Endeavor Phase Description, Part 1
Colonial is focused on acquiring and improving overseas territories, by playing 5 of their 6 cards/12 roles during the Endeavor phase.
At the start of each Endeavor phase, each player picks 4 of their 6 role cards(sending them to the referee), and places them in order, from first played to fourth played. Once this is accomplished, all players reveal their first card, and then the first player chooses one of the two roles listed on his card, and carries it out. Then each other player does the same. After each player has played their first action, the process repeats. Note that you can always to decline to play your action when it comes to you.
After 4 rounds of playing cards, a special “Last Change/Bonus” role occurs. Each player chooses one of his leftover two cards, and chooses one role to perform. These selections are done when it is your action, and you do not have to pre-pick the action.
Role card descriptions:
Card A:
Explorer/Ambassador
Explorer: Choose a territory, and roll a six-sided die. Add 1 to the roll if you control an adjacent resource. If you meet the listed Difficulty of the territory, the Exploration is successful. Take the Prestige marker off the territory and add it to your player board.
You then have two options:
1. Take a Merchant Fleet from your board and put it onto the territory’s resource slots, and gain control of that resource. The drawback here is that Merchant Fleets(and thus the ability to place goods into market, to be shipped to your Treasury) only come from two sources: Monopolies and Colonizing.
2. Take 1 Treasury token and place it on a resource on the territory, and gain control of that resource. Also add a Unrest token to the territory. This drawback is more severe, as Unrest can be difficult to overcome if other players decide to cause a Rebellion. See the Rebel role below.
Ambassador: Move yourself up one space on the Diplomacy track, and remove an Unrest marker from the board, if you choose. See Diplomacy, below. War cannot be declared against someone to the right of you on this track.
Card B:
Trader/Financier:
Trader: Move goods from the Market to your Treasury equal to your Economic Progress plus the Native Power of all your Colonies. If you don’t have enough of your own goods, you may ship goods for others. If they agree, they move their tokens from Market onto their board, and you move an equal amount as well. See the next post for an example of Trader/Merchant.
Financier: Add ten tokens to your Treasury. Place a 10x marker onto the Loan space. You cannot win the game while you have an outstanding Loan. Loans can be paid back at any time. The only “forced” payment is during Interest (Phase 6), see below.
They're going to send you back to mother in a cardboard box...