Playable at any time to re-roll Playable during enemy bound to
one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE may keep the highest result. CARDS Remove if battle is lost. CARDS Remove from table if battle is lost. VETERAN SOLDIERS INTIMIDATION Playable at any time to re-roll Playable during enemy bound to one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE may keep the highest result. CARDS Remove if battle is lost. CARDS Remove from table if battle is lost. BODYGUARD SPIES Playable at any time to re-roll Playable before rolling for Pips. one of your combat dice involving ADVANTAGE Add +1 to your total. ADVANTAGE your command unit. You may keep the highest total. CARDS Remove from the table if roll is 3 CARDS or lower. Otherwise, only Remove from the table if the playable once per campaign. second die roll is lower or equal to the first. SUPERIOR FOOT SUPERIOR MOUNTED Playable before a battle. Mark Playable before a battle. Mark one of your foot units as ADVANTAGE one of your cavalry, knights, or ADVANTAGE Superior. It gets +1 to its combat total whenever it rolls lower than CARDS light horse units as Superior. It gets +1 to its combat total CARDS the opponent. whenever it rolls lower than the opponent. Remove from the table if the element is destroyed. Cannot be Remove from the table if the placed on a different unit during element is destroyed. Cannot be this campaign. placed on a different unit during the campaign. TRUSTED SUBORDINATE FEIGNED RETREAT Playable after rolling for Pips. An Playable during enemy bound or out-of-command element or ADVANTAGE at the start of your bound. Recoil ADVANTAGE group may be commanded this turn as though it were still in CARDS or Flee one of your units. The enemy must pursue if required. CARDS command. Remove from the table if the Remove from the table if the battle is lost. Playable once per battle is lost. campaign. ADVANCE SCOUTS LOCAL KNOWLEDGE Playable before prebattle Playable after terrain maneuvers for a +1 to the ADVANTAGE deployment. You may remove ADVANTAGE Tactical Advantage Roll. If you lose the roll, you may CARDS one terrain piece or replace it with another legal terrain type in CARDS immediately cancel that result the same position. and both sides roll again. Remove from the table if the Remove if the first roll is lost. battle is lost and only playable once per campaign. PERSONAL THREATS REINFORCEMENTS Playable at the beginning of your Must play before prebattle bound before rolling for pips. Roll ADVANTAGE maneuvers. The enemy ADVANTAGE a D6. If you roll a five or six you may rally one of your defeated CARDS automatically wins Advantage but your army has a +/- 1 modifier CARDS elements (place it touching your for Defeat Level calculations. camp). Your army is considered Remove from the table if out of command during the defeated and playable only once bound. per campaign. Once played, the card can be used in multiple bounds if the first attempt fails. Remove from the table if succeeds or if a 1 is rolled. Playable only once per campaign. BOAT-BUILDERS SIEGE ENGINEERS Playable before prebattle Playable before deployment. maneuvers. Get the Littoral ADVANTAGE Your foot units reduce enemy ADVANTAGE bonus against a non-littoral people but if you win Advantage CARDS combat factors by 1 if in a BUA. CARDS Remove from the table if you must include a Waterway on defeated in the battle or the battlefield. campaign. Remove from the table if defeated in the campaign. FIELD FORTIFICATIONS FEARSOME MULTITUDES Place palisade markers on 2D6 Playable after deployment. To of foot units. It gives them a +1 in ADVANTAGE move into the Threat Zone of one ADVANTAGE close combat and ranged fire but they may not move or change CARDS of your Hds, an enemy element or group must spend an extra CARDS facing. If they move or are Pip. recoiled, the counter is removed. Remove from the table after your Remove from the table if first Hd is eliminated or if you defeated in the battle or the lose the battle or campaign. campaign. Only playable once per campaign. PROLONGED SHOOTING HORSE ARCHERS Playable after shooting. Playable before shooting. For this Immediately conduct one more ADVANTAGE turn, all your LH can shoot at ADVANTAGE shooting phase. CARDS range 2. CARDS Remove from the table if Remove from the table if defeated in battle. defeated in battle. TRICKERY TREACHERY Playable after both sides have Playable after both sides have completed deployment. You may ADVANTAGE completed deployment. Roll a ADVANTAGE switch the positions of D6 enemy units. CARDS D6. If you get 4-6 you may take possession of one enemy non- CARDS command unit and immediately Remove after play. deploy it with your forces. Remove after play. EXHAUSTION COMMAND CONFUSION Play it before an opponent Play after the opponent rolls for resolves a close combat. The ADVANTAGE pips. They must roll again and ADVANTAGE result is automatically considered a lock result (i.e. CARDS use the lowest result. CARDS Remove after play. mounted units may recoil from solid foot, etc). Remove after play. FOG OF WAR CAPTIVES Playable before the prebattle Playable before deployment. You maneuvering. Do not calculate ADVANTAGE may place an additional Hd in ADVANTAGE scouting points and both sides imply roll a D6 to determine CARDS your army. CARDS Remove after play. advantage. Remove after play. DISCIPLINED PREARRANGED WITHDRAWAL Playable before close combat. Playable before close combat. One element can ignore any ADVANTAGE An entire group may recoil ADVANTAGE enemy overlaps or flank contacts for this bound (but if forced to CARDS instead of resolving combat. The enemy may pursue if eligible. CARDS retreat will still be destroyed if Remove from play. the door is closed etc). Remove from the table if defeated in battle. DECEPTION MERCENARIES After deployment, you may Playable before a campaign. You rearrange the position of D6 of ADVANTAGE may replace one of your ADVANTAGE your own units. CARDS elements with a unit type from an adjacent people (mark it with a CARDS Remove from play. different color). Remove from the table if the element is eliminated in battle or the campaign is lost. MILITARY REFORMS FOREIGN HELPERS You may switch one of your For this battle you may add an elements with another unit type ADVANTAGE allied contingent from any ADVANTAGE that exists in your army list. CARDS adjacent people with an aggression of 2 or more. All allied CARDS Remove from the table if the contingent rules apply. If campaign is lost. defeated, you have a -1 to the Defeat Level. Remove from play. NIGHT MARCH SHIELDWALL Playable after deployment. Play after combat dice are rolled. Immediately remove one piece of ADVANTAGE You may cancel one recoil result ADVANTAGE terrain from the board (if garrisoned city that element is CARDS but if defeated your Defeat Level increases by +1. CARDS out of play but not considered Remove from the table if lost). defeated in battle. Remove from play. EXPERT SKIRMISHERS ASSAULTING THE CAMP Playable before deployment. You Playable after deployment. You may keep some or all of your Ps ADVANTAGE may shift the opponent’s camp ADVANTAGE off-map and deploy them according to the Lurker rules in CARDS to any legal position within their setup area (i.e. you cannot set it CARDS HOTT. up on bad going or on a deployed unit but can move the camp off Remove from the table if the baseline). defeated in battle or the campaign. Remove from play. TRICKERY TREACHERY Playable after both sides have Playable after both sides have completed deployment. You may ADVANTAGE completed deployment. Roll a ADVANTAGE switch the positions of D6 enemy units. CARDS D6. If you get 4-6 you may take possession of one enemy non- CARDS command unit and immediately Remove after play. deploy it with your forces. Remove after play. EXHAUSTION FORCED MARCH Play it before an opponent Play immediately after both sides resolves a close combat. The ADVANTAGE deploy. You immediately ADVANTAGE result is automatically considered a lock result (i.e. CARDS conduct a free movement turn but must not get closer than 4 CARDS mounted units may recoil from BW to enemy units. Then the solid foot, etc). game begins… Remove after play. Remove after play. VETERAN SOLDIERS INTIMIDATION Playable at any time to re-roll Playable during enemy bound to one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE may keep the highest result. CARDS Remove if battle is lost. CARDS Remove from table if battle is lost. VETERAN SOLDIERS INTIMIDATION Playable at any time to re-roll Playable during enemy bound to one of your combat dice. You ADVANTAGE cancel the expenditure of 1 Pip. ADVANTAGE may keep the highest result. CARDS Remove if battle is lost. CARDS Remove from table if battle is lost. FIELD FORTIFICATIONS GOOD SCOUTING Place palisade markers on 2D6 Play before the opponent rolls to of foot units. It gives them a +1 in ADVANTAGE place terrain. The opponent must ADVANTAGE close combat and ranged fire but they may not move or change CARDS roll two dice for each terrain pice and you can choose which result CARDS facing. If they move or are counts. recoiled, the counter is removed. Remove from the table if you lose Remove from the table if the battle or campaign. defeated in the battle or the campaign. Only playable once per campaign. PROLONGED SHOOTING SHIELDWALL Playable after shooting. Play after combat dice are rolled. Immediately conduct one more ADVANTAGE You may cancel one recoil result ADVANTAGE shooting phase. CARDS but if defeated your Defeat Level increases by +1. CARDS Remove from the table if defeated in battle. Remove from the table if defeated in battle.