Cards preview · v0.1
The three decks
55 tech cards across three decks. Art generated by OpenAI using a locked prompt prefix so every card feels like one painter made the set.
Art generated: 55/55
Card backs
Warfare
Growth
Politics
Size test

Recruit 2 inactive army units at one of your cities.

Recruit 2 inactive army units at one of your cities.

Recruit 2 inactive army units at one of your cities.
Warfare
19 cardsKnights, army bonuses, combat tactics, city walls, siege effects, military disasters.

Recruit 2 inactive army units at one of your cities.

Build 1 army unit at no resource cost.

+1 defense on one of your cities this round.

Look at the top 3 cards of any deck — keep their order.

+1 strength in your next combat this turn.

Activate up to 2 of your fortified army stacks — anywhere on the board. Free.

Two of your armies may move and then act this turn.

Your next city attack ignores walls — only defender strength applies.

Recruit 3 active army units at one of your cities.

Destroy one enemy road anywhere on the map.

Erect city walls on one of your cities at no cost.

After losing combat, save 1 unit and retreat to an adjacent friendly hex.

Destroy any enemy army group on the board: every unit, active or inactive. Target must not be an ally.

Gain 5 active army units at any of your cities.

Pick a rival stack — they lose 2 units.

Pick a rival road — it burns.

Pick a rival — all their active armies deactivate.

+1 VP when revealed on your turn. Hidden in hand until then.

+1 VP when revealed on your turn. Hidden in hand until then.
Growth
19 cardsResource production, building discounts, harvest events, improvements, growth disasters.

Gain 3 grain.

Gain 3 wood.

Gain 3 stone.

Gain 3 resources of your choice (any mix).

+1 to all your tiles' production this round.

Build 1 road at no cost.

Build a granary at no cost on a grain tile adjacent to one of your cities.

Build a mill at no cost on a wood tile adjacent to one of your cities.

Build a quarry at no cost on a stone tile adjacent to one of your cities.

Build 2 roads at no cost.

One of your gold tiles produces +1 gold permanently.

Your next city upgrade is free.

Add a new hex to the outer edge of the map; resource type assigned randomly. Every adjacent piece may draw from it.

All your tiles produce 3× their normal output this round.

All players lose half their grain, rounded down.

Pick a rival — their entire wood stockpile rots away.

No tiles produce this round. (Global)

+1 VP when revealed on your turn. Hidden in hand until then.

+1 VP when revealed on your turn. Hidden in hand until then.
Politics
17 cardsDiplomatic actions, trade bonuses, espionage, marketplace, political disasters.

Propose alliance with any player, even without contact.

Gain 3 gold.

Look at the top 3 cards of any deck — rearrange their order.

Gain 1 gold from each other player.

Look at one opponent's tech card hand.

Gain 4 gold, or gain 3 resources of a single type.

Build a marketplace at no cost on a gold tile adjacent to one of your cities.

This round, your gold converts 1:2 into any resource.

Deactivate one enemy active army.

No VP penalty for breaking an alliance this round.

Convert any hex into a permanent desert. All adjacent pieces lose its production; all armies on it are destroyed.

Steal an enemy's alliance — their ally becomes yours; they lose the bond.

All alliances dissolve with no VP penalty; players must renegotiate. (Global)

This round, your gold converts 2:1 for you only.

Lose 2 VP.

+1 VP when revealed on your turn. Hidden in hand until then.

+1 VP when revealed on your turn. Hidden in hand until then.