
Swords & Shadows Mercenaries
"You sign a contract with the fearsome blades of the Swords & Shadows to bolster your ranks."
Add one Sword or take one Gold.
- Unit must be available in your reserves.
- The unit must be added to a tile you control.
- Tile must have available capacity.
- You may choose to take one Gold instead of placing a unit.
- Players may opt to take Gold and not place a unit.

Shield & Suns Mercenaries
"The realm raises money for protection from the principled Shields & Suns."
Add one Shield or take one Gold.
- Unit must be available in your reserves.
- The unit must be added to a tile you control.
- Tile must have available capacity.
- You may choose to take one Gold instead of placing a unit.

Arrows & Avarice Mercenaries
"Your aggressive nature impresses the Archers & Avarice mercenaries."
Add one Archer or take one Gold.
- Unit must be available in your reserves.
- The unit must be added to a tile you control.
- Tile must have available capacity.
- You may choose to take one Gold instead of placing a unit.

Courageous Swords of Fortitude
"Courageous commoners join your ranks."
All players add one Sword or take one Gold.
- Units must come from reserves.
- Units must be placed on tiles controlled by the player.
- Tile capacity must be respected.
- Players may choose Gold instead.

Summoning the Shields of Honor
"Villagers heed the generals' call to protect their realms."
All players add one Shield or take one Gold.
- Units must come from reserves.
- Units must be placed on controlled tiles.
- Tile capacity must be respected.
- Players may choose Gold instead.

Brave Archers of Valor
"The young rush to prove their valor, armed with bows and bravery."
All players add one Archer or take one Gold.
- Units must come from reserves.
- Units must be placed on controlled tiles.
- Tile capacity must be respected.
- Players may choose Gold instead.

Training
"The wise train before battle comes."
Upgrade a unit or take one Gold.
- Unit must already be deployed on the board.
- Only Basic units (Sword, Shield, Archer) may be upgraded.
- Catapults, Generals, and Special units may NOT be upgraded.

Forge & Furnace
"Superior technology strengthens your swords."
All players upgrade a Sword or gain one Gold.
- Unit must be deployed on the board.
- Players may choose to take Gold instead of upgrading.

Moon Shard Shields
"Steel from the shards strengthens your shields."
All players upgrade a Shield or take one Gold.
- Unit must be deployed on the board.
- Players may choose Gold instead.

Feathers of the Falcon
"Enchanted feathers strengthen your archers."
All players upgrade an Archer or take one Gold.
- Unit must be deployed on the board.
- Players may choose Gold instead.

Priest of the Golden Sun
"The magic of the Golden Sun calls back a fallen soldier."
Revive a unit and place in reserves or take one Gold.
- You may revive ANY unit defeated in battle.
- Unit may come from your dead pile or from another player's graveyard.
- Revived unit is placed in reserves.
- You may choose Gold instead.

Halls of Resurrection
"Valiant soldiers return from death's shadow to fight again."
Revive a unit and place in reserves or take one Gold.
- Same rules as Priest of the Golden Sun.

Heroes Call
"The spirit of heroes returns at the realm's greatest need."
Revive a Hero and place on the board in a tile you control or gain one Gold.
- Hero must have been defeated in battle.
- Hero must be available in your reserves.
- Includes Special units and Crowns you defeated.
- Tile capacity must be respected.

Summer Solstice
"A day with no night allows for extra troop movement."
All players may move or swap one unit or gain one Gold.
- Maximum one unit per player.
- Movement must be between adjacent tiles you control.
- Tile capacity rules apply.

Master of Merchants
"Shrewd market maneuvers reward you."
You gain one Gold from the bank.

Bank of the Second Sun
"Smart investments pay good returns."
All players gain one Gold from the bank.

Priests of the Second Sun
"A surprise blessing in a time of need."
All players gain one Gold from the bank.

Heist
"You recruit the winged thief."
Steal one Gold from a player of your choice. If no player has Gold, take one Gold from the bank.

Markets of the Merchant City
"Deals are to be had — but are you lucky enough?"
All players roll a six-sided die.
- Roll result 1–3: lose one Gold.
- Roll result 4–6: gain one Gold from the bank.

Casino of Kaladan
"A game of chance could make you a winner or a loser."
All players roll a six-sided die.
- Roll result 1–3: lose one Gold.
- Roll result 4–6: gain one Gold from the bank.

Winter Solstice Storm
"Cold descends across Kaladan."
All players roll a six-sided die.
- Roll result 1–3: lose one deployed Basic unit.
- Roll result 4–6: gain one Basic unit from reserves.
- Units must be placed on tiles you control.
- Tile capacity must be respected.

Despair and Desertion
"Fear moves across the realms."
All players roll a six-sided die.
- Same resolution as Winter Solstice Storm.

Shadow Plague
"Death comes from the shadows."
You lose one unit of your choice.
- Unit must be a deployed Basic unit.

Shards of the Moon
"Shards fall from the sky and wreak havoc."
All players lose one unit of their choice.
- Unit must be a deployed Basic unit.

Saboteur
"Anti-war activists strike the strongest."
Player(s) with the most units on the board lose one unit of their choice.
- Unit must be a deployed Basic unit.
- If tied, all tied players lose one Basic unit.

Whispers on the Wind
"The League of Spies offers information."
Look at one Magic Card of one opponent of your choice or gain one Gold.
- Only Active cards (not reserve cards).
- If no Magic Cards are available, the player automatically gains one Gold.

Merchant of Scrolls
"A merchant offers to swap your magic."
All players may swap their Magic Cards or gain two Gold.
- If no Magic Cards are available, the player automatically gains 2 Gold.

Den of Thieves
"Vaults lie unguarded during war."
All players lose one Gold.
- Players with no gold to lose do not lose anything.

Shadow Spy
"Shadow magic reveals hidden threats."
Look at all Magic Cards of one opponent of your choice or gain one Gold.
- Only Active cards (not reserve cards).
- If no Magic Cards are available, the player automatically gains one Gold.

Explorer of Relics
"Explorers return with ancient power."
All players add one Magic Card to their hand or gain four Gold.
- If no Magic Cards are available, the player automatically gains four Gold.