Ludexv2026.11.01-65114139Movers & ShakersOfficial rulebook ↗

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Administration and Scoring

Resolve shipping, in-transit penalties, delivery income, market adjustment, and investments.

Administration order

After all six Company spaces are filled, resolve these five steps in order:

  1. Evaluate the Shipping zone and reset turn order.
  2. Pay the penalty for Crates still in transit.
  3. Collect delivery income.
  4. Adjust your Market pawns.
  5. Invest Profit discs.

Shipping priority and rewards

Count each player’s Crates on Ships I, II, and III. Most Crates becomes first in the next round; break ties by the count on Ship I, then Ship II, then Ship III, then current turn order. The new first player gains one Transaction token and a Regional Trading Post. Each other player with at least one Crate on a Ship gains one Transaction token.

Crates still in transit

A Crate is in transit as soon as it is loaded onto a Freight Car, even if the car has not left the city or junction. For each city, move its Market pawn back by the number of Crates currently headed there minus one, with a minimum penalty of zero. Thus one Crate in transit causes no decrease; three Crates cause a two-space decrease.

Delivery income

For each Warehouse, multiply its delivered Crates by that city’s Market value and gain the rupees. Take one Profit disc for every complete ₹10 earned. During the second Administration phase only, also score Freight Cars still on the railway: multiply car capacity (Small 1, Medium 2, Large 3) by the value of the junction reached (1, 2, or 3).

Market adjustment and investment

Move each of your three Market pawns to the row of your lowest pawn. Gain the rupee bonus printed at that row, if any; the two lowest rows have no bonus.

In new turn order, players take turns placing one Investment marker at a time while they can afford a space. Pay the number of Profit discs shown beside the chosen row, then advance the Goods marker by the number of spaces shown above the chosen column. You may share a grid space with other markers, but each marker already there reduces your Goods advance by one. If the reduction would make your advance negative, you cannot place there. The grid limits the number of markers in each column.

At the end of Round 1, discard cards from your Company board, return all Crates from Warehouses and Ships to their owners, and leave Freight Cars where they are. Deal each player three Load cards and three Move cards for Round 2. Turn order starts with the new first player.

Final scoring

After Round 2’s Administration, calculate:

CategoryScoring
GoodsFor each Good, number owned × final value on its track.
TransactionsTransaction tokens × the combined value of your Trading Posts.
PerformancePoints on the furthest space reached or passed.
InvestmentsPoints printed above each of your Investment markers.
Investor bonusEach Investment marker also scores the value of your lowest Good.

Most points wins. Ties go to the player with most rupees; if still tied, use the current turn order.

Rules

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