1
Play seven phases
Each of the 4 rounds proceeds through: Refresh, Golem Movement, Actions, Turn Order, Influence Characters, Income and Development, and Golem Control
2
Skip first round Refresh
The Refresh phase is not performed in round 1
3
Return marbles
Put all marbles back in the Synagogue
4
Deal new Action tiles
Place a number equal to players plus one; shuffle discards if deck runs out
5
Update Library
Remove the leftmost Book card to the bottom of the deck, shift remaining cards left, and deal a new card to the rightmost space
6
Calculate movement steps
Add your Golem track level to the active Character Card value
7
Move in turn order
Each player moves their Golems according to turn order
8
Distribute steps
Divide movement steps among all your Golems as desired
9
Use all steps
You must use every movement step available
10
Stand up Golems
Any lying Golems that move are stood up
11
Pay section costs
Pay the indicated cost when a Golem enters sections VIII, IX, or X
12
Lose VP for excess movement
If all Golems have reached section X and movement remains, lose 5 VP per unused step (maximum 5 VP per Golem)
13
Take three actions total
Each player takes 2 Marble actions and 1 Rabbi action in turn order
14
Choose action order
You may decide the order of upgrades and create/buy actions
15
Pick any marble
Take a marble from the Synagogue and place it in one eye on your board
16
Move students based on color
Yellow, red, or blue marbles move the matching district student 1 step forward
17
White marble exception
Do not move any student
18
Black marble bonus
Move 2 different students 1 step each
19
Determine action value
Count the number of marbles in each line before taking your marble; this equals the action value
20
Work action
Pay 1/3/5/8 Knowledge (minus the action value discount) to activate 1/2/3/4 standing Golems by laying them down and triggering their neighborhood tile effects; you cannot activate a Golem created this turn
21
Golem action
Take Clay equal to action value, optionally upgrade a Golem Development, and spend 3 Clay to create a Golem (plus 3 Clay per existing Golem in that district), then move Golem track up 2 steps
22
Artifacts action
Take Coins equal to action value, optionally upgrade an Artifact Development, and spend 3 Coins to buy one Gold piece
23
Study action
Take Knowledge equal to action value, optionally upgrade a Study Development, and spend Knowledge to buy a Book card (cost equals card cost plus board position cost)
24
Mirror action
Pay 1 Coin to perform any other marble action at this action's value; optionally pay 3 additional Coins to move up the Study track one space
25
Place Rabbi on Action tile
Choose one available Action tile and perform its action
26
Respect tile limits
Each tile holds only 1 Rabbi, except the lowest printed action where Rabbis line up left to right
27
Determine next turn order
Rabbi placement order (top to bottom, then left to right) sets turn order for the next round
28
Pass instead of acting
Take the lowest numbered pass tile available
29
Enter Passing phase
After all players complete 3 actions or pass, remove one marble to the Pass tile and return remaining marbles to the Synagogue
30
Complete remaining actions
Players finish remaining actions following Pass tile order
31
Pass a second time
If needed, a second pass triggers a final Passing phase
32
Set new turn order
Arrange turn order based on Rabbi positions on Action tiles from top to bottom, left to right for the lowest action
33
Return Rabbis
Take your Rabbi back to your play area
34
Check marble colors
In turn order, if your two action marbles match the colors on the current Character card, you influence that Character
35
Use white as wild
White marbles count as any color; marble order does not matter
36
Claim bonus
Pay Coins for the specific bonus, or take 3 Coins instead
37
Flip Character card
After all players have acted, flip the Character card face down
38
Collect income
Receive resources from all hand icons: Student positions on streets, completed Artifacts, Study track position, and Golem track position
39
Optional upgrade
After collecting income, you may pay to upgrade one development of your choice
40
Pay Knowledge per section
For each Golem, pay 1 Knowledge for each section it is ahead of its district's Student (count Golem's section but not Student's)
41
Lose VP for uncontrolled Golems
If you lack Knowledge, spend all you have and lose 5 VP per Golem not fully controlled
42
Kill a Golem
Move it from a neighborhood to an unoccupied cemetery space, move Golem track down 1 step, and receive the cemetery space bonus
43
Build Artifacts
Place Gold pieces in cauldrons; when all icons are covered, immediately receive the Artifact tile benefits and gain them again each Income phase
44
Upgrade Artifacts
Place Development tiles on Artifact tiles by paying the Coin cost shown; gold-colored tiles activate on conditions, grey tiles increase effects
45
Buy Book cards
Tuck purchased Books into columns (same color per column, no duplicate colors across columns); receive immediate bonus then active bonuses from bottom to top in that column
46
Study track limits
Your Study track position determines maximum Books per column (up to 5)