Number |
Title |
Type |
Garrisons |
Event Text |
1 |
Major Campaign |
E |
4 |
Activate any
one army. That army receives 4 MP. |
2 |
Major
Campaign |
E |
4 |
Activate
any one army. That army receives 4 MP. |
3 |
Major
Campaign |
E |
4 |
Activate
any one army. That army receives 4 MP. |
4 |
Major
Campaign |
E |
4 |
Activate
any one army. That army receives 4 MP. |
5 |
Peucestas |
E |
4 |
Peucestas
allies with your faction. Place this card near you to indicate this alliance.
Peucestas provides two additional local troop points to any battle in Persis,
Media, or Susiana. Place in discard pile if you lose a battle while using
Peucestas. |
6 |
Freedom
to the Greeks |
E |
1 |
Remove
any two enemy garrisons in Greece in minor city spaces void of enemy CUs. You
may not remove independent markers. |
7 |
Thracian
Mercenaries |
E |
2 |
Place
two mercenary CUs and a minor general (optional) in any friendly controlled
space in Thrace. |
8 |
The
Indian Elephant Corps |
E |
4 |
Place
four Elephant combat units in Ecbatana or Babylon if you control the
following three provinces: Media, Persis, and Hyrcania. Remove from the Tyche
Deck when the Event is used. |
9 |
Treasure
City Looted |
B |
2 |
If
you control Babylon, Susa, or Ecbatana you may loot the treasure stored
there. Place a loot marker on the city (it may not be looted again) and draw
two additional Tyche cards. |
10 |
Treachery |
E |
4 |
Roll
one die. If you roll a 3--6 you may take any heir (Alex IV, Philip II or
Heracles) or Alexander's Body (on or after turn 2) from another player. You
must have an army within three spaces of the target and the heir or body must
be placed with that army. |
11 |
Traitor |
E |
4 |
Convert
any two enemy garrisons in minor city spaces to your control. The target
spaces may contain enemy CUs, but must be within three spaces of one of your
armies. |
12 |
Greek
Mercenaries |
E |
2 |
Place two
mercenary combat units and a minor general (if necessary) in any friendly
controlled space in Greece. |
Number |
Title |
Type |
Garrisons |
Event
Text |
13 |
Greek
Mercenaries |
E |
2 |
Place two
mercenary combat units with any general in Greece, or place them with a minor
general in any friendly controlled space in Greece. |
14 |
Arab
Mercenaries |
E |
2 |
Place
two mercenary combat units in either Babylon or Damascus if friendly
controlled and not under siege. |
15 |
Olympias |
E |
3 |
May
not be played by the faction controlling Antipater/Cassander. If Olympias is
currently inactive and on the map, you may activate her. Place a minor
general with her if necessary. BONUS: If Olympias is activated in Epirus in a space that contains no enemy combat units,
you may place four mercenary CUs with her. |
16 |
23,000
Greek Soldier Abandon Their Eastern Colony |
B |
3 |
The
Greek Colonists are now activated if they have not been already. You may move
as many activated independent armies as you wish up to three spaces. |
17 |
Scythian
Invasion |
B |
3 |
The
Scythians are now activated if they have not been already. You may move as
many activated independent armies as you wish up to three spaces. |
18 |
Ahura
Mazda & Ahriman |
B |
3 |
Draw
randomly one Tyche card from any one player's hand and add it to your own.
The targeted player draws a replacement card from the Tyche deck. |
19 |
Epidemic |
E |
2 |
Target
any one army on the map. That army suffers an epidemic and must roll on the
Attrition Table immediately. |
20 |
Unrest |
B |
3 |
Roll
two dice and consult the Unrest Table. Place an Independent control marker in
any space in the indicated province that does not contain a combat unit. If
the space contains a garrison, it is replaced. MUST BE PLAYED. |
21 |
Unrest |
B |
3 |
Roll
two dice and consult the Unrest Table. Place an Independent control marker in
any space in the indicated province that does not contain a combat unit. If
the space contains a garrison, it is replaced. MUST BE PLAYED. |
Number |
Title |
Type |
Garrisons |
Event
Text |
22 |
Unrest |
B |
3 |
Roll two dice
and consult the Unrest Table. Place an Independent control marker in any
space in the indicated province that does not contain a combat unit. If the
space contains a garrison, it is replaced. MUST BE PLAYED. |
23 |
Unrest
Spreads |
B |
3 |
Place
one independent control marker in any space that does not contain an enemy
combat unit and is adjacent to an existing independent marker (including a
tribe). If the space contains an enemy garrison, it is replaced. |
24 |
Armenia |
B |
3 |
Place
two independent control markers in any space in Armenia that does not contain
a combat unit. If the space contains a garrison, it is replaced. |
25 |
Polyperchon |
E |
4 |
Polyperchon
allies with your faction. Place this card near you to indicate this alliance.
Polyperchon provides two additional local troop points to any battle in
Europe. Place in discard pile if you lose a battle while using Polyperchon. |
26 |
Minor
Raid |
B |
2 |
Remove
any one minor city garrison (independent or enemy) within three land spaces
of one of your armies. The garrison must be one that is not stacked with any
enemy combat units. |
27 |
Philip II
Breaks from Guardian |
B |
2 |
Place Philip
III with any general on the map. If already on the map, he may be
repositioned to any space (occupied or vacant) within 2 MPs of his current
location. |
28 |
Condemnation |
E |
2 |
If
the condemnation marker is in the holding box, you may place it on any
general. That general's legitimacy value (and his faction) is reduced by
three. If the condemnation marker is already in play, then this card may be
used to remove it and place it back in the holding box. |
29 |
The
Helepolis |
B |
2 |
Place
the Helepolis combat unit with any friendly general on a major city space.
The Helepolis provides a +1 to all siege attempt die rolls. May not be moved. |
Number |
Title |
Type |
Garrisons |
Event
Text |
30 |
Elephants |
E |
3 |
Place two
elephant combat units with any friendly general in Asia or in a friendly
controlled unbesieged major city in Asia. |
31 |
Persian
Popular Support |
E |
2 |
Place
the Persian Popular Support marker with any general in Asia. That general
receives an immediate mercenary CU plus one additional mercenary CU each
Reinforcement Phase. The general (and your faction) are penalized -2
Legitimacy Points. Remove from Tyche Deck when the Event is used. |
32 |
Port
Resupplied |
B |
2 |
Remove
one siege point from any one major city port (friendly, enemy, or
independently controlled). |
33 |
Diplomacy |
E |
2 |
Any
one minor city space (enemy or independent), not occupied by enemy combat
units, may be converted to your control. |
34 |
Diplomacy |
E |
2 |
Any
one minor city space (enemy or independent), not occupied by enemy combat
units, may be converted to your control. |
35 |
Drink
the Hemlock |
B |
1 |
You
may remove from play any royal family member you are stacked with (including
one who is inactive). |
36 |
Plans
of their Own |
B |
3 |
You
may move any one non-active royal family member (Olympias, Cleopatra or
Thessalonice) to any space within 6 MPs of it's present locations (sea routes
are allowed). |
37 |
Elephants |
B |
1 |
Place
one elephant combat unit with any friendly general or in a friendly
controlled unbesieged major city. |
38 |
Greek
Colonist in Asia |
E |
4 |
Place
two mercenary CUs with any general in Asia. |
39 |
Macedonian
Reinforcements |
E |
3 |
Place one
Macedonian combat unit with any friendly general or in any friendly
controlled unbesieged major city space. |
40 |
The
Silver Shields |
E/S |
0 |
Place
the Silver Shields (2 CUs) with any friendly general in Asia. If already in
play this card becomes a Surprise Card and is played before a battle. If the
opposing army contains the Silver Shields, they are reduced by one and come
over to your side (rule 18). |
41 |
Gift
of Oratory |
S |
- |
One
of your general's prestige is temporarily increased by five points until the
end of the round. |
Number |
Title |
Type |
Garrisons |
Event
Text |
42 |
Desertions |
S |
- |
Play against
any enemy army that is adjacent to one of your armies. May be played at any
time - even during an opponent's move. Target army suffers attrition and the
CUs lost join your army. |
43 |
Salvation
in the 11th Hour |
S |
- |
You
may attempt to assassinate an enemy major general currently in a province you
control. Roll one die. A roll of 5 or 6 results in his death, his
subordinate's displacement, and his army's dispersal (no CUs are actually
lost). Any royal family members remain in that space. |
44 |
Mutiny |
S |
- |
Play
before a battle if your army has more legitimacy points than the opposing
army. One loyal or royal (your choice) Macedonian combat unit from the
opposing army joins your army before the battle starts. |
45 |
Anti-Elephant
Devices |
S |
- |
Play
before battle if your opponent has elephant CUs. He must modify each of his
Elephant rolls by -4 instead of -2. Modified die rolls which are less than
zero are treated as zero. |
46 |
Traitor
Inside City |
S |
- |
Play
before you roll for a siege attempt. Modifies your die roll by +3. |
47 |
Cilician
Pirates |
S |
- |
You
ally with the Cilician Pirates. You may use their fleet marker until this
card is played again or until the Cretan Liar card is played (for any
reason). If the fleet marker is already in play, this card takes it from the
current owner. |
48 |
Cretan
Liar |
S |
- |
Play
to cancel any Surprise Card. Must be played immediately after the Surprise
Card is played. BONUS: This card also returns the Cilician Pirate fleet
marker to its holding box if it is in play. |
49 |
Deception
& Surprise |
S |
- |
This
card prevents any one interception or avoid battle attempt against one of
your armies. Must be played before the die is rolled for the attempt. |
50 |
Storms
at Sea |
S |
- |
Play
against an army using naval movement. Target army must return to its port of
embarkation and end its movement. |
Number |
Title |
Type |
Garrisons |
Event Text |
51 |
Mass Migration
of Illyrian Tribes |
B |
3 |
The Autariatae
are now activated if they have not been already. You may move as many
activated independent armies as you wish up to three spaces. |
52 |
Olympias
Murders Philip III |
B |
2 |
If
Olympias is stacked with or adjacent to Philip III, remove both Philip III
and Olympias from the game. |
53 |
Cleopatra
Offers Marriage |
B |
3 |
If
you have a major general stacked with Cleopatra when this bonus is played,
you may marry her to that general (flip the marker over to its 3L side). |
54 |
Thessalonice
Offers Marriage |
B |
3 |
If
you have a major general stacked with Thessalonice when this bonus is played,
you may marry her to that general (flip the marker over to its 2L side). |
55 |
Seleucus |
G |
- |
Arrives
with 1 Macedonian (L) CU and 1 Mercenary CU. Optional Starting Location:
Babylonia. |
56 |
Eumenes |
G |
- |
Arrives
with 1 Macedonian (L) CU and 1 Mercenary CU. Optional Starting Location:
Cappadocia. |
57 |
Antipater |
G |
- |
Strategos
of Europe +2L. IN MACEDONIA: 4 Garrison Markers. IN PELLA: 2 Macedonian (RA)
CUs, 2 Mercenary CUs. |
58 |
Antigonus |
G |
- |
IN
PHRYGIA: 4 Garrison Markers. IN CELAENAE: 2 Macedonian (L) CUs, 2 Mercenary
CUs. |
59 |
Ptolemy |
G |
- |
PRESTIGE
+2. IN EGYPT: 5 Garrison Markers. IN MEMPHIS: 2 Macedonian (L) CUs, 2
Mercenary CUs. |
60 |
Craterus |
G |
- |
PRESTIGE +2. IN
CILICA: 2 Garrison Markers, 2 Macedonian (L) CUs, 2 Macedonian (RA) CUs.
Craterus and his CUs may be placed in either of the two spaces of Cilicia. |
61 |
Perdiccas |
G |
- |
Senior
Officer, +1L. IN BABYLONIA: 6 Garrison Markers. IN BABYLON: 4 Macedonian (RA) CUs, 2 Elephant CUs.
Starts with control of Alex IV and Alexander's Body. |
62 |
Peithon |
G |
- |
IN
MEDIA: 6 Garrison Markers. IN ECBATANA: 2 Macedonian (L) CUs, 2 Mercenary
CUs. |
63 |
Lysimachus |
G |
- |
IN
THRACE: 5 Garrison Markers, 2 Macedonian (L) CUs, 2 Mercenary CUs. Lysimachus
and his CUs may be placed on a friendly garrison marker in Thrace. |
Number |
Title |
Type |
Garrisons |
Event
Text |
64 |
Leonnatus |
G |
- |
IN
HELLESPONTINE: 2 Garrison Markers, 2 Macedonian (L) CUs, 2 Mercenary CUs.
Leonnatus and his CUs may be placed in either of the two spaces of
Hellespontine. |
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