Cards & Components
Every Great Western Trail (first edition) component with a picture: board and player board, all 20 private building sides and 7 neutral buildings, every hazard, teepee, worker and station master tile, all cattle faces, all 24 objective and 4 starting objective cards, and the icons.
Every distinct face, grouped by type, with what it does and a link to the rule that uses it. The board, player board and every tile and card are pictured from the first-edition Great Western Trail Tabletop Simulator mod, whose art matches the 2016 English rulebook; the setup picture and the action icons come from eggertspiele’s rulebook. Effects are in our own words.
Boards
Game board

The trail, the railroad with its cities and stations, Kansas City, the job market, the Indian trade section and the hazard sections — see the numbered board legend. On your first turn, start at any neutral building and use it immediately; ordinary movement and Kansas City begin on later turns. FAQ
| Picture | Area |
|---|---|
![]() | Cities and railroad — city values 0–18, green arrows, red crosses (delivery). A city must be open to your disc and no higher than your delivery total; Kansas City is always available, while San Francisco may hold repeated discs. Green-arrow rewards need your discs in both neighboring cities. FAQ FAQ FAQ FAQ |
![]() | Stations 6–10 — cost and points of each (stations). You may upgrade a station again after someone else, stacking your disc; only the first upgrader gets its station master tile. FAQ FAQ FAQ FAQ FAQ |
![]() | Cattle market prices — cowboys and dollars per purchase (buy cattle). Each cowboy can add two cards from the stack before or after a purchase; the market can temporarily grow past its usual limit. An empty market waits for new cattle or the job-market refill. FAQ FAQ |
Player board

Four boards, one per colour: auxiliary actions, step limit (phase A), phase B reminder, hand limit (phase C), the three worker rows and the certificate track (legend). Clearing a disc unlocks its printed space; a cleared hand-limit space raises your limit only after you pay its cost. Refill your hand only in phase C, at turn end. FAQ FAQ FAQ
| Picture | Tile |
|---|---|
![]() | Player count tile, 3 players — covers phase A: step limit 3, upgrades +2 and +1, green hand 2, black hand 1 |
![]() | Player count tile, 4 players — step limit 4, upgrades +2 and +1, green hand 1, black hand 2 |
Cards
Cattle cards
Each player’s 14 starting cards carry a star of their colour: 5 Jersey, 3 Dutch Belt, 3 Black Angus, 3 Guernsey. The 36 market cards are bought with cowboys. The big number is the breeding value; the shield, the points at the end. For Kansas City income, count each breed in your hand once, even if you hold duplicates; the shield points score on every cattle card in your deck at game end. Discards stay face up and may be inspected; shuffle them into a new draw stack only when you must draw and the draw stack is empty. FAQ FAQ
| Picture | Card |
|---|---|
![]() | Jersey (grey) — value 1 · starting card |
![]() | Dutch Belt (green) — value 2 · starting card |
![]() | Black Angus (black) — value 2 · starting card |
![]() | Guernsey (white) — value 2 · starting card |
![]() | Holstein (yellow) — value 3, 1 |
![]() | Brown Swiss (red) — value 3, 2 |
![]() | Ayrshire (blue) — value 3, 3 |
![]() | West Highland (brown) — value 4, 3 |
![]() | West Highland — value 4, 4 |
![]() | West Highland — value 4, 5 |
![]() | Texas Longhorn (purple) — value 5, 5 |
![]() | Texas Longhorn — value 5, 6 |
![]() | Texas Longhorn — value 5, 7 |
![]() | Back of cattle and objective cards |
Objective cards
24 cards; top left the immediate action when played, in the middle the tasks, bottom right the points and the penalty (objectives). “Value-3 card” means any cattle card of breeding value 3. Play an objective before phase A or before or after one phase-B action, never during one; resolve its top action then, and set it aside. If its action moves your cattleman during phase B, go straight to phase C without using the destination. A draw-three action means choose up to three, draw them all, then discard the same number, including newly drawn cards. At game end, each task must be met, and one piece can satisfy only one card; unplayed objectives may still be scored or removed. For example, two cards needing a hazard require two hazards. FAQ FAQ FAQ
| Picture | Card |
|---|---|
![]() | Needs 3 value-3 cattle cards, 1 station. 4 |
![]() | Needs 1 value-3 card, 1 West Highland, 2 hazards. 5 |
![]() | Needs 3 value-3 cards, 1 building. 4 |
![]() | Needs 1 disc on San Francisco. 5 |
![]() | Needs 1 building, 1 blue teepee, 2 hazards. 5 |
![]() | Needs 1 building, 2 blue teepees. 3 |
![]() | Needs 2 West Highlands, 1 station, 1 green teepee. 5 |
![]() | Needs 2 stations, 1 hazard. 3 |
![]() | Needs 2 stations, 2 buildings. 5 |
![]() | Needs 1 building, 1 green and 1 blue teepee. 3 |
![]() | Needs 2 stations, 2 hazards. 5 |
![]() | Needs 1 value-3 card, 1 West Highland, 1 Texas Longhorn. 5 |
![]() | Needs 1 West Highland, 2 hazards. 3 |
![]() | Needs 1 station, 2 green teepees. 3 |
![]() | Needs 2 buildings, 2 hazards. 5 |
![]() | Needs 2 buildings, 1 hazard. 3 |
![]() | Needs 2 stations, 2 blue teepees. 5 |
![]() | Needs 1 value-3 card, 1 West Highland, 1 Texas Longhorn. 5 |
![]() | Needs 2 buildings, 2 green teepees. 5 |
![]() | Needs 1 station, 1 green and 1 blue teepee. 3 |
![]() | Needs 1 Texas Longhorn, 1 hazard. 3 |
Starting objective cards
One per player at setup; no penalty and no immediate action. It is optional: score its 3 points only if every pictured task is met, otherwise it costs nothing. FAQ
| Picture | Card |
|---|---|
![]() | Needs 2 buildings, 1 hazard. 3 |
![]() | Needs 1 blue teepee, 2 hazards. 3 |
![]() | Needs 2 stations, 1 green teepee. 3 |
![]() | Needs 1 value-3 card, 1 West Highland, 1 building. 3 |
![]() | Back |
Tiles
Neutral buildings
The seven tiles anyone may use; their actions are listed under The neutral buildings. At setup, place one on each lettered neutral space. On a building, take its local actions in any order; each is optional, but if you skip all of them you must take one auxiliary action. An “or” is a choice within that action; a second icon separated by a dot is a separate action. FAQ FAQ FAQ
| Picture | Tile |
|---|---|
![]() | A — Guernsey for 2 dollars; two hires. The free hire and the hire costing 2 dollars are separate choices: either can come first, and you may take either or both. FAQ |
![]() | B — Dutch Belt for 2 dollars; place a building |
![]() | C — certificate or objective; engine |
![]() | D — trade or paid engine move; auxiliary action |
![]() | E — Black Angus for 2 dollars; buy cattle |
![]() | F — two of a breed for 4 dollars; hazard for 7 dollars |
![]() | G — engine; auxiliary action |
![]() | Back of the neutral buildings |
Private buildings
Ten double-sided tiles per player (shown in blue; every colour is the same). Top left: craftsmen needed (pay 2 dollars each); top right: points at the end; a hand charges other players passing it (place a building). All players use the same side of each number. When you replace your own building, finish its remaining actions first; the old building then leaves the game and scores nothing. Passing an opponent’s hand charges its fee, but you can pay only what you have and never owe it later. A move caused by a building is ordinary movement, so hands still apply. FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ
Rulings that apply to every row below: Can I chain several cattleman moves from buildings?.
| Picture | Building |
|---|---|
![]() | 1a — 1 craftsman, 1 |
![]() | 1b — 1 craftsman, 1 |
![]() | 2a — 1 craftsman, 1 |
![]() | 2b — 1 craftsman, 1 |
![]() | 3a — 1 craftsman, 1 |
![]() | 3b — 2 craftsmen, 3 |
![]() | 4a — 2 craftsmen, 3 |
![]() | 4b — 2 craftsmen, 3 |
![]() | 5a — 3 craftsmen, 4 |
![]() | 5b — 3 craftsmen, 4 |
![]() | 6a — 4 craftsmen, 5 |
![]() | 6b — 4 craftsmen, 5 |
![]() | 7a — 5 craftsmen, 6 |
![]() | 7b — 5 craftsmen, 6 |
![]() | 8a — 5 craftsmen, 6 |
![]() | 8b — 6 craftsmen, 8 |
![]() | 9a — 7 craftsmen, 9 |
![]() | 9b — 6 craftsmen, 8 |
![]() | 10a — 9 craftsmen, 13 |
![]() | 10b — 8 craftsmen, 11 |
“In the woods” means a building whose edge touches a wood on the board.
Hazard tiles
18 tiles, 6 of each kind, taken with Remove a hazard. The hand charges anyone passing it while it lies on the trail. Landing on one does not collect it; use a remove-hazard action. A hazard under another player’s cattleman is still available, and the remaining stack does not slide when one is removed. FAQ FAQ FAQ FAQ FAQ
Rulings that apply to every row below: Do I have to stop on a hazard, teepee or opponent’s building with a hand?; What if I cannot pay a hand’s fee?; Do hazards and teepees used for objectives still count for station master tiles?.
| Picture | Tile |
|---|---|
![]() | Flood, 2 points, black hand |
![]() | Flood, 2 points, green hand |
![]() | Flood, 3 points, black hand |
![]() | Flood, 3 points, green hand |
![]() | Flood, 4 points, green hand (×2) |
![]() | Drought, 2 points, black hand |
![]() | Drought, 2 points, green hand |
![]() | Drought, 3 points, black hand |
![]() | Drought, 3 points, green hand |
![]() | Drought, 4 points, green hand (×2) |
![]() | Rockfall, 2 points, black hand |
![]() | Rockfall, 2 points, green hand |
![]() | Rockfall, 3 points, black hand |
![]() | Rockfall, 3 points, green hand |
![]() | Rockfall, 4 points, green hand (×2) |
Teepee tiles
Placed teepees charge their pictured hand when crossed; landing on one does not let you take it. Take a teepee only with the trade action, and pay any listed cost in full. FAQ FAQ FAQ FAQ FAQ FAQ FAQ
| Picture | Tile |
|---|---|
![]() | Green teepee (×11) — green hand on the trail (trade) FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ |
![]() | Blue teepee (×11) — black hand on the trail FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ |
Worker tiles
During setup, workers with the “2” back fill the job market up to the token’s row: 3 with two players, 5 with three, and 7 with four. FAQ
| Picture | Tile |
|---|---|
![]() | Cowboy (×18) — buys cattle (buy cattle) FAQ |
![]() | Craftsman (×18) — builds (place a building) |
![]() | Engineer (×18) — moves the engine (railroad) |
Tile backs
| Picture | Back |
|---|---|
![]() | 1 — teepees and hazards placed at setup, foresight space 1 FAQ FAQ |
![]() | 2 — only workers FAQ FAQ |
![]() | 3 — tiles that come out late in the game FAQ FAQ |
Station master tiles
Five tiles beside the first five stations (stations). A certificate tile adds one permanent certificate to every future Kansas City income. End-game tasks count the pieces in front of you: 3 hazards score 3 points, and each green-blue teepee pair scores 3. The other three tile tasks score only complete pairs too (3 certificates, hazards, or objective cards score 3 points). FAQ
| Picture | Tile |
|---|---|
![]() | Gain 2 dollars now · 1 |
![]() | Permanent certificate · 3 |
![]() | Permanent certificate · 3 |
![]() | Remove a hazard free or trade with the Indians now · 3 |
![]() | Permanent certificate · 3 |
Tokens & pieces
| Picture | Piece |
|---|---|
![]() | 1 dollar (35) |
![]() | 5 dollars (20) |
![]() | Job market token — marks the job market row being filled; 2 |
Wooden pieces per player (pictured in the setup): 1 cattleman, 1 engine, 1 certificate marker and 14 discs; plus a score pad.
Icons
| Icon | Meaning |
|---|---|
| Dollars: gain (white) or pay (red) that many | |
| Victory points at the end | |
| Move your certificate marker 1 space | |
| Move your certificate marker up to 2 spaces | |
| Move your engine forward | |
| Move your engine backwards (a cost) | |
| Move your cattleman forward, then phase B again | |
| A single or double auxiliary action | |
| Hire one worker | |
| Place a private building | |
| Buy cattle from the cattle market | |
| Remove a hazard | |
| Trade with the Indians | |
| Gain an objective card |







































































































