1
Day Phase actions
In turn order, each player places 1 Action token on a free Action space on their individual board and immediately resolves its effect
2
Continue until complete
Players continue taking turns until all 5 Action tokens have been played by each player
3
Respect the Balance rule
Each player must have placed at least 1 Action token on each of the 3 levels of their board's pyramid by the end of the Day Phase
4
Play Divine Intervention cards
DI cards with DAY icons may be played before or after any player's action, and just before a Combat phase
5
Pray
Gain 2 Prayer Points
6
Evolve Pyramid
Increase one of your Pyramids by 1 or more levels by paying Prayer Points equal to the value of each level reached (costs cumulate)
7
Buy a Power tile
Purchase a Power tile of the color matching your Action space
8
Recruit
Spend X Prayer Points to recruit X Units from your reserve into one, two, or three Districts of your City
9
Move
Move 1 of your Troops based on its Movement Capacity
10
Place acquired Creatures
When you acquire a Creature tile, place the Creature in a District of your City containing one of your Troops, or keep it in your reserve
11
Exchange Creatures
Before playing an Action token, you may swap Creatures between your reserve and Districts in your City
12
Creature limitations
Creatures don't count toward the 5-Unit Troop Limit but are limited to 1 per space
13
Creature in Combat
Creatures add only their bonuses to Combat, not +1 Force like Units
14
Identify attacker and defender
The player whose movement triggered Combat is the attacker
15
Step 1 - War Council
Each player secretly chooses 2 Combat cards: discard one face down (never revealed), keep the other to play
16
Step 2 - Preparations
Attacker and defender may hide DI cards (DAY or COMBAT icons) behind their Combat card; bluffing is permitted
17
Step 3 - Confrontation
Both players simultaneously reveal played cards; attacker first declares if paying for DI cards and their resolution order, then defender does the same
18
Step 4 - Resolution
The player with the highest Force value wins; defender wins ties
19
Step 5 - Losses
Each player removes Units equal to opponent's total Damage minus their own total Defense
20
Step 6 - Reward
If the attacker wins and still has a Troop in the Combat space, gain 1 Combat VP
21
Step 7 - Loser consequences
The loser chooses to retreat, dismiss their Troop, or stay if the winner has no remaining Troop
22
Step 8 - Winner consequences
The winner chooses to dismiss their Troop or remain in the Combat space
23
Step 9 - End Combat
Discard played Combat cards face up; the face-down card remains hidden; when all Combat cards are discarded, retrieve them all immediately
24
Use silver or gold Action tokens
Play these simultaneously with one of your colored Action tokens to gain a bonus action
25
Resolve in chosen order
Complete each action fully before resolving the next
26
Reach 9 VP
When you possess 9 VP (temporary + permanent) before playing an Action token, trigger the end of the game
27
Mark the trigger
Place a Sanctuary VP from the common reserve under your Order marker