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Founding Fortunes

The Rules

A strategy game of capital formation for 2–6 players. Found companies while they're private, vest your founder stake, take them public at the perfect moment — and finish with the most money.

The table

12 × 9 board

108 property tiles, drawn blind

32-company deck

10 seeded per game — every economy differs

25 shares each

held by the bank until a company IPOs

6-space founder track

one cube per founded company

50 business cards

12 effects, one-shot plays

3 option markers + $6,000

per player, to start

Each player draws 6 tiles. One tile per player seeds the board; the player nearest A1 goes first, clockwise.

A turn, in order

  1. 1

    Invest your attention. Choose oneprivate company you founded: its founder cube advances one space (automatic when you only have one). You only have so many hours — a second startup divides your time, it doesn't double it. A full track that is IPO-eligible forces the IPO at the start of your turn.

  2. 2

    Place a tile. Exactly one, from your rack. Next to a lone property it founds a company (pick 1 of the 2 face-up cards); next to a company it grows it; bridging two companies triggers a merger. No playable tile? Skip.

  3. 3

    Free moves. Any time on your turn: IPO your qualifying private companies, play one business card, or lift your own land options. These never cost your buy.

  4. 4

    The buy window — pick ONE. Buy up to 3 shares of public companies · place a land option ($300) · or draw 2 business cards, keep 1.

  5. 5

    Refill. Draw back to 6 tiles. Play passes clockwise.

The company lifecycle

Private

No shares trade. The founder track is the only stake.

Public

IPO at 4+ tiles. Vested spaces become free shares, the offering raises capital, and trading opens.

Safe

Public at 11+ tiles: it can never be absorbed.

Founding takes one of the 2 face-up cards from a 10-company market. Absorbed companies are set aside; when the market runs dry they shuffle back inand can be founded again — a great industry never leaves the game for good. Any shares kept from a company's previous life are cancelled when it returns.

Going public raises capital: the founder collects 2× the share priceat the company's IPO size — so a bigger company raises a bigger round.

A private company is neversafe, no matter its size — staying private is the founder's risk.

The founder track

The cube starts on space 1 and vests one space per turn — everyone can read your countdown.

IPO

Vested spaces convert to free shares, 1 per space — and the offering raises 2× the share price in cash.

Bought out

Absorbed while private: founder is paid vested × price. No bonuses, no shares.

Game end

Still private: founder collects vested × price in final accounting.

Forced IPO: at the start of your turn, any private company of yours at 8+ tiles — or fully vested and IPO-eligible — goes public whether you like it or not.

Mergers & payouts

The largest company survives (the placer breaks ties) and absorbs the rest, largest first. For each public defunct company, at its pre-merger price:

holderbonus
Majority10 × share price
Minority (2nd)5 × share price
Sole holderboth · ties split, rounded up to $100

Then each holder, clockwise from the merger-maker: sell at the pre-merger price, trade 2-for-1 into the survivor (public survivors only), or keep.

A private loser pays no bonuses — its founder receives a buyout of vested × price, and the company is gone. Cheap early, painful late.

Share prices

tiles234567891011+
price$200$300$400$500$600$700$800$900$1000$1100

One table for everything: trading, bonuses, buyouts, and founder payouts all read from the company's current (or pre-merger) size.

Land options

A buy-window choice: $300 claims an empty space with one of your 3 markers — and only you may ever build there. Building on your own claim reclaims the marker; you may also lift one on your turn (no refund).

A tile in your rack whose space is under a rival's option is stuck until the option lifts. Options are geography, not investment — they never pay money or shares.

Business cards

Hand limit 3 · play at most 1 per turn, on your own turn only · drawing (2, keep 1) costs your buy. Cards bend the rules — none can cancel a merger.

Force IPO×5

Choose a private company with 4+ tiles: it IPOs immediately. Its founder still receives their vested shares.

Angel Round×5

Advance your founder cube 1 space on one of your private companies.

Market Window×5

Your buy phase is 5 shares instead of 3 this turn.

Broker's Fee×5

Sell up to 3 of your shares at current price before acting.

Hostile Position×5

Buy 2 shares of any public company at the previous price tier.

Land Grab×5

Place a land option marker for free — this card is the action.

Talent Raid×4

Move the founder cube on any private company back 1 space.

Zoning Variance×4

Play before placing: place a second tile this turn. The second placement may not trigger a merger.

Insider Round×4

Buy 1 share of a company that IPO'd within the last round at half price (rounded up to $100).

Due Diligence×4

Privately look at any player's tile rack, or at the top 3 company cards of the market.

Quiet Period×2

Until your next turn, no one may play business cards.

Poison Pill×2

Choose a company you founded (private) or lead as top holder (public): it cannot be merged during the NEXT player's turn. One merger delayed, not immunity.

Ending the game

On your turn, you may declare the end once:

  • any company reaches 41 tiles, or
  • every active company is public and safe (one private holdout blocks this), or
  • the tiles simply run out.

Final accounting: bonuses for every public company, founder payouts (vested × price) for every private one, then every share liquidates at current price. Most money wins.