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Age of Empires: Expandable Card Game A Journeyman Press Product Game design: Marcus D’Amelio and Ted Triebull Original Concept & Additional Design: David May Art Direction: David Aikins, Lynette Castator & Jonathan Queen Editing: Todd Breitenstein Game distributed and produced by: Journeyman Press 4590 Beech Street Cincinnati, Ohio, 45212 Artists: David Aikens, Andy Bennett, Brent Bowman, Matt Busch, Joe Corroney, Dave Groff, Joe Kovach, Lissanne Lake, Ron Miller, Tom Miller, Lee Moyer, Aric Nicholson, Steve Prescott, Jonathan Queen, Chris Seaman, R. Ward Shipman, Anthony Weiler. Special Thanks To: Brian Woodward, Adrienne Youngblood, Kathleen Thill, James Perry, Rachel Triebull, James McDaniel, Nancy Figatnur, Jordan Weisman, Mike ‘Tass’ Chapman, Beej Chapman, Rob Lowry, Rich Gain, James Bernard, Mike Webb, Stan Sord, Neale J. Carter, Jarred Saxman, Steven Curran , Joseph Rodriguez, Angela Chapman, all the folks at Ensemble Studios (for making an incredible game in the first place), and the folks over at Microsoft (for making the card game possible). The Age of Empires: Expandable card game is a game of conquest, enlightenment, and civilization advancement. Just as in the computer game, you are the leader of a civilization that has begun to rise after the fall of Rome. Only you can lead your people out of the Dark Ages and into their place in history. This highly strategic game has the feel of a historical game combined with the fast-paced and continuously changing atmosphere of an expandable card game. Do you have what it takes to crush your foes? Contents 1 Age Rules.qxd 10/13/00 9:42 AM Page 1

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Age of Empires: Expandable Card GameA Journeyman Press Product

Game design: Marcus D’Amelio and Ted TriebullOriginal Concept & Additional Design: David May

Art Direction: David Aikins, Lynette Castator & Jonathan QueenEditing: Todd BreitensteinGame distributed and produced by: Journeyman Press 4590 BeechStreet Cincinnati, Ohio, 45212

Artists: David Aikens, Andy Bennett, Brent Bowman, Matt Busch,Joe Corroney, Dave Groff, Joe Kovach, Lissanne Lake, Ron Miller,Tom Miller, Lee Moyer, Aric Nicholson, Steve Prescott, JonathanQueen, Chris Seaman, R. Ward Shipman, Anthony Weiler.

Special Thanks To: Brian Woodward, Adrienne Youngblood,Kathleen Thill, James Perry, Rachel Triebull, James McDaniel,Nancy Figatnur, Jordan Weisman, Mike ‘Tass’ Chapman, BeejChapman, Rob Lowry, Rich Gain, James Bernard, Mike Webb, StanSord, Neale J. Carter, Jarred Saxman, Steven Curran , JosephRodriguez, Angela Chapman, all the folks at Ensemble Studios (formaking an incredible game in the first place), and the folks over atMicrosoft (for making the card game possible).

The Age of Empires: Expandable card game is agame of conquest, enlightenment, and civilizationadvancement. Just as in the computer game, youare the leader of a civilization that has begun to riseafter the fall of Rome. Only you can lead your peopleout of the Dark Ages and into their place in history.This highly strategic game has the feel of a historicalgame combined with the fast-paced and continuouslychanging atmosphere of an expandable card game.

Do you have what it takes to crush your foes?

Contents

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The AgesThe overall concept of the game involves advance-ment through four ages, the Dark Age, the FeudalAge, the Castle Age, and the Imperial Age. As yourcivilization grows more powerful, you will spendresources to advance your civilization into the laterages. The DeckThe starting 96-card deck is divided into four sec-tions. These sections correspond to the four agesmentioned above. The first section contains cardsthat have an Age I symbol on them and will be thecards you will use in the Dark Age. The second, thirdand fourth sections correspond to the appropriateages. Three terms are used in regard to the deck.“TotalDeck” refers to all four sections of the deck. “AgeDeck” refers to the cards for one Age. “Play Deck”refers to the deck that you draw from during playCustomizing Your DeckAfter you have played a few times, you will be ableto customize your deck further with cards from boost-er packs. There are a few rules in regard to creatingyour own deck.There is a minimum of 90 cards in your Total Deck.(See Table 1) You may have up to five of any card inyour Total Deck. The only exceptions are Walls,which may have an unlimited number, and Militia, ofwhich you may have ten. Any card with the samecard title counts toward the five-card limit. Anarbalest, specific to the Britons, still counts as anarbalest. You may put cards from previous ages intolater age decks, but later age cards may not go into

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Each starter box has a 96-card deck, four AgeCards, which are used to keep track of what Age youare in; a Civilization Card, which shows the bonusesthat your civilization has; one Booster Pack, whichcontains 12 random cards; and this rule book.Players will need their own starter box to play. Foryour first game, we suggest you use the provideddeck. After a game or two, feel free to customizeyour deck with cards from booster packs. OverviewBased on the award-winning Microsoft computergame, Age of Empires is an expandable card gamein which you will create a village, recruit militaryunits, and research technologies. Players build theirown deck based on one of the eighteen civilizationsfrom the computer game. This first set containsBritons, Celts, Goths, Mongols, and Persians. Age of Empires is normally a 2-player game butthere are rules included for multiplayer battles andscenarios. These scenarios are meant to be flexibleand allow for whatever type or length of game youwant to play.Object of the GameTo win Age of Empires, you must complete one ofthe following winning conditions. These will be morefully explained later.1: Destroy all opponent’s Town Centers or Villagers.2: Collect five Relics and Enshrine them in a

Monastery for six turns.3: Advance to the Imperial Age, build a Wonder of the World, and protect it for six turns.Note: See Winning Conditions for a complete explanation.

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Building cards represent the structures that make upyour village. These cards have a stacked stone blockbackground. Buildings allow you to gather resources,build units, and research technologies. The TownCenter is the most important of the buildings as itallows you to produce villagers.Unit cards represent the military troops that will dobattle with your enemy. They are the horizontal cardswith a wood background. Each unit represents multi-ple troops and, as such, will have tokens on it. Eachtoken represents one, of that troop type. Militarytroops are produced in Barracks, Stables, ArcheryRanges, Castles, and Siege Workshops. The site ofproduction is listed on the bottom of the unit card. Upgrade cards are a form of technology that allowyour units or buildings to be outfitted with the latestadvancements. These cards are vertical with a woodor stone background. When an upgrade is complete,all cards that it affects are now considered to havethe new statistics noted on the upgrade card.Technologies are the cards with a metal scale back-ground. They give your civilization new abilities. Oncecreated, these technologies are put off to the side ofyour village in the technology section and remain ineffect until they are replaced or removed. Age cards denote your progress though time. Eachplayer will have a set of age cards. They are placedatop the appropriate Age Deck. (i.e. the Feudal Agecard goes on top of the Age II section of your TotalDeck.) This shows both you and your opponent whatage you are in and what you need to advance to thenext age. The age cards are played like technologycards.

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earlier age decks. For example, An Age I card cango in the Age III deck, but the Age III card may notgo in the Age I deck.

Additionally, some cards list specific civilizations thatmay play it. Any civilization not listed may not usethe card.

Civilization CardsThe Civilization Card lists any civilization specificbonuses you receive. These bonuses are differentfor each civilization so pay close attention to eachplayer’s card. Most bonuses are usable without theneed for additional cards. Some bonuses such asthe Celt’s ability to pay less for siege weaponsrequire special Celt only cards. These bonuses arekey when constructing a deck. Also listed on the frontof the card are the play costs and statistics for vil-lagers and monks. On the back of the civilization card, you will find akey to the icons used in the game, a listing of thetechnologies, upgrades, units, and buildings whichthat civilization can not use, and a listing of the turnsequence. Anatomy and Types of CardsThere are several types of cards in the game includ-ing Buildings, Units, Unit Upgrades, Events,Technologies, Ages, Wonders, and Relics.

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Age I 30 Cards

30 CardsAge II

Age III 20 Cards

Age IV 10 Cards

Table 1

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Event cards represent special occurrences that affectspecific aspects of the game. These are the cards withthe parchment background. Event cards may or may nothave a play cost. When played, the effect takes placeimmediately. Event cards may only be played on yourturn unless the card has “Play any time” on it. When anEvent is played on your turn, it must be played beforethe Discard and Draw phase. Also, some events requirepayment of resources to remove them from play ormove them to another player. These costs may not bepaid until your turn and not until after the upkeep phase.Some event cards have the keyword Attachment onthem. These are a special subclass of cards that areattached to units or buildings and affect the target cardonly.

Wonders of the world are used in the Imperial Age. AWonder Card has no background; instead a picture of abuilding occupies the majority of the card. Wonders arebuildings in all senses except, if you put a wonder intoplay, your opponents have six turns to destroy it, or youwin the game.

Relics have a tapestry type background and representholy artifacts uncovered from the ashes of time. If fiverelics are gathered and enshrined in a monastery for sixturns, you win the game. These cards are gathered bymonks and played in No-Man’s-Land (which will bedescribed later).

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- Attack points show how much damage a building or unit deals to their enemies in normal (melee) combat.

- Certain buildings have a garrison value. The total garrison value of your buildingsin play is how many total military tokens you may have. For example, if you have two barracks in play you may have up to20 military tokens.

- The flag icon is used in scenario and point games. Its use will be discussed in

the scenario section.Age icons represent the age a civilization must attainin order to play that card. If a player is in a higherage, they may play lower age cards. (For example, ifa player is in the Castle (III) Age, they may playcards from the Dark (I), Feudal (II), or Castle (III)Ages.

-Dark Age (Age I) - Feudal Age (AgeII)

-Castle Age (Age III)

-Imperial Age (Age IV)

Villagers, Resources, and the VillageBefore we get to gameplay, we need to learn a bitmore about the basic structure and setup of the

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IconsIcons play a vital part in the Age of Empires game.Listed below is a brief description of each icon andits use.

-This represents wood, which is collected from lumber camps.

- This represents stone, which is collected from stone mines.

- This represents gold, which is collected from gold mines.

- This represents food, which is collected from farms.

- This represents the number of villagers needed to build a building or play an event card.

- This represents the number of villagers needed to research a technology, unit upgrade or age advancement.

Buildings, units, technologies and upgrades havestatistics that show how strong they are. These arelisted next to the appropriate symbols at the bottomof each card.

- Used to indicate the amount of health points a unit or building has.

- Indicates a building or units ability to deal ranged damage. Range points are generally found on archer/missile units and towers.

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ment; they also create new buildings. Without anyvillagers or the ability to create new villagers, youlose. Once used during a turn, villagers are placed inthe Villager Pool to be reallocated later in the turn.The villager pool is the area of the table where vil-lagers are stored.Paying one food in your enlistment phase creates anew villager. All villagers have a health of 4, and candeal 3 damage in combat. Villagers may defend theirvillage, but may not attack your opponent’s village.Removing them from a location and putting them intoyour villager pool activates villagers. Activation iscarried out in several different ways. When con-structing a building, villagers are removed from theTown Center. To collect resources, the villagers areremoved from either a farm, lumber camp, stone orgold mine. To fulfill a research cost, villagers aremoved from the Town Center onto the card beingresearched and then removed at a rate of one vil-lager per card being researched, per turn, duringyour allocation phase. Thus completing researchwhen there are no villagers left on the card. Villagers can repair damage at the rate of one dam-age token per turn. To repair a damaged building,allocate villagers to the target building. On your nextcollection phase, remove the villagers from the cardto remove the same amount of damage tokens. Eachvillager may perform one action per turn.

Village ConstructionThe village is laid out in a grid. You may have up tothree ranks of buildings and as many columns asyou wish. (See Table 2)

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game. The Village is the central focus of the game. The vil-lage holds your Town Center, your resource produc-tion facilities, and support buildings. Resource build-ings, such as Farms and Lumber Camps, will bewhere your villagers are allocated to produce materi-als.At the beginning of the game you will start with threevillagers, a Town Center, and three buildings of yourchoice. These buildings are placed face down andmust be from Age I.There are four resource types in the game - wood,stone, gold and food. You begin the game with 10units of wood, five units of food, five units of gold,and zero units of stone, in your Resource Supply.We suggest using a pen and paper to keep track ofyour resources. These materials are gathered duringyour collection/upkeep phase. Wood is gathered fromLumber Camps, Stone from Stone Mines, Gold fromGold Mines, and Food from either Farms or FishingShips. Resources are spent during your building phase,enlistment phase, and any time you want to play anevent that has a resource cost. When you wish toplay a card, remove the appropriate resources fromyour supply and put the card into to play. The cost isnoted in the boxes next to the appropriate icon.Some cards also involve villagers as a constructioncost. This represents the amount time it takes tobuild a building or develop a new technology. Villagers are unlike any other token in the game.They gather resources; repair damaged buildings;research upgrades, technologies, and age advance-

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uses different colors but not necessary. In the back of this instruction book, you can find thedeck list for your starter deck. The deck list has fourcards listed as starting cards. They are a TownCenter and three Dark Age buildings. As mentioned,you will place one Town Center card in the middleback position of your village, face up. The three DarkAge cards go face down on the table, with at leastone card next to your Town Center. Building cardsplayed in this manner must be paid for whenrevealed. For your first game, we would suggest thatyou choose a Mill, a House and a Lumber Camp as

your starting build-ings.

Table 3: A typical startingposition for your village

Place your Civilization Card next to your Play Deck.This way you and your opponent can have easyaccess to your Civilization Bonuses.Next to your deck reserve room for two additionalpiles, one is your Discard Pile, the other is yourSnuffed Pile. Events will go to the snuffed pile afterbeing played. When your play deck is exhausted,the discard pile is shuffled. Do not include the cards

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When placing new buildings into your village, theymust be placed adjacent to another building. Theymay not be placed diagonal to another building. If,during the course of the game, a building is separat-ed from the rest of the structure through the destruc-tion of one or more buildings, that building mustremain where it is.

Game SetupIn addition to your deck, you will need counters infour different colors or shapes. These will be used fordamage, military units, monks and villagers (onecolor/shape for each). It is easier if your opponent

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Table 2: VillageConstruction

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Turn Sequence- Each turn is broken down into thefollowing phases:

Collection/UpkeepConstructionMovementAttack DeclarationAttack ResolutionEnlistmentDiscard and DrawAllocationCollection/Upkeep- During this phase, you collectresources and pay any upkeep that you have on anyof your cards.Construction- During this phase, you may playBuildings, Relics, and Wonders. You may also beginresearch on technologies, upgrades, and ageadvancement.Movement- Only unit cards may move. Movement iseither within your own village, to your opponent’s vil-lage or to No-Man’s-Land. Attack Declaration - If you have units in place toattack your opponent’s buildings or units, you maydeclare an attack on that target.Attack Resolution- Calculate the damage for eachround of combat and remove casualties.Enlistment- During this phase, you may bring anynew unit cards into play or add additional tokens toany existing units. Villagers and monks are con-structed in this phase as well.

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in the snuffed pile when reshuffling.The Age I deck is your play deck when you start thegame; the other three sections are your age decks.Take your play and age decks and separate theminto four piles on the side of your gameplay area.The three age cards (Feudal, Castle and ImperialAge) are placed on top of the corresponding decksface up. The Dark Age card is placed to the side todenote your current age.

At the beginning of the game, place three villagertokens on your Town Center. Each player shufflestheir play deck and then draws seven cards to makeup their starting hand. Check your civilization card forany starting bonuses. Play order is determined ran-domly and the first player begins their turn.

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Table 4: Typical game setup.

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Town Center on this turn.

Once a new building is paid for, it may be placednext to any of your existing buildings or any facedown card. Once a face down card is built, it is sim-ply turned face up, but must stay in the position itwas placed in originally. Also, any new building thatis played may be used in the same turn it is con-structed. (If a barracks is played, militia may be cre-ated there in the same turn, during the enlistmentphase.)

Technologies may also be researched during thisphase in much the same way as abuilding is built. The cost associatedwith a technology is removed from theresource supply. As with buildings, a vil-lager cost is associated with a newtechnology. Technologies require theinvestment of time to create; this iscalled Research. The research iconshows the number of villagers that mustbe removed from the Town Center andplaced on the top of the new technology in order toresearch it. During your allocation phase you mayremove one villager from the technology and reallo-cate them. Once all of the villagers are removed, thetechnology is complete and it takes effect. Thereforetechnologies that require one villager will only takeone turn to create. But, if you have a technology thatneeds three villagers it will require three turns to cre-ate. Some technologies require certain prerequisitesto be met in order to play them. For example,Forging and a Blacksmith are prerequisites for IronCasting. When a new technology replaces an old

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Discard and Draw- Discard any unwanted cards fromyour hand and redraw back to seven cards. You mayput cards in either the discard or snuffed pile whendiscarding.Allocation- Remove one villager token from anycards being researched. Allocate your villagers to dif-ferent tasks such as gathering materials or gettingready to produce buildings or technologies.

Phase Descriptions and Play StructureCollection/Upkeep PhaseDuring this phase, villagers are removed from theresource production buildings, and resources areplaced into that player’s resource supply for each vil-lager removed. (i.e. if you remove four villagers froma Lumber Camp, you gain four wood units.) Villagersremoved from resource cards are removed from playand placed into the villager pool. Any villagers in thevillager pool will be reallocated for production in theallocation phase. Resources never expire unlessused, although events may remove them from aplayer’s supply. Upkeep is now paid on any cardsnecessary.Construction PhaseIn this phase, players may bring into play any newbuildings, unit upgrades, or technologies. To bring anew building into play, you must deduct theresources needed from the supply. All buildings havea villager cost required for construction. This meansyou must remove a number of villagers from theTown Center equal to the builder number on the cardand place them in the Villager Pool. So, if you wishto construct a new building on your next turn, the vil-lagers needed to build it must be allocated to the

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This symbolshows how

many villagersmust be

allocated forresearch.

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tant buildings later in the game. You may not discardany buildings that have enemy troops on them.Other cards played during this phase are Relics andWonders. More information is available later in therules about playing these types of special cards.

Movement PhaseDuring the movement phase you may move any ofyour units. Units reside on a building. If you wish tomove from one building to another building in yourvillage, you may simply move to that card, regardlessof the distance. Whenever you move a unit in an opponent’s village,you may move that card a number of spaces equalto its move value. All units have a move value of oneunless otherwise noted on the card. No diagonalmovement is allowed. Only one of your cards may belocated on a particular building at any time. If you wish to move one of your Units to attackanother player, the attacking Unit must first movethrough the edge of your own village. The edgeBuildings of any village are called the Fringe. Onceat the fringe, you may either move directly to youropponent’s village or you may stop in between thetwo villages. This area is called No-Man’s-Land(NML). No-Man’s-Land will beexplained in more

detail later in therules.

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one, the new technology is placed on top of the old.(There are certain circumstances where a currenttechnology can be targeted by an effect.)Unit Upgrades are similar to technologies in that theyrequire research. You pay the cost, allocate the vil-lagers, and after the research is complete, theupgrade takes effect.Researched like technologies, Unit Upgrades act dif-ferently once in play. Upgrades change what unitsyour military buildings produce. If you had a Militia inplay and you upgrade to the Man-at-Arms, yourMilitia automatically becomes Men-At-Arms. In addi-tion, any further militia cards that are produced auto-matically become Men-At-Arms. You still use theoriginal unit cards to represent the upgraded version,but the upgrade is placed with your technologies todenote that all of a unit type is now upgraded. In theabove example, all Militia cards would now be Men-At-Arms. You may upgrade your already upgraded units. Toreplace an obsolete unit upgrade in the technologysection, place the new upgrade on top of it. Similar to technologies, Age Advancement alsorequires research. The cost to advance to the nextage is listed on the Age card. To advance in age youmust also meet the building prerequisites listed onthe new card. Once your research is complete youimmediately enter that age. Since research is com-pleted in the allocation phase, you cannot play cardsfrom the new age during the turn you remove the lastvillager for research.During this phase, you may also discard any build-ings in your village in order to make room for impor-

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Table 5: Unit placement.

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When moving to an opponent’s village, you mayplace your attacking units on any of the opponents’fringe buildings (excluding the rear edge).During your movement, you may move as manyunits as you like. All units move simultaneously, sounits may exchange places in your movement phase.A unit may cross a blank square in order to move far-ther into a village without paying the movement costfor the blank square. A unit may not occupy a blank square on the edge ofa village unless they have destroyed the building thatwas there.Note: During Age I- the Fog of War is in effect. This means youcannot attack or move to your opponent’s village. Once a player hasentered Age II, the Fog of War is lifted for that player. If an Age IIplayer attacks an Age I player, the Age I player may, on future turns,attack the Age II player.

No-Man’s-Land is another location where units canmove. No-Man’s-Land represents the land betweentwo villages. You can move to No-Man’s-Land eitheras a normal movement or when retreating from com-bat in your opponent’s village. You may only attackopponents’ units in No Man’s Land if you have eitheran Outpost or Cartography Card in play, or are play-ing the Mongols. An unlimited number of units mayoccupy NML, but only one unit at a time may attackanother unit in NML.

2120

Opponent sVillage

YourVillage

No Man s Land

Unit #1

XXXX

X

Unit #2

X

Table 6: Attack Diagram- Unit #1 may attack because it is on theedge of it s village. In this example, the grayed out squares markedwith x s are legal targets for unit #1. Unit #2 is not in position toattack this turn.

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lated and subtracted from the building’s heath points.To calculate damage, multiply the tokens on theattacking unit card by the attack value, this is thetotal damage dealt by the unit for one round. Damage is delivered on a round per round basis,rounding down to the nearest ten. Place one damagetoken on the building for each ten points delivered. Ifthe building takes damage greater than or equal toits heath points, it is destroyed and placed on thediscard pile. If the attacker is targeting a building that has vil-lagers on it, the villagers may step in to defend. If thevillagers on a building do not defend, and the build-ing is destroyed, the villagers are placed in the vil-lager pool to be reallocated later. If the villagersdefend, all villagers on that card must defend. Inaddition, villagers may not enter combat against ram-type, siege weapons. Important fact: Villagers have 4 health points and 3 attack points.

If villagers are the targets and there is no unit to fastrespond, the villagers must enter combat. If there isa unit available, they may defend the villagers. When calculating Damage, combat is broken downinto two rounds. Casualties are removed at the endof each round. To calculate damage, multiply thenumber of tokens on your unit card by the attackvalue, (including any bonuses from events, technolo-gies and unit specialties) then divide that number bythe enemy unit’s Health Points, rounded down, andremove that many tokens. Each player removescasualties at the same time since damage is simulta-neous.Combat continues until one unit is destroyed by los-

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Attack DeclarationIf you have a unit at a location containing an enemyunit card, enemy villagers, or at an enemy building,they may declare an attack. If you are at a locationwhere there are multiple enemy targets, you maychoose to attack whichever target you like from thoseavailable. You must declare all of your attacks beforeresolving any of them. An assisted attack may beperformed as well. This will be explained below inthe resolution phase section.Note: You may initiate an attack with your villagers, but only withinyour own village. Your villagers may not go to your opponent’s vil-lage. Also, only villagers left on a building after the upkeep phasemay participate in an attack.

Attack ResolutionThe attacker chooses in which order to fight the bat-tles. After the order has been chosen, the defendermay Fast Respond to all the attacks. Fast responsemeans the defender has the opportunity to moveeach of their units in their village one space (notdiagonally) to join a defense. Villagers may not fastrespond. (Note: If an enemy unit moves onto yourbuilding, but doesn’t declare an attack, you may stillfast respond to that unit.) There are certain cardsthat will increase the response range. A unit that can-not enter the building square being attacked may notfast respond. Therefore, fast response only occurswhen defending a building or villagers. Rememberthat you may have only one enemy and one friendlyunit on the same building.After the fast response is complete, combat begins.Combat lasts for two rounds. If there is no unit or vil-lager at the building being attacked, and the buildingdoesn’t have its own attack value, damage is calcu-

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And2. The assisting unit (the knight) was not the target ofa fast response. If the assisting unit does not meet both of these con-ditions, they may not assist, and they lose theirattack for the turn.Ranged Combat works a bit differently. If a unit has aranged value, an additional round of combat occurs.This ranged round takes place before the two roundsof normal combat. If only one unit in a combat has aranged attack, then that unit calculates its rangeddamage by multiplying the tokens by the rangedvalue and deals that damage to the opposing unit. Ifboth units in a combat have a ranged attack, theyboth deal damage and take casualties simultaneous-ly, during the ranged combat round.Archers have a special Hit and Run Attack. Thisallows them to attack an enemy unit and retreat afterthe ranged combat round. This may only be usedwhen an archer unit is attacking. The hit and runmaneuver may only be used against units. If theranged round is negated, no retreat is allowed, andboth units must enter the first round of normal com-bat. Note: Cavalry units negate the range round and therefore hit andrun attacks may not be used on them.

Enlistment PhaseDuring the Enlistment Phase you may construct newunits, villagers, and monks, or replenish units.Certain buildings, such as Barracks, Stables, ArcheryRanges, and Castles, have a Garrison Value. Thetotal garrison value of all your buildings in play deter-

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ing all of its tokens, two rounds of combat have beencompleted, or one side retreats. If a defending unitor all villagers die or retreat before the second roundof combat, the remaining round of damage is appliedto the building.

After casualties have been calculated and removedin the first round of combat, both units have theoption to Retreat. Attackers have the first option toretreat. If they choose not to, the defender mayretreat. When retreating, your unit may move to anadjacent card or to No-Man’s-Land (if on the fringe)but may not retreat to an occupied building or wherecombat took place this turn. If your troops retreat toNo-Man’s-Land, they are safe from attack unlessyour opponent has the ability to attack in NML. If anattack takes place in No-Man’s-Land, retreating endscombat but the unit remains in No-Man’s-Land.Assisted AttacksIf an attacker has two units on adjacent buildings,one unit may assist the other unit with an attack on abuilding. For example, if the attacker has a militia ona house and a knight on an adjacent barracks, andthe militia declares its attack against the house, theknight could assist the militia and declare its attackon the house instead of the barracks. The primaryattacking unit (the militia) that is located on the tar-geted building (the house) will complete its combatfirst. After this combat is finished, the assisting unit(the knight) will be able to assist with its attack only ifthe following two conditions are met:

1. The primary attacking unit (the militia) is the onlyunit remaining on the target building (the house) afterthe attack is resolved.

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upgrade card.

If you have a military unit that has less than fivetokens on it you may Replenish tokens on that unitwithout a new unit card. To replenish tokens to thisunit, the unit must not have moved, or have partici-pated in a battle during the turn. Also, you may notadd tokens to units that are in your opponent’s vil-lage or in No-Man’s-Land. The card does not have tobe on the appropriate production site to receive newtokens. (To have more tokens added, a militia unitdoes not have to be on a barracks.)When building new villagers, you must obey theVillager Population Limit for your village. For eachHouse and Town Center you may have five villagersin play. For example, If you have one town centerand two houses in play, you may support 15 vil-lagers.To build a new villager, pay one food, and put atoken into the villager pool to be allocated in the allo-cation phase. You may only create five villagers perturn, no matter how many town centers you have. If at any time, a building is destroyed which wouldreduce your population or garrison limit below yourcurrent population or garrison total, you may notbuild any new tokens of that type. You do not, how-ever, have to remove tokens to match your currentlimit. Discard and Draw PhaseDuring the Discard and Draw phase, you may dis-card as many cards as you want into the discard orsnuffed pile and draw back up to seven. You may

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mines how many unit tokens you may have on thetable at any time. If you have one barracks, you mayonly have 10 unit tokens on the board. If you havemultiple building types, such as a Barracks and anArchery Range, you may mix and match the types ofunit tokens that you are producing. (i.e. your totalgarrison value with those two buildings is 20, so youmay have 18 archer tokens and 2 militia tokens, or15 militia tokens and 5 archer tokens.) Military producing buildings may only produce fivetokens per turn. For example, if you have one bar-racks, you may produce five militia tokens per turn. Ifyou have two barracks and two militia cards in play,you may produce 10 militia tokens.Military Units may be built by playing a Unit Cardfrom your hand at a vacant unit production facilitysuch as a barracks. Each Unit Card has a specifictype of military unit listed on it. Unit production facili-ties can produce specific types of units, so the cor-rect unit must be built at the correct production facili-ty. For example, if you wish to build a Militia, youmust have a barracks with no friendly units locatedthere. New units can be built on a building that hasan enemy unit on it. Each unit card may support upto five tokens. Unit cards denote the unit type, whilethe tokens represent the number of that type of troopon that unit. Place the new unit sideways across the buildingcard. You may then place a token on the card foreach troop purchased, up to the unit maximum.If your unit has been upgraded, you only pay thetoken cost listed on the unit’s card, and not theupgrade cost. All other statistics are listed on the

26

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As mentioned earlier, there are three ways to win thegame:1. Destroy all enemy town centers or villagers. Whenyou destroy your opponent’s final town center, youimmediately win the game. Also, if after destroying allof your opponent’s villagers, that player cannot cre-ate additional villagers, that player loses at the endof their next turn.2. Advance to the Imperial Age and create a Wonderof the World. A Wonder takes four turns to construct.When constructing a Wonder, you will pay the costsassociated with the card on the first turn of construc-tion. The wonder enters play with 110 health points.On subsequent turns, the wonder continues gaininghealth points with each turn as described on thecard. At the beginning of the fourth turn, the wonderis complete and you must defend it for six of youropponents’ turns. 3. Gather five different Relics and enshrine them inyour monastery for six of your opponent’s turns.Relics are unique, and therefore only one copy maybe in play at a time.Siege UnitsSiege Units are the products of the Siege Workshop.These units may only have one token per card inplay at any given time. Some siege weapons have aspecial attack type called bombardment. Bombardment allows the unit to attack buildings, vil-lagers or units from a distance. The bombardmentvalue tells you how many spaces away you mayattack. All attacks must be in a straight line and maynot be made diagonally. (Table 7) Siege units in NMLmay attack buildings on the opponent’s fringe but are

29

only discard and draw once per turn (No discard,draw, discard, draw, etc). If you run out of cards,shuffle your discard pile, not including the snuffedpile, and make a new play deck. Since your discardpile is face up, if you discard a card, your opponentmay look at it or any other cards in the pile. All eventcards must be played before this phase.Allocation PhaseDuring this phase, take any unused villagers fromyour village and add them to the villager pool.Remove one villager from any card being researchedand place it in the villager pool. When the last villageris removed, that card takes effect. If you have finished researching age advancement,shuffle your new Age Deck into your Play Deck. Youalso have the option of shuffling in your discard pile atthis time.Decide which resources you would like to producenext turn by taking tokens from the villager pool andallocating them to the appropriate buildings. Eachlumber camp, farm, or mine may only take up to 5 vil-lagers on it. If you have a lot of villagers, some maybe idle. (You may add additional villagers to a produc-tion facility, but only 5 units may collect resources.) Ifyou wish to allocate villagers to build buildings, playevents, or research cards, place them on your towncenter for use during your next turn. Remember toplace your villagers in safe locations, because theycan be major targets for your opponent. The turn isnow over.Note: Players’ alternate turns until one of the winning conditions ismet.

Winning Conditions

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Monks, Conversion, and HealingUpon the creation of the Monastery in the CastleAge, your civilization may create monk units. Monksare used to convert enemy units or heal friendlyunits. When you bring a monk into play, place amonk token on one of your military units. This tokenrepresents the presence of a monk that travels withthis unit. You may have up to five monks attached toa particular unit. This does not count toward the mili-tary token limit for that unit. You may build up to fivemonks per turn regardless of the number of monas-teries in play. Monks may not be attached to anycard that says “One token per card”. Monks count asa military unit for garrison value, and you must havethe garrison value to support them. Monasterieshave a garrison value of ten. When a unit with one or more monks enters battle, aConversion Attempt is made before the first round ofcombat (including the range or bombardment round).Choose one military token or villager token as a tar-get for the conversion attempt. You may not targetenemy monks for conversion unless a card effectstates otherwise. Depending on the total number ofmonks on your unit, your chances of conversion mayvary. If there are five monks on the unit card, yourConversion Rate will be a five. Rolling a six-sideddie, you will convert the target on a roll of five orless. If you had one monk you would have to roll aone to convert. The maximum conversion rate is afive, and any roll of six is an automatic failure.Certain effects will cause a Conversion Bonus. This

31

open to attack even without Cartography or anOutpost. Bombardment damage is dealt at the sametime as the first round of combat, whether it isranged or normal. Each unit only gets one bombard-ment attack per turn, but remains in combat for tworounds as normal. Bombardment units may retreatafter the bombardment round.Minimum Distance is another factor in determiningsiege unit attacks. Minimum distance tells how far asiege unit must be from its target to bombard. If theminimum distance is one, the unit must be at leastone building away from its target.Scorpions and Heavy Scorpions have a special termcalled Area Effect, which modifies their damage. Tocalculate area effect damage, take the attack pointsof the siege unit and multiply them by the number of

tokens on the target unit card. Note: Siege units can not be targeted by a conversion attempt.

30

Table 7: This is a legal bombard-ment:2 target

Table 8: This is not a legal bom-bardment:2 target

Siege Bombardment Examples

Table7

Table8

X= Location of Bombardment:2 Trebuchet

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To bring a relic into play, you must play the card fromyour hand into No-Man’s-Land (NML) during the con-struction phase. Since each relic is unique, there canonly be one copy of a particular relic in play at anytime. To retrieve a relic normally takes two turns. Onthe first turn the relic is placed into NML, and a unitwith monks attached is dispatched to retrieve it.Upon reaching NML, the unit may pick up the relicbut may not use any remaining movement. The fol-lowing turn the unit with the relic may move back tothe village. Once the unit has reached the monasteryor an adjacent building, the relic is enshrined in themonastery. When a relic is enshrined it is placedunder the monastery. Each unit may only carry onerelic at a time. Each unit may only pick up one relicper turn.While retrieving a relic in NML, your unit may beattacked. To attack a unit carrying a relic, you do nothave to have Cartography or an Outpost. If attackedand forced to retreat or killed entirely, the unit dropsthe relic. If the unit that killed the retrieving unit hasmonks, they may pick up the relic and prepare tobring it back to their village.Once a relic is Enshrined in your monastery, yougain three gold for each relic, during your collectionphase. If your opponent has relics in theirmonastery, you must destroy the monastery in orderto get to them. If the monastery is destroyed, anyunit with monks attached may move to that locationand pick up one relic. If a unit drops a relic, itremains on its current location. Once the fifth relic isenshrined, the six turn victory countdown begins.Multiplayer and ScenariosMultiplayer games are a great way to play Age of

33

bonus can be positive or negative and directly raisesor lowers the conversion rate respectively. Upon asuccessful conversion attempt, the token isdestroyed and removed from play. If the conversionattempt failed, there is no effect. If, after a conver-sion attempt, there are tokens left on the enemy unit,combat now ensues.

Important Fact: Monks cost three food to create and have 6 healthpoints and 0 attack points.

Monks may heal units instead of converting them. Ifyou choose not to utilize the conversion attempt, youmay make a Healing Attempt when one of yourmonks or units has been killed in a round of combat.You may make only one healing attempt per attack.A Healing Rate is calculated the same way as a con-version rate. If the roll is successful, then you loseone less unit or monk than you normally would. Aunit with monks attached may only attempt to convertor heal, not both in the same turn. When combat damage is being assigned, the attack-er may choose to kill off the defender’s monksinstead of military units. If a military unit loses its lasttoken but still has monks attached, these monkskeep the unit alive and in play. The unit may beretreated to your village and reinforced.RelicsRelics are a special type of card that represent someof the greatest cultural, religious, or scientific itemsever created. There are currently five different relicsin the game. If a player obtains five different relicsand enshrines them in one or more monasteries forsix turns, that player wins the game.

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another category.

Once you have chosen the cards you will purchase,put them into play as if they had been brought intoplay in the course of a normal game. If you are playing a defined point game and haveleftover points in certain categories, you may usethose to buy additional resources. You may not playunits in No Man’s Land or in your opponent’s village.Also, if you are starting in a later age, remove all thedecks from previous ages and start with the currentage deck as your draw deck. Players must adhere todeck minimums. If you are starting in the third age,you must still have two decks; a third age deck withat least 20 cards in it, and a fourth age deck with 10cards in it.A few basic rules about point games, both defined andgeneral. If you purchase a unit card, you get a fullcomplement of tokens for that card. For example, Ifyou purchase a militia card you pay the cost listed onthe card and you receive 5 militia tokens on that card. Technologies may not be purchased unless you alsopurchase the building and prerequisite technologiesneeded to create it. The age can be set in one of twoways, either you may decide that players must pur-chase age advancements or you may set a startingage and each player must start in that age. Pleasesee the chart on the next page for the cost of non-carditems that you may pay points to receive. Any cards purchased count towards the total numberof that card allowed in your deck. If you buy eight mili-tia cards, you may only have two of them in yourdeck. Walls are the exception. Since you may have

35

Empires. You can play with as many players as youlike, although if there are more than six, it becomestime and space consuming.In this section we will explain the scenario point sys-tem that is built into the cards, as well as a few basicscenarios. This scenario point system will allow youto create your own custom games, and if you wish toplay shorter games. You can use this system to playgames that start in later ages. The scenario pointsystem can be used in mulitplayer as well as twoplayer games.Basic Point SystemMost cards have listed on them, the number of sce-nario points they are worth. Scenario points are listedin the small red flag icon on unit, technology, build-ing, and upgrade cards. There are no scenario pointson event cards, as they cannot be purchased in apoint-based game. When you play a point-basedgame, each player or team will start out with a spe-cific number of points worth of cards in play.

There are two different types of games that may beplayed using the point system, General and Defined. If you are playing a General Game, you will beassigned a certain number of points and you will beable to spend these points in any way you see fit.You may spend them on buildings, units, technolo-gies, resources, and age advancements.

If you are playing a Defined Game, you will receivepoints that can be spent in the different categories ofcards. You get points to put into buildings, technolo-gies, units, resources, and ages/villagers/monks. Youmay not use points from one to buy things from

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A special note about Age IV games: We suggest that you playwithout a wonder victory, otherwise you will find the winner will bethe first person to draw a Wonder of the World. (Relic and Conquer

37

an unlimited number of walls in your deck, you mayonly purchase 10 walls of any one type in any pointgame unless the scenario states otherwise. Another major addition in multiplayer games and sce-narios is the ability to Gift resources to another player.In order to gift another player resources, both of youmust have a market in play. To gift another player aresource, subtract five of a resource from your pool,the target player then gains three of that resource. Ifthe receiving player has the Guilds technology in play,they receive four of the resource.Additional PricesWhile most cards have their Scenario point costsprinted on the card, resources, additional ageadvancement, villagers, and monks need to be pur-chased and have no card to represent them. Refer toTable 9 for the cost for those items.Advanced Age ScenariosTables 9, 10,11 and 12 list the scenario points usedin general or defined games for each of the ages.General games only list a total point value while thedefined game list gives you points to be spent ineach category.

36

Item BeingPurchased

ScenarioPoint Cost

Item BeingPurchased

ScenarioPoint Cost

Advanceto Age II

15 SP 1 Wood 1 SP

Advanceto Age III

25 SP 1 Food 1 SP

Advanceto Age IV

30 SP

1 Stone 1 SP

1 Gold 1 SP

1 Monk 3 SP

1 Villager 1 SP

Age II General Defined

Totals 160

Units

Unit Upgrades

Buildings

Technologies

Resources

Villagers/Monks

20

0

80

5

25

30

160

Table 9

Age III General Defined

Totals

300

300

Units

Unit Upgrades

Buildings

Technologies

Resources

Villagers/Monks

50

10

135

30

45

30

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Attacking your allies or gifting resources to your ene-mies is not allowed.Race Games - First player to finish researching thepre-chosen age wins the game.No Advance Age (Set Age)- No player may payresources to advance beyond the starting age of thisscenario or point based game.Team Games- Players work together as a team andwin/lose as a team.

Other conditions may be created but, these will bethe major options used in published scenarios.

ScenariosOn pages 40 and 41 there are two examples of sce-nario games. We hope you enjoy them. You may goto our website (www.journeymanpress.com) for addi-tional free scenarios.

In scenario games, you may have alternate winningconditions. Also, if there is an additional startingbuilding listed, you may begin with these buildings inplay, without paying the cost.

39

victories are acceptable for Age IV games.) See Table 12

This is a list of additional options that may be usedfor Point-Based games.

No Relic Victory- You may not win by collecting thefive Relics. Although, collecting the relics still givesyou the gold for collecting them.No Wonder Victory- Same as above, but you cannotwin by building a Wonder.No Gifting- Gifting resources between players is notallowed.Allies- This is a team game, with equal teams. Theymay be from the same or different civilizations.

38

Age IV General Defined

Totals

425

425

Units

Unit Upgrades

Buildings

Technologies

Resources

Villagers/Monks

60

35

180

60

60

30

Age Rules.qxd 10/13/00 9:42 AM Page 38

Mediterranean Mayhem- (4+ players)This scenario features each player controlling civiliza-tions surrounding a large sea. Four or more peopleplay until there is one player left standing. Each playermay only attack players to the immediate left and theimmediate right of their current position. This scenariocan also be played with teams if there is an even num-ber of players. Team players alternate turns as theyproceed around the table.

41

Storm the Castle - (3 player)This is a unique winning condition scenario, in whichthere are two civilizations attempting to destroy thefortified town of a third. The two attacking playersstart with fewer resources, technology, buildings andunits than the castle player, but there are two ofthem. The object for the two attacking players is todestroy the opponent’s castle, while the defendermust stay alive for 20 of their turns. If the castle isdestroyed in 20 turns or less the attackers win, other-wise the defender has won the scenario.

40

Player Attackers (2) Defender (1)

Starting Age

StartingBuildings

Starting Units

StartingTechnologies

Points forDistribution

Starting Player

VictoryConditions

AdditionalRules

Age 2- Feudal

1-Town Center1-Barracks1-Stable or

1-Archery Range

1- Castle1-Town Center1- Barracks

None 2- Militia (5 tokens per card)

None None

160 300

Defending player starts first

Attacker Victory: Destroy CastleDefender Victory: Castle standing after 2ndplayers 20th turn

Defender may not build additional castles

Age 3- Castle

Table 13: Storm the Castle

Player All Players

Starting Age

StartingBuildings

Starting Units

Starting

Points forDistribution

Starting Player

VictoryConditions

Variable 1-Town Center

(Additional buildings purchased based on starting

Units purchased based on points allowed per age

Starting Technologies based on points allowed per

Starting at Age: I- 0 PointsII- 160 PointsIII- 300 PointsIV- 425 Points

Randomly ChosenFree-for-all: One player remains after all other TownCenters have been destroyed.Team Game: One team destroys all enemy TownCenters

Table 14: Mediterranean Mayhem

StartingResources

Age I: 10 Wood, 5 Gold, 5 FoodAge II-IV: Purchased based on points allowed perstarting age

Please Note: There are additional rules for the MediterraneanMayhem Scenario on the following page.

Age Rules.qxd 10/13/00 9:42 AM Page 40

43

Additional Rules (Mediterranean Mayhem)1. A player loses if their Town Center is destroyed. 2. If a player’s Town Center is destroyed, remove allof that player’s troops and remaining buildings fromthe table. (No player may build a second TownCenter in this scenario.) 3. There is a unique No-Man’s-Land between eachplayer and a No-Man’s-Land which can only be navi-gated by boats in the center of the table. 4. If you move to attack the player on your right youmay only place your troops on the left edge of thebuildings they possess. This is true with any attack.

Note: You may only attack the edge of the opponents village thatadjoins the edge of your own village.

On pages 43-47 you will find the lists of the cardsthat are included in each civilizations starter decks inorder by age.

42

Age I (30)

2- Barracks (European)

3- Palisade Wall2- House (European)2- Stone Mine2- Gold Mine1- Lumber Camp2- Farm2- Sheep1- Boar1- Gold Nugget1- Rock Collection1- You are being

attacked by wild animals

1- Exposed Gold Deposit

1- Quarry1- Stand of Trees1- Loom4- Militia1- Abandoned Mine1- Berries

Age II (32)

2- Archery Range (European)

4- Stone Wall2- Stable (European)1- Market (European)2- Blacksmith

(European)1- Trade Cart1- Town Watch1- Fire Brigade1- Strategist Enlisted1- Tracking1- High Ground1- Your Tracks Betray

You1- Wheelbarrow1- Double Bit Axe1- Fletching1- Padded Archer

Armor2- Spearman3- Archer1- Skirmisher3- Scout Cavalry

1- Man-at-ArmsAge III (20)

2- Castle (European)2- Squires1- Husbandry1- Threw a shoe1- Siege Sabotage1- Typhoid1- Poor Morale1- Flaming Arrows1- Surprise Skirmish1- Town Patrol1- Muddy Battlefield1- Mercenaries1- They came out of nowhere1- Relentless Attack1- Bow Saw1- Long Swordsman1- Light Cavalry1- Crossbowman

Age IV (10)

1- Spies1- Banking1- Holy War1- Alchemist1- Conscription1- Sappers1- Hoardings1- Guilds1- 2 Hand Swordsman1- Arbalest

Starting Cards (4)

1- Briton Town Center1- House1- Lumber Camp1- Mill (European)

Age Rules.qxd 10/13/00 9:42 AM Page 42

4544

Age I (30)

2- Barracks (European)

3- Palisade Wall2- House (European)2- Stone Mine2- Gold Mine1- Lumber Camp2- Farm1- Berries2- Boar1- Gold Nugget2- Exposed Gold

Deposit1- Quarry2- Stand of Trees1- Your Hunters are

W aylaid1- Drought1- Town Bell1- Loom3- Celt Malitia

Age II (31)

2- Archery Range (European)

3- Stone Wall2- Stable (European)1- Market (European)2- Blacksmith

(European)1- Trade Cart1- Coinage1- Town Watch1- Fire Brigade2- Heavy Tree Cover1- Gather Point1- Wheelbarrow1- Forging1- Gold Mining1- Scale Mail Armor2- Celt Spearman3- Archer1- Skirmisher2- Scout Cavalry1- Celt Man-at-Arms

Age III (20)

2- Castle (European)1- Siege Workshop

(European)2- Squires2- Husbandry1- Threw a shoe1- Typhoid1- Good Wind Today1- The Jester s

dead, let s get them!

1- Town Patrol1- Muddy Battlefield1- Mercenaries1- They came out of

nowhere!1- Mangonel1- Battering Ram1- Scorpion1- Celt Long

Swordsman1- Light Cavalry

Age IV (10)

1- Spies2- Banking1- Holy War1- Alchemist1- Conscription1- Sappers1- Hoardings1- Guilds1- 2 Hand Swordsman

Starting Cards (5)

1- Town Center1- House1- Lumber Camp1- Double Bit Axe (See

Civiliazation Power)1- Mill (European)

Age I (30)

2- Barracks (Raider)3- Palisade Wall2- House (Raider)2- Stone Mine2- Gold Mine1- Lumber Camp2- Farm1- Berries2- Boar1- Sheep2- Exposed Gold

Deposit1- Quarry2- Stand of Trees1- You are being

attacked by wild animals

1- Drought1- Town Bell1- Loom3- Militia

Age II (32)

2- Archery Range (Raider)

3- Stone Wall2- Stable (Raider)1- Market (Raider)2- Blacksmith

(Raider)1- Trade Cart1- Forest Fire1- Decoy2- Heavy Tree Cover1- Strategist Enlisted1- Wheelbarrow1- Stone Mining1- Forging1- Gold Mining1- Scale Mail Armor2- Goth Spearman3- Archer1- Skirmisher4- Scout Cavalry1- Man-at-Arms

Age III (20)

2- Castle (Raider)2- Squires2- Husbandry1- Threw a shoe1- Siege Sabotage1- Typhoid1- Surprise Skirmish1- Town Patrol2- Muddy Battlefield1- Mercenaries1- They came out of nowhere1- Relentless Attack1- Knight1- Long Swordsman1- Light Cavalry1- Crossbowman

Age IV (10)

1- Spies1- Banking2- Holy War1- Alchemist1- Conscription1- Sappers1- Hoardings1- Guilds1- 2 Hand Swordsman

Starting Cards (4)

1- Town Center1- House1- Lumber Camp1- Mill (Raider)

Age Rules.qxd 10/13/00 9:42 AM Page 44

4746

Age I (30)

2- Barracks (Arab)3- Palisade Wall2- House (Arab)2- Stone Mine2- Gold Mine1- Lumber Camp2- Farm1- Berries2- Boar1- Sheep2- Exposed Gold

Deposit1- Quarry1- Drought1- Stand of Trees1- You are being

attacked by wild animals

1- Gold Nugget1- Slow Search1- Loom3- Militia

Age II (32)

2- Archery Range (Arab)

3- Stone Wall2- Stable (Far East)1- Market (Far East)2- Blacksmith

(Far East)1- Fortune Favors the

Foolish1- Town Watch1- Tracking2- Heavy Tree Cover1- Strategist Enlisted1- Wheelbarrow1- Horse Collar1- Gold Mining1- Forging1- Scale Barding

Armor1- Fletching1-Cartography2- Spearman3- Archer1- Skirmisher2- Scout Cavalry1- Man-at-Arms

Age III (20)

2- Castle (Far East)2- Squires1- Husbandry1- Siege Sabotage1- Typhoid1- Revelation1- Surprise Skirmish1- Town Patrol1- Mercenaries1- Relentless Attack1- Hand Cart1- Heavy Plow1- Iron Casting1- Knight1- Camel1- Long Swordsman1- Pikeman1- Light Cavalry

Age IV (10)

2- Spies1- Banking1- Holy War1- Alchemist1- Conscription1- Sappers1- Hoardings1- Guilds1- 2 Hand Swordsman

Starting Cards (4)

1- Town Center1- House1- Lumber Camp1- Mill (Far East)

Age I (30)

2- Barracks (Raider)3- Palisade Wall2- House (Raider)2- Stone Mine2- Gold Mine1- Lumber Camp2- Farm1- Berries2- Boar1- Sheep1- Exposed Gold

Deposit1- Quarry2- Stand of Trees1- You are being

attacked by wild animals

1- Rock Collection1- Abandoned Mine1- Loom3- Militia

Age II (31)

2- Archery Range (Far East)

3- Stone Wall2- Stable (Far East)1- Market (Far East)2- Blacksmith

(Far East)1- Trade Cart1- Coinage1- Town Watch1- Fire Brigade1- Heavy Tree Cover1- Strategist Enlisted1- Gathering Point1- Horse Collar1- Forging1- Gold Mining1- Scale Barding

Armor1- Spearman3- Archer1- Skirmisher3- Scout Cavalry1- Man-at-Arms

Age III (21)

2- Castle (Far East)2- Squires2- Husbandry1- Poor Morale1- Typhoid2- Flaming Arrows1- Surprise Skirmish1- Town Patrol1- Mercenaries1- Emperor s Decree1- Relentless Attack1- Iron Casting1- Knight1- Camel1- Mongol Cavalry

Archer 1- Long Swordsman1- Mongol Light

Cavalry

Age IV (10)

1- Spies1- Banking1- Holy War1- Alchemist2- Conscription1- Sappers1- Hoardings1- Guilds1- 2 Hand Swordsman

Starting Cards (4)

1- Town Center1- House1- Lumber Camp1- Mill (Far East)

Age Rules.qxd 10/13/00 9:42 AM Page 46

48

AActivation 11Age Advancement 18Age Card 5Age Deck 3, 28Allocation 11,15, 28Area Effect 30Attachment 6Attack(s)- Assisted 22, 24Declaration 15, 21Hit and Run 25Points 9, 23Resolution 15, 22

BBasic Point System 34Bombardment 29Britons 2, 43Buildings- 4, 12Upgrades 5

CCastle Age 3, 9Celts 2, 44Civilization- Bonuses 4, 13Card(s) 4, 13

Collection/Upkeep 15, 16

Combat 22Construction 11, 15, 16Conversion 31

DDamage 23Dark Age 3, 9Defined Game 34Discard & Draw 15, 27Discard Pile 13, 27

EEnlistment 15, 25Enshrine 29, 33Events 6

FFarms 10Fast Respond 22Feudal Age 3, 9Fishing Ships 10Fog of War 21Food 8, 10Fringe 19

GGame Setup 12Garrison Value 9, 25General Game 34Gift 36Gold- 10Icon 8Mines 10

Goths 2, 45Guild 36

HHealing 31-32Health Points 8, 23

IIcons 8-9Imperial Age 3, 9

LLumber Camps 10

MMediterranean Mayhem 41

Military Units 26Militia 3Minimum Distance 30Monastery 31, 33Mongols 2, 46Monks 31Movement 15, 19Multiplayer 33-34

NNo-Man s-Land or (NML) 19

PPersians 2, 47Phase Descriptions 16-28

Play Deck 3, 13-14, 28

RRange points 8Ranged Combat 25Ranged Damage 8Relics 6, 19, 29, 32-33Replenish 26Research 17Resource(s)- Supply 10

Retreat 23-24

SScenarios 34, 37-42Siege Units/Weapons 29W eapons 23W orkshop 29

Snuffed Pile 13, 27Stone- 10Icon 8Mines 10

T-VTechnologies 5, 8, 17Total Deck 3Town Center 5, 10Turn Sequence 15Unit- 4-5Card 26Upgrades 5, 18

Village 2, 9, 10Villager(s) 2, 10Pool 11, 16Population Limit 27

WW alls 3W inning Conditions 28W onder 6, 19, 29W ood 8, 10

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