Opening Interval (Simultaneous) Disengage Phase (Disengage engaged cards - optional) Deferment Phase (Assign 1 deferment token to subdued cards) Initiative Phase (Determine initiative rankings) Initiative declaration tactics may be played. Initiative declaration tactics without Duration Effects are resolved. Initiative Decleration Tactics with Duration Effects are resolved. Initiative Rankings are assigned. Highest Initiative goes first. If two or more players have equal initiative, a card is drawn from each of the player's house decks and discarded. The Player who discards the card with the highest deployment cost wins the ranking. 'X' deployment costs equals 10. House Intervals (Each Player by Initiative) General Operations (any number of times, any order) Deploy House card (from hand) Petition Assembly card You may play Petition Tactics during your option, before declaring anything. You may not petition an assembly card that is already in play. You may continue to petition your whole assembly until they are all deployed or until you lose a petition. You may not bid an amount in solaris that you do not have. The petition ends once all players pass in succession. Petition tactics are resolved. Petition tactics with duration are resolved. If petitioner wins the petition: Player pays full cost of the deployment to the Imperial Treasury. If Assembly card has same allegiance as player's sponsor, he may substitute favor. instead of solaris or a combination of both to assist paying for the card's deployment. Petitioned card comes into play engaged. If any other player besides the petitioner wins the petition: Petitioner returns card to face down position. Petitioner may not petition any more cards during this House Interval. Player pays the full cost of deployment minus the original deployment cost of the card to Imperial Treasury. If victor is unable to pay the final deployment cost, favor is used to pay the rest of the amount that couldn't be paid. Deploy Subdued card (except Events) You may not deploy a card that has no deferment tokens. You may pay the difference in solaris between its deployment cost and the number of deferment tokens on the card to deploy the card. You must deploy a card if the number of deferment tokens on it is equal to the deployment cost of the card, as long as it doesn't contradict any card or game rule. Place Subdued Event Engage deployed card (to perform card operation) Deploy a Program You must engage your homeworld to deploy a Program. Request Admission to the High Council You must have 10 solaris and 10 spice. You must also engage an ally with your sponsor's alleigance or your homeworld. Restricted Operations (limited number of times, any order) Deploy Event You must govern a homeworld to deploy an Imperium Event. You must govern a Dune fief to deploy a Dune Event. You may only deploy 1 Dune Event and 1 Imperium Event per House Interval. Initiate Rite (up to 1 CHOAM & 1 Landsraad per rival) Initiations Interval Attacker Declaration All players may play non-rite tactics. Rite Tactics may only be played by either of the two players involved in the rite. Attacker Engagement Tactics may now only be played by the two players involved in the rite. Defender Declaration Defender Engagement Assessment Interval Force Calculation Force Distribution Resolution Interval Discard all tactics. Discard duration effect tactics after rite. CHOAM Exchange (Buy or Sell) Buy Spice (Transfer up to 3 spice from Guild hoard) Sell Spice (Transfer up to 3 spice to Guild hoard) You may only execute one CHOAM Exchange during your House Interval (buy or sell). For each individual spice purchased, the CROE will be updated to reflect the new price. Buy Favor (Buy up to 5 favor) You may only conduct one Buy Favor operation during your House Interval. Request Admission to High Council Turn Renegade (Scoring Play Only) Closing Interval (Simultaneous) Assembly Administration Phase Imperial Discard (Discard from Assembly) You may discard as many Assembly cards as you like. You must discard Assembly cards until you have no more than 3, unless a card in play permits more than 3. Imperial Draw (Draw into Assembly) Drawing Assembly cards is optional. You do not have to draw any into the Assembly. House Administration Phase House Discard (Discard from hand) You may discard any number of cards from your hand. You must discard the cards in your hand until you have no more than 7, unless a card in play permits more than 7. All cards with Duration Effects that have been resolved are discarded. Remove one deferment token from Nexus events. If there are no more tokens, discard the event. House Draw (Draw into hand) If your favor is 1 or more, draw cards from your deck up to your hand limit. If your favor is less than or equal to 0, you may not draw cards. If you do not have the maximum number of cards in your hand that you are allowed, you are eliminated from the game. All tokens and cards you own will be removed from play. All cards that you goverened but did not own will return to owner's discard pile. -- the sherlock James Becktel http://www.geocities.com/sherlockazulu