A Round
The four phases of a round: activate a region, the round event, the Industry auction and the action phase, with the rulebook's worked examples.
Round overview
The game lasts 7 rounds. Each round has four phases in this order, and each phase is completed by all players before the next:
| Phase | Who | What happens |
|---|---|---|
| 1. Activate a region | Tycoon | Moves the pawn; plants in that region pay their bonus |
| 2. Round event | Everyone | Policy bid, or Revenue and Dividends + National Projects |
| 3. Bid for Industries | Everyone, from the Tycoon | Open money auction, twice round the table |
| 4. Take actions | Everyone, from the Tycoon | One action per turn until all have used their tokens or passed |
Turn order always starts with the Tycoon and goes clockwise. The Tycoon holds the Tycoon marker and an extra action token, chooses the region, and keeps an eye on payments and bidding.
Activate a region
At the start of the round the Tycoon moves the pawn on the compass to a different region. In round 1 any of the 4 regions may be chosen; from round 2 on the pawn must move, so the choice is one of the other 3.
Everyone then gains the region’s bonus once for each plant of theirs in that region:
| Region | Metro | Bonus |
|---|---|---|
| North | New Delhi | +1 |
| East | Calcutta | +1 |
| South | Madras | +1 |
| West | Bombay | +5 |
The active region’s metro is also where every Power and Transport building distance is counted from this round, whichever region you build in.
Round events
The round tracker shows which event happens:
| Round | Event |
|---|---|
| 1, 2, 4, 5, 7 | |
| 3, 6 | |
| END (after round 7) |
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Policy bid
There are always 2 open Policy cards.
- Each player secretly takes any number of Promoters from hand (0 is allowed) into a closed fist.
- Everyone reveals at once. The highest bid wins. Ties go to whoever is higher on the Influence track; on a shared space, the disc higher in the stack (the later arrival) is ahead.
- The winner pays the whole bid to the current Tycoon — or to the supply if the winner is the Tycoon.
- Every other player moves their bid Promoters into their own Strategy Pool, for free. Nothing is wasted.
- The winner takes 1 of the 2 Policies face up, plus any Promoters sitting on it.
- Put 1 Promoter from the supply on the Policy not taken, then reveal a new Policy so 2 are open again.
Policy types and what each one gives are on Cards and Bonuses.
Revenue and Dividends
Everyone resolves this at the same time:
- Add the Revenue of all your built Industry cards and take that much from the supply.
- For each opponent share you hold, gain 15 Cr: 10 Cr from that share’s owner and 5 Cr from the supply.
If you can’t pay the dividends you owe, you must take Emergency Loans. You may collect what you are owed before paying.
National Projects
In rounds 3 and 6, right after Revenue and Dividends. In turn order from the Tycoon, each player may once spend any mix of money and Promoters from hand; each unit buys 3 Influence and 1 Favor token:
| Round | Cost of one unit |
|---|---|
| 3 | 15 Cr or 3 Promoters |
| 6 | 25 Cr or 4 Promoters |

Industry auction
There are always 3 open Industry cards. Bids are tracked with a disc on the Industry Bidding track.
- Bidding goes clockwise exactly twice round the table, starting with the Tycoon and ending with the player on the Tycoon’s right.
- The opening bid is at least the lowest Asset Value among the 3 open cards. Every bid is a multiple of 5 and at least 5 more than the current highest bid — you must top everyone, not just yourself.
- You may pass on either chance. Passing on your first chance means you can’t bid on the second.
- A player with no plant left in supply can’t bid.
- Bids above 150 Cr (the end of the printed track) are allowed; track them off the board.
When the bidding ends, the two highest bids win:
- Both pay their bid to the supply.
- The highest bidder picks 1 of the 3 cards, then the second picks 1 of the remaining 2. Take any Promoters on the card too.
- Each puts a plant from supply on the new card: it is unbuilt and gives nothing until a Build action.
- Each card not taken gains 1 Promoter from the supply; then refill to 3 cards.
- Every other player pays nothing and gains 3 Promoters in their Strategy Pool, whether they bid or not.
- The highest bidder will be Tycoon next round.
If only one player bid, only they take a card and everyone else gains the 3 Promoters. If everyone passes at once, nobody takes a card, everyone gains 3 Promoters and the Tycoon stays the same.
Action phase
Starting with the Tycoon and going clockwise, each player either takes one of the six actions or passes, then play moves on. Mark each action with one of your action tokens on its space.
- You have 2 action tokens; the Tycoon also has the Tycoon token, for a third action.
- Your tokens must go on different actions. Other players’ tokens never block you.
- A
+1 Action token lets you take any action, even one you already took. It is discarded after use and may be saved for a later round. It is still one action per turn. - The phase ends when everyone has used their tokens or passed.
The six actions are on The Six Actions.
End of round
- Move the round marker on one space.
- Everyone takes back their 2 action tokens.
- Last round’s highest Industry bidder takes the Tycoon marker and the Tycoon action token.
End of game
When the marker reaches END: resolve a last Revenue and Dividends; then, from the new Tycoon, each player may repay Promissory Notes at 50 Cr each. Then score (Endgame Scoring).