Build
Spend a location card to build in that town, or an industry card to build that industry anywhere in your network. Pay the tile’s cost plus any coal and iron.
Build mills, mines, ironworks and breweries across the Midlands. Burn each other’s coal, drink each other’s beer, race for the same towns — then tear up the canals and do it all again with railways.
2–4 players · computer opponents · pass & play · online rooms with a code
Spend a location card to build in that town, or an industry card to build that industry anywhere in your network. Pay the tile’s cost plus any coal and iron.
Lay a canal (£3) in the Canal Era, or a rail (£5 + 1 coal) in the Rail Era — or two rails for £15, 2 coal and a beer. Links must touch your network.
Remove one or two of your lowest tiles, one iron each, to reach stronger levels. Tiles with a lightbulb can only be built.
Flip cotton, manufacturers and potteries connected to a merchant who buys them. Most need beer; a merchant’s own beer earns its bonus.
Take £30 and drop your income three levels. Income is paid (or charged) at the end of every round.
Discard three cards to take a wild location and a wild industry card.
Each round everyone takes two actions (just one in the very first round), spending a card for each. Whoever spent the least money goes first next round. When the deck and hands run out, the era is scored: every link earns the link icons of flipped tiles and merchants at its ends, and every flipped tile earns its VP. Then canals and level I tiles are cleared and the Rail Era begins. Most VP after the Rail Era wins.