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Railway Route-Claiming Game: Iron Rails | Playgridia

If you love claiming routes on a map but not unboxing and setting up, the railway route-claiming game you want is Iron Rails: collect coloured train cards, claim the routes between cities and quietly complete destination tickets nobody else can see. Free, no download, entirely in the browser; 2-4 players and the match starts in seconds.

railway route-claiming game Iron Rails — claimed colour-coded rail routes on a real-geography map
Bank the cards, claim the route, join the two cities on your ticket.

The core you love is identical

  • One action per turn: draw 2 train cards, claim a route, draw new tickets, or build a station. There is no pass.
  • Paying in colour: spend matching cards equal to the route's length; grey routes take any single colour and Locomotives are wild.
  • Secret destination tickets: you start with 3 (plus a long ticket on maps that have them) and keep at least 2. Complete one for +its value, miss it for −its value.
  • A steep points curve: 1 · 2 · 4 · 7 · 10 · 15 · 18 · 21 — the long hauls decide games.
  • Bonuses: +10 for the longest continuous path, +10 to the Globetrotter (most tickets completed), +4 for every station you never build.
  • The end: when a player's supply falls to 2 trains or fewer, everyone takes one final turn.

What's different? Five real maps, each with its own rules

This is the biggest difference: the map is not scenery. Every board ships its own rule set, and cities sit at their true longitude and latitude.

  • Western Europe (default) — 26 cities, 54 routes, 30 trains, no advanced rules. A starter board tuned for newcomers.
  • Europe — 49 cities, 96 routes, 45 trains; tunnels + ferries + stations + long tickets.
  • America — 36 cities, 100 routes; no gambling mechanics, just brutal transcontinental hauls.
  • Asia — 44 cities, 48 trains; the Himalaya forces tunnels, the Pacific rim is ferry-only — Locomotives are effectively the currency.
  • Anatolia — 38 cities, 34 trains; every inland link a tunnel, every sea crossing a ferry. Tight and vicious.

On top of that, a tunnel is a gamble (3 cards are flipped and each match demands one more card), a ferry forces a minimum of Locomotives, and a station lets you borrow an opponent's route for your ticket connections. No setup, no waiting, no physical board — add a bot (Easy/Medium/Hard) and start.

If you'd rather have sea lanes than rails

If you like claiming routes but prefer the open sea, there is a second option: Seven Sails. There you work trade routes between ports instead of rail lines, read the wind and dodge pirates.

Want the rules first? How to play Iron Rails; to pick a board, the map guide; to win, the tactics. Or just play Iron Rails free.

Third-party brand and game names mentioned are trademarks of their respective owners. Playgridia is an independent platform, not affiliated with or endorsed by them.

Iron Rails

Seven Sails

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