Ludexv2026.11.01-65114139WildcattersOfficial rulebook ↗

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Two- and Three-Player Corporations

The automated companies used to fill out two- and three-player games.

Three players

Use the fourth color as one Corporation. Its supply is one refinery, eight rigs, eight pumpjacks, and 24 barrels; other pieces return to the box. Choose eight unique dark Area cards as its face-up deck. Put its refinery in either Australia refinery space. Reveal the top three cards, placing one Corporation rig in each indicated area, then discard those cards.

Players start with 15, 16, and 18 workers in sequence order. Each still takes 20 shares of their own color and five shares of the player on their left, ignoring the Corporation. Normal Wildcatter placement applies. From round two, the Corporation takes up to two remaining cards from its deck and places a rig for each in the indicated area, unless oil has already been found there. When the eight-card Corporation deck is exhausted, it places no more rigs. In round four players receive 20 workers, as described in round start.

When a player drills in an area with a Corporation rig, that rig must become a pumpjack. During transport, the active player must move one barrel from every Corporation pumpjack in the area. The active player carries Corporation oil to a refinery of their choice, with the Corporation’s oil handled last. The Corporation gets no points of its own, but its delivered barrels compete for continental majorities. Its refinery always sends oil to the continent when emptied.

All payments to or from the Corporation go through the bank. Replacing its rig with a pumpjack during D.1 gives the active player three Corporation-color shares from the bank. When the Corporation uses a player’s train or tanker, or a player delivers oil to the Corporation refinery, the bank makes the payment instead of the Corporation. If Corporation oil enters a player refinery, that owner pays two shares per barrel to the bank.

Two players

Each player controls one Corporation in a distinct unused color. Each Corporation has one refinery, eight rigs, eight pumpjacks, and 24 barrels. Split the 16 dark Area cards into two face-up Corporation decks of eight unique cards. In player order, place each Corporation refinery in a colored continent, with no two Corporation refineries on the same continent. Reveal one card from each deck three times, placing a rig in the shown area each time, then discard those cards.

Players take 18 and 20 workers in sequence order, 20 own-color shares and five shares of their opponent’s color. Each also takes a D2 and D3 chip. Use exactly one Wildcatter disk in each area. From round two, each Corporation draws one card per round and places a rig in the indicated area unless oil was already found there, until its five remaining cards have been used. In round four players receive 20 workers.

During transport, the order is active player, other player, active player’s Corporation, then the other Corporation. When a Corporation rig is replaced by a pumpjack during D.1, the active player takes three shares of that Corporation’s color from the bank. A player delivering oil to a Corporation refinery receives two shares of that Corporation’s color from the bank; when Corporation oil enters a player refinery, that owner pays two shares per barrel to the bank. If a Corporation uses your train or tanker, the bank pays you in Corporation shares; the rulebook does not give a per-barrel multiplier here, so use its stated payment for that use.

Corporation payments and points

Corporations do not take player turns or score Victory Points. Their barrels count toward continental oil majorities. Apply their printed setup and transport rules; do not treat the Corporation as a fourth human player.

Rules

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