* Discard Phase -1 Culture OR -1 Military if 1d6 <= #Families in the same Area as a Fort set Ferocity to 0 Familly without a man * Culture (max 19) -2/Military point loss that can't be satisfied * Enemy Actions * Expand -1/Outpost moving forward -2/Outpost that can't move forward (already at 6) * Subvert -1/AP (max #Outpost) * Tribal Raid -1/empty population space per impacted Family * Diné Actions Trade at Fort -1 & set Ferocity to 0 * Battle +1 MFV / FV if vs Tribe -1 EV / MEV if vs Tribe * Raid +1 if Outpost destroyed * Planning +-1 with Military +1 if Ferocity reduced and Culture < 5 > 0 each woman can spend 1 Ap to buy 1 Trade Goods * Passage of Time > 0 to create new Families -1/empty population space per Family +1/new Elder * Victory Check +1/Woman in a Territory without Fort reduced to 9 -1/Fort may spend to buy 1 Cultural Development * Military (max 19) -2/Culture point loss that can't be satisfied * Enemy Actions * Actions * Raid, Ambush, Battle > 0 * Planning +-1 with Culture +1 if Ferocity increased and Military < 5 > 0 to conduct Tribal Warfare * Passage of Time * Victory Check +1 if Territory VP > Card VP -x if Territory VP < Card VP +1/Man in a Territory without Fort (max 7) may spend to buy 1 Cultural Development * Ferocity > 0 disband if end activation in an Area with a Fort * Enemy Actions * Peace set to 0 all Families * Slaves #AP cost if F counter * Raid +#Families on map +1 if Outpost/Fort destroyed * Diné Actions * Trade at Fort set to 0 & -1 Culture * Battle > 0 => +# (unless Ambush) +1 MFV / FV set to 0 RGD/TTD/EV/MEV * Ambush > 0 => +2# (max Area Value) * Raid +1 yellow/brown/white/black * Planning +-1 may increase Culture or Military * Caught/Escape set as desired * Enemy Morale * Enemy Actions * Raid +1/Family cought -1 if no Family cought * Diné Actions * Battle -1 MFV / FV +1 EV / MEV * Raid all +1 green/blue or +1/+2 Ferocity -2 if Fort destroyed * Victory Check +1/Outpost (max Military + #Outpost) * Enemy Ferocity * Diné Actions * Battle +2 MFV +1 FV -1 EV -2 MEV * Raid NM +1 green or +1 Morale +2 blue or +1 Morale +2 if Fort destroyed