Draw train cards
Take two cards from the five face-up cards or the deck. A face-up locomotive is wild but counts as your whole draw.
Collect train cards, claim routes between cities, and connect your secret destination tickets across North America before your rivals block the way.
2–5 players · computer opponents · pass & play · online rooms with a code · new: Last Lines, the reverse game
Take two cards from the five face-up cards or the deck. A face-up locomotive is wild but counts as your whole draw.
Play cards matching the route’s color and length. Gray routes take any one color. Locomotives match anything.
Draw three tickets and keep at least one. Completed tickets add their points at the end; unfinished ones subtract.
Longest continuous route +10. The game ends one round after someone has 2 or fewer trains.
Turn it on when you set the table. Deliveries create opportunities beyond your tickets, you shape the map’s economy together, and a pair of secret goals lets you surprise each other.
Three orders are always face up, like “Steel → Chicago · 5”. Link any city that makes the good to the order’s city with your own routes and it’s yours the moment you claim. Longer hauls pay more—it’s a race, and everyone can see who is closest.
Each player founds one Boomtown before the first turn, and every filled order grows its city a level. Orders to a Boomtown pay +2 per level. At the end each Boomtown pays 2× its level to the most routes touching it; a tie pays each the level.
You’re dealt three private contracts—“Junction City,” “Long Haul,” “Coast to Coast”—and keep two. Each pays 6–10 points at the end if you finish it, and nothing is lost if you don’t.
The reverse game. Every line is already built and there are no train cards. Each turn you close a line for salvage, and everyone can see which lines you won’t let go.
On your turn, put a notice on any running line. It closes at the start of your next turn and pays you $1 per car. With two players you post two notices each turn.
Before a notice closes, any other player may pay 4× its salvage to save that line for good. You get one rescue a turn, so two notices on lines you need is a fork. A closed line can be restored for 6×.
Your tickets are secret. At the end each one scores its points if running lines still link its two cities, and loses them if not. Funds score nothing, except +10 for the richest railway.