Game End and Scoring
End triggers, all six final scoring categories, and ties.
End the game
The game ends immediately after a route claim if anyone reaches 20 prestige, the marker supply is empty when a replacement is required, or the completed-city marker reaches 10. Finish resolving the action that caused the trigger; the active player loses any unused actions and nobody takes another turn.
Final scoring
| Category | Score |
|---|---|
| Prestige track | Keep points already earned during play |
| Developed abilities | 4 per fully developed ability; City Keys scores none |
| Bonus markers | 1 marker: 1; 2–3: 3; 4–5: 6; 6–7: 10; 8–9: 15; 10+: 21 |
| Coellen | Values shown under each of your merchants |
| Cities | 2 for each city you control; ties go to the player with the rightmost office |
| Largest network | Count each office in your largest connected set of cities once; multiply by your City Keys value |
A network joins adjacent cities where you have at least one office. A city can be included only once in a network, even if several routes connect it. If networks tie in size, use the one that scores most for you.
Ties
Most prestige wins. If tied, the player with the least developed Actions ability wins. If still tied, compare network points; if still tied, share the victory.