1
Roll Phase - Roll the dice
The Active player rolls both dice to determine activation numbers
2
Determine activation numbers
Each die value individually AND the sum of both dice will activate matching Citizens
3
Use Roll-Phase Domain powers
Before announcing results, the Active player may use Domain cards that change die values (each only once per Roll Phase)
4
Announce dice results
The Active player declares the final dice values to proceed to Harvest Phase
5
Harvest Phase - Activate Citizens
All players receive Resources from Citizens matching the rolled activation numbers
6
Activate multiple copies
Each copy of an activated Citizen triggers individually
7
Handle doubles
Rolling doubles activates each matching card twice
8
Use Herald consolation
If dice values don't activate any of your Citizens, OR if doubles are rolled, activate your Herald Starter card to gain any 1 Resource
9
Resolve Thief first
Citizens that take from other players activate at the beginning of Harvest Phase before other Citizens
10
Action Phase - Take two actions
The Active player must take exactly 2 actions from the following options (same action may be taken twice):
11
Slay a Monster
Select a Monster from the top of any stack, pay Strength equal to its Strength value (Magic may augment but at least 1 Strength required), take the Monster to your Victory stack, and receive the Reward at the bottom of the card
12
Recruit a Citizen
Select a Citizen from the top of any stack, pay Gold equal to the base cost plus 1 Gold per copy of that Citizen you already own (Magic may augment but at least 1 Gold required), and add it to your tableau
13
Gain a Resource
Take 1 Strength, Gold, or Magic
14
Build a Domain
Select a Domain if your Citizens match the required Role icons, pay the Gold cost (Magic may augment but at least 1 Gold required), add it to your tableau, take any immediate Rewards, and flip the next Domain in that stack face-up
15
Place Exhausted cards
When any stack is emptied by a player's action, add an Exhausted card to that position after completing the action
16
End Phase - Check end conditions
Determine if end-game conditions are met; if not, pass dice to the player on the left