Many games have the same sort of flow, so maybe this analysis will be useful to somebody else.
Some of these "screens" might actually be dialogs that pop over the previous screen, but they are encapsulated functionality with a large UI so it still makes sense to think of them separately. Other sequenes of events are possible and the design needs to be thought through a little more.
Note: the rest of this entry has been superceded by the following entry, after making some changes in response to a helpful comment