1
Perform an action
If you have empty spaces on your time track, you must perform an available action
2
Take an action tile
Remove an action tile from the game board and place it into the first empty space on your time track
3
Pay the cost
Return coins equal to the number inside the circle on the action tile to the general supply
4
Place hourglass tokens
Put the required number of hourglass tokens shown on the action tile onto empty spaces on your time track
5
Perform the depicted action
Execute the action shown in the center of the action tile
6
Place indicator cubes
For actions with the indicator cube symbol, place a cube on the card or city token to show it was used this round
7
Use multiple-use actions
Actions with the double diamond symbol may be taken any number of times per round without taking an action tile or placing indicator cubes
8
Apply modifying abilities
Use abilities from civilization cards or hometown rows indicated by irregular borders to modify actions
9
Tax Collector action
Place 1 hourglass token and take 4 coins, OR place 2 hourglass tokens and take 8 coins
10
Leader action
Place the Leader action tile on your time track and gain 2 coins; become new starting player during Decline phase
11
Philosopher action
Train 1 or 2 of your population by advancing appropriate meeples on population track
12
Gain population bonus
When reaching 18 or more total population (not counting virtual), take the top Bonus Point Tile from appropriate stack
13
Scribe action
Take cards into your hand by choosing one option shown on the game board
14
Slide cards after Scribe
Close gaps by sliding remaining cards left; fill empty spaces with new cards from current Era deck
15
Check hand limit
You may hold any number of cards, but during Decline Phase you take 1 hourglass token for each card beyond 3
16
Navigator action
Pay coins shown on tile, place hourglass tokens, and place one city token on an empty space matching the tile's symbol
17
Activate cities
When placing in a colored region, immediately activate ALL your cities in that region and gain their benefits
18
Receive city benefits
Gain indicator cubes, coins, or victory points based on city rewards shown
19
Build all cities bonus
When all 6 city tokens are placed, take the top Bonus Point Tile of appropriate type
20
Move cities after building all
After placing 6th city, you may move previously placed cities to complete future Navigator actions
21
Use Hometown spaces
Placing a city on a Hometown space lets you activate all cities in ANY region and grants access to that row's actions once per round
22
Chronicler action
Select one civilization card from your hand meeting requirements and play it face up in front of you
23
Score synergy symbols
Choose one symbol at top of played card; score 1 point per matching symbol on all your cards in play including the new one
24
Gain 8 cards bonus
After playing your 8th civilization card total, take the top Bonus Point Tile
25
Use Additional Options
Return indicator cubes from below symbols on your player board to general supply for benefits
26
Pass
You may only pass if completely unable to perform any action (no empty spaces left on time track)
27
Reset action tiles
Return all action tiles from your time track to their spots on the game board
28
Remove hourglass tokens
Remove 1 hourglass token from each space on time track; slide remaining tokens left
29
Remove indicator cubes
Take all indicator cubes off the main game board and your civilization cards; return to general supply
30
Determine new start player
If Leader action tile was taken, that player takes Start Player Token; otherwise it stays with current holder
31
Advance round marker
Move the round marker one space to the right
32
Check for Era change
If round marker reaches a new Era space (I, II, III), remove previous Era cards from board and deck to discard pile
33
Deal new Era cards
Fill empty display spaces with cards from the new Era deck
34
Remove lock tokens
Upon reaching a new Era, each player removes one lock token from their player board if able
35
Check for game end
If round marker cannot advance past the 6th space, proceed to final scoring after this Decline Phase