Pocket Train Game
Pocket Train Game Rulebook
Table of Contents
Table of Contents
- Game Components
- Setup Before Start
- Game Start and Game Rounds
- 1.1 Priority Auction (perform together)
- 1.2 Collecting CEO Income & Paying Tax
- 2.1 Passing, Selling, or Purchasing (perform in player priority order)
- Company Operations (Steps 3.1 - 3.7) (perform in company priority order)
- 3.1 Selling Shares to the Open Market
- 3.2 Track Placement and Upgrades
- 3.3 Train Purchases and Ownership
- 3.5 Operating Train phase. Follow the steps below. A train may be purchased from another
- Train Phases
- 3.4 Company May Place a Station
- 3.5 Operating Trains
- 3.6 Company Pays Out Dividends or Withholds then Adjust the Share Price
- 3.7 Company May Purchase One Share
- 4.1 Merging Companies (perform in player priority order)
- 5. End of Round
- Game End
- Strategy Cards
Game Components
- 1 Rulebook
- 1 Stock Market Board
- 1 Train Table Player Aid
- 8 Strategy Cards
- 8 Company Charters
- 4 Priority Cards
- 40 Company Shares
- 49 Hex Track Tiles (14 Yellow, 19 Green, 10 Brown, 6 Grey)
- 27 12mm discs: 24 discs - 3 for each Company (x8); 1 disc - Round Token; 1 disc - Neutral Station; 1 disc - Central Station
- 1 22mm Bar - Barricade
- 15 20mm Trains: 4 Yellow Trains, 4 Green Trains, 2 Brown Trains, 2 Grey Trains, 3 Black Trains
Setup Before Start
Building the Initial Board
Shuffle the six yellow tiles marked “ST” (start tiles) to create the initial board. Choose one of two setup methods:
Turn Based Placement: Players evenly distribute the six ST tiles and take turns placing them. Tiles must connect to at least one other tile by a hex side, but tracks do not have to align. See the examples to the right.
Number Based Placement: One player places the ST tiles while another player, unable to see the tiles, provides numbered instructions.
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Tile 1 – Place one random tile in the center of the table.
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Tile 2 – The player handling the tiles asks the other player for two numbers (1–6) and places the tile so the chosen side numbers align.
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Tile 3 – Ask for a number (1–2) to select either the first or second placed tile, then two numbers (1–6) to determine which sides must align.
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Tile 4–6 – Repeat the process, first selecting a connection tile (1–3, 1–4, 1–5), then choosing two side numbers (1–6, 1–6) for alignment.
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Handling Occupied Sides – If the chosen side is already connected, shift sequentially (4 → 5 → 6 → 1) until an open side is found.
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Example Decision Sequence: Tile 1 & 2 (1–6, 1–6); Tile 3 (1–2, 1–6, 1–6); Tile 4 (1–3, 1–6, 1–6); Tile 5 (1–4, 1–6, 1–6); Tile 6 (1–5, 1–6, 1–6)
Company & Strategy Card Setup
- Shuffle the eight company charters and place them in a row, leaving room for the map to expand. Only the two companies at each end can be selected at any time, restricting the purchasing order.
- Shuffle the eight strategy cards and place them below the company charters. Only the two cards at each end will be available when buying a company.
Additional Component Setup
- Place the five shares of matching color on each company charter, CEO share on top.
- Place two station tokens on each company charter.
- Setup the stock market, open market, and round tracker within reach of all players.
- Put the game round token on Round 1.
- Set all eight company share price tokens near the stock market.
Priority Auction Cards
- Remove from the game priority cards numbered higher than the number of players.
- With the remaining cards, distribute one face down to each player randomly. This is the only time cards are handed out randomly—after this, they transfer only through the priority auction at the start of each round.
Starting Capital
- Distribute starting capital based on the number of players.
| Number of players | 2 | 3 | 4 |
|---|---|---|---|
| Starting capital | $340 | $230 | $180 |
- Recommended currency: Poker chips (values 1, 5, 10, 50, 100) for faster gameplay, or use pen & paper to track funds.
Stock Market Basics
- The stock market shows the current price of a 20% share (or 10% if merged) for each active company.
- Each company that has been started will have a share price token on the stock market, representing its current share price.
- Players and companies may buy and sell shares through the game.
- Share prices cannot drop below $50 or exceed $180.
- If a company’s share price is in the bottom red row, it does not pay out the CEO salary at the start of a round.
- Companies act in order of share price, from highest to lowest.
- If multiple companies share the same price box, the order is determined by stacking order, the top token acts first.
The Company Charter
Each company has a charter, which the CEO uses to manage all assets: trains, shares, stations, and money. If the CEO share changes ownership, the charter and all assets immediately transfer to the new CEO.
PTG is an incremental capitalization game, meaning a company floats (becomes active) as soon as its CEO share is purchased.
The CEO Share
Each company has one CEO share, representing control over company decisions including: track tile selection and placement, route planning, station placement, dividend payments, or withholding, and strategy card usage.
Mergers & 10% Shares
Shares are flipped to their 10% orientation when two companies merge. This will form a company with ten 10% shares instead of five 20% shares. See merger details in section 4.1 Merging Companies.
Game Start and Game Rounds
The game spans seven game rounds (GR), with each round consisting of eleven steps, followed by an end-of-round step.
1.1 Priority Auction (perform together)
Establish player turn order using pink priority cards and secret bids. Each round begins with an auction to determine player priority order.
- Players make secret bids, (poker chips or a note) hidden in their hand, using their personal money (any amount from $0 upward) and reveal bids simultaneously.
- Players add their bid to the value of their current priority card (cards are worth $1 – $4).
- Players cannot bid more money than they currently have.
- If players tie, the player who bid the most money wins.
- All players pay their bids (excluding priority card value) to the bank. Example: Player A holds priority card 1 and bids $3. Player B holds priority card 4 and bids $0. Both players total $4, but Player A contributed more money and wins the bid.
Redistributing Priority Cards
- Players receive new priority cards based on bid rankings:
- Highest bidder gets priority card 1.
- Second highest gets priority card 2. And so on…
- The priority cards now determine turn order for this round.
1.2 Collecting CEO Income & Paying Tax
- Each CEO share generates $10 income, paid by the bank to the owner.
- If a company owns the CEO share, the income is paid to its treasury.
- No CEO income is paid as long as the company’s share price is in the lowest tier of the stock market (red-marked boxes).
Paying Tax
- At the start of each round, any player or company holding 60% or more of another company’s shares must pay tax to the bank.
- The tax owed is based on the shareholdings at the moment the tax phase begins.
- Player/Company owning 60% - 70% owes $20.
- Player/Company owning 80% - 90% owes $40.
- Player/Company owning 100% owes $60.
- Only if a player or company cannot pay the tax must they sell shares until they can.
- If selling a share changes the CEO (due to a new majority owner), the tax must still be paid before the CEO share is transferred.
2.1 Passing, Selling, or Purchasing (perform in player priority order)
Passing
You may pass instead of selling or purchasing shares. Players continue repeating this step (2.1) until all players pass in sequence, then proceed to step 3.1.
Selling Shares
You may sell any number of shares you own to the open market, receiving payment from the bank. For each share sold, move that share price down one row on the stock market.
- All shares sold use the current share price at the start of the sale.
- Shares sold are placed in the open market (left of the stock market).
- Share prices at the bottom of a column, do not move further with additional sales.
- A CEO may not sell the CEO share unless another shareholder (not the bank) already holds more than one share in the company. (see Change of CEO below)
Purchasing Shares
You may purchase one share at the current share price, paying either:
- To the company charter, if purchased directly from the company.
- To the bank, if purchased from the open market.
Additional Notes
- You cannot purchase a share of a company you sold earlier in the current round.
- Players may own unlimited shares, with no restrictions on total share ownership.
- You cannot purchase from a company any shares it holds in another company. Example: The Grey company holds a Purple share. Players may purchase Grey shares from Grey or Purple shares from Purple, if available. However, they may not purchase the Purple share currently held by Grey.
Purchasing the CEO Share
- The CEO share must be the first purchase in a company. Only CEO shares from a company at either end of the row can be purchased at any time.
- The buyer takes the charter with its unpurchased shares still in the treasury, and the company floats. The company can never become its own CEO.
- The buyer chooses the initial share price, for the 20% share, from $80, $90, $100, or $110 and places the company's share price token in the corresponding grey box on the market, under all existing tokens.
- The payment goes directly to the company treasury if purchased from the charter.
- The buyer places one of the two stations on an open city (see section 3.4 for placement and costs).
- If there are no open cities, the CEO share cannot be purchased.
When a CEO share is purchased, the buyer selects a strategy card from either end of the row. If the buyer is a company, its controlling player selects and receives the strategy card.
Change of CEO
- A player or company remains CEO unless another player or company owns more shares than the current CEO. Equal ownership does not trigger a change.
- When a new majority owner is established, the new CEO immediately exchanges a standard 20% share for the CEO share.
- If a CEO sells shares and this creates a new majority shareholder, the CEO share must be transferred immediately before the sale to the open market.
- A CEO may not sell the CEO share unless another shareholder (not the bank) already holds two or more shares in the company. Example:
- Player #1 owns the CEO share (20%).
- Player #2 owns one 20% share.
- Player #2 purchases another 20% share, increasing their total ownership to 40%, surpassing Player #1.
- Player #2 immediately becomes CEO, exchanging their new 20% share for the CEO share. Player #1 gets the standard 20% share in return.
Deciding Ties
If two players simultaneously become majority shareholders in a merged company, the player with the higher priority order becomes the CEO.
- If a single player controls two companies that each hold the same percentage in a merged company, the company with the higher current priority order on the stock market becomes the CEO.
Company Operations (Steps 3.1 - 3.7) (perform in company priority order)
Companies operate individually, taking steps 3.1 to 3.7 one at a time, based on share price. Floated companies act in descending order of share price (highest to lowest).
- If two companies share the same box on the stock market, the company that arrived first takes priority. This should be the company at the top of the stack.
- If two companies have identical share prices but are in different boxes, the company farther to the right on the stock market takes priority.
- If a company is no longer controlled by any player, it takes no actions during each GR. Its share price moves one step left each round. This continues until a player becomes the majority shareholder and assumes the CEO position.
3.1 Selling Shares to the Open Market
A company may sell any number of shares it owns to the open market, receiving payment, to its treasury, from the bank. For each share sold, move that share price down one row on the stock market.
- All shares sold use the current share price at the start of the sale.
- Shares sold are placed in the open market (left of the stock market).
- Share prices at the bottom of a column, do not move further with additional sales.
- A CEO may not sell the CEO share unless another shareholder already holds two or more shares in the company. (see Change of CEO above)
- A merged company cannot sell its own 10% shares. These shares must be bought by players or other companies, or sold during an emergency train purchase.
- A company may sell 10% shares it owns in other companies to the open market.
3.2 Track Placement and Upgrades
Tracks allow trains to transport people and goods between income‑generating cities and ports. During this phase, you may place a new track tile, upgrade an existing track tile, or
skip the step entirely. Only unlocked tracks may be placed; see Train Phases (3.3) for details on how upgraded color track tiles become available.
Track Placement
Add a yellow tile or an unlocked port tile to an empty space adjacent to an existing tile.
- The new tile must connect by rail or ports to at least one of the company’s unblocked train stations.
- For placing port tiles, the rail side must connect by rail or existing ports to at least one of the company's unblocked stations, without using the port of the newly placed tile.
Track Upgrades
Once additional tile colors are unlocked, replace an existing tile with an upgraded color.
- Yellow → Green → Brown → Grey
- The upgraded tile must connect via rail or ports to at least one of the company’s train stations without being blocked by another company's station.
- Upgrades must preserve all preexisting track sections.
- Replaced tiles are returned to the tile pool and may be used again later.
Special Tile Rules
ST Tiles: - Yellow tiles marked “ST”. Six tiles used in setup.
- 4 of the 6 tiles feature a $10 bonus for companies when they run a train past their matching bonus indicator. This $10 bonus does not count as a stop.
- These tiles return to the tile pool when upgraded as normal.
O-O Tiles: Tiles marked “O-O”.
- These can only be upgraded to another O-O tile.
- An O-O tile cannot replace a non-O-O tile, and vice versa.
Port Tiles: The four port tiles — Yellow, Green, Brown, and Grey.
- They are permanent and cannot be removed or upgraded. The green, brown and grey Ports are placed as they would also be yellow tiles however entering the game at later phases.
- Regardless of color, port tiles do not upgrade other tiles.
- In addition to the rail connection, ports are linked to one another by ferry, allowing trains to continue routes seamlessly between them.
- Each port tile counts as a normal stop.
- The water edges of a port tile may not touch other tiles, except other water edges.
- The strategy card “Railroad Bridge” provides an exception to this rule.
3.3 Train Purchases and Ownership
A company may purchase trains from either the train pool or other companies.
- A company may own a maximum of two trains at any time.
- A company with two trains may purchase additional trains to replace existing ones.
- Replaced trains are removed from the game. Exception: Green trains removed this way will be set aside to become renovated green trains. (see Train Phases) By the end of this step, the active company must own at least one train that has not already been used during the same GR.
Train Pool Purchase
You must always purchase the cheapest available train. There are six types of trains, purchased in this order:
- Yellow → Green → Brown → Grey → Black → Renovated Green If black trains sell out, rusted green trains are renovated and may be purchased for $300.
Purchasing Trains From Another Company
- CEOs mutually agree on the cost, which must be $1 or more.
- When a train is purchased, the transfer occurs during the purchaser’s turn.
- A train that has already run a route during a round cannot run again until the next round, even if acquired by another company. To identify used trains, rotate them to indicate they have already run during the current round.
Emergency Train Purchase
If a company has no train, it must purchase only one train that will be able to run during the
3.5 Operating Train phase. Follow the steps below. A train may be purchased from another
company if both CEOs agree, using the normal rules above.
- Purchase with Company Funds The company must attempt to purchase a train using its treasury. If the available funds are insufficient, proceed to step 2.
- Sell Shares to Cover Costs The company must sell shares to the open market to generate the necessary funds for the purchase. If this results in another player becoming the majority shareholder, the transfer of the company occurs after the train is purchased. If this step still does not cover the cost, proceed to step 3.
- Cover the Difference with CEO Funds The CEO must personally cover the remaining cost using their personal treasury.
- If the CEO lacks sufficient funds, they must sell owned shares to finance the train purchase.
- If the CEO share is owned by another company, that company must pay the remaining amount from its treasury.
- If the owning company also lacks sufficient funds, the CEO of the owning company must step in and cover the shortfall.
- If the CEO cannot afford a train, the player is bankrupt, and the game ends.
Train Phases
As trains are purchased from the Train Pool at their listed prices, the game progresses through phases, each introducing the below changes:
- Unlocking new trains to purchase (colors) with varying number of allowed stops.
- Unlocking new track tiles (colors) that allow upgrades of earlier phase tiles.
- Rusting of older trains, which removes them from the game. These changes occur immediately upon the purchase of the first train from the new phase. This purchase is what technically starts the new phase. All trains in the current phase must be purchased before any future phase trains. If the train pool is empty, trains may only be bought from other companies if they agree to the sale.
Yellow Phase (Starting phase)
- Yellow trains are available for $120.
- Only yellow track tiles are available.
- Yellow trains can collect income by running 2 stops.
Green Phase (At first green train purchase)
- Green trains are available for $170.
- Yellow and green track tiles are available.
- Green trains can collect income by running up to 3 stops.
Brown Phase (At first brown train purchase)
- Brown trains are available for $290.
- All yellow trains rust and are removed.
- Yellow, green, and brown track tiles are available.
- Brown trains can collect income by running up to 4 stops.
- Company mergers are allowed through the end of the game.
Grey Phase (At first grey train purchase)
- Grey trains are available for $440.
- All green trains rust and are removed from play until renovated later.
- Yellow, green, brown, and grey track tiles are available through the end of the game.
- Grey trains can collect income by running up to 6 stops.
Black Phase (At first black train purchase)
- Black trains are available for $560.
- All brown trains rust and are removed.
- Black trains can collect income by running an unlimited number of stops and may count the value of either the first stop or final stop twice.
Renovated Green Phase (At first renovated green train purchase)
- Green trains are renovated and available for $300 after the last black train is sold.
- Renovated green trains can collect income by running up to 3 stops.
3.4 Company May Place a Station
Stations establish a company’s presence and rights in a city along a route, serving a key strategic role in securing access and potentially blocking competitors.
- A new station may only be placed in an open city that connects back to another station of the same company via a legal route.
- Legal routes must have a continuous track connection without being completely blocked by other companies' stations.
- Port tiles may be included in legal routes.
- A company is limited to one station per city, even if there are additional open spots. A few tiles have multiple cities.
- Once placed, a station cannot be relocated, except via “Station Relocation” card.
Cost of Placement
- The company must pay $10 per station already in the same city.
- The company must pay $10 per station one stop away, excluding your own.
- Payments go to the treasury of the respective companies owning these stations.
- If the Neutral Station is in play, that payment goes to the bank.
3.5 Operating Trains
A route is a length of track and/or ferries connecting two or more stops (cities or ports). Each route must include at least one station from the train-owning company to be considered legal. The station does not need to be at the start or end of the route.
Trains Cannot:
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Skip ports, cities, or blocked cities on the determined route.
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Move backwards.
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Reverse across junctions.
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Change tracks at crossovers.
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Visit the same stop more than once.
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Visit more stops than the train type (color) permits (see train table below).
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Travel along the same track section twice. This includes arriving at a port tile by ferry and then leaving it again by ferry along the same connection.
Blocking and Accessibility
- A city blocks routes beyond it only if all its spots are filled by other companies.
- Routes may still run to a blocked city, but they cannot extend past it. Until all spots in a city are filled, the track remains open for passage by all.
Operating Multiple Routes
When two trains operate during the same turn, their routes must remain entirely disjoint along their entire length. However, they may cross paths, meet at cities, or use separate tracks on the same tile. Each route is scored independent of the other.
Optimizing Routes
Players must utilize the company’s trains as efficiently as possible to maximize revenue. It is not permitted to run less profitable routes if a more lucrative, legal alternative exists. Other players may help find more lucrative routes.
Revenue
| Tiles with station spots | Income |
|---|---|
| Yellow | $10 |
| Green | $20 |
| Brown | $30 |
| Grey | $40 |
| Station markers | $10 each |
| The revenue earned by a train each time it runs is the total of all stops along its route. As tiles | |
| are upgraded, the value of stops on those routes | |
| increases accordingly. Every station at a stop within your | |
| route, whether or not it belongs to the company running | |
| the route, adds $10 to the income generated. Certain | |
| strategy cards can further enhance the value of specific |
- Stop 1: A brown tile with a base value of $30 and two stations, one belongs to the company. This stop generates $30 + $10 + $10 = $50.
- Stop 2: A green tile with no stations, adding $20.
- Stop 3: A port, adding $10. The route’s total revenue is $50 + $20 + $10 = $80..
Special Bonuses for ST Tiles
Four ST tiles feature a $10 bonus for each company color along specific track sections. Only the company with the corresponding color receives this extra $10 income when running a train past the bonus indicator on the designated track section. Note that this $10 bonus does not count as a stop.
3.6 Company Pays Out Dividends or Withholds then Adjust the Share Price
After a company runs its trains to collect income from transporting imaginary passengers and goods between stops, the CEO must decide whether to:
- Pay out dividends to all shareholders, including any held in the company's treasury, as a dividend; OR
- Withhold all revenue and retain the funds within the company.
Paying out dividends (divided by 5 or 10 shares); 20%/10% of dividends are paid from the bank to:
| Share owner | Receives |
|---|---|
| Player | the player |
| Company | the company charter |
| Open Market | stays in the bank |
Dividends
- When a dividend is paid, the revenue is divided by 5 and distributed to shareholders (20% per share held).
- For merged companies, the revenue is instead divided by 10 (10% per share held).
- Top bonus box: If the share price is already in the green box (upper right) when the dividend is paid out, the dividend per share is increased by an additional $30 during round 6 and $50 during round 7.
- Move the share price one box to the right if the revenue is at least half of the current share price and less than three times the current share price.
- Move the share price two boxes to the right if the revenue is at least three times the current share price.
- Move the share price one box to the left if the revenue is less than half of the current share price.
Withholding Revenue
- Withholding places all revenue in the company treasury.
- Withholding moves the share price one box to the left.
Additional Notes
- All revenue is paid by the bank.
- Flip each company’s share‑price token to show it has acted.
- A token moved into an occupied box is placed under the existing tokens.
- If the token cannot be moved right, move it up instead.
- If the token is at the top and right (green box) it does not move.
- If the token cannot be moved left, move it down instead.
- If the token is at the bottom and left it does not move.
3.7 Company May Purchase One Share
A company may purchase one share from another company or from the open market during its turn. If the CEO share is purchased, the newly founded company will not operate until the next round. If a new company is started, a station is placed on the board and paid for by the new company, following the standard station placement rules. The new company’s share price token is placed on the stock market, following standard rules, but will not move until the company begins operations in the following round.
Additional Notes
- The strategy card associated with the CEO share, if purchased, can be used immediately if the player chooses to do so.
- A company cannot repurchase a share it sold earlier in the current round (step 3.1).
- Companies may own unlimited shares, with no restrictions on total share ownership.
- A company cannot purchase from a company shares it holds in another company. Example: The Grey company holds a Purple share. Players may purchase Grey shares from Grey or Purple shares from Purple, if available. However, they may not purchase the Purple share currently held by Grey.
4.1 Merging Companies (perform in player priority order)
A player who owns the CEO shares of two companies or a company that owns the CEO share in another company may choose to merge them.
Merger Requirements
- A merger cannot occur before the brown phase and must involve two active companies, each of which has completed at least one 3.5 Train Operation phase.
- The merging companies' routes must be connected so a train can run between at least one station from each company.
- A merged company cannot merge again.
How to Merge
- Place one company’s charter beneath the other, leaving only the bottom half with the two stations visible. The player decides which company is placed on top.
- The merged company’s stations are treated as the color of the top charter only, and the merged company now has four station tokens on the board and/or its charter.
- The station permit matching the bottom charter’s color is no longer valid. If it is in use, discard the card and return the train to its owner’s charter.
- Move all trains from both companies onto the top charter. If the total exceeds the limit of two trains, the owner must rust excess trains.
- Combine both companies’ money into a single treasury and place any unsold shares in the surviving company on each side of the combined charters.
- If a merged company has two stations in a city, return one to its charter.
- All ten shares are flipped to their 10% orientation.
- The CEO share from the bottom charter no longer generates income and functions as a standard share.
- When calculating dividends, divide the payout by 10 moving forward.
- Determine the new share price by adding the two companies’ previous share prices and dividing by 2 (rounded down).
- Example: A merger between a company priced at 120 and another at 70 results in a new price of 90 (120 + 70 = 190 / 2 = 90).
- Move the top charter’s share price token to the closest located box with the new merged price on the stock market. If two boxes are equally close, the CEO chooses which box is used. Remove the bottom charter’s share price token from the game.
Additional Rules After a Merger
- A merged company can no longer sell its own shares to the open market in step 3.1.
- The station permit matching the top charter's color allows the train to not be blocked by any of the merged company’s four stations (in both colors).
Variant: Multiple CEO Merger Rules
The CEO of each company, acting in share price order, may propose a merger to another CEO. If the other CEO agrees, the two companies merge following the standard rules. The new CEO is the player or company with the most shares in the merged company. If there is a tie, the player controlling the company with the earliest turn order becomes CEO.
5. End of Round
- If all five company shares (or ten if merged) are sold out (owned by players or other companies), move the share price up one row. Repeat this at the end of each round where the condition is met. If it is already at the top row, do nothing.
- Advance the round token. If 7 rounds have been completed, proceed to Game End.
- Restart at the new round at step 1.1 Priority Auction.
Game End
The game ends after round 7 or if a player goes bankrupt. At the end of the game, players calculate their total private wealth by adding money in hand and total value of owned shares.
The player with the highest total wealth wins. Strategy cards, company funds, trains, and other assets do not count toward final wealth calculations. Example: A player with $259 in hand, four shares worth $120 each, and four shares worth $80 each has a total wealth of 259 + (4 × 120) + (4 × 80) = 1059.
Strategy Cards
There are eight strategy cards in the game, which should be shuffled and placed in a row at the start of the game. Whenever a player purchases a CEO share, either as a private investor or as the CEO of a company, they must also select a strategy card from either end of the row. The selected card belongs to the player and can be used at any point in the game.
Players may use the strategy card in one of two ways.
- Unique Action: Single use, perform the specific action described on the card. If used, End of the Line and Rail Contractor are resolved at the start of the round, before the priority auction, in current priority order. Station Permit: Use the card anytime when acting as CEO for a company to allow one of the company’s trains to not be blocked by stations matching the card’s color. Place the card above the company charter and move the chosen train onto it as a reminder that stations of that color no longer block that train’s route, though they still score normally. The card remains attached to that train for the rest of the game. If the train rusts, discard the card with it. If another company purchases the train, the permit stays with the train when reassigned.
Central Station (Blue)
Comes with a 20 token. During the player's turn, they may place it on any non O-O tile and not in a city. The token moves to the new tile if upgraded. A route that stops here gains +$20. This “station” does not affect station‑placement costs. Discard after use. Other Use: Assign this card to a train so it is no longer blocked by blue stations.
End of the Line (White)
Comes with a wooden barricade. Once, at the start of a round (3–7), the owner may place the barricade token to block the rail connection between two tiles. The barricade remains in place for the rest of the game, stopping or preventing any rail connections between the two hexes. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by white stations.
Infrastructure Push (Green)
The owner may place a green tile during the yellow phase or a brown tile during the green phase in step 3.2 when acting as CEO, other rules still apply. This is not an additional tile placement. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by green stations.
Railroad Bridge (Red)
The owner, when acting as CEO during step 3.2, may place a yellow tile adjacent to the water of a port tile, other rules still apply. This is not an additional tile placement. This tile cannot be upgraded. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by red stations.
Insider Affair (Purple)
The owner may buy one share from the open market at any time. Declare “Insider Affair,” let the current action finish, then make the purchase. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by purple stations.
Neutral Station (Black)
The owner may place the neutral station (brown) token in any open city during the CEO's turn. Stopping at this city increases in value by $10 as usual. If the city is full, it blocks all company routes that do not have their own station there. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by black stations.
Station Relocation (Yellow)
The owner may relocate one placed station belonging to a company they currently control to any open city at no cost during step 3.4. Discard the card after use. Other Use: Assign this card to a train so it is no longer blocked by yellow stations.
Rail Contractor (Grey)
The owner may, at the start of a round, reserve one tile for the duration of the round that only they can place. Discard the card at the end of the round, and return the tile to the pool unless it has been placed on the board. Other Use: Assign this card to a train so it is no longer blocked by grey stations.