Game End and Scoring
Call Total Control, finish the last round and count Supremacy Points.
Trigger the final round
A player may call “Total Control” when one of these conditions is met:
- at least one Gold Target has been claimed;
- all Bronze and Silver Targets are gone and a full round passes without anyone being able to claim a Gold Target; or
- one player has at least 24
Supremacy Points among their held Target and Incentive cards.
After the call, each player gets one final turn in turn order. If a player calls before their own turn, they take that turn as their final one; if they call after their turn, the next full cycle includes everyone, including the caller. Do not use Action cards after the final round is triggered. The designer gives a worked turn-order example in the Rules forum.
Supremacy Points
Add the
Supremacy Points shown on retained Target and Incentive cards, then add the applicable endgame categories:
| Source | First-print score |
|---|---|
| Most | 4 points; tied leaders score none. |
| Most resource value | 4 points; tied leaders score none. |
| The region’s printed ribbon bonus, if you lead its control value. | |
| Each | 4 points. |
| Each regular Asset | 4 points; count |
| Each upgraded Asset | 8 points; count upgraded |
For
Regional Supremacy, count Mines and ordinary Assets as 1 each, upgraded Assets as 1.5, and Infrastructure as 0.5. A tie in a region earns no regional points. In a tie for total points, the player present in the most regions wins; if still tied, the player with the most money wins.
Optional end conditions
Before setup, the group may agree to a custom ending, such as ending after a fixed time or playing one final round unanimously. The first-print rulebook presents these as optional house agreements, not default triggers.