Ludexv2026.11.01-65114139Brick & MortarOfficial rulebook ↗

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Teach the Game

Brick & Mortar rules and reference.

How you win

“We run competing shopping streets. We choose what the market supplies and wants, buy stock, sell it for a margin and invest those profits in points. Most points after Store values, empty spaces and debt wins.”

You need a profitable mix of Stores and enough working cash to stock them and pay utilities. Buying points changes turn order and can trigger the ending.

The boards

Numbered setup and market

  1. Market and phase order — shared crates, demand and calendar.
  2. Price limits and bidding — the five item types run left to right.
  3. Your building — open Stores in the leftmost empty slot; shelves age stock.

The setup picture’s numbered markers link from the Setup checklist.

A round

  1. Building: buy at most one Store, close any number, slide left and open the new one. In January, choose and fill a free Starting Store instead.
  2. Advertisement: secretly play 2 Market Cards as supply or demand. Draw back to 5.
  3. Supply: add the supplied crates, then buy one item type at a time. Shortages mean highest-price-first bids.
  4. Sale: reveal demand and sell one type at a time. Shortages mean lowest-price-first bids; committed surplus is discarded.
  5. Inventory: stock drops one shelf; bottom-shelf goods expire.
  6. Utilities: pay Store and building-slot costs.
  7. Investment: buy up to 10 points or sell points, then check the ending.

How the game ends

Reaching 45 points in 2–3 players or 35 in 4 players triggers the final month. Otherwise October (2–3) or September (4) is last. Always finish all phases of that month. Most final points wins; earlier turn order breaks a tie.

Ways to score

SourceHow and when
Score trackStart at 10. Buy points during Investment or earn them through Store effects. Selling points lowers this score.
Open StoresAdd their printed point values at game end.
Empty building slotsSubtract each empty slot’s printed penalty at game end.
DebtSubtract 1 point per debt point at game end; no immediate track movement.

What each resource is for

ResourceWhy / get / use
MoneyWorking capital. Get it from sales, selling points or debt; spend it on Stores, stock, utilities and point investments.
CratesStock to sell. Buy from the market or gain via abilities, hold within capacity and deliver to demand.
Market CardsShape the round’s opportunity. Play faces as supply and backs as demand, then refill your hand.
Store CardsYour economic engine. Draft a starting hand, buy from hand or auctions, and open/close to change your business.
Turn orderPriority in Store buying and simultaneous decisions; being later wins equal supply/sale price bids. Change it by passing other scores.
DebtEmergency cash: $2 per point, paid back only as a final score penalty. Never use it to buy points.

Teaching tips

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close