1
Take one action
On your turn, perform exactly one action from the eight available options, then play passes clockwise
2
Continue until all pass
Players keep taking turns until everyone has passed; passing ends your round
3
Transform terrain
Change a terrain type to your home terrain by paying workers converted to spades based on your terraforming track
4
Calculate spade cost
Count steps on the terrain cycle between current and target terrain (maximum 3 spades needed)
5
Build dwelling
After terraforming to your home terrain, optionally build a dwelling by paying 1 worker and 2 coins
6
Ensure adjacency
The terrain must be directly or indirectly adjacent to one of your existing structures
7
Gain scoring tile points
Earn 2 VP per dwelling built if the current scoring tile shows a dwelling icon
8
Pay shipping cost
Spend 1 priest and 4 coins to move your shipping marker up one level
9
Gain victory points
Receive VP as shown above the new shipping level on your faction board
10
Extend indirect adjacency
Higher shipping allows building across more river spaces
11
Pay improvement cost
Spend 2 workers, 5 coins, and 1 priest to advance your terraforming marker
12
Gain victory points
Receive 6 VP for this improvement
13
Reduce spade cost
Future terraforming requires fewer workers per spade
14
Dwelling to trading house
Pay 2 workers and 6 coins (3 coins if adjacent to opponent's structure)
15
Trading house to stronghold
Pay cost shown on faction board; unlock special stronghold ability
16
Trading house to temple
Pay 2 workers and 5 coins; immediately choose one favor tile
17
Temple to sanctuary
Pay cost on faction board; choose another favor tile
18
Return upgraded building
Place the removed building back on your faction board (rightmost empty space)
19
Gain scoring tile points
Earn VP if current scoring tile matches the structure type built
20
Place priest on cult space
Put one priest from your supply onto an empty space below any cult track
21
Advance on cult track
Move your marker up by the number shown on that space (1, 2, or 3)
22
Alternative: priest to supply
Instead of cult board, place priest in your supply to advance 1 space on any cult track
23
Gain power from cult advancement
Receive 1/2/2/3 power when reaching the 3/5/7/10 spaces respectively
24
Select available power action
Choose one of the 6 power actions on the game board not already used this round
25
Pay power cost
Move the required power tokens from bowl III to bowl I
26
Cover with action token
Place an action token on the used power action
27
Bridge building action
Pay 3 power to build a bridge connecting two river spaces adjacent to your structure
28
Priest action
Pay 3 power to gain 1 priest from your supply
29
Worker action
Pay 4 power to gain 2 workers
30
Coin action
Pay 4 power to gain 7 coins
31
One spade action
Pay 4 power to gain 1 spade for immediate terraforming
32
Two spades action
Pay 6 power to gain 2 spades for immediate terraforming
33
Use special action once per round
Execute special actions from stronghold abilities, favor tiles, or bonus cards
34
Mark as used
Cover the action with an action token after use
35
Cannot choose unavailable actions
You may not select a special action you cannot execute
36
End your round
Declare you are finished taking actions this round
37
Become starting player
First player to pass takes the starting player token for next round
38
Return bonus card
Give back your current bonus card
39
Select new bonus card
Choose one of the available bonus cards (take any coins on it)
40
Score bonus card points
Some bonus cards give VP based on structures when passed
41
Turn card face down
Indicates you have passed
42
Gain power
Move tokens from bowl I to II first, then from bowl II to III
43
Spend power
Move tokens from bowl III to bowl I
44
Sacrifice power
Optionally remove tokens from bowl II to move equal tokens from II to III
45
Convert power
Exchange 5 power for 1 priest, 3 power for 1 worker, or 1 power for 1 coin
46
Trigger condition
When an opponent builds or upgrades adjacent to your structure
47
Calculate power gain
Sum the power values of your adjacent structures (dwelling=1, trading house/temple=2, stronghold/sanctuary=3)
48
Pay victory points
Lose VP equal to power gained minus one
49
Accept or decline
You must take all or nothing
50
Meet building requirement
Have at least 4 directly adjacent structures (3 if sanctuary is included)
51
Meet power value requirement
Combined power value of structures must be at least 7
52
Choose town tile
Select one available town tile for immediate VP and bonus
53
Mark the town
Place town tile under one structure of the new town
54
Gain town key
Use the key to reach space 10 on a cult track