[T2RNordic] rules EN 2015_TTR2 rules Nordic EN

[T2RNordic] rules EN 2015_TTR2 rules Nordic EN
[T2RNordic] rules EN 2015_TTR2 rules Nordic EN 18/05/15 15:51 Page2
icket to Ride Nordic Countries takes you on a Nordic adventure through
Denmark, Finland, Norway and Sweden as you travel to the great northern cities
of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway's beautiful fjords and
the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of
the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where
Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to
the land of the Midnight Sun.
T
CREDITS
Game design by Alan R. Moon
Illustrations by Julien Delval
Graphic Design by Cyrille Daujean
2-3
8+
30-60’
[T2RNordic] rules EN 2015_TTR2 rules Nordic EN 18/05/15 15:52 Page3
Components
u
u
u
1 Globetrotter Bonus card
for the most completed
tickets
1 Board map of Scandinavian train routes
120 Colored Train cars (40 each in 3 different colors, plus a few spare)
157 Illustrated cards:
110 Train cards : 12 of each color, plus 14 Locomotives
u
u
46 Destination
Ticket cards
∫
∂
3 Wooden Scoring Markers (1 for each player matching the train colors)
1 Rules booklet
Setting up the Game
Place the board map in the center of the table. Each player takes a set of 40 Colored Train Cars
along with its matching Scoring Marker. Each player places his Scoring Marker on the starting
location next to the 100 number
on the Scoring Track running along the map's border.
Throughout the game, each time a player scores points, he will advance his marker accordingly.
Shuffle the Train Car cards and deal a starting hand of 4 cards to each player . Place the
remaining deck of Train Car cards near the board and turn the top five cards from the deck
face-up .
Place the Globetrotter Bonus card face up next to the board .
Shuffle the Destination Ticket cards and deal 5 cards to each player . The Destination
Ticket deck is then placed next to the board . Each player looks at their Destination
Tickets and decides which ones they wish to keep. A player must keep at least two, but may
keep all five if he chooses. Any returned cards are removed from the game and put back
in the box. Players keep their Destination Tickets secret until the end of the game.
You are now ready to begin.
∂
π
∑
∏
π
ª
ª
∫
Object of the Game
∏
The object of the game is to score the highest number of total points. Points can be scored by:
u Claiming a Route between two adjacent cities on the map;
u Successfully completing a Continuous Path of routes between two cities listed on your
Destination Ticket(s);
u Completing the most Destination Tickets.
Points are deducted if you do not successfully complete the route on any given Destination
Tickets you kept.
The Game Turn
The player who is the most experienced traveler goes first. Play then proceeds clockwise around the
table, each player taking one turn at a time until the game ends. On his turn, a player must perform
one (and only one) of the following three actions:
Draw Train Car cards – The player may draw 2 Train Car cards. He may take any one of the face-up
cards or he may draw the top card from the deck (this is a blind draw). If he draws a face up card, he
immediately turns a replacement card face-up from the deck. He then draws his second card, either from
the face up cards or from the top of the deck.
Note: Unlike most Ticket To Ride games there is no restriction on the number of Locomotive cards you may draw per turn.
Claim a Route – The player may claim a route on the board by playing a set of Train Car cards that match the color and length of the route and
then placing one of his colored trains on each space of that route. He then records his score by moving his Scoring Marker the appropriate number
of spaces (see Route Scoring Table) along the Scoring Track on the board.
∑
[T2RNordic] rules EN 2015_TTR2 rules Nordic EN 18/05/15 15:52 Page4
Draw Destination Tickets – The player may draw 3 Destination Tickets from the top of the deck. He must keep at least one of them, but he may
keep two or all three if he chooses. Any returned cards are removed from the game and put back in the box, not to return to the game.
Train Car Cards
There are 8 types of regular Train Car cards, plus Locomotive cards. The colors of each type of Train Car card match various routes between cities on
the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red.
Locomotives are multi-colored and act as a wild card that can be part of a set of cards only when claiming Tunnel
or Ferry routes (see Tunnels and Ferries below). Locomotive cards can complement or replace the colored
cards required to claim a Tunnel or Ferry route, but they can never be used to help claim a regular route.
A player may have any number of cards in his hand at any time.
When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should
be shuffled thoroughly, since all the cards have been discarded in sets. In the unlikely event that
there are no cards left in the deck and there are no discards (because players are hoarding many
cards in their hands), a player cannot draw Train Car Cards. Instead he may only Claim a Route
or draw Destination Ticket cards.
∑
∫
∑
Claiming Routes
To claim a route, a player must play a set of cards equal to the number of
spaces in the route. A set of cards must be of the same color. Most routes
require a specific type of set. For example a Blue route must be claimed
using blue-colored Train Car cards. Some routes – those that are Gray
colored – can be claimed using a set of cards of any one color.
The Murmansk-Lieksa route is an exception. On this route, a player
can use any four cards (including locomotives) as a substitute for a card
of any color. Example: A player could claim the route by playing 7 green
cards and any 8 other cards.
When a route is claimed, the player places one of his plastic trains in
each of the spaces of the route. All the cards in the set used to claim the
route are then placed in a discard pile next to the draw pile.
A player may claim any open route on the board. He is never required
to connect to any of his previously played routes. A player may only claim
a maximum of one route, hence connect two adjacent cities, never more,
on his turn.
Some cities are connected by Double-Routes. One player cannot claim
both routes to the same cities.
Important note: In 2 player games, only one of the Double-Routes can be
used. A player can claim either of the two routes between cities, but the
other route is then closed to other players.
Ferries
∫
Example 1
To claim the yellow route, a player
would need a set of two yellow
Train Car cards.
Example 2
To claim the gray route, a player
could use any set of three Train
Car cards, as long as they are
the same type.
Ferries are special routes linking two adjacent cities across a body of water. They are easily
identified by the Locomotive icon(s) featured on at least one of the spaces making the route.
To claim a Ferry Route, a player must play a Locomotive card for each locomotive
symbol on the route, and the usual set of cards of the proper color for the remaining
spaces of that Ferry Route.
In addition:
u A player can play additional Locomotive cards as a substitute for a color card
u Any three cards can be used as a substitute for a Locomotive card
Tunnels
Tunnels are special routes that are easily identified by the special tunnel marks and outlines
surrounding each of their spaces.
What makes a tunnel special is that a player is never quite certain just how long the route he
is trying to claim will be!
Example 3
To claim the ferry
route from
Stavanger to
Kristiansand,
a player must use
at least
1 Locomotive
card along with
his Orange
Train Car cards.
[T2RNordic] rules EN 2015_TTR2 rules Nordic EN 18/05/15 15:51 Page1
When attempting to claim a Tunnel route, a player first lays
Each Destination Ticket includes the name of two cities on the map and a
down the number of cards required. Then the 3 top cards
Point Value. If a player successfully completes a series of routes that
from the Train Car card draw pile are turned face-up. For
connect the two cities, they will add the amount of points indicated on the
each card revealed whose color matches the color used
Destination Ticket to their point totals at the end of the game. If they do
to claim the Tunnel (including locomotives), an additional
not successfully connect the two cities, they deduct the amount of points
card of the same color (or a locomotive) must be played
indicated.
to successfully claim the Tunnel. See Examples 1 and
Destination Tickets are kept secret from other players
2.If the player does not have enough additional Train
until the game’s final scoring. A player may accumulate
Car cards of matching color (or does not wish to play
any number of Destination Ticket cards during the game.
them), he may take all his cards back into his hand, and
Cards revealed
his turn ends. The three Train Car cards revealed for the
Game End
Tunnel are discarded.
When one player's stock of colored trains gets down to
Be aware that with regard to Tunnels:
only two trains or less at the end of his turn, each
u Locomotives are multi-colored wild cards. As
player, including that player, gets one final turn. The
such, any Locomotive card revealed, forces the
game then ends and players calculate their final scores.
player to add a Train Car card (of matching color) or
Example 1
a Locomotive from your hand.
Playing 2 green cards, 1 green card revealed:
Calculating Scores
1 more green needed
u If a player exclusively plays Locomotive cards to
Players should have already accounted for the points
claim a tunnel route, only additional Locomotive
earned as they completed different routes. To make sure
cards drawn from the deck will be considered a
no mistakes were made, you may want to re-count the
match. This means you will not have to worry about
points for each player’s routes.
a colored card of the Tunnel's color triggering a
Cards revealed
match! If Locomotive cards appear in the 3 cards
Players should then reveal all their Destination Tickets
drawn for the Tunnel, triggering a match, it can only
and add (or subtract) the value of their Destination
be fulfilled by playing additional Locomotive cards
Tickets still in hand, based on whether they successfully
from your hand. See Example 3.
(or not) connected those cities together.
The player who has completed the most Destination
Route Scoring Table
Tickets receives the Globetrotter Bonus card and adds 10
points to his score. In the case of a tie, all tied players
When a player claims a route, he records the points he Example 2
score the 10 point bonus.
Playing 2 green cards, 1 loco card revealed:
receives by moving his Scoring Marker on the Scoring
1 more green needed
The player with the most points wins the game. If two or
Track. See Route Table below.
more players are tied for the most points, the player
who has completed the most Destination Tickets wins.
Drawing Destination
In the unlikely event that they are still tied, the player
Ticket Cards
with the longest route wins.
Cards revealed
A player can use his turn to draw more Destination
Ticket cards. To do so, he draws 3 new cards from the
top of the Destination Ticket deck. He must keep at
least one of the cards, but may also keep two or all
three if he chooses. If there are less than 3 Destination
Tickets left in the deck, the player only draws what
cards are available. Any returned cards are removed Example 3
from the game and put back in the box.
Playing 2 loco cards, 1 loco card revealed:
1 more loco card needed
Route Length
Points Scored
1
1
2
2
3
4
4
7
5
10
6
15
9
27
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