Age of Empires Series Wiki
Age of Empires Series Wiki

The following lists all of the cards available to the Knights of St. John in the Act I: Blood campaign of Age of Empires III.

  • Violet: Shipment that can be sent an INFINITE number of times

Card Description Age HC level
Spanish Home City 1 (2 Settlers).png 2 Settlers Ships 2 Settlers
Ages discovery.jpg
1
Spanish Home City 1 (4 Settlers).png 4 Settlers Ships 4 Settlers
Ages colonial.jpg
1
Spanish Home City 1 (300 Food).png Crates of 300 Food Ships 300 food
Ages discovery.jpg
1
Spanish Home City 1 (600 Food).png Crates of 600 Food Ships 600 food
Ages colonial.jpg
1
Spanish Home City 1 (300 Wood).png Cords of 300 Wood Ships 300 wood
Ages discovery.jpg
1
Spanish Home City 1 (600 Wood).png Cords of 600 Wood Ships 600 wood
Ages colonial.jpg
1
Spanish Home City 1 (300 Coin).png Chests of 300 Coin Ships 300 coin
Ages discovery.jpg
1
Spanish Home City 1 (600 Coin).png Chests of 600 Coin Ships 600 coin
Ages colonial.jpg
1
Spanish Home City 1 (Covered Wagon).png 1 Covered Wagon Ships 1 Covered Wagon
Ages fortress.jpg
1
Spanish Home City 5 (Admiralty).png Admiralty Caravel build limit +4; Galleon build limit +2
Ages colonial.jpg
1
Spanish Home City 5 (1 Galleon).png 1 Galleon Ships 1 Galleon
Ages colonial.jpg
1
Spanish Home City 5 (Recruit Privateer).png Recruit Privateers Ships 2 Privateers; costs 500 coin
Ages colonial.jpg
10
Caravel Icon.jpg 2 Fire Ships Ships 2 Fire Ships
Ages colonial.jpg
10

Card Description Age HC level
French Home City 2 (8 Crossbowmen).png 8 Crossbowmen Ships 8 Crossbowmen
Ages colonial.jpg
1
Spanish Home City 1 (6 Rodeleros).png 6 Rodeleros Ships 6 Rodeleros
Ages colonial.jpg
1
Spanish Home City 1 (8 Rodeleros).png 8 Rodeleros Ships 8 Rodeleros
Ages fortress.jpg
1
Spanish Home City 2 (Hand Infantry Hitpoints).png Hand Infantry Hitpoints Pikemen get +15% hit points; Rodeleros get +20% hit points
Ages colonial.jpg
10
Spanish Home City 2 (4 Lancers).png 4 Lancers Ships 4 Lancers
Ages fortress.jpg
1
Spanish Home City 2 (6 Lancers).png 6 Lancers Ships 6 Lancers
Ages fortress.jpg
1
Spanish Home City 2 (Hand Cavalry Hitpoints).png Hand Cavalry Hitpoints Lancers get +15% hit points
Ages colonial.jpg
10
Spanish Home City 2 (Hand Cavalry Attack).png Hand Cavalry Attack Lancers get +15% attack
Ages colonial.jpg
10
Spanish Home City 2 (4 Lancers).png 5 Lancers Ships 5 Lancers
Ages fortress.jpg
10
Hoop Thrower.png 4 Hoop Throwers Ships 4 Hoop Throwers
Ages fortress.jpg
1
Hoop Thrower.png 8 Hoop Throwers Ships 8 Hoop Throwers
Ages fortress.jpg
1
Spanish Home City 2 (1 Falconet).png 1 Falconets Ships 1 Falconet
Ages fortress.jpg
1
Spanish Home City 2 (2 Falconets).png 2 Falconets Ships 2 Falconets
Ages fortress.jpg
1
Spanish Home City 2 (2 Mortars).png 2 Mortars Ships 2 Mortars
Ages fortress.jpg
1
Spanish Home City 2 (3 Mortars).png 3 Mortars Ships 3 Mortars
Ages fortress.jpg
10

Card Description Age HC level
Spanish Home City 3 (Native Lore).png Native Lore Native technologies cost no coin
Ages colonial.jpg
1
Spanish Home City 3 (Native Treaties).png Native Treaties Each different allied native tribe sends a shipment of their respective native warriors
Ages colonial.jpg
1
Spanish Home City 3 (Native Warriors).png Native Warriors Native warriors cost -25%
Ages fortress.jpg
10
Spanish Home City 3 (Pioneers).png Pioneers Villagers get +65% hit points
Ages discovery.jpg
1
Spanish Home City 3 (Improved Buildings).png Improved Buildings Buildings get +40% hit points
Ages discovery.jpg
10
Spanish Home City 3 (Fort).png Fort Ships 1 Fort Wagon
Ages fortress.jpg
10
Spanish Home City 3 (Heavy Fortifications).png Heavy Fortifications Grants all defensive building upgrades (if not already)
Ages fortress.jpg
10
Spanish Home City 3 (Royal Decree).png Royal Decree to Claim the New World Ships 2 Surgeons and provides the Church with Corselet, Tax Burden, and High Crusade technologies
Ages colonial.jpg
1
Spanish Home City 3 (Advanced Mill).png Advanced Mill Mills get +100% hit points and cost -50%
Ages discovery.jpg
1

Notes[]

  • It's not important to earn large amounts of experience in the campaign (cheats), this is due to the fact the player won't be able to Build a Deck like in skirmishes. Any new cards unlocked will not be able to be switched out for inferior cards, so the player is stuck with both. Furthermore, if the player reaches the maximum number of cards allowed in a single age (9) the next card purchased for that age will push one off the list (can never be used again), maybe even one the player wanted to keep.
  • The Knights start with 3 Colonial Age cards and 2 Fortress Age cards already selected for them. This means the player can only choose 6 more Colonial Age and 7 more Fortress Age cards before the player is at the age limit, and start pushing cards out of the deck if more are purchased for that age. It is safe to buy all Discovery Age cards with the Knights, if the player really wants them. The player starts with the following cards already selected:
    • 2 Settlers and 300 Crates of Food
    • 8 Crossbowmen, 6 Rodeleros, Native Lore
    • 1 Falconet, 1 Town Center
  • If the player is playing on easy or normal difficulty and wish to destroy the Boneguard base at the end of Act I: Blood it's important to take both falconet cards.
  • The heavy fortifications card is the only way for the Knights to upgrade their outposts to fortified outposts and their fort to a star fort.
  • The Royal Decree to Claim the New World card is the only method that enables the player to improve the Hoop Throwers.