Tips & Strategy
Teaching order, first-game advice, company and player-count strategy, and where the videos differ from the rulebook.
Advice, not rules — when anything here disagrees with the rulebook, the rulebook wins.
How to teach it
- Start small. The rulebook itself suggests a Micro Game or one of the introductory maps for learning; the Game Brain Podcast and Heavy Cardboard both teach on a pre-built map or Micro Game so nobody builds a broken map in their first play.
- Frame the first game as a tutorial. The Game Brain Podcast suggests telling the table not to worry about playing well: the point is to find the game’s sharp edges.
- Teach in game order: who you are (an investor, not a railway) → Stock Round and auctions → the Operating Round steps → mergers → the cycle (one Stock Round, two Operating Rounds, a Merger Round, an export). That is the order of the Game in a Nutshell teach and of the Teach the Game script.
- Say “two wallets” early: your cash buys shares, the company’s treasury buys trains.
Your first game
- One company first. The Game Brain Podcast warns against opening two companies in the first Stock Round: both end up short of money for trains.
- Bid for capital, not just the price. In yellow the starting price stops at 90, so a bid above 180 only adds treasury money — which Getting Games uses to buy two trains straight away.
- Use the leadoff train. A new Minor that buys its leadoff train earns in its very first turn.
- Forgiving companies: Getting Games and Rahdo’s preview single out Northern Port, Agricultural and Express as easy to run, and Resourceful softens a badly timed rust.
- Watch the train stack every turn: the next train bought or exported can rust yours. Plan the replacement before it happens (rulebook p. 19).
Strategy
From the rulebook’s general tips (p. 19) and the videos:
- A Minor is worth its starting spot + ability + possible merger partners — judge all three before bidding.
- Build the map you want to play on, and lay tiles that add revenue, reach, or both. The best routes skip basic cities they do not need.
- Cross-invest, but count shares: two shares of someone else’s company means it can be dumped on you, forced train purchases included.
- Issuing a share is quick cash for the company — only do it with a use for the money.
- Share count tells you who is ahead: more shares means more dividends and more gain when prices rise; two cheaper shares can beat one good one.
- Merging: connections and the combined trains often matter more than which two abilities you combine. The designers (Wheel Tapping 40) built every Minor to feel strong in the right spot.
- Terrain companies: Bridging and Tunneling are at their best on maps with lots of water or mountains; Adaptive can start almost anywhere.
Player counts
- 2 players — fast and very tight; every share and route matters (Rahdo’s Final Thoughts).
- 4–5 players — a crowded map, fiercer stock play and more company dumping.
- Short or Long — Heavy Cardboard calls the Short Game (4 cycles, about 2–2½ hours) a weeknight 18xx; the Long Game (6 cycles, 4–5 hours) adds deeper rust and stock swings.
Solo and Landmarks
- Solo: you choose the Conglomerate’s partner, so you choose the difficulty — the designer’s advice is Expansive for a first game (solo).
- [Landmarks] Add one module at a time; Landmarks and Events make the game a little easier, the Metropolitan harder (Landmarks rulebook p. 1). The designers present the expansion on Wheel Tapping 40. If Landmarks keep turning up at awkward moments, seed the map stack (seeding).
Host game
Before the first company operates, separate personal cash from company cash and read the Operating Round steps aloud. Pause at the leadoff window: share-issue proceeds arrive afterwards. When routes are counted, ask each player to point to the train earning each amount; unused track capacity can leave a train running only a Local route. Stop before paying dividends and check that no piece of track was used twice by that company.
Videos versus the rulebook
- Starting money: some first-printing material says 900 divided by the player count. The current table is 450 / 300 / 275 / 220 for 2–5 players, as Heavy Cardboard points out.
- Exporting 2-trains: the Game Brain Podcast admits mixing this up in early plays — exporting a 2-train removes all remaining 2-trains.
- Selling shares: a sale drops the price one step, however many shares — the per-share drop is only an optional cut-throat rule.
Sources
- Game in a Nutshell - Railways of the Lost Atlas (how to play) — Nithrania - Game in a Nutshell
- #218: Railways of the Lost Atlas — Game Brain Podcast
- Railways of the Lost Atlas - 4p Teaching, Play-through, & Roundtable Discussion by Heavy Cardboard — Heavy Cardboard
- Railways of the Lost Atlas - Playthrough With Friends — Getting Games
- Railways of the Lost Atlas ►►► A Rahdo Preview by Kimberly and Railways of the Lost Atlas Final Thoughts — Rahdo Runs Through
- Wheel Tapping 40 - Railways of the Lost Atlas with the Designers — Wheel Tapping
- Rulebooks: Asterisk Games. Rulings with links to their BGG threads are in the FAQ.