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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
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
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.
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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).
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.
4
Change the colour of a die Example:
5
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.
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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.
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.
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.
8
Scoring (continued)
Blue passenger lines
Example:
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:
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
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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