History CCG
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Showing all 41 cards
Show frames: C R G
Show rarities: N
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See comments.
Grasslands you control yield +1 Food.
7/E
2/1/1/1
2/M
9/P
Ranged units you control get +1 strength.
1/M
Preliminary ideas. see comment.
When a unit you control dies, you may put 1 production counter on a Cultural production.
2/C
Each Hill you control counts as +1 culture.
4/C
See comments.
At the beginning of the maintenance phase, you may put 1 research counter on a Cultural research.
3/C
Yields +1 trade, +1 material.
5
1/1/1/1
Yields +1 Food in city with Grassland.
Yields +1 Food in city with Grassland.
4/E
Sacrifice a Forest > Put 2 production counters on a production.
3/S
1/1/1/2
Yields +1 Food in city with Sea.
Yields +1 Food in city with Sea.
4/E
Yields +1 food, +1 material.
7
See comments.
1/1/1/2
Yields +1 Food in city with Forest.
Yields +1 Food in city with Forest.
4/E
Yields +2 food.
9
Yields +2 material.
4
Mounted units you control get +1 move.
2/E
Works production in this city cost 2 less. (Fast creation of works.)
11/C
See comments.
Impassable. (Land units can't move or attack here.)
+1 to units defending to adjacent city.
+1 to units defending to adjacent city.
3
This city counts as -1 population for city growth. (Fast growth.)
13/E
See comments.
Playtest results and analysis for preliminary development phase.
Yields +2 trade.
6
8/P
At the beginning of the maintenance phase, you may put 2 research counters on an Economic research.
9/E
At the beginning of the maintenance phase, you may put 2 research counters on a Scientific research.
9/S
1/1/1/3
1/S
Yields +1 food, +1 trade.
8
1/1/1/1
1/M
2/1/1/1
2/M
9/M
See comments.
2/2/1/2
2/M
2/1/1/2
2/M
1/1/2/1
2/M
2/1/2/1
+1 Strength versus Mounted units.
+1 Strength versus Mounted units.
3/M
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History CCG: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
2014-05-17 20:01:46 by amuseum