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

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The Companies

The twelve Minor Companies and their abilities, and the six Major Corporations they merge into.

Minor companies

Every Minor Company bends one rule. Its ability is printed on its charter and wins over the normal rules whenever the two disagree (rulebook p. 12). When Minors merge, the Major Corporation keeps the abilities of both — so a Major can have two (rulebook p. 18). Four Minors are left out of the Short Game: Adaptive, Bridging, Overnight and Spacious (rulebook p. 6).

LogoCompanyIn shortShort Game
Adaptive CompanyAdaptiveChooses its home when it launchesNo
Agricultural CompanyAgriculturalA yellow tile after its upgradeYes
Bridging CompanyBridgingBridges over waterNo
Eastern Mining CompanyEastern MiningTwo-stop mine home tileYes
Expansive CompanyExpansiveA second hub for 40Yes
Express CompanyExpress+1 stop with a single trainYes
Northern Port CompanyNorthern PortTwo-city port home tileYes
Overnight CompanyOvernightRuns through full citiesNo
Resourceful CompanyResourcefulRusted trains run once moreYes
Spacious CompanySpaciousOne extra train slotNo
Suburban CompanySuburbanTwo suburbs worth +10Yes
Tunneling CompanyTunnelingEarns 60 per mountainYes

[Landmarks] The expansion adds four more Minors — Circus, Coupling, Manufacturing and Twin Cities (New Companies).

Adaptive Company

Adaptive Company Has no printed home. Its first president picks the home while launching it in the Stock Round: any empty spot in a basic city — not a Capital city Mine Port city and not a spot reserved for another Minor — with or without a track tile already there.

Agricultural Company

Agricultural Company After laying its one upgrade, it may also lay a yellow tile.

Bridging Company

Bridging Company Owns five bridge tiles (two straight, two gentle curves, one sharp curve). It may lay them on water hexes instead of normal yellow tiles; bridges are never upgraded. Its other track may also run into the edge of a water hex.

Eastern Mining Company

Eastern Mining Company Its home is the Mine tile, with its own set of upgrades. The mine tile holds two stops linked by track, so it gives a 2-stop route from the first turn. Each upgrade may be turned so the new leg goes clockwise or anticlockwise; what must stay is the connection to each existing hex side. Any company may upgrade it.

Expansive Company

Expansive Company Has an extra hub token. During an Operating Round it may place it for 40 from its treasury, under the normal hub rules. If it is still on the charter when Expansive merges, it is swapped for a token of the new Corporation and stays on the 40 space.

Express Company

Express Company While it owns exactly one train, that train counts one extra stop. Mark it with the Express marker marker.

Northern Port Company

Northern Port Company Its home is the Port tile, with its own upgrades; any company may upgrade it. One train cannot run to both halves of the port tile.

Overnight Company

Overnight Company May pass through cities full of other companies’ hubs. A skipped city is part of the route but is not a stop and earns nothing, and the route still may not visit any city twice. The ability also counts when checking whether Overnight can reach a tile to lay or upgrade, a Minor to merge with and, once merged, a city spot for a new hub.

Resourceful Company

Resourceful Company When its trains rust, they stay for one more run and are then discarded. Rusted trains take no train slot, cannot be sold to another company and cannot be traded in for an ∞-train.

Spacious Company

Spacious Company Always has one train slot more than the current limit — the Minor limit while it is a Minor, the Major limit once merged.

Suburban Company

Suburban Company Has two Suburb token suburb tokens. At any moment of its Operating Round it may place one or both on reachable basic cities where it has no hub (one per tile). Every train of this company whose route includes a suburb city earns +10 there. Suburbs never move.

Tunneling Company

Tunneling Company Each time it lays track on a Mountain mountain, it first pays the 40, then receives 60 into its treasury — a net gain of 20 per mountain, paid after each tile.

Major corporations

There are six Major Corporations; each charter has two identities (one per side), so pick either when the merger forms it. A Corporation has 10 shares (president’s certificate + 8 singles), pays 10% of the revenue per share, and keeps the abilities of both Minors it was made from (rulebook pp. 3, 18).

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

Each charter shows one identity here. Its hub row has two FREE spaces and two at 60: the merged Minors’ hubs and spares fill them as described under mergers, and the Corporation pays the printed cost when it places one (placing hubs).

[Landmarks] Two more Corporations (Authority and League) join the base ones, and in the purple and grey phases a Minor may launch straight as a Major (Direct-to-Major).

Rules

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