Tutorial · Continental Freight Concession
Ironway is a game of laying rail and running freight across Europe. You are a railway company with a treasury, a blank map and three waybills telling you what the continent wants moved. Track costs money; freight earns it back. This tutorial takes you from the setup screen to your first delivery.
| Action | Control |
|---|---|
| Pan the map | Drag with the mouse or one finger |
| Zoom | Wheel, pinch, the + and − buttons, or the + and − keys |
| Fit the whole map | The square button, or the 0 key |
| Price a route | Hover a milepost during the building phase |
| Lay that route | Click the milepost |
| Bring the train into service | Click one of your cities during movement |
| Run the train | Click any highlighted milepost |
| Load or set down goods | Click a goods chip under Your company |
| Deliver | Click the highlighted line on a waybill |
| End the phase or turn | The gold button, or Enter |
| Rules reference | The Rules button in the panel |
The map is a lattice of mileposts. Track runs from milepost to milepost, and what a link costs depends on the ground it crosses.
| On the map | Means | Cost to build across |
|---|---|---|
| Small dot | Plain | 1 |
| Ringed dot | Hill | 2 |
| Triangle | Mountain | 3 |
| Capped triangle | Alpine | 5 |
| Small red circle | Town | 3 |
| Red square | City | 4 |
| Red hexagon | Great city | 6 |
A link costs the average of the two mileposts it joins, rounded up. Crossing one of the great rivers adds 2. A sea crossing between two ferry ports costs 12 and is drawn as a dashed line.
The first two turns are survey turns: building only, with a budget of 40. Every turn after that has two phases, always in this order:
The gold button in the panel ends the current phase or turn; Enter does the same.
During a building phase, move the pointer over any milepost. The game draws the cheapest route to it from your network as a dashed line and shows the price in a chip beside the pointer. Click to lay that whole route.
Your train starts off the map. On your first movement phase, click a city on your own network to bring it into service there. From then on the mileposts you can reach this turn are circled in white; click one to run there. Hovering shows the distance and any rent.
Cities produce the goods their region really ships: wine at Bordeaux, steel in the Ruhr, timber at Bergen, olives at Athens. When your train is in a city, the goods it produces appear as chips under Your company. Click one to load it if a wagon is free.
Each waybill in hand lists three demands: a good, the city that wants it, and the fee. When you are in the right city carrying the right good, that line turns green — click it to deliver. The fee is banked at once, the waybill is discarded, and a new one is dealt.
Some cards in the deck are events, drawn when a waybill is replaced. A blizzard or fuel shortage slows every train for a round, a flood doubles river crossings, a dock strike closes the ferries, the revenue office taxes companies holding 150 or more, and a derailment empties your wagons where you stand. They appear in the traffic log in amber.
Instead of building, you may spend 20 on a works order: a faster train (14 mileposts), a larger one (3 loads), and then both. Buy capacity when you keep passing goods you cannot carry, and speed when the train spends whole turns in transit.
A company wins at the end of its turn when both conditions are true at once:
The panel shows every company's cash and great-city count, so you can always see how close a rival is.
There is no elimination and no bankruptcy. A company that overspends simply cannot build until freight income recovers, which in a tight race is loss enough. The game ends the moment someone completes both conditions.
The game saves itself in this browser after every action. Reopen it and the setup screen offers Resume saved game. Starting a new game replaces the save, and finishing a game clears it. Nothing is stored anywhere but your own browser.