Monday, July 2, 2012

Glossary

Glossary


7,8,Mine - A rule modification involving the first turn of the game. Players are able to take a turn before the first turn of the game that gives them the ability to play seven cards down before the beginning of turn one. After resolution of the "Preemptive Turn", then players draw eight cards and begin their game as normal.

Ability - The area on a Playing Card that may be activated during the proper phase. The Ability sometimes costs something and will be specified. Abilities, unless noted, may be played every turn during the proper phase.

Absorb - When a Wall or any other unit has a shield helper icon, it means that it cannot be hurt for however many the number is listed on that card. After the Absorb effect is gone, the card is played as normal.

Act of God Card - A Type of Card that changes the game play in one or more specific areas of the map due to a local or worldwide calamity. When an Act of God Card is drawn it is played immediately, all regular play ceases and the resolution of the Act of God Card is finished. No Tactics cards may be played during an Act of God Card resolution. Once the resolution of the Act of God card is finished, play continues on as normal. This is the highest Trump Card in the game, trumping even the "Trump" Cards with Trump Icons on them. Nothing beats this card. Ever.

Action - An explanation of what the effect or ability will do. Typically found on Tactics Cards, "Actions" happen instantly and the last action played trumps an action before it. There are several instances where one action will be played only to have another action trump it. This is normal. Obey the last card played.

Action Type - Effects and Abilities are listed under the art on each card.

Active Effect - Something that is happening in the game that affects the players turn or the turn thereafter. Usually this is negated when the turn has ended during the Resolve Phase.

Area Map Card (Playing Map/Card Map) - A Reference Card. A Card that depicts the way in which your cards should be played, and the area where you should play them. A Card that explains the way you play your cards. This is not a playable card. This is also just a handy reference suggestion and you do not have to adhere to it strictly.

Art - Artwork for the card.

Army Phase - This is the time where you may play a General or Soldier or any other "Person". You may also use the Abilities of already played General or Soldier Cards. When the General or Soldier Card is played, the Effect printed on that card happens immediately.

Attach - Place one card with another card for the purposes listed on the card. They are considered one unit.

Attack - When a Soldier, General or other card is pushed towards another player in an attempt to diminish the other players Cultural Health. This can be blocked by another Unit.

Attack Modifier/Strength Modifier - Sometimes Soldiers will have an effect or ability active on them. Follow the instructions on the card.

Attack Phase - This is the turn to attack one of your opponents.

Attack Resolution Card - A Card that depicts the outcome of every battle, regardless of the area that it occurs. A Card that explains the various outcomes in an attack. This is not a playable card.

Battlefield - The big area in the middle. A shared area in which Soldiers and Generals from all players match their Units against the other players units to determine who stands victorious and who will win the game. When an attack is announced it is usually from the Battlefield. Typically, a soldier can only be played into the Battlefield when there is a General in play.

Band (Banding) - Combines the given attack numbers as well as the defense. Two 5/5 banded Soldiers are treated as one 10/10 Unit. This can be done at the War Camp or the Battlefield only during Army Phase. At first glimpse there may seem to be two different types of banding: "Band with" and "Band to". This is incorrect. In every group there is always a small group leader. Banding takes place when one card bands itself to another. There is always a primary or a chief target that is banded to in every unit. When they take damage, they do it as ONE UNIT and not separately, unless they are disbanded.

Block - To block means that the possibility of presenting a card to stop the attacker is an option. When a unit is presented to attack, the Opponent presents a blocker to block that attack. This is the Block. The result of a card to not be blocked means that the attack goes directly to Cultural Health.

Block (and Counter/Counter Attack) - To block and counter means that a unit is presented and is blocking and counter attacking at the same time. This occurs when a unit is presented to block an attack after an attack has been declared by an opponent. Most cards when they block also Counter Attack. Blocking Ranged Units may be possible, but often, you can not Counter Attack a Ranged Unit unless it is with another Ranged Unit.

/Bottom Banner - Underneath the artwork and contains: website, rarity level, Card ID, copyright info, and edition.

CCG - Collectible Card Game See TCG

Capitol - The Capitol area dictates the Special Ability Cards that are not covered by anything else on the map. To date this covers Markets, Resource Traders and Prisons (Cards taken Prisoner). The Capitol is part of The Family Edition and is playable in all versions. Capitol Cards are stacked in the Supply Deck (Resource Deck).

Capture/Captive/Take Prisoner - Take a card and treat it in the way mentioned on the card.

Card - A physical Empires and Generals card.

Card ID - Located at the bottom. Usually says something like EGFETHS1. This is the actual identification of the card. In Deckbuilding, always trust this number. Remember that any deviation is not an accident and constitutes a new card. EGFETHS1 is a completely different card than EGFETHS1a, even though the Card Name might be the same.

  • EG - Empires and Generals History Game
  • FE - Family Edition
  • TH - The Huns
  • S - Soldier
  • 1 - Card Number (First card in the series)

Card Name - Located in the middle top. This is the name and feel of the card as a whole. A Card Name may or may not have anything to do with the Card ID. The Card name is what you normally would "Call a card", whereas the Card ID is the technical name of the card. Remember, when Deckbuilding, always trust the Card ID and not the Card Name.

Continuous Resource/Continuous Harvest - Some resources give off a resource per turn (harvest phase)

Common (Blank) - 5 in your deck, all playable. Displays what level of rarity the card is. A blank display, or no display means a Common Card occurrence i play and deck building.

Corpse - An altered state of a Unit.

Corpse Pile - A stack of units that are corpses that serve as a blockade to attack.

Cost - Requirements for playing the card

Counter/Counter Attack - A Counter Attack means that when the Attacking Unit is presented as the Attacker, the Strength of the Defending card is directly affecting the Life of the Attacking Card. (The defending card has a Strength that Counter Attacks the Attackers Life). A Ranged Unit often cannot be Counter Attacked.

Cultural Health - Your Cultural Health is what tells you your points in the game. A positive score means that you may win, a negative score means that you may lose. Once the predetermined amount is reached for either, you as a player are either the victor of the game (maximum positive points reached) or must quit playing and let others play (negative points reached).

Cultural Health Card - A Reference Card. A Card showing your Cultural Health in its current status. The points may be positive or negative. A Card that is used as a score sheet in the game. This is not a playable card. Another card is often placed on top to show how many points you have.

Cultural Health Starting position - Every player starts at null or zero. The winning number is an arbitrary number determined before the game starts to determine how many points it will take to be kicked out of the game (lose) or win the game.

Deck - The unplayed portion of cards not yet drawn in a pile, or the total number of cards one has prior to game play that you will be playing in a game. There is a Playing Card Deck and a Resource Deck per player typically in every game.

Deckbuilding - The construction of a deck of playing cards in certain games where players choose their own decks and cards within a deck. As Empires and Generals is a free Collectible Card Game, You may print off as many of the cards as you wish but to place it within a Deck you must abide and build according to Rarity guidelines and Card guidelines. You may have between 25 -75 playing cards and Resource (Supply) Cards has no minimum or maximum. If you chose to use Act of God Cards, these are placed in the Supply Pile.

Declaration - Will you be taking a turn or passing your turn? Stated before one proceeds to Draw on their turn. To not draw and let the next person go is called passing.

Defend - Designated when a unit may not Block and Counter. Defend designation shows that the unit may block only.

Defender - The unit designated to block is the Defender.

Discard - When a Card is taken from any part of the Map and placed into the Discard Pile.

Discard Pile - Place your unwanted and discarded cards here. The pile of mixed Playing and Resource cards to the right of your playing area. Sometimes it is able to be searched thru to retrieve a card that was once in play.

Disembark (See Unencamp for non naval units) - When Naval Soldiers have Units Encamped in them, when they "Unencamp", this is known as disembarking... When the Units leave the Naval Soldier (get off the boat). During an Army Phase, any Units encamped, may freely unencamp with no Unit limit unless otherwise specified.

Dock - The Dock is the Warcamp for Naval Units. When Naval Cards are in play by you, The area to the right of the Warcamp becomes the Dock. Units here are treated as freshly built Units (if ships), that are played from the Hand to the Dock before setting off to Sea.

Draw - Take the top card from a pile of cards.

Draw Phase - Once you decide on taking a turn, this is the time where you pick up a card or cards from either your Draw Pile or Supply Pile.

Draw Pile - A large pile of playing cards. Generals, Soldiers, Kingdom, Strategy and Tactics cards are all held here.

Edition Name - Which edition card is from.

Edition - A grouping of several decks, usually four, per category, with other decks like it. The Family Edition, Expanded Edition and Warlord Edition are types of these.

Effect - The area on a playing card that is passive whenever the card comes into play

Elephant - A specific type of soldier with "Elephant" listed as a sub-category. Elephants need Mahouts to play well. Without a Mahout (an elephant trainer) you can pretty much do nothing with them except hide behind them.
  • When an Elephant is attacked in the Warcamp without a Mahout, their counter attack is 1/2 of their Strength (rounded down)... So the Armor Plated Bull instead of being a 13, would be a 6.
  • Elephants cannot leave the Warcamp without a Mahout in the Warcamp
  • When there is an Elephant in play, Mahouts are always free to play
  • You may band a Mahout to an Elephant, but once he leaves into the Battlefield, there is no longer a Mahout in the Warcamp for your other Elephants.


Empire - A real or imagined individual empire, race, civilization, dynasty, corporation or any other type of organization from history, present or possible future.

Empires and Generals - A CCG / TCG Card Game. The Worlds First Free Historical Print and Play Collectible Card Game.

Encamp - (Hide) - To use a card in the War Camp or Battlefield as a secondary War Camp or a hiding place, like a Fortress Soldier or Naval Soldier.

Entice - To Capture a unit for the purposes of using them as your own unit.

Equip - Adding any card onto another card for the purposes of boosting them. This can only be done at the War Camp during Army Phase unless specified. Most Equipment (including Mounts) are designated to take all damage first. If a Unit of 10/10 has equipment banded to him that is a 0/10 then the Unit is not a 10/30. The Unit is still a 10/10 but the Equipment takes the first 10 damage.

  • Example - A 30/30 Unit is against the 10/10 Unit with the 0/10 Equipment. The first 10 of the 30 Strength discards the Equipment. The remaining Strength is a 20 which easily beats the 10 Life of the Defender. Both the Equipment and the 10/10 Unit are discarded on Attack Resolution.


Equipment - The cards that depict items that are in use by Units.

Establish Beachhead (Beachhead) - A way to move encamped Units from a Naval Soldier to the Battlefield surpassing the regular Warcamp. This occurs when there are encamped units aboard a Naval Soldier and they are dropped off onto the main Battlefield. This takes two turns and is explained thouroughly in Naval Troop Movement.

Family Edition - The first edition made for the game Empires and Generals. The Family Edition features no Prison and no Market and was released as a free game. The Empires selected were four of the most known Empires from Antiquity were the Roman Republic, Ancient Egypt, Ancient China and the Huns.

Fortress - A unit designed specifically for defense. Not able to be moved out of the War Camp.Other units may hide within, often boosting the attack of the counter/block.

Forward Movement - Gains a partial bonus for moving. See Card for directions.

Game Card - An official "Empires and Generals" Game Card that is to be used in the playing of Empires and Generals.

Game Phase -  This is the order in which you play your turn. DHKAAR (or: Draw Harvest Kingdom Army Attack Resolve).

Game Phase Chart - A Card that depicts the areas in every turn for each player. A Card that shows the various parts of a turn. This is not a playable card.

General - Typically a General has the General Icon printed on the card, however there are some instances where other cards and/or units can be turned into "General". This is a unit of attacking or block and countering.

General Card - A Type of Card that represents the "Empire" in its Leadership. A Soldier may not attack without a General in play. This card is played in the War Camp or The Battlefield or as specified. Generals suffer no pull. A card depicting one specific person in history, a leader of his people. You may only have one general in play at a time. Any General may retreat at any time during your Army Phase. If a General gets killed you may bring in another general on your turn during Army Phase. "Killed" Generals are placed in the discard pile.

Hand - Your current hand of cards. A Default full hand is seven Cards.

Harvest - Playing or gleaning resources from cards or otherwise. Harvest

Harvest Phase- The second Phase of the Game each turn. Players tally up their resources (by icon showing in the Supply Line) and have this amount of each item to "Harvest" in this phase. For instance, if you show three stone, two water and five Iron, then you may use those ten resources for the remainder of your turn. A resource without an icon next to it may be any type of resource.

Helper Icon - An icon that allows you to see a specific number or idea that is relevant to the affect or ability of that card. It is used in the Absorb ability.

Hide (Encamp)- To use a card in the War Camp or Battlefield as a secondary War Camp or a hiding place, like a Fortress Soldier or Naval Soldier.

Horde - A Sub-category card type. Horde Cards typically cause banding with eachother.

Instruction Card - A Reference Card. A Card that explains the basic game play and how to win. This is not a playable card. A Card that has: Object of Play, Contents, Game Preparation, and an abridged Game Play.

Kingdom - The area nearest you in the Playing area. These are attributes that your Empire has that no other empire has that are unique to you that give you bonuses during game play.

Kingdom Card - A Type of Card that represents the "Empire" in its specific cultural uniqueness relative to the game that benefits and/or changes the gameplay. This card is played in the Kingdom or as specified. A card portraying a part of the culture, heritage or learning of the specific people group consisting of your Empire. These cards may or may not directly influence the Warcamp of Battlefield, They may instead do a many number of things associated with Game Play. You may only have one of each Kingdom card in your Kingdom area. If one is discarded, you may replace it with another from your hand. When a Kingdom Card is Discarded, it is put into the discard pile.

Kingdom Phase - This is the time where you may play a Kingdom or Strategy Card or may use the Abilities of already played Kingdom or Strategy Cards. Kingdom and Strategy Card Effects are already in play whenever the cards are activated.

Leadership - This Unit is specifically marked with an icon in the upper right of the card. Typically Leadership is a General, but it may be a Philosopher, Doctor or other.

Life - The number to the right on a Soldier or General Card indicating how much their Life is against a Counter Block or Attack.

Mahout - A Specific type of Soldier with the Sub-category: "Mahout". Without a Mahout (an elephant trainer) you can pretty much do nothing with them except hide behind them.

  • When an Elephant is attacked in the Warcamp without a Mahout, their counter attack is 1/2 of their Strength (rounded down)... So the Armor Plated Bull instead of being a 13, would be a 6.
  • Elephants cannot leave the Warcamp without a Mahout in the Warcamp
  • When there is an Elephant in play, Mahouts are always free to play
  • You may band a Mahout to an Elephant, but once he leaves into the Battlefield, there is no longer a Mahout in the Warcamp for your other Elephants.


Map - The card showing the area where the game takes place.

Market - The area where you place your Resource Traders and Resource Exchangers.

Mercenary - A subgroup card type. This type of card typically is not bound by the regular rules or Empire Specific themes and comes usually from surrounding smaller Empires.

Mount -  Mount is a Secondary Card Type. Mounts may not enter the Battlefield alone if it is Equipment. Mounts may enter Battlefield unbanded or unequipped if it is a Soldier. They must be Equipped or Banded to a Unit that is not a mount. They may not band to Walls or Fortresses. Usually, only one mount may equip or band to the Unit. If the Mount is Equipped, then it acts like Equipment and takes damage first. If the mount acts like a banding card then it and the Unit take damage together.

In the game, you can have:

1) An Equipment Mount that can band.
2) An Equipment Mount that can equip.
3) An Equipment Mount that can band or equip.
4) An Equipment Mount that can band and equip.
5) An Equipment Mount that can not band nor equip.
6) A Soldier Mount that can band.
7) A Soldier Mount that can equip.
8) A Soldier Mount that can band or equip.
9) A Soldier Mount that can equip and equip.
10) A Soldier Mount that can not band nor equip.

Mummy - A subgroup card type. A temporary card that allows players to accrue Cultural Health.

Name of card - Quickest way to reference any card. What it's "called". This is usually the "Card Name".

Naval - A Subgroup of Soldier Card. Naval Cards are played to the right of the regular Warcamp and Battlefield. Naval Units may not be attacked unless it is by another Naval Unit or Ranged. The Areas to the right of the Battlefield when Naval Units are in Play are called the Dock and the Sea. 

***Note on Ranged Attacks and Naval Soldiers***

The Non-Naval Ranged Unit must be in the Battlefield to Range Attack Naval Units At Sea. The Ranged Naval Unit may only Ranged Attack the Battlefield.

***Note on Encampment (Encamping) at Sea***

When your Naval Unit is at Sea, it may not be encamped, unless you have another Naval Unit in the Sea with Soldiers in it, and they are allowed to move ships (Encamp from one Naval Soldier to another). If you wish to Encamp regularly, you must do so in Dock or by Establishing a Beachhead.

***Note on Connectivity***

The Battlefield connects to your Warcamp. Your Warcamp connects to your Dock, and often is treated as the same area.Your Dock connects to your "Sea". Your Battlefield DOES NOT connect to the Sea. When a Naval Card is in the "Battlefield" it is considered "In the Sea" or "At Sea". When a Naval Card is in the "Warcamp" it is considered "Docked" and may be "Encamped" by Soldiers. 

***Note on Affectivity***

Tactics Cards, Effects and Abilities that are not specifically targeting Naval Units DO NOT WORK on them. For example: The Huns "Shout of Horror" would not mean that everyone would just fall out of the boat. Cards must specify that they are targeting Naval Units.

***Troop Movement***

If you wish to move troops from your Warcamp to the Battlefield you may do this via Naval Soldier. This would mean that units would move from your Warcamp into the Ship, travel into the sea and then land at the Battlefield ready for a fight.

Great protection! However, this is a two turn feat.

First, the Units may be played from your hand into the Warcamp during Army Phase and then they may then be moved into the Naval Soldier on that same Army Phase.

Then you must Encamp them onto the Naval Soldier during Army Phase when your Naval Soldier is in Dock (Warcamp).

Then the Naval Soldier then moves into Sea (Battlefield) on that turn during the same Army Phase. They are now at Sea and may not attack unless they are ranged into the Battlefield.

On the next Army Phase you may Establish Beachhead into the Battlefield from the Sea. Your Units Disembark (Unencamp). Your Units now act as regular Units do on the Battlefield.

You may then move on to your regular Attack Phase.

Naval General - Naval Soldiers act like normal Soldiers while at Sea - They must have a Leadership card in play in order to attack. Normally, you may make do with a regular Leadership card like Attila the Hun (a Land-Based General), however, if you wish to use a Sea-based General or other Leadership card, you may do so, but it does not affect the Land-Based Units... Land Units still need a Land General in order to attack. In effect, you may have two Generals in play (one land and one sea) without conflict.

Needs no Leadership - This unit is typically a Soldier and does not need a General or any other Leadership Card in play to attack.

Pass/Passing - During Declaration, you may pass instead of taking your turn. This happens instead of a turn. There is no need to refer to the Turn Phase Chart as you are skipping your turn.

Passive Effect - Something that is happening in the game due to a card that has been played that changes the play structure. Usually this is negated when the card bearing the Passive Effect is discarded.

Pay / Spend - To "spend" a resource to bring out a card from your hand into play. Or to "spend" a resource to use an ability that the card may possess.

Philosopher - A type of leader, like a General.

Plague Pit - An area of play that is neither Remove from Game or Discard.

Play - The action used in gameplay to experience Empires and Generals.

Playing Area - The entire Table-top or surface where the game is taking place.

Playing Deck / Playing Card - Cards starting in the Draw Pile that are Empires and Generals cards that are not resource cards or Non-Playing Cards.

Printable Area - within the printable area of the Card. Before you get to the edge of the card.

Pull - Fatigue or Penalty from creature coming from Hand into Battlefield or War Camp. Typically this affects only Soldiers. Soldiers may not attack the turn that they come into play.

Ram - An Ability that allows you to bypass the Absorb Effect.

Ranged - Ranged is a Subgroup of card. Range means that the card can attack one area away. From owners Warcamp to Battlefield, or from Battlefield to Opponents Warcamp. Ranged Units may have certain Attack/Defence qualifications that other cards do not have. Read the individual card to see if anything is particular as to how battle is resolved.

Rare - 1 in your deck, all playable. Displays what level of rarity the card is.

Rarity - Displays what level of rarity the card is. A blank display, or no display means a Common Card occurrence i play and deck building. There are also Uncommon, Rare Ultra-Rare, Unique and Special marked cards that change the card building rule dramatically. "Up To" is an example of this.
  • Common (Blank) - 5 in your deck, all playable.
  • Uncommon - 3 in your deck, all playable.
  • Rare - 1 in your deck, all playable.
  • Ultra-Rare - 1 in your deck, 1 playable per game. Even if you have the card in your deck and someone else plays it first, that card cannot be played by you during this game
  • Unique - A number specified is different building than playing. Deck building is mentioned first, then Playability.
    • Unique C-R (This means that this card you may have 5 in your deck, but may only play this card as a rare card.
  • Up to - This is a modifier for cards that you may have more of in your hand and may play more.
    • Up to 10 - This means that you may have up to, and may play ten of the same card from your deck to your hand to the playing field.

Reference ID # - Identification number for card. This is a specific number for this card. It is generally located at the bottom right of the card.

Remove from Play / Game - Taking a card a step further from Discarding involves removing that card from play. It usually means that this card is over and done with for the remainder of the game and cannot be affected by discard issues.

Resolve - Reduce your hand to the proper number of cards at the end of a turn (default is seven cards), flip, rotate or move cards as needed. There are other things that could happen to resolve your turn during the resolve phase, but mainly it's just keeping up with amount of cards you have in your hand.

Resolve Phase - Any counters may be removed and/or played at this time. Reduce your hand down to seven if applicable.

Resource - The type of currency it takes to spend to play any Playing Card or use Abilities. Stone, Coin, Fish, Honey-Wine, Daric... These are all types of resources. If a resource is blank for a cost to play a card (a circle with a number in it), then this means any type of resource or any combination of resources may be used to fulfill the cost of this card to play.

Resource (Specialty) - Acts like a resource except usually for one Empire or Kingdom only.

Resource (Root) - The Root Resources are the resources that have limited but very specific potential. Root Resources cost resources or specialty resources to play and in return you gain four special root resource tokens to spend on Strategies or whatever you wish. Root Resources are usually very pricey and can only pay for specific things.

Resource Card - A Type of Card that represents the "Empire" in its specific cultural uniqueness relative to the game that benefits and/or changes the gameplay. This card is played in the Supply Line or as specified. A card portraying a specific good, able to be used to "spend" to play any other card. You may have no more than 5 of one type of Resource in your deck at any time. Playing a Resource Card takes place during the Harvest Phase of the Game.

Resource Cost Icon - A pictoral representation of a resource cost. This is found in the upper left of every card.

Resources Icons - Whatever the resources are per Edition, they are printed in the same x/y grid area as the rest of the themed deck or decks or edition. When played on one another, this shows a quick way to total up your continuous effect resources. They are typically always at the bottom of the Resource card, but sometimes are on other cards as well. It is always a good idea to keep cards off of those icons so you can see them during Harvest Phase.

Resource Trader - A Resource Card that is not an actual place but may be a thing or a person or event. What type of trader it is depends on where you play it. Most resource traders will arrive in the resource deck and may be played into the Capitol area. However, if a Resource Trader that is a kingdom card is played into Kingdom Area, then it is considered part of the Kingdom Area.

Retire - When a card is not Withdrawn or Discarded, It may Retire to another part of the game.

Retreat - Take units and place them from the Battlefield to the Warcamp, or to another part of the Warcamp, such as a Fortress or Ship.

Sacrifice - Place card(s) in discard pile for the purpose printed to use up available resources. You may only typically sacrifice during harvest phase.

Sea - Sea is a type of the Battlefield. Units in the Sea cannot usually go into the Battlefield with all the other cards. If a unit with Sea attacks another Units with Sea, they are considered in a "Sea" Battlefield by themselves. If a Unit from Battlefield attacks another unit with Sea or vise versa, these are to be treated as ranged attacks.

Search - To look thru a certain deck or hand for the purposes of observation or acquisition.

Shrine - A temporary card that allows for the harvest of coin or other resources.

Siege Machine - A subgroup card type. A specific card or temporary card that allows for the specific destruction of Fortresses, Castles or the like.

Soldier - Typically a Soldier has "Soldier" printed on the card, however there are some instances where other cards and/or units can be turned into "Soldiers". This is a unit of attacking or block and countering.

Soldier Card - A Type of Card that represents the "Empire" in its basic function or warefare. This card is played in the War Camp or The Battlefield or as specified. A card depicting a living person, animal, machine, vehicle or other type of War Unit. You may play Soldiers during Army Phase into Warcamp. You must follow the rules printed on the card, unless made optional. When a Soldier is killed, they are put into the discard pile (unless otherwise noted).

Specialty Resource - A Type of Card that represents the "Empire" in its specific cultural uniqueness relative to the game that benefits and/or changes the game play. This card is played in the Supply Line or as specified. A card portraying a specific good, able to be used to "spend" to play any other card. You may have no more than 5 of one type of Resource in your deck at any time. Playing a Resource Card takes place during the Harvest Phase of the Game.

Spend / Pay - To "spend" a resource to bring out a card from your hand into play. Or to "spend" a resource to use an ability that the card may possess.

Stall - Allows time to take place between the time that the card was last played and can be played again.

Strategy Area - This is a one slot card area where you are placing the main thrust for your armys campaign to be victorious in battle.

Strategy Card - A card depicting a specific Strategy that influences the outcome of the game. There can be only one Strategy in play at one time by each player (unless specified). This card is played in the Strategy Area and may be played in the Kingdom Phase. You must follow the rules printed on the card. You may only have one Strategy Card in Play at one time.

Strength - The number to the left on a Soldier or General Card indicating how much their attack value is.

Stomp - An ability that allows the instant death of the first card presented to block the card it is printed on. It is used with the Maurya Empire Regal Elephant. The opponent must present a second defender to stop the attack. Stomp is typically only allowed on the first attack after the card has been played.

Subgroup (Subgroup of card) - These are listed between the Empire and Type of Card in the middle. Sometimes the type of card is in a subgroup. Horde, Fortress, Shrine. These are subgroups.

Suffers no Pull - A card does not have to wait til the next turn to attack or move into the Battlefield.

Supply Pile/Deck - A Stack of cards to the left of the playing area. The cards here are Resources, Specialty Resources, Resource Traders, Markets and all things to do with the Income of your Empire. Also placed in this pile are  Cards, including the Act of God Cards.

Supply Line - A Stack of harvested cards from the Supply Pile placed on the right side of your Kingdom showing your available resources to harvest. Usually placed to the right of the Warcamp.

TCG - Trading Card Game. A Game in which the card number is loosly defined by parameters, not static as in most card games (e.g. Hearts, Rummy).

Tactics Card - A Type of Card that represents quick changes and turns of events in a battle that is being played. Tactics Cards may be played at any time. This card is played in The Battlefield or as specified. A card depicting a style of tactics, a card that is not a Soldier yet retains the ability to influence the outcome of the battle. You may play Tactics cards at a time during the game where you are attacking, blocking or that it might affect you. You must follow the rules printed on the card. After a Tactics Card is used (the effect or ability happen right when you play it), it is put into the discard pile (unless otherwise noted). If a Tactics card has an ability that associates with another card in play, that card is "tucked" under to where only the name is showing the effect. If you have a Tactics card that attaches itself to more than one card, then it is placed at the side of the area of play.

Title Card -  A Reference Card. A Card that depicts the Title of Empires and Generals, The name of the Empire and a picture. A Card that shows artwork and the general information of the Empire you will play. This is not a playable card.

Token - A specific type of resource. Usually related to Government or Religion Cards. These are one time use usually and need to be marked on the resource card with either a coin, or you may rip off the section.

Top Banner - Stretches across the top of the card. Contains: Cost, Empire, Card Name, Icon, and Card Class, etc.

Trump - After playing a card, often another card is played on top of it, negating the effect or ability of the first card. This is called "Trumping" and is often confusing for the new card player. When something is Trumped, the last card played (the one on top) is active and the activities of the last card are not used. When something "Can not be trumped" then that cards effect or ability goes on no matter what any other cards say. The card that "can not be trumped" has the dominant authority in the final outcome of the turn resolution. Strangely enough, "Trump" cards can be trumped by Act of God cards.

Trumped, Trumping - See Trump

Turn - A flexible length of time where a player may either go thru their "Game Phases" or may "Pass"

Type 1 Card - Kingdom/ Strategy/ Tactics Specifics Card

Type 2 Card - Soldier / General Card

Type 3 Card - Resource Card

Type 4 Card  - Calamity Card

Ultra-Rare - 1 in your deck, 1 playable per game. Even if you have the card in your deck and someone else plays it first, that card cannot be played by you during this game. Displays what level of rarity the card is.

Unband / Disband - Takes any banded cards and separates them back to the original cards. Each Soldier is now its own unit. The first card/unit that all were banded to is now the target of the "banded unit"

Uncommon - 3 in your deck, all playable. Displays what level of rarity the card is.

Unencamp (See Disembark for naval units) - When Units "leave" a Fortification or Unit that is holding them. During an Army Phase, any Units encamped, may freely unencamp with no Unit limit unless otherwise specified.

Unique - A number specified is different building than playing. Deck building is mentioned first, then Playability. This is a limiting device that is practiced in more advanced games.
  • Unique C-UN - This means that you may Deckbuild this card as a Common, but may only play this card as an Uncommon Card.
  • Unique C-R - This means that you may Deckbuild this card as a Common, but may only play this card as a Rare Card.
  • Unique C-UR - This means that you may Deckbuild this card as a Common, but may only play this card as an Ultra Rare Card.
  • Unique UN-C - This means that you may Deckbuild this card as an Uncommon, but may only play this card as an Common Card.
  • Unique UN-R - This means that you may Deckbuild this card as a Uncommon, but may only play this card as a Rare Card.
  • Unique UN-UR - This means that you may Deckbuild this card as a Uncommon, but may only play this card as an an Ultra-Rare Card.
  • Unique R-C - This means that you may Deckbuild this card as a Rare, but may only play this card as an Common Card.
  • Unique R-UN - This means that you may Deckbuild this card as a Rare, but may only play this card as an Uncommon Card.
  • Unique UR-UN - This means that you may Deckbuild this card as a an Ultra-Rare, but may only play this card as an Uncommon Card.
  • Unique UR-C - This means that you may Deckbuild this card as a an Ultra-Rare, but may only play this card as a Common Card.
  • Unique UR-UN - This means that you may Deckbuild this card as a an Ultra-Rare, but may only play this card as an Uncommon Card.
  • Unique UR-R - This means that you may Deckbuild this card as a an Ultra-Rare, but may only play this card as a Rare Card.
Unit - Any Card that represents one Soldier or General or a grouping of Cards that represents one fighting ensemble. e.g. Three Banded Soldiers are one Unit.

Up To - This is a modifier for cards that you may have more of in your hand and may play more.
  • Up to 10 - This means that you may have up to, and may play ten of the same card from your deck to your hand to the playing field.

Warcamp - An Area inside your Playing Area between your Kingdom and The Battlefield. This area is the last line of defense between you and your opponent.

Withdraw - Taking a soldier or general out of the war camp or battlefield and placing it in your hand (or other specified withdraw spot).