Edelweiss: Alpine Country (retheme of 30 rails)
Tourists and visitors from around the world want to see the beauty of the Swiss Alps. You goal is to build
a network of scenic train routes through the mountains that can showcase the area’s majestic beauty.
Setup:
1. Roll d6 for each row and make a small mark for each roll. After rolling for all 6 rows, make 5 into
mountain peaks and 1 into a bonus scenic mountain pass space that provides a bonus 2pt/route that
passes through the pass, which affords passengers with a breathtaking panoramic view.
2. Pick an open space orthogonal to a mountain peak and draw a mountain chalet. Then pick 2 of the
other 4 mountain peaks to have snow caps (Matterhorn, Mount Blanc – or pick your other favorite
Swiss peaks). Complete routes that pass by snowcapped mountains earn 2 points per snow cap.
3. Roll d6 and pick spot for a mountain village station based on die roll, repeat for a total of three rolls
and then pick location of the 4th village station without rolling the die on the remaining side. One
station per side of the square board. Make sure to number these stations for final scoring.
Game play:
Roll white die to determine row or column. Roll colored die to determine what to add to your alpine
landscape. You can add track or add alpine wildlife to your landscape for your riders to enjoy. Track can
be rotated as well as flipped/mirrored when placed.
1 2 3 4 5 6
Curve Straight Double curve Bridge cross Split curve Straight curve
Alpine Flower Red deer Ibex goat
Track Upgrades
There are three one-time actions that can be used on any turn. Multiple track upgrades can be used in
one turn. They must be used with current roll. Once used, mark a single slash through them. They count
as negative points at the end of the game; each equal to the number of upgrades used. Adding track
(curve/straight) can create new track types.
○ Move a track: (make white location die wild) – (cannot use this to move a nature item)
○ Add a curve: (cannot add a curve to bridge cross)
○ Add a straight: (if you add a straight to a straight – it becomes a bridge cross, and a bridge cross
and a straight curve do not have room to accept an additional straight track)
○ Dig a tunnel: a mountain becomes a wild pass-through space; connecting all 4 sides in any
direction. It requires overtime to be built and needs an unused chalet connection. Mark an X in
this space when activating/using this track upgrade
Overtime
Overtime = once you connect a station to the chalet, circle the station. This provides housing for your
workers on that line and now unlocks the ability to copy any 1 of the first 3 upgrades that have already
been used – and also allows you to dig a tunnel. To mark overtime, mark as single slash through the
upgrade again, making an “X.” Multiple overtime actions can be used in one turn.
Worker Housing
Instead of using a dice roll to place track or add wildlife – use dice rolls to build worker housing (and hire
workers) next to stations that are connected to the chalet (thematically – you need some village tax
revenue/success before attracting and hiring workers. Each connected station can accommodate 1
worker housing. Must be placed adjacent to the station outside the 6x6 board area. White die determines
the space. note: for a station placed on a 1 or 6 location, there is only one space (2 or 5) in which
housing can be built. Colored die determines the number of workers at a cost of -2 points/hired worker
(so ranging from -2 to -12 points per housing). Workers allow you to adjust the pip on a dice roll at one
worker/pip, and can adjust 1 ßà 6. Unused workers are worth nothing at the end of the game. Draw a
small house in the space leaving space for tick marks, then write the number of workers that the colored
die provides inside the house (i.e. number of workers hired). As workers are used, draw tick marks next
to the house in the space to keep track of how many workers have been used. When a dice roll is used
to build worker housing, then players may end up with gaps or spaces with nothing in them (track or
wildlife). These spaces with nothing in them are gaps and are count as -2 points/gap.
Dead ends, Fragments, Gaps & Workers
Each dead end connected to a station and/or the chalet count as -2 points at the end of the game. Dead
ends are defined as ends that happen within the grid play area and at the edge as well. Fragments of
unconnected track also count -2 points/space with fragment of track. A gap as a result of building worker
housing also count as -2 points/space. For multi-player games, you may be able to build worker housing
and completely fill you board if all other players also build worker housing. Hired workers cost -2 points
per hired worker.
Game end
In multi-player game, game ends when one player fills their board area. In solo game, game ends after
30 rolls – so if worker housing is used, then there will be 1 or more gaps on your player board depending
on how much housing is built.
Scoring
Only score complete routes. Complete routes link two village stations or a station to the chalet. And
cannot double back on curve section, i.e. no hard turns. Incomplete routes count as negative points.
● Track length = 1 point/square on complete routes.
● Tunnel = 1 point per complete route that goes through a tunnel.
● Scenic pass = if a complete route goes through the scenic pass space, gain +2-point bonus. If a
route does NOT pass through the desired scenic pass, lose 3 points.
● Snow caps = 2 points/snowcapped peak that is orthogonally adjacent to a complete route.
● Mountain chalet = count the numbers of routes that connect to the chalet and score appropriately.
● Nature: All items in groupings of the same type of nature alongside a complete route score. A
grouping must be orthogonally adjacent to score although only 1 item needs to be orthogonal.
○ Alpine flowers = 1 point/flower
○ Red deer = 2 points/deer
○ Ibex goat = 3 points/goat
● Upgrades = of the 4 available upgrades, cost equals negative points according to the number of
upgrades used.
● Overtime = for each overtime used, circle the cost, starting from the left and add up the total cost
to calculate the total negative score.
● Dead ends, fragments, workers & gaps = negative 2 points per dead end, hired worker & space
with fragment/gap.