1
Select an Investment Chit
Choose one available Chit to fund your actions for this Action Round
2
Resolve Events first
If playing an Event, it must fully resolve before other actions
3
Perform Major Action
Spend Action Points shown on the Chit without restrictions
4
Perform Minor Action
Spend AP for only one use or application
5
Pay base costs
Spend AP equal to the printed value on spaces (minimum cost to Shift is 1 AP)
6
Apply cost modifiers
Negative modifiers apply before positive ones
7
Build Fleets
Pay 4 MAP to place a new Fleet in the Navy Box (cannot Sail until next AR)
8
Sail Fleets
Pay 1 MAP to move to an empty Sea, or 2-3 MAP to displace an opposing Fleet
9
Build Forts
Flag an empty Fort space (must control an adjacent space at AR start)
10
Fix Damaged Forts
Pay base build cost -1 MAP to restore to Intact
11
Switch Damaged Forts
Pay base build cost +1 MAP (must have friendly Market or Fleet adjacent)
12
Quell Conflicts
Pay 2 MAP to remove Conflict markers
13
Buy Bonus War tiles
Pay 2 MAP each (maximum two per AR, maximum two per War Subset)
14
Use Advantages
Control by Flagging all connected spaces; use once per Peace Turn then Exhausted
15
Access Markets
May only Shift non-Isolated Markets, unless building a friendly Fort or Sailing a Fleet adjacent in the same AR
16
Take Debt
May freely take Debt within limit to augment Chit or Event AP conformingly
17
Pass and reduce Debt
Choose a Chit, do nothing, and reduce Debt by two
18
Perform Upgrade action
If Chit shows cycle symbol, swap face-down Basic War tiles (either with newly drawn tile or between War Subsets)
19
Reveal War tiles
Turn over all tiles placed in the current War Subset
20
Inflict initial tile results
Tile owners impose Debt increases, Fort Damage, Fleet displacement, or space Shifts on opponent if possible
21
Sum modifiers
Net all modifiers listed for the War Subset (tiles, Alliances, Conflicts, Forts, Fleets, Keywords)
22
Apply results
Tie is a draw; net loser adds Treaty Points; net winner scores VP and inflicts results including Conquest Points
23
Spend Conquest Points
Demand Territory Switch, Fort Switch, Market Change, or Fleet Change
24
Cleanup
Remove Conflict markers that modified the War Subset and return War tiles to pools
25
Score Regional Awards
Compare Flags plus Fleets in each Region; winner scores Award VP
26
Score Prestige
Compare Flags plus Fleets in Prestige spaces; leader scores 2 VP
27
Score Global Demand
Compare Flags in Demanded Markets; score and impose effects as listed by Era
28
Reduce Treaty Points
Each player forfeits all but four TP at end of Peace Turn