Game End and Scoring
Cargo-deck end trigger, final share choice, individual points and majority awards.
End trigger
After cargo refill, if the cargo stack is empty, finish the turn and score. If any tile remains in the stack, play another turn. The standard game often ends around turn twelve.
Final share choice
Before scoring, players act in order shown on the worker track. Keep all shares, sell some, or sell all at the current price; adjust the share marker to match the retained amount.
Individual points
| Category | Score |
|---|---|
| Vote tiles | Add their printed points. |
| Loans | 2 points per level I, 4 per level II, and 8 per level III. |
| Gold | 1 point per 5 gold, rounded down. |
| Shares | 1 point per share, plus 1 at 4–6 shares, 2 at 7–9, or 3 at 10+. |
| Cargo tiles | Add the points on completed tiles. |
| Storage and transport | Add the values shown on the revealed upgrades. |
| Goods in storage | 1 point per yellow/red cube; 2 per brown/black cube. |
| Bells | 3 points per level I, 7 per level II and 12 per level III. |
| Transaction track and bonuses | Score the reached track value and any VP tokens. |
Majority bonuses
Compare total vote points, ship tiles, loan points, gold, placed-bell points, cargo tiles, shares and market transactions. First earns 5 VP, second 3. A first-place tie gives each tied player 4 and no second-place award. Each tied second-place player earns 3. With two players, only a sole first-place player earns 5.
Ties
Most VP wins. Break ties by placed-bell points, then gold, then fewer workers remaining on the order track.
Errata
For the cargo majority, compare the number of cargo tiles, not their printed VP total. The published errata addresses this discrepancy.
Source
- Publisher rulebook, pp. 7–8.