-- The following optional cards are played in addition to a regular set of three. For example, you could play Red+Green+Blue+Assault, or Red+Red+Wild+Trenches.
(b) Assault Cards -- contain a territory name, but no color. Attacks by you originating from or going into the named territory allow you to attack with FOUR dice/armies per roll (as long as you have the armies available).
(c) Trench Cards -- contain a territory name, but no color. Attacks launched on the named territory are limited to TWO dice per roll until your next turn.
(d) Mobilization Cards -- contain a territory name, but no color. At the end of your turn, you may fortify this territory with armies from any other territory you control regardless of where they are as if they were considered adjacent.
(e) Partisan Cards -- contain a territory name, but no color. Before your first attack, the named territory comes under attack by guerilla partisans (phantom armies that are considered to attack from "out of nowhere"). Three guerilla armies are part of the initial assault, and will automatically keep attacking until either the partisan armies are eliminated or the defending armies are reduced to less than 3, at which point the guerilla raid ends. This is to prevent the territory from becoming "empty". Actually, strike that. The guerilla armies attack until either they or the defenders are eliminated; if they eliminate the defending armies, one army of your color is placed on the territory (for each surviving partisan army?). Cautious players with sufficient resources will leave more than one army on each territory in order to prevent insurgent incursions.
(f) Conscription Cards -- contain a territory name, but no color. At the end of your turn, after fortification, gain +2 armies on ALL territories you control which are named on this and any other cards you turn in. For example, if you played Kenya, Rhodesia, Sumatra and a Conscription Card naming Kenya, 2 more armies are automatically placed on each of these territories when you end your turn (with Kenya getting +2x2 for a total of +4). ALTERNATIVLY, perhaps easier, instead gain +3? armies on the named territory if you control it at the end of your turn.
(g) Automatic Win Cards -- contain a territory name, but no color. If you own the named territory at the end of your turn, you win.
