1
Phase I - Draw Neutral Region markers
In 2nd and 3rd Wars only, draw and place new random Neutral Region markers from the Draw Bag based on player count
2
Phase II - Determine Grand Alliances
Create two Grand Alliances through a series of auctions dividing players into red and blue alliances
3
Conduct auction bidding
The player with the Auction Gavel passes it left, then proposes two unallied Major Powers by placing markers in red and blue Proposal circles
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Phase III - Player Actions
Play 6 rounds with 2-4 players or 5 rounds with 5-7 players
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Take two actions per turn
Perform either 2 Regular actions or 1 Regular and 1 Special action in any order, plus any number of Free actions
6
Build 1 Military Unit
Place 1 Army, Navy, or Fort in your home country at the cost of 1 Population
7
Move 2 Military Units
Independently move 2 different Army and/or Navy units as separate events
8
Perform Distant Sea Move check
Roll the custom die when crossing distant sea borders
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Perform 1 Attack
Pay 2 Gold and designate the region and Control marker being attacked
10
Resolve Naval Combat
Determine base strength for both sides
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Resolve Land Combat
Determine base strength after Naval Combat
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Apply combat losses
The losing side loses 1 unit and gains 1 Unrest counter
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Pass
Choose to pass; if you pass both actions or pass 1 action without attacking, return 1 point of unrest
14
Colonize
Convert a Colonize Neutral Region marker to your Control marker by spending 1 Population; no presence required
15
Gold Coast Commerce
Convert a Gold Coast Commerce Neutral Region marker to your Control marker if you have a Navy in Africa; no Population cost
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Establish Local Alliance
Place a Local Alliance marker in a region with an unestablished alliance; pay 1 Gold for Ottoman, Portugal, Gaucho, or Denmark alliances
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Claim 1 Tile
Take one Free Action, Improvement, Military Tactics, or Immediate Action tile by paying its cost
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Use Taxation
Take 1 Unrest counter and gain 2 Gold (or 3 Gold with Banking tile) whenever you must pay an expense and lack sufficient gold
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Use Free Action tiles
Each tile may be used once per War then flipped
20
Use Trade tiles
Gain 1 Gold per Control marker in the specified region
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Calculate income
Gain Gold equal to your Population level plus 1 Gold per Control marker on the map
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Pay maintenance
Pay 1 Gold per military unit on the map; use Taxation if needed
23
Increase population
Raise your Population level by 5 (maximum 9)
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Score Victory Points
Players with most Control markers in each region score highest VP value; second most scores second value; third most scores third value if available
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Handle ties
All tied players receive full value for their position
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Return Alliance markers
Return all Local Alliance markers to owners
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Reset Grand Alliance markers
Move markers to the side for new proposals
28
Restore tiles
Flip all used Free Action tiles back to ready side
29
Advance War marker
Proceed to Phase I for 2nd and 3rd Wars