1
Floodgate adjustment (optional)
Choose to leave Floodgate marker in current position, close it (move down any number of steps for free, no Victory Points), or open it (move up any number of steps paying 1 Guilder for first step gaining 1 Victory Point, and 2 Guilder for second step gaining 3 Victory Points; cannot move in both directions same turn)
2
Water level adjustment
If current speed is 1, Water Level does not increase; if speed is 2, increase Water Level by 1; if speed is 3, increase Water Level by 2 (Water Level marker can never move beyond rightmost position; if at maximum at start of turn, must decrease water speed to 1)
3
Rotate action wheels
Move both Action Wheels together clockwise a number of steps equal to current water speed (can spend Tools to increase or decrease steps by one per Tool, but must move at least one step and no more than four)
4
Advance on calendar (when wheel completes rotation)
Whenever red spoke on Large Wheel aligns with or crosses red arrow, move marker one step right on Calendar track, receive common reward and select one available unique reward (mark as taken with "X" tile)
5
Perform one or both actions
Select one of two actions above interlocking cogs; if one action has double-action icon, may perform both actions in any order (if unable to perform any action, gain 2 Guilder instead)
6
Lower the Water Level
Gain rewards based on Water Level marker position and action strength (highest section: 2 Guilder or 2 Victory Points per strength; middle section: 1 Guilder or 1 Victory Point per strength; lowest section: 1 Guilder per strength), then move Water Level marker left by action's strength
7
Enhance the Wheels
Take Common Enhancement for free, pay 1 Guilder for Uncommon, or pay 2 Guilder for Unique; place Enhancement on any action space on either Wheel (may replace previously installed Enhancement); immediately refill empty space on main board (may spend 1 Guilder once before selecting to discard all Enhancements on display and replace with four new ones)
8
Gain a Farm Enhancement
May spend 1 Guilder once to discard all three cards and refill offer, then select up to one card to add as Helper (top slot, gain ability and Victory Points from space) or Contract (bottom slot, scores at game end); may replace existing card in full slots (no Victory Points bonus); immediately refill offer after action
9
Build a Windmill
Take Windmill from any group on Farm board, spend 0-4 Guilder based on cost, place on unoccupied space on main board connected to Market via uninterrupted path of Windmills; trace shortest path to Market (each other player's Windmill on path gives that player 1 Victory Point); receive all rewards from Fields adjacent to newly placed Windmill
10
Visit the Market
Pay red number cost in Guilder, move marker white number of spaces clockwise on Market, choose one reward from area next to marker and gain it (for each other marker in same area, may gain same reward again); may pay 1 Guilder once before moving to move neutral marker to different area your marker will move to; can pay 1 Guilder to another player to place marker on top of theirs
11
Plant Tulip Bulbs
Plant number of Tulip Bulbs indicated by multiplier (or one if no multiplier); for each bulb: select any Tulip Bulb from Storage, plant in leftmost available Tulip Patch of any row on Farm board, receive any covered printed reward immediately; slide remaining Storage bulbs left to close gaps
12
Conduct Foreign Trade
Either place Tulip Bulb onto Foreign Trade card (must be color not already present, receive rewards on two adjacent quarters, if four bulbs present return to supply and place card at bottom of stack) OR remove all Tulip Bulbs from card (place as many as desired into Storage, return rest to supply)
13
Fulfill Queen's Wish (during turn)
If you fulfill Queen's Wish card at any time during turn, immediately receive highest available Victory Points and cover value with your marker