Game End and Scoring
The two-colour end trigger, open Bank auctions, the five scoring steps, two-value containers and the rulebook's example.
Game end
The game ends when the supply runs out of any two colours of containers. The active player finishes their turn, then the game ends immediately. (p. 18)
- Open Bank auctions: each goes to whoever holds the high bid. Containers won this way go to the holding area and score $3 each.
- You can’t
Call Bank in the turn you trigger the end — neither to start an auction nor to bid.
Final scoring
Everyone reveals their final scoring card and follows five steps:
-
Discard your most common colour. Find the colour you have most of in your scoring area on Container Island and return all of those containers to the supply: they score $0. If colours tie, you choose which to discard — unless your two-value colour is among them (below).
-
Score Container Island. Value the remaining containers with your scoring card and take that much from the supply.
-
Score leftover containers, whatever their colour:
Where Value each On your ship, or in your holding area at the Off-Shore Bank $3 In your harbor district $2 In your factory district $0 -
Repay
loans. Lose $11 for each
loan still open ($10 plus $1 interest) — you can end below zero. -
Determine the winner. Most total
cash wins. Tie: the tied player with the most containers in their
factory district wins; still tied, they share the win.
Scoring cards
Each final scoring card gives the five colours a value. The top row is worth $10, the second row is your two-value colour ($10 or $5), then $6, $4 and $2:
| Card | Values by colour |
|---|---|
![]() | White $10; green $10 or $5; red $6; blue $4; yellow $2. The green value is $10 only if your scoring area contains every colour, including the colour discarded for being most common. |
![]() | Blue $10; yellow $10 or $5; white $6; green $4; red $2. The yellow value is $10 only if your scoring area contains every colour, including the colour discarded for being most common. |
![]() | Green $10; red $10 or $5; blue $6; yellow $4; white $2. The red value is $10 only if your scoring area contains every colour, including the colour discarded for being most common. |
![]() | Red $10; blue $10 or $5; yellow $6; white $4; green $2. |
![]() | Yellow $10; white $10 or $5; green $6; red $4; blue $2. |
These are all five cards. The last two faces are from the matching Allplay edition’s Tabletop Simulator module.
Two-value containers
Your two-value containers are worth $10 each if your scoring area holds at least one container of every colour — counting the colour you discarded in step 1. Otherwise they are worth $5 each. If your two-value colour ties for most common, you must discard it and keep the other tied colour.
[More] Gold luxury containers have their own scoring — see Luxury Containers.
Scoring example

The rulebook’s example (p. 19):
| Player | Container Island | Leftover containers | Total | ||
|---|---|---|---|---|---|
| Orange | $8 | $46 | $12 | −$11 | $55 |
| Purple | $51 | $5 | $6 | $0 | $62 |
| Blue | $36 | $26 | $9 | $0 | $71 |




