History of the World Player Aid

Empires

Epoch

Order

Name

Strength

Starting Location

Has Capitol

Navigation

I

1

Egypt

5

Nile Delta

Yes

Red Sea, Eastern Med.

I

2

Minoans

4

Crete

Yes

Eastern Med.

I

3

Indus Valley

4

Lower Indus

Yes

None

I

4

Babylonia

4

Middle Tigris

Yes

None

I

5

Shang Dynasty

4

Yellow River

Yes

None

I

6

Aryans

5

Turanian Plain

No

None

II

1

Assyria

8

Upper Tigris

Yes

None

II

2

Chou Dynasty

6

Wei River

Yes

None

II

3

Vedic City States

6

Upper Indus

Yes

None

II

4

Greek City States

9

Morea

Yes

Black Sea, E. and W. Med.

II

5

Scythians

7

Caucasus

No

None

II

6

Carthaginia

8

Shatts Plateau

Yes

E. and W. Med.

II

7

Persia

15

Persian Plateau

Yes

Red Sea, Black Sea, E. Med.

III

1

Celts

8

Central Europe

No

None

III

2

Macedonia

15

Pindus

Yes

Red Sea, E. Med.

III

3

Maurya

10

Ganges Delta

Yes

None

III

4

Han Dynasty

12

Great Plain of China

Yes

S. China Sea, Sea of Japan

III

5

Hsiung-Nu

7

Mongolia

No

None

III

6

Romans

25

Southern Appennines

Yes

Red Sea, North Sea, E. & W. Med.

III

7

Sassanids

9

Zagros

Yes

None

IV

1

Guptas

8

Eastern Deccan

Yes

Bay of Bengal

IV

2

Goths

10

Danubia

No

None

IV

3

Huns

14

Western Steppe

No

None

IV

4

Byzantines

12

Balkans

Yes

Black Sea, E. & W. Med.

IV

5

T'ang Dynasty

11

Yangtze Kiang

Yes

Sea of Japan, S. China Sea

IV

6

Arabs

18

Arabian Peninsula

Yes

Red Sea

IV

7

Khmers

5

Mekong

Yes

S. China Sea

V

1

Franks

10

Northern Gaul

Yes

W. Med.

V

2

Vikings

9

Scandanavia

No

North Sea, W. Med., Atlantic

V

3

Holy Romans

10

Central Europe

Yes

None

V

4

Chola

8

Eastern Ghats

Yes

Bay of Bengal

V

5

Sung Dynasty

9

Szechuan

Yes

S. China Sea

V

6

Seljuk Turks

12

Turanian Plain

No

None

V

7

Mongols

20

Mongolia

No

Sea of Japan

VI

1

Ming Dynasty

10

Chekiang

Yes

Sea of Japan, S. China Sea

VI

2

Timurid Emirates

8

Turanian Plain

Yes

None

VI

3

Incas, Aztecs

2, 2

Northern Andes, Mexican Valley

Yes, Yes

None, None

VI

4

Ottoman Turks

15

Western Anatolia

Yes

Red Sea, Black Sea, E. Med.

VI

5

Portugal

10

Western Iberia

Yes

Atlantic+, Indian+

VI

6

Spain

15

Pyrenees

Yes

Atlantic+, Indian+

VI

7

Mughals

12

Ganges Valley

Yes

Bay of Bengal

VII

1

Russia

12

Northern European Plain

Yes

North Sea, Black Sea, Sea of Japan

VII

2

Manchu Dynasty

12

Manchurian Plain

Yes

Sea of Japan, S. China Sea

VII

3

Netherlands

8

Lower Rhine

Yes

Atlantic+, Pacific+, Indian+

VII

4

France

15

Western Gaul

Yes

Atlantic+, Pacific+, Indian+

VII

5

Britain

20

Albion

Yes

Atlantic+, Pacific+, Indian+

VII

6

United States

10

Appalachia

Yes

Caribbean

VII

7

Germany

10

Baltic Seaboard

Yes

Atlantic+, Pacific+, Indian+

Minor Empires

Epoch

Name

Strength

Location

Has Capital

Navigation

Pre I

Sumeria

4

Lower Tigris

Yes

None

I

Hittites

3

Eastern Anatolia

Yes

None

II

Phoenicia

3

Levant

Yes

E. & W. Med.

III

Mayans

2

Central America

Yes

None

IV

Anglo-Saxons

3

Baltic Seaboard

No

North Sea

V

Fujiwara

3

Hokaido

Yes

Sea of Japan

VI

Safavids

3

Persian Salt Desert

Yes

None

VII

Japan

5

Honshu

Yes

Sea of Japan

Other Event Cards

Name

# Available

Usable in Epochs

Description

Allies

2

I-VII

Play during turn. Two extra armies are available but only if they are used to expand into unoccupied Lands adjacent to Empire. Each army must be placed in its own vacant Land.

Civil Service

1

I-VII

Play before turn. If the active Empire has a Capital it may buy two extra units.

Engineering

1

I-VII

Play during turn. Two free forts are available for the active Empire's builds if that Empire has a Capital.

Population Explosion

1

I-VII

Play before turn. The active Empire may buy two additional armies.

Ship Building

1

I-VII

Play during turn. Two free fleets are available for the active Empire's builds if that Empire has Navigation. This card does not void an Empire's obligation to use a strength point to build a fleet.

Trade Bonus

1

I-VII

Play during turn. You may offer to trade with any player(s) of your choice. Each player who agrees gains one additional army for a currently-occupied Land. For each trading partner, gain one build for your active Empire. Any offer to trade requires play of this card whether accepted or not.

Civil War

2

II-VII

Play before turn. One army (of any type used by a past Empire) appears in each of three Lands of an existing enemy Empire. No Difficult Terrain rules apply to any battle in the Civil War. The rebel armies attack their respective Start Lands until victorious or defeated.

Crusade

1

V-VI

Play before turn. Three armies (of a type used by a past Empire) attack from the E. Med. with a +1 to their die rolls for Weaponry. Once ashore, these armies may attack into adjacent Lands. If Palestine is captured, place a City and fort therein. The E. Med. need not be under friendly control to use this card.

Elite Troops

2

I-VII

Play during turn. This Empire rolls three dice while attacking until it is defeated. After losing an army or fleet it may only roll two dice while attacking.

Jewish Revolt

1

II-VII

Play before turn. One army (of a type used by a past Empire) attacks Palestine using three dice. If the Land is conqured, place a City and fort therein. No Difficult Terrain rules apply.

Jihad

1

I-VII

Play during turn. This Empire uses three dice when attacking until it loses an army or fleet. Once defeated, it may only roll two dice while attacking. This Empire wins all tie die rolls while attacking until it loses its second army/fleet of the turn.

Empires Fortify

1

IV-VII

Play before turn. Place three forts in Lands still occupied by two past Empires. At least one fort must be placed in each Empire or the event is void.

Empires Revive

1

III-VII

Play before turn. Place a total of four free armies (of the same type used by those past Empires) in Lands currently occupied by two Empires. They may not attack or expand into vacant Areas. At least one army must be placed in each Empire or the event is void.

Rebellion

2

II-VII

Play before turn. One army (of a type used by a past Empire) appears in an enemy Land and attacks the armies in that Land using two dice. No Difficult Terrain rules apply, but the defender may still use any fort in the Land.

Treachery

3

I-VII

Play during turn. This card may be used once to automatically win all attacks in one Land during the current turn. Already lost battles cannot be voided by a declaration of Treachery. The card's use must be declared before any battles it will win are rolled.

Fanaticism

2

I-VII

Play during turn. This Empire wins all tied die rolls while attacking.

Leader

3

I-VII

Play during turn. This Empire uses three dice when attacking until it rolls triples. Any triples roll kills the Leader and returns the Empire to attacking with two dice.

Weaponry

2

I-VII

Play during turn. This Empire adds +1 to each of its die rolls while attacking.

Barbarians

3

I-VII

Play before turn. One army attacks out of a Barren Land into any adjacent Land. It continues to attack occupied lands adjacent to that Barren Land until it is destroyed. If it conquers all Lands adjacent to the Barren Land, it is destroyed. Conquest rules apply.

Black Death

1

VI

Play before turn. Two adjacent Areas of your choice must roll one die for each army therein. Each roll of "1" eliminates an army from the Land which rolled that "1."

Famine

1

I-VII

Play before turn. One Area of your choice must eliminate all armies in excess of one per Land.

Pestilence

1

I-VII

Play before turn. Any one Land of your choice must roll three dice for each army therein. Each Land adjacent to it must roll two dice for each army therein. Each army which rolls a "1" is eliminated.

Plague

1

I-VII

Play before turn. Any one Land of your choice must roll four dice for each army therein. Each army which rolls a "1" is eliminated.

Empire Fortifies

1

III-VII

Play before turn. Place two free forts in Lands still occupied by a past Empire

Empire Revives

1

III-VII

Play before turn. Place three free armies (of the same type used by a past Empire) in Lands currently occupied by that Empire. They may not attack or expand into vacant Areas.

Naval Supremacy

1

I-VII

Play during turn. The active Empire's fleets may attack with three dice and add +1 to each die roll.

Pirates

1

I-VII

Play during turn. One free fleet is available to place in any one Sea regardless of Navigation or adjacent friendly Lands. If without an adjacent friendly Land at the end of its turn it is automatically eliminated.

Siegecraft

1

III-VII

Play during turn. Forts have no effect versus the active Empire's attacks.

Surprise Attack

2

I-VII

Play during turn. The active Empire may void the defensive advantages of forts and Difficult Terrain in any one Land.

Kingdom in (Land)

5

II, III, IV-VII

Play before turn. Place one army (of a type used by a past Empire), City, and fort in the indicated Land. Any army already there must retreat. The Lands are: Upper Nile, Southern Iberia, Malay Peninsula, Gold Coast, and the Highlands.

N. American Migrants

1

II-VII

Play before turn. Place two armies (of a type used by a past Empire) in North America. They must occupy a vacant Land or Lands. They may not build Monuments or attack.

Sub-Saharan Migrants

1

II-VII

Play before turn. Place two armies (of a type used by a past Empire) in Sub-Saharan Africa. They must occupy a vacant Land or Lands. They may not build Monuments or attack.

Disaster

3

I-VII

Play before turn. This card destroys one Monument of the active player's choice. Any City or fort in that Land is destroyed. Any Capital in that Land is reduced to a City.

Disaster-Volcano

2

I-VII

Play before turn. This card destroys one Monument of the active player's choice in any Land containing Mountains. Any City or fort in that Land is destroyed. Any Capital in that Land is reduced to a City.

Disaster-Tidal Wave

1

I-VII

Play before turn. This card destroys one Monument of the active player's choice in any Land adjacent to a Sea/Ocean. Any City or fort in that Land is destroyed. Any Capital in that Land is reduced to a City.

Disaster-Fleets at Sea

1

I-VII

Play during turn. This card destroys all Fleets in one Sea of the Active player's choice.