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. |