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PAX ROMANA

DETAILED TURN ORDER

A. Income Phase: from Provinces, Territories and Cities (6.1)


B. Maintenance Phase
1. Pay for fleets and armies (6.4)
2. Lose Stability, HI or LG > CVP (14.2)
C. Removal Phase
1. Leaders (8.1)
2. Mercenary Infantry (12.27)
3. SoF leader and forces (12.4)
4. Barbarian Leaders and forces (13.3)
5. Convert Merc. cavalry to regulars (12.27)
D. Leader Selection (8.2)
1. One to capital
2. One to space with combat units
E. Manpower Phase [secretly] (6.2-6.3)
1. Raise land units
2. Build galley squadrons
3. Create garrisons
4. Purchase OO markers
5. Rebuild depleted LG and HI (or lose)
F. Activation Phase
1. Events Segment (Standard Game; 16.1)
2. Payment Segment – 1T for AM (3.44)
3. Card Segment (Advanced Game Only; 17.1)
4. Operations Segment (1 of the following)
1. Expansion (Major Moves and Minor Moves
1. Military: Move and or attack as per 10.2-10.9
2. Construction: Build Towns and/or Cities as per 7.1 as Minor Move
2. Recruitment: Land Units OR galley squadrons (as E above)
3. Call a Meeting (Standard Game Only; 4.1;Advance Game Alliances, see
4.2)
5. New Activation Marker Segment (draw if Ams left; otherwise move to G
G. Attrition and Isolation Phase
1. Land Forces: Attrition (9.43) to Land forces that are isolated (9.41)
2. Fleets: Attrition to fleets not in port (9.44)
H. Victory Phase
1. Tabulate VPs (15.0) and Adjust Stability (14.0)
2. Check Automatic Victory (scenario rules)
3. All cards to Event Deck (except: “use once and remove” and “in hand”)
I. Play Order Determination Phase: For first round of activations on next turn

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