Historic Map Pack Nearing Completion: Variants and Villainy


The Historic Map Pack is rounding the final bend toward its December release, bringing new maps, sharper variants, and just a hint of villainy to the mix. From short lines and bust cycles to a few clever tweaks for Reginald, the rails keep getting rougher, leaner, and more interesting to run.

When I first released Rust & Revenue, I didn’t expect to still be tinkering months later. But here we are, deep in map work and gearing up for what’s next. The Historic Map Pack is officially on track for December 2025, and I’m having a blast exploring how far the system can stretch. The expansion will be available in both PNP and limited edition physical formats. Pricing is still being finalized, but the PNP version will be offered as pay-what-you-wish on itch.io.

Short Lines

Short Lines will appear in all of the maps for this pack. They represent regional railroads that lease their usage based on the president who purchases a share. Company #1 embodies these short lines, and the cost of each additional line increases by one pip. They have no president and no route of their own — they simply extend service capacity for the president who owns them. It’s an elegant mechanic that puts player ownership directly into the map. I’ve been pleased with how this plays out. If this sounds complicated, no worries — you can always treat them as standard track from the base game.

Southeast USA - More Polish Based On The Limited Edition Run

Southeast USA - More Polish Based On The Limited Edition Run

Map Work

Two new maps are 95% complete  and they are Maine and the Southeastern USA.   This map pack builds upon the art style of the limited edition physical release.  In and around producing that run, I’ve been refining these layouts iteratively, and they’re coming together nicely. The railroad history of both regions is fascinating, and I’ve tried to give each the treatment it deserves. Compared to the base game, these maps are more compact, and competition is decidedly more cutthroat.

I am next turning my focus to refining other designs I had set for this release.  Great Britain & Ireland will be featured on a single map and use ferries as licensed routes across the water, linking companies that operate on opposite shores.   The fourth map will be Germany - it will be a simpler design geared more for balanced play.   These new maps will be a bit more open and forgiving while building on the company powers introduced in the limited run.

I had considered up until recently going with my 1830 map, but I want to dedicate a complete expansion to that idea.   I have some good stuff planned.

The Bust Variant

A new optional rule set introduces an alternate end-game condition. The Bust occurs once a company fills in all of its maintenance bubbles. When that happens, that company’s stock value drops to zero, and its shares become worthless. The game ends at the conclusion of that round, with all remaining companies marking one additional maintenance bubble. This adds a push-your-luck element to the solo game and can definitely create tension (and maybe resentment) in multiplayer. Still, the railroad business was full of villainy, and I’m happy to capture a bit of that spirit here.

New Actions (Maybe)

I’m experimenting with share transfer and engine transfer actions. These mechanics are common in 18XX, but I wasn’t able to include them in the base game. I’m not yet satisfied with how they integrate, particularly when scripting them for solo play. My hope is to include them as a variant once they feel natural and well-tested, but they may be held back for a later expansion if they don’t yet fit cleanly.

Updating Reginald’s Script

A few small additions are being made to give Reginald a bit more flexibility.  When the build AND engine pools are exhausted, he now attempts to bypass an existing line or, if blocked, earns a small presidential bonus. It’s a simple tweak that keeps the automa active through the endgame. Coupled with slightly randomized turn order shifts between Xavier and Reginald, the solo experience feels more dynamic and less predictable.

Looking Ahead

Once all that is done, the game will be released in a manner similar to before - if it ain't broke, don't fix it.   A few physical copies of the first print run remain for anyone who’s been on the fence about picking one up. Once they’re gone, that’s it for this edition.

I’ve been absolutely delighted by the support - the game has found its way into retail stores and collectors’ mailboxes around the world. It’s been quite the ride, and I look forward to thoughtfully adding content and exploring new designs in the months ahead.

Thanks for following along and keeping the trains running!

Jack

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