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	<updated>2026-10-27T05:31:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31327</id>
		<title>Gamehelpsnakesladders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31327"/>
		<updated>2026-09-07T02:36:26Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==🎲 Game Setup &amp;amp; Turn Start==&lt;br /&gt;
&lt;br /&gt;
* Starting components: Each player begins the game with 2 dice.&lt;br /&gt;
* Underdog bonus: If your score is the lowest, you receive 1 extra die.  The Bonus die can only be used with your lowest elephant.&lt;br /&gt;
* Turn initiation: Roll all your available dice at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
==🐘 Elephant Movement==&lt;br /&gt;
&lt;br /&gt;
* Action phase: Choose 1 rolled die and 1 of your elephants to advance.&lt;br /&gt;
* Basic movement: Move the chosen elephant forward the exact number of steps shown on the die.&lt;br /&gt;
* Square capacity: Only 1 elephant or mouse can occupy a single square.&lt;br /&gt;
&lt;br /&gt;
== 🪜 Board Hazards==&lt;br /&gt;
&lt;br /&gt;
* 🪜 Ladders: Land on the bottom of a ladder to climb immediately to the top.&lt;br /&gt;
* 🐍 Snakes: Land on a snake head to slide down immediately to the bottom.&lt;br /&gt;
&lt;br /&gt;
==💥 Collision &amp;amp; Pushing Rules==&lt;br /&gt;
&lt;br /&gt;
* Landing on opponents: Pushes their elephant forward until it hits a snake and slides down.&lt;br /&gt;
* Landing on yourself: Pushes your own elephant forward exactly 1 step.&lt;br /&gt;
* Ripple effects: Pushed pieces can collide with and push subsequent elephants or mice.&lt;br /&gt;
* Chain reaction limit: Any piece pushed after the 1st one in a turn moves forward only 1 step.&lt;br /&gt;
&lt;br /&gt;
==🐭 Chaos Mice Mechanics==&lt;br /&gt;
&lt;br /&gt;
* Direction: Mice start at the top of the board and move downward, opposite to the elephants.&lt;br /&gt;
* Timing: All mice move once per round, immediately after the first player&#039;s turn.&lt;br /&gt;
* Hazards: Mice use ladders and snakes exactly like elephants do.&lt;br /&gt;
* Movement range: Each mouse rolls and moves between 2 and 6 steps per turn.&lt;br /&gt;
* Collisions: Mice trigger the exact same pushing rules when landing on other pieces.&lt;br /&gt;
* The loop: Reaching the bottom of the board sends the mouse instantly back to the top.&lt;br /&gt;
&lt;br /&gt;
==🏆 Winning the Game==&lt;br /&gt;
&lt;br /&gt;
* Exact count: You must roll the exact distance required to land on square 100.&lt;br /&gt;
* Retirement: Reaching square 100 removes that elephant to the winner&#039;s grazing area.&lt;br /&gt;
* Victory condition: The game ends instantly when a player gets their last elephant to square 100.&lt;br /&gt;
&lt;br /&gt;
==⚙️ Game Options==&lt;br /&gt;
&lt;br /&gt;
* Player pieces: Choose between 2 to 7 elephants per player.&lt;br /&gt;
* Chaos Mouse count: Adjust the game to include 4 to 8 Chaos Mice.&lt;br /&gt;
* Environment: Select from different board layouts.&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31309</id>
		<title>Gamehelpsnakesladders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31309"/>
		<updated>2026-09-04T23:46:52Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==🎲 Game Setup &amp;amp; Turn Start==&lt;br /&gt;
&lt;br /&gt;
* Starting components: Each player begins the game with 2 dice.&lt;br /&gt;
* Underdog bonus: If your score is the lowest, you receive 1 extra die.&lt;br /&gt;
* Turn initiation: Roll all your available dice at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
==🐘 Elephant Movement==&lt;br /&gt;
&lt;br /&gt;
* Action phase: Choose 1 rolled die and 1 of your elephants to advance.&lt;br /&gt;
* Basic movement: Move the chosen elephant forward the exact number of steps shown on the die.&lt;br /&gt;
* Square capacity: Only 1 elephant or mouse can occupy a single square.&lt;br /&gt;
&lt;br /&gt;
== 🪜 Board Hazards==&lt;br /&gt;
&lt;br /&gt;
* 🪜 Ladders: Land on the bottom of a ladder to climb immediately to the top.&lt;br /&gt;
* 🐍 Snakes: Land on a snake head to slide down immediately to the bottom.&lt;br /&gt;
&lt;br /&gt;
==💥 Collision &amp;amp; Pushing Rules==&lt;br /&gt;
&lt;br /&gt;
* Landing on opponents: Pushes their elephant forward until it hits a snake and slides down.&lt;br /&gt;
* Landing on yourself: Pushes your own elephant forward exactly 1 step.&lt;br /&gt;
* Ripple effects: Pushed pieces can collide with and push subsequent elephants or mice.&lt;br /&gt;
* Chain reaction limit: Any piece pushed for a second time in a turn moves forward only 1 step.&lt;br /&gt;
&lt;br /&gt;
==🐭 Chaos Mice Mechanics==&lt;br /&gt;
&lt;br /&gt;
* Direction: Mice start at the top of the board and move downward, opposite to the elephants.&lt;br /&gt;
* Timing: All mice move once per round, immediately after the first player&#039;s turn.&lt;br /&gt;
* Hazards: Mice use ladders and snakes exactly like elephants do.&lt;br /&gt;
* Movement range: Each mouse rolls and moves between 2 and 6 steps per turn.&lt;br /&gt;
* Collisions: Mice trigger the exact same pushing rules when landing on other pieces.&lt;br /&gt;
* The loop: Reaching the bottom of the board sends the mouse instantly back to the top.&lt;br /&gt;
&lt;br /&gt;
==🏆 Winning the Game==&lt;br /&gt;
&lt;br /&gt;
* Exact count: You must roll the exact distance required to land on square 100.&lt;br /&gt;
* Retirement: Reaching square 100 removes that elephant to the winner&#039;s grazing area.&lt;br /&gt;
* Victory condition: The game ends instantly when a player gets their last elephant to square 100.&lt;br /&gt;
&lt;br /&gt;
==⚙️ Game Options==&lt;br /&gt;
&lt;br /&gt;
* Player pieces: Choose between 2 to 7 elephants per player.&lt;br /&gt;
* Chaos Mouse count: Adjust the game to include 4 to 8 Chaos Mice.&lt;br /&gt;
* Environment: Select from different board layouts.&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31308</id>
		<title>Gamehelpsnakesladders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31308"/>
		<updated>2026-09-04T21:57:44Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==🎲 Game Setup &amp;amp; Turn Start==&lt;br /&gt;
&lt;br /&gt;
* Starting components: Each player begins the game with 2 dice.&lt;br /&gt;
* Underdog bonus: If your score is the lowest, you receive 1 extra die.&lt;br /&gt;
* Turn initiation: Roll all your available dice at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
==🐘 Elephant Movement==&lt;br /&gt;
&lt;br /&gt;
* Action phase: Choose 1 rolled die and 1 of your elephants to advance.&lt;br /&gt;
* Basic movement: Move the chosen elephant forward the exact number of steps shown on the die.&lt;br /&gt;
* Square capacity: Only 1 elephant or mouse can occupy a single square.&lt;br /&gt;
&lt;br /&gt;
==🪜 Board Hazards==&lt;br /&gt;
&lt;br /&gt;
* Ladders: Land on the bottom of a ladder to climb immediately to the top.&lt;br /&gt;
* Snakes: Land on a snake head to slide down immediately to the bottom.&lt;br /&gt;
&lt;br /&gt;
==💥 Collision &amp;amp; Pushing Rules==&lt;br /&gt;
&lt;br /&gt;
* Landing on opponents: Pushes their elephant forward until it hits a snake and slides down.&lt;br /&gt;
* Landing on yourself: Pushes your own elephant forward exactly 1 step.&lt;br /&gt;
* Ripple effects: Pushed pieces can collide with and push subsequent elephants or mice.&lt;br /&gt;
* Chain reaction limit: Any piece pushed for a second time in a turn moves forward only 1 step.&lt;br /&gt;
&lt;br /&gt;
==🐭 Chaos Mice Mechanics==&lt;br /&gt;
&lt;br /&gt;
* Direction: Mice start at the top of the board and move downward, opposite to the elephants.&lt;br /&gt;
* Timing: All mice move once per round, immediately after the first player&#039;s turn.&lt;br /&gt;
* Hazards: Mice use ladders and snakes exactly like elephants do.&lt;br /&gt;
* Movement range: Each mouse rolls and moves between 2 and 6 steps per turn.&lt;br /&gt;
* Collisions: Mice trigger the exact same pushing rules when landing on other pieces.&lt;br /&gt;
* The loop: Reaching the bottom of the board sends the mouse instantly back to the top.&lt;br /&gt;
&lt;br /&gt;
==🏆 Winning the Game==&lt;br /&gt;
&lt;br /&gt;
* Exact count: You must roll the exact distance required to land on square 100.&lt;br /&gt;
* Retirement: Reaching square 100 removes that elephant to the winner&#039;s grazing area.&lt;br /&gt;
* Victory condition: The game ends instantly when a player gets their last elephant to square 100.&lt;br /&gt;
&lt;br /&gt;
==⚙️ Game Options==&lt;br /&gt;
&lt;br /&gt;
* Player pieces: Choose between 2 to 7 elephants per player.&lt;br /&gt;
* Chaos Mouse count: Adjust the game to include 4 to 8 Chaos Mice.&lt;br /&gt;
* Environment: Select from different board layouts.&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31305</id>
		<title>Gamehelpsnakesladders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnakesladders&amp;diff=31305"/>
		<updated>2026-09-04T15:48:09Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;🎲 Game Setup &amp;amp; Turn Start&lt;br /&gt;
&lt;br /&gt;
- Starting components: Each player begins the game with 2 dice.&lt;br /&gt;
- Underdog bonus: If your score is the lowest, you receive 1 extra die.&lt;br /&gt;
- Turn initiation: Roll all your available dice at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
🐘 Elephant Movement&lt;br /&gt;
&lt;br /&gt;
- Action phase: Choose 1 rolled die and 1 of your elephants to advance.&lt;br /&gt;
- Basic movement: Move the chosen elephant forward the exact number of steps shown on the die.&lt;br /&gt;
- Square capacity: Only 1 elephant or mouse can occupy a single square.&lt;br /&gt;
&lt;br /&gt;
🪜 Board Hazards&lt;br /&gt;
&lt;br /&gt;
- Ladders: Land on the bottom of a ladder to climb immediately to the top.&lt;br /&gt;
- Snakes: Land on a snake head to slide down immediately to the bottom.&lt;br /&gt;
&lt;br /&gt;
💥 Collision &amp;amp; Pushing Rules&lt;br /&gt;
&lt;br /&gt;
- Landing on opponents: Pushes their elephant forward until it hits a snake and slides down.&lt;br /&gt;
- Landing on yourself: Pushes your own elephant forward exactly 1 step.&lt;br /&gt;
- Ripple effects: Pushed pieces can collide with and push subsequent elephants or mice.&lt;br /&gt;
- Chain reaction limit: Any piece pushed for a second time in a turn moves forward only 1 step.&lt;br /&gt;
&lt;br /&gt;
🐭 Chaos Mice Mechanics&lt;br /&gt;
&lt;br /&gt;
- Direction: Mice start at the top of the board and move downward, opposite to the elephants.&lt;br /&gt;
- Timing: All mice move once per round, immediately after the first player&#039;s turn.&lt;br /&gt;
- Hazards: Mice use ladders and snakes exactly like elephants do.&lt;br /&gt;
- Movement range: Each mouse rolls and moves between 2 and 6 steps per turn.&lt;br /&gt;
- Collisions: Mice trigger the exact same pushing rules when landing on other pieces.&lt;br /&gt;
- The loop: Reaching the bottom of the board sends the mouse instantly back to the top.&lt;br /&gt;
&lt;br /&gt;
🏆 Winning the Game&lt;br /&gt;
&lt;br /&gt;
- Exact count: You must roll the exact distance required to land on square 100.&lt;br /&gt;
- Retirement: Reaching square 100 removes that elephant to the winner&#039;s grazing area.&lt;br /&gt;
- Victory condition: The game ends instantly when a player gets their last elephant to square 100.&lt;br /&gt;
&lt;br /&gt;
⚙️ Game Options&lt;br /&gt;
&lt;br /&gt;
- Player pieces: Choose between 2 to 7 elephants per player.&lt;br /&gt;
- NPC count: Adjust the game to include 4 to 8 Chaos Mice.&lt;br /&gt;
- Environment: Select from different board layouts.&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprollthroughtheagesthebronzeage&amp;diff=27131</id>
		<title>Gamehelprollthroughtheagesthebronzeage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprollthroughtheagesthebronzeage&amp;diff=27131"/>
		<updated>2025-11-02T03:38:58Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: Created page with &amp;quot;{| class=&amp;quot;wikitable mw-collapsible&amp;quot; |+Table 1 – Dice Results !Result !Collect !Effect |- |3 Food |3 Food |Add 3 food to your peg board. |- |1 Good |1 Good |Worth 1 good. Add multiple goods to separate rows, e.g., 1 = 1 wood; 2 = 1 wood + 1 stone; 3 = 1 wood + 1 stone + 1 pottery, and so on. |- |2 Goods and 1 Skull...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Table 1 – Dice Results&lt;br /&gt;
!Result&lt;br /&gt;
!Collect&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3 Food Die.png|thumb|90x90px|3 Food]]&lt;br /&gt;
|3 Food&lt;br /&gt;
|Add 3 food to your peg board.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1 good die.png|alt=1 Good|thumb|98x98px|1 Good]]&lt;br /&gt;
|1 Good&lt;br /&gt;
|Worth 1 good. Add multiple goods to separate rows, e.g., 1 = 1 wood;&lt;br /&gt;
2 = 1 wood + 1 stone; 3 = 1 wood + 1 stone + 1 pottery, and so on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2 Goods and 1 Skull.png|alt=2 Goods and 1 Skull|thumb|90x90px|2 Goods and 1 Skull]]&lt;br /&gt;
|2 Goods &#039;&#039;and&#039;&#039; 1 Skull&lt;br /&gt;
|Worth 2 goods and 1 skull. After rolling all dice, if a player has more than 1 skull showing, a disaster will occur. Skulls do not accumulate from round to round.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:3 workers die.png|alt=3 Workers|thumb|90x90px|3 Workers]]&lt;br /&gt;
|3 Workers&lt;br /&gt;
|Check off 3 boxes in cities and/or monuments of your choice.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:2 food or 2 workers die.png|alt=2 Food or 2 Workers|thumb|90x90px|2 Food or 2 Workers]]&lt;br /&gt;
|2 Food &#039;&#039;or&#039;&#039; 2 Workers&lt;br /&gt;
|Feed 2 cities or check off 2 boxes to build cities and/or monuments.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:7 Coins Die.png|alt=7 Coins|thumb|90x90px|7 Coins]]&lt;br /&gt;
|7 Coins&lt;br /&gt;
|Worth 7 coins toward a development. Coins cannot be saved from round to round.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Table 2 – Disaster Results&lt;br /&gt;
!Cause&lt;br /&gt;
!Result&lt;br /&gt;
!Effect&lt;br /&gt;
!Affected By&lt;br /&gt;
|-&lt;br /&gt;
|No Food&lt;br /&gt;
|Famine&lt;br /&gt;
|Lose 1 point for each city&lt;br /&gt;
|Food (1 food needed per city).&lt;br /&gt;
|-&lt;br /&gt;
|1 Skull&lt;br /&gt;
|None&lt;br /&gt;
|No effect&lt;br /&gt;
|Not applicable&lt;br /&gt;
|-&lt;br /&gt;
|2 Skulls&lt;br /&gt;
|Drought&lt;br /&gt;
|Lose 2 points&lt;br /&gt;
|If you have Irrigation, you are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|3 Skulls&lt;br /&gt;
|Pestilence&lt;br /&gt;
|Your opponents lose 3 points&lt;br /&gt;
|Opponents with Medicine are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|4 Skulls&lt;br /&gt;
|Invasion&lt;br /&gt;
|Lose 4 points&lt;br /&gt;
|If you have completed the Great Wall monument, you are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|5+ Skulls&lt;br /&gt;
|Revolt&lt;br /&gt;
|Lose all your goods (including those just collected)&lt;br /&gt;
|If you have Religion, instead of losing all of your goods, your opponents lose all of their goods. Opponents with Religion are unaffected.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10655</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10655"/>
		<updated>2021-12-20T06:20:22Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Track building now has an optional visual aid to help you understand which tracks you are currently building.&lt;br /&gt;
**  Optional display for colour blind folk.  &lt;br /&gt;
*** Cubes are replaced with letters representing the original cube colour. &lt;br /&gt;
**** R - Red&lt;br /&gt;
**** B - Blue&lt;br /&gt;
**** G - Black&lt;br /&gt;
**** Y - Yellow&lt;br /&gt;
**** P - Purple&lt;br /&gt;
*** Cities have a tooltip stating the colour of the city.&lt;br /&gt;
*** Link tokens showing ownership of a link now have the name of the colour instead of the engine image.&lt;br /&gt;
&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
* Eastern US&lt;br /&gt;
* Mexico&lt;br /&gt;
* Great Britain&lt;br /&gt;
* Western US&lt;br /&gt;
* Portugal&lt;br /&gt;
&lt;br /&gt;
Bidding Style&lt;br /&gt;
&lt;br /&gt;
*Traditional&lt;br /&gt;
** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
** Then turn order proceeds clockwise around the table. &lt;br /&gt;
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
&lt;br /&gt;
* First to pass&lt;br /&gt;
** Winner pays full value of their bid and is First Player. &lt;br /&gt;
** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
** First player to pass becomes the last player.  &lt;br /&gt;
** Second to pass becomes second to last etc. &lt;br /&gt;
** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* Worst is First&lt;br /&gt;
** There is an initial bid for game starting position then&lt;br /&gt;
** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
** Worst score becomes the new First Player.&lt;br /&gt;
** Second worst is the new Second Player etc.&lt;br /&gt;
** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
&lt;br /&gt;
City Rotors&lt;br /&gt;
* Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
* Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
* After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
* The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
Mines&lt;br /&gt;
* The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
* The active player may pay $10,000 to place a Mine.&lt;br /&gt;
* 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).&lt;br /&gt;
* Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
* A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
Empty City Markers reduction for faster games&lt;br /&gt;
* The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10514</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10514"/>
		<updated>2021-12-12T21:45:30Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Track building now has an optional visual aid to help you understand which tracks you are currently building.&lt;br /&gt;
&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
* Eastern US&lt;br /&gt;
* Mexico&lt;br /&gt;
* Great Britain&lt;br /&gt;
* Western US&lt;br /&gt;
* Portugal&lt;br /&gt;
&lt;br /&gt;
Bidding Style&lt;br /&gt;
&lt;br /&gt;
*Traditional&lt;br /&gt;
** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
** Then turn order proceeds clockwise around the table. &lt;br /&gt;
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
&lt;br /&gt;
* First to pass&lt;br /&gt;
** Winner pays full value of their bid and is First Player. &lt;br /&gt;
** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
** First player to pass becomes the last player.  &lt;br /&gt;
** Second to pass becomes second to last etc. &lt;br /&gt;
** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* Worst is First&lt;br /&gt;
** There is an initial bid for game starting position then&lt;br /&gt;
** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
** Worst score becomes the new First Player.&lt;br /&gt;
** Second worst is the new Second Player etc.&lt;br /&gt;
** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
&lt;br /&gt;
City Rotors&lt;br /&gt;
* Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
* Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
* After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
* The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
Mines&lt;br /&gt;
* The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
* The active player may pay $10,000 to place a Mine.&lt;br /&gt;
* 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).&lt;br /&gt;
* Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
* A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
Empty City Markers reduction for faster games&lt;br /&gt;
* The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10513</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10513"/>
		<updated>2021-12-12T21:39:48Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Track building visual aid, will overlay the tracks you are building with a solid line to help clarify what you are building a the moment.&lt;br /&gt;
&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
* Eastern US&lt;br /&gt;
* Mexico&lt;br /&gt;
* Great Britain&lt;br /&gt;
* Western US&lt;br /&gt;
* Portugal&lt;br /&gt;
&lt;br /&gt;
Bidding Style&lt;br /&gt;
&lt;br /&gt;
*Traditional&lt;br /&gt;
** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
** Then turn order proceeds clockwise around the table. &lt;br /&gt;
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
&lt;br /&gt;
* First to pass&lt;br /&gt;
** Winner pays full value of their bid and is First Player. &lt;br /&gt;
** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
** First player to pass becomes the last player.  &lt;br /&gt;
** Second to pass becomes second to last etc. &lt;br /&gt;
** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* Worst is First&lt;br /&gt;
** There is an initial bid for game starting position then&lt;br /&gt;
** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
** Worst score becomes the new First Player.&lt;br /&gt;
** Second worst is the new Second Player etc.&lt;br /&gt;
** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
&lt;br /&gt;
City Rotors&lt;br /&gt;
* Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
* Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
* After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
* The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
Mines&lt;br /&gt;
* The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
* The active player may pay $10,000 to place a Mine.&lt;br /&gt;
* 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).&lt;br /&gt;
* Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
* A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
Empty City Markers reduction for faster games&lt;br /&gt;
* The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10460</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10460"/>
		<updated>2021-12-06T23:21:25Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
* Eastern US&lt;br /&gt;
* Mexico&lt;br /&gt;
* Great Britain&lt;br /&gt;
* Western US&lt;br /&gt;
* Portugal&lt;br /&gt;
&lt;br /&gt;
Bidding Style&lt;br /&gt;
&lt;br /&gt;
*Traditional&lt;br /&gt;
** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
** Then turn order proceeds clockwise around the table. &lt;br /&gt;
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
&lt;br /&gt;
* First to pass&lt;br /&gt;
** Winner pays full value of their bid and is First Player. &lt;br /&gt;
** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
** First player to pass becomes the last player.  &lt;br /&gt;
** Second to pass becomes second to last etc. &lt;br /&gt;
** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* Worst is First&lt;br /&gt;
** There is an initial bid for game starting position then&lt;br /&gt;
** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
** Worst score becomes the new First Player.&lt;br /&gt;
** Second worst is the new Second Player etc.&lt;br /&gt;
** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
&lt;br /&gt;
City Rotors&lt;br /&gt;
* Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
* Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
* After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
* The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
Mines&lt;br /&gt;
* The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
* The active player may pay $10,000 to place a Mine.&lt;br /&gt;
* 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).&lt;br /&gt;
* Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
* A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
Empty City Markers reduction for faster games&lt;br /&gt;
* The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10459</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10459"/>
		<updated>2021-12-06T23:19:23Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Game Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Maps&lt;br /&gt;
* Eastern US&lt;br /&gt;
* Mexico&lt;br /&gt;
* Great Britain&lt;br /&gt;
* Western US&lt;br /&gt;
* Portugal&lt;br /&gt;
Bidding Style&lt;br /&gt;
*Traditional&lt;br /&gt;
** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
** Then turn order proceeds clockwise around the table. &lt;br /&gt;
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
* First to pass&lt;br /&gt;
** Winner pays full value of their bid and is First Player. &lt;br /&gt;
** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
** First player to pass becomes the last player.  &lt;br /&gt;
** Second to pass becomes second to last etc. &lt;br /&gt;
** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
* Worst is First&lt;br /&gt;
** There is an initial bid for game starting position then&lt;br /&gt;
** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
** Worst score becomes the new First Player.&lt;br /&gt;
** Second worst is the new Second Player etc.&lt;br /&gt;
** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
City Rotors&lt;br /&gt;
* Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
* Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
* After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
* The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
Mines&lt;br /&gt;
* The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
* The active player may pay $10,000 to place a Mine.&lt;br /&gt;
* 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).&lt;br /&gt;
* Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
* A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
Empty City Markers reduction for faster games&lt;br /&gt;
* The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10458</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10458"/>
		<updated>2021-12-06T23:06:03Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Game Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Maps&lt;br /&gt;
&lt;br /&gt;
# Eastern US&lt;br /&gt;
# Mexico&lt;br /&gt;
# Great Britain&lt;br /&gt;
# Western US&lt;br /&gt;
# Portugal&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
** Worst is First&lt;br /&gt;
*** There is an initial bid for game starting position then&lt;br /&gt;
*** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
*** Worst score becomes the new First Player.&lt;br /&gt;
*** Second worst is the new Second Player etc.&lt;br /&gt;
*** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
*** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* Empty City Markers reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10407</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10407"/>
		<updated>2021-11-30T20:42:03Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Game Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Maps&lt;br /&gt;
** Eastern US&lt;br /&gt;
** Mexico&lt;br /&gt;
** Great Britain&lt;br /&gt;
** Western US&lt;br /&gt;
** Portugal&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
** Worst is First&lt;br /&gt;
*** There is an initial bid for game starting position then&lt;br /&gt;
*** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
*** Worst score becomes the new First Player.&lt;br /&gt;
*** Second worst is the new Second Player etc.&lt;br /&gt;
*** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
*** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* Empty City Markers reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10406</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10406"/>
		<updated>2021-11-30T20:39:50Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Game Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
** Worst is First&lt;br /&gt;
*** There is an initial bid for game starting position then&lt;br /&gt;
*** at the start of a new turn, the player order is determined by the current score.&lt;br /&gt;
*** Worst score becomes the new First Player.&lt;br /&gt;
*** Second worst is the new Second Player etc.&lt;br /&gt;
*** In case of scoring ties, the player with higher (worst) turn order wins the tie.&lt;br /&gt;
*** All &amp;quot;Railroad Executive&amp;quot; operation cards are discarded.&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* Empty City Markers reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10002</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=10002"/>
		<updated>2021-10-30T18:10:03Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Game Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* Empty City Markers reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9634</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9634"/>
		<updated>2021-10-06T03:17:02Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: Version 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9633</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9633"/>
		<updated>2021-10-06T03:13:36Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: Version 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interface Info ==&lt;br /&gt;
=== Preferences ===&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
= Playing the game =&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count is reduced by 2 or 4 so that the game will end more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9630</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9630"/>
		<updated>2021-10-05T17:25:18Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* In Game controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Interface Info ===&lt;br /&gt;
== Preferences ==&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count is reduced by 2 or 4 so that the game will end more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9629</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9629"/>
		<updated>2021-10-05T17:18:39Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Interface Info ===&lt;br /&gt;
== Preferences ==&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl-Left wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count can be reduced to speed up the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count is reduced by 2 or 4 so that the game will end more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9628</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9628"/>
		<updated>2021-10-05T17:17:34Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Interface Info ===&lt;br /&gt;
== Preferences ==&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl-Left wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
* ECM reduction for faster games&lt;br /&gt;
** The Empty City Marker count is reduced by 2 or 4 so that the game will end more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9627</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9627"/>
		<updated>2021-10-05T17:13:55Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: Version 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Interface Info ===&lt;br /&gt;
== Preferences ==&lt;br /&gt;
* Top right of the page lets you set preferences that will be remembered from game to game&lt;br /&gt;
**  Preference option for Track brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
**  Preference option for Cubes brightness and contrast.  6 styles to choose from with a variety of contrast and brightness values&lt;br /&gt;
== In Game controls ==&lt;br /&gt;
* Ctrl-Left wheel zooms the map when you are over the map, otherwise it will zoom the web page.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
* Bidding Style&lt;br /&gt;
**Traditional&lt;br /&gt;
*** Winner pays full value of their bid and is First Player, all other players pay nothing. &lt;br /&gt;
*** Then turn order proceeds clockwise around the table. &lt;br /&gt;
*** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player&lt;br /&gt;
** First to pass&lt;br /&gt;
*** Winner pays full value of their bid and is First Player. &lt;br /&gt;
*** Each player who passes, pays half their bid rounded up. &lt;br /&gt;
*** First player to pass becomes the last player.  &lt;br /&gt;
*** Second to pass becomes second to last etc. &lt;br /&gt;
*** If all the players choose to pass, then the player who passes last becomes the new First Player. &lt;br /&gt;
&lt;br /&gt;
* City Rotors&lt;br /&gt;
** Cities with Rotors always act as their base color (the color on the upper section of the city) and will often provide a second color showing on the bottom of the city.&lt;br /&gt;
** Cubes matching either color that arrive at a City Rotor must be delivered there.&lt;br /&gt;
** After every delivery to the city, the City Rotor will rotate to a new color.&lt;br /&gt;
** The City Rotor Color Wheel describes each color transition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* Mines&lt;br /&gt;
** The Place Mine action is available to each player two times in the game during the player action round.&lt;br /&gt;
** The active player may pay $10,000 to place a Mine.&lt;br /&gt;
** 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).&lt;br /&gt;
** Place the cubes drawn on the gray city, after discarding the matching cube.&lt;br /&gt;
** A city may only be mined once in a game.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9308</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9308"/>
		<updated>2021-09-02T19:09:43Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Playing the game ==&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9307</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9307"/>
		<updated>2021-09-02T18:56:57Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* Phase 2 - Player Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Playing the game ==&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** 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&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9306</id>
		<title>Gamehelprailwaysoftheworld</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&amp;diff=9306"/>
		<updated>2021-09-02T18:53:54Z</updated>

		<summary type="html">&lt;p&gt;WetDogIsHappy: /* End of Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Playing the game ==&lt;br /&gt;
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:&lt;br /&gt;
** 1 - First Player Auction to determine First Player&lt;br /&gt;
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)&lt;br /&gt;
** 3 - Income and Dividends&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Phase 1 - First Player Auction ==&lt;br /&gt;
* Players bid to determine First Player for all Rounds of Phase 2 this Turn&lt;br /&gt;
** The First Player from the previous Turn bids first&lt;br /&gt;
** Minimum bid is $1k&lt;br /&gt;
** Bidding proceeds clockwise (down the list in player status table)&lt;br /&gt;
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction&lt;br /&gt;
** The player with the winning bid takes the First Player marker (golden engine in the player status table)&lt;br /&gt;
** Turn order is clockwise from First Player&lt;br /&gt;
** If all players pass with no bids, First Player marker moves 1 spot clockwise&lt;br /&gt;
&lt;br /&gt;
== Phase 2 - Player Actions ==&lt;br /&gt;
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order&lt;br /&gt;
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)&lt;br /&gt;
** A - Build Track&lt;br /&gt;
*** Place from 1 to 4 track tiles, starting at any city or open track tile that you own&lt;br /&gt;
*** Cost to build track:&lt;br /&gt;
**** Build on plains (no symbol): $2k&lt;br /&gt;
**** Build on water (water drop): $3k&lt;br /&gt;
**** Build on mountains (grey dot): $4k&lt;br /&gt;
**** Cross a mountain ridge (dark red/brown line): + $4k&lt;br /&gt;
*** A series of tiles that connect one city to exactly one other city is called a Link&lt;br /&gt;
*** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board&lt;br /&gt;
** B - Urbanize&lt;br /&gt;
*** Player pays $10k to place an available New City tile on and gray city hex and add two random Goods Cubes to the new city&lt;br /&gt;
** C - Upgrade Engine&lt;br /&gt;
*** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade&lt;br /&gt;
** D - Deliver One Goods Cube&lt;br /&gt;
*** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube&#039;s color&lt;br /&gt;
*** May travel over as many links as the strength of the acting player&#039;s Engine&lt;br /&gt;
*** May not move a Cube without delivering it (final Link must move to a City of the Cube&#039;s color)&lt;br /&gt;
*** May not skip over a City of the Cube&#039;s color without delivering it (even if a City further down the line is the same color)&lt;br /&gt;
*** First Link over which the Good travels must be owned by Player taking the action&lt;br /&gt;
*** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own&lt;br /&gt;
** E - Select a Railroad Operations Card&lt;br /&gt;
*** 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)&lt;br /&gt;
&lt;br /&gt;
== Phase 3 - Income and Dividends ==&lt;br /&gt;
* All players collect the income shown on the space of the point track / income track occupied by their marker&lt;br /&gt;
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
* When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City&lt;br /&gt;
* The game end is triggered when the last Empty City marker is placed on the board&lt;br /&gt;
* The turn is completed normally and then there is one more complete turn before the game ends&lt;br /&gt;
* It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action&lt;br /&gt;
* If End of Game has been triggered and an Empty City marker is removed from the board it does not &amp;quot;un-trigger&amp;quot; End of Game&lt;br /&gt;
* When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued&lt;br /&gt;
* Rail Baron cards held by each are now tested and if their goal has been achieved, points will be awarded&lt;/div&gt;</summary>
		<author><name>WetDogIsHappy</name></author>
	</entry>
</feed>