Action Card Explanations

1. The Prophetic Dream

This card gives you the power to view the top 3 cards then change their order any way you would like. Just remember, you aren't going to draw the card on the top.

2. You Rest in Your Garden

You choose to sleep all day so nothing happens.

3. Feast with Friends

You play games with your friends all day instead of worshiping Allah so nothing happens.

4. You Rest in a field

You decide to spend the day resting in a field so nothing happens.

5. Hunting without Bismillah

You hunt and are successful, but you forgot to say "Bismillah" so before killing the animal so you lose 1 dirham to the bank.

6. Wedding to Left

Your son marries the daughter to the left, and the wedding gift will be 5 dirhams. You will give these 5 dirhams from your own savings to the player to the left. After that you gain 1 Hasana.

7. Unfair trade by Your Son

Your son ends up cheating someone in the market. You get 3 dirhams from the bank but you also get 1 Sayeat because you raised your son without teaching him right from wrong.

8. Sons Fall in Battle

Your sons fall in battle sadly so you lose 1 troop to the bank.

9. Qiyam in the Last Third.

You prayed Qiyam Ul'layl in the last 1/3 of the night which is extremely special so you gain 2 Hasanat.

10. Donate Qurans

You donated Qurans to the nearby mosque with the right intention to help people so you gain 1 Hasana.

11. Ostentatious Iftar

You provide iftar at the masjid, but you did it for the sake of the people so they would think that you were a good man. You lose 3 dirhams to the bank due to the cost of the iftar.

12. Caravan Returns Safely

Your trade caravan returns safely. You gain 1 dinar and 1 troop from the bank.

13. Caravan Raided

Bandits come and raid your caravan goods.You lose 1 dinar and 1 troop to the bank. If you have fewer than 2 dinars, you lose half your wealth rounded down to the bank. If you do not have any troops, you can ignore the troop loss.

14. Rescue a Troop

You rescued a lost troop from hunger. Gain 1 troop and 1 Hasana for saving him.

15. Community Well

You built a water well to help those in need. Every player pays you 2 dirhams from their own wealth and you gain 1 Hasana.

16. Treasury Surplus

There is a surplus in the Khalifa's treasury due to recent war. Any player who has less than 1 dinar gains 1 dinar from the bank.

17. Study Quran

You began memorizing Quran with a renowned scholar. You may pay 5 dirhams for 1 Hasana. You can buy a maximum of 1 Hasana.

18. Build a Masjid

The city needs a new masjid since the Muslim population is growing. Starting with the person who drew the card and continuing to the right, each player in the game has the choice to donate 7 dirhams to gain 1 Hasana. Each player may donate to gain a maximum of 1 Hasana.

19. Bandit Attack

Bandits attack and steal from you! Lose 3 troops to the bank but gain 2 Hasanat because you protected your family. If you don't have 3 troops, lose half your wealth to the bank.

20. Tax Collection

The Khalifa sends his troops to collect tax. Each player pays 2 dirhams to the bank if able.

21. Missed Fajr

You missed Fajr because you stayed up late with your friends. Gain 1 Sayeat.

22. Shelter the Needy

You find a needy person and give him food and shelter. Lose 2 dirhams and gain 1 troop because you trained him.

23. Gossip

You backbite on your neighbor which is a horrible thing to do. Gain 1 Sayeat.

24. Neglected Troop

You neglected your troop so he left you to find a supervisor. Choose a player to give 1 of your troops to. If you have no troops then nothing happens.

25. Hidden Treasure

You find a hidden treasure on your land. You can keep it and gain 2 dinars from the bank or you can donate it instead of taking the 2 dinars for 3 Hasanat.

26. Missed Zakah

You missed your mandatory Zakah payment. Gain 2 dirhams because you did it donate but also gain 1 Sayeat.

27. Feed a Thirsty Horse

You fed a thirsty horse that was lost in the desert. Gain 1 Hasana.

28. Repair a Bridge

You repair an important bridge that is one of the main routes for transporting goods. Collect 3 dirhams from every player if able.

29. Drought Windfall

You have extra harvest during a deadly drought. Gain 4 dinars and 3 Sayeat for overpricing it due to demand or gain 5 dirhams and 1 Hasana for giving t to people for cheap prices.

30. Fallen Messenger

A friend asks you to send a message to a far relative, but your messenger gets killed by the Mushrikeen on his way. Lose 1 troop to the bank and gain 1 Hasana. If you do not have a troop then nothing happens.

31. Market Betrayel

You stole from your neighbor at the market. Choose a player and take 5 dirhams from them, then gain 1 Sayeat.

32. Help the Elderly

You help an elderly person reach the masjid. Gain 1 Hasana.

33. The Thief's Temptation


34. The Thief's Temptation

You have the choice to steal from someone. If you don’t then nothing happens. If you do choose to steal from someone you automatically get one Sayeat and you get 2 Dinars (20 Dirhams). If the person you choose has less than 2 Dinars (20 Dirhams) you take all of the money they have. That player has the choice to fight back (only if he has a Troop; it does not matter if you do not have a Troop). If that player doesn’t fight back and forgives you then you keep your money and 1 Sayeat and that player gets 1 Hasana. If that player does fight back and you do not have a Troop then he takes his money back and you keep your 1 Sayeat. If you do have a Troop and that player chooses to fight back then you both take one Troop. The Mushrik Troop (from the main pile) represents you and the Muslim Troop (from the victim’s supply) represents the victim. Someone (not the player who drew the card) shuffles both cards; the player who drew the card chooses one face down. If you draw the Mushrik Troop, you win and the other player loses their Troop; if you draw the Muslim Troop, you lose and the victim wins and you lose your Troop. If you win then you keep the money and the 1 Sayeat. If you lose then the victim takes the money back and you keep your Sayeat.

35. The Thief's Temptation

You have the choice to steal from someone. If you don’t then nothing happens. If you do choose to steal from someone you automatically get one Sayeat and you get 2 Dinars (20 Dirhams). If the person you choose has less than 2 Dinars (20 Dirhams) you take all of the money they have. That player has the choice to fight back (only if he has a Troop; it does not matter if you do not have a Troop). If that player doesn’t fight back and forgives you then you keep your money and 1 Sayeat and that player gets 1 Hasana. If that player does fight back and you do not have a Troop then he takes his money back and you keep your 1 Sayeat. If you do have a Troop and that player chooses to fight back then you both take one Troop. The Mushrik Troop (from the main pile) represents you and the Muslim Troop (from the victim’s supply) represents the victim. Someone (not the player who drew the card) shuffles both cards; the player who drew the card chooses one face down. If you draw the Mushrik Troop, you win and the other player loses their Troop; if you draw the Muslim Troop, you lose and the victim wins and you lose your Troop. If you win then you keep the money and the 1 Sayeat. If you lose then the victim takes the money back and you keep your Sayeat.

36. The Thief's Temptation

You have the choice to steal from someone. If you don’t then nothing happens. If you do choose to steal from someone you automatically get one Sayeat and you get 2 Dinars (20 Dirhams). If the person you choose has less than 2 Dinars (20 Dirhams) you take all of the money they have. That player has the choice to fight back (only if he has a Troop; it does not matter if you do not have a Troop). If that player doesn’t fight back and forgives you then you keep your money and 1 Sayeat and that player gets 1 Hasana. If that player does fight back and you do not have a Troop then he takes his money back and you keep your 1 Sayeat. If you do have a Troop and that player chooses to fight back then you both take one Troop. The Mushrik Troop (from the main pile) represents you and the Muslim Troop (from the victim’s supply) represents the victim. Someone (not the player who drew the card) shuffles both cards; the player who drew the card chooses one face down. If you draw the Mushrik Troop, you win and the other player loses their Troop; if you draw the Muslim Troop, you lose and the victim wins and you lose your Troop. If you win then you keep the money and the 1 Sayeat. If you lose then the victim takes the money back and you keep your Sayeat.

37. The Thief's Temptation

You have the choice to steal from someone. If you don’t then nothing happens. If you do choose to steal from someone you automatically get one Sayeat and you get 2 Dinars (20 Dirhams). If the person you choose has less than 2 Dinars (20 Dirhams) you take all of the money they have. That player has the choice to fight back (only if he has a Troop; it does not matter if you do not have a Troop). If that player doesn’t fight back and forgives you then you keep your money and 1 Sayeat and that player gets 1 Hasana. If that player does fight back and you do not have a Troop then he takes his money back and you keep your 1 Sayeat. If you do have a Troop and that player chooses to fight back then you both take one Troop. The Mushrik Troop (from the main pile) represents you and the Muslim Troop (from the victim’s supply) represents the victim. Someone (not the player who drew the card) shuffles both cards; the player who drew the card chooses one face down. If you draw the Mushrik Troop, you win and the other player loses their Troop; if you draw the Muslim Troop, you lose and the victim wins and you lose your Troop. If you win then you keep the money and the 1 Sayeat. If you lose then the victim takes the money back and you keep your Sayeat.

38. The Thief's Temptation

You have the choice to steal from someone. If you don’t then nothing happens. If you do choose to steal from someone you automatically get one Sayeat and you get 2 Dinars (20 Dirhams). If the person you choose has less than 2 Dinars (20 Dirhams) you take all of the money they have. That player has the choice to fight back (only if he has a Troop; it does not matter if you do not have a Troop). If that player doesn’t fight back and forgives you then you keep your money and 1 Sayeat and that player gets 1 Hasana. If that player does fight back and you do not have a Troop then he takes his money back and you keep your 1 Sayeat. If you do have a Troop and that player chooses to fight back then you both take one Troop. The Mushrik Troop (from the main pile) represents you and the Muslim Troop (from the victim’s supply) represents the victim. Someone (not the player who drew the card) shuffles both cards; the player who drew the card chooses one face down. If you draw the Mushrik Troop, you win and the other player loses their Troop; if you draw the Muslim Troop, you lose and the victim wins and you lose your Troop. If you win then you keep the money and the 1 Sayeat. If you lose then the victim takes the money back and you keep your Sayeat.

39. Byzantines Invade

The Byzantines come with 7 Troops and you draw best of 3. Trigger a Mushrikeen Battle (surge pricing applies until resolved). Donors: If Muslims win, each donor gains 1 Hasana and 3 Dirhams per donated Troop. If Muslims lose, each donor gains 1 Hasana per donated Troop (no Dirhams). If Muslims lose, all players lose half coins to the bank. Any player who did not contribute any Troops (even if they had none) gains 1 Sayeat. You may join forces with the Mushrikeen but you get 2 Sayeat immediately. If the Mushrikeen win then you gain half of the money that the Mushrikeen stole and you still get the Sayeat. Only one player is allowed to side with the Mushrikeen in the war. Surplus: The drawer keeps any surviving Muslim Troops that he drew in the battle (as per Surplus Troops in rules) if applicable. You only get the Surplus Troops if you win the battle.

40. Crusaders Invade

The Crusaders come with 12 Troops and you draw best of 5. Trigger a Mushrikeen Battle (surge pricing applies until resolved). Donors: If Muslims win, each donor gains 1 Hasana and 3 Dirhams per donated Troop. If Muslims lose, each donor gains 1 Hasana per donated Troop (no Dirhams). If Muslims lose, all players lose half coins to the bank. Any player who did not contribute any Troops (even if they had none) gains 1 Sayeat. You may join forces with the Mushrikeen but you get 2 Sayeat immediately. If the Mushrikeen win then you gain half of the money that the Mushrikeen stole and you still get the Sayeat. Only one player is allowed to side with the Mushrikeen in the war. Surplus: The drawer keeps any surviving Muslim Troops that he drew in the battle (as per Surplus Troops in rules) if applicable. You only get the Surplus Troops if you win the battle.

41. Mongols Invade

The Mongols come with 17 Troops and you draw best of 5. Trigger a Mushrikeen Battle (surge pricing applies until resolved). Donors: If Muslims win, each donor gains 1 Hasana and 3 Dirhams per donated Troop. If Muslims lose, each donor gains 1 Hasana per donated Troop (no Dirhams). If Muslims lose, all players lose half coins to the bank. Any player who did not contribute any Troops (even if they had none) gains 1 Sayeat. You may join forces with the Mushrikeen but you get 2 Sayeat immediately. If the Mushrikeen win then you gain half of the money that the Mushrikeen stole and you still get the Sayeat. Only one player is allowed to side with the Mushrikeen in the war. Surplus: The drawer keeps any surviving Muslim Troops that he drew in the battle (as per Surplus Troops in rules) if applicable. You only get the Surplus Troops if you win the battle.

42. Ramadan

Ramadan has arrived for the first and only time in this game/ Starting with the player who drew the card, all players may donate 5 dirhams for 1 Hasana. Each player may donate to gain a maximum of 4 Hasanat and you do not give 2 dirhams to person of your choosing. The 5 dirhams goes solely to the bank.

43. Hajj

The time for Hajj has arrived and this will be the only Hajj in the game. Starting form the player who drew the card all players may donate 7 dirhams for 1 Hasana and 3 dirhams for 2 troop. Each player may buy a maximum of 4 Hasanat and 4 troops. All donations and purchases go straight to the bank.

44. Save the Khalifa

You saved the Khalifa from a gang of assassins. The Khalifa would like to reward you with 7 troops OR 3 dinars.