Tanto Monta Card Manifest

Number Title Card Type CP Turn of Entry Removed After Event Text
Number Title Card Type CP Turn of Entry Removed After Event Text
1 The Alhambra of Granada Home 5 1 No Add any combination of 4 units -- either cavalry or regulars -- to Nasrid home spaces. -OR- As a Nasrid defender of an assault, force the attacker to reroll his attack with three fewer dice (even if that drops the assault to zero dice). Play after seeing both sides rolls. -OR- Gain 1 VP if you control Granada.
2 Sultanate of Fez Home 5 1 No Add 1 cavalry, 1 regular unit and 2 militias. Advance your influence marker with a minor power by one level in any track other than the Papacy. You may now resolve the diplomatic status of another minor (using the procedure where all powers compete regardless of their influence, 21.6 Step 1a). -OR- Declare war on one major power during this impulse at no CP cost (see 9.4 for restrictions). If the declaration of war is not against Spain, take 4 CP of actions as well.
3 Overseas Kingdom Home 5 1 No Add 2 militias and 1 naval squadron to home spaces. Add 1 Nao. Then conduct 2 naval moves. -OR- Add 3 militia or 1 cavalry to any com- bination of unbesieged spaces that you control (they do not need to be home spaces). Take 2 CP of actions.
4 Joanna la Beltraneja Home 5 1 No Choose a collection of Beltranejos home spaces that fall into one of these categories, either (A) controlled spaces you occupy containing no enemy units or (B) controlled spaces that are completely unoccupied. Then roll one die for each space in the selected group to see if you can add a unit to that space. On a roll of 6, add a regular. On a roll of 5, add a militia. Reroll if a 4. Rolls of 1 to 3 are misses. Then take 4 CP of actions. -OR- Gain 1 VP if the Beltranejos control a home key.
5 Tanto Monta, Monta Tanto Home 6 (5) 1 No Move Ferdinand to any controlled home space of Aragon or Castile free of unrest and enemy units. Take 5 CP of actions. -OR- If Isabella is alive, retrieve a card from the discard pile, playing or holding that card (see 6.2, Discard Pile for restrictions).
6 Seed of an Empire Home 5 1 No Add 5 land or naval units of any type to home spaces. More than 1 regular can be recruited but otherwise these units cannot contain more than 1 unit of each type. Up to 3 of the units may be placed in a space in the Canary Islands that is either a controlled port or that contains a Castilian leader not under siege.
7 Crown of Aragon Home 5 1 No Move a single-leader Spanish formation from a Spanish home key to a controlled space using the rules for Spring Deployment. This special deployment may cross any number of Mediterranean sea zones and ignores the presence of naval units of other powers. Take 2 CP of actions. -OR- Add 4 land units of any type to home spaces. More than 1 regular can be recruited but otherwise these units cannot contain more than 1 unit of each type.
8 Power of the Crown Home 5 1 No Advance the loyalty of 1 noble house by 1 level. Add 2 regulars and 1 cavalry to any combination of home spaces or foreign war cards. -OR- Play as a response to cancel play of the Home Card Tanto Monta, Monta Tanto if it was played to retrieve a card from the discard pile.
9 Council of the Principality Home 5 1 No If Barcelona is controlled by the Principality of Catalonia, the French player draws a card and takes 3 CP of actions. -OR- Add 1 cavalry, 1 regular, and 3 militias to unbesieged home spaces that you control.
10 The Rise of France Home 5 2 No Add 1 cavalry and either 1 regular or 2 militias to a space containing one of your leaders (space need not be controlled, does not need to be a home space, and may be under siege if you end up with 4 or fewer units in the space). -OR- Move a single-leader formation from a French home key to a controlled space using the rules for Spring Deployment. The path may freely cross one pass. During this move and for the rest of the turn treat all simple unfortified spaces under in- dependent control in Italy and spaces controlled by the Papacy as allied spaces (for all purposes except for control of them, if France are at war with the Papacy). Take 2 CP of actions.
11 Portuguese Explorations Home 5 3 No Add 1 naval squadron to a home space. Add 2 Naos (one may be placed in a settlement if desired). Then conduct 2 naval moves. -OR- Choose any one resource from a settlement you control and move it directly to your Player Card. Then select two ocean zones where you have settlements: randomly choose a resource from among the settlements you control in these two zones and move it directly to your Player Card. Fill both these settlements back up with resources. Take 3 CP of actions.
12 Barbary Pirates of Tlemcen Home 5 4 No Gain up to 7 CP that may only be used to construct corsairs, conduct naval moves and/or undertake piracy actions on either the Main (no piracy markers placed) or the Exploration Map. -OR- Add 2 regulars or 3 militias to a home space of the North African Alliance.Take the Tlemcen caravan resource directly to your Player Card and fill its space with a new caravan resource.
13 Emperor Maximilian of Austria Mandatory 3 1 Yes* Maximilian helps France's enemies: Burgundy, Brittany, Metz and/or Milan, see 20.7. He also increases the cost of the Treaty of Senlis (1493) for France. (If you are France, this event is executed by the Spanish player). Remove from deck if played on Turn 5 or later
14 Portugal, Master of the Atlantic Mandatory 3 1 No Portugal gains VP based on control of the Atlantic ports of the Sultanate of Fez. 5 ports: gain 3 VP. 4 ports: gain 2 VP. If 3 ports, roll a die: “4” or higher gain 1 VP; “3” or less draw a card from the deck. See 20.3 for a list of ports.
15 Sixtus IV, Pope Mandatory 3 1 Yes Paul II dies. Place this card as the new Papal ruler on the map. Resolve control of the Papacy and apply the effects listed in 21.7. Affinity: 3 Neutral (Muslim), 1 Portugal Required by Winter of Turn 1
16 War Against Burgundy Mandatory 3 1 Yes* Place on this card 7 Burgundian units (use Independent counters). France must remove 6 to 10 units from the map and 1 leader (if desired) and place them on this Foreign War card (20.9). Place a -1 Card marker on the French player card while the war continues. France gains 1 VP when the war is won. Remove from deck if the war is completed for a second time
17 War in Brittany, Mad War Mandatory 3 1 Yes* Place on this card 5 Breton units (use Independent counters). France must remove 5 to 8 units from the map and 1 leader (if desired) and place them on this Foreign War card (20.9). Place a -1 Card marker on the French player card while the war continues. Spain may intervene by adding militias (20.9). France gains 1 VP when the war is won. Remove from deck if the war is completed for a second time.
18 Charles VIII, King of France Mandatory 3 2 Yes Louis XI dies. Place this card as ruler on the French Player Card. Place the Charles VIII leader in the same space as Louis XI, then remove Louis from the game. Charisma: 2 + consolidated monarch power Admin Rating: 2 Required by Winter of Turn 2
19 Island People's Pride Mandatory 3 2 Yes* If you have no units in the Canary Islands and at least one Canary Islands space is inde- pendent and not occupied by a unit belonging to a major power, you may spend 5 CP to construct, move, or assault with Guanche units. An assault may be performed by Guanche units on a fortified space not under siege at the start of the impulse. If you do have units in the Canary Islands, 2 Guanche units of your choice that are not stacked with Bencomo are eliminated (they jump off a cliff in an act of ritual suicide). Remove this event from play if there are no independent spaces in the Canary Islands when played.
20 Joao II, King of Portugal Mandatory 3 2 Yes Afonso V dies and his son Joao II suc- ceeds him. Places this card as ruler on the Portuguese Player Card. Place the Braganza leader in the same space as Afonso V, then remove Afonso from the game. Charisma: 5 Admin Rating: 2 Required by Winter of Turn 2
21 Mediterranean Trade Control Mandatory 3 2 No Spanish rolls on the Mediterranean Trade Table if it controls Genoa. Portuguese rolls on that table if Genoa is inactive. If you are the Muslim, draw a naval re- source from the pool and place it directly on your Player Card, then draw a card from the French hand. If you are the French, do the exact same thing against the Muslim.
22 Muley Hacén Seizes Zahara Mandatory 3 2 Yes The Nasrid player takes control of Zahara and gains 1 VP. Place the 4 Nasrid regulars (reserved for this event), in Zahara. If there are Spanish units there, eliminate them (units f rom other powers are displaced). The Reconquest of Granada begins - there is now a state war between the Nasrids and the Spanish for the remainder of the game. Remove from deck after play. Required by Winter of Turn 2
23 Ottomans Seize Otranto Mandatory 3 2 Yes Place 4 Ottoman regulars and a North African control marker in Otranto. Any units already in that space are displaced. The Muslim player gains 2 VP while Otranto is under their control. The Muslim may winter one formation of units (up to the capacity of a single leader) in Otranto. Check the diplo- matic status of Naples (using the procedure where all powers compete regardless of their influence, 21.6 Step 1a). Remove from deck after play.
24 Tribal Insurrection Mandatory 3 2 No Portugal suffers tribal insurrections in their settlements. Place as many independent tribal units (which fight as militia) on this card as Portugal has settlements (4 units minimum). Portugal must remove 5 to 9 units from the map and 1 leader (if desired) and place them on this Foreign War card. Place a -1 Card marker on the Portuguese player card while the war continues. Portugal gains 1 VP when the war is won.
25 Boabdil, Emir of Granada Mandatory 3 3 Yes* If El Zagal is the Muslim Ruler and the Loja and Malaga spaces or the Granada space are controlled by the Spanish player, place this card as the ruler on the Muslim Player Card. Charisma: 4 Admin Rating: 0 (1 as long as the Nasrid controls Gibraltar) Recheck conditions for play each Winter from Turn 5 on until it is played. Remove from play when the Nasrid Kingdom has surrendered.
26 El Zagal Seizes Power Mandatory 3 3 Yes Muley-Hacen dies, place this card as ruler on the Muslim Player Card. Charisma: 5 Admin Rating: 2 Required by Winter of Turn 3
27 Innocent VIII, Pope Mandatory 3 3 Yes Sixtus IV dies. Place this card as the new Papal ruler on the map. Resolve control of the Papacy and apply the effects listed in 21.7. Affinity: 3 Spain, 1 Portugal Required by Winter of Turn 3
28 Overseas Voyages Mandatory 3 3 Yes Resolve as listed in 16.7, adding the special naos of Christopher Columbus and Vasco da Gama to ocean zones 1 and 3 respectively. From now on all players can make trips to the New World and the Indian Ocean. Remove from deck if played as event, required by Winter of Turn 4.
29 Trade Rivalry with England Mandatory 3 3 No The Spanish roll on the Mesta table. If you are Portugal, draw a naval resource from the pool directly to your player card. Now draw and keep a card at random from the French player’s hand. If you are France, do exactly the same thing but against Portugal.
30 Treaty of Etaples Mandatory 3 3 Yes The Hundred Year War ends and free trade begins across the North Sea. The French player moves their troops in the Garrison Box with England to Paris (place the naval squadron and Casanove in a French home port); these troops may now move freely. Each French trade marker now grants +1 on North Sea Trade rolls. Remove from deck if played as event. Required by Winter of Turn 3
31 Treaty of Tordesillas Mandatory 3 3 Yes Playable if the Peace of Alcaçovas is in effect. See 20.4 for full details. High- lights include: End of war at sea. Ini- tiating Piracy costs 3 CP. Declarations of war between Portugal and Spain cost 6 CP. Portugal gains 2 VP and cannot place any more settlements in America. Beltranejos surrender (see 22.1). Remove after event is played
32 Alexander VI, Pope Mandatory 3 4 Yes Innocent VIII dies. Place this card as the new Papal ruler on the map Resolve control of the Papacy and apply the effects listed in 21.7. If Cesar Borgia is on the map, see 21.7 for a possible change in Borgia’s status. Affinity: 1 Spain, 1 Neutral (Muslim) Required by Winter of Turn 4
33 Algiers Regency Mandatory 3 4 Yes The Ottoman Empire supports the Berbers in exchange for loyalty. Algiers comes into play and you place there 4 Ottoman regular, Barbarossa (who replaces Kemal), 3 corsairs and a North African square control marker. The Muslim player now gains up to 6 CP to conduct naval moves and/or piracy (ignoring if a sea area has already been pirated and without placing piracy markers there). Remove after event is played. Required by Winter of Turn 5
34 Death of Ferrante of Naples Mandatory 3 4 Yes The Kingdom of Naples ceases to be a minor power. See 21.7 for full details. France gains controls of Gaeta, Pescara, and L ́Aquila; Aragon gains controls of Atella, Taranto, and Seminara. Both go to war with each other and receive units. Remove from deck after play. Required by Winter of Turn 4.
35 Manuel I, King of Portugal Mandatory 3 4 Yes Joao II of Portugal dies. Place this card as ruler on the Portuguese Player Card. Place the Manuel leader in the same space as Joao, then remove Joao from the game. Charisma: 4 Admin Rating: 2 Required by Winter of Turn 4.
36 Spice Trade Mandatory 3 4 No If you are the Muslim and you control Agadir and Tangier, you gain 1 VP and give a card from the deck to any other player. If you are Spain or France and you control or are allied with Genoa or Venice, decide if you gain 1 VP and the Muslim player draws a card from the deck or vice versa. If you are Portugal, you control Anfa and Agadir and you have a settlement in ocean zone 3, gain 2 VP.
37 Cardinal Cisneros Regent Mandatory 3 5 Yes Playable if Isabella has died. Place this card as ruler on the Spanish Player Card. Displace any enemy units so that the Spanish can place 2 units of the Order of Santiago and 1 control marker in Oran and 2 units of the Order of Calatrava and 1 control marker in Béjaïa. North Africans and Spanish go to war if they were not already at war. Charisma: Castile 3, Aragon see 20.6 Admin Rating: 1 Required by Winter of Turn 6
38 Isabella Dies, Crown of Castile Split Mandatory 3 5 Yes Draw 1 card. Place this card as ruler on the Spanish Player Card. If this card is still in place as the Spanish ruler in the Card Draw Phase just after cards are dealt, the Spanish player chooses 3 cards to show to the French player who selects one of them for himself. Charisma: Castile 2, Aragon see 20.6 Admin Rating: 0 Required by Winter of Turn 5.
39 Julius II, Pope Mandatory 3 5 Yes Alexander VI dies. Place this card as the new Papal ruler on the map. Resolve control of the Papacy and apply the effects listed in 21.7. Affinity: 3 France, 2 Neutral (Muslim), 1 Portugal Required by Winter of Turn 6.
40 Louis XII, King of France Mandatory 3 5 Yes Charles VIII dies when he struck his head on a door lintel at the Chateau d'Amboise. Place this card as ruler on the French Player Card. Place the Louis XII leader in the same space as Charles VIII, then remove Charles from the game. Charisma: 2 + consolidated monarch power Admin Rating: 1 Required by Winter of Turn 5.
41 Leo X, Pope Mandatory 3 7 Yes Julius II dies. Place this card as the new Papal ruler on the map. Resolve control of the Papacy and apply the effects listed in 21.7. Affinity: 2 Portugal, 1 Neutral (Muslim), 1 Spain.
42 Arquebusiers Combat 2 1 No If played during a field battle or naval combat, add 3 extra dice to your side's rolls. Opponent loses all dice from cavalry charge and none of their dice hit on a roll of "4". If played during an assault, add 2 dice to your side (either attack or defense; if you are the defender, these two dice are considered to come from regulars). If the Great Captain is present for your side in any of these types of combats add 1 additional die.
43 Favorable Terrain Combat 2 1 No Playable only during a field battle. If you are the attacker, gain 4 dice (6 if you are the Muslim player and have cavalry in the attacking formation). If you are the defender, your opponent only hits with results of 6.
44 Fierce Defense Combat 2 1 No Playable when defending in a field battle or assault. In a field battle, roll one additional die for every two of your units contributing dice (round up). In an assault, roll one additional die for each unit contributing dice.
45 Heavy Cavalry Combat 2 1 No Not playable by the Muslim player. Before starting a field battle, your opponent must remove 1 unit (of their choice) for each cavalry unit you have present at the battle. If you are the French player, your opponent removes 2 units for each of your French cavalry units.
46 Surprise Attack Combat 2 1 No Roll your dice in this field battle or assault first. Apply all losses before computing the number of dice that your opponent can roll. Can be played if attacking or defending.
47 Admirality Response 2 1 No Grant any player 5 extra dice in a naval combat (but not piracy). Play after seeing both sides rolls. -OR- Play on behalf of the Nasrid just before they roll as attacker or defender in a naval combat. If Kemal Reis is in play, he may be immediately loaned to the combat (add his dice) and he remains loaned to the Nasrid for the remainder of the turn. Then add 4 more Nasrid dice.
48 Ambush Response 2 1 No Play to ensure that any player's land interception attempt is successful (may be played even after a failed intercept roll). -OR- Cancels a combat card just played in a field battle or assault.
49 Boarding and Capture Response 2 1 No Capture a Nao of an opponent (other than the special Naos for Columbus and Vasco da Gama) with whom you share an ocean zone; place a "Captured" marker on this Nao to show it is no longer controlled by its owner. -OR- Capture an enemy naval squadron eliminated by you in this naval combat and add it to your fleet with a "Captured" marker. With either option, units with a "Captured" marker remain under control of the capturing power until eliminated or recaptured.
50 Cavalry Pursuit Response 2 1 No Play after winning a field battle where at least one cavalry unit of the winning formation survived the combat. Roll 5 extra dice -- hitting on rolls of 5 or 6 -- and apply any additional hits to the loser’s surviving units. -OR- If an opposing stack has successfully avoided battle and you have cavalry in your formation, roll 3 dice immediately -- hitting on rolls of 4, 5 or 6 -- and apply any hits to the opposing player's stack of units that just avoided battle.
51 Leadership Response 2 1 No Reroll all your dice that missed in a field battle or assault. In this leadership roll the dice hit only on rolls of 5 or 6. -OR- Play after you roll the dice in any field battle or assault to add a number of hits equal to the Battle Rating of one of your participating leaders, plus one. That leader is permanently removed from the game.
52 Master of Siege Artillery Response 2 1 No Play after seeing both sides' rolls in an Assault. Attacker rolls 3 extra dice. All extra dice hit on a roll of 3, 4, 5, or 6. -OR- Allows an immediate assault to take place against a space besieged this same impulse by any player. Attacker adds 1 extra die.
53 Nobles Return Home Response 2 1 No Remove half (rounding up) of the militias from one stack of your choice and up to two militia units from another stack of your choice. Playable even just before an assault or field battle.
54 Organized Retreat Response 2 1 No Allows any player to successfully avoid battle with a land unit stack without rolling the dice. May be played on behalf of any player and is also permitted after a failed avoid battle roll.
55 Sabotaged Port Entrance Response 4 1 No Play to immediately initiate an assault on a besieged fortified port space on behalf of the besieging power. Assault may take place regardless of the presence of defending naval squadrons in the port or adjacent sea zones, if the port was just placed under siege this impulse, and even if the assaulting power is not the active power.
56 Sack Response 3 1 No Play after capturing a fortress or key by assault. Draw 1 naval resource from the pool. Now roll 1 die: on a roll of 5 or 6, gain a card from deck. In addition, if the captured space was a key controlled by another player, roll the same way to see if you can draw 1 card from that player's hand.
57 Sea Fog Response 2 1 No Play this card to make a successful naval interception fail. -OR- Avoid naval battle automatically. May be played after a failed avoid battle roll to make it succeed.
58 Strategic Foresight Response 4 1 No Playable during the Action Phase just before an opponent is about to start their impulse (but not immediately after one of your impulses has concluded). Take 3 CP of actions, extending the impulse with a re- source if desired. The opposing player then takes their impulse as usual.
59 Torrential Rains Response 2 1 No Play during another player's impulse just after they have announced they are spending CP to move, assault, initiate piracy, conduct a naval move, or start a naval transport. 2 CP are lost. For the rest of the impulse, no land unit of that player may move more than 1 space; assault, piracy, naval moves, and naval transport are prohibited. All effects last during this player's impulse only. May not be used to stop Treachery! event.
60 Holy Inquisition Reponse 4 2 No Playable during the Action Phase just before a Christian player (Portuguese, Spanish or French) is about to start their impulse. Skip the impulse of that player entirely; the turn now procedes to the next player in Impulse Order.
61 Mercenary Militias Response 2 3 No Add 4 of your power's militias to a single space. Space chosen must be either under your control or it must contain a stack of your units that are not under siege. May be played just before an assault or field battle. -OR- Up to five of your opponent's militias in the current field battle switch sides prior to com- bat resolution. Remove these militias from the enemy stack and add the same number of militias from your power's counter mix.
62 Witchcraft Response 4 3 No Cancels a card played by another player during the Action Phase of any type (including Home cards, Combat cards, Response cards, and Mandatory Events). If the cancelled card was played as the event or CP for a player's impulse, they cannot replace it with a new selection. Instead that player receives just 2 CP of actions and is not able to extend the impulse.
63 Military Highlights No Event 6 (7) 1 No Must be played for CP.
64 Ephemeris 1492 No Event 6 (8) 2 No Must be played for CP.
65 Title of "Catholic Monarchs" No Event 6 (7) 3 No Must be played for CP.
66 Abencerrajes, Influence or Treachery Event 3 1 Yes A Muslim formation loses up to 6 militias. If this event is played by the Muslim player, he adds as many regulars to the space as the count of militia that were removed. Remove from deck if played as event.
67 Albuquerque, Lion of the Seas Event 3 1 No Portugal places 1 Nao in the Built Naos box or in a settlement (if they have less than two on the Exploration Map). Portugal then takes 2 naval moves. -OR- Portugal advances its influence marker with the minor power of Florence or Naples by 1 level and optionally checks that minor power's diplomatic status. Portugal then takes 2 naval moves.
68 Armagnac Rebels Event 3 1 Yes The Count of Armagnac rebels against his king with the support of Aragon. Place unrest markers on Auch and two adjacent spaces (even if units are present) and drop the French loyalty with Armagnac by 3 levels. Drop the French loyalty with 2 other noble houses by 1 level. France may declare war on the Spanish player for no cost at this time if desired. Remove from deck if played as event.
69 City State Rebels Event 5 1 No Pick a fortified space not currently under siege that is not controlled by their home power as the target of the attack. Attacker rolls 6 dice. Each hit forces the power controlling the space to eliminate 1 land unit or 1 naval squadron from the space. If no land or naval units remain after the revolt, do the following: army leaders are captured by the power playing the card; naval leaders are placed on the Turn Track; remove current control marker and place a control marker and 1 regular from your choice of one of that space's home Powers (for Ragusa or Milan see 21.8; for surrendered Nasrid spaces see 20.1).
70 Consolidation of Power Event 4 1 No France advances the loyalty of 3 Noble Houses by 1 level each or of 1 Noble House by 2 levels. The phasing player then takes 3 CP of actions (4 CP if you are French). If all Houses were already at maximum level, France gains 2 VP
71 The Desert, Insufficient Supplies Event 4 1 No Choose a non-Muslim unit formation in a North African home space with no port and eliminate 3 units. Now take 2 CP of actions. -OR- Portugal loses all units in fortified home spaces of the Sultanate of Fez that are currently under Portuguese control unless they discard a card or resource immediately. Value of card/resource determines the number of units kept: 2 CP = 4 units; 3 CP = 6 units; 4 CP = 8 units; 5 or more CP = all units retained.
72 Diplomatic Movements Event 4 1 No This event must be played as a headline event or as the first card in the player's Action Phase. Choose and discard an additional card from your hand. Then deactivate any minor power (other than the Papacy or a minor whose diplomatic status has already been resolved this turn). If you are eligible to have this power as an ally, activate them immediately.
73 Diplomatic Offensive Event 3 1 No Increase your influence marker by 2 levels with an Italian minor power of your choice or by 1 level with either Navarre or the Papacy. Now optionally check the diplomatic status of a minor other than the Papacy. -OR- Deactivate any minor power (other than the Papacy) from their current ally.
74 Espionage Event 2 (4) 1 No Play just before the Headline Event Segment to review the cards in an opponent's hand. Select and keep one of these cards; in exchange give this Espionage card to your opponent. That player must play it either for CP during their first impulse or as a card to accompany their headline event. -OR- Play in the Action Phase to review the hand of an opponent. Then draw 3 cards from the deck and 1 resource from the pool. Finally, discard any 2 cards from your hand.
75 Experienced Pilot Event 3 1 No Play on behalf of any player. During this turn that player does not have to make any Navigation Checks, does not suffer Plunder during the Winter Phase, and any “Sunk” results on the “Terra Incognita” or “Cartography” rolls are treated as “No effect.”
76 Famine Event 5 1 No Eliminate two land units of your choice from each non-independent land unit stack on the main map containing 5 or more land units. Player triggering event only loses one unit from each of their own stacks of this size. Count all friendly units from major powers and their minor power allies when determining the size of a stack.
77 French Court Intrigue Event 3 1 No Reduce the loyalty of two French Noble Houses markers by 2 levels each (or from five Houses by 1 level each). Then take 2 CP of actions.
78 Genoese Diplomacy Event 3 1 No Advance your influence marker with Genoa by 1 level and optionally check its diplomatic status.
79 Holy War Event 4 1 No The Muslim may declare war on a major or minor power at no cost and then take 6 CP of actions. If a field battle or assault occurs as part of these CP, the Muslim may eliminate one of his own infantry or cavalry units in exchange for eliminating one opposing unit of the same type, either before or after the combat.
80 Italian Renaissance Event 5 1 No Take 2 CP of actions. When complete, draw a card from the deck. Now play any card from your hand as a brand new impulse. After this impulse is complete, France has the option to decrease the loyalty of three noble houses by one level. If the French player opts to make these loyalty shifts, France gains 1 VP.
81 Kingdom Tribute Event 6 1 No Draw 2 or 3 cards from the deck. You draw 1 less card next turn. Place a "-1 Card" marker on your player card as a reminder. If you draw 3 cards, there are two additional effects: (1) each other player places 1 unrest marker in an unoccupied space under your control, and (2) discard a card of your choice from your hand and draw a resource from the pool, placing it directly on your Player Card.
82 Lorenzo the Magnificent, The Medici Event 4 1 No Advance your influence marker with Florence by 1 level and optionally check its diplomatic status. -OR- Playable if it is Turn 1 or Turn 2: France gains 1 VP and Florence, Genoa, Naples and Venice are deactivated from their current ally. Place all influence markers of these minor powers at their initial levels (new influence may be added to them this turn).
83 Missive Between Kings Event 4 1 Yes Draw 2 cards from the deck and 1 naval resource. Then select and give any one card (other than a Home card or Papal Bull) to another player.
84 Nasrid Raids Event 4 1 No Playable if the Nasrid Kingdom has not surrendered and Nasrid cavalry is within 2 spaces of a Spanish controlled space. Any intervening space must be controlled by the Nasrid (and the path through that space may not contain a pass). Nasrids draw a card at random from the Spanish hand. The Nasrid gains control of one unoccupied, unfortified space adjacent to a space already under Nasrid control.
85 Peasant Revolts Event 3 1 No Place 5 unrest markers in any combination of unoccupied spaces on the main map. Spaces chosen cannot contain either land units or naval squadrons.
86 Poisoned Wine Event 5 1 No Select a leader counter on the map and place it on the Turn Track. He reenters play during the Card Draw Phase of the next turn.
87 Ransom Event 4 1 No Choose one player's dungeon on their Player Card. Immediately return any number of captured leaders (even if the leaders chosen are owned by multiple powers). The owner of each returned leader chooses the space of return; this space must be a controlled, fortified home space (though it can be under siege). Now take 3 CP of actions.
88 Rise of Universities Event 6 1 No Check your University box. If a development marker is present there, gain 3 VP. If it is empty, choose either to: (a) gain 1 VP and take 4 CP of actions or (b) place a development marker in your University box and take 3 CP of actions. Place the VP markers earned in the University box.
89 Roman Curia Event 3 1 No Advance your influence with the Papacy by 1 level and optionally check its diplomatic status. -OR- Deactivate the Papacy if it is allied with a Christian power. *After either option, place all Papal influence markers back to their default positions (new influence may be added this turn).
90 Ruler Falls Ill Event 5 1 No Select another player. During the remainder of this turn, this player's ruler has an administrative rating of 0 (even if the ruler dies and is replaced). Furthermore, place a ‘-1 Card’ marker on this ruler ́s player card. This effect is removed after the Card Draw Phase next turn.
91 School of Sagres, Henry the Navigator Event 3 1 Yes Portugal gains 1 VP. During Turns 1 and 2, Portugal may now build 3 Naos per turn and perform actions on the Exploration Map without limits within ocean zones 1, 2 and 3. Furthermore, if you are not Portugal, take 5 CP of actions. Remove from deck if played as event.
92 Sea Dog Event 3 1 No Return all of your naval units on the Turn Track to your force pool. Then take 2 CP of actions and 2 naval moves in any order you desire. If you build a Nao, you may place it directly in one of your own settlements. If you make any roll on the Cartography table you get +1 modifier.
93 Settlement Surrenders Event 4 1 No Choose an unfortified settlement belonging to an opponent in an ocean zone you've successfully explored. Eliminate it and place one of your own in its place. If you have no settlements left in your force pool, simply remove it. If the settlement has an associated resource, add it to your Player Card now.
94 Supply Shortage Event 4 1 No A single stack of land units loses half (round down) of its units (as chosen by their owner). If you play this card as an event, you may not extend your impulse with a resource.
95 Treachery Event 5 1 No Play against any fortified space that is currently under siege, even a space where a besieging power does not meet the requirements for assault (either because of a lack of a LOC or because of the presence of naval units). Immediately initiate an assault by a besieging power on the units within the fortifications. If after the assault, the besieging units still outnumber the units within, apply these results: all defending units are eliminated; defending leaders are captured; space becomes controlled by besieging power.
96 Unexpected Reinforcements Event 4 1 No Add 5 CP of units (land and/or naval) placing them in any combination of spaces that either you control or that already have some of your units present. Besieged stacks may be reinforced with land units (only) up until they contain 4 land units -- but not any further.
97 War Preparations Event 5 1 No Play in the War Segment to pay the cost of all wars declared. -OR- Play during the Spring Deployment Phase. Add 1 regular to a friendly-controlled home key. Formation moving during spring deployment may cross passes, move more than 5 units by sea, and cross a sea zone where other powers have fleets. *After playing this event for either option, draw 1 card.
98 Without Previous Declaration Event 5 1 No Choose an unfortified settlement in ocean zones 1, 2, or 3 that both belongs to an opponent and is in an ocean zone you've successfully explored. Eliminate it and place one of your own in its place. If you have no settlements left in your force pool, simply remove it. If the settlement has an associated resource, add it to your Player Card now. Then declare war on a major power at no CP cost if desired (see 9.4 for restrictions). Finally, take 3 CP of actions.
99 Aixa, Palace Intrigue Event 3 1 No Take 2 CP of actions and draw a naval resource from the pool. Then, if any Nasrid space is controlled by the Spanish player and the Nasrid Kingdom has not surrendered, choose either: (A) The Spanish player looks at the Muslim player’s hand of cards, or (B) The Muslim player looks at the Spanish hand.
100 Andalusian Nobles Seize Alhama Event 5 2 Yes Alhama is now controlled by Castile who places a control marker and 4 Castilian militias in that space. The Spanish player eliminates half (rounded up) of the Nasrid units present there, displacing all other units. From now on, Castile may recruit militia (only) in Alhama as if it were a limited home space. Place the Alhama event played marker as reminder. Remove from deck if played as event.
101 Canary Island Conquest Event 3 2 No A major power controlling any space in the Canary Islands receives 6 CP to build any combination of units in one or more spaces they control in the Canary Islands. If you are not the Spanish player, take 4 CP of actions.
102 Catalan Remences, Pere Joan Sala Event 3 2 Yes Place unrest markers in up to 4 unoccupied spaces from this list: Puigcerdá, Barcelona, Vic, Lérida, Gerona, Ampurias, Palamós and Tarragona. France gains 1 VP. Remove from deck if played as event.
103 Great Drowsiness Event 3 2 No If there are units from any major power in the Canary Islands, eliminate 1-3 Guanche units (but not a leader) of your choice. Take 3 CP of actions.
104 Guanche Rebellion on La Gomera Event 4 2 Yes Roll one die against each major power unit in the Canary Island space of La Gomera. Rolls of 4, 5 or 6 eliminate the target unit. Displace surviving major power units from this space and add 2 Guanche units there. Take 3 CP of actions (which can be used to move or attack with Guanche units). Remove from deck if played as event.
105 Maritime Technology Event 3 2 No Playable on behalf of either Portuguese or Spanish. The chosen player places a marine technology marker on their player card that grants them a +1 modifier on future “Navigation”, “Cartography” and “Terra Incognita” rolls.
106 Peace of Alcaçovas Event 4 2 Yes Playable if Castile controls 1 or more Beltranejos home keys or the 2 strategic home spaces of Beltranejos. The Peace of Alcaçovas is immediately signed between Portugal and Spain. See 9.5 and 20.4 for more details. Remove from deck if played as event.
107 Resistance of the Beltranejos Event 3 2 Yes Playable if the Beltranejos have surrendered. Convert the space Tui into a new key controlled by the Beltranejos according to the rules in 20.4. Now add 1 Beltranejos regular to each of these spaces: Tui and Sanabria. Portugal gains 1 VP. Remove from deck if played as event.
108 Slave Trade Event 3 2 No Draw and add a random naval resource to one of your Naos or to an empty settlement of yours on the Exploration Map. Then draw and add 2 other naval resources directly to your player card. -OR- Roll a die.If you roll a 4,5 or 6,draw a card from the deck and take 2 CP of actions. On a roll of 1, 2, or 3 take 2 CP of actions or a resource directly to your player card instead.
109 Venetian Intrigue Event 3 2 No Advance your influence marker with Venice by 1 level (2 levels if the Papacy is your ally or you control Rome). Optionally check the diplomatic status of Venice. If Venice becomes your ally or you deactivate it, move two influence markers of your choice on any of the other Italian minors back 1 level.
110 Baza, Guadix and Almería Capitulate Event 3 3 Yes Playable if the Spanish player controls 2 of these 3 spaces (Baza, Guadix, and Almería) and the Nasrid the third. The Spanish player gains control of the third. Displace any opposing units that are present there. Now take 4 CP of actions. Remove from deck if played as event.
111 Bencomo, Guanche Leader Event 5 3 Yes* If Acentejo is independent and free of non-Guanche units, place this leader and 3 Guanches units in that space (if Bencomo is already in play only place the units). Then take 5 CP to move, assault, or add Guanches units. Finally take 2 CP for use on any desired actions (may include actions with Guanche units). Remove if leader was present when event played.
112 Boabdil Captured by the Catholic Monarchs Event 3 3 Yes The Spanish player draws a card from the Muslim hand. If the leader "Boabdil" is on the map, he is captured by the Spanish player. Spanish may either keep Boabdil in his dungeon or choose to immediately free him. If freed, Spanish gains 1 VP and Boabdil is placed by the Muslim player in any Nasrid-controlled key. If Boabdil reenters play in this fashion he may not combine Command Ratings with El Zagal. Remove from deck if played as event.
113 In Support of Al-Andalus, North African Aid Event 4 3 No The Muslim player adds North African land units worth 5 CP to Nasrid home spaces or reconquered Nasrid spaces that are under Muslim control. The Muslim player may also immediately transfer Kemal Reis to the Nasrid naval unit if desired. In this case, Kemal Reis remains as a Nasrid naval leader until a future Card Draw Phase when he can transfer back (place him as if he was returning from the Turn Track). Then take 2 CP of actions.
114 Marriage Policy Event 3 3 Yes* Play on behalf of Spain who arranges the Wedding of up to two of his daughters gaining a "Dowry" of +3 on the Royal Wedding Table. Then take 2 CP of actions.
115 Natural Disasters Event 3 3 No Choose two ocean zones on the Exploration Map and remove an unfortified settlement and its associated resource in each. Then roll three dice: each roll of either 5 or 6 allows you to remove an unfortified settlement and its associated resource from any ocean zone, even the ones that lost settlements earlier. If the event is played by France or Muslim, the phasing player gains 1VP.
116 Portuguese Commercial Settlements Event 3 3 No Portugal rolls 1 die for each ocean zone with 1 Portuguese settlement and 2 dice for each zone with 2 or more Portuguese settlements. He takes 1 random naval resource from the pool for every 5 and gains 1 VP for every 6 obtained. Take 2 CP of actions if you are Portugal (or 5 CP of actions if you are any other player).
117 The Plague Event 6 3 No Place 1 Plague marker on the map. Now place 2 more in adjacent spaces (but not spaces connected by sea or by passes). No land or naval units may move into these spaces, nor may units be constructed in such spaces for the remainder of the Action Phase. See Sections 13.1 & 18.5.
118 Treaty of Barcelona Event 3 3 Yes Place Ferdinand in Barcelona even if he's held captive (place in Zaragoza if Spain does not control Barcelona; if he doesn't control Zaragoza either then he doesn’t move). Aragon gains control of all spaces in Roussillon controlled by France (displace non-Spanish units there). These two powers now go to peace according to 20.7 if they are currently at war. Remove from deck if played as event.
119 Asian Wako Pirates Event 3 4 No Muslim gains 1 VP. Choose between ocean zones 4, 5 and 6 and perform a piracy action there against one target player with 6 piracy dice. Each defensive hit subtracts 1 attacking die. For every Wako success, you draw a resource or eliminate a settlement that has no resource (may be a settlement that lost its resource in the piracy from this card).
120 Cesare Borgia, Condottiere Event 4 4 No Add this leader and 4 militia to any space you control in Italy that is not under siege. If played by France, France gains control of all independent Italian spaces without troops (update control before placing the units). See 21.7 if Alexander VI is the Pope or if he arrives while Borgia is on the map. Borgia is removed from the map during the Card Draw Phase if Alexander VI is not the Pope.
121 Christopher Columbus Discovers the New World Event 3 4 Yes Playable if Castile has a Nao on the Exploration Map or Built Nao box. Draw a naval resource. Castile moves a Nao to zone 7 and follows 16.7. If you are not Spain, take 4 CP of actions. Remove from deck if played as event.
122 Clash of Interests in Navarre Event 3 1 No Advance your influence marker on the Navarre column by 1 level and optionally check its diplomatic status. If you are Spanish and the Pope is Julius II advance it by 2 levels instead.
123 Jews Expelled Event 4 4 Yes Choose a random card from the hand of the Spanish player and another from the Portuguese. Select one of these cards to keep and the other for discard. Now take 2 CP of actions. France gains 1 VP. Muslim draws a card from the deck. Remove from deck if played as event
124 Machiavelli's "The Prince" Event 4 4 No Playable in the Action Phase and Headline Segment. Declare war on one other major or minor power during this impulse at no CP cost (see 9.4 for restrictions). Then take 3 CP of actions and advance your influence marker over an Italian minor power by 1 level.
125 Morisco Uprising Event 4 4 Yes The Muslim player draws a caravan resource (putting back the draw until one that awards CP is obtained). The Muslim then places 2 Morisco Uprising markers and 2 Morisco regulars in empty, Spanish-controlled Nasrid home spaces. See the Morisco Uprising rules in 20.1. Remove from deck if played as event.
126 Vasco da Gama Arrives in India Event 3 4 Yes Playable if Portugal has a Nao on the Exploration Map or Built Nao box. Draw a naval resource. Portugal moves a Nao to zone 5 and follows 16.7. If you are not Portugal, take 4 CP of actions. Remove from deck if played as event.
127 Bartolomé de las Casas Event 3 5 No Draw a naval resource from the pool and draw a card from the deck. Unless you are the Spanish player, randomly draw a card from the Spanish player. Choose whether to exchange it for one of your own cards or return it to him.
128 Diplomatic Miscue Event 4 5 No Reduce the influence markers of other major powers by 4 levels in any combination you desire (e.g. 4 levels off a single major power; 2 levels from two powers; etc.) -OR- Deactivate a minor power other than the Papacy of your choice.
129 Ottoman-Venetian War Event 3 5 Yes Take 2 CP of actions. Move the specified leaders and newly entering naval squadrons onto this card, all according to 20.9. Resolve this naval foreign war according to the rules in that section. The victor gains VPs and one regular for each surviving naval unit. Remove from play after the foreign war completes.
130 Papal Bull Home 6 (5) 1 No Bull of Excommunication: Discard a card from a Christian player's hand if he is allied with the Muslim player or at war with the Papacy. Now take 4 CP of actions. -OR- Bull of Crusade: Declare war on a Muslim power for free and/or discard a card from the Muslim player's hand if he is allied with a Christian player. Now take 4 CP of actions. Card remains in play each turn and is always awarded to a Christian player who is allied to the Papacy during the Card Draw Phase.
131 Sultans of Fez, Wattasid Dynasty Automatic Event 1 Yes When the Nasrid Kingdom of Granada is conquered, place this card as the Ruler of the Muslim player. Charisma: 5 Admin Rating: 1