Set up: Place the General pile in the Supply. Set aside 7 Military piles and the Resupply pile (Resupply pile has 30 cards) (these piles are not in the Supply.)
2-3 player games: General pile: 10 cards
Each Military pile : 5 cards
4-6 player games: General pile: 20 cards
Each Military pile : 10 cards
Military card rules: 1. If you cannot exchange a Military card, because there are no Generals remaining in the Supply, return the Military card to its pile and gain a card from the Supply costing up to $1 more than the General.
Aside from the Reactions, all Military cards are required to be exchanged for a General when discarded from play. If the General pile runs empty, players still need to return the Military cards. Gaining a more expensive card is your compensation for not being able to get your General back. 2. Whenever a player plays a Military card that forces any number of other players to trash Military card(s), the player who played that card gains a Resupply.
Think of Resupply as things your troops need, but normal folks don’t really need. 3. When a player is forced to discard a Duration card out of turn, any cards set aside on or under the Duration card are also discarded.
This a clarification for Surprise. Recommended Set-Up #1 Recommended Set-Up #2 General ($4) - (Action)
+1 Action
+$2
You may play a Military card from your hand.
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When you discard this from play, you may exchange it for a card from one of the set aside Military piles. If this card is trashed, return it to the General pile.
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You, the ruler of your kingdom, can appoint a general to lead your military campaigns. Your general sends out troops, who complete objectives, then return to camp. (The asterisk in the cost in the image is a mistake.)(?) Resupply (?) ($3*) - Treasure
$3
+$1 if you have at least one Military card in play.
When you play this, it’s worth $1 less per Resupply in play (counting this).
(This is not in the Supply.)
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What is Resupply? It could be supplies you bring (Supply Line), supplies you commandeer (Captives), or supplies you loot (when trashing another player’s Military card). Your army needs supplies, but the more you have, the less you need and the more cumbersome it all becomes. And these supplies are more valuable to your army than to your regular folk (hence the +$1 line). I struggled to find the right way to word this card, but this is what I settled on. Officers ($4*) - (Action - Military)
+$2
+1 VP Token
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When you discard this from play, you may exchange it for any 2 different cards from the set aside Military piles. If you don’t, exchange this for a General.
(This is not in the Supply.)
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Officers have money, hence the +$. And they are like nobles, hence the VP. Officers also set your deck up for future success. Sergeants ($4*) - (Action - Military)
+1 Card
+1 Action
You may choose a Military card from your hand. Play it twice.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Sergeants make sure things get done. They inspire their troops complete tasks, and better than could be done otherwise. War Council ($4*) - (Night - Duration - Attack - Military)
While this is in play, cards (everywhere) cost $1 more for all players. At the start of your next turn, gain a card from the Supply costing up to $5, then exchange this for a General.
(This is not in the Supply.)
The results of good planning are a hard time for your enemies and future boon. Secret Delegation ($4*) - (Night - Attack - Military)
Gain a Silver onto your deck.
Each other player reveals cards from their deck until revealing an Action card, trashes it, discards the rest, and gains a Silver per $2 it costs (rounding up).
Exchange this for a General.
(This is not in the Supply.)
In the dead of night, your delegation bribes the enemy into standing down. Rear Guard ($3*) - (Action - Military)
Look through your discard pile. Choose one: trash exactly 2 cards from your discard pile; or +1 Action and put a card from your discard pile into your hand.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Rear Guard appropriately lets you check and manipulate what is behind you, your discard. Vanguard ($3*) - (Action - Military)
+1 Card
Look at the top 4 cards of your deck. You may trash one of them. Discard two of them. Put the rest back on top of your deck in any order.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
The Vanguard appropriately lets you check and manipulate what is ahead of you, your deck. Surprise ($4*) - (Action - Attack - Military)
Each other player discards a Resupply or Silver from their hand, their choice, or reveals they can’t.
If nobody does, gain a Silver.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Carefully laid plans are cast asunder when hit by a surprise attack. Just don’t mess up and ambush a spice merchant by mistake. Maneuver ($4*) - (Action - Attack - Military)
Each other player discards a Military card from their hand or reveals they can’t. If nobody does, +1 Buy and cards cost $1 less this turn.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
A strategic movement to give your army an advantage. One way or another, this card will do the same for you. Longbowmen ($3*) - (Action - Attack - Military)
+2 Cards
Each other player reveals the top card of their deck. If its cost is $3 to $6, they trash it.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
This card does not “discard the rest,” and that’s on purpose. In most kingdoms, that card left on top will be a Copper, Estate, Province, or cheap Action card. Also interesting, this card only affects cards ranging from $3 to $6. Bowmen also have effective ranges...Foot Soldiers ($3*) - (Action - Attack - Military)
+$2
+1 Buy
Each other player with at least 4 cards in hand discards 2 cards and draws 1.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
Similar to Militia, but with a weaker attack. However, if you link Foot Soldiers with Sergeants, the attacking affect is akin to Legionary. Garrison ($2*) - (Action - Reaction - Military)
+4 Cards
Put 2 cards from your hand onto your deck.
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When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Initially, I dropped the “exchange this for a General” text from the reaction cards just for lack of room, but now I think it adds flavor. When you build a garrison or sign a treaty, you are giving up on offensive war, and transitioning your troops to a defensive posture. For Garrison, I drew on the reaction of the Secret Chamber, but gave it an upgrade. Treaty ($2*) - (Action - Reaction - Military)
+1 Card
+1 VP Token
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When another player plays an Attack card, you may first play this from your hand.
(This is not in the Supply.)
Ending wars by signing treaties in medieval Europe normally included redrawing borders, so you virtually gain an estate each time you play a Treaty. Supply Line ($4*) - (Action - Duration - Military)
Gain a Resupply from the Resupply pile.
Now and at the start of your next turn: +1 Buy and + $1.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
An army needs supplies, and here is the supply train. Beware the Surprise card. Captives ($4*) - (Action - Military)
+2 Actions
You may discard a card, for +$1.
Gain a Resupply from the Resupply pile.
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When you discard this from play, exchange it for a General.
(This is not in the Supply.)
So you capture some enemy forces... You could use them for labor (+2 Actions), you could sell/ransom them (discard for $), or you could commandeer their weapons and provisions (gain a Resupply).Edit #1: to fix the post so the pictures are visible.
Edit #2: rewrite the Surprise; a strong attack cantrip seemed overpowered.
Edit #3: rewrite Surprise again to make it no longer “attack” Duration cards.