$VPC1C2E>MAxHBCwHzTO
Ludexv2026.11.01-65114139Great Western TrailOfficial rulebook ↗

Visitors

Loading…

Teach the Game

A script to read aloud: how you win Great Western Trail, the board and your player board, a turn, Kansas City, the end, every source of points and what each resource is for.

How you win

“We are 19th-century ranchers. We drive our herds along a winding trail to Kansas City, five to seven times each, and ship them west by train. Along the way we build, hire cowboys, craftsmen and engineers, and buy better cattle. In about 30 minutes per player, whoever has the most victory points wins.”

The boards

The game board with numbered parts

  1. Cities — Kansas City (0) to San Francisco (18); green arrows between cities give points or objective cards.
  2. Railroad track — spaces 1–39; red crosses are transport costs.
  3. Kansas City — the end of the trail and its five subphases.
  4. Train stations — upgrade cost and points; the first five have station master tiles.
  5. Foresight spaces — the six tiles that come into play next.
  6. Hazard section: rockfall — spaces 1–4 on the trail.
  7. Neutral building — the seven lettered tiles anyone can use.
  8. Job market — workers for hire, rows with their cost.
  9. Indian trade section — teepees, each with the money above it.
  10. Hazard section: drought.
  11. Hazard section: flood.
  12. Start of the trail — where your cattleman starts every trip after the first.
  13. Cattle market prices — what cowboys and dollars buy.

A player board with numbered parts

  1. Step limit — how far your cattleman moves; the discs open +1 (or +2) steps.
  2. Phase B reminder — what you may do where you stop.
  3. Hand limit — 4 cards; the discs open 5 and 6 (5 dollars each).
  4. Auxiliary actions — five small actions, two open from the start.
  5. Cowboy row — with immediate actions on spaces 4 and 6.
  6. Certificate track — temporary certificates (limit 3, then 4 and 6).
  7. Craftsman row.
  8. Engineer row — immediate actions on most spaces.

A turn

  1. Phase A — Move your cattleman forward 1 or more locations, up to your step limit; pay the green and black hands you cross (details).
  2. Phase B — Use the location where you stop (details):
Where you stopWhat you do
A neutral building or your own buildingIts local actions (any, in any order) — or one single or double auxiliary action auxiliary action
Another player’s building, a hazard or a teepeeOne single or double auxiliary action auxiliary action
Kansas CityThe five Kansas City subphases
  1. Phase C — Draw up to your hand limit (details).

The actions on buildings: hire one worker hire a worker, place a private building place a building, buy cattle from the cattle market buy cattle, move your engine forward move your engine, remove a hazard remove a hazard, trade with the Indians trade with the Indians, gain an objective card take an objective, and discarding cattle for dollars dollars or move your certificate marker 1 space certificates.

How the game ends

When a player puts a worker on the last space of the job market (in Kansas City), the job market token leaves the board: that player finishes the turn and takes the token (+2 points). Everyone else takes one more turn, then the game ends (details).

Score eleven categories; most points wins, ties share the victory.

Ways to score

SourceHow and when
Money1 point per 5 dollars at the end
BuildingsThe points printed on your private buildings on the board
CitiesPoints on the city crests you have unlocked; Kansas City −6 per disc, San Francisco 9 per disc
Train stationsThe points beside each station with your disc
HazardsThe points printed on the hazard tiles you took
CattleThe points printed on the cattle cards in your deck
Objective cardsPoints of fulfilled cards, minus the penalty of unfulfilled ones you played
Station master tilesEach tile’s own task (workers, certificates, hazards, objectives or teepee pairs)
Workers4 points for each worker on the 5th or 6th space of a row
Disc space3 points for clearing the disc beside the second step-limit upgrade
Job market token2 points to the player who ended the game
Lost pointsKansas City deliveries (−6), unfulfilled objectives, negative city arrows

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Cattle cardsIncome in Kansas City; pointsStart with 14; buy in the cattle marketDifferent breeds in hand at Kansas City; discard for building actions
dollars DollarsWorkers, buildings, cattle, stations, fees; 1 point per 5Kansas City income, discarding cattle, building actionsPay costs
move your certificate marker 1 space CertificatesRaise your hand’s breeding value; pointsDiscarding cattle, buildings, station mastersSpend in Kansas City to reach farther cities
CowboysBuy better cattleJob marketOne cowboy per purchase option, or add 2 cards to the market
CraftsmenYour own buildingsJob marketYou need as many as the building shows; pay 2 dollars each
EngineersEngine movementJob marketMove up to one space per engineer
EngineCheaper deliveries; stationsEngineers, buildings, auxiliary actionsUpgrade stations; reduce transport costs
DiscsUnlock upgrades and auxiliary actions14 on your boardPlaced on cities and stations
Hazards and teepeesPoints, objectives, station mastersRemove-a-hazard and trade actionsKept in front of you
Objective cardsPoints and a one-off bonusBuildings, city arrows, station masterPlay for the bonus, or keep in your deck

Teaching tips

Rules

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

Drag to move · tap to close