Time Track and Actions
The last player on the circular track acts until they stop or move into the lead.
Take your turn
The player furthest behind on the Time Track chooses an action, moves their disc forward by its time cost, then resolves the action. Repeat while you remain last. If you are no longer last, you may choose to stop; the new last player then acts. If your move carries you past the current first-place disc, your turn ends immediately after that action, with no further actions or free actions.
When discs share a space, stack the moving disc on top. If a stack occupies last place, its top disc belongs to the player who acts. This also sets the first turn in each round.
Time-costing actions
The action list on the board gives the printed costs. Each listed action advances your disc and is resolved after the move.
| Action | Time | Effect |
|---|---|---|
| Load a Container | 1 | At a company port, move one container from that company hex into a free ship slot. |
| Produce a Container | 1 | Draw one container from the bag and place it at its matching company. |
| Place or Move Navigation Points | 1 or 2 | Place or move one or two points, paying each point’s placement cost from its company’s treasury. A move is available only to that company’s CEO. |
| Funding | 1 | Take one credit from the bank for your personal funds. |
| Invest | 1 | Place one of your investment discs and pay the cost printed in the chosen slot. |
| Advertise | 1 | Swap two adjacent Demand Markers in the queue. |
| Buy and/or Sell a Share | 1 | Buy one share, sell one share, or do both for different companies. |
Set Sail, Deliver Containers and Dump Containers do not advance the Time Track. See Shipping and Trade for their limits and sequence.
Free actions and Start
You may take free actions before or after a time-costing action, in any order. Once you are in first position, you cannot take more free actions. Exception: when you have reached Start exactly after resolving your action, you may finish free actions before your round ends. This applies to the first player too. You may not take an action that would carry you past Start.
Production and the halfway trigger
Only the first player’s disc triggers the round events. After resolving an action that reaches or passes the halfway point, produce containers from the marked slots and refill those slots from the bag. Production also happens when the first player reaches Start by exact count. In two-player games, the board has no halfway trigger.
Each company hex can hold at most six containers. If production would put more than six there, return the excess to the drawbag; do not draw replacements.
Round-end payout
When the first player reaches Start and finishes free actions, resolve container production, then pay each company in the stock-market order. If the company has no CEO, it pays no wage or dividend and its stock value falls by one.
For each company with a CEO, first pay the mandatory wage from its treasury if it can afford it: 2 credits at stock 3–5, 4 at 6–8, 6 at 9–10, or 8 at 11–12. If it cannot pay the full wage, skip both wage and dividends. Otherwise, the CEO chooses a dividend of 0–3 credits per share, paid evenly to every outstanding share if the treasury can afford it. If no dividend is paid, or the treasury cannot pay at least one per share, the stock value drops by one. When all players reach Start, move the round marker; after round three, score.