gain 1 swordsman
3 food
2 mead
2 cloth

II

SUPPLY TRAIN
military recurrent
Perform a maneuver with your exhausted army
2 wood
1 mead
2 cloth

II

MERCENARY
military permanent
When recruiting unit, you may pay coins instead of resource and product at market price
democracy -1
2 mead
1 cloth

II

CALL TO ARMS
military recurrent
Spend 5 glory and recruit up to 5 unit of any available types as a free action
autocracy -1
3 food
3 mead

II

RAM
military permanent
When attacking fortifications, your army has +1 courage and +1 strength bonus
autocracy -1
5 wood
2 weapon

II

TRAINED ARMY
military permanent
During a battle, after drawing from the bag, you may redraw 1 cube with returning for each of your engaged military unit
2 food
2 cloth
1 weapon

II

SABOTAGE
military permanent
Before a battle, inflict 1 malfunction on the enemy technology
theocracy -1
2 cloth
2 weapon

II

LOOPHOLE
military permanent
When defending fortifications, your army has +1 strength bonus and enemy army has -1 courage
3 wood
3 stone
2 cloth

II

CHAIN MAIL
military permanent
During a battle, after bag preparation, draw 1 cube for each of your engaged military unit, discard any of the drawn cubes, and return the rest to the bag
2 wood
2 stone
2 cloth

II

RAID
military permanent
You may move your army through hexes with enemy peasant and/or buildings. During a maneuver, destroy 1 peasant your army has moved through
autocracy -1
2 cloth
2 weapon

Age III

III

TRADE PACT
economy permanent
You may trade up to +2 resource / +2 product in each transaction
democracy -1
3 food
3 cloth

III

HORSE COLLAR
economy permanent
Gather +1 resource from each hex with your peasant
2 wood
2 stone
3 cloth

III

USURER GUILD
economy instant
Gain 1 glory for every 10 coins of any player
theocracy -1
3 food
3 cloth

III

MONOPOLY
economy
recurrent 2
Set any possible price for any good on the market
autocracy -1
2 mead
3 cloth

III

ROUTES
economy permanent
When gathering resource, also gather with all your exhausted peasant within your province
2 food
4 stone
1 weapon

III

ARCHITECT GUILD
economy permanent
After constructing the last building from one area of your mat, you may perform its corresponding action as a free action
1 wood
1 stone
3 cloth

III

REORGANIZATION
economy instant
Transfer all used action cubes from one area of your player mat to your game zone
2 food
2 mead
3 cloth

III

ORDER OF VALOR
culture instant
Gain 1 glory for each military unit of any player
autocracy -2
3 mead
1 cloth

III

FOLKLORE
culture permanent
When overcoming adversity, gain an extra 2 glory for each black cube discarded
democracy -1
2 mead
2 cloth

III

REVEL
culture instant
Gain 1 glory for each of your experience cubes. Until the end of the current round, your army has +1 courage
democracy -1
3 mead
1 cloth

III

REVOLT
culture
recurrent 2
Change your government as a free action.
Transfer all your experience cubes to the new government card
democracy -1
3 mead
1 weapon

III

ATONEMENT
culture permanent
After an enemy converts your unit, immediately destroy it
autocracy -1
2 cloth
1 weapon

III

CONSPIRACY
culture instant
Inflict 3 adversity on any players
autocracy -2
3 food
3 cloth

III

ABBEY
culture permanent
When an infidel attempts to spread religion to your province / religious community, they must draw +2 cubes from the bag
theocracy -1
3 stone
3 cloth

III

CATECHISM
culture permanent
When attacking, perform all available conversions. Never exhaust successfully converted unit
theocracy -1
2 food
3 cloth

III

PROPHECY
culture instant
Gain 1 glory for each of your adversity. You may discard any number of faith cubes to gain 3 resource for each
theocracy -1
1 mead
3 cloth

III

OCCULTISM
culture permanent
Your army has +1 courage for each of its relic
theocracy -1
1 mead
2 cloth

III

PATRIOTISM
culture permanent
You may recruit up to +2 unit
2 food
2 mead
1 cloth

III

ARTILLERY
military permanent
During a battle, if your projectile_attack dealt at least 1 damage, deal 1 additional damage to the same target
autocracy -1
3 mead
1 weapon

III

SHOCK TACTICS
military permanent
Your cavalrymelee_attack has +1 strength
3 food
2 cloth
1 weapon

III

PIKE
military permanent
Your infantrymelee_attack has +1 strength
1 wood
2 cloth
2 weapon

III

ARQUEBUS
military permanent
Your infantryranged_attack has +1 strength
1 stone
2 cloth
2 weapon

III

MILITARY ADVANTAGE
military permanent
When attacking an opponent with fewer militarytechnology than you, before bag preparation, destroy 1 enemy engaged unit
autocracy -1
2 cloth
2 weapon

III

SUPPLY WAGON
military
recurrent 2
Perform a maneuver with your exhausted army
3 wood
2 mead
2 cloth

III

MILITARY SCIENCE
military permanent
After destroying each enemy object, gain 1 glory
democracy -1
3 wood
3 cloth

III

REGULAR ARMY
military permanent
During a battle, after drawing from the bag, you may redraw 1 cube without returning, for each of your engaged military unit
autocracy -1
3 wood
3 cloth

III

SPIRIT OF VICTORY
military permanent
After winning a battle as an attacker, you may maneuver your engaged army
autocracy -1
2 food
3 cloth

III

SIEGE TOWER
military permanent
When attacking an enemy structure, your army has +1 courage. When dealing damage, you may ignore walls and palisades
autocracy -1
3 wood
3 weapon

III

FABIAN TACTICS
military permanent
When attacking an enemy objects, during bag preparation, you may discard up to 4 pairs of cubes (1 yours and 1 enemy per pair)
theocracy -2
3 food
3 cloth

III

PLATE ARMOUR
military permanent
During a battle, after bag preparation, draw 1 cube for each of your engaged military unit, replace them with cubes of your color, then return to the bag
2 food
2 cloth
1 weapon

III

COMBAT FORMATION
military permanent
Your army have +1 size limit and +1 courage
autocracy -2
2 food
3 cloth

III

GREEK FIRE
knowledge permanent
Your vessel have projectile_attack attack class and +1 strength bonus against siege_engine and structure
theocracy -1
2 mead
2 cloth

III

HISTORY
knowledge
recurrent 3
Take 1 technology from deck I / II to your hand
theocracy -1
3 food
2 cloth

III

MATHEMATICS
knowledge permanent
When researching each technology, pay -1 resource and -1 product
democracy -1
2 food
3 cloth

III

CHANCERY
knowledge
recurrent 4
Start a new turn
democracy -1
1 mead
2 cloth

III

CENSUS
knowledge instant
Take 2 achievement from any decks to your hand.
Discard 1 achievement from your hand
democracy -1
1 mead
3 cloth

III

PSEUDO SCIENCE
knowledge
recurrent 3
Discard any technology from the technology grid
autocracy -2
1 mead
3 cloth

III

MECHANIZATION
knowledge
recurrent 4
Spend 10 coins to gain 1 action cube from the bank
democracy -1
3 wood
3 cloth

III

ACADEMY
knowledge
recurrent 4
After drawing cubes from the bag, redraw 1 cube without returning
democracy -1
3 stone
3 cloth

III

ALCHEMY
knowledge recurrent
When transferring white cubes, transfer 1 more white cube from any of your army / recurrenttechnology / recurrentnation to the destination
theocracy -1
4 stone
3 cloth
×

Clarifications & FAQ