1
Round structure
Each round consists of player turns taken one at a time, followed by all players simultaneously resolving Solstice effects
2
Use Actions
Spend 0-3 Action tokens by removing from State card, then play a card from Hand to Play area, resolve and discard
3
Use Exhaustion
Spend 0-5 Exhaustion tokens (max 1 per effect) by placing on ability to resolve it
4
Abandon pinned cards
Place pinned card with any Garrisons into discard pile
5
Acquire cards
Take designated Market card to Hand including any resources and Unrest cards
6
Break through for cards
Draw cards one at a time until revealing nominated Suit, take that card to Hand, reshuffle others into Main Deck
7
Replace Market cards
Refill from matching deck; if empty use Main Deck; non-Region stacks receive Unrest card
8
Develop cards
Pay Development cost for any card with "+" bottom left, place in Discard
9
Draw cards
Take specified number per cleanup rules; "Draw if Able" means only from deck without reshuffle
10
Exile cards
Place card in Exile pile next to Unrest deck
11
Free Play
Play a card without expending an action
12
Gain resources
Receive specific number with no upper limit
13
Garrison cards
Tuck card from Hand under Garrison card; if Garrison moves, tucked cards move with it
14
History cards
Place under Power card, out of play, used only for VP
15
Passive abilities
Always in effect while card is in play
16
Pay costs
Return resources to supply; may convert 1 Progress to 1 Population or 2 Material
17
Recall pinned cards
Return pinned card with any Garrisons to Hand
18
Return Unrest
Place Unrest cards from Hand back to Unrest pile
19
Steal resources
Targeted enemies lose resources, current player gains them; resolve as much as possible if unable to complete fully
20
Take Unrest
Add Unrest cards to Hand
21
Perform Innovate action
Discard entire Hand, then Breakthrough for one Tributary/Uncivilised/Civilised/Region Market card
22
Return Unrest cards
Return any number of Unrest cards from Hand to Market's Unrest pile
23
Place Progress token
Put 1 Progress from Supply onto any Market card; next player may begin their turn
24
Remove tokens
Clear all Action and Exhaustion tokens from State, Power cards, cards in play, nation, and development deck
25
Replenish tokens
Place 3 Action and 5 Exhaustion tokens on State card
26
Discard voluntarily
Discard any number of cards to speed access to stronger cards
27
Draw back to five
Draw up to 5 cards; if already at 5 or more, draw none
28
Handle empty deck as Barbarian
Skip if Exhaustion on Nation deck or 5 Exhaustion tokens exist; place top Nation card to Discard, place Exhaustion from State to Nation deck; if Accession card present flip State to Empire; shuffle discard to draw pile; draw remaining cards
29
Handle empty deck as Empire
Skip if Exhaustion on Nation deck or 5 Exhaustion tokens exist; may Develop once; shuffle discard to draw pile; draw remaining cards