Game End and Scoring
Resolve the final Friday medicines, patient penalties and endgame bonuses to find the pharmacist with the most recovery points.
End of the game
After all players take their final Friday action at 4 p.m., finish final scoring. You may use remaining plants to make medicines for patients still on your board. These final medicines score by type and quality; they do not train Apprentices.
| Medicine quality | Pill | Ointment | Tincture | Special recipe |
|---|---|---|---|---|
| 1–5 | 1 RP | 1 RP | 3 RP | 2 RP |
| 6–7 | 2 RP | 2 RP | 4 RP | 3 RP |
| 8–9 | 3 RP | 3 RP | 5 RP | 4 RP |
Lose 1 RP for each patient left untreated. An expired patient should already have been removed and penalized when its deadline passed; score only patients still on your board.
Endgame rewards
| Source | Reward |
|---|---|
| Tea-track position | 10 RP for first, 6 for second and 3 for third; the top marker wins a tie. Also score RP equal to the number of your Tea space. |
| Botany | 8 RP if your marker reached the last space. |
| Journeymen | 0 / 4 / 9 / 18 RP for 1 / 2 / 3 / 4 trained Journeymen. Untrained Apprentices score none. The publisher confirms the table counts Journeymen. |
| Least-developed skill | Score for your lowest skill level, including Botany but excluding Mortar: |
| Lowest skill level | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|
| RP | 3 | 6 | 10 | 14 | 19 | 24 | 30 | 36 |
Private Goals, if included, add their printed RP when achieved. Open Goals, if included, pay their current marker reward when achieved. See the goal modules and Open Goals.
The player with the most RP wins. If tied, the player furthest along the Tea track wins; if still tied, the rulebook gives no further tie-break.