1
Follow five phases
Complete phases in order: Start of Turn, Trade, City Management, Movement, Research
2
Pass first player marker
At the start of each turn (except the first), pass the marker one player to the left
3
Take actions in player order
Starting with the first player and proceeding clockwise, each player completes all actions in a phase before the next player begins
4
Perform start of turn abilities
Resolve any abilities from wonder cards or culture events that activate at start of turn
5
Build new cities
If you have fewer cities than your maximum (2, or 3 with Irrigation), place a city marker where a scout stands if the square meets requirements
6
Remove the scout
Return the scout figure to your civilization sheet when founding a city
7
Move displaced figures
If friendly figures occupy the new city center, immediately move them to the nearest legal square
8
Change government
Switch to any unlocked government form; if not the turn after unlocking, must first change to Anarchy (lose capital's action that turn)
9
Collect trade dividends
Sum all trade symbols in all city outskirts and advance your trade dial by that amount (maximum 27)
10
Account for blockades
Squares containing enemy figures produce no trade for you
11
Use scout gathering
Scouts collect trade from their square and send it to a designated city
12
Negotiate with players
Trade with other players exchanging: promises, trade points, unused culture tokens, resource tokens, or culture event cards
13
Complete trades simultaneously
All players may conduct trade phase actions at the same time to save time
14
Perform one action per city
Each city takes exactly one action: produce something, devote to the arts, or harvest a resource
15
Calculate production capacity
Count production symbols in the city's 8 outskirts squares
16
Account for production blockades
Squares with enemy figures produce nothing
17
Accelerate with trade
Spend 3 trade points to gain 1 additional production for that turn
18
Produce figures
Spend 4 production for an army or 6 production for a scout; place the figure in the city's outskirts (not on water unless you have sailing technology)
19
Produce military units
Spend production equal to unit cost (5/7/9/11 for ranks 1-4, 12 for aircraft); draw randomly from appropriate deck and add to standing forces
20
Produce buildings
Spend production shown on the technology card that unlocks the building; place the token in city outskirts on appropriate terrain
21
Apply building effects
Building tokens replace all icons on their square with the building's icons
22
Respect building limits
Only one starred (limited) building per city; buildings have terrain restrictions shown on market board
23
Build city walls
Use Masonry technology to spend production and flip city marker to walled side
24
Produce wonders
Spend production cost shown on wonder card (reduced cost if you have the listed technology); place wonder token in outskirts and take wonder card
25
Replace drawn wonders
When a wonder is built, draw a new wonder card from the deck to refill the market
26
Replace existing structures
When placing a new building or wonder, you may remove one of your existing buildings or wonders from that city
27
Devote to the arts
Take 1 culture token plus 1 additional token per culture symbol in that city's outskirts
28
Account for culture blockades
Squares with enemy figures produce no culture
29
Spend culture tokens
Pay the cost shown on the culture track to advance your culture marker one space and receive the indicated reward
30
Pay combined costs
Later spaces require both culture tokens and trade points
31
Draw culture events
When landing on a culture event space, draw from the indicated deck and add to your hand
32
Gain great persons
When landing on a great person space, draw a random great person token
33
Place great persons
Put great persons in any city's outskirts; they function like buildings but return to your civilization sheet if replaced
34
Harvest resources
If a resource icon exists in city outskirts, take one matching token from the market and place on your civilization sheet
35
Respect resource limits
Cannot harvest if no tokens of that type remain in the market; only one resource per city action
36
Move figures sequentially
Move each figure one at a time, completing its movement before starting another
37
Observe travel speed
Move up to your civilization's travel speed (starts at 2, increased by technologies like Horseback Riding)
38
Move orthogonally only
Figures cannot move diagonally
39
Move groups together
Figures starting in the same square may move together as a group
40
Respect stacking limit
Never exceed your stacking limit (starts at 2) of figures in one square
41
Handle water movement
Initially figures cannot enter water; Navigation allows crossing but not stopping; Sailing/Steam Power/Flight allow stopping on water
42
Explore map tiles
Spend 1 movement point when adjacent to a face-down tile to flip it; orient the arrow away from your figure
43
Place huts and villages
After revealing a tile, draw and place face-down hut tokens on hut symbols and village tokens on village symbols
44
Investigate huts
When an army enters a hut square, stop movement and take the token; place face down on civilization sheet to use as a resource
45
Attack villages
When an army enters a village square, stop movement and fight barbarians
46
Handle enemy scouts
If your army enters a square with only enemy scouts, they are destroyed and you collect spoils
47
Initiate combat
If your army enters a square with enemy armies, battle occurs immediately
48
Move through friendly cities
Figures may pass through your city centers but cannot end movement there
49
Restrict scouts
Scouts cannot enter squares with huts, villages, or enemy figures; scouts cannot enter enemy city centers
50
Determine attacker and defender
The moving player is attacker; the stationary player (or barbarian controller) is defender
51
Draw battle hand
Shuffle your standing forces and draw cards equal to your battle hand size (base 3)
52
Increase hand size
Add 2 cards per additional friendly army in the square; add 1 for Fundamentalism government; add 3 when defending a city
53
Orient unit cards
Rotate each card so the edge matching your military tech marker rank faces up
54
Calculate combat bonuses
Total your bonuses: +2 per Barracks, +4 per Academy, +4 per Great General on map, +6 defending non-capital city, +12 defending capital, +4 defending city with walls
55
Take bonus card
Player with higher total bonus takes the battle bonus card set to the difference between bonuses
56
Play units alternately
Defender plays first, then alternate; each play either creates a new front or attacks an enemy front
57
Create fronts
Play a unit card without attacking; it remains until destroyed or battle ends
58
Attack existing fronts
Play a unit against an enemy unit; both deal damage equal to their strength simultaneously
59
Track wounds
Place wound tokens on damaged units; units destroyed when wounds equal strength
60
Apply trump effects
When a unit attacks or is attacked by the type it trumps (shown by effectiveness symbol), it deals damage first; if this destroys the enemy, no return damage is taken
61
Use aircraft
Aircraft (strength 5-7) cannot trump or be trumped
62
Use battle abilities
Activate resource abilities before or after attacking a front, never during
63
Resolve battle end
When both players play all battle hand cards, remove all wound tokens; each player totals remaining unit strength plus bonus card value
64
Determine winner
Higher total wins; defender wins ties
65
Calculate winner's losses
Winner loses 1 army figure per 2 units destroyed (never the last army)
66
Claim spoils from figures
If defeating enemy figures, choose one: up to 3 trade points, up to 3 culture tokens, or any 1 resource token
67
Destroy defeated cities
If attacker defeats a non-capital city, remove city marker to owner's sheet; return buildings to market; remove wonders and great persons from game; winner may learn one defender's technology (if legal placement exists), steal one culture event card, or steal up to 2 resources
68
Win military victory
Attacker capturing a capital wins the game immediately
69
Return surviving units
All surviving military units (winner's and loser's) return to standing forces; destroyed units go face up to bottom of their decks
70
Research simultaneously
All players perform research at the same time
71
Check trade requirements
Technology costs are: Level I = 6 trade, Level II = 11, Level III = 16, Level IV = 21, Level V = 26
72
Verify pyramid placement
Level I technologies form the base; each higher level technology must rest on two lower level technologies
73
Select technology secretly
Choose a technology card and place face down in your pyramid
74
Reveal together
All players flip their new technologies simultaneously
75
Spend all trade
Research consumes all accumulated trade regardless of cost (dial resets toward 0)
76
Retain trade with coins
Keep 1 trade point per coin you possess after researching
77
Apply technology effects
Immediately gain all benefits listed on the new technology card
78
Unlock items
Gain access to produce any building, unit type, or government shown on the card
79
Upgrade units
When gaining a unit upgrade, move or flip your military tech marker; all existing units of that type immediately upgrade
80
Upgrade buildings
When unlocking an upgraded building, flip all your existing base buildings of that type
81
Use resource abilities
Spend indicated resources during specified phases to activate technology abilities; each ability once per turn maximum