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OVERVIEW
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HOLD FASTPlay this after any individual combat, 1 'recoil' result may be turned into a 'no effect' result.
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RALLYPlay this after any individual combat, 1 'flee' or 'destroyed' result may be turned into a 'recoil' result.
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SCOUTSPlay this at the start of your first bound, if successful, the other player must reveal any Flank March or Ambush card
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LOCAL GUIDESPlay this when a friendly element attempts to move through the desired BAD or ROUGH going. this terrain piece is treated as GOOD going for this player, but only in regards to movement (BAD going still gives -2 for combat)
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AMBUSHup to 2 elements may be left off the table for deployment. When an enemy contacts the desired BAD going, or during the players movement phase, deploy these elements completely within the bad going.
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TROOP SWAPPlay this during your movement phase. 1 element or group is deemed completely interpenetrable by all troop types for this movement phase only.
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STRATEGIC RETREATPlay this in a bound before any combat has been resolved. one element in contact with the enemy can retreat up to 2 BW. the enemy contacted pursues and remains in combat with the element. Combat is resolved as usual.
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QUICK TURNPlay this during your movement phase for 1 PIP. The front element of a column turns forward, 90 degrees. other members in the column match the first elements orientation, forming a group beside or behind the other elements. no element can move greater than its move distance.
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FLANK MARCH (RIGHT)up to 1/4 of army may be left off the table for deployment. When this card is played, the elements are deployed as a group within 2 BW of the player's RIGHT board edge (If waterway, then only if army is Littoral)
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FLANK MARCH (LEFT)up to 1/4 of army may be left off the table for deployment. When this card is played, the elements are deployed as a group within 2 BW of the player's LEFT board edge (If waterway, then only if army is Littoral)
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BLUFFno effect
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