How to Play

Railways of the World

2-6 players 120-120 min 7.7 Board Game Geek Rating

Players build railroad networks across early America, starting with a single locomotive and mission card. Connect cities by laying track, upgrade to faster engines, and transport goods to earn money. Victory goes to whoever accumulates the most wealth through strategic route planning and efficient cargo delivery.

Published 2005

Railways of the World

Get Ready

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

1
Set up Eastern goods
Place goods cubes in Eastern USA cities as per normal game rules
2
Distribute Rail Baron cards
Give each player two Eastern USA Rail Baron Cards and two Western USA Rail Baron Cards
3
Leave Western cities empty
All Western cities start with no goods cubes
4
Disable Western Link tiles
The Western Link tiles and rules are not in play during setup
5
Connect the boards
Set up Eastern and Western boards so half-hexagons match between maps
6
Prepare settler cubes
Have 20 settler cubes available for the game
7
Prepare Western cube bag
Include 20 raw material cubes (brown) in the Western cube bag
8
Decide victory condition
Players agree whether completing a transcontinental railroad is required to win, or if most points wins
9
Prepare operations decks
Set up Eastern and Western operations cards separately per the addendum list

On Your Turn

What you can do during your turn.

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

Winning

How to claim victory.

1
Trigger game end
Complete the second East Coast to West Coast transcontinental route
2
Play final turn
Add a 4th turn to the current round rather than playing 3 more turns
3
Alternative ending
If players agree, game ends immediately when the first-place player completes a transcontinental railroad
4
Score Western Barons
Add points from completed Western Baron cards
5
Assess bond penalties
Deduct points for any remaining bonds
6
Award raw materials bonus
Player who delivered most raw material cubes receives 5 points (tied players each receive this bonus)
7
Convert cash to points
Each $10,000 in cash equals 1 point
8
Determine winner
Highest point total wins

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FULL rules

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

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