Trading Phase
During the Trading Phase, each player in Turn Order (as determined by the placement of the control markers on the Turn Order Chart) decides whether to discard cards from his hand in order to draw new ones from his Influence deck. Because each player only influences one region at the start of the game, each Ideology only possesses a Trading Influence of 1. This allows each player to discard 1 card from his hand for a new one from his deck.
The Imperialist player decides to pass during this phase, so the Capitalist player takes a look at the cards in his hand. |
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Since Capitalism does not have a Military focus at the start of the game, the Capitalist player decides to discard one of his Military Influence cards.
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The Capitalist player is fortunate enough to draw a Cultural Influence card to replace his discarded card, giving him one of each Influence type. |
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The other players decide to pass during the Trading Phase. Note that during the Trading and Development Phases, each player must perform all his actions for that phase before the next player in the Turn Order proceeds.
Back to Set-Up & Resource Phase
© 2003 Z-Man Games, Inc. All rights reserved.
Game Design © 2003 Andrew J. Parks
Illustrations © 2003 C. James Parks