Turn structure
During the Purchase Phase, players spend 5 SP to buy each new Diplomat, Agent, or Military Presence unit and place it in their Deploy Box.
During the Purchase Phase, a player may spend 5 SP per unit to purchase any number of Diplomats, Agents, or Military Presence counters. All newly purchased units are placed in the player's Deploy Box and are available for movement in the Move Phase of the same turn.
Turn structure
A Diplomat already in the Deploy Box costs 0 SP to retain/place.
If a Diplomat is already sitting in a player's Deploy Box at the start of the Purchase Phase, it costs 0 SP (i.e., no additional purchase cost is needed to keep it available for deployment).
Turn structure
Military Presence on the map without supporting control costs 5 SP during the Purchase Phase.
If a player's Military Presence counter is on the map but is not supported by a friendly Faction, Alliance, Political Control, or Military Control in that region, it costs 5 SP during the Purchase Phase to maintain. If supported by any of those markers, the maintenance cost does not apply.
Movement
Diplomats and Agents move for free (0 SP) but may never move to their own home country.
During the Move Phase, Diplomats and Agents may move to any eligible region at no SP cost (0 SP). However, neither Diplomats nor Agents may ever enter their controlling player's own home country region.
Movement
Military Presence costs 5 SP to move and may only enter sea zones or regions with a friendly Faction, Alliance, Political Control, or Military Control.
During the Move Phase, moving a Military Presence counter costs 5 SP. Military Presence may only move to (a) a sea zone, or (b) a region in which the player already has a Faction, Alliance, Political Control, or Military Control marker. Military Presence cannot move to a region where the player has no such supporting presence.
Movement
Opposing Military or Political Control can restrict the movement of Diplomats and Military Presence into a region.
If an opposing player holds Military Control or Political Control in a region, they may deny entry to a moving player's Diplomat or Military Presence. This restriction is evaluated at the time of movement during the Move Phase.
Movement
Players may voluntarily degrade their own markers during the Move Phase.
During the Move Phase (not the Action Phase), a player may choose to voluntarily degrade (reduce in tier) any of their own markers on the map. This can be used strategically to reposition influence.
Turn structure
During the Action Phase, players establish control markers, play Action cards, and exercise control-based privileges, with a maximum of one Column A and one Column B action per region.
During the Action Phase, a player may: establish Factions, Alliances, and Factories; establish Economic, Military, and Political Control; and play Action cards. The key restriction is that a player may take a maximum of one Column A action and one Column B action per region per turn. Additionally, where a player holds Military or Political Control, they may expel Diplomats, degrade opposing markers, and expropriate opposing Factories and Economic Control.