Age I
Craftmen Guild
During the achievement phase, gain 2
for each
remaining on any player mat
1
1
2
Hunting
When gathering
, gain 1
for each forest hex with your
1
3
1
Brashwood
When gathering
, gain 1
for every 2 of your
on 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
3
1
Stone Pit
Gain 15
3
1
1
Resource Barter
Transfer up to 8
between your resource warehouses
1
2
2
Stepped Quenching
Sell
for +3
each
3
1
Serge
Sell
for +3
each
4
1
Crane
When constructing each
, pay -2
1
1
2
Food Preservation
Gain 15
3
1
1
Wood Rafting
Gain 15
3
1
1
Mine
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
2
2
Pickaxe
Gather +1
from each mountain hex with your
2
1
1
Fish Basket
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
1
2
Splash Dam
Transfer up to 5
here.
During the achievement phase, double all cubes here, then transfer them to
warehouse
1
2
2
Two-Handed Saw
Gather +1
from each forest hex with your
2
1
1
Fishing Net
Gather +1
for each of your
in the sea
1
3
1
Mobilization
Spend 1 action cube to discard 1 exhaustion cube from your
3
2
Demobilization
Exhaust your
to gain 1 action cube for this round
2
2
Reconnaissance
When attacking, during drawing from the bag, instead of drawing all cubes at once, draw them one by one
1
1
1
Equipment
Your
have +1 movement point
1
1
1
Fire Arrows
Your
with
has +1 strength bonus and +1 courage against
1
1
1
Ambush Tactics
Your
in the forest has +2 strength bonus
2
2
2
Code of Honor
Before attacking your
, the attacker must spend 1
2
2
Mountain Warfare
Your
in the mountains has +2 strength bonus
2
2
2
City Guard
When overcoming
, add 2 white cubes to the bag
3
2
Propaganda
For recruiting in barracks, always use 1 action cube
1
2
Conscription
When recruiting each
, pay -2
1
2
Paraklesis
During a battle, after drawing from the bag, you may redraw 1 cube without returning for every 2 of your
2
2
Holy Scripts
When defending, after bag preparation, perform a conversion action
2
2
Apologetics
You may store +4 faith cubes
2
2
Mythology
When gaining ≥ 4
in one turn, gain 1 action cube from the bank for the current round
1
1
2
State Fast
During consumption, pay -1
and -1
2
2
Heuristics
When researching / gaining a
, diagonal spaces near your action cubes on the technology grid are considered adjacent
2
2
Trivium
Gain 2
for each foreign cube adjacent to your action cubes on the technology grid
2
2
Innovations
Pay 10
to transfer 1 spent action cube to your game zone
2
1
2
Scytale Cipher
When borrowing each
, pay -1
and -1
2
2
Tanning
When producing any number of
of one 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
/ +1
in each transaction
3
2
Alembic
For producing in meaderies, always use 1 action cube
3
2
Water Hammer
For producing in forges, always use 1 action cube
2
2
1
Loom
For producing in artisan workshops, always use 1 action cube
2
3
2
Trade Routes
Gain 2
for each foreign city / castle within 2 hexes from your city / castle
2
3
Sea Import
Buy each good for -1
2
2
Sea Export
Sell each good for +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
3
2
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
Order of Knights
After constructing each military building, gain 1 swordsman
3
2
2
Supply Train
Perform a maneuver with your exhausted
2
1
2
Mercenary
When recruiting
, you may pay
instead of
and
at market price
2
1
Call to Arms
Spend 5
and recruit up to 5
of any available types as a free action
3
3
Ram
When attacking fortifications, your
has +1 courage and +1 strength bonus
5
2
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
2
2
Loophole
When defending fortifications, your
has +1 strength bonus 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
2
2
2
Raid
You may move your
through hexes with enemy
and/or buildings. During a maneuver, destroy 1
your
has moved through
2
2
Prayer
After an enemy converts your
, draw 1 cube from the bag. If no enemy cubes are drawn, cancel the conversion
3
2
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
Theology
When defending, after bag preparation, perform the conversion action
1
2
Drama
After losing each object, gain 1
2
2
Proselytism
After spreading your religion, you may inflict up to 2 damage in the target
2
1
Scholasticism
During a conversion, after drawing cubes from the bag, discard any enemy cubes instead of returning them to the bag
3
2
Hegemony
If you are the Spiritual Leader, you control each
of your religion on the game map
2
2
Sanitation
After spreading your religion, you may overcome up to 3
from the target
3
2
Solidarism
Overcome all your
of one type
3
3
Printing Press
Take 2
from the current age deck to your hand. Give 1 of them to any player
3
2
Medicine
During a battle, after defining losses, perform the recovery action
1
2
Steganography
Before anyone draws cubes from the bag, you may spend 5
to make them draw +1 or -1 cube (your choice)
3
2
Hydraulics
When transferring white cubes, transfer 1 more white cube from any of your
/ 
to the destination
2
2
2
Perpetual Engine
Gain 10
for each foreign cube adjacent to your action cubes on the technology grid
3
2
Quadrivium
Gain 3
for each foreign cube adjacent to your action cubes on the technology grid
3
2
Scientists Guild
During the achievement phase, gain 3
for each
of any player
2
3
Engineering
After gaining / taking anything with card effects, you may gain / take +1 of it
2
2
2
Buttress
Your cities, castles and walls have +1
3
3
Dry Dock
For recruiting in dockyards, always use 1 action cube.
When recruiting each
, pay -3
When recruiting each
1
1
3
Age III
Trade Pact
You may trade up to +2
/ +2
in each transaction
3
3
Horse Collar
Gather +1
from each hex with your
2
2
3
Usurer Guild
Gain 1
for every 10
of any player
3
3
Monopoly
Set any possible price for any good on the market
2
3
Routes
When gathering
, also gather with all your exhausted
within your
2
4
1
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
Reorganization
Transfer all used action cubes from one area of your player mat to your game zone
2
2
3
Artillery
During a battle, if your
dealt at least 1 damage, deal 1 additional damage to the same target
3
1
Shock Tactics
Your 
has +1 strength
3
2
1
Pike
Your 
has +1 strength
1
2
2
Arquebus
Your 
has +1 strength
1
2
2
Military Advantage
When attacking an opponent with fewer 
than you, before bag preparation, destroy 1 enemy engaged
2
2
Supply Wagon
Perform a maneuver with your exhausted
3
2
2
Military Science
After destroying each enemy object, gain 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
3
3
Spirit of Victory
After winning a battle as an attacker, you may maneuver your engaged
2
3
Siege Tower
When attacking an enemy
, your
has +1 courage.
When dealing damage, you may ignore walls and palisades
3
3
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
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
Combat Formation
Your
have +1 size limit and +1 courage
2
3
Order of Valor
Gain 1
for each
of any player
3
1
Folklore
When overcoming
, gain an extra 2
for each black cube discarded
2
2
Revel
Gain 1
for each of your experience cubes.
Until the end of the current round, your
has +1 courage
3
1
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
Atonement
After an enemy converts your
, immediately destroy it
2
1
Conspiracy
Inflict 3
on any players
3
3
Abbey
When an infidel attempts to spread religion to your
/
, they must draw +2 cubes from the bag
3
3
Catechism
When attacking, perform all available conversions.
Never exhaust successfully converted
2
3
Prophecy
Gain 1
for each of your
.
You may discard any number of faith cubes to gain 3
for each
1
3
Occultism
Your
has +1 courage for each of its
1
2
Patriotism
You may recruit up to +2
2
2
1
Greek Fire
Your
have
attack class and +1 strength bonus against
and
2
2
History
Take 1
from deck I / II to your hand
3
2
Mathematics
When researching each
, pay -1
and -1
2
3
Chancery
Start a new turn
1
2
Census
Take 2
from any decks to your hand.
Discard 1
from your hand
Discard 1
1
3
Pseudo Science
Discard any
from the technology grid
1
3
Mechanization
Spend 10
to gain 1 action cube from the bank
3
3
Academy
After drawing cubes from the bag, redraw 1 cube without returning
3
3
Alchemy
When transferring white cubes, transfer 1 more white cube from any of your
/ 
/ 
to the destination
4
3