The central means of action during a player's turn is the mission.
Through these you may discard and even steal an opponent's cards, assassinate their played allies and acquired senators, and acquire senators yourself.
During a recent play test, it became clear that unlimited missions during a turn creates a strategic imbalance. To fix this, now only a number of each mission can be attempted per turn equal to the number of players minus one. So, in a two player game, one of each mission can occur. In a four player game, three of each, and so on.
This sill allows for a variety of choices during a player's turn while reducing the opportunity for abuse.