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Renaissance[]

Golden[]

ACR Young Farmer
  • Cost: 0
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/2
  • Affiliation: Assassins (Common)
  • Lore: Peasant - (No Ability)

ACR Secluded Village
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

ACR Plentiful Crop
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • ACR Horse Merchant
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/4
  • Affiliation: Templars (Common)
  • Lore: Trader - (No Ability)

  • ACR Capable Carpenter
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 1/1
    • Affiliation: Assassins (Common)
    • Lore: (No Ability)

    ACR Merchant Ship
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Uncommon)
  • Lore: (No Ability)

  • ACR Nothing Ventured, Nothing Gained
  • Cost: 1
  • Bonus: +4
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Opponent gets +4.

  • ACR Juno
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Rare)
  • Lore: Pay 30: You win the game.

  • ACR City Stables
    • Cost: 2
    • Bonus: +X
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Common)
    • Lore: X is the number of Sites you control.

    ACR Peaceful Retreat
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Surprise - Your Agents regain their lost Health.

  • ACR Tactical Upheaval
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Templars (Uncommon)
    • Lore: Surprise - Switch the Power and the Health of target Agent. Draw a Memory.

    ACR Evasive Maneuvers
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise - Target Agent is SAFE.

  • ACR Power to the People
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Target Site's influence becomes 0.

    ACR Zealous Banker
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/6
  • Affiliation: Templars (Uncommon)
  • Lore: Trader - (No Ability)

  • ACR Jacopo de' Pazzi
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Rare)
  • Lore: Trader - Jacopo de' Pazzi has +1/+1 for each Site you control.

  • ACR Honest Worker
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Common)
  • Lore: Citizen - Regain up to /3.

  • ACR Poor Villager
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/3
    • Affiliation: Assassins (Common)
    • Lore: Peasant - (No Ability)

    ACR Coastal Watchtower
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Firenze, San Giovanni District
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Target Agent or Site changes Faction (Assassin or Templar).

  • ACR Sudden Exhaustion
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise - Target Agent's Power becomes 0.

  • ACR Family Heirloom
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Surprise - Search your Sequence for a Golden Memory. Put it in your hand. Randomize.

    ACR Pilfer Supplies
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Surprise - Regain all your Gold.

  • ACR Acclaimed Clothier
  • Cost: 4
  • Bonus: +2
  • Type: Neutral Agent
  • Power: 3/1
  • Affiliation: Templars (Common)
  • Lore: Trader - (No Ability)

  • ACR Follower of Romulus
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/4
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Mercenary Band
    • Cost: 4
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 4/1
    • Affiliation: Assassins (Common)
    • Lore: Mercenary - (No Ability)

    ACR Borgia Mine
  • Cost: 4
  • Bonus: +2
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Uncommon)
  • Lore: (No Ability)

  • ACR Venezia, San Polo District
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Neutralize the Opponent Site in this Region (before the Influence Contest).

  • ACR Mob Justice
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Neutralize target Site or launching Site.

  • ACR Ercole Massimo
    • Cost: 5
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 5/1
    • Affiliation: Templars (Uncommon)
    • Lore: Militant - Fierce: (In a Conflict, score any Damage above the Opponent Agent's Health, unless it has Cunning)

    ACR Emilio Barbarigo
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 3/2
  • Affiliation: Templars (Uncommon)
  • Lore: Noble - Official: (Can only be blocked by an Agent with Official or Cunning)

  • ACR Ezio Auditore da Firenze
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Assassins (Rare)
  • Lore: Noble - Fierce: You cannot launch any Templar Memory.

  • ACR Federico Auditore
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 3/3
  • Affiliation: Assassins (Uncommon)
  • Lore: Dcientist - Cunning: (Not affected by Threat; can block Official Agent; stops Fierce Damage)

  • ACR Bartolomeo D'Alviano
    • Cost: 5
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 4/2
    • Affiliation: Assassins (Uncommon)
    • Lore: Thief - Threat: (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning)

    ACR Pantasilea Baglioni
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/5
  • Affiliation: Assassins (Uncommon)
  • Lore: Pagan - Recover: (When resting, the Agent regains its lost Power and Health)

  • ACR Merchants Guild
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Rare)
  • Lore: When you get +1, score 1 in this Region.

  • ACR San Gimignano
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 8
  • Affiliation: Assassins (Rare)
  • Lore: Your Score in all Regions becomes 0.

  • ACR History Glitch
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Scores in all Region become 0.

    ACR Rich Merchant
  • Cost: 6
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 3/5
  • Affiliation: Templars (Common)
  • Lore: Trader - (No Ability)

  • ACR Market Street
  • Cost: 6
  • Bonus: +2
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Lair of Romulus
  • Cost: 6
  • Bonus: -1
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Templars (Uncommon)
  • Lore: (No Ability)

  • ACR Forgotten Temple
    • Cost: 6
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Templars (Rare)
    • Lore: Ruins - Pay 10: Switch Sequences with Opponent, Sacrifice Forgotten Temple.

    ACR Monteriggioni
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Assassins (Rare)
  • Lore: All Actions are Surprises.

  • ACR Condottiero Tactics
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Neutralize target Agent or launching Agent. Draw a Memory.

  • ACR Old Peasant
  • Cost: 8
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 6/4
  • Affiliation: Assassins (Common)
  • Lore: Peasant - (No Ability)

  • ACR Forli
    • Cost: 8
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 6
    • Affiliation: Assassins (Rare)
    • Lore: (No Ability)

    ACR False Hopes
  • Cost: 9
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Your Score in target Region becomes Opponent's Score.

  • ACR The Spaniard
  • Cost: 10
  • Bonus: +2
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Templars (Rare)
  • Lore: Each Day, players draw an extra Memory and get +1.

  • ACR Animus Reboot
  • Cost: 12
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Erase all Agents and Sites. Your score on each Region becomes 0.

  • Order[]

    ACR Teodor Viscardi
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/1
    • Affiliation: Templars (Common)
    • Lore: Noble - Pay 8: Teodor Viscardi becomes 4/4.

    ACR Royal Intervention
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: When you launch this Memory, lose all your Gold. Score 1 in target Region for each 2 lost.

  • ACR Militia Pikeman
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Common)
  • Lore: Soldier - (No Ability)

  • ACR Dante Moro
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/2
  • Affiliation: Templars (Uncommon)
  • Lore: Noble - Another target Agent is SAFE. Dante Moro gets -0/-1.

  • ACR Gruesome Gallows
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Common)
    • Lore: (No Ability)

    ACR By Order of the King
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Search your Sequence for a Noble or Herald. Put it in your Hand. Randomize.

  • ACR Faux Pas
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise - Neutralize target launching Memory with cost 0 or 1.

  • ACR Militia Patrolman
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/1
  • Affiliation: Templars (Uncommon)
  • Lore: Soldier - (No Ability)

  • ACR Arquebusier
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/1
    • Affiliation: Templars (Common)
    • Lore: Noble - Official: (Can only be blocked by an Agent with Official or Cunning)

    ACR Octavian de Valois
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/2
  • Affiliation: Templars (Rare)
  • Lore: Noble - Opponents gets +2/

  • ACR Torre Grossa
  • Cost: 2
  • Bonus: +2
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: (No Ability)

  • ACR Militia Training
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Surprise - Target Agent gets +1/+1

  • ACR Untimely End
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Templars (Common)
    • Lore: Surprise - Neutralize target launching Agent.

    ACR Forced Inheritance
  • Cost: 2
  • Bonus: +3
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Surprise - (No Ability)

  • ACR Egidio Troche
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Uncommon)
  • Lore: Citizen - Pay 2: Target Agent gets +1/+1.

  • ACR Militia Regulars
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Common)
  • Lore: Soldier - (No Ability)

  • ACR Donate Mancini
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/1
    • Affiliation: Templars (Common)
    • Lore: Noble - Official: (Can only be blocked by an Agent with Official or Cunning)

    ACR Vieri de' Pazzi
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Uncommon)
  • Lore: Noble - Unblockable: (Can only be blocked by an Agent with Cunning)

  • ACR Beautiful Heiress
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Common)
  • Lore: Noble - Your other Nobles have +1/+0.

  • ACR Charles de la Motte
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Rare)
  • Lore: Noble - Charles de la Motte has +1/+1 for each other Noble you control.

  • ACR Borgia Tower
    • Cost: 3
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Uncommon)
    • Lore: When one of your Agents campaigns on this Region, it gets +1/+1.

    ACR Radical Demotion
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Neutralize target launching Assassin Memory.

  • ACR Militia Captain
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/3
  • Affiliation: Templars (Common)
  • Lore: Soldier - (No Ability)

  • ACR Carlo Grimaldi
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/3
  • Affiliation: Templars (Uncommon)
  • Lore: Herald - Official: When Carlo Grimaldi scores, it gets +2/+2.

  • ACR Knight Templar
    • Cost: 4
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 1/1
    • Affiliation: Templars (Uncommon)
    • Lore: Noble - Target Agent gets +2/+2.

    ACR Marco Barbarigo
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Rare)
  • Lore: Official - Neutralize target launching Memory. Sacrifice Marco Barbarigo.

  • ACR Agostino Barbarigo
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/1
  • Affiliation: Assassins (Common)
  • Lore: Noble - (No Ability)

  • ACR Palazzo Senatorio
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Crime Actions cannot neutralize nor damage your Agents or Sites.

  • ACR Templar Sanctum
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 0
    • Affiliation: Templars (Rare)
    • Lore: Templar Agents have +2/+0.

    ACR Court Order
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise - Neutralize target launching Memory.

  • ACR Pantheon
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Rare)
  • Lore: Your Score in this Region becomes 0. If a player controls this Region, he wins the game.

  • ACR Militia Horseman
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 4/2
  • Affiliation: Templars (Common)
  • Lore: Soldier - (No Ability)

  • ACR Francesco de' Pazzi
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/3
    • Affiliation: Templars (Common)
    • Lore: Noble - Official: (Can only be blocked by an Agent with Official or Cunning)

    ACR Francesco Troche
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/5
  • Affiliation: Templars (Common)
  • Lore: Noblet - (No Ability)

  • ACR Borgia Battlements
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Castel Sant' Angelo
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Rare)
  • Lore: When you get an Agent in your HQ, score 2 in this Region.

  • ACR Under Arrest
    • Cost: 5
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Uncommon)
    • Lore: Erase target Agent or launching Agent.

    ACR Militia Brute
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/4
  • Affiliation: Templars (Common)
  • Lore: Soldier - (No Ability)

  • ACR Uberto Alberti
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/3
  • Affiliation: Templars (Rare)
  • Lore: Herald - When Uberto Alberti scores, erase another target Agent.

  • ACR Militia Barracks
  • Cost: 6
  • Bonus: +1
  • Type: Neutral Site
  • Power: 4
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Preemptive Strike
    • Cost: 6
    • Bonus: N/A
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Neutralize target launching Memory. Draw a Memory.

    ACR Giovanni Mocenigo
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 0/5
  • Affiliation: Assassins (Uncommon)
  • Lore: Noble - Recover: Each Day, score 1 in each Region.

  • ACR Tax Collector's Office
  • Cost: 7
  • Bonus: +5
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Uncommon)
  • Lore: (No Ability)

  • ACR Just Cause
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Your Nobles and Soldiers get +2/+2.

  • ACR Royal Decree
    • Cost: 7
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Rare)
    • Lore: Neutralize all Sites.

    ACR Cesare Borgia
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Templars (Rare)
  • Lore: Noble - Cesare Borgia resolves as a Surprise.

  • ACR Lucrezia Borgia
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Templars (Rare)
  • Lore: Noble - Official: Pay 3: Neutralize target Assassin Agent.

  • ACR Il Carnefice
  • Cost: 16
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 10/10
  • Affiliation: Templars (Rare)
  • Lore: Official - (Can only be blocked by an Agent with Official or Cunning)

  • Faith[]

    ACR Benevolent Midwife
    • Cost: 0
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/1
    • Affiliation: Assassins (Common)
    • Lore: Pagan - Look at the last 3 Memories of your Sequence. Put two on top in any order and the last one in the Archive.

    ACR Basilica di San Pietro
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Uncommon)
  • Lore: Church - If you replaced Basilica di San Pietro, put it in your Hand instead of the Archive.

  • ACR Judgment Day
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: When you launch this Memory, lose all your Gold. Target Site or launching Site gets +1 for each 2 lost.

  • ACR Heathen Follower
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/1
  • Affiliation: Assassins (Common)
  • Lore: Pagan - If another Heathen Follower is in your Sequence, put it in your Hand. Randomize.

  • ACR Roman Temple Ruins
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Common)
    • Lore: Ruins - (No Ability)

    ACR Papal Bull
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Target Agent or Site loses all abilities. (Launching abilities will have no effects)

  • ACR Holy Calling
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Choose an Agent in the Archive. Put it in your Hand.

  • ACR Divine Intervention
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Opponent discards his Memory with the highest Cost (at random in case of a tie).

  • ACR Sacred Vision
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Look at the last 5 Memories of target player's Sequence. Put four on top in any order and the last one in the Archive.

    ACR Obedient Priest
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/2
  • Affiliation: Templars (Common)
  • Lore: Priest - Target Agent regains its lost Health.

  • ACR Brother Ristoro
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/3
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Quiet Chapel
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Rare)
  • Lore: (No Ability)

  • ACR Novella Catacombs
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Rare)
    • Lore: If a player has no Memory in his Sequence, his Opponent wins the game.

    ACR Seeking Sanctuary
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Target Site or launching Site gets +2.

  • ACR Bitter Repentance
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Target Agent gets -2/-0.

  • ACR Answered Prayers
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Choose a Memory from Opponent's Hand. He discards it.

  • ACR Papal Guard
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/5
    • Affiliation: Templars (Common)
    • Lore: Knight - (No Ability)

    ACR Devout Citizens
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Uncommon)
  • Lore: Citizen - Pay 3: Opponent discards his Memory with the highest Cost. Launch only if he has a Memory in hand.

  • ACR Mysterious Stranger
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Uncommon)
  • Lore: Pagan - Opponent discards his Memory with the highest Cost (at random in case of a tie).

  • ACR Frari
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: All Media Agents have -2/-0.

  • ACR Abbazia di San Mercuriale
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Rare)
    • Lore: 2, discard an Agent: Choose an Agent in the Archive. Put it in your Hand.

    ACR Village Chapel
  • Cost: 3
  • Bonus: +2
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • ACR Benvenuto
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Choose a Memory in the Archive. Put it in your Hand.

  • ACR Pious Captain
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/4
  • Affiliation: Templars (Common)
  • Lore: Knight - Recover: (When resting, the Agent regains its lost Power and Health)

  • ACR Pious Warden
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/1
    • Affiliation: Assassins (Uncommon)
    • Lore: Herald - When Pious Warden scores, Oponnent discards his Memory with the highest Cost (at random in case of a tie).

    ACR Venetian Church
  • Cost: 4
  • Bonus: +3
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Common)
  • Lore: Church - (No Ability)

  • ACR Basilica di San Marco
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Uncommon)
  • Lore: Church - When one of your Agents is neutralized, score 1 in this Region.

  • ACR Basilica di Santa Maria Del Fiore
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Church - When a player launches a Scholar Action, he discards his Memory with the highest Corst (at random in case of a tie).

  • ACR Roma, Vaticano District
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Templars (Rare)
    • Lore: Agents cannot campaign in this Region.

    ACR Buried Cathedral
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: Ruins - Each Day, put the top 4 Memories of Opponent's Sequence in the Archive.

  • ACR Ritual Sacrifice
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Choose a Memory from Opponent's Hand. Put it in your Hand.

  • ACR Borgia Cardinal
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/4
  • Affiliation: Templars (Uncommon)
  • Lore: Herald - On each Region, players score points equal to their Site's Influence.

  • ACR Juan Borgia the Elder
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 5/4
    • Affiliation: Templars (Uncommon)
    • Lore: Priest - Recover: You regain Gold twice as slow.

    ACR Faithful Monk
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 4/2
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • ACR Pagan High Priest
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/3
  • Affiliation: Assassins (Rare)
  • Lore: Pagan - Target Agent gets -0/-3. Use this ability only if Opponent has no Memory in Hand.

  • ACR Basilica di Santa Maria Novella
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Uncommon)
  • Lore: Church - When you get a Church in a Region, Basilica di Santa Maria Novella gets +1.

  • ACR Crypt Della Visitazione
    • Cost: 5
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Uncommon)
    • Lore: When Opponent discards a Memory, score 1 in each Region.

    ACR Papal Influence
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Score 5 in target Region.

  • ACR Pontifical High Mass
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: All your Sites get +2.

  • ACR Let He Who Is Without Sin
  • Cost: 5
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Opponent discards his 2 Memories with the highest Cost (at random in case of a tie).

  • ACR Ancestral Discovery
    • Cost: 5
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Choose 2 Memories in the Archive. Put them in your Hand. Erase Ancestral Discovery.

    ACR Cappella Sistina
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Rare)
  • Lore: Church - If you control this Region, Opponent cannot score in it.

  • ACR Silvia Barbarigo
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/4
  • Affiliation: Templars (Rare)
  • Lore: Knight - Silvio Barbarigo is always SAFE.

  • ACR Doomsday
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Opponent discards all his Memories.

  • ACR Wrath of the Righteous
    • Cost: 7
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Neutralize all Agents.

    ACR Pompous Preacher
  • Cost: 8
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 6/4
  • Affiliation: Templars (Common)
  • Lore: Priest - Recover: (When resting, the Agent regains its lost Power and Health)

  • ACR Roman Church
  • Cost: 8
  • Bonus: +1
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • ACR Rodrigo Borgia, Pope
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Templars (Rare)
  • Lore: Priest - Recover: You regain Gold twice as fast.

  • Scholar[]

    Acr knowledge has a price
    • Cost: 0
    • Bonus: +3
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Opponent draws a Memory.

    Acr Daring Experiment
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: When you launch this Memory, lose all your Gold. Draw a Memory for each 3 lost.

  • Acr engineer's workroom
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Rare)
  • Lore: Pay 2, lose all your Gold: Search your Sequence for a Site with a Cost inferior to the Gold lost. Replace Engineer's Workroom with it. Randomize.

  • Acr great library
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • Acr scientific method
    • Cost: 1
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Look at the last 4 Memories of your Sequence. Put one in your Hand. Randomize.

    Acr knowledge is power
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Draw a Memory.

  • ACR Engineer Warrior
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Templars (Common)
  • Lore: Engineer - (No Ability)

  • Acr ilario lombardi
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/3
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • Acr devoted scholar
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/3
    • Affiliation: Assassins (Uncommon)
    • Lore: Scientist - Draw a Memory. Discard a Memory.

    Acr prestigious college
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • Acr slow study
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Put target Site or launching Site in its Controller's Hand.

  • Acr laboratory research
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Draw 2 Memories. Discard a Memory.

  • Acr learned hermeticist
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/2
    • Affiliation: Templars (Uncommon)
    • Lore: Physician - Put target Site or launching Site in its Controller's Hand.

    Acr Maria Auditore
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/2
  • Affiliation: Assassins (Rare)
  • Lore: Scientist - Pay 2, discard an Agent: Search your Sequence for an Agent. Put it in your Hand. Randomize.

  • Acr Claudia Auditore
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/3
  • Affiliation: Assassins (Uncommon)
  • Lore: Courtesan - Pay 3: Draw a Memory.

  • Acr Amerigo Vespucci
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/5
  • Affiliation: Assassins (Uncommon)
  • Lore: Scientist - Cunning, Recover: When Amerigo Vespucci blocks, Opponent loses 2 in the Region.

  • Acr achitect's sanctum
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Uncommon)
    • Lore: Pay 2, discard a Site: Search your Sequence for a Site. Put it in your Hand. Randomize.

    Acr palazzo library
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: If you replaced a Site with Palazzo Library, put the replaced Site in your Hand instead of the Archive.

  • Acr converted chapel
  • Cost: 3
  • Bonus: +2
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Church - (No Ability)

  • Acr bitter sweet
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Surprise - Put target Agent in its Controller's Hand.

  • Acr hasty move
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Uncommon)
    • Lore: The Controller of target Site moves it to target different Region. (If there is already a Site, it is replaced)

    Acr quick study
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Search your Sequence for a Memory and put it in your Hand. Randomize.

  • Acr pick your poison
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Search Opponent Sequence for a Memory. Put it in your Hand. Randomize.

  • Acr master architect
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 0/3
  • Affiliation: Templars (Rare)
  • Lore: Engineer - When a player gets a Site in a Region, he draws a Memory.

  • Acr doctor
    • Cost: 4
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Templars (Common)
    • Lore: Physician - Put target Agent or launching Agent in its Controller's Hand.

    Acr malfatto
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/3
  • Affiliation: Templars (Rare)
  • Lore: Physician - Pay 3: Put target Agent you control in your Hand.

  • Acr master engineer
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/3
  • Affiliation: Templars (Rare)
  • Lore: Engineer - When a Site is replaced, the new Site gets +2.

  • Acr gaspar de la croix
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/1
  • Affiliation: Templars (Rare)
  • Lore: Engineer - If a Site or Agent is replaced, put it in its Controller's Hand instead of the Archive.

  • Acr salai
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Assassins (Common)
    • Lore: Scientist - Draw a Memory.

    Acr nicolaus copernicus
  • Cost: 2/4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/4
  • Affiliation: Assassins (Uncommon)
  • Lore: Herald - When Nicolaus Copernicus scores, draw a Memory.

  • Acr petruccio auditore
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/4
  • Affiliation: Assassins (Common)
  • Lore: Scientist - Cunning: (Not affected by Threat; can block Official Agent; stops Fierce Damage)

  • Acr benefactor's villa
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Faith Agents and Sites rest twice as slow.

  • Acr scholar's den
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Assassins (Common)
    • Lore: Draw a Memory.

    Acr private study
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: Each Day, Opponent loses 1 in this Region.

  • Acr field study
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Draw a Memory for each Site you control.

  • Acr ill-intentioned gift
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Put all Media Agents and Sites in their Controller's Hand.

  • Acr doctor's order
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Uncommon)
    • Lore: Put target Agent or launching Agent on top of its Controller's Sequence.

    Acr behind closed doors
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Move target Site you control to target different Region. (If there is already a Site, it is replaced) Draw a Memory.

  • Acr scientific espionage
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Surprise - Neutralize target launching Action. Put it in your Hand.

  • Acr academy of physic
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Pay 3: Put target Site you control in your Hand.

  • Acr leonardo's workshop
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Rare)
    • Lore: When you draw a Memory, score 1 in this Region.

    Acr lassitude
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Each Agent's Power becomes 0.

  • Acr field researcher
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/6
  • Affiliation: Assassins (Common)
  • Lore: Scientist - Cunning: (Not affected by Threat; can block Official Agent; stops Fierce Damage)

  • Acr in-depth analysis
  • Cost: 6
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Draw 3 Memories.

  • Acr military workshop
    • Cost: 7
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Templars (Rare)
    • Lore: Agents cannot campaign in a Region where the Opponent Influence is greater than their Power.

    Acr impending pandemic
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Put all Agents and Sites in their Controller's Hand.

  • Acr auguste oberlin
  • Cost: 8
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/6
  • Affiliation: Templars (Common)
  • Lore: Engineer - (No Ability)

  • Acr leonardo da vinci
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Assassins (Rare)
  • Lore: Scientist - Cunning: Draw 2 Memories.

  • Media[]

    ACR Dama Rossa
    • Cost: 0
    • Bonus: +2
    • Type: Neutral Agent
    • Power: 0/1
    • Affiliation: Templars (Rare)
    • Lore: Courtesan - (No Ability)

    ACR Political Patronage
  • Cost: 0
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Surprise - Gain 3.

  • ACR Calling All Stand-Ins
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: When you launch this Memory, lose all your Gold. Put a X/X virtual Militant with FIERCE in your HQ, if there is an empty slot. X is half the Gold lost.

  • ACR Persistent Panhandler
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Common)
  • Lore: Militant - (No Ability)

  • ACR Rare Art Merchant
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/2
    • Affiliation: Assassins (Common)
    • Lore: Trader - Get +1. Rare Art Merchant gets -0/-1.

    ACR Main Piazza
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: (No Ability)

  • ACR Militant Militia
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Common)
  • Lore: Militant - (No Ability)

  • ACR Caterina Sforza
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Rare)
  • Lore: Noble - Pay 7: Neutralize another target Agent. Caterina Sforza becomes a copy of that Agent.

  • ACR Duccio de Luca
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 2/1
    • Affiliation: Assassins (Common)
    • Lore: Artist - (No Ability)

    ACR A Call to Action
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Surprise - Put a 1/1 virtual Militant in your HQ, if there is an empty slot.

  • ACR Clothes Make the Man
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Surprise - Put a copy of target launching Action in your Hand. Its cost is 0.

  • ACR Tactless Theatrics
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise - Target Agent gets -0/-2.

  • ACR Shameless Theatrics
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Target Site or launching Site gets -2. Then, if its Influence is 0, neutralize it.

    ACR Cahin
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Uncommon)
  • Lore: Militant - Put a 1/1 virtual Militant in your HQ, if there is an emptry slot.

  • ACR Niccolo Machiavelli
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/4
  • Affiliation: Assassins (Rare)
  • Lore: Fierce: Discard a Memory.

  • ACR Carnival Performers
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/2
  • Affiliation: Assassins (Common)
  • Lore: Artist - (No Ability)

  • ACR Palazzo Della Signoria
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 0
    • Affiliation: Templars (Rare)
    • Lore: Players cannot launch Sites in this Region.

    ACR For the Cause
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Target Agent or launching Agent becomes a 1/1 Militant with no ability.

  • ACR Role Reversal
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise - Target Site's Influence becomes 0.

  • ACR Magnetic Personality
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Surprise - Target Agent gets +3/+3, Fierce and Recover until it finishes resting.

  • ACR Baseless Accusations
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Target Agent or launching Agent gets -0/-4.

    ACR Silvestro Sabbatini
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Uncommon)
  • Lore: Militant - Your other Militants get +1/+1.

  • ACR Micheletto Corella
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/3
  • Affiliation: Templars (Uncommon)
  • Lore: Militant - When Micheletto Corella scores, score 2 in the Region.

  • ACR Raving Drunkard
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Uncommon)
  • Lore: Citizen - Neutralize target Assassin Site.

  • ACR Francesco Vecellio
    • Cost: 4
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Assassins (Common)
    • Lore: Artist - Neutralize target Templar Agent.

    ACR Cristina Vespucci
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 0/4
  • Affiliation: Assassins (Uncommon)
  • Lore: Courtesan - Target Agent gets +3/+0.

  • ACR Legionnaire Thespian
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Common)
  • Lore: Artist - Target Agent or launching Agent gets -0/-2.

  • ACR Ardent Actor
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 4/1
  • Affiliation: Assassins (Common)
  • Lore: Artist - Fierce: (In a Conflict, score any Damage above the Opponent Agent's Health, unless it has Cunning)

  • ACR Skilled Minstrel
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Assassins (Uncommon)
    • Lore: Herald - When Skilled Minstrel scores, another target Agent gets -0/-2.

    ACR Art Gallery
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: When one of your Agents campaigns on this Region, score 2 on it.

  • ACR Grand Theatre
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Uncommon)
  • Lore: (No Ability)

  • ACR High-Stakes Negotiations
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Neutralize target Assassin Agent or Site.

  • ACR Motivational Speech
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Common)
    • Lore: All your Agents get +1/+1.

    ACR Exit Stage Right
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Replace target Agent with a random Agent from its Controller's Sequence.

  • ACR Mass Movement
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Neutralize target Templar Agent or Site.

  • ACR Experienced City Guide
  • Cost: 5
  • Bonus: -1
  • Type: Neutral Agent
  • Power: 6/2
  • Affiliation: Templars (Common)
  • Lore: Militant - Fierce: (In a Conflict, score any Damage above the Opponent Agent's Health, unless it has Cunning)

  • ACR Pietro Rossi
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/2
    • Affiliation: Assassins (Rare)
    • Lore: Artist - Neutralize all Sites. Each player scores 3 in each Region where he had a Site.

    ACR Il Colosseo
  • Cost: 5
  • Bonus: +2
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Rare)
  • Lore: (No Ability)

  • ACR Easy Come, Easy Go
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Each Site's Influence becomes 0.

  • ACR Auxiliary Ego
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Surprise - Put a copy of target non-virtual Agent in your Hand. Its cost is 0.

  • ACR Copycat
    • Cost: 6
    • Bonus: N/A
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Surprise - Put a copy of target launching Memory in your Hand. Its cost is 0.

    ACR Patrizio
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/4
  • Affiliation: Templars (Common)
  • Lore: Militant - Fierce: (In a Conflict, score any Damage above the Opponent Agent's Health, unless it has Cunning)

  • ACR Caha
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Rare)
  • Lore: Militant - Your other Militants have +2/+2.

  • ACR Ospedale Degli Innocenti
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Wanted Posters
    • Cost: 7
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: All Agents get -0/-4.

    ACR Man of the People
  • Cost: 9
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: All your Agents get +3/+3, Fierce and Recover until they finish resting.

  • ACR Lorenzo de' Medici
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Assassins (Rare)
  • Lore: Noble - Fierce: Lorenzo de' Medici gets +5/+5 if you have 20 or more.

  • ACR Carnevale
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Put a 2/2 virtual Militant in each free slot of your HQ.

  • Crime[]

    ACR Paola
    • Cost: 0
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/1
    • Affiliation: Assassins (Common)
    • Lore: Courtesan - Pay 2: Opponent loses 2 in target Region.

    ACR Coy Courtesan
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Agent
  • Power: 0/1
  • Affiliation: Assassins (Common)
  • Lore: Courtesan - (No Ability)

  • ACR Beguiling Courtesans
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/3
  • Affiliation: Assassins (Common)
  • Lore: Courtesan - Cunning: (Not affected by Threat; can block Official Agent; stops Fierce Damage)

  • ACR Ruthless Robbers
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Common)
  • Lore: Thief - (No Ability)

  • ACR Hidden Refuge
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Common)
    • Lore: (No Ability)

    ACR Discreet Calling
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Search your Sequence for a Thief or Mercenary. Put it in your Hand. Randomize.

  • ACR Low-Profile Assassination
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: When you launch this Memory, lose all your Gold. Target Agent or launching Agent gets -1/-1 for each Gold lost.

  • ACR Ugo
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/2
  • Affiliation: Assassins (Common)
  • Lore: Thief - Threat: (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning)

  • ACR Fiora Cavazza
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 0/4
    • Affiliation: Assassins (Common)
    • Lore: Courtesan - When Fiora Cavazza blocks, neutralize the blocked Agent at end of Conflict.

    ACR Treacherous Cutthroat
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Common)
  • Lore: Thief - Threat: (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning)

  • ACR Rosa in Fiore
  • Cost: 2
  • Bonus: +3
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Assassins (Rare)
  • Lore: (No Ability)

  • ACR Easy Target
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Neutralize target Agent or launching Agent with Power 3 or less.

  • ACR Forced Charity
    • Cost: 2
    • Bonus: +2
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Draw a Memory.

    ACR Nimble Thrust
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise - Target Agent gets -1/-1.

  • ACR Cento Occhi Footpad
  • Cost: 3
  • Bonus: +2
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Templars (Uncommon)
  • Lore: Thief - (No Ability)

  • ACR Lanz
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Rare)
  • Lore: Thief - Threat: When Lanz scores, your Thieves get +1/+1.

  • ACR Teodora Contanto
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 0/4
    • Affiliation: Assassins (Uncommon)
    • Lore: Courtesan - Pay 2, sacrifice another Agent: Neutralize target Agent with Power 4 or less.

    ACR Madonna Solari
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/4
  • Affiliation: Assassins (Uncommon)
  • Lore: Courtesan - Pay 4: Choose a Courtesan in the Archive. Put it in your Hand.

  • ACR Rosa
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/2
  • Affiliation: Assassins (Common)
  • Lore: Thief - When Rosa is blocked, it gets -2/-0.

  • ACR Assassin Servitore
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Common)
  • Lore: Thief - (No Ability)

  • ACR Claudia Auditore, Assassin
    • Cost: 3
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/3
    • Affiliation: Assassins (Uncommon)
    • Lore: Courtesan - Pay 3: Target Agent gets -1/-1.

    ACR Thieves Guild
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Assassins (Rare)
  • Lore: When you get an Assassin Agent in your HQ, Thieves Guild gets +1.

  • ACR Villa Auditore
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Order Agents cannot campaign in this Region.

  • ACR Smuggler's Warehouse
  • Cost: 3
  • Bonus: -1
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Uncommon)
  • Lore: (No Ability)

  • ACR Against All Odds
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Surprise - Neutralize target launching Templar Memory.

    ACR Vicious Sneak Attack
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Target Agent or launching Agent gets -3/-3.

  • ACR Antonio de Magianis
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Uncommon)
  • Lore: Thief - Threat: When Antonio de Magianis scores, neutralize the Opponent Site in this Region.

  • ACR Corrupt Herald
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/3
  • Affiliation: Assassins (Common)
  • Lore: Herald - When Corrupt Herald scores, Opponent gets -1.

  • ACR Assassin Guerriero
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/4
    • Affiliation: Assassins (Common)
    • Lore: Thief - Threat: (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning)

    ACR La Volpe
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Rare)
  • Lore: Thief - Your other Thieves have +2/+0.

  • ACR Underground Passage
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: Opponent gets -1.

  • ACR No Rest for the Wicked
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Neutralize target Agent or launching Agent.

  • ACR Femme Fatale
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: If you control 6 Courtesans, you win the Game. Draw a Memory.

    ACR Brilliant Burglary
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Opponent loses all his Gold and gets -1.

  • ACR Mario Auditore
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Rare)
  • Lore: Mercenary - Neutralize target Agent or launching Agent.

  • ACR Giovanni Auditore
  • Cost: 5
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Uncommon)
  • Lore: Mercenary - Neutralize target Site or launching Site.

  • ACR Fabio Orsini
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/4
    • Affiliation: Assassins (Uncommon)
    • Lore: Mercenary - All other Agents get -1/-1.

    ACR Assassins Guild
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Assassins (Uncommon)
  • Lore: Neutralize the Opponent Agent with the highest Cost (at random in case of a tie).

  • ACR Secret Catacombs
  • Cost: 6
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Assassins (Rare)
  • Lore: If Opponent has a Site in this Region, move it to your side, replacing Secret Catacombs.

  • ACR Change of Plans
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Move target Opponent Agent to your HQ, if there is an empty slot.

  • ACR Controlled Arson
    • Cost: 6
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Neutralize target Agent or Site.

    ACR High-Profile Assassination
  • Cost: 7
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Neutralize target Agent or launching Agent. Opponent gets -2.

  • ACR Collateral Damage
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Opponent gets -4.

  • ACR Lia de Russo
  • Cost: 8
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/4
  • Affiliation: Templars (Rare)
  • Lore: Thief - Recover: When you launch this Memory, gain 4.

  • ACR Avaricious Banker
    • Cost: 10
    • Bonus: +2
    • Type: Neutral Agent
    • Power: 7/4
    • Affiliation: Templars (Common)
    • Lore: Trader - (No Ability)

    ACR Ezio Auditore, Assassin
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Assassins (Rare)
  • Lore: Thief - Neutralize target Agent or Site.

  • ACR Strategic Assault
  • Cost: 12
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Neutralize all Opponent Sites.

  • ACR Target Practice
  • Cost: 12
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Neutralize all Opponent Agents.

  • Revelations[]

    Golden[]

    ACR Byzantine Market
    • Cost: 0
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Common)
    • Lore: Opponent gets +1.

    ACR Fishing Village
  • Cost: 0
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Uncommon)
  • Lore: Opponent Site in this Region loses its Abilities. (Launching abilities will have no effects)

  • ACR Narrow Escape
  • Cost: 0
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Surprise: Target Agent or Site gets DEFENDER.

  • ACR Templar Captain
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Uncommon)
  • Lore: Herald - When Templar Captain scores, get +2.

  • ACR Masked Merchant
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 1/1
    • Affiliation: Templars (Common)
    • Lore: Trader - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

    ACR Merchant's Warehouse
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Common)
  • Lore: Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

  • ACR Den Defense
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise: (This Memory resolves instantly)

  • ACR For the People
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Search your Sequence for a Peasant or Trader. Put it in your Hand. Randomize.

  • ACR Imperial Gardener
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Templars (Rare)
    • Lore: Trader - When a Memory goes to the Archive, erase it instead.

    ACR Maffeo Polo
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Rare)
  • Lore: Opponent Memories have Defender.

  • ACR Master Smith
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Common)
  • Lore: Peasant - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

  • ACR Constantinople, Galata District
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Rare)
  • Lore: Launching Memories cannot be neutralized.

  • ACR Cappadocian Market
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Rare)
    • Lore: Memories that are not Golden cost +1 to launch.

    ACR Byzantine Cistern
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Each Day, Players regain all their Gold.

  • ACR Slave Trade
  • Cost: 3
  • Bonus: +4
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Militia Intimidation
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: The next Memory you launch has Surprise. Draw a Memory.

  • ACR Ottoman Merchants
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/3
    • Affiliation: Templars (Common)
    • Lore: Trader - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

    ACR Assassin Recruits
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Uncommon)
  • Lore: Peasant - When you get a Peasant or Trader in your HQ, draw a Memory.

  • ACR Harbor of Julian
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Rare)
  • Lore: Memories cannot score more than 2 at a time.

  • ACR Sly Smuggler
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Uncommon)
  • Lore: Trader - Your Traders and Peasants have +2/+2 and Defender.

  • ACR Diligent Commoner
    • Cost: 7
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 6/3
    • Affiliation: Assassins (Common)
    • Lore: Peasant - (No Ability)

    ACR Abandoned Warehouse
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Rare)
  • Lore: Defender: Opponent Score in this Region becomes 0.

  • ACR Forum of the Ox
  • Cost: 10
  • Bonus: +2
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Assassins (Rare)
  • Lore: Defender: When you launch this Memory, regain all your Gold.

  • ACR Incite Revolt
  • Cost: 11
  • Bonus: +4
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Put all Memories from the Archive in your Sequence. Randomize. If Incite Revolt is discarder, put it in your Hand instead and get +2.

  • Order[]

    ACR Templar Recruit
    • Cost: 0
    • Bonus: -1
    • Type: Neutral Agent
    • Power: 2/1
    • Affiliation: Templars (Common)
    • Lore: Noble - (No Ability)

    ACR Tarik Barleti
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Common)
  • Lore: Noble - Official: (can only be blocked by an Agent with Official or Cunning)

  • ACR Militia Camp
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Uncommon)
  • Lore: Score 2 in this Region.

  • ACR Weapons Cache
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Players score 1 in each Region.

  • ACR The Plan
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Action Surprise
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Surprise: Target Agent gets Unblockable.

    ACR On the Attack
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Score 3 in target Region.

  • ACR A Deadly Message
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise: Neutralize target launching Site.

  • ACR Mentor's Wake
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise: Neutralize target launching Memory. Its controller draws a Memory.

  • ACR Ottoman Elite
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/1
    • Affiliation: Templars (Uncommon)
    • Lore: Noble - Dominant: (Scores normally and Opponent loses as many points)

    ACR Selim
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Rare)
  • Lore: Noble - Your Nobles have Surprise.

  • ACR Mountain Fortress
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Common)
  • Lore: Dominant: (Scores normally and Opponent loses as many points)

  • ACR Masyaf
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power:0
  • Affiliation: Assassins (Rare)
  • Lore: When an Agent campaigns or blocks in this Region, his controller draws a Memory.

  • ACR Varangian Guard
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 4/1
    • Affiliation: Templars (Common)
    • Lore: Noble - Official: (Can only be blocked by an Agent with Official or Cunning)

    ACR Ahmet
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Templars (Rare)
  • Lore: Noble - When you get a Noble in your HQ, score 1 in each Region.

  • ACR City Wall
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Templars (Common)
  • Lore: (No Ability)

  • ACR Harbor of Theodosius
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Nobles are always Safe.

  • ACR Suleimancard
    • Cost: 5
    • Bonus: N/A
    • Type: Agent Surprise
    • Power: 2/2
    • Affiliation: Assassins (Uncommon)
    • Lore: Noble - Surprise: Neutralize target launching Action or Agent.

    ACR Guard Duty
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise: Erase target launching Memory.

  • ACR Byzantine Brute
  • Cost: 6
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 2/3
  • Affiliation: Templars (Rare)
  • Lore: Soldier - Erase target Agent or launching Agent.

  • ACR Ottoman Janissary
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/2
  • Affiliation: Templars (Rare)
  • Lore: Soldier - Erase target Site or launching Site.

  • ACR Constantinople, Imperial District
    • Cost: 7
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 3
    • Affiliation: Templars (Uncommon)
    • Lore: Dominant: Score 3 in this Region.

    ACR Topkapi Palacecard
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Templars (Rare)
  • Lore: Erase target Agent or Site.

  • ACR Janissary Justice
  • Cost: 11
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Dominant: Score 3 in each Region. If Janissary Justice is discarded, score 1 in each Region.

  • ACR Manuel Palaiologos
  • Cost: 15
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 5/5
  • Affiliation: Templars (Rare)
  • Lore: noble - Dominant, Official: Opponent Score in each Region becomes 0.

  • Faith[]

    ACR Holy Day
    • Cost: 0
    • Bonus: +2
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Common)
    • Lore: Dominant: Look at Opponent Hand. Erase Memories in it that cost 11.

    ACR Leap of Faith
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Dominant: Choose an erased Memory. Put it in your Sequence. Randomize. Draw a Memory.

  • ACR Byzantine Cemetery
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Common)
  • Lore: Sanctuary - Dominant: (Scores normally and Opponent loses as many points)

  • ACR Sanctuary's Heart
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Common)
  • Lore: Sanctuary - Dominant: Score 1 in this Region.

  • ACR Cappadocian Shrine
    • Cost: 1
    • Bonus: -1
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Assassins (Common)
    • Lore: (No Ability)

    ACR Gather the Faithful
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Sites get +1.

  • ACR Source of All Life
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Search your Sequence for a Ruins or a Sanctuary. Put it in your Hand. Randomize.

  • ACR Bitter Farewell
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Players discard their Memory with the highest cost (at random if tied).

  • ACR Renovate Temple
    • Cost: 1
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Choose a site in the Archive. Put it in your Hand.

    ACR Into the Light
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: The next Site you launch has Surprise.

  • ACR Feed the Poor
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Choose a Memory from Opponent Hand. Erase it.

  • ACR Cyril of Rhodes
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Rare)
  • Lore: Dominant: When a Memory is erased, Cyril of Rhodes gets +1/+1.

  • ACR Underground Refuge
    • Cost: 3
    • Bonus: +1
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Templars (Uncommon)
    • Lore: Dominant: Erase the Memory in Opponent Hand with the highest cost (at random if tied).

    ACR Forgotten Asylum
  • Cost: 3
  • Bonus: N/A
  • Type: Site Surprise
  • Power: 2
  • Affiliation: Assassins (Common)
  • Lore: Ruins - Surprise: (This Memory resolves instantly)

  • ACR Ancient Roman Temple
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Common)
  • Lore: Ruins - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

  • ACR Losing Faith
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Rare)
  • Lore: Choose a Memory in Opponent Sequence. Erase all Memories with this name from his Sequence, Hand and Archive.

  • ACR Funeral Pyre
    • Cost: 4
    • Bonus: +3
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Rare)
    • Lore: Draw a Memory.

    ACR Byzantine Church
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Sanctuary - Opponent Agents get -1/-0. When you get a Sanctuary in a Region, Opponent Agents get -1/-0.

  • ACR Underground Temple
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Rare)
  • Lore: Sanctuary - Opponent Sites get -1. When you get a Sanctuary in a Region, Opponent Sites get -1.

  • ACR Yerebatan Cistern
  • Cost: 5
  • Bonus: N/A
  • Type: Site Surprise
  • Power: 2
  • Affiliation: Assassins (Uncommon)
  • Lore: Ruins - Surprise: Neutralize target launching Action or Site.

  • ACR Hagia Sophia
    • Cost: 8
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 3
    • Affiliation: Templars (Rare)
    • Lore: Sanctuary - Dominant, Deceptive

    ACR Mountain Village
  • Cost: 8
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 6
  • Affiliation: Assassins (Uncommon)
  • Lore: Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

  • ACR Byzantine Ruins
  • Cost: 10
  • Bonus: N/A
  • Type: Site Surprise
  • Power: 5
  • Affiliation: Assassins (Rare)
  • Lore: Ruins - Surprise: Neutralize target launching Memory.

  • ACR Sacred Vault
  • Cost: 11
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Rare)
  • Lore: Opponent discards his Memories that cost 10 or less. If Sacred Vault is discarded, put it in the center Region instead.

  • Scholar[]

    ACR Sofia's Office
    • Cost: 0
    • Bonus: +1
    • Type: Neutral Site
    • Power: 0
    • Affiliation: Assassins (Rare)
    • Lore: Haven - If another Sofia's Office is in your Sequence, put one in your Hand. Randomize.

    ACR Ancient Map
  • Cost: 0
  • Bonus: N/A
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise: Draw a Memory.

  • ACR Ottoman Gunman
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/1
  • Affiliation: Templars (Common)
  • Lore: Engineer - Pay 2: Your Sites get +1.

  • ACR Lighthouse
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Templars (Common)
  • Lore: Defender: Score 1 in this Region.

  • ACR Sofia's Home
    • Cost: 1
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 1
    • Affiliation: Assassins (Common)
    • Lore: Deceptive: (Scores in both other Regions (instead of its Region))

    ACR Sharing Secrets
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Common)
  • Lore: Opponent loses 3 in each Region.

  • ACR The Discovery
  • Cost: 1
  • Bonus: +2
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Draw a Memory. Discard your Memory with the highest cost (at random if tied).

  • ACR Secret Door
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: The next Action you launch has Surprise.

  • ACR Temple Repository
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Site
    • Power: 2
    • Affiliation: Templars (Uncommon)
    • Lore: Sanctuary - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

    ACR Piri Reis
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Uncommon)
  • Lore: Scientist - Opponent Memories resolve as if they did not have Surprise.

  • ACR Mosque's Yard
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Templars (Rare)
  • Lore: Sanctuary - Agents with power 5 or above cannot campaign.

  • ACR Assassin Library
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Assassins (Uncommon)
  • Lore: Haven - Deceptive: (Scores in both other Regions (instead of its Region))

  • ACR Ottoman Bombman
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/1
    • Affiliation: Templars (Uncommon)
    • Lore: Engineer - Pay 3: Put target Site from the Archive in your Hand.

    ACR Kadir
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/3
  • Affiliation: Templars (Rare)
  • Lore: Engineer - When one of your Sites is replaced, draw a Memory.

  • ACR Learned Widow
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/5
  • Affiliation: Assassins (Common)
  • Lore: Scientist - Cunning, Recover

  • ACR Topkapi Palace Gardens
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Templars (Uncommon)
  • Lore: Defender: Put a virtual Topkapi Palace Gardens in both other Regions.

  • ACR Hidden Vault
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 3
    • Affiliation: Assassins (Uncommon)
    • Lore: If Hidden Vault replaces a Site, it is replaced instead.

    ACR With Great Power
  • Cost: 4
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: For this Action, sites have Defender. Your Sites score their Influence in their Region.

  • ACR Cappadocia, Underground City
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Assassins (Rare)
  • Lore: Deceptive: Players win if their control 2 Regions instead of 2.

  • ACR Byzantine Gunman
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/6
  • Affiliation: Templars (Common)
  • Lore: Engineer - Defender: (Scoring: Opponent loses points instead. Points below 0 are scored normally)

  • ACR Great Vault
    • Cost: 6
    • Bonus: N/A
    • Type: Neutral Site
    • Power: 5
    • Affiliation: Templars (Rare)
    • Lore: Defender: Opponent Score in this Region becomes 5.

    ACR Ancient Library
  • Cost: 7
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Rare)
  • Lore: When Ancient Library scores, score as much in other Regions.

  • ACR Grand Bazaar
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Templars (Rare)
  • Lore: Haven - Each day, draw an extra Memory.

  • ACR The Mentor's Return
  • Cost: 11
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Rare)
  • Lore: Draw 4 Memories. If The Mentor's Return is discarded, draw 2 Memories.

  • Media[]

    ACR Belligerent Ottoman Militia
    • Cost: 0
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/1
    • Affiliation: Templars (Common)
    • Lore: Militant - (No Ability)

    ACR LysistrataCard
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Common)
  • Lore: Militant - Dominant: (Scores normally and Opponent loses as many points)

  • ACR Street Thespian
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Assassins (Common)
  • Lore: Artist - Deceptive: (Scores in both other Regions (instead of its Region))

  • ACR Selling Dreems
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Search your Sequence for a Citizen or Militant. Put it in your Hand. Randomize.

  • ACR A Hard Ride
    • Cost: 1
    • Bonus: +2
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Sites do not score next Day.

    ACR Brothers in Arms
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Agents get +1/+0.

  • ACR Templar Delegate
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Templars (Common)
  • Lore: Militant - Dominant (scores normally and Opponent loses as many points)

  • ACR City Official
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Common)
  • Lore: Militant - When you get a Militant in your HQ, City Official gets +1/+1.

  • ACR Georgios KostasCard
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 2/2
    • Affiliation: Templars (Rare)
    • Lore: Memories with Defender cannot score more than their oppnent's Score in the Region.

    ACR Abbas Sofian
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Rare)
  • Lore: Artist - If a Site has 0, neutralize it.

  • ACR Uneasy Alliance
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Target Agent or Site gets Dominant.

  • ACR Advanced Training
  • Cost: 2
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: Surprise: Target Agent gets +2/+0.

  • ACR Incognito
    • Cost: 2
    • Bonus: +1
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Target Agent or Site gets Deceptive.

    ACR DarimCard
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Uncommon)
  • Lore: Artist - Deceptive: (Scores in both other Regions (instead of its Region))

  • ACR Altaïr, Learned
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Rare)
  • Lore: Artist - Unblockable. If Altaïr, Learned is neutralized, put it in your Hand instead.

  • ACR Rich Poet
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/2
  • Affiliation: Assassins (Uncommon)
  • Lore: Artist - Target Site or launching Site gets -2.

  • ACR Sofia Sartor
    • Cost: 4
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/3
    • Affiliation: Assassins (Rare)
    • Lore: Artist - Sites do not score each Day.

    ACR Passing the Torch
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Sites get -2.

  • ACR Shahkulu
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Uncommon)
  • Lore: Militant - When you get a Militant in your HQ, your Militants get +1/+1.

  • ACR Zealous Crusader
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 4/2
  • Affiliation: Templars (Uncommon)
  • Lore: Citizen - Dominenat: (Scores normally and Opponent loses as many points)

  • ACR Bearer of Mixed Tidings
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Rare)
    • Lore: Draw a Memory for each Agent you control.

    ACRec Al Mualim
    • Cost: 9
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 4/4
    • Affiliation: Templars (Rare)
    • Lore: Deceptive, Dominant

    ACR Hippodrome of Constantinople
  • Cost: 10
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 5
  • Affiliation: Assassins (Rare)
  • Lore: Neutralize Sites in both other Regions.

  • ACR Odai Dunqas
  • Cost: 11
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/3
  • Affiliation: Templars (Rare)
  • Lore: Militant - Put up to two 2/2 virtual Militants in empty slots of your HQ. If Odai Dunqas is discarded, put it in your HQ if there is an empty slot.

  • Crime[]

    ACR Romani Pickpocket
    • Cost: 0
    • Bonus: +1
    • Type: Neutral Agent
    • Power: 0/1
    • Affiliation: Assassins (Common)
    • Lore: Thief - Pay 1: Score 1 in target Region.

    ACR Vali Cel Tradat
  • Cost: 1
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Common)
  • Lore: Thief - Threat: (When blocked, neutralize blocking Agent before Damage unless it has Threat or Cunning)

  • ACR Romani Camp
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Site
  • Power: 0
  • Affiliation: Assassins (Common)
  • Lore: Haven - Deceptive: Score 1 in this Region.

  • ACR Ruthless Kidnapping
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action Surprise
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Surprise: Target Agent gets Threat.

  • ACR Splinter Bomb
    • Cost: 1
    • Bonus: +2
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Common)
    • Lore: Players do not draw their daily Memory next day.

    ACR Smoke Signal
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: The next Agent you launch has Surpise.

  • ACR Vantage Point
  • Cost: 1
  • Bonus: +1
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Common)
  • Lore: If Opponent has more than 2, he gets -1.

  • ACR Corrupt Byzantine Militia
  • Cost: 2
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 3/1
  • Affiliation: Templars (Common)
  • Lore: Thief - (No Ability)

  • ACR Turkish Assassin
    • Cost: 2
    • Bonus: N/A
    • Type: Neutral Agent Surprise
    • Power: 2/1
    • Affiliation: Assassins (Common)
    • Lore: Thief - Surprise: (This Memory resolves instantly)

    ACR Damat Ali Pasha
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 1/1
  • Affiliation: Templars (Rare)
  • Lore: Thief - Threat: When a Thief scores, it gets +1/+1.

  • ACR DilaraCard
  • Cost: 3
  • Bonus: +1
  • Type: Neutral Agent
  • Power: 0/3
  • Affiliation: Assassins (Uncommon)
  • Lore: Courtesan - Pay 2, sacrifice another Agent: Neutralize target Site with 4 or less.

  • ACR Altaïr, Assassin
  • Cost: 3
  • Bonus: N/A
  • Type: Neutral Agent
  • Power: 2/1
  • Affiliation: Assassins (Rare)
  • Lore: Thief - When you get a Thief in your HQ, draw a Memory.

  • ACR Yusuf Tazim
    • Cost: 3
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 1/1
    • Affiliation: Assassins (Rare)
    • Lore: Thief - Deceptive: When Yusuf Tazim scores, it gets +1/+1.

    ACR Underground Maze
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 1
  • Affiliation: Assassins (Uncommon)
  • Lore: Thieves have Unblockable.

  • ACR Caltrop Bomb
  • Cost: 4
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Templars (Uncommon)
  • Lore: Agent gets -2/-2.

  • ACR Secret Headquarters
  • Cost: 5
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 2
  • Affiliation: Assassins (Rare)
  • Lore: Neutralize target Site (before Influence Contest).

  • ACR Mark Target
    • Cost: 5
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Assassins (Uncommon)
    • Lore: Neutralize target Agent or Site.

    ACR Assassin Den
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Site
  • Power: 3
  • Affiliation: Assassins (Common)
  • Lore: Haven - Deceptive: (Scores in both other Regions (instead of its Region))

  • ACR Tightrope Walking
  • Cost: 6
  • Bonus: N/A
  • Type: Neutral Action
  • Power: N/A
  • Affiliation: Assassins (Uncommon)
  • Lore: Target player's Income becomes 10.
  • ACR Assassin Stronghold
    • Cost: 10
    • Bonus: N/A
    • Type: Neutral Site Surprise
    • Power: 5
    • Affiliation: Assassins (Rare)
    • Lore: Surprise: Neutralize all Agents in this Region.

    ACR Military Brutality
    • Cost: 10
    • Bonus: N/A
    • Type: Neutral Action
    • Power: N/A
    • Affiliation: Templars (Rare)
    • Lore: Put a random Thief from the Archive in each free slot of your HQ.

    ACR Maria Thorpe
    • Cost: 11
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 3/3
    • Affiliation: Assassins (Rare)
    • Lore: Mercenary - Neutralize Opponent Agent and Site with the highest cost (at random if tied). If Maria Thorpe is discarded, neutralize Opponent Agent or Site with the highest cost.

    ACR Master Assassin
    • Cost: 12
    • Bonus: N/A
    • Type: Neutral Agent
    • Power: 5/6
    • Affiliation: Assassins (Uncommon)
    • Lore: Thief - Deceptive: (Scores in both other Regions (instead of its Region))

    ACR Ezio Auditore, Mentor
    • Cost: 15
    • Bonus: N/A
    • Type: Neutral Agent Surprise
    • Power: 5/5
    • Affiliation: Assassins (Rare)
    • Lore: Thief - Surprise, Threat: Your Memories have Surprise.

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