Base Game Card List

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Clash of Shields

Issue an order to all units adjacent to the enemy. Units will battle with 2 additional dice in close combat. Units may not move before they close combat but may take a momentum advance after a successful close combat and may battle again when eligible with normal battle dice.

Coordinated Attack

Issue orders to one unit and/or leader in each section.

Counter Attack

Issue the same order instructions as just played by your opponent. Section cards and Inspired Leadership cards when countered, the right action becomes left, the left action becomes right. Leadership any section when countered, must be ordered in the same section as played by your opponent.

Darken the Sky

All ranged weapons may fire twice. No movement – only fire. Each Ranged Combat is resoved seperately.
If you do not have any ranged weapons, order 1 unit of your choice.

Double Time

Issue an order to 4 or less foot units in a block (adjacent linked hexes). All Light units (including auxilia) may move 2 hexes and may engage in close combat. Medium and heavy units may move 2 hexes and may still engage in close combat. Warrior units may move 2 or 3 hexes, but must engage in close combat (only if moved 3). Ordered units may not fire.
If you do not have any foot units, order 1 unit of your choice.

First Strike

Play this card after opponent declares a close combat, but before he rolls his dice. Your opponent will battle first. If opponent's unit is not eliminated or retreats, it may fight back. At the end of the turn, draw a command card first.

I Am Spartacus

Roll dice equal to command. For each unit symbol rolled one unit of this type is ordered and a leader symbol orders any unit or a leader. Units may be ordered in any section. Ordered units battle with 1 additional die this turn.
Reshuffle Deck and Discards.

Inspired Centre Leadership

Issue an order to units under one leader's command in the centre section (leader's box and 4 adjacent linked hexes) or order one unit of your choice.

Inspired Left Leadership

Issue an order to units under one leader's command in the left section (leader's box and 4 adjacent linked hexes) or order one unit of your choice.

Inspired Right Leadership

Issue an order to units under one leader's command in the right section (leader's box and 4 adjacent linked hexes) or order one unit of your choice.

Leadership any Section

Issue an order to units under one leader's command (leader's box and 3 adjacent linked hexes) or order one unit of your choice.

Line Command

Issue an order to a block of foot units. The block must be formed from foot units that are all in adjacent linked hexes. Units in the block may only move one hex. After movement, the ordered units may engage in either ranged fire or close combat, if eligible. Ordered units may take a momentum advance after a successful close combat and may battle again, where eligible.
If you do not have any foot units, order 1 unit of your choice.

Mounted Charge

Issue an order to mounted units equal to command. Units which close combat battle with 1 additional die during the entire turn. Heavy cavalry units may move three hexes and still battle. Units may not fire.
If you do not have any mounted units, order 1 unit of your choice.

Move-Fire-Move

Order light foot and light mounted units equal to command. Units may move, may then fire and then may move again. All units moving first must do so before any fire. After all ranged fire, units may move again. No battle is possible after the second move (whether taken or not). Light foot may move through a friendly unit.
If you do not have any light units, order 1 unit of your choice.

Order Four Units Centre

Issue an order to four units and/or leaders in the center section.

Order Four Units Left

Issue an order to four units and/or leaders in the left section.

Order Four Units Right

Issue an order to four units and/or leaders in the right section.

Order Heavy Troops

Issue an order to heavy foot and heavy mounted units equal to Command.
If you do not have any heavy units, order 1 unit of your choice.

Order Light Troops

Issue an order to light foot and light mounted units equal to Command. Light foot may move through a friendly unit.
If you do not have any light units, order 1 unit of your choice.

Order Medium Troops

Issue an order to medium foot and medium mounted units equal to Command.
If you do not have any medium units, order 1 unit of your choice.

Order Mounted

Issue an order to mounted units and/or leaders equal to command.
If you do not have any mounted units, order 1 unit of your choice.

Order Three Units Centre

Issue an order to three units and/or leaders in the center section.

Order Three Units Left

Issue an order to three units and/or leaders in the left section.

Order Three Units Right

Issue an order to three units and/or leaders in the right section.

Order Two Units Centre

Issue an order to two units and/or leaders in the center section.

Order Two Units Left

Issue an order to two units and/or leaders in the left section.

Order Two Units Right

Issue an order to two units and/or leaders in the right section.

Out Flanked

Issue an order to two units and/or leaders in both the left and right sections.

Rally

Roll dice equal to command. For each unit type or leader symbol rolled, one unit block, in a leader's hex or in an adjacent hex is rallied (place a lost block back onto the hex with the unit). Rallied units are ordered and may move and battle. Elephant and chariot units may not be rallied.
If you do not have any leaders, order 1 unit of your choice.

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Base Game Scenarios

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