Bonus Cards are obtained during Campaigns such as Conquer the World, by either buying one from the Bonus Card Deck, or conquering territories with cards in them, or trading with another nation.
A card's color indicates when it can be used: pink cards can be used on the map, while blue cards can be used in battle.
You can see another nation's cards in the Diplomacy negotiation screen, even if you are at war.
Blue cards[]
Blue cards can be played for an advantage at the beginning of a Conquest battle.
Card | Tribute value | Effect in one Conquest battle | Notes |
---|---|---|---|
<Nation> Oath of Fealty | 70 | Use their nation power in addition to your own | Gained by defeating the nation (conquering their capital province) |
Cultural Dominance | 50 | Enemies are deprived of nation powers | |
<Resource> Economic Boom | 30 | +5% gather rate for the named basic resource | |
Eureka | 50 | Start with one extra level in each discipline of library technology: military, civic, commerce, and science | |
Military Eureka | 50 | Start with two extra Military Research | |
Civic Eureka | 50 | Start with two extra Civic Research | Tip: play two Civic Eureka cards to activate your wonders immediately |
Commerce Eureka | 50 | Start with two extra Commerce Research | |
Science Eureka | 50 | Start with two extra Science Research | |
Great Thinker | 60 | All research is 20% cheaper and 20% faster | |
Logistics | 40 | Immune to attrition. Doubled healing rate. | |
Mercenaries | 60 | Start with an additional army | Tip: to avoid hitting the population limit right away, combine with a card that increases your population limit (Bantu Oath) or starting military tech (Military Eureka, Eureka, Warpath, Aztecs Oath, or Romans Oath) |
Merchant Guild | 40 | Goods at the Market are 20% cheaper to buy and earn 20% more when sold during one battle. | |
Missionaries | 50 | Temple has 25% greater effect on Borders, Taxation, and City Hit Points | |
Partisans | 40 | +50% attrition damage | |
Political Dissidents | 50 | Enemies cannot form Governments | |
Population Boom | 50 | Start one battle with N extra Citizens | |
Propaganda | 60 | Gain use of enemy nation power | |
Skill Bonus | 40 | Start with +N of every resource | Gained upon winning certain attack Scenarios (Supply Train, Tactics, or Field Battle) |
Spy Academy | 30 | Start battle with N extra Spies | |
Spy Network | 40 | Start with the map explored | Tip: good for sea maps (i.e. when attacking across an ocean) |
Trade Embargo | 50 | Enemies gain no benefit from their strategic resources | |
Traitors | 50 | Informers at all enemy military buildings | Informers are placed when the building is constructed, but enemy Scouts may remove them with Counterintelligence |
Warpath | 50 | Start with two extra Military Research and several military buildings |
Pink cards[]
Pink cards can be played on the map during your turn. Hostile cards cannot be used against allies.
Card | Tribute value | Effect on map | Notes |
---|---|---|---|
Treachery | 60 | Gain an adjacent territory without a fight | Target territory must be adjacent to yours, strength 4 or lower, and not a capital.
You are now at war! If the territory contains a supply center, you can place your new army immediately. You can even attack with it on the same turn (unless you already gained an army through Overrun this turn). However, in most cases, the enemy nation will not be forced to disband one of their armies (need to give this nation a territory via negotiations to make the army disappear)! Tip: Treachery is incredibly useful for quickly reaching capital provinces and for forcing an enemy's allies out of the way |
Sabotage | 50 | Reduce an adjacent territory's strength by 2 | |
Brigands | 60 | Halve the strength of a nation's capital | |
Letter of Marque | 15 | Take up to 100 tribute from any nation | |
Commandeer Transport | 40 | Move an army to another one of your territories | Armies that are ready to move/attack are still ready to do so after being transported this way. |
Wonder of the World | 60 | Build a wonder in any territory you control | Each territory can contain at most one wonder. Egyptians may build wonders one age early. Egyptians and Americans each start with a Wonder card. |
Campaign-specific cards[]
These cards are only available for their respective Conquer the World campaign(s). Some of these cards are functionally both strategic (pink) and tactical (blue), or are blue cards that nonetheless affect the strategic map while held.
Card | Tribute value | Effect | Notes |
---|---|---|---|
Advisor Fouché | 15 | Can force two nations to go to war if played on the strategic map; in a battle, is a triple craft Spy who reveals the map | Napolean: gained from conquering the Austrian territory of Belgium; reuses Oath of Fealty artwork |
Advisor Talleyrand | 15 | Can force a nation to ally with you or go to war with you for one turn and then return to the original diplomatic state | Napolean: gained from conquering the British territory of Great Britain; reuses Oath of Fealty artwork |
Colony Blockade | 60 | Prevent an enemy from receiving colony income and rare resources for two turns | Napolean: gained from conquering the Ottoman Turkish territory of Syria |
Commander Schwarzenberg | 20 | Prevent an enemy from receiving colony income and rare resources for two turns | Napolean: gained from conquering the Austrian territory of Illyrian Provinces (a single territory); reuses Oath of Fealty artwork |
Commander Paoli | 20 | Appears in battle as a Commando with double hit points and fast snipe and sabotage; on the strategic map, Paoli can liberate another nation's vassal | Napolean: gained from conquering the British territory of Corsica; reuses Oath of Fealty artwork |
Continental System | 5 | Reduce Great Britain's territory strength by two | Napolean: gained from conquering the Dutch territory of Norway and Denmark (a single territory) |
Elephant Brigade | 60 | Start a battle with a brigade of War Elephants | Alexander the Great: gained from conquering the Indian territory of Sindhu |
General Antipater | 70 | Start a battle with General Antipater - increases garrison strength, can Entrench anywhere at 2x speed; while card is held, receive 2x tribute when no attack is made | Alexander the Great: awarded for uniting Lydia, Phrygia, Megale Hellas, and Sicily |
General Memnon | 40 | Start a battle with General Memnon - always cloaked, 2x craft regeneration speed, makes nearby Greek Mercenaries as powerful as Phalanx; play on the strategic map to upgrade a territory 4 levels | Alexander the Great: gained from conquering the Persian territory of Syria |
General Parmenio | 50 | Start a battle with General Parmenio - gives extra Cavalry and increases the attack of nearby Cavalry, Ambush lasts longer and costs less craft; this card may be played twice | Alexander the Great: start campaign with this card |
General Porus | 70 | Start a battle with General Porus - speed bonus to nearby War Elephants, creates 2x decoys, and sees cloaked units; while held, you can build War Elephants | Alexander the Great: gained from conquering the territory of Pauravas |
General Ptolemy | 50 | Start a battle with General Ptolemy - units in radius have +1 defense, ranged units shoot further, and siege units have +1 attack; Egyptians will not attack while card is held | Alexander the Great: awarded for reuniting your father's realm |
General Spitamenes | 30 | Start a battle with General Spitamenes - adds extra cavalry, r aises speed and attack of Horse Archers in his radius; on strategic map, turns enemy territory barbarian | Alexander the Great: gained from conquering the Persian territory of Parthia |