1
Skip bidding for turn order
First player rotates clockwise each round instead of bidding
2
Draw operations cards
Add two new operations cards each round, including some event cards
3
Take three turns per round
Each round consists of three turns per player
4
Build extended links
Players may build up to 5 track pieces per standard turn instead of 4
5
Use Perfect Engineering
With this card, build up to 6 track pieces on one turn each round
6
Build long links
For links over 5-6 pieces, build all at once then skip your next turn
7
Pay Western startup cost
During Western phase, pay $20,000 extra to start track not connected to your existing track in the West
8
Avoid duplicate tracks
A single player may not build more than one track between two cities
9
Upgrade engines progressively
After Level 4, upgrades advance 2 levels at a time up to Level 12
10
Purchase Super-Chief
After Level 12, make one final upgrade to carry any good unlimited distance
11
Pay upgrade costs
Level 2: $5,000 | Levels 3-4: $10,000 each | Level 6: $15,000 | Level 8: $20,000 | Level 10: $25,000 | Level 12: $30,000 | Super-Chief: $40,000
12
Spawn settlers
When a colored city is emptied, place 2 settler cubes there for transport West
13
Deliver settlers West
Transport settler cubes to Western cities
14
Score settler deliveries
Receive normal delivery points plus 1 point for the settler
15
Populate settled cities
When a settler arrives, the city receives cubes from the Eastern bag
16
Score deliveries by category
Points change based on link count
17
Deliver raw materials
Brown cubes can only go to Eastern cities with initial value 4 (New York, Chicago, Charleston, Atlanta, Pittsburgh, New Orleans, Boston)
18
Pass through matching cities
Colored goods may pass through Western cities matching their color if being delivered to the Eastern US
19
Continue settler deliveries
Settlers earn points for exact number of links delivered
20
Trigger Western phase
Once the 10th settler is delivered to the West, Eastern Phase ends at round's end
21
Cash in Eastern Barons
Turn in Eastern Barons for points if conditions are met, or hold until game end
22
Pay bond penalties
Receive 1 point penalty per bond at Eastern phase end
23
Switch operations decks
Discard remaining Eastern cards; draw 2 Western cards per player
24
Populate remaining cities
Fill unsettled Western cities from Western bag; settled cities receive 1 cube per settler present
25
Claim route bonuses
First player to connect specified city pairs earns bonus points
26
Earn reduced bonus
Subsequent shorter connections receive half the original value rounded up