Skip to content

Events in America

This is the deck of the Events in America.

Philosophy

Considering both the power and flexibility of the original event system, we tried to make something a littler simpler while still kee

This event system is a bit more “railroaded” towards the scenario goal.

Cards

Conflict

If the connected circle (●) region is friendly, rotate clockwise until you find a region that isn’t. If none, move to that region and repeat.

If attacking region is sovereign, perform an invasion per the standard rules.

If attacking region is colonized, the attacking strength is the amount of unrest. If victorious, open the connected order on other side of border or the easternmost order. If defeated, close connected order in region or the westernmost order. Afterwards, the attacked region gains 1 strength.

Conflict

If the connected circle (●) region is friendly, rotate clockwise until you find a region that isn’t. If none, move to that region and repeat.

If attacking region is sovereign, perform an invasion.

If attacking region is colonized, the attacking strength is the amount of unrest. If victorious, open the connected order on other side of border or the easternmost order. If defeated, close connected order in region or the westernmost order. Afterwards: the attacked region gains 1 strength.

Conflict

If the connected square (▪️) region is friendly, rotate clockwise until you find a region that isn’t. If none, move to that region and repeat.

If attacking region is sovereign, perform an invasion.

If attacking region is colonized, the attacking strength is the amount of unrest. If victorious, open connected order on other side of border or the easternmost order. If defeated, close connected order in region or the westernmost order.
Afterwards: the attacked region gains 1 strength.

Conflict

If the connected square (▪️) region is friendly, rotate clockwise until you find a region that isn’t. If none, move to that region and repeat.

If attacking region is sovereign, perform an invasion.

If attacking region is colonized, the attacking strength is the amount of unrest. If victorious, open connected order on other side of border or the easternmost order. If defeated, close connected order in region or the westernmost order.
Afterwards: the attacked region gains 1 strength.

Conflict

If the connected triangle (▲) region is friendly, rotate clockwise until you find a region that isn’t. If none, move to that region and repeat.

If attacking region is sovereign, perform an invasion.

If attacking region is colonized, the attacking strength is the amount of unrest. If victorious, open connected order on other side of border or the easternmost order. If defeated, close connected order in region or the westernmost order.
Afterwards: the attacked region gains 1 strength.

Dispute

Locate the region on the
back of the event deck.

Colonized: Close the westernmost open order. Otherwise: Close the easternmost open order.

Return any collectors and
if necessary, cascade.

Dispute

Locate the region on the
back of the event deck.

Colonized: Close the westernmost open order. Otherwise: Close the easternmost open order.

Return any collectors and
if necessary, cascade.

Dispute

Locate the region on the
back of the event deck.

Colonized: Close the westernmost open order. Otherwise: Close the easternmost open order.

Return any collectors and
if necessary, cascade.

Dispute

Locate the region on the
back of the event deck.

Colonized: Close the westernmost open order. Otherwise: Close the easternmost open order.

Return any collectors and
if necessary, cascade.

Foreign Invasion

Roll the storm die. The indicated regions are attacked.

For each invasion, roll a die to determine strength. The invading strength is the greater of the die and an adjancent sovereign region’s strength.

If a colonized region falls, close every order there and set its strength to half of the die roll (round down).

Liberty

Add an unrest cube to each colonized region on the most recently passed Colonial Act.

Perform correspondence or add an unrest cube to the region on the back of the event deck, if it is colonized.

Liberty

Add an unrest cube to each colonized region on the most recently passed Colonial Act.

Perform correspondence or add an unrest cube to the region on the back of the event deck, if it is colonized.

Liberty

Add an unrest cube to each colonized region on the most recently passed Colonial Act.

Perform correspondence or add an unrest cube to the region on the back of the event deck, if it is colonized.

Liberty

Add an unrest cube to each colonized region on the most recently passed Colonial Act.

Perform correspondence or add an unrest cube to the region on the back of the event deck, if it is colonized.

Liberty

Add an unrest cube to each colonized region on the most recently passed Colonial Act.

Perform correspondence or add an unrest cube to the region on the back of the event deck, if it is colonized.

Peace

Open any orders that are connected through the border of the region and its circle (●) symbol.

For regions that are colonized,
remove one unrest cube.
For other regions, add one strength.

Peace

Open any orders that are connected through the border of the region and its square (▪️) symbol.

For regions that are colonized,
remove one unrest cube.
For other regions, add one strength.

Peace

Open any orders that are connected through the border of the region and its triangle (▲) symbol.

For regions that are colonized,
remove one unrest cube.
For other regions, add one strength.

Revolt

A rebellion occurs in each colonized region with unrest. Their strength is their unrest plus one. The Colonial Secretary checks for rebels and may purchase local alliances beforehand.

Loyalists win: Commander gains a trophy per region.
Open all orders and remove one unrest from each region.
Shuffle this card back into the bottom half of the event deck.

Rebellion wins: All participating regions are no longer colonized. Close all orders and set their strength to half of their previous unrest (round down), with a minimum of one. Colonial Secretary is disgraced (fired and -1 VP).

Revolt

A rebellion occurs in each colonized region with unrest. Their strength is their unrest plus one. The Colonial Secretary checks for rebels and may purchase local alliances beforehand.

Loyalists win: Commander gains a trophy per region.
Open all orders and remove one unrest from each region.
Shuffle this card back into the bottom half of the event deck.

Rebellion wins: All participating regions are no longer colonized. Close all orders and set their strength to half of their previous unrest (round down), with a minimum of one. Colonial Secretary is disgraced (fired and -1 VP).