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.