Ludexv2026.11.01-65114139Railways of the Lost AtlasOfficial rulebook ↗

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Cards & Components

Appendix: every face of every card, tile and token in Railways of the Lost Atlas and Landmarks of the Lost Atlas — map and track tiles, charters, certificates, trains, money, Landmarks, events — with what it does.

Every distinct face, pictured from the publisher’s rulebooks (base rulebook pp. 2–3, Landmarks rulebook pp. 2–3); all train faces are from the base game’s official Tabletop Simulator mod. Each entry says what it does and where the rules explain it. Copies that differ only in the decorative road art are one face here, with the number pictured in the rulebook. Faces marked check against the physical component have small print the rulebook pictures are too small to read with certainty.

Boards

Boards and trackers

ComponentWhat it does
The stock trackStock track — share prices; the order of tokens sets the operating order. A round-end rise for full ownership requires every share to be in players’ hands, with none in the treasury or bank pool (FAQ). Stock track
The round and cycle trackerRound/cycle tracker and its 2 tokens — SR, OR1, OR2, MR and the cycle. The cycle
The Earnings per Share chartEarnings per Share chart — each company’s last payout per share; the bank pool sits beside it. Read values in 10% increments for every company; a Minor share takes twice that amount (FAQ). Payout
The priority player markerPriority Player marker — starts the next Stock Round. End of the Stock Round

Metropolitan Transit Department

[Landmarks] From Landmarks of the Lost Atlas.

ComponentWhat it does
The Metropolitan boardMetropolitan board — its trains, hub spaces and negative earnings track. Shareholders act in order, finishing allowed tile placements and then a hub before the next shareholder; with two trains it runs two separate routes (FAQ, FAQ). Metropolitan
Metropolitan share certificate21 Metropolitan shares — single shares only; 3 per player in play. If every player owns a share, all shareholders act (FAQ); the Metropolitan also works with base variants such as Bank Break (FAQ). Stock Rounds
Metropolitan hub12 Metropolitan hubs. Entering play

Cards

Minor company charters

12 Minors. Every charter has the treasury on the left, trains on the right and the ability printed at the bottom. An auction is for the right to choose among available Minors; the winner chooses after bidding (FAQ). A new Minor may skip its leadoff train and buy one in the regular train step later that turn (FAQ). The Companies

CharterAbility
Adaptive Company charterAdaptive Company Adaptive — Chooses its home at launch. A valid empty basic-city spot is an empty city space, not a hex already upgraded to a different type (FAQ). Not in the Short Game.
Agricultural Company charterAgricultural Company Agricultural — A yellow tile after its upgrade.
Bridging Company charterBridging Company Bridging — Five bridge tiles for water. Other companies may connect to track on a bridge it laid (FAQ). Not in the Short Game.
Eastern Mining Company charterEastern Mining Company Eastern Mining — Starts on the two-stop mine tile; when upgraded, the tile may be rotated, subject to normal track-connection rules (FAQ).
Expansive Company charterExpansive Company Expansive — Its charter adds a second hub that costs 40; a Minor otherwise has only its free home hub (FAQ). A company places at most one hub per Operating Round (FAQ).
Express Company charterExpress Company Express — +1 stop while it owns one train.
Northern Port Company charterNorthern Port Company Northern Port — Starts on the port tile; a leg pointing off the map does not prevent upgrading if the other connections remain legal (FAQ).
Overnight Company charterOvernight Company Overnight — May pass through cities full of other companies’ hubs, but cannot skip the same blocked city twice on one route (FAQ). Not in the Short Game.
Resourceful Company charterResourceful Company Resourceful — Rusted trains run one more time on Resourceful’s next turn; they still occupy train slots when the rusting train is bought (FAQ).
Spacious Company charterSpacious Company Spacious — One extra train slot. Not in the Short Game.
Suburban Company charterSuburban Company Suburban — Two tokens add 10 each on reachable basic cities during its Operating Round. Its own or its Major’s hubs block placement, but other companies’ hubs do not; placed tokens stay after mergers (FAQ, FAQ).
Tunneling Company charterTunneling Company Tunneling — Gets 60 immediately after each mountain tile is dug; the money can pay for the next dig in the same track action (FAQ, FAQ).

Major corporation charters

6 Majors, each charter with two identities (front and back); the rulebook pictures one identity of each, shown here. The hub row has two FREE spaces and two at 60. A newly formed Major takes over its Minors’ trains and does not get a leadoff train (FAQ). Major corporations

CharterCorporation
Consortium charterConsortium
Union charterUnion
System charterSystem
International charterInternational
Federation charterFederation
Experiment charterExperiment

Stock certificates

Each company has a president’s certificate (2 shares) and single shares: a Minor 1 + 3 singles (5 shares, 20% of a payout each), a Major 1 + 8 singles (10 shares, 10% each). The silkscreened tokens (hubs, stock and earnings markers) carry the same logo. Only single shares can be sold; a president’s certificate transfers when another player can take over the presidency (FAQ). At game end, a Minor share is worth the stock price and its two-share president’s certificate counts twice (FAQ); issued Minor shares stay in the bank pool when the company merges (FAQ). Buying and selling shares

CertificatesWhat it is
Adaptive president’s certificate Adaptive shareAdaptive (Minor) — president’s certificate and single share
Agricultural president’s certificate Agricultural shareAgricultural (Minor) — president’s certificate and single share
Bridging president’s certificate Bridging shareBridging (Minor) — president’s certificate and single share
Eastern Mining president’s certificate Eastern Mining shareEastern Mining (Minor) — president’s certificate and single share
Expansive president’s certificate Expansive shareExpansive (Minor) — president’s certificate and single share
Express president’s certificate Express shareExpress (Minor) — president’s certificate and single share
Northern Port president’s certificate Northern Port shareNorthern Port (Minor) — president’s certificate and single share
Overnight president’s certificate Overnight shareOvernight (Minor) — president’s certificate and single share
Resourceful president’s certificate Resourceful shareResourceful (Minor) — president’s certificate and single share
Spacious president’s certificate Spacious shareSpacious (Minor) — president’s certificate and single share
Suburban president’s certificate Suburban shareSuburban (Minor) — president’s certificate and single share
Tunneling president’s certificate Tunneling shareTunneling (Minor) — president’s certificate and single share
Consortium president’s certificate Consortium shareConsortium (Major) — president’s certificate and single share
Union president’s certificate Union shareUnion (Major) — president’s certificate and single share
System president’s certificate System shareSystem (Major) — president’s certificate and single share
International president’s certificate International shareInternational (Major) — president’s certificate and single share
Federation president’s certificate Federation shareFederation (Major) — president’s certificate and single share
Experiment president’s certificate Experiment shareExperiment (Major) — president’s certificate and single share

Trains

30 train cards, sorted into one stack cheapest first. The number is the stops it counts, top right the price, at the bottom what rusts it. A train can run a local with one stop. Companies may buy as many trains as room and cash allow, but must have a train at turn end; they cannot discard a train just to free a slot. Trade-ins keep the train count the same, and a purchase that lowers the limit may force one into the bank pool (FAQ, FAQ, FAQ, FAQ, FAQ, FAQ). Train phases and rust

CardWhat it does
Train 2: yellow locomotive2-train — Yellow, 100. Rusted by the first 4-train. Exporting one removes all remaining 2-trains; other exports remove only one card (FAQ).
Train 3: green locomotive3-train — Green, 200; the first begins the green phase and rusts under the first 6-train. Four or more players use the extra card by default; leave it out only for a harsher train rush (FAQ).
Train 4: green locomotive4-train — Green, 300. Rusted by the first 7/∞-train; the first one rusts all 2-trains. It can be traded for the first infinity train before a 7 has been bought, even though the trade rusts the 4-trains (FAQ).
Train 5: purple locomotive5-train — Purple, 450, permanent — the first one starts the purple phase.
Train 6: purple locomotive6-train — Purple, 550, permanent; the first one rusts all 3-trains. Four or more players use the extra card by default; leave it out only for a harsher train rush (FAQ).
Train 7: grey locomotive7-train — Grey, 750, permanent — the first one starts the grey phase and rusts all 4-trains.
Train infinity: grey locomotive∞-train — 1,000, or 800 plus a trade-in; permanent. This is the reverse face of the 7-train, not a separate stack (FAQ).

Distant Destination revenue cards

One card sets the value of every Distant Destination in the yellow / green / purple / grey phase. The card supplies revenue by phase; it does not change which spaces count as stops. Building the map, Different Distant Destinations

CardWhat it is
Distant Destination card 30 40 70 10030 / 40 / 70 / 100 — Recommended for new players.
Distant Destination card 20 30 50 8020 / 30 / 50 / 80
Distant Destination card 30 60 90 3030 / 60 / 90 / 30 — Falls back in the grey phase.
Blank Distant Destination cardblank — Write your own values.

Reminder cards and player aids

CardWhat it is for
Phase reminder card for the 3-trainReminder under the first 3-train — what changes when it is bought (green phase). Double-sided; the back is not pictured in the rulebook, and the small print should be checked against the physical component. The separate extra 3-train is optional in games with four or more players (FAQ). Phases
Phase reminder card for the 4-trainReminder under the first 4-train — the 2-trains rust and the train limits change.
Phase reminder card for the 5-trainReminder under the first 5-train — the purple phase begins: new tiles and train limits.
Turn summary aidTurn summary — the round sequence and actions.
Setup summary aidSetup summary.
Tables aidReference tables (trains, limits, prices). The first-printing 900 divided by player count is corrected: starting money is 225 for four players and 180 for five (FAQ).
2-player Micro Game setup aid2-player Micro Game setup and its map-tile table (2-player Micro Game tile table); all track tiles remain available (FAQ). Micro games
3-player Micro Game setup aid3-player Micro Game setup and its map-tile table (3-player Micro Game tile table).
Hostile Mergers aidHostile Mergers variant. Hostile mergers
Headquarters aidHeadquarters variant. Headquarters

New companies

[Landmarks] From Landmarks of the Lost Atlas.

ComponentWhat it is
Circus Company charterCircus Company Circus — Once per Operating Round, one train may spend an extra stop to count one city twice. This also works on a Northern Port half or an Eastern Mining stop (FAQ, FAQ). To double its hub city and reach the Cliff, the train needs stops for both plus one extra; a 2-train can only double its home (FAQ). Pullman Car and Circus add the city value separately, for three counts total (FAQ). Circus
Coupling Company charterCoupling Company Coupling — joins trains for a route; the cards stay separate and coupling markers reset after the Operating Round (FAQ). It can combine three or more numbered trains, but cannot split an infinity train (FAQ). Coupling
Manufacturing Company charterManufacturing Company Manufacturing — starts with its own permanent 2-train. Manufacturing
Twin Cities Company charterTwin Cities Company Twin Cities — two homes, two hubs. Twin Cities
Map tile L-1 with the Circus homeTile L-1 — Circus home, a mountain and water.
Map tile L-2 with the Manufacturing homeTile L-2 — Manufacturing home, a mountain and a basic city.
Map tile L-3 with the Coupling homeTile L-3 — Coupling home and blank hexes.
Twin Cities home tileTwin Cities home tile (two-hex).
Second Twin Cities home tileSecond Twin Cities home tile — with a mountain.
Twin Cities project tileTwin Cities project tile — places both Twin Cities homes during map building.
The Manufacturing 2-trainManufacturing 2-train — permanent, worth nothing, cannot be traded.
Authority charterAuthority — new Major (one identity pictured).
League charterLeague — new Major (one identity pictured).
Major Corporation hub6 extra Major hubs — for a Twin Cities + Expansive merger.
CertificatesWhat it is
Circus president’s certificate Circus shareCircus (Minor) — president’s certificate and single share
Coupling president’s certificate Coupling shareCoupling (Minor) — president’s certificate and single share
Manufacturing president’s certificate Manufacturing shareManufacturing (Minor) — president’s certificate and single share
Twin Cities president’s certificate Twin Cities shareTwin Cities (Minor) — president’s certificate and single share
Authority president’s certificate Authority shareAuthority (Major) — president’s certificate and single share
League president’s certificate League shareLeague (Major) — president’s certificate and single share

Direct-to-Major partner charters

[Landmarks] 5 blank partner charters, two identities each (the rulebook pictures one side). They turn a Minor into a Corporation. Direct-to-Major

CharterIdentity
Big partner charterBig
Friendly Local partner charterFriendly Local
Regional partner charterRegional
Independent partner charterIndependent
Grand partner charterGrand

Event cards

[Landmarks] 14 event cards; each changes a rule for one cycle. Events

CardWhat it does
CEOs Get Rich! event cardCEOs Get Rich! (Town Chronicle) — Companies may pay their president 20 each Operating Round.
The Future Is Here! event cardThe Future Is Here! (Town Chronicle) — Upgrades may run ahead of the phase.
Ghost Towns Razed! event cardGhost Towns Razed! (Town Chronicle) — Empty basic cities may be built over with plain track.
Overtime! event cardOvertime! (Town Chronicle) — A third Operating Round.
Rapid Growth event cardRapid Growth (Town Chronicle) — Launch the first or second Minor of a column.
Rural Expansion event cardRural Expansion (Town Chronicle) — Extra yellow tiles at 20 each.
Stock Bonanza! event cardStock Bonanza! (Town Chronicle) — Issuing does not drop the price.
Corporate Subsidies event cardCorporate Subsidies (New City Herald) — New companies get 50% of the bid extra.
Merger Mania! event cardMerger Mania! (New City Herald) — An extra Merger Round between OR1 and OR2.
Overtime! event cardOvertime! (New City Herald) — A third Operating Round.
Unions Win! event cardUnions Win! (New City Herald) — Companies may half-pay.
Train Auction Today event cardTrain Auction Today (New City Herald) — Companies bid secretly for the Pullman Car.
Tycoons Rejoice event cardTycoons Rejoice (New City Herald) — Presidents may own up to 80%.
Record Gains! event cardRecord Gains! (New City Herald) — A triple payout moves the price up three steps.

Trains, tiles and cards

[Landmarks] From Landmarks of the Lost Atlas.

ComponentWhat it is for
The extra 7/∞ trainExtra 7/∞ train for the base stack. Trains
4-train card for 6+ players4-train marked for 6+ players — 6–7 player mode. Six and seven players
2-train card for 6+ players2-train marked for 6+ players (two cards).
Special map tile S-1S-1 — two water hexes and a mountain. S-1 and S-2
Special map tile S-2S-2 — water and two mountains.
Distant Destination card 30 30 80 80Distant Destination card 30 / 30 / 80 / 80. New revenues
Distant Destination card 40 10 60 90Distant Destination card 40 / 10 / 60 / 90.
Distant Destination card 0 30 60 120Distant Destination card 0 / 30 / 60 / 120.
Landmarks and Events setup aidPlayer aid: Landmarks and Events setup. Setup changes
6–7 player mode setup aidPlayer aid: 6–7 player setup.

Tiles

Map tiles

33 tri-hex map tiles build the map. During map building no tile may touch a black border hex, but printed track may point off the map or into water; if a Minor home has no room to grow, use single blank hexes or agree to move that map tile (FAQ, FAQ). Building the map · Map legend: Blank hex blank · Water water · Basic city basic city · Company home company home · Mountain mountain (40) · Distant Destination Distant Destination · Border hex border.

TileWhat is on it
Map tile 1Tile 1 — Expansive home, a mountain, a blank hex
Map tile 2Tile 2 — Eastern Mining home. Its linked stops make a guaranteed two-stop route from its first turn; only the home needs a hub, and the isolated stop cannot connect to a Park (FAQ). The printed stop values are 30 and 20 — check against the physical component.
Map tile 3Tile 3 — Agricultural home, a basic city, a blank hex
Map tile 4Tile 4 — Resourceful home, a basic city, a blank hex
Map tile 5Tile 5 — Express home, water, a blank hex
Map tile 6Tile 6 — Suburban home, a mountain, a basic city
Map tile 7Tile 7 — Northern Port home. The tile has two separate half-cities; a route must include its hub and cannot exit through the other half. The outward leg does not block an upgrade (FAQ, FAQ).
Map tile 8Tile 8 — Tunneling home on a mountain, a second mountain, a basic city
Map tile 9Tile 9 — Bridging home: a printed city among water, with more water — not in the Short Game
Map tile 10Tile 10 — Overnight home, water, a blank hex — not in the Short Game
Map tile 11Tile 11 — Spacious home: a printed city tile, with water — not in the Short Game
Map tile 12Tile 12 — Three blank hexes (two copies; one is removed in the Short Game)
Map tile 13Tile 13 — Two water hexes and a blank hex (two copies; one is removed in the Short Game)
Map tile 14Tile 14 — A mountain, water and a blank hex (two copies; one is removed in the Short Game)
Map tile 15Tile 15 — A mountain, a basic city and a blank hex (pictured twice)
Map tile 16Tile 16 — A basic city and two blank hexes
Map tile 17Tile 17 — A basic city, a mountain and a blank hex
Map tile 18Tile 18 — Water, a basic city and a blank hex
Map tile 19Tile 19 — Two basic cities and a blank hex
Map tile 20Tile 20 — Two basic cities and a mountain
Map tile 21Tile 21 — Three basic cities — stands for Adaptive in randomized setups; not in the Short Game
Map tile 22Tile 22 — Three mountains
Map tile 23Tile 23 — A border hex and two blank hexes
Map tile 24Tile 24 — A border hex, water and a blank hex
Map tile 25Tile 25 — A border hex, a basic city and a blank hex
Map tile 26Tile 26 — A border hex and a Distant Destination — not in the Short Game
Map tile 27Tile 27 — A border hex and a two-hex Distant Destination
Map tile 28Tile 28 — A border hex and a two-hex Distant Destination
Capital City project tileCapital City project tile (3; one is removed in the Short Game): when drawn, upgrade a basic city hex to a Capital with an overlay. The matching Capital symbol must already be on that hex; a symbol tile cannot be placed on a plain hex (FAQ).
Capital City overlayCapital City overlay (3): the Capital city Capital city hex.
Blank single hex12 double-sided single hexes — blank, mountain, water and city faces — to give late homes room or build custom maps. Custom maps
City single hexCity face.
Mountain single hexMountain face (40).
Water single hexWater face.

Track tiles

135 track tiles; only the colours of the current phase may be laid, and an upgrade must keep every existing connection. All track tiles remain available in Micro Games; only the map tiles are divided into piles, and tiles that add a Capital, mine or port must match a hex bearing that feature (FAQ, FAQ). Laying track

TileWhat it is
Yellow track tile: Gentle curveYellow gentle curve · ×12
Yellow track tile: StraightYellow straight · ×13
Yellow track tile: Sharp curveYellow sharp curve · ×6
Yellow track tile: City (20), straight throughYellow city (20), straight through · ×7
Yellow track tile: City (20), gentle bendYellow city (20), gentle bend · ×7
Yellow track tile: City (20), sharp bendYellow city (20), sharp bend · ×5
Yellow track tile: Capital (40), straight throughYellow Capital city capital (40), straight through · ×1
Yellow track tile: Capital (40), gentle bendYellow Capital city capital (40), gentle bend · ×1
Yellow track tile: Capital (40), sharp bendYellow Capital city capital (40), sharp bend · ×1
Green track tile: Fork: straight with a gentle curveGreen fork: straight with a gentle curve · ×4
Green track tile: Fork: straight with a gentle curve, other handGreen fork: straight with a gentle curve, other hand · ×4
Green track tile: Fork: two gentle curvesGreen fork: two gentle curves · ×2
Green track tile: Fork: straight with a sharp curveGreen fork: straight with a sharp curve · ×1
Green track tile: Fork: straight with a sharp curve, other handGreen fork: straight with a sharp curve, other hand · ×1
Green track tile: Gentle curve and a separate sharp curveGreen gentle curve and a separate sharp curve · ×1
Green track tile: Gentle curve and sharp curve, joinedGreen gentle curve and sharp curve, joined · ×1
Green track tile: Gentle curve and sharp curve, joined, other handGreen gentle curve and sharp curve, joined, other hand · ×1
Green track tile: Two curves joinedGreen two curves joined · ×1
Green track tile: Two curves joined, other handGreen two curves joined, other hand · ×1
Green track tile: Two sharp curves sharing an edgeGreen two sharp curves sharing an edge · ×1
Green track tile: Two separate sharp curvesGreen two separate sharp curves · ×1
Green track tile: Two separate gentle curvesGreen two separate gentle curves · ×1
Green track tile: Two straights crossingGreen two straights crossing · ×1
Green track tile: Two gentle curves crossingGreen two gentle curves crossing · ×1
Green track tile: Straight crossed by a gentle curveGreen straight crossed by a gentle curve · ×1
Green track tile: Two-spot city (30) with five exitsGreen two-spot city (30) with five exits — exits vary between copies; check against the physical component · ×13
Green track tile: Two-spot city (30) with four exitsGreen two-spot city (30) with four exits · ×among the above
Green track tile: Capital (50), two spotsGreen Capital city capital (50), two spots · ×5
Green track tile: Eastern Mining upgrade: two linked stops (50 and 30 — check against the physical component)Green Mine eastern mining upgrade: two linked stops (50 and 30 — check against the physical component) · ×1. The tile’s orientation may change when upgraded if track connections remain legal (FAQ).
Green track tile: Northern Port upgrade: two half-cities (values: check against the physical component)Green Port northern port upgrade: two half-cities (values: check against the physical component) · ×1. Its edge-facing leg does not prevent upgrading when the other connections are preserved (FAQ).
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Junction of three or four track endsPurple junction of three or four track ends — exits as pictured · ×1
Purple track tile: Two-spot city (40)Purple two-spot city (40) · ×3
Purple track tile: Capital, three spots (60)Purple Capital city capital, three spots (60) · ×1
Purple track tile: mine upgrade, three spots (values: check against the physical component)Purple Mine mine upgrade, three spots (values: check against the physical component) · ×1
Purple track tile: Port upgrade, four spots (80)Purple Port port upgrade, four spots (80) · ×1
Grey track tile: Two-spot city (50)Grey two-spot city (50) · ×3
Grey track tile: Capital, three spots (70; starred stop value unresolved)Grey Capital city capital, three spots (70; the starred stop’s value remains to check against the physical component) · ×1
Grey track tile: Mine upgrade, three spots (printed values 70 and 50)Grey Mine mine upgrade, three spots (printed values 70 and 50; which stop uses which value remains to check against the physical component) · ×1
Blue track tile: Bridging bridge, straight (2 in the game)Blue bridging bridge, straight (2 in the game) — on water only, never upgraded. bridging · ×1
Blue track tile: Bridge, gentle curve (2)Blue bridge, gentle curve (2) · ×1
Blue track tile: Bridge, sharp curve (1)Blue bridge, sharp curve (1) · ×1

Landmark tiles

[Landmarks] 14 Landmark tiles and 11 Landmark project tiles (one per Landmark; the Park project places both Parks, the Mirage project the Mirage and both Deserts). The Landmarks

TilesWhat it does
Ancient Ruins tile Ancient Ruins project tileAncient Ruins — No revenue. After route revenue is worked out, the company that used it may move one of its own hubs to an available spot reachable from its old location; it cannot move an opponent’s hub (FAQ).
Canyon tile Canyon project tileCanyon — No revenue. After the first 4-train is bought or exported, the company that runs there takes a free permanent rusted 2-train after payout; it uses a train slot.
Cave tile Cave project tileCave — Not a stop. Adds phase revenue shown on the tile, but the route must start or end there; check its exact values against the physical component.
Cliff tile Cliff project tileCliff — After routes are set and before payout, sell the train that visited it for half price, once per company per Operating Round. Several routes can visit, but only one train is sold and it returns to the bank pool; Coupling changes which card is sold (FAQ, FAQ, FAQ).
Grand Junction tile Grand Junction project tileGrand Junction — Not a stop. Each track section connects to every other, but a route can use any section only once; different routes may cross it.
Mirage tile Mirage project tileMirage — Stop worth 60 once per company per round; after trains run, it swaps with Odd or Even Desert based on the train’s number (infinity is even). It is the route’s end, not a pass-through hex (FAQ).
Park (2 tiles) tile Park (2 tiles) project tilePark — Not a stop. Each connected neighboring city earns +10 (not Distant Destinations); more than one track connection to the same Park gives no extra bonus. A tree marker tracks an eligible city (FAQ).
Rock Formation tile Rock Formation project tileRock Formation — A company without its postcard gains two stock-price steps after revenue when this is the start or end of its route; it then takes the postcard (FAQ).
Void tile Void project tileVoid — Once per Operating Round, a train may emerge at an open city, which counts as a stop; your hub must still connect to the Void by track (FAQ, FAQ).
Waterfall tile Waterfall project tileWaterfall — A company without its Waterfall postcard earns the printed phase amount (120, 180 or 240) when it visits, then takes the postcard; it cannot earn it again.
Wildflower Valley tile Wildflower Valley project tileWildflower Valley — Not a stop. Adds 20 only to a route with at least one stop before and one stop after the Valley.
Odd DesertOdd Desert — The Mirage moves here after a route runs it with an odd-numbered train (or odd total on coupled trains).
Even DesertEven Desert — The Mirage moves here after an even-numbered train; infinity counts as even.

Tokens & pieces

Money

285 money cards in six values. Player money and company money

CardValue
1 money card1
5 money card5
20 money card20
100 money card100
500 money card500
2000 money card2,000

Markers

MarkerWhat it is for
Suburb tokenSuburban’s two tokens add 10 each on reachable basic cities during its Operating Round. Its own or its Major’s hubs block placement, but other companies’ hubs do not; placed tokens stay after mergers (FAQ, FAQ). Suburban
Express markerMarks Express’s train while it owns exactly one train; that train counts one extra stop. Express

Landmark postcards and markers

[Landmarks] From Landmarks of the Lost Atlas.

ComponentWhat it does
Rock Formation postcard12 Rock Formation postcards — a company that used the Rock Formation.
Waterfall postcard12 Waterfall postcards — a company that used the Waterfall.
Park marker16 Park markers — a city earning a Park bonus.
Blank marker4 blank markers — cover a home logo left by an Ancient Ruins move.
Distant Destination marker19 Distant Destination tile markers — pair a revenue card with its tile.
Counts as a stop Does not count as a stopPrinted on each Landmark: counts as a stop, or does not.

Icons

To be added.

Rules

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

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