1. Trade: If your armory is on the board, you may gain three power instead of one.
  2. Bolster: If your monument is on the board, you may gain three popularity instead of one.
  3. Trade: You may resolve this action twice. You must pay each time. Pay $1 to gain resources or popularity. Then do it again.
  4. Bolster: You may resolve this action twice. You must pay each time. Pay $1 to gain power or combat card(s). Then do it again.
  5. Produce: You may resolve this action twice. You must pay each time. Pay the normal cost to produce resources. Then do it again.
  6. Trade: If you gain two resources, you may gain two additional resources on the same territory. Place any combination of four resources on a territory with at least one of your workers.
  7. Trade: If you gain popularity, you may gain two additional popularity. Gain three (or four, if upgraded) popularity.
  8. Bolster: If you gain power, you may gain two additional power. Gain four (or five, if upgraded) power.
  9. Bolster: If you draw combat card(s), you may draw two additional combat cards. Draw three (or four, if upgraded) combat cards.
  10. Move/Gain: If you gain money, you may gain $2 more. Gain $3 (or $4, if upgraded).
  11. Produce: On every territory where you produce food, you may produce two additional food. You may produce the extra food on more than one territory.
  12. Produce: On every territory where you produce metal, you may produce two additional metal. You may produce the extra metal on more than one territory.
  13. Produce: On every territory where you produce wood, you may produce two additional wood. You may produce the extra wood on more than one territory.
  14. Produce: On every territory where you produce oil, you may produce two additional oil. You may produce the extra oil on more than one territory.
  15. Produce: On one territory where you produce resources (not workers), you may produce an additional resource of the same type. Choose one territory and produce an additional resource of the same type as those produced on that territory.
  16. Produce: On one territory where you produce a worker, you may produce an additional worker for the cost of one popularity. You may only do this once.
  17. Produce: If your mill is on the board, it produces up to three resources instead of one. If the mill doesn’t produce resources (because there are enemy unit(s) on the territory), this power does not apply.
  18. Produce: You may produce on a territory twice. This counts as two of your allotted territories. If your produce action is upgraded, you may produce on one other territory in addition to the territory that you produce on twice.
  19. Produce: You may place resources you produce on any territories. (Lakes and the factory are territories. Home bases are not.) You may place them on the same territory or different territories. You may place them on territories you don’t control, even territories controlled by other players.
  20. Trade: If you gain resources, you may place them on any territories. (Lakes and the factory are territories. Home bases are not.) You may place them on the same territory or different territories. You may place them on territories you don’t control, even territories controlled by other players.
  21. Trade: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is. You may only do this once per turn.
  22. Bolster: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is. You may only do this once per turn.
  23. Produce: After resolving this action, you may resolve a top-row action on a different column. Leave your action token where it is. You may only do this once per turn.
  24. Trade: You may gain $1 instead of paying $1. Instead of paying the cost of this action, you may gain $1.
  25. Bolster: You may gain $1 instead of paying $1. Instead of paying the cost of this action, you may gain $1.
  26. Produce: You do not have to pay any of the costs. You do not have to pay power, popularity, nor $1.
  27. Trade: You may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  28. Bolster: After resolving this action, you may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  29. Produce: You may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  30. Move/Gain: After resolving this action, you may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  31. Move/Gain: On your turn, after every battle, you may draw two combat cards and then discard one of them. You may not discard combat cards that you had at the beginning of your turn.
  32. Move/Gain: On your turn, after every battle, you may keep one of the combat cards that you used.
  33. Move/Gain: On your turn, whenever you lose a battle, you may draw three combat cards (instead one one), even if you didn’t use any power.
  34. Bolster: Before you resolve this action, you may draw as many combat cards as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may draw 1 combat card, if it is between 7 and 12, you may draw 2 combat cards, and if it is above 12, you may draw 3 combat cards.
  35. Trade: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
  36. Bolster: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
  37. Produce: Before you pay for this action, you may gain as many dollars as the tier of your popularity level, 1, 2, or 3. If your popularity is between 0 and 6, you may gain $1, if it is between 7 and 12, you may gain $2, and if it is above 12, you may gain $3.
  38. Trade: After completing this action you may resolve any bottom-row action. Leave your action token where it is. You may only resolve one bottom-row action per turn.
  39. Bolster: After completing this action you may resolve any bottom-row action. Leave your action token where it is. You may only resolve one bottom-row action per turn.
  40. Produce: After completing this action you may resolve any bottom-row action. Leave your action token where it is. You may only resolve one bottom-row action per turn.
  41. Trade: Before you resolve this action, you may pay $5 to gain 5 power. You may not pay less than $5 to gain power.
  42. Bolster: Before you resolve this action, you may pay $5 to gain 5 power. You may not pay less than $5 to gain power.
  43. Produce: Before you resolve this action, you may pay $5 to gain 5 power. You may not pay less than $5 to gain power.
  44. Move/Gain: If you move units, you may move one of those units an additional time for the cost of $1. If your speed mech (the rightmost mech) is deployed, you may move one unit three times. per turn
  45. Move/Gain: If you have deployed your speed mech, and you have upgraded your move action, you may move up to four units one time each. If you do this, you may not move any units twice. The speed mech is the rightmost mech.
  46. Move/Gain: When you trigger an encounter, draw two cards and discard one. You may only choose one option (unless your faction is Polonia) on one card.
  47. Move/Gain: When you resolve an encounter, you may pay $2 less for the middle option and/or 2 less popularity for the bottom option. The minimum is zero. (You do not get a refund if the result is less than zero.)
  48. Move/Gain: After resolving an encounter, you may pay 2 popularity to draw another encounter card and resolve it. You may only choose one option on each card (unless your faction is Polonia).
  49. Move/Gain: If you get an encounter card you don’t like, you may discard it and draw another one. You may do this up to two times. So you may see up to three cards. Once you discard a card, you may not use it.
  50. Move/Gain: After you resolve an encounter, you may pay 2 popularity to keep the card. Then, the next time you select this action, at the beginning of your turn, you may resolve the encounter again. After resolving the encounter for the second time, discard the encounter card.
  51. Move/Gain: If you only move one unit, you may gain 2 power before moving.
  52. Move/Gain: At the end of every battle, if you spent any power, you may get one back. If you didn’t spend any power, this does not apply, even if you used a combat card. It is possible to gain more than one power on a single turn.
  53. Move/Gain: You may increase your power by one before each battle on a territory next to a lake. It is possible to gain more than one power on a single turn.
  54. Move/Gain: You may increase your power by one before each battle on a territory next to a tunnel (not a mine). It is possible to gain more than one power on a single turn.
  55. Move/Gain: Before each battle, you may decrease your popularity by 1 or 2 to gain the same amount of power. It is possible to do this more than once on a single turn.
  56. Move/Gain: At the beginning of your turn, you may increase your power by one. You may only do this once per turn.
  57. Move/Gain: When you attack, you may use one additional combat card with a value of 2. This means you may use one more combat card than normal as long as at least one of them is a 2. It is possible to do this more than once on a single turn.
  58. Move/Gain: In every battle where you would normally be able to use only one combat card, you may use two. If you can use more than one combat card, this power doesn’t apply.
  59. Move/Gain: You may pass on this action, and then on the following turn, resolve this action twice. Passing means doing nothing on the top-row action. If you do this, you may still do the bottom-row action, but only once on each turn. Do not move your action token on both turns. (After the first turn, you might lay your action token on its side to remind you that you are using this power.)
  60. Move/Gain: If you are entitled to a factory card, before choosing one, you may draw two additional factory cards, keep one, and then discard any two of the remaining cards. You draw cards from those that are out of play, and the discarded cards are then out of play. You may discard cards that were originally in the set.
  61. Move/Gain: Instead of resolving this action, you may place your speed mech on the board for the cost of 2 metal. The speed mech is the rightmost mech. You must place the mech on a territory where you have a worker.
  62. Move/Gain: Before you resolve this action, you may change one of your mech powers by moving a mech that hasn’t been deployed to an uncovered mech’s space. The power on the space that the mech moves from now becomes available, and the power on the space it moves to is no longer available.
  63. Move/Gain: Your character may carry workers and mechs, and your mechs may carry mechs and your character. This means any number of your mechs and character may move together, and then any of them (but not all of them) may move again.
  64. Move/Gain: Your mechs have the same powers as your character. They can draw encounter cards and factory cards. Your mechs must stop when they move to an encounter token (just like the character).
  65. Move/Gain: If you move and do not attack anyone, you may set your power to 7. If your power is greater than 7, you don’t have to move it down.
  66. Move/Gain: You do not lose popularity for forcing opponents’ worker(s) to retreat, even if you don’t have a battle on their territory. If you are playing Polonia, discard this card and draw another one. If you move into a territory that only has opponents’ workers, or you win a battle against an opponent with workers, you don’t lose any popularity.
  67. Move/Gain: One of your units may cross one lake that has no opponents’ units on it. It may not stop on the lake. If your faction is Polonia, Nordic, or Togawa, discard this card and draw another one. You may only do this once per turn.
  68. Move/Gain: After you deploy your riverwalk mech, you may cross rivers to any type of territory that is not a lake. If your faction is Togawa, discard this card and draw another one. The riverwalk mech is the leftmost mech. Home bases are not territories.
  69. Move/Gain: On each turn, one teleportation move (such as a move through a tunnel) doesn't count as one of your moves. You may only do this once per turn. For example, a unit could move through a tunnel and them move again (twice if the speed mech is deployed). Mine moves and Polonia's, Crimea's, Saxony's, and Rusviet's second mech powers and Albion's and Togawa's fourth mech powers count as teleports.
  70. Move/Gain: On one move, you may pass through one territory that has an opponent’s units without stopping. Those units do not retreat to their home base, and you don’t lose popularity if there are workers there. You may only do this once per turn.
  71. Move/Gain: For you, the 3 on the combat dial is an 8. If you use it, you must pay 8 power.
  72. Move/Gain: At the end of this action, if the factory is empty, place a star on it. If your character is there at the end of your turn, place that star on the Triumph Track as a combat star. There must be no units, resources, or stars on the factory. Your opponents cannot affect your star, but if an opponent’s units are on the factory with your star, you must win a battle against them. If you do, and you have no combat stars, you get two of them, one from the factory, and one from your player mat. You still may not get more than two combat stars. You may remove your star from the factory at any time, even on another player's turn.
  73. Upgrade: You may take $2 more. You gain the money you normally would plus $2 more.
  74. Deploy: You may take $2 more. You gain the money you normally would plus $2 more.
  75. Build: You may take $2 more. You gain the money you normally would plus $2 more.
  76. Enlist: You may take $2 more. You gain the money you normally would plus $2 more.
  77. Upgrade: You may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  78. Deploy: You may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  79. Build: You may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn.
  80. Enlist:At the end of your turn, you may draw three combat cards and then discard two of all of your combat cards. You may discard combat cards that you had at the beginning of your turn. If you gain cards via the ongoing enlistment bonus and/or the one-time enlistment bonus for cards, you may discard them.
  81. Upgrade: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain the enlistment bonus, you do so before paying.
  82. Build: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain the enlistment bonus, you do so before paying.
  83. Enlist: At the end of your turn, you may pay power and popularity to gain the same amount of money, up to $4. For example, you could pay one power and two popularity to gain $3. If you gain the one-time enlistment bonus, you do so before paying.
  84. Upgrade: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity. If you gain the enlistment bonus, you do so before paying.
  85. Deploy: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity.
  86. Build: At the end of your turn, you may trade up to 5 popularity for the same amount of power or vice versa. For example, you could pay two power and gain two popularity. If you gain the enlistment bonus, you do so before paying.
  87. Upgrade: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa. For example, you could pay two power and gain $2. If you gain the enlistment bonus, you do so before paying.
  88. Deploy: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa. For example, you could pay two power and gain $2. If you gain the enlistment bonus, you do so before paying.
  89. Enlist: At the end of your turn, you may trade up to $5 for the same amount of power or vice versa. For example, you could pay two power and gain $2. If you gain the one-time enlistment bonus, you do so before paying.
  90. Deploy: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa. For example, you could pay two popularity and gain $2. If you gain the enlistment bonus, you do so before paying.
  91. Build: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa. For example, you could pay two popularity and gain $2. If you gain the enlistment bonus, you do so before paying.
  92. Enlist: At the end of your turn, you may trade up to $5 for the same amount of popularity or vice versa. For example, you could pay two popularity and gain $2. If you gain the one-time enlistment bonus, you do so before paying.
  93. Upgrade: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 2 and gain $2.
  94. Deploy: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 2 and gain $2.
  95. Build: You may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 2 and gain $2.
  96. Enlist: At the end of your turn, you may discard one combat card to gain as many dollars as the value of the card. For example, you could discard a combat card with a value of 2 and gain $2. If you gain cards via the ongoing enlistment bonus and/or the one-time enlistment bonus for cards, you may discard them.
  97. Upgrade: You may reduce the cost by one oil.
  98. Deploy: You may reduce the cost by one metal.
  99. Build: You may reduce the cost by one wood.
  100. Enlist: You may reduce the cost by one food.
  101. Upgrade: You may draw one combat card.
  102. Deploy: You may gain one power.
  103. Build: You may gain one popularity.
  104. Enlist: You may gain one popularity.
  105. Upgrade: If you have enlisted this action’s recruit, you may gain 3 power instead of 1.
  106. Deploy: If you have enlisted this action’s recruit, you may gain $3 instead of $1.
  107. Build: If you have enlisted this action’s recruit, you may gain 3 popularity instead of 1.
  108. Enlist: If you have enlisted this action’s recruit, you may draw 3 combat cards instead of 1.
  109. Upgrade: Before or after doing the upgrade action, you may move one of your cubes to an empty space on the same row. You may only do this once per turn. You get this move in addition to the normal upgrade. The extra move cannot be from a top-row action to a bottom-row action or vice versa.
  110. Deploy: You may place your new mech on a territory adjacent to any of your units that is not occupied by any opponent’s units. You cannot place it on a territory where you have a combat unit but no workers if it is not adjacent to a territory where you have a unit. But, for example, if two mechs are on adjacent territories, there are no workers on those territories, and you have no units on any adjacent territories, you may place your new mech on either of those two territories.
  111. Build: You may place your new structure on a territory adjacent to any of your units that is not occupied by any opponent’s units. You cannot place it on a territory where you have a combat unit but no workers if it is not adjacent to a territory where you have a unit. But, for example, if two mechs are on adjacent territories, there are no workers on those territories, and you have no units on any adjacent territories, you may place your new structure on either of those two territories.
  112. Enlist: After moving your recruit, you may take the one-time bonus twice. The one-time bonuses are on your upper player mat where you place your recruits.
  113. Build: You may build on a territory that already has a structure. A territory with more than one players’ structures is not controlled unless there are units there. You may build more than one structure on the same territory.
  114. Deploy: At the end of your turn, if you have no combat cards, you may draw four and discard three of them.
  115. Upgrade: Instead of paying for an upgrade, you may gain 2 oil. If you do, you may not upgrade. You still get the money and the enlistment bonus.
  116. Deploy: Instead of paying for the deployment, you may gain 2 metal. If you do, you may not deploy a mech. You still get the money and the enlistment bonus.
  117. Build: Instead of paying for the build, you may gain 2 wood. If you do, you may not build a structure. You still get the money and the enlistment bonus.
  118. Enlist: Instead of paying for the enlistment, you may gain 2 food. If you do, you may not enlist a recruit. You still get the money and the enlistment bonus.
  119. Upgrade: After you get an upgrade, you may pay 4 oil to get another upgrade. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
  120. Deploy: After you deploy a mech, you may pay 4 metal to deploy another mech. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
  121. Build: After you build a structure, you may pay 4 wood to build another structure. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
  122. Enlist: After you enlist a recruit, you may pay 4 food to enlist another recruit. You may not repeat any of the other bonuses. The other bonuses are the money and the enlistment bonus.
  123. Factory Move: If you have deployed your speed mech, and you have upgraded your move action, you may move one unit up to four times. The speed mech is the rightmost mech.

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Last updated: 5/17/25
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