1
Take special purple cards in hand
Purple cards from Module 1 are typically free but must be taken to hand first before using
2
Play purple cards later
Use purple card's special action on a later turn only if its function can be carried out
3
Remove played special cards
Once a special purple card has been played, remove it from the game permanently
4
Use Czar-Superstar
Replace the Czar & Carpenter; receive 3 rubles during worker scoring and pay 1 less ruble for all future red and blue cards
5
Use Money Collector
Pay half cost for a card, place chip on it; card scores no victory points and cannot be replaced
6
Use Black Market
Choose 1 card from discard pile to buy immediately, take in hand, or return to discard
7
Use Double Turn
Take 2 actions immediately; each action allows buying, taking to hand, playing from hand, or passing
8
Use Moocher
Choose an opponent's played card and immediately score its rubles OR victory points
9
Use Jester
Assign to your played card with both values; next scoring reverses ruble and victory point values
10
Use Banquet
Assign to your played card; next scoring doubles both ruble and victory point values
11
Use Pick Pocket
Play at phase start before actions; buy or take a card before the start player without using an action
12
Apply assistant discounts
Pay 1 ruble less (2 for Czar's Daughter) when buying cards matching your assistant's color, including exchange cards
13
Pass assistants clockwise
After exchange phase, pass assistants to the right; pieces stay with current owner
14
Trigger events
When your turn comes, optionally take 1 event card and execute it before your normal turn; place used event in front of you
15
Discard first assignment at 20 points
When scoring marker reaches 20 victory points, choose and discard one assignment
16
Discard second assignment at 35 points
When scoring marker reaches 35 victory points, discard another assignment
17
Receive bonus obstacle rewards
When passing a bonus obstacle space, receive the corresponding bonus immediately
18
Check real obstacle requirements
When reaching a real obstacle, verify you meet the requirement to pass
19
Stop at failed obstacles
If obstacle requirement not met, scoring marker stays in front of obstacle; additional victory points are lost until requirement is met