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* Playing the game
** Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:
*** 1 - First Player Auction to determine First Player
*** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)
*** 3 - Income and Dividends
** These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played.


* Phase 1 - First Player Auction
== Playing the game ==
** Players bid to determine First Player for all Rounds of Phase 2 this Turn
* Turns and Player Action Rounds.  RotW is played in a series of Turns.  Each Turn consists of the following 3 phases:
*** The First Player from the previous Turn bids first
** 1 - First Player Auction to determine First Player
*** Minimum bid is $1k
** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)
*** Bidding proceeds clockwise (down the list in player status table)
** 3 - Income and Dividends
*** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction
* 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.
*** 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
== Phase 1 - First Player Auction ==
** Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order
* Players bid to determine First Player for all Rounds of Phase 2 this 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)
** The First Player from the previous Turn bids first
*** A - Build Track
** Minimum bid is $1k
**** Place from 1 to 4 track tiles, starting at any city or open track tile that you own
** Bidding proceeds clockwise (down the list in player status table)
**** Cost to build track:
** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction
***** Build on plains (no symbol): $2k
** The player with the winning bid takes the First Player marker (golden engine in the player status table)
***** Build on water (water drop): $3k
** Turn order is clockwise from First Player
***** Build on mountains (grey dot): $4k
** If all players pass with no bids, First Player marker moves 1 spot clockwise
***** 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 and 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 2 - Player Actions ==
** All players collect the income shown on the space of the point track / income track occupied by their marker
* Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order
** THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)
* 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 and 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)


* End of Game
== Phase 3 - Income and Dividends ==
** When the last Goods Cube in a City is moved out, and Empty City marker is placed in the City
* All players collect the income shown on the space of the point track / income track occupied by their marker
** The game end is triggered when the last Empty City marker is placed on the board
* THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)
** It is possible to remove an Empty City marker from the board via Railroad Operations Card 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
== End of Game ==
* When the last Goods Cube in a City is moved out, and Empty City marker is placed in the City
* The game end is triggered when the last Empty City marker is placed on the board
* It is possible to remove an Empty City marker from the board via Railroad Operations Card 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

Revision as of 17:33, 19 July 2021

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 and 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, and Empty City marker is placed in the City
  • The game end is triggered when the last Empty City marker is placed on the board
  • It is possible to remove an Empty City marker from the board via Railroad Operations Card 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