Middle Ford - Weekly Map #4
Welcome! It’s been great seeing players explore new setups each week, and Middle Ford continues that tradition with a layout that rewards careful timing and contested expansion.
This week’s random map, Middle Ford, is all about friction and timing.
The center is open but ringed with high-cost links, which forces players to plan their breakthroughs carefully. Companies 4 and 6 start uncomfortably close, pushing them into early clashes in the north and east. By contrast, Company 1 has breathing room, but it will need to stretch quickly to stay relevant.
The southern half is more forgiving, with Company 3 sitting on a web of mid-range routes that can turn it into a strong hub-builder. Company 5 looks safe in its corner but risks getting bottled up unless it times its expansions well. Company 6 has some of the cheapest exits on the map, though most paths run directly into contested territory.
Short cheap builds give early flexibility, but sooner or later someone has to cross the “5” barriers - and that’s when the map opens up in unpredictable ways.
Happy Railroading
Files
Get Rust and Revenue
Rust and Revenue
Solo homage to 18XX and cube rail games. Compete against two automated rivals using a single-page sheet and four dice
| Status | Released |
| Category | Physical game |
| Author | Jack Neal Games |
| Tags | Board Game, economic, Railroad |
| Languages | English |
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