Full manual text
Table of Contents
Railways of the World Base Game
Versions Page 2
Introduction Page 2
Components Page 2
Rules
Starting the Game (Setup) Page 3
Playing the Game Page 4
Turns and Player Action Rounds Page 4
1. First Player Auction Page 4
2. Player Action Rounds Page 4
A. Build Track Page 4
B. Urbanize Page 5
C. Upgrade Engine Page 5
D. Deliver One Goods Cube Page 5
E. Select a Railroad Operations Card Page 5
3. Income and Dividends Page 6
Ending the Game Page 6
Game Concepts and Clarifications
Bond Certificates and Money Page 6
Major Line Cards Page 6
Recommended Player Counts Page 6
Optional Mini Expansions
Event Deck Page 6
City Rotors, Mines, Fuel Depots Page 7
Switch Tracks, Hotels Page 7
Variants Page 7
Strategies Page 8
Transcontinental Rules Page 8
Railways of the World Expansions (Map-specific Rules)
Railways of the Eastern U.S. (2005) Page 10
Railways of Mexico (2010) Page 11
Railways of Europe (2008) Page 11
Railways of the Western U.S. (2010) Page 12
Railways through Time (2011) Page 13
Railways of Great Britain (2013) Page 15
Railways of North America (2013) Page 15
Railways of Nippon (2017) Page 16
The Engines: A Bit of History Page 17
Credits for all Versions Page 18
Appendix of Railroad Baron Cards Page 19
Appendix of Railroad Operations Cards Page 21
Note: Railways of the Eastern U.S., Railways of Mexico, Railways of Europe, Railways of the Western U.S., Railways through Time, Railways of
Great Britain, Railways of North America, and Railways of Nippon are expansion maps for Railways of the World. You will need the pieces from the
Railways of the World base game or the Railways of Nippon base game to play these expansion maps. (This includes score track, track and city tiles,
bond certificates, money, empty city markers, locomotives, and first player marker).
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Designed by Martin Wallace and Glenn Drover
Original Edition: Railroad Tycoon 2005
Railways of the World 1st Edition 2009
Railways of the World 2nd Edition 2010
Railways of the World 10th Anniversary Edition 2017
Railways of Nippon Base Game 2017
Introduction
Welcome to the age of railroading! You are a railroad baron making
profits by delivering passengers and finished goods! The potential
earnings are great, but who will be the most successful?
You decide the best routes and build the track. You run the railroad
and deliver the goods, thus capturing that share of the market
for your railroad. As your network of rails expands across the
countryside, you invest in newer, better locomotives to deliver the
goods faster and farther.
Can you rewrite the annals of history and engrave your name
alongside the world’s greatest Railroad Barons?
Components
There are two base games: Railways of the World and Railways of
Nippon. The base game components are the same except where
noted.
Game Board
Each game board map will consist of the following features:
• Cities: Red, Yellow, Blue, Black, Purple, and Gray.
• Terrain: Plains, Water, Mountains, and Ridge Lines.
The Eastern U.S. and Mexico maps are included with the Railways of
the World base game and are also available as expansions. The Japan
map is included in the Railways of Nippon base game and is also
available as an expansion.
Rulebook
The Rulebook Compendium contains the basic rules necessary to play
Railways of the World, the specific rules for each of the expansion
maps, rules for additional components as well as clarifications, tips,
variants, and general strategy.
Income and Score Track
The Score Track in the Railways of the World base game can be
used with all of the expansion maps except Railways through Time,
Railways of Great Britain, Railways of Europe and Railways of Nippon
that each have their own unique Score Track included either on the
map or as a separate board.
Wooden Score Markers Income and Score Track
Players use the wooden Score Track Disks
to track their score.
First Player Marker
The First Player Marker is given to the
player who wins the Auction for 1st Player.
Track Tiles
Hexagonal track tiles
(Straights, Curves, &
Crossings) are used
to create sections of
railroad track (“links”) connecting one city to another.
• Railways of the World - 217 track tiles
• Railways of Nippon - 164 track tiles
Player Control Locomotives
Sets of 25 player-colored locomotive pieces are used to show
ownership of railroad links.
• 6 Sets for Railways of the World in Black, Green, Yellow, Purple,
Red, and Blue
• 4 Sets for Railways of Nippon in Teal, White, Orange, and Gold
NOTE: The player colors of the locomotives are not related to the Goods
Cubes or Cities in any way. The colors of locomotives merely designate
which player owns each track link.
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Rail Baron Cards
Rail Baron Cards give players secret goals for extra victory points,
usually scored at the end of the game. Each map variant has its own
set of Rail Baron Cards. See the Appendix at the end of this booklet for
more information.
Railroad Operations Cards
Railroad Operations Cards give players goals and advantages during
the game. Each map has its own set of Railroad Operations Cards.
See the Appendix at the end of this booklet for more information.
Player Reference Cards
Player Reference Cards show the Major Lines for the map on one
side and the Player Actions Summary, Costs to Build Tracks, and
Number of Empty City Markers for end game trigger on the other.
The color wheel icon is an aid when using the City Rotors Mini
Expansions. Each map has its own set of Player Reference Cards.
Engine Placards
These represent the investment in upgrading all of the locomotives
of a particular railroad by replacing an older model with an
upgraded one. All players start with a Level “l.” The number on the
card is the maximum number of “links” that a Goods Cube may be
delivered by that player.
• Railways of the World - 24 placards
• Railways of Nippon - 16 placards
Empty City Markers
Empty City Markers (ECMs) are used to track the
depletion of cubes from cities. The game’s end is triggered
after a determined number of ECMs have
been place (based on the number of players).
The game will end at the completion of the
next full turn after placing the last ECM.
• Railways of the World - 24 markers
• Railways of Nippon - 20 markers
New City Tiles
The placement of one of these tiles (aka “Urbanization”)
on a gray city represents the growth of industry within a
small city and new demand for goods. This new growth
means that the city now changes from gray to a new
color and Goods Cubes of that new color may now be
delivered to this city.
• Railways of the World - 24 tiles
• Railways of Nippon - 16 tiles
Goods Bag and Goods Cubes
(1 bag and 25 cubes in each of red,
yellow, blue, black, & purple.) These
cubes are placed in cities at the
beginning of the game and delivered
along railroad links to generate Victory
Points and income for the railroad. These “goods” represent a
share of the business in that market. Once they are delivered, the
railroad that made the delivery successfully takes that share of the
marketplace and increases its income as a result.
Money
$1,000, $5,000, & $ 10,000 bills
Bond Certificates of 1, 5, & 10
Bond Certificates represent the amount of money in thousands
of dollars issued by your railroad to raise money. When issued,
give the player money from the bank and an equal value of Bond
Certificates, which are placed in front of the player to denote the
cash value given to the player from the bank.
Special Link Tiles
(2 Hexagonal Tiles) For use in the Railways of the
Eastern US Expansion.
• These are not included in Railways of Nippon.
Rules
STARTING THE GAME
Board and Component Set Up • Select the map you wish to play and place it in the middle of the
table where all can see and reach it.
• Place the Goods Cubes in the goods bag. Randomly draw and
place a number of Goods Cubes in each city equal to the number
printed on that city. (In a 2 or 3-player game, check the chart for
recommended cube reductions on page 8). However, no city may
start the game with less than one Goods Cube.
• Place the New City tiles face up in a pile by the side of the map.
• Place the Track tiles by the side of the map.
• Place the Bond Certificates face up in piles of the same value.
• Place the Money to one side to form a bank.
• Count out the Empty City Markers needed based on the map and
player count being used and return the rest to the box.
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Set Up Railroad Operations Cards
• Take the Railroad Operations deck and sort out all of the "start"
cards marked with a yellow "S" in the bottom left-hand corner.
• From these “start” cards, sort out the cards with Service Bounty
in the title, randomly select 4 of them, and return the rest to the
box.
• Now place these 4 cards and all of the remaining “start” cards as a
face up display next to the game board.
• Finally, shuffle the remainder of the Railroad Operations deck,
draw cards equal to two times the number of players, and add
them to the face up display.
• TIP: Overlap the cards of the same type to conserve table space.
(Hotels, City Growth, New Industry, Service Bounties, etc.)
Turn Phases Track and Marker
• Place a spare Empty City Marker on the first space (Gavel) of the
Turn Phases track on the map to track each turn’s phases.
• The Gavel icon is a reminder for the First Player Auction phase.
• The Circles with the numbers 1-3 track the 3 rounds of player
actions.
• The money icon is a reminder for the Income and Dividends
phase.
• The card with a flip symbol is a reminder to turn over a new
Railroad Operations card to the tableau at the end of the turn.
PLAYER SETUP
• Each player is dealt two Railroad Baron cards and chooses one to
keep in front of them facedown. The other is discarded from the
game without being revealed.
• Each player chooses a color and takes the matching set of
locomotives.
• Each player receives a stack of Engine Placards (numbered 1-8)
to place in front of them with the Level 1 Engine face up on top.
Income Track and Score Track
The Income and Score Track is used to keep track of each player’s
points as well as the income that each player will receive at the end
of each Turn.
• Income on the track is in thousands
($1=$1,000).
• Players place their markers on the first
spot of the Income Track showing that
they have “0” income to start.
• Once a player reaches the end of the track,
move the player’s token back to the beginning of the track and
add the top number of points to their final score.
• If this occurs, the player’s income for the remainder of the game
will be the amount marked on the last space of the score track.
Use of Cash and Bond Certificates
Players start with no money!
• At any time during a player’s turn she may take one or more Bond
Certificates (placing the certificates in front of herself to show that
they have been “issued” by that player).
• For each Bond Certificate issued, the player receives $5,000 from
the bank.
• There is no limit to the number of bonds that may be issued when
cash is needed to make a purchase or pay for a bid. However, only
the bonds needed at the time may be issued.
• Once issued Bonds may never be paid off, stay with the player for
the remainder of the game, and cost the player $1,000 for each
issued Bond during the Income and Dividends phase.
• At the end of the game, each Bond Certificate a player holds will
cost them one victory point.
• Issuing Bond Certificates does not count as an action.
• There are Bond Certificates in denominations of 5 and 10 that
can be exchanged to save space.
PLAYING THE GAME
Turns & Player Action Rounds
Railways of the World is played in a series of Turns that consist of the
following three phases:
1 - First Player Auction to determine First Player
2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)
3 - Income and Dividends
1 - FIRST PLAYER AUCTION
An auction is held to determine which player will be the
"First Player" for that turn.
• The youngest player will submit the first bid of the first
Turn. Thereafter, the First Player from the previous Turn
will begin the auction in subsequent rounds.
• Bidding goes clockwise around the table.
• Players may either place a higher bid than the last bid or
pass. The minimum initial bid is $1,000.
• If a player chooses to pass they cannot re-enter the
auction at a later stage.
• Bidding continues in a clockwise direction until everyone but the
high bidder has passed.
• The high bidder pays the amount of their bid in dollars to the
bank (issuing Bonds if necessary) and takes the First Player
Marker.
• If all the players choose to pass, then the player to the left of the
previous First Player becomes the new First Player.
• Use the “Turn Order” track on the board to display the turn order
by placing the First Player’s control locomotive in the first space
with the other players placing their control locomotives on the
track in clockwise order of play.
2 - PLAYER ACTION ROUNDS
There are three rounds of player actions.
• In every round, each player may perform one action, starting with
the First Player and continuing in turn order. (You are allowed to
pass, sacrificing your action.)
• After each round, the Turn Phase Marker is advanced along the
Round Sequence Track (the circles numbered 1-3 on the Turn
Phase) and a new round of actions begins.
• Each round a player can perform any one of the following actions:
A - Build Track / Check for Completed Major Lines
B - Urbanize
C - Upgrade Engine
D - Deliver One Goods Cube
E - Select a Railroad Operations Card
A- BUILD TRACK
Players place track tiles in an effort to connect cities.
• A player may build up to four tiles in a single player action round.
• A tile or series of tiles that connect one city to exactly one
other is called a “Link.”
• When a player builds a track, the ends of the track must match up
so that the railroad forms a continuous line.
• The first tile laid must either connect to a city or to the end of an
incomplete link that the building player owns. All subsequent tiles
that are laid during that action must extend that link.
• The player must stop building if he links to another city. Note
that this means a player cannot build more than one link in a
single action.
• If a player has placed track tiles, but has not completed the link
to the second city, the track is considered an "incomplete link."
All incomplete links are removed at the end of the third round of
each turn.
• Once tracks are placed, players may not remove them except for
incomplete links that must be removed at the end of the third
round of each turn.
• Whenever track is placed, players should place a Control
Locomotive of their color on one of the track tiles to indicate
their ownership. If the link is not completed by the end of the
turn, then the track and Control Locomotive will be removed.
• The cost of each track tile built is defined by the terrain type of
the map hex it is built upon.
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link to the second city the track is considered an incomplete link All incomplete links are removed at the end of the third round of each turn Once tracks are placed players may not remove them except for incomplete links that must be removed at the end of the third round of each turn Whenever track is placed players should place a Control Locomotive of their color on one of the track tiles to indicate their ownership If the link is not completed by the end of the turn then the track and Control Locomotive will be removed The cost of each track tile built is defined by the terrain type of the map hex it is built upon 4
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Check for Completed Major Lines
The first player to connect the two endpoints of a Major Line using
only their own links (but going through any number of other cities)
immediately gains the corresponding number of points on the
Income Track. No other player may gain points for the same Major
Line thereafter.
Costs to Build a Track Tile are detailed on the Player Reference
Cards. Unless otherwise specified, costs are paid to the bank.
• It is legal to build a link from two different ends and join them in
the middle over multiple rounds of the same turn.
• Players are allowed to redirect the track tile at the end of their
incomplete link. When redirecting track, the player must pay
that hex’s track terrain cost again, and then may continue with a
normal Build Track action.
• Players can build crossover track pieces as necessary but cannot
redirect another player's track.
• The cost for building crossover tracks is the same as for regular
tracks. These may only be built when crossing over an existing
section of track, including your own. It replaces the tile in that
hex. It does not in any way connect the two sections of track and
can be thought of as an overpass.
• City Hexes only allow track to be built from hex sides with track
connection points (the small track spur/spoke).
A Complete Link!
All track pieces connect to each other as well
as to an open spot on each City.
An Incomplete Link
All track pieces connect to each other but
do not connect to one of the cities. While
a legal move, this does not complete a link
between the two cities.
Incorrect
All track pieces connect to the cities but
do not connect to each other. As a single
action, this is not a legal move.
Note!
All track pieces must be laid within complete
hexes. Partially outlined hexes, like those
sometimes found adjacent to bodies of water,
are not playable.
B - URBANIZE
• The active player pays $10,000 to the bank to place an
available New City tile on any gray city hex and adds two
random Goods Cubes from the goods bag to any other
Goods Cubes already present on the city. NOTE: There are
no red New City tiles.
• If the city being urbanized was empty, remove the ECM.
NOTE: This does not extend the game if the end game has
already been triggered.
• Each city can only be urbanized once as it will now be a
colored city and only gray cities can be urbanized.
C - UPGRADE ENGINE
• The active player may upgrade their Engine one level per
action, replacing the old placard with a new one or flipping
it as needed. This represents an investment in upgrading all
their locomotives with a better model.
• The current Engine Level is the maximum number of
links that a Goods Cube may be moved and delivered by
that player when using the Deliver Goods Cube action.
(Example: A player with a “2” Engine can deliver a Goods
Cube to a city one link or two links away, but not three.)
• The cost to upgrade to a new engine level is shown on the
new Engine Placard.
• The maximum engine level is 8.
D - DELIVER ONE GOODS CUBE
• A Goods Cube may only be delivered to a City of the same
color as the Goods Cube (a red cube must go to a red city,
etc.)
• Goods Cubes can be delivered from and through Gray
Cities. No Goods Cubes can be delivered to a Gray City
until it has been urbanized and given a color.
• The active player may move one Goods Cube from one city
to another city, thus delivering that cube to a destination.
• The Goods Cube may only be moved along complete links.
• The cube may move a number of links up to the number of
the Engine Level of the active player.
• During the Deliver Goods Cube action, the cube cannot
move to the same city twice including the cities in which it
starts and ends, nor may it travel along the same link twice.
• A cube MUST stop moving and be delivered as soon as it
reaches a city of the same color.
• Goods cubes may not be moved to a different city without
delivering them.
• When the cube is delivered, it is removed from play and
placed in the goods bag.
• After the Goods Cube has arrived at its destination, the
player determines who gains income from the delivery. Each
player gains 1 point on the Income Track for each complete
link they own that the cube traveled along. This means a
cube may be moved along links owned by other players,
who will collect the points for such movement.
• Important: The active player must own the first link a
Goods Cube is being moved along.
• If the last Goods Cube is moved out of a city, an empty city
marker should be placed in that city. (Note: The type of empty
city marker placed does not matter. If your game has different
ECM types, they are merely decorative.)
E - SELECT A RAILROAD OPERATIONS CARD
A player may select one of the available Railroad Operations cards.
The use of a Railroad Operations card does not count as an action.
Most Railroad Operations cards have a symbol in the bottom right-
hand corner. Each symbol is associated with a special rule or rules
for that card.
Green Circle: These cards cannot be selected. They give a
benefit to the first player to accomplish the goal printed on
the card after the card becomes available. Once the goal is
accomplished, the card is removed from play and placed in
a discard pile. Many of these are starting cards marked with
a yellow “S”.
Purple Diamond: This card is kept in front of the player for
the rest of the game. The ability on these cards may be used
on only 1 of your 3 player actions per turn.
Red "X": These cards are used immediately when taken and
then discarded.
Hand of Cards: Players taking these cards may keep them
until needed. Once used, the card is discarded.
Infinity Symbol: (Or no symbol on earlier versions) This
card is kept face up in front of the player and provides the
benefit of the card for the rest of the game.
Black Stars: These cards from the Mexico Deck are optional
and may be used or substituted as desired.
Golden Spike: These cards from the Railways of North
America deck are for the Transcontinental Variant.
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the rest of the game The ability on these cards may be used on only 1 of your 3 player actions per turn Red X These cards are used immediately when taken and then discarded Hand of Cards Players taking these cards may keep them until needed Once used the card is discarded Infinity Symbol Or no symbol on earlier versions This card is kept face up in front of the player and provides the benefit of the card for the rest of the game Black Stars These cards from the Mexico Deck are optional and may be used or substituted as desired Golden Spike These cards from the Railways of North America deck are for the Transcontinental Variant 5
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3 - INCOME AND DIVIDENDS
• All players now collect the amount of income shown (in
thousands of dollars) on the space on the income track occupied
by their score marker.
• Then, players must pay the "bond dividends" of $1,000 for each
Bond they have issued.
• If a player owes more dividends than they have money, they must
immediately issue more bonds to service the debt.
• Dividends are not paid on new bonds issued to service debt until
the next Income Phase.
• At this time, any link that is incomplete (does not join two cities)
is removed.
Ending The Turn
After the Income and Dividends phase
• Complete the final phase on the Turn Phase track by drawing one
additional card from the Railroad Operations deck and placing it
face up in the tableau. Then return the Turn Phase Marker to the
1st space ("Gavel") on the track to begin the next turn’s auction
for First Player.
ENDING THE GAME
Please consult the appropriate rules sections for each specific expansion
later in this manual for more details on End of Game conditions.
• The end of the game is triggered when a certain number of Empty
City Markers have been placed on the board. This number varies
based on the map being played and player count. Please consult the
rules for the map you are using for details.
• When the final Empty City Marker is placed, complete the
current turn and then play one more full turn. This means every
player gets all three actions during the turn the end game is
triggered. Then all players get another three actions each before
the game is finally over.
Scoring
When the game has ended player scores on the track are adjusted as
follows:
• All players move their markers back one space for each Bond
Certificate they have issued.
• Rail Baron Cards are revealed and scored if fulfilled. Any Rail
Baron card that requires the most, fewest, longest, etc. does not
score in the event of a tie. (See Appendix for Rail Baron Cards)
• Each point on the score track is worth one victory point.
Winning the Game
The player with the most victory points is the winner.
• In the case of a tie, the tied player with the most links wins.
• If there is still a tie, the tied player with the most money wins.
Game Concepts and Clarifications
Bond Certificates and Money: Bond Certificates are public
information. We suggest money also be public information. As all
other endgame victory conditions from Baron Cards can be tracked,
we feel money should not have an extra advantage by being hidden.
That being said, please play the game the way you and your game
group all prefer (i.e. “house rules” are allowed and encouraged).
Recommended Player Counts for Expansion Maps:
You might want to use this chart as a guide to fine-tune your
games to your preferred playing style. Smaller player counts lower
direct competition, while larger player counts will result in a more
cutthroat game. Interestingly, Railways Through Time allows you
to simply adjust the number of boards you use to achieve the same
effect.
2-Player
• Mexico
• Eastern U.S. with the Glenn Drover Variant (see page 8)
• Railways through Time
• Nippon
Major Lines Tips:
• We recommend the player completing the Major Line place
one of their locomotive markers on the chart to show they have
completed it.
• We recommend players use a set of two matching markers (such
as glass beads or flags) to mark the two ends of each Major Line
on the map so players can easily identify the routes.
Service Bounty Cities Tip
Place a small d6 on the city with the point value on top to remind
everyone the Service Bounty is available for that city. Remove the d6
once the Service Bounty is claimed.
Optional Mini Expansions-Can be used with any map
To purchase these Mini Expansions visit our website at Eagle-Gryphon.com
EVENT DECK The Railways of the World Event Deck is a 55-card deck comprised of:
• 50 Event cards • 4 blank cards • 1 instruction card
How to use the Event Deck Expansion
Near the game board, create the following “spaces” for cards:
Event Deck Future Event Current Event Discard Pile
• At the start of the game, shuffle the event deck and place it face
down in the Event Deck space.
• Draw one card from the top of the Event Deck and place it face
up in the Future Event space.
• This event will take effect during Game Turn #2 when it moves
to the Current Event space.
• If a card labeled Future Event is drawn, place it in the Discard
Pile and draw again.
• After the Income and Dividends phase, the card in the Current
Event Space goes to the Discard Pile. Move the card in the Future
Event space to the Current Event space and draw a new card for
the Future Event Space.
• Cards not marked Future Event impact the game when in the
Current Event space and those marked Future Event impact the
game when in the Future Event Space.
• Cards marked Future Event trigger when they enter the Future
Event slot. These events will NOT trigger again when they move
to the Current Event slot. There will not be an event that turn
(unless the new card for the Future Event Slot is a Future Event
and triggers).
Players should feel free to customize the Event Deck in any way they
choose. Remove cards, and/or add your own cards with the blanks.
6
3-Player
• Mexico
• North America
• Europe
• Railways through Time
• Nippon
5-Player
• Eastern U. S.
• Western U.S.
• Europe
• Great Britain
4-Player
• North America
• Great Britain
• Europe
• Railways through Time
• Nippon
6-Player
• Eastern U.S.
• Western U.S.
in the Future Event Space Cards marked Future Event trigger when they enter the Future Event slot These events will NOT trigger again when they move to the Current Event slot There will not be an event that turn unless the new card for the Future Event Slot is a Future Event and triggers Players should feel free to customize the Event Deck in any way they choose Remove cards and or add your own cards with the blanks 6 3 Player Mexico North America Europe Railways through Time Nippon 5 Player Eastern U S Western U S Europe Great Britain 4 Player North America Great Britain Europe Railways through Time Nippon 6 Player Eastern U S Western U S
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CITY ROTORS (and Color Wheel Chart)
City Rotors, originally introduced in the
Western U.S. expansion, can be used with
other maps. Use the Color Wheel Chart
found on the Player Reference Cards to aid
in planning.
• City Rotors can be used with any map and the color wheel on
the player reference cards is to help players plan in advance when
using this mini-expansion.
• Select about one quarter of the colored cities around the map and
place a City Rotor of the matching color over each. The secondary
revealed color should also match.
• Cities with Rotors always act as their base color (the color on the
upper section of the rotor) and will often provide a second color
showing through the open slice in the rotor.
• Cubes matching either color that arrive at a City Rotor must be
delivered there.
• After every delivery to the city, rotate the City Rotor clockwise
while keeping the bottom stationary to display the next color.
MINES
The Place Mine “add-on
ability” is available to each
player two times in the
game during the player action round.
• The active player may pay $10,000 to place a Mine.
• They immediately choose a gray city and begin drawing cubes
from the goods bag until they draw a cube that matches the color
of a previously drawn cube (maximum of 5 draws).
• Place the cubes drawn on the gray city, after discarding the
matching cube.
• Leave the Mine marker as it shows that this Mine is depleted and
nobody else may mine in that city.
FUEL DEPOTS
Each player begins with 4 Fuel Depot cardboard tokens (or plastic
miniatures). The Build a Fuel Depot “add-on ability” is available to
each player during the Build Track action if they have available Fuel
Depots to place.
• For an additional $5,000 the active player may place up to 2 Fuel
Depots on a single city to which he is connected, and which does
not already contain any other Fuel Depot (regardless of color). This
city does not have to be connected to the link being built.
A Fuel Depot provides the following abilities:
• When delivering through a city where you have a Fuel Depot,
you may ignore the color of that city and continue through it
by removing one of your Fuel Depots in that city back to your
supply.
• A Fuel Depot may also be used to make a longer delivery with a
smaller level engine:
• During a delivery, a player may “stop” in a city where they own a
fuel depot and end their action (keeping the cube in front of them).
• On their next action, they may continue with the delivery by
removing one of their own Fuel Depots in the city back to their
supply.
• If you do not continue with the delivery on your next action, the
cube is discarded instead.
• You can chain Fuel Depots. You must remove a Fuel Depot
each time you bypass a city color or stop in its location and then
continue the cube delivery.
• A single Fuel Depot will only allow you to either ignore the city
color or extend the cube delivery. However, you may use multiple
Fuel Depots to do both during the same delivery.
Example: • Mike has a purple cube in City A, a level 4 engine, and 2 Fuel Depots
in purple City B that is 4 links away.
• On round 1 he delivers the purple cube from City A to his Fuel Depot
in City B. He removes 1 Fuel Depot to ignore the city color and then
removes the cube from the map and places it in front of himself as he
plans to extend the delivery on his next round. (No points are scored
at this time.)
• On round 2, he removes the other Fuel Depot from City B to travel 3
more links to City C where he makes the final delivery.
• Mike now scores a total of 7 points for the 4 links from City A to City
B as well as the 3 links from City B to City C.
SWITCH TRACKS
The Switch Track “add-
on ability” is available to
each player two times in
the game during the Build Track action.
• The active player may pay $5,000 to place a Switch Track of their
color anywhere on a piece of their existing track anytime during
their track building action. (This does count as 1 of the 4 track
builds.)
• This player may now build another track segment off of this
connection following all normal track-building rules.
• This means any track placed on the new switch link must be
completed to another city before the Income Phase or it is
removed, including the Switch Track marker.
Think of the Switch Track as a 3-way connection for 3
cities. The dashed line in the illustration shows only 1 of
the possible configurations. The new link can continue
into any adjacent hex where you can legally build.
HOTELS
Players may use Hotels to mark the corresponding
city on the map to help them and other players
remember the extra income they collect when
deliveries are made to their cities!
Variants
Cube Reduction for Fewer Players: Generally, it is the case that in
a 2 or 3 player game, you reduce the number of Goods Cubes placed
in each city by one. However, some expansion maps do not require
cube reduction for fewer players. Railways of Europe was designed to
play well with fewer players and many feel Railways of Great Britain
also plays better without cube reduction.
Cube Reduction Chart:
Map 2-Player 3-Player
Eastern U.S. Reduce Reduce
Western U.S. Reduce Reduce
Mexico Don’t Reduce Don’t Reduce
Europe Don’t Reduce Don’t Reduce
Great Britain Don’t Reduce Don’t Reduce
North America Reduce Reduce
Through Time Don’t Reduce Don’t Reduce
Railways of Nippon Don’t Reduce Don’t Reduce
Cut Throat Variant for Blocking
You are not allowed to redirect your final track tile on an incomplete
link. This allows for more aggressive blocking.
First Player Auction Variant 1
On the first turn, the least experienced player goes first. Play
proceeds around the table clockwise and the player that goes second
receives $1,000, the player that goes 3rd receives $2,000 and so on.
After the first turn is completed the earlier-stated bidding rules apply
and bidding begins with the player who went first to start the game.
7
ggg
Don t Reduce Don t Reduce North America Reduce Reduce Through Time Don t Reduce Don t Reduce Railways of Nippon Don t Reduce Don t Reduce Cut Throat Variant for Blocking You are not allowed to redirect your final track tile on an incomplete link This allows for more aggressive blocking First Player Auction Variant 1 On the first turn the least experienced player goes first Play proceeds around the table clockwise and the player that goes second receives 1 000 the player that goes 3rd receives 2 000 and so on After the first turn is completed the earlier stated bidding rules apply and bidding begins with the player who went first to start the game 7 ggg
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First Player Auction Variant 2
Bidding is the same as stated in the main rules above, but the first
player to pass goes last and pays half his bid rounded up. As players
drop out of the bidding they pay half their bid rounded up which
determines the turn order (in the reverse direction of dropping out).
The player who wins the auction pays the full amount of his bid and
goes first.
Maintain this new turn order when performing the auction for the
subsequent turn.
The “Glenn Drover” 2-player variant for the Eastern U.S. map:
Neither player may build west of the mountains until one player
reaches 30 points. This makes two-player games more cutthroat.
Shorter Games: For a somewhat shorter game, lower by 2 the
number of Empty City Markers required to end the game.
Rail Baron Cards:
Alternate selection method for Rail Baron Cards: Players decide
which Rail Baron Card to keep and which to discard only after the
first Major Line is completed.
Strategies
Issuing bonds is part of the game, but too much debt can bury your
railroad. Be disciplined with the number of bonds you issue. While
it can be very tempting to build a big network and go for the long
deliveries at the very beginning, a safer strategy is to build a short
track link, deliver goods, build another short link, deliver more
goods, upgrade your engine, deliver more goods, and so on.
• Railways of the World is a game of brutal competition for
markets. Try to secure your track connections to the best cities as
soon as you can. If you wait, the other players will get there first!
• You should be on the lookout for goods that another player might
deliver before you. Deliver these “at risk” goods before others that
are “safer” (either because they are in cities that only you connect
to, or because no other player can deliver them to a correctly-
colored city).
• Early in the game, winning the auction can be very important.
Going first ensures you get your first choice of the card, the route,
or the Goods Cube that you want. However you must also watch
your expenses to avoid going too deep into debt. And if the player
just to your right places a big bid, it may be a good idea to pass,
since going second is almost as good as going first (and you’ll pay
nothing!).
• When trying to decide where to build your first links, look for
concentrations of goods of one color and the cities that take those
goods. Make sure that you build links that allow you to deliver
some goods right away (with a 1-engine), and some that can be
delivered with two links (and a Level 2 engine). This way, you’ll
get off to a good start.
• Major Lines are available from the beginning of the game. Be
aware of where they are and work to incorporate completing one
or two Major Lines into your game strategy. You may also want
to consider working to prevent your opponents from completing
Major Lines as well!
Strategy - Railways of the Eastern U.S.
• DO NOT allow a single player to dominate the Northeast on the
Eastern U. S. Map. This region is very dense with large cities; a
player left alone here will create a very powerful railroad. Two or
three players should have at least some presence in this profitable
area.
Strategy - Railways of Europe
• As a result of the smaller map and the different geography
of Europe (more mountainous) the game brings players into
competition earlier.
• There is often a land grab in the middle of the map early. This
early building needs to be balanced carefully with the number of
bond certificates issued.
• Issuing several bonds early in the game to build out your network
is very dangerous.
Transcontinental Rules
Overview: The Transcontinental Game combines the Eastern U.S.
and Western U.S. boards to form a single map of the Continental
United States. Players begin on just the Eastern board and play until
that board is well developed. At this point, the “West is opened”,
and the Western board is now available for development.
Play during the first part of the game will differ from play on the
stand-alone Eastern board as players try to position themselves for
the second half of the game by claiming territory along the western
edge of the Eastern board and backing it with a mature network.
When the Western board is opened, it will be a race to reach and
develop the most profitable areas of the west.
IMPORTANT: The “Faster Game” rules at the end of this section
are for those who wish to have a shorter game, or for those who run
out of cubes when setting up the Western Board after the Western
Phase is triggered.
Components
• Use all components of the base game of Railways of the World
and the Eastern U.S. map, except the Western Links.
• Use all components of the Western U.S Expansion.
• Trains are not limited by the physical number of pieces. You may
use an unused color or other substitutes.
• Score Track from Railways of North America.
Optional: Use 4 Starting Cards from the Railways of North
America Kickstarter (included in newer editions). These have a Gold
Spike icon on them instead of a Yellow S).
1st to Buffalo- 4 points 1st to Little Rock- 4 points
1st to Elko- 4 points 1st to Dodge City- 4 points
Set Up
Lay out the Eastern U.S. board and materials as usual, including the
Score/Income Track. You may also place the Western U.S. board if
you wish, but do not put any Goods Cubes on it until the Western
Phase is triggered.
Major Lines
5 Points - Albuquerque <-----> Memphis
4 Points - Fort Worth <-------> New Orleans
4 Points - Billings <------------> Chicago
4 Points - Denver <------------> St. Louis
Rail Baron Cards in the Transcontinental Variant
Some Kickstarter options for Railways of North America (RONA)
offered 8 to 10 Limited Edition Transcontinental Baron Cards. The
2017 printing of RONA includes 12 Transcontinental Baron Cards
(labeled with a golden spike). Because some people won't have these
Transcontinental Baron Cards, there are two options for the Rail
Baron cards:
Option 1: Do not use the Rail Baron cards from the Eastern and
Western games. Instead, give each player two of the Limited Edition
Transcontinental Baron Cards. Each player chooses one of the two
and discards the other face down.
Option 2: If you do not have, or choose not to use, the
Transcontinental Baron Cards: During setup, follow the normal
rules for the Eastern board (each player gets two Eastern U.S. Rail
Baron cards at random, secretly chooses one and discards the other
face-down). At the start of the Western phase, do the same with
the Western U.S. Rail Baron cards. Do not reveal the Eastern U.S.
Rail Barons at this time; instead reveal all Baron cards at the end of
the game as usual (and with the usual exceptions, such as George
Pullman).
Option 2 Variant: Distribute all Rail Baron cards for both boards
during initial setup instead of waiting to distribute the Western
Barons at the start of the Western phase.
8
not to use the Transcontinental Baron Cards During setup follow the normal rules for the Eastern board each player gets two Eastern U S Rail Baron cards at random secretly chooses one and discards the other face down At the start of the Western phase do the same with the Western U S Rail Baron cards Do not reveal the Eastern U S Rail Barons at this time instead reveal all Baron cards at the end of the game as usual and with the usual exceptions such as George Pullman Option 2 Variant Distribute all Rail Baron cards for both boards during initial setup instead of waiting to distribute the Western Barons at the start of the Western phase 8
---
Railroad Operations Cards in the Transcontinental Variant
Use the Eastern U.S. Deck during the Eastern Phase of the game.
When the Western Phase begins, remove any remaining Eastern
U.S. Deck cards and begin anew with the Western U.S. Deck after
removing all of the start cards.
Placing Cubes
To shorten the playing time and to ensure you have enough cubes,
place one LESS cube per city on all of the Eastern U.S. cities
(minimum of 1 cube) during initial setup. Do the same when setting
up the Western U.S. map when the Western Phase is triggered. Note
that there still may not be enough Goods Cubes. For a shorter game
or to cover situations when there are not enough Goods Cubes when
you get to the Western Phase, please see the notes at the end under
“Faster Game” elsewhere on this page.
Playing the Game – The Eastern and Western Phases
The Transcontinental Game is played out in two phases: first the
Eastern Phase, followed by the Western Phase.
Playing the Eastern Phase
During the Eastern phase, the Western map is not used. All play
takes place on the Eastern board as if the standard base game was
being played (with the optional exceptions of the Rotor Cities, and
the Western Link as noted).
• The Western Link feature is not used.
• The New York to Kansas City Major Line is valued at 15 points
(instead of 20) and does not require a Western Link.
• Rotor Cities are optional. Use of the Rotor Cities is not
recommended the first few times you play, but may be added in
afterwards, if you wish.
• Fuel Depots are only available in the Western Phase. Once the
West is opened, they may be built/used to help you make those
long Transcontinental Deliveries!
• The end of the Eastern phase is triggered when the last Empty
City Marker is placed.
• Eastern phase play continues to the end of that full turn. It does
not continue for another full turn as it does when playing the end
of the Eastern U.S. game.
Between Phases
• Play now pauses to clean up the Eastern Phase and set up for the
Western Phase.
Return Bonds
• Each player now has the option to return bonds to the bank. The
first bond returned costs the player two Victory Points; the second
bond returned costs an additional three Victory Points; and so on.
For example, returning four bonds would cost (2+3+4+5) = 14 VPs.
• Each player may choose how many bonds to return.
• This can be simultaneous, but if any players insist on a strict
ordering, it should happen in the same player order as the
previous turn.
Populate the Western board
• Remove all Empty City Markers from the Eastern board; they will
be re-used for the Western board.
• Do not otherwise change the Eastern board. Specifically, don’t
remove any cubes, track, or New City markers unless playing the
Faster Game option.
• Place the Western board adjacent to the Eastern board, and align
the southernmost three rivers.
• The river that reaches Minneapolis does not extend onto the
Western board.
• Remember to place Goods Cubes on the Western board using
the same change utilized for the Eastern U.S. map, i.e. place
one LESS cube per city on all of the Western US cities
(minimum of 1 cube).
Railroad Operations cards:
• All unclaimed Railroad Operations cards from the Eastern deck
are now removed from the game.
• Put the four starting cards from the Western deck back in the box,
unused.
Shuffle the remaining Western U.S. Railroad Operations cards and
lay out two cards per player.
Playing the Western Phase
• Players now resume playing turns as usual and may play on both
boards.
• Links may be built between the two boards.
• As usual, it is not required that a player’s links be contiguous.
• For example, players may immediately begin building on the West
Coast if they wish.
• During the Western Phase, Empty City Markers may only be
placed on the Western board and ONLY on cities that normally
start with more than one cube. The only cities that start with 1
cube are gray cities.
• Note that some gray cities do start with two cubes, however, and
can receive Empty City Markers.
• Empty cities on the Eastern board are no longer relevant and are
not counted when determining the end-of-game trigger.
• Eastern Cities may no longer be Urbanized, nor can they have
goods growth!
Ending the Game
• The Transcontinental Game ends when the last Empty City
Marker is placed on the Western board.
• Use the same number of Empty City Markers as for the Western
board alone - that is, 6 + 2 per player.
• As usual, finish the turn in which the last Empty City Marker is
placed, then continue play for one more complete turn.
Scoring
Final scores are calculated as usual.
Faster Game
These rules are for those who do not have additional cubes to play
the normal Transcontinental Rules.
• When you complete the Eastern Phase, remove all Goods Cubes
on the Eastern Map from any city without a connection (link)
built to it.
• Remove all cubes from all Grey Cities on the Eastern Map. This
will force players to “go west” for future deliveries!
• Remember that in either version, the Eastern Cities may no
longer be Urbanized, or have goods growth!
• When playing with 2 or 3 players, remember to reduce the
number of Goods Cubes placed in each city by one - to a
minimum of one Goods Cube per city.
9
turn Scoring Final scores are calculated as usual Faster Game These rules are for those who do not have additional cubes to play the normal Transcontinental Rules When you complete the Eastern Phase remove all Goods Cubes on the Eastern Map from any city without a connection link built to it Remove all cubes from all Grey Cities on the Eastern Map This will force players to go west for future deliveries Remember that in either version the Eastern Cities may no longer be Urbanized or have goods growth When playing with 2 or 3 players remember to reduce the number of Goods Cubes placed in each city by one to a minimum of one Goods Cube per city 9
---
10
Introduction
It is the mid-1800s and you are the owner of a fledgling railroad
company. The age of railroading has begun. Cities teem with
potential passengers, the countryside yields a bountiful harvest,
and countless new factories bulge with finished goods! The
potential profits are huge, but who will be the first to seize the best
opportunities? The competition will be fierce and only the smartest
and most ambitious will prosper. You call the shots. You are the
Railroad Baron!
Expansion Components
Game Board
The map is of the Eastern half of the United States of America
during the first 50 years of the railroad era (1830-1880).
Cards
See Appendix for notes on Rail Baron and Railroad Operations
cards:
• Rail Baron Cards (12)
• Railroad Operations Cards (31)
• Player Reference Cards (6)
• Special Link Tiles (2)
Gameplay
Original Edition Notes
Major Lines: The original Eastern U.S. Map was the only map
with Major Line Cards. These Major Line Cards can be removed
completely from the game to save table space. All you need is the
Major Lines Summary Card for reference. The current map now has
the Major Line Chart on the map.
Western Link
Building the Western Link represents the building of a rail network
west of the left map edge. This network will give the player access
to the great wealth of the American West. During the railroad era,
countless railcars filled with cattle and grain were transported by the
new railroads to feed the growing cities in the East (and Europe).
The city of Chicago grew and prospered as a rail center, market, and
slaughterhouse.
Build Western Link Action
• A Player who has completed a link to either Kansas City or Des
Moines is now eligible to perform the Build Western Link action
in that city as a future build action.
• To perform the Build Western Link action the player must first
pay $30,000.
• Only 1 Western Link can be built in each of the two eligible cities
- Kansas City and Des Moines.
• The player then places the “Special Link” tile in the appropriate
“Western Link” hex west of the city to which the player has
connected (either Kansas City or Des Moines) and places their
control locomotive on it.
• Four red cubes from the goods bag are added to that city.
• Going forward, all red cubes delivered from a Western Link city
to Chicago are placed back in the bag and then two new random
cubes are drawn and placed on Chicago.
Major Line: New York to Kansas City & Western Link
• The first player to connect New York and Kansas City along
with a Western Link they have built in either Kansas City or Des
Moines gains 20 points on the income track.
• If the Western Link is in Des Moines, the player must connect
Des Moines to their route connecting Kansas City and New York.
Cube Reduction Rules for 2 and 3 Player Games
In a 2 or 3 player game, reduce the number of Goods Cubes placed
in each city by one. However, no city may start the game with less
than one Goods Cube in it.
Also see the Glenn Drover 2p variant for Eastern U.S. on Page 8.
Ending the Game
The number of Empty City Markers (ECMs) that ends the game
depends on the number of players.
2 Players: 10 Empty City Markers
3 Players: 12 Empty City Markers
4 Players: 14 Empty City Markers
5 Players: 16 Empty City Markers
6 Players: 18 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
2010
---
11
2010
Introduction
It is mid-19th century Mexico. As more and more railroad
companies emerge in the US, the transportation of goods is at an
all-time high. Trading between countries is booming, and Mexico
is ready to develop its rail system for transportation of goods to the
USA. Can you build the best rail system south of the border and
control the Railways of Mexico?
Expansion Components
Game board
Cards
Note: The cards with Black Stars (Rail Barons and the Railroad
Operations) are optional and may be used or substituted as desired.
• Rail Baron Cards (12)
• Railroad Operations Cards (38)
• Player Reference Cards (4)
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players.
2 Players: 8 Empty City Markers
3 Players: 9 Empty City Markers
4 Players: 10 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
Original Edition 2008
2nd Edition 2010
Introduction
It is mid-19th century Europe. The railroads that first appeared in
England are now appearing on the European mainland. Wealth
and prestige await the person who can tap into the resources and
demands of the continent. Do you build through the rugged
mountains of Southern Europe, or across the vast expanse of
Western Russia? If you are fortunate enough, maybe you can sign a
charter agreement with a strategically located town or even a capital.
A continent awaits the Railways of Europe.
Expansion Components
Game Board
Cards
• Rail Baron Cards (10)
• Railroad Operations Cards (29)
• Player Reference Cards (5)
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players.
2 Players: 9 Empty City Markers
3 Players: 11 Empty City Markers
4 Players: 13 Empty City Markers
5 Players: 15 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
---
12
Introduction
Go West! In the mid-1800s this cry was the embodiment of the
young nation’s belief in Manifest Destiny: that the United States
should expand across the continent. While some of the early
Railroad Barons felt it was best to focus on developing the economy
in the Eastern U.S., new riches and lucrative opportunities awaited
in the Wild West. Those who had the courage to build over the
Rockies or through the Sierra Nevada and connect the East and
West joined the pantheon of railroad visionaries. Do you have the
skill to tame the West and be as successful as those who came before
you?
Expansion Components
Game board
Cards
• Rail Baron Cards (12)
• Railroad Operations Cards (38)
• Player Reference Cards (6)
Cube Reduction Rules for 2 and 3 Player Games
In a 2 or 3-player game, reduce the number of Goods Cubes placed
in each city by one. However, no city may start the game with less
than one Goods Cube in it.
City Rotors
Place a City Rotor over each of the six cities whose color matches
that of the underlying city. Rotate the City Rotor so that the
revealed color matches the City Rotor color.
For example, in San Francisco you would use a red City Rotor and set it
so that the red portion of the lower hex was showing.
For more information about City Rotors see the rules on page 7.
The recommended City Rotors for the Western U.S. expansion are:
• San Francisco
• Tacoma
• Denver
• Butte
• Salt Lake City
• Oklahoma City
Fuel Depots
Give each player the four Fuel Depots in their own color along with
the rest of their pieces.
For more information about Fuel Depots see the rules on page 7.
Optional Rules
Players may choose not to use Fuel Depots and/or City Rotors.
Players may select different cities for City Rotors, and may use them
with more or fewer than six cities.
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players.
2 Players: 10 empty City Markers
3 Players: 12 Empty City Markers
4 Players: 14 Empty City Markers
5 Players: 16 Empty City Markers
6 players: 18 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
2010
---
13
Introduction
It is the mid-19th century. Borrowing ideas from the earlier Time
Travelers, Thomas Edison has adapted his own version of the “Tesla
Chrono Coil.” With the help of the Pennsylvania Railroad, Mr.
Edison has outfitted several of their locomotives to travel through
time and assembled his own group of misfit engineers to cash in on
the profits that await. The job won’t be easy, but the profits could be
great. Are you ready to travel the Railways Through Time?
Expansion Components
40 Railroad Operations Cards
Income and Score Track Board
8 Time Period Game Boards
Each board represents a different time period.
Starting the Game
• Players begin by picking which time period boards they wish
to play with. The recommended number of time period boards
used in a game is equal to the number of players +1.
• The Income and Score Track Board is always used.
• It is recommended that players always include at least one time
period with a red city.
• Randomly place Goods Cubes in each city equal to the number
printed on that city. Unlike previous expansions, when playing
2 and 3-player games do not reduce the number of goods
placed in cities.
• Place the 4 starting Railroad Operation Cards face-up next to
the board: The Railroad Era Begins, Time Blazer, Speed Record
and Passenger Lines.
• Remove from the deck any operation cards that are specific to
time periods not used in the current game.
• Then reveal additional Railroad Operation Cards equal to
twice the number of players. As usual, at the end of each Turn,
remember to draw 1 new Railroad Operations Card and turn it
face up before starting the next Turn.
Turn Order
• Every turn begins with an auction to decide the play order. The
auction order always follows the order of the previous round.
• The first player who passes must pay half their bid (rounded
down) and place a train at the end of the Turn Order chart on
the score track.
• The next player to pass also pays half their bid (rounded down)
and becomes the 2nd to last player on the Turn Order chart.
• This continues in similar fashion until all but the player with
the highest bid passes.
• The winning bidder pays the bank his full bid and becomes the
first player for this round.
New Gameplay
Time Warps
In Railways Through Time, players may now connect to the glowing
red “time warp” hexes.
• Whenever a player connects track to a time warp hex he must
add an extra $1,000 to the cost of his build and this link is
considered complete.
• Building track from a city into a time warp hex ends a player’s
action just as it would when building city to city.
Important: In Railways Through Time, players may no longer use
another player’s tracks to deliver cubes.
• Cities merely adjacent to the Time Warps are not already
connected to them. Remember, you must have a spur/spoke
icon in the city to connect track to the city.
• When using Government Land Grant card, if the track
connects to a Time Warp, a player must still pay $1,000.
p,p,pppppppppppyyyy ppppppyyyyyy$$,,,
2011
---
14
Delivering Goods Through Time
• When a player has tracks that emerge from time warp hexes in
two different time periods, he may deliver goods freely between
those two cities.
In this example, the link travels from the purple Stone Age city to the red
Napoleonic city. This red cube delivery only requires a level 1 engine and
it is worth 1 victory point
• Goods can travel in any direction through time once players
begin building their network.
In this example, the link travels from the red Napoleonic city to the
purple Stone Age city and then ends at the blue Stone Age city. This blue
cube delivery requires a level 2 Engine and it is worth 2 victory points.
• Players may NOT use time warps to deliver cubes to cities that
reside in the same time period.
• Once a Good leaves a time period, it may NEVER re-enter that
same time period.
• Tracks built out of time warps MUST always connect to a city.
• Goods may travel through many different time periods before
reaching their final destination.
In this example, the red cube travels from the blue city to the purple city
in the Stone Age, then jumps to the gray city in Egypt, and finally lands
at the red city in the Napoleonic era. This red cube delivery requires a
level 3 Engine and it is worth 3 victory points.
Claiming Time Lines
In Railways Through Time, Major Lines have been replaced with
Time Lines. Each time period has one or two Time Lines listed at
the top corners of the board.
• Players compete to be the first to connect the two cities in a
Time Line with track on that board.
• Once a player completes his first Time Line he claims it by
placing one of his train tokens on that Time Line listing and no
other player can claim that Time Line. Connections to a time
warp cannot be used to claim a Time Line.
• All future Time Lines a player completes after his first MUST
CONNECT to his original Time Line BEFORE they can be
claimed. See the example below.
• Errata: Industrial Board Image shows city hex for Pittsburgh that
did not make it into the final game!
Time Lines do not award points at the moment they are claimed. At
the end of the game players count the number of Time Lines they
have completed and are awarded victory points according to the
chart on the scoreboard.
Ending the Game
The number of Empty City Markers that ends the game (same
mechanics as Railways of the World) depends on the number of
players.
2 Players: 9 Empty City Markers
3 Players: 11 Empty City Markers
4 Players: 13 Empty City Markers
5 Players: 15 Empty City Markers
6 Players: 19 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
---
15
2013
Introduction
It is mid-19th century England and the tramways that first appeared
to transport coal have since been upgraded to railways. Numerous
different companies using different railway gauges have connected
to villages, towns and cities across the country. Many mergers are
about to take place, and the Big Four will result. Do you have what
it takes to manage a railroad company? Will your company be the
most profitable?
Expansion Components
Game board
Map Note: Players may not build across the black line between
Hull, Grimsby and Goole. This represents the Humber, a large
tidal estuary that wasn’t bridged until 1981 by what was the longest
suspension bridge in the world at that time.
Cards
• Rail Baron Cards (10)
• Railroad Operations Cards (27)
• Player Reference Cards (5)
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players.
2 Players: 10 Empty City Markers
3 Players: 12 Empty City Markers
4 Players: 14 Empty City Markers
5 Players: 16 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
2013
Introduction
It is the early 19th Century in Canada. The first transcontinental
railway is under construction, thanks to a 25 million acre land
grant from the Canadian Government. Population is on the rise
and transportation is in high demand. Will you build ferry lines
to transport the masses, or will you risk the hardships of building
through the Rocky Mountains to mine its untold fortunes.
Expansion Components
Game Board
Note:
The Cards for Railways of North America are marked with a Maple Leaf for use
with the Canadian Map.
The original RoNA included a Score Track for the Transcontinental Game. There is now a
universal Score Track for the Base ROTW game, RONA, and the Transcontinental Game
(whose rules are printed in the 2017 Updated Comprehensive Rules Compendium:
www. eagle-gryphon.com)
The RoNA Expansion also includes 12 Rail Baron Cards, 17 Operations Cards, and 4
Player Reference Cards for the Transcontinental Game, all marked with a Golden Spike
Icon.
Cards
• Rail Baron Cards (24)
• Railroad Operations Cards (50)
• Player Reference Cards (12)
Game Play
Map Clarifications
Snow Line The Snow Line uses snowflake symbols to mark a border
between hexes along an east-west line about halfway between the
north and south edges of the Canadian board. Building track on any
hex north of the snow line costs $1,000 more than the usual price.
Exception: If using a Ferry Line card, you still pay nothing. If a
hex is fully outlined but does not have a Ferry symbol, treat it as a
normal hex. Some mostly-water hexes may look as if they should not
be built upon, but if they are fully outlined, then they are legal to
build. (They are water hexes, of course.)
The permitted ferry lines are printed on the map as little blue circles
with a white ship in them - outside of Iqaluit and St. John. There are
6 ferry line spots and only 5 Ferry cards total, which means only 5
ferry lines can be built in a game.
The water hex southwest of Iqaluit is a buildable hex although
essentially useless as there is no ferry line or city entrance to connect
to the city.
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players. (Same mechanics as Railways of the World.)
2 Players: 9 Empty City Markers
3 Players: 11 Empty City Markers
4 Players: 13 Empty City Markers
5 Players: 15 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
---
2017
Introduction
Railways of Nippon is a stand-alone version of Railways of the World
and contains everything you need to play the game with up to 4
players.
Its unique board and cards are also available as an expansion for
Railways of the World.
Note: Purchased as an expansion, you will need the pieces from the base
game of Railways of the World (track and city tiles, bonds, money, empty
city markers, trains and first player marker) to play Railways of Nippon.
Components
The base game components for Railways of Nippon are identical
with those for the Railways of the World base game except where
noted. Most differences have to do with number of players
supported and the specifics for the Japan map.
Game Board
Track Tiles: 164
Player Control Locomotives: 100
Cards
• Rail Baron Cards (10)
• Railroad Operations Cards (42)
• Player Reference Cards (4)
Engine Placards (16 Cards)
Empty City Markers (20 markers)
New City Tiles (16 Tiles)
Set up
Take the Railroad Operations deck and sort out the two (2) "start"
cards (marked with a yellow "S" in the bottom left-hand corner),
and place them face up next to the game board.
Ending the Game
The number of Empty City Markers that ends the game depends on
the number of players:
2 Players: 10 Empty City Markers
3 Players: 12 Empty City Markers
4 Players: 14 Empty City Markers
Remember to reduce your score by 1 Victory Point for every bond
issued. The high score is the winner.
2018
16
2020200202001818181881888
Coming Soon!
A
new
Railways of the World
expansion map
by
Vital Lacerda
---
17
The Engines: A Bit of History
2-4-0 John Bull
This 1831 English-made
locomotive served on one
of the United States' first
railroads, the Camden and
Amboy. The John Bull
was shipped, disassembled
and was put back together
without the benefit of
blueprints or instructions.
The John Bull was modified
considerably during its more than thirty years of service. This
engine was the first in use in the State of New Jersey. In 1981,
the tiny patriarch returned to life on the old Georgetown Branch
in Washington, D.C., on the 150th anniversary of its first run
in America. The John Bull locomotive is the world's oldest, still
operable, self-propelled vehicle.
0-4-0 DeWitt Clinton
This engine was the third
built by the West Point
Foundry Association, New
York, for the Mohawk and
Hudson River Railroad in
1831. It weighed about 3.5
tons without water, ran 30
miles an hour with 5 cars on
a level grade, was fueled with
anthracite coal and was the
first engine in the State of
New York on a railroad. The
DeWitt Clinton of the Mohawk & Hudson Railroad was the first
train in New York.
4-4-0 American
The 4-4-0 American-class
steamers were the most
common locomotives at the
end of the 19th century and
the beginning of the 20th
century. It was so common
that it came to be called
the ''American Standard,"
or, to be briefer, simply the
''American." During the
1850's and 60's the American-type locomotive was not only the
passenger engine on America's railroads but also the freight engine.
It was the first steamer produced in large numbers, and is the one
that opened up the West. Approximately 39 examples of the 4-4-0
American survived in the United States.
The Union Pacific 4-4-0 4f 119 met the Central Pacific Jupiter at
the completion of the transcontinental railroad.
4-4-0 8-Wheeler
In 1836, Henry R. Campbell,
Chief Engineer of the
Philadelphia Germantown and
Norristown Railroad, patented
the combination of the
ordinary truck or bogie with
two pairs of coupled drivers,
one pair being in front and
one in back of the firebox as
in the ordinary coupled passenger engine of today. This engine was
contracted on May 16th, 1836 and was finished May 8th, 1837.
This was the first eight-wheel engine of this type, and from it, the
standard American locomotive of today claims its origin.
2-6-0 Mogul
Although locomotives of this
wheel arrangement were built
as early as 1852, the first true
2-6-0 wasn't built until the
early 1860s. The first few
were built in 1860 for the
Louisville & Nashville railroad.
While the 2-6-0 locomotives
had greater pulling power,
their rigid suspension made
them more prone to derailments than the 4-4-0s of the day. Many
contemporary railroad mechanics attributed the derailments to too
little weight distributed to the front truck of the locomotive. In
1864, William S. Hudson patented an equalized suspension system
that helped resolve these derailment issues. With this issue resolved,
more than 11,000 Mogul-type locomotives were built over the next
50 years. The locomotive class name, Mogul, probably derived from
a locomotive bearing the same name built by Taunton Locomotive
and Manufacturing Company in 1866 for the Central Railroad of
New Jersey.
4-6-0 Ten-Wheeler
The first 4-6-0 built in
America was the Chesapeake
built by Norris Locomotive
Works in March 1847, for
the Philadelphia and Reading
Railroad. Just a few days after
William Norris completed
the Chesapeake, Hinkley
Locomotive Works completed
its first 4-6-0, the New
Hampshire, for the Boston
and Maine Railroad. Through the 1860's and into the 1870's,
demand for the 4-6-0 grew as more railroad executives switched
from purchasing a single, general-purpose type of locomotive, which
at that time was the 4-4-0, to purchasing locomotives for specific
purposes. Both the Pennsylvania Railroad and the Baltimore and
Ohio were early adopters of the 4-6-0, using them for fast freight
and heavy passenger trains. This wheel arrangement became the
second-most popular configuration for new steam locomotives in
America in the mid-l9th century.
2-8-0 Consolidation
The Pennsylvania Railroad
likely built the first locomotive
of this wheel arrangement,
but like the first 2-6-0s, the
first 2-8-0 had a leading axle
that was rigidly attached to
the locomotive's frame. The
locomotive Consolidation,
built in 1865, is widely
considered the first true 2-8-0
built in the United States. This locomotive is the origin of the 2-8-0
class name. Only a few railroads purchased this locomotive type
when it was introduced by Baldwin, but by the mid-1870's that all
changed. In 1875 the Pennsylvania Railroad made the 2-8-0 design
the railroad's standard freight locomotive. 1875 was also the year
that the Erie Railroad began replacing its 4-4-0s in freight service
with 2-8-0s. The 2-8-0 could move trains twice as heavy for half the
cost of the earlier locomotive designs. From a financial standpoint,
the choice of freight locomotives was clear.
in 1865 is widely considered the first true 2 8 0 built in the United States This locomotive is the origin of the 2 8 0 class name Only a few railroads purchased this locomotive type when it was introduced by Baldwin but by the mid 1870 s that all changed In 1875 the Pennsylvania Railroad made the 2 8 0 design the railroad s standard freight locomotive 1875 was also the year that the Erie Railroad began replacing its 4 4 0s in freight service with 2 8 0s The 2 8 0 could move trains twice as heavy for half the cost of the earlier locomotive designs From a financial standpoint the choice of freight locomotives was clear
---
18
Credits
For the past 5 or 6 years I have wanted to revise, standardize, and
update the ROTW base game and its expansions. My idea to
make Railways of Nippon a new base game version supporting
just 2-4 players gave me the perfect excuse to tackle the bigger
revisions needed for the whole series. So, finally, the ROTW games
are standardized and we will be able to publish even more great
expansions for this wonderful game series.
Enjoy them all! -- Rick Soued, Eagle-Gryphon Games
Railways of the World 10
th
Anniversary Edition 2017
Special Thanks: To the Eagle-eyed team of proofreaders who
diligently looked at (over and over again) the revisions we made
(over and over again) to all the graphics for ROTW, Railways of
Nippon, and and all the expansions to the ROTW series. This team
included Russell P. Smith, Jimmy Hensel, Rick Holzgrafe, Samuel
Hinz, Chris Hillery, Jarod SC Chiang, Dante Amor, Gaia Amor,
and Ralph H. Anderson.
To Dante Amor and Ralph H. Anderson for all their hard work
revising, updating, streamlining, clarifying, and organizing all the
rules for the entire system end to end, which now lives on as The
Railways of the World Rule Book Compendium.
And finally, to Scott Whitworth, who deserves lots of credit for his
many, many hours spent on updating all of the graphic elements
for the Rule Book; and all of the game boards, boxes, cards, and
graphics for the 2017 printings and reprintings of the base games
of ROTW, Railways of Nippon, and the many expansions for the
ROTW series
Railways of the Eastern U.S.
Game Design: Glenn Drover and Martin Wallace
Artwork: Paul Niemeyer and David Oram
Rulebook: Rick Soued, Sean Brown and Keith Blume
Play Testing: Jack Provenzale, the Elgin Eagles (Michael Pennisi,
Ray Petersen, Todd Sweet, Alan Reeve, Jim Kehoe), Six Feet
Under (Ben Rhoads, Rich Waldbiesser, Sue Waldbeisser, Shannon
Carr, Emily Caine, Marco DeLaurentis, Eric Gibson, Rob Pusch,
Andy Pogorzelski), Funagain Games (Nick Medinger, Margaret
Harrington, Matt Ackerson, Mike Vediner), Rainy Day Games
(Steve Ellis, James Eastham, Brent Edington, Perry Lee, Dan
Morgan, Ken Waters, Brian Collins), Shad Brown, George Marino,
Terry Scarbeary, Leslie Lightstone, Brian Blume, Tom Wham
Railways of Mexico
Map Design: Sean Brown. Artwork: Paul Niemeyer
Rulebook: Rick Soued, Sean Brown and Keith Blume
Card Design: Jason Spears, Bobby Warren & the BGG Community
Play Testing: Jack Provenzale, the Elgin Eagles (Michael Pennisi,
Ray Petersen, Todd Sweet, Alan Reeve, Jim Kehoe), Six Feet
Under (Ben Rhoads, Rich Waldbiesser, Sue Waldbiesser, Shannon
Carr, Emily Caine, Marco DeLaurentis, Eric Gibson, Rob Pusch,
Andy Pogorzelski), Funagain Games (Nick Medinger, Margaret
Harrington, Matt Ackerson, Mike Vediner), Rainy Day Games
(Steve Ellis, James Eastham, Brent Edington, Perry Lee, Dan
Morgan, Ken Waters, Brian Collins), Shad Brown
Railways of Europe
Game Design: Glenn Drover
Map Concept and additional design: Jim Provenzale, Jacoby
O’Connor, Paul Niemeyer, Sean Brown and Keith Blume
Artwork: Paul Niemeyer and David Oram
Game Board Art: Paul Niemeyer Rulebook: Rick Soued and Keith
Blume
Graphic Design: Jacoby O’Connor and Jim Provenzale; Fast
Forward Design Associates
Production and Assembly: QP
Play Testing:Jack Provenzale, the Elgin Eagles (Michael Pennisi, Ray
Petersen, Todd “Matthew” Sweet, Alan Reeve, Jim Kehoe), Six Feet
Under (Ben Rhoads, Rich Waldbiesser, Sue Waldbiesser, Shannon
Carr, Emily Caine, Marco DeLaurentis, Eric Gibson, Rob Pusch,
Andy Pogorzelski), Funagain Games (Nick Medinger, Margaret
Harrington, Matt Ackerson, Mike Vediner), Linda Pedlow, Stephen
Pedlow, Rainy Day Games (Steve Ellis, James Eastham, Brent
Edington, Perry Lee, Dan Morgan, Ken Waters, Brian Collins), The
Game Parlor (Joshua Daniel Welch, Christopher Michael Welch,
Steven R. Schwartz, Michael Robert Petko, David Haldeman), Shad
Brown, George Marino, Terry Scarbeary, Leslie Lightstone, Alex
Soued, Brian Blume, Tom Wham, James M. Ward, Todd Bookman,
Mike Carr, Jennifer Waldbiesser, Jim Forsythe, Connor Forsythe,
and W. Eric Martin
Railways of Western U.S.
Game Design: Rick Holzgrafe and Sean Brown
Cover art: The Route to California, 1871 (litho) by Currier and Ives
Used with permission of the Bridgeman Art Library
Map art by: Paul E. Niemeyer. Edited by: Keith Blume
Play Testing: Karl Fenner, Ron Wiggins, (The Elgin Eagles) Ray
Peterson, Todd “Matthew” Sweet, Alan Reeve, (Six Feet Under) Ben
Rhoads, Rich Waldbiesser, Sue Waldbiesser, (Rainy Day Games)
Steve Ellis, James Eastham, Martin Bell, Helen Holzgrafe, Seth
Jaffee, Patrick Saxton, Guy Shani, Walter von Tagen III, Candy
Webe
Railways Through Time
Game Concept by: Brett Kitani & Charlie Bink
Game Design by: Charlie Bink
Edited by: Sean Brown & Rick Soued. Cover art: David A. Oram
Map art by: Paul E. Niemeyer & Charlie Bink
Play Testing: Brett Kitani, Shayla Chase, Brandon Allen, Adina
Ianku, Karl Fenner, Ron Wiggins, Ray Peterson, Todd “Matthew”
Sweet, Alan Reeve, Ben Rhoads, Rich Waldbiesser, Sue Waldbiesser,
Steve Ellis, James Eastham, Martin Bell, Sean Brown, Carey
Grayson, Keith Blume, and Rick & Joanne Soued
Railways of Great Britain
Game Design: Sean Brown
Additional Development: Sean Brown and Keith Blume
Cover Art: David A. Oram
Map Art: Paul E. Niemeyer
Editing: Matt Ackerson and Keith Blume
Introduction: Sue Waldbiesser
Play Testing: Scott Russell, Kris Hall, Tom Hancock, Tim Myers,
Rachelle Grein, Aaron Kranz, Aaron Silverman, Paul Sauberer,
Steven Zaloom, Summer Jones, Yves LaFrance, Kurt Beade, Patrick
Beade, (Juegos de Mesa Costa Rica) Luis Paulino Mora, Luis Carlos
Hernández, Rodrigo Vega, Alejandro Mora, Álex Fernández, Jeffrey
Chaves, Roberto Álvarez, (the Elgin Eagles) Ray Peterson, Todd
“Matthew” Sweet, Alan Reeve, (Six Feet Under) Ben Rhoads, Rich
Waldbiesser, Sue Waldbiesser, Matt Ackerson, (Rainy Day Games)
Steve Ellis and co, (Denver Train Gamers) Wayne Williams, Chuck
Finger, Chris Finger, and Jim Mcdaniels.
Railways of North America
Game Design by: Sean Brown and Rick Holzgrafe
Development by: Keith Blume, Steve Ellis, and Travis Reynolds
Cover art provided by: The Bridgeman Art Library
Graphics by: Sean Brown
Play Testing: Scott Russell, Kris Hall, Tom Hancock, Tim Myers,
Rachelle Grein, Aaron Kranz, Aaron Silverman, Paul Sauberer,
Steven Zaloom, Summer Jones, Yves LaFrance, Kurt Beade, Patrick
Beade, (Juegos de Mesa Costa Rica ) Luis Paulino Mora, Luis Carlos
Hernández, Rodrigo Vega, Alejandro Mora, Álex Fernández, Jeffrey
Chaves, Roberto Álvarez, (the Elgin Eagles) Ray Peterson, Todd
“Matthew” Sweet, Alan Reeve, (Six Feet Under) Ben Rhoads, Rich
Waldbiesser, Sue Waldbiesser, Matt Ackerson, (Rainy Day Games)
Steve Ellis and Co. (Denver Train Gamers) Wayne Williams, Chuck
Finger, Chris Finger, and Jim McDaniels
Railways of Nippon
Concept and Development by Rick Soued
Map Design and Additional Rules by Hisashi Hiyashi
Additional Development by Dante Amor, Russell P. Smith and
Ralph H. Anderson
Sean Brown Play Testing Scott Russell Kris Hall Tom Hancock Tim Myers Rachelle Grein Aaron Kranz Aaron Silverman Paul Sauberer Steven Zaloom Summer Jones Yves LaFrance Kurt Beade Patrick Beade Juegos de Mesa Costa Rica Luis Paulino Mora Luis Carlos Hernández Rodrigo Vega Alejandro Mora Álex Fernández Jeffrey Chaves Roberto Álvarez the Elgin Eagles Ray Peterson Todd Matthew Sweet Alan Reeve Six Feet Under Ben Rhoads Rich Waldbiesser Sue Waldbiesser Matt Ackerson Rainy Day Games Steve Ellis and Co Denver Train Gamers Wayne Williams Chuck Finger Chris Finger and Jim McDaniels Railways of Nippon Concept and Development by Rick Soued Map Design and Additional Rules by Hisashi Hiyashi Additional Development by Dante Amor Russell P Smith and Ralph H Anderson
---
19
APPENDIX OF RAIL BARON CARDS
Rail Baron Cards
Rail Baron cards give players secret goals for extra
victory points, usually scored at the end of the game.
Each map has its own set of Rail Baron Cards.
General Rail Baron Card Notes
• In case of a tie for a Baron Card requirement,
no bonus points are awarded unless otherwise
indicated on the card. For example, to meet the
most cash requirement, you must have more cash than all other
players.
• Cards that provide points for links to specific locations include
multiple links to the same location. They are generally limited
to a specific of links as well.
• Largest Railroad scores for having the most completed Links.
• Longest Railroad scores for having the most consecutive links,
no branching.
• When linking two cities for points, you must trace a route
using only your own links.
• Cards with a Black Star (Mexico Deck) are optional and may
be used or substituted as desired.
• Cards with the Golden Spike (North America Deck) are for
the Transcontinental Variant.
•
RAILWAYS OF THE EASTERN U.S.
Henry Farnam
Gain 2 points for each link that your railroad owns from Chicago
to any other city. Limited to a total of 8 bonus points. (This
includes multiple links to the same city.)
James Fisk
Gain 2 points for each link that your railroad owns from Mobile
to any other city. Limited to a total of 8 bonus points. (This
includes multiple links to the same city.)
Jay Gould
Gain 7 points if you have issued the fewest bond certificates.
E.H. Harriman
Gain 6 points if you have the most upgraded engine. (Higher level
than every other player.)
Cyrus Holliday
Gain 5 points if you have built a "Western Link".
Mark Hopkins
Gain 6 points if you are the player connected to the most cities at
the end of the game.
Theodore D. Judah
Gain 8 points if you have the longest railroad (the most
consecutive links).
J.P. Morgan
Gain 6 points if you have the largest railroad (the most completed
links).
George Pullman
Gain 6 points if you are the first player to upgrade to a level "6"
engine. (Reveal immediately if you are the first to upgrade to a
level "6" engine.)
Moses Taylor
Gain 5 points if you have the most money.
Wm. Henry Vanderbilt
Gain 6 points if you have the most track tiles in play.
Cornelius Vanderbilt
Gain 5 points if your railroad connects New York and Chicago.
RAILWAYS OF MEXICO
Francisco I. Madero Black Star
Gain 3, 4, or 5 points if you have 2, 3, or 4 hotels respectively at
the end of the game.
Matías Romero Black Star
Gain 6 points if you are the first player to upgrade to a level "6"
engine. (Reveal immediately if you are the first to upgrade to a
level "6" engine.)
Pancho Villa Black Star
Gain 3 points if your railroad connects Chihuahua and
Brownsville.
Patrick Henry Cooney Black Star
Gain 6 points if you have the most tracks in play.
Benito Juárez
Gain 6 points if you are the player with the highest level engine at
the end of the game.
Don Antonio Escandón
Gain 5 points if you are the player connected to the most cities at
the end of the game.
Ferdinand Maximilian
Gain 6 points if you are the player who issued the fewest bond
certificates at the end of the game.
José Yves Limantour
Gain 6 points if you are the player with the most money at the
end of the game.
Manuel González
Gain 5 points if your railroad connects Culiacán and Tampico.
Pofirio Díaz
Gain 5 points if you have the largest railroad (“largest railroad” =
“total links”).
Sebastián Lerdo de Tejada
Gain 2 points for each link that your railroad owns from Mexico
City to any other city. (This includes multiple links to the same
city.)
William Jackson Palmer
Gain 5 points if you are the player with the longest railroad (most
consecutive links).
RAILWAYS OF EUROPE
Dr. Ernst Werner Siemens
Gain 6 point if you are the player with the highest level engine at
the end of the game.
Otto Von Bismarck
Gain 6 points if you have issued the fewest bond certificates.
Jacob Bronnum Scavenius Estrup
Gain 5 points if you have the largest railroad (the most completed
links).
Alexander Lyman Holley
Gain 5 points if you are the player connected to the most cities at
the end of the game.
Czar Nicholas I
Gain 2 points for each link that your railroad owns from Moscow
to any other city. (This includes multiple links to the same city.)
Limited to a total of 4 links.
King Alfonso XII
Gain 2 points for each Spanish city to which you are connected.
Note: Lisbon is a Portuguese city and does not count towards this
card's objective.
Johannes Scharrer
Gain 6 points if you have the most money.
Friedrich List
Gain 6 points if you have the most money.
King Charles Albert
Gain 5 points if you have the longest railroad (the most
consecutive links).
Franz Anton Gerstner
Gain 5 points if you connect Vienna to St. Petersburg.
RAILWAYS OF THE WESTERN U.S.
Frederick H. Billings
Gain 6 points if you connect Tacoma to Billings.
Thomas Clark Durant
Gain 6 points if you have issued the fewest bond certificates.
Jay Gould
Gain 6 points if you have the largest railroad (the most completed
links).
David Moffat
Gain 6 points if you are the player with the highest level engine at
the end of the game.
Leland Stanford
Gain 6 points if you have the most money.
E.H. Harriman
Gain 6 points if you have the longest railroad (the most
consecutive links).
5 points if you have the longest railroad the most consecutive links Franz Anton Gerstner Gain 5 points if you connect Vienna to St Petersburg RAILWAYS OF THE WESTERN U S Frederick H Billings Gain 6 points if you connect Tacoma to Billings Thomas Clark Durant Gain 6 points if you have issued the fewest bond certificates Jay Gould Gain 6 points if you have the largest railroad the most completed links David Moffat Gain 6 points if you are the player with the highest level engine at the end of the game Leland Stanford Gain 6 points if you have the most money E H Harriman Gain 6 points if you have the longest railroad the most consecutive links
---
20
Henry Villard
Gain 2 points for each link that your railroad owns from Portland
to any other city. (Limit 4 links & this includes multiple links to
the same city).
Collis P. Huntington
Gain 8 points if you connect San Francisco and Deming.
Jay Cooke
Gain 6 points if you have issued the most bond certificates.
Mark Hopkins
Gain 2 points for each link that your railroad owns from San
Francisco to any other city. (Limit 4 links & this includes multiple
links to the same city).
Cyrus K. Holliday
Gain 3 points each for connecting to these urbanized cities:
Dodge City, Santa Fe.
James J. Hill
Gain 3 points each for connecting to these urbanized cities:
Richland, Idaho Falls.
RAILWAYS OF GREAT BRITAIN
George Hudson
Gain 5 points if you connect Leeds & York to Bristol.
George Stephenson
Gain 5 points if you are the first player connected to the most
cities at the end of the game.
Daniel Gooch
Gain 6 points if you have issued the fewest bond certificates.
Joseph Locke
Gain 5 points if you have the most track tiles at the end of the
game.
Joseph Pease
Gain 5 points if you have the largest railroad (the most total
links).
Nicholas Wood
Gain 5 points if you connect Liverpool to London.
Robert Stephenson
Gain 6 points if you are the player with the highest level of engine
at the end of the game.
Arthur Wellesley Duke of Wellington
Gain 6 points if you have the most money.
Edward Pease
Gain 5 points if you have the longest railroad (the most
consecutive links).
Isambard Kingdom Brunel
Gain 2 points for each link that your railroad owns from London
to any other city. (Limit 4 links & this includes multiple links to
the same city).
RAILWAYS OF NORTH AMERICA
Alexander Galt
Gain 6 points if you have the highest level engine at the end of
the game.
Donald Smith
Gain 6 points if you have the largest railroad (the most total
links).
Francis Hincks
Gain 2 points for each link that your railroad owns from
Vancouver to another city. (Maximum of 8 points & this includes
multiple links to the same city).
George-Etienne Cartier
Gain 6 points if you have the most money.
George Stephen
Gain 8 points if you have the longest railroad (the most
consecutive links).
John MacDonald
Gain 8 points for connecting Ottawa and Iqaluit.
John Molson
Gain 8 points for connecting Ottawa and Seattle.
John Young
Gain 2 points each for connecting to these cities: Juneau, Echo
Bay, Ivujivik, St. John.
Casimir Gzowski
Gain 2 points for each link that your railroad owns from Quebec
to another city. (Maximum 8 points & this includes multiple links
to the same city).
William Van Horne
Gain 6 points if you have issued the fewest bonds.
Thomas Shaugnessy
Gain 6 points if you have issued the most bonds.
Sandford Fleming
Gain 6 points for connecting St. John to Winnipeg.
Thomas Clark Durant Gold Spike
Gain 10 points by making a 9-link delivery (or higher).
Jay Gould Gold Spike
Gain 8 points if you have the largest railroad (the most total
links).
David Moffat Gold Spike
Gain 8 points by connecting Denver, Grand Junction, Gallup,
and Salt Lake City.
Leland Stanford Gold Spike
Gain 8 points if you have the most money.
E. H. Harriman Gold Spike
Gain 8 points if you have the longest railroad (the most
consecutive links).
Henry Villard Gold Spike
Gain 8 points by winning at least two Western Major Lines.
Collis P. Huntington Gold Spike
Gain 10 points by connecting New York or Charleston with San
Francisco or Tacoma.
Jay Cooke Gold Spike
Gain 9 points by winning three or more Major lines, at least one
on each map.
Mark Hopkins Gold Spike
Gain 8 points if you are the first to connect San Francisco with
Fargo, Topeka, or Oklahoma City.
Cyrus K. Holliday Gold Spike
Gain 10 points by making a 9-link delivery (or higher).
James J. Hill Gold Spike
Gain 10 points by connecting New York or Charleston with San
Francisco or Tacoma.
Frederick H. Billings Gold Spike
Gain 8 points if you are the first to connect Tacoma with Fargo,
Topeka, or Oklahoma City.
RAILWAYS OF NIPPON
Masaru Inoue
Gain 8 points if you are the player connected to the most cities at
the end of the game. You do not score these points if you are tied
for the most.
Ichizo Kobayashi
Gain 1 point for each Gray city to which you are connected.
Limited to a total of 8 bonus points.
Shuzo Toyama
Gain 2 points for each link you have created from Osaka to any
other city. Limited to a total of 8 bonus points.
Kaemon Takashima
Gain 8 points if you have the most money.
Keita Goto
Gain 1 point for each Blue city to which you are connected.
Kaichiro Nezu
Gain 7 points if you have been issued the fewest bond certificates.
Keijiro Amemiya
Gain 1 point for each Purple city to which you are connected.
Noritsugu Hayakawa
Gain 2 points for each link you have created from Tokyo to any
other city. Limited to a total of 8 Bonus points.
Hisanshige Tanaka
Gain 7 points if you are the player with the highest level engine at
the end of the game. Ties are not valid, unless the tie is at the #8
level).
Aensuke Osawa
Gain 1 point for each Yellow city to which you are connected.
if you have the most money Keita Goto Gain 1 point for each Blue city to which you are connected Kaichiro Nezu Gain 7 points if you have been issued the fewest bond certificates Keijiro Amemiya Gain 1 point for each Purple city to which you are connected Noritsugu Hayakawa Gain 2 points for each link you have created from Tokyo to any other city Limited to a total of 8 Bonus points Hisanshige Tanaka Gain 7 points if you are the player with the highest level engine at the end of the game Ties are not valid unless the tie is at the 8 level Aensuke Osawa Gain 1 point for each Yellow city to which you are connected
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21
APPENDIX OF RAILROAD OPERATIONS CARDS
Alphabetical List by Types
Iconography
Railroad Operations cards have a symbol in the bottom right-hand
corner. Each symbol is associated with a special rule or rules for that
card.
Green Circle: These cards cannot be selected. They give a
benefit to the first player to accomplish the goal printed on
the card after the card becomes available. Once the goal is
accomplished, the card is removed from play and placed in
a discard pile. Many of these are starting cards marked with
a yellow “S”.
Purple Diamond: This card is kept in front of the player for
the rest of the game. The ability on these cards may be used
on only 1 of your 3 player actions per turn.
Red "X": These cards are used immediately when taken and
then discarded.
Hand of Cards: Players taking these cards may keep them
until needed. Once used, the card is discarded.
Infinity Symbol: (Or no symbol on earlier versions) This
card is kept face up in front of the player and provides the
benefit of the card for the rest of the game.
Black Stars: These cards from the Mexico Deck are optional
and may be used or substituted as desired.
Golden Spike: These cards from the Railways of North
America deck are for the Transcontinental Variant.
The following cards are further identified by specific City Names
or in Railways Through Time by Time Periods: City Charter, Hotel,
Local Campaign, Service Bounty, Time Bounty.
Alphabetical List of Cards including number of cards used with
each map.
Boomtown Icon : Red X
WUS-1; RONA-1; RON-2
Immediately place a free "New City" tile on the gray city of your
choice. Do not add any Goods Cubes.
Boost Icon : Hand of Cards
RTT-2
One Engine Upgrade costs $5,000 less.
Capital Charter Icon : Infinity
EUR-2
Gain one point on the income track for each link built into
cityname. (Limit one Capital Charter per player.)
• NOTE: Once a player has claimed a Capital Charter they receive
one point for every link built to or from that city after the Charter
was taken. Example: A player choosing the Paris Capital Charter
when there are already two links into Paris can earn at most 4
points from this Charter.
City Charter (cityname) Icon: Infinity
EUR-3
No other player may build a link into cityname.
• NOTE: The charter has no effect on track that was already built
into the city when the charter was chosen.
City Growth Icon : Red X
EUS-4; MEX-3; EUR-3; WUS-4; RTT-3; ROGB-3; RONA-4;
RON-4
Choose any single city, then add 2 new randomly drawn Goods
Cubes to it.
Civil Engineers Icon : Hand of Cards
MEX-2;RON-2
On a future Build Track action all water hexes are only $1k each.
Coal Fueled Engines Icon: Hand of Cards
WUS- 2; RONA-2; RON-3
Pay half price (rounded up) on a single future Upgrade Engine
action.
Diplomatic Relations Icon: Red X
RON-2
Deliver a Goods Cube using links from at least two players
(including yourself). All involved players gain one additional
income.
Engine Upgrade Icon : Hand of Cards
MEX-3
Discard this card on a future Upgrade Engine Action to upgrade
your engine one level for free.
Express Icon : Hand of Cards
MEX-3; RON-2
Pass through one city of the color of the cube being delivered.
Ferry Line Icon : Hand of Cards, Yellow S
RONA-5
You may build over one ferry hex for free. You may ignore the
snow line surcharge for this hex.
• NOTE: The card is the ONLY way to build on a Ferry Hex.
(Remove from game after use.)
Foreign Trade Ports Icon: Red X
RON-1
Add one Goods Cube each to the port cities of Hanagawa,
Nagasaki, Yokohama, and Kobe.
Golden Spike Icon : Green Circle, Yellow S
WUS-1
The first player to connect San Francisco to Omaha via
Promontory gains 6 additional points on the income track.
Government Land Grant Icon: Hand of Cards
EUS-4; MEX-2; WUS-4; RTT-2; ROGB-2; RONA-4
Any track built on open terrain during a single future Build Track
Action is free.
• NOTE: This can be used to build on a link in which only some of
the terrain is open. For example, it could be used to build a link
with two open terrain, a mountain, and a river. You would then
pay only the costs for the mountain and the river as the open terrain
is free. You can combine Government Land Grant with Perfect
Engineering to get up to five free tiles if they are all open terrain!
6 additional points on the income track Government Land Grant Icon Hand of Cards EUS 4 MEX 2 WUS 4 RTT 2 ROGB 2 RONA 4 Any track built on open terrain during a single future Build Track Action is free NOTE This can be used to build on a link in which only some of the terrain is open For example it could be used to build a link with two open terrain a mountain and a river You would then pay only the costs for the mountain and the river as the open terrain is free You can combine Government Land Grant with Perfect Engineering to get up to five free tiles if they are all open terrain
Hot Springs Icon : Hand of Cards
RON-1
Gain 1 point on the income track for each track built on a
Mountain hex, on a single future Build Track action.
Hotel (cityname) Icon: Infinity
EUS-6; MEX-4; EUR-6; WUS-6; RTT-8; ROGB-6; RONA-6;
RON-6
Gain 1 point on the income track for each Goods Cube delivered
to cityname (regardless of which player makes the delivery).
Local Campaign cityname Icon: Hand of Cards
RON-6
Gain 3 points on the income track when cityname has no Goods
Cubes on it. Discard this card if cityname is already empty when it
is revealed and draw another.
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22
Long Distance Icon : Green Circle, Yellow S
RON-1
The first player to lay 4 or more track segments in a single link
gains 2 additional points on the income track.
Mine Icon : Red X, Yellow S
RONA-5
To use this card, you must pay $10,000. Pick any gray city. Draw
cubes from the goods bag until you draw a matching colored cube
(max. 5 drawn). Place unique colors on the city and deplete the
mine.
New Industry Icon : Red X
EUS-4; MEX-4; EUR-4; WUS-4; RTT-3; ROGB-4; RONA-4;
RON-5
Immediately place a free "New City" tile in the gray city of your
choice then add 2 random Goods Cubes. (Free Urbanize Action).
New Train Icon : Green Circle, Yellow S
WUS-1; RONA-1
The first player to upgrade to a level 4 train gains 4 points on the
income track.
Operations Growth Icon: Red X
MEX-2
When this card is flipped up from the railroad operations deck,
discard it and deal two new cards face up.
Passenger Lines Icon : Green Circle, Yellow S
EUS-1; MEX-1; EUR-1; WUS-1; RTT-1; ROGB-1; RONA-1;
The first player to deliver 4 different goods (colors) gains 4
additional points on the income track.
• NOTE: Players keep track by placing Goods Cubes in front of them
(1 of each color as they make deliveries) until one player delivers
their fourth color and earns the bonus points. Then return all
saved Goods Cubes to the goods bag.
Perfect Engineering Icon: Purple Diamond
EUS-2; WUS-2; RONA-2
Build up to 5 track segments in a single link. May be used during
only one of your 3 actions per turn.
Railroad Executive Icon: Red X
EUS-2; MEX-2
The player taking this card may immediately take 2 actions. A
player may not use this card to claim another Railroad Executive.
If this card is dealt during starting setup shuffle it back into the
deck.
Railroad Inspector Icon: Hand of Cards
ROGB-2
Play this card to stop 1 delivery of any other player. The cube stays
on the city and that player loses their action. No player may be
stopped by an Inspector more than once per game.
Service Bounty (cityname) Icon: Green Circle, Yellow S
EUS-6; MEX-4; EUR-5; WUS-6; RTT-8; ROGB-5; RONA-6;
RON-2
• NOTE for all Service Bounty Cards: Service Bounty Cards (with
the Yellow S), are set up at game start. Take all of these cards from
the deck for the map you are using and randomly select 4 to lay out
at the beginning of the game. Return the rest to the box. A player
will get the entire bounty even if you use links owned by other
players as long as you own the first link, as usual.
Service Bounty (cityname) Transcontinental Variant Icon: Green
Circle, Gold Spike RONA-4
The first player to deliver a Goods Cube to cityname gains 4
additional points on the income track.
• NOTE for Transcontinental Variant: Rules for the 4
Service Bounty cards with the Gold Spike are covered in the
Transcontinental Game in the Variants section of the main rules.
(These cards are included in the Railways of North America
expansion.)
Shinbashi Station Icon: Green Circle, Yellow S
RON-1
In 1872, the first rail line in Japan was built from Tokyo to
Yokohama. The first player to recreate this line and deliver a blue
cube from Tokyo to Yokohama gains one (1) additional point
on the income track. Note: you must set up the game with one
(non random) blue cube in Tokyo, and replace the "Railroad Era
Begins" S card with this one.
Speed Record Icon : Green Circle, Yellow S
EUS-1; MEX-1; EUR-1; RTT-1; ROGB-1; RON-1
The first player to make exactly a 3-link delivery gains 3 additional
points on the income track.
• NOTE: You must make exactly a 3-link delivery, not four or more
links.
Sutter's Mill Icon : Red X
WUS-1
Add 3 new random Goods Cubes to Sacramento.
The Railroad Era Begins Icon: Green Circle, Yellow S
EUS-1; MEX-1; EUR-1; WUS-1; RTT-1; ROGB-1; RONA-1;
RON-1
The first player to deliver a Goods Cube gains 1 additional point
on the income track.
Time Blazer Icon : Green Circle, Yellow S
RTT-1
The first player to deliver a Goods Cube through time gains 2
additional points on the income track.
Time Bounty timeperiod Icon: Green Circle
RTT-8
The first player to delivery a Goods Cube to any city in timeperiod
from any other time period gains 1 additional point on the
income track.
Trading Depot Icon : Infinity
MEX-3
Place a control locomotive of your color on a link owned by
another player. Whenever a delivery is made using this link, gain
1 point on the income track.
• NOTE: When a player chooses this card, he immediately places
one of his colored trains on a link of his choosing that is owned by
another player. Whenever a delivery is made that uses this link,
in addition to regular scoring, the player who placed the Trading
Depot gains an additional point on the income track. The Trading
Depot does not affect the scoring of Baron goals, major lines, etc.
Tunnel Engineer Icon : Hand of Cards
MEX-3; EUR-3; WUS-4; RTT-2; ROGB-2; RONA-4
On a single future Build Track action all mountains and ridges are
half price for that build.
Whenever a delivery is made using this link gain 1 point on the income track NOTE When a player chooses this card he immediately places one of his colored trains on a link of his choosing that is owned by another player Whenever a delivery is made that uses this link in addition to regular scoring the player who placed the Trading Depot gains an additional point on the income track The Trading Depot does not affect the scoring of Baron goals major lines etc Tunnel Engineer Icon Hand of Cards MEX 3 EUR 3 WUS 4 RTT 2 ROGB 2 RONA 4 On a single future Build Track action all mountains and ridges are half price for that build
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Also available from Eagle-Gryphon games
ATTACK! DELUXE
DEFENDERS OF THE REALM
Find these and more at:
ATTACK! DELUXE adds to the base game by setting
W K H V W D J H I R U F R P E D W R Q W K H 3 D F L ¿ F ) U R Q W
ATTACK! DELUXE introduces bold new mechanics
with expanded Naval Combat, player government
V W \ O H V Q H Z W H F K Q R O R J \ U H V H D U F K D Q G V H D V R Q D O F R P E D W
As the leader of a world power, you can choose to
control trade routes on all seven seas or you can blitz the
sovereign shores of your nearest nations by land: build
the biggest army and crush your enemies before they
crush you, or choke the life out of them by cutting their
H F R Q R P L F V X S S O \ $ O O L V I D L U L Q O R Y H D Q G Z D U D I W H U D O O
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Defenders of the Realm is a cooperative fantasy board
game in which 1-4 players take a role as one of the
King's Champions (Choose from Cleric, Dwarf, Eagle
5 L G H U 3 D O D G L Q 5 D Q J H U 5 R J X H 6 R U F H U H U D Q G : L ] D U G
You, as one of the King's Heroes make use of strategy,
special abilities, cooperation, card play and a little luck
in Defense of the Realm for a unique experience every
D G Y H Q W X U H % X W E H I R U H Z D U Q H G 7 K H U H L V Q H Y H U W L P H W R
U H V W $ V H D F K ( Q H P \ * H Q H U D O L V V W U X F N G R Z Q L Q E D W W O H
the remaining dark forces only grow more divcult to
vanquish and their march to Monarch City gets faster
with each Hero victory!
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