1
Place colonists in turn order
In the sequence shown in the Turn Order box, each player places one colonist or specialist in any event box on the board
2
Fill slots from left to right
For Initiative, Colonist Dock, Capital Buildings, and Warfare boxes, colonists must fill the first available slot from the left
3
Place freely in open areas
For Merchant Shipping and Discovery boxes, place colonists anywhere within the area
4
Select specialists carefully
In the Specialist box, place a colonist in the slot of the desired specialist (1 of each type available, or pay $5 to train any specialist)
5
Continue until depleted
Keep placing colonists until all players have placed all available colonists and specialists
6
Resolve Initiative box
Each player with a colonist receives Spanish Dollars equal to their slot number ($1 for slot 1, $2 for slot 2, etc.)
7
Resolve Colonist Dock
Move colonists in order (slot 1 first) to any discovered region; first player with 3 colonists in a region takes that region's trade good
8
Resolve Trade Goods
Players choose trade goods from the available four, with slot 1 choosing first
9
Resolve Merchant Shipping
Player with highest value (colonists = 1, Captains/Merchants = 2) wins the Merchant Ship; ties broken by turn order
10
Resolve Capital Buildings
Players in left-to-right order may purchase one available building ($10 in Age I, $14 in Age II, $20 in Age III)
11
Resolve Discovery
In turn order, players may send colonists on expeditions to undiscovered regions
12
Resolve Specialists
Players receive the specialist shown in their occupied slot
13
Resolve Warfare
Declare either a single Battle (free, one region, one opponent) or full-scale War ($10, all shared regions against one opponent)
14
Use Captains
Counts as 2 colonists in Merchant Shipping or Discovery boxes
15
Use Merchants
Counts as 2 colonists in Merchant Shipping, or generates $5 one-time when arriving in New World via Colonist Dock
16
Use Missionaries
Generates one additional colonist when arriving in New World via Colonist Dock
17
Use Soldiers
Generates bonus plunder per soldier during successful discoveries, or eliminates enemy units in warfare
18
Collect trade income
Create sets of trade goods for income: any 3 different goods = $1, three of same kind = $3, four of same kind = $6
19
Receive capital building benefits
Take all recurring benefits from owned buildings
20
Refresh capital buildings
Draw random buildings to maintain five available; at Age end (turns 3 and 6), remove unpurchased buildings and replace with next Age's buildings
21
Refresh trade goods
Return leftover goods to supply, then draw four new random goods
22
Refresh merchant ship
Place new ship in box only if empty
23
Take new colonists
All players receive five free colonists plus any from buildings or specialists
24
Update turn order
Move Initiative box colonists to Turn Order box; players without Initiative colonists move to the back while maintaining relative order
25
Advance turn marker
Move marker forward one turn