How to Play

Freedom: The Underground Railroad

1-4 players 60-120 min 7.6 Board Game Geek Rating

In Freedom: The Underground Railroad, 1-4 players cooperatively work as abolitionists using historical cards and action tokens to end slavery. Players must balance rescuing enslaved people from Southern plantations with fundraising for their movement while avoiding slave catchers who pursue runaways. Victory requires careful teamwork to build sufficient abolitionist support and successfully guide freedom seekers to safety in Canada.

Published 2013

Freedom: The Underground Railroad

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Distribute Role Cards
Shuffle the Role Cards and deal one to each player randomly, or let players choose roles for better balance. Place unused cards back in the box
2
Find Player Board
Locate the matching Player Board for your Role Card and place your Role Card on it
3
Set Up Plantations
Place slave cubes (brown blocks) in the light-colored spaces of the plantations on the game board. Dark spaces remain empty for use during the game
4
Create Slave Market Deck
Select Slave Market Cards with the number in the bottom right corner matching the player count, shuffle them, and place face-down on the Slave Market stack space
5
Fill Slave Market Spaces
Draw cards from the Slave Market deck to fill the 3 empty spaces below, then place the indicated number of slave cubes on each card
6
Prepare Abolitionist Cards
Remove cards marked for 3 or 4 players when playing with 1 or 2 players
7
Sort Period Decks
Separate General and Reserve cards into 3 Period stacks (1800-1839, 1840-1859, and 1860-1865)
8
Add Opposition Cards
Shuffle Opposition cards into Period stacks according to player count: 1-2 players use 3/4/3 cards; 3-4 players use 4/5/3 cards per period
9
Place Period Decks
Place the 3 shuffled Period stacks in their corresponding Period Columns on the board
10
Fill Abolitionist Queue
Deal 5 cards from the first Period stack to the 5 Abolitionist Queue spaces. If a second Opposition card appears, set it aside, complete the queue, then reshuffle all set-aside Opposition cards back into the deck
11
Select Victory Conditions Card
Choose the Victory Conditions card matching your player count. Use the white side for normal play or red side for a challenge
12
Distribute Starting Money
Give each player $8
13
Determine Starting Player
Randomly select a Starting Player and give them the Lantern token
14
Place Slave Catchers
Position the 5 Slave Catcher markers on their matching colored starting spaces (indicated by small circles with colored symbols)
15
Set Up Tokens
Place grey Conductor Tokens on their designated spaces in Period Columns, then stack additional tokens on top according to the player count table

On Your Turn

What you can do during your turn.

1
Roll Both Dice
The starting player rolls the Slave Catcher die and Movement die
2
Check for Running Slave Symbol
If the running slave is rolled, no Slave Catchers move and proceed to Planning Phase
3
Move Indicated Slave Catcher
If a Slave Catcher color is rolled, move that Slave Catcher the number of spaces shown on the Movement die (white arrows = west, black arrows = east)
4
Capture Slaves
The Slave Catcher only captures slaves on the final space where movement ends, not spaces passed through
5
Place Captured Slaves
Put captured slaves on Slave Market Cards starting with the bottom card and moving upward
6
Purchase Tokens
Each player may take up to two tokens total from the Token Board
7
Access Active Periods Only
At game start, only take tokens from Period 1 (1800-1839); later periods become available when their Support Tokens are purchased
8
Buy Support Tokens
Pay $10 each; these stay with you and represent growing Abolitionist strength
9
Buy Conductor Tokens
Pay the cost shown in the gold circle above the token; these allow moving slaves along paths
10
Take Fundraising Tokens
These are free and generate money when played
11
Unlock New Periods
When the last Support Token from an active Period Column is purchased, immediately remove that period's Abolitionist deck and activate the next Period Column
12
Take Actions in Any Order
Starting with the Lead Player and proceeding clockwise, each player may perform these actions in any sequence
13
Gain Role Benefit
Receive the advantage listed at the top of your Role Card every round
14
Use Special Ability
Use your Role Card's one-time special ability (listed below the image), then flip the card to Side II
15
Play Conductor Token
Move the indicated number of slaves the specified number of spaces; a single slave cannot be moved twice with the same token
16
Collect Route Money
When a slave ends movement on a space with a gold circle, receive that amount from the bank
17
Trigger Slave Catchers
When a slave ends on a space connected to Slave Catcher paths, all connected Slave Catchers move one space toward that slave
18
Handle Slave Captures
If a Slave Catcher enters a space with slaves, place those slaves on Slave Market Cards starting with the bottom card
19
Play Fundraising Token
Collect $1 for each slave in green Southern spaces (Periods 1-2) or blue Northern cities (Period 3)
20
Buy Abolitionist Card
Purchase one card from the Abolitionist Queue by paying the cost shown in the gold circle above its space
21
Resolve General Cards
Execute the card's effect immediately upon purchase, then discard
22
Keep Reserve Cards
Place on your Player Board; only one Reserve card may be held at a time
23
Handle Opposition Cards
These have negative effects that trigger while in the queue, when purchased, or when removed during Lantern Phase
24
Skip Actions for Money
Instead of taking actions, receive $3 (Period 1), $4 (Period 2), or $5 (Period 3) from the bank
25
Deliver Slaves to Plantations
Move slaves from the bottom Slave Market Card to available plantation spaces; players choose placement
26
Handle Overflow
Place slaves that cannot fit in plantations on the Slaves Lost Track on the Victory Conditions card
27
Remove Completed Card
Discard the emptied Slave Market Card and slide remaining cards down
28
Draw New Card
Place a new Slave Market Card in the empty top space and add the indicated number of slaves
29
Discard Rightmost Cards
Remove cards in the rightmost space of the Abolitionist Queue (remove two rightmost spaces for 1-2 players)
30
Trigger Opposition Effects
Resolve any Opposition card effects that activate upon removal
31
Slide Remaining Cards
Move remaining cards to the right
32
Refill Queue
Draw new cards to fill empty spaces from right to left; only one new Opposition card may be added per round
33
Handle Extra Opposition Cards
Set aside additional Opposition cards drawn, then shuffle them back into the current Period deck
34
Check Victory Conditions
Verify if players have won, lost, or if the game continues
35
Pass Lead Player Token
Give the Lantern token clockwise to the next player

Winning

How to claim victory.

1
Meet Both Victory Conditions
Players must free the required number of slaves to Canada (as shown on the Victory Conditions card) AND purchase all Support Tokens from all three periods
2
Complete the Final Round
Even after meeting both conditions, players must finish the current round without losing—including resolving the Slave Market Card and any Opposition card effects
3
Lose by Filling Slaves Lost Track
If the Slaves Lost Track on the Victory Conditions card is full and another slave must be added, players immediately lose
4
Lose by Running Out of Time
If players have not won by the end of round 8 (when the last Slave Market Card delivers its slaves), they lose
5
Calculate Score for Comparison
Award 2 points per freed slave, subtract 1 point per lost slave, add 10 points for freeing all required slaves, add 10 points for buying all Support Tokens, and add 5 points per remaining Slave Market Card if victorious

watch & Learn

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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