Ludexv2026.11.01-65114139Tycoon: India 1981Official rulebook ↗

Visitors

Loading…

Teach the Game

A script to read aloud: how you win, the boards, a round, the end, every way to score and what each resource is for.

How you win

India, 1981: the licence era is ending and four industrial houses race to build the country’s new economy. Over seven rounds you win the rights to industries, build plants across the map, buy into your rivals’ companies and court the government. At the end, the house that is both the richest and the most famous is the Tycoon.

There are two scores that can win the game, and a third that only breaks the deadlock:

MeasureWhat it isHow you mostly get it
Asset Value Asset Value (wealth)Counted only at the endBuilt Industry cards, opponent shares, the Finance and Transport tracks
Influence Influence (fame)Tracked all game on the track round the mapBuilding, buying shares, Politics, Advertising, Policies, end-game cards
Favor Favor (government backing)Hidden tokens plus end-game sourcesPolitics, National Projects, Policies, your secret Corporate Agenda

The boards

The three boards: Sector Track board, Map board and Actions/Strategy board

A round

Seven rounds, each with four phases. Every phase is finished by everyone before the next starts.

The round tracker: Policy bids in rounds 1, 2, 4, 5 and 7; Revenue and National Projects in rounds 3 and 6; a last Revenue at the end

  1. Activate a region. The Tycoon moves the pawn to a different region. Everyone gains that region’s bonus once per plant they have there. (Phase 1)
  2. Round event. Rounds 1, 2, 4, 5, 7: a secret Promoter bid for one of two open Policies. Rounds 3 and 6: Revenue and Dividends Revenue and Dividends, then National Projects National Projects. (Phase 2)
  3. Bid for Industries. An open money auction, exactly twice round the table. The top two bidders each pay and take an Industry card; everyone else gets 3 Promoters in their Strategy Pool. The top bidder is next round’s Tycoon. (Phase 3)
  4. Take actions. One action per turn, round the table, until everyone has used their 2 tokens (3 for the Tycoon) or passed. The six actions: Build, Share, Muster, Strategy, Politics, Loan. You can’t repeat an action in a round unless you spend a +1 Action token +1 Action token. (Phase 4)

How the game ends

After round 7 the marker reaches END: one last Revenue and Dividends, then each player may repay Promissory Notes at 50 Cr each. Score Asset Value, then Influence, and Favor only if the two leaders differ. (Endgame scoring)

Ways to score

SourceMeasureWhen
Built Industry cards (printed Asset Value)Asset ValueEnd
Opponent shares — 60 / 40 / 20 / 10 Cr each by the owner’s Industry rankAsset ValueEnd
Finance track (20–100) and Transport track (30 at level 6, 50 at 7)Asset ValueEnd
Merit cards that give Asset ValueAsset ValueEnd
Each unpaid Promissory Note−50 Asset Value and −7 InfluenceEnd
Influence track positionInfluenceAll game
Building (Industry card), Share action (2 per opponent share held), Advertising, Politics, region and track bonusesInfluenceWhen gained
National Projects: 3 Influence + 1 Favor per unit boughtInfluence FavorRounds 3 and 6
3 Planning Commission cardsInfluenceEnd
Industrial PoliciesInfluenceEnd
Favor tokens (Politics, National Projects, cards)FavorOnly for the two contenders
2 Endgame Sector Favor tracks: 1 Favor per levelFavorOnly for the two contenders
Policies (printed Favor worth) and your Corporate AgendaFavorOnly for the two contenders

What each resource is for

ResourceWhy you want itHow you get itHow you use it
Money (Crores) Money (Crores, hidden)Industries, buildings and shares all cost moneyStart 150 Cr (Tycoon 130); Revenue and Dividends; Loans; Sales; Fuel track; region WestBid for Industries; pay sector leaders to build; buy shares; repay notes at the end
Promoters Promoters in hand (hidden)Policies are bought with them7 minus your starting Influence; Politics; region East; Policies on offer; Minerals trackSecret Policy bids; Muster into your pool; National Projects
Strategy Pool Promoters in your Strategy PoolStrategy actions only take pool PromotersLosing a Policy bid; not winning an Industry; MusterPay for Strategy spaces (2–7 each)
Industry card Industry cards + Plant plantsAsset Value, Revenue, track steps and InfluenceIndustry auction; Administration “buy an Industry”Build in an empty city; a plant waits on the card until then
Opponent shares SharesYour own: cover Strategy spaces. Opponents’: dividends and Asset ValueShare action (always the cheapest of that player)15 Cr dividend each in rounds 3, 6 and END; end-game value by owner’s rank
Influence InfluenceHalf of the win, and it breaks every bidding tieSee aboveLead the track at the end
Favor Favor (hidden)Settles the game between the two leadersPolitics (+1 every time), South region, National Projects, cardsCount only if you lead one measure
Merit card Merit cards (hidden)One-shot boostsMuster (always 1); Agro track; some PoliciesPlay at the time printed on the card
Promissory Note Promissory Notes (public)Fast cashLoan action; Emergency Loan (free, up to 25 Cr)Repay 50 Cr each at the end or lose 50 Asset Value and 7 Influence
+1 Action token +1 Action tokensA fourth (or fifth) action, even a repeatAdministration Strategy space; Policies; MeritSpend on your turn for any action; discard after

Teaching tips

Rehearse a Policy bid

Use the four-player example: Yellow bids zero promoters, Red two, Green one and Blue two. Green is the Tycoon. Blue beats Red because Blue is higher on their shared Influence stack. Blue pays two promoters to Green and takes a Policy, including any promoter already on it. Red’s two and Green’s one go to their own Strategy Pools; Yellow transfers nothing.

Ask everyone to point out the difference between personal supply and Strategy Pool before returning these practice pieces.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close