Railways of the Lost Atlas: Landmarks of the Lost Atlas
Railways of the Lost Atlas: Landmarks of the Lost Atlas Rulebook
Table of Contents
Table of Contents
Components
Listed as printed in the rulebook's component pages. Component summary cards that restate the Landmark and Company rules are omitted here because the full rules appear in the sections below.
- 14 Landmark Tiles
- 11 Landmark Project Tiles
- 12 Waterfall Mini-Postcards
- 12 Rock Formation Mini-Postcards
- 16 Park Entrance Markers
- 4 Ancient Ruins Blank Markers
- 3 Train Cards (for 6-7 Player Variant)
- 5 Direct-to-Major Partner Charters, each with 2 identity options
- 5 Minor Company Home Tiles
- 2 Major Corporations, each with 2 identity options and silkscreened tokens
- 1 Minor Company Project Tile
- 14 Event Cards
- 1 Metropolitan Board
- 4 Player Aids (double-sided)
- 21 Metropolitan Certificates
- 4 Minor Companies with silkscreened tokens
- 2 Extra Map Tiles (optional substitution with base game)
- 12 Metropolitan Hubs
- 6 Additional Major Hubs
- 3 Distant Destination Revenue Cards (combine with base game)
- 19 Distant Destination Tile Markers
- 4 Coupling Markers
- 1 Manufacturing Permanent 2-Train Card
- Extra 7/∞ Train (combine with base game)
Landmarks
Setup
During the Map Building portion of Setup, add Landmark project tiles, selected at random according to the game mode chosen, into the stack before shuffling the map tiles.
Note: These are in addition to any other project tiles included in Setup.
- 3 Landmark project tiles for the Long Game
- 2 Landmark project tiles for the Short Game
- 1 Landmark project tile for Micro Games
When a Landmark project tile is revealed during Map Building, the active player places the corresponding Landmark map tile(s) following the normal restrictions and returns the project tile to the box.
Note: The Mirage and Parks map tiles need only two adjacent hex edges to be placed instead of the normal three adjacent hex edge restriction.
If the Landmark map tile(s) can't be placed, shuffle the corresponding project tile back into the remaining map tiles and continue Map Building with a new tile. After a Landmark tile is placed, each subsequent tile that shares an edge with it must also share at least one edge with a non-Landmark terrain hex (blank, mountain, water, Distant Destination, or city).
During gameplay, Landmark hexes are considered to be blank hexes for tile laying purposes (i.e., track can run into the edge of the tile). Track tiles cannot be placed over any Landmark hexes. If printed track terminates within the Landmark tile, a route may start or end at that tile but may not pass through it.
Landmark Icons
- Counts as a stop.
- Does not count as a stop.
Note: Landmarks that generate revenue are not considered cities, even if they count as a stop.
Ancient Ruins
A Company or Corporation may include the Ancient Ruins in their route, though it provides no revenue. After revenue is determined, the Ancient Ruins allows the Company or Corporation that ran to it to relocate one hub token to a different available token location. They must be able to trace a route from the original location of the token to its destination location. The hub token does not need to have been used as a stop on the route that includes the Ancient Ruin in order to be relocated. If the token being relocated would leave behind a printed Company logo (one of the four Company logos) on the tile, place a blank marker over it indicating that the token spot is no longer reserved.
Canyon
The Canyon has no effect prior to the first 4-train being purchased or exported. A Company or Corporation may include the Canyon in a route during their Operating Round, though it provides no revenue. After revenue is distributed, the Canyon allows the Company or Corporation that ran to it to acquire (at no cost) a 2-train that has rusted. This 2-train is permanent, can't be sold or traded in, can be discarded at any time, and does count against the train limit. A Company or Corporation that has owned a permanent 2-train from the Canyon may not acquire another. If two Companies that own permanent 2-trains from the Canyon merge, they may keep both.
Cave
The Cave generates additional revenue based on phase. The Cave does not count as a stop but must be included at the start or end of a route.
Cliff
Once during a Company or Corporation's Operating Round, they may include the Cliff in their route(s). If they do, they may sell the train (or one part of a train) that ran to the Cliff to the bank pool for half of its printed value. The sale occurs after determining routes and before distributing revenue. Resourceful Company cannot sell rusted trains. Money generated by the Cliff is placed into the treasury of the Company or Corporation.
Grand Junction
Each section of track on the Junction tile is independently connected to every other section of track on the Junction tile. Normal route rules apply (i.e., you may not use the same section of track more than once in an Operating Round). Multiple routes can pass through the Grand Junction in the same Operating Round turn, and a single train can even go through multiple times provided it follows all other route rules.
Mirage (+Deserts)
Note: During Setup, when the Mirage project tile is revealed, all three single hex tiles are placed on the board individually by the player who revealed the project tile. Because the Mirage and Deserts swap places regularly, it may be helpful to place some extra blank hex tiles under each one to make them easier to remove from the map.
Once, during a Company or Corporation's Operating Round, the Mirage tile may be included in one route and counts as a 60 revenue stop. At the end of the run trains step, if the Mirage tile was run as a stop, it is swapped with either the Odd Desert or the Even Desert tile based on the train that ran to it. If the printed train (or sum of trains) had an odd number, the Mirage swaps with the Odd Desert. If the printed train (or sum of trains) had an even number, the Mirage swaps with the Even Desert. The ∞ train is considered to be even.
Park
Parks add 10 to the revenue value of each adjacent city tile (other than Distant Destination) that has a section of track connected to it. This bonus is marked with a Park Entrance Marker (a city may have both a Park Entrance Marker and a Suburb token). Trains cannot run into a Park. Multiple connections to the same Park do not add any additional revenue to the connected city tiles. A city tile value may be increased by both Park tiles if it has a direct connection to each.
The isolated stop on the Eastern Mining home tile cannot be directly connected to a Park tile. Each half of the Northern Port home tile requires its own connection to receive the value increase (this may lead to one half being more valuable than the other).
(See Diagram 1)
Diagram 1: The Manufacturing and Twin Cities home tiles each have two Park bonuses (+20) because they are adjacent to and directly connected to both Park tiles. The Circus home tile has one Park bonus (+10) because it is connected to both Park tiles but only adjacent to one (so only one direct connection is possible). The Coupling home tile does not have any Park bonuses because it is not adjacent to a Park tile.
Rock Formation
After revenue is determined, if the Rock Formation was included in the route, the Company or Corporation that ran to it increases their share price by two increments and takes a Rock Formation Postcard. This happens before revenue is distributed. One Rock Formation Postcard stays with Corporations after merging (return extras to the stack). Companies and Corporations with a Rock Formation Postcard may not include the Rock Formation in a route.
Void
Once per Operating Round a Company or Corporation may run a train into the Void and continue their route from any unblocked city spot on the map. All normal route rules apply. The Void cannot be used for track laying, hub token placement, or merging.
Waterfall
The Waterfall adds revenue to the route based on phase. When a Company runs to the Waterfall, they take a Waterfall Postcard. One Waterfall Postcard stays with Corporations after merging (return extras to the stack). Companies and Corporations with a Waterfall Postcard may not include the Waterfall in a route.
Wildflower Valley
When a train runs to a stop before the Wildflower Valley and a stop after the Wildflower Valley, 20 is added to the revenue for that route.
The Metropolitan Transit Department
Not available in Micro games.
Setup
After initial Setup, place the Metropolitan board above the earnings per share board. Place Metropolitan hub tokens according to the chosen game mode as well as two spare tokens, one for earnings and one for the Stock Track. Place a stack of Metropolitan certificates totaling three times the number of players near the Metropolitan board. The Metropolitan will come into play as the game progresses, so no setup on the map is needed at this time.
Note: The Metropolitan has no treasury, it earns no money for itself, and expenses are paid through revenue debt, a process which is explained below.
Entering Play
Each time a yellow Capital city tile is built, one of the Metropolitan hub tokens is immediately placed in the empty token spot.
At the start of the first Stock Round following the first Metropolitan hub token placement, the Metropolitan stock price is set to the highest stock price among existing Companies and Corporations and above all Companies and Corporations in that column.
Acquiring Trains
The Metropolitan does not purchase trains; instead, any train that is exported is placed into the Metropolitan's train slots. It follows Minor Company train limits. If the Metropolitan acquires a train that puts it above the limit, or it is above the limit due to a phase change, the lowest value train is discarded as a result (as if it had been exported). If a 7/∞ train is exported, the Metropolitan receives a 7.
Stock Rounds
Any player may purchase an available Metropolitan share during their Stock Round turn. This purchase is made at the current stock price and counts as that player's stock purchase for the turn.
There is no president's certificate; all certificates are single shares.
There is no limit to how many shares of the Metropolitan any one player can hold.
When any Metropolitan shares are sold by a player, the share price drops one increment on the Stock Track.
Metropolitan shares cannot be sold in the first Stock Round they are available because the Metropolitan has not operated yet.
Metropolitan shares that are sold do not go into the bank pool; instead, they are placed back into the stack of Metropolitan shares next to the Metropolitan board.
At the end of a Stock Round, if all Metropolitan shares are owned by players, its stock price increases by one increment at the same time other fully sold share prices are adjusted.
Operating Rounds
During the Metropolitan's Operating Round, all players who own at least one share of it will have the opportunity to control some of the Metropolitan's actions.
During the Run Trains step, all players collectively determine the highest value route. (If no players own any Metropolitan shares, no earnings are paid out, but the share value is adjusted as though it did.)
Starting with the player holding the Priority Deal token and moving clockwise, players act as the Metropolitan based on how many shares of it they hold:
- One share: The player may take a track laying action of two yellow tiles or one upgrade.
- Two or more shares: The player may take a track laying action of two yellow tiles or one upgrade and may place a hub token following normal hub token placement rules.
Any costs for these actions are marked as deductions from the current round's earnings using the negative earnings track on the Metropolitan board.
(See Diagram 2)
Note: The Metropolitan cannot use the following Events: Rural Expansion, Unions Win!. The Metropolitan cannot use the following Landmarks: Ancient Ruins, Canyon, Cliff, Rock Formation.
If the Metropolitan has multiple highest value routes (equal in revenue) with additional effects to consider (i.e., including the Mirage tile with an even or odd train), the player who owns the most Metropolitan shares determines which highest value route to run. If there is a tie for most shares owned, the tied player who is closest to the Priority player in clockwise order chooses.
Earnings are always paid out with each share collecting 10% of the payout (even if there are fewer or more than 10 shares in play). If, after determining the highest value route, the revenue does not bring the earnings marker to a positive payout, each shareholder must pay the remaining negative amount for each share they own to the bank. If any players are unable to pay the amount they owe, those players must sell one Metropolitan share in order to complete their payment. If any shares are sold in this manner, the share price drops one increment on the Stock Track. The share price then drops one increment on the Stock Track due to no payout, and the earnings marker is reset to the first space of the positive earnings track. If the payout was positive, normal token movement on the Stock Track rules apply, and the earnings marker is reset to the first space of the positive earnings track. (Players may choose to leave the earnings marker on the positive value until the next Operating Round as a reminder of past revenue, but the marker should be reset at the beginning of that Operating Round.)
Diagram 2: During an Operating Round, players utilize the Metropolitan to lay track tiles over two mountains and to place two hub tokens, for a total cost of 200. The Metropolitan earnings tracker is set to -20 (1). Assuming a total run of 180, the earnings tracker would be moved to -2 (2), dividends would be -2 per share, and the stock price would drop by one increment. Players who own shares of the Metropolitan would need to pay 2 per share into the bank. The earnings marker then resets to the first space (3).
End of Game
Metropolitan share values are counted toward a player's final score like any other share.
Events
Setup
After the initial Setup, but before the first Stock Round, shuffle the Town Chronicle and New City Herald events separately.
Place New City Herald event cards equal to half the number of cycles in a face-down stack (if playing the Bank Break variant, place all New City Herald event cards in the stack). Then place Town Chronicle event cards equal to half the number of cycles face down on top of the New City Herald event cards just placed. (If playing the Bank Break variant, place three Town Chronicle event cards on the stack.) (See Diagram 3) Reveal the top event card, then begin the Initial Stock Round.
| Game Type | Town Chronicle | New City Herald |
|---|---|---|
| Short/Micro | 2 cards | 2 cards |
| Long | 3 cards | 3 cards |
| Bank Break | 3 cards | All cards |
Diagram 3: Stack layout. The printed labels read Bank Break, Long Game and Short/Micro Games.
Gameplay
The currently revealed event is active for one full cycle. At the end of each cycle, before entering the next Stock Round, the top card of the events stack is revealed and becomes the active event for the next cycle.
Town Chronicle Events
CEOs Get Rich! Companies and Corporations may pay their president 20 each Operating Round.
The Future is Here! Tile upgrades may break phase restriction. For example, in the Green Phase, green tiles may be upgraded to purple.
Ghost Towns Razed! Non-home, basic cities with no hub tokens in them may be laid or upgraded using non-city tiles. If the city is being upgraded, all track segments must be maintained on the tile, but paths through the tile may be altered. If a city with a Park Entrance Marker and/or Suburb token on it is razed, the token is removed from the tile. A Suburb token removed this way may be placed in a future Operating Round.
(See Diagram 4)
Diagram 4: The above examples are both allowed while the Ghost Towns Razed! event is active. Note that the green tile maintains existing connections on both edges of the tile but not the path through.
New City Herald Events
Overtime! Play a third Operating Round immediately after the second Operating Round this cycle.
Rapid Growth Players may launch a Minor Company from the first or second row in a column when they win a Minor Company auction during the Stock Round. If the second Minor Company in a column is chosen, the first Minor Company remains in place and is still available to be auctioned. The new second Minor Company in the column is now available for this Stock Round as well.
Rural Expansion Companies and Corporations may lay extra yellow tiles after their track laying action (including Headquarters track lays if playing with that variant) at a cost of 20 per extra tile. There is no limit to how many extra tiles a Company or Corporation may lay as long as each tile is paid for.
Note: Bridges are considered yellow tiles for this event. If Tunneling Company lays an extra tile over a mountain, the tunneling payment is made into Tunneling Company's treasury immediately after the tile is placed.
Stock Bonanza! Issuing shares does not drop a Company or Corporation's stock price.
Corporate Subsidies Companies launched this Stock Round receive an additional 50% of the winning bid (rounded down to the nearest 5) from the bank in their treasury. For example, a bid of 155 will result in an initial stock price of 70 and 155 + 75 = 230 being placed in the Company treasury on launch.
Merger Mania! There is an extra Merge Round between Operating Round 1 and Operating Round 2.
Overtime! Play a third Operating Round immediately after the second Operating Round this cycle.
(This event is printed twice in the source rulebook's New City Herald list, with identical text.)
Unions Win! Companies and Corporations may choose to half-pay dividends. When a Company or Corporation chooses to half-pay, half of the total payout (rounded up to the nearest 10) is placed in their treasury, and half of the total payout (rounded down to the nearest 10) is paid out to shareholders. For example, with a payout of 130, the Company would receive 70 into their treasury and the remaining 60 would be split evenly among shares (including those still in the treasury of the Company or Corporation). A Company or Corporation's stock price is adjusted based on the amount paid out to shareholders. In this example 60 would be the value used.
Train Auction Today There is an immediate auction for the Pullman Car. All Companies and Corporations may privately select an amount to bid, and all bids are revealed simultaneously. In the case of a tie, the earliest tied Company or Corporation in Operating Order wins. The winning bid is paid to the bank; all other bids are returned to their respective treasuries.
PULLMAN CAR
- Doubles the highest stop on one route each Operating Round
- Has no value once purchased
- Cannot be bought, sold, or traded in
- Does not occupy a train slot
- Is discarded if the owning Company/Corporation owns no trains
Tycoons Rejoice Presidents may own 80% of their Companies and Corporations during this cycle. If there is another Stock Round, any president owning more than 60% of their Company or Corporation must sell shares down to 60% at their first opportunity.
Record Gains! If a Company or Corporation's total payout is equal to or greater than triple the current share price, the share price increases by three increments.
New Minors and Majors
Setup
New Minor Companies can be integrated into the base game in one of two ways:
- Select a specific set of Minor Companies to play with based on the mode.
- Use the Randomized Minors variant.
Combine new Majors with the Majors of the base game; they are available as new options with no additional setup needed.
| Minor Companies | Game Type |
|---|---|
| 4 | 2-player Micro Game |
| 6 | 3-player Micro Game |
| 8 | Short Game |
| 12 | Long Game |
Company Details
Circus Once per Operating Round, during the Run Trains step, Circus Company may double the revenue of a city or Distant Destination by counting it as two stops. The final route that is run must follow all normal route rules (must contain a hub token, cannot run the same piece of track twice, etc.).
(See Diagram 5)
Diagram 5: Circus Company may run 20+50+50 instead of 20+50+20.
Manufacturing On launch, Manufacturing Company must pay 50 from their treasury to the bank, receives the Manufacturing 2-train, and cannot purchase a leadoff train. The Manufacturing 2-train is permanent, occupies a train slot, has no value, and cannot be bought, sold, or traded in. The owning Company or Corporation may choose to discard this train at any time during their Operating Round, removing it from the game.
Coupling During the Run Trains step, if Coupling Company owns exactly one non-∞ train, they may choose to uncouple that train into two trains of size 2 or greater that sum to the total of the original train value (e.g., a 7-train may be uncoupled into a 2-train and a 5-train or a 3-train and a 4-train).
If Coupling Company owns more than one train they may choose to combine individual trains together to run as the sum of their values. Each connection is marked with a coupling marker. They may combine some trains and leave others to run alone.
For example, if Coupling Company is part of a Corporation that has two 2-trains and a 3-train, they may choose to couple a 2-train and a 3-train together to run as a 5-train while also running the second 2-train on its own. Each train card counts against the train limit, but for ownership purposes (such as when merged with Express Company), coupled trains are considered single trains, while an uncoupled train is considered two trains. The couple/uncouple choices are made each Operating Round.
Twin Cities
When randomizing Minor Companies during Setup or in the map tile stack, the Twin Cities project tile is used instead of either home tile. When the project tile is revealed, place both two-hex tiles as home tiles. Each Twin Cities home tile must still share three edges with the rest of the map. When Twin Cities Company is launched, both home tiles receive a token. During the Operating Rounds, either/both tokens may be used for track laying and running train routes (standard rules for running each train are still applied). For merging, at least one token must be connected to the other merging Company. If Twin Cities Company merges with Expansive Company, eight Corporation tokens are needed. Extra tokens for each base game Corporation are included in this expansion for this purpose.
Sample map: Micro Game with 4 New Minor Companies (diagram only; not transcribed).
Miscellaneous Variants
Special Tiles (S-1 and S-2)
During Setup, remove two terrain (non-home, non-project, non-Distant Destination) map tiles and replace them with tiles S-1 and S-2. Tiles removed can be selected randomly or by player consensus.
New Distant Destination Revenues
Recommended to be used with the Different Distant Destinations variant from the base game (assign a random Distant Destination revenue card to each Distant Destination tile as it is revealed during Map Building).
Crowded Map (Short/Long)
During Setup, remove four terrain (non-home, non-project, non-Distant Destination) map tiles and replace them with four additional Minor Company home tiles. After Map Building, shuffle the 12 (Short Game) or 16 (Long Game) Minor Company charters face down and distribute them into three (Short Game) or four (Long Game) face-up columns, each with four charters.
Long Game with Randomized Minors
Before Setup, shuffle all 16 Minor Company home tiles (in this mode, map tile 21 represents Adaptive Company's home, though it is not required to start on that tile, and the Twin Cities project tile represents Twin Cities Company's home) and remove four from the game, face down. Setup then proceeds as normal. When setting up the Minor Company charters, only use Companies that appear on the map.
Launching Direct-to-Major
In the Purple and Grey Phases, players who win a Minor Company auction may choose to launch as a Minor Company or as a Major Corporation. To launch as a Corporation, select an available Minor Company and immediately convert it to an available Corporation using a blank partner charter. The new Corporation will have eight shares in their treasury, one home token, two available 60 cost hub tokens (no FREE hub tokens), and one Company ability. They may buy a leadoff train during their first Operating Round if they can afford one. Shares of a Direct-to-Major launched Corporation may not be sold until the Corporation has performed an Operating Round.
6-7 Player Mode
During Setup, shuffle all map tiles (including special tiles S-1 and S-2, all Minor home tiles, and the Twin Cities project tile) and Capital project tiles together. When playing with Landmarks, randomly select three Landmark project tiles to shuffle into the map tile stack at the same time. When playing with Events, construct the Events stack with two New City Herald Events on bottom and three Town Chronicle Events on top. Include the extra 7 and ∞ trains in the available trains stack. Players each start with 265 (6-player) or 225 (7-player) depending on player count. Play five cycles.
Note: It is recommended to play this mode using the Hostile Mergers and Launching Direct-to-Major variants.
Seeding the Map Tile Stack
Some groups may find that Landmarks, Distant Destination tiles, and Capital project tiles can feel awkward or underwhelming if flipped at inopportune times. Here are some suggestions from our playtesters for additional steps to take after the tiles for the chosen mode have been selected:
The Kidder Method
This method ensures no Landmarks come out too early or too late. Shuffle all non-Landmark map tiles and set aside eight of them. Shuffle the Landmarks into the remaining tiles. Place four of the set-aside tiles on the bottom of the stack and the last four on the top of the stack.
The Spanish Method
This method front-loads Landmarks so the rest of the map can be built around them. Shuffle all non-Landmark tiles and set aside 12 of them. Shuffle all Landmarks into the set-aside tiles and place that stack on top of the remaining stack.
The Walker Method
Evenly distribute different features for a very balanced sequence. Create several subsets of features like Distant Destinations, Minor home tiles, Landmarks, Capital project tiles, and terrain tiles. For example, a subset may have a Distant Destination, a Landmark, a Capital project tile, a few Minor home tiles, and several non-home terrain tiles. Shuffle each subset individually and stack them to form the complete map tile stack.
Solo Mode Additions
Transcribed from the official two-page solo rules sheet "Landmarks of the Lost Atlas – Solo Mode Additions" (Asterisk Games). The sheet refers to the Conglomerate, the solo opponent, and to the base game's solo rules for its Basic Action and Breakthrough procedures; those base solo rules are not part of this document. The Metropolitan Transit Department is not used in Solo Mode.
Company Specific Exceptions and Actions
The Conglomerate's company-specific exceptions for each Company are listed below. The Special Action column header carries the printed note: (Use Company action below. If unable, take a Basic action. After completing the action, the Conglomerate purchases an additional train.)
| Company | Operating Round Exception or Addition | Special Action |
|---|---|---|
| Adaptive | None | Breakthrough |
| Agricultural | The Conglomerate places a yellow tile after any upgrade using Basic Action rules. | Breakthrough (then lay a yellow tile for each upgrade that was placed) |
| Bridging | When laying yellow track tiles, the Conglomerate treats water hexes as if they were blank as long as the appropriate bridge tile is available. If there is a choice between a water hex and a blank hex the blank hex is chosen to preserve bridge tiles. When upgrading city tiles, the Conglomerate points as many track edges as possible into water. | Breakthrough |
| Circus | Distant Destinations are counted twice (like hubs) when calculating earnings. | Breakthrough |
| Coupling | Always calculate all cities in-network, regardless of train value. | Breakthrough |
| Eastern Mining | None | Breakthrough |
| Expansive |
Basic Action: Lay 2 yellow towards priority: Capital city > unlaunched Minor home > Landmark > home of one of your Companies > DD > basic city. If unable, upgrade home. If unable, upgrade the nearest city.
New Minor Companies: Special Setup Rules by Company
The following Companies have special setup rules when they are included in the Conglomerate:
- Twin Cities Company: Follow the rules to establish an initial route for each Twin Cities home tile such that they separately connect to the partner Minor Company home. This will create one large network containing three hubs.
- Manufacturing Company: Place the Manufacturing 2-train near the Conglomerate Charter separate from where the normal train stack will be kept. The Conglomerate pays 50 to the bank.
- Direct-to-Major: The Conglomerate buys two shares of a Company launched as a Corporation instead of the normal one share.
Landmarks: Setup
Shuffle the Landmark Project tiles together and select two (at random or your choice) to shuffle into the map tile stack. Proceed to build the map according to the normal solo rules.
Landmarks: Operating Rounds
The Conglomerate prioritizes Landmarks as follows: Capital City > unlaunched Minor home > LANDMARKS > home of one of your Companies > Distant Destination > basic city.
And Landmarks relative to each other as follows: Waterfall > Rock Formation > Grand Junction > Mirage + Deserts > Cave > Wildflower Valley > Void > Canyon.
Landmarks: Notes on Specific Landmarks
- Cave: Add as extra revenue while connected.
- Wildflower Valley: Add 20 to revenue if connected to (stop - Wildflower Valley - stop).
- Parks: Conglomerate never builds yellow track tile legs into the Park but always builds green track tile legs into the Park when upgrading.
- Mirage: If Mirage is in Conglomerate's network it is included in the revenue calculation and swapped with the Desert that matches the top train of the Conglomerate train stack.
- Void: As long as the Conglomerate is connected to the Void, it may include the highest value city with an open spot in its route calculation in place of a lower value stop. If the city is not in the Conglomerate network it may be included once. If the city is in the Conglomerate network it may be included an additional time beyond what is currently allowed.
- Waterfall and Rock Formation: The Conglomerate includes these Landmarks in its route as soon as it is able (taking the place of the lowest value stop that would be run). They are still limited to once per game.
- Canyon: The Conglomerate includes the Canyon in its route as soon as it is able (taking the place of the lowest value stop that would be run). Place the Canyon 2-train near the Conglomerate charter, it always counts the two highest Conglomerate hubs as additional revenue during revenue calculation.
- Ancient Ruins and Cliff: The Conglomerate ignores these Landmarks.
Events
Note: If the Conglomerate runs out of action cards (due to additional Operating Rounds), it takes a basic action during its Operating Round until it absorbs another Company or the game ends.
Town Chronicle (events not listed have no effect)
- Overtime: The Conglomerate operates in OR3 as normal.
- Rural Expansion: After normal track lays, the Conglomerate pays for and lays enough yellow track to reach the closest city/Distant Destination/Landmark from any of the open track legs in its network.
- Stock Bonanza: The Conglomerate issues one share in each Operating Round while this event is active (but not from the 6 in its treasury) and does not drop stock price when doing so.
The New City Herald
- Corporate Subsidies: The Conglomerate purchases an additional share (two total) of any Company launched this round.
- Merger Mania: The Conglomerate absorbs any unlaunched Minors it is connected to in the extra Merge Round.
- Overtime: The Conglomerate operates in OR3 as normal.
- Record Gains: The Conglomerate will triple jump if possible.
- Train Auction Today: The Conglomerate bids 10% of cash on hand.
- Tycoons Rejoice: The Conglomerate buys up to two additional Conglomerate shares from the bank if possible.
- Unions Win: The Conglomerate half-pays as long as its stock price will move up when doing so, otherwise it pays out full.