HOME
RENAISSANCE
REVELATIONS
View: Combined all cards | Renaissance | Revelations
Jump to: Blue | Red | Green | Purple | Black          Download file: XLS | Numbers   or tabbed (for iPad): XLS | Numbers
GOLDEN COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Byzantine Market 0 Site - Templar C +1 1 - Opponent gets +1
Fishing Village 0 Site - Templar U +1 0 - Opponent Site in this region loses its Abilities. (Launching abilities will have no effects)
Narrow Escape 0 Action Surprise Assassin U +1 - - SURPRISE: Target Agent or Site gets DEFENDER
Templar Captain 1 Agent Herald Templar U - 1 1 When Templar Captain scores, get +2B
Masked Merchant 1 Agent Trader Templar C +1 1 1 DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Merchant’s Warehouse 1 Site - Assassin C +1 1 - DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Den Defense 1 Site Surprise Assassin C +2 1 - SURPRISE: (This Memory resolves instantly)
For the People 1 Action - Assassin U +1 - - Search your sequence for a Peasant or Trader. Put it in your Hand. Randomize.
Imperial Gardener 2 Agent Trader Templar R - 2 2 When a Memory goes to the Archive, erase it instead.
Maffeo Polo 2 Agent - Assassin R - 2 2 Opponent Memories have DEFENDER.
Master Smith 2 Agent Peasant Assassin C +1 2 1 DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Constantinople, Galata District 2 Site - Templar R - 1 - Launching Memories cannot be neutralised.
Cappadocian Market 2 Site - Assassin R - 1 - Memories that are not Golden cost +1W to launch.
Byzantine Cistern 2 Site - Assassin U - 1 - Each Day, Players regain all their Gold.
Slave Trade 3 Action - Templar C +4 - - No Ability
Militia Intimidation 3 Action - Templar U +1 - - The next Memory you launch has SURPRISE. Draw a Memory.
Ottoman Merchants 4 Agent Trader Templar C - 3 3 DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Assassin Recruits 4 Agent Peasant Assassin U - 2 2 When you get a Peasant or Trader in your HQ draw a Memory.
Harbour of Julian 5 Site - Templar R - 2 - Memories cannot score more than 2 at a time.
Sly Smuggler 6 Agent Trader Templar U - 1 1 Your Traders and Peasants have +2/+2‘ and DEFENDER.
Diligen Commoner 7 Agent Peasant Assassin C - 6 3 No Ability
Abandoned Warehouse 7 Site - Assassin R - 3 - DEFENDER. Opponent Score in this Region becomes 0.
Forum of the Ox 10 Site - Assassin R +2 5 - DEFENDER. When you launch this Memory, regain all your Gold.
Incite Revolt 11 Action - Templar R +4 - - Put all Memories from the Archive in your Sequence. Randomize. If Incite Revolt is discarded, put it in your Hand instead and get +2B
BLUE (Order) COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Templar Recruit 0 Agent Noble Templar C -1 2 1 No Ability
Tarik Barleti 1 Agent Noble Assassin C - 1 1 OFFICIAL. (Can only be blocked by an Agent with Official or Cunning)
Militia Camp 1 Site - Templar U +1 0 - Score 2 in this Region.
Weapons Cache 1 Action - Templar C +2 - - Players score 1 in each Region.
The Plan 1 Action Surprise Assassin U +1 - - SURPRISE. Target Agent gets UNBLOCKABLE.
On the Attack 2 Action - Templar C +1 - - Score 3 in target Region.
A Deadly Message 2 Action Surprise Templar U - - - SURPRISE. Neutralize target launching Site.
Mentor’s Wake 2 Action Surprise Assassin C - - - SURPRISE. Neutralize target launching Memory. Its controller draws a Memory.
Ottomn Elite 3 Agent Noble Templar U - 3 1 DOMINANT. (Scores normally and Opponent loses as many points)
Selim 3 Agent Noble Assassin R - 2 1 Your Nobles have SURPRISE.
Mountain Fortress 3 Site - Templar C - 2 - DOMINANT. (Scores normally and Opponent loses as many points)
Masyaf 3 Site - Assassin R - 1 - When an Agent campaigns or blocks in this Region, his controller draws a Memory.
Varangian Guard 4 Agent Noble Templar C - 4 1 OFFICIAL. (Can only be blocked by an Agent with Official or Cunning)
Ahmet 4 Action Noble Templar R - 2 2 When you get a Noble in your HQ, score 1 in each Region.
City Wall 4 Site - Templar C - 3 - No Ability
Harbour of Theodosius 4 Site - Templar U - 1 - Nobles are always SAFE.
Suleiman 5 Agent Noble Assassin U - 2 2 SURPRISE. Neutralize target launching Action or Agent.
Guard Duty 5 Action Surprise Templar U - 2 3 SURPRISE. Erase target Agent or launching Agent.
Byzantine Brute 6 Agent Soldier Templar R +1 2 3 Erase target Agent or launching Agent.
Ottoman Janissary 6 Agent Soldier Templar R - 3 2 Erase target Site or launching Site.
Constantinople, Imperial District 7 Site - Templar U - 3 - DOMINANT. Score 3 in this Region.
Topkapi Palace 10 Site - Templar R - 5 - Erase target Agent or Site.
Janissary Justice 11 Action - Templar R - - - DOMINANT. (Score 3 in each Region. If Janissary Justice is discarded, score 1 in each Region.
Manuel Palaiologos 15 Agent Noble Templar R - 5 5 DOMINANT. OFFICIAL. Opponent Score in each Region becomes 0.
RED (Faith) COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Holy Day 0 Action - Templar C +2 - - Look at Opponent Hand. Erase Memories in it that cost 11W.
Leap of Faith 0 Action - Assassin R - - - Choose an erased Memory. Put it in your Sequence. Randomize. Draw a Memory.
Byzantine Cemetery 1 Site Sanctuary Templar C - 1 - DOMINANT. (Scores normally and Opponent loses as many points)
Sanctuary’s Heart 1 Site Sanctuary Templar C +1 0 - DOMINANT. Score 1 in this Region.
Cappadocian Shrine 1 Site - Assassin C -1 2 - No Ability
Gather the Faithful 1 Action - Templar C +1 - - Sites get +1
Source of All Life 1 Action - Templar U +1 - - Search your Sequence for a Ruins or a Sanctuary. Put it in your Hand. Randomize.
Bitter Farewell 1 Action - Assassin C +2 - - Players discard their Memory with the highest cost (at random if tied).
Renovate Temple 1 Action - Assassin U +1 - - Choose a Site in the Archive. Put it in your Hand.
Into the Light 1 Action - Assassin U +1 - - The next Site you launch has SURPRISE.
Feed the Poor 2 Action - Templar U - - - Choose a Memory from Opponent Hand. Erase it.
Cyril of Rhodes 3 Agent - Templar R +1 1 1 DOMINANT. When a Memory is erased, Cyril of Rhodes gets +1/+1
Underground Refuge 3 Site - Templar U +1 1 - DOMINANT. Erase the Memory in Opponent Hand with the highest cost (at random if tied).
Forgotten Asylum 3 Site Ruins Assassin C - 2 - SURPRISE. (This Memory resolves instantly).
Ancient Roman Temple 4 Site Ruins Assassin C - 3 - DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Losing Faith 4 Action - Assassin R - - - Choose a Memory in Opponent Sequence. Erase all Memories with this name from his Sequence, Hand and Archive.
Funeral Pyre 4 Action - Assassin R +3 - - Draw a Memory.
Byzantine Church 5 Site Sanctuary Templar U - 1 - Opponent Agents get -1/-0. When you get a Sanctuary in a Region, Opponent Agents get -1/-0
Underground Temple 5 Site Sanctuary Templar R - 1 - Opponent Sites get -1. When you get a Sanctuary in a Region, Opponent Sites get -1.
Yerbatan Cistern 5 Site Ruins Assassin U - 2 - SURPRISE. Neutralize target launching Action or Site.
Hagia Sophia 8 Site Sanctuary Templar R - 3 - DOMINANT. DECEPTIVE.
Maountain Village 8 Site - Assassin U - 6 - DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Byzantine Ruins 10 Site Ruins Assassin R - 5 - SURPRISE. Neutralize target launching Memory.
Sacred Vault 11 Site - Assassin R - 3 - Opponent discards his Memories that cost 10W or less. If Sacred Vault is discarded, put it in the center Region instead.
GREEN (Scholar) COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Sofia’s Office 0 Site Haven Assassin R +1 0 - If another Sofia’s Office is in your Sequence, put one in your Hand. Randomize.
Ancient Map 0 Action Surprise Assassin C - - - SURPRISE. Draw a Memory.
Ottoman Gunman 1 Agent Engineer Templar C +1 0 1 ABILITY : Pay 2W, lose all your Gold: Search your Sequence for a Site with a Cost inferior to the Gold lost. Replace Engineer's Workroom with it. Randomize.
Lighthouse 1 Site - Templar C +1 0 - DEFENDER. Score 2 in this Region.
Sofia’s Home 1 Site - Assassin C - 1 - DECEPTIVE. (Scores in both other Regions instead of its Region).
Sharing Secrets 1 Action - Templar C +1 - - Opponent loses 3 in each Region.
The Discovery 1 Action - Assassin C +2 - - Draw a Memory. Discard your Memory with the highest cost (at random if tied).
Secret Door 1 Action - Assassin U +1 - - The next Action you launch has SURPRISE.
Temple Repository 2 Site Sanctuary Templar U +1 2 - DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Piri Reis 3 Agent Scientist Assassin U - 2 1 Opponent Memories resolve as if they did not have SURPRISE.
Mosque’s Yard 3 Site Sanctuary Templar R - 2 - Agents with power 5 or above cannot campaign.
Assassin Library 3 Site Haven Assassin U - 2 - DECEPTIVE. (Scores in both other Regions instead of its Region).
Ottoman Bombman 4 Agent Engineer Templar U - 3 1 Pay 3W: Put target Site from the Archive in you Hand.
Kadir 4 Agent Engineer Templar R - 1 3 When one of your Sites is replaced, draw a Memory.
Learned Widow 4 Agent Scientist Assassin C - 1 5 CUNNING, RECOVER
Topkapi Palace Gardens 4 Site - templar U - 1 - DEFENDER. Put a virtual Topkapi Palace Gardens in both other Regions.
Hidden Vault 4 Site - Assassin U - 3 - If Hidden Vault replaces a Site, is is replaced instead.
With Great Power 4 Action - Templar U +1 - - For this Action, sites have DEFENDER. Your Sites score their Influence on their Region.
Cappadocia, Underground City 5 Site - Assassin R - 2 - DECEPTIVE. Players win if they control 3 Regions instead of 2.
Byzantine Gunman 6 Agent Engineer Templar C - 3 6 DEFENDER: (Scoring: Opponent loses points instead. Points below 0 are scored normally)
Great Vault 6 Site - Assassin R - 5 - DEFENDER. Opponent Score in this Region becomes 5.
Ancient Library 7 Site - Assassin R - 3 - When Ancient Library score, score as much in the other Regions.
Grand Bazaar 10 Site Haven Templar R - 5 - Each day, draw an extra Memory.
The Mentor’s Return 11 Action - Assassin R - - - Draw 4 Memories. If The Mentor’s Return is discarded, draw 2 Memories.
PURPLE (Media) COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Belligerent Ottoman Militia 0 Agent Militant Templar C - 1 1 No Ability
Lysistrata 1 Agent Militant Templar C - 1 1 DOMINANT. (Scores normally and Opponent loses as many points)
Street Thespian 1 Agent Artist Assassin C - 1 1 DECEPTIVE. (Scores in both other Regions instead of its Region).
Selling Dreams 1 Action - Templar U +1 - - Search your Sequence for a Citizen or Militant. Put it in your Hand. Randomize.
A Hard Ride 1 Action - Assassin C +2 - - Sites do not score next day.
Brothers in Arms 1 Action - Assassin C +1 - - Agents get +1/+0
Templar Delegate 2 Agent Militant Templar C - 2 1 DOMINANT. (Scores normally and Opponent loses as many points)
City Official 2 Agent Militant Templar C - 1 1 When you get a Militant in your HQ, City Official gets +1/+1
Georgios Kostas 2 Agent - Templar R - 2 2 Memories with DEFENDER cannot score more than their opponent’s Score in the Region.
Abbas Sofian 2 Agent Artist Assassin R - 2 1 Is a Site has 0, neutralize it.
Uneasy Alliance 2 Action - Templar U +1 - - Target Agent or Site gets DOMINANT.
Advanced Training 2 Action Surprise Assassin C +1 - - SURPRISE. Target Agent gets +2/+0
Incognito 2 Action - Assassin U +1 - - Target Agent or Site gets DECEPTIVE.
Darim 3 Agent Artist Templar U - 2 2 DECEPTIVE. (Scores in both other Regions instead of its Region).
Altair, Learned 3 Agent Artist Assassin R - 2 1 UNBLOCKABLE. If Altair, Learned is neutralized, put it in your Hand instead.
Rich Poet 4 Agent Artist Assassin U - 2 2 Target Site or launching Site gets -2
Sofia Sartor 4 Agent Artist Assassin R - 1 3 Sites do not score each Day
Passing the Torch 4 Action - Assassin U - - - Sites get -2
Shahkulu 5 Agent Militant Templar U - 1 1 When you get a Militant in your HQ, your Militants get +1/+1
Zealous Crusader 5 Agent Citizen Templar U - 4 2 DOMINANT. (Scores normally and Opponent loses as many points)
Bearer of Mixed Tidings 5 Action - Templar R - - - Draw a Memory for each Agent you control.
Al Mualim 9 Agent - Templar R - 4 4 DECEPTIVE, DOMINANT
Hippodrome of Constantinople 10 Site - Assassin R - 5 - Neutralize Sites in both other Regions.
Odai Dunqas 11 Agent Militant Templar R - 3 3 Put up to two 2/2 virtual Militants in empty slots of your HQ. If Odai Dunqas is discarded, put it in your HQ if there is an empty slot.
BLACK (Crime) COST TYPE SUBTYPE GROUP RARITY INCOME POWER HEALTH DESCRIPTION
Romani Pickpocket 0 Agent Thief Assassin C +1 0 1 Pay 1W, Score 1 in target Region.
Vali Cel Tradal 1 Agent Thief Templar C - 1 1 THREAT. (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning).
Romani Camp 1 Site Haven Assassin C +1 0 - DECEPTIVE. Score 1 in this Region.
Ruthless Kidnapping 1 Action Surprise Templar U +1 - - SURPRISE. Target Agent gets THREAT.
Splinter Bomb 1 Action - Assassin C +2 - - Players do not draw their daily Memory next day.
Smoke Signal 1 Action - Assassin U +1 - - The next Agent you launch has SURPRISE.
Vantage Point 1 Action - Assassin C +1 - - If Opponent has more than 2B, he gets -1B
Corrupt Byzantine Militia 2 Agent Thief Templar C - 3 1 No Ability
Turkish Assasin 2 Agent Thief Assassin C - 2 1 SURPRISE. (This Memory resolves instantly).
Damat Ali Pasha 3 Agent Thief Assassin C +1 2 2 NO Ability
Dilara 3 Agent Courtesan Assassin U +1 0 3 Pay 2W, sacrifice another Agent: Neutralize target Site with 4 or less.
Altair, Assassin 3 Agent Thief Assassin R - 2 1 When you get a Thief in your HQ, draw a Memory.
Yusuf Tazim 3 Agent Thief Assassin R - 1 1 DECEPTIVE. When Yusuf Tazim scores, it gets +1/+1
Underground Maze 4 Site - Assassin U - 1 - Thieves have UNBLOCKABLE.
Caltrop Bomb 4 Action - Templar U - - - Agents get -2/-2
Secret Head Quarters 5 Site - Assassin R - 2 - Neutralize target Site (before Influence Contest).
Mark Target 5 Action - Assassin U - - - Neutralize target Agent or Site
Assassin Den 6 Site Haven Assassin C - 3 - DECEPTIVE. (Scores in both other Regions instead of its Region).
Tightrope Walking 6 Agent - Assassin U - - - Target player’s Income becomes 10.
Assassin Stronghold 10 Site Surprise Assassin R - 5 - SURPRISE. Neutralize all Agents in this Region.
Military Brutality 10 Action - Templar R - - - Put a random Thief from the Archive in each free slot of your HQ
Maria Thorpe 11 Agent Mercenary Assassin R - 3 3 Neutralize Opponent Agent and Site with the highest cost (at random if tied). If Maria Thorpe is discarded, neutralise Opponent Agent or Site with the highest cost.
Master Assassin 12 Agent Thief Assassin U - 5 6 DECEPTIVE. (Scores in both other Regions instead of its Region).
Ezio Auditore, Mentor 15 Agent Thief Assassin R - 5 5 SURPRISE. THREAT. Your Memories have SURPRISE.
View: Combined all cards | Renaissance | Revelations
Jump to: Gold | Blue | Red | Green | Purple | Black
Download file: XLS | Numbers   or tabbed (for iPad): XLS | Numbers
AC:RB - unofficial forum