1
Take two actions
Perform up to 2 actions per turn, and you may perform the same action type twice
2
Use free actions
Actions on cards matching the favoured suit symbol do not count against your two-action limit
3
Purchase a card
Place 1 rupee on each card to the left of chosen card (2 rupees each if military suit is favoured), then take the card and any rupees on it to your hand
4
Play a card
Add a card from your hand to the left or right of your court
5
Place armies
White armies go in the specified region matching your loyalty; coloured armies force a loyalty change if different
6
Place roads
Place on borders of specified region matching your loyalty, leading to any adjacent region
7
Collect leverage
Take 2 rupees from the bank when playing a card with scales
8
Change preferred suit
Change the favoured suit symbol to match the card's symbol
9
Place spies
Take a cylinder from your board and place on any card with the same region name
10
Place tribes
Take a cylinder and place in the region matching the card's name
11
Rule a region
Control requires at least one tribe plus the most ruling pieces (your tribes + loyal armies) compared to other players
12
Tax
Take rupees from any market cards, or from players with court cards matching regions you rule (protected by their yellow stars)
13
Give gifts
Place a cylinder on any space on your loyalty dial, paying the indicated rupee cost to the market from the right
14
Build
Must rule a region; build up to 3 armies/roads in any ruled region at 2 rupees each
15
Move
Number of moves equals card rank; move one loyal army or spy per move along your roads
16
Move spies
Move one space left or right as if all courts form a circle
17
Betray
Pay 2 rupees to discard a card where you have a spy; all other spies return to owners
18
Battle with armies
Each of your armies destroys one enemy army/road/tribe of different loyalty, limited by card rank
19
Battle with spies
Each spy destroys one enemy spy on a court card, limited by card rank
20
Pay hostage bribes
Pay rupees equal to enemy spies if an opponent has more spies on your card than you do
21
Apply overthrow rule
Losing your last tribe in a region forces you to discard all political cards for that region; losing your last political card for a region removes all your tribes there
22
Clean up
Discard down to court limit and hand limit; pay 2 rupees to bag when discarding leverage cards or pay penalty; spies on discarded cards return to player boards
23
Trigger event cards
Event cards in the leftmost column trigger their top effect, then are discarded and market refills