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Ludexv2026.11.01-65114139Great Western TrailOfficial rulebook ↗

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Your Turn and the Trail

Great Western Trail's turn: moving your cattleman, step limit, green and black hand fees, using a location, auxiliary actions instead of local ones, drawing up, and your herd deck.

Starting with the player who has 6 dollars, players take turns clockwise. Your turn has three phases, always in this order:

  1. Phase A — move your cattleman
  2. Phase B — use the location you reached
  3. Phase C — draw up to your hand limit

Your first turn

On your very first turn you place your cattleman on any neutral building (others may be there too) and go straight to phase B. After each visit to Kansas City your cattleman starts again from the horseman space at the lower right of the board.

Phase A: move your cattleman

Locations are Kansas City and every tile on the trail — buildings, hazards and teepees. Empty spaces are not locations and cost nothing to pass.

Hands and fees

Moving onto or over a location showing a green or black hand costs a fee at once — to the bank for a hazard or teepee, to the owner for another player’s building:

PlayersGreen handBlack hand
22 dollars2 dollars
32 dollars1 dollar
41 dollar2 dollars

A location with both hands costs both. Your own buildings never charge you.

Phase B: use the location

What you may do depends on where you stopped:

A risk action printed on a building space becomes an extra local action of the building placed there, for its owner.

You may forfeit a reward in full or in part — except dollars: a dollar reward is always taken in full.

Phase C: draw up to your hand limit

Draw from your draw stack until you hold as many cards as your hand limit: 4 at the start, 5 and 6 once you clear the hand-limit discs. After Kansas City you draw a whole new hand. Then the next player’s turn begins.

Your herd deck

Your herd deck is your draw stack (face down, left of your board), your hand and your discard pile (face up). Every card you gain — cattle, objectives — goes onto the discard pile. When you must draw and the draw stack is empty, then (and only then) shuffle the discard pile into a new draw stack.

You may look through your discard pile at any time, never your draw stack.

You start with 14 cattle cards of low value: 5 Jersey (1), 3 Dutch Belt (2), 3 Black Angus (2) and 3 Guernsey (2) (cattle).

Rules

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

Drag to move · tap to close