1
Fill card spaces
Draw one card onto each space of the card-drawing board matching the icon shown on that space
2
Check for card type changes
Some spaces show different card types for rounds 1-2 versus round 3 onward
3
Place planning token
Starting with the first player and proceeding clockwise, place your planning token on any available hourglass space
4
Determine resources
Your chosen space determines: number of cards to draw, number of messengers available, number of actions this round, and turn order for remaining phases
5
Draw cards immediately
After placing your token, draw the indicated number of cards from any combination of the 4 general decks (not special cards or board cards)
6
Commit before viewing
Decide how many cards from each deck before looking at any drawn cards
7
Establish phase order
Players take subsequent phases in order from leftmost planning token to rightmost
8
Two-player blocking
First player places their off-color token to block a space, second player blocks another, then second player places their real token and draws, finally first player places and draws
9
Send messengers in order
Players place messengers one at a time in planning token order
10
Take card from board
Place messenger next to a card space to claim that card immediately
11
Three-card spaces
On 2-3 player boards, some spaces have 3 cards; first messenger chooses from all 3, second from remaining 2, third card is unavailable
12
Expand player board
Take an extension tile from the supply to add one card slot to your board
13
Manipulate property market
Rearrange all four property modifier tokens in any order you wish
14
Draw random card
Place messenger on your color's space to draw one card from any general deck (once per round per player)
15
Visit opera
Pay 2 pounds immediately
16
Place second messenger
After all players place first messengers, repeat in same order for second messengers
17
Single messenger limit
Some planning spaces show only one messenger icon; these players skip the second placement
18
Set action marker
Place your action marker on the number shown on your chosen planning space
19
Take turns in order
Each player gets one turn (leftmost planning token first) but can play multiple cards during it
20
Play white-bordered cards
Spend the indicated actions and pay the coin amount shown, then discard the card
21
Extend experiences
Some white cards allow spending more actions for greater cost
22
Add companions
Play a blue-bordered companion card with a white card to spend additional money (shown by + on coin icons)
23
Use multiple companions
If a white card shows multiple companion icons, combine several companion cards in any order
24
Play black-bordered cards
Spend 1 action to place on your player board, plus any additional cost shown in upper left
25
Activate expenses
Slide down a black expense card to reveal the checkmark, pay the upper right cost
26
Use companion tokens
Expenses with companion icons allow spending more if matching tokens are placed on them
27
Activate helpers
Helpers work like expenses plus provide ongoing special abilities (always active regardless of activation)
28
Purchase properties
Spend 1 action, pay the top value plus/minus the property type's market modifier, place on your board with value marker on top position
29
Maintain properties
Spend indicated actions and money to activate a property; slide it down to mark as maintained
30
Sell properties
Spend 1 action, receive the current value (per value marker) plus/minus market modifier from the bank
31
Place companion tokens
Spend 1 action and discard matching blue companion card to place a token on the topmost empty companion spot of a black card
32
Follow companion order
Tokens must be placed top to bottom following the arrows on black cards
33
Use wild card
The companion wild card substitutes for any companion type; return it to the board if unused by turn end
34
Zero-action abilities
Cards requiring no actions can be used any number of times, even with no actions remaining
35
Discard black cards freely
Remove non-property black cards from your board at any time without spending actions
36
Discard to two cards
Keep only 2 cards in hand; discard excess face-down to appropriate piles
37
Return wild cards
Companion wild cards cannot be kept; return them to the card-drawing board
38
Depreciate properties
Move the value marker down one space on each property not maintained this round
39
Minimum value limit
Properties at lowest value or without depreciation tracks don't lose value
40
New properties depreciate
Even properties bought this round lose value if not maintained
41
Reset all cards
Slide all cards on your player board back up to cover checkmark icons
42
Clear card board
Discard remaining cards from drawing board; special cards return to box permanently
43
Retrieve components
Take back all planning tokens and messenger figures
44
Pass start player
Give starting player marker to the player on the current starter's left
45
Advance round marker
Move the round marker forward one space