1
Follow phase order
Each turn consists of nine phases: London Season, Family, Hiring, Company Operations, Revenue Bonus, Operating Revenue, Events in India, Parliament, and Refreshment & Upkeep
2
Roll for attrition
Roll one die for each office card you hold, adding +1 for each attrition cube on that card
3
Apply Chairman stress
When rolling for Chairman, add +1 to the roll
4
Retire pensioners
Starting with Chairman and proceeding clockwise, each player may retire pensioners by paying the listed cost and placing them on retirement spaces to score the indicated VP
5
Note upkeep costs
Most retirement spaces require upkeep payments during Refreshment phase
6
Track spending for prestige order
Set aside retirement costs rather than paying directly to bank
7
Select prestige cards
Players who retired pensioners choose cards from London Season display in order of most money spent on retirement
8
Return pensioners to supply
Move family members from Pensioners box back to player supply
9
Take family action
Starting with Chairman and proceeding clockwise, each player selects one family action
10
Place opportunity marker
Put your marker on the chosen action space
11
Double actions
If your marker was already on that action at phase start, perform it twice
12
Hire Writer
Place a family member in one of three regional writer boxes; place an additional writer if four or more offices are vacant
13
Recruit Officer
Place a family member in the Officers-in-Training box
14
Acquire Luxury Good
Pay £4 to bank, take a luxury good card, and gain 2 VP
15
Buy Shipyard
Pay £2 to bank, take a shipyard card, and place matching ship token on the shipyard
16
Purchase Workshop
Pay £5 to bank and take a workshop card
17
Pursue Share
Place a family member on an empty space of the Stock Exchange track and pay the printed price
18
Create new Company shares
After all players act, for each Company debt level, move the rightmost family member from Stock Exchange into the Court of Directors and reduce debt by one
19
Fill vacant offices in order
Offices are filled in ascending order using the number on each office card's back
20
Follow nepotism rules
You may hire your own family member only with verbal agreement from all other players in that office's candidate pool (except for Chairman election)
21
Transfer attrition
When promoting an officeholder, transfer attrition cubes from their previous office card to the new one
22
Elect Chairman
Any player with a Company share may run; requires agreement from players controlling majority of shares
23
Hire Director of Trade
Chairman hires any current officeholder except Chairman or Governor; if all offices vacant, any writer
24
Hire Manager of Shipping
Chairman hires any writer
25
Hire Military Affairs
Chairman hires any commander; if none, any officer; if none, anyone from Officers-in-Training
26
Hire Presidents
Director of Trade hires a writer or governor associated with that presidency's region
27
Hire Governors
The associated President hires a writer or officer in that region
28
Hire Superintendent of Trade in China
Chairman hires any writer
29
Act in sequence
Each office acts following the red band on the board from left to right
30
Skip vacant offices
Vacant offices take no actions
31
Avoid dead actions
Cannot take actions with no effect or chance of success
32
Raise Company debt
May move debt marker forward up to three times, gaining £5 per advance; further advances require majority shareholder consent
33
Allocate treasury funds
Assign all funds from Company Treasury track to other office treasuries
34
Send Special Envoy
Spend £1 per die, roll with no penalty
35
Transfer resources
Make up to two transfers, moving a writer or ship between presidencies or sea zones
36
Spend treasury
Must spend funds until £2 or less remains
37
Outfit ships from shipyards
Pay £3 to bank per ship, place in any sea zone
38
Buy Company ships
If no ships in shipyards, pay £5 to bank and place Company ship in sea zone
39
Lease extra ships
Pay £2 to bank per extra ship placed in sea zone
40
Transfer army units
Make up to two transfers, moving an officer or regiment between armies
41
Assign new officers
Must assign all pieces from Officers-in-Training to one of three armies
42
Appoint commanders
If any player has more total pieces than current commander's color, or position is vacant, select new commander from players with most pieces in that army
43
Determine action order
President decides order for self, commander, and governors to act
44
Execute Trade action
Fulfill open orders starting from home port
45
Purchase local alliances
Request funds from President to buy alliance tokens, moving them up in army box
46
Execute Deploy action
Select target region (home region, associated regions, or adjacent to associated regions)
47
Check officer casualties
After deployment, roll one die per committed officer - remove on 6
48
Perform Administration
Roll dice equal to pool (shown on office card) with no penalty
49
Handle failures
On failed administration, add one unrest cube to region
50
Continue until stopping
May keep administering until catastrophic failure, no dice remain, or choosing to stop
51
Trade in China
Roll one die per ship in office's treasury
52
Gain automatic income
Add £3 to Company Treasury per Company-controlled region
53
Execute Govern action
Spend £1 per die, no penalty
54
Handle failure
On failed govern, place 1 unrest in each Company-controlled region
55
Collect bonuses
Each player receives £1 for each shipyard and workshop they own
56
Pay expenses
Reduce Company Treasury by £1 per debt level, per regiment and officer in armies (excluding commanders), and per ship in sea zones
57
Take emergency loans
If Company cannot pay, advance debt marker and add £5 per loan until expenses covered
58
Check expectations
Reduce Company standing by one if treasury is below the expectation value under current standing position
59
Pay dividends
Chairman may pay dividends - each costs total number of Company shares, distributed £1 per share to owners
60
Gain public enthusiasm
Increase Company standing by one if total dividends exceed expectations
61
Roll storm die
Check which sea zones face storms and how many India events occur
62
Resolve storms
For each affected zone, roll for each player ship (not Company or extra ships)
63
Draw India events
Flip tiles from draw stack and resolve according to type
64
Process Turmoil
Close northernmost open order in region shown on top of stack; cascade if all closed
65
Process Windfall
Players gain £1 per writer on orders in shown region and adjacent regions
66
Process Shuffle
March elephant, shuffle tile into stack, shuffle discard onto stack
67
Process Leader
If shown region is sovereign, add tower floor; otherwise treat as rebellion
68
Process Peace
Open connected orders across elephant's border, add floor to non-Company regions touching elephant; if elephant in region center, open all orders and remove unrest, then march elephant
69
Process Crisis
Resolve as invasion or rebellion based on elephant position
70
Process Foreign Invasion
Roll storm die, resolve invasion in each associated region with storm showing
71
March elephant
Move to region on top of stack after certain events; position indicates pending crisis type
72
Handle region loss
If Company loses region: commander loses half trophies and returns to supply, roll for officer casualties, eliminate governor, restore local rule with dome and one floor, close all orders
73
Draw law cards
Prime Minister draws up to three law cards, revealing each; must stop and select if Dilemma drawn
74
Select policy
Rotate dial arm clockwise or counterclockwise to first space matching symbol on law card
75
Read law and set support
Announce law text, place vote marker on starting support position
76
Conduct voting
Starting with Prime Minister, players vote in clockwise order
77
Form opposition
Players voting against become opposition; track their vote totals
78
Continue voting rounds
Prime Minister may initiate additional rounds; must evaluate if no votes cast in a round
79
Evaluate at -1 or less
Law fails
80
Evaluate at 0 or more
Law passes
81
Apply policy effects
Tax (pay £1 per target or lose it), Bonus (gain £1 per target), or Power (swap target's power marker with next higher)
82
Pay retirement upkeep
Pay listed amount for each family member on retirement spaces; remove and lose VP if unable to pay
83
Return writers
Move writers back to their associated presidencies
84
Clear order markers
Return filled order tokens and presidency dividers to supply
85
Remove extra ships
Return all extra ships to supply
86
Refresh armies
Flip all fatigued officers and regiments to active; flip active local alliances to fatigued
87
Advance turn
Move turn marker forward and begin next turn
88
Trade freely
Players may transfer enterprises, face-down blackmail cards, family capital cash, shares, and promise cards
89
Cannot transfer
Officeholders, writers, officers, retirement pieces, spouses, law passes, played blackmail cards, Prime Minister dial, or trophies
90
Use promise cards
Give to other players as part of deals; recipient may later demand fulfillment if possible
91
Honor binding deals
Immediate transfers are binding; all other deals are not
92
Prevent double activation
Transferred items cannot activate twice in same turn
93
Gather dice
Collect dice based on resources spent or committed as specified
94
Apply penalties
Remove dice equal to any penalty
95
Use lowest result
Check lowest die rolled