Ludexv2026.11.01-65114139Merv: The Heart of the Silk RoadOfficial rulebook ↗

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Scoring and End Game

Spend favour on courtiers, score the city each year, and value spice sets.

Annual scoring

After invasion (or directly after the action phase in year one), score courtiers first. For each courtier, spend one favour by moving down the favour track, then score according to its hall. You must pay even if its hall earns zero. If you have more courtiers than favour, spend all your favour and choose which courtiers score; each scores only once that year.

HallScore per courtier
Knowledge1 point per scroll, including scrolls committed to contracts.
Spice1 point per caravan card.
Trade1 point per good, including goods committed to contracts.
Faith1 point per space you have advanced along the mosque track.

After palace scoring, score your presence in the city:

Then advance the year marker after years one and two. In year three, finish the game instead.

Final caravan sets

At the end of year three, divide your caravan cards into sets, each containing at most one card of each spice. A set of one scores 1; two score 3; three score 6; four score 10. For example, five ginger, two pepper and one juniper can be arranged as one set of three (6), one set of two (3), and three sets of one (3).

Winner and ties

The highest total wins. Break a tie by most favour, then most influence, then who is earlier in the current turn-order queue. In solo, your score must be strictly greater than the Corrupt Magistrate’s to win.

Rules

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