Sequence of Play

No. Phase Section
1 Luther's 95 Theses Phase (Turn 1 only) 18.1
The Protestant plays the Luther's 95 Theses Mandatory Event
2 Card Draw Phase
Add debaters, reformers, leaders 8.2
Add new cards to the deck and shuffle
Roll for New World riches 20.4
Deal cards 6.2
3 Diplomacy Phase (Limited on Turn 1)
Negotiation Segment 9.1
Hold negotiations and announce deals
Peace Segment (Not on final turn) 9.3
Powers at war may sue for peace
Ransom Segment 9.4
Pay ransom (1 card draw) to regain a captured army leader
Excommunication Segment 9.5
Give up a card draw to remove Excommunication on a ruler
War Segment 9.6
Pay to declare new wars
4 Diet of Worms Phase (Turn 1 only) 18.1
Hapsburgs, Papacy, and Protestants each play 1 card and resolve the Diet of Worms
5 Spring Deployment Phase 10
Powers move one formation of land units from capital to a controlled space
6 Action Phase 11
Powers take impulses in the following order until all powers pass consecutively:
Ottoman, Hapsburgs, England, France, Papacy, Protestant
A Military or Religious victory may end the game
7 Winter Phase 19
Remove loaned naval squadron markers and Renegade leader
Return naval units to closest port
Leaders and land units return to fortified spaces (may take attrition)
Remove major power alliance markers
Add 1 regular to each friendly-controlled capital
Remove piracy markers
Flip debaters to their uncommitted side
Resolve specific Mandatory Events required this turn if not already played
8 New World Phase 20
Resolve Voyages of Exploration
Resolve Voyages of Conquest
9 Victory Determination Phase 23
Check for winner. If none, advance turn marker and start a new turn.