Here is the text of the Chance Cards I used for the recent game at Ellenroad. Some appeared once only in the pack; others such as the "Leader Emerges" and "Inspired Generalship" cards appeared more than once.
Rain
It starts to rain.
If it is raining already a flash flood attacks any fording unit. The flood counts as a Water Lurker.
Rain stops
It stops raining.
If it is not raining already then the clouds clear and the sight of the moon encourages the Imperial troops. +1 to Imperial General's PIP dice next time.
The Gods of Chance give a Blessing
The player who receives this card may use it to reroll one die of his choice.
The Trickster God intervenes
The player on whom this card is played must make all his cards available (face down) to his opponent who may pick one to be discarded unseen.
Fergus the Psychotroll
Fergus enters at a random point and makes for another random point. He may be recruited in the usual way for neutrals.
The Yellow Dragon
An emissary from the Yellow Dragon arrives. Subject to the usual roll the dragon may be recruited as a minor neutral. It is still subject to the normal rules on deploying Dragons.
The Storm God Intervenes
If it is raining, one magical attack by a Dispepsian Magician is at +1 due to lightning strikes. If it isn't raining, one Shooter or Artillery attack by the Empire's forces is at -1 due to gusty winds. Dispepsian player chooses when to play this card.
The Moon Goddess Intervenes
One element, anywhere on the board (not strongholds) is attacked by a meteor strike. This counts as Artillery. The Imperial player gets to choose when this card is played.
The Thieves' Guild Delivers
The player who receives this card may use it to take one card at random from his opponents hand and into his own.
An Approach from the Assassins' Guild
The player who receives this card may attempt to recruit the Assassin's Guild (Sneakers). The Guild are recruited by the usual method and are placed next to the General wherever he may be. If the recruitment fails this card is returned to the pack.
Taxes!
A party of foragers arrive with "contributions" from some of the local villages.
This card may be kept by a player as it may be useful to bribe neutrals later.
A Leader Emerges
The player who gets this card may use it to declare any eligible element a General. Any troops on whom the General's PIPs will be spent must be declared immediately.
Ale and Well Met!
One unit (not a General and not currently in combat) meets a wandering wine merchant and invests in some samples of his wares. Drunkenness ensues.
Place three barrels on the unit's base. These cost one PIP each to remove. Until they are removed the unit cannot be moved.
Inspired Generalship
+1 to PIP die roll
Hold until needed and discard after use.
Mercenaries!
A party of mercenary troops arrives in the area. They will join the side which gives them most wealth (in the form of Taxes or Sudden Wealth cards)
Sudden Wealth!
Adventurers searching some nearby ruins have found a horde of gold and silver. Confiscated by the rightful authorities it is available to fund the war effort.
Keep it and spend it later.
I made the cards by writing the initial details in an MS Word table and then mailmerging them as address labels to file. This resulted in a file containing a table of fixed size cells which fitted exactly 10 on a page. It was then easy to add additional cells as I thought of further cards. I then took the sheets to a local photocopying place and got them copied onto card.
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