Empire Builder

How to run the road — tutorial

What you are trying to do

You have a charter to build a railroad across North America. You win by connecting six of the seven major terminals — Vancouver, Los Angeles, Denver, Houston, Chicago, New York and Mexico City — to a single system you own, and holding $250M in the treasury when a season closes. Track alone will not do it, and money alone will not do it. You need both, and the money comes only from hauling freight.

Getting started

  1. Choose a name for your railroad and how many rivals you want, then Grant the charter.
  2. Look at the order book down the right-hand side. Three contracts, three demands each: a commodity, the city that wants it, and what it pays. Click any demand to swing the map to that city.
  3. Pick a first run you can afford. A short haul between two cities that are already close together will earn you money in the first few seasons; a transcontinental contract will bankrupt you before it pays.
  4. The map is lit up in red during a building phase. Every lit milepost is one you can reach with what is left of this season's budget. Click one and the line is laid all the way there along the cheapest alignment.
Your first length of line may start at any city on the map. Every length after that must join the system you already own, so choose the first spike carefully.

The season

Seasons 1 and 2 are charter seasons: survey and build only, up to $20M each, from a starting treasury of $60M. From season 3 onward every season has a running phase and then a building phase.

Running phase

Building phase

What line costs

GroundPer milepostGroundPer milepost
Plain$1MSwamp$2M
Desert$1MMountain$2M
Forest$2MAlpine pass$5M
Hills$2MRiver crossing+$2M

Reaching a town costs $2M, a city $3M and a major terminal $5M, in place of the ground cost. Only three railroads may reach any one town or city; the seven major terminals are open to everybody.

Motive power

LocomotiveMilepostsCarsUpgrades to
Drover92Flyer or Hauler
Flyer122Superhauler
Hauler93Superhauler
Superhauler123

Events

Event cards are shuffled through the demand deck. Drawing one resolves it at once and you draw again, so an event never costs you a contract.

EventEffect
DerailmentYou lose every load and run at half speed next season.
Heavy snowMountain and alpine mileposts are shut for one round.
Spring floodEvery river crossing is shut for one round.
Coastal galeCities on tidewater are closed for one round.
Excess profits taxEvery railroad pays a fifth of its treasury above $100M.
Steel shortageConstruction costs half again as much for one round.
Yard strikeOne major terminal is closed for one round.

Controls

ActionHow
Pan the mapDrag it, or the arrow keys
ZoomMouse wheel, or + and
Fit the whole mapFit, or f
Find your trainTrain
Run or build to a milepostClick a lit milepost
Standing ordersRules, or ?
Close a dialogEsc

A single finger pans the map on a touch screen; a tap acts on a milepost.

Saving and restarting

The game saves itself to this browser after every action. If you close the tab and come back, the opening screen offers Resume saved game. Finishing a game clears the slot. Nothing is sent anywhere: the save lives only in your browser.

How a game ends

At the end of every season the books are closed and every railroad is checked at once, so the last seat gets exactly as many turns as the first. If more than one railroad qualifies in the same season, the one with the larger treasury takes it. If nobody has finished by season 240, the strongest system on the board is declared the winner.