Blue: Spy (2):: spell - 1 - by magics hand - steal a spell book (fine) Spy :: book -2 - counter magic - counter an action card. (fine can also force a discard of a book, must discare book if you do so) Intrigue (2) :: book - 2 - magic kitchen - pay 1 magic get one resource of your choice on 2-6, on a 1 kitchen explodes. (fine costs 2 to put out, unlike all other books, costs 2 to steal as well) Saboteur :: book - 2 - time jump - negate event die, make it re-roll (re-roll barbarian die) Saboteur :: spell - 1- Dispell - All magic books are discarded Wedding (2) :: spell - 1- Foresee - Next player rolls dice now, but only you get to see the results until their turn, effects determing this roll must be played at this time. Deserter (2) ::spell - 0 - All magicians gain 1 magic Bishop :: book - 1 - prophesy - you may look a the top card of each deck (fine) Bishop :: spell - 1 - Disillusionment - no buildings may be created this round, must be played before dice are rolled. Diplomat :: spell - 1- whirlwind - opponent looses all resources on one land. (opponent looses all resources or commodities of one type) Diplomat :: spell - wizards duel - roll d6+wizards power losing wizards is removed. (fine) Warlord (2) :: spell - 2 - magic stand - you have an active 1 power knight for 1 round(you can exceed the 2 max knights with this spell) This knight cannot be promoted and is removed after this round, this knight can "de-activate" the round it comes into play victory point - none Green: Crane :: book - 2 - transform - remove one settlement/ship/road/city/knight (knights and cities are just reduced) and gain resources of your choice equal to the number of resources it costs to build the item). Crane :: spell - 1- knowledge of the ancients - you may select one card from the discard pile an place it in your hand. Alchamist :: book - 2 - wheel of time - before event die is rolled you can determine the result of it (event die=barbarian die) Alchamist :: spell - 1 - inspiration - draw 1 card from the top of 2 action decks mining :: spell - 0 - Slight of Hand - you may search a deck and choose a card, then place a card of your choice under that deck. mining :: spell - 1 - Witch - city acts like a settlement(also worth only 1 victory point) until a green is rolled road building :: book - 2 - change places - move city/settlement to possible site Resource monopoly :: spell - 1 - inspiration - draw 1 card from the top of 2 action decks engineer :: spell - 1- knowledge of the ancients - you may select one card from the discard pile an place it in your hand. engineer :: book - 2 - change places - move city/settlement to possible site Smith (2) :: book - 2 - magic potion - doubles stregth of knight for 1 turn (fine) Inventor :: spell - 1 - Materialization - you may transform a settlement into a city. irrigation :: spell - 1 - Witch - city acts like a settlement(also worth only 1 victory point) until a green is rolled Irrigation :: book - 2 - Book of Power - you may search a deck and choose a card, then place a card of your choice under that deck. Medicine :: spell - 1 - Rush - both red and white die effect the gathering of action cards for 1 turn, play before dice are rolled. Medicine :: book - 2 - wheel of time - before event die is rolled you can determine the result of it (event die=barbarian die) victory point Yellow: Trade Monopoly :: book - 3 - earth magic - You may trade any land you have 2 of for any land anyone else has 2 of, numbers do not change) Tade Monopoly :: spell - 2 - vanquish - all resources/comodities of one type are discarded Resource monopoly (2) :: spell - 1 - feast - for 1 turn all your resources produce 1 extra of the appropriate resource. (play before die roll) Resource monopoly (2) :: spell - 1 - land change thyself! - you may exchange any land you have 2 of for any land not claimed, no gold exhange, must be visable land, numbers do not change. Merchant Fleet :: book - 2 - magic port - you may trade resources as if you had a port of anyone one type any other player has access to Merchant Fleet :: spell - 0 - redistribution - you may move magic between your mages for 1 turn Master Merchant :: spell - 2 - coockoo - you gain the resources/commodities of all players with more victory points than you. You do not gain anything from you own lands Master Merchant :: book - 2 - duplication - name 1 resource/commodity(or magic) for the entire round whenever it is produced a second one is. Merchant (6) :: merchant - magic mill(merchant), mechant is placed on resource, can trade that resource for magic 1:1 is used and replaced like a merchant. Commercial Harbor :: spell - 2 - stasis - next die roll is skipped Commercial Harbor :: spell - 1 - mimick - play before dice are rolled, for that turn you and one opponent gain each others resources. Rules: Instead of building a city you can build a citadel (citadel costs ore+wheat+1 of each resource that the settlement can produce). To place a wizard in the citadel you must spend 1 of each resource type the citadel/settlement can produce. the wizard enters the game with the amount of magic resources that were spent buying him/her. Like the card game the magic resources belong to specific wizards and each wizard can have only a max of 3. When a citadel is rolled it grants one resource and 1 magic to the wizard in it. If you have 1 wizards you can play only magic from the blue pile If you have 2 wizards you can play magic from all piles A citadel with a wizard is worth 2 victory points (like a city) The Magic resource does not count toward your resource total and cannot be stolen by the robber/pirate spell books that are in play do not count toward your action card hand limit. Spell books cost nothing to play, the only have costs associated with the use of the spell in the book.