The Draw Cards Phase

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Draw Cards is the second of the seven phases of each round. It is where your army grows: you are dealt new cards, place generals on the map, equip the ones already in the field, and play a few single-use cards.

What happens automatically

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The moment your turn in this phase begins, the game deals you two cards. There is no draw button and no offer to accept — the cards go straight to your hand.

The exception is event cards, which never enter a hand: they go straight to the Events Area on the board and are announced in the following round’s Announcements phase. And no replacement card is drawn in their place — if both cards dealt are events, you end the phase with nothing new in hand.

A Cards Drawn notification reports what was dealt, split into what went to your hand and what went to the Events Area. It opens on its own at the start of your turn and stays available from the bell.

The first round is different

In round 1 the phase works differently:

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The deck

The players’ deck holds 88 cards. The game’s full catalogue has 96, but the 8 Canaanite general cards never enter the deck — they are reserved for the Wrath of God invasions.

When the draw pile holds fewer cards than needed, the discard pile is shuffled back into it. Nothing is lost for good: cards from dead generals and spent single-use cards return to circulation.

Placing generals

Tap Place on the general’s card and the valid settlements start pulsing gold on the map. The rules for where they may go:

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Attaching items

Tap Place on the item card and then the general who will receive it — your generals pulse green in the Players panel while you choose. A general cannot carry two items of the same kind.

Cards playable in this phase

Not every single-use card can be played here. In this phase these apply:

Card In this phase? Where else it can be played
Tax only in this phase
Blessing Acquisitions and Movement
Revolt (if some region has been taxed this round) Movement
Assassin any phase except Combat
Justice (if some general carries the Assassin title) any phase except Combat
Secret Passage Movement only
Siege Weapons, Ambush, Mercenaries only during a [[60. Projects/Promised Land - manual/en/combat

The hand limit

Your hand holds at most 4 cards. If the deal leaves you over that, the turn will not end until the hand is back within the limit — and there are three ways to shrink it: place a general, attach an item, or discard.

The Hand button on the bottom bar pulses while something is still owed: generals to place in round 1, or extra cards to discard.


What each card does is covered in the chapter The Game’s Cards.