The Rail Era runs from 1830 to 1870 and has the same number of rounds as the Canal Era. Everything else gets bigger. Links cost more, tiles reach higher levels, and the final scoring counts both. The Canal Era set the table; the Rail Era is where the largest scores land.
What the board looks like on the first turn
The end of the Canal Era changed four things:
- No links. Every canal left the board after scoring.
- No level 1 tiles. Only level 2 and higher tiles remain, yours and everyone else’s.
- Fresh merchant beer. Every empty merchant beer space was refilled.
- New hands. All discards were shuffled into a new deck, and everyone drew 8.
Money and income carry over. Your network is now only the towns that hold your surviving tiles.
If you have no tiles on the board at all, a special rule applies. You may use an industry card to build that industry in any town with a free matching space, or use any card to place a link on any open line. A rail placed this way still needs its coal.
Rails need coal, every time
Only rails can be built now. Each one costs £5 and 1 coal. In one Network action you may build 2 rails for £15, if you also use 1 beer from a brewery. Merchant beer cannot pay for this.
The coal rule applies to each rail on its own. You place them one at a time, and each must be connected to a coal source after it is placed. If the beer for a double rail comes from a rival’s brewery, that brewery must be connected to the second rail.
That makes coal the Rail Era’s bottleneck. Rails want it, and so do many higher-level tiles. Free coal from a connected mine beats the market, which climbs as it empties and charges £8 a cube when it is bare. The rulebook’s advice for a slow start: build rails toward coal, and if you have no coal access, build a coal mine.
More than one tile per town
The one-tile limit is gone. You may build several of your own tiles in the same town, and this is where towns become worth fighting over. A town full of flipped tiles makes every rail into it worth more, including rails that belong to someone else.
When you choose a town to fill, look at its free spaces and the rail lines leading in. A busy town with several lines rewards you twice: with industry VPs, and with link VPs from your own rails.
Breweries now hold two barrels
A brewery built in the Rail Era gets 2 barrels, not 1. Beer pays for Sell actions and double rails. Your own brewery’s beer needs no connection, so it is the most reliable beer you can have. The rulebook warns against developing your breweries away and leaving yourself with no beer of your own.
Big tiles and overbuilding
Higher-level tiles cost more and often need coal or iron, but they score more VPs. The Rail Era is when they pay off, since every flip now lands in the final scoring.
You may also overbuild. Replace one of your own tiles with a higher level of the same industry, paying the full cost. Any coal, iron, or beer on the old tile goes back to the supply, and the old tile leaves the game without scoring. You keep the income and VPs it already earned.
You may overbuild a rival’s coal mine or iron works too, but only when no cubes of that type are left anywhere on the board, including the market.
Watch the level 1 Pottery
The level 1 Pottery is the only level 1 tile you can still build in the Rail Era. Some pottery tiles also show a lightbulb icon. Those can never be developed away, only built, and they must leave your mat before you can reach the potteries behind them. Plan for them early if potteries are part of your Rail Era.
Pacing the era
The rounds run out the same way they did in the Canal Era: once the deck is empty, every action shrinks your hand. The endgame lesson in Level 4 covers the final rounds in detail. For now, a rule of thumb: secure coal and build your big tiles early in the era, and leave room late for the sells and rails that score them.
The Rail Era has the longest turns in the game. If your table slows down here, our piece on analysis paralysis has kind ways to keep things moving.
Next lesson
Brass: Birmingham Loans, Income, and Turn Order
Level 2 opens with money: when a loan pays off, how the income track works, and how what you spend decides turn order.
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