Round Structure
How a Round flows
The game runs in Rounds; players take Turns clockwise from the starting player.
The game is structured into Rounds. In each Round every player takes their own Turn in clockwise order, beginning with the starting player. Once all players have finished their Turns, the Round tracker advances by one space and the next Round begins, alternating between Resource Rounds and Astrologers' Rounds.
Turn order
On their Turns players move Heroes, build, and recruit toward the victory condition.
During their Turns, players move their Heroes on the Game Map, construct new Buildings in their Town, and recruit units in an attempt to fulfill the Scenario's victory condition.
What you do
Start of every Round (except the first): flip Build, Population and Spell Book Tokens active.
At the start of every Round except the very first, flip any Build, Population and Spell Book Tokens that were used during the previous Round back to their active side. Each of these Town Tokens lets you take a Town action once per Round, so refreshing them makes those actions available to you again this Round.
Refresh Town Tokens
Also flip used Movement Point Tokens to their green active side.
Also flip any Movement Point (MP) Tokens that you spent last Round back to their active, green side. Your Hero spends MP to move across the Map during your Turn, so this refresh restores your movement allowance at the start of the new Round. As with the Town Tokens, you skip this on the first Round, since nothing has been used yet.
Refresh MP Tokens
And regain uses for your Expert Effects.
Finally, regain your uses of Expert Effects for the new Round. Expert Effects are the stronger, expert-level card effects your Hero can trigger, and the number of times you may use them each Round depends on your Main Hero's Level - higher-Level Heroes recover more uses. This refresh, like the others, is done at the start of every Round after the first.
Regain Expert Effects
Odd Rounds (except the first) are Resource Rounds - gain income.
Odd-numbered Rounds except the first are Resource Rounds, in which all players gain income from the Buildings, Settlements and Mines they control. (Fortress Expansion: players draw the next Event.)
Resource Rounds
Even Rounds are Astrologers' Rounds - draw and resolve an Astrologers card.
Even-numbered Rounds are Astrologers' Rounds: draw an Astrologers Proclaim card and resolve its effects. If the Scenario has timed Events marked on the Round Tracker that have now been reached, resolve them.
Astrologers' Rounds
After all Turns, advance the Black Cube and start a new Round until a Scenario ending is met.
After all players have played their Turn, move the Black Cube on the Round Tracker one space forward and perform the start of the Round again. Keep playing new Rounds until any of the Scenario's ending conditions have been met.
End of the Round
In Alliance games, teams alternate turns and pick who goes first/last each Round.
In the Alliance game, teams take turns alternately. At the start of your team's first turn of the Round, choose who goes first and last in that Round.
Alliance turns
optional: Round Tracker, PDF p.15