REGIONAL RAILS
INTRODUCTION
Board Game for 2-6+ players.
Railroad Building Theme.
Each player takes the role of 1 Railroad Company.
VICTORY
The game ends when one of the following happens:
1. All Cities on the map are built to.
2. Any player uses up all of his Rail Markers.
At this point the player with the most Victory Points wins.
Players keep their VP hidden until the end.
THE MAP
This is a Hex Map.
There are several Terrain Types/Features:
Sea spaces: Blue Waves. Adjacent Land spaces are referred to as Coastal.
Mountain spaces: Orange Angles
Forest spaces: Green filled in Triangles
Plains: Open/Blank Spaces
Town Spaces: Open Circles. May be in Forests & Mountains
City Spaces: Solid Circles
Starting Cities: Solid circle surrounded by an open Circle. In the Corners.
Rivers: Blue Lines on the Hex edges/sides
The individual Hexes on the map must be large enough to allow the
easy un-stacked placement of up to 3 RM on each Hexside and
6 markers (4 RM, 1 SM, 1 DM) in the Interior while allowing the
terrain features to still be visible.
VICTORY POINTS
Use Tokens to keep track of Victory Points (VP).
Players share a common set.
RAIL MARKERS
Each player has a set of 50 Rail Markers (RM) of a unique color.
STATION MARKERS
Each player has 5 Station Markers (SM) the same color as their RM.
You may build a SM in a city you are connected to.
That city earns you 1 extra MB per turn.
A city may have a max of 1 Station.
MONEY BAGS
Use poker chips to keep track of Money Bags (MB).
TRAIN LEVEL
Use Tickets to keep track of Train Levels.
This is an abstract measure of the number of trains you have as well as how
technologically advanced they are and the efficiency with which they are run.
You may not build to cities and towns that are farther from your starting
city than is your Train Level.
OBSOLESCENCE TOKENS
These represent revenue losses due to changes in transportation and
businesses models.
DICE
Six sided dice are needed.
SETUP
Each player picks one of the Railroads on the Railroad Company List.
Roll high on dice to determine order for picking railroads.
Each player places one of their RM in one of the Starting Cities.
Roll high on dice to determine order for picking Starting Cities.
All cities must be occupied before players start doubling up.
Each player gets two secret random DM.
Each player starts with a Train Level of 1.
Each player starts with 5 MB and 10 VP.
Finally players roll high on dice to determine Turn Order.
RAILROAD COMPANY LIST
Company Name: Special Ability:
Red Runner Has 10 extra RM
White Wonder Crossing Rivers cost 2 less
Blacks Tracks Entering Towns and Cities costs 1 less
Grey Goose Express Entering Mountains costs 2 less
Blue Lightning Start with Train Level = 2 & pay 1 less in Upkeep Phase
Green Machines Stations cost only 2 MB each
Yellow Fellow Lines No penalty for buying a third or fourth RM in a turn
Purple Pusher When buying your stocks players get 1 extra VP per stock
Silver Streak May start game in any city on the Map
Golden Boy Get +1 to Event Rolls
Indigo Engines Starts game with 2 extra DM
Pink Puffer When building does not pay for RM already present
VP = Victory Points
MB = Money Bags
DM = Development Marker
DEVELOPMENT MARKERS
These are placed on appropriate Towns or Cities.
A Town or City with a DM earns 1 extra MB per turn.
A Town or City may have a max of 1 DM placed on them.
A player may place one of his DM whenever he likes.
Starting cities may not have a DM .
DEVELOPMENT MARKERS
Name: Placement:
Port Coastal City next to a River
Mine Mountain Town
Fishing Coastal Town
Lumber Forest Town
Factory City with River on 4 Sides
Cattle City next to a Plains
Shipyard Coastal City next to a Forest
Cannery Coastal City
Coal Town next to 3 or more Mountains
Dairy Town next to a Plains and a Forest
Mill City next to a Plains and a River
Lighthouse Coastal Town with Sea on 2 or more sides
Military Base Town next to River, Forest, & Mountain
University City next to 3 or more Towns
Brewery Town with River on 2 or more sides
Quarry Town next to a Mountain
Corn Town next to a Plains
Oil Town next to a Mountain and a Plains
Cotton Town next to a River and a Plains
Capital Any non-coastal City
TURN SEQUENCE
Players take turns.
Each turn has 7 Phases:
1. Build Phase
2. Income Phase
3. Event Phase
4. Upkeep Phase
5. Dividend Phase
6. Upgrade Phase
7. End Phase
BUILD PHASE
A player pays for and places rail markers (RM) in this Phase.
A Hex has six sides and one Interior region.
RM are placed both on Hex Sides and the interior of Hexes.
In order for a railroad to connect from 1 hex to an adjacent hex you
must build a RM on the hex side shared by both.
To build on a Hexside/Border you must have a RM already built in the
interior of one of the 2 connecting Hexes.
To have a link to a town or city inside a Hex, you must build a
RM in the interior of that hex.
All RM you build must be continuously connecting from interior to
hex side to interior to hex side and so on beginning from your Start City.
A Max of 3 RM may be built on a Hexside.
If it is a River Hexside it is a max of 2 RM.
A Hexside of a Mountain space may contain a max of 2 RM.
The Interior of a Hex may contain a max of 4 RM.
The Interior may contain a max 3 if it is a Town and/or Forest and/or Coastal.
The Interior may contain a max of 2 RM if it is a Mountain.
The player must pay MB for the RM he builds according to the
Building Cost Charts.
You may also build 1 Station in a city you are connected to (interior RM) that
does not already have a station. This costs 5 MB.
The third RM you build in a turn costs +1 MB.
The fourth RM you build in a turn costs +2 MB.
The max number of RM you can build in a turn is 4.
HEXSIDE BUILDING COST CHART
Difficulty: MB Cost: Notes:
Base Cost 1 -
River (Crossing) +2 -
Mountain (Into or Out of) +1 -
From Coastal to Coastal +1 -
Station (Into or Out of) +1 Paid to Owner
For Every RM already present +1 -
HEX INTERIOR BUILDING COST CHART
Difficulty: MB Cost: Notes:
Base Cost 1 (Plains)
Town +1 -
City +2 -
Forest +1 -
Coastal +1 -
Mountain +2 -
Station +1 Paid to Owner
For Every RM already present +1 -
INCOME PHASE
Gain Money Bags (MB) from towns and Cities you are connected to.
To be connected you must have a RM in the interior of the Hex
containing that city or town.
A City earns 2 MB
A Town earns 1 MB
A Development marker earns 1 extra MB
A Station you own earns 1 extra MB
For every additional starting City you connect to
(not including your own) earn an extra 2 MB.
Gain 1 less MB for each Obsolescence Token you have.
(On their first turn of the game each player will make 2 MB from being
connected to their Start city)
EVENT PHASE
Roll once on the Event Table:
EVENT TABLE
1D6 Event: Notes:
1 Lost Contracts Gain 1 Obsolescence Token
2 Trucks & Roads Gain 1 Obsolescence Token
3 Train Wreck Roll 2D6: If < your Train Level lose 1D6 VP
4 Mail Gain 1 VP
5 Passengers Gain 1 VP and 1 MB
6+ Freight Gain 1 MB
Notes: Add +2 to your rolls for the first 3 Turns of the game.
UPKEEP PHASE
Pay MB equal to your Train Level for maintenance and overhead.
Lose 3 VP for every MB you do not pay.
VP levels can be negative!
DIVIDENDS PHASE
You may buy Victory Points in this Phase.
The first 1D6 MB you spend earn 3 VP each. (First Dividends Roll)
The next 1D6 MB you spend earn 2 VP each. (Second Dividends Roll)
After that every MB you spend earns 1 VP each.
UPGRADE PHASE
You may upgrade your Train Level by one and one only.
This costs MB equal to twice the level you are buying.
For example: you are at level 3 and you want to go to
level 4. That would cost you 8 MB. (2 X 4)
END PHASE
Check for end Game conditions.
SHUTOUT RULE
You may build up to 2 RM on a Hexside or in an interior to
prevent other players from accessing the hex.
LOANS
You may borrow MB in Income Phase.
For each MB you borrow lose 3 VP.
You may borrow up to 2D6 MB on your turn. (Loan Availability Roll)
STOCKS
You may buy stocks in Income Phase.
Pay an opponent MB.
For every MB you pay an opponent gain 2 VP.
You may buy up to 2D6 Stocks on your turn. (Investment Roll)
REGIONAL DEVELOPMENT
In Upgrade Phase you may pay 5 MB to draw 1 random unused DM.
END GAME SCORING
Gain VP equal to your Train Level x 7 (multiplied by seven).
Gain 2 VP for every town or city you are the only player with a
connection to.
Cash in: 1 VP costs 2 MB.
OPTIONAL RULE: TYCOONS
Each player picks one Tycoon at the begining of the Game.
High Die roll picks first.
TYCOONS LIST
Tycoon Name: Special Ability:
Boss Hawg Earn 1 VP each time you connect to a Town
City Slicker Sid Earn 1 VP each time you connect to a City
Pick Axe Pete Earn 1 VP each time you connect to a Mountain or Forest
Uncle Moneybags Starts game with 7 extra MB
Fast Eddy May buy up to 2 Train Levels per turn
Daddy Rawhide Earn 1 VP each time you connect to a DM
Bob the Builder May build 2 extra Stations
Philanthropic Phil Gets +1 to Dividends Rolls
Bill the Bastard Per Shutout Rule may build up to 3 RM
Lester the Investor Gets +2 to Investment Rolls
Boris the Banker Earn 1 VP each time a player takes a loan
Mike the Mechanic Earn 1 VP each time another player goes up a Train Level
Rob the Robber Baron Steal 1 VP from 1 target player on each of your turns
Dealer Dan May pay 3 MB to get rid of a Obsolescence Token
Note: "Connections" refer to the first RM you build in the interior of a Hex
OPTIONAL RULE: ADDITIONAL RAILROADS
You may pay 25 MB to start an extra Railroad.
It may start in any city without a station that is not the
starting space of one of your other railroads.
Pick one of the remaining companies from the railroad company list.
Run it as if there were an extra player joining in the game.
Keep its money and VP separate. (Combine your VP at end of game)
Do not gain the 2 DM you normally get at start.
It does get the starting 5 MB and 10 VP
These extra railroads can have a max of 4 Stations and 40 RM.
If playing with Tycoons, you do not get an extra Tycoon; Your original and
only Tycoon special ability applies to all the companies you own.
(If you have Uncle Monebags the new company starts with an extra 7 MB)