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

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Solo: the Conglomerate

The official solo mode — set up the Conglomerate, play against its action deck and beat its fortune.

How solo works

You play the Short Game against the Conglomerate, a Major Corporation that is also your rival investor. It starts as a merger of two Minors with a ready-made network, buys a share of every company you launch and acts in Operating Rounds from an Action Deck of its Minors’ certificates. After four cycles, compare fortunes. Everything not changed here follows the normal rules (Solo Mode rulebook, second printing).

Solo setup

Use the setup checklist with 1 player. In short:

  1. A pre-set Short Game map, or one built with Short Game with randomized Minors.
  2. Reveal one random Minor on the map and choose its partner from the others on the map.
  3. Merge them under the Conglomerate charter (or any Major): two hubs on its 60 spaces; six shares, president’s certificate included, in its treasury; three singles under the charter (not in its treasury); one in the bank pool; 450 in its treasury.
  4. Shuffle the two Minors’ certificates into a face-up Action Deck.
  5. Join the two homes with yellow track: each home’s legs point along the shortest way to the other home and toward the nearest Capital, unlaunched Minor home or Distant Destination (ties in that order, then your choice). Between equal hexes prefer Capital, unlaunched Minor home, basic city, blank, mountain. Mountains are paid from its treasury; use bridges if there is no other way.
  6. Each Minor hub goes on its home with a Conglomerate hub on top. Stock price = total city revenue of the network, at least 60, at most 90.
  7. You take 450 and the priority marker for the whole game. Deal the other six Minors in two columns of three.

Difficulty

Starting stock valueDifficulty
40–60Easy
70–90Medium
100+Hard

Being close to Capitals and unlaunched Minors also makes it stronger. The booklet’s three example setups (starting at 60, 80 and 90) show it: in the medium and hard ones the Conglomerate reaches a Capital hub in its first Operating Round, and in the hard one it also absorbs an unlaunched Tunneling in the first Merger Round.

Company setup exceptions

Minor in the ConglomerateSetup change
Bridging Company BridgingWater counts as blank while the needed bridge is in its supply; blank wins a tie to save bridges.
Adaptive Company AdaptiveHome goes in the nearest basic city on the far side of the Capital nearest the partner’s home; both connect to that Capital.
Tunneling Company Tunneling+20 per mountain covered; mountains are preferred to blank hexes.
Suburban Company SuburbanSuburbs go on non-hub basic cities of the starting track, nearest first; they count toward the starting price.
Expansive Company ExpansiveIts token goes under the Conglomerate token on the 40 space.

Solo Stock Rounds

You:

The Conglomerate, with its treasury money:

Solo Operating Rounds

At the start of OR1 in each of the first three cycles, the Conglomerate issues one of the three shares under its charter to the bank pool: it receives the current price and drops one step.

Trains. Before acting, each Operating Round it buys the top available train, paying only the difference between that train and the last one it bought (0 if they are the same type). It has no train limit and its trains never rust; keep them in one stack, newest on top. If it cannot pay, it buys nothing and runs with its top train.

Action. Turn the top Action Deck card aside: that is this round’s action (and shows the next one). A single share means the basic action; a president’s certificate means the special action of that company (table below) — if impossible, the basic action — and then it buys one more train. Actions that mention a home use that Minor’s home hub. Its upgrades ignore phase limits, and open track legs point at the nearest revenue spot where possible.

Earnings. No routes: count its train value × hubs on the map cities (Distant Destinations included) it can trace to, most valuable first, counting each city with a Conglomerate hub twice. It always pays out.

Company exceptions and special actions

CompanyEvery Operating RoundSpecial action
Adaptive Company Adaptive—Breakthrough
Agricultural Company AgriculturalAfter any upgrade, lays a yellow tile (basic-action rules)Breakthrough, then a yellow tile per upgrade
Bridging Company BridgingWater counts as blank while the bridge is available (blank wins ties); city upgrades point as many edges into water as possibleBreakthrough
Eastern Mining Company Eastern Mining—Breakthrough
Expansive Company ExpansivePlaces the 60 hubs before the 40 Expansive hubPlace the Expansive hub in the nearest basic city for 40 if not yet placed; upgrade every city with an Expansive hub
Express Company Express—Breakthrough
Northern Port Company Northern Port—Upgrade the port tile to purple
Overnight Company OvernightCities full of your hubs in its network count as open, worth 0Breakthrough
Resourceful Company Resourceful—Breakthrough
Spacious Company Spacious—Buys an extra train before counting revenue
Suburban Company SuburbanAfter its action, places a remaining suburb on the nearest connected basic city without its hub or a suburbUpgrade every suburb city; suburbs count +20 this round
Tunneling Company TunnelingPrefers mountains to blank hexes for yellow tilesPut a mountain overlay on the blank hex nearest each open leg of every network with your hubs (you break ties)

Merger round, export and end

Solo with Landmarks

[Landmarks] The expansion’s solo sheet adds (Landmarks of the Lost Atlas Solo Rules):

Rules

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