Skip to content

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:

  1. [Wonder Zone] [Event Zone] [Crisis Zone]
  2. [Technology Zone] [Leader Zone] [Culture Zone]
  3. [Reality Zone] [Resource Pool] [Hand Cards]
  4. [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

  1. Advisors must match slot type
  2. Cannot have duplicate advisors
  3. 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