In Rulers, players all act simultaneously during the current turn. Once all actions and events have been resolved, the GM declares the end of the turn for all players and advances the game to the next turn.
Actions in Rulers are grouped into 3 categories: Economic, Political and Military. All of the actions available to players are listed in their corresponding sections.
Actions cost Basic or Special Resources or a combination of both. If the cost of the action cannot be paid with the resources available to a Ruler during the turn, then the action cannot be taken. During the Action Phase, any action may be taken as many times as a Ruler can pay its cost.
Economic Actions typically only affect the Realm of the Ruler taking the action. Whereas Political and Military Actions typically affect other Realms and Rulers in some way.
All turns are taken simultaneously by all Rulers. When all players have communicated they have completed their actions for the turn, then GM advances play to the next phase.
Actions in Rulers occur once the cost is paid. A Ruler cannot fail to send a Messenger, there are no dice rolls to see if they succeed at building construction. The outcome of certain actions, may be decided by other players or dice rolls.
For example, a Ruler can Issue Orders to their Army to besiege a Settlement. The action of giving that order cannot fail. However, the outcome of capturing the Settlement will be determined by the rules for Warfare using the Army’s Might as the dicepool for the siege roll. Similarly, if a Ruler takes the Draft Treaty action, they cannot fail to write the treaty. However, it is up to the receiving Ruler to decide if they agree to the treaty or not.
Gamemaster Rulers, are Rulers controlled by the Gamemaster and so they may respond to messages, treaties and warfare as that Ruler might according to their personality and culture.
If a GM prefers, when another player takes an action that affects a GMR the GM may choose to roll dice to determine the success of that action. In this case, use the Influence production of the Ruler who took the action as a dicepool, to make an opposed roll against the Influence production of the receiving Ruler. A roll of 5-6 is considered a success. If the GMR rolls fewer successes than the player Ruler, then they succeed in convincing the GMR to agree with whichever course of action they had intended.