Turn Sequence

Letter arrival

  Each Act begins with the arrival of your letter and the situation of the Act, your province info page, and a piece of your personal story/options.  Though there may be other articles that mysteriously arrive.

Act Rules

In your packet you may learn that certain acts have certain rules or conditions affecting the current act.  Please take note of this before deciding what you are doing this round.

Market

  The market is a way to trade for the resources you may need.  It will state which resources are rare or plentiful.  Any not mentioned are considered standard.  You may trade one rare resource for one standard or three plentiful.  You may trade one standard for two plentiful.  These new resources do not arrive until the end of the act, and therefore cannot be spent in this act.
  

Upkeep

  Some buildings and special abilities will say upkeep cost to do X.  This means before your actions you make declare your using that ability of X by spending the cost.


Investment

  Investment is the number of actions you may take in a round.  You always have a minium of one.  Plus one as long as your fort strength is 1 or greater, and another as long as your peoples moral is 1 or greater.  Therefore, most often you will have three.  Choose and submit your actions wisely.


Military

  There are two parts to this phase.  First, assign unassigned units into armies.  Created in waves of up to 3 units, and armies containing no more then three waves.  Second give your armies commands.  See Combat.  

Story

  This will be unique for each player.  Refer to the instructions in your package.