Turn structure
At the start of each round, every player refreshes their hand to 7 people cards.
At the beginning of each round, every player draws people cards from their deck until they hold exactly 7 people cards in hand. This happens before card selection.
Turn structure
Each player secretly selects one people card from their hand to determine turn order.
After refreshing hands, each player secretly selects one people card from their 7-card hand. This card will be revealed simultaneously with all other players' selections to determine the order of play for that round.
Turn structure
Turn order is determined by the revealed people card value; lowest value goes first.
All players reveal their selected people card simultaneously. The player with the lowest card value takes their turn first. If two or more players reveal cards of the same value but different terrain types, priority is resolved by terrain type in this fixed order: 1st Islands, 2nd Hills, 3rd Forests, 4th Grasslands. If two or more players reveal cards that share both the same value AND the same terrain type, those tied players roll a die — the higher roll goes first.
Turn structure
In turn order, each player places new people counters: barbarians on barbarian hexes, civilized people on civilized hexes.
After turn order is established, each player places their new people counters onto the board in turn order. Barbarian people counters must be placed on barbarian hexes. Civilized people counters must be placed on civilized hexes. The number of counters placed is determined by the scenario or card rules.
Turn structure
Each player may move, attack, civilize one hex, and/or build one altar, in any order.
On their turn, each player may perform any combination of the following actions in any order they choose: (1) Move people counters, (2) Attack an enemy stack, (3) Civilize one hex, (4) Build one altar. The limit of one civilize action and one altar build per turn applies regardless of order. Movement and attack may be repeated subject to other constraints.
Movement
A stack of people counters may move across multiple hexes, but must leave at least one counter on every hex it passes through.
A pile (stack) of people counters may move across multiple hexes in a single move action. However, at least one counter must be left behind on every hex the stack passes through — no hex may be left unoccupied as a result of the move. All movement constraints (terrain restriction, sea crossing, barbarian/civilized separation, and open terrain limit) must also be obeyed.
Restriction
People may never move into a different terrain type.
A player's people counters are bound to their terrain type. They may never move onto a hex of a different terrain type. For example, Hills people cannot move onto Forests hexes. The only exception is island people crossing sea hexes (see movement_sea_crossing). Civilization spread (see civilization_rule) is a separate action and is not subject to this restriction.
Movement
Island people can move (and attack) across exactly one intervening sea hex.
Island people counters have the special ability to move and attack across exactly one intervening sea hex. This means they may travel from one land hex, over a single sea hex, to another land hex. They may not cross two or more sea hexes in a single move.