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. |