You always begin your turn by discarding the top card of the hourglass faceup into the hourglass discards. The top card of this pile is the hour. If it lists an effect that happens when it is the hour, that effect happens now. (Other powers listed on the hour do not happen at this time, and you do not attempt to acquire the hour.) If you have to remove one or more cards from the hourglass for any reason and there aren’t enough cards to do so, the party loses the scenario (see the Ending a Scenario, Adventure, or Adventure Path section for more details). After advancing the hour, apply any other effects that happen at the start of a turn.