TECHNOLOGIES
Age I
I
CRAFTMEN GUILD
During the achievement phase, gain 2
for each
remaining on any player mat
1
1
2
I
HUNTING
When gathering
, gain 1
for each forest hex with your
1
3
1
I
BRASHWOOD
When gathering
, gain 1
for every 2 of your
on meadow hexes
1
1
2
I
SADDLERY
During the achievement phase, gain 4
for each of your
in all your cities and castles
2
1
1
I
PRODUCT BARTER
Transfer up to 4
between your product warehouses
1
2
2
I
AGING AND BLENDING
Sell
for +3
each
3
1
I
STONE PIT
Gain 15
3
1
1
I
RESOURCE BARTER
Transfer up to 8
between your resource warehouses
1
2
2
I
STEPPED QUENCHING
Sell
for +3
each
3
1
I
SERGE
Sell
for +3
each
4
1
I
CRANE
When constructing each
, pay -2
1
1
2
I
FOOD PRESERVATION
Gain 15
3
1
1
I
WOOD RAFTING
Gain 15
3
1
1
I
MINE
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
2
2
I
PICKAXE
Gather +1
from each mountain hex with your
2
1
1
I
FISH BASKET
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
1
2
I
SPLASH DAM
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
2
2
I
TWO-HANDED SAW
Gather +1
from each forest hex with your
2
1
1
I
FISHING NET
Gather +1
for each of your
in the sea
1
3
1
I
MOBILIZATION
Spend 1 action cube to discard 1 exhaustion cube from your
3
2
I
DEMOBILIZATION
Exhaust your
to gain 1 action cube for this round
2
2
I
RECONNAISSANCE
When attacking, during drawing from the bag, instead of drawing all cubes at once, draw them one by one
1
1
1
I
EQUIPMENT
Your
have +1 movement point
1
1
1
I
FIRE ARROWS
Your
with
has +1 strength bonus and +1 courage against
1
1
1
I
AMBUSH TACTICS
Your
in the forest has +2 strength bonus
2
2
2
I
CODE OF HONOR
Before attacking your
, the attacker must spend 1
2
2
I
MOUNTAIN WARFARE
Your
in the mountains has +2 strength bonus
2
2
2
I
CITY GUARD
When overcoming
, add 2 white cubes to the bag
3
2
I
PROPAGANDA
For recruiting in barracks, always use 1 action cube
1
2
I
CONSCRIPTION
When recruiting each
, pay -2
1
2
I
PARAKLESIS
During a battle, after drawing from the bag, you may redraw 1 cube without returning for every 2 of your
2
2
I
HOLY SCRIPTS
When defending, after bag preparation, perform a conversion action
2
2
I
APOLOGETICS
You may store +4 faith cubes
2
2
I
MYTHOLOGY
When gaining ≥ 4
in one turn, gain 1 action cube from the bank for the current round
1
1
2
I
STATE FAST
During consumption, pay -1
and -1
2
2
I
HEURISTICS
When researching / gaining a
, diagonal spaces near your action cubes on the technology grid are considered adjacent
2
2
I
TRIVIUM
Gain 2
for each foreign cube adjacent to your action cubes on the technology grid
2
2
I
INNOVATIONS
Pay 10
to transfer 1 spent action cube to your game zone
2
1
2
I
SCYTALE CIPHER
When borrowing each
, pay -1
and -1
2
2
I
TANNING
When producing any number of
of one type, pay -1
2
1
1
Age II
II
TRADING POST
Perform trade as a free action
2
1
2
II
WHOLESALE
You may trade up to +2
/ +1
in each transaction
3
2
II
ALEMBIC
For producing in meaderies, always use 1 action cube
3
2
II
WATER HAMMER
For producing in forges, always use 1 action cube
2
2
1
II
LOOM
For producing in artisan workshops, always use 1 action cube
2
3
2
II
TRADE ROUTES
Gain 2
for each foreign city / castle within 2 hexes from your city / castle
2
3
II
SEA IMPORT
Buy each good for -1
2
2
II
SEA EXPORT
Sell each good for +1
1
2
II
WATER WHEEL
You may produce up to +1
1
3
2
II
TRADE TAXES
During the achievement phase, gain 3
for each action cube on the market area of all players
3
2
II
PRINTING PRESS
Take 2
from the current age deck to your hand. Give 1 of them to any player
3
2
II
MEDICINE
During a battle, after defining losses, perform the recovery action
1
2
II
STEGANOGRAPHY
Before anyone draws cubes from the bag, you may spend 5
to make them draw +1 or -1 cube (your choice)
3
2
II
HYDRAULICS
When transferring white cubes, transfer 1 more white cube from any of your
/ 
to the destination
2
2
2
II
PERPETUAL ENGINE
Gain 10
for each foreign cube adjacent to your action cubes on the technology grid
3
2
II
QUADRIVIUM
Gain 3
for each foreign cube adjacent to your action cubes on the technology grid
3
2
II
SCIENTISTS GUILD
During the achievement phase, gain 3
for each
of any player
2
3
II
ENGINEERING
After gaining / taking anything with card effects, you may gain / take +1 of it
2
2
2
II
BUTTRESS
Your cities, castles and walls have +1
3
3
II
DRY DOCK
For recruiting in dockyards, always use 1 action cube.
When recruiting each
, pay -3
When recruiting each
1
1
3
II
PRAYER
After an enemy converts your
, draw 1 cube from the bag. If no enemy cubes are drawn, cancel the conversion
3
2
II
FESTIVAL
Gain 1
for each of your
in all your cities and castles.
Until the end of the current round, your
has +1 strength bonus
3
1
II
THEOLOGY
When defending, after bag preparation, perform the conversion action
1
2
II
DRAMA
After losing each object, gain 1
2
2
II
PROSELYTISM
After spreading your religion, you may inflict up to 2 damage in the target
2
1
II
SCHOLASTICISM
During a conversion, after drawing cubes from the bag, discard any enemy cubes instead of returning them to the bag
3
2
II
HEGEMONY
If you are the Spiritual Leader, you control each
of your religion on the game map
2
2
II
SANITATION
After spreading your religion, you may overcome up to 3
from the target
3
2
II
SOLIDARISM
Overcome all your
of one type
3
3
II
COMBAT EXPERIENCE
After winning a battle against an enemy
, discard 4 cubes of your color from the bag, then transfer the rest of your cubes from the bag to your
card
2
2
II
ORDER OF KNIGHTS
After constructing each military building, gain 1 swordsman
3
2
2
II
SUPPLY TRAIN
Perform a maneuver with your exhausted
2
1
2
II
MERCENARY
When recruiting
, you may pay
instead of
and
at market price
2
1
II
CALL TO ARMS
Spend 5
and recruit up to 5
of any available types as a free action
3
3
II
RAM
When attacking fortifications, your
has +1 courage and +1 strength bonus
5
2
II
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
II
SABOTAGE
Before a battle, inflict 1 malfunction on the enemy
2
2
II
LOOPHOLE
When defending fortifications, your
has +1 strength bonus and enemy
has -1 courage
3
3
2
II
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
2
2
2
II
RAID
You may move your
through hexes with enemy
and/or buildings. During a maneuver, destroy 1
your
has moved through
2
2
Age III
III
TRADE PACT
You may trade up to +2
/ +2
in each transaction
3
3
III
HORSE COLLAR
Gather +1
from each hex with your
2
2
3
III
USURER GUILD
Gain 1
for every 10
of any player
3
3
III
MONOPOLY
Set any possible price for any good on the market
2
3
III
ROUTES
When gathering
, also gather with all your exhausted
within your
2
4
1
III
ARCHITECT GUILD
After constructing the last building from one area of your mat, you may perform its corresponding action as a free action
1
1
3
III
REORGANIZATION
Transfer all used action cubes from one area of your player mat to your game zone
2
2
3
III
ORDER OF VALOR
Gain 1
for each
of any player
3
1
III
FOLKLORE
When overcoming
, gain an extra 2
for each black cube discarded
2
2
III
REVEL
Gain 1
for each of your experience cubes.
Until the end of the current round, your
has +1 courage
3
1
III
REVOLT
Change your
as a free action.
Transfer all your experience cubes to the new
card
Transfer all your experience cubes to the new
3
1
III
ATONEMENT
After an enemy converts your
, immediately destroy it
2
1
III
CONSPIRACY
Inflict 3
on any players
3
3
III
ABBEY
When an infidel attempts to spread religion to your
/
, they must draw +2 cubes from the bag
3
3
III
CATECHISM
When attacking, perform all available conversions.
Never exhaust successfully converted
2
3
III
PROPHECY
Gain 1
for each of your
.
You may discard any number of faith cubes to gain 3
for each
1
3
III
OCCULTISM
Your
has +1 courage for each of its
1
2
III
PATRIOTISM
You may recruit up to +2
2
2
1
III
ARTILLERY
During a battle, if your
dealt at least 1 damage, deal 1 additional damage to the same target
3
1
III
SHOCK TACTICS
Your 
has +1 strength
3
2
1
III
PIKE
Your 
has +1 strength
1
2
2
III
ARQUEBUS
Your 
has +1 strength
1
2
2
III
MILITARY ADVANTAGE
When attacking an opponent with fewer 
than you, before bag preparation, destroy 1 enemy engaged
2
2
III
SUPPLY WAGON
Perform a maneuver with your exhausted
3
2
2
III
MILITARY SCIENCE
After destroying each enemy object, gain 1
3
3
III
REGULAR ARMY
During a battle, after drawing from the bag, you may redraw 1 cube without returning, for each of your engaged
3
3
III
SPIRIT OF VICTORY
After winning a battle as an attacker, you may maneuver your engaged
2
3
III
SIEGE TOWER
When attacking an enemy
, your
has +1 courage.
When dealing damage, you may ignore walls and palisades
3
3
III
FABIAN TACTICS
When attacking an enemy objects, during bag preparation, you may discard up to 4 pairs of cubes (1 yours and 1 enemy per pair)
3
3
III
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
2
2
1
III
COMBAT FORMATION
Your
have +1 size limit and +1 courage
2
3
III
GREEK FIRE
Your
have
attack class and +1 strength bonus against
and
2
2
III
HISTORY
Take 1
from deck I / II to your hand
3
2
III
MATHEMATICS
When researching each
, pay -1
and -1
2
3
III
CHANCERY
Start a new turn
1
2
III
CENSUS
Take 2
from any decks to your hand.
Discard 1
from your hand
Discard 1
1
3
III
PSEUDO SCIENCE
Discard any
from the technology grid
1
3
III
MECHANIZATION
Spend 10
to gain 1 action cube from the bank
3
3
III
ACADEMY
After drawing cubes from the bag, redraw 1 cube without returning
3
3
III
ALCHEMY
When transferring white cubes, transfer 1 more white cube from any of your
/ 
/ 
to the destination
4
3