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Rival Seas

Rival Seas Rulebook

Table of Contents

Table of Contents

  • Components
    • Anatomy of the Action Board
    • Anatomy of a Sea Tile
  • Setup
  • Initial Company Distribution and Navigation Point Placement
  • Game Flow
    • 5.1 A player's turn
    • 5.2 Taking actions on the Timetrack
    • 5.3 Actions
    • 5.4 Free actions
  • Container Production and Company Payout
    • Container Production
    • Company Payout
  • Endgame and Scoring
  • Changes for the 2 Player Game
  • Summary of Play
    • A Turn
    • Actions and Free actions
    • Investments
    • Deliveries
    • Container Production
    • End of Round

Components

  • 4 double-sided Sea Tiles
  • 1 Stock Market
  • 1 Shares Display
  • 1 double-sided Action Board
  • 1 Container Market
  • 9 Shares for each of the 4 companies
  • 9 Navigation Points in 4 company colors
  • 16 Containers in 4 company colors
  • 4 CEO Badges
  • 4 Container, 4 Stock Market and 1 Round Marker
  • 5 Player Discs in 4 player colors
  • 2 Demand Markers in 4 company colors
  • 124 Credits
  • 1 Ship in each of the 4 player colors
  • 4 Ship Boards
  • 1 Drawbag
  • 1 double-sided Invest Board

Anatomy of the Action Board

This board keeps track of player positions across the 3 rounds as time units are spent to perform actions.

Bonus slots — These slots are used in the preliminary game phase (see Section 4). They determine player order at the start of the game, as well as the amount of credits each player begins with. These slots additionally determine the amount of Navigation Points a player starts the game with.

Demand slots — During setup, these slots contain a randomized sequence of Demand Markers. Each time a delivery is completed at a town, remove the Demand Marker in that town and replace it with the Demand Marker from the leftmost demand slot. Then place the removed Demand Marker in the rightmost demand slot (see Section 5.4, "Deliver containers at a town").

Timetrack — This circular track has time slots to mark the player's position as they spend time performing actions (see section 5.2). The start slot is marked blue and triggers container production (see section 6).

Round slots — These slots are used to mark the current round.

Halfway point — This slot marks the Halfway point of a round and triggers container production (see section 6). The container amounts generated are listed next to the slot and vary depending on player count.

Action listing — This overview lists all of the actions a player can perform by spending Time units (see section 5.2).

Anatomy of a Sea Tile

These tiles constitute the main playing field of the game and are made up of hexes that contain ports, towns, companies and navigable water.

Rocks — These hexes cannot hold Navigation Points, unless a player upgrades through an investment (see section 5.3).

Town — These hexes represent the towns to which containers are delivered (see section 5.4). These hexes may not hold a Navigation Point.

Navigation Point — These Discs form searoutes used for ships. Each hex may only hold 1 Navigation Point.

Port — These hexes represent Ports of towns or companies. Ports for towns are white while those of companies are dark blue. These hexes may not hold a Navigation Point. Navigation Points can be placed on these hexes for 1 credit (see section 5.3).

Company — These hexes represent the locations where containers are produced.

Sandbank — These hexes are tougher to navigate through, increasing the cost of placing Navigation Points here to 2 credits (see section 5.3).

Setup

This section explains the setup for 3 or 4 players. Changes for the 2 player game are summarized in section 8.

  1. Arrange the 4 Sea Tiles in the center of the table to form a seamless playing field. Tiles may be oriented freely according to the pattern in the setup diagram and either side of a tile may be used, but following 2 rules ensures an optimal dynamic playfield:

    1. Ports cannot touch. There should always be 2 hexes between two ports.
    2. Make sure that not all Companies are positioned on the outside of the playfield.

    Place all the Boards on the table with the appropriate side visible, based on the number of players.

  2. Place 4 Player Discs of each active color (black, pink, white, and red) next to the Invest Board. Each player takes their matching Ship Board and places it with the 4-cargo side face up.

  3. Position glass beads on each value "4" of the Container Market. Put all containers into the bag and randomly draw 6 Containers. Based on the containers drawn, the container prices are now set by moving each bead down a number of positions equal to the number of containers drawn of the matching color. If no containers of a given type were drawn, leave the bead at "4."

    In this example 2 yellow containers were drawn. The marker on the Container Market that marks the value for these containers is moved 2 values down, marking the value at "2".

  4. Place the 6 drawn containers on the appropriate Company hexes (for example, yellow containers go on the company hex representing Goldcoast Bananas).

  5. Randomly draw a number of containers based on the player count, as shown next to the slots at the bottom of the Container Market. Place them in the slots. These containers will enter the game during the first production phase.

  6. Place the Action Board within easy reach of players, using the 3/4-player side with the shorter Timetrack. Randomly stack the Player Discs near the bonus slots, and place one transparent Stock Market Marker on the top round slot.

Initial Company Distribution and Navigation Point Placement

Follow these steps to determine initial turn order, credits and starting positions:

  1. Players must choose a free bonus slot to place their Player Disc on, starting with the top player from the random stack and continuing down, until the last player has done so. The player takes the number of starting credits listed under their chosen bonus slot. Each slot can only be taken once. These credits are placed in front of the player next to their Ship Board and form the personal funds of the player.

  2. Starting at the leftmost bonus slot and continuing to the right, each player now moves onto the start slot of the Timetrack (i.e. the slot that is colored blue and shows a cogwheel symbol), resulting in the Player Discs being stacked in a specific order. Immediately after players have moved their Disc to the Start slot, they must choose one of the available company ports on the playing field and place their ship there. A company and its port are considered available if they have not already been chosen by another player. The player must take 2 shares and the CEO Badge of that company (see Sections 5.3 and 6 for details on company CEOs). Additionally, the player takes the number of Navigation Points shown on their bonus slot (i.e., 1 Navigation Point for the first two bonus slots and 2 Navigation Points for the last two bonus slots in a 3/4 player game) from the reserve of the company they have just become CEO of and places them for free on the playing field, on either an unoccupied plain sea hex or an unoccupied sandbank hex. A maximum of one Navigation Point is allowed on any valid hex. These Navigation Points do not have to be placed next to each other.

Game Flow

Rival Seas is played over 3 rounds. In each round, players move around the Timetrack in clockwise direction, spending Time units in order to perform actions. Each action costs a specific amount of Time units, as listed at the bottom of the Action Board. The Timetrack consists of slots, each one representing one time unit available for a player to spend. When all players have reached the start slot by exact count the current round ends.

5.1 A player's turn

Players take turns based on the position of their Discs on the Timetrack. The player whose Player Disc holds the last position (furthest behind) on the Timetrack gets to take actions until:

  1. They have moved into the first position.
  2. They are no longer in last position and elect to take no further actions in their turn.

When either of these conditions is met, it is now the turn of the player whose Player Disc is in last position on the Timetrack. Whenever a Player Disc should occupy a position on the Timetrack that is already occupied by (an)other Player Disc(s), their Player Disc is stacked on top of the already present Player Disc(s). In case Player Discs are stacked in the last position of the Timetrack, the player whose Player Disc is highest on the stack is said to be in last position and, therefore, gets to take their turn. This also applies to the first turn of a round (in which all Player Discs are stacked on the Start slot of the Timetrack).

5.2 Taking actions on the Timetrack

When performing an action, a player moves forward on the Timetrack an amount of slots equal to the time units listed under the action performed as denoted by the stopwatch symbol (the number indicates the time units that need to be spent in order to perform the action). So, basically, each time slot represents one time unit that can be spent.

If a Player Disc moves past the Disc currently in first position on the Timetrack, after resolving the action, the active player's turn ends. They may not perform any further actions, not even Free actions (see section 5.4). If the player is not in last position on the Timetrack, they can also decide to end their turn early. The game continues with the player that is now in last position.

A round ends for a player when this player takes an action that makes them land on the Start slot of the Timetrack. A player is not allowed to take an action that would make them surpass this Starting Slot. The round ends when all Player Discs are on the Start slot. However, if the player arrived on the Start slot and has executed the chosen action, they are still allowed to perform Free actions (like sailing or delivering cargo) that does not cost time to perform. This also applies to the first player. When the player stops executing Free actions, the round for this player ends.

When all players have landed on the Start slot (thus forming a stack containing all Player Discs), the Round Marker is moved to the next round slot and the next round begins. If the Marker was already on the third round slot, the game ends and scoring happens (see section 6).

Example: It is now time for Black to act. They choose to spend 1 time unit and land in the time slot right behind White.

White takes their first action (placing 2 Navigation Points), spends 2 time units and moves the White player Disc 2 spaces forward on the Timetrack.

Black now has 3 choices:

  1. End their turn, as Black is no longer in last position on the Timetrack. They are allowed to take Free actions (see section 5.4) before ending their turn.
  2. Take an action that costs 1 time unit and end up on top of White. They are still allowed to take 1 action if they choose to (resulting in Black passing White in first position) as well as Free actions (see section 5.4) before ending their turn.
  3. They could perform an action worth 2 or 3 time units and surpass White. Their turn ends immediately after the action is resolved. They are no longer allowed to take any Free actions (see section 5.4).

5.3 Actions

This section lists all of the actions players can take that cost time units. A player is free to take these actions as many times as they want, until their turn ends (see section 5.2), provided they pay the cost in time units whenever they take the action.

Funding Take 1 Credit from the bank and add it to your personal funds.

Load a Container At a company port, a ship can load 1 container per action into a free slot on the player's Ship Board. Ships can hold up to 4 containers at the start of the game. If no slots are free, this action cannot be performed. Containers cannot be removed from a ship except by:

  • Delivering them at a town that demands that type of container (see "Deliver containers at a town"), or
  • Dumping all containers (see Section 5.4, "Dump Containers").

Produce a Container A player can produce 1 container at a company of their choice. The player takes the container of the appropriate color from the bag, and places it on the company hex of the matching company. Take note that a company hex can hold a maximum of 6 containers.

Place or Move Navigation Points The player may place 1 or 2 Navigation Points (using the 1 time unit or 2 time unit action, respectively) on a free hex in the playing field. They are allowed to place Navigation Points for different companies when placing more than one. However, a player can place a point for a certain company only if they own at least 1 share of that company. If this is the case, a player takes a Navigation Point from the company reserve and pays an amount of credits from the company's current treasury (not from a player's personal capital!) to the bank. If the company holds insufficient funds, a player is not allowed to place a Navigation Point for the company on the playing field.

Placing a Navigation Point on a regular sea hex costs 1 credit (paid from the company treasury to the bank). Placing a Navigation Point on a sandbank costs 2 credits (paid from the company treasury to the bank).

This action also allows a player, who is CEO of a company, to move Navigation Points that are already on the playing field to a different free hex. The same placement rules and costs apply and the player is allowed to combine placement and movement actions when choosing the 2 time unit action. Should a company not have a CEO (see 'Buy or Sell a Share' in the current section), no Navigation Points may be moved for that company.

Invest Investing unlocks upgrades that provide powerful benefits for growth. To invest, a player selects a column on the Invest Board, places one of their Player Discs (Placed next to the Invest Board during setup) in the top free slot, and pays the credits shown next to the slot the Player Disc was placed in. A specific player may only place 1 of their Player Discs in each column during the game.

These are the 4 different Investments that are available:

  • Cargo space — After investing, the player can now use 6 cargo slots of their ship. Flip your Ship Board so the side with 6 free spaces is available. If there are Containers present in your ship, you put them on the flipped side.
  • Production upgrade — After investing, each time a player uses the Produce a Container action, they produce 2 Containers instead of 1 at a single chosen company, for the same time value. This upgrade applies to only one company per action and cannot be split or used across multiple companies.
  • Navigation expert — After investing, a player may permanently add 3 Navigation Points to a single company's general reserve he is CEO of. A player may now also place or move Navigation Points onto rocks for 2 credits, following the standard placement and movement rules (see "Place or Move Navigation Points").
  • Loading upgrade — After investing, the player loads up to 2 containers per action instead of 1, for the same time unit (see 'Load a Container').

Buy and/or Sell a Share When performing this action, a player may buy and/or sell 1 share of a company of their choice. They can either buy 1 share, sell 1 share, or do both, but not of the same company. If you perform both, they can be executed in any order.

When buying a share: the player pays the current stock value of the share, adding the credits to the treasury of this company. The player now takes the appropriate share from the Shares Display and places it in front of him. As a result of the purchase, the stock value of the company increases by 1 and its Stock Marker is moved up 1 position on its track. If the company's stock value is already at 12, the value does not increase and the Stock Marker stays where it is.

When selling a share: the player receives the current stock value of the share from the treasury of the company and adds these credits to their personal capital. The player returns the sold share from the play area in front of them to the Shares Display. As a result of the sale, the stock value of the company decreases by 1 and its Stock Marker is moved down 1 position on its track. If the company's stock value is already at 3, the value does not decrease and the Stock Marker stays where it is. When there isn't enough money in the treasury of the company to pay the share value, you aren't allowed to sell a share of this company.

Becoming CEO — A player becomes the CEO of a company and receives the CEO badge as soon as they own at least 2 shares and at least 1 more share than any other player in that company. If no player holds 2 or more shares, the company has no CEO until this condition is met and the badge for the company is returned to the supply. The CEO determines whether dividends are paid out during a company payout and can move Navigation Points already positioned on the playing field. If buying or selling a share results in a tie, the current CEO keeps their position, as long as they still own at least 2 shares. If a CEO loses their position by selling a share of the company (resulting in them owning only 1 share or fewer shares than another player), the CEO position is passed (if possible) to the player who holds the current majority and owns at least 2 shares of the company. If there is a tie, nobody becomes CEO until a majority is established.

Advertise This action lets a player adjust future town demand by switching the positions of two adjacent Demand Markers, shifting a marker back. This allows a specific demand to enter the playing field sooner, as the leftmost marker enters the playfield first.

5.4 Free actions

Players can take Free actions during their turn without spending time units on the time track. A player is free in the order they resolve free and time-costing actions. They can for example set sail, perform an action costing time and next sail further. As soon as a player is in first position on the time track they can't take additional Free actions.

The following 3 actions can be performed by players without spending time units on the Timetrack:

Dump containers During their turn, a player may remove all containers from the cargo slots of their ship and put them back in the drawbag.

Set sail The sail action is only limited by cost (credits) for the use of Navigation Points and can be performed multiple times in a player's turn. This action allows a player to sail their ship from a single port to a single port. To move, the player traces a continuous route from their current position to their destination, with the requirement that every hex along the route contains a Navigation Point (regardless of which company owns it). For each Navigation Point used along the route, the player must pay 1 credit to the company that owns it, unless they can "cover" it with a share. Each share the player holds in the owning company allows them to use one Navigation Point for free.

This cost is calculated separately for each port-to-port movement. Every time the ship visits a port, a new movement begins, and the player can again use one Navigation Point for free per share in the relevant company. A port can only hold up to 2 ships at any time. Ships may sail through a port that already holds 2 ships but can not end their movement there. If a ship can not end movement at a port because there are already 2 ships present, it can not be used to reset the calculation for the use of the free Navigation Points.

Navigation Points — To sail a ship between ports, a continuous sea route formed by Navigation Points positioned on sea hexes is required. Ports themselves may not contain markers. Players can place markers from a company's reserve on any free sea hex when they have at least 1 share of this company (see section 5.3, 'Place or Move Navigation Points').

Example: At "Viva Verde Olives," Red can't sail to Blakeney initially, as the ports aren't connected. By placing 2 Navigation Points as an action, they create a continuous sea route and enable the journey.

Example: Red's ship is at the Viva Verde Olives port and chooses to deliver containers to Blakeney. The route passes Navigation Points owned by Roast & Co Coffee and Bluewave Tuna. Red owns 2 shares of Roast & Co Coffee, so they pay 2 credits instead of 4 for the Navigation Points not covered by shares. Red has no shares in Bluewave Tuna, so they pay 1 credit to that company for its Navigation Point.

Alternatively, Red could sail to the Roast & Co Coffee Company, as 2 Containers are waiting to be loaded. This would cost Red 4 credits in total: 2 paid to Roast & Co and 2 to Bluewave Tuna.

Red can avoid paying Bluewave Tuna (owned by two opponents) by placing two Navigation Points owned by Roast & Co Coffee. This lets Red bypass Bluewave Tuna's points and pay only the company in which they hold shares.

Example: White is ready to set sail to the Bluewave Tuna port. The direct route has 3 Bluewave and 2 Roast & Co Navigation Points. White owns 1 share in each company, so a direct sail would cost 3 credits (2 to Bluewave, 1 to Roast & Co).

Instead, White sails first to the Roast & Co port, paying 1 credit for the second Bluewave Navigation Point, ending the first sail movement at this port.

White now starts their second sail movement from the Roast & Co to the Bluewave port. No credits need to be paid for the Blue Navigation Point covered by the share White holds, and this is also the case for the first brown Navigation Point. So this sail action only costs 1 credit for the second brown point not covered by a share, creating a total cost for the combined first and second sail movements of only 2 credits instead of the 3 credits it would have cost without stopping at the Roast & Co port.

Deliver containers at a town When a ship is on a town port, it may unload containers matching the Demand Marker present without spending time. Follow these steps during a delivery in order:

  1. Payout for the delivery — The player earns credits based on the current market value of the Container type (as indicated by the bead on the matching market track). These Credits make up your personal funds and are placed in your personal play area. Next they move the containers to the appropriate column on the Container Market Board, above the matching container color. This way container lines are formed.

    Important: when delivering a specific type/color of container, the player must deliver all containers of that type from their ship. They cannot choose to split amounts of containers of a specific type over several sales.

    Example: In the example a delivery was just made: 2 blue containers. The delivering player receives 4 credits: 2x2. Now the containers are added to the appropriate columns to visually represent the current amount of sold containers.

  2. Adjust the Container market — The market value for all Containers is adjusted based on the amount of Containers currently present in the Container lines above the market:

    • The most common color(s) decreases in value by 1. Its market bead is moved down by 1 position.
    • The least common color(s) increases in value by 1. Its market bead is moved up by 1 position.
    • If a Container color is not present in the Container lines on the market, this automatically becomes the least common color.
    • If Container colors are tied, all tied colors are adjusted.

    If the value of a Container reaches "4" or is already at "4" when its value would increase, the share value for this company increases by 1 (and its Stock Market Marker moves up 1 position), if possible. If the value of a Container drops to "1" or is already on "1", the share value for this company decreases by 1 (and its Stock Market Marker moves down 1 position), if possible.

    Example: After the delivery, blue container prices drop, while green and brown rise. As green hits the top value, Viva Verde's stock value increases by 1 position. Blue reaches the lowest value on the market and as a result Bluewave Tuna's stock value drops 1 position.

Replace the Demand Marker After a delivery is resolved, follow these steps in order to create new demand for a town:

  1. Take the leftmost Demand Marker from the line of markers found at the top of the Action Board. This marker will replace the current Demand Marker on the town the delivery was made to. The remaining markers are pushed to the left, so the last slot is empty as a result.
  2. Take the replaced marker from the board and put it in this last slot.

Container Production and Company Payout

As soon as either:

  • the first Player Disc on the Timetrack reaches or surpasses the Halfway point in a round, or
  • the first Player Disc on the Timetrack reaches the Start slot by exact count in a round,

Containers will be produced and become available at the company hexes. When the first Player Disc reaches the start slot there will also be a Company Payout. Remember, only the first Player Disc on the Timetrack triggers these events. Nothing happens when the next Player Disc enters or passes the Halfway point or start slot!

Container Production

After resolving the action that triggers container production, follow these steps in order:

  1. Add 6 (3P) or 8 (2P/4P) containers from the bottom slots of the Container Market Board to their matching company hexes (e.g. yellow to Goldcoast Bananas).
  2. Refill the Market Slots with containers from the bag, based on player count.
  3. A company hex can hold a maximum of 6 containers. If container production would result in a company holding more than 6 containers, the excessive containers are put back in the bag and no replacements are drawn.

Company Payout

After Container production a Company payout is triggered. This event is triggered when the first Player Disc finishes his turn on the start slot and the player completed all Free actions they want to take. Only the first Player Disc on the Timetrack triggers a Company Payout. Nothing happens when the next Player Discs enter the start slot. The following steps are resolved for each company in order of the Stock Market board (Bluewave Tuna, Viva Verde, Roast & Co, Goldcoast Bananas). If a company has no CEO, the company doesn't pay a wage nor dividends. Each company with a CEO follows these steps in strict order:

  1. The company's CEO (see section 5.3 'Becoming CEO') receives a wage, in the form of credits. This wage is determined by the company's current stock value: 2 for a stock value between 3-5, 4 for a stock value between 6-8, 6 for a stock value between 9-10 and 8 for a stock value between 11-12 (note the different background colors for these stock value ranges, which help determine the wage). As long as a company treasury is sufficient to pay out the CEO wage, this step is mandatory and cannot be skipped. When the company treasury is insufficient to pay out the CEO wage, this step will not be resolved and also the next step (dividends) is skipped.

  2. Only when a CEO wage has been paid, dividends can be paid (evenly) to all shareholders. The CEO chooses to pay out dividends from 0 to 3 credits per share, but all outstanding shares must be paid out evenly. There must be enough credits in the treasury to pay the entire dividend so each share receives the same amount. After choosing the value of the payout, each player receives credits from the company treasury according to the number of company shares that player owns.

    Example: The treasury contains 11 credits and the CEO has 3 shares of the company. An opponent owns 1 share so must be paid out. The CEO can't choose a dividend of 3 as this would bring the total amount to be paid to 12. The maximum they can choose is 2. If they decide to declare a dividend of 2 they receive 6 credits: 3 shares x 2, and the opponent who owns one share also receives 2 credits. They could also choose to pay 1 per share or nothing.

The stock value of a specific company must be decreased by 1, lowering the Stock Marker for that company one position on its track, if one or more of the following situations occur:

  1. The CEO chooses not to pay out dividends for that company.
  2. The company treasury is insufficient to pay out a minimum of 1 credit per outstanding share, so nothing can be paid out.
  3. The Company currently has no CEO.

Once both steps have been completed for all companies, the round continues until all players have finished their turn on the Start slot. Then move the Round Marker to the next Round Space. The player whose Disc is on top starts the new round.

Endgame and Scoring

After completing the third and final round with all players reaching the Start slot by exact count, the game ends. Players then total their victory points from capital and investments. Victory points (VP) are calculated based on:

  1. Owned shares. Calculate the amount of VP by multiplying the number of shares a player owns for each company by their respective final stock value (as indicated on the corresponding Stock Market Tracks).
  2. Each credit the player holds equals 1 VP.
  3. Each Investment unlocked on the board is translated into a number of VP as listed at the top of the appropriate column.
  4. Each container still in the cargo space of a player's ship scores this player 1 VP.

The player with the most VP wins the game. If there is a tie, the player with the most shares wins. If still tied, the players whose Player Disc is the nearest to the bottom of the pile on the Action Board wins.

Changes for the 2 Player Game

  1. During setup: remove 6 Containers of each color from the bag. Instead of 6, 8 containers are drawn and positioned on the appropriate Company hexes during preparation.
  2. Use the side of the Invest and Action Board marked with "2P" (found on the left side of the board).
  3. Start with 4 Navigation Points of each company in the reserve and 3 additional points near the Invest Board.
  4. There is no Halfway point on the Timetrack, so no Container production is triggered halfway through a round (see section 6).

Summary of Play

A Turn

The player who is furthest behind on the Timetrack takes actions until they are in first place or decide to stop, provided they are no longer in last position. Taking an action consists of 3 distinct steps, resolved in order: Choose an action → Move the Player Disc (unless it is a free action) → Resolve the action.

Actions and Free actions

  • Dump containers — Remove all containers from the cargo slots of their ship and put them back in the drawbag.
  • Set sail — Move your ship from port to port, paying credits for Navigation Points not covered by shares.
  • Deliver containers — Deliver Containers to a City Space with a matching Demand Marker. Only after the delivery, update the Market and the Demand Marker.
  • Funding — Take one credit from the bank.
  • Load a container — At a Company port, move 1 container from this location to your ship (board).
  • Invest — Place a marker on a free slot of the Invest board and pay the mentioned cost and as a result unlock the upgrade.
  • Produce a container — Take a chosen container from the bag, and place it on the company hex of the matching company.
  • Advertise — Switch the position of two adjacent Demand markers on demand slots.
  • Place or Move Navigation Points — Place 1/2 Navigation Points (1 share required of the owning company) or move an already positioned Navigation Point (CEO only!) on a free hex in the playfield.
  • Buy and/or sell a share — Buy and/or sell 1 share of a company of your choice.

Optional note: Free actions may be performed before or after another action. However, once you are in first position on the time track, you may no longer perform Free actions, unless you have reached the Start slot at the end of a round.

Investments

  • Cargo space — Use all 6 cargo slots of your ship. Flip your Ship Board.
  • Production upgrade — Produce an additional Container when performing the "Produce a container" action.
  • Navigation expert — Add 3 additional Navigation Points to the reserve of a company you are CEO of and be able to place Navigation Points on rocks.
  • Loading upgrade — Load an additional Container when performing the "Load a container" action.

Deliveries

Perform the following steps in order: Receive payment → Place Containers on Container market → Adjust prices → Remove containers if necessary → Update the demand marker.

Container Production

Perform the following steps in order: Place containers on the Company hexes of the playfield (maximum 6 per hex) → Refill the empty slots.

End of Round

Perform the following steps in order: Container production → Pay CEO wages and determine and pay dividends (0-3) → Reduce the share value of companies that do not pay at least 1 dividend → Move the Round Marker one slot down (if possible).

Credits (forming the bank) are put as a reserve within reach of the players.

  • Place the appropriate shares in the matching slots of the Shares Display. Each company starts with a "Company treasury" of 8 credits, positioned adjacent to the shares pile. Also, 6 Navigation Points (Discs) for each company are placed in the appropriate slots. Place one Stock Market Marker on value "3" to represent the current stock value of each company.

    Each company's treasury is separated from player funds and remains distinct even if a player owns shares or serves as the company's CEO.

  • Take a Demand Marker in each of the 4 colors and randomly place one on each Town hex. The remaining 4 Demand Markers are placed in a random order on the Slots found at the top right of the Action Board.

  • Container removal — When the market value for a Container color decreased down to 1 after a sale (see step 2), all Containers of that color that are present in the Container line in the market must be removed from the market. They do not return to the Container drawbag. Instead they are gathered in a Discard pile somewhere on the table.

    Example: As the market value of the blue containers has dropped to the lowest value, the containers are removed from the market. This allows their value to start rising again during sales that follow.