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Gamehelprailwaysoftheworld: Difference between revisions
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=== [https://drive.google.com/file/d/11vc2f39HJlCQUPCGN1vnRITyFrja8HfK/view?usp=sharing Link to Combined Rules (2022)] === | |||
== Interface Info == | == Interface Info == | ||
=== Preferences === | === Preferences === | ||
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** Preference option for Track brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values | ** Preference option for Track brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values | ||
** Preference option for Cubes brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values | ** Preference option for Cubes brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values | ||
** Track building now has an optional visual aid to help you understand which tracks you are currently building. | |||
** Optional display for colour blind folk. | |||
*** Cubes are replaced with letters representing the original cube colour. | |||
****• R - Red | |||
****• B - Blue | |||
****• G - Black | |||
****• Y - Yellow | |||
****• P - Purple | |||
*** Cities have a tooltip stating the colour of the city. | |||
*** Link tokens showing ownership of a link now have the name of the colour instead of the engine image. | |||
== In Game controls == | == In Game controls == | ||
* Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page. | * Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page. | ||
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=== Game Options === | === Game Options === | ||
Maps | Maps | ||
* Eastern US | |||
* Mexico | *• Eastern US | ||
* Great Britain | *• Mexico | ||
* Western US | *• Great Britain | ||
* Portugal | *• Western US | ||
*• Portugal | |||
Bidding Style | Bidding Style | ||
*Traditional | |||
** Winner pays full value of their bid and is First Player, all other players pay nothing. | *'''Traditional''' | ||
** Then turn order proceeds clockwise around the table. | **• Winner pays full value of their bid and is First Player, all other players pay nothing. | ||
** If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player | **• Then turn order proceeds clockwise around the table. | ||
* First to pass | **• If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player | ||
** Winner pays full value of their bid and is First Player. | |||
** Each player who passes, pays half their bid rounded up. | * '''First to pass''' | ||
** First player to pass becomes the last player. | **• Winner pays full value of their bid and is First Player. | ||
** Second to pass becomes second to last etc. | **• Each player who passes, pays half their bid rounded up. | ||
** If all the players choose to pass, then the player who passes last becomes the new First Player. | **• First player to pass becomes the last player. | ||
* Worst is First | **• Second to pass becomes second to last etc. | ||
** There is an initial bid for game starting position then | **• If all the players choose to pass, then the player who passes last becomes the new First Player. | ||
** at the start of a new turn, the player order is determined by the current score. | |||
** Worst score becomes the new First Player. | * '''Worst is First''' | ||
** Second worst is the new Second Player etc. | **• There is an initial bid for game starting position then | ||
** In case of scoring ties, the player with higher (worst) turn order wins the tie. | **• at the start of a new turn, the player order is determined by the current score. | ||
** All "Railroad Executive" operation cards are discarded. | **• Worst score becomes the new First Player. | ||
**• Second worst is the new Second Player etc. | |||
**• In case of scoring ties, the player with higher (worst) turn order wins the tie. | |||
**• All "Railroad Executive" operation cards are discarded. | |||
City Rotors | City Rotors | ||
* 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. | * 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. | ||
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= Playing the game = | = Playing the game = | ||
* Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 phases: | * Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 phases: | ||
** 1 - First Player Auction to determine First Player | **• 1 - First Player Auction to determine First Player | ||
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds) | **• 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds) | ||
** 3 - Income and Dividends | **• 3 - Income and Dividends | ||
* These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played. | * 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. | ||
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* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order | * Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order | ||
* On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn) | * On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn) | ||
===A - Build Track=== | |||
* Place from 1 to 4 track tiles, starting at any city or open track tile that you own | |||
* Cost to build track: | |||
** | **• Build on plains (no symbol): $2k | ||
** | **• Build on water (water drop): $3k | ||
** | **• Build on mountains (grey dot): $4k | ||
** | **• Cross a mountain ridge (dark red/brown line): + $4k | ||
* A series of tiles that connect one city to exactly one other city is called a Link | |||
* At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board | |||
===B - Urbanize=== | |||
* Player pays $10k to place an available New City tile on a gray city hex and add two random Goods Cubes to the new city | |||
===C - Upgrade Engine=== | |||
* Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade | |||
===D - Deliver One Goods Cube=== | |||
* Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube's color | |||
* May travel over as many links as the strength of the acting player's Engine | |||
* May not move a Cube without delivering it (final Link must move to a City of the Cube's color) | |||
* May not skip over a City of the Cube's color without delivering it (even if a City further down the line is the same color) | |||
* First Link over which the Good travels must be owned by Player taking the action | |||
* Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own | |||
===E - Select a Railroad Operations Card=== | |||
* Take one of the available Railroad Operations cards and either execute it immediately or place it in front of you (depending on the type of card) | |||
== Phase 3 - Income and Dividends == | == Phase 3 - Income and Dividends == |
Latest revision as of 09:54, 5 April 2023
Link to Combined Rules (2022)
Interface Info
Preferences
- Top right of the page lets you set preferences that will be remembered from game to game
- Preference option for Track brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values
- Preference option for Cubes brightness and contrast. 6 styles to choose from with a variety of contrast and brightness values
- Track building now has an optional visual aid to help you understand which tracks you are currently building.
- Optional display for colour blind folk.
- Cubes are replaced with letters representing the original cube colour.
- • R - Red
- • B - Blue
- • G - Black
- • Y - Yellow
- • P - Purple
- Cities have a tooltip stating the colour of the city.
- Link tokens showing ownership of a link now have the name of the colour instead of the engine image.
- Cubes are replaced with letters representing the original cube colour.
In Game controls
- Ctrl Mouse Wheel zooms the map when you are over the map, otherwise it will zoom the web page.
Game Options
Maps
- • Eastern US
- • Mexico
- • Great Britain
- • Western US
- • Portugal
Bidding Style
- Traditional
- • Winner pays full value of their bid and is First Player, all other players pay nothing.
- • Then turn order proceeds clockwise around the table.
- • If all the players choose to pass, then the player to the left of the previous First Player becomes the new First Player
- First to pass
- • Winner pays full value of their bid and is First Player.
- • Each player who passes, pays half their bid rounded up.
- • First player to pass becomes the last player.
- • Second to pass becomes second to last etc.
- • If all the players choose to pass, then the player who passes last becomes the new First Player.
- Worst is First
- • There is an initial bid for game starting position then
- • at the start of a new turn, the player order is determined by the current score.
- • Worst score becomes the new First Player.
- • Second worst is the new Second Player etc.
- • In case of scoring ties, the player with higher (worst) turn order wins the tie.
- • All "Railroad Executive" operation cards are discarded.
City Rotors
- 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.
- Cubes matching either color that arrive at a City Rotor must be delivered there.
- After every delivery to the city, the City Rotor will rotate to a new color.
- The City Rotor Color Wheel describes each color transition.
Mines
- The Place Mine action is available to each player two times in the game during the player action round.
- The active player may pay $10,000 to place a Mine.
- They immediately choose a gray city and begin drawing cubes from the goods bag until they draw a cube that matches the color of a previously drawn cube (maximum of 5 draws).
- Place the cubes drawn on the gray city, after discarding the matching cube.
- A city may only be mined once in a game.
Empty City Markers reduction for faster games
- The Empty City Marker count can be reduced to speed up the end of the game.
Playing the game
- Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 phases:
- • 1 - First Player Auction to determine First Player
- • 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)
- • 3 - Income and Dividends
- These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played.
Phase 1 - First Player Auction
- Players bid to determine First Player for all Rounds of Phase 2 this Turn
- The First Player from the previous Turn bids first
- Minimum bid is $1k
- Bidding proceeds clockwise (down the list in player status table)
- If a player chooses not to bid higher than the current bid they Pass and are out of the Auction
- The player with the winning bid takes the First Player marker (golden engine in the player status table)
- Turn order is clockwise from First Player
- If all players pass with no bids, First Player marker moves 1 spot clockwise
Phase 2 - Player Actions
- Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order
- On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)
A - Build Track
- Place from 1 to 4 track tiles, starting at any city or open track tile that you own
- Cost to build track:
- • Build on plains (no symbol): $2k
- • Build on water (water drop): $3k
- • Build on mountains (grey dot): $4k
- • Cross a mountain ridge (dark red/brown line): + $4k
- A series of tiles that connect one city to exactly one other city is called a Link
- At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board
B - Urbanize
- Player pays $10k to place an available New City tile on a gray city hex and add two random Goods Cubes to the new city
C - Upgrade Engine
- Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade
D - Deliver One Goods Cube
- Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube's color
- May travel over as many links as the strength of the acting player's Engine
- May not move a Cube without delivering it (final Link must move to a City of the Cube's color)
- May not skip over a City of the Cube's color without delivering it (even if a City further down the line is the same color)
- First Link over which the Good travels must be owned by Player taking the action
- Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own
E - Select a Railroad Operations Card
- Take one of the available Railroad Operations cards and either execute it immediately or place it in front of you (depending on the type of card)
Phase 3 - Income and Dividends
- All players collect the income shown on the space of the point track / income track occupied by their marker
- THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)
End of Game
- When the last Goods Cube in a City is moved out, an Empty City marker is placed in the City
- The game end is triggered when the last Empty City marker is placed on the board
- The turn is completed normally and then there is one more complete turn before the game ends
- It is possible to remove an Empty City marker from the board via Railroad Operations Cards or the Urbanize action
- If End of Game has been triggered and an Empty City marker is removed from the board it does not "un-trigger" End of Game
- When the game finishes, in addition to the standard Income Phase, each player loses 1 point for every bond issued
- Rail Baron cards held by each player are now tested and if their goal has been achieved, points will be awarded