Treachery 1 card
One of your opponent's units is disaffected and willing to declare for the true cause, yours of course! If you use this card one of his/her units transfers to your side. Your choice of unit may be any Mercenary, Levy, Welsh, Scots or Irish unit or any Border Horse or Retinue Horse unit. Others are unaffected.
Beware. If you play this card you must also roll a die. Any score of '1' on a D6 and the enemy has bounced this back upon you. Instead of losing one of his/her units, they take one of yours on the same basis. Treachery is a coin with two sides.
Play immediately after opponent lays out army OR hold in your hand as a dummy for the rest of the game.
Wavering 1 card
One of your opponent's units is vacillating and does not appear on the battlefield e.g. Lord Stanley not appearing at Blore Heath. If you use this card one of his/her units refuses to appear on the field and is removed from play. Your choice of unit may be any Mercenary, Levy, Welsh, or Irish unit or any Border Horse or Retinue Horse unit.
Play immediately after opponent lays out army.
Counter-intelligence Treachery 2 cards
This card has no combat value. However any attempt by the enemy to play a Treachery card upon you negates his/her card AND increases the chance of one of their units defecting to '1 to 3' on a D6.
Hold as a dummy. Only declare if Treachery is played upon you.
Counter-intelligence Wavering 2 cards
This card has no combat value. However any attempt by the enemy to play a Wavering card upon you means the nominated unit remains out of play until you wish to deploy it. The previously missing unit will now appear on your right hand table edge at any point you wish and make an immediate full move. It may also charge, if it can.
Hold as a dummy. If used pretend that you have lost your unit and declare this card during any subsequent move phase.
Ambush 1 card
If there is cover anywhere on your half of the table, a unit may be concealed within it. That unit may be light foot, Border Horse, Retinue Horse or Mercenary HG/XB. This unit is declared to be 'off table'. A written note/map is kept of which cover they are concealed in. Concealing cover is a depression or scrub for foot or woodland for all types.
Keep in hand until ambush is revealed.
Not an ambush 2 cards
One unit of light foot, Border Horse, Retinue Horse or Mercenary HG/XB may be declared 'off table' as if it is in ambush. Make a written note of something on paper to further the illusion that an ambush has been prepared by you. This may promote excessive caution in the enemy. Bring missing unit on table behind your centre/captain when the need for the illusion of an ambush has passed.
Keep in hand until no longer needed. Play on move phase.
Lucky omen 1 card
Three suns have appeared in the morning sky, an eagle has dropped a lion cub into your lap and a Cardinal has turned up to bless the troops. Which ever way you want to play this, THIS is your day! Your CinC's unit gets a +1 MP on its fighting skills and adds one to morale throws until it suffers a pushback.
Play on first move to gain any benefits
Not a lucky omen 1 card
Your standard falls over at dawn, an eagle defecates on your tent and the Cardinal says he is busy. Your CinC's unit gets a -1MP on its fighting skills and subtracts one from all morale throws until it causes a pushback.
Declare immediately failure to declare this card forfeits game
Three witches meet Macbeth 1 card
You have paid a 'wise woman' to put a curse on the enemy's army. His CinC's unit gets a -1MP on its fighting skills and subtracts one from all morale throws until it causes a pushback.
Declare immediately failure to declare forfeits game
Burn the witch! 2 cards
If the other side admits it has consulted the dark arts and has employed a witch, you get them condemned as heretics. This card negates Three witches meet Macbeth. Instead it causes that card to take effect on the enemy. His unit is now disheartened at the threat of their imminent excommunication.
Hold as a dummy or declare if the other side tries to play 'Three witches meet Macbeth'.
Wind assist 1 card
The wind is blowing from behind you for the first four moves of the game. During this period your longbow fire reaches two inches further than expected (add to both long and short ranges) plus your first salvo goes off at short range values, '5' or '6' to hit.
Declare immediately
Inspirational leadership 2 cards
Once per game a unit being personally led by your Captain (CinC) or Sub-Captain may convert a rout decision into a 'stand disordered' decision including after a melee. This unit is immune to any other reaction tests for one complete move so if this card is played during the melee phase it lasts until the end of the next melee phase, etc. If not in melee or being charged, this unit ends the move reformed.
Hold this card in your hand and play when you best need it.
Fighting fury 2 cards
Once per game any Captain or Sub-Captain may double his melee bonus for one move in a melee. Next move his melee bonus halves due to fatigue. His normal bonus returns on the third move, after he is given good wine and a breather. Play card at start of melee turn.
Hold this card in your hand and play when you best need it.
Fleet of foot 2 cards
Once per game a unit led by any Captain or Sub-Captain may double its rolled move for one move. This may not be used to charge or otherwise move within two inches of an enemy unit. It may also not be used while disordered or in disordering terrain. Play card before die roll.
Hold this card in your hand and play when you best need it.
Wet gunpowder 1 card
At start of game you may declare this card and play it on an opponent. He/she has failed to keep their gunpowder dry. All gunpowder weapons now halve to shoot one die per two modules. Also: roll a die: score of '1' or '2' and this penalty also applies to YOUR army as well.
Play at start of game OR hold in hand as a dummy for the rest of the game.
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I hope you will note that for some cards there are two possible counter cards. A few – such as Wet Gunpowder or Wind assist are one-offs with no counter card.
Note also that use of any of the more powerful cards carries the chance of your attempt bouncing back on yourself. Any optional cards you decide not to play remain in your hand unseen as dummies. You know they are useless, the other side does not know! :) :) :)
Create the number of cards of each type (I use old-fashioned 3 inch by 5 inch file cards) and shuffle the deck. At the start of the game, three, four or five cards are dealt to each player and the rest are discarded and put into a box or envelope where they cannot be reviewed for the rest of the game. The idea is to create as much doubt about what the other side are up to. Yes, we ARE playing poker!
Keep any cards that you do not intend to use face-down and concealed from your enemy. He/she will not know whether you have a handful of dross (such as a clutch counter cards) or whether you are holding a dummy ambush, two Fighting Furies and one Inspirational Leadership.