Does not break a Truce
If you use this card as an OC to move an Army, and the Army crosses a Mountain Pass, you may modify your Mountain Pass Attrition die roll by -3.Only generals with Strategy Ratings of 1 or 2 may use this event. This modifier is cumulative with other modifiers for the mountains. So a move across a non-Alps pass would have a "-5" net modifier. If the army crosses two separate mountain passes, the modifier may be used for both.
May be played even after you have played your last regular BC.
Does not break a Truce if played as a Counter card
Play whenever an opposing army occupies (or enters) a space in Gallia Transalpinia or Liguria. The Army immediately undergoes Attrition on the 5-6 column.This card may be played against CUs without a general. May be played versus a moving army, stationary army or stationary CUs.
Does not break a Truce if played as a Counter card
Play whenever an opposing army occupies (or enters) a space in Gallia Transalpinia or Liguria. The Army immediately undergoes Attrition on the 5-6 column.This card may be played against CUs without a general. May be played versus a moving army, stationary army or stationary CUs.
When the "Philip V. of Macedon allies with Carthage" event is first played, place a marker on the Carthaginian Naval Modifier Box. The Carthaginian player receives this modifier until the event is played again by the Roman Player. If the Roman can then play the event, the Carthaginian player loses a Strategy Card drawn randomly from his hand and Philip is considered to have declared peace, the modifier is lost and that EC is removed from the Strategy Deck.
Note: CUs from event cards may not be placed inside a besieged city.
Note: CUs from event cards may not be placed inside a besieged city.
Does not break a Truce
If you use this card as an OC to siege Tarentum, it comes under your control without a Siege die roll. Enemy CUs inside are eliminated.Your Army must contain at least 3 CUs to use this card.
The revealed enemy BCs must be displayed face-up and remain open to view throughout the battle. If the "Ally Deserts" event is played in combination with the "Spy in Enemy Camp" event, the player may select one of the visible BCs or randomly draw one of the unrevealed BCs at his option.
Note: Affects only armies not on or in friendly walled city spaces. It matters not whether the army is inside or outside the city, it is immune.
Does not break a Truce
If you play this as an OC to move Hannibal, you may remove each Roman non-walled PC in each space in Italy that Hannibal enters which does not contain any Roman CUs.Hannibal can remove the PC from the space he starts in as long as he burns one of his movement points. This benefit may be used in spaces where Hannibal overruns Roman CUs or where the Roman army avoids battle.
The Siege Train has all the characteristics of a Carthaginian CU except it has no effect in a normal Battle. The Siege Train may not cross an Alpine Pass or use Sea Movement. If caught alone in a space by enemy CUs or forced to Retreat, it is removed from play. The Carthaginian Player may play this event as many times as he likes, but he may only have one Siege Train on the map at a time. This unit does not take up space in the army, so a Carthaginian army can move with the siege train plus 10 CUs. If the event is played when the siege train is already in play, the siege train can be moved to a different army.
Play at the start of any Combat in Spain.
If the player had control of both Numidian provinces, he would lose all four BC bonuses.
Does not break a Truce
MOVE ANY THREE GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
MOVE ANY THREE GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
MOVE ANY TWO GENERALS. Each General can move up to four spaces with 10 combat units.
Does not break a Truce
Play immediately after opponent has moved but before combat. Contrary to his expectations, his General only moved two spaces - return him to the second space he entered.If the Bad Weather card is played during a Naval Movement, the naval portion of the move is cancelled. The embarking force must return to its port and remain there for the balance of the round. This card can only be played against movement, not against interception, retreats, avoid battle, etc. The card must be played before the player conducts any naval combat die rolls or mountain pass attrition. If played against an army crossing a mountain pass or strait, the target army may not cross the mountain pass or strait if it needs to use its 3rd or 4th movement point to do so.
BAD WEATHER AND CAMPAIGN CARDS: If played during an opponent's Campaign card, it can be used to truncate the move of only one force and must be declared before another force moves as part of that Campaign. Also, the event affects the movement of the general and not the CUs (i.e., if the CUs are moved by two different generals, they can still be moved a total of four spaces).
Does not break a Truce
Play if attacked by Elephants. They have no effect on you and the Carthaginian player immediately loses two BCs.
Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
Note: CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
Cannot be used on Capua.
Does not break a Truce
If you use this card as an OC for Sea Movement and carry no more than 3 CUs plus a General, you do not have to roll on the Naval Combat Table if you embark or debark at either Brundisium, Croton, or Tarantum.The card seem to imply that CUs may move without generals - this is misleading. All naval movement requires the presence of a general.
The player playing the card may choose which army will roll for attrition.
The player playing the card may choose which army will roll for attrition.
Does not break a Truce
If you use this card as an OC to conduct a siege, you may roll twice on the Siege Table and use both results.Note: Treachery in the City is a dual use card as well (may be used both to move the army and implement its event).
The restriction on these cards are in effect until the start of the turn after the next reshuffling of the Strategy Deck (triggered by the Reshuffle card or when the Strategy Deck is exhausted). Players should place these cards near the map to remind them that they are in effect. These cards affect movement of CUs and not the placement of reinforcements. Generals without CUs may move in and out of Africa.
The restriction on these cards are in effect until the start of the turn after the next reshuffling of the Strategy Deck (triggered by the Reshuffle card or when the Strategy Deck is exhausted). Players should place these cards near the map to remind them that they are in effect. These cards affect movement of CUs and not the placement of reinforcements. Generals without CUs may move in and out of Africa.
This card can be played before any BCs have been played (both players may observe which card is pulled), or held in the hand to be played in any round of the battle.
Does not break a Truce
Play after your opponent moves an Army or CUs using Sea Movement. The force suffers Attrition and the die roll must be modified by +2.The Roman player may not observe how the Carthaginian fares in Naval Combat before deciding to play the Storm At Sea card - the card must be played before rolling the die for Naval Combat. The card seems to imply that CUs may move without generals, this is misleading--all naval movement requires the presence of a general. The attrition result has no affect on generals and if all CUs are eliminated in a storm at sea, then the general returns by himself to the port of embarkation.
Does not break a Truce
Move a General whose Strategy Rating is 1 up to six spaces.
Does not break a Truce
Move a General whose Strategy Rating is 1 or 2 up to six spaces.
Does not break a Truce
Move any General up to six spaces.A player may use the Force March 3 card to make a naval move in addition to moving that force three spaces overland. This card can be used to move a general by sea twice, each sea move costing the army 3 movement spaces. That general could then pick up and drop off CUs along the way.
Does not break a Truce
Neither player may enter a space containing an enemy CU or PC while the Truce lasts. The Truce ends when either player uses a Strategy Card as an event.
RESHUFFLE the Strategy Deck at the end of the turn.
No interceptions are allowed during a Truce. No siege attempts are allowed either but players may keep their armies outside the city walls to retain their accumulated siege points. A Truce has no affect on subjugation of green Tribes. No matter how the truce is played the deck is reshuffled at the end of the turn (the reshuffling does not break the Truce). Carthaginian Naval Movement is not affected by Roman Naval Supremacy during a Truce; however, Naval Movement can still be affected by Storms at Sea. If you have friendly units on enemy PC Markers when a Truce starts, your units may remain there. Enemy PC Markers underneath your units may not be converted and CUs on top of enemy PC Markers at the end of the turn still suffer attrition.
CARDS WHICH BREAK THE TRUCE:REINFORCEMENT CARDS: 5 Auxiliaries, 4 Recruits, African/Macedonian Reinforcements, Balearic Slingers, Mutin's Numidians, Siege Train, Slaves.
REVOLT CARDS: Sicilia, Corsica/Sardinia, Celtiberia, Numidia, Syracuse, Numidian Ally, Sophonisba, Grain Shortage, and Capua Sides with Carthage.
ATTRITION CARDS: Both Hostile Tribe cards (if the event is used), Pestilence, Epidemic, Mercenaries Desert.
POLITICAL EVENTS: both Diplomacy cards, Philip V of Macedon, "I have come...", both counsel cards (Cato/Hanno), and Senate Dismisses Proconsul.
SORTIES: Surprise Sortie, Tribal Resistance, Opposing Fleet Breaks Siege.
SPECIAL: Messenger Intercepted, Naval Victory