Ludexv2026.11.01-65114139Union StockyardsOfficial rulebook ↗

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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

PictureDescription
Main boardMain 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 boardsPlayer 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

PictureDescription
Soap Works building cardSoap 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 building cardCuring 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 building cardOleo 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 building cardIce 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 building cardWool Pullery. Raises Lamb Value by 2; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Bone House building cardBone 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 building cardSausage 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 building cardSausage 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 building cardGlue 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 building cardPepsin Laboratory. Raises Pork Value by 1; worth 2 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Hide Tannery building cardHide Tannery. Raises Beef Value by 4; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Lard Refinery building cardLard Refinery. Raises Pork Value by 3; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Smoke House building cardSmoke 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 building cardCanning 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 building cardCasing House. Raises Pork Value by 2; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Fertilizer Works building cardFertilizer 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 building cardHair Factory. Raises Pork Value by 2; worth 4 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.
Marketing Department building cardMarketing 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 building cardBeef 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 building cardViolin String Factory. Raises Lamb Value by 2; worth 3 Savings at game end. Its printed Specialist icons contribute toward claiming those cards. Build.

| Smoked Ham & Bacon Specialist card | Smoked Ham & Bacon. Gain 1 Brand Reputation; worth 2 Savings at game end. Build. | | Canned Ham Specialist card | Canned Ham. Raises Pork Value by 1; worth 2 Savings at game end. Build. | | Fresh Pork Sausage Specialist card | Fresh Pork Sausage. Raises Pork Value by 1; worth 2 Savings at game end. Build. | | Cotto Salami Specialist card | Cotto Salami. Raises Pork Value by 1; worth 2 Savings at game end. Build. | | Rendering Master Specialist card | Rendering Master. Raises Beef and Pork Values by 1 each; worth 3 Savings at game end. Build. |

| Year 1883 card | 1883 — Supplier Contract. Set Union Spirit +1; the year-only action raises your Pork Value by 1. See Year cards. | | Year 1886 card | 1886 — Spread Rumors. Set Union Spirit −1; every other player takes one Low Morale token. See Year cards. | | Year 1887 card | 1887 — The Big Die-Up. Set Union Spirit +0; remove two cattle from the Yards. See Year cards. | | Year 1889 card | 1889 — Assist Hull House. Set Union Spirit +2; discard one of your Low Morale tokens. See Year cards. | | Year 1893 card | 1893 — Fair Exhibit. Set Union Spirit +1; pay $1 to raise Brand Reputation by 2. See Year cards. | | Year 1898 card | 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. | | Year 1892 card | 1892 — Reduce Wages. Set Union Spirit +0; take $5 and one Low Morale token. See Year cards. | | Year 1894 card | 1894 — Pullman Strike. Set Union Spirit +2; raise all livestock prices by 1. See Year cards. | | Year 1900 card | 1900 — International Live Stock Exposition. Set Union Spirit +1; add one of each animal type to the Yards where space permits. See Year cards. | | Year 1902 card | 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. | | Year 1904 card | 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. | | Year 1906 card | 1906 — The Jungle. Set Union Spirit +2; every player loses 1 Brand Reputation, including any track benefits crossed backward. See Year cards. | | Year 1910 card | 1910 — Stockyards Fire. Set Union Spirit +1; raise all livestock prices by 1. See Year cards. | | Year 1907 card | 1907 — Federal Meat Inspection Act. Set Union Spirit +2; every player raises Brand Reputation by 1. See Year cards. | | Year 1908 card | 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. | | Year 1912 card | 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. | | Year 1914 card | 1914 — Hoof-and-Mouth Outbreak. Set Union Spirit +2; raise all livestock prices by 1. See Year cards. | | Year 1917 card | 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. | | Year 1918 card | 1918 — Spanish Flu Pandemic. Set Union Spirit +1; every player loses one worker for this year. See Year cards. | | Year 1919 card | 1919 — Chicago Race Riot. Set Union Spirit +1; every player loses one worker for this year. See Year cards. | | Year 1921 card | 1921 — Packers and Stockyards Act. Set Union Spirit +1; raise all livestock prices by 1. See Year cards. | | Year 1922 card | 1922 — Promotion. Set Union Spirit +2; pay $1 to raise Brand Reputation by 2. See Year cards. | | Year 1926 card | 1926 — Support Students. Set Union Spirit +0; pay $1 to discard one Low Morale token. See Year cards. | | Year 1927 card | 1927 — Beef Grading. Set Union Spirit +1; raise your Beef Value by 3. See Year cards. |

Westward Expansion cards

PictureDescription
—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

| Wilson Land Ownership card | 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). | | Swift Land Ownership card | 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). | | Armour Land Ownership card | 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). | | Cudahy Land Ownership card | 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). | | Morris Land Ownership card | 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

PictureDescription
—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

PictureDescription
Rail connection token with archway symbolRail Connection face: archway. When connected, this token adds one rail link to its market for Branch House scoring. See Build.
Rail connection token with gate symbolRail Connection face: gate. Adds one rail link to the market it reaches. See Build.
Rail connection token with tower symbolRail Connection face: tower. Adds one rail link to the market it reaches. See Build.
Rail connection token with figure symbolRail Connection face: figure. Adds one rail link to the market it reaches. See Build.
Rail connection token with shield symbolRail Connection face: shield. Adds one rail link to the market it reaches. See Build.
Rail connection token with wildcard symbolRail Connection face: wildcard. May connect to any eligible market slot. See Build.
Train side of a Rail Connection tokenRail Connection back: train. This side faces up before placement; turn the token to its market side when placing it. See Setup.
First Player markerFirst 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 showing its two party actionsElection 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 tokenLow Morale token. Adds the penalty shown on your player board until removed. See Labor and political actions.
One-dollar coin$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).
Three-dollar coin$3 coin. Cash is spent on actions and costs. See Actions.
Ten-dollar bill$10 bill. Cash is spent on actions and costs. See Actions.
Livestock, workers, trackers, buildings, and viaductsOther 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

PictureDescription
Building card symbolsCard symbols. Read each Building or Specialist’s immediate effect and end-game value on its pictured face. See Build.
Rules

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