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A solitaire roll & write dice management game of building railways.

A railway building game consisting of 18 turns, in each of which you fill two hexes with passenger (blue)
and goods (red) railway lines. You will also end up with forests (neutral) and spoil heaps (negative) as
you try to manage the four blue and three red dice.

Components
Gamesheet Four blue dice

Three red dice

Blue, red and neutral- Optional: Dice of


coloured pens or pencils a neutral colour

Gamesheet
1a, 1b, 1c - Outer hexes
During setup you will place
one station and one factory
in each of these groups of
hexes.
2 - Inner hexes
During setup you add
passenger and goods lines
to the central station.
During the game you fill
the map with railway lines,
stations, factories, forests
and spoil heaps.
3 - Compass
The compass is an aid to
laying railway lines. The
numbers on the dice
indicate which sides of a
hex the line connects to.
4 - Dice storage areas 5 - Dice modifiers 6a, 6b - Scoring
Since the dice may change You may use dice to purchase You may use dice to purchase
colour due to a modifier, it modifiers to enable you to reroll, additional points, which are
may be helpful to place the change dice values or colours, or recorded in 6a.
dice in these boxes after use additional dice. You begin The scoring boxes in 6b are for
rolling. You can then move the game with one reroll, one of passenger lines, goods lines, spoil
a die from one box to each value modifier and one heaps and the total.
another if necessary. colour modifier.

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Overview
Each turn you will fill exactly 2 hexes. Passenger line
You use the blue dice to place blue passenger lines & station
Spoil heap
and stations and the red dice to place red goods
lines and factories. These will be the major source
of points at the end of the game. Sometimes you
will have to place forests, which do not score, or Forest
spoil heaps, which lose points.
It takes 2 dice to create a railway line that crosses
a hex, or 3 or more dice to create a junction.
It takes 3 dice to create a station or factory that
will be a terminus, or 4 or more dice to create a
station or factory that may be passed through. Goods line
Junction
It takes 1 die to create a forest. & factory

Spoil heaps are placed without having to spend a


die.
Dice may also be used to purchase future dice
modifiers or additional points.

Setup
Roll one blue and one red die. Example: +1 +1 +1
If you roll a double, add 3 to one of the dice
(your choice), looping around from 6 to 1 if
necessary. You roll a double 5. You must change one of the dice
to a 2. You select the red die for this.
In the first group of outer hexes, marked 1a in the
Gamesheet section on the previous page, place a
A factory is placed in
station in the outer hex corresponding to the
the 2nd outer hex,
number on the blue die, counting hexes clockwise.
counting clockwise.
Add two blue passenger lines to connect the
Goods lines connect
station to the nearest two inner hexes.
the factory to the
Do the same thing for the red die, placing a nearest inner hexes.
factory and two red goods lines in the hex
corresponding to the red die.

Repeat this whole process for outer hexes 1b and


A station is placed in
1c, rolling the dice and placing a station and a
the 5th outer hex.
factory, with railway lines, in the corresponding
Passenger lines
outer hexes. You should end up with 3 stations
connect the station to
and 3 factories.
the nearest inner
hexes.

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Setup (continued)
Roll all seven dice.
You may use dice modifiers if you wish (see
section Using Dice Modifiers below).
Select one or more dice with non-matching
values. For each selected die, draw a line in the You roll as above. You can't use the
corresponding colour from the central station to second 1 or 3 to draw lines and
the hex edge matching the value of the die, decide not to use the 6.
according to the compass. You draw blue lines in positions 1
and 3 and red lines in positions 4
and 5.
Use the remaining dice to purchase dice modifiers
and/or points (see sections Step 4a - Purchase
Dice Modifiers and Step 4b - Purchase Points,
page 8).

You use the blue 3 to purchase a +1 modifier; the red 6


to purchase a ­1 modifier; and the blue 1 to fill a box
that will count towards claiming a point.
Finally, assign a points score to each station and
factory, giving one station 4 points, one 5 points
and one 6. Likewise assign 4, 5 and 6 points to
the factories .

Turn Sequence
The game consists of 18 turns. Each turn you:
1. Roll and optionally modify the dice.
2. Select the primary and secondary hexes.
3. Use the dice to draw railway infrastucture, forests or spoil heaps in the hexes.
4. Use any remaining dice to purchase dice modifiers or points.

Step 1 - Roll the Dice


Roll all 7 dice. You may wish to place the dice in Example:
the appropriate coloured boxes below the map on
the gamesheet.

Using Dice Modifiers


You may use any available dice modifiers. You begin the game with one of each dice modifier except for
additional dice. Modifiers with a dotted outline are not available until you have used dice to purchase
them. You may not use a modifier in the same turn that you purchase it.
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Using Dice Modifiers (continued)
After you use a modifier, cross it out so that it may not be used again. There is otherwise no limit to the
number of modifiers you may use in a turn.
Reroll Example:

Reroll any or all of the dice once.

You reroll the blue 1, 3 and 4 and get 2, 3, 6.

Add 3 to a value Example:

Add 3 to the value of one die. The value cycles


around from 6 to 1, so 4 becomes 1, 5 becomes 2
and 6 becomes 3.

You convert the original blue 3 to a 6.

Add 1 to a value Example:

Add 1 to the value of 1 die. The value cycles


around from 6 to 1.

You convert the original blue 3 to a 4.

Subtract 1 from a value Example:

Subtract 1 from the value of 1 die. The value


cycles around from 6 to 1.

You convert the original blue 1 to a 6.


You may use any of the above modifiers on any additional dice included this turn. You may find this
easier to track if you use extra physical dice of a neutral colour. If you wish to reroll an additional die
but do not have any extra dice, use one of the original seven dice, remembering its original value.

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Change the colour of a die Example:

Change a blue die to red or vice versa. To help


keep track of dice colours, you may wish to use
the coloured boxes on the gamesheet.

You convert the original blue 6 to a red 6.

Add a die Example:

Include an additional die of the indicated value.


The die may be used as a red or a blue die as
desired. Additional dice may also be used to
purchase points.
You add a blue die of value 4.

Step 2a - Select the Primary Hex


On the first turn, the primary hex must normally Example:
be adjacent to the central station. Starting from
On subsequent turns, you must normally select the hexes
the primary hex as follows: highlighted
Start from the primary or secondary hex from the with red, any
previous turn. of the
Select an empty inner hex that is in a straight line hexes
in one of the six compass directions from the marked with
starting hex. a yellow
The primary hex must be adjacent to a previously highlight may
filled inner hex. (The central station counts as be selected.
previously filled).

If you cannot or do not wish to select a hex using Example:


the above rules, pick any empty inner hex but fill You select the
it with a spoil heap. This will cost 5 points at the hex marked
end of the game. with a
yellow
highlight
and fill
it with a
spoil heap.

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Step 2b - Select the Secondary Hex
You must normally select an empty inner hex that Example:
is adjacent to the primary hex. Having selected the hex marked
with a yellow highlight as the
primary hex, you select the hex that
is highlighted with green as the
secondary.

If you cannot or do not wish to select an adjacent Example:


hex, pick any empty inner hex but fill it with a You select an empty
spoil heap. This will cost 5 points at the end of hex that is not adjacent
the game. to the primary hex
so must fill it with a
spoil heap.

Step 3 - Fill the Hexes


Rails
Each die represents the end of a rail at the side of Example:
the hex indicated by the number on the die. You You use a blue 1 and a blue
need at least two dice of the same colour to make 5 to draw a blue rail
a complete line. connecting sides 1 and 5.

For each additional die of matching colour, add Example:


an extra rail that connects from the side indicated You use a blue 1, 5 and
by the die to one of the previous numbers. This 6. You use the 5 with both
allows you to form junctions. the 1 and the 6 in order
to create a junction.

Stations and factories


To create a station or factory requires at least Example:
three dice of the appropriate colour, blue for a You use two blue 5s
station or red for a factory. Two of the dice must to create a station
be a pair. The pair of dice indicates the hex side connected to side 5,
that the rail will connect to, and another die of plus a blue 4 for the
the same colour gives the points value. score.
For each additional die, add an extra rail that Example:
connects to the side indicated by the die. You add a blue 1 to
convert the terminus
into a through route.

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Mixed rail types
Blue and red rails may be placed in the same hex, but may not meet except at a station or factory. A
passenger route may never use goods rails, or vice versa.
You may use blue and red dice in the same hex in Example:
order to make lines that cross over. You use a blue 1 and 4 and
a red 3 and 5. This creates
two separate lines that do
not meet.

Passenger rails may connect to or pass through Example:


factories and goods rails may connect to or pass You use three blue 5s
through stations. to create a 5 point
station connected to
side 5. A red 3 is also
used to connect a
goods line to side 3.

Blue and red lines may never be connected to the Example:


same hex side or be connected to each other The following are not
within the same hex. allowed.

Forests and spoil heaps


You may spend one die of any value to fill a hex Example:
with forest. You use a red 4 to draw
a forest.

If you cannot or do not wish to use a die to fill a Example:


hex, you must fill it with a spoil heap. This will You draw a spoil heap without
cost 5 points at the end of the game. spending a die.

Adjacent hexes
You may place rails that do not connect to rails of Example:
matching colour in adjacent hexes. The following are all
legal placements.

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Step 4a - Purchase Dice Modifiers
At the end of your turn, you may use any remaining dice to purchase dice modifiers for use in future
turns. When you purchase a modifier, draw a solid line on the dotted outline.
To purchase a modifier that changes the value or Example:
colour requires a single die of either colour with
one of the two values shown above the column.
For example, you may use a 1 or a 6 to purchase a
reroll.

You use a red 2 to purchase a +3 modifier and a blue 6


to purchase a colour change modifier.

To purchase an additional die requires a pair of Example:


dice with the corresponding number. The colour
of the dice does not matter.
The three additional die icons with question
marks may be used for any value. Overwrite the
question mark with the number of the double
used to claim the additional die.

You use a pair of 2s to purchase an additional die of


value 2.

Step 4b - Purchase Points


You may use any remaining dice to fill the boxes Example:
on the scoresheet. For each die of any value or You use a blue 3 and a red 4 to
colour, fill one box. Each complete row of two fill two boxes, which will give you
boxes filled will be worth 1 point at the end of the a point at the end of the game.
game.

Game End
The game ends after the 18th turn, when all 37 inner hexes should be filled.

Scoring
Purchased points Example:
For each completed row of two filled boxes, score You score 4 points for 9 filled boxes.
1 point.

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Scoring (continued)
Blue passenger lines
Example:

For each station that is connected by a continuous


blue passenger line to at least one other station,
score its points value.

The value 2 station does not score because it does not


connect to another station. The other stations score a
total of 23 points.

Select a single blue passenger line that connects at In the example above, you select the route that
least two stations. It must be possible for a train to connects the stations of value 6, 4 and 4. This scores 3
make a journey along the line without backing points. The value 5 station does not count because it is
up. The line may form a loop. on a branch line.
Score 1 point for each station on this route.

For the line chosen in the previous step, score 1 In the example above, the 6 ­ 4 ­ 4 route covers 4 hexes
point for each hex passed through, including end and scores 4 points. The extra line after the second
points. Both outer hexes and inner hexes are value 4 station does not count because it does not link
counted. to another station.
If the line forms a loop, score double. It must be Examples:
possible for a train to travel continuously around The loop on the left
the loop without having to reverse. would score 4 x 2 = 8
points. It doesn't
matter that it passes
through a factory.

The lines on
the right do not
form a
continuous
loop because of
the junction.
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Scoring (continued)
Red goods lines
Example:

For each factory that is connected by a


continuous red goods line to at least one other
factory or to a station, score its points value.

Every factory is connected either to a factory or to a


station. The total is 17 points.

Find your single largest group of connected In the example above, the largest group is 3 factories.
factories. Factories are considered to be This scores 6 points.
connected if there is a red goods line joining
The goods line passes through the value 4 station, but
them, whether or not a train would be required to
the station itself does not count towards the total. The
reverse over a junction.
value 6 factory is not connected to the rest of the group
Score the group according to the above table. So, because a goods train may not use a blue passenger
for example, a group of 7 factories would score 42 line.
points.
It is theoretically possible to connect more than
10 factories. In general, for n factories score
n x (n - 1) points. For example, for 12 factories
score 12 x 11 = 132 points

Spoil heaps

For each spoil heap, lose 5 points.

Total

If you scored 150 or more you win. In more detail, you can rate your score as follows:
0 - 99 Dire 160 - 179 Good
100 - 119 Bad 180 - 199 Great
120 - 139 Poor 200 - 219 Excellent
140 - 159 Fair 220 + Outstanding

Credits
Rolling dice and pencil icons sourced from game-icons.net

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