Ludexv2026.11.01-65114139Movers & ShakersOfficial rulebook ↗

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Cards and Company Actions

Use Load and Move cards with the action pair on your Company board.

Two phases in each round

The game has two rounds. Each round begins with an Action phase and ends with an Administration phase. During the Action phase, each player fills all six spaces on their Company board by playing one card per turn. You may resolve the card’s action and the visible Company action in either order, but finish one complete action before beginning the other.

Play a Load or Move card

Each space on your Company board has a Development action and a Logistics action. Slide the card into the space so the action you want to use remains visible. A Development card action is repeated the number of times shown by that space; a Logistics card action uses the quantity printed on the card. You may perform either action or both. The Company action that remains uncovered is separate from the card action.

An action block cannot be broken up. For example, finish all movement steps before you begin loading, though you may choose which of those two blocks comes first. Loading says “up to,” so you can load fewer Crates. Movement steps are mandatory when possible. You cannot add the card’s movement steps and the Company action’s steps together to reach a shortcut; resolve each as its own action. Designer answers clarify that intertwining the blocks is an optional house rule, while Board Game Arena enforces them separately. See the FAQ for attribution.

If you skip your entire turn, play a card into any open slot, ignore both actions, and gain ₹3.

Treasury and Profit

Your Treasury marker moves along a 0–9 track. Whenever income moves it past 9, gain one Profit disc and reset it to 0. When you pay, move it back along the track. Profit discs are spent on the Investment grid during Administration, so keep both immediate costs and future investments in mind.

Market pawns

Each company has a Benares Market pawn, a Calcutta Market pawn, and a Financial Advisor. Advancing a city pawn increases the rupee value for Crates delivered to that city. The Financial Advisor gives the immediate benefit printed on each even-numbered row it reaches. If it is pushed down during the market adjustment, it gains no benefit then; it can earn that space again if it advances back to it later.

A Market action advances the named pawn by its indicated number of spaces. A wild Market symbol lets you choose one of your three pawns. Markers cannot earn a second reward by moving beyond the end of a track.

Goods values and Trading Posts

Goods Value actions advance the indicated marker or markers. A wild Goods action can be split across different Goods, or assigned repeatedly to the same one. Company actions that advance Goods let you choose which marker moves one step and which moves two.

When you create a Trading Post, take that type from its supply and place it on the rightmost open space of your Company board’s Post track. North, South, East, West, and Regional Posts have different immediate or end-game effects; see Goods and Trading Posts.

When a Goods marker meets an Agency marker on your Post track, trigger that Good’s matching Concession bonus on your Company board. Each of the four Concession bonuses triggers at most once per game. Either moving the Goods marker or placing a Post can cause them to meet. The designer clarified this in the BGG rules discussion.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close