1
Move to Position
Following turn order, move to an unoccupied blue space and designate 1 city in your row/column
2
Activate Designated City
Determine the city's status:
3
Choose 1 of 3 Actions
Select one action to perform:
4
Camel Market (Optional Action)
Place 1 camel to execute a function OR collect all camels
5
Complete Contracts
During your turn, when requirements are met, pay N resources of any color to complete N contracts; immediately score points and execute reward actions; completable contract level depends on influence; books and goods on contracts count in scoring phase
6
Caravansary (Spices)
Pay N same-colored resources to buy N spice cards (max 8); can buy cards with camels and the next card with camels; earning 2 identical spices grants bonus rewards; refill to 8 after purchases
7
Palace (Courtiers)
Deploy any number of courtiers (one at a time); deploying the Nth courtier costs N specified resources (cumulative across palace); first courtier in each area grants +1 power; scoring: scrolls, spices, goods, mosques × courtiers (-1 power)
8
Library (Scrolls)
Pay N different-colored resources to buy N books (max 4); accumulating 2nd, 4th, 6th, 8th books allows selecting corresponding breakthrough cards; books on contracts count in scoring
9
Marketplace (Goods)
Build only 1 trading post per turn; must build in inner market before adjacent outer market; first to place receives bonus (camel, power); each market's goods can only be bought once per turn; place 1 camel on path to buy from adjacent market; camels move to spice cards, then camel market clockwise, then removed from game
10
Mosque (Faith)
Pay sufficient resources to advance; can share spaces with others; immediately receive corresponding rewards; placing upgrade tiles on soldier locations returns soldiers; reaching top grants +4 points immediately
11
Wall (Defense)
Pay sufficient resources to buy any number of walls/gates; each wall/gate protects two spaces in front (+1 influence in your city, +2 influence in others' cities)
12
Select Starting Position
Player furthest from next corner chooses first; placement begins from last position in order
13
Spend Camel to Move
Place 1 camel at current position to choose next position (camels can stack)
14
Skip Occupied Spaces
If next position has a player, jump to the following position without spending camel
15
Accept Position
Receive all camels at that location
16
Invasion Targets
Cities without walls or soldiers in each row/column's edge two positions are invaded (upgraded resources are not removed)
17
Defense Option
Pay resources matching the city's production to defend against one invasion
18
Return Soldiers
All soldiers return after invasion