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LEADER LEADER

HUNS VIKINGS

SPECIAL ADVANCES SPECIAL ADVANCES

Nomads Storage Shipcraft Fishing


“Happy” size 1 cities may activate ● Infantry/Settlers can “Move” to an
to “Move” with units or alone into adjacent Sea Space to become Ships
Land spaces with no cities/ (or vice versa) ; new “Move” action
enemies, and gain 1 resource from required to move units again.
the new space.
● “Navigation” costs no Food.
Mounted Archers Husbandry
Longships Warships
All your cities can “Build” Cavalry.
Ships may “Move” even if they have

● Your Cavalry do not have to be battled this turn.


eliminated before Infantry. ● Ships may carry 3 Land units.

Raiders Tactics Runestones Rituals


Opponent Settlers within 2 spaces of a After each battle where you lose 2 or
Hun Army cannot found cities or be more Army units, you may place an
used for trade routes, unless with an Obelisk in front of you where it counts
Army, Leader or city. as a 1 VP Objective.

Marauders Trade Routes


Hunnic Tribes Autocratic
“Trade Routes”: When your Ships
Pay 1 Culture token or Gold to cancel pair up with adjacent cities, the city
any Barbarian attack against you, or to owner loses 1 resource if possible
direct it towards an opponent city that (their choice and only one per player).
could normally be attacked.

LEADER LEADER

JAPAN CARTHAGE

SPECIAL ADVANCES SPECIAL ADVANCES

Pottery Storage Warbeasts Husbandry


When a city “Collects” at least 3 ● All cities can “Build” Elephants.
Food, get 1 Culture token (once per
You are not forced to cancel “hits” on
turn).

1’s and 2’s but may choose to add


them to the CV instead.
Horsemanship Husbandry
● All your cities may “Build” Cavalry. Hegemony Cartography

● Your Armies with Cavalry may AAA: May “Found” a Settlement with a
reroll 1 die the first combat round Ship on adjacent Land space with no
(Pay 1 Culture token unless you also enemies (remove Ship and “Move” any
have “Rituals”). units on the Ship to the new city).

Subterfuge Tactics Pirate Allies Navigation


Discard an Action card to cancel (as if Your units (and Leader) may move
unplayed) any non-combat Action card through or share spaces with Pirates.
played by an opponent within 2 spaces When sharing, Pirates are regarded as
of your cities or Army units. your ships in every way.

Shogunate Autocratic Mercenaries Draft

● “AAA” Action cards can be ● Gold can replace Mood tokens


played at no action cost (once per 1:1 when using “Draft.”
turn). ● Cities with ports may “Draft”
● May use “Draft” to draw an Action
Ships.
card in place of a unit (once per turn).
LEADER LEADER

ROME CHINA

SPECIAL ADVANCES SPECIAL ADVANCES

Aqueducts Engineering Rice Paddies Irrigation


● Ignore Famine Events. Get +1 Food from each Fertile space
with a settler (and no city) that you
You may buy “Sanitation” at either
“Collect” from (up to 2 extra Food per

no Food cost or no action cost.


“Collect”).
Imperial Roads Roads

Free Action: One unit/group may use Sprawling Husbandry


“Roads” to “Move” between two After “Building” one or more Settlers
Roman cities at no resource cost (or using “Sanitation”), you may
(once per turn). “Move” any Settlers currently in cities
at no action cost.
Slave Economy Bartering

● Mood tokens can be spent as any Fireworks Chemistry


resource when “Increasing City Size”.
Prior to the first combat round: May
● Get 1 Gold and 1 Mood token after pay 1 Ore to deny your opponent the
any battle you win.
option to play a Combat card that
Provinces Autocratic round.

● All your cities can "build" Cavalry. Fighting Bands Autocratic

● As a final step upon capturing a city, AAA: Exchange any of your Settlers
you may make it "neutral" – or "happy" into Infantry and any of your Infantry
if you pay a Culture token. into Settlers (once per turn).

LEADER LEADER

INDIA EGYPT

SPECIAL ADVANCES SPECIAL ADVANCES

Indian Elephants Husbandry Food Plains Irrigation

● All your cities can “Build" Elephants. May “Collect” Wood from Barren
spaces and found Settlements there.
● Elephants may establish trade routes
unless they are in an “angry” city.

Architecture Engineering
Proselytism State Religion Mood tokens may replace resources or
Culture tokens 1:1 when building
“Cultural Influence”: Settlers may be
Wonders or
used to target cities (range 2) and they
“Increasing City Size”.
each add +1 range to the city they are
in or to a Settler in the same space.
Embalming Rituals

Prosperity Trade Routes ● Get 1 Culture token after fighting any


battle (if you have 4 or fewer Culture
Trade routes may generate Mood tokens tokens).
instead of Food/Gold (or Culture tokens
from target cities under your Cultural ● Always get 1 Culture token when
Influence). your Leader dies.

Man God Priesthood


Peace and Poetry Drama & Music
Each “Theocracy” advance also gives
“Advance”: An advance may be paid
you the power of the "Autocracy"
for with 1 Mood token rather than 2
advance to the left of it (no cubes are
Food (once per turn).
placed there).
LEADER LEADER

GREECE BABYLONIA

SPECIAL ADVANCES SPECIAL ADVANCES

Formal Training Public Education Canals Engineering

Get 1 Idea whenever you “Build” units in If you “Collect” only 1 Food (but
a city with an Academy. any amount of other resources), get
an extra Food for free.

Spartans Draft
● May use Culture tokens instead of Mood Code of Laws Writing
tokens for "Draft."
● Attackers cannot play Action cards Draw an Action card after a “Cultural
against you in rounds where you have Influence” success (if you have no
fewer Army units. more than 4 Action cards).

Helenization Art & Sculptures


Star Catalogs Astronomy
● May attempt “Cultural Influence” from
foreign cities under your Influence. Get 1 Idea or 1 Culture token before
you trigger an Event.
● May activate “Art & Sculptures” with
2 Mood tokens.

Voting
Ziggurats Dogma
City States
Cancels the “Dogma” Ideas limit.
After activating a city a second time,

you may avoid its mood drop by letting ● Ideas may be spent as resources of
a city of at least equal size and mood be any type when “Increasing City Size”
considered activated instead (once per with a Temple.
turn).

LEADER LEADER

PERSIA AZTECS

SPECIAL ADVANCES SPECIAL ADVANCES

Elephants Husbandry Captives Tactics


● All your cities can “Build” Elephants. Place up to 4 Captives here (+ ½ VP
each); any Army units defeated in a won
First round of combat: Each Elephant
Land battle can be kept as Captives

cancels the bonus of one enemy


(prior to Apothecaries).
Cavalry.

Immortals Draft Human Sacrifice Rituals


Get +1 CV per Culture token you ● Remove a Captive after you draw an
spend prior to each combat round (up Event card to cancel it completely.
to 4 per combat round).
● Captives can be spent 1:1 as Food
or Culture or Mood tokens.
Zoroastrianism Priesthood
“Cultural Influence”: May target an Tribute Empire Dogma
Army unit in a Land space with no
Pay 2 Mood tokens to "Collect" from
cities (if successful, change it to your
a size 3 or smaller city a no action
color and battle any enemies there).
cost (once per turn).

Banking Currency Aztec Gold Art & Sculptures


Start of turn (prior to any trade routes): Once per turn. 1 Ore "Collected"
if you have any Gold, get 1 Gold or 1 from a Mountain space may instead
Culture token. be 1 Gold or 1 Culture token.
LEADER LEADER

MAYA PHOENICIA

SPECIAL ADVANCES SPECIAL ADVANCES

Terracing Irrigation City Independence Fishing


● You may "Collect" Ore, Wood, or ● All ports in your color have the
Food from Mountain spaces. Obelisk power and are worth 1½ VP.
● Settlers and Leaders may ignore ● Your Government advances are
Mountain terrain penalties. worth 0 VP.

Stelas Art & Sculptures Biremes Warships


Get 1 Culture token or 1 Idea when: Naval Battle: +1 hit the first round of
- “Increasing City Size” with an Obelisk combat against opponents (including
- “Founding” a city
- Capturing a city Pirates) without “Warships”.

Ballcourts Circus & Sports Alphabet Writing


● "Collect" or “Build” units: Pay 1 Up to 2 trade routes may each provide
Mood token to add +1 size to the city. either 1 Culture token or 2 Ideas instead
of Food/Gold.
● “Spirituality” advances cost 1 Food
less (once per turn).
Cedars and Dyes Trade Routes
Calendar Astronomy
“Trade Routes”: Your Ships and
You may look at, but not show, the top cities with Ports can pair up with
Event card at any time; you may then coastal cities up to 3 spaces away.
pay 1 Culture token to place the card at
the bottom of the deck.

LEADER

CELTS

SPECIAL ADVANCES

Tribal Warfare Tactics

Get +1 CV in Land battles vs. players


for each Barbarian settlement that has
at least 2 Barbarian units and is within
2 spaces of the battle.

Tribal Allies Draft


● AAA: Spawn Barbarians like the
Event card icon (once per turn).
● Cancel a Barbarian attack against you
by paying 1 Food for each attacking
Barbarian unit.
Druidic Influence Priesthood
May “Culturally Influence” Barbarians:
if successful, place a Culture token under
the Settlement — worth 1 VP (remove if
Settlement is captured).

Tribal Trade Trade Routes


May establish trade routes with
Barbarians (only Food, never Gold).

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