Sequence of Play

No. Phase Section
1 Card Draw Phase
Add new personages 8.1
Add fortresses and Jesuits 8.2
Add new cards to deck 6.2
Shuffle deck and deal cards 6.2
Return discarded treasures to pool; deal new treasures; check for New World riches 6.3
2 Diplomacy Phase
Negotiation Segment 9.1
Hold negotiations and announce deals
Ransom Segment 9.3
Pay ransom (1 card draw) to regain captured army leader
War Segment 9.4
Pay to declare new wars
3 Spring Deployment Phase 10
Each power places arriving leaders, chooses a Home card, and moves one formation of land units from one capital to a friendly space

Additional spring moves for specific powers:

Spain places treasure fleet escorts
England allocates sea captains to Europe
Holy Roman records religious preference (Turn 1)
4 Action Phase 11
Powers take impulses in the following order until all powers pass consecutively:
Ottoman, Spain, England, France, Holy Roman, Protestant

A Military or Religious victory may end the game

5 Winter Phase
Spread Morisco unrest 20.1
Discard unused treasures 20.2
Remove loaned naval unit markers 20.3
Leaders and units return to fortified spaces, possibly suffering attrition
End Major Power alliances 20.5
Add 1 regular to each controlled capital (HRE may instead choose 4 Mercs for Hire or 2 mercs in capital) 20.6
Remove piracy markers; return Spanish/Portuguese treasures 20.7
Espionage reset 20.8
Diplomacy reset 20.9
Check for Catholic League formation (skip when 5 or fewer French home spaces are under Huguenot control) 20.10
6 Marriage Resolution Phase 20
Resolve marriages 21.1
Award Virgin Queen VP 21.2
Age royals 21.3
7 Patronage Phase 20
Evaluate artists 22.1
Evaluate scientists 22.2
8 Victory Determination Phase 25.3
Grant VP awards for control of Paris and Central Europe.
Check for winner. If none, advance turn marker and start a new turn.