Cards & Components
Pictured base-game cards and reference notes for base and expansion components.
Base-game card faces are from the Union Stockyards Tabletop Simulator module. Its Buildings, Specialist, Year, and Land Ownership sets match the rulebook. [Westward] Its rulebook describes the expansion effects but does not show readable individual card faces, so the individual faces remain unpictured.
Boards
| Picture | Description |
|---|
 | Main board: Yards, Packingtown, rail markets, and worker actions. The action groupings do not limit you to one Build or Buy Land use in a year, but each player can slaughter each livestock type only once (FAQ, FAQ). See Gameplay. |
 | Player board tracks for savings, reputation, meat values, and morale. When the marker stacks tie on Brand Reputation, the marker higher in the stack wins; negative Savings carry forward into later scoring categories rather than stopping at zero (FAQ, FAQ). See Scoring. |
Cards
| Picture | Description |
|---|
 | Soap Works. Raises Beef Value by 1 and is worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Curing Room. Raises Pork Value by 3 and is worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Oleo Factory. Raises Beef Value and Brand Reputation by 1 each; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Ice House. Raises Beef Value and Brand Reputation by 1 each; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Wool Pullery. Raises Lamb Value by 2; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Bone House. Raises Beef Value by 1; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Sausage Drying Room. Raises Pork Value by 1 and Brand Reputation by 2; worth 1 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Sausage Kitchen. Raises Pork Value and Brand Reputation by 1 each; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Glue Works. Raises Beef and Pork Values by 1 each; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Pepsin Laboratory. Raises Pork Value by 1; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Hide Tannery. Raises Beef Value by 4; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Lard Refinery. Raises Pork Value by 3; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Smoke House. Raises Pork Value by 2 and Brand Reputation by 1; worth 1 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Canning Factory. Raises Beef and Pork Values by 1 each; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Casing House. Raises Pork Value by 2; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Fertilizer Works. Raises Beef and Pork Values by 2 each; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Hair Factory. Raises Pork Value by 2; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Marketing Department. Raises Brand Reputation by 3; worth 1 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Beef Extract Lab. Raises Beef Value and Brand Reputation by 1 each; worth 1 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
 | Violin String Factory. Raises Lamb Value by 2; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build. |
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| Smoked Ham & Bacon. Gain 1 Brand Reputation; worth 2 Savings at game end. Build. |
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| Canned Ham. Raises Pork Value by 1; worth 2 Savings at game end. Build. |
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| Fresh Pork Sausage. Raises Pork Value by 1; worth 2 Savings at game end. Build. |
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| Cotto Salami. Raises Pork Value by 1; worth 2 Savings at game end. Build. |
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| Rendering Master. Raises Beef and Pork Values by 1 each; worth 3 Savings at game end. Build. |
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| 1883 — Supplier Contract. Set Union Spirit +1; the year-only action raises your Pork Value by 1. See Year cards. |
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| 1886 — Spread Rumors. Set Union Spirit −1; every other player takes one Low Morale token. See Year cards. |
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| 1887 — The Big Die-Up. Set Union Spirit +0; remove two cattle from the Yards. See Year cards. |
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| 1889 — Assist Hull House. Set Union Spirit +2; discard one of your Low Morale tokens. See Year cards. |
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| 1893 — Fair Exhibit. Set Union Spirit +1; pay $1 to raise Brand Reputation by 2. See Year cards. |
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| 1898 — Futures Trading. Set Union Spirit +1; pay $1 to collect one livestock type’s current profit margin without removing an animal. See Year cards. |
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| 1892 — Reduce Wages. Set Union Spirit +0; take $5 and one Low Morale token. See Year cards. |
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| 1894 — Pullman Strike. Set Union Spirit +2; raise all livestock prices by 1. See Year cards. |
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| 1900 — International Live Stock Exposition. Set Union Spirit +1; add one of each animal type to the Yards where space permits. See Year cards. |
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| 1902 — Beef Trust. Set Union Spirit +3; the year-only action raises your Beef Value by 3 and every other player’s by 1. See Year cards. |
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| 1904 — Hire Strikebreaker. Set Union Spirit +3; pay $1 to retrieve your striking worker at the end of Phase II, then place it and the action worker again. See Year cards. |
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| 1906 — The Jungle. Set Union Spirit +2; every player loses 1 Brand Reputation, including any track benefits crossed backward. See Year cards. |
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| 1910 — Stockyards Fire. Set Union Spirit +1; raise all livestock prices by 1. See Year cards. |
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| 1907 — Federal Meat Inspection Act. Set Union Spirit +2; every player raises Brand Reputation by 1. See Year cards. |
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| 1908 — Hot Dog Sales. Set Union Spirit +2; the year-only action raises Beef Value by 2, or 3 if you have Sausage Kitchen. See Year cards. |
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| 1912 — Establish 2 Branch Houses. Set Union Spirit +0; pay $2 to place exactly two branches in Brooklyn and/or the Bronx, taking both rewards. See Year cards. |
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| 1914 — Hoof-and-Mouth Outbreak. Set Union Spirit +2; raise all livestock prices by 1. See Year cards. |
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| 1917 — Army Contract. Set Union Spirit +1; the year-only action raises Beef and Pork Values by 1; with Canning Factory, Beef rises by one additional space. See Year cards. |
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| 1918 — Spanish Flu Pandemic. Set Union Spirit +1; every player loses one worker for this year. See Year cards. |
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| 1919 — Chicago Race Riot. Set Union Spirit +1; every player loses one worker for this year. See Year cards. |
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| 1921 — Packers and Stockyards Act. Set Union Spirit +1; raise all livestock prices by 1. See Year cards. |
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| 1922 — Promotion. Set Union Spirit +2; pay $1 to raise Brand Reputation by 2. See Year cards. |
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| 1926 — Support Students. Set Union Spirit +0; pay $1 to discard one Low Morale token. See Year cards. |
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| 1927 — Beef Grading. Set Union Spirit +1; raise your Beef Value by 3. See Year cards. |
Westward Expansion cards
| Picture | Description |
|---|
| — | Slaughterhouse B cards. Build in a chosen B Stockyards city for $6; card and sideboard effects depend on the chosen city. Individual card faces are not readable in the rulebook. Westward rules. |
| — | Slaughterhouse C cards. Build in a chosen C Stockyards city for $6; card and sideboard effects depend on the chosen city. Individual card faces are not readable in the rulebook. Westward rules. |
| — | H.R. Department card. This is the final Building card; building it ends the game after the current year. The rulebook does not show its face clearly. Westward game end. |
| — | 1927 — Beef Grading. Raise Beef Value by 2. This replacement face is described in the expansion rulebook but not shown readably. Westward Year cards. |
| — | 1929. Lower every player’s Beef, Pork, and Lamb Values by 1. Face not shown readably. Westward Year cards. |
| — | 1930 — Frozen Foods. Raise each of your three meat values by 1. Face not shown readably. Westward Year cards. |
| — | 1932 — Reduce Wages. Gain $4 from the bank. Face not shown readably. Westward Year cards. |
| — | 1935 — Trucking Line. Add one railroad connection to a market you choose for branch scoring, up to three connections there. Face not shown readably. Westward Year cards. |
| — | 1941 — C-Rations. Raise Beef Value by 2 and Pork and Lamb Values by 1 each. Face not shown readably. Westward Year cards. |
| — | 1942. Lower every livestock price by 2 and every player’s meat values by 1. Face not shown readably. Westward Year cards. |
| — | 1943. Each player chooses to pay $4, lose a worker to the Picket Line, or take one Low Morale token. Face not shown readably. Westward Year cards. |
| — | 1945 — Sales Promotion. Gain $1 for each of your Branch Houses on the main board. Face not shown readably. Westward Year cards. |
Land Ownership cards
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| Wilson. Marks the player’s six owned grid spaces; it does not reserve them, so a rival may build there by paying $1 rent per occupied square. In the two-player variant, you may build on your partner company’s land if you can pay the construction cost (Buy Land, FAQ, FAQ). |
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| Swift. Marks the player’s six owned grid spaces; it does not reserve them, so a rival may build there by paying $1 rent per occupied square. In the two-player variant, you may build on your partner company’s land if you can pay the construction cost (Buy Land, FAQ, FAQ). |
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| Armour. Marks the player’s six owned grid spaces; it does not reserve them, so a rival may build there by paying $1 rent per occupied square. In the two-player variant, you may build on your partner company’s land if you can pay the construction cost (Buy Land, FAQ, FAQ). |
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| Cudahy. Marks the player’s six owned grid spaces; it does not reserve them, so a rival may build there by paying $1 rent per occupied square. In the two-player variant, you may build on your partner company’s land if you can pay the construction cost (Buy Land, FAQ, FAQ). |
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| Morris. Marks the player’s six owned grid spaces; it does not reserve them, so a rival may build there by paying $1 rent per occupied square. In the two-player variant, you may build on your partner company’s land if you can pay the construction cost (Buy Land, FAQ, FAQ). |
Tiles
| Picture | Description |
|---|
| — | B Stockyards sideboards. Five faces are selected for a game; the rulebook’s component pictures do not show their individual details readably. Westward Expansion. |
| — | C Stockyards sideboards. Five faces are selected for a game; the rulebook’s component pictures do not show their individual details readably. Westward Expansion. |
Tokens & pieces
| Picture | Description |
|---|
 | Rail Connection face: archway. When connected, this token adds one rail link to its market for Branch House scoring. See Build. |
 | Rail Connection face: gate. Adds one rail link to the market it reaches. See Build. |
 | Rail Connection face: tower. Adds one rail link to the market it reaches. See Build. |
 | Rail Connection face: figure. Adds one rail link to the market it reaches. See Build. |
 | Rail Connection face: shield. Adds one rail link to the market it reaches. See Build. |
 | Rail Connection face: wildcard. May connect to any eligible market slot. See Build. |
 | Rail Connection back: train. This side faces up before placement; turn the token to its market side when placing it. See Setup. |
 | First Player marker. Identifies who begins the next year. It stays with its owner if nobody campaigns, and Phase III still happens after Year 6 before scoring (Phase III, FAQ, FAQ). |
 | Election marker. Its party sides show the Democratic 8-hour day and Republican two-branch actions. The Republican action may place both branches in one city or split them; resolve each city’s reward (Political actions, FAQ). |
 | Low Morale token. Adds the penalty shown on your player board until removed. See Labor and political actions. |
 | $1 coin. Cash is spent on actions and costs. A negative slaughter margin must be paid in full before you can take that slaughter action (Actions, FAQ). |
 | $3 coin. Cash is spent on actions and costs. See Actions. |
 | $10 bill. Cash is spent on actions and costs. See Actions. |
 | Other pieces. Livestock, workers, company markers, wooden buildings, and viaducts have no distinct printed faces. Phase I adds livestock in Year 1 as well as setup, and each livestock type can be slaughtered only once per player per year (Gameplay, FAQ, FAQ). Workers on strike return only in Phase III, regardless of a later Union Spirit drop, and each player can have at most one worker on the Picket Line (FAQ, FAQ). |
| — | Westward Rent tokens and Futures tokens. The v1.3 rulebook explains their use but does not show readable individual token faces. See Westward Expansion. |
Icons
| Picture | Description |
|---|
 | Card symbols. Read each Building or Specialist’s immediate effect and end-game value on its pictured face. See Build. |