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Ludexv2026.11.01-65114139Great Western TrailOfficial rulebook ↗

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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 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

PictureArea
The city crests and railroad along the top of the boardCities 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
The stations down the right side of the boardStations 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
The cattle market price tableCattle 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

A 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

PictureTile
Player count tile, 3-player sidePlayer count tile, 3 players — covers phase A: step limit 3, upgrades +2 and +1, green hand 2, black hand 1
Player count tile, 4-player sidePlayer 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

PictureCard
Jersey, breeding value 1Jersey (grey) — value 1 · starting card
Dutch Belt, breeding value 2Dutch Belt (green) — value 2 · starting card
Black Angus, breeding value 2Black Angus (black) — value 2 · starting card
Guernsey, breeding value 2Guernsey (white) — value 2 · starting card
Holstein, breeding value 3, 1 pointHolstein (yellow) — value 3, 1 victory points (×7)
Brown Swiss, breeding value 3, 2 pointsBrown Swiss (red) — value 3, 2 victory points (×7)
Ayrshire, breeding value 3, 3 pointsAyrshire (blue) — value 3, 3 victory points (×7)
West Highland, breeding value 4, 3 pointsWest Highland (brown) — value 4, 3 victory points (×3)
West Highland, breeding value 4, 4 pointsWest Highland — value 4, 4 victory points (×3)
West Highland, breeding value 4, 5 pointsWest Highland — value 4, 5 victory points (×3)
Texas Longhorn, breeding value 5, 5 pointsTexas Longhorn (purple) — value 5, 5 victory points (×2)
Texas Longhorn, breeding value 5, 6 pointsTexas Longhorn — value 5, 6 victory points (×2)
Texas Longhorn, breeding value 5, 7 pointsTexas Longhorn — value 5, 7 victory points (×2)
Card backBack 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

PictureCard
Objective card: 3 value-3 cattle cards, 1 station; 4 points, −2 if unmetNeeds 3 value-3 cattle cards, 1 station. 4 victory points, −2 if unmet. Action: draw up to 3 cards, then discard as many
Objective card: 1 value-3 card, 1 West Highland, 2 hazards; 5 points, −2 if unmetNeeds 1 value-3 card, 1 West Highland, 2 hazards. 5 victory points, −2 if unmet. Action: move your cattleman move your cattleman up to 3 steps, ignoring hands FAQ
Objective card: 3 value-3 cards, 1 building; 4 points, −2 if unmetNeeds 3 value-3 cards, 1 building. 4 victory points, −2 if unmet. Action: dollars gain 2 dollars
Objective card: 1 disc on San Francisco; 5 points, −3 if unmetNeeds 1 disc on San Francisco. 5 victory points, −3 if unmet. Action: single or double auxiliary action a single or double auxiliary action (×4: cards 4, 10, 18 and 19 are identical)
Objective card: 1 building, 1 blue teepee, 2 hazards; 5 points, −3 if unmetNeeds 1 building, 1 blue teepee, 2 hazards. 5 victory points, −3 if unmet. Action: move your engine forward engine up to 3 spaces
Objective card: 1 building, 2 blue teepees; 3 points, −2 if unmetNeeds 1 building, 2 blue teepees. 3 victory points, −2 if unmet. Action: dollars gain 2 dollars
Objective card: 2 West Highlands, 1 station, 1 green teepee; 5 points, −3 if unmetNeeds 2 West Highlands, 1 station, 1 green teepee. 5 victory points, −3 if unmet. Action: move your engine forward engine up to 2 spaces
Objective card: 2 stations, 1 hazard; 3 points, −2 if unmetNeeds 2 stations, 1 hazard. 3 victory points, −2 if unmet. Action: dollars gain 2 dollars
Objective card: 2 stations, 2 buildings; 5 points, −2 if unmetNeeds 2 stations, 2 buildings. 5 victory points, −2 if unmet. Action: move your cattleman move your cattleman up to 3 steps, ignoring hands FAQ
Objective card: 1 building, 1 green and 1 blue teepee; 3 points, −2 if unmetNeeds 1 building, 1 green and 1 blue teepee. 3 victory points, −2 if unmet. Action: dollars gain 2 dollars
Objective card: 2 stations, 2 hazards; 5 points, −3 if unmetNeeds 2 stations, 2 hazards. 5 victory points, −3 if unmet. Action: move your engine forward engine up to 3 spaces
Objective card: 1 value-3 card, 1 West Highland, 1 Texas Longhorn; 5 points, −3 if unmetNeeds 1 value-3 card, 1 West Highland, 1 Texas Longhorn. 5 victory points, −3 if unmet. Action: move your engine forward engine up to 2 spaces
Objective card: 1 West Highland, 2 hazards; 3 points, −2 if unmetNeeds 1 West Highland, 2 hazards. 3 victory points, −2 if unmet. Action: dollars gain 2 dollars
Objective card: 1 station, 2 green teepees; 3 points, −2 if unmetNeeds 1 station, 2 green teepees. 3 victory points, −2 if unmet. Action: draw up to 3 cards, then discard as many
Objective card: 2 buildings, 2 hazards; 5 points, −2 if unmetNeeds 2 buildings, 2 hazards. 5 victory points, −2 if unmet. Action: move your cattleman move your cattleman up to 3 steps, ignoring hands FAQ
Objective card: 2 buildings, 1 hazard; 3 points, −2 if unmetNeeds 2 buildings, 1 hazard. 3 victory points, −2 if unmet. Action: draw up to 3 cards, then discard as many
Objective card: 2 stations, 2 blue teepees; 5 points, −2 if unmetNeeds 2 stations, 2 blue teepees. 5 victory points, −2 if unmet. Action: move your cattleman move your cattleman up to 3 steps, ignoring hands FAQ
Objective card: 1 value-3 card, 1 West Highland, 1 Texas Longhorn; 5 points, −2 if unmetNeeds 1 value-3 card, 1 West Highland, 1 Texas Longhorn. 5 victory points, −2 if unmet. Action: move your cattleman move your cattleman up to 3 steps, ignoring hands
Objective card: 2 buildings, 2 green teepees; 5 points, −3 if unmetNeeds 2 buildings, 2 green teepees. 5 victory points, −3 if unmet. Action: move your engine forward engine up to 2 spaces
Objective card: 1 station, 1 green and 1 blue teepee; 3 points, −2 if unmetNeeds 1 station, 1 green and 1 blue teepee. 3 victory points, −2 if unmet. Action: draw up to 3 cards, then discard as many
Objective card: 1 Texas Longhorn, 1 hazard; 3 points, −2 if unmetNeeds 1 Texas Longhorn, 1 hazard. 3 victory points, −2 if unmet. Action: draw up to 3 cards, then discard as many

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

PictureCard
Starting objective: 2 buildings, 1 hazard; 3 pointsNeeds 2 buildings, 1 hazard. 3 victory points, no penalty, no action FAQ
Starting objective: 1 blue teepee, 2 hazards; 3 pointsNeeds 1 blue teepee, 2 hazards. 3 victory points, no penalty, no action FAQ
Starting objective: 2 stations, 1 green teepee; 3 pointsNeeds 2 stations, 1 green teepee. 3 victory points, no penalty, no action FAQ
Starting objective: 1 value-3 card, 1 West Highland, 1 building; 3 pointsNeeds 1 value-3 card, 1 West Highland, 1 building. 3 victory points, no penalty, no action FAQ
Starting objective card backBack

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

PictureTile
Neutral building AA — 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
Neutral building BB — Dutch Belt for 2 dollars; place a building
Neutral building CC — certificate or objective; engine
Neutral building DD — trade or paid engine move; auxiliary action
Neutral building EE — Black Angus for 2 dollars; buy cattle
Neutral building FF — two of a breed for 4 dollars; hazard for 7 dollars
Neutral building GG — engine; auxiliary action
Neutral building backBack 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?.

PictureBuilding
Private building 1a1a — 1 craftsman, 1 victory points, green hand. Gain 2 dollars for each of your buildings in the woods (1a counts itself if it touches the woods). “In the woods” means the tile edge touches a woods space; 1a earns for itself when that is true. FAQ
Private building 1b1b — 1 craftsman, 1 victory points, green hand. Discard an objective card from your hand: move your certificate marker up to 2 spaces up to 2 · move your engine backwards engine 1 back and gain 3 dollars. The discarded objective must still be in your hand; a played one cannot be chosen. FAQ
Private building 2a2a — 1 craftsman, 1 victory points. Discard a Guernsey: 4 dollars · buy cattle from the cattle market buy cattle
Private building 2b2b — 1 craftsman, 1 victory points. Discard a Jersey: move your engine forward engine 1 forward · discard a Dutch Belt: 3 dollars
Private building 3a3a — 1 craftsman, 1 victory points. Discard two cattle of the same breed: 3 dollars · move your cattleman move up to 1 step and take phase B again. Resolve the move as normal trail movement, including any hands, then take the destination building’s phase B.
Private building 3b3b — 2 craftsmen, 3 victory points. single or double auxiliary action a single or double auxiliary action · move your cattleman move up to 1 step and take phase B again. A double auxiliary action doubles one chosen auxiliary action’s cost and reward; it is not two different actions. FAQ
Private building 4a4a — 2 craftsmen, 3 victory points, black hand. remove a hazard remove a hazard for 5 dollars · move your cattleman move up to 2 steps and take phase B again
Private building 4b4b — 2 craftsmen, 3 victory points, black hand. Draw up to one card per cowboy, then discard as many · move your cattleman move up to 3 steps and take phase B again. Choose your draw count first, draw all those cards, then discard the same number; the new cards are eligible. FAQ
Private building 5a5a — 3 craftsmen, 4 victory points. hire one worker hire a worker for 1 dollar less · move your engine forward engine forward up to your engineers
Private building 5b5b — 3 craftsmen, 4 victory points. Discard a Black Angus: move your certificate marker up to 2 spaces up to 2 · gain 1 dollar per engineer
Private building 6a6a — 4 craftsmen, 5 victory points. Discard a Holstein: 10 dollars · single or double auxiliary action a single or double auxiliary action FAQ
Private building 6b6b — 4 craftsmen, 5 victory points. Discard any cattle card: 3 dollars and an objective card from the display straight into your hand
Private building 7a7a — 5 craftsmen, 6 victory points, black hand. For each pair of 1 green and 1 blue teepee you have: move your certificate marker up to 2 spaces up to 2 and 2 dollars (you keep the teepees)
Private building 7b7b — 5 craftsmen, 6 victory points, green and black hand. move your engine forward engine forward up to the number of your buildings in the woods FAQ
Private building 8a8a — 5 craftsmen, 6 victory points, green hand. trade with the Indians trade with the Indians or single or double auxiliary action a single or double auxiliary action · move your engine forward engine up to 2 spaces. Choose trade or auxiliary, then resolve the separate engine move. FAQ
Private building 8b8b — 6 craftsmen, 8 victory points. Copy the local actions (and risk action) of one adjacent building — neutral, yours or another player’s; no empty space or location between. “Adjacent” means directly beside it; even a single empty space or hazard breaks adjacency. You may copy a different neighbor on a later visit. FAQ FAQ
Private building 9a9a — 7 craftsmen, 9 victory points. move your engine forward engine up to 3 spaces · extraordinary delivery: move your engine back 1 or more spaces, then place a disc on a city whose value is no more than the spaces moved (occupied and turnout spaces do not count); usual city rules and arrows, no transport cost, no income; then you may upgrade the turnout you stopped on. Turnout spaces can be crossed but do not add to the backward step count; this delivery gives no income. FAQ
Private building 9b9b — 6 craftsmen, 8 victory points. Upgrade one train station anywhere behind your engine, following the usual rules (station master included), without moving. You may take that station’s tile only if it is still available, and must still give up a worker as usual. FAQ
Private building 10a10a — 9 craftsmen, 13 victory points, black hand. Move your certificate marker as far as your limit allows · move your cattleman move up to 5 steps and take phase B again FAQ
Private building 10b10b — 8 craftsmen, 11 victory points, black hand. Gain 4 dollars · move your engine forward engine up to 4 spaces · move your cattleman move up to 4 steps and take phase B again

“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?.

PictureTile
Flood hazard, black hand, 2 pointsFlood, 2 points, black hand
Flood hazard, green hand, 2 pointsFlood, 2 points, green hand
Flood hazard, black hand, 3 pointsFlood, 3 points, black hand
Flood hazard, green hand, 3 pointsFlood, 3 points, green hand
Flood hazard, green hand, 4 pointsFlood, 4 points, green hand (×2)
Drought hazard, black hand, 2 pointsDrought, 2 points, black hand
Drought hazard, green hand, 2 pointsDrought, 2 points, green hand
Drought hazard, black hand, 3 pointsDrought, 3 points, black hand
Drought hazard, green hand, 3 pointsDrought, 3 points, green hand
Drought hazard, green hand, 4 pointsDrought, 4 points, green hand (×2)
Rockfall hazard, black hand, 2 pointsRockfall, 2 points, black hand
Rockfall hazard, green hand, 2 pointsRockfall, 2 points, green hand
Rockfall hazard, black hand, 3 pointsRockfall, 3 points, black hand
Rockfall hazard, green hand, 3 pointsRockfall, 3 points, green hand
Rockfall hazard, green hand, 4 pointsRockfall, 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

PictureTile
Green teepee with a green handGreen teepee (×11) — green hand on the trail (trade) FAQ FAQ FAQ FAQ FAQ FAQ FAQ FAQ
Blue teepee with a black handBlue 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

PictureTile
CowboyCowboy (×18) — buys cattle (buy cattle) FAQ
CraftsmanCraftsman (×18) — builds (place a building)
EngineerEngineer (×18) — moves the engine (railroad)

Tile backs

PictureBack
Tile back 11 — teepees and hazards placed at setup, foresight space 1 FAQ FAQ
Tile back 22 — only workers FAQ FAQ
Tile back 33 — 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

PictureTile
Station master: 2 dollars; 1 point per workerGain 2 dollars now · 1 victory points per worker in your worker section
Station master: permanent certificate; 3 points per 2 certificatesPermanent certificate · 3 victory points per complete pair of certificates, including temporary and permanent ones
Station master: permanent certificate; 3 points per 2 hazardsPermanent certificate · 3 victory points per complete pair of hazards
Station master: remove a hazard or trade; 3 points per 2 objective cardsRemove a hazard free or trade with the Indians now · 3 victory points per complete pair of objective cards, whether fulfilled or not
Station master: permanent certificate; 3 points per teepee pairPermanent certificate · 3 victory points per pair with one green and one blue teepee

Tokens & pieces

PicturePiece
1 dollar coin1 dollar (35)
5 dollar coin5 dollars (20)
Job market tokenJob market token — marks the job market row being filled; 2 victory points to whoever ends the game. Crossing a yellow arrow refills cattle; reaching the red arrow triggers the final round. FAQ FAQ

Wooden pieces per player (pictured in the setup): 1 cattleman, 1 engine, 1 certificate marker and 14 discs; plus a score pad.

Icons

IconMeaning
dollarsDollars: gain (white) or pay (red) that many
victory pointsVictory points at the end
move your certificate marker 1 spaceMove your certificate marker 1 space
move your certificate marker up to 2 spacesMove your certificate marker up to 2 spaces
move your engine forwardMove your engine forward
move your engine backwardsMove your engine backwards (a cost)
move your cattlemanMove your cattleman forward, then phase B again
single or double auxiliary actionA single or double auxiliary action
hire one workerHire one worker
place a private buildingPlace a private building
buy cattle from the cattle marketBuy cattle from the cattle market
remove a hazardRemove a hazard
trade with the IndiansTrade with the Indians
gain an objective cardGain an objective card
Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close