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Gamehelprailwaysoftheworld
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Playing the game
- Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 phases:
- 1 - First Player Auction to determine First Player
- 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)
- 3 - Income and Dividends
- These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played.
Phase 1 - First Player Auction
- Players bid to determine First Player for all Rounds of Phase 2 this Turn
- The First Player from the previous Turn bids first
- Minimum bid is $1k
- Bidding proceeds clockwise (down the list in player status table)
- If a player chooses not to bid higher than the current bid they Pass and are out of the Auction
- The player with the winning bid takes the First Player marker (golden engine in the player status table)
- Turn order is clockwise from First Player
- If all players pass with no bids, First Player marker moves 1 spot clockwise
Phase 2 - Player Actions
- Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order
- On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)
- A - Build Track
- Place from 1 to 4 track tiles, starting at any city or open track tile that you own
- Cost to build track:
- Build on plains (no symbol): $2k
- Build on water (water drop): $3k
- Build on mountains (grey dot): $4k
- Cross a mountain ridge (dark red/brown line): + $4k
- A series of tiles that connect one city to exactly one other city is called a Link
- At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board
- B - Urbanize
- Player pays $10k to place an available New City tile on a gray city hex and add two random Goods Cubes to the new city
- C - Upgrade Engine
- Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade
- D - Deliver One Goods Cube
- Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube's color
- May travel over as many links as the strength of the acting player's Engine
- May not move a Cube without delivering it (final Link must move to a City of the Cube's color)
- May not skip over a City of the Cube's color without delivering it (even if a City further down the line is the same color)
- First Link over which the Good travels must be owned by Player taking the action
- Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own
- E - Select a Railroad Operations Card
- Take one of the available Railroad Operations cards and either execute it immediately or place it in front of you (depending on the type of card)
- A - Build Track
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