Game cards and hex tiles

Cards
Events
Hex tiles

Show cards:
Cards type:
Era:
Kingdom of Poland
6
2
51

Hussar
Era: 2
1
2
2
1
1
Cardcode: hussar
Replaces: knight
4
Wawel Cathedral
Era: 2
Royal Archcathedral Basilica of Saints Stanislaus and Wenceslaus on the Wawel Hill in Cracow.
2
Cardcode: citycathedral
Replaces: citychurch
3
Defenders mobilization
Era: 2
Mobilize fortification defenders.
Replace fortification by military unit. Military unit cost 1 production and 1 food point less.
Cardcode: fortificationscorchedearth
Replaces: fortificationwalls
2
The Relief of Vienna
Era: 2
During the battle 18000 horsemen charged Ottoman forces.
+1 attack, +1 health and +1 initiative for military unit during war.
Cardcode: battlereliefvienna2
Replaces: battleholyarmy2
Persian Empire
3
2
41
War elephant
Era: 1
1
2
2
Cardcode: warelephant
Replaces: horseman
4
Fire temple
Era: 1
A fire temple is the place of worship for Zoroastrians.
2
Cardcode: cityfiretemple
Replaces: goldmine
5
Silk Road
Era: 1
The Silk Road was a network of trade routes which connected the East and West. Exchange gold to food (1:1).
Cardcode: citysilkroad
Replaces: bonuscaravan
Construction
Era: 2
Speed up wonder construction. +6 wonder build progress.
Cardcode: bonusrocks
Replaces: bonuswonder
Kingdom of Great Britain
3
1
31
Longbowman
Era: 1
3
1
1
1
Cardcode: longbowman
Replaces: archer
4
Overseas trade
Era: 2
Military units can enter water but cannot fight while on water. +2 gold production for each unit on water.
Cardcode: overseastrade
Replaces: navigation
3
1
Walls and moat
Era: 2
Improved defence walls and moat increase protection.
+2 health for fortification.
Cardcode: fortificationmoat
Replaces: fortificationwalls
1
Flanking
Era: 3
A flanking maneuver gives advantageous position over an enemy. Rotate military unit during war.
Cardcode: battleflanking
Replaces: battleattack3
Japan Empire
5
1
41

Samurai
Era: 2
2
2
1
1
Cardcode: samurai
Replaces: swordsman
6
Golden Pavilion
Era: 2
The villa called Kitayama-dai, belonging to a powerful statesman.
Cardcode: citygoldenpavilion
Replaces: actionheal2
4
Japanese garden
Era: 3
Traditional gardens whose designs are accompanied by Japanese aesthetic and philosophical ideas.
Cardcode: japangarden
Replaces: fortificationcastle
2
Ninja attack
Era: 2
A Ninja was a covert agent or mercenary in Japan. Enemy unit is not fighting. 1 demage to enemy unit.
Cardcode: battleninja
Replaces: battlebribery2
Standard cards
2
1
31
Spearman
Era: 1
1
1
1
1
Cardcode: spearman
No. in deck: 1
2
1
31
Archer
Era: 1
2
1
1
1
Cardcode: archer
No. in deck: 1
3
2
41
Horseman
Era: 1
1
1
2
Cardcode: horseman
No. in deck: 1
2
Irrigation
Era: 1
Irrigation increases harvest and produce more food for your people.
Cardcode: irrigation
No. in deck: 1
3
Geology
Era: 1
Earth science concerned with the rocks of which it is composed, and the processes by which they change over time.
Cardcode: quarry
No. in deck: 1
3
Alchemy
Era: 1
Alchemists attempted to purify, mature, and perfect certain materials to obtain gold.
Cardcode: goldmine
No. in deck: 1
2
Stables
Era: 1
Stables provide horses for your armies.
+1 initiative for military unit.
Cardcode: fortificationstables
No. in deck: 1
Increased mining
Era: 1
Increased mining. +2 production points.
Cardcode: bonusmine
No. in deck: 1
Good harvest
Era: 1
Good harvest. +2 food.
Cardcode: bonusgrain
No. in deck: 1
Bright idea
Era: 1
Bright idea. +2 science.
Cardcode: bonusidea
No. in deck: 1
Caravan
Era: 1
Caravan. +2 gold.
Cardcode: bonuscaravan
No. in deck: 1
Move
Era: 1
Move one of your military unit by 1 hex.
Cardcode: actionmove
No. in deck: 1
1
Push back
Era: 1
Push back enemy unit from your unit or building.
Cardcode: actionpush1
No. in deck: 1
War
Era: 1
Start a war between civilizations. +1 production for destroyed buildings.
Cardcode: actionwarprod
No. in deck: 1
War
Era: 1
Start a war between civilizations. +1 food for destroyed buildings.
Cardcode: actionwarfood
No. in deck: 1
War
Era: 1
Start a war between civilizations. +1 gold for destroyed military units.
Cardcode: actionwarunits
No. in deck: 1
War
Era: 1
Start a war between civilizations. +1 science for destroyed military units.
Cardcode: actionwartotal
No. in deck: 1
1
Shields
Era: 1
+1 health for your military unit during war.
Cardcode: battleshield
No. in deck: 1
1
Fast strike
Era: 1
+1 initiative for your military unit during war.
Cardcode: battleinitiative
No. in deck: 1
1
Resistance
Era: 1
+1 health for your facility during war.
Cardcode: battleresistance
No. in deck: 1
Hannibal Barca
Era: 1
Carthaginian general, one of the greatest military commanders.
+5 Military power against barbarians.
Cardcode: hannibal
No. in deck: 1
Julius Caesar
Era: 1
Roman politician and general who led to the rise of the Roman Empire.
-1 gold consumtion.
Cardcode: cesar
No. in deck: 1
Alexander the Great
Era: 1
Alexander was a king of Macedonia and was undefeated in battle.
Player can have one extra card on hand.
Cardcode: alexander
No. in deck: 1
Leonidas I
Era: 1
Leonidas was a warrior king of the Greek city-state of Sparta.
Spearman units cost 1 less production.
Cardcode: leonidas
No. in deck: 1
Cyrus the Great
Era: 1
Cyrus was the founder of Achaemenid Empire, the first Persian Empire.
1 science point for inventing technology.
Cardcode: cyrus
No. in deck: 1
Cleopatra
Era: 1
Cleopatra was the last active ruler of the Ptolemaic Kingdom of Egypt.
Cardcode: cleopatra
No. in deck: 1
6
Pyramid of Giza
Era: 1
Pyramids are the oldest of the Seven Wonders of the Ancient World.
Player can have one extra card on hand.
Cardcode: pyramids
No. in deck: 1
5
Hanging Gardens
Era: 1
The gardens were said to have looked like a large green mountain constructed of mud bricks.
-2 food consumption.
Cardcode: hanginggardens
No. in deck: 1
6
Temple of Artemis
Era: 1
A Greek temple dedicated to the goddess Artemis.
Free invention of one technology from era 1 after finishing wonder.
Cardcode: templeartemis
No. in deck: 1
6
Statue of Zeus
Era: 1
The Statue of Zeus at Olympia is a giant seated figure made by the Greek sculptor Phidias.
Cardcode: zeus
No. in deck: 1
7
Colossus of Rhodes
Era: 1
The Colossus of Rhodes is a statue of the Greek titan-god of the sun Helios.
-2 gold consumption.
Cardcode: colossus
No. in deck: 1
5
Alexandria Lighthouse
Era: 1
A 100 metres lighthouse built by the Ptolemaic Kingdom.
Player can play extra battle card.
Cardcode: lighthouse
No. in deck: 1
7
Feudalism
Era: 2
Feudalism was a combination of legal and military customs in medieval Europe.
33525/2
Cardcode: feudalism
No. in deck: 1
7
Monarchy
Era: 2
Government in which dynasty, embodies the country's national identity and its head.
33535/2
Cardcode: monarchy
No. in deck: 1
7
Theocracy
Era: 2
Deity is the source from which all authority derives.
33615/2
Cardcode: theocracy
No. in deck: 1
4
1
41

Swordsman
Era: 2
2
1
1
1
1
Cardcode: swordsman
No. in deck: 1
4
1
41
Crossbowman
Era: 2
2
1
1
1
1
Cardcode: crossbowman
No. in deck: 1
4
1
41
Catapult
Era: 2
3
1
2
1
Cardcode: catapult
No. in deck: 1
5
2
51

Knight
Era: 2
1
2
2
2
Cardcode: knight
No. in deck: 1
4
Battle tactics
Era: 2
Advanced battle tactics.
You can play one extra battle card. You can play war in second round.
Cardcode: tacticbattle
No. in deck: 1
3
Navigation
Era: 2
Navigation allows your ships to find the right path.
Military units can enter water but cannot fight while on water.
Cardcode: navigation
No. in deck: 1
2
Church
Era: 2
In church people pray for salvation.
Cardcode: citychurch
No. in deck: 1
4
2
Mill
Era: 2
Mill provides food to your capital.
2
Cardcode: citymill
No. in deck: 1
4
2
Workshop
Era: 2
Workshop in your capital increase production.
2
Cardcode: cityworkshop
No. in deck: 1
3
1
Improved walls
Era: 2
Improved defence walls increase protection.
+1 health for fortification.
Cardcode: fortificationwalls
No. in deck: 1
3
Barracks
Era: 2
Barracks provide trained recruits for army.
+1 health for military unit.
Cardcode: fortificationbarracks
No. in deck: 1
3
Armory
Era: 2
Armory supplies high quality weapons to soldiers.
+1 attack for military unit.
Cardcode: fortificationarmory
No. in deck: 1
3
Mine tunnel system
Era: 2
System of mine tunnels to access deep earth resources.
Cardcode: minetunnels
No. in deck: 1
3
Farm plow
Era: 2
Farm plow improve farm efficiency.
Cardcode: farmplow
No. in deck: 1
4
4
Library
Era: 2
Books contains all your civilization knowledge.
Cardcode: sciencelibrary
No. in deck: 1
4
4
Amphitheater
Era: 2
An open-air venue used for entertainment, performances, and sports.
Cardcode: publicamphitheater
No. in deck: 1
4
4
Market
Era: 2
Market allows goods exchange in your civilization.
Cardcode: commercialmarket
No. in deck: 1
Additional resources
Era: 2
Gain 2 points of production or food.
Cardcode: bonusprodorfood
No. in deck: 1
Additional resources
Era: 2
Gain 2 points of gold or science.
Cardcode: bonusgoldorscience
No. in deck: 1
Construction
Era: 2
Speed up wonder construction. +3 wonder build progress.
Cardcode: bonuswonder
No. in deck: 1
Upgrade unit
Era: 2
Upgrade military unit that is placed next to your building. Pay 2 production and 1 food points less for new unit.
Cardcode: actionupgrade2
No. in deck: 1
1
Push back
Era: 2
Push back enemy unit from your unit or building.
Cardcode: actionpush2
No. in deck: 1
Mobilisation
Era: 2
Replace one of your building by military unit. Military unit costs 1 food less.
Cardcode: actionmobilisation2
No. in deck: 1
1
Two moves
Era: 2
Move two of your military units by 1 hex.
Cardcode: actionmove2_2
No. in deck: 1
1
Heal unit
Era: 2
Heal unit. Remove 1 damage point from unit.
Cardcode: actionheal2
No. in deck: 1
War
Era: 2
Start a war between civilizations. +1 production for destroyed buildings.
Cardcode: actionwarprod2
No. in deck: 1
War
Era: 2
Start a war between civilizations. +1 food for destroyed buildings.
Cardcode: actionwarfood2
No. in deck: 1
War
Era: 2
Start a war between civilizations. +1 science for destroyed buildings and military units.
Cardcode: actionwarscience2
No. in deck: 1
War
Era: 2
Start a war between civilizations. Take 1 science point from enemy player for destroyed buildings.
Cardcode: actionwarstealprod2
No. in deck: 1
War
Era: 2
Start a war between civilizations. +1 gold for destroyed military units.
Cardcode: actionwarunits2
No. in deck: 1
War
Era: 2
Start a war between civilizations. +1 production for destroyed military units.
Cardcode: actionwartotal2
No. in deck: 1
1
Shields
Era: 2
+1 health for your military unit during war.
Cardcode: battleshield2
No. in deck: 1
1
Reinforcements
Era: 2
+1 attack for your military unit during war.
Cardcode: battleattack2
No. in deck: 1
1
Fast strike
Era: 2
+1 initiative for your military unit during war.
Cardcode: battleinitiative2
No. in deck: 1
1
Resistance
Era: 2
+1 health for your facility during war.
Cardcode: battleresistance2
No. in deck: 1
2
Holy army
Era: 2
+1 attack and +1 initiative for your military unit during war.
Cardcode: battleholyarmy2
No. in deck: 1
2
Bribery
Era: 2
Bribed enemy unit is not fighting.
Cardcode: battlebribery2
No. in deck: 1
Genghis Khan
Era: 2
Founder of the Mongol Empire, the largest contiguous empire in history.
Horseman units consumes 1 gold less.
Cardcode: genghis
No. in deck: 1
Hernan Cortes
Era: 2
Spanish Conquistador who led an expedition to conquer the Aztec Empire.
Player can play extra 1 battle card. 1 extra gold for battle cards.
Cardcode: cortes
No. in deck: 1
Cuauhtemoc
Era: 2
One who has descended like an eagle. The last Aztec Emperor.
-2 total units gold consumtion.
Cardcode: cuauhtemoc
No. in deck: 1
Henry V of England
Era: 2
Henry led his men into battle, decisively defeating the French.
Player can start war in second round. 1 extra gold for battle cards.
Cardcode: henryv
No. in deck: 1
Joan of Arc
Era: 2
The Maid of Orleans, is a heroine of France.
2 move actions.
Cardcode: joannadarc
No. in deck: 1
King Arthur
Era: 2
A legendary British leader who led the defence of Britain against Saxon.
Era 2 mounted military units cost 1 less food.
Cardcode: kingarthur
No. in deck: 1
Saladin
Era: 2
The first sultan of Egypt and Syria and the founder of the Ayyubid dynasty.
Player can heal 1 health point. 1 extra gold for battle cards.
Cardcode: saladin
No. in deck: 1
11
Oxford University
Era: 2
Dominus illuminatio mea.
When finished produce science (don't count this card).
2
Cardcode: oxford
No. in deck: 1
12
Great Wall
Era: 2
Great Wall protects empire against the raids and invasions.
All your buildings have additional 1 health point.
Cardcode: greatwall
No. in deck: 1
10
Taj Mahal
Era: 2
Taj Mahal meaning Crown of the Palace is an ivory-white marble mausoleum.
2
Cardcode: tajmahal
No. in deck: 1
11
Hagia Sophia
Era: 2
Basilica of Holy Wisdom.
1 holy army (+1 attack and +1 initiative) fortification bonus token in each war.
:free
Cardcode: hagiasophia
No. in deck: 1
10
Machu Picchu
Era: 2
Inca citadel situated on a mountain ridge 2,430 metres.
2
Cardcode: machupicchu
No. in deck: 1
11
Colosseum
Era: 2
The largest amphitheatre ever built.
Cardcode: colosseum
No. in deck: 1
11
Republic
Era: 3
Government in which the country is considered a public matter, not the private concern or property of the rulers.
44726/1
Cardcode: republic
No. in deck: 1
10
Aristocracy
Era: 3
Government in which power rests with a small number of people who rule the country.
44636/2
Cardcode: aristocracy
No. in deck: 1
12
Constitutional monarchy
Era: 3
The government in which the power of the Emperor is limited and is relegated primarily to ceremonial duties.
44736/1
Cardcode: constitutionalmonarchy
No. in deck: 1
5
1
61

Rifleman
Era: 3
2
2
2
1
1
Cardcode: rifleman
No. in deck: 1
5
1
61

Gatling gun
Era: 3
2
1
2
1
1
1
1
1
Cardcode: gatling
No. in deck: 1
5
1
61


Cannon
Era: 3
4
1
2
2
Cardcode: cannon
No. in deck: 1
6
2
71

Cavalry
Era: 3
1
2
3
3
Cardcode: cavalry
No. in deck: 1
5
Central Market
Era: 3
City central market allows to exchange goods from the whole world.
2
Cardcode: citycentralmarket
No. in deck: 1
3
1
Castle
Era: 3
Castles better supports your army.
Token bonus for 2 units next to fortification.
Cardcode: fortificationcastle
No. in deck: 1
3
Ammunition workshop
Era: 3
High quality ammunition increase weapons range.
+1 range for artillery military unit.
Cardcode: fortificationammunition
No. in deck: 1
3
Fort
Era: 3
Fort was a distant post in hostile lands.
1 move action for military unit next to fortification.
Cardcode: fortificationfort
No. in deck: 1
6
Mine cart
Era: 3
Mine carts improve mine efficiency.
Cardcode: minecart
No. in deck: 1
6
Aqueduct
Era: 3
Aqueducts supply water to your farms.
Cardcode: farmaqueducts
No. in deck: 1
7
9
University
Era: 3
Educated society allows your country to develop by innovation.
Cardcode: scienceuniversity
No. in deck: 1
7
9
Theater
Era: 3
Theaters spreads culture in your people.
Cardcode: publictheaters
No. in deck: 1
7
9
Bank
Era: 3
Bank collects deposits and gives loans. It is a main element of country economy.
Cardcode: commercialbank
No. in deck: 1
5
Fauna and flora
Era: 3
Research project to examine fauna and flora. Science knowledge develop your civilization.
Cardcode: faunaandflora
No. in deck: 1
5
Arts patronage
Era: 3
Thanks to patronage your artists have money for their creations. Art develop culture of your civilization.
Cardcode: patronage
No. in deck: 1
6
Cartography
Era: 3
Thanks to maps your ships can travel safely.
Military units can enter water and attack while on water.
Cardcode: cartography
No. in deck: 1
Additional resources
Era: 3
Gain 4 points of production or food in total. (your choice)
Cardcode: bonusprodfood
No. in deck: 1
Gold and science
Era: 3
Gain 4 points of science or gold in total. (your choice)
Cardcode: bonusideagold
No. in deck: 1
Construction
Era: 3
Speed up wonder construction. +5 wonder build progress.
Cardcode: bonuswonder3
No. in deck: 1
1
Push back
Era: 3
Push back enemy unit from your unit or building.
Cardcode: actionpush3
No. in deck: 1
Move
Era: 3
Move one of your military unit by 1 hex.
Cardcode: actionmove3
No. in deck: 1
1
Two moves
Era: 3
Move two of your military units by 1 hex.
Cardcode: actionmove2_3
No. in deck: 1
1
Heal unit
Era: 3
Heal unit. Remove 1 damage point from unit.
Cardcode: actionheal3
No. in deck: 1
2
Water poisoning
Era: 3
Water poisoning. 1 damage point to enemy unit that is placed next to your building.
Cardcode: actionpoison3
No. in deck: 1
1
Repair
Era: 3
Repair building. Remove 2 damage points from building.
Cardcode: actionrepair3
No. in deck: 1
Reconstruction
Era: 3
Replace two of your buildings by new buildings. New building costs: 2 production points less
Cardcode: actionrebuild2_3
No. in deck: 1
Mobilisation
Era: 3
Replace one of your building by military unit. Military unit costs 1 food less.
Cardcode: actionmobilisation3
No. in deck: 1
1
General mobilisation
Era: 3
Replace two of your buildings by military units. Military unit costs 1 food less.
Cardcode: actionmobilisation2_3
No. in deck: 1
Upgrade unit
Era: 3
Upgrade two of your military units that are placed next to your building. Pay 2 production and 1 food points less for new unit.
Cardcode: actionupgrade3
No. in deck: 1
1
Supplies from colonies
Era: 3
Ships from distant worlds delivers all kind of goods and strategic resources. This turn you have access to steel and powder.
Cardcode: actionsupplies3
No. in deck: 1
3
Riots
Era: 3
Start riots on enemy territory. Destroy enemy civil building that is placed next to your building.
Cardcode: actionriots3
No. in deck: 1
War
Era: 3
Start a war between civilizations. +1 production for destroyed buildings.
Cardcode: actionwarprod3
No. in deck: 1
War
Era: 3
Start a war between civilizations. +1 food for destroyed buildings.
Cardcode: actionwarfood3
No. in deck: 1
War
Era: 3
Start a war between civilizations. Take 1 science from enemy player for destroyed buildings.
Cardcode: actionwarstealscience3
No. in deck: 1
War
Era: 3
Start a war between civilizations. +1 gold for destroyed military units.
Cardcode: actionwarunit3
No. in deck: 1
War
Era: 3
Start a war between civilizations. Take 1 culture from enemy player for destroyed buildings and military units.
Cardcode: actionwarsteelculture3
No. in deck: 1
War
Era: 3
Start a war between civilizations. +1 culture for destroyed buildings and military units.
Cardcode: actionwartotal3
No. in deck: 1
1
Shields
Era: 3
+1 health for your military unit during war.
Cardcode: battleshield3
No. in deck: 1
1
Reinforcements
Era: 3
+1 attack for your military unit during war.
Cardcode: battleattack3
No. in deck: 1
1
Fast strike
Era: 3
+1 initiative for your military unit during war.
Cardcode: battleinitiative3
No. in deck: 1
1
Upgraded ammunition
Era: 3
+1 range for your artillery military unit during war.
Cardcode: battlerange3
No. in deck: 1
1
Resistance
Era: 3
+2 health for your facility during war.
Cardcode: battleresistance3
No. in deck: 1
2
Reinforcements
Era: 3
+1 attack and +1 health for your military unit during war.
Cardcode: battlereinforcements3
No. in deck: 1
2
Bribery
Era: 3
Bribed enemy unit is not fighting.
Cardcode: battlebribery3
No. in deck: 1
2
Battle fury
Era: 3
+2 attack for your military unit during war.
Cardcode: battlefury3
No. in deck: 1
Napoleon Bonaparte
Era: 3
One of the greatest commanders in history.
3 culture points for playing war card. 1 extra gold for battle cards.
Cardcode: napoleon
No. in deck: 1
Shaka Zulu
Era: 3
The greatest monarch of Zulu Kingdom, who conquered south Africa.
Era 1 military units have +1 attack point.
Cardcode: shakazulu
No. in deck: 1
Robert E. Lee
Era: 3
Commander of the Confederate States Army and the great strategist.
+1 gold production for each fortification.
Cardcode: lee
No. in deck: 1
George Washington
Era: 3
General Washington led Patriot forces to victory over the British.
-2 total gold consumption. 1 extra gold for battle cards.
Cardcode: washington
No. in deck: 1
Geronimo
Era: 3
A prominent leader from the Bedonkohe band of the Apache tribe.
Mounted military units consumes 1 gold less.
Cardcode: geronimo
No. in deck: 1
Nogi Maresuke
Era: 3
General in the Imperial Japanese Army and a governor of Taiwan.
If strongest get 2 culture points each turn. 1 extra gold for battle cards.
Cardcode: maresuke
No. in deck: 1
Alexander Suvorov
Era: 3
Count of the Holy Roman Empire, Prince of Italy, and the last Generalissimo of the Russian Empire.
Player can push one unit.
Cardcode: suvorov
No. in deck: 1
14
Eiffel tower
Era: 3
The Eiffel Tower for 41 years was the tallest.
When finished produce culture (don't count this card).
Cardcode: eiffel
No. in deck: 1
13
Pacific Railroad
Era: 3
The First Transcontinental Railroad was a 1,912-mile railroad line.
One extra move for general.
Cardcode: pacificrailroad
No. in deck: 1
13
Big Ben
Era: 3
Its clock was the largest and most accurate clock in the world. Exchange maximum 3 science points to culture in turn (1:1).
Cardcode: bigben
No. in deck: 1
15
Ruhr valley
Era: 3
It is largest industrial area in Germany.
Gives access to steel and powder.
4
Cardcode: ruhr
No. in deck: 1
14
Panama Canal
Era: 3
The canal that connects the Atlantic with the Pacific Ocean. 2 move actions for units next to water or on water.
2
Cardcode: panamacanal
No. in deck: 1
13
St. Peter's Basilica
Era: 3
Major Basilicas of Rome with over 100 tombs.
+1 culture production for each happiness point above zero.
Cardcode: stpeter
No. in deck: 1