Image Map Name Players Ideal Description
Barbados 1 1 Remove purple cubes and New Cities E,F,G, H. The only actions available are Engineer, Locomotive, Urbanization, and Production. An action selected cannot be selected until all other actions have been selected. Only one share allowed per turn. Play 10 turns.
Cuba 1 1 Black cubes represent gunpowder for the revolutionaries. Choose a difficulty level. The goal is to clear the board of all cubes. Only 12 shares are available. A third delivery may be made if it is a black cube.
Hawaiian Islands 1 1 Solitaire map. Choose difficulty mode. Each island acts as a City and connections are built between the islands. To win, clear all cubes from the paths between the islands.
Puerto Rico 1 1 Solitaire map. Mix the number of black and red cubes according to difficulty level selected. You may pay $5 to choose the Engineer or the Locomotive action. No other actions are available. Black and red cubes may be delivered to San Juan; black cubes receive no income. The game lasts 10 turns; black cubes are -10 income each at game end.
1867 Georgia Reconstruction 2 2 Purple and yellow cubes removed for use in special 2 player auction. Some pre-built track is on the map. Urbanization is the only action available.
Alabama Railways 2 2 No yellow or purple cubes. Urbanization and Locomotive are the only actions. Income is one less than links used for each delivery.
Antebellum Louisiana 2 2 No yellow or purple cubes. Urbanization and Locomotive are the only actions. Players can create towns on top of track for a $3 fee.
Austria 2 2 Players start with $15. No shares are used in the game. Turn order is set. Only foreign markets, not towns, may be urbanized. May only build complete links. Move goods phase is three rounds.
Belgium 2 2 Turn order is randomized during setup for all turns. Engineer action allows player to place town tiles on plain hexes (no towns are on the map).Urbanization allows a New City tile to be placed on an existing City of New City and the player can only build two track tiles this turn.
Jamaica 2 2 New Cities E, F, G, H are removed. Turn order happens before the Issue Shares phase and alternates each turn. The first can pay $5 and go first, if they don't pay $5, the second player can pay $5 and go first. If no one pays $5, the first player goes first. The game ends on the turn when there are no cubes remaining on Jamaica.
New England 2 2 Each City starts with 3 goods. Turn Order is determined in setup: one player is first on turns 1, 3, 6, and 8; the other player is first on turns 2, 4, 5, and 7. Only completed railway links may be built. Each player may moved goods 3 times in a turn. PLayers get 1 VP for $20 in cash at game end.
Reunion Island 2 2 Remove purple cubes and New Cities A, B, E, & F. Players start with 2 shares and no cash. Auction: winner pays full, loser pays $0. Build track: first player can build 0-2 track tiles, second player can build 0-4 track tiles, then first player can build 0-2 track tiles. Engineer can build 4 track tiles consecutively. Volcano eruption may occur and lava permantly damages hexes and track.
Scotland 2 2 Game is 8 turns. Remove 6 cubes of each color before play. $5 to build on a mountian hex with a stream. Ferry routes are $6 and both sides must be ubranized in order to build the ferry.
Sicilia 2 2 Has a virtual 3rd player - the Cosa Nostra which autobids and selects an action. Two random actions are always blocked as well. Players receive full income for deliveries to cities with a black cube in it or else it is -1 income.
South Carolina 2 2 Purple and yellow cubes removed for use in special 2 player auction. Each delivery requires $1 paid to the bank. Engineer is the only action available.
St. Lucia 2 2 Place a cube on each green and river hex during setup. Places cubes on track during build phase, these can now be delivered. These cubes are worth bonus +1 income during delivery for the owner of the track where the cube starts.
Umbria 2 2 The game is 8 turns. Goods growth: roll 4 dice for the white side. Roll again if any New Cities on the black side have been urbanized. The Turn Order Pass action allows a player to go first next turn.
Cyprus 3 3 3 players represent different groups: blue is UNO forces, yellow is Greek, and red is Turkish. UNO player may not select Urbanization. Either Locomotive or Engineer are not available each turn, alternating each turn. The Greek and Turkish players have to end deliveries in their respective side of the map. The UNO player has no delivery restrictions.
Montreal Metro 3 3 Includes special action board to show split Locomotive levels. There is a neutral Government player; each turn before Issue Shares a Government Link is built. Other players can use these links, but they generate no income. In the auction if two or more players pass, they do not select special actions.
Pittsburgh 3 3 Game is 8 turns. Curve tiles are $3, tiles with a straight are $10, complex tiles without a straight are $4, all builds on towns are free. Commonwealth Grant action replaces Production action and allows a player to build 1 straight track file $7. The 6 Cities on the map receive goods from both sides of the Goods Display.
Sicily (Winsome) 3 3 Game ends after 7 turns. Place a black cube in every town, two in each city. Production is now the Protection action - only this player may move a black cube out of a town.
Trisland 3 3 3 player symmetrical map. Purple cubes and 4 of each other color are removed in setup. 3 gray New Cities and purple New City are not used. During setup, each player places two ownership discs above Engineer, Locomotive, First Build and one disc above Production and Urbanization. These are only actions available.
Zombie Apocalypse Michigan 3 3 Zombies start on locations based on dice rolls during setup. Zombies move 1 hex at the end of each turn attempting to move towards the nearest cube. When zombies finish their movement in a City or town, then the location is razed. Cubes are removed and a simple track tile is placed on the hex facedown; then additional zombies spawn. Razed locations function as colorless towns.
Cyclades Islands 3/4/5 4 No track tiles are used. Deliveries are from island to island and affected by wind direction. Urbanize allows a new island to be built.
Golden Spike 4 4 Cover the prepinted tracks with facedown curves and straights. Players must build out of Sacramento or Omaha on their initial build; no more than 2 players per City. Track must be continuous back to the starting City and cannot be built across thick black lines or facedown tiles. Facedown tiles are removed when a cube is delivered to either Sacramento or Omaha. The game ends when one side reaches Promontory.
Gulf Coast 2/3/4 4 Can build ports during the track build phase; one port and two track, 2 ports and one track, three ports. Ports are placed for $5 each on any coastal City hex side adjacent to the Gulf.; only one port per hex side. A coastal town may only have one port until it is Urbanized. Ports can be used for deliveries; only one port route per delivery is allowed.
Holland 3/4 4 Polder is a new hex type and can only be built in a later turn which is marked depending on player count.
Korea 3/4/5/6 4 All Cities only accept cubes that match the color of cubes already on that City. Cubes may not be moved through a City that has a cube of the same color on it. The moved cube is removed after delivery. When a New City is placed, take the 2 goods cubes for that City from the Goods Display and place them on the New City, then draw 2 new goods cubes to refill the spaces on the Goods Display.
North & South Korea 3/4/5 4 Place 12 yellow discs on the North & South Korea border. N. Korea Cities get 1 cube each and S. Korea Cities get 3 cubes each. Engineer can build up to 3 tracks tiles for a max cost of $9. You can only build 2 track tiles per turn. Goods deliveries are only allowed in one direction between the N. & S. Korea based on the turn.
Mars 4 4 Green discs are used as Martians and can be delivered for normal income to Cities with other Martians and are worth 2VP each for end game. Red cubes are not used. Players track must be a single connected network and can wrap off the board edge to the other side of the board.
Secret Blueprints 3/4 4 Each player takes a plan (map section) and places dividers so other players cannot see their plan. Each player places randomly drawn cubes on their plan; 2 per City. The game is 7 turns. Players simultaneously build and deliver. The Production action allows a player to declare a goods color they would like and the other players must remove a cube of this color from one of their Cities, then the player places these cubes on the Goods Display.
Time Traveler 2/3/4/5/6 5 Combine any 4 map sections to make the map. Track can be built to green void spaces t cnnection to other map sections. Goods can be delivered between map sections; the void connection does not count as a link for Link Level or income. A good may not enter the same map section twice during a delivery.
1890 Berlin 3/4/5/6 3/4/5 Variable City start colors determined during setup. No Urbanization action. Each City starts with 4 cubes, only the rightmost cube may be delivered each turn.
Chicago 3/4/5 3/4/5 3 players: Use southern half of map only. Yellow and red New Cities are removed. 8 cubes are placed on Chicago (a 4 hex red/yellow City). A strike occurs 3 times in the game; players can pay to end the strike on their links; if they don't they cannot use Chicago. Repression action allows a player to end a strike for free.
Four Corners 3/4/5 3/4/5 Players keep goods cubes when delivered. Whenever a player has four different colored cubes, these are turned in for 4 additional income.
Greece 3/4/5 3/4/5 6 cubes start in Athens. Issue shares: the first 5 shares pay $5, shares 6-10 pay $4, shares 11-15 pay $3. Income reduction is increased by 1 for each tier.
Italy 3/4/5/6 3/4/5 Black cubes are not placed on Cities during setup; they are placed in the Goods Display. Shares are $5 as normal; however, players may take shares for $3 during phases other than the Issues Share phase. Shares are unlimited. Only one completed link may be built per turn. Includes 7 additional complex track tiles. Black cubes can be moved to reduce the income of the link owners it travels.
Sweden Recycling 3/4/5/6 3/4/5 Goods are recycled to different colors when delivered allowing a single good to be delivered multiple times during the game as it changes color. The final color change to black results in removal of the good at a Waste to Energy plant. Purple cubes are not used. The WTE action allows a player to collect all black cubes on the WTE space and keep them for 2VP each at end game.
Synapses 3/4/5 3/4/5 No tiles are used. Discs are built on neurons and these are already linked to other neurons. Engineers allows building on a neuron that has another player disc on it already.
Tibet 3/4/5 3/4/5 Blue player discs are placed on the Production action space; production is replaced by Sherpa which allows the player to pick up a blue disc. The blue disc can be used to move goods over impassable mountain hexes.
1830s Pennsylvania 3/4/5/6 4/5/6 Coal deliveries (black cubes) from western side are worth double income or double Locomotive.
African Diamond Mines 3/4/5/6 4/5/6 Light gray hexes are diamond deposits and are numbered. Income for deliveries is diamond deposit value minus number of links used. Must have locomotive + depth at least equal to diamond number to deliver. No Urbanization action.
Amazon Rainforest 3/4/5/6 4/5/6 Uses a market system for delivery value (income) based on current level of the color of cube in the market on the board. Can build 4 tiles per turn at $5/tile. No Urbanization action. Move First is now Move Last. Production cubes are drawn from the Market track on the map and placed directly on Cities.
America 3/4/5/6 4/5/6 Game is one turn less. All players start with a 6 Locomotive; players do not pay expenses for Locomotive. Players can only deliver 1 cube in the delivery phase; the player with Locomotive action may deliver 2 cubes. Income reduction is half of normal.
Argentina 3/4/5/6 4/5/6 Red cubes are placed randomly in the pampas hexes during setup. Each turn fires progress (red cubes) based on wind direction. Build costs are more on hexes with red cubes and red cubes are placed on rail and can be delivered.
Australia 4/5/6 4/5/6 Deliveries to Perth get a bonus +3 income. Urbanization action limits player to 2 track builds. Engineer action gives one tile build for free.
Beer & Pretzels 3/4/5/6 4/5/6 Each player starts with $20. No shares are used. When a cube is delivered, $5 per link goes to the owner of the links. No income or expenses phase. Player with most money wins.
Chesapeake & Ohio 4/5/6 4/5/6 No goods growth phase. Players may build a factory in a city for $8 instead of building track. Factory action allows normal track build and factory build. Goods movement can be split up for multiple deliveries equal to Locomotive level. When a cube is delivered to City with a factory, two random cubes are placed on the City.
Chile 4/5/6 4/5/6 The yellow New City is removed. When yellow cubes (gold) are delivered they provide normal income and move the player back one space on the share track; remove the yellow cube from the game.
China 3/4/5/6 4/5/6 Players start with $20 and 2 issued shares. Players must start from coastal Cities and be contiguous back to a coastal City throughout the game. When a player's track connects to a City they must pay additional cash equal to the amount shown on the City. Diplomatic Pressure action (adds to Engineer) reduces the City connect cost by half.
Essen Spiel 3/4/5/6 4/5/6 New Cities are removed based on player count. After Urbanizing, the other players in turn order place New Cities in any hall that does not yet have a City in it. Urbanize happens regardless if anyone selects it. Production action allows the player to place 2 cubes on any town during Goods Growth, then all Cities are removed from the map.
Europe 3/4/5/6 4/5/6 Express Links allow two income per delivery but cost double to build. Production Action determines which cubes make it to the map.
Finland 3/4/5/6 4/5/6 Several impassable hex sides on the map. Cubes may delivered to and from Russian; each delivery to one of these zones results in removing one of the 5 cubes from the zone. When the cubes are gone, then the zone no longer accepts goods.
France 3/4/5/6 4/5/6 Paris gets 8 cubes in setup. Engineer allows a player to place track tiles in Difficult terrain hexes. Production can be as normal or announce a City and place 2 random cubes directly in it. During the 1st turn 2 players may choose Urbanize. Paris is a 4 color city and accepts blue, red, yellow, and purple cubes.
French Riviera 3/4/5/6 4/5/6 French coast hexes cost $3 to build and can only be built by the player with the Engineer action. Engineer action allows up to 4 tiles of inland building or 3 tiles if at least one is a coast hex.
Germany 3/4/5/6 4/5/6 Green hexes are foreign terminals and only accept one type of good with variable setup colors. Engineers allows one track tile to be built at half cost. No uncompleted track sections may be built.
Mediterranean Sea (Giant Maps) 3/4/5/6 4/5/6 Giant map. Engineer action allows ferry build for free. Has long two link ferry routes.
Oklahoma Land Rush 3/4/5/6 4/5/6 Cubes are placed on every plain/river hex on the map during setup; no goods growth or production action. No limits on town tiles/markers.
Portugal (Winsome) 3/4/5/6 4/5/6 In the first turn before actions are selected, each player in turn order may place one simple track tile with their ownership marker on the map for free. During Goods Growth, if Lisboa has less than 3 goods, add goods so it has 3.
Railroad Switches #1 3/4/5/6 4/5/6 Uses 6 complex crossing hex tiles as switches placed on the switch locations on the map during setup, the other complex crossing hexes are returned to the box. During delivery may rotate the switch to connect your track for -1 income. Station Master action in 5/6 player game does this for free.
Railroad Switches #2 3/4/5/6 4/5/6 Uses 6 complex crossing hex tiles as switches placed on the switch locations on the map during setup, the other complex crossing hexes are returned to the box. During delivery may rotate the switch to connect your track for -1 income. Station Master action in 5/6 player game does this for free.
World The Airlines (Giant Maps) 3/4/5/6 4/5/6 Giant map. Engineer action allows airline link build for free. Airline routes are shown in a grid on the map and are direct connection between cities.
20,000 Rails Under the Sea 3/4/5/6 3/4 Modular 7 hex tiles used to build map as the game progresses.
Berlin Wall 3/4 3/4 During setup if there are blue cubes east of Berlin replace them; if there are red cubes west of Berlin replace them. Place 19 red discs along the Berlin Wall. Enginner can build 3 track instead of 2 or remove one of the red markers from the wall. Track may built up to the wall if a City is on the other side, but if there is still a red disc at this location then you cannot delivery through this link.
Fukushima 3/4 3/4 Only 2 track tiles built per turn (3 for Engineer). Choose difficulty level for number of destroyed hexes. At the start of the 5th turn a nuclear explosion occurs. Remove all track on colored tiles based on difficulty level and then add 1 cube to each City.
Iraq 3/4/5/6 3/4 Black cubes are placed in oil fields during setup based on dice rolls. US Army Convoy action allows a player to move goods through 1 City of the the same color. Engineer allows 4 track tiles to be built and allows connecting to Oil Field hex.
Ireland 3/4 3/4 The game is one turn less than normal. Green Cities are depressed Cities and produce no goods and accept no goods. Overseas destinations are connected by ferry routes. Goods can be taken from green Cities, but may not pass through green Cities. Urbanize allows a player to remove 1 cube from the map. Locomotive allows a player to increase their Link level twice by skipping both deliveries.
Japan 3/4/5/6 3/4 Half water/land hexes can have track built for different costs.; $3 for land track, $6 for water track. Locomotive action is changed to provide a temporary +1 Link level increase this turn. Can only build 2 track when Urbanizing a New City.
Moon 3/4 3/4 Can only build 2 track tiles per turn (3 with Engineer). Day and Night phase results in one half of the map being night in which all Cities on this half are considered black and only black cubes. The next turn the night side switches to the other side of the map. Track builds can go off one map edge and connect on the other side (wrapping).
Paris 3/4 3/4 Hexless and no track tiles are used. Flyboat action replaces Turn Order Pass; allows a player to move a cube along the Seine to another district, it counts as 1 link for downstream movement and 2 links for upstream movement.
Portugal (Vital) 3/4 3/4 Each play may only build one connection to Lisboa each turn (land or sea). Sea routes cost $6 and count as a link. During Goods Growth the Azores and Madeira each receive a random goods cube.
Scandinavia 3/4 3/4 Sea routes may be built for $6; 1 per player per turn. Ferry action allows a player to move a cube from one coastal City to another during a delivery. The game is one turn shorter.
Solar System 3/4 3/4 Instead of Cities and towns there are planets and satellites. Planet colors are assigned at random using colored player discs during setup. Players build links by placing discs on orbital links or on transorbital links. Deliveries go over links between the planets and satellites. At the end of a turn the planets move clockwise around their orbit.
Switzerland 3/4 3/4 Players may buy back one share for $8 in a turn they do not issue any shares. Tracks costs are $4 per tile. Heavy black lines are impassable. Three hexes have preprinted tunnels; these are not available until the beginning of turn 5.
Taiwan Cube Factories 3/4 3/4 Track is double normal cost. Cubes delivered are kept by players. During goods growth, each player may combine cubes in front of them to produce new cubes on Cities they are connected to.
Tasmania 3/4 3/4 When a town is urbanized, place the two cubes from the growth chart on Melbourne. Goods shipped from Melbourne must use one of the ferry routes and players pay $2 per delivery to the bank. No one owns the ferry routes and this does not count as a link for delivery.
Wales 3/4/5/6 3/4 Players have narrow gauge and standard gauge Link Levels. May issue 20 shares. Narrow gauge track costs $2 per tile. Up to 3 standard or narrow gauge track tiles (mixing is allowed) can be built per turn. Engineer as normal or can rebuild a narrow gauge link to standard gauge. Standard and narrow gauge links can be used together for deliveries within the limits of each Links Level.
Washington DC 3/4 3/4 The 4 Interstate hexes in the corners are virtually connected to each other; however a traffic jam may occur which makes some of the Interstate hexes unusable for a given turn.
51st State (United States) 4/5 4/5 Hexless map. Airport connections allow deliveries to move to non-adjacent areas.
Bay Area 3/4/5/6 4/5 Earlier implementation of Northern California. Tougher map due to distances between Cities. San Jose is a three hex red city; Port of Santa Cruz has cubes lined up for delivery. Difficult to set up early deliveries. Bankruptcy more likely.
Brazil 3/4/5/6 4/5 End game bonus (positive of negative) for cubes delivered based on color.
California Gold Rush 3/4/5/6 4/5 Yellow cubes are placed on mountain hexes as gold during setup and the yellow New City is removed. Partial or completed track can be built to gold cubes. Players may pickup gold cubes as one of their delivery actions; these provide 5 income for each cube after income reduction on the last turn.
CCCP 3/4/5 4/5 Place a black cube on each City and 5 red cubes on the CCCP flag. All towns accept black cubes. Town links count for income and Locomotive level if a black cube is being delivered; otherwise they are ignored. Communism action allows a player to exchange a black cube for a red cube from the flag or to place a red cube from the flag on a City. The player with the fewest red cubes loses the game.
Chernobyl 4/5 4/5 Choose difficulty level for number of destroyed hexes. At the start of the 5th turn a nuclear meltdown occurs. Remove all track on colored tiles based on difficulty level and then add 1 cube to each City.
Democratic Republic of Congo Wildfires 3/4/5 4/5 Wildfires advance and must be managed. No track can be built in the fire zone. No track within the fire zone can be used for deliveries and deliveries can be made to Cities in the fire zone. Fires advance from the west to the east. Blue cubes can be delivered up to the edge of the fire zone (the fire zone acts as one large blue City).
Denmark 3/4/5/6 4/5 Income track is modified to include shares and income. Shares are $6. When a share is issued, move the income track back 1. Link level may be a maximum of 9. Reduce income track by 2 for each Link level increase. Players may only increase their Link level to the next largest value that all other players have not reached or exceeded yet. Uses instant production.
Disco Inferno 3/4/5/6 4/5 No Goods Display. New Cities have 3 cubes. Production action draws 2 cubes and places them on a City in play. Chain Reaction deliveries allow more than 1 cube to be delivered, within Locomotive level limits, and deliveries must be chained together in order. If no more cubes are on a City it burns immediately, flip it over to the black side or cover it with the black side of a simple track.
Disoriented Express 3/4/5 4/5 Auction bids must be prime numbers. Track prices are double normal prices. Preprinted track on the map are not owned by anyone and can be connected to by any player. Only 2 track tile per build (3 with Engineer).
Egypt 3/4/5 4/5 Includes flooding (blue discs move from west to east of the Nile every other turn). Cube pyramids are made in two locations where deliveries of the topmost cubes must occur before the cubes below can be delivered. Flooded locations incur costs and have restrictions during deliveries.
Great Britain 3/4/5/6 4/5 Track links can be built between adjacent Cities. Black hexes and dark black are impassable. Deliveries from one county to another receive a +1 income bonus. The color of good accepted by London depends on which hex side the good enters.
Hungary 3/4/5 4/5 Players start with a 2 Link locomotive. The game is one turn shorter. Production action is draw 4 cubes and place 2 on Budapest and return the other 2 to the bag. A New City may be placed on an existing New City tile; removing the existing tile from the game. Deliveries must use at least one link belonging to another player.
India 3/4/5/6 4/5 Mountain hexes cost $6. Goods Growth happens during deliveries; when a player connects a railroad to a City place the topmost good from the Goods Display on the City. Production action is select a City, draw 2 goods, and place 1 on that City. Monsoon phase occurs prior to the collect income phase; one die is rolled to determine if damage occurs to their railways which costs money.
Las Vegas 3/4/5/6 4/5 Place a $5 coin under each red cube during setup on the map. Each time a cube is delivered to a City with a $5 coin, the player takes one of the coins in addition to normal income. During Goods growth, each time a red cube is placed on the map place a $5 coin under it on the map.
London 3/4/5/6 4/5 Union Overtime Fees must be paid to build track which increases with more track built in a turn; Engineer lowers the fees for this. Up to 5 track tiles may be built per turn. Towns may only be Urbanized if there is track built on them. Goods Growth used instant production.
Madagascar 3/4/5/6 4/5 Bad actions must be selected instead of normal actions. These include Last Build, Last Move, Locomotive + No Build, Urbanization + 1 build only, Slow Engineer (only 2 tiles can be built), Last Player, High Costs (Pay more for tiles), One Move (can deliver one good or go up locomotive once, but not do both).
Mexico 3/4/5/6 4/5 The blue New City is removed. Nationalization action (replaces Engineer) allows a player to remove a control marker permanently from another player's completed link; the player losing the link is paid for the tile costs from the bank. During Move Goods, players can use nationalized links for $1 per link and receive normal income.
Mississippi Steamboats 3/4/5/6 4/5 Steamboat Building replaces Urbanization and allows a player to place a New City tile on an empty river space, the direction it is placed is the direction it will move. Goods delivered to a steamboat from an adjacent City or town receive a +1 income bonus. Steamboats move after Goods Growth.
Moscow 3/4/5 4/5 Mafia controls an area of the map each turn; all Cities in this area are considered black for the turn. Urbanization is replaced with the Russian Mob action which allows a player to move the Mafia Control tile to another area. Can only build 2 track tiles per turn (3 with Engineer).
New Hampshire 3/4/5 4/5 Direct links between Cities, towns and Cities, or towns may not be duplicated by other players. Deliveries can only be over a players own links.
New Zealand 3/4/5/6 4/5 Track may only be built on the North Island at the start of the game. After Turn 2 or 3 depending on player count, track can be built on the South Island. Sea routes are $12 and are worth 3VP. Players may deliver over sea routes before they are built in which case no income is given for the sea route link and the player must pay $3 to the bank to use it.
Northeastern USA 3/4/5/6 4/5 Speculation action action replaces Production action and allows a player to select a goods cube of their chice from the bag and place it on the space marked Speculation. During the Move Goods phase if a player delivers a cube matching this color they receive a bonus +1 income. The yellow and the blue New Cities are not used.
Northern California 3/4/5/6 4/5 San Jose is a three hex red city; Port of Santa Cruz has goods lined up for delivery. Difficult to set up early deliveries. Bankruptcy more likely.
Northern England 3/4/5/6 4/5 Black New Cities are removed; these spaces on the Goods Display produce goods on the ports. There are 2 purple port Cities on the map; they will only produce if dice fail to produce on their side of the Goods Display - 1 good for each failed die is produced.
Old Europe 3/4/5/6 4/5 Hexless map. Big countries have large circles; only the losers of the auction may build in these. Small country connections are limited to No. of players minus 2.
Orient Express 3/4/5/6 4/5 Place 10 blue cubes in London and 10 in Istanbul. Remove the blue New City. Blue cubes deliveries must be made with 4 or fewer links and you receive a bonus +5 income for these deliveries. No deliveries may pass through a blue City. Only 2 track tile per build (3 with Engineer).
Outerspace 3/4/5/6 4/5 Track cannot built on the two wormholes. If you enter a wormhole at track that leads to the hex, then you exit at the other wormhole; track going into a wormhole is one link and track coming out is another link. The wormhole can only be used for one delivery per turn. Deliveries to stars (Cities) must be made with straight track. If a delivery is made to s Star with the same colored good on a curved track, then you pass through the Star.
Pack Ice 4/5 4/5 Blue discs are used to mark cracked ice; 3 discs are placed at the end of each turn. Track cannot be built across cracked ice. Deliveries can go across ice cracks but require and use an extra locomotive level.
Poland 3/4/5/6 4/5 The dark green mountain hexes cost $6. The swamp hexes cost $4. If a town has no track in it and a player build track there this turn, immediatley the player's income by 1. The Production action allows a player to place 1 goods cube from the bag directly on a town. Before Goods Growth, draw a black cube from the bag and place it directly on Warsaw on the map.
Reversteam 3/4/5/6 4/5 This map is the reverse of the Rust Belt base map. Deliveries: goods are delivered to the first City on a route that is different than the color of the good (except for black Cities). No cubes are delivered to black Cities.
Rust Belt 3/4/5/6 4/5 Base game rules.
Sahara Desert 3/4/5 4/5 1 blue good is placed on each oasis (blue town) during setup; Blue New City A is not used. All deliveries require a blue cube to be spent from in front of the player or pay a $5 water usage fee; blue cubes are collected by building into oasis hexes. Water Import action allows delivery without blue cubes or fees.
Sharing 3/4/5/6 4/5 Players can share track. During a build, the other players can offer to share one of their links with you. Each player owers their shares by 1 and you increase your shares by 1 and place an ownership disc for each shared link. The Engineering and First Build actions are normal plus allow the player accept an additional sharing offer during the build phase (a total of 2).
Soul Train 3/4/5/6 4/5 Phase 1 moves cubes from Hell to Earth. When a cube is delivered from Hell to Earth it remains on the City on Earth. At the end of each turn if there 10 or less cubes in Hell move to Phase 2. Remove all track and Cities from Hell and flip the map over to the Heaven side. Now all deliveries must go to Heaven - this phase lasts 2 turns.
South Africa 3/4/5/6 4/5 Angola and Rhodesia only produce cubes (one cube each is placed on these hexes during Goods Growth), cubes cannot move to or through these hexes. Players must start from a coastal City and be contiguous throughout the game. When a player connects to some Cities they receive cash equal to the value on the City. Engineer allows one track to be built for half cost or build 4 tiles.
South America 3/4/5 4/5 Mountain hexes are $6. The blue New City is removed. Deliveries from/to/through Buenos Aires require $1 payment to the bank. If a player selects the EL Presidente action, the payment goes to them and they do not have to pay for their deliveries at Buenos Aires. Buenos Aires gets one cube during Goods Growth.
Southeast Australia 3/4/5/6 4/5 Income and share track is combined. Link Level can go up to 9. The same player may not build more than 1 direct connection between the same 2 locations. Locomotive for 3 players allows the use of 1 link from another player without giving them income or using a Link. Lomotove for 4 players is normal.
Southern US 3/4/5/6 4/5 Place a penny or other marker on every town to represent cotton goods. Cotton deliveries must end in one the 4 major ports: Charleston, Savannah, Mobile, or New Orleans and it provides a bonus of +1 income. On turn 4 income reduction is doubled (Civil War).
Sun 3/4/5/6 4/5 Setup by placing all New Cities on orange spaces at least 3 empty hexes apart. Shares are $4 each; 25 shares may be issued. You may build as many track tiles as you want on a turn as long as it is a single contninuous build between two Cities; it is ok to pass through and connect towns on this build.Restationing action allows a player to move a New City tile to a town location.
Texas, Oklahoma, & New Mexico 3/4/5/6 4/5 Place 4 goods in the 6 Cattle Demand Cities, 1 good on other Cities, and none of the Goods Display. Remove the New Cities. Place the 32 cattle goods cubes on the map. The Cattle Drive action allows a player to move a cattle good 1 or 2 hexes to hex with track or City and delivery the good to one of the Cattle Demand Cities. The Ranching action allows a player to take 1 or 2 cattles goods from the cattle box and place the cube in an open hex on the map.
The Human Body 3/4/5 4/5 Cities are represented by different organs of the body. Turns alternate between Inhalation and Exhalation in which red hexes need oxygen and blue hexes represent carbon dioxide. During Inhalation blue hexes are considered red. During Exhalation red hexes are considered blue. Yellow hexes always accept yellow cubes and either blur or red to match the Inhalation or Exhalation turn.
Underground Railroad 3/4/5 4/5 Black Cities are removed from the game; one black cube is placed on every City and town with a white square on it. Black cubes may be delivered to Cities that are half gray and must be only on your track. The player with the most black cubes at game end wins; ties are decided by highest income after share reduction.
Vermont 3/4/5/6 4/5 After action selection, place $1/player on any unselected actions; the money is taken by the player selecting this action in later turns. Every odd numbered turn, tracks costs a $1 extra per tile and deliveries result in a bonus +1 income for the player who owns the last link in the delivery.
Western US 3/4/5/6 4/5 Each town starts with a cube. Players start with $20 and only 2 shares issued. Moving a cube from a Western City to an Eastern City and vice versa results in a bonus +1 income. Railroads must start at one of the Western or Eastern Cities. The first Transcontinental connection receives $4 income bonus if it is one railroad or +$2 income each for two railroads.
Zombie Apocalypse Pennsylvania 4/5 4/5 Same rules as Zombie - Michigan except for setup, game length, and maximum shares. Add 2 cubes to each New City tile. Players can issue 20 shares.
Spain & Portugal 4/6 4/6 Game is played with 4 or 6 players split into teams of 2 players. During setup the New Cities are placed on towns on the map based on dice rolls for a randon setup. Deliveries from Spain/Portugal to Europe pay a $2 fee. Insurrection replaces Urbanization and allows a player to flip a New City tile and it becomes a town; remove any goods on the tile. The player with the highest score from the team with highest combined score is the winner.
Atlantis 3/4/5/6 5/6 Atlantia gets one cube per player in setup and produces cubes. Atlantia accepts no deliveries, but cubes can go through it (colorless City). Build 4 tiles per turn. Engineer action reduces track cost by half.
Eastern US & Canada 3/4/5/6 5/6 Uses the base Rust Belt map in addition to the Eastern US & Canada map. The Goods Display is not used. Marketing action allows a player to move a good through one City of the same color without stopping for both deliveries in a turn. No Engineer action. Production action allows a player to draw 2 goods and place them directly in two different Cities.
England 5/6 5/6 No blue cubes are placed in London or on the Goods Display for London or the blue New City. During Production action no blue cubes may be placed on the London or blue New City spaces on the Goods Display.
Heavy Cardboard 4/5/6 5/6 Heavy Lifting action allows deliveries between Cities; the income from this increase each turn. Heavy Cardboard hex in center produces cubes when it is empty during Goods Growth.
New York Subway 3/4/5/6 5/6 Cities are skyscrapers and start with random player color discs stacked on them. These discs act a goods for delvieries and only the top disc is available to deliver; when delveried it is placed on the bottom of the stack of the skyscraper where it is delivered.
Central New England 5/6/7/8 6/7 Played on both the New Hampshire and Vermont map. The Goods chart is not used. All rules (except setup) from New Hampshire and Vermont maps are in effect. Deliveries must originate in one state and terminate in the other state. Smuggle action allows both deliveries to be in one state.
Netherlands 4/5/6/7/8 7/8 The color of Cities is randomly determined during setup. Each City has number on it which is the number of goods it starts with every turn. Shares are worth $3. No more than 5 shares may be issued. Demand action allows a player to switch the color of two Cities with each other. Liquidate action gives $2 cash. Income action increase the players income +1. Engineers allows 2 links to be built.
San Andreas Fault 1/2/3/4 1/2/3/4 Earthquakes may occur which can cause track destruction and need for medical supplies and can cause the map to shift. The map is cut along the red fault line making it wo pieces that can be moved.
Alps 3/4/5/6 3/4/5/6 Tunnels simulated between map sheets. Bonus +1 income for delivery from a mountain City to a plain City. Penalty -1 income for delivery from a plain City to a mountain City.
Texas 4/5 4/5 Hexes with derricks are oilfields and start with black goods. You can only build in one oilfield per turn and the cost is $2 per derrick in the hex. Black goods can only be transported using the Tanker action. Delivered black goods are removed from the game.
Iceland 4/5 4/5 Red cubes are placed randomly in the pampas hexes during setup. Each turn fires progress (red cubes) based on wind direction. Build costs are more on hexes with red cubes and red cubes are placed on rail and can be delivered. All harbors (towns) are connected and take 2 loco to use and give 2 income.
Kansas Tornadoes 4/5/6 5 Kansas Tornadoes
Detroit Bankruptcy 2/3/4/5 3/4 There is no turn limit. Play until all players but one go bankrupt. The last player remaining wins. If all players are bankrupt, then the player who went bankrupt by the least on the last turn is the winner. Players start with 5 shares issued and no money. Each turn player pay normal expenses plus a fee for the turn number ($1 on turn 1, $2 on turn 2, etc). Each city gets only one cup on the goods growth chart. There is no production action. Engineer can build free and its cheapest build for free.
Ukraine 3/4/5 4 Game is one turn shorter. Civil Disorder action allows a player to select one hex. No good may enter or leave the selected hex. This is selected at the beginning of the Move Goods phase.
Corsica 3/4 3/4 No black New Cities,. There are black towns. Cannot build on steep hexes unless you use the Head of Moors special action. Any City with a black good on it cannot receive goods; goods can pass through it though.
Panama 3/4 3/4 Has sea routes into Panama City that can be used with Control Canal special action. First player to pass in an auction gets Control Canal action. Start with $8, shares are worth $4.
Kansas City Interurban 3/4/5/6 5/6 Power Plants are used instead of Locomotives to determine how many links of delivery a player can make. Power Plants are built by skipping a delivery and paying $5. All players start around the Kansas City hexes. Each delivery must be equal to or exceed the player's longest delivery; therefore deliveries less than the player's best delivery cannot be made. The special action Interurban Express gives a player +1 to the number of links they can deliver over.