1
Select a rondel position
Move your nation's marker clockwise on the rondel; first turn may be any position, subsequent turns must move forward
2
Pay for extra movement
Moving up to 3 spaces is free; each additional space costs (1 + Power Factor from score track) million paid to the bank by the controlling player
3
Maximum movement
A nation may move at most 6 spaces on the rondel
4
Build a factory
Pay 5 million from the nation's treasury to the bank and place a factory on an eligible home province city
5
Choose factory type
Build armaments works (brown) only on brown cities or shipyards (light blue) only on light blue cities
6
Verify eligibility
Cannot build if hostile (upright) enemy armies occupy that home province; only one factory per city
7
Produce units for free
Each armaments works produces one army; each shipyard produces one fleet at no cost
8
Place new units
Position newly produced armies and fleets in their factory's province
9
Skip blocked factories
Factories in home provinces occupied by hostile (upright) enemy armies do not produce
10
Purchase military units
Buy up to 3 total armies and/or fleets for 1 million each from the treasury to the bank
11
Place armies
Position in any home province without hostile enemy units
12
Place fleets
Position only in home provinces with light blue harbors
13
Move fleets first
Each fleet may move to one adjacent sea area (crossing a blue border)
14
First fleet movement
Fleets in harbor must move to the adjacent sea area marked with an anchor symbol
15
Conduct naval battles
If fleets enter an occupied sea area, either side may request battle; match fleets 1:1 and remove both from the board
16
Move armies second
Each army may move to one adjacent land area (except Switzerland)
17
Use convoy transport
Armies adjacent to friendly fleets may be transported across one or more connected sea areas; each fleet convoys only one army per turn
18
Use railways
Before or after moving, armies may travel freely between home provinces connected by unblocked railway (blocked by hostile enemy armies)
19
Conduct land battles
Match armies 1:1 in contested land areas; the active nation chooses pairings; remove matched units
20
Declare hostile or friendly entry
When entering another nation's home province, declare the army hostile (upright) to block production/import/factory/taxation, or friendly (laid down) to allow normal function
21
Protect last unoccupied factory
If a nation has only one factory not occupied by hostile armies, that province cannot receive hostile invasion; entering armies must lay down as friendly
22
Destroy enemy factories
Use 3 armies to destroy an enemy factory if no defending units are present; remove the factory and all 3 armies (cannot destroy a nation's last unoccupied factory)
23
Place flags
After movement, place a flag on each newly occupied land or sea area without foreign military units; home provinces of other nations cannot receive flags
24
Remove opponent flags
If exclusively occupying an area, replace the previous flag with your nation's flag
25
Use canals
Fleets may pass through Panama Canal (Caribbean to North Pacific) or Suez Canal (Mediterranean to Indian Ocean) if the flag owner of Colombia or North Africa permits
26
Pay bond interest
Each player holding bonds of the active nation receives interest from the treasury; if treasury is short, the government controller must skip their own interest or pay others from personal funds
27
Activate investor card holder
The player with the investor card receives 2 million from the bank and may purchase one bond from any nation
28
Purchase new bonds
Pay the full price to the nation's treasury and take the bond card
29
Upgrade existing bonds
Return a smaller bond to the stack and pay only the difference for a larger bond of the same nation
30
Invest as Swiss Bank
Players without government control receive a Swiss Bank; they may invest (without the 2 million bonus) whenever the investor action is passed
31
Force investor stop
Swiss Bank owners may require nations with sufficient treasury funds to stop at the Investor position
32
Check government changes
After investments, the player with the highest bond total in each nation takes control of that government
33
Resolve ties
If tied for highest bond total, the player closest clockwise to the investor card holder wins control
34
Transfer nation cards
New government controllers receive the nation flag card from previous controllers
35
Receive Swiss Bank
Players losing all government control receive a Swiss Bank
36
Pass investor card
After the investor action completes, pass the investor card clockwise to the next player
37
Calculate tax revenue
Count 2 million per unoccupied factory plus 1 million per flag
38
Receive tax income
The bank pays the calculated amount to the nation's treasury
39
Pay military maintenance
The treasury pays 1 million per army and fleet to the bank; if treasury is empty, no additional payment required
40
Receive success bonus
The government controller receives the bonus shown on the tax chart's middle row (1 million for 6+ tax, 2 million for 10+ tax, etc.) from the treasury; reduced if treasury lacks funds
41
Add power points
Add points to the score track as shown on the tax chart's bottom row based on tax revenue