Transport and Refineries
Move oil through shared rail and tanker networks, then deliver or cash it in.
Start transport
Choose D.3 and pay four workers. You must move one barrel from every one of your pumpjacks in the chosen area. Other companies may move one barrel from each of their pumpjacks there, at no action cost. A Wildcatter with a barrel counts as a pumpjack for this purpose.
Move oil to a harbor
Move the barrel to a harbor in that area. A train can carry it there from a connected area. Pay one share of your own color for each barrel using a train, to the train’s owner. If the barrel comes from a Wildcatter disk you won, take the disk into your supply when its barrel leaves. If a barrel cannot be delivered or loaded onto a tanker, it stays in the chosen-area harbor until a later D.3 action in that area.
Deliver by rail or tanker
In the transport sequence, each company handles its barrels in turn. It may deliver to a refinery in the same area without a train or use rail to reach another area. It may also load a tanker in the current harbor or use rail to reach a different harbor first. Pay one own-color share per barrel to the owner of each other company’s train or tanker used.
A tanker carries up to three barrels at a time. Tankers move between harbors without rail, and a player may move only a tanker carrying their oil. Its owner chooses the destination if it carries their oil; otherwise, the owner of the frontmost barrel chooses. Deliver its load to one refinery, unloading the owner’s barrels first, then the others from front to back. A refinery holds at most five. If it fills during unloading, redirect remaining barrels before using another tanker. If every eligible refinery is full, return the tanker and its remaining oil to the starting harbor. A tanker used for transport cannot be moved with action E this turn.
Corporation oil
In two- and three-player games, Corporation oil is included in transport. The active player must move one barrel from every Corporation pumpjack in the chosen area, whether or not that player controls that Corporation. The player who controls it chooses a refinery for its delivered oil. When a Corporation refinery is emptied, its barrels go to the continent panel. Corporation barrels compete for continent-majority points, but the Corporation does not score Victory Points itself. (See Corporation rules.)
Emptying a refinery
For each barrel delivered to a refinery, its owner pays two shares of the refinery owner’s own color to the oil owner. Your own oil delivered to your own refinery has no payment. When a refinery empties, its owner receives four shares of any colors available from the bank for each barrel belonging to another company.
At the end of the active player’s turn, automatically empty any refinery holding five barrels. Its owner sends every barrel to the continent panel where that refinery stands. For their own oil, the refinery owner may instead take four shares of any colors from the bank and return the barrel to their supply. Other-company barrels score for the continent and earn the refinery owner four shares each.
Action F can empty one partly filled refinery by removing a refinery-icon Area card from play. You may play multiple such cards. Your Refinery chip can empty one of your own refineries once per game; no oil may be delivered to that refinery during this turn, and the chip is removed from the game.
In two-player games, the D2 chip lets you use action D.2 to convert one of your rigs into a pumpjack in any area, without paying workers. The D3 chip lets you immediately take an additional D.3 transport action in an area other than the one on your chosen Area card, without paying the four workers.
Moving unused tankers
With action E, move your unused tankers to any harbor. The first move costs no workers; each additional tanker moved costs one worker. A tanker used in action D.3 cannot move again this turn.