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Gamehelprailwaysoftheworld

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Playing the game

  • Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 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
  • These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played.

Phase 1 - First Player Auction

  • Players bid to determine First Player for all Rounds of Phase 2 this Turn
    • The First Player from the previous Turn bids first
    • Minimum bid is $1k
    • Bidding proceeds clockwise (down the list in player status table)
    • If a player chooses not to bid higher than the current bid they Pass and are out of the Auction
    • The player with the winning bid takes the First Player marker (golden engine in the player status table)
    • Turn order is clockwise from First Player
    • If all players pass with no bids, First Player marker moves 1 spot clockwise

Phase 2 - Player Actions

  • Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order
  • On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)
    • A - Build Track
      • Place from 1 to 4 track tiles, starting at any city or open track tile that you own
      • Cost to build track:
        • Build on plains (no symbol): $2k
        • Build on water (water drop): $3k
        • Build on mountains (grey dot): $4k
        • Cross a mountain ridge (dark red/brown line): + $4k
      • A series of tiles that connect one city to exactly one other city is called a Link
      • At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board
    • B - Urbanize
      • Player pays $10k to place an available New City tile on a gray city hex and add two random Goods Cubes to the new city
    • C - Upgrade Engine
      • Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade
    • D - Deliver One Goods Cube
      • Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube's color
      • May travel over as many links as the strength of the acting player's Engine
      • May not move a Cube without delivering it (final Link must move to a City of the Cube's color)
      • May not skip over a City of the Cube's color without delivering it (even if a City further down the line is the same color)
      • First Link over which the Good travels must be owned by Player taking the action
      • Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own
    • E - Select a Railroad Operations Card
      • Take one of the available Railroad Operations cards and either execute it immediately or place it in front of you (depending on the type of card)

Phase 3 - Income and Dividends

  • All players collect the income shown on the space of the point track / income track occupied by their marker
  • THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)

End of Game

  • When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City
  • The game end is triggered when the last Empty City marker is placed on the board
  • The turn is completed normally and then there is one more complete turn before the game ends
  • It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action
  • If End of Game has been triggered and an Empty City marker is removed from the board it does not "un-trigger" End of Game
  • When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued
  • Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded