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Ludexv2026.11.01-65114139Great Western TrailOfficial rulebook ↗

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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.

RequirementMeaning
A black card with 2One Black Angus
A grey card with 1One Jersey
A green card with 2One Dutch Belt
A white card with 2One Guernsey
Two cards with =Two cattle of the same breed
A plain cardOne cattle card of any breed

Rewards: dollars dollars from the bank; move your certificate marker 1 space your certificate marker 1 space forward (or move your certificate marker up to 2 spaces up to 2), never past your temporary certificate limit; move your engine forward your engine forward on the railroad.

Hire a worker

hire one 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.

You start with one cowboy, one craftsman and one engineer printed on your board.

Immediate actions on your player board

RowSpaceImmediate action
Cowboys4thremove a hazard Remove a hazard, free
Cowboys6thtrade with the Indians Trade with the Indians
Craftsmen4th and 6thplace a private building Place a building, paying only 1 dollar per craftsman
Engineers2ndDiscard a Jersey: move your certificate marker 1 space 1
Engineers3rdDiscard a Jersey: 2 dollars
Engineers4thhire one worker Hire a worker for 2 dollars less
Engineers5thDiscard a Jersey: move your certificate marker up to 2 spaces up to 2
Engineers6thDiscard a Jersey: 4 dollars

Place a private building

place a private building Choose one of your private buildings above your board and either:

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

buy cattle from the cattle market 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 usedBuys
1One breeding-value-3 card (Holstein, Brown Swiss, Ayrshire) for 6 dollars
2One value-3 card for 3 dollars
3Two value-3 cards for 5 dollars together
1One West Highland (4) for 12 dollars
3One West Highland for 6 dollars
5Two West Highlands for 8 dollars together
2One Texas Longhorn (5) for 12 dollars
4One Texas Longhorn for 6 dollars
1Add 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

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 victory points. If all sections are empty, nothing happens.

Trade with the Indians

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

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

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

single or double auxiliary action 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.

ActionSingleDouble
MoneyGain 1 dollarGain 2 dollars
CardsDraw 1 card, then discard 1Draw 2, then discard 2
CertificatePay 1 dollar, engine 1 back, move your certificate marker 1 space 1Pay 2 dollars, engine 2 back, move your certificate marker up to 2 spaces up to 2
EnginePay 1 dollar, move your engine forward engine 1 forwardPay 2 dollars, engine 2 forward
Thin the herdEngine 1 back, remove 1 hand card from the gameEngine 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

TileLocal actions
Neutral building AA: discard a Guernsey for 2 dollars · hire one worker hire a worker · hire another worker for 2 dollars more. The free hire and the hire costing 2 dollars are separate choices: either can come first, and you may take either or both. FAQ
Neutral building BB: discard a Dutch Belt for 2 dollars · place a private building place a private building
Neutral building CC: move your certificate marker 1 space 1 or gain an objective card an objective card · move your engine forward engine forward up to your engineers
Neutral building DD: trade with the Indians trade with the Indians or pay 2 dollars for engine up to 2 forward · single or double auxiliary action a single or double auxiliary action
Neutral building EE: discard a Black Angus for 2 dollars · buy cattle from the cattle market buy cattle
Neutral building FF: discard two cattle of the same breed for 4 dollars · remove a hazard remove a hazard for 7 dollars
Neutral building GG: move your engine forward engine forward up to your engineers · single or double auxiliary action a single or double auxiliary action

Your private buildings are listed with their actions in Cards & Components.

Rules

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