Age of Empires 2 ECG Rulebook

Download as pdf or txt
Download as pdf or txt
You are on page 1of 25

Age Rules.

qxd 10/13/00 9:42 AM Page 1

Age of Empires: Expandable Card Game


A Journeyman Press Product

Game design: Marcus DAmelio 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 2

Each starter box has a 96-card deck, four Age The Ages
Cards, which are used to keep track of what Age you The overall concept of the game involves advance-
are in; a Civilization Card, which shows the bonuses ment through four ages, the Dark Age, the Feudal
that your civilization has; one Booster Pack, which Age, the Castle Age, and the Imperial Age. As your
contains 12 random cards; and this rule book. civilization grows more powerful, you will spend
Players will need their own starter box to play. For resources to advance your civilization into the later
your first game, we suggest you use the provided ages.
deck. After a game or two, feel free to customize
your deck with cards from booster packs. The Deck
The starting 96-card deck is divided into four sec-
Overview tions. These sections correspond to the four ages
Based on the award-winning Microsoft computer mentioned above. The first section contains cards
game, Age of Empires is an expandable card game that have an Age I symbol on them and will be the
in which you will create a village, recruit military cards you will use in the Dark Age. The second, third
units, and research technologies. Players build their and fourth sections correspond to the appropriate
own deck based on one of the eighteen civilizations ages.
from the computer game. This first set contains
Britons, Celts, Goths, Mongols, and Persians. Three terms are used in regard to the deck.Total
Deck refers to all four sections of the deck. Age
Age of Empires is normally a 2-player game but Deck refers to the cards for one Age. Play Deck
there are rules included for multiplayer battles and refers to the deck that you draw from during play
scenarios. These scenarios are meant to be flexible
and allow for whatever type or length of game you Customizing Your Deck
want to play. After you have played a few times, you will be able
to customize your deck further with cards from boost-
Object of the Game er packs. There are a few rules in regard to creating
To win Age of Empires, you must complete one of your own deck.
the following winning conditions. These will be more
fully explained later. There is a minimum of 90 cards in your Total Deck.
(See Table 1) You may have up to five of any card in
1: Destroy all opponents Town Centers or your Total Deck. The only exceptions are Walls,
Villagers. which may have an unlimited number, and Militia, of
2: Collect five Relics and Enshrine them in a which you may have ten. Any card with the same
Monastery for six turns. card title counts toward the five-card limit. An
3: Advance to the Imperial Age, build a Wonder of arbalest, specific to the Britons, still counts as an
the World, and protect it for six turns. arbalest. You may put cards from previous ages into
Note: See Winning Conditions for a complete explanation. later age decks, but later age cards may not go into

2 3
Age Rules.qxd 10/13/00 9:42 AM Page 4

earlier age decks. For example, An Age I card can Building cards represent the structures that make up
go in the Age III deck, but the Age III card may not your village. These cards have a stacked stone block
go in the Age I deck. background. Buildings allow you to gather resources,
build units, and research technologies. The Town
Additionally, some cards list specific civilizations that Center is the most important of the buildings as it
may play it. Any civilization not listed may not use allows you to produce villagers.
the card.
Unit cards represent the military troops that will do
Age I 30 Cards battle with your enemy. They are the horizontal cards
with a wood background. Each unit represents multi-
Age II 30 Cards
ple troops and, as such, will have tokens on it. Each
Age III 20 Cards token represents one, of that troop type. Military
Age IV 10 Cards troops are produced in Barracks, Stables, Archery
Table 1 Ranges, Castles, and Siege Workshops. The site of
production is listed on the bottom of the unit card.
Civilization Cards
The Civilization Card lists any civilization specific Upgrade cards are a form of technology that allow
bonuses you receive. These bonuses are different your units or buildings to be outfitted with the latest
for each civilization so pay close attention to each advancements. These cards are vertical with a wood
players card. Most bonuses are usable without the or stone background. When an upgrade is complete,
need for additional cards. Some bonuses such as all cards that it affects are now considered to have
the Celts ability to pay less for siege weapons the new statistics noted on the upgrade card.
require special Celt only cards. These bonuses are Technologies are the cards with a metal scale back-
key when constructing a deck. Also listed on the front ground. They give your civilization new abilities. Once
of the card are the play costs and statistics for vil- created, these technologies are put off to the side of
lagers and monks. your village in the technology section and remain in
On the back of the civilization card, you will find a effect until they are replaced or removed.
key to the icons used in the game, a listing of the Age cards denote your progress though time. Each
technologies, upgrades, units, and buildings which player will have a set of age cards. They are placed
that civilization can not use, and a listing of the turn atop the appropriate Age Deck. (i.e. the Feudal Age
sequence. card goes on top of the Age II section of your Total
Anatomy and Types of Cards Deck.) This shows both you and your opponent what
There are several types of cards in the game includ- age you are in and what you need to advance to the
ing Buildings, Units, Unit Upgrades, Events, next age. The age cards are played like technology
Technologies, Ages, Wonders, and Relics. cards.

4 5
Age Rules.qxd 10/13/00 9:42 AM Page 6

Event cards represent special occurrences that affect


specific aspects of the game. These are the cards with
the parchment background. Event cards may or may not
have a play cost. When played, the effect takes place
immediately. Event cards may only be played on your
turn unless the card has Play any time on it. When an
Event is played on your turn, it must be played before
the Discard and Draw phase. Also, some events require
payment of resources to remove them from play or
move them to another player. These costs may not be
paid until your turn and not until after the upkeep phase.
Some event cards have the keyword Attachment on
them. These are a special subclass of cards that are
attached to units or buildings and affect the target card
only.

Wonders of the world are used in the Imperial Age. A


Wonder Card has no background; instead a picture of a
building occupies the majority of the card. Wonders are
buildings in all senses except, if you put a wonder into
play, your opponents have six turns to destroy it, or you
win the game.

Relics have a tapestry type background and represent


holy artifacts uncovered from the ashes of time. If five
relics are gathered and enshrined in a monastery for six
turns, you win the game. These cards are gathered by
monks and played in No-Mans-Land (which will be
described later).

6 7
Age Rules.qxd 10/13/00 9:42 AM Page 8

Icons - Attack points show how much damage a


Icons play a vital part in the Age of Empires game. building or unit deals to their enemies in
Listed below is a brief description of each icon and normal (melee) combat.
its use.
- Certain buildings have a garrison value.
-This represents wood, which is collected The total garrison value of your buildings
from lumber camps. in play is how many total military tokens
you may have. For example, if you have
- This represents stone, which is collected two barracks in play you may have up to
from stone mines. 20 military tokens.
- This represents gold, which is collected - The flag icon is used in scenario and
from gold mines. point games. Its use will be discussed in
the scenario section.
- This represents food, which is collected
from farms. Age icons represent the age a civilization must attain
in order to play that card. If a player is in a higher
- This represents the number of villagers age, they may play lower age cards. (For example, if
needed to build a building or play an a player is in the Castle (III) Age, they may play
event card. cards from the Dark (I), Feudal (II), or Castle (III)
Ages.
- This represents the number of villagers
needed to research a technology, unit -Dark Age (Age I) - Feudal Age (Age
upgrade or age advancement. II)
Buildings, units, technologies and upgrades have
statistics that show how strong they are. These are -Castle Age (Age III)
listed next to the appropriate symbols at the bottom
of each card.
- Used to indicate the amount of health
points a unit or building has. -Imperial Age (Age IV)

- Indicates a building or units ability to


deal ranged damage. Range points are Villagers, Resources, and the Village
generally found on archer/missile units Before we get to gameplay, we need to learn a bit
and towers. more about the basic structure and setup of the
8 9
Age Rules.qxd 10/13/00 9:42 AM Page 10

game. ment; they also create new buildings. Without any


The Village is the central focus of the game. The vil- villagers or the ability to create new villagers, you
lage holds your Town Center, your resource produc- lose. Once used during a turn, villagers are placed in
tion facilities, and support buildings. Resource build- the Villager Pool to be reallocated later in the turn.
ings, such as Farms and Lumber Camps, will be The villager pool is the area of the table where vil-
where your villagers are allocated to produce materi- lagers are stored.
als.
Paying one food in your enlistment phase creates a
At the beginning of the game you will start with three new villager. All villagers have a health of 4, and can
villagers, a Town Center, and three buildings of your deal 3 damage in combat. Villagers may defend their
choice. These buildings are placed face down and village, but may not attack your opponents village.
must be from Age I.
Removing them from a location and putting them into
There are four resource types in the game - wood, your villager pool activates villagers. Activation is
stone, gold and food. You begin the game with 10 carried out in several different ways. When con-
units of wood, five units of food, five units of gold, structing a building, villagers are removed from the
and zero units of stone, in your Resource Supply. Town Center. To collect resources, the villagers are
We suggest using a pen and paper to keep track of removed from either a farm, lumber camp, stone or
your resources. These materials are gathered during gold mine. To fulfill a research cost, villagers are
your collection/upkeep phase. Wood is gathered from moved from the Town Center onto the card being
Lumber Camps, Stone from Stone Mines, Gold from researched and then removed at a rate of one vil-
Gold Mines, and Food from either Farms or Fishing lager per card being researched, per turn, during
Ships. your allocation phase. Thus completing research
when there are no villagers left on the card.
Resources are spent during your building phase,
enlistment phase, and any time you want to play an Villagers can repair damage at the rate of one dam-
event that has a resource cost. When you wish to age token per turn. To repair a damaged building,
play a card, remove the appropriate resources from allocate villagers to the target building. On your next
your supply and put the card into to play. The cost is collection phase, remove the villagers from the card
noted in the boxes next to the appropriate icon. to remove the same amount of damage tokens. Each
Some cards also involve villagers as a construction villager may perform one action per turn.
cost. This represents the amount time it takes to
build a building or develop a new technology. Village Construction
Villagers are unlike any other token in the game. The village is laid out in a grid. You may have up to
They gather resources; repair damaged buildings; three ranks of buildings and as many columns as
research upgrades, technologies, and age advance- you wish. (See Table 2)

10 11
Age Rules.qxd 10/13/00 9:42 AM Page 12

uses different colors but not necessary.


When placing new buildings into your village, they In the back of this instruction book, you can find the
must be placed adjacent to another building. They deck list for your starter deck. The deck list has four
may not be placed diagonal to another building. If, cards listed as starting cards. They are a Town
during the course of the game, a building is separat- Center and three Dark Age buildings. As mentioned,
ed from the rest of the structure through the destruc- you will place one Town Center card in the middle
tion of one or more buildings, that building must back position of your village, face up. The three Dark
remain where it is. Age cards go face down on the table, with at least
one card next to your Town Center. Building cards
played in this manner must be paid for when
revealed. For your first game, we would suggest that
you choose a Mill, a House and a Lumber Camp as
your starting build-
ings.

Table 3: A typical starting


Table 2: Village position for your village
Construction

Place your Civilization Card next to your Play Deck.


This way you and your opponent can have easy
access to your Civilization Bonuses.
Game Setup Next to your deck reserve room for two additional
In addition to your deck, you will need counters in piles, one is your Discard Pile, the other is your
four different colors or shapes. These will be used for Snuffed Pile. Events will go to the snuffed pile after
damage, military units, monks and villagers (one being played. When your play deck is exhausted,
color/shape for each). It is easier if your opponent the discard pile is shuffled. Do not include the cards
12 13
Age Rules.qxd 10/13/00 9:42 AM Page 14

in the snuffed pile when reshuffling.


The Age I deck is your play deck when you start the Turn Sequence- Each turn is broken down into the
game; the other three sections are your age decks. following phases:
Take your play and age decks and separate them
into four piles on the side of your gameplay area. Collection/Upkeep
The three age cards (Feudal, Castle and Imperial Construction
Age) are placed on top of the corresponding decks Movement
face up. The Dark Age card is placed to the side to Attack Declaration
denote your current age. Attack Resolution
Enlistment
Table 4: Typical game setup. Discard and Draw
Allocation
Collection/Upkeep- During this phase, you collect
resources and pay any upkeep that you have on any
of your cards.
Construction- During this phase, you may play
Buildings, Relics, and Wonders. You may also begin
research on technologies, upgrades, and age
advancement.
Movement- Only unit cards may move. Movement is
either within your own village, to your opponents vil-
lage or to No-Mans-Land.
Attack Declaration - If you have units in place to
attack your opponents buildings or units, you may
declare an attack on that target.
Attack Resolution- Calculate the damage for each
At the beginning of the game, place three villager round of combat and remove casualties.
tokens on your Town Center. Each player shuffles
their play deck and then draws seven cards to make Enlistment- During this phase, you may bring any
up their starting hand. Check your civilization card for new unit cards into play or add additional tokens to
any starting bonuses. Play order is determined ran- any existing units. Villagers and monks are con-
domly and the first player begins their turn. structed in this phase as well.

14 15
Age Rules.qxd 10/13/00 9:42 AM Page 16

Discard and Draw- Discard any unwanted cards from Town Center on this turn.
your hand and redraw back to seven cards. You may
put cards in either the discard or snuffed pile when Once a new building is paid for, it may be placed
discarding. next to any of your existing buildings or any face
down card. Once a face down card is built, it is sim-
Allocation- Remove one villager token from any ply turned face up, but must stay in the position it
cards being researched. Allocate your villagers to dif- was placed in originally. Also, any new building that
ferent tasks such as gathering materials or getting is played may be used in the same turn it is con-
ready to produce buildings or technologies. structed. (If a barracks is played, militia may be cre-
ated there in the same turn, during the enlistment
Phase Descriptions and Play Structure phase.)
Collection/Upkeep Phase
During this phase, villagers are removed from the Technologies may also be researched during this
resource production buildings, and resources are phase in much the same way as a
placed into that players resource supply for each vil- building is built. The cost associated
lager removed. (i.e. if you remove four villagers from with a technology is removed from the
a Lumber Camp, you gain four wood units.) Villagers resource supply. As with buildings, a vil-
removed from resource cards are removed from play lager cost is associated with a new This symbol
and placed into the villager pool. Any villagers in the technology. Technologies require the shows how
villager pool will be reallocated for production in the investment of time to create; this is many villagers
allocation phase. Resources never expire unless called Research. The research icon must be
used, although events may remove them from a shows the number of villagers that must allocated for
research.
players supply. Upkeep is now paid on any cards be removed from the Town Center and
necessary. placed on the top of the new technology in order to
Construction Phase research it. During your allocation phase you may
In this phase, players may bring into play any new remove one villager from the technology and reallo-
buildings, unit upgrades, or technologies. To bring a cate them. Once all of the villagers are removed, the
new building into play, you must deduct the technology is complete and it takes effect. Therefore
resources needed from the supply. All buildings have technologies that require one villager will only take
a villager cost required for construction. This means one turn to create. But, if you have a technology that
you must remove a number of villagers from the needs three villagers it will require three turns to cre-
Town Center equal to the builder number on the card ate. Some technologies require certain prerequisites
and place them in the Villager Pool. So, if you wish to be met in order to play them. For example,
to construct a new building on your next turn, the vil- Forging and a Blacksmith are prerequisites for Iron
lagers needed to build it must be allocated to the Casting. When a new technology replaces an old

16 17
Age Rules.qxd 10/13/00 9:42 AM Page 18

one, the new technology is placed on top of the old. tant buildings later in the game. You may not discard
(There are certain circumstances where a current any buildings that have enemy troops on them.
technology can be targeted by an effect.) Other cards played during this phase are Relics and
Unit Upgrades are similar to technologies in that they Wonders. More information is available later in the
require research. You pay the cost, allocate the vil- rules about playing these types of special cards.
lagers, and after the research is complete, the
upgrade takes effect. Movement Phase
During the movement phase you may move any of
Researched like technologies, Unit Upgrades act dif- your units. Units reside on a building. If you wish to
ferently once in play. Upgrades change what units move from one building to another building in your
your military buildings produce. If you had a Militia in village, you may simply move to that card, regardless
play and you upgrade to the Man-at-Arms, your of the distance.
Militia automatically becomes Men-At-Arms. In addi-
tion, any further militia cards that are produced auto- Whenever you move a unit in an opponents village,
matically become Men-At-Arms. You still use the you may move that card a number of spaces equal
original unit cards to represent the upgraded version, to its move value. All units have a move value of one
but the upgrade is placed with your technologies to unless otherwise noted on the card. No diagonal
denote that all of a unit type is now upgraded. In the movement is allowed. Only one of your cards may be
above example, all Militia cards would now be Men- located on a particular building at any time.
At-Arms.
If you wish to move one of your Units to attack
You may upgrade your already upgraded units. To another player, the attacking Unit must first move
replace an obsolete unit upgrade in the technology through the edge of your own village. The edge
section, place the new upgrade on top of it. Buildings of any village are called the Fringe. Once
at the fringe, you may either move directly to your
Similar to technologies, Age Advancement also opponents village or you may stop in between the
requires research. The cost to advance to the next two villages. This area is called No-Mans-
age is listed on the Age card. To advance in age you Land(NML). No-
must also meet the building prerequisites listed on Mans-Land will be
the new card. Once your research is complete you explained in more
immediately enter that age. Since research is com-
pleted in the allocation phase, you cannot play cards Table 5: Unit placement.
from the new age during the turn you remove the last detail later in the
villager for research. rules.
During this phase, you may also discard any build-
ings in your village in order to make room for impor-

18 19
Age Rules.qxd 10/13/00 9:42 AM Page 20

X
X
Opponent s
Village
When moving to an opponents village, you may
X X X X place your attacking units on any of the opponents
fringe buildings (excluding the rear edge).
During your movement, you may move as many
No Man s Land units as you like. All units move simultaneously, so
units 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 cost
for the blank square.
A unit may not occupy a blank square on the edge of
a village unless they have destroyed the building that
was there.
Note: During Age I- the Fog of War is in effect. This means you
cannot attack or move to your opponents village. Once a player has
Unit #1 entered Age II, the Fog of War is lifted for that player. If an Age II
player attacks an Age I player, the Age I player may, on future turns,
attack the Age II player.

Your No-Mans-Land is another location where units can


move. No-Mans-Land represents the land between
Village two villages. You can move to No-Mans-Land either
Unit #2
as a normal movement or when retreating from com-
Table 6: Attack Diagram- Unit #1 may attack because it is on the
bat in your opponents village. You may only attack
edge of it s village. In this example, the grayed out squares marked
opponents units in No Mans Land if you have either
with x s are legal targets for unit #1. Unit #2 is not in position to
an Outpost or Cartography Card in play, or are play-
attack this turn.
ing the Mongols. An unlimited number of units may
occupy NML, but only one unit at a time may attack
another unit in NML.

20 21
Age Rules.qxd 10/13/00 9:42 AM Page 22

Attack Declaration lated and subtracted from the buildings heath points.
If you have a unit at a location containing an enemy To calculate damage, multiply the tokens on the
unit card, enemy villagers, or at an enemy building, attacking unit card by the attack value, this is the
they may declare an attack. If you are at a location total damage dealt by the unit for one round.
where there are multiple enemy targets, you may Damage is delivered on a round per round basis,
choose to attack whichever target you like from those rounding down to the nearest ten. Place one damage
available. You must declare all of your attacks before token on the building for each ten points delivered. If
resolving any of them. An assisted attack may be the building takes damage greater than or equal to
performed as well. This will be explained below in its heath points, it is destroyed and placed on the
the resolution phase section. discard pile.
Note: You may initiate an attack with your villagers, but only within If the attacker is targeting a building that has vil-
your own village. Your villagers may not go to your opponents vil- lagers on it, the villagers may step in to defend. If the
lage. Also, only villagers left on a building after the upkeep phase
may participate in an attack. villagers on a building do not defend, and the build-
ing is destroyed, the villagers are placed in the vil-
Attack Resolution lager pool to be reallocated later. If the villagers
The attacker chooses in which order to fight the bat- defend, all villagers on that card must defend. In
tles. After the order has been chosen, the defender addition, villagers may not enter combat against ram-
may Fast Respond to all the attacks. Fast response type, siege weapons.
means the defender has the opportunity to move
each of their units in their village one space (not Important fact: Villagers have 4 health points and 3 attack points.
diagonally) to join a defense. Villagers may not fast If villagers are the targets and there is no unit to fast
respond. (Note: If an enemy unit moves onto your respond, the villagers must enter combat. If there is
building, but doesnt declare an attack, you may still a unit available, they may defend the villagers.
fast respond to that unit.) There are certain cards
that will increase the response range. A unit that can- When calculating Damage, combat is broken down
not enter the building square being attacked may not into two rounds. Casualties are removed at the end
fast respond. Therefore, fast response only occurs of each round. To calculate damage, multiply the
when defending a building or villagers. Remember number of tokens on your unit card by the attack
that you may have only one enemy and one friendly value, (including any bonuses from events, technolo-
unit on the same building. gies and unit specialties) then divide that number by
the enemy units Health Points, rounded down, and
After the fast response is complete, combat begins. remove that many tokens. Each player removes
Combat lasts for two rounds. If there is no unit or vil- casualties at the same time since damage is simulta-
lager at the building being attacked, and the building neous.
doesnt have its own attack value, damage is calcu-
Combat continues until one unit is destroyed by los-
22 23
Age Rules.qxd 10/13/00 9:42 AM Page 24

ing all of its tokens, two rounds of combat have been


completed, or one side retreats. If a defending unit And
or all villagers die or retreat before the second round 2. The assisting unit (the knight) was not the target of
of combat, the remaining round of damage is applied a fast response.
to the building.
If the assisting unit does not meet both of these con-
After casualties have been calculated and removed ditions, they may not assist, and they lose their
in the first round of combat, both units have the attack for the turn.
option to Retreat. Attackers have the first option to Ranged Combat works a bit differently. If a unit has a
retreat. If they choose not to, the defender may ranged value, an additional round of combat occurs.
retreat. When retreating, your unit may move to an This ranged round takes place before the two rounds
adjacent card or to No-Mans-Land (if on the fringe) of normal combat. If only one unit in a combat has a
but may not retreat to an occupied building or where ranged attack, then that unit calculates its ranged
combat took place this turn. If your troops retreat to damage by multiplying the tokens by the ranged
No-Mans-Land, they are safe from attack unless value and deals that damage to the opposing unit. If
your opponent has the ability to attack in NML. If an both units in a combat have a ranged attack, they
attack takes place in No-Mans-Land, retreating ends both deal damage and take casualties simultaneous-
combat but the unit remains in No-Mans-Land. ly, during the ranged combat round.

Assisted Attacks Archers have a special Hit and Run Attack. This
If an attacker has two units on adjacent buildings, allows them to attack an enemy unit and retreat after
one unit may assist the other unit with an attack on a the ranged combat round. This may only be used
building. For example, if the attacker has a militia on when an archer unit is attacking. The hit and run
a house and a knight on an adjacent barracks, and maneuver may only be used against units. If the
the militia declares its attack against the house, the ranged round is negated, no retreat is allowed, and
knight could assist the militia and declare its attack both units must enter the first round of normal com-
on the house instead of the barracks. The primary bat.
attacking unit (the militia) that is located on the tar- Note: Cavalry units negate the range round and therefore hit and
geted building (the house) will complete its combat run attacks may not be used on them.
first. After this combat is finished, the assisting unit
(the knight) will be able to assist with its attack only if Enlistment Phase
the following two conditions are met: During the Enlistment Phase you may construct new
units, villagers, and monks, or replenish units.
1. The primary attacking unit (the militia) is the only Certain buildings, such as Barracks, Stables, Archery
unit remaining on the target building (the house) after Ranges, and Castles, have a Garrison Value. The
the attack is resolved. total garrison value of all your buildings in play deter-
24 25
Age Rules.qxd 10/13/00 9:42 AM Page 26

mines how many unit tokens you may have on the upgrade card.
table at any time. If you have one barracks, you may
only have 10 unit tokens on the board. If you have If you have a military unit that has less than five
multiple building types, such as a Barracks and an tokens on it you may Replenish tokens on that unit
Archery Range, you may mix and match the types of without a new unit card. To replenish tokens to this
unit tokens that you are producing. (i.e. your total unit, the unit must not have moved, or have partici-
garrison value with those two buildings is 20, so you pated in a battle during the turn. Also, you may not
may have 18 archer tokens and 2 militia tokens, or add tokens to units that are in your opponents vil-
15 militia tokens and 5 archer tokens.) lage or in No-Mans-Land. The card does not have to
be on the appropriate production site to receive new
Military producing buildings may only produce five tokens. (To have more tokens added, a militia unit
tokens per turn. For example, if you have one bar- does not have to be on a barracks.)
racks, you may produce five militia tokens per turn. If
you have two barracks and two militia cards in play, When building new villagers, you must obey the
you may produce 10 militia tokens. Villager Population Limit for your village. For each
House and Town Center you may have five villagers
Military Units may be built by playing a Unit Card in play. For example, If you have one town center
from your hand at a vacant unit production facility and two houses in play, you may support 15 vil-
such as a barracks. Each Unit Card has a specific lagers.
type of military unit listed on it. Unit production facili-
ties can produce specific types of units, so the cor- To build a new villager, pay one food, and put a
rect unit must be built at the correct production facili- token into the villager pool to be allocated in the allo-
ty. For example, if you wish to build a Militia, you cation phase. You may only create five villagers per
must have a barracks with no friendly units located turn, no matter how many town centers you have.
there. New units can be built on a building that has
an enemy unit on it. Each unit card may support up If at any time, a building is destroyed which would
to five tokens. Unit cards denote the unit type, while reduce your population or garrison limit below your
the tokens represent the number of that type of troop current population or garrison total, you may not
on that unit. build any new tokens of that type. You do not, how-
ever, have to remove tokens to match your current
Place the new unit sideways across the building limit.
card. You may then place a token on the card for
each troop purchased, up to the unit maximum. Discard and Draw Phase
If your unit has been upgraded, you only pay the During the Discard and Draw phase, you may dis-
token cost listed on the units card, and not the card as many cards as you want into the discard or
upgrade cost. All other statistics are listed on the snuffed pile and draw back up to seven. You may

26 27
Age Rules.qxd 10/13/00 9:42 AM Page 28

only discard and draw once per turn (No discard, As mentioned earlier, there are three ways to win the
draw, discard, draw, etc). If you run out of cards, game:
shuffle your discard pile, not including the snuffed
pile, and make a new play deck. Since your discard 1. Destroy all enemy town centers or villagers. When
pile is face up, if you discard a card, your opponent you destroy your opponents final town center, you
may look at it or any other cards in the pile. All event immediately win the game. Also, if after destroying all
cards must be played before this phase. of your opponents villagers, that player cannot cre-
ate additional villagers, that player loses at the end
Allocation Phase of their next turn.
During this phase, take any unused villagers from
your village and add them to the villager pool. 2. Advance to the Imperial Age and create a Wonder
Remove one villager from any card being researched of the World. A Wonder takes four turns to construct.
and place it in the villager pool. When the last villager When constructing a Wonder, you will pay the costs
is removed, that card takes effect. associated with the card on the first turn of construc-
tion. The wonder enters play with 110 health points.
If you have finished researching age advancement, On subsequent turns, the wonder continues gaining
shuffle your new Age Deck into your Play Deck. You health points with each turn as described on the
also have the option of shuffling in your discard pile at card. At the beginning of the fourth turn, the wonder
this time. is complete and you must defend it for six of your
opponents turns.
Decide which resources you would like to produce
next turn by taking tokens from the villager pool and 3. Gather five different Relics and enshrine them in
allocating them to the appropriate buildings. Each your monastery for six of your opponents turns.
lumber camp, farm, or mine may only take up to 5 vil- Relics are unique, and therefore only one copy may
lagers on it. If you have a lot of villagers, some may be in play at a time.
be idle. (You may add additional villagers to a produc-
tion facility, but only 5 units may collect resources.) If Siege Units
you wish to allocate villagers to build buildings, play Siege Units are the products of the Siege Workshop.
events, or research cards, place them on your town These units may only have one token per card in
center for use during your next turn. Remember to play at any given time. Some siege weapons have a
place your villagers in safe locations, because they special attack type called bombardment.
can be major targets for your opponent. The turn is Bombardment allows the unit to attack buildings, vil-
now over. lagers or units from a distance. The bombardment
Note: Players alternate turns until one of the winning conditions is value tells you how many spaces away you may
met. attack. All attacks must be in a straight line and may
Winning Conditions not be made diagonally. (Table 7) Siege units in NML
may attack buildings on the opponents fringe but are
28 29
Age Rules.qxd 10/13/00 9:42 AM Page 30

open to attack even without Cartography or an


Outpost. Bombardment damage is dealt at the same
time as the first round of combat, whether it is
ranged or normal. Each unit only gets one bombard-
ment attack per turn, but remains in combat for two Monks, Conversion, and Healing
rounds as normal. Bombardment units may retreat Upon the creation of the Monastery in the Castle
after the bombardment round. Age, your civilization may create monk units. Monks
are used to convert enemy units or heal friendly
Minimum Distance is another factor in determining units. When you bring a monk into play, place a
siege unit attacks. Minimum distance tells how far a monk token on one of your military units. This token
siege unit must be from its target to bombard. If the represents the presence of a monk that travels with
minimum distance is one, the unit must be at least this unit. You may have up to five monks attached to
one building away from its target. a particular unit. This does not count toward the mili-
tary token limit for that unit. You may build up to five
Scorpions and Heavy Scorpions have a special term monks per turn regardless of the number of monas-
called Area Effect, which modifies their damage. To teries in play. Monks may not be attached to any
calculate area effect damage, take the attack points card that says One token per card. Monks count as
of the Bombardment
Siege siege unit and multiply them by the number of
Examples a military unit for garrison value, and you must have
the garrison value to support them. Monasteries
have a garrison value of ten.
When a unit with one or more monks enters battle, a
Conversion Attempt is made before the first round of
combat (including the range or bombardment round).
Choose one military token or villager token as a tar-
Table Table get for the conversion attempt. You may not target
7 8 enemy monks for conversion unless a card effect
states otherwise. Depending on the total number of
monks on your unit, your chances of conversion may
vary. If there are five monks on the unit card, your
Conversion Rate will be a five. Rolling a six-sided
die, you will convert the target on a roll of five or
less. If you had one monk you would have to roll a
Table 7: This is a legal bombard- Table 8: This is not a legal bom- one to convert. The maximum conversion rate is a
tokens on the target unit card.
ment:2 target bardment:2 target five, and any roll of six is an automatic failure.
Note: Siege units can not be
X= Location of targeted by a conversion
Bombardment:2 Trebuchetattempt.
Certain effects will cause a Conversion Bonus. This

30 31
Age Rules.qxd 10/13/00 9:42 AM Page 32

bonus can be positive or negative and directly raises To bring a relic into play, you must play the card from
or lowers the conversion rate respectively. Upon a your hand into No-Mans-Land (NML) during the con-
successful conversion attempt, the token is struction phase. Since each relic is unique, there can
destroyed and removed from play. If the conversion only be one copy of a particular relic in play at any
attempt failed, there is no effect. If, after a conver- time. To retrieve a relic normally takes two turns. On
sion attempt, there are tokens left on the enemy unit, the first turn the relic is placed into NML, and a unit
combat now ensues. with monks attached is dispatched to retrieve it.
Upon reaching NML, the unit may pick up the relic
Important Fact: Monks cost three food to create and have 6 health but may not use any remaining movement. The fol-
points and 0 attack points. lowing turn the unit with the relic may move back to
the village. Once the unit has reached the monastery
Monks may heal units instead of converting them. If or an adjacent building, the relic is enshrined in the
you choose not to utilize the conversion attempt, you monastery. When a relic is enshrined it is placed
may make a Healing Attempt when one of your under the monastery. Each unit may only carry one
monks or units has been killed in a round of combat. relic at a time. Each unit may only pick up one relic
You may make only one healing attempt per attack. per turn.
A Healing Rate is calculated the same way as a con-
version rate. If the roll is successful, then you lose While retrieving a relic in NML, your unit may be
one less unit or monk than you normally would. A attacked. To attack a unit carrying a relic, you do not
unit with monks attached may only attempt to convert have to have Cartography or an Outpost. If attacked
or heal, not both in the same turn. and forced to retreat or killed entirely, the unit drops
the relic. If the unit that killed the retrieving unit has
When combat damage is being assigned, the attack- monks, they may pick up the relic and prepare to
er may choose to kill off the defenders monks bring it back to their village.
instead of military units. If a military unit loses its last
token but still has monks attached, these monks Once a relic is Enshrined in your monastery, you
keep the unit alive and in play. The unit may be gain three gold for each relic, during your collection
retreated to your village and reinforced. phase. If your opponent has relics in their
monastery, you must destroy the monastery in order
Relics to get to them. If the monastery is destroyed, any
Relics are a special type of card that represent some unit with monks attached may move to that location
of the greatest cultural, religious, or scientific items and pick up one relic. If a unit drops a relic, it
ever created. There are currently five different relics remains on its current location. Once the fifth relic is
in the game. If a player obtains five different relics enshrined, the six turn victory countdown begins.
and enshrines them in one or more monasteries for
six turns, that player wins the game. Multiplayer and Scenarios
Multiplayer games are a great way to play Age of
32 33
Age Rules.qxd 10/13/00 9:42 AM Page 34

Empires. You can play with as many players as you another category.
like, although if there are more than six, it becomes
time and space consuming.
In this section we will explain the scenario point sys- Once you have chosen the cards you will purchase,
tem that is built into the cards, as well as a few basic put them into play as if they had been brought into
scenarios. This scenario point system will allow you play in the course of a normal game.
to create your own custom games, and if you wish to If you are playing a defined point game and have
play shorter games. You can use this system to play leftover points in certain categories, you may use
games that start in later ages. The scenario point those to buy additional resources. You may not play
system can be used in mulitplayer as well as two units in No Mans Land or in your opponents village.
player games. Also, if you are starting in a later age, remove all the
Basic Point System decks from previous ages and start with the current
Most cards have listed on them, the number of sce- age deck as your draw deck. Players must adhere to
nario points they are worth. Scenario points are listed deck minimums. If you are starting in the third age,
in the small red flag icon on unit, technology, build- you must still have two decks; a third age deck with
ing, and upgrade cards. There are no scenario points at least 20 cards in it, and a fourth age deck with 10
on event cards, as they cannot be purchased in a cards in it.
point-based game. When you play a point-based A few basic rules about point games, both defined and
game, each player or team will start out with a spe- general. If you purchase a unit card, you get a full
cific number of points worth of cards in play. complement of tokens for that card. For example, If
you purchase a militia card you pay the cost listed on
There are two different types of games that may be the card and you receive 5 militia tokens on that card.
played using the point system, General and Defined. Technologies may not be purchased unless you also
If you are playing a General Game, you will be purchase the building and prerequisite technologies
assigned a certain number of points and you will be needed to create it. The age can be set in one of two
able to spend these points in any way you see fit. ways, either you may decide that players must pur-
You may spend them on buildings, units, technolo- chase age advancements or you may set a starting
gies, resources, and age advancements. age and each player must start in that age. Please
see the chart on the next page for the cost of non-card
If you are playing a Defined Game, you will receive items that you may pay points to receive.
points that can be spent in the different categories of Any cards purchased count towards the total number
cards. You get points to put into buildings, technolo- of that card allowed in your deck. If you buy eight mili-
gies, units, resources, and ages/villagers/monks. You tia cards, you may only have two of them in your
may not use points from one to buy things from deck. Walls are the exception. Since you may have

34 35
Age Rules.qxd 10/13/00 9:42 AM Page 36

an unlimited number of walls in your deck, you may


only purchase 10 walls of any one type in any point
Age II General Defined
game unless the scenario states otherwise.
Another major addition in multiplayer games and sce- Totals 160
narios is the ability to Gift resources to another player. Units 20
In order to gift another player resources, both of you
Unit Upgrades 0
must have a market in play. To gift another player a
resource, subtract five of a resource from your pool, Buildings 160 80
the target player then gains three of that resource. If Technologies 5
the receiving player has the Guilds technology in play,
they receive four of the resource. Resources 25
Villagers/Monks 30
Additional Prices
While most cards have their Scenario point costs
printed on the card, resources, additional age
advancement, villagers, and monks need to be pur-
chased and have no card to represent them. Refer to Age III General Defined
Table 9 for the cost for those items. Totals 300
Advanced Age Scenarios Units 50
Tables 9, 10,11 and 12 list the scenario points used
Unit Upgrades 10
in general or defined games for each of the ages.
General games only
Item Being list a total
Scenario Itempoint
Being value while the
Scenario Buildings 300 135
defined game listPoint
Purchased gives
Costyou Purchased
points to be Point
spent in
Cost Technologies 30
each Advance
category.
15 SP 1 Wood 1 SP Resources 45
to Age II
Advance Villagers/Monks 30
25 SP 1 Food 1 SP
to Age III
1 Stone 1 SP

1 Gold 1 SP
Advance
30 SP
to Age IV
1 Monk 3 SP
A special note about Age IV games: We suggest that you play
1 Villager 1 SP without a wonder victory, otherwise you will find the winner will be
the first person to draw a Wonder of the World. (Relic and Conquer
Table 9
36 37
Age Rules.qxd 10/13/00 9:42 AM Page 38

victories are acceptable for Age IV games.) See Table 12 Attacking your allies or gifting resources to your ene-
Age IV General Defined
mies is not allowed.
Totals 425
Race Games - First player to finish researching the
Units 60 pre-chosen age wins the game.
No Advance Age (Set Age)- No player may pay
Unit Upgrades 35
resources to advance beyond the starting age of this
Buildings 425 180 scenario or point based game.
Technologies 60 Team Games- Players work together as a team and
Resources 60
win/lose as a team.
Villagers/Monks 30 Other conditions may be created but, these will be
the major options used in published scenarios.

Scenarios
On pages 40 and 41 there are two examples of sce-
nario games. We hope you enjoy them. You may go
to our website (www.journeymanpress.com) for addi-
This is a list of additional options that may be used tional free scenarios.
for Point-Based games.
In scenario games, you may have alternate winning
No Relic Victory- You may not win by collecting the conditions. Also, if there is an additional starting
five Relics. Although, collecting the relics still gives building listed, you may begin with these buildings in
you the gold for collecting them. play, without paying the cost.
No Wonder Victory- Same as above, but you cannot
win by building a Wonder.
No Gifting- Gifting resources between players is not
allowed.
Allies- This is a team game, with equal teams. They
may be from the same or different civilizations.

38 39
Age Rules.qxd 10/13/00 9:42 AM Page 40

Mediterranean Mayhem- (4+ players)

Storm the Castle - (3 player) This scenario features each player controlling civiliza-
tions surrounding a large sea. Four or more people
This is a unique winning condition scenario, in which play until there is one player left standing. Each player
there are two civilizations attempting to destroy the may only attack players to the immediate left and the
fortified town of a third. The two attacking players immediate right of their current position. This scenario
start with fewer resources, technology, buildings and can also be played with teams if there is an even num-
units than the castle player, but there are two of ber of players. Team players alternate turns as they
them. The object for the two attacking players is to proceed around the table.
destroy the opponents castle, while the defender
must stay alive for 20 of their turns. If the castle is
destroyed in 20 turns or less the attackers win, other-
wisePlayer
the defenderAttackers
has won (2) the scenario.
Defender (1) Player All Players
Starting Age Variable
Starting Age Age 2- Feudal Age 3- Castle
1-Town Center
Starting
1-Town Center (Additional buildings purchased based on starting
1- Castle Buildings
Starting 1-Barracks
1-Town Center Starting Units Units purchased based on points allowed per age
Buildings 1-Stable or
1- Barracks
1-Archery Range Starting Technologies based on points allowed per
Starting
Starting Units None 2- Militia (5 tokens per card) Starting at Age: I- 0 Points
Points for II- 160 Points
Starting Distribution III- 300 Points
None None
Technologies IV- 425 Points
Points for Starting Player Randomly Chosen
160 300 Free-for-all: One player remains after all other Town
Distribution
Victory Centers have been destroyed.
Starting Player Defending player startsfirst Conditions Team Game: One team destroys all enemy Town
Attacker Victory: Destroy Castle Centers
Victory Defender Victory: Castle standing after 2nd Age I: 10 Wood, 5 Gold, 5 Food
Conditions Starting
players 20th turn Age II-IV: Purchased based on points allowed per
Resources
starting age
Additional Table 14: Mediterranean Mayhem
Defender may not build additional castles
Rules
Please Note: There are additional rules for the Mediterranean
Table 13: Storm the Castle Mayhem Scenario on the following page.

40 41
Age Rules.qxd 10/13/00 9:42 AM Page 42

Additional Rules (Mediterranean Mayhem)


Age I (30) 1- Man-at-Arms
1. A player loses if their Town Center is destroyed. Age II (32) Age III (20)
2- Barracks
2. If a players Town Center is destroyed, remove all (European) 2- Archery Range 2- Castle (European)
of that players troops and remaining buildings from 3- Palisade Wall (European) 2- Squires
the table. (No player may build a second Town 2- House (European) 4- Stone Wall 1- Husbandry
Center in this scenario.) 2- Stone Mine 2- Stable (European) 1- Threw a shoe
1- Market (European) 1- Siege Sabotage
2- Gold Mine 1- Typhoid
3. There is a unique No-Mans-Land between each 1- Lumber Camp 2- Blacksmith 1- Poor Morale
player and a No-Mans-Land which can only be navi- 2- Farm (European) 1- Flaming Arrows
gated by boats in the center of the table. 2- Sheep 1- Trade Cart 1- Surprise Skirmish
1- Boar 1- Town Watch 1- Town Patrol
4. If you move to attack the player on your right you 1- Gold Nugget 1- Fire Brigade 1- Muddy Battlefield
may only place your troops on the left edge of the 1- Rock Collection 1- Strategist Enlisted 1- Mercenaries
1- They came out of
buildings they possess. This is true with any attack. 1- You are being 1- Tracking
nowhere
attacked by wild 1- High Ground 1- Relentless Attack
Note: You may only attack the edge of the opponents village that animals 1- Your Tracks Betray 1- Bow Saw
adjoins the edge of your own village. 1- Exposed Gold You 1- Long Swordsman
Deposit 1- Wheelbarrow 1- Light Cavalry
1- Quarry 1- Double Bit Axe 1- Crossbowman
1- Stand of Trees 1- Fletching
1- Loom 1- Padded Archer
4- Militia Armor
On pages 43-47 you will find the lists of the cards 1- Abandoned Mine 2- Spearman
that are included in each civilizations starter decks in 1- Berries 3- Archer
order by age. 1- Skirmisher
3- Scout Cavalry

Age IV (10) Starting Cards (4)


1- Spies 1- Briton Town Center
1- Banking 1- House
1- Holy War 1- Lumber Camp
1- Alchemist 1- Mill (European)
1- Conscription
1- Sappers
1- Hoardings
1- Guilds
1- 2 Hand Swordsman
1- Arbalest
42 43
Age Rules.qxd 10/13/00 9:42 AM Page 44

Age I (30) Age II (31) Age III (20) Age I (30)


Age II (32)
2- Barracks 2- Archery Range 2- Castle (European) 2- Barracks (Raider) Age III (20)
(European) (European) 1- Siege Workshop 3- Palisade Wall 2- Archery Range
3- Palisade Wall 3- Stone Wall (European) 2- House (Raider) (Raider) 2- Castle (Raider)
2- House (European) 2- Stable (European) 2- Squires 2- Stone Mine 3- Stone Wall 2- Squires
2- Stone Mine 1- Market (European) 2- Husbandry 2- Stable (Raider) 2- Husbandry
1- Threw a shoe 2- Gold Mine
2- Gold Mine 2- Blacksmith 1- Market (Raider) 1- Threw a shoe
1- Typhoid 1- Lumber Camp 1- Siege Sabotage
1- Lumber Camp (European) 1- Good Wind Today 2- Farm 2- Blacksmith 1- Typhoid
2- Farm 1- Trade Cart 1- The Jester s 1- Berries (Raider) 1- Surprise Skirmish
1- Berries 1- Coinage dead, let s get 2- Boar 1- Trade Cart 1- Town Patrol
2- Boar 1- Town Watch them! 1- Sheep 1- Forest Fire 2- Muddy Battlefield
1- Gold Nugget 1- Fire Brigade 1- Town Patrol 2- Exposed Gold 1- Decoy 1- Mercenaries
2- Exposed Gold 2- Heavy Tree Cover 1- Muddy Battlefield 2- Heavy Tree Cover 1- They came out of
1- Mercenaries Deposit
Deposit 1- Gather Point 1- Strategist Enlisted nowhere
1- They came out of 1- Quarry 1- Relentless Attack
1- Quarry 1- Wheelbarrow nowhere! 2- Stand of Trees 1- Wheelbarrow 1- Knight
2- Stand of Trees 1- Forging 1- Mangonel 1- You are being 1- Stone Mining 1- Long Swordsman
1- Your Hunters are 1- Gold Mining 1- Battering Ram attacked by wild 1- Forging 1- Light Cavalry
W aylaid 1- Scale Mail Armor 1- Scorpion animals 1- Gold Mining 1- Crossbowman
1- Drought 2- Celt Spearman 1- Celt Long 1- Drought 1- Scale Mail Armor
1- Town Bell 3- Archer Swordsman 2- Goth Spearman
1- Light Cavalry 1- Town Bell
1- Loom 1- Skirmisher 1- Loom 3- Archer
3- Celt Malitia 2- Scout Cavalry 3- Militia 1- Skirmisher
1- Celt Man-at-Arms 4- Scout Cavalry
1- Man-at-Arms

Age IV (10) Starting Cards (5) Age IV (10) Starting Cards (4)
1- Spies 1- Town Center 1- Spies 1- Town Center
2- Banking 1- House 1- Banking 1- House
1- Holy War 1- Lumber Camp 2- Holy War 1- Lumber Camp
1- Alchemist 1- Double Bit Axe (See 1- Alchemist 1- Mill (Raider)
1- Conscription Civiliazation Power) 1- Conscription
1- Sappers 1- Mill (European) 1- Sappers
1- Hoardings 1- Hoardings
1- Guilds 1- Guilds
1- 2 Hand Swordsman 1- 2 Hand Swordsman

44 45
Age Rules.qxd 10/13/00 9:42 AM Page 46

Age I (30) Age I (30) Age II (32) Age III (20)


Age II (31) Age III (21)
2- Barracks (Raider) 2- Barracks (Arab) 2- Archery Range 2- Castle (Far East)
3- Palisade Wall 2- Archery Range 2- Castle (Far East) 3- Palisade Wall (Arab) 2- Squires
2- House (Raider) (Far East) 2- Squires 2- House (Arab) 3- Stone Wall 1- Husbandry
2- Stone Mine 3- Stone Wall 2- Husbandry 2- Stone Mine 2- Stable (Far East) 1- Siege Sabotage
2- Gold Mine 2- Stable (Far East) 1- Poor Morale 1- Typhoid
1- Typhoid 2- Gold Mine 1- Market (Far East)
1- Lumber Camp 1- Market (Far East) 1- Revelation
2- Flaming Arrows 1- Lumber Camp 2- Blacksmith 1- Surprise Skirmish
2- Farm 2- Blacksmith 1- Surprise Skirmish 2- Farm (Far East) 1- Town Patrol
1- Berries (Far East) 1- Town Patrol 1- Berries 1- Fortune Favors the 1- Mercenaries
2- Boar 1- Trade Cart 1- Mercenaries 2- Boar Foolish 1- Relentless Attack
1- Sheep 1- Coinage 1- Emperor s Decree 1- Sheep 1- Town Watch 1- Hand Cart
1- Exposed Gold 1- Town Watch 1- Relentless Attack 2- Exposed Gold 1- Tracking 1- Heavy Plow
Deposit 1- Fire Brigade 1- Iron Casting 1- Iron Casting
1- Knight Deposit 2- Heavy Tree Cover
1- Quarry 1- Heavy Tree Cover 1- Knight
1- Camel 1- Quarry 1- Strategist Enlisted 1- Camel
2- Stand of Trees 1- Strategist Enlisted 1- Mongol Cavalry 1- Drought 1- Wheelbarrow 1- Long Swordsman
1- You are being 1- Gathering Point Archer 1- Stand of Trees 1- Horse Collar 1- Pikeman
attacked by wild 1- Horse Collar 1- Long Swordsman 1- You are being 1- Gold Mining 1- Light Cavalry
animals 1- Forging 1- Mongol Light attacked by wild 1- Forging
1- Rock Collection 1- Gold Mining Cavalry animals 1- Scale Barding
1- Abandoned Mine 1- Scale Barding 1- Gold Nugget Armor
1- Loom Armor 1- Slow Search 1- Fletching
3- Militia 1- Spearman 1- Loom 1-Cartography
3- Archer 3- Militia 2- Spearman
1- Skirmisher 3- Archer
3- Scout Cavalry 1- Skirmisher
1- Man-at-Arms 2- Scout Cavalry
1- Man-at-Arms
Age IV (10) Starting Cards (4)
Age IV (10) Starting Cards (4)
1- Spies 1- Town Center
1- Banking 1- House 2- Spies 1- Town Center
1- Holy War 1- Lumber Camp 1- Banking 1- House
1- Alchemist 1- Mill (Far East) 1- Holy War 1- Lumber Camp
2- Conscription 1- Alchemist 1- Mill (Far East)
1- Sappers 1- Conscription
1- Hoardings 1- Sappers
1- Guilds 1- Hoardings
1- 2 Hand Swordsman 1- Guilds
1- 2 Hand Swordsman
46 47
Age Rules.qxd 10/13/00 9:42 AM Page 48

A F P
Activation 11 Farms 10 Persians 2, 47
Age Advancement 18 Fast Respond 22 Phase Descriptions 16-
Age Card 5 Feudal Age 3,9 28
Age Deck 3, 28 Fishing Ships 10 Play Deck 3,13-14, 28
Allocation 11,15, 28 Fog of War 21
Area Effect 30 Food 8, 10 R
Attachment 6 Fringe 19 Range points 8
Attack(s)- Ranged Combat 25
Assisted 22, 24 G Ranged Damage 8
Declaration 15,21 Game Setup 12 Relics 6, 19,29,32-33
Hit and Run 25 Garrison Value 9, 25 Replenish 26
Points 9, 23 General Game 34 Research 17
Resolution 15,22 Gift36 Resource(s)-
Gold- 10 Supply 10
B Icon 8 Retreat 23-24
Basic Point System 34 Mines 10
Bombardment 29 Goths 2, 45 S
Britons 2, 43 Guild 36 Scenarios 34, 37-42
Buildings- 4, 12 Siege
Upgrades 5 H Units/Weapons 29
Healing 31-32 W eapons 23
C Health Points 8,23 W orkshop 29
Castle Age 3,9 Snuffed Pile 13, 27
Celts 2, 44 I Stone- 10
Civilization- Icons 8-9 Icon 8
Bonuses 4, 13 Imperial Age 3,9 Mines 10
Card(s) 4,13
Collection/Upkeep 15, L T-V
16 Lumber Camps 10 Technologies 5,8, 17
Combat 22 M Total Deck 3
Construction 11, 15,16 Mediterranean Mayhem Town Center 5, 10
Conversion 31 41 Turn Sequence 15
Military Units 26 Unit- 4-5
D Card 26
Damage 23 Militia 3
Minimum Distance 30 Upgrades 5, 18
Dark Age 3,9 Village 2,9,10
Defined Game 34 Monastery 31,33
Mongols 2, 46 Villager(s) 2, 10
Discard & Draw 15,27 Pool 11, 16
Discard Pile 13, 27 Monks 31
Movement 15,19 Population Limit 27
E Multiplayer 33-34 W
Enlistment 15,25 W alls 3
Enshrine 29,33 N
No-Man s-Land or W inning Conditions 28
Events 6 W onder 6, 19, 29
(NML) 19
W ood 8, 10

48

You might also like