Ludexv2026.11.01-65114139ContainerOfficial rulebook ↗

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Actions and Auctions

The three steps of a turn, the seven actions, Anchor actions and the delivery auction.

Your turn

Play goes clockwise from the first player. Each turn has three steps (rulebook p. 6):

  1. Pay Bank loan card loan interest — $1 to the Off-Shore Bank per outstanding Bank loan card loan, before anything else (Paying interest).
  2. Win your Bank auction — if you hold the highest bid in an active Bank auction, you win it now (Winning a Bank auction).
  3. Take two actions from the list below.

You may take two different actions or the same one twice — except the actions marked at most once per turn, which you may take only once per turn: Produce action Produce and Call Bank action Call Bank.

Free actions

Besides your two actions you may take any number of free actions on your turn: request a loan (this one even on other players’ turns), repay a Bank loan card loan, and the Anchor action when your ship arrives somewhere.

Build

Build action Choose one:

Building costs always go to the supply, never to the Off-Shore Bank. (p. 8)

Produce

Produce action at most once per turn Once per turn:

  1. Pay union wages — $1 to the player on your right, however many containers you make. If you can’t pay, you can’t Produce action Produce.
  2. Produce action Produce — each of your factories takes one container of its colour from the supply.
  3. Set prices — place the new containers in your factory lots as you like; you may also move the ones already there.

You must produce as many as you can, up to your factory storage limit; if the limit stops you, pick which colours to make. You may not discard stored containers to make room. (pp. 8–9)

Factory purchase

Factory Purchase action

  1. Buy — pick one opponent and buy any number of containers from their factory lots, paying them each container’s lot price.
  2. Move — the containers go straight to your harbor by truck, however far away that opponent is.
  3. Set prices — place them in your harbor lots; you may also reprice what was already there.

You can’t exceed your harbor storage limit and may not discard containers to make room. (p. 9)

[More] With Truck Companies, a Factory Purchase action Factory Purchase also costs a $1 trucking fee — see Truck Companies.

Harbor purchase

Harbor Purchase action Your ship must be docked at an opponent’s harbor.

  1. Buy — any number of containers from that harbor, paying its owner each lot’s price.
  2. Load — put them in any empty slots on your ship.

A ship holds at most five containers; there is no way to raise this or to throw cargo overboard. Usually you buy as the free Anchor action when you arrive; this action is for buying more at a harbor where you were already docked at the start of your turn. (p. 10)

Sail

Sail action Do one of:

Going from one board to another always takes two Sail action Sail actions; you may spend both actions of a turn on it. (p. 11)

Anchor actions

Anchor actions are free — they don’t count toward your two actions:

Arriving atAnchor action
An opponent’s harborYou may take a Harbor Purchase action Harbor Purchase there for free.
The Off-Shore BankYou may load any number of your containers from your holding area, for free.
Container IslandYou must hold a delivery auction at once; afterwards your turn ends immediately, even if you have an action left.

Reprice

Reprice action Choose one district of your board and rearrange any number of its containers among its lots. Repricing during a Produce action Produce or Factory Purchase action Factory Purchase is usually more efficient; this action is for when you have no room to produce or buy. (p. 10)

Call Bank

Call Bank action at most once per turn Bid in an Off-Shore Bank auction: start a new auction by placing a free auction token Bank auction token on a lot and taking its bid tile with your opening bid, or outbid the current holder of an active auction’s bid tile. Full rules: Bank auctions.

Delivery auctions

When your ship reaches Container Island you must auction its whole cargo (p. 15):

  1. Opponents bid — each opponent secretly puts any amount of cash card cash from their hand face down in front of them, optionally with $0 bluff cards $0 bluff card.
  2. Determine the winner — all bids are revealed; everyone but the highest bidder takes theirs back. Ties go to a runoff (below).
  3. Deliver — take the highest bid plus the same amount again from the supply, and put every container from your ship in the winner’s scoring area. Or buy the cargo out yourself (below).

Your turn then ends at once — no more actions, and no free actions either (you can’t repay a Bank loan card loan).

Government subsidy

Accepting the highest bid earns you a matching subsidy from the supply — you receive double the winning bid. This is the main way new money enters the game.

Auction buyout

Instead of accepting, you may pay an amount equal to the winning bid to the Off-Shore Bank (spread over its cash card cash lots, see Paying the Bank) and put the cargo in your own scoring area. The high bidder takes back their bid. No subsidy is paid.

Runoff auction

If two or more players tie for the highest bid, the tied players keep their bids on the table and each secretly adds more cash card cash; the highest total wins. Still tied: the delivering player picks the winner — or buys out, and all tied bidders take their bids back. (p. 16)

Bluffing

You may add one or both of your $0 bluff cards to a delivery bid to hide how many real cards you are bidding — or bid only $0 cards. After the reveal everyone takes their bluff cards back for future auctions, including an immediate runoff.

[More] With Player Bank loan card Loans, you may need to ask other players first when you borrow in the middle of an auction — see Player Loans.

Rules

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