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CardName: Action Phase Cost: Type: Pow/Tgh: / Rules Text: See comments. Flavour Text: Set/Rarity: History CCG None

Action Phase
 
 
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Created on 17 May 2014 by amuseum

History:

2014-05-17 20:01:46: amuseum created and commented on the card Action Phase

ACTION PHASE

After all players are done with the maintenance phase, they move to the action phase. Starting with the player who won the initiative and going clockwise, that player may perform one of the following actions. Keep going around the table until no one wants to or cannot perform any actions, then the action phase ends.

  • 1) Explore. To explore, exhaust a fresh unit and pull cards equal to that unit's move value. You may deploy one of the pulled cards if it is a city, terrain, resource mod, or discovery event. City card is placed on the map. Terrain is placed adjacent to a city you control. A resource mod is attached to a terrain you control. A discovery event is deployed, resolves, and then is discarded.
  • 2) Attack. Start a battle using units. Read the section about combat later in the rules book.
  • 3) Deploy a city card. A city card is placed from your council onto the map. Then you may pull 3 cards and put a terrain card from among the pulled cards or from your hand and place it adjacent to the new city. Put a population counter on that city. Then you may have it produce a unit or creation.
  • 4) Deploy an event, mod, terrain or policy card. An event resolves and then is discarded. A mod is attached to an appropriate card on the map. A terrain is placed adjacent to a city that has less than 4 terrains. A policy is put on the map.
  • 5) Research. You may research if you have no current research.
  • 6) Produce. You may have a city you control produce.
  • 7) Heal. Exhaust a unit and remove all damage counters from it.
  • 8) Move. Exhaust a unit and move it to another city. You would do this if you want the unit to be able to defend that city regardless of whether it was fresh or exhausted.
  • 9) Ability. Use an ability of a card you control. Some abilities require that the card become exhausted as part of the cost. If so, the card must be fresh before that ability can be used.
  • 10) Culture clash. Start a battle of culture. Read the section about cultural conflict later in the rules book.

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