напиши python код, который создаст игру: 1. TURN OVERVIEW
The game is played in turns. Each turn is sub-divided into rounds. In each round, ev ery player acts simultaneously. This means 
that each player may perform any and all allowable game activitie s within that round before an yone may proceed to the next 
round. During some other rounds, where some players may wish to see what another player does before completing their play, 
play can also proceed in initiative order, though, again, all players will act within each round.  
Each turn, play progresses through the following rounds:  
- READY  
- CONFLICT  
- ACTION  
- RESOLUTION  
- DRAW  
Each game turn ends after the victory check, which is the last step in the Draw Round. A new turn then begins with the Ready 
Round until one player claims victory. Note that some rounds are further broken down into individual steps (see below). As 
with rounds, all players must complete all activities with in a step before play progresses to the next step.  
• No step in the turn sequence is voluntary. For instance, you cannot voluntarily skip the 
victory check in order to try to win a major victory by getting 10 or more power than another player. 
 
2. READY ROUND 
 
2.1 Ready Cards (Step 1): 
Any cards which are rotated (set on their side, to show that they acted during the last turn) are now made ready (set upright) 
again.  
Ready and Rotated Cards  
Most cards may only act (rotate) once per tu rn. Cards set upright are referred to as 'Ready' to act. During each turn, especial ly 
in the Action Round, cards may perform various actions that require them to rotate. Once a card is rotated, it may not take any  
action that requires it to rotate later in the same turn. Note: A ready but neutralized card is only considered ready for heali ng 
actions. It may not be used to sponsor a card or be targeted by  cards that require their target to be ready, unless they also 
specify the target can be a neutralized card. 
Sustained Actions  
A player may choose to leave a card he controls rotated, to show that it is continuing the same action. This is known as 
Sustaining an action. This is usually done with a card which may rotate to provide a bonus to another card. E.g., a player may 
rotate a Character with Leadership to incr ease the Military rating of one of his fleets. If he wishes to leave that Character i n 
charge of that fleet, he need not ready the Character, and the fleet continues to r eceive the boost to its Military rating (pos sibly 
keeping it from being discarded). For convenience, you may wish to place cards that are sustaining with the cards they modify (or vice versa). If a card which provides a bonus until the end of  the turn sustains its action, there is no "gap" during which  the 
bonus expires before being renewed (this is  occasionally relevant for de termining whether or not a card becomes neutralized). 
To determine whether an action can be sustained, there are a few guidelines. To be sustainable, an action must have no other 
cost besides rotating a card - there should be no influence cost, no marks need to be purged, etc. In addition, the action shou ld 
provide a bonus to a card's ability. However, any effect which st ates that it lasts while a card remains rotated can be sustain ed.  
• Sustaining can only be done if: There was no cost for the action to be sustained other than 
rotating the card in question. All necessary requirements for the initiator and the target are still fulfilled. The action being sustained increases an ability of a Character or fleet or the text “while rotated” is on the sustaining card. Also, there is no end of turn gap in the effect. Any ability that is being aided is continuously aided, even if the card providing the aid has the phrase "until the end of the turn" on it. 
• A sustainable effect is automatically sustained if the Character/Group cannot ready. 
 
2.2 Restore Influence  (Step 2): 
All influence that was applied last turn is restored and moved back above each player's ambassador card to show that it is once  
again available. Each player should now have as available influence his entire Influence Rating.  
 
2.3 Determine Initiative  (Step 3): 
Initiative order for the turn is now determined. Players are ranke d by Influence Rating. The player with the lowest Influence 
Rating must act first during each round, followed by the second lowest, and so on. Thus, the player with the most influence act s 
last in the turn, letting him see the initial actions of his oppon ents before making his decisions. If two players are tied in 
influence, the player with the highest Diplomacy on his ambassador wins (acts last). Further ties are resolved by comparing the  
ambassadors' Intrigue, Psi, then, if necessary, Leadership. If two players are still tied, determine initiative order between t hem 
randomly.  
  
• When determining initiative, you take into account damage to the ambassador for the 
purposes of comparing abilities. If two ambassadors are neutralized (i.e. all abilities considered to be 0) you determine initiative randomly. Amount of severe damage does not matter for this determination. You can sustain with an assistant to increase the ambassador's abilities for initiative determination, though you cannot do this to a neutralized ambassador. 
 
3. CONFLICT ROUND 
 
3.1 Declare Conflicts (Step 1): 
During this step, each player (in initiativ e order) may declare one Conflict. To d eclare a Conflict, place a Conflict card face  
down. Players with the option to declare Conflicts by other means, such as by using an Agenda, may do so now. Obviously, 
Conflicts declared in this fashion are im possible to conceal. Influence applied to in itiate an Agenda Conflict is placed on top of 
the Agenda. This makes it clear to all players that the Agenda-based Conflict has been initiated. 
• You can never target yourself with a Conflict. [Exception: Euphrates Treaty] If the 
Conflict provides a benefit to you without directing an effect at an opponent, it will not 
have you select a target. 
• If a player may initiate a Conflict of any type, they may initiate a Leadership Conflict. 
• When players are in the Conflict Round, they get one and only one chance to declare a 
Conflict. Play does not proceed as in the Action Round wherein it ends only when everyone passes in a row. 
• A Conflict, once generated, is separate from the card that generated it. 
 
3.2 Reveal and Initiate Conflicts  (Step 2): 
After all players have decided whether or not to declare a Co nflict, reveal all face-down Co nflicts. The Conflicts are now 
initiated (in the same sequence in which they were declared). To do so, any further required details (such as the target of the  
Conflict) must be declared at this time.  
• If two players select the same unique Conflict, the second copy is discarded for no effect when revealed. 
  
4. ACTION ROUND 
A player may only perform one action at a time. The player with the lowest initiative acts first. Then the player with the next  
lowest initiative becomes eligible to perform one action, and so  on, until all players have acted once. The player with the 
lowest initiative is then eligible to take  a second action and the cycle repeats as many times as necessary. A player may pass as 
his action at any time. Play continues in this fashion until a ll players have passed consecutively. A player who passes may act  
later in the Action Round, unless the round has ended. Once every player has passed in a row, the Action Round ends 
immediately. Reminder: A rotated Character may not rotate to take another action.  
• You may play cards that say "Since your last action" on effects that occurred during 
Resolution Round as your first action of the next Action Round. 
• When a card allows you to use one ability as another, this may only be done for purposes of 
participating in conflicts, attacking, or (when using an ability as Leadership) for leading a fleet. 
• While a Crusade Pile may appear similar to a "deck", it is not an actual deck for rules purposes. When you are instructed to draw cards, search your deck, shuffle your deck, etc., you do so with your normal deck of cards, not your Crusade Pile. Only a card that refers specifically to your Crusade Pile can affect it. 
• After searching or looking through your deck, always reshuffle unless otherwise instructed by a card. 
• A card that does not have an orange cost bubble in the lower right hand corner has a cost 
that is undefined  as far as other cards are concerned. Undefined  does not mean zero . It is 
impossible to apply an undefined  amount of influence or purge an undefined  number of marks. 
Cards that do not refer to cost specifically can target other cards with undefined costs.  
Performing an action consists of doing anything that requires you to play or rotate a card, or to apply influence. Note that an y 
action which requires a card to rotate, or to  be ready, requires the card to be both ready and unneutralized, unless otherwise 
specified. Actions that may be taken include: 
 
4.1 Using an effect which requires rotating:  
Many cards can provide a special effect when  they are rotated. You may rotate cards that you have in play to activate these 
effects. E.g., Vir Cotto may rotate to in crease Londo's abilities. Thus you can take an action to improve Londo's abilities by 
rotating Vir. 
 
  
4.2 Playing cards without rotating (Events, Contingencies): 
Playing an Event or Contingency card requires an action. Some Event cards are played along with  another action, as specified 
on the card. A Contingency card is played face down under another card you control (unless otherwise specified, of course). 
Events and Contingencies do not require rotating unless they specifically state so on the card. 
• You can play multiple Events of the same type on a Character in the same turn, e.g. Popular 
Support. 
 
4.3 Building Influence: 
Any faction with an Influence Rating of 9 or less may increase its Influence Rating by 1 by rotating a member of its Inner 
Circle and applying 3 influence. A new influence token is immediately added to the available influence above that faction's 
ambassador card. Factions with an Influence Rating of 10 or greater may not use this action.  (Though a one-time occurrence, 
this is a protected action, not an influence "gain".)  
• You can perform the build action more than once per turn, provided you have a ready Inner 
Circle Character and 3 unspent influence. 
• Temporary influence (e.g. A Moment of Beauty) does not change your Influence Rating. So if temporary influence causes you to have more than ten influence, you can still build.  
 
4.4 Sponsoring: 
Any Character in the Inner Circle may rotate to bring a new supporting Character, Enhancement,  Group, Location or Fleet into 
play from your hand. The new supporting card is placed in the Supporting Cards Row, ready to act on the same turn. Your 
faction must apply the required influence cost listed on the sp onsored card being brought into play or this action may not be 
performed. Exception: Enhancements might be placed in either the Inner Circle or  the Supporting Cards Row depending on 
their target. Sponsoring Cards with a Race Type. Cards with a r ace type different from the faction you control may require an 
increased influence cost to bring into play, or may not be play ed at all: * Characters with a different race name written as pa rt 
of their card type require a faction to apply double the listed influence cost to sponsor. Neutral Characters may be sponsored by 
any race at no additional influence cost. * Restricted Enhancements may only be sponsored by a Character of the listed race, 
and may only enhance a card of that same race. * Any other type of  card with a race name as part of its card type is restricted  to 
that race; i.e., only the pl ayer controlling that race may play such cards.  
• If a card states that its effects depend on whether or not another card could be sponsored 
(i.e. Consultants, Conscription, Ranger Operations, Reservations, etc) you must be able to satisfy all state and mark requirements but do not need to have a ready Inner Circle Character or the necessary influence to actually sponsor the card. 
• For cards which say things like, "increase your unrest by 1 when sponsored" or "your ambassador gains a mark of type x when sponsored." It is not the cards that are the source, but the act of sponsoring. So if a card that has an effect like this is discarded, the effect from sponsoring it doesn’t change. 
• There is no minimum cost for sponsoring cards. In other words, you may have modifiers that 
reduce the cost for sponsoring a card, which reduce it to zero. You must still rotate an 
Inner Circle Character. 
• The phrase "Supporting Character" always refers to a character in the supporting row. The phrase "character which is supporting" always refers to a character supporting a conflict. 
• You may not sponsor any restricted cards (Groups, Fleets or Locations) unless you are the race named on the card unless specifically allowed by the card or another card in play. If no race is listed, then the card is Neutral and may be played by anyone at normal cost. 
 
4.5 Promoting: 
Any Character in the Inner Circle may rotate to promote a read y supporting Character into the Inner Circle. This is done by 
moving the target Character card from the supporting card row to the row of cards to the right of the Ambassador (the Inner 
Circle row). To successfully promote a supp orting Character, a faction must apply in fluence equal to the supporting Character's  
influence cost (again, doubled if the Character is loyal to a different race) plus one additional influence for each Character that 
is already a member of your faction's Inner Circle. E.g., if yo ur faction has an ambassador and one other member in its Inner 
circle, then to promote a Character with an influence cost of three would require a total of five influence to be applied. Note  
that a discount to the cost to sponso r a Character does not apply to promoti ng the Character unless specifically stated