Ludexv2026.11.01-65114139WildcattersOfficial rulebook ↗

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Rounds and Company Actions

Round upkeep, the A–F turn sequence, Area cards, and building actions.

Round start

Skip upkeep in round one. At the start of each later round, give each player 10 workers from the bank. In round four of a two- or three-player game, give each player 20 workers instead. Advance the round marker, resolve the Corporation rig placement for the player count, discard the display card nearest the draw pile, slide the others, and draw two to restore eight cards. Each Consolidation chip pays its owner one share of their own color from the bank.

In round five, players may repay loans at 18 own-color shares each. Before the final round, determine turn sequence from the oil-drop values on players’ chosen Area cards. The most oil drops chooses first; ties go to no outstanding loans, then most own-color shares, then the previous round’s first player.

Your turn

Resolve these actions in order. You may not skip ahead and return to an earlier action.

StepAction
AChoose one of the eight face-up Area cards. If you have at least four Victory Points, you may spend four to discard and refill the whole display before choosing.
BTake the workers and shares shown on the chosen card from the bank. Keep its oil-drop points for final scoring and turn-order selection.
CBuild in the chosen area, and optionally in one white area for a train and one refinery. Return workers spent to the bank.
DChoose one oil action: drill a new field, develop an existing one, or transport oil.
EOptionally move your unused tankers to harbors. The first is free; each additional tanker costs one worker.
FOptionally use refinery-symbol cards to empty partly filled refineries, or use your one-time Refinery chip to empty one of your own. Remove each used card from the game.

Choose an Area card

The chosen card determines the colored area for building and the D action. The white-area allowance is separate: on your turn you may build one train and one refinery in a white area, following the printed board spaces. A refinery can be built only once per turn.

Build in an area

You may hire one worker by paying three shares of any color to the bank. In the chosen area, your total of drilling rigs and pumpjacks cannot exceed four. The first three drilling rigs cost four workers apiece; the fourth costs six. A rig cannot be placed on a Wildcatter disk.

A refinery costs 12 workers and at most one may be built this turn. A train costs two workers, as does a tanker. You may build multiple trains and tankers in the chosen area if you have the workers and pieces. In addition, the white-area allowance permits one train and one refinery in a white area.

Refreshing and discarded cards

A card used for a refinery icon is removed from the game. The open display is replenished at the start of the next round: discard the card closest to the draw pile, slide the others toward it, and draw two replacements.

End your turn

After the active player’s turn, empty every refinery holding five barrels. Then the active player may buy the top Consolidation chip from the continent of the Area card they most recently chose. Only one chip may be bought, and only by the active player. Pay the share colors and amounts shown on the chip to the bank. It earns its printed Victory Points at game end and pays one share of your color at the start of each later round.

Rules

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