cards. Throughout the game, players seek to expand their principality, scoring victory points for various features. Throughout the game, both principalities are kept separate from each other. At the start of each turn, two different dice are rolled: a production die determines which regions produce resources for the players, and an event die which may cause resource bonuses or losses for one or both players, or a card to be drawn from a special deck of Event Cards. Players may then play cards from their hand, and draw cards up to their hand limit to end their turn. Cards are broadly divided into two types: action cards and improvements. Action cards do not cost anything to play, though they may have other requirements that must be satisfied before they can be played. After they are played, action cards are discarded. Most improvements cost resources to play, but have a lasting effect on the game. Resources are kept in the regions themselves, and each region may store up to three of the resource they produce; if it subsequently produces more resources, any excess are lost. Resources may be spent from any regions that contain them. Improvements are further broadly divided into Settlement Expansions and City Expansions, which require them to be placed above or below a settlement or city (an upgrade of a settlement). Both are also divided into Buildings and Units, and units are further subdivided into Heroes and Ships. All these may grant victory points, as well as strength points, skill points, progress points, and commerce points, which all provide various benefits. Cards are built in each player's principality during their turn. These cards are Buildings or Units - and they help the player win the game by giving them points and special abilities. For example, a Large Festival Hall card's only use is its two victory points, which is a tremendous boost to victory. An abbey, however, gives a progress point. Even better, cards like the Mint give you points - in this case a victory point - and a special effect. (The Mint allows you to trade Gold for any one other resource once a turn.) The game ends when one player has the requisite number of points at the end of his turn: either 7 points with the introductory game, 12 points in the Theme game, 13 points in the Duel of the Princes game or