Ludexv2026.11.01-65114139Arkwright: The Card GameOfficial rulebook ↗

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Game End and Scoring

Warehouse liquidation, share purchases and final company valuation.

The game ends after decade III’s fourth round. Before scoring, sell every good remaining in warehouses at its fixed value:

GoodFinal warehouse value
Food£2 per good
Clothes£3 per good
Cutlery£4 per good
Lamps£5 per good

Use that money to buy as many shares as possible at the current share value. Then subtract one share for each bank loan and one point of share value for each Shipping token. Your final score is remaining shares multiplied by adjusted share value. Most money breaks a tie; otherwise tied players share the result.

During play, the two key score-building effects are share purchases and share-value increases. A factory that sells two or more goods to the home market in a round raises your share value by one. Among players meeting that threshold, the highest appeal raises it by one more (ties receive no bonus unless Entrepreneur changes the rule). Goods sold from warehouses still count as home-market sales; shipped goods do not. Shipping produces income, but each ship token reduces final share value. Every bank loan adds cash but costs one share at scoring.

Before the last round, compare an action’s immediate cash flow with its effect on the endgame multiplier. Building and developing may grow sales; automation can lower costs; warehouses preserve goods for later sale or shipping; and stock purchases increase the number multiplied by your share value. The endgame does not award points directly for money: money matters because it buys shares and breaks ties.

Rules

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