Term
2 currently routed units immediately recover |
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Definition
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Term
3 currently routed units immediately recover |
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Definition
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Term
Unit switches sides if contacted by commander, or an Elite or Heavy Armored unit |
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Definition
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Term
Unit switches sides if contacted by commander, or an Elite or Heavy Armored unit |
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Definition
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Term
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Definition
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Term
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Definition
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Term
Up to two units withdraw from melee 2 spaces |
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Definition
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Term
Up to two units withdraw from melee 2 spaces |
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Definition
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Term
Up to three units withdraw from melee 2 spaces |
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Definition
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Term
Up to three units withdraw from melee 2 spaces |
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Definition
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Term
Up to one legion withdraws from melee 4 spaces |
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Definition
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Term
Up to one legion withdraws from melee 2 spaces |
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Definition
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Term
Up to one legion backs up 5 spaces |
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Definition
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Term
Up to one legion backs up 5 spaces |
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Definition
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Term
Unit routs on first red hit |
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Definition
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Term
Unit routs on first red hit |
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Definition
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Term
Unit routs on first red hit |
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Definition
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Term
Unit routs on first red hit |
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Definition
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Term
Up to 3 units marked to move are repositioned 8 hexes before they move |
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Definition
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Term
Up to 3 units marked to move are repositioned 8 hexes before they move |
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Definition
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Term
Up to 3 units marked to move are repositioned 8 hexes before they move |
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Definition
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Term
Up to 3 units marked to move are repositioned 8 hexes before they move |
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Definition
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Term
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Definition
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Term
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Definition
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Term
As soon as ¼ force or more has been moved back any amount half the cavalry moves back the same amount. |
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Definition
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Term
As soon as ¼ force or more has been moved back any amount half the cavalry moves back the same amount. |
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Definition
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Term
As soon as any number of units move back any amount half the cavalry moves back the same amount. |
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Definition
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Term
As soon as any number of units move back any amount half the cavalry moves back the same amount. |
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Definition
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Term
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Definition
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Term
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Definition
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Term
Randomly mark ¼ force as immobile this turn |
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Definition
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Term
Randomly mark ¼ force as immobile this turn |
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Definition
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Term
Any entering units enter 5 spaces from point of desired entry |
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Definition
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Term
Any entering units enter 5 spaces from point of desired entry |
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
Half your force moves again |
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Definition
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Term
Half your force moves again |
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Definition
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Term
Half your force moves again |
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Definition
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Term
Half your force moves again |
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Definition
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Term
Immediately rout one unit contacted by your cavalry. |
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Definition
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Term
Immediately rout one unit contacted by your cavalry. |
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Definition
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Term
Immediately rout one unit contacted by your infantry. |
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Definition
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Term
Immediately rout one unit contacted by your infantry. |
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Definition
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Term
Immediately rout one unit contacted by your cavalry. |
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Definition
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Term
Immediately rout one unit contacted by your cavalry. |
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Definition
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Term
1d6 cavalry units can enter forest |
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Definition
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Term
1d6 cavalry units can enter forest |
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Definition
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Term
Cross rivers/creeks without penalty. |
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Definition
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Term
Cross rivers/creeks without penalty. |
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Definition
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Term
Unit graduates +1 CB for rest of game |
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Definition
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Term
Unit graduates +1 CB for rest of game |
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Definition
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Term
Any cavalry not in melee in site of a friendly routing unit can immediately move to within 2 hexes of it |
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Definition
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Term
Any cavalry not in melee in site of a friendly routing unit can immediately move to within 2 hexes of it |
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Definition
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Term
Any cavalry not in melee in site of a friendly routing unit can immediately move to within 2 hexes of it |
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Definition
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Term
Cross rivers/creeks without penalty. |
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Definition
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Term
Cross rivers/creeks without penalty. |
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Definition
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Term
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Definition
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Term
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Definition
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Term
Lose one light cavalry unit. |
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Definition
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Term
Lose one light cavalry unit. |
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Definition
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Term
Lose one heavy infantry unit. |
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Definition
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Term
Lose one heavy infantry unit. |
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Definition
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Term
Replace a Light Infantry with a Heavy Infantry. |
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Definition
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Term
Replace a Light Infantry with a Heavy Infantry. |
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Definition
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Term
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Definition
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Term
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Definition
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Term
Add 2 ballista batteries with chariot transports |
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Definition
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Term
Add 2 ballista batteries with chariot transports |
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Definition
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Term
Lose one light cavalry unit. |
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Definition
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Term
Lose one light cavalry unit. |
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Definition
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Term
Lose one heavy infantry unit. |
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Definition
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Term
Lose one heavy infantry unit. |
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Definition
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Term
Replace a Light Infantry with a Heavy Infantry. |
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Definition
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Term
Replace a Light Infantry with a Heavy Infantry. |
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Definition
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Term
Replace a light cavalry with a heavy cavalry. |
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Definition
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Term
Replace a light cavalry with a heavy cavalry. |
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Definition
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Term
Add 2 ballista batteries with chariot transports |
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Definition
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Term
Add 2 ballista batteries with chariot transports |
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Definition
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Term
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Definition
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Term
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Definition
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Term
Replace a cavalry with an elephant unit. |
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Definition
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Term
Replace a cavalry with an elephant unit. |
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Definition
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Term
Step back up to 4 units even if in melee. |
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Definition
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Term
Step back up to 4 units even if in melee. |
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Definition
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Term
Replace a light cavalry with a heavy cavalry. |
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Definition
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Term
Replace a light cavalry with a heavy cavalry. |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Card played by opponent is played on BOTH players |
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Definition
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Term
Card played by opponent is played on BOTH players |
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Definition
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Term
Card played by opponent is played on BOTH players |
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Definition
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Term
Card played by opponent is played on BOTH players |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Negate card played by opponent |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit and one neighbor unit pushed back from melee 2 hexes |
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Definition
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Term
Unit pushed back from melee 2 hexes |
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Definition
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Term
Unit pushed back from melee 2 hexes |
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Definition
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Term
Unit at conclusion of first round of melee MOVES THROUGH enemy in front facing to neighboring hex behind it with free facing change |
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Definition
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Term
Unit at conclusion of first round of melee MOVES THROUGH enemy in front facing to neighboring hex behind it with free facing change |
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Definition
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Term
Terrain Random 2 - Bridge/Crossing out 3 turns- Hill impassable 3 facings - Hill +1 TE each turn |
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Definition
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Term
Any units upon entering forest are suddenly attacked by an equal number of enemy light infantry in any front facing with skirmisher contingent 1 to 2- 3 hexes from rear facing |
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Definition
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Term
Any units upon entering forest are suddenly attacked by an equal number of enemy light infantry in any front facing with skirmisher contingent 1 to 2- 3 hexes from rear facing |
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Definition
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Term
Any units upon entering forest are suddenly attacked by an equal number of enemy light infantry in any front facing with skirmisher contingent 1 to 2- 3 hexes from rear facing |
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Definition
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Term
Any units upon entering forest are suddenly attacked by an equal number of enemy light infantry in any front facing with skirmisher contingent 1 to 2- 3 hexes from rear facing |
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
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Definition
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Term
The body of water in the game floods to widen it by two hexes all along its length, any bridge or crossing is out |
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Definition
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Term
The body of water in the game floods to widen it by two hexes all along its length, any bridge or crossing is out |
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Definition
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Term
The body of water in the game floods to widen it by two hexes all along its length, any bridge or crossing is out |
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Definition
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Term
The body of water in the game floods to create three 3-hex shape size bodie of water (pond) two hexes distant in a random direction from a random starting hex of the body of water. |
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Definition
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Term
The body of water in the game floods to create three 3-hex shape size bodie of water (pond) two hexes distant in a random direction from a random starting hex of the body of water. |
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Definition
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Term
The body of water in the game floods to create three 3-hex shape size bodie of water (pond) two hexes distant in a random direction from a random starting hex of the body of water. |
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Definition
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Term
Rain has made the entire field unsuitable for all mounted units that move no faster than 1/2 all the time. |
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Definition
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Term
Rain has made the entire field unsuitable for all mounted units that move no faster than 1/2 all the time. |
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Definition
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Term
Rain has made the entire field unsuitable for all mounted units that move no faster than 1/2 all the time. |
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Definition
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