Chapter 01 · Handbook
The Railwayman's Handbook
What you're building, how you win, and the one loop that decides every game of Railway King.
Welcome, Stationmaster. You begin in 1830 with 60 coins and a bare table. Over the next century and a bit you will lay track, run a train, raise homes and workplaces beside the line, and try to climb the ladder of British honours from Stationmaster all the way to The Railway King.
Every figure in this handbook — costs, fares, targets, dividends — is the game's own: the same arithmetic the board runs on you each year. Learn it, and the century stops being a mystery.
A running line on the table in passthrough AR
The real app: your layout sits on your actual table, the train runs the loop, and the board grades you each year.
How you win
Your score is net worth — coins + the book value of everything you've built − debt — and the campaign is a race up a ladder of seven ranks:
| Rank | Net worth needed |
|---|---|
| Stationmaster | 0 |
| Knight of the Realm | 7,000 |
| Baronet | 20,000 |
| Baron | 45,000 |
| Viscount | 80,000 |
| Earl | 125,000 |
| The Railway King | 180,000 |
The clock is the in-game calendar. A competent player who keeps building reaches Railway King around the year 2000; an aggressive optimiser gets there earlier; a line that stops building never makes it at all. The earlier your coronation, the better your run.
The core loop
Every game is the same engine underneath:
- Lay your track. The engine sets off on its own as soon as the rails form a line, and it'll even roll on empty track (it just won't earn until there are passengers). A closed loop runs best: the train circles it nonstop at full speed, while an open line is slower — it shuttles back and forth, reversing at each dead end.
- Raise homes and workplaces within 2 cells of your stations. Homes supply commuters; workplaces and parks give them somewhere to go. Trips are fares.
- Each fiscal year the board grades you on your operating ratio (running costs ÷ fare income). Beat it and you draw a dividend; miss it and you get nothing.
- Costs rise over the century (unionisation, nationalisation, the oil crisis) while fares never inflate. A line that stops growing is slowly overtaken and bleeds out.
- Reinvest dividends and fares into denser buildings, a bigger train, more land — and climb the ladder before the cost treadmill catches you.
That last point is the whole game in one sentence: a static railway is designed to die. The chapters that follow are about how to outgrow the treadmill instead of coasting into it.
The century at a glance
Time speeds up as you go — early years crawl, later years fly by:
| Era | Begins | Years per fiscal period | Demand cap | Board's ratio target |
|---|---|---|---|---|
| Steam Age | 1830 | 2 | 20 | 0.65 |
| The Grand Expansion | 1855 | 3 | 45 | 0.60 |
| Electric Age | 1905 | 4 | 100 | 0.55 |
| Modern Age | 1960 | 6 | 200 | 0.50 |
The free demo plays the whole Steam Age and gates at the boundary into 1855.
Read on for the board's requirement — the operating ratio — and exactly how to beat it.