1
Select board side
Use the designated sides of the main game board and innovation display(s) based on player count (2p: special rules, 3p: either side, 4-5p: use innovation display extension)
2
Place round scoring tiles
Ensure rounds 5 & 6 tiles are not the 2VP per spade tile
3
Cover round 6 tile
Place a final round scoring tile on the righthand side that does not yield the same bonus as the round 6 tile
4
Limit science track bonuses
In rounds 1-5, maximum 2 tiles can have end-of-round bonuses applying to the same science track
5
Select random tiles
Randomly choose 3 book action tiles and the appropriate number of innovation tiles
6
Assign competency tiles
Randomly assign innovation tiles and all 12 competency tiles to their positions
7
Remove planning card
Randomly remove 1 planning display card, place the other 6 face-up
8
Display faction tiles
Randomly display faction tiles equal to player count + 1
9
Display palace tiles
Randomly display palace tiles equal to player count + 1 (exclude red-backed beginner tile)
10
Display round bonus tiles
Randomly display round bonus tiles equal to player count + 3
11
Draft components
Beginning with start player clockwise, each player chooses either a planning display card, faction, or palace tile (in any order) until each player has all 3 items
12
Select round bonus tiles
Beginning with last player, players choose their first round bonus tiles before placing starting workshops
13
Add dummy player
A dummy player competes with both players for area/science scoring
14
Place area score tile
Blindly place an area score tile facedown at top-left of game board (revealed at start of round 6, setting dummy's area to 12-15)
15
Block scholar spaces
On the science display, use power tokens to block off a scholar's 2-space on each of the 4 science tracks
16
Mark dummy science levels
For each science track, place a power token at level = 2 + total bonuses shown on round scoring tiles for endgame science scoring
17
Apply faction/planning bonuses
The 14 factions and 7 planning displays all grant starting bonuses
18
Gain power from science advances
If science track bonuses advance you past a power threshold, take the power
19
Desert faction spade
Receive a free spade immediately after everyone places start buildings, but cannot build there until first turn
20
Inventors competency tile
Receive a free competency tile; if it grants income, take it at start of round 1
21
Monks university placement
Place university after opponents place all buildings; receive a competency tile (income taken at start of round 1)
22
Omar neutral tower
Place a 3rd building (neutral tower) after opponents place start buildings but before Monks place university; it grants round 1 income