Ludexv2026.11.01-65114139PanamaxOfficial rulebook ↗

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Cards & Components

Every Panamax card, tile and token with its picture and what it does: contracts, setup contracts, Captain, Stevedore and Financial Advisor cards, ships, flags, tokens and dice

Component pictures are from the publisher’s 2014 English (USA) rulebook (© MEBO Games / MESAboardgames). Every contract, setup-contract, Captain, Stevedore and Financial Advisor face, plus the award, Passenger, national flag, company-share and movement-marker faces, comes from the matching Tabletop Simulator mod. The mod’s bailout token is excluded because it shows $30 where the rulebook shows $15. Other pictures are from the rulebook; the ship example in the loading rules is from a BoardGameGeek gallery photo.

Boards

PictureComponent and use
Panamax game boardGame board (1). Canal, oceans, Action, Market, Rail and Round tables, Warehouse and Dice Pool — see The boards. If the 1st Rail wagon fills, a contract’s Rail die is stuck there until next round (FAQ). Rail-table turn order uses each player’s total in the 2nd wagon, with leftmost die breaking ties (FAQ).
Company ClipboardClipboards (4: yellow, red, green, black). Each company’s assets, flag rows, free actions and Passenger benefits — see The clipboard. Personal money cannot top up the company treasury for dividends (FAQ).

Cards

Contract cards

24 cards, six per nation. The front shows the nation’s flag and the containers with their values; a Rail icon (this container goes to the Rail table) gold Rail icon means that container must go to the Rail table. Every card’s back carries generic containers worth 3: one for a 1–2 container front, two for a 3-container front, with a white Rail icon on one container when the front has none. The purple $4 is the fee per die left on an incomplete card. Choose the side when taking the contract; you cannot flip it later, and the end-of-turn limit is two incomplete contracts (a third is allowed only if you complete one that turn) (FAQ, FAQ). You may load only dice from your own company’s contract (FAQ). Rules: Contract cards.

PictureContract face
Contract 24: China 5-2-124 — China flag China. Containers 5, 2, 1; send the 1 to Rail.
Contract 20: China 5-3-220 — China flag China. Containers 5, 3, 2; none goes to Rail.
Contract 12: China 6-212 — China flag China. Containers 6, 2; none goes to Rail.
Contract 16: China 3-116 — China flag China. Containers 3, 1; send the 1 to Rail.
Contract 8: China 48 — China flag China. Container 4; send it to Rail.
Contract 4: China 24 — China flag China. Container 2; it stays off Rail.
Contract 23: EU 6-2-123 — EU flag EU. Containers 6, 2, 1; send the 1 to Rail.
Contract 19: EU 4-3-219 — EU flag EU. Containers 4, 3, 2; none goes to Rail.
Contract 15: EU 5-115 — EU flag EU. Containers 5, 1; send the 1 to Rail.
Contract 11: EU 4-211 — EU flag EU. Containers 4, 2; none goes to Rail.
Contract 7: EU 47 — EU flag EU. Container 4; send it to Rail.
Contract 3: EU 23 — EU flag EU. Container 2; it stays off Rail.
Contract 18: USA East 5-2-118 — USA (East) flag USA East. Containers 5, 2, 1; send the 1 to Rail.
Contract 22: USA East 6-3-122 — USA (East) flag USA East. Containers 6, 3, 1; none goes to Rail.
Contract 10: USA East 4-310 — USA (East) flag USA East. Containers 4, 3; send the 3 to Rail.
Contract 14: USA East 4-114 — USA (East) flag USA East. Containers 4, 1; none goes to Rail.
Contract 6: USA East 46 — USA (East) flag USA East. Container 4; it stays off Rail.
Contract 2: USA East 22 — USA (East) flag USA East. Container 2; send it to Rail.
Contract 17: USA West 6-2-117 — USA (West) flag USA West. Containers 6, 2, 1; send the 1 to Rail.
Contract 21: USA West 4-4-121 — USA (West) flag USA West. Containers 4, 4, 1; none goes to Rail.
Contract 9: USA West 4-39 — USA (West) flag USA West. Containers 4, 3; send the 3 to Rail.
Contract 13: USA West 3-213 — USA (West) flag USA West. Containers 3, 2; none goes to Rail.
Contract 5: USA West 45 — USA (West) flag USA West. Container 4; it stays off Rail.
Contract 1: USA West 21 — USA (West) flag USA West. Container 2; send it to Rail.

Setup contract cards

8 cards with white backs (the PANAMAX logo), used only at setup and then returned to the box once done. These are the cards called “Startup” in setup (FAQ). They have no Rail icons, and setup dice follow the usual one-die-per-ship limit (FAQ, FAQ). Rules: Startup contracts.

PictureSetup contract face
Setup contract 4: China 5-34 — China flag China. Containers 5 and 3.
Setup contract 8: China 4-28 — China flag China. Containers 4 and 2.
Setup contract 2: EU 5-22 — EU flag EU. Containers 5 and 2.
Setup contract 6: EU 4-36 — EU flag EU. Containers 4 and 3.
Setup contract 5: USA East 4-3-15 — USA (East) flag USA East. Containers 4, 3, 1.
Setup contract 1: USA East 61 — USA (East) flag USA East. Container 6.
Setup contract 3: USA West 5-13 — USA (West) flag USA West. Containers 5 and 1.
Setup contract 7: USA West 4-47 — USA (West) flag USA West. Containers 4 and 4.

Captain cards

5 cards, stacked 1–5 with 1 on top. Earned by the owner of a 1-slot ship that leaves the canal (or take $2). Hold one at most; a card earned this turn waits until a later turn. Play it before or after (not during) your die action; Captain and Stevedore may both be used on one turn, one after the other. Used cards go under their pile, and after playing one you may earn another on that same turn (FAQ, FAQ, FAQ, FAQ, FAQ). The moves are any mix of lock and waterway, and moving a Military ship with them pays you again (FAQ; Military ships).

PictureCaptain card
Captain card 1: five movesCard 1 (1 copy). Make 5 moves.
Captain card 2: four movesCards 2–3 (2 copies). Make 4 moves.
Captain card 4: three movesCards 4–5 (2 copies). Make 3 moves.

The cards weaken down the pile: card 1 (5 moves) is on top, cards 2–3 give 4 and cards 4–5 give 3 — a forum post lists card 3 as 4 moves (BGG thread).

Stevedore cards

5 cards, stacked 1–5 with 1 on top. Earned by the owner of a 2-slot ship that leaves the canal (or take $3). Same holding and timing rules as Captain cards. Each card offers a choice:

PictureStevedore card
Stevedore card 1: load one die or pay half the feesCards 1–2 (2 copies). Either load one die — from an incomplete contract, or from your Warehouse or Dice Pool set to 2 onto any ship in a Loading zone — or pay half your cargo fees at round end, rounded up (FAQ). A card earned on the last turn can still reduce those fees because fee payment follows the turns (FAQ).
Stevedore card 3: load one die or pay $3 less feesCards 3–5 (3 copies). Either make the same extra load or pay $3 less cargo fees at round end.

The extra load is a separate action: it may put a second die on a ship you already loaded this turn (Official FAQ, FAQ).

Financial Advisor cards

9 cards. You start with one secret card; the owner of a 3-slot ship leaving the canal may search the pile and keep one (or take $5 without looking). At the end of the game only your best two count; the money goes to you. You may look through the Financial Advisor deck only if you then keep a card; otherwise take $5 without looking (FAQ). You can hold any number, but score just two (FAQ).

PictureFinancial Advisor card
Financial Advisor 1: Favored Nation, EU1 — Favored Nation: EU flag EU. Pays for your company’s EU flags: the forum interpretation is $1/$4/$9 for 1/2/3 flags, then $3 more per additional flag; a flag counts at its highest Clipboard column (FAQ; see below for source caveat).
Financial Advisor 2: Favored Nation, USA West2 — Favored Nation: USA (West) flag USA West. Pays for your company’s USA West flags using the same flag-value reading (FAQ).
Financial Advisor 3: Favored Nation, China3 — Favored Nation: China flag China. Pays for your company’s China flags using the same flag-value reading (FAQ).
Financial Advisor 4: Favored Nation, USA East4 — Favored Nation: USA (East) flag USA East. Pays for your company’s USA East flags using the same flag-value reading (FAQ).
Financial Advisor 5: Luxury Tours5 — Luxury Tours. At game end, score $5 for each Passenger token Passenger token your company holds. The designer says Group Tours is the alternative when several players pursue passengers and this card has already been taken (FAQ).
Financial Advisor 6: Group Tours6 — Group Tours. At game end, score each Passenger token’s printed value again. The designer says it is the alternative when several players pursue passengers and Luxury Tours has already been taken (FAQ).
Financial Advisor 7: Offshore Accounts7 — Offshore Accounts. Pays your company’s treasury coins if it paid its round 3 dividends; ships and unsold shares are not company money (FAQ).
Financial Advisor 8: Diverse Portfolio8 — Diverse Portfolio. Pays $3 per share you hold, of any company.
Financial Advisor 9: International Expeditor9 — International Expeditor. Pays $2 for every flag on your Clipboard, regardless of nation (FAQ).

Tiles

Ships

PictureShip tile and use
The four companies' ships16 company ships, 4 per colour. Each company has one 3-slot (7–13), one 2-slot (5–11), and two 1-slot (2–5). They carry any company’s dice. At setup the 2-slot may start in either nation’s Loading zone or wait with your assets (FAQ). You may load another company’s ship, but only your own contract dice; one die per ship per action, and a loaded ship cannot switch zones (FAQ, FAQ, FAQ, FAQ). A 1-slot and the 2-slot start built; build the rest for $5 / $7 (Build ships). Their owner earns the arrival reward.
Cruise ships3 Cruise ships: Dice Fest Line, Lucky Me Cruises, Spiel of the Seas. They carry 3 dice showing 1 or 2, sail with 2, and earn one Passenger token per die (Unique ships). National dice must still go to their own nation’s Loading zone, even on a Cruise ship (FAQ).
Military ships4 Military ships: USS Iowa (USA East), NRP Sagres (EU), USS Pegasus (USA West), PLAN Yi Yang (China). They carry nothing and are always ready; moving one pays you $1 per flag of its nation, up to $3. You earn this only when you move it yourself, once for your die, each Captain card, and each Move 3 free action; pushing it does not count. It may sail again immediately after reaching Waiting (FAQ, FAQ, FAQ, FAQ; Military ships).
San Juan ProspectorSan Juan Prospector, 4 slots (9–18). Each company aboard gets double pay for one of its dice.

Tokens & pieces

Tokens

Place flags in their nation’s Clipboard row from left to right; a fourth flag stacks on the third, has no free action, but still counts for Advisors (FAQ, FAQ). Flags are limited to 11 per nation (FAQ). Multiple free actions resolve as flags are placed: same-nation flags left to right, different nations in any order; deferred Market buys resolve first when the next same-nation flag arrives, including from Rail (FAQ, FAQ). A Rail-table flag is optional, as is its free action (FAQ).

Rulings that apply to every row below: Does the Passenger benefit’s extra die follow the normal loading rules?.

PictureToken or money component
China flag front
China flag reverse
11 China flag China flags. Earned by completing a national contract or from the Rail table; fill Clipboard rows and trigger free actions. The reverse Market icon marks a deferred buy (Flags and free actions). Fill from left to right; a fourth stacks on the third without an action, and counts for Advisors (FAQ, FAQ). Free actions resolve in flag order; a Rail flag may trigger a deferred Market buy (FAQ, FAQ). Flags are limited to 11 per nation (FAQ).
EU flag front
EU flag reverse
11 EU flag EU flags. Earned by completing a national contract or from the Rail table; fill Clipboard rows and trigger free actions (FAQ, FAQ, FAQ, FAQ, FAQ).
USA East flag front
USA East flag reverse
11 USA (East) flag USA East flags. Earned by completing a national contract or from the Rail table; fill Clipboard rows and trigger free actions (FAQ, FAQ, FAQ, FAQ, FAQ). Its Load free action puts one die on a ship, not the Rail table (FAQ).
USA West flag front
USA West flag reverse
11 USA (West) flag USA West flags. Earned by completing a national contract or from the Rail table; fill Clipboard rows and trigger free actions (FAQ, FAQ, FAQ, FAQ, FAQ). Its Rail free action can load a Warehouse die onto the train (FAQ, FAQ).
Passenger token 1: $1Passenger token 1: $1 (1 copy). Pays the company its value and grants a permanent Passenger benefit; any extra die follows the ordinary loading limits.
Passenger token 2: $2Passenger token 2: $2 (2 copies). Pays the company its value and grants a permanent Passenger benefit; any extra die follows the ordinary loading limits.
Passenger token 3: $3Passenger token 3: $3 (2 copies). Pays the company its value and grants a permanent Passenger benefit; any extra die follows the ordinary loading limits.
Passenger token 4: $4Passenger token 4: $4 (2 copies). Pays the company its value and grants a permanent Passenger benefit; any extra die follows the ordinary loading limits.
Passenger token 5: $5Passenger token 5: $5 (1 copy). Pays the company its value and grants a permanent Passenger benefit; any extra die follows the ordinary loading limits.
Managing Director Award: $3Managing Director Award: $3 (1). Goes to the top eligible company’s player each round and is cashed in at game end. Ties compare treasury coins only (not ships or unsold shares), and a company that missed dividends is skipped (FAQ, FAQ; Managing Director Awards).
Managing Director Award: $5Managing Director Award: $5 (1). Goes to the top eligible company’s player each round and is cashed in at game end. Ties compare treasury coins only (not ships or unsold shares), and a company that missed dividends is skipped (FAQ, FAQ; Managing Director Awards).
Managing Director Award: $7Managing Director Award: $7 (1). Goes to the top eligible company’s player each round and is cashed in at game end. Ties compare treasury coins only (not ships or unsold shares), and a company that missed dividends is skipped (FAQ, FAQ; Managing Director Awards).
Lock movement markerLock movement marker (1). Count the lock moves you still owe on the Movement track.
Waterway movement markerWaterway movement marker (1). Count the waterway moves you still owe on the Movement track.
Yellow company share5 yellow company shares. Buy from the company at its price; pay dividends and sell at the end (Market actions).
Black company share5 black company shares. Buy from the company at its price; pay dividends and sell at the end.
Red company share5 red company shares. Buy from the company at its price; pay dividends and sell at the end.
Green company share5 green company shares. Buy from the company at its price; pay dividends and sell at the end.

Money

PictureComponent
Bailout token: $10 now, $15 at game end7 Bailout tokens. Take $10 now and repay $15 from your personal money at game end (FAQ; Bailouts).
One-dollar coin$1 coin (30). Money; unlimited.
Five-dollar coin$5 coin (60). Money; unlimited.
Fifty-dollar token$50 token (4). Money; unlimited.

Dice and wood

PictureComponent and use
White six-sided die16 white six-sided dice: 12 Action and 4 Executive dice, fewer with 2–3 players. The mulligan applies each time they are rolled (FAQ). Action dice need not load their full allowance (FAQ); Executive dice lose their special status when transferred across the table, and stock moves are $2 or nothing (FAQ, FAQ). Rail placement requires a printed icon or the Rail free action (FAQ). The action table.
The four companies' dice36 company dice, 9 per colour. Cargo dice are set to contract values and loaded on ships and the Rail table.
The four company cubes4 cubes. Mark each company’s price on the Market table; an Executive die raises its own company’s stock by $2 or not at all (FAQ).
The four turn-order discs4 discs. Mark turn order on the Rail table; dice in the 2nd wagon set order, with leftmost die breaking ties (FAQ).

All components except money and Bailout tokens are limited.

Icons

A gold Rail icon means that contract die must go on the Rail table; a white icon means it may go there or on a ship. Without either icon, only the Rail free action can put a die there (FAQ).

Rules

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

Drag to move · tap to close