Events
Landmarks module: one event card changes the rules for each cycle — all 14 events explained.
Short tag: [Landmarks]
How events work
Each event changes a rule for one full cycle. At the end of every cycle, before the next Stock Round, reveal the top card of the event stack: it replaces the old one (Landmarks rulebook pp. 8–9).

There are two decks: The Town Chronicle (7 cards, on top of the stack) and The New City Herald (7 cards, underneath).
Setup
After normal setup, before the first Stock Round, shuffle each deck separately and build one stack:
| Game | Town Chronicle (top) | New City Herald (bottom) |
|---|---|---|
| Short or Micro | 2 cards | 2 cards |
| Long | 3 cards | 3 cards |
| Bank Break | 3 cards | all cards |
| 6–7 players | 3 cards | 2 cards |
Put the New City Herald cards down first, the Town Chronicle cards on top, then reveal the top card and start the first Stock Round.
Town Chronicle events
| Event | For this cycle |
|---|---|
| CEOs Get Rich! | Each company and Corporation may pay its president 20 each Operating Round. |
| The Future Is Here! | Upgrades may skip ahead of the phase — in green, a green tile may become purple. |
| Ghost Towns Razed! | A basic city that is nobody’s home and has no hubs may be laid over or upgraded with a non-city tile. An upgrade keeps every track end at the hex edges, though the paths across may change. A |
| Overtime! | A third Operating Round straight after the second. |
| Rapid Growth | An auction winner may launch the first or second Minor of a column. If the second is taken, the first stays available, and the new second one can be launched this Stock Round too. |
| Rural Expansion | After its track action, a company may lay any number of extra yellow tiles at 20 each (also after Headquarters tile lays). Bridges count as yellow tiles; |
| Stock Bonanza! | Issuing a share does not drop the price. |
New City Herald events
| Event | For this cycle |
|---|---|
| Corporate Subsidies | Companies launched this Stock Round also get 50% of the winning bid (rounded down to 5) from the bank. A 155 bid starts at 70 with 155 + 75 = 230 in the treasury. |
| Merger Mania! | An extra Merger Round between Operating Rounds 1 and 2. |
| Overtime! | A third Operating Round straight after the second. |
| Unions Win! | A company may half-pay: half the revenue, rounded up to 10, into its treasury; the other half, rounded down to 10, paid out — shares in its own treasury included. The price moves on the half paid out (130: 70 kept, 60 paid). |
| Train Auction Today | At once, every company and Corporation bids secretly for the Pullman Car; all bids are revealed together and the highest wins (a tie goes to the earliest in operating order). The winner pays the bank; the others keep their money. |
| Tycoons Rejoice | Presidents may own up to 80% of their companies. Anyone above 60% at the next Stock Round must sell down to 60% at their first chance. |
| Record Gains! | A payout of at least three times the share price moves it up three steps. |
The Pullman Car
- Each Operating Round it doubles the highest stop of one route.
- It is worth nothing, cannot be bought, sold or traded in, and takes no train slot.
- It is discarded if its owner has no trains.
Solo: the Conglomerate follows its own event rules (solo). The Metropolitan cannot use Rural Expansion or Unions Win! (Metropolitan).