| Players / length |
2–4, moderate |
3–7 (variant to 12). ~6 hours |
| Map |
Fremont County, Colorado |
Northeast USA — Chicago to New York, Canada to Atlanta |
| Cash / cert limit |
$800 / $550 / $400 · limit 20 / 14 / 12 |
$1260 split evenly: $420 / $315 / $252 / $210 / $180 · limit 21 / 16 / 13 / 11 / 9 |
| Round order |
SR → OR → OR |
SR → OR → M&A → OR → M&A |
| Privates |
25 cards, 5 in play; auctioned left-to-right from a minimum bid; income every OR; companies buy them in Green phase for ½–2× face |
11 privates, all auctioned at the start against a shared $200 seed subsidy; bids capped at face value; never resold to players — but spendable as cash at an IPO, and captured in mergers and acquisitions |
| Starting a company |
Buy the president's cert, pick your price in the phase-legal range, pay 2× into the treasury; home is preprinted |
Auction the president's cert, $100–$400; share price = bid ÷ 2; the whole bid goes to the treasury; you place the home token anywhere open (not Toronto) |
| Company size |
Always 10 shares |
2 / 5 / 10, gated by phase. Convert (2→5→10) or merge two same-size companies in M&A. Never forced to grow — a 2-share company can end the game as one |
| Selling stock |
Price drops one step per share if the president sells; bank pool capped at 50% |
Selling never moves the price. No pool cap. 2-share company shares can't be sold at all. Price only moves on dividends, loans, and end-of-SR |
| End-of-SR move |
Sold out → one right |
Sold out (100%+ held) → one right — plus one left for every share sitting in the open market |
| Player share cap |
60% (70% at two players) |
6 of 10, 3 of 5, 2 of 2 |
| Acting for a company |
Not a thing |
Instead of your own stock turn: take loans, and/or buy back your company's own shares out of the open market |
| Dividends |
Pay or withhold |
Pay full / pay half / withhold. Short sellers pay the bank per short share |
| Track |
Up to six tiles a turn, each needing a steel cube bought off the CF&I market |
One tile; a second costs $20. At most one of the two may be an upgrade, and you can't lay a tile then upgrade it the same turn |
| Station markers |
Cost printed on the charter, paid when placed |
Come with company size (1 / 2 / 4). Placement is free — you pay for markers when you convert |
| Trains |
Two per company, always |
Limit 4 → 3 → 2 by phase. 2 / 2+ / 3 / 4 / 5 / 6 / 7 / 8; 8-trains unlimited and permanent. One exported at the end of every OR |
| Trainless company |
Must buy; the president bails it out; failure is bankruptcy and the game ends |
Never required to buy a train — and the president may not contribute cash. No train at the end of your turn sends the marker to red liquidation, and the company is auctioned off next M&A |
| Bottom of the market |
Just low prices |
Two special zones. Gray Acquisition: illiquid, no buying, selling, or shorting; a rival may take the whole company for as little as $10. Red Liquidation: doesn't operate, assets auctioned, president covers the loan shortfall personally |
| Selling companies |
No mechanism |
Liquidation, hostile acquisition, and friendly sale — the president offers at ≥ price × shares, and once offered, any bid forces the sale |
| Bankruptcy |
Ends the game immediately |
The player is removed; the game carries on, and the certificate limit rises for everyone left |
| Game end |
Bankruptcy, red stock zone, or the Silver-phase event card |
First 8-train bought or exported → three more operating rounds |
| Scoring |
Cash + shares at final price |
Cash + shares − short shares at current price |