General
Event, Lightning, and Leader Cards are all classified as Operations Cards.
The 16 event cards — including Event Cards, Lightning Cards, and Leader Cards — are collectively called 'Operations Cards.' One of these cards must be played each turn in the Operations Phase in order for a player to carry out actions (marching or sailing). No player actions may occur in a turn without the playing of a card.
Card play
Lightning Cards are played during the opponent's turn; Event and Leader Cards are played at the start of your own turn.
Lightning Cards are intended to be played during the opponent's Operations Phase turn as a reactive play. Event Cards and Leader Cards are played at the beginning of a player's own Operations Phase turn. All three types together constitute Operations Cards.
Restriction
Do not play Lightning Cards as Operations Cards except as a sacrifice to allow movement.
Lightning Cards are designed to be played reactively during an opponent's turn. If a Lightning Card is played on your own turn as an Operations Card, it functions only as a sacrifice — enabling movement but not triggering its special effect. Players should avoid doing this unless no other option exists.
Turn structure
Not playing a card is a pass; a player who passes may not march or sail that turn.
If a player does not play an Operations Card on their turn, this constitutes a pass. A passing player may not conduct any operations — no marching or sailing is permitted. Two passes by both players in a single round of turns (i.e., both players pass consecutively) ends the Operations Phase immediately.
Turn structure
Two consecutive passes (one per player in a round) ends the Operations Phase.
The Operations Phase ends when both players pass in the same round of alternating turns. A 'round' means each player has had one turn. If Player A passes and then Player B also passes, the Operations Phase is over.
Card play
A player may ignore the printed instructions on any Operations Card they play.
When playing any Operations Card (Event, Lightning, or Leader), a player is permitted to ignore the card's printed instructions entirely. The card still counts as played for the purpose of enabling operations (marching or sailing) that turn, per the Operations Phase Procedure and Movement rules.
Movement
All armies moving in a single turn must move from the same city to another city.
Armies that move in one turn must all move from the same city to another city. You cannot move armies from multiple different cities in a single turn. This applies to land movement (marching).
Movement
All fleets moving in a single turn must move from the same port to another port.
Fleets that move in one turn must all move from the same port to another port. You cannot move fleets from multiple different ports in a single turn. This applies to naval movement (sailing).