I	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

I	Political

Mercenary troops.

Gain two extra pieces.

Play at start of turn.

I	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

I	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

I	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

I	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

I	Political

Ally.

Jump over your former empire and/or use its boats.

I	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

II	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

II	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

II	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

II	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

II	Political

Mercenary troops.

Gain two extra pieces.

Play at start of turn.

II	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

II	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

II	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

II	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

II	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

II	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

II	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

II	Political

Ally.

Jump over your former empire and/or use its boats.

II	Political

Ally.

Jump over your former empire and/or use its boats.

II	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

III	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

III	Political

Civil service,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

III	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

III	Political

Mercenary troops.

Gain two extra pieces.

Play at start of turn.

III	Political

Fanaticism.

+1 on combat rolls.

Play at start of turn.

III	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

III	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

III	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

III	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

III	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

III	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

III	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

III	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

III	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

III	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

III	Political

Hydraulic power, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

III	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

III	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

III	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

III	Political

Ally.

Jump over your former empire and/or use its boats.

III	Political

Ally.

Jump over your former empire and/or use its boats.

III	Political

Ally.

Jump over your former empire and/or use its boats.

III	Political

Hill forts, barbarians only.

Get a free fort in every space.

Play at start of turn.

III	Political

Hill forts, barbarians only.

Get a free fort in every space.

Play at start of turn.

III	Political

Wall builders, non-barbarian.

Get 1d6 free forts at the edge of your empire.

Play at end of turn.

III	Political

Wall builders, non-barbarian.

Get 1d6 free forts at the edge of your empire.

Play at end of turn.

III	Political

Wall builders, non-barbarian.

Get 1d6 free forts at the edge of your empire.

Play at end of turn.

III	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

III	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

III	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

III	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

IV	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

IV	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

IV	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

IV	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

IV	Political

Coinage, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

IV	Political

Hydraulic power, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

IV	Political

Hill forts, barbarians only.

Get a free fort in every space.

Play at start of turn.

IV	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

IV	Political

Civil service,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

IV	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

IV	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

IV	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

IV	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

IV	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

IV	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

IV	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

IV	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

IV	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

IV	Political

Mercenary troops.

Gain two extra pieces.

Play at start of turn.

IV	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

IV	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

IV	Political

Ally.

Jump over your former empire and/or use its boats.

IV	Political

Ally.

Jump over your former empire and/or use its boats.

IV	Political

Ally.

Jump over your former empire and/or use its boats.

IV	Political

Fanaticism.

+1 on combat rolls.

Play at start of turn.

IV	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

IV	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

IV	Political

Wall builders, non-barbarian.

Get 1d6 free forts at the edge of your empire.

Play at end of turn.

V	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

V	Political

Ally.

Jump over your former empire and/or use its boats.

V	Political

Ally.

Jump over your former empire and/or use its boats.

V	Political

Ally.

Jump over your former empire and/or use its boats.

V	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

V	Political

Hydraulic power, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

V	Political

Wall builders, non-barbarian.

Get 1d6 free forts at the edge of your empire.

Play at end of turn.

V	Political

Fanaticism.

+1 on combat rolls.

Play at start of turn.

V	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

V	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

V	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

V	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

V	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

V	Political

Mercenary troops.

Gain two extra pieces.

Play at start of turn.

V	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

V	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

V	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

V	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

V	Political

Civil service,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

V	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

V	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

V	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

V	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

V	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

V	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

VI	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

VI	Political

City builders, non-barbarian.

Build a city for every three lands occupied.

Play at end of turn.

VI	Political

Civil service,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

VI	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

VI	Political

Mercenary troops.

Gain one extra piece.

Play at start of turn.

VI	Political

Ally.

Jump over your former empire and/or use its boats.

VI	Political

Ally.

Jump over your former empire and/or use its boats.

VI	Political

Fanaticism.

+1 on combat rolls.

Play at start of turn.

VI	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

VI	Political

Hydraulic power, non-barbarian.

Monuments only cost one resource to build.

Play at start of turn.

VI	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

VI	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

VI	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

VI	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

VI	Political

Evangelism, non-barbarian.

Convert one adjacent empire that is at least 2 years old.

Play at end of turn.

VI	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

VI	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

VI	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

VI	Political

Empire fortifies.

Gain 2 free forts in a former empire.

Play at start of turn.

VI	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

VII or VIII	Political

Civil service,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

VII or VIII	Political

Fanaticism.

+1 on combat rolls.

Play at start of turn.

VII or VIII	Political

Improved agriculture,

non-barbarian.

Gain two extra pieces.

Play at start of turn.

VII or VIII	Political

Ally.

Jump over your former empire and/or use its boats.

VII or VIII	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

VII or VIII	Political

Trade, non-barbarian.

Get an extra capital where you meet each of your former empires.

Play at end of turn.

VII or VIII	Political

Ally.

Jump over your former empire and/or use its boats.

VII or VIII	Political

Population explosion.

+1 to recruitment roll.

Play at start of turn.

VII or VIII	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

VII or VIII	Political

Conscription, non-barbarian.

Gain one extra piece for every 6 recruited. Minimum of one.

Play at start of turn.

VII or VIII	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

VII or VIII	Political

Empire revives.

A former empire gains 1d6 pieces which can move and attack.

Play before turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Engineering, non-barbarian.

Gain two free forts.

Play at end of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Ship building.

Gain two free boats.

Play at start of turn.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

Any	Political

Treachery.

Automatic victory in any battle.

Play instead of rolling.

860 BC-110 BC	Political

Special resource [timber]

non-barbarian.

Capturing Dnieper allows you to build a monument.

860 BC-110 BC	Political

Special resource [timber]

non-barbarian.

Capturing Dnieper allows you to build a monument.

860 BC-110 BC	Political

Special resource [trade routes]

non-barbarian.

Capturing Southern Appennines allows you to build a monument.

860 BC-110 BC	Political

Special resource [trade routes]

non-barbarian.

Capturing Southern Appennines allows you to build a monument.

330-820	Political

Special resource [silk route]

non-barbarian.

Capturing Turanian Plain allows you to build a monument.

330-820	Political

Special resource [silk route]

non-barbarian.

Capturing Turanian Plain allows you to build a monument.

0-980	Political

Special resource [silk]

non-barbarian.

Capturing Szechuan allows you to build a monument.

0-980	Political

Special resource [silk]

non-barbarian.

Capturing Szechuan allows you to build a monument.

1080-1230	Political

Special resource [holy sites].

Capturing Palestine allows you to build a monument.

1080-1230	Political

Special resource [holy sites].

Capturing Palestine allows you to build a monument.

1450-1750	Political

Special resource [slaves]

non-barbarian.

Capturing Gold Coast allows you to build a monument.

1450-1750	Political

Special resource [slaves]

non-barbarian.

Capturing Gold Coast allows you to build a monument.

1600-1800	Political

Special resource [tea]

non-barbarian.

Capturing Ceylon allows you to build a monument.

1600-1800	Political

Special resource [coffee]

non-barbarian.

Capturing West Indies allows you to build a monument.

1320-end	Political

Resources Deplete. MUST PLAY

Southern Iberia and Central Europe no longer count as resource centers.

1320-end	Political

Resources Deplete. MUST PLAY

Southern Iberia and Central Europe no longer count as resource centers.

1320-end	Political

Resources Deplete. MUST PLAY

Southern Iberia and Central Europe no longer count as resource centers.

1750-end	Political

Special resource [ suez canal]

non-barbarian.

Capturing Nile Delta allows you to build a monument.

1750-end	Political

Special resource [coal]

non-barbarian.

Capturing Lower Rhine allows you to build a monument.

1750-end	Political

International trade, non-barbarian.

Get a free city on every land you take via ocean.

1750-end	Political

International trade, non-barbarian.

Get a free city on every land you take via ocean.

1750-end	Political

Improved Steel.

+1 to all combat rolls against

pre-1750 empires.

1750-end	Political

Improved Steel.

+1 to all combat rolls against

pre-1750 empires.

1750-end	Political

Special resource [coal]

non-barbarian.

Capturing Appalachia allows you to build a monument.