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Soot & Timber — Rulebook & Components Reference

SOOT&TIMBER
Rulebook & Components Reference
The Rulebook

§1 Game Overview

In Soot & Timber, you are a frontier industrialist building an economic empire during the early Industrial Revolution. Starting from a shared Central City, you explore uncharted territory, tread trails into the wilderness, stake claims, extract raw resources, refine them through smoke-belching facilities, and deliver finished goods across an ever-expanding hex map — while the land runs out beneath you and the soot of your industry stains your reputation.

§1 The Core Loop

EXPLORE → CONNECT → EXTRACT → TRANSFORM → DELIVER → REINVEST

§1 How You Win

The player with the most points at game end wins. A typical winning score is 65–75. Points come from:

SourceVisibilityShare
Founding camps & settlements, growth, milestones, contractsPublic, scored live on the track~60%
Public objectives, prestige, upgradesPublic, scored at game end~15%
Secret objectives, portfolio valuationHidden until final scoring~25%

§1 The Three Tensions

1. The frontier closes. The tile stack contains a visible Frontier Closes marker. When it surfaces — or round 12 ends — the game enters its final two rounds. 2. Integration is profit. Buying inputs at market and refining them roughly breaks even. Real margins come from owning the whole chain: the camp, the route, the facility, the market stall. 3. Soot is the price of speed. Fuel-burning industry advances your personal Soot Track. Soot costs prestige, blocks settlement growth, and bleeds points at game end. You can grow dirty and fast, or clean and respected — not both for free.

§2 Setup

§2.1 Build the Starting Map

1. Place the Central City tile in the center of the table. It is the only tile on the map — all terrain is discovered through Explore actions. 2. Build the terrain stack for your player count (§23): shuffle the listed number of tiles face-down, then insert the Frontier Closes marker exactly 10 tiles from the bottom of the stack. 3. Place the water overlay tiles, community bag, and resource/depletion tokens within reach.

§2.2 Prepare the Market & Decks

1. Set the Market Board sliders: every tracked good starts on its printed base price. (Raw goods have fixed printed prices and no sliders.) 2. Shuffle the 60-card multi-use deck. Deal 5 face-up as the card market row. 3. Build the event deck: sort the 20 events into their four season packs (Thaw, Boom, Hardship, Decline), shuffle each pack, stack them in season order, Thaw on top. No blank cards exist in this edition. 4. Shuffle the contract deck by tier; fill the 4-slot contract row with Tier 1 contracts. (Tier 2 contracts shuffle into the deck at the start of Boom; Tier 3 at the start of Hardship.) 5. Reveal 3 public objective cards. These stay out all game. 6. Place the 5 milestone tiles beside the score track.

§2.3 Choose Archetypes

Prepare N+1 archetype boards. Draft in reverse seating order — the last player picks first.

§2.4 Distribute Starting Packages

Each archetype's package (currency, goods, caravans) is printed on its board and listed in §21. All packages are tuned to ≈12¤ of total value — asymmetric in shape, equal in worth.

§2.5 Deploy Agents & Final Setup

  • Explorer: place on the Central City tile.
  • Builder & Caravans: on your player board (they deploy on first use, §4.4).
  • Each player draws 3 secret objective cards, examines them, and keeps 2 (discard 1 face-down).
  • Each player starts with 1 free warehouse node at Central City.
  • Set all Soot Tracks and Prestige markers to their start positions (Prestige: Neutral; the Rancher starts at Good).
  • Give the Event Token to the last player in seating order.
  • Round 1 turn order: the player who drafted their archetype last goes first; proceed clockwise.

§3 Round Structure & Frontier Seasons

The game lasts 12 rounds plus up to 2 final rounds (§22). Each round has five phases:

#PhaseMode
1Market UpdateSimultaneous, ~1 minute
2ActionsSequential cycling
3UpkeepSimultaneous
4ProductionAutomatic
5End of RoundSimultaneous

§3 Phase 1: Market Update

1. Event (even-numbered rounds only): the Event Token holder flips the top event card and chooses Option A or B (§16). Odd rounds: skip. 2. Tier 3 demand (Boom and Hardship rounds only): every Tier 3 price rises 1 step. 3. Refill the contract row and the card market row to full. If a Legacy card enters the card row, hold a blind auction for it immediately (§15.3).

That is the whole phase.

§3 Phase 2: Actions

Players take 1 action at a time in turn order, cycling repeatedly. Each player has 3 actions per round (4 at 2 players), plus any bonus actions earned.

  • When you are out of actions (or choose to stop), you pass and drop out of the cycle for the round.
  • The first player to pass takes the Event Token (and will go first next round — see Phase 5). Passing with actions remaining forfeits them.
  • Bonus actions (cards, Overtime, upgrades) are taken on your regular cycling turns.

§3 Phase 3: Upkeep

1. Pay food upkeep: 1 food per camp you own + your share of settlement upkeep (§11.4) + 2 food per Tier 3 facility you own. Pay using food goods anywhere in your warehouse network or on your caravans (food values: §20.1). 2. Shortfall: pay 2¤ per missing food to the bank (the "company store"). If you cannot pay, you must tear down facilities and/or abandon camps of your choice until you can. 3. Frontier Tax (rounds 4, 8, 12): pay 1¤ per camp you own. Unpaid: abandon 1 camp per unpaid 1¤.

§3 Phase 4: Production (automatic)

  • Every renewable camp (Farm, Ranch, Lumber Camp) produces 1 of its good onto its tile.
  • Camps on water overlay tiles additionally produce 1 Fish.
  • A camp tile holds a maximum of 2 goods; excess production is lost. (Haul or lose it.)
  • Semi-renewable stacks (Furs, Herbs): every 3rd round (rounds 3, 6, 9, 12), add 1 token to each stack that still has at least 1 token.
  • Exclusive community pacts (§17.4) pay out now.
  • Non-renewable resources never auto-produce — they require the Extract action (§7).

§3 Phase 5: End of Round

1. New turn order: the player who passed first goes first next round, second passer second, and so on. 2. Check game end (§22). 3. Hand limit: discard down to 7 cards.

§3 Frontier Seasons

The round track is divided into four seasons. Effects apply to every round in the season.

SeasonRoundsEffect
Thaw1–3Exploration grants are doubled
Boom4–6All sell prices +1; Tier 3 demand rises each round
Hardship7–9Food upkeep +1 per player; Tier 3 demand rises each round
Decline10–12Extract actions yield −1 token (minimum 1); rivers are frozen in rounds 10–11 (no river movement; they reopen in round 12)

Final rounds triggered after round 12 use Decline effects (rivers open).

§4 Frontier Agents & Movement

Your three agent types physically occupy the map and determine where you may act. Your people must be present where work is done.

AgentCountStartsRole
EXPLORER1Central CityExplores tiles, visits communities, blazes trails
BUILDER1Player boardFounds camps & settlements, builds, scrubs soot, blazes trails
CARAVAN2–3 (max 5)Player boardExtracts, hauls goods, sells at markets

§4.1 Movement Rules

Agents move only via the Move action (exception: the Explorer auto-moves onto each tile it explores). Agents must already be in position when you take an action requiring them.

AgentWilderness (no route)On routes
Explorer2 hexes per Move (3 for Prospector)At route speed
Builder2 hexes per Move (3 for Land Baron)At route speed
CaravanCannot move in wildernessAt route speed (§13)

§4.2 The Move Action

Spend 1 action to move any number of your agents, each up to its full speed, in any order. This is the only movement action — there is no separate transport action.

  • Laden caravans (carrying goods) pay 1 fuel each when moving on roads or rail (trails and rivers are fuel-free) and tolls of 1¤ per distinct rival route owner whose segments they cross (your own segments are free). Fuel is paid from the caravan's own load or from any warehouse node on its path.
  • Unladen caravans, Explorers, and Builders always move free — no fuel, no tolls.
  • Loading and unloading goods at any point of the move is free.

§4.3 Trailblazing

Whenever your Explorer or Builder moves through wilderness, place trail markers on every hex it crosses. Trails are permanent, free, and usable by all players. This is how the route network begins: your agents tread paths into the land, and the wagons follow.

§4.4 Deployment

AgentWhen & where
ExplorerOn the map from setup
BuilderFree and immediate, the first time you take any build-family action (Build Route, Build Structure, Found Camp/Settlement): place at Central City, or any hex containing your trail, your route, or your Explorer
CaravanFree, on first use: place at any location you own (your camp, your warehouse, or Central City)

§4.5 Explorer Co-Location Bonus

When your Explorer and Builder occupy the same hex, the Builder pays −1 resource on any building action there (minimum 1 total resource). The Explorer surveys the site and reduces waste.

§4.6 Gaining Additional Agents (max 5 caravans, 1 Explorer, 1 Builder)

1. Shared upgrade #19 — Jedediah Wilkes, the Trail Boss (2 Lumber + 1 Leather + 1 Processed Foods + 2¤): gain 1 agent of your choice. ⌈N/2⌉ copies in play. 2. City training: each City-tier settlement may train +1 caravan for any player (3 Grain + 2¤, 1 action, once per City per game).

§5 The Action List

§5 Core Actions (cost 1 action unless noted)

#ActionAdditional costAgent requiredWhere
1ExploreExplorerAdjacent to open map edge
2MoveFuel/tolls if ladenAll chosen agents
3Build RouteResources (§13)NoneExtending from your network
4Found Camp1¤ + resources (§10) — Prospector: 0¤BuilderAt target hex
5Found Settlement3¤ + resources (§11)BuilderAt target hex
6Build Structure (facility/warehouse)ResourcesBuilderAt target settlement / owned location
7Upgrade Settlement (Town/City)Resources (§11.3)BuilderAt target settlement
8ExtractCaravanAt your camp
9Refine / ProcessInputs + use costsNoneFacilities you own or rent (§8)
10Market Transaction (buy or sell, one good, up to 3 units)Caravan to sell from the field; none to trade from a warehouse node at a marketAt a market location (§9.1)
11Community InteractionCurrency by prestige (§17)Explorer or BuilderAt community tile
12Scrub Soot1¤ per cube (max 3)BuilderAt a location where you own a facility, or Central City
13Ruthless Exploitation (once per round)−1 PrestigeOne of your camps: +2 tokens on your next Extract this round
14Play Card for AbilityNone
15Draw Cards (take 1 from row, or draw 2 keep 1)None
16Upgrade Player Board2¤ + tile resourcesNone
17Pass (drop out; first passer takes Event Token)None

§5 Free Actions (any time during your turn in the Action phase)

Free actionDetails
Claim ContractTake a contract from the row (max 2 held; Merchant upgrade: 3)
Fulfill ContractDeliver the listed goods at the listed destination; consume them; collect reward
Player TradingTrade goods/currency/cards with any player (§19)
Binding Trade ContractEnforceable delivery deal, max 2 open (§19)
Take a LoanGain 5¤ (max 3 outstanding; 2 at 2P)
Repay a LoanPay 7¤ to clear 1 loan
Abandon ContractDiscard a held contract, no penalty
Card as CurrencyDiscard a card for its printed ¤ value toward any cost
Card as Wild ResourceDiscard 1 card = 1 resource in any build cost
2 Cards = +1 ActionDiscard 2 cards for 1 extra action this round (once per round)
OvertimeAfter your last action: take 1 extra action; +2 food upkeep this round (once per round)
Proactive TeardownDemolish your own facility/warehouse (permanent, no refund)

§6 Map, Terrain & Exploration

The map is a frameless hex grid growing organically outward from the Central City.

§6.1 Terrain Types

TerrainFrequencySite resources found hereExploration grant
PlainsMost common1 Grain
ForestCommonHerbs1 Timber
HillModerateCoal, Stone
MountainModerateIron Ore, Copper, Gold, Stone
DesertRareSilica
SwampRarestPeat, Herbs

~25% of tiles bear a printed resource site (its depletion stack is placed when a camp is founded there; stack sizes in the Components doc). Water overlays (placed when drawn with a tile) add a river: the explorer gains 1 Fish, the hex supports river transport, and any camp there produces +1 Fish per round.

§6.2 The Explore Action

Cost: 1 action | Agent: Explorer adjacent to an open map edge.

1. Draw 2 terrain tiles (Prospector: 3). Choose 1 to place adjacent to your Explorer's hex. Or instead: take a tile from the Surveyed Territory row, paying 1¤ to the player who surveyed it (your own tiles: free). 2. Place the unchosen tile(s) face-up in the Surveyed Territory row (max 3 tiles; excess returns to the bottom of the stack). Mark them with your color — they're your surveys. 3. Your Explorer moves onto the new tile automatically (this is not a Move; no trail is laid by this step — the tile is the path's end. Trails are laid by Move actions). 4. Draw 1 token from the community bag. Community token: place it on the new tile. Blank: nothing. 5. Collect: the terrain grant + 1 of the site's resource (if the tile has a site) + 1¤ per already-explored tile adjacent to the new tile beyond the first. During Thaw, double everything collected in this step. 6. If the Frontier Closes marker is revealed, set it on the score track — the endgame is now armed (§22).

§7 Resources: Extraction & Production

§7.1 The Three Resource Categories

CategoryResourcesBehavior
RenewableGrain, Livestock, Fish, TimberCamps auto-produce 1/round (Phase 4), forever
Non-renewableIron Ore, Coal, Copper, Gold, Stone, Silica, PeatFinite depletion stacks; Extract action only; gone at 0
Semi-renewableFurs, Medicinal HerbsDepletion stacks that regrow +1 every 3rd round while ≥1 token remains

(This resolves the old contradiction cleanly: Phase 4 production is for renewables only. If it comes out of the ground in lumps, you dig for it.)

§7.2 The Extract Action

Cost: 1 action | Agent: your Caravan at your camp.

Remove 2 tokens from the camp's depletion stack (Decline season: 1) and load them onto the Caravan (and/or the tile, max 2 on tile). Apply modifiers (Ruthless Exploitation +2, archetype/upgrade bonuses, prestige effects).

§7.3 Free Loading

Goods sitting on a tile load onto your Caravans for free during any Move action that passes through. Extract is for pulling from the ground, not for picking things up.

§7.4 Scarcity Cascades

When the last token of the last active site of any non-renewable resource is removed from the map: that raw good's printed price permanently rises +3, and all tracked goods using it as an input gain a permanent +2 price floor above their minimum. The frontier remembers what it lost.

§8 Refining, Facilities & Soot

§8.1 Facilities

  • Tier 2 facilities (Sawmill, Smelter, Tannery…) are built in settlement facility slots via Build Structure (costs in Components doc).
  • Tier 3 facilities live in the Central City's slots (§12) — and each City-tier settlement may host 1 Tier 3 facility.
  • The builder owns the facility. Non-owners may use a facility by paying the owner a usage fee: (settlement) / (Central City). Owners use their own for free. Fees may be renegotiated in goods by mutual agreement.

§8.2 The Refine Action

Cost: 1 action + inputs + use costs | Agent: none.

Choose any number of facilities you own or rent (pay fees now). Each chosen facility fires once (cards/upgrades can add firings). For each: consume its inputs and its use cost (fuel or food). Inputs and use costs must be present at the facility's location — or anywhere in your warehouse network if the facility's location is one of your network nodes. Outputs appear at the facility.

The Industrialist's passive grants +1 output per owned facility fired.

§8.3 Soot — the Personal Cost of Industry

Every player has a Soot Track (0–10).

  • Generating soot: whenever facilities you fire consume fuel as a use cost, advance your Soot Track 1 step per 2 fuel spent (round up) for that Refine action. (Food-cost facilities are clean — note that the luxury trades burn no coal.)
  • Thresholds: the first time you reach 4, lose 1 Prestige. The first time you reach 8, lose 1 more.
  • Growth limit: you may not take the Upgrade Settlement action while your Soot is 6 or higher. Polluters don't get parades.
  • Game end: −1 point per 2 soot on your track.
  • Cleaning up: the Scrub Soot action (1 action, Builder at any location where you own a facility or at Central City, pay 1¤ per cube, remove up to 3) — or the Sanitation Works shared upgrade (auto-remove 1 per round).

§9 Market & Economy

§9.1 Market Locations

Buying and selling happen only at market locations: the Central City, any Market Town, and any River Port.

  • Selling from the field: a Caravan carrying goods at a market location.
  • Selling/buying from storage: if a market location is one of your warehouse nodes, trade directly from network stock — no caravan needed. (Tier 3 goods can't be warehoused, so they always arrive by caravan or are sold where they were made.)
  • Purchased goods appear at the market location where bought.

§9.2 Prices

  • Raw goods (13 of them) have fixed printed prices. They never move (except Scarcity Cascades). The market drama lives downstream.
  • Tracked goods (15 refined goods) each have a sliding price track with printed min / base / max.

§9.3 Transactions

One Market Transaction = buy or sell one good type, up to 3 units (Merchant sells up to 5).

TransactionPrice per unitTrack movement (after the whole transaction)
SellCurrent listed price for every unit (Boom: +1)Down 1 step per unit sold (Tier 3: down 2 per unit)
BuyCurrent listed price +1 for every unitUp 1 step per unit bought

All units in a transaction trade at the same (pre-movement) price; the track moves once, afterward.

§9.4 Frontier Premium

Selling at a market location 4 or more hexes from the Central City: +2¤ per unit. Distant markets pay for scarcity. (That's the entire distance rule.)

§9.5 Demand Links

Each Tier 3 good has one printed arrow to one input. When you sell Tier 3 goods (once per transaction, regardless of units): that input's track rises 1 step. Steel→Pig Iron, Glass→Coke, Precision Instruments→Copper Wire, Tools & Equipment→Steel, Luxury Goods→Cloth.

§9.6 Contracts Are Price-Neutral

Fulfilling delivery contracts never moves any track.

§10 Camps

Camps are your private claims — exclusive extraction rights on a tile. Only the owner's caravans may extract there.

Found Camp: 1 action + 1¤ + resources | Builder at target hex. (Prospector: no ¤.)

CampResource costValid terrainYields
Mining Camp1 Timber + 1 StoneMountain, Hill, Desert, Swamp with a printed siteThe site's resource (Iron, Coal, Copper, Gold, Stone*, Silica, Peat)
Quarry1 Timber + 1 Iron OreHill or Mountain with a Stone siteStone
Lumber Camp1 Stone + 1 Iron OreAny Forest1 Timber/round (renewable)
Farm1 Timber + 1 StonePlains, river-adjacent1 Grain/round (renewable)
Ranch / Homestead1 Timber + 1 GrainAny Plains1 Livestock/round (renewable)
Trapping Camp1 Timber + 1 GrainAny Forest (Herbs site: may yield Herbs)Furs (semi-renewable stack 4, placed at founding)

\* Mining Camps on a Stone site work like Quarries; the Quarry is cheaper to crew but needs the iron tooling.

On founding: +1 food upkeep, score +1 public point, and +2 public points if it is your first camp of that category. When founding on a site, place its depletion stack.

Abandoning a camp (tax, shortfall, or voluntarily as a free action): remove the token; the site and any remaining stack stay for whoever claims them next. Founding points are not lost.

No refurbishment exists. Camps work until the ground gives out.

§11 Settlements & the Ground Rent System

Settlements are publicly owned shared infrastructure: anyone with route access may build facilities in their slots and trade there. Founders profit from everything that happens afterward.

§11.1 Found Settlement

Cost: 1 action + 3¤ + resources | Builder at target hex.

TypeResource costTerrain requirement
Mill Town3 Lumber + 2 Stone + 1 Iron OreRiver-adjacent
Foundry Town3 Stone + 2 Iron Ore + 1 CoalWithin 2 hexes of a Coal site and an Iron site
Market Town2 Lumber + 2 Stone + 1 TimberJunction of 3+ route segments
Rail Hub2 Iron Ore + 2 Stone + 1 LumberPlains with 4+ route segments
River Port2 Lumber + 2 Stone + 1 TimberWater overlay tile
Township2 Lumber + 2 Stone + 2 GrainAny tile adjacent to 2+ camps

On founding: choose 1 of the type's 2 printed specializations (permanent; listed in Components doc) and score founding points by season: Thaw/Boom +4, Hardship +3, Decline +2. Early civilization is worth more.

§11.2 The Founder's Charter (Ground Rent)

Place your Charter marker on the settlement you found:

  • The bank pays you 1¤ every time another player builds a facility there or uses a facility there (in addition to any usage fee that facility's owner collects). The Crown rewards those who open the land.
  • You may reserve one facility slot for yourself for 3 rounds (place a reserve marker).

§11.3 Settlement Growth

Upgrade Settlement: 1 action + resources | Builder present | your Soot must be ≤5.

TierFacility slotsUpgrade costPoints to upgrader
Settlement2(founding points)
Town32 Cut Stone + 2 Lumber + 1 Processed Foods+4
City53 Cut Stone + 2 Steel + 2 Lumber + 1 Copper Wire+7

City privileges: may host 1 Tier 3 facility, and may train caravans (§4.6). Any player may perform upgrades, not just the founder — the points go to whoever does the work.

§11.4 Settlement Upkeep

Each settlement costs 2 food per round: 1 paid by the founder, 1 split among facility owners there (most facilities pays; tie or none → founder). A settlement whose upkeep goes unpaid produces nothing and hosts no transactions next round (mark it Struggling).

§12 The Central City

The shared starting hub. 4 Tier 3 facility slots (3 at 2P). First come, first served — slots are claimed by building.

FacilityBuild costUse costRecipe
Steel Works3 Cut Stone + 3 Pig Iron + 2 Lumber3 fuel1 Pig Iron + 1 Coke → 1 Steel
Glassworks3 Cut Stone + 2 Bronze + 1 Copper Wire3 fuel2 Silica + 1 Coke → 1 Glass
Precision Workshop2 Cut Stone + 2 Steel + 1 Glass4 fuel1 Steel + 1 Copper Wire → 1 Precision Instruments, or 1 Steel + 1 Lumber + 1 Leather → 1 Tools & Equipment
Luxury Manufactory3 Cut Stone + 2 Lumber + 1 Steel + 1 Glass4 food→ 1 Luxury Goods, from any one recipe: 1 Cloth + 1 Furs / 1 Herbs + 1 Glass / 1 Gold + 1 Cloth / 1 Cultural Artifact + 1 Cloth

All Tier 3 facilities: 2 food upkeep to their owner. Non-owner use: fee. The Central City is a market location and everyone's free warehouse node. (Note: the Luxury Manufactory burns no fuel — the clean-hands route to Tier 3.)

§13 Routes & Transport

RouteCaravan capacityHow it existsBuild costFuel (laden)TollMove distance
Trail1 (2 with a Livestock assigned to the caravan)Free — laid by Trailblazing (§4.3); publicFreeNonePlains 2 hexes, others 1
Road2Built1 Timber + 1 Stone per 2 segments; up to 4 segments per action11¤/owner4 segments
Rail4Built; must extend existing road/rail or the Central City1 Iron Ore + 1 Timber per segment; up to 3 segments per action11¤/ownerUnlimited
River4Natural (water overlays)FreeNoneUnlimited (frozen rounds 10–11)
  • Build Route: 1 action + resources, no agent required, extending from any hex containing your route, trail, agent, camp, or the Central City. First builder owns each segment.
  • Tolls: 1¤ per distinct rival owner crossed per Move (not per segment). Your own segments are free. The Railroad Baron's Switching Yard raises their tolls to 2¤.
  • Roads may be upgraded to rail by paying the rail cost (replace segments).

§14 Storage & Logistics

LocationCapacityUsable for
Camp/production tile2Nothing — dead inventory until hauled (free loading, §7.3)
CaravanIts current route's capacityRefining/selling at its current location
Warehouse network8 base + 4 per warehouse (max 16)Refining, selling, upkeep payment at any node

§14 The Warehouse Network

  • Nodes: Central City (free, everyone) + up to 2 built Warehouses (Build Structure: 2 Lumber + 1 Stone, at any settlement or your own camp).
  • Free intra-network movement — goods teleport between your nodes; no action, no caravan, no fuel. This is your back-office logistics.
  • Tier 3 goods cannot be warehoused. The fine goods travel by caravan, in public, like everything precious.
  • No discarding. Goods leave your possession only by selling, consuming, trading, or losing the place they sit.

§15 Multi-Use Cards

Every card serves triple duty:

UseEffectDestination
Play for ability1 action; resolve the printed effectStandard: discard pile. Legacy: removed from game
Spend as currencyIts printed ¤ value toward any costDiscard pile
Wild resourceSubstitute for 1 resource in any build costDiscard pile

Plus: discard 2 cards = +1 action (once per round). Hand limit 7, enforced at end of round.

§15.1 Drawing (1 action)

Option A: take 1 face-up card from the 5-card market row. Option B: draw 2 blind, keep 1, discard 1.

§15.2 Legacy Cards

10 unique, bordered cards shuffled into the deck. Played for ability: removed from the game permanently — each is a once-ever historical moment at this table. Spent as currency/wild: they recycle like any card.

§15.3 Legacy Blind Auction

When a Legacy card is dealt into the market row: all players secretly fist-bid currency, reveal simultaneously. Highest bid pays the bank and takes the card; ties break to the tied player earliest in current turn order. Everyone else keeps their bid. (A 0 bid is legal.)

§16 Events

  • 20 event cards, zero blanks, pre-sorted into four 5-card season packs (Thaw events fire in Thaw, and so on).
  • Events fire in Phase 1 of even-numbered rounds only (six events per game; 2P variant: §23).
  • The Event Token holder (the previous round's first passer) reads the card and chooses Option A or B for the whole table. Holding the token is the reward for disciplined passing — spend your actions well and you steer the weather.

Full card list with all A/B options: Components doc.

§17 Communities & Prestige

The frontier is not empty. Trading Posts and Tribal Capitals (drawn from the community bag during exploration) are sovereign neighbors, not resources.

§17.1 Prestige Track

TierOngoing effectEnd-game
High1 free ingredient each Production phase (any community you have a pact with); interactions free+5
GoodInteractions cost 0¤; +1 ingredient per interaction+1
NeutralStandard access0
LowCannot interact with communities−1
Very LowCannot interact; your caravans lose 1 good whenever they enter or leave a hex adjacent to a community (raids)−5

Gaining prestige: +1 per Community Interaction; certain events and upgrades.

Losing prestige: −1 for founding a camp adjacent to a community; −1 at Soot thresholds 4 and 8; −1 per Ruthless Exploitation action; certain events.

§17.2 Community Interaction

Cost: 1 action + currency by prestige | Agent: Explorer or Builder at the community tile.

PrestigeCostTrading Post yieldsTribal Capital yields
Neutral1 ingredient2 ingredients
Good02 ingredients3 ingredients
High03 ingredients4 ingredients

Ingredients: any mix of Cultural Artifacts and Specialty Materials (special goods: never warehoused with bulk goods, sell flat 5¤ at any market, feed Luxury recipes and certain contracts). Each interaction: +1 Prestige and +1 Favor with that community.

§17.4 Favor & Exclusive Pacts

Track Favor 0–3 per community per player. At Favor 3, form an Exclusive Pact: each Production phase you gain 1 ingredient from that community — and no other player may interact with it while the pact stands. A pact breaks (Favor resets to 2) if your Prestige falls below Neutral.

§18 Contracts, Milestones & Objectives

§18.1 Delivery Contracts

A 4-slot public row, refilled each Market Update. Claiming is a free action (max 2 held; Merchant upgrade: 3). Fulfill as a free action by having the listed goods at the listed destination: consume the goods, collect the printed points + currency. Price-neutral; abandon anytime without penalty. Tier 2 contracts enter the deck at Boom, Tier 3 at Hardship — the frontier's appetite matures.

§18.2 Milestones (the "first to" race)

Five public tiles, 3 points each, claimed permanently by the first player to achieve them:

1. First Rail Link — rail path connecting the Central City to any settlement 2. First Town — first to upgrade any settlement to Town 3. First of the Fine Goods — first to produce any Tier 3 good 4. Frontier Magnate — own 3 camps at distance 4+ from the Central City 5. The Full Chain — in a single round, produce a Tier 3 good and the Tier 2 input it consumed

§18.3 Objectives

  • Public objectives (3, revealed at setup, scored at game end): most/first-style conditions, 4 points to the leader, 2 to the runner-up (ties: full points to all tied).
  • Secret objectives (keep 2 of 3 dealt): revealed and scored at final scoring only.

§19 Player Trading

Trading is free (no action) any time during the Action phase among any players. All trades are public. Verbal promises are non-binding — this is the frontier.

Binding Trade Contracts (free action, max 2 open per player): written, enforceable delivery agreements. Non-delivery penalty: 2¤ per undelivered unit, paid immediately when the deadline round's Upkeep begins.

§20 Upkeep, Loans & Taxes

§20.1 Food & Fuel Values

FoodValueFuelValue
Grain2Timber1
Livestock3Coal1
Fish3Peat1
Processed Foods5Charcoal2
Coke2

Overpaid food is not refunded in change — feed wisely. Company store: any food shortfall costs 2¤ per missing food (§3, Phase 3).

§20.2 Loans

Borrow (free action, max 3 outstanding; 2 at 2P). Repay (free action). Each loan still outstanding at game end: −6 points. Cheap money early, a millstone late — like all frontier credit.

§20.3 Frontier Tax

Rounds 4, 8, 12: 1¤ per camp. Can't pay? Abandon 1 camp per unpaid 1¤.

§21 Archetypes

Every starting package ≈12¤ in total value. Camps/Settlements columns are founding limits. Each archetype's 3 unique upgrade tiles cost 1 action + 2¤ + listed resources (Components doc).

§21 1. Railroad Baron — controls the connections

Passive: −1 resource per Build Route action (min 1). Start: 4¤ • 2 Iron Ore, 1 Timber • 3 caravans • 4/4 camps/settlements.

Upgrades: Rail Depot (once per round, Build Route costs no action), Switching Yard (your tolls 2¤), Express Line (your caravans pay no fuel on rail).

§21 2. Land Baron — controls the places

Passive: your settlements have +1 facility slot, and your Founder's Charter pays . Agent: Builder moves 3 in wilderness. Start: 4¤ • 2 Grain, 2 Stone • 2 caravans • 3/5.

Upgrades: Land Office (camps −1 resource, settlements −2 resources), Municipal Planning (Towns/Cities you upgrade: +2 points), Revenue Office (your Charter also pays on every sale at your settlements).

§21 3. Industrialist — master of conversion

Passive: +1 output from every facility you own when it fires. Start: 2¤ • 1 Coal, 1 Iron Ore, 1 Timber, 1 Stone • 2 caravans • 4/4.

Upgrades: Efficient Furnace (−1 fuel per use cost, min 1 — and less soot is the point), Vertical Integration (after Refine, free-load outputs onto your caravans present), Master Engineer (+1 action per round, usable only for Refine or Move).

§21 4. Prospector — the frontier opener

Passive: Explore draws 3 tiles, keep 1; exploration grants are always doubled (stacking with Thaw for ×4); camps cost no currency. Agent: Explorer moves 3 in wilderness. Start: 3¤ • 1 Timber, 1 Stone, 1 Iron Ore, 1 Grain • 2 caravans • 6/2.

Upgrades: Prospecting Gear (draw 4), Deep Survey (+2 depletion tokens on every site you camp), Claim Stakes (your next 3 camps cost no resources).

§21 5. Merchant — the market maker

Passive: sell up to 5 units per Market Transaction. Start: 8¤ • 1 Grain, 1 Timber • 2 caravans • 4/4.

Upgrades: Market Intelligence (hold 3 contracts; peek the top 3 of the contract deck anytime), Commodity Futures (each Market Update, move any one track 1 step), Trade Empire (buy at listed price, not +1).

§21 6. Rancher — feeds the frontier

Passive: +1 production at your Farms and Ranches. Starts at Good Prestige. Start: 2¤ • 2 Grain, 2 Livestock • 3 caravans • 5/3.

Upgrades: Agricultural Mastery (your food upkeep −2, min 0), Livestock Empire (each Ranch may produce 1 Leather instead of Livestock), Provisioner (sell any quantity of food goods to the company store at a flat 2¤ each, no action).

§22 Game End & Scoring

§22 Two-Stage Ending

Stage 1 — The Frontier Closes: triggered when the Frontier Closes marker is drawn from the tile stack or round 12 ends, whichever comes first. Announce it. The stack may still be explored to its end.

Stage 2 — Final Rounds: finish the current round, then play exactly 2 more rounds. Hard cap: round 14 ends the game regardless.

§22 Final Scoring

Total = Public Track + End-Game Public + Hidden

ComponentPoints
Public score track (founding, growth, milestones, contracts — scored live)as accumulated
Public objectives (3)4 / 2 each
Prestige tier+5 to −5
Installed upgrades1 each
Soot Track−1 per 2 soot
Unpaid loans−6 each
Secret objectives (2)printed values
Portfolio: currency + printed ¤ of cards in hand + 50% of market value of warehoused goods (round down), all ÷3, round downas computed

§22 Tiebreakers

1. Most secret objective points → 2. Higher portfolio → 3. Lower soot → 4. The player who triggered Stage 1.

§23 Player Count Scaling

Parameter2P3P4P5P6P
Tile pool3550658080
Actions per round43333
Central City T3 slots3444 + Outer District4 + Outer District
Shared upgrade copies12233
Loan cap23333
EventsEvery round flip a Market Flux card as well

\* 5–6P requires the Outer District module: a tile attached to the Central City at setup providing +2 Tier 3 slots; any player may unlock it (4 Cut Stone, 1 action, +2 points).

2P Market Flux: each Market Update, flip 1 card from the 15-card Market Flux deck: the named track rises 1, the paired track falls 1. Two players can't churn 15 markets alone; the ghost economy does it for them.

§24 Optional Modules

Add any combination after your group knows the base game. Component lists in the Components doc.

§24 Module A — Rail Shares

When any player builds rail, they may issue shares in that line (one certificate per 3 segments). Other players buy shares at 4¤ (paid to the line's owner). Whenever tolls are paid on a line, the bank matches the toll and the total splits among shareholders (round in owner's favor). At game end each share = 1 point + 1¤ portfolio. Turns the toll network into table-wide finance.

§24 Module B — Labor & Strikes

Tier 2/3 facilities each require 1 worker meeple (hire: 2¤ at any settlement, +1 food upkeep each). In Hardship, a Labor Demands check each round: every player pays 1¤ per worker or that worker strikes (facility idle) until paid double. The Luxury Manufactory's workers never strike — best wages in the territory. Adds the era's human cost.

§24 Module C — The Consolidated Trust (solo / 2P automa)

A scripted rival company driven by a 12-card deck: it explores along the cheapest open edge, snaps up the most valuable Surveyed Territory tile (denying it), claims one Central City slot at fixed rounds, and scores a printed schedule. Full flowchart in the Components doc. Fixes 2P map sprawl and provides a solo benchmark game.

§24 Module D — Scenario Maps

Three setup cards that pre-seed the tile stack and add a scenario scoring rule: The River Delta (double water overlays; River Ports +2 founding points), The Mountain Pass (mountains cluster in one arc; first rail through the pass: 5 points), The Long Valley (plains corridor; frontier premium starts at 3+ hexes). Replayability with zero new mechanics.

§24 Module E — 2v2 Syndicates (4P)

Partners share warehouse networks and pay no tolls to each other, but score separately; final score is the lower of the two partners' totals. The frontier's cruelest scoring rule, and its best teamwork test.

§24 Module F — The Long Frontier (campaign, 3 sessions)

Play three linked games. Legacy cards played for ability go into the campaign envelope — gone for all three sessions. Depleted sites stay depleted: record them, and in later sessions those tiles enter play already exhausted. Campaign winner: most total points across all three. The frontier doesn't heal between visits. That's the whole point of the title.

§25 Quick Reference

PHASES: 1 Market Update (event on even rounds; T3 +1 in Boom/Hardship; refill) → 2 Actions (cycle 1-at-a-time; first passer takes Event Token, goes first next round) → 3 Upkeep (food; shortfall 2¤ each; tax rounds 4/8/12) → 4 Production (renewables +1, tile cap 2, semi-renew +1 on rounds 3/6/9/12) → 5 End (check end; hand limit 7).

ACTIONS/ROUND: 3 (2P: 4). Bonus: 2 cards = +1 (1×/round) • Overtime +1 with +2 food (1×/round).

SEASONS: Thaw 1–3 explore ×2 • Boom 4–6 sell +1 • Hardship 7–9 food +1/player • Decline 10–12 extract −1, rivers frozen 10–11.

MOVE: all your agents, 1 action. Explorer/Builder: 2 wilderness (blaze public trails). Caravans: routes only — trail 1 (2 w/ livestock) • road 2 • rail 4 • river 4. Laden on road/rail: 1 fuel; rival segments: 1¤/owner.

MARKET: at Central City / Market Towns / River Ports. Buy or sell, 1 good, ≤3 units. Sell at listed (each unit), then −1/unit (T3: −2). Buy at listed +1, then +1/unit. Frontier premium: +2/unit at 4+ hexes out. Raw goods: fixed prices.

BUILD COSTS: Road 1 Timber+1 Stone per 2 segments • Rail 1 Iron+1 Timber per segment • Warehouse 2 Lumber+1 Stone • Camps ~2 resources +1¤ • Settlements ~6 resources +3¤.

SOOT: +1 per 2 fuel burned in use costs (round up). At 4 & 8: −1 Prestige. At 6+: no settlement upgrades. End: −1 pt per 2. Scrub: 1 action, 1¤/cube, max 3.

LOANS: take 5¤, repay 7¤, max 3. Unpaid at end: −6 pts.

END: Frontier Closes marker or end of round 12 → +2 rounds (hard cap 14). Winning ≈ 65–75.

RULEBOOK • SECOND PROTOTYPE EDITION • RD-26 THROUGH RD-58

The frontier is rich but finite. Spend it well.

Components Reference

Components §1 Component Inventory (Master List)

Components §1 Shared

ComponentQtyNotes
Central City tile1Unique back; 4 printed T3 slots
Outer District tile1+2 T3 slots (5–6P / module)
Terrain hex tiles130Distribution in §2
Water overlay tiles16Transparent river overlays
Frontier Closes marker1Tile-sized, distinct back
Market board115 sliding tracks + raw price chart
Score / round / season track board1Public score 0–100, rounds 1–14, seasons, tax icons on 4/8/12
Multi-use card deck6050 standard + 10 Legacy (§6)
Event deck205 per season, no blanks (§7)
Contract deck3010 T1 / 12 T2 / 8 T3 (§8)
Secret objective cards24§9
Public objective cards12Use 3 per game (§10)
Milestone tiles5§11
Shared upgrade tiles19 typesCopies: 1 (2P) / 2 (3–4P) / 3 (5–6P)
Community bag + tokens186 Trading Post, 4 Tribal Capital, 8 blank (§14)
Market Flux deck152P only (§15)
Resource tokens220Breakdown in §16
Depletion tokens90Black discs, stack on sites
Soot cubes60Black; 10 per player track
Currency~120¤1s, 5s, 10s
Trail markers12020 per player color, neutral-usable
Settlement/Town/City tokens18Tiered, neutral color (publicly owned)
Founder's Charter markers122 per player color
Slot-reserve markers61 per player
Struggling settlement markers6
Event Token1

Components §1 Per Player (×6 colors: rust, charcoal, navy, green, gold, burgundy)

ComponentQtyNotes
Archetype board1 of 6§13
Explorer meeple1Tall silhouette (hat & pack)
Builder meeple1Stocky silhouette (hammer)
Caravan meeples4Wagon shape; 2–3 start, max in play 5 — the 5th only via Wilkes and City training together
Camp tokens6
Warehouse tokens2
Facility ownership rings8Slip under facility tiles
Soot track marker1
Prestige marker1
Favor markers6For community favor tracks
Player screen1Hides currency & cards (portfolio is hidden info)
Player aid card1Phase order on front, recipe graph (§4) on back
Route segment sticks40 road + 24 rail

All meeple shapes are distinguishable by silhouette alone for color-blind accessibility.

Components §2 Terrain Tiles & Sites

Components §2.1 Distribution (130 total)

TerrainPlain tilesSite tilesSite types (count)Total
Plains34034
Forest244Herbs (4)28
Hill1210Coal (6), Stone (4)22
Mountain812Iron Ore (6), Copper (3), Gold (2), Stone (1)20
Desert85Silica (5)13
Swamp76Peat (4), Herbs (2)13
Totals9337130

Site tiles ≈ 28% of the stack. Per-player-count pools (35/50/65/80) are drawn blind from the full shuffled set — site density stays proportional.

Components §2.2 Depletion Stack Sizes (placed when a camp is founded on the site)

ResourceStackType
Stone6Non-renewable
Iron Ore5Non-renewable
Coal5Non-renewable
Copper4Non-renewable
Silica4Non-renewable
Peat4Non-renewable
Gold3Non-renewable
Furs (any Trapping Camp)4Semi-renewable (+1 per 3rd round if ≥1)
Medicinal Herbs (Herbs site)4Semi-renewable (+1 per 3rd round if ≥1)

Components §2.3 Water Overlays (16)

Placed per the tile's printed river icon when explored (10 of the 130 tiles carry the icon: 4 Plains, 3 Forest, 2 Swamp, 1 Hill) plus 6 placed by event/scenario effects. A water-overlay hex: grants 1 Fish on exploration, supports river transport (capacity 4, free, unlimited distance, frozen rounds 10–11), gives +1 Fish/round to any camp on it, and satisfies "river-adjacent" requirements for itself and its 6 neighbors.

Components §3 Goods Catalog & Price Tracks

Components §3.1 Raw Goods — fixed printed prices, no tracks (13)

GoodPriceFoodFuelSource
Grain22Farm, Ranch founding cost ref
Timber21Lumber Camp, Forest exploration
Stone2Quarry / Mining Camp @ Stone site
Peat21Mining Camp @ Swamp site
Fish33Water-overlay camps, exploration
Livestock33Ranch
Iron Ore3Mining Camp @ Mountain site
Coal31Mining Camp @ Hill site
Silica3Mining Camp @ Desert site
Copper4Mining Camp @ Mountain site
Furs4Trapping Camp
Medicinal Herbs4Trapping Camp @ Herbs site
Gold6Mining Camp @ Gold site

Raw prices never move except Scarcity Cascades (+3 permanently when the last active site of that resource empties).

Components §3.2 Tracked Goods — sliding tracks (15)

GoodTierMinBaseMaxDemand link (on T3 sale)
Lumber2247
Cut Stone2247
Charcoal2247
Leather2358
Coke2369← Glass
Processed Foods2369
Pig Iron24710← Steel
Copper Wire24711← Precision Instruments
Cloth24711← Luxury Goods
Bronze25812
Steel3101624← Tools & Equipment
Glass3101624
Precision Instruments3182838
Tools & Equipment3203040
Luxury Goods3162636

Design intent: at base prices, refining market-bought inputs roughly breaks even after use costs — the margin lives in vertical integration, the +2 frontier premium, Boom pricing, and demand timing. Tier 3 tracks move −2 per unit sold (thin markets).

Components §3.3 Special Goods (community ingredients)

Cultural Artifacts and Specialty Materials: gained only from communities. Not warehoused against capacity (keep behind your screen). Sell at a flat at any market (no track), feed Luxury recipes, and satisfy specific contracts. 12 tokens of each.

Components §4 Production Chain Appendix

Components §4.1 Tier 2 Facilities (built in settlement slots; Build Structure action)

FacilityBuild costUse costRecipeSoot/use
Sawmill2 Stone + 1 Timber1 food1 Timber → 1 Lumber0
Stone Cutter1 Timber + 1 Iron Ore1 food1 Stone → 1 Cut Stone0
Grain Mill2 Stone + 1 Lumber1 food2 Grain → 1 Processed Foods0
Tannery1 Lumber + 1 Stone1 food1 Livestock → 1 Leather0
Textile Mill2 Lumber + 1 Iron Ore1 food1 Furs → 1 Cloth0
Charcoal Kiln1 Stone + 1 Timber1 fuel1 Timber → 1 Charcoal1
Coke Oven2 Stone + 1 Iron Ore2 fuel1 Coal → 1 Coke1
Smelter2 Stone + 1 Lumber + 1 Iron Ore2 fuel1 Iron Ore → 1 Pig Iron1
Copper Works2 Stone + 1 Lumber1 fuel1 Copper → 1 Copper Wire, or 1 Copper + 1 Coal → 1 Bronze1

(Soot column = soot generated per firing at the listed fuel use, i.e., ⌈fuel/2⌉ — printed on the tile so nobody computes.)

Components §4.2 Tier 3 Facilities (Central City slots; Cities may host 1)

FacilityBuild costUse costRecipeSoot/use
Steel Works3 Cut Stone + 3 Pig Iron + 2 Lumber3 fuel1 Pig Iron + 1 Coke → 1 Steel2
Glassworks3 Cut Stone + 2 Bronze + 1 Copper Wire3 fuel2 Silica + 1 Coke → 1 Glass2
Precision Workshop2 Cut Stone + 2 Steel + 1 Glass4 fuel1 Steel + 1 Copper Wire → 1 Precision Instruments, or 1 Steel + 1 Lumber + 1 Leather → 1 Tools & Equipment2
Luxury Manufactory3 Cut Stone + 2 Lumber + 1 Steel + 1 Glass4 food1 Cloth + 1 Furs → 1 Luxury Goods, or 1 Herbs + 1 Glass → 1 Luxury Goods, or 1 Gold + 1 Cloth → 1 Luxury Goods, or 1 Cultural Artifact + 1 Cloth → 1 Luxury Goods0

All T3: 2 food upkeep to owner; 3¤ non-owner usage fee.

Components §4.3 Other Structures

StructureBuild costEffect
Warehouse (max 2/player)2 Lumber + 1 Stone+1 network node, +4 capacity

Components §4.4 The Recipe Graph (player aid back)

RAW            TIER 2                      TIER 3
Timber ──┬──► Lumber ────────────┬───────► Tools & Equipment
         └──► Charcoal(fuel)     │              ▲
Stone ───────► Cut Stone         │              │
Grain ───────► Processed Foods   │   Steel ─────┤
Livestock ───► Leather ──────────┘     ▲        │
Furs ────────► Cloth ──────────────┐   │        │
Iron Ore ────► Pig Iron ───────────┼───┤        │
Coal ────────► Coke(fuel) ─────────┼───┘──► Glass
Copper ──┬───► Copper Wire ────────┼──────► Precision Instruments
         └───► Bronze ─────────────┘
Silica ────────────────────────────────────► Glass
Herbs / Gold / Cultural Artifacts + Cloth ──► Luxury Goods

Components §5 Camp & Settlement Reference

Components §5.1 Camps (token backs print upkeep & category)

CampCost (+1¤; Prospector 0¤)TerrainOutputCategory
Mining Camp1 Timber + 1 StoneMtn/Hill/Desert/Swamp siteSite resource via ExtractExtraction
Quarry1 Timber + 1 Iron OreHill/Mtn Stone siteStone via ExtractExtraction
Lumber Camp1 Stone + 1 Iron OreAny Forest1 Timber/roundForestry
Farm1 Timber + 1 StonePlains, river-adjacent1 Grain/roundAgriculture
Ranch / Homestead1 Timber + 1 GrainAny Plains1 Livestock/roundAgriculture
Trapping Camp1 Timber + 1 GrainAny ForestFurs (stack 4); Herbs site → HerbsForestry

Categories (for first-of-category +2): Extraction / Forestry / Agriculture — first camp in each of the three categories pays the bonus (max +6 across the game).

Components §5.2 Settlement Specializations (choose 1 of 2 at founding, permanent)

SettlementSpecialization ASpecialization B
Mill TownLumberworks — Sawmills here: use cost 0Waterwheels — all facilities here: −1 fuel use (min 1), −1 soot (min 0)
Foundry TownBlast Furnaces — Smelters & Coke Ovens here: +1 outputSlag Recycling — facilities here generate soot at ⌈fuel/3⌉
Market TownBazaar — transaction cap 4 here (Merchant: 6)Auction House — the first unit of every sale here: +1¤
Rail HubRoundhouse — rail movement through this hex: no fuelFreight Yard — caravans departing here on rail: +1 capacity
River PortDeepwater Docks — river capacity 6 from this hexCold Stores — food goods sold here: +1¤/unit
TownshipCivic Pride — founder scores +1 per growth tier this settlement reachesThe Commons — this settlement's upkeep is 1 (not 2)

Components §6 Multi-Use Card Deck (60)

Format: Name ×copies (¤ currency value) — ability text. Every card is also 1 wild resource.

Components §6.1 Standard Cards (50)

Card¤Ability (1 action)
Forced March ×42Take a free Move action immediately (this card's action refunds itself: net 0 actions)
Black Powder ×42One Extract action this round yields +2 tokens
Land Survey ×41Look at the top 3 tiles of the terrain stack; return them in any order
Market Tip ×41Move any one price track 1 step in either direction
Hired Hands ×42One build-family action this round costs −2 resources (min 1)
Pack Mules ×41One of your caravans has +1 capacity until end of round
Bumper Harvest ×41Gain 2 Grain at any Farm/Ranch you own (or at Central City if you own none)
Foreign Buyer ×42Sell 1 good at listed price +3; no track movement
Toll Exemption ×41Your agents pay no tolls until end of round
Fair Weather ×41All your agents: +1 movement until end of round
Night Shift ×42During one Refine this round, one facility fires twice (pay double inputs & use cost; double soot)
Letter of Credit ×33Gain 5¤ from the bank
Express Courier ×32Instantly move up to 2 goods from your warehouse network to any settlement

Components §6.2 Legacy Cards (10 — unique borders, ¤3 each, removed from game when played for ability; blind auction when dealt to the row)

CardAbility
The Golden SpikeBuild up to 4 rail segments at no resource cost
The Land RushFound up to 2 camps this round; they cost no currency
The Great ExhibitionSell up to 3 Tier 3 goods at +4¤ each (tracks move normally)
Railway ManiaGain 1¤ per rail segment on the entire map
The CombineTake 2 extra actions this round
Old GrowthGain 4 Timber and 2 Lumber at Central City
The Mother LodePlace a new Gold site (stack 3) on any Mountain where you own a camp
Charter from the CrownFound a settlement ignoring its terrain requirement, −3 resources from its cost
The PhilanthropistPay up to 6¤: gain 1 point per 2¤ paid and +2 Prestige
The Panic of '73All tracked goods −2 steps; you may then buy up to 5 units of one good

Components §7 Event Deck (20 — five per season; Token holder picks A or B for the table)

Components §7 Thaw (rounds 2 — and any even Thaw round)

#EventOption AOption B
T1Land GrantsEvery player gains 2¤Every player places 1 free trail marker on any wilderness hex adjacent to their network
T2Rumors of GoldReveal the top 3 terrain tiles to all players, return in orderTaking Surveyed Territory tiles is free this round
T3Spring FloodsRivers impassable this roundEvery river-adjacent camp produces +1 Fish this round
T4Wagon TrainAll caravans +1 capacity this roundToken holder deploys 1 of their caravans to any location they own, free
T5The MissionariesEvery player +1 PrestigeCommunity Interactions cost no currency this round

Components §7 Boom

#EventOption AOption B
B1Railway ManiaRail builds cost −1 Iron Ore per action this roundAll tolls are doubled this round
B2Demand SurgeToken holder moves any one track +3All Tier 3 tracks +1
B3Immigration WaveSettlement upgrades cost −2 resources this roundEvery settlement founder gains 2¤ per settlement they chartered
B4The SpeculatorsEach player may immediately buy up to 5 units of one good (normal pricing)All price tracks frozen this round
B5Boomtown SpiritFounding points +1 this roundAll build-family actions −1 resource this round (min 1)

Components §7 Hardship

#EventOption AOption B
H1Harsh WinterFood upkeep +1 per player this round (stacks with season)Each settlement requires 1 fuel (paid by any facility owner there) or it is marked Struggling this round
H2Mine CollapseEvery Mining Camp loses 1 depletion tokenEach Mining Camp owner pays 2¤ per Mining Camp to shore up the shafts
H3BanditsLaden caravans on trails lose 1 good eachEach player pays 1¤ per caravan on the map for guards
H4Labor UnrestAll facility use costs +1 this roundEach player: −1 action next round, or pay 3¤ now
H5The EpidemicEvery player at Soot 4+ loses 1 PrestigeEach player pays 1 Herbs or 2¤, or takes +2 food upkeep this round

Components §7 Decline

#EventOption AOption B
D1Early FrostRenewable production halved this round (round down)Each Farm/Ranch owner pays 1 fuel per such camp to keep barns warm
D2Exhausted SeamsAll Extract actions −1 token this round (stacks with season, min 0)Remove 1 token from every depletion stack on the map
D3The Land Office ClosesNo camps may be founded this roundCamp founding costs +2¤ this round
D4The Last AuctionBlind-auction 1 extra agent (winner picks type; bank keeps bids)Token holder draws the top 2 cards of the multi-use deck, keeps 1
D5Twilight of the FrontierEvery player scores 1 point per camp they own, nowAll tracked goods +1 step

Components §8 Contract Deck (30)

Claim free (hold 2; Merchant upgrade 3). Fulfill free with goods at destination: consume goods, gain reward. Price-neutral. "Frontier" = any settlement 4+ hexes from Central City.

Components §8 Tier 1 (10 — in the row from setup)

#DeliverToReward
C013 TimberCentral City3 pts + 3¤
C023 GrainCentral City3 pts + 3¤
C032 Stone + 1 TimberAny settlement3 pts + 3¤
C042 Iron OreCentral City3 pts + 4¤
C052 Coal + 1 TimberAny settlement4 pts + 3¤
C062 LivestockCentral City3 pts + 4¤
C072 Fish + 1 GrainAny settlement3 pts + 4¤
C081 Furs + 1 TimberCentral City3 pts + 4¤
C092 SilicaCentral City4 pts + 3¤
C101 GoldCentral City4 pts + 4¤

Components §8 Tier 2 (12 — shuffled in at Boom)

#DeliverToReward
C112 Lumber + 1 Cut StoneAny Town+5 pts + 4¤
C122 Processed FoodsAny Frontier settlement6 pts + 4¤
C132 Pig IronCentral City5 pts + 5¤
C142 CokeCentral City5 pts + 5¤
C151 Leather + 1 ClothAny Town+5 pts + 5¤
C162 Copper WireCentral City6 pts + 5¤
C171 Bronze + 1 Cut StoneAny settlement5 pts + 4¤
C182 Charcoal + 1 LumberAny Frontier settlement6 pts + 4¤
C191 Cloth + 1 Specialty MaterialCentral City6 pts + 5¤
C203 Cut StoneAny Town+6 pts + 4¤
C212 ClothAny Frontier settlement6 pts + 5¤
C221 Processed Foods + 1 Leather + 1 LumberAny Town+6 pts + 5¤

Components §8 Tier 3 (8 — shuffled in at Hardship)

#DeliverToReward
C231 SteelAny Frontier settlement7 pts + 6¤
C241 Glass + 1 ClothAny City7 pts + 6¤
C251 Tools & EquipmentAny Frontier settlement8 pts + 7¤
C261 Precision InstrumentsCentral City8 pts + 6¤
C271 Luxury GoodsAny Town+8 pts + 7¤
C282 SteelCentral City9 pts + 6¤
C291 Luxury Goods + 1 Cultural ArtifactAny City9 pts + 8¤
C301 Tools & Equipment + 1 SteelAny Frontier settlement9 pts + 8¤

Components §9 Secret Objectives (24 — deal 3, keep 2; scored at game end)

#ObjectivePts
S01Own 3+ camps on Mountain tiles4
S02Own 3+ camps on Forest tiles4
S03Own camps in 3 different terrain types4
S04Own 2+ camps at distance 5+ from Central City5
S05Own facilities in 3+ different settlements5
S06Own 2+ Tier 3 facilities6
S07Hold an Exclusive Pact at game end4
S08Finish at High Prestige5
S09Finish with Soot ≤25
S10Own 12+ road segments4
S11Own 8+ rail segments5
S12Fulfill 4+ contracts5
S13Fulfill 2+ Tier 3 contracts6
S14Have chartered (founded) 2+ settlements5
S15Have upgraded a settlement to City6
S16Claim 2+ milestones5
S17Finish with 4+ caravans5
S18Finish with 15¤+ after loans4
S19Finish holding 3+ Tier 3 goods or having sold 5+6
S20Hold 2+ Cultural Artifacts at game end4
S21Own a camp of all 3 categories4
S22Have triggered a Scarcity Cascade (you took the last token)5
S23Never take a loan all game5
S24Own warehouses at 2 settlements + use full 16 capacity at game end5

Components §10 Public Objectives (12 — reveal 3 at setup; end scoring: 4 pts leader / 2 pts second; ties pay full)

#Objective
P01Most camps
P02Most route segments (road + rail)
P03Most rail segments
P04Most facilities owned
P05Most contracts fulfilled
P06Most settlements chartered
P07Highest Prestige
P08Lowest Soot
P09Most Tier 3 goods sold (track with chits)
P10Most community interactions (track with chits)
P11Most milestones claimed
P12Most camps at distance 4+ from Central City

Components §11 Milestone Tiles (5 — first to achieve claims; 3 pts each)

MilestoneCondition
First Rail LinkRail path connects Central City to any settlement
First TownUpgrade any settlement to Town
First of the Fine GoodsProduce any Tier 3 good
Frontier MagnateOwn 3 camps at distance 4+ from Central City
The Full ChainIn one round, produce a Tier 3 good and the Tier 2 input it consumed

Components §12 Shared Upgrade Tiles (19 types; 1 action + 2¤ + listed cost; 1 pt each at end)

#UpgradeCostEffect
U01Cartographer's Guild1 Lumber + 1¤Your Surveyed Territory tiles earn you 2¤ when taken (not 1)
U02Toll Authority1 Cut Stone + 2¤Your tolls +1¤
U03Teamsters Union1 Leather + 1¤Your caravans +1 capacity on roads
U04Riverboats2 Lumber + 1 ClothYour river capacity 6; your caravans may carry Tier 3 goods on rivers
U05Granary1 Lumber + 1 Stone+4 warehouse capacity, food goods only
U06Assay Office1 Cut Stone + 1¤Your Gold sells +2¤
U07Trade League1 Cloth + 1¤Your frontier premium is +3 (not +2)
U08Stonemasons' Guild1 Cut Stone + 1 LumberSettlement upgrades you perform: −1 Cut Stone
U09Engineers' Corps1 Pig Iron + 1 LumberYour road actions lay up to 6 segments; rail up to 4
U10The Foreman1 Leather + 2¤Once per Refine action, one facility fires a second time (pay inputs/use/soot)
U11Surveyor General1 Lumber + 1¤Your exploration grants: +1¤ each
U12Coal Syndicate1 Pig Iron + 1¤Your Coal extractions: +1 token
U13Insurance Office1 Cut Stone + 2¤Once per season, ignore one negative event effect on you
U14Bank Charter2¤ + 1 GoldYour loans repay at 6¤
U15Customs House1 Cut Stone + 1¤Gain 1¤ whenever a rival sells at a settlement where you own a facility
U16Sanitation Works1 Copper Wire + 1 LumberEnd of each round: your Soot −1
U17Hunting Lodges1 Lumber + 1¤Your Furs/Herbs stacks refresh every 2nd round (not 3rd)
U18The Apothecary1 Glass + 1¤Your Herbs sell +2¤; The Epidemic event never affects you
U19Jedediah Wilkes, Trail Boss2 Lumber + 1 Leather + 1 Processed Foods + 2¤Gain +1 agent of your choice

Copies per tile: 2P ×1 • 3–4P ×2 • 5–6P ×3.

Components §13 Archetype Boards & Upgrade Tiles

Each board prints: passive, agent bonus (if any), starting package, camp/settlement limits, soot & prestige tracks, agent staging slots, and 3 unique upgrade slots (1 action + 2¤ + cost; 1 pt each).

ArchetypeStartCaravansCamps/Settl.Upgrade costs
Railroad Baron4¤, 2 Iron Ore, 1 Timber34/4Rail Depot: 2 Pig Iron + 1 Lumber • Switching Yard: 1 Cut Stone + 1 Copper Wire • Express Line: 2 Steel
Land Baron4¤, 2 Grain, 2 Stone23/5Land Office: 1 Cut Stone + 1¤ • Municipal Planning: 2 Cut Stone + 1 Lumber • Revenue Office: 1 Cut Stone + 2¤
Industrialist2¤, 1 Coal, 1 Iron Ore, 1 Timber, 1 Stone24/4Efficient Furnace: 1 Pig Iron + 1 Cut Stone • Vertical Integration: 1 Lumber + 1 Leather • Master Engineer: 1 Steel + 1 Copper Wire
Prospector3¤, 1 Timber, 1 Stone, 1 Iron Ore, 1 Grain26/2Prospecting Gear: 1 Leather + 1¤ • Deep Survey: 1 Pig Iron + 1¤ • Claim Stakes: 1 Lumber + 2¤
Merchant8¤, 1 Grain, 1 Timber24/4Market Intelligence: 1 Cloth + 1¤ • Commodity Futures: 2¤ + 1 Gold • Trade Empire: 1 Cloth + 1 Glass
Rancher2¤, 2 Grain, 2 Livestock35/3Agricultural Mastery: 1 Lumber + 1¤ • Livestock Empire: 1 Leather + 1 Grain • Provisioner: 1 Processed Foods + 1¤

Full passive/upgrade texts: Rulebook §21. All packages ≈12¤ at printed prices (verify on change: currency + Σ goods).

Components §14 Community Components

  • Bag tokens (18): 6 Trading Posts, 4 Tribal Capitals, 8 blanks. Drawn once per Explore.
  • Community tiles: when a token is drawn, place the matching cardboard medallion on the explored tile. Communities are never removed and their hex cannot host camps or settlements.
  • Favor tracks: each medallion has 6 notches (one per player color) running 0–3; a pact flag slot at 3.
  • Ingredient tokens: 12 Cultural Artifacts, 12 Specialty Materials.

Components §15 Market Flux Deck (2P only — 15 cards)

Each card names a riser and a faller among the 15 tracked goods (each good appears once as each). Flip 1 per Market Update: riser +1, faller −1. Reshuffle when exhausted.

Pairings: Lumber↑/Coke↓ • Cut Stone↑/Cloth↓ • Charcoal↑/Steel↓ • Leather↑/Pig Iron↓ • Coke↑/Luxury Goods↓ • Processed Foods↑/Copper Wire↓ • Pig Iron↑/Charcoal↓ • Copper Wire↑/Cut Stone↓ • Cloth↑/Glass↓ • Bronze↑/Lumber↓ • Steel↑/Processed Foods↓ • Glass↑/Bronze↓ • Precision Instr.↑/Leather↓ • Tools & Equip.↑/Precision Instr.↓ • Luxury Goods↑/Tools & Equip.↓

Components §16 Boards, Tracks & Tokens

Components §16 Market board

15 vertical slider tracks grouped T2 (10) / T3 (5), each printing min/base/max and any demand-link arrow; a fixed-price chart for the 13 raws; the Scarcity Cascade reminder.

Components §16 Score/season board

Public score 0–100; round track 1–14 with season bands, tax icons (4/8/12), event icons (even rounds), river-freeze icons (10–11); milestone tile slots; public objective slots; Frontier Closes marker slot.

Components §16 Resource tokens (220)

GoodQtyGoodQty
Grain24Lumber12
Timber24Cut Stone12
Stone16Charcoal8
Iron Ore16Coke8
Coal16Pig Iron10
Livestock12Copper Wire8
Fish12Bronze6
Copper8Leather10
Silica8Cloth8
Peat8Processed Foods10
Furs10Steel / Glass6 + 6
Herbs8Precision / Tools / Luxury4 + 4 + 4
Gold6

Token supply is intentionally finite — production-tile caps (2) and warehouse caps make shortages rare; if a good runs out, it cannot be produced until tokens return.

Components §17 Module Components

ModuleComponents
A — Rail Shares24 share certificates (4 per player color), dividend reference card
B — Labor & Strikes30 worker meeples (natural wood), 12 strike markers, Labor Demands reference card
C — Consolidated Trust12-card automa deck, Trust meeple + camp tokens ×4, scoring schedule card, flowchart card
D — Scenario Maps3 oversized setup cards (River Delta / Mountain Pass / Long Valley) with stack-seeding instructions and scenario scoring
E — 2v2 Syndicates2 syndicate banner cards (rules summary; no new pieces)
F — The Long FrontierCampaign envelope, depleted-site stickers (20), campaign log pad

Components §17 Module C — Consolidated Trust flowchart (summary)

Each Trust turn (after all players pass): flip an automa card → (1) it explores the open edge nearest the Central City, taking the highest-printed-value Surveyed row tile if one exists (no payment — it's a trust); (2) on camp icons, it claims the best unclaimed site within 3 hexes of its network (place Trust camp; that site is dead to players); (3) on rounds 4 and 8 it seizes one Central City T3 slot (slot becomes unbuildable). Trust score: 3 per camp + 5 per seized slot + printed round bonuses; beat it to win the solo game.

COMPONENTS SPECIFICATION • SECOND PROTOTYPE EDITION Every number in this document is a playtest hypothesis. Change them when the table tells you to.