District Actions
Build and upgrade industries, produce goods, develop services, and where each district allows it.
The five districts
| District | Transport | Basic value | Develop the canal | Ship goods | Board a trader |
|---|---|---|---|---|---|
| McCord | 3 | – | – | Yes | |
| St. Ann | 3 | – | – | Yes | |
| St. Gabriel | 2 | Yes | Yes | – | |
| Les Bassins | 2 | Yes | Yes | – | |
| Wellington | 1 | Yes | Yes | – |
Every district offers Build, Upgrade, Produce, Develop a Service and Acquire a City Card. The basic value is the green star next to the district name, used in final scoring.
| Action | Cost | Page |
|---|---|---|
| £2 + 1–4 | below | |
| £1 + goods | below | |
| £1 per industry | below | |
| £1 + 1–2 | below | |
| £1 + 1 | The Lachine Canal | |
| £1 + 1 | City Cards | |
| £1 | Ships |
Build an industry
- Pay £2.
- Take any available industry tile from an industry development board. You may build several of the same industry, in the same district too. The Shipyard and Wharf need a
canal district; the Warehouse needs a
rail district. - Spend its building cost in
wood (printed on the board): 1 or 2 for a supply industry, 3 or 4 for a processing industry. - Place it, basic side up, on an empty building space of your current district and take the space’s bonus, if any (£1 or 1 basic good). With 2 or 3 players, only the spaces marked for your player count can be used.
- Mark it with the top disc of your industry track. Emptying a stack reveals a bonus: the first two stacks raise your
income, the third gives 3
(your 8th industry). From the 9th industry on, use discs from your supply. - Take the bonus of the district’s services:
Coal Power gives 1
;
Water Power produces once in the new industry for free. - Gain 1
.
Upgrade an industry
- Pay £1.
- Choose one of your basic industries in the current district and spend its upgrade cost: 1
+ 1
for a supply industry, 1
+ 1
for a processing industry. - Flip it and gain the
printed on the upgraded side. Put your disc back on it. - Take the district’s Coal Power or Water Power bonus, as when building.
- No popularity.
Produce goods
- For each industry you produce in, pay £1 (and, for a processing industry, its basic goods). You may produce in any number of industries in the district, yours, opponents’ or a neutral Wood Depot, in any order, but in each only once per action. A good you just produced can feed a processing industry straight away.
- Put the goods on your company board. A Shipyard launches a ship instead (see Ships).
- Each opponent whose industry you used gains its owner bonus (in brackets on the tile). When a tile offers a choice of goods, the bonus matches what you produced. You get no bonus from your own industries.
- Take the district’s Cargo Train or Clay Pit bonus: 1 extra good per token, once per action, either at the start (to spend it) or at the end.
- Gain 1
if you produced in 2 or more opponents’ industries.
The productions and owner bonuses of every industry are listed under Industries.
Develop a service
- Pay £1 and spend
coal: 1 in the 1840s and 1850s, 2 in the 1860s. - Take a face-up service token from the service tokens board and place it on an empty matching space in your current district. No matching empty space: you cannot develop it there.
- Raise your
income by 1 step, and gain 1
for each industry already in the district, a neutral Wood Depot included. - Gain 1
.
The board is refilled only in the administration phase. Every player benefits from a service in its district:
| Service | Effect in its district |
|---|---|
| Build or upgrade: gain 1 | |
| Build or upgrade: produce once in that industry for free (no Cargo Train or Clay Pit bonus). | |
| Produce Goods: gain the wood, coal, iron or grain shown. | |
| Produce Goods: gain 1 brick. |
The owner of an industry gains nothing from your service bonuses, and services give nothing when you produce with Water Power or a “Produce goods once” canal tile. At the end of the game, each service adds its value (+1 or +2) to the district’s industry scoring.