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RANDOM EVENTS FOR ANTIKE II

The random event deck comprises 48 cards. Each time a player gains a personage card, they must draw one card
from the deck, follow the instructions and discard. Some cards are retained for later use. The event deck is in-
tended to add atmosphere without unbalancing the game and contains a mixture of penalties and bonuses.
Only one event card can be played per player per round; however, event cards played by two different players
can cancel each other out. Unless indicated in the text that the card may be retained, it must be played immedi-
ately. Eg. ‘Production Increase’, ‘Spoils of War’ and ‘Prosperity’ cards cannot be held until you have more per-
sonages or cities, but must be played the moment you draw it.
EARTHQUAKE (2)
An earthquake damages one of your temples. Pay 1 marble or 1 coin resource to have it repaired or, if no re-
source is available, take a marble resource action at the earliest opportunity. No bonus resources until tem-
ple is repaired.
STORMS AT SEA (2)
Remove all of your fleets from any one non-coastal sea area (i.e. an area marked with a Seven Seas Navigation
icon).
BARBARIAN RAIDS (2)
Remove one of your resources.
TRADE AGREEMENT (2)
You may immediately exchange up to three of your resources with three from one other player. The other player
does not have to consent.
DYNAMIC LEADER (3)
You may keep this card until played to influence the outcome of any one battle or siege by +1/-1 in your favour.
MERCENARIES UNHAPPY (1)
Unless you immediately pays 1 gold/coin resource, one of your legions is removed and returned to the force
pool.
INSURRECTION (2)
One of your cities without a temple or a garrison of at least one legion or fleet, becomes neutral.
PIRACY SCOURGE (2)
You must either must pay 1 gold/coin resource to bribe pirates, or remove one of your fleets to the force pool.
TROOPS MUTINY (2)
Return one legion or fleet to the force pool.
UNFAVOURABLE OMENS (2)
Miss your next move. Do not move on the rondel.
PLAGUE (2)
You must remove one legion/fleet from the board back to the force pool.
PRODUCTION INCREASE (6)
Take the gold/iron/marble resources according to the number of resource-producing cities currently owned ~ 1
city (0 resources); 2-3 cities (1 resource); 4-5 cities (2 resources); 6 or more cities (3 resources).
PLUNDER (2)
The space containing the largest number of your troops provides half that number (rounded up) of coins in boo-
ty.
HONORARIUM (1)
Take one resource of any type for each scholar you currently possess.
CORRUPTION (2)
Remove half (rounded down) of your coins
CONSCRIPTION (1)
Add one legion to any city space free of charge.
SHIPYARDS (1)
Add one fleet to any city space free of charge.
CARPE DIEM! (1)
The Fates smile on your endeavours. You may move up to six spaces on the rondel without paying penalty
costs. Seize the Day! Reshuffle the Event Deck
FORTRESS (1)
Retain this card until played. One of your cities defends itself with a +1 modifier in one attack.
ALLIES (1)
Modify one battle/siege by +/- 1 in your favour if you have at least two of your cities adjacent to the target
space.
TREATY (1)
Retain this card until played. Peace negotiations cancel one attack against you as it is being made.
COUP D’ETAT (1)
Regime change creates confusion. You make your next move on the rondel, but do not take the action.
SUPERIOR TACTICS (1)
Retain this card until played. Modify any one attack/defence by +/-1 in your favour.
ENGINEERS (1)
Improved siege engines give you a +1 bonus if defending a siege or –1 if besieging a city space.
BAD WEATHER (1)
Play this card on another player who has just taken a bonus move using Strata or Navigatio. The moving
player must return his army/fleet to the previous space. Owning player chooses if more than one.
SABOTEURS (2)
You may randomly take an unplayed event card from another player. You must play it at the earliest oppor-
tunity.
SPOILS OF WAR (1)
Take one resource for every General personage you own.
PROSPERITY (1)
Take one resource for every King personage you own.
DESERTERS (1)
Keep this card until played immediately after winning a battle or siege. You lose one less legion or fleet as a
result of recruiting deserters.
STORMS AT SEA PIRACY SCOURGE

Remove all of your fleets from any one non-coastal sea You must either must pay 1 gold/coin resource to bribe
area (an area marked with a Seven Seas Navigation icon). pirates, or remove one of your fleets to the force pool.

STORMS AT SEA PIRACY SCOURGE

Remove all of your fleets from any one non-coastal sea You must either must pay 1 gold/coin resource to bribe
area (an area marked with a Seven Seas Navigation icon). pirates, or remove one of your fleets to the force pool.

SPOILS OF WAR PROSPERITY

Take one resource for every General personage you own. Take one resource for every King personage you own.

PRODUCTION INCREASE PRODUCTION INCREASE

Take gold resources according to the number of gold- Take gold resources according to the number of gold-
producing cities you currently own as follows: producing cities you currently own as follows:
1 city: 0 resources 1 city: 0 resources
2-3 cities: 1 resources 2-3 cities: 1 resources
4-5 cities: 2 resources 4-5 cities: 2 resources
6 + cities: 3 resources 6 + cities: 3 resources
BARBARIAN RAIDS INSURRECTION

One of your cities without a temple or a garrison of at


Remove one of your resources. least one legion or fleet, becomes neutral.

BARBARIAN RAIDS INSURRECTION

One of your cities without a temple or a garrison of at


Remove one of your resources. least one legion or fleet, becomes neutral.

ENGINEER ALLIES

Improved siege engineering gives you


a +1 bonus if defending a siege or –1 if Modify one battle/siege by +1/-1 in your favour if you have
besieging a city space. at least two of your cities adjacent to the target space.

PRODUCTION INCREASE PRODUCTION INCREASE

Take marble resources according to the number of mar- Take marble resources according to the number of mar-
ble-producing cities you currently own as follows: ble-producing cities you currently own as follows:
1 city: 0 resources 1 city: 0 resources
2-3 cities: 1 resources 2-3 cities: 1 resources
4-5 cities: 2 resources 4-5 cities: 2 resources
6 + cities: 3 resources 6 + cities: 3 resources
PLAGUE UNFAVOURABLE OMENS

You must remove one legion/fleet to the force pool. Miss your next move. Do not move on the rondel.

PLAGUE UNFAVOURABLE OMENS

You must remove one legion/fleet to the force pool. Miss your next move. Do not move on the rondel.

SABOTEURS BAD WEATHER

Play this card on another player who has just taken a bo-
nus move using Strata or Navigatio. The moving player
You may randomly take an unplayed event card from an- must return his army/fleet to the previous space. Own-
other player. You must play it at the earliest opportunity. ing player chooses if more than one.

PRODUCTION INCREASE PRODUCTION INCREASE

Take iron resources according to the number of iron- Take iron resources according to the number of iron-
producing cities you currently own as follows: producing cities you currently own as follows:
1 city: 0 resources 1 city: 0 resources
2-3 cities: 1 resources 2-3 cities: 1 resources
4-5 cities: 2 resources 4-5 cities: 2 resources
6 + cities: 3 resources 6 + cities: 3 resources
EARTHQUAKE DYNAMIC LEADER

An earthquake damages one of your temples. Pay 1 marble


or 1 coin resource to have it repaired or, if no resource is
available, take a marble resource action at the earliest op- You may keep this card until played to influence the out-
portunity. No bonus resources until temple is repaired. come of any one battle or siege by +1/-1 in your favour.

EARTHQUAKE DYNAMIC LEADER

An earthquake damages one of your temples. Pay 1 marble


or 1 coin resource to have it repaired or, if no resource is
available, take a marble resource action at the earliest op- You may keep this card until played to influence the out-
portunity. No bonus resources until temple is repaired. come of any one battle or siege by +1/-1 in your favour.

TREATY DYNAMIC LEADER

Retain this card until played. Peace negotiations cancel You may keep this card until played to influence the out-
one attack against you as it is being made. come of any one battle or siege by +1/-1 in your favour.

PLUNDER! PLUNDER!

The space containing the largest number of your troops The space containing the largest number of your troops
produces half that number (rounded up) of coins in booty. produces half that number (rounded up) of coins in booty.
TROOPS MUTINY DESERTERS

Keep this card until played immediately after winning a


battle or siege. You lose one less legion or fleet as a result
Return one legion or fleet to the force pool of recruiting deserters.

TROOPS MUTINY MERCENARIES UNHAPPY

Unless you immediately pays 1 gold/coin resource, one of


your legions is removed and returned to the force pool.
Return one legion or fleet to the force pool

COUP D’ETAT SUPERIOR TACTICS

Regime change creates confusion. You make your next Retain this card until played. Modify any one attack/
move on the rondel, but do not take the action. defence by +1/-1 in your favour.

CARPE DIEM! SABOTEURS

The Fates smile on your endeavours. You may move up to


six spaces on the rondel without paying penalty costs. You may randomly take an unplayed event card from an-
Seize the Day! Reshuffle the Event Deck other player. You must play it at the earliest opportunity.

TRADE AGREEMENT HONORARIUM

You may immediately exchange up to three of your re-


sources with three from one other player. The other player Take one resource of any type for each scholar you cur-
does not have to consent. rently possess.


TRADE AGREEMENT FORTRESS

You may immediately exchange up to three of your re-


sources with three from one other player. The other player Retain this card until played. One of your cities defends
does not have to consent. itself with a +1 modifier in one attack.

CORRUPTION CORRUPTION

Remove half (rounded down) of your coins Remove half (rounded down) of your coins

CONSCRIPTION SHIPYARDS

Add one legion to any city space free of charge. Add one fleet to any city space free of charge.
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