1
Choose pieces from Quarters
Select any piece(s) in your Quarters to place on a single Location in Town or on your Estate
2
Perform the Location's action
Immediately carry out the effect of the Location where you placed pieces
3
Place multiple pieces
You may place multiple pieces of a single type on one Location and receive the effect for each piece placed
4
Pay occupancy fee
If a Town Location already contains any pieces, pay $1 to the supply as an added cost (never more than $1 total regardless of occupancy)
5
No Estate occupancy cost
There is never an added cost to place pieces on your own Estate
6
Use Servant pieces
Servants perform actions mainly in Town; they can perform some Estate actions but are Lost at end of round if placed on Record Knowledge or Perform Experiment
7
Use Caretaker pieces
Caretakers may only perform Estate actions but suffer no penalties for doing so
8
Use Self piece
Your Self can perform Town or Estate actions; in Town, perform the action twice and skip the $1 occupancy fee
9
Observe No Self Bonus locations
Some Town Locations marked with x1 only allow you to perform the action once even with your Self
10
Suffer Creepy/Insane/Mob penalties
When placing pieces on dark spiked-background Locations, suffer the listed penalties (once per turn regardless of pieces placed)
11
Gather Ingredients
Place pieces at Park, Blacksmith, Cemetery, or Farmer's Market to gain the listed Ingredient types
12
Gather Knowledge
Place pieces at Library or Traveling Caravan to gain Knowledge cubes of the listed colors
13
Choose between slash options
When a Location shows rewards separated by a slash, choose one benefit per use
14
Hire at Laborer's Union
Pay listed costs to take a Servant from Lost and place it in your Quarters for use this round
15
Buy Estate Upgrades at Builder's Office
Pay the tile's cost, place it in the next empty plot left-to-right, resolve any penalties, and gain the ability immediately
16
Pay plot expansion costs
The first three Estate plots are free; subsequent plots require additional payment as marked
17
Replace Estate Upgrades
If your plots are full, either pay to expand or discard an existing Upgrade to place the new one in that spot
18
Reduce tracks at Church/Town Hall
Arrows under symbols mean moving backwards on that track, away from danger
19
Monitor Angry Mob track
As you perform Creepy actions, your marker moves right; as townsfolk anger increases, the Mob token moves left
20
Lose Town access when overtaken
If the Angry Mob marker reaches or passes your Creepy marker, you cannot take Town actions (except the Church)
21
Gain Insanity bonuses/penalties
For each space moved on Insanity Track, gain the bonus/penalty above and below that space (not when moving backwards)
22
Draw Compulsion cards
When reaching a space with Compulsion icon, draw a card and keep it secret
23
Complete Compulsions
When any action fulfills a Compulsion's task, reveal it, score points immediately, and discard
24
Lose Servants to Insanity
When reaching a space with Servant below it, place that piece below the track; it goes to Lost at round's end
25
Take Estate Affairs action
Draw three Experiments from any decks, keep one and discard two, or gain $1 instead
26
Take Record Knowledge action
Pay Knowledge cubes matching a track type to move that marker one space forward
27
Use permanent Journal Knowledge
Each space advanced on a Journal Track provides one free Knowledge of that type toward all future Experiments
28
Gain Journal abilities
Reaching second and third spaces on tracks grants permanent abilities (Chemistry: gain Servant; Biology: store 2 Resources; Engineering: counts as completed B Experiment)
29
Discard to draw cards
When Recording Knowledge, optionally discard Experiments equal to your new level and draw that many new cards
30
Gain Vanity Upgrades
When reaching the third level of any Journal Track, immediately build a Vanity Estate Upgrade of your choice
31
Perform an Experiment
Place Self, Caretaker, or 2 Servants on Perform Experiment, pay all costs, place completed Experiment near Estate, gain rewards/penalties
32
Use Occult as wild Knowledge
Occult Knowledge may substitute for any Knowledge type, but gain 1 Insanity per Occult used
33
Build Experiment Pyramids
A-level requires only Ingredients; B-level requires 1 completed A plus Ingredients/Knowledge; C-level requires 1 A, 2 B's plus costs; Masterwork requires 1 A, 2 B's, 3 C's plus costs
34
Score C Experiment bonus
Gain +8VP for C Experiments in Generation I, +4VP in Generation II
35
Use free actions
Perform abilities marked as "free action" at any time during your turn in addition to your regular action, still paying any costs
36
Pass when done
If you cannot or do not want to take more actions, you must pass; once passed, take no further actions this round