1
Declare evasion (Ancients)
A unit may evade even if it can only retreat 1 hex; attacker may not take ground
2
Declare evasion (Napoleonics)
Unit may not Retire & Rally unless it can retreat 2 hexes; exception allows retreating 1 hex to attach with a lone leader; attacker may take ground
3
Declare evasion (Medieval)
Unit may not Retire & Rally unless it can retreat 2 hexes; exception allows retreating 1 hex to attach with a lone leader; attacker may not take ground
4
Declare evasion (Tricorne)
Unit may not Retire & Rally unless it can retreat 2 hexes; exception allows retreating 1 hex to attach with a lone leader; attacker may take ground
5
No evasion available (Samurai)
There is no evade option in this version
6
Apply leader combat bonus (Ancients)
Non-elephant units in or adjacent to a leader hit on helmets in melee combat
7
Apply leader combat bonus (Napoleonics)
Leaders provide no combat dice bonuses; exception exists through combat cards from Expansion #5
8
Apply leader combat bonus (Medieval)
Units in or adjacent to a leader hit on helmets in melee combat
9
Apply leader combat bonus (Tricorne)
Attached leaders add 1 die to all melee combat and 1 die to infantry ranged fire (not artillery)
10
Apply leader combat bonus (Samurai)
An ordered Foot leader may spend 1 H&F to add a die to attached unit in melee
11
Play Tactician cards (Napoleonics)
Play as many cards as desired during a turn, but only one card per lone leader, unit with attached leader, or unit
12
Spend Inspired Action token (Medieval)
Only one token may be spent by each player during a turn
13
Play Combat cards (Tricorne)
Play as many cards as desired during a turn, but only one card per lone leader, unit with attached leader, or unit
14
Play Dragon card (Samurai)
Each player may only play one Dragon card during the current player's turn
15
Execute bonus melee (Ancients)
Cavalry, warriors, elephants, chariots, camels, and units with attached leaders may perform bonus melee after advancing into vacated hex
16
Execute bonus melee (Napoleonics)
Only cavalry may make bonus melee after advancing into vacated hex
17
Execute bonus melee (Medieval)
Cavalry, warriors, and units with attached leaders may perform bonus melee after advancing into vacated hex
18
Execute bonus melee (Tricorne)
Cavalry, Highlanders, and units with attached leaders may perform bonus melee after advancing into vacated hex; no bonus hex for cavalry
19
Execute bonus melee (Samurai)
Cavalry and units with attached leaders may perform bonus melee after advancing into vacated hex; no bonus hex for cavalry
20
Ignore swords as Super Heavy Cataphract
Ignore a sword from any other unit type including Heavy Cavalry
21
Ignore swords as Heavy unit
Ignore one sword when attacked in melee by Medium Units or Auxilia Infantry
22
Ignore swords as Medium unit
Ignore one sword when attacked in melee by Auxilia Infantry
23
Apply cavalry advantage
Any cavalry ignores one sword when attacked in melee by any foot unit; this stacks with class advantage for up to two swords ignored
24
Ignore swords as Heavy unit
Ignore 1 sword from medium infantry and 2 swords from light infantry
25
Ignore swords as Medium infantry
Ignore 1 sword from light infantry
26
Apply cavalry advantage
Cavalry units ignore an additional sword from any foot unit
27
Roll leader check (Ancients)
If attached unit loses 1+ blocks but survives, roll 2 dice—leader eliminated on 2 helmets; if unit eliminated, roll 1 die—leader eliminated on helmet; lone leader targeted in combat is eliminated on 1 helmet
28
Roll leader check (Napoleonics)
If attached unit loses 1+ blocks but survives, roll 2 dice—leader eliminated on 2 swords; if unit eliminated, roll 1 die—leader eliminated on sword; lone leader eliminated on 1 sword in melee or 2 swords in ranged combat
29
Roll leader check (Medieval)
If attached unit loses 1+ blocks but survives, roll 2 dice—leader eliminated on 2 helmets; if unit eliminated, roll 1 die—leader eliminated on helmet; lone leader targeted is eliminated on 1 helmet
30
Roll leader check (Tricorne)
If attached unit loses 1+ blocks but survives, roll 2 dice—leader eliminated on 2 swords; if unit eliminated, roll 1 die—leader eliminated on sword; lone leader eliminated on 1 sword in melee or 2 swords in ranged combat
31
Roll leader check (Samurai)
If attached unit loses 1+ blocks in melee, roll 1 die—leader eliminated on sword; if 1+ blocks lost in ranged combat, roll 2 dice—leader eliminated on 2 swords; if unit eliminated in ranged combat, roll 1 die—leader eliminated on sword; lone leader in melee eliminated on 1 sword
32
Apply support (Ancients)
Lone leaders provide support; elephants give support but do not receive it
33
Apply support (Napoleonics)
Lone leaders provide support; units in square give support but do not receive it
34
Apply support (Medieval)
Lone leaders provide support to units without attached leaders
35
Apply support (Tricorne)
Units may only ignore a maximum of 2 flags; lone leaders do not support but all adjacent units ignore 1 flag
36
Apply support (Samurai)
Lone leaders provide support; units that retreat pay H&F tokens