When either the Northern Horse or Byron are about to Rout, add the Lifeguard's Unit to that Formation. That is, that Formation does NOT Rout at this time, but only has one Unit block.
Remove this card from play if and when that happens. This does not constitute a Rout.
Once this card is used to SCREEN an Attack, the card is removed from play. This does not constitute a Rout.
Once this card is used to SCREEN an Attack, the card is removed from play. This does not constitute a Rout.
Note that this ability is negated whenever the Yorkist Archers Special Formation has a cube on its card.
When this Formation is Routed, the Defensive Works ability is permanently lost.
For example, if an Action does one hit per die and you have two dice on that card and two dice on this card, you can remove these dice along with the dice on the other card to inflict three hits. If a Reaction requires a Pair and you only have one die on the card in question, you MAY (but again are not required to) remove the dice from this card to use them as one die to complete the Pair.
Once this card is used to SCREEN an attack, the card is removed from play and this benefit is lost. This does not constitute Routing, but it does constitute Richard Neville, 16th Earl of Warwick, suffering from a fatal case of being stabbed to death.
Once this card is used to SCREEN an attack, the card is removed from play and this benefit is lost. This does not constitute Routing.
When Somerset Routs, remove this card from play (this does not constitute a Rout) and place any dice back into your dice pool.
If there are dice on this card at the start of your Roll Phase, you may place dice on two Red Formations in addition to any dice placed on a Pink Formation.
When the German Infantry Formation Routs, this Formation also Routs.
It didn't work.
You had one job.
If you feel like their absence in the other scenarios is a deal-breaker, use this optional rule: roll a die. If it's a 1-3, your skirmishers beat the other side's, and if it's 4-6, theirs beat yours. This does not constitute routing and no morale cubes change hands.
When the 15th Alabama Routs, remove this card from play (this does not constitute a Rout).
This Formation Routs automatically when Kershaw Routs.
This Formation can Attack targets even when those targets are in Reserve.
If the Formation would suffer more than one hit, this Formation suffers all hits but one, which the targeted/absorbing Formation suffers.
When this Formation Routs, it does not cause the loss of a morale cube.
Finally, while I've got your attention: as long as Greene's Right is in play, you can place dice on TWO Dark Blue cards each turn. Why is this note on this card, and not on Greene's Right? Because I didn't have room on that card. And folks wonder why the cards don't have art on them...
If rolling five or more dice during your Roll Phase, you need a four-die straight to earn a cube. If rolling four or less dice, you need a three-die straight to earn a cube.
When there are FIVE cubes on this card, Geary's Division arrives, bringing the late hour battle to a close. The game ends immediately in a UNION VICTORY.
If you choose to do so, your attacking Formation suffers one extra self hit.
[1] Soimonoff special text negated.
[2] British Troops out of reserve.
[3] French Troops out of reserve.
[2] Each time Waldeck activates this card, remove one of the cubes.
[3] When the third cube is removed, resolve the following:
All in-play Grand Alliance cards are removed from play: add their unit sticks to this card. Then, bring Van Aylva & Van Weibnom out of reserve.
A Tactical Draw is now possible: starting on your next turn, each Roll Phase remove 1 unit stick from this card, adding it to any Eliminated enemy unit sticks. If the total sticks in this pile equals 22, you have averted total disaster, securing a Draw.
If at the start of your turn you have no Infantry or Cavalry cards in play, you lose.
Note that the cards are numbered in their order of arrival, and are thus given in a right-to-left rather than the usual left-to-right order.
Sticks on this card count toward Tactical Victory. That is, at the start of the game, you already have 8! Of course, Shifting will reduce that number.
And yes, I know those should be French and not Prussian uniforms on the other blue cards. Look, you're lucky you're getting art at all. Don't push it.
Artillery Duel: If at the end of your turn there are no cubes on this card, but the Prussian Guns card has two cubes, remove this card from play. This does not count as a Rout.
Artillery Duel: If at the end of your turn there are no cubes on this card, but the Austrian Guns card has two cubes, remove this card from play. This does not count as a Rout.