Ludexv2026.11.01-65114139Brick & MortarOfficial rulebook ↗

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Supply, Sale and Investment

Brick & Mortar rules and reference.

Item prices

ItemMinimum stocking price / maximum selling price
Food Food$1 / $6
Clothing Clothing$2 / $8
Electronics Electronics$4 / $12
Jewelry Jewelry$7 / $18
Art Art$10 / $25

Resolve both stocking and selling in this order. Complete one type for everyone before continuing to the next. Card discounts and bonuses change the amount paid or received, not the price bid used to determine priority.

Supply

Add all crates pictured on the played Supply Cards to the market, then discard those cards. Leftover market crates carry over from earlier months.

If available supply is at least everyone’s combined empty capacity for that type, or only one player can stock it, no bid is needed: buy any legal amount at the minimum price. The designer corrected the rulebook’s strict “more than” wording: exact equality is sufficient. Ignore capacity in Stores which cannot be stocked directly, such as a Warehouse.

Otherwise, eligible players secretly choose a price per crate on their right dial. The quantity dial is unused. Prices cannot be below the normal minimum. Reveal together: highest price stocks first, equal prices use reverse turn order. Each player gets one opportunity to buy as many crates as desired at that bid price, up to legal capacity and available money. You can buy zero even after bidding.

Place bought crates on appropriate top shelves. You cannot return for a second stocking opportunity after lower bidders, except where a card explicitly permits it. Remaining market crates stay for later months.

Sale

Reveal the Demand Cards. Each illustrated box takes one matching crate. If shared demand is at least everyone’s combined sellable inventory, or only one player can sell the type, sell at the maximum price without a bid. Knockoff Stores can require bidding to establish whether a rival sells, even with sufficient demand.

With competing demand, secretly choose quantity and price per crate. Quantity may be zero and is limited by shared matching demand plus your valid private Fulfillment Center demand; price ranges from $0 to the type’s maximum. Reveal together. Lowest price sells first; equal prices use reverse turn order.

You must sell the quantity you committed, moving crates from your Stores to valid demand boxes. Apply each source Store’s modifiers. If demand runs out before your committed quantity is sold, discard the shortfall as surplus. Uncommitted inventory remains in your Stores.

A $0 price is a real offer to sell for no base revenue; select quantity zero to abstain. After all types, return sold crates to the general supply, not the market, and discard the Demand Cards.

Investment

In current turn order, each player has one opportunity to buy or sell points. Reordering during this phase does not give anybody an extra opportunity or skip an unserved player.

Points bought togetherTotal cost
1$4
2$9
3$15
4$22
5$31
6$42
7$55
8$70
9$87
10$106

The usual cap is 10 points bought per Investment Phase. Selling gives $3 per point, with no limit beyond points you possess. Adjust the score and turn order immediately. You cannot use debt to buy points.

Debt

Each debt point gives $2 now and costs 1 point at final scoring. Tokens represent 1, 3 or 5 debt points; exchange denominations freely. Take any leftover dollar as cash when a purchase needs an odd amount. Debt cannot be repaid and does not move your scoring marker or change turn order when taken.

During Supply, debt can fund only one crate. After taking debt, you cannot pay to stock more crates that round. Free stocking through a Store ability remains possible. Debt can cover purchases and compulsory utilities, but cannot finance point purchases.

Rules

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