Seven gods on seven cards. A few can swing a whole campaign, others only pay off in the right corner of the map.
1ApolloCopies the card your opponent played last turn, event cards included, exactly as they played it.
2JupiterMakes one enemy block next to a friendly city defect to your side, one step weaker; leaders and navis never switch.
3MarsA surprise attack: every attacking block in one battle fires before any defender in the first combat round.
4MercuryLets the blocks of one group move one extra city, in any direction you like.
5NeptuneThe naval Mars: your ships fire first in a sea battle or a shore attack.
6PlutoRaises the road limits for one group move, so a far bigger army can pour into a single battle.
7VulcanKnocks one step off every block in a chosen city, and anything already at strength one, leaders included, is gone.
Photo credits
- Apollo — Dennis G. Jarvis, CC BY-SA 2.0
- Jupiter — Jean-Pol GRANDMONT, CC BY 3.0
- Mars — Jean-Pol GRANDMONT, CC BY 3.0
- Mercury — Yair Haklai, CC BY-SA 4.0
- Neptune — Asram at French Wikipedia, CC BY-SA 3.0
- Vulcan — Yair Haklai, CC BY-SA 4.0



















