Kingdom Legacy: Ambitions
Kingdom Legacy: Ambitions Rulebook
Table of Contents
Table of Contents
Setup
Ambitions is set up as printed on the welcome card (card 0, front face):
- Select ALL friendly permanent cards for purge (except cards which cannot be destroyed, like artifacts).
- You may save any of these cards you wish, but for each saved one, lower the purge number below by 1 (i.e. if you save 3 permanent cards, perform a purge 8 instead of a purge 11).
- Perform a purge 11.
- When you are done, continue with the next step: [arrow].
Playing with the Expansion
Printed on the back of the welcome card (card 0, back face):
- Without inspecting them, add cards 21-29 to the back of your box (after your other discoverable cards).
- Play 5 rounds.
- At the start of each round, discover the next 4 cards from this expansion and destroy 1 of the friendly cards discovered.
- Just a heads up: most friendly cards in this expansion are permanent cards.
- When you are done with the expansion, recalculate your kingdom score, add sticker 13q to the score path on your box and write your new score next to it.
- Each kingdom may only play Ambitions once.
Cards
Each card is listed by its number and printed name, followed by its card type and the medal printed on it. The front face of each card shows Stage 1 (or the first stage printed on it); the back face shows the later stage or stages printed on it. Stage labels are taken from the publisher's card pages where the card face itself does not print one.
Card 0 (Welcome)
- Front: setup, as above (purge 11, with one purge less for each permanent card saved).
- Back: playing with the expansion, as above (play 5 rounds, discover 4 cards per round, recalculate score and add sticker 13q).
Card 1
Stage 1: Forming Alliance (Permanent). Medal: 10.
Working on your relationships.
- This card is permanent.
- Discard any number of seafaring cards, persons, and/or items to mark that many boxes (⊗) from left to right. If a box has a number, discover that card.
- Boxes with numbers: 22 (second row), 23 (fourth row), 24 (sixth row).
Stage 4: Dungeons (Permanent).
Prison bars, pillars, chandeliers. Luckily, the ores are readily available down here...
- This card is permanent.
- [hourglass] Spend the [ore] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (number of [ore] to spend, then the [medal] value of that box): 1 [ore], 2; 2 [ore], 4; 2 [ore], 7; 3 [ore], 10; 3 [ore], 14; 3 [ore], 19; 4 [ore], 25.
- Track of boxes, second row, left to right (number of [ore], then the [medal] value): 4 [ore], 33; 5 [ore], 43; 5 [ore], 55; 6 [ore], 69; 7 [ore], 85; 8 [ore], 103; 10 [ore], 125.
Card 2
Stage 1: Marble Quarry (Land). Medal: *.
- [hourglass] Spend 3 [marble] and 3 [exotic goods] to mark 1 ⊗ and add sticker 6 to 1 card in play or discard pile with [marble] production.
- *Worth 3 [medal] per card with [exotic goods] production.
- The card has six boxes (three in each row) to mark.
Stage 4: Cavalry (Permanent). Subtitle: When speed is of utmost importance.
- This card is permanent.
- [hourglass] Spend the sets of [sword] and [ore] below to mark 1 ⊗ and tab any person in play or discard pile with [red horse] (sticker 63).
- (Tabbing: Fold the sticker over the top of the card to make it stick out from the card.)
- Boxes: 4 sets, 5 sets, 6 sets (each box shows the cost in sets of [sword] and [ore]).
- ∞ Once per turn, you may play the next tabbed [red horse] from your deck.
- Publisher's errata (printed on the card 2 page of the publisher's card database, not on the card scan): Cavalry: Once per round, you may play any number of these tabbed cards from your deck. The printed text above is transcribed as it appears on the card; the errata is recorded here because the publisher issued it.
Card 3
Stage 1: Exotic Garden (Permanent). No medal is printed in the corner; its worth comes from the track below.
Planting the strangest trees and bushes, tasting the strangest fruits, and attracting the strangest strangers from near and far.
- This card is permanent.
- [hourglass] Spend the [exotic goods] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (number of [exotic goods] to spend, then the [medal] value of that box): 2, 4; 3, 8; 4, 12; 5, 16; 6, 20; 7, 24.
- Track of boxes, second row, left to right (number of [exotic goods], then the [medal] value): 8, 28; 8, 32; 9, 36; 9, 40; 9, 44; 10, 50.
- [bolt] When complete, discover Herbs (cards 28 and 29).
Stage 4: Land Claim (Event). Medal: *.
- [hourglass] Spend 10 [sword] to mark 1 ⊗ from left to right and discover that card.
- *Worth 8 [medal] per ⊗.
- Boxes: discover card 25, card 26, card 27 (one for each box).
Card 4
Stage 1: Thief (Enemy). Medal: -4.
- [bolt] When played, add any resource sticker to the back of this card (even if it already has 9 or more production).
- [bolt] When a card is played, discard this.
- [check] Spend [sword] [sword] [sword] to mark 1 ⊗.
- When complete, defeat [red torn icon].
- Six boxes are printed along the bottom of the card face.
Stage 4: Robber's Den (Land - Enemy). The back face prints its title and type and artwork only; no rules text is printed on the scan. See the Gaps section.
Card 5
Stage 1: Library (Permanent). Subtitle: Putting your mistakes into words to prevent the same failures tomorrow.
- This card is permanent.
- ∞ Spend the [wood] below to mark ANY 1 ⊗ below. When complete, [arrow].
- Costs, first row, left to right (number of [wood] to spend): 2, 3, 3, 4, 4.
- Costs, second row, left to right (number of [wood] to spend): 5, 5, 6, 6, 7.
Stage 4: Library (Building - Permanent). Medals printed: 20 and *.
- [bolt] Whenever you purge a card, keep track of it here (max 40 cards).
- *Worth +2 [medal] for each purged card.
Card 6
Stage 1: Grand Bazaar (Permanent).
Promoting the festivities of the people will grant you a grand reputation and a fame beyond your borders.
- This card is permanent.
- [hourglass] Spend the sets of [coin] and [wood] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (number of sets to spend, then the [medal] value of that box): 1 set, 2; 2 sets, 5; 3 sets, 9; 4 sets, 14.
- Track of boxes, second row, left to right (number of sets, then the [medal] value): 5 sets, 20; 6 sets, 28; 7 sets, 38; 8 sets, 50.
Stage 4: Palisades (Permanent).
Turning every building into a strategic high ground.
- This card is permanent.
- [hourglass] Spend the resources below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal]. For each claim, add sticker 5 to 1 building in play or discard pile.
- Boxes, left to right (cost in [sword] and [wood], then the [medal] value): 4 [sword] and 2 [wood], 2; 6 [sword] and 3 [wood], 4; 8 [sword] and 4 [wood], 8; 10 [sword] and 5 [wood], 16.
- Each claim: Add sticker 5 to 1 building.
Card 7
Stage 1: Flexibility (Permanent).
Juggling many concepts at the same time.
- This card is permanent.
- [hourglass] Spend the number of resources for ANY 1 checkbox below to mark 1 ⊗ there AND on the first unmarked checkbox on another friendly permanent card, getting any bonus as if using its own effect to mark it.
- Checkboxes, first row, left to right: 15, 14, 13, 12, 11. Second row, left to right: 10, 9, 8, 7, 6. The box numbered 6 has a printed red torn-paper icon (see the Gaps section).
Stage 4: Commitment (Permanent).
Not stopping until it is done.
- This card is permanent.
- ∞ Place this card under another friendly permanent card with checkboxes so that the lower part shows. It remains there until all checkboxes are marked, or the card is destroyed or changes orientation. Then, you may use this effect to place this under another card again.
- Commitment: The [hourglass] effect on the above card may be used once per turn without ending the turn.
Card 8
Stage 1: Lots of Rats (Event). Medal: -3.
- [bolt] When played, discard all cards that stay in play.
- [hourglass] Discard 3 persons to [arrow].
Stage 4: Rats (Event). Medal: -2.
- [bolt] When played, discard 1 friendly card.
- [bolt] End of Turn: Discard 1 person or [arrow].
Card 9
Stage 1: Royal Guards (Permanent).
Teaching your soldiers discipline, bravery, and loyalty will make them protect all your interests.
- This card is permanent.
- [hourglass] Spend the [sword] below to mark 1 ⊗ from left to right.
- Boxes, first row, left to right (number of [sword] to spend): 3, 3, 4, 4.
- Boxes, second row, left to right (number of [sword] to spend): 5, 5, 6, 7. The last box (7) also contains the printed arrow [arrow].
Stage 4: Guard Duty (Event - Permanent). Medal: 10.
- ∞ Once per turn, you may block up to 2 persons with at least [sword] [sword] production each (max 2 blocked persons here) OR release up to 2 persons here.
- (Basically, save them for a later turn or round.)
Card 10
Stage 1: Merchant's Guild (Permanent).
Trade secrets, available at a high price.
- This card is permanent.
- [hourglass] Spend the sets of [coin] and [wood] below to mark 1 ⊗ from left to right.
- Boxes, first row, left to right (number of sets to spend): 2, 2, 3, 3.
- Boxes, second row, left to right (number of sets to spend): 4, 4, 5, 6. The last box (6) shows the discover icon for card 21.
- [bolt] When complete, add sticker 48 to 1 card with production and discover Trading Network (card 21).
Stage 4: Deconstruction (Event).
- [check] Discard 1 building to gain 4 [marble].
Card 11
Stage 1: Mausoleum (Permanent).
Showing off architectural wonders.
- This card is permanent.
- [hourglass] Spend the sets of [coin] and [marble] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (number of sets to spend, then the [medal] value of that box): 3 sets, 5; 3 sets, 10; 3 sets, 15; 4 sets, 20.
- Track of boxes, second row, left to right (number of sets, then the [medal] value): 4 sets, 25; 5 sets, 35; 6 sets, 50; 7 sets, 70.
Stage 4: Forester's Tools (Permanent).
Developing more efficient tools for your wood cutters.
- This card is permanent.
- [hourglass] Spend the sets of [wood] and [ore] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal]. For each claim, boost 1 [wood] production on 1 card in play or discard pile.
- Boxes, first row, left to right (number of sets to spend, then the [medal] value of that box): 2 sets, 2; 2 sets, 4; 3 sets, 6.
- Boxes, second row, left to right (number of sets, then the [medal] value): 3 sets, 8; 4 sets, 10; 5 sets, 12.
- Each claim: Boost 1 [wood] production.
Card 12
Stage 1: Taxation (Event). Medal: -2.
- [bolt] When played, either discard 3 friendly cards OR cross out 1 production on 1 friendly card in play. Either way, mark 1 ⊗ from left to right.
- Boxes: five in the first row; four in the second row followed by the printed arrow [arrow] in the last box of that row.
Stage 4: Happy Giving (Event). Medal: *.
- [check] Cross out 1 production on 1 friendly card in play and keep track of how many productions you have crossed out below.
- *This card is worth 2 [medal] for each mark.
- Three lines beneath the text are printed for keeping track of the marks.
Card 13
Stage 1: Advanced Mining (Permanent).
Deeper, deeper, deeper.
- This card is permanent.
- ∞ Once per turn: Cross out 1 [wood] / [marble] / [ore] production on 1 card in play to mark 1 ⊗ from left to right.
- Boxes: four plain boxes followed by the printed arrow [arrow] in the last box.
Stage 3: Strip Mine (Land). Medal: none printed.
- This card has no rules text. Its upright half prints production icons of 2 [marble] and 1 [ore], and a row of seven [wood] icons with a downward arrow leading to the other half.
Stage 4: Deep Strip Mine (Land). Medal: none printed.
- This card has no rules text. Its half printed upside down prints production icons of 2 [ore] and 4 [marble].
- See the Gaps section about the printed arrow and the wood row.
Card 14
Stage 1: Charity (Permanent).
Sending aid to struggling neighbours doesn't give much in return, except their eternal gratitude. And fame. Fame is good.
- This card is permanent.
- [hourglass] Spend the [coin] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (number of [coin] to spend, then the [medal] value of that box): 6, 1; 8, 2; 10, 4; 12, 8.
- Track of boxes, second row, left to right (number of [coin], then the [medal] value): 15, 16; 20, 32; 25, 64; 30, 128.
Stage 4: Rent a Warrior (Permanent).
Making your skilled warriors available to your neighbours.
- This card is permanent.
- ∞ Discard 1 person with [sword] production to gain 2 [coin] and keep track of how many you have discarded below.
- *This card is worth 1 [medal] for each mark (max 150).
- Three lines beneath the text are printed for keeping track of the marks.
Card 15
Stage 1: Barracks (Permanent).
Making sure to have defenses ready to pop up anywhere...
- This card is permanent.
- [hourglass] Spend the sets of [marble] and [sword] below to mark 1 ⊗ from left to right.
- Boxes, first row, left to right (number of sets to spend): 2, 2, 2, 3.
- Boxes, second row, left to right (number of sets to spend): 3, 3, 4, 5. The last box (5) contains the printed arrow [arrow].
Stage 4: Barracks (Building). Medal: 20.
- ∞ Starts in play.
- ∞ Stays in play.
- [check] Discard 1 person to gain 3 [sword].
Card 16
Stage 1: Pell Smoke (Event). Medal: none printed.
- [bolt] When played, add sticker 66 to the building in play with the highest production (at least 1). If you do, [arrow].
Stage 4: Pollution (Event). Medal: *.
- *This card is worth -1 [medal] for each production on buildings.
- [check] Destroy 1 building in play with 3 or more production to [red torn icon].
Card 17
Stage 1: Clockmaking (Permanent).
Time is of the essence.
- This card is permanent.
- [hourglass] Spend [ore] [ore] [exotic goods] [exotic goods] to mark 1 ⊗ below in clockwise order, starting with the green checkbox.
- Checkboxes: twelve, arranged in a circle. The green checkbox is the starting box. The checkbox at the top of the circle (twelve o'clock) carries the printed arrow [arrow].
- When complete, [arrow].
Stage 4: Clock Tower (Building - Permanent). Medal: 15.
- [bolt] When you play the last card of your deck, play any 1 card from discard pile.
- (Tip: place this beside your deck as a reminder.)
Card 18
Stage 1: Bank Vaults (Permanent).
Spending a lot of resources to keep the rest of them safe.
- This card is permanent.
- [hourglass] Spend the resources below to mark 1 ⊗ from left to right.
- Boxes, first row, left to right (cost in [coin] and [ore]): 4 [coin] and 2 [ore]; 6 [coin] and 3 [ore]; 8 [coin] and 4 [ore].
- Boxes, second row, left to right (cost in [coin] and [ore]): 8 [coin] and 4 [ore]; 12 [coin] and 6 [ore]; 16 [coin] and 8 [ore].
- When complete, the following applies:
- ∞ Once per turn, you may block 1 friendly card with production here (max 3 blocked) OR discard 1 blocked card here to produce with it.
- (Basically, save it for a later turn or round.)
Stage 4: Stone Streets (Permanent).
It takes a lot of stone, but it looks really good.
- This card is permanent.
- [hourglass] Spend any amount of [marble] to write that amount in an empty [medal] below, but the sum may not be worth more than 150 [medal] in total.
- Six empty [medal] boxes are printed: three in the top row and three in the bottom row.
- = Max 150 [medal].
Card 19
Stage 1: Motivation (Event).
- [check] Use a [hourglass] effect without ending your turn.
Stage 4: Pragmatism (Event).
- [red torn icon] Do the following 4 times: Mark the next unmarked ⊗ on a permanent card, getting the effects as normal.
Card 20
Stage 1: Troublemaker (Enemy - Person). Medal: -4.
- [bolt] If in play with a person with less production (even 0), discard both.
- [check] Discard a person with equal or more [sword] production to cross out 1 [sword] production here.
- When none remains, defeat [arrow].
Stage 4: Citizen (Person - Disciple).
- ∞ Stays in play.
Card 21
Stage 1: Trading Network (State). Medal: *.
- ∞ Spend [exotic goods] [exotic goods] and keep track of how many sets you have paid below.
- *This card is worth 1 [medal] for each mark here (max 60).
- Three lines beneath the text are printed for keeping track of the marks.
Stage 4: Monopoly (State). Medal: 10.
- [check] Spend any number of resources to gain that many [exotic goods].
Card 22
Stage 1: Pull a Few Strings (Event).
- [check] Discard 1 person to gain [coin] [coin] and any 2 resources.
Stage 4: Call in a Favor (Event).
- ∞ Stays in play.
- [check] Gain any 1 resource.
Card 23
This card is printed in two halves on each of its two images. The upright half of the first image is Stage 1; the half printed upside down on the same image is Stage 2; the upright half of the second image is Stage 3; the half printed upside down on the second image is Stage 4.
Stage 1: Investor (Person).
- [check] Gain any 3 resources, then [arrow].
Stage 2: Investor (Person).
- [check] Gain any 3 resources, then [arrow].
Stage 3: Investor (Person - Elder).
- [check] Gain any 1 resource.
Stage 4: Investor (Person).
- [check] Gain any 3 resources, then [arrow].
Card 24
Card 24 is a four-stage card. Stages 1 and 2 are the two halves of the first image (Refuge upright, Diplomacy printed upside down). Stages 3 and 4 are the two halves of the second image (Small Embassy printed upside down, Embassy upright). The stage order follows the publisher's card database, which places the Embassy text at Stage 4.
Stage 1: Refuge (Building). Medal: 6.
- No rules text is printed on this face. Its turn box shows 4 [coin] with the printed arrow [arrow].
Stage 2: Diplomacy (State). Medal: 7.
- No rules text is printed on this face. Its turn box shows 6 [exotic goods] with the printed arrow [arrow].
Stage 3: Small Embassy (Building). Medal: 8.
- No rules text is printed on this face. Its turn box shows 4 [marble] with the printed arrow [arrow].
Stage 4: Embassy (Building). Medal: 10.
- [check] Look at your next 2 undiscovered non-permanent cards from your box. Discover 1 and destroy the other. Then reset this.
Card 25
Card 25 is a four-stage card. Stages 1 and 2 are the two halves of the first image (Hostile Village upright, Unruly Village printed upside down). Stages 3 and 4 are the two halves of the second image (Unhappy Village printed upside down, Happy Village upright). Each stage carries the same rules text, and the turn boxes show the upgrade cost printed on each face.
Stage 1: Hostile Village (Enemy - Land). Medal: -6.
- [bolt] When you upgrade this, add any resource sticker to the last stage.
- Turn box: 6 [sword] with the printed arrow [arrow].
Stage 2: Unruly Village (Enemy - Land). Medal: -3.
- [bolt] When you upgrade this, add any resource sticker to the last stage.
- Turn box: 4 [sword] with the printed arrow [arrow].
Stage 3: Unhappy Village (Land). The face prints a coin icon in place of a medal value.
- [bolt] When you upgrade this, add any resource sticker to the last stage.
- Turn box: 2 [coin], 2 [marble] and 2 [exotic goods], with the printed arrow [arrow].
Stage 4: Happy Village (Land). Medal: 5.
- [bolt] When you upgrade this, add any resource sticker to the last stage.
- Box: 2 [exotic goods], 2 [marble] and 2 [coin], with the printed arrow [arrow] pointing up. This is the last stage.
Card 26
Card 26 is a four-stage card. Stages 1 and 2 are the two halves of the first image (Valley upright, Farmlands printed upside down). Stages 3 and 4 are the two halves of the second image (Harvest upright, Corn Fields printed upside down). The publisher's card database lists this card with blank stage text, so the stage order follows the printed arrows.
Stage 1: Valley (Land). No medal is printed.
- No rules text is printed on this face. A coin icon sits at its top-left corner, and its turn box shows 4 [coin] with the printed arrow [arrow].
Stage 2: Farmlands (Land). No medal is printed.
- No rules text is printed on this face. Two [coin] icons are printed at its lower right, and its turn box shows 2 [exotic goods] and 4 [coin] with the printed arrow [arrow].
Stage 3: Harvest (Land - Event). Medal: 2.
- [check] Gain 7 [coin], then [arrow].
- Three [coin] icons are printed across the top of the card.
Stage 4: Corn Fields (Land). Medal: 2.
- No rules text is printed on this face. Three [coin] icons are printed at its lower edge, and its turn box shows 1 person with the printed arrow [arrow].
Card 27
Card 27 is a four-stage card, all four stages named Borderstone. Stages 1 and 2 are the two halves of the first image (Stage 1 upright, Stage 2 printed upside down). Stages 3 and 4 are the two halves of the second image (Stage 3 upright, Stage 4 printed upside down).
Stage 1: Borderstone (Land - Rune). No medal is printed.
- No rules text is printed on this face. Its turn box shows 4 persons with the printed arrow [arrow] pointing down.
Stage 2: Borderstone (Land - Rune). Medal: 4.
- No rules text is printed on this face. Its turn box shows 4 persons with the printed arrow [arrow].
Stage 3: Borderstone (Land - Rune). Medal: 12.
- No rules text is printed on this face. Its turn box shows 4 persons with the printed arrow [arrow] pointing up.
Stage 4: Borderstone (Land - Rune). Medal: 8.
- No rules text is printed on this face.
Card 28
Stage 1: Herbal Garden (Permanent). No medal is printed in the corner; its worth comes from the track below.
Planting your personal paradise.
- This card is permanent.
- Herbs ([leaf]) is a resource.
- [hourglass] Spend the [exotic goods] or [leaf] below to mark 1 ⊗ from left to right. This card is worth the highest marked [medal].
- Track of boxes, first row, left to right (cost, then the [medal] value of that box): 4 [exotic goods], 4; 5 [exotic goods], 8; 6 [exotic goods], 12; 1 [leaf], 16; 1 [leaf], 20; 2 [leaf], 24.
- Track of boxes, second row, left to right (cost, then the [medal] value): 2 [leaf], 28; 3 [leaf], 32; 3 [leaf], 36; 4 [leaf], 40; 4 [leaf], 44; 5 [leaf], 50.
The back face of this card (the second image) prints only the Ambitions title art and no rules text.
Card 29
Card 29 is a four-stage card. Stages 1 and 2 are the two halves of the first image (Herb Field upright, Herb Cultivation printed upside down). Stages 3 and 4 are the two halves of the second image (Herb Farming upright, Herb Crossings printed upside down).
Stage 1: Herb Field (Land). No medal is printed.
- No rules text is printed on this face. A [leaf] icon sits at its top-left corner, and its turn box shows 4 [exotic goods] with the printed arrow [arrow] pointing down.
Stage 2: Herb Cultivation (Land). Medal: 2.
- No rules text is printed on this face. Two [leaf] icons are printed at its lower right, and its turn box shows 3 persons with the printed arrow [arrow].
Stage 3: Herb Farming (Land). Medal: 7.
- No rules text is printed on this face. Three [leaf] icons are printed across the top of the card.
Stage 4: Herb Crossings (Land). Medal: 4.
- No rules text is printed on this face. Two [leaf] icons are printed at its lower right, and its box shows 4 persons with the printed arrow [arrow] pointing up.
Gaps
- The source is the card scans only. Ambitions has no separate rulebook: the publisher's card database shows placeholder text on most cards, so each rule here was read from the card face, not from the database. The database's wording differs from the printed faces on several cards (for example card 4, card 5, card 8 and card 15); the printed face was transcribed.
- The welcome card (card 0) prints a QR code for "complete rules and card clarifications". The code is not decoded here; the QR link is not transcribed.
- Icon names used in square brackets: [hourglass] is the hourglass-style icon used before "Spend"; [check] is the green check mark; [bolt] is the red lightning bolt that opens a triggered effect; ∞ is the printed infinity glyph (used before "Once per turn", "Stays in play" and "Starts in play"); [arrow] is the printed white arrow (on card 0 it follows "When you are done", and on card 16 the text "turn this card" is the printed meaning of the same arrow in the database); ⊗ is the printed marked-box symbol; [medal] is the printed gold ribbon medal with a number, shown as "fame" in the database; [marble] is the green pebble icon; [ore] is the silver bar icon; [coin] is the gold coin; [wood] is the wood log; [exotic goods] is the wooden barrel; [sword] is the sword; [leaf] is the green leaf (Herbs); [red torn icon] is a red torn-paper symbol printed in one checkbox of card 7 and on the faces of cards 4, 16 and 19; [red horse] is the red sticker with a horse (sticker 63 on card 2). The meaning of the icons beyond the printed words is not stated on the faces, so they are transcribed as icons.
- Card 15's text "Starts in play" and "Stays in play" follow the printed words; the database's note about "starts in play" is not printed on the face and is not transcribed.
- Card 4 Stage 4 (Robber's Den) prints only its title, type and art. The database's text "You can never get to this stage" is not printed on the scan, so it is not transcribed.
- Card 5 Stage 4 (Library) prints no note about purging the card itself; the database's note is not on the scan and is not transcribed.
- Card 2 carries the publisher's errata for Cavalry ("Once per round, you may play any number of these tabbed cards from your deck"). The printed face says "Once per turn". Both are recorded in the card 2 entry; the printed face is the transcription and the errata is stated beside it.
- The turn boxes on cards 24, 25, 26, 27 and 29 are read from the icon arrangement on the printed faces. Card 25's database text gives upgrade costs of 6, 4 and 6, which match the printed faces (6 swords, 4 swords, six icons). The stage order of the multi-stage cards follows the printed arrows and, where it gives one, the publisher's database.