Game Rules
Game Structure
The game is played over two eras: Canal Era then Rail Era.
Setup
- Each player draws 8 cards and starts with £30.
- Income marker starts at level 10 (£0 income).
- Turn order is randomized.
- Some cards are removed from the deck (varies by player count).
Turn Structure
- Collect Income - Each player receives money based on their income level.
- Perform Actions - Each player takes 2 actions in turn order (first turn of Canal era = 1 action only). Each action requires discarding a card.
- Reorder - Players are reordered by amount spent (lowest first). Ties keep previous order.
- Refill Hands - Draw cards back up to 8 (if possible).
Canal Era End
When the draw deck and all hands are empty:
- Score VP for flipped industry tiles.
- Score VP for canals (count gold circles in connected locations).
- Remove all canals and Level 1 tiles from the board.
- Reset markets and deal new cards for Rail Era.
Rail Era End
Same scoring as Canal Era, plus 1 VP per £10 held. Highest total VP wins.
Tie Break: Income level, then money, then turn order.
Key Mechanisms
Flipping Industry Tiles
- Cotton Mills and Ports: Flip during a "Sell Cotton" action.
- Coal Mines and Iron Works: Flip when all resource cubes are removed.
- Shipyards: Flip immediately when built.
When a tile flips, immediately move your income marker up.
Consuming Iron
- If any iron on tiles anywhere on the board, take for free (flips tile if emptied).
- If no iron on tiles, buy from external market (price varies by supply).
- If external market empty, buy from bank at £5 each.
Consuming Coal
Coal must be transported to the building site via connected links.
- If connected to a coal mine tile, take for free (closest first).
- If not connected to coal but connected to any port, buy from external market.
- If not connected to coal or any port, cannot consume coal.
Personal Networks
A location is in your personal network if you have an industry tile there or a link connected to it.
- You may only build new links that touch your personal networks.
- Industry cards may only be used to build in your personal network locations.
For transport and selling, any player's links can be used.
Important Exceptions
- First turn of Canal era: only 1 action.
- Canal era: one industry per location per player.
- Rail era: cannot build Level 1 industries (must develop through them).
- Rail era: cannot take loans after draw deck is exhausted.
- Shipyard Level 0 cannot be built (must develop through).
- Shipyard Level 1 is Canal era only; Level 2 is Rail era only.
- You can overbuild your own industries with higher tech.
- You can overbuild opponent's coal/iron only if that external market is empty.
- If you have no tiles on the board, an industry card lets you build anywhere.