Game End and Scoring
Score rain, merchant tokens, buildings, cards, goods and resources.
Rain scoring
Rain scoring occurs after rounds 2, 4 and 6. First, each player scores 1 VP for every canal tile they built and the blue VP values printed on those tiles, including water tanks. Then resolve every activated water cube from the edge toward the bottom of the network. The tile owner chooses among legal routes where the canal points, without sending water back toward its source. Each tile the cube traverses awards its owner 1 VP plus printed blue VP. Printed board channels carry water when no canal tile redirects it. After scoring, the cube leaves the network and belongs to the player who determined its route; pink special cards can score those collected cubes.
A designer ruling clarifies a disputed horizontal move: water cannot enter an adjacent player-placed canal tile without a connecting channel, even where the rulebook’s example leaves the distinction unclear. It may enter the printed board channel when the tile points that way; see the FAQ.
Final scoring
After the sixth Rain phase, score:
- Scarab merchant tokens on your camel track, using the printed scale: 2, 4, 7, 11 or 16 VP for one through five scarabs.
- Each building type (garden tiles, workshop tiles including starting workshops, and canal tiles) multiplied by the value of the matching player-board row where your merchant tokens have reached: 1, 2 or 3 VP per building. Count every built garden tile, including an incomplete garden.
- Pink special-card effects and yellow VP icons on all your cards.
- Remaining spice and amphora: 1 VP each.
- Remaining coins and resource pieces: 1 VP per five total pieces.
- Canal-count milestone points shown on the board: 5 VP at 3 canals, 8 VP at 5 canals, and 15 VP at 7 canals.
The most VP wins. Ties break by most canal tiles; if still tied, share the victory.