1
Complete maintenance phase
At the start of each round (except the first), move the round marker forward 1 space and apply any aging stress indicated
2
Refresh board cards
Remove all cards from the board and draw new cards:
3
Skip Job/Partner cards on Teen round
During the first round, do not draw any Job or Partner cards
4
Adjust hourglasses for stress
If your stress marker is outside the central blue zone, gain or lose 1 hourglass for the round as indicated
5
Calculate commitment stress
Count total Projects, Jobs, and Partners; gain 1 stress for each beyond 3, plus 1 additional stress for each Partner beyond the first
6
Pay upkeep costs
Check all your cards (Items, Jobs, Partners) for upkeep costs, pay required resources, and receive corresponding rewards
7
Handle unpaid upkeep
If you cannot or choose not to pay a card's upkeep, discard that card, gain 1 stress, and lose 1 STH point
8
Place hourglass to act
On your turn, take 1 hourglass token and place it on any available action space on the board or your own cards
9
Gain stress for occupied spaces
When placing an hourglass on a board space already occupied by another player's hourglass, gain 1 stress
10
Study action
Gain 3 Knowledge resources
11
Play action
Gain 3 Creativity resources
12
Interact action
Gain 3 Influence resources
13
Temp Job action
Gain 3 Coins
14
Take Project action
Choose an available Project card from the board, pay the level 1 cost, place a black cube on L1, receive the reward, and place the card in front of you
15
Spend action
Take an Items or Activities card, choose and pay for any level, receive rewards, and place the card in front of you with a black cube marking the level
16
Get a Job action
Choose a Job card from the board, pay hiring costs, receive rewards, and place the card in front of you (do not draw a replacement card)
17
Start Relationship action
Choose a Partner card from the board and place it in front of you at the Date level (L1) with a black cube, receiving that level's reward (do not draw a replacement)
18
Overtime action
Gain 2 additional hourglasses immediately and gain 2 stress (not available if stress would exceed the scale)
19
Rest action
Move your stress marker 2 spaces toward the green end, stopping at the edge of your current color zone
20
Pass when out of hourglasses
When you have no hourglasses remaining, skip your turns until all players have used their hourglasses
21
Use card actions without stress penalty
When placing hourglasses on your own cards for repeated actions in the same round, do not gain stress
22
Advance Basic Projects
Place an hourglass and black cube on the next level, pay costs, and receive rewards; advance only 1 level per action
23
Complete Basic Projects
Upon reaching L4, receive final rewards and move the card beside you (no longer uses a commitment slot); place the hourglass in the Spent Time area
24
Upgrade Items
Pay the cost for a higher level, move the black cube, and receive rewards; higher levels typically have higher upkeep costs
25
Repeat Activities
Pay the cost for a higher level than currently marked, move the black cube, and receive rewards; cannot repeat the same or lower level
26
Get a Promotion
If a Job card of the same type but one level higher is available on the board, spend 1 hourglass (to Spent Time), pay the promotion cost on your current card, receive promotion rewards, and take the higher-level Job card; discard old Job without penalty
27
Retire from Level 3 Job
Spend 1 hourglass, pay retirement costs, and receive retirement rewards; move the Job card beside you with a black cube on Retirement (no longer uses a commitment slot but provides ongoing retirement income)
28
Develop Relationships
Meet the Partner's requirements for the next level, spend 1 hourglass, move the black cube up, and receive rewards; can only advance one level at a time
29
Use STH to reduce costs
When advancing any Project type, reduce the cost by 1 resource of your choice for each positive STH point (does not reduce your STH)
30
Pay extra with negative STH
If your STH is negative, pay 1 additional resource per negative point when advancing Projects
31
Refresh board cards with STH
On your turn before taking an action, lose 1 STH to discard all cards of one type (Projects, Items/Activities, Jobs, or Partners) and draw new ones; may be done multiple times per round but not after taking your action
32
Discard cards voluntarily
At any point during your turn, discard any card (Project, Item, Job, Partner) by losing 1 STH and gaining 1 stress
33
Move right for stress
When gaining stress, move your marker right toward the red zone
34
Lose hourglasses in stressed zones
If your marker enters a different color zone, receive fewer hourglasses next Maintenance phase as shown on the scale
35
Relax effect
When a card provides Relax, move stress 1 space left (staying within current color zone)
36
Good Health effect
When a card provides Good Health, move stress marker to the same position in the next healthier color zone, potentially gaining an extra hourglass next round
37
Collect Group Project bonuses
Receive additional rewards based on how many roles were filled on Group Projects
38
Discard temporary cards
Remove Single Round Projects and Group Projects from play
39
Retrieve hourglasses
Collect all hourglasses from the board and your cards; return any Overtime hourglasses
40
Determine next first player
The player with the highest STH receives the first player token; ties go to the player leading in LTH
41
Reset STH markers
Return all STH markers to the center position; stress markers remain where they are
42
Remove unavailable tokens
After the first round, remove all 3 "not available" tokens; all actions are now accessible
43
Block Overtime after Adult rounds
After the last Adult round, place the "not available" token on Overtime
44
Apply aging stress
Starting from round 6, at the beginning of each round, all players gain stress as indicated on the round track
45
Elimination by stress
If at any point a player's stress would move beyond the scale, that player is eliminated and takes no further turns
46
Final round survival
The last aging round typically causes enough stress to eliminate most players; surviving players die of old age at game end