1 · Roll
Roll one die per completed city (three to seven dice), up to three times total. Keep any dice and select others to reroll. Previously kept dice can be selected again. Skulls are locked. You may stop early.
Leadership allows one extra reroll of a single die after normal rolling; this die may be a skull. You may skip it.
2 · Choose
For each food/worker die, choose two food or two workers. Agriculture adds one food per food die; Masonry adds one worker per worker die.
3 · Collect and feed
Each goods symbol gives one good. Distribute them in order: wood, stone, pottery, cloth, spearheads, then repeat from wood. Start with wood every turn. Track limits are 8, 7, 6, 5 and 4; excess is lost. Quarrying adds one stone if you produced any stone this turn.
Add food, capped at 15, then spend one food per city. Lose one point for every unfed city. Resolve skull disasters after collecting and feeding.
4 · Build
Spend workers on cities and monuments. You may split workers among several projects, and partial construction remains for future turns. The four extra cities require 3, 4, 5 and 6 workers; a completed city supplies an extra die starting next turn. Engineering can exchange each stone for three workers. Unused workers expire.
5 · Develop
Buy at most one new development. Pay with coins from dice, complete goods tracks of your choice, and food if you already own Granaries. A goods track containing n goods of type k is worth k × n × (n+1) / 2 coins (wood k=1 through spearheads k=5). You cannot spend only part of a track. No change is returned. Unspent dice coins expire; goods and food remain.
A newly bought development is available from now on, not retroactively: Caravans already protects this turn’s goods, but buying Granaries does not finance its own purchase.
6 · Store and confirm
Discard individual goods until six remain, unless you own Caravans. Confirm using the standard framework button. Ordinary decisions can be undone before confirmation; revealing a new roll commits preceding actions.