How to Play Railways of Australia

Eagle-Gryphon Games · Board game · 2022
2–6 · best 5 60–120 min Weight 3.0/5
— rating Ludopedia
7.8 rating BGG

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Game Objective

In Railways of Australia, players take on the role of aspiring Railroad Barons in late 19th-century Australia. The goal is to expand the railway network, overcoming the challenges posed by inconsistent railway gauges between colonies. This lack of standardization requires passengers and cargo to switch lines at stations, creating complexities in line efficiency.

The game is an expansion for the Railways of the World series, and the ultimate goal is to have the highest score, as indicated on the Score Track, at the end of the game.

Preparation (Setup)

To play Railways of Australia, you will need components from the base game Railways of the World or Railways of Nippon. The specific setup for this expansion is as follows:

  • Game Board: Use the Game Board from Railways of Australia, which includes a Score Track.
  • Victory Point +50/100 Tokens: If a player scores more than 50 points on the Score Track, they receive a +50 Victory Point token to remind them that their score includes an additional 50 points.
  • Board Regions: The map is divided into 5 regions by white Region Borders. The map scale is adjusted to the number of players:
    • 2 players: Use only the 3 eastern regions.
    • 3 or 4 players: Add the central region.
    • 5 or 6 players: Play with the entire map.
  • Railroad Operations Cards:
    • Remove any Railroad Operations Cards designated for regions not in play.
      • Central Region: Alice Springs Hotel, Port Augusta Hotel, Wyndham Town, Tennant Creek Town.
      • Western Region: Mount Newman Town, Esperance Town, Halls Creek Town, Foreign Trade Ports with Perth.
    • Remove any Triple Gauge cards that are labeled for a higher number of players than the current one (e.g., zero Triple Gauge cards in a 2-player game, only one in a 3-4 player game, and both in a 5-6 player game).
    • When setting up the Railroad Operations Cards display, remove any Town cards that appear and draw new cards to replace them. Then, shuffle the Town cards back into the Railroad Operations deck. There should be no Town cards in the initial display.
  • Commonwealth of Australia Token: When the Federation of Australia card is revealed, place the Commonwealth of Australia token on Canberra.
  • Switch Track tokens: Each player has two Switch Tracks available in the game.

Game Flow

The rules for this expansion are the same as the base game Railways of the World, with the exceptions detailed below. The game progresses through player turns, where each player performs 3 actions per turn.

The Income Track / Score Track printed on the board is used. All income above 49 points on the Score Track is $10. This Income Track has a steeper rise and fall than that of the base game. For a more relaxed game, use the Score Track from Railways of the World or Railways of Nippon.

Actions and How to Play

Players perform actions to build their railway network, deliver goods, and acquire operations cards. The actions are the same as the base game, with the following additions and modifications:

Build Track

  • Region Borders: Players cannot build tracks across a Region Border (which represents the gauge break between Australian colonies), except by connecting through a Town on a Region Border or by using a Triple Gauge Railroad Operations card.
    • Building tracks into a map hex split in half by a Region Border is not necessarily crossing the border. The side of the Region Border where the track exits the hex determines if the border has been crossed.
    • A track entering from one region but exiting to the same region via a curve (or Switch Track) is allowed.
    • A track entering from one region but exiting to a different region is not allowed without the use of a Triple Gauge Railroad Operations card.
    • A Link connecting to a Town in more than one region and a second Link connecting to the same Town in a different region is not considered a Region Border crossing and is allowed.
  • Towns: These are Towns that have not yet been built. A player can build a Town as part of a Build Track action for a cost of $5,000.
    • If built as part of a Build Track action, place a Gray New City token over the Town hex.
    • A Town can be built as 1 of the 4 track constructions for a Build Track action and can only be built connected to a Link leading to that Town.
    • Once built, add 2 random Goods Cubes to the Gray New City token. This City now functions like any other Gray City on the map.
    • A Town can also be built by its corresponding Railroad Operations card. If a Town card is revealed from the Railroad Operations deck, immediately place a Gray New City token on that Town, add 2 random Goods Cubes, discard the Town card, and draw a replacement. If the Town has already been built into a City when the Town card is revealed, add 2 random Goods Cubes to the City, discard the Town card, and draw a replacement Railroad Operations card for the display.
  • Switch Tracks: Available to each player twice in the game during the Build Track action. The active player can pay $5,000 to replace any piece of their existing track with a new Switch Track token showing a 3-way connection. They then place one of their two Switch Track markers of their player color on the new Switch Track token. (This counts as 1 of the 4 track constructions.) This player can then build another track segment from this connection, following all normal track building rules. Any track built on the new Switch Link must be connected to another City before the Income Phase or it will be removed, including the Switch Track marker. A player can build only 1 Link during a Build Track action.

Railroad Operations Cards

There are new card types and effects:

  • Black Stars: Optional cards that can be used or replaced as desired in 2-6 player games.
  • Company Merger: Pay the construction costs of one of an opponent's Links to that opponent. Place a Control Locomotive of your player color on that Link. Now, both own and score points for the use of this Link.
  • Federation of Australia: When this card is revealed, place the Commonwealth of Australia token on Canberra. This City is now considered all colors and accepts Goods Cubes of all colors for the remainder of the game.
  • Mechanical Stoker: In a Deliver Goods Cube action, you can deliver 1 Link further than your Engine Level for a cost of $2,000. (Can be used in only 1 of your 3 actions per turn.)
  • Navvy Camp: Select a Gray City and place a Control Locomotive of your player color on that City. Gain 1 point when any player builds a Link connecting to this City. (Maximum 6 points)
  • Newspaper Fame: Gain 1 additional point for each Major Line you complete.
  • Spirit of Tasmania: During a Build Track action, you can build a Ferry Hex for free. Once played, return this card to the display.
  • Switchback: In a future Build Track action, place one of your Switch Track markers for free on one of your existing Links at any time during that Build Track action. (This counts as 1 of your 4 track constructions.)
  • Tenders: In a single future Deliver Goods Cube action, you can deliver 1 Link further than your Engine Level.
  • Triple Gauge: During a Build Track action, you can build tracks across a Region Border. Once played, return this card to the display.
  • Zig Zag: In a single future Build Track action, all mountains cost half price and Ridge crossings are free for that construction.
  • Rebound Operations Cards: These are a new type of Railroad Operations card. Like other cards, they are taken into hand and kept until used. Unlike other cards, once used, they are returned to the display and can be selected again as an available Railroad Operations card in a future action. Rebound cards will always remain in play, either in the display or in a player's hand.

Optional Railroad Barons

  • Matthew Mayes: Gain 8 points if you have the most money and have issued the fewest Bond Certificates at the end of the game. Ties are allowed.
  • Ralph H. Anderson: Gain 2 points for each Major Line you complete. (Maximum 8 points)
  • Randal Lloyd: Gain 2/5/8 points if you are connected to 3/4/5+ Towns by your own Links.

End of Game and Scoring

The game ends when the number of Empty City Markers reaches a certain limit, which varies depending 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: 16 Empty City Markers

At the end of the game, remember to reduce your score by 1 Victory Point for each Bond Certificate issued. The highest score, as indicated on the Score Track, is the winner.

Tips for Winning

  • Adapt to Regions: The map scales with the number of players, and you will only be able to complete Major Lines in the regions you are playing in. Plan your Major Line building strategy based on the active regions.
  • Manage Gauges and Region Borders: Region Borders are a new challenge. Prioritize connecting through Cities on Region Borders or use Triple Gauge cards to efficiently expand your network between regions.
  • Take Advantage of Towns: Building Towns can be an effective way to expand your network and add Goods Cubes to the map. Consider building Towns strategically to create new delivery and scoring opportunities.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Railways of Australia rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Railways of Australia?
In Railways of Australia, players take on the role of aspiring Railroad Barons in late 19th-century Australia. The goal is to expand the railway network, overcoming the challenges posed by inconsistent railway gauges between colonies. This lack of standardization requires passengers and cargo to switch lines at stations, creating complexities in line efficiency. The game is an expansion for the Railways of the World series, and the ultimate goal is to have the highest score, as indicated on…
How do you set up Railways of Australia?
To play Railways of Australia, you will need components from the base game Railways of the World or Railways of Nippon. The specific setup for this expansion is as follows: Game Board: Use the Game Board from Railways of Australia, which includes a Score Track. Victory Point +50/100 Tokens: If a player scores more than 50 points on the Score Track, they receive a +50 Victory Point token to remind them that their score includes an additional 50 points. Board Regions: The map is divided into 5…
How do you play Railways of Australia?
The rules for this expansion are the same as the base game Railways of the World, with the exceptions detailed below. The game progresses through player turns, where each player performs 3 actions per turn. The Income Track / Score Track printed on the board is used. All income above 49 points on the Score Track is $10. This Income Track has a steeper rise and fall than that of the base game. For a more relaxed game, use the Score Track from Railways of the World or Railways of Nippon. Players…
How does Railways of Australia end, and how do you score?
The game ends when the number of Empty City Markers reaches a certain limit, which varies depending 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: 16 Empty City Markers At the end of the game, remember to reduce your score by 1 Victory Point for each Bond Certificate issued. The highest score, as indicated on the Score Track, is the winner.
What are some tips for winning Railways of Australia?
Adapt to Regions: The map scales with the number of players, and you will only be able to complete Major Lines in the regions you are playing in. Plan your Major Line building strategy based on the active regions. Manage Gauges and Region Borders: Region Borders are a new challenge. Prioritize connecting through Cities on Region Borders or use Triple Gauge cards to efficiently expand your network between regions. Take Advantage of Towns: Building Towns can be an effective way to expand your…
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