Ludexv2026.11.01-65114139PanamaxOfficial rulebook ↗

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Teach the Game

A table-side script for teaching Panamax: goal, board, a turn, the end, scoring and what everything is for

This guide follows the original 2014 English (USA) rulebook by MESAboardgames and Stronghold Games, the only edition of Panamax published so far.

How you win

A century after it opened, the Panama Canal is still the shortcut between two oceans. Each of you runs a shipping company in the Colón Free Trade Zone: you take cargo contracts from China, Europe and both US coasts, load the cargo onto ships and push them through the locks. Three rounds, about two hours. But the company is not you — the winner is the player with the biggest personal fortune, not the richest company.

The boards

The Panamax board as laid out in the rulebook, with numbered areas

  1. Action table — the white dice you draft: blue side moves ships, grey side takes contracts and loads cargo
  2. Market table — each company’s share price (left) and the dividend it pays per share (right)
  3. Rail table — cargo by train; at round end it sets turn order and hands out flags
  4. Loading zones — one per nation, two on each ocean; ships here take cargo from that nation’s contracts
  5. Waiting zones — empty ships that reached an ocean wait here for a new load
  6. Gatun Locks — the Atlantic locks; locks and the Culebra Cut hold at most 4 ship slots
  7. Gatun Lake — a lake: no size limit, groups may split here
  8. Culebra Cut — the narrow channel between the lakes, treated like a lock
  9. Pedro Miguel Locks — the first Pacific lock
  10. Miraflores Lake — the second lake
  11. Miraflores Locks — the last locks before the Pacific
  12. Draw space — the face-up Contract deck
  13. Inbound Cargo space — the next contract, which refills the Action table
  14. Warehouse — your unused cargo dice; each one costs $5 at round end
  15. Dice Pool — dice back from delivered cargo, free to store
  16. Bonus cards — Financial Advisor, Stevedore and Captain piles
  17. Round table — the three Managing Director Awards ($3, $5, $7)
  18. Movement track — markers to count the lock and waterway moves you still owe

Your Clipboard holds everything your company owns — its money, unbuilt ships, flags and Passenger tokens. Everything outside the Clipboard is yours (The Clipboard).

A turn

The game lasts 3 rounds. A round is a series of turns in Rail-table order until every white die is gone: 4 turns each with 3–4 players, 6 with 2.

  1. Take one die from the Action table — always the lowest one in a column.
    • Blue side (1–3): Movement — Lock movement lock moves equal to the column, plus Waterway movement waterway moves for each empty space left above.
    • Grey side (4–6): Contract / Load Cargo — take the contract above the column if you like, then load as many dice as the row you uncovered (1–3).
    • An Executive die (top row, only when its column is empty) does its side’s action at full strength, or instead a Market action: buy one Company share share, or raise your own stock by $2.
  2. Before or after your die, you may play a Captain or Stevedore card earned on an earlier turn, build ships (company pays $5 / $7) and pay $5 to move a die to the other side of the table.
  3. Complete contracts earn flags (China flag EU flag USA (East) flag USA (West) flag); each flag fills a Clipboard space and may trigger a free action.

How the game ends

After the third round’s end-of-round steps (rail, cargo fees, dividends, Managing Director Award), everyone scores: personal money + best 2 Financial Advisor cards + Managing Director Awards + all shares sold at their final price − $15 per Bailout. Company money is ignored. Most money wins; a tie goes to the player earlier in the final turn order.

Ways to score

SourceHow and whenWho gets it
DividendsEnd of each round: the company pays the dividend next to its cube for every share players holdYou (for each share of any company)
Selling sharesGame end: every share you hold sells at the company’s price on the Market tableYou
Ship bonus cashA ship you own leaves the canal: 1-slot $2, 2-slot $3, 3-slot $5 (or take the card)You
Moving a Military ship$1 per flag you hold of its nation, up to $3, once per turn (and once per Captain card or free move)You
Managing Director Award Managing Director AwardEnd of each round: $3 / $5 / $7 to the player whose company has the highest stock and paid dividendsYou, at game end
Financial Advisor cardsGame end: your best 2 (see Cards & Components)You
Cargo delivered$1 per pip of the company’s dice on a ship that leaves the canal (one die doubled on San Juan Prospector)Company
Passenger token PassengersA Cruise ship leaves the canal: each die takes the top Passenger token; its value goes to the companyCompany
Share bought by a playerThe buyer’s money goes into that companyCompany
Cargo fees (loss)End of each round: zone fee per die in the canal and Loading zones, $4 per die on an incomplete contract, $5 per die in the WarehouseCompany (you cover shortfalls)
Missed dividends (loss)A company that cannot pay every share pays none and its stock drops $2Shareholders
Bailout token Bailout (loss)You get $10 to cover fees, and pay back $15 at game endYou

What each resource is for

ResourceWhy you need itHow you get itHow you use it
White Action diceYour one action per turnRolled onto the Action table each roundMovement (1–3), Contract/Load (4–6), Executive → Market
Cargo dice (your colour)They are your cargo, and your income when they arrive9 per company; 5 in the Warehouse, 4 in the Dice PoolSet to a contract’s values, loaded onto ships or the Rail table
Contract cardsThey tell you which cargo to ship and whereTaken with a Contract/Load dieLoad their dice; finish one to earn its nation’s flag
ShipsCargo only reaches the ocean on a ship1-slot and 2-slot ready at start; build the others for $5 / $7Load to their minimum, then move through the locks
FlagsFree actions, Military-ship pay and some advisor goalsCompleting national contracts; the Rail table at round endFill your Clipboard rows left to right
Passenger tokensPermanent benefits and company cashDice on a Cruise ship that leaves the canalPlace on a Passenger benefit space
Company moneyBuilds ships, pays fees and dividendsDeliveries, passengers, shares players buySpend it — what is left at the end is worthless
Personal moneyIt is your scoreDividends, ship bonuses, Military ships, final share saleBuy shares, cover company shortfalls
SharesDividends each round and their price at the endMarket action (Executive die or free action)Hold them; raising your stock raises their value
Captain / Stevedore cardsExtra moves / an extra load or lower feesYour 1-slot / 2-slot ship leaves the canalPlay on a later turn, then they return under their pile

Teaching tips

Rules

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