



Railways of the Lost Atlas: Landmarks of the Lost Atlas
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Four modules. Infinite combinations. And each time, someone discovers that the metropolitan transit company can be used to ruin others' plans better than any direct action.
WHAT IT'S ABOUT
When the Lost Atlas gets even deeper
Kevin Delger and Jacob Schacht take Railways of the Lost Atlas into uncharted territory with this modular expansion. Landmarks of the Lost Atlas is not just a simple add-on: it's four independent systems that you can activate individually or combine as you wish. Art and design remain in the hands of Studio Delger, who created components visually integrated with the base game.
At the table, you add Landmarks that modify strategies in specific map areas, the Metropolitan Transit Department as a manipulable neutral corporation, Events that temporarily overturn the rules, and new Minor Companies and Major Corporations. Each module introduces additional tactical layers without weighing down the basic system. The result is an 18xx that scales in complexity according to your setup choices.
What they're saying abroad
An expansion that increases depth without unnecessarily complicating the system.
— FroGames
The modules work perfectly even individually. A rare freedom in 18xx expansions.
— FroGames
Railways of the Lost Atlas: Landmarks of the Lost Atlas
The four modules
What's in the box
Landmarks
Permanent structures on the map that modify local strategies. A well-placed Landmark changes the value of entire regions and forces players to rethink optimal routes.
Metropolitan Transit Department
A neutral corporation controllable by all. You can use it to your advantage or to sabotage others. It quickly becomes the center of tactical maneuvers.
Events
Cards that temporarily alter the game rules. An Event can render your established strategy useless or open unexpected tactical windows.
New Companies
Minor Companies and Major Corporations with new abilities. They increase variety in the initial draft and open alternative strategic builds.
Recommended sleeves 116 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 44 × 67 mm | 84 |
| 70 × 120 mm | 32 |
| Total cards | 116 |
In a few hours, you'll realize that the Metropolitan Transit Department is the most insidious weapon ever introduced in an 18xx game. And you won't be able to play without it again.
Come si gioca
Video dimostrativo di gameplay.
A game in five acts
What happens at the table
Not the rules. The experience.
Which modules do we activate?
Before even starting, the group chooses which combination of modules to use. Some want everything, others prefer only Landmarks. Even at this stage, you understand what kind of game it will be. Tension rises when someone proposes activating Events.
Landmarks change the map
The first companies begin to build, and suddenly the Landmarks on the map become contested objectives. That area that seemed marginal is now worth gold. Those who studied the setup have an immediate tactical advantage.
The Metropolitan Transit Department enters the game
Someone uses the neutral corporation to block a crucial route. The others immediately understand that the MTD is not optional: it's a weapon. Temporary alliances form and dissolve around the control of this shared resource.
An Event overturns everything
The Event card drawn changes a fundamental rule for the next rounds. Those who had built a solid strategy must now adapt on the fly. Some improvise brilliantly, and some collapse. This is the moment you remember later.
Final scoring with surprises
Scores are revealed, and someone discovers that a Minor Company taken almost by chance gave them the decisive points. The module combination produced a game no one had predicted. Someone is already thinking about which setup to try next time.
How to play
The flow of each round (unchanged from the base game)
Landmarks of the Lost Atlas does not change the turn structure: it adds options and consequences.
You buy and sell shares. With the new Companies, choices in the initial draft become more nuanced. Active Events can modify costs or benefits.
Companies operate: they build tracks, place stations, run trains. Landmarks on the map modify route values. The MTD can be activated for neutral or tactical actions.
Share values are updated based on profits. The new Major Corporations have abilities that can influence this moment in unprecedented ways.
If you have activated the Events module, draw and resolve the card. If there are Landmarks involved in completed routes, apply their effects. These layers add to the basic mechanics without replacing them.
Why it's different from other expansions
Six elements that make a difference
True modularity
You are not forced to use all modules. You can activate only Landmarks for a more strategic game, or only Events for more chaos. Every combination is balanced and produces a consistent experience.
The neutral corporation as a tactical weapon
The Metropolitan Transit Department is controllable by anyone, but belongs to no one. It becomes the center of indirect maneuvers: you can use it to unblock your own route or to close an opponent's. It's the most interesting social layer ever added to an 18xx game.
Landmarks that redefine the map
These are not just static bonuses. Landmarks change the strategic value of entire regions of the map. A marginal area can become a primary objective. Those who study the setup have a real advantage.
Events that break routines
Event cards introduce temporary rule changes. They are not narrative twists: they are mechanical modifiers that force tactical adaptations. Those who can improvise brilliantly win, those who are rigid collapse.
New Companies with distinctive abilities
The new Minor Companies and Major Corporations are not cosmetic variants. They have abilities that open alternative strategic builds. The initial draft becomes more complex and choices more nuanced.
Scalable complexity
This expansion is not "harder": it is as deep as you want it to be. You activate one module at a time and gradually increase the challenge. It works for those who want just a touch of variety, and for those seeking maximum tactical complexity.
How it ends
How to win (and how to lose everything)
Victory conditions remain those of the base game, but modules add paths and pitfalls.
Victory
- You accumulate the highest total value in shares and liquidity, leveraging the abilities of the new Companies
- You control strategic Landmarks that maximize the profits of your main routes
- You use the Metropolitan Transit Department to block others while completing your optimal network
Economic elimination
- An Event hits you while you are overexposed on a rigid strategy and cannot adapt
- Others use the MTD to close your crucial routes, and your trains run empty
- You underestimate the Landmarks and build a network that doesn't take advantage of the most powerful bonuses on the map
Landmarks of the Lost Atlas is for those who have already played the base game and want a richer system without invasive additional rules. Each module adds depth, not weight.
Frequently asked questions
FAQ about Railways of the Lost Atlas: Landmarks of the Lost Atlas
Is it mandatory to use all modules together?
No, quite the opposite: the strength of this expansion is its modularity. You can activate a single module (e.g., only Landmarks) or combine them as you wish. Every combination has been tested to work in a balanced way. We recommend introducing them one at a time if you are new to the expansion.
Does the Metropolitan Transit Department complicate the game much?
It adds a tactical layer, not procedural complexity. The MTD rules are simple to explain in 2 minutes, but strategic use requires experience. It's a neutral resource manipulable by everyone: it becomes a powerful indirect weapon in the hands of those who know when to activate it.
Do Events make the game too chaotic or random?
It depends on the group. Events introduce controlled variability: they temporarily change a rule, but they don't overturn the game with a single stroke of luck. They are more like tactical weather conditions than narrative twists. If your group hates unpredictability, you can simply not activate that module.
How many games does it take to master all modules?
If you know Railways of the Lost Atlas well, one game per module is enough to understand the basics. To master them all together, it takes 3-4 games: each combination of modules produces different dynamics and requires strategic adaptations. It's an expansion that rewards the long term.
Is the expansion available in Italian?
No, this edition is in English. The texts on the cards (Events, Companies) require a good understanding of the language. The mechanics are integrated with the base game, so if you already play Railways of the Lost Atlas in English, you will have no problems.
Railways of the Lost Atlas: Landmarks of the Lost Atlas is a modular expansion for the train and economy game designed by Kevin Delger and Jacob Schacht, published by Asterisk Games. For 2-5 players, ages 14+, duration 60-300 minutes. It introduces four combinable modules: strategic Landmarks on the map, the Metropolitan Transit Department (neutral corporation), dynamic Events, and new Minor Companies and Major Corporations. Mechanics: auctions, investments, network building, stock holding, tile placement, variable powers. English expansion for fans of 18xx and complex economic games. Available on FroGames.it.

Railways of the Lost Atlas: Landmarks of the Lost Atlas
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