Market & Drift
12 Drift discounts
At the end of a complete round, process every eligible module still in the market, in berth order. A module is eligible when it was already in the market at the beginning of that round (section 6).
- A module with no discount or one discount gains one Drift discount.
- A module that already has two discounts is rotated out: exchange it with the top module of the salvage supply and place it at the bottom of the supply. The replacement enters the berth with no discount and is not eligible until it has remained through a complete future round. If the supply is empty, the module stays in its berth.
Discounts work as follows:
- Each discount reduces effective cost by one.
- Maximum discount is two.
- Effective cost cannot fall below one.
- The module remains in the same berth and keeps its guild.
- Exact payment is checked against effective cost.
- Drift discounts disappear when the module is purchased.
Newly refilled modules must remain available for an entire future round before receiving a discount. Market rotation does not advance the purchase counter and never triggers the end of the game.
Worked example · Drift
A module with a printed cost of 6 is refilled into a berth during round 3. It entered during that round, so it is not eligible at the end of round 3. It is already in the market when round 4 begins, so at the end of round 4 it gains its first discount: effective cost 5. At the end of round 5 it gains its second: effective cost 4. It gains no third discount; if it is still unsold at the end of round 6, it is rotated to the bottom of the salvage supply and the top supply module takes its berth. Before that, a payment of exactly 4 in its guild's credits is now an exact payment (section 8). When it is bought, its discounts disappear with it, and the module refilled into the vacated berth must wait through a complete round of its own before it can gain one.