
- BGG rank
- BGG #137
- BGG rating
- 7.7
Keyflower
- 2–6 players
- 90–120 min
- Complexity 3.3/5
- 2012

Rules assistance for Maglev Metro: Ghost Train & The Outback
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Maglev Metro: Ghost Train & The Outback is an expansion for Maglev Metro released in 2026 for 1–4 players, 60–90 minutes per game, and ages 15 and up. It was designed by Ted Alspach and its main mechanics are Set Collection, Tile Placement, and End Game Bonuses.
Welcome to the World of Tomorrow! State-of-the-art magnetic levitation technology has allowed for newer, faster, and stealthier transportation for both humans and robots. Civilization is expanding to modern cities across the globe, distant planets, and even into the quantum realm. Only one maglev railway company can lead the 22nd Century to a bright new dawn! This expansion includes a double-sided triple layered map with Ghost Train on one side and The Outback on the other. The Outback is a modular map with millions of possible maps; unlike other expansions in the Maglev Metro series, the map is built during the game! GHOST TRAIN EXPANSION Ghosts roam around freely on Skull Island. You must Summon them onto your Ghost Train and deliver them into the afterlife. Beware. Skull Island is full of cracks, making it difficult to traverse for both trains and spirits! THE OUTBACK EXPANSION The Outback needs to be explored! Build the map as you play! Determine which stations should be placed where and how close (or how far). If you don’t forge your future in The Outback, your competitors will! —description from the publisher
Maglev Metro: Ghost Train & The Outback supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Maglev Metro: Ghost Train & The Outback is 60–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Maglev Metro: Ghost Train & The Outback for ages 15 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Maglev Metro: Ghost Train & The Outback belongs to these categories: Trains, Science Fiction, and Transportation. Its main mechanics are Set Collection, Tile Placement, and End Game Bonuses. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Maglev Metro: Ghost Train & The Outback are: Ted Alspach. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Maglev Metro: Ghost Train & The Outback as an expansion for Maglev Metro. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Maglev Metro to use it. Check that your edition of Maglev Metro is compatible, as some expansions were revised between editions.