Version 2, last updated by Ernest Pazera at November 20, 2010 04:27 UTC

  1. Remove all units from buildings
  2. Remove destroyed buildings
  3. Break ground on a new building
  4. Perform activities
  5. Eliminate surplus commodities
  6. Check for depletion
  7. Resolve attack(s)
  8. Eliminate surplus units

Remove Units From Buildings

On the first turn, no units will have been placed on buildings, and so this phase can be skipped.  On all subsequent turns, units will be on the building in which they worked last turn, and at the start of the turn must be removed in order to begin your turn.

Remove Destroyed Buildings

A player must remove all buildings with five damage or depletion tokens  on them.

Break Ground on New Building

Each turn, the player may break ground on a new building. He is not required to do so, however. He does this by putting a new building card into his play area, and placing five damage tokens on the card. If no damage tokens are removed from this building this turn, it will be removed at the beginning of his next turn during the Remove Destroyed Buildings phase.

Perform Activities

Each unit may perform one action in a building. After a school has been built, a tool may be used to double the productivity of the unit.

Activities are of two general sorts: Building/Repairing and Producing Commodities

In Building/Repairing, a worker spends his action building/repairing the structure, and removed one damage token (two if using a tool). Most buildings also require lumber in order to build/repair, 1 lumber for each damage token removed. Depletion tokens cannot be removed.

In Producing Commodities, there are two types of commodity: Raw Materials, and Finished Goods. Raw materials don't cost any other type of commodity, just actions (and optionally tools with a school built to double production)

A building may only allow a limited number of activities. An fully undepleted building allows for 5 units to work on it a turn. Each point of depletion reduces this by one. A damaged building cannot produce commodities, and must be fully repaired first.

Two other activities that can be performed are setting a unit to attack an enemy, which is done at an undamaged Academy, and buying a new unit, which costs 5 Grain.

Eliminate Surplus Commodities

After all activities have been performed, the player must remove commodities he cannot store. He can store 10 Grain per Granary, and 10 other commodities per Warehouse.  For each damage token in the storage structure, the number of commodities stored is reduced by 2.

Check for Depletion

For each raw material building that produced commodities this turn, roll one six sided die. If a 1 shows up, that building gets a depletion token.

Resolve Attack(s)

Any units set onto Academies this turn attack another player or players. Each unit may only attack a single player, and the division of how many units will attack which player must be made prior to resolving any attack. A player cannot attack another player twice in a single turn. However, the attacks may occur in whatever order the attacking player wishes.

When resolving an attack, the attacking player decides how many swords he wishes to use for the current attack. Normally, an attacking unit will score a successful hit on a roll of 4,5, or 6 on a six sided die. A sword improves his chances such that he only misses on a 1 or a 2. The attacking player may only allocate one sword per attacking unit. Swords are eliminated from play once used.

Prior to rolling the attack, the defended decides how many of his units will defend, if any.  Further, he decides how many shields to shields to use in defense. Normally, a defending unit successfully defends on a roll of 5 or 6. A shield improves this to also include 4s. Shields are eliminated from play once used.

Next, the attack is rolled, first for sword bearing attacking units, then for non-sword bearing attacking units. The total is tallied. This is the attack total.

Next, the defense is rolled, first for shield bearing defending units, then for non-shield bearing defending units. The total is tallied. This is the defense total.

If the attack and defend totals are equal, then the fight is a tie, and no damage is done to either side.

If the attack total is higher, then the attack is successful, and the difference between the attack and defense totals is calculated. For each point of excess, one defender is eliminated. If all defenders are eliminated, and there is still an excess, then the attacker decides whether to loot or raze. If he chooses loot, then he gets to choose one commodity at random from the defending player's commodities. If he chooses raze, then the defending player must apply a damage token for each additional point of excess.  The defending player may apply it to any building he wishes.

If the defend total is higher, then the attack was routed, and the difference between the attack and defense totals is calculated. For each point of excess, one attacker is eliminated. If all attackers are eliminated and there is additional excess, nothing else happens. Defenders cannot loot or raze.

Eliminate Surplus Units

A House must exists for every 5 units. If a House is damaged, this is reduced by 1 per damage token for that house. Units in excess of the housing capacity are eliminated.