From: Bill Krasner Subject: Re: Grand Imperialism EVENT CARDS Bad Fuel Supplies-negates all naval movement from one area Favorable Weather-negates Storms and Fog Fog Scatters Fleets-move all navies in one area to adjacent areas Hidden Trail-negates Jungle/Swamp penalties Loyal Troops-negates Colonial Rebellion New Conscription Law-roll 1 die,add that number of armies Pharoah's Curse-Lose 2 armies, 2 fleets or 1 of each Pharoah's treasure-roll 1 die for number of wealth Pontoon Train-negates effects of Rivers Population Increase-add 1 city Raid On Enemy Supply Line-negates all land movement from 1 area Rain Squalls-roll 1 die. #of fleets hidden from the enemy (may not be attacked) Religious Persecution-roll 1 die per colony. A 6 is a Colonial Rebellion Secret Mountain Pass-negates effects of Mountains Secret Waterholes-negates effects of Desert Seige Guns-negates Forts Traitor Strikes-roll 1 die: 1 or 2-lose 1 army 3 or 4-lose 1 fleet 5 or 6-lose 1 army and 1 fleet Hope this works for you. Here's a tip: make more native counters! Bill From: Lee Forester Subject: Re: Grand Imperialism Cards Here's the official card explanations from my game of GI. FYI, they come on a small yellow card with numerous typos. Lee (My copy is pretty worn out!) ---------- END OF GAME - This card ends the play of the game. PIRATES- Player may move any and all of the pirates one ocean in any direction OPTION- See Option Table SAVE STORM- See Storm Rule NEW SIEGE GUNS- This card may be used to destroy the fortification in any one country the player attacks. SAVE LOYAL TROOPS- Use this card when the enemy announces that he is going to try to use the COLONIAL REBELLION OPTION on one of the card holder's countries. Play this card before the die is rolled. This card cancels the rebellion. SAVE WEALTH CARDS- Collect indicated number of wealth markers. POPULATION INCREASE- Receive one new city marker in any country. RELIGIOUS PERSECUTION- Player may purchase one new city and place it in any country owned by another player. PHAROH'S TREASURE- Player has found part of the Pharoh's treasure. Either play this card and collect five wealth markers or discard. If the five wealth markers are collected and the CURSE card is played then the five wealth markers, along with an additional five wealth markers must be removed. PHAROH'S CURSE- Player may use this card on any player who plays a PHAROH'S TREASURE card at the time the treasure card is played. SAVE. RAIN SQUAL- Allows all of a players ships in an area to avoid attacks by pirates for one turn. SAVE. BAD FUEL SUPPLIES- Prevents enemy of player's choice from moving one group of fleets for one turn. (Use during movement phase). SAVE. NEW CONSCRIPTION LAw- Allows player to raise two new armies in home country. RAID ON ENEMY SUPPLY LINE- Prevents opponent of player's choice from attacking any one country in the turn the card is played. (Used during the combat phase). SAVE. FOG SCATTERS FLEET- All fleets in sea area that the player designates are removed from the board. Each fleet is then replaced on the board using the rules for determining location of storms and pirates. SAVE. SECRET MOUNTAIN PASS- Player finds secret pass through the mountains. Armies moving through mountains attack as if they were moving through clear terrain. May be used only in one country. SAVE. EFFECIENT PONTOON TRAIN- Allows player to cross river and attack as though he were moving through clear terrain. May be used only in one country. SAVE. HIDDEN TRAIL- Hidden trail through jungle or swamp allows player to move through one country without attrition roll to disease. SAVE. SECRET WATERHOLES- Allows player to move through the desert in one country without attrition to thirst. SAVE. TRAITOR STRIKES- Player may claim all cards held by one opponent. Player must place all excess cards into discard pile after examiniation of cards. POPULAL SUBSCRIPTION- Adds one fleet to player's navy at any port he holds.