Each Age is six turns of simultaneous drafting, and every turn has the same shape:
- Pick a card. Everyone examines their hand privately and places one card face-down in front of them.
- Reveal and resolve, all at once. Do exactly one thing with your card: build the structure (pay its cost — see below; you may never build a structure you already own); build a Wonder stage (tuck the card face-down under your board, pay the stage's cost printed on the board, and take that stage's bonus — stages go strictly left to right, each buildable once per game); or discard it for 3 coins from the bank.
- Pass the hand. Give the remaining cards to a neighbor — left in Ages I and III, right in Age II. On the sixth turn you receive two cards: play one, and the leftover is discarded with no coins for anyone.
- End of the Age: war. Compare your total shields against each neighbor separately. More shields — take that Age's Victory token (+1 in Age I, +3 in Age II, +5 in Age III). Fewer — take a −1 Defeat token. Ties award nothing.
Paying costs is where new players stumble, so three rules matter. First, resources are never spent: your city's production simply has to cover the cost, and it refreshes every turn. Second, some cards chain — if you own the building named in the corner, the new card is free. Third, resources you lack can be bought from either neighbor's brown/gray cards at 2 coins each (certain yellow cards drop it to 1); neighbors can never refuse, selling doesn't stop them using the resource themselves, and coins earned this turn can't be spent until the next one.
The card colors carve up the strategy space. Brown and gray cards produce raw and manufactured goods. Blue cards award flat victory points. Red cards add military shields. Green cards collect science symbols that score on an escalating scale. Yellow cards mint coins and cheapen trade. Purple Guilds (Age III only) score off your neighbors' cities.
One Age I turn, all at once. Ana reveals the Baths and pays its cost — 1 stone — with the stone her Wonder board produces. Beto reveals the Guard Tower (1 clay) but produces no clay, so he pays Carla 2 coins for the clay her Clay Pool makes; Carla keeps using that clay herself, since selling never blocks the owner. Carla tucks her own card face-down under her Wonder and pays the first stage's cost from her production. Diego discards a military card he'd rather nobody had and takes 3 coins. Then every hand slides one seat to the left and the next pick begins.