Actions
Every action in Great Western Trail: discarding cattle, hiring workers and their immediate actions, placing and replacing buildings, buying cattle, removing hazards, trading with the Indians, objectives, auxiliary actions and the seven neutral buildings.
An action looks the same wherever it appears — on a neutral building, your own building, an objective card, a station master tile or your player board.
Requirements and rewards
Many actions show a requirement (red: red arrows or numbers) and a reward (green and white). Meet the requirement to get the reward. The most common requirement is discarding cattle: put the exact card(s) shown from your hand onto your discard pile. A card shown by colour and number means that breed; a grey card means any. Each action is done once per visit, however often you could meet it.
| Requirement | Meaning |
|---|---|
| A black card with 2 | One Black Angus |
| A grey card with 1 | One Jersey |
| A green card with 2 | One Dutch Belt |
| A white card with 2 | One Guernsey |
| Two cards with = | Two cattle of the same breed |
| A plain card | One cattle card of any breed |
Rewards:
dollars from the bank;
your certificate marker 1 space forward (or
up to 2), never past your temporary certificate limit;
your engine forward on the railroad.
Hire a worker
Choose one worker in the job market, pay its cost and put it on the leftmost free space of its row on your player board.
- Workers in the row with the job market token are not available yet.
- A worker costs the amount printed at the right of its row (4 to 10 dollars), changed by the action icon: −0 no change, −2 costs 2 more, +1 costs 1 less.
- A full row cannot take another worker.
- If the space you fill shows an immediate action, use it now or lose it.
- At the end, each worker on the 5th or 6th space of a row is worth 4
.
You start with one cowboy, one craftsman and one engineer printed on your board.
Immediate actions on your player board
| Row | Space | Immediate action |
|---|---|---|
| Cowboys | 4th | |
| Cowboys | 6th | |
| Craftsmen | 4th and 6th | |
| Engineers | 2nd | Discard a Jersey: |
| Engineers | 3rd | Discard a Jersey: 2 dollars |
| Engineers | 4th | |
| Engineers | 5th | Discard a Jersey: |
| Engineers | 6th | Discard a Jersey: 4 dollars |
Place a private building
Choose one of your private buildings above your board and either:
- put it on any empty building space of the trail, or
- replace one of your buildings already on the trail with a higher one.
You need at least as many craftsmen as the number at the building’s top left, and you pay 2 dollars per craftsman needed. To replace, you only need — and pay for — the difference; the old tile goes back to the box for good. Buildings always keep the side chosen at setup.
Neutral building B is the only neutral source of this action; the other is your craftsman row (1 dollar per craftsman).
Buy cattle
Take cattle cards from the cattle market onto your discard pile. What you may buy depends on your cowboys — each cowboy is used once per action — and the prices on the board:
| Cowboys used | Buys |
|---|---|
| 1 | One breeding-value-3 card (Holstein, Brown Swiss, Ayrshire) for 6 dollars |
| 2 | One value-3 card for 3 dollars |
| 3 | Two value-3 cards for 5 dollars together |
| 1 | One West Highland (4) for 12 dollars |
| 3 | One West Highland for 6 dollars |
| 5 | Two West Highlands for 8 dollars together |
| 2 | One Texas Longhorn (5) for 12 dollars |
| 4 | One Texas Longhorn for 6 dollars |
| 1 | Add 2 cards from the market stack to the market (no purchase) |
Split your cowboys over these options as you like. You may add cards and buy in any order, and adding may push the market beyond its normal size. You only buy what is in the market.
Remove a hazard
Take one hazard tile of your choice from any hazard section and keep it in front of you. Pay the cost shown on the icon if there is one (otherwise it is free). Each hazard shows 2, 3 or 4
. If all sections are empty, nothing happens.
Trade with the Indians
Take one teepee of your choice from the Indian trade section and keep it. Gain or pay the money shown above its space (from −3 to +10); a negative teepee must be paid in full. If the section is empty, nothing happens.
Gain an objective card
Take one face-up card from the general objective display (refill it at once) or the top card of the objective stack, and put it face up on your discard pile. See objective cards.
Move your cattleman
Some buildings move your cattleman forward up to the number shown, at least 1. You pay hands as usual, and you take phase B again where you stop — without first refilling your hand.
Auxiliary actions
Your player board has five auxiliary actions. Each is locked while both its disc spaces hold discs; clearing one space unlocks it as a single action, clearing both allows the double (its cost and reward doubled — not two different actions). The first two start unlocked.
| Action | Single | Double |
|---|---|---|
| Money | Gain 1 dollar | Gain 2 dollars |
| Cards | Draw 1 card, then discard 1 | Draw 2, then discard 2 |
| Certificate | Pay 1 dollar, engine 1 back, | Pay 2 dollars, engine 2 back, |
| Engine | Pay 1 dollar, | Pay 2 dollars, engine 2 forward |
| Thin the herd | Engine 1 back, remove 1 hand card from the game | Engine 2 back, remove 2 hand cards |
An auxiliary action taken instead of a location’s local actions is always single. A building’s auxiliary icon lets you choose single or double.
The neutral buildings
| Tile | Local actions |
|---|---|
![]() | A: discard a Guernsey for 2 dollars · |
![]() | B: discard a Dutch Belt for 2 dollars · |
![]() | C: |
![]() | D: |
![]() | E: discard a Black Angus for 2 dollars · |
![]() | F: discard two cattle of the same breed for 4 dollars · |
![]() | G: |
Your private buildings are listed with their actions in Cards & Components.






