2
Decide who goes first in a random manner. Players take turns in a
clockwise fashion.
The following phases are played by each player during his turn.
I. Exchange all or a part of his Construction Card hand.
II. The Action Phase:
1. Travel in time.
2. Use Construction Cards to construct, demolish, upgrade,
populate or renovate a building.
Note: certain buildings award an
immediate Ecu bonus when they are constructed.
III. Fill Construction Card hand to 4 cards.
IV. Collect Earnings from domains (only on turns 4 and 7).
When a player finishes a game turn, the player to his left starts his
turn.
When the turn comes back to the first player, that player moves the
Turn Indicator pawn up a notch.
During his turn, a player that is dissatisfied with his hand can discard
it entirely or partially. Once all the chosen cards are discarded,
he draws new Construction Cards until he has a hand of 4 cards.
This action costs 2 Ecus.
This may only be done once per turn.
The following 2 actions (
Traveling in Time
and
Using
Construction Cards
) are optional and can be done in any order, and
several times.
1. T
RAVELING
IN
T
IME
By spending 1 Ecu
, a player can use the Time Machine to travel in
time. Each time it is used, the player moves one of his Adventurer
Pawns to one of the other two game boards.
A player can use the Time Machine as many times as he wants, with
either the same Adventurer or both.
Adventurer Pawns
Each player takes two Adventurer Pawns of the same color and places
them on their corresponding locations on the Age of Might board.
Control Cubes
Each player takes 25 Control Cubes in the same color.
Ecus
Each player starts the game with 4 Ecus, using 1 Ecu coin pieces.
They can be kept face up or down in front of each player. Place the
remaining Ecus in the 4th compartment in the game box.
There are thirty 1 Ecu coins, fifteen 5 Ecu coins, and fifteen 10 Ecu
coins.
Construction Cards
Shuffle the 55 Construction cards are and placed them in a pile face
down. The pile is made up of
18 Military Construction cards
(orange)
,
18 Religious Construction cards (fuchsia)
and
19 Civil
Construction cards (blue)
.
All players draw four cards to form their starting hands. They are kept
hidden.
G
AME
TURN
II- A
CTION
P
HASE
I- E
XCHANGING
ALL
OR
A
PART
OF
HIS
HAND
SUMMING IT UP
Each player starts with :
•
2 Adventurer Pawns
•
25 Control Cubes
•
4 Ecus
•
4 Construction Cards.
Age of Might
Age of Faith
Age of Reason
Turn Indicator
Adventurer Pawns