1
Negotiate exchanges
Freely exchange resources, ships, cards, and promises with other players (victory points cannot be traded)
2
Honor all agreements
All deals are binding, including promises for future turns
3
Make multilateral trades
Three-way or larger trades are allowed when all parties agree before execution
4
Pay penalties for broken promises
If unable to fulfill a promise, offer agreed compensation or lose 1 point per cube/ship, 2 points per card/octagon/point
5
Return borrowed cards
Cards with another species' border must return at end of turn; generic cards trade permanently
6
Run violet converters
Execute converters with violet arrows (each runs at most once per turn)
7
Upgrade cards
Either run the violet converter shown on the card, or spend a prerequisite card by placing it underneath then flipping
8
Invent technologies
Run the violet converter on a research team by spending one set of required resources, gaining points, then flipping to technology side
9
Find matching species card
After inventing, locate the matching technology in your species deck and put it into play
10
End trade phase
Phase continues until all but one player is done trading (optional 10-minute time limit)
11
Observe silence
No negotiation is allowed during Economy Phase
12
Check colony support
If you have more colonies than your Colony Support number, discard excess under the colony deck
13
Run white converters
Execute converters with white arrows (each runs at most once per turn)
14
Place inputs on converters
Put all input resources onto the converters first
15
Collect outputs
Take output resources from the common pool and place on converters
16
Return inputs
Return all input resources to the common pool
17
Handle wild resources
Unity inputs can be any mix of colors; Eni Et passes wilds through unchanged; Zeth cannot steal gray wilds
18
Consume colonies
Discard required climate-matching colonies front-side-up under the colony deck
19
Place donations
Put any donation outputs (dashed violet outline) on your donation card
20
Trade donations next turn
All donation goods must be traded away or gifted during the next Trade Phase
21
Share technologies
Announce all technologies invented this turn and place them face-down in the middle
22
Receive sharing bonus
Earn points equal to the current Sharing Bonus for each technology invented (Yengii use their special bonus)
23
Find shared technologies
All players search their species decks for newly invented technologies and put them into play
24
Keep Era IV technologies
Era IV technologies are not shared but still earn the Sharing Bonus
25
Announce ship count
Before bidding, tell other players how many ships you have
26
Divide ships secretly
Place ships into colony bid (one hand), research team bid (other hand), and saved ships (behind screen)
27
Signal readiness
Put forth closed fists when ready to bid
28
Reveal colony bids
All players simultaneously show colony bids
29
Resolve colony bids
Highest to lowest bidder either buys a colony (paying all bid ships) or passes (keeping ships)
30
Observe minimum bids
Cannot select a card if its minimum bid exceeds your bid
31
Break ties
Player with fewer cards of that type chooses first; if still tied, higher tiebreaker number wins
32
Reveal research bids
After colonies resolve, simultaneously show research team bids
33
Resolve research bids
Highest to lowest bidder either buys a research team or passes
34
Clear minimum bid cards
Remove all remaining cards with minimum bid of 1 to bottom of their decks
35
Refill tracks
Slide remaining cards left, fill empty spaces from the top of appropriate decks
36
Return borrowed cards
Players return any cards with another species' border
37
Advance Confluence stack
Flip current Confluence card upside down onto the technology splay
38
Run red converters
Zeth may run their red stealing converters to take non-wild resources from other players