![]() ![]() Some of these cards are functionally both strategic (pink) and tactical (blue), or are blue cards that nonetheless affect the strategic map while held. These cards are only available for their respective Conquer the World campaign(s). Egyptians and Americans each start with a Wonder card. Egyptians may build wonders one age early. Move an army to another one of your territoriesĪrmies that are ready to move/attack are still ready to do so after being transported this way.īuild a wonder in any territory you controlĮach territory can contain at most one wonder. Reduce an adjacent territory's strength by 2 Tip: Treachery is incredibly useful for quickly reaching capital provinces and for forcing an enemy's allies out of the way However, in most cases, the enemy nation will not be forced to disband one of their armies (need to give this nation a territory via negotiations to make the army disappear)! Conquer the World campaigna linked series of dozens of scenarios. More than a dozen map types, ranging from the Amazon Rainforest to the Himalayas to the Nile Delta. You can even attack with it on the same turn (unless you already gained an army through Overrun this turn). 14 Wonders of the Worldthe Terra Cotta Army, the Taj Mahal, the Eiffel Tower. If the territory contains a supply center, you can place your new army immediately. Target territory must be adjacent to yours, strength 4 or lower, and not a capital. ![]() Gain an adjacent territory without a fight Hostile cards cannot be used against allies. Pink cards can be played on the map during your turn. Start with two extra Military Research and several military buildings Informers are placed when the building is constructed, but enemy Scouts may remove them with Counterintelligence Informers at all enemy military buildings when attacking across an ocean)Įnemies gain no benefit from their strategic resources Gained upon winning certain attack Scenarios (Supply Train, Tactics, or Field Battle) Temple has 25% greater effect on Borders, Taxation, and City Hit Points Goods at the Market are 20% cheaper to buy and earn 20% more when sold during one battle. Tip: to avoid hitting the population limit right away, combine with a card that increases your population limit ( Bantu Oath) or starting military tech (Military Eureka, Eureka, Warpath, Aztecs Oath, or Romans Oath) Rise of Legends is a bit flat in comparison to Rise of Nations, but quirky races and units provide a lot of off-the-wall appeal. Tip: play two Civic Eureka cards to activate your wonders immediatelyĪll research is 20% cheaper and 20% faster Start with one extra level in each discipline of library technology: military, civic, commerce, and science +5% gather rate for the named basic resource Gained by defeating the nation (conquering their capital province) Use their nation power in addition to your own Blue cards can be played for an advantage at the beginning of a Conquest battle. ![]()
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