Playing Cards

=== There are two main types of playing cards involved in the game: Ability cards and Event Cards. They are kept in the same deck which is shared between players, and each player draws a single card at the beginning of his or her turn. When a player plays a card, the effects of that card activate and the card is placed into the discard pile, where it cannot be drawn again (unless stated otherwise). If the deck has every card drawn, shuffle the discard pile and place all cards back into the deck (not including cards still in players' hands). ===

Ability Cards
Ability cards are cards that you keep with you after you draw, and can choose to play at any point in the game. They generally have effects that boost units' abilities, or alter the flow of card draws. There is no limit to how many Ability cards you may hold in your hand at one time, but some players may choose to put a limit in place (for example, a maximum of 5 cards, and you must discard a card before drawing another once you exceed 5 cards). There is also no limit to how many cards you can play in a single turn.
 * Airborne: Aerial units can stay airborne even during turbulent weather.
 * Antidote: Choose one of your units. They are cleansed of any poisons currently afflicting them.
 * Arcane Knowledge: For this turn, Mage units can use spells from any field of magic.
 * Backstab: Choose one of your units. They gain 2 OFS for this round, but take 1 damage.
 * Blast Shield: During your opponent's next turn, their vehicles cannot fire at your units.
 * Blockade: Choose an enemy vehicle that is within 10 spaces of one of your units. That vehicle cannot move next turn.
 * Bullseye: Ranged units do an extra point of damage if they land a hit this turn.
 * Camouflage: If your opponent's ranged units are more or equal to their half distance from you, they may not fire at you.
 * Champion Stance: Tank units can take no damage during their next round of combat, but can't attack.
 * Charge: A unit can move twice as far.
 * Commando: Choose 1 of your units. That unit gains 1 range.
 * Compromise: Reveal cards from the deck and draw both an Ability and an Event card. Shuffle the deck afterwards.
 * Copy-Cat: Discard 1 card from your hand, and then draw cards until you have an equal amount of cards in your hand as your opponent.
 * Critical Strike: Footsoldier units do 1 extra point of damage if they land a hit this turn.
 * Dead Silence: Choose one of your units. That unit can bypass combat with a Guard if you so wish for this turn.
 * Deep Wounds: If a unit is engaged in close combat and it isn't the first turn of this combat, they deal double damage.
 * Deflect: On your opponent's next turn, none of your units can take damage from ranged attacks.
 * Dirty Play: This card may be used during your opponent's turn to cancel a card they play and discard it.
 * Donations: Generate 200 income.
 * Drafting: You may request a trade of existing units with your opponent. Place the traded units back in your Castle/Territory.
 * Eagle Eye: All ranged units can fire an extra 5 spaces.
 * Eavesdrop: Your opponent picks one card from their hand and reveals it.
 * Engineering: Remove up to 3 points of damage from a vehicle unit.
 * Exchange: Pick one of your cards, and your opponent picks one of their own. Swap cards.
 * Fall Back: Choose one of your units. If they win combat this turn, they may move after the battle.
 * Fast-Forward: Draw cards until you reveal an Event card. Shuffle the rest back into the deck.
 * Fear: Choose the enemy unit that's closest to one of your own. They roll a die. If they roll a 1, they flee the battle.
 * Feint: Choose an enemy unit in close combat. Their DFS is 1 less for this round.
 * First Aid: Heal up to 2 damage from a single unit, not including Royalty or Vehicle units.
 * First Blood: Choose a unit in close combat. They have initiative for this round of combat.
 * Flaming Arrows: Bowmen and Crossbowmen also deal 1 point of fire damage this turn.
 * Fortune's Favour: Draw 2 extra cards.
 * Generous Donations: Generate 300 income.
 * Hastiness: Choose one of your units. That unit can move an extra 5 spaces, but takes 1 damage.
 * Hidden Blade: Choose a unit in close combat. For this round, add 1 to their OFS.
 * Impediment: Choose an enemy unit. That unit can move 2 less spaces next turn.
 * Judgement: The next Event card drawn is immediately discarded without the effects taking place.
 * Juggler: Discard your hand and draw 3 cards.
 * Marksman: Choose a ranged unit. If they land a hit this turn, roll a die. If they roll 5 or 6, they deal triple damage.
 * Multi-Arrow: Archers may fire twice in a single turn.
 * Nerves Of Steel: Any non-Tank or Royalty unit gains 1 of each stat when in close combat with a Tank or Royalty unit for this turn.
 * No Rest: Take every Event card in the discard pile and shuffle them back into the deck.
 * Potent Poison: Any poisons used this turn will take half as long to reach their full effect.
 * Off The Grid: Move one of your units back into your Castle or Territory.
 * One Man Army: Choose one of your Royalty units. For this turn, they gain 2 to each stat.
 * Oracle: Reveal the top 5 cards from the deck. Your opponent takes one, and then you take one. Shuffle the rest back into the deck.
 * Ordnance Training: Vehicle units take 1 less turn to recharge their attack.
 * Overkill: If a unit is in close combat with multiple enemies, any damage they deal is dealt to both enemies for this turn.
 * Prophesier: Look at the next 5 cards in the deck and rearrange them in any order you wish.
 * Quick Shot: Bowmen may shoot before moving this turn.
 * Ready Bolts: Crossbowmen can fire even if they fired last turn.
 * Recall: Choose an Ability card from the discard pile and put it into your hand. That card cannot be played this turn.
 * Recruitment: Take 2 deceased units and place them back within your castle or territory.
 * Recycle: Pick a card from your hand and discard it. Then search the discard pile for a card and put it back into your hand.
 * Reinforced Structure: During your opponent's next turn, they cannot destroy your Castle.
 * Sabotage: Without looking, pick a card from your opponent's hand and discard it.
 * Scavenger: If a unit defeats an enemy this turn, their ammo is refilled.
 * Scout: Choose one of your units with only 1 base OFS. They gain 4 MVM.
 * Silence: Prevent the use of magic during your opponent's next turn.
 * Smuggler: Without looking, choose a card from your opponent's hand and play it as your own.
 * Sorcery: For this turn, the cost of spells is 2 less.
 * Steady Aim: If a ranged unit is in the 2nd or 1st ranged quarter and lands a hit, they deal double damage.
 * Stopping Power: Your opponent's units cannot charge on their next turn.
 * Sweep: Tank and Guard units do an extra point of damage if they land a hit this turn.
 * Tempting Fate: The next Event card you draw may be added to your hand and played as an Ability card.
 * Theft: On your opponent's next turn, they cannot draw a card.
 * Vigilance: You may move a Guard unit up to 3 spaces.
 * War Cry: Before attacking, add 1 extra point to a unit's OFS stat.
 * Willpower: Play this as an Event card takes effect to stop it from affecting you.

Event Cards
Event Cards are cards that must be played as soon as they are drawn, and may not be added to your hand (unless otherwise stated). They generally have effects that hinder players and force them to alter their strategy a little. Event cards often have effects that can last for several turns, and it is possible to have more than one Event card's effects active at a single time.
 * Band of Thieves: Choose a card from your hand and discard it.
 * Bankruptcy: For the next 4 turns, nobody may draw a card at the beginning of their turn.
 * Budget Cuts: Both you and your opponent choose a card from your hand and discard it (not including this card).
 * Bumper Harvest: Heal 1 point of damage from any units currently in their own Territory.
 * Depression: For the next 2 turns, nobody may play any cards (this card not included).
 * Extreme Diplomacy: You and your opponent swap all of the cards in your hands, and then both shuffle 1 into the deck.
 * Farming Season: Heal 1 point of damage from any units not currently engaged in close combat.
 * Floods: Any units currently in water take 1 point of damage.
 * Fool's Choice: If you have any cards in your hand, you must play at least 1 of them this turn.
 * Forceful Hand: Your opponent must play the next Ability card they pick up.
 * Goldmine: For the next 2 turns (not including this turn), players draw 2 cards (Ability cards only; if an Event card is drawn, play it and continue your draw).
 * Harvest Wreck: For the next 2 turns, any cards drawn are immediately discarded with no effect.
 * Heat Wave: For the next 2 turns, each unit has 2 less MVM.
 * Missing Courier: Both you and your opponent shuffle your cards back into the deck.
 * Peace Treaty: For the next 2 turns, nobody may attack.
 * Peasant Rebellion: All Peasant units are disbanded.
 * Propaganda: For this turn, any units in their own Territory gain 2 to both their OFS and DFS.
 * Quakes: For the next 2 turns, any unit that moves more than 3 spaces takes a point of damage.
 * Rainstorm: For the next 4 turns, the battlefield is in the midst of a storm.
 * Recession: For the next 4 turns, players may only play 1 card (this card not included).
 * Reconnaissance: Both you and your opponent reveal your hands.
 * Revenge: If any units were killed during the last turn, the unit that killed them takes 3 points of damage.
 * Robbery: Without looking at it, give the card you pick up at the start of your next turn to your opponent.
 * Rogue Waves: Any units currently in water cannot move this turn.
 * Rust: All vehicle units take 1 point of damage.
 * Taxes: Lose 400 income.
 * The Plague: Both players choose a unit from the opposing team. That unit is now poisoned.
 * Turbulent Weather: Aerial units are grounded for the next 2 turns.
 * Unstable: Your opponent's castle takes one 1 point of damage.
 * Windstorm: Aerial units take 1 point of damage but have double MVM for this turn.