Game End and Scoring
Complete your progress track, finish the final turns, and count points.
End trigger
When the tiles in your progress track meet the minerals in your overflow zone, your progress track is complete. If your overflow zone has no minerals, your track is complete when it reaches its final space.
The player who completes their track takes the final milestone worth 18 points. Everyone else takes one final turn after that player’s turn; the player who triggered the end does not get another turn. If your mech is underground at the end, lose the points shown for its final floor.
Score points
Add the following:
| Score | Points |
|---|---|
| Mine tiles | Each tile’s value printed in its upper-right corner. Use the reduced value if the tile is exhausted. |
| Minerals in market, overflow and storage | Silver 2; Gold 3; Sapphire 4; Emerald 5; Ruby 6. |
| Remaining credits | 1 point for every 5 credits. |
| Milestone tokens | Their printed values. |
| Unused shop-refresh tile | Its printed value. |
Then subtract:
- The penalty printed for the floor where your mech ended.
- The negative point value of each card still in your possession that shows a minus-point symbol.
Overflow minerals score even if the overflow zone is full. A full overflow zone stops shortening the progress track, but you can continue to sell minerals for their shown overflow price.
Tie-breaks
The highest score wins. If tied, the tied player with more credits wins; if still tied, the tied player with more fuel wins.