10. Initial Setup¶
Each player: * Selects faction * Builds legal deck (see [[deck construction rules]]) * Takes [[faction leader card|leaders]] * Receives starting resources (2 [[TP|Technology Points]], 1 [[CP]]) * Draws 7 cards
10.1 Play Area Setup:¶
[Wonder Zone] [Event Zone] [Crisis Zone]
[Technology Zone] [Leader Zone] [Culture Zone]
[Reality Zone] [Resource Pool] [Hand Cards]
[Advisor Zone] [Scheme Zone] [Development Zone]
10.2 Advisor Selection¶
Each player selects three starting [[advisors|Advisors]]:
- One (1) Internal Advisor
- One (1) External Advisor
- One (1) Strategic Advisor
10.3 Advisor Placement Rules¶
- Advisors must match slot type
- Cannot have duplicate advisors
- Must be from available advisor pool
11. TURN STRUCTURE¶
11.1 Turn Sequence¶
11.1.1 Start Phase¶
- Draw 2 cards
- Generate base resources
- Collect advisor influence
- Resolve start-of-turn effects
11.1.2 Main Phase¶
(3 Actions) * Play cards * Activate abilities * Use advisor actions * Build [[wonders|Wonders]] * Execute [[schemes|Schemes]]
11.1.3 Development Phase¶
- Resolve [[end-of-turn effects|End-of-turn effects]]
- Check [[victory conditions|Victory Conditions]]
- Advance schemes
- Discard to hand limit (7)
11.1.4 Advisor Phase¶
- Use free [[advisor actions]]
- Pay for additional actions
- Resolve advisor effects
11.1.5 End Phase¶
- Check resource limits
- Resolve [[crisis effects|Crises]]
- Update game state
11.2 Action Types¶
11.2.1 Basic Actions¶
(Cost: 1 Action Point) * Play a card * Activate a basic ability * Convert resources * Draw an additional card * Move a development marker
11.2.2 Advanced Actions¶
(Cost: 2 Action Points) * Evolve a card * Build wonder segment * Execute major scheme * Replace advisor * Activate powerful effect
11.2.3 Free Actions¶
(No Action Point Cost) * Use leader ability (once per turn) * Use free advisor action (one per advisor) * Convert resources at basic rate * Respond to crisis