1

B

3

Corsica and Sardinia Revolt

If your opponent has control of Corsica/Sardinia, remove all his PCs in that province which are not stacked with his CUs

2

B

3

Sicilia Revolts

If your opponent has control of Sicily, remove all his non-walled PCs in that province which are not stacked with his CUs

3

B

3

Numidia Revolts

Pick either Western or Eastern Numidia and remove all you opponent's PCs in that province which are not stacked with his CUs

4

B

3

Celtiberia Revolts

If your opponent has control of Celtiberia, remove all his PCs in that province which are not stacked with his CUs

5

B

2

Native Guide

If you use this card as an OC to move an Army, and the Army crosses a Mountain Pass, you may modify your Mountain Pass Attrition DR by -3.

Note:This modifier is cumulative with other modifiers for the mountains. A move across a non-Alps pass would have a "-4" net modifier, for example. The modifier applies to all mountain passes crossed in that move.

6

C

2

Marharbal's Cavalry

Play during any battle. You may use this card as a DE BC which (if matched) does not automatically give the defender the initiative.

7

B

1

Hostile Tribes

Play whenever an opposing army occupies (or enters) a space in Gallia Transalpinia or Liguria. The Army immediately undergoes Attrition on the 5-6 column.

Note: This card may be played against CUs without a General. May be played versus a moving army, stationary army or stationary CUs.

8

B

1

Hostile Tribes

Play whenever an opposing army occupies (or enters) a space in Gallia Transalpinia or Liguria. The Army immediately undergoes Attrition on the 5-6 column.

Note: This card may be played against CUs without a General. May be played versus a moving army, stationary army or stationary CUs.

9

B

3

Philip V. of Macedon

Allies with Carthage

The Roman must randomly discard one Strategy Card. Carthage receives a -1 DRM for Sea Movement. Once Macedonia is at war, this event becomes playable only by Rome and ends the Macedonian alliance.

10

C

2

Macedonian Reinforcements

Place two Carthaginian CUs in any friendly controlled port in Africa or Italy. May only be played while Philip V of Macedonia is allied with Carthage.

Note: CUs from event cards may not be placed inside a besieged city.

11

B

1

Balearic Slingers

If you control the Balearic Islands, place one CU in any Port containing a friendly PC and no enemy Cus.

12

C

2

African Reinforcements

Place one Elephant unit (at strength level 2) in Carthage. If an Elephant unit is not available, place two regular CUs in Carthage.

Note: CUs from event cards may not be placed inside a besieged city.

13

C

2

Bruttium Recruits

Place two Carthaginian CUs with any General located in Lucania.

14

C

2

Ligurian Recruits

Place two Carthaginian CUs with any General located in Liguria, Cisalpinia or Etruria.

15

B

1

Iberian Recruits

Place two CUs with any General located in a friendly controlled province of Hispania.

16

C

2

Gallic Recruits

Place two CUs with any General located in a friendly controlled province of Gallia Transalpinia or Cisalpinia.

17

B

1

Surprise Sortie

Garrison conducts a successful sortie against besieging army

Remove one Siege Point from any one Walled City.

18

B

2

Traitor in Tarentum

If you use this card as an OC to siege Tarentum, it comes under your control without a Siege die roll. Enemy CUs inside are eliminated.

19

B

1

Senate

Dismisses Proconsul

If there is a Roman Proconsul onthe map other than Scipio Africanus, it is removed and replace with an unused Roman General. The player playing this card determines the replacement.

20

B

1

Spy in Enemy Camp

Play at the start of any combat. You may examine up to half of your opponent's Battle Cards. Cards must be drawn randomly.

21

R

2

Mercenaries Desert

The Carthaginian player must use the Attrition Table for all his forces on the map not in friendly walled city spaces. Units with Generals are exempt if a separate die roll is £ the General's Battle Rating.

Note: Affects only armies not on or in friendly walled city spaces. It matters not whether the army is inside or outside the city, it is immune.

22

C

1

Mutin's Numidians

Place one Carthaginian CU and a PC in any non-walled city space in Sicilia that contains no Roman CUs. If the space contains a Roman PC, the PC is simply flipped.

23

R

3

Numidian Ally

Place up to three Roman PCs in Eastern Numidia in spaces which do not contain enemy CUs. If the space contains a Carthaginian PC, the PC is simply flipped.

24

C

3

The beautiful Sphonisba seduces a Numidian king

Pick either Western or Eastern Numidia and place up to three Carthaginian PCs in that province in spaces which do not contain enemy CUs. If the space contains a Roman PC, the PC is simply flipped.

25

C

2

Capua

Sides with Carthage

If Carthage controls 3 or more Italian provinces, Capua is converted to Carthaginian control and all Roman CUs inside are eliminated.

REMOVE IF PLAYED

26

C

3

Syracuse Allies with Carthage

You immediately gain control of Syracuse (any Roman units inside are eliminated. Syracuse provides a -1 modifier for Sea Movement.

REMOVE IF PLAYED.

27

C

2

I have come into Italy, not to fight the Italians, but to fight for the liberty of the Italians against Rome

Play if Hannibal is in Italy. Convert two Roman non-walled PCs into Carthaginian PCs in any space in Italy which does not contain Roman CUs.

28

C

2

Hannibal Charms Italy

If you play this as an OC to move Hannibal, you may remove each Roman non-walled PC in each space in Italy that Hannibal enters which does not contain any Roman CUs.

Note: If Hannibal overruns a CU, the PC is not removed. The PC is also not removed if a Roman army is in the space, but avoids battle. The PC in the space Hannibal begins his move may be removed, but only by burning one of his movement points (which does not give the Roman an opportunity to intercept into the space Hannibal began the move).

29

C

2

Carthaginian Naval Victory

For the rest of the year a -1 DRM for naval movement applies, and Roman Naval Movement is limited to Minor or Major Campaign Strategy Cards.

30

C

3

Carthaginian Siege Train

Place the Siege Train Marker with any Carthaginian General. A General with the Siege Train ignores the -1 DRM applied against Carthaginian sieges.

Note: The Carthaginian Siege Train does not take up space in a General's army for movement stacking purposes. A General moving with the siege train can move an additional 10 CUs. The Siege Train event be played with the siege train is already on the board to place it elsewhere. This removes the existing siege train. The Carthaginian Siege Train is not removed when the army Avoids Battle.

31

B

1

Spanish Allies Desert

Your opponent does not receive any Battle Card bonuses for Spanish Allies for that Combat.

32

B

1

Numidian Allies Desert

Play at the start of any Combat in Africa. Your opponent does not receive any BO bonuses for control of either Western or Eastern Numidia.

33

B

3

Major Campaign

MOVE ANY THREE GENERALS. Each General can move up to four spaces with 10 combat units.

34

B

3

Major Campaign

MOVE ANY THREE GENERALS. Each General can move up to four spaces with 10 combat units.

35

B

2

Diplomacy

Convert any one non-walled, non-tribal enemy PC Marker in a space without an enemy CU into a friendly PC Marker.

36

B

2

Diplomacy

Convert any one non-walled, non-tribal enemy PC Marker in a space without an enemy CU into a friendly PC Marker.

37

B

3

Minor Campaign

MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.

38

B

3

Minor Campaign

MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.

39

B

3

Minor Campaign

MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.

40

B

3

Minor Campaign

MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.

41

B

1

Bad Weather

Play immediately after opponent has moved but before combat. Contrary to his expectations, his General only moved two spaces – return him to the second space he entered.

Note: The card must be played to cancel a move prior to any die roll that would be initiated by the movement beyond the second movement point. Once the die rolls have been allowed, the card may not be played. A move across a strait is treated like land movement-- the first two movement points cannot be cancelled. This card does cancel both port to port moves that can be made with the "Forced March 3" card. If a force's naval movement using a campaign card is cancelled, a different general may not use naval movement under the power of the same campaign card. You must spend no more than 2 movement points after the play of Bad Weather and therefore may not be able to complete a mountain crossing -- it is aborted .

42

R

1

Elephant Fright

Play if attacked by Elephants. They have no effect on you and the Carthaginian player immediately loses two Bcs.

Note: With regard to BCs lost, the wording on the card is correct, not the wording on the strategy card list on p. 15. The Carthaginian player lose BC's equal number of elephants frightened.

43

R

3

Two Legions of Slaves Raised

The Volones

The Roman Player receives four CUs in Latium if it contains no Carthaginian Cus. May only be played if Carthage currently controls three or more provinces in Italy.

44

R

2

Allied Auxiliaries

Place two Roman CUs with any General in Italy if APULIA is Roman controlled.

Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

45

R

2

Allied Auxiliaries

Place two Roman CUs with any General in Italy if ETRURIA is Roman controlled.

Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

46

R

3

Allied Auxiliaries

Place two Roman CUs with any General in Italy if SAMNIUM is Roman controlled.

Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

47

R

3

Allied Auxiliaries

Place two Roman CUs with any General in Italy if LUCANIA is Roman controlled.

Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

48

R

1

Allied Auxiliaries

Place two Roman CUs with any General in Italy if CAMPANIA is Roman controlled.

Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

49

B

1

Opposing Fleet Breaks Siege

Remove all accrued siege points at any one port.

50

C

3

Adriatic Pirates

If you use this card as an OC for Sea Movement and carry no more than 3 CUs plus a General, you do not have to roll on the Naval Combat Table if you embark or debark at either Brundisium, Croton, or Tarantum.

Note: Card seems to imply that CUs may move without Generals-- this is an error. All naval movement requires the presence of a General.

51

B

2

Epidemic

One opposing Army must roll on the Attrition Table

Note: The player playing the card chooses which army rolls for attrition

52

B

2

Pestilence

One opposing Army currently besieging a city must roll on the Attrition Table with a +1 drm.

Note: The player playing the card chooses which army rolls for attrition

53

B

1

Tribal Resistance

Remove any accrued Subjugation Points in any one Tribe space.

54

B

2

Treachery within City

If you use this card as an OC to conduct a siege, you may roll twice on the Siege Table and use both results.

Note: Treachery in the City is a dual use card as well (may be used both to move the army and implement its event).

55

B

3

Messenger Intercepted

Draw one Strategy Card from your opponent's hand and add it to your own.

56

C

2

Grain Shortage

Remove any three Roman non-walled PCs. You may only play this card if you control Sicilia.

57

R

1

Hanno Counsels Carthage

Carthaginian CUs are prohibited from leaving Africa until the Strategy Deck is reshuffled.

Note: Carthaginian reinforcements may be placed outside of Africa. Normal reinforcement rules pertain. The card affects movement.

58

C

1

Cato Counsels Rome

Roman CUs are prohibited from moving to Africa until the Strategy Deck is reshuffled. This does not affect Roman CUs already there.

Note: Roman reinforcements are allowed to be placed with an existing army in Africa. Normal reinforcement rules pertain. The card affects movement.

59

B

1

Ally Deserts

Draw one BC from opponent's hand and add it to your own.

Note: This may be played prior to any BC play to randomly draw any unseen card from the enemy (or select a visible card previously revealed by the Spy card but still unplayed).

60

B

1

Storms at Sea

Play after your opponent moves an Army or CUs using Sea Movement. The force suffers Attrition and the die roll must be modified by +2.

Note: Card seems to imply that CUs may move without Generals-- this is an error. All naval movement requires the presence of a General. Any General left without CUs due to the attrition die roll of a Storm at Sea is thereby displaced. Storms at Sea may by played on a General (or General moving with surbordinates) moving without CUs. Use the 1 CU column of the table. Any loss will result in the displacement of the lone General(s).

61

B

1

Force March

Move a General whose Strategy Rating is 1 up to six spaces.

62

B

2

Force March

Move a General whose Strategy Rating is 1 or 2 up to six spaces.

63

B

3

Force March

Move any General up to six spaces.

Note: This card be used to move a General by sea twice, picking up and/or dropping CUs along the way, but still no more than 5 CUs may accompany either voyage.

64

B

2

Truce

Neither player may enter a space containing an enemy CU or PC while the Truce lasts. The Truce ends when either player uses a Strategy Card as an event.

RESHUFFLE the Strategy Deck at the end of the turn.

Note: If this card is played as an operations card, the deck still gets reshuffled. No matter how the Truce card is played, the deck is reshuffled. Interceptions are not allowed during a Truce. A siege may not be prosecuted during a truce, but existing siege points are not lost either. Truce does not prevent movement through or subjugation of a neutral (green) tribe space. Minor or Major Campaign and Forced March cards cannot break the truce. Any event which can move an army may not be used to break a truce, nor can the "counter" event cards or the traitor cards. A truce cannot be broken by playing an event that does not occur (e.g. Allied Auxiliaries when there are no Generals in Italy to take the CUs). (An event card may only be played as an event if the conditions apply to bring about the event. Otherwise, such a card play is an operation. )