[T2R RS] Rules GRAND LACS EN.indd

[T2R RS] Rules GRAND LACS EN.indd
2-5
8+
90’
W
ith a surface of almost 100,000 square miles, the five Great Lakes
are a major landmark in North America. Steamers from various
companies offer their services to cross the Lakes Superior, Michigan,
Huron, Erie, and Ontario, docking in the numerous harbors of the
region. Enjoy the sunset on Lake Michigan from the harbor of Chicago,
discover the brisk beauty of Lake Superior, and follow the secret
paths of the Wyandot to victory...
Components
To play the Great Lakes map, use the following components:
◆ 1 game board showing a map of the Great Lakes
◆ 158 Illustrated cards including:
● 140 Travel cards:
80 Train cards
including 11 of each color: purple, yellow, green, red, black and white
14 Wild cards
60 Ship cards
24 Single-Ship cards (4 of each color)
● 55 Ticket cards
36 Double-Ship cards (6 of each color)
◆ 165 colored trains (33 each: blue, red, green, yellow, black)
◆ 160 colored ships (32 in each color)
◆ 15 harbors (3 in each color)
◆ 5 scoring markers
2
Setting up the Game
Place the game board in the center of the table ➊.
Shuffle the Train cards and the Ship cards separately. Deal 2 Train
cards and 2 Ship cards to each player for his starting hand ➋. Flip
3 cards from each deck faceup ➌.
Important Note
If you have already played the World
map, simply read the paragraphs marked
with a ”Great Lakes” icon.
All other rules remain unchanged.
Deal each player 5 tickets; each player must keep at least 3 of these
tickets ➍. Any tickets not kept are placed facedown at the bottom of the deck.
Each player receives 33 trains and 32 ships of the same color. After he has chosen which tickets to keep, a player must decide on the assortment of 50 pieces to keep in his supply. A player can choose any combination of his pieces that adds up to
50 (for example, 22 trains and 28 ships). The extra pieces are
returned to the box. Players choose their assortment secretly
and reveal them simultaneously when every player has made
his final decision. If one or more players are playing this map
for the first time, it is recommended that all players start with
an assortment of 27 trains and 23 ships. There is no way for
any player to have more than either 33 trains or 32 ships on
this map ➎.
Each player also receives 3 harbors ➏.
Object of the Game
The object of the game is to gain the most points.
Players gain points by:
◆ Claiming a route between two adjacent cities on the map;
◆ Successfully completing the routes shown on their tickets;
◆ Building harbors in the cities shown on their tickets.
Points are deducted from the players’ total score for each of
their tickets that are not successfully completed by the end
of the game.
The Game Turn
The player who has traveled the most goes first. Play then
proceeds clockwise. On his turn, a player must perform one
(and only one) of the following five actions:
Take Travel Cards – The player takes two Travel cards (or just one if the card he selects is a faceup Wild card. For more
details, see “Wild Cards” on page 4);
Claim a Route – The player claims a route on the map by playing a set of Train or Ship cards from his hand that match the
color and number of the spaces in that route. He places one of his colored trains (or ships) in each of the route’s spaces
and, based on that route’s length, gains the number of points indicated on the route scoring table;
Draw Tickets – The player draws four tickets from the top of the ticket deck and must keep at least one of them;
Build a Harbor – The player builds a harbor in a city that he has a claimed route into;
Exchange Pieces – The player exchanges some plastic pieces in his supply with those he returned to the box.
3
Take Travel Cards
Travel cards are divided into two separate decks by type: the train deck and the ship
deck. Each Travel card has a color, which relates to various routes on the map – purple,
yellow, green, red, black, and white.
To take Travel cards, the player may add up to two cards to his hand. Either of these
cards can be taken from the six faceup cards next to the board or from the top of the
decks (blind draw). If taking a faceup card, the player must immediately replace it
with a new card from either deck (his choice). So during the game, the six faceup
cards could be all Train cards, all Ship cards, three of each, two of one type and four of
the other, or one of one type and five of the other.
If a player chooses a faceup Wild card, it is the only Travel card he takes this turn
(see “Wild Cards” below). If, at any time, three of the six faceup Travel cards are Wild
cards, all six cards are immediately discarded to their respective discard piles, and six
new cards are turned faceup to replace them (three from each deck).
Train Card
Ship Card
A player may have any number of cards in his hand at any time. When a Travel deck runs out, shuffle the cards in the
discard pile and place them facedown to create a new deck. Be sure to shuffle the cards thoroughly since all the cards
have been discarded in sets.
In the rare case that there are no cards left in the deck and no cards in either discard pile to shuffle and create a new
deck (as a result of players hoarding cards in their hands), a player will not be able to draw Travel cards. He must choose
to do one of the other actions instead.
Wild Cards
Wild cards are a specific type of Train card. They can be played along with any set of
Travel cards (including Ship cards) when claiming a route.
If a player takes a faceup Wild card while taking Travel cards, it is the only card he
takes that turn. If a Wild card is flipped faceup as a replacement for the first card
taken during the turn, or if a Wild card is available faceup but not taken as the first
(and only) card, it cannot be taken as the second card for the turn. However, if a player is lucky enough to get a Wild card
from the top of the deck in a blind draw, it stills counts as a single card and he may still take a total of two cards that turn.
Note: Wild cards can also be used for harbors (see “Harbors” on page 6).
Claiming Routes
Routes with rectangle spaces are train routes and can contain only train pieces, not ships. Routes
with oval spaces are ship routes and can contain only ship pieces, not trains. Each route can contain only one type of plastic piece.
To claim a route, a player must play a number of cards from his hand equal to the number of
spaces in the route. The cards must all be the same color and type, and they must match the route’s
transportation type (train or ship). Most routes require a specific color; for example, a blue train
route must be claimed using blue Train cards. Gray routes can be claimed using cards in any one
color of the required type.
Note: Many Ship cards are Double Ships. When claiming a route with these cards,
you can place up to two ships per Double-Ship card. For example, to claim a ship
route that has five spaces, you could use two Double-Ship cards and one Single-Ship
card, or three Double-Ship cards (however, in this case you would place only five
plastic ships).
4
Train route
Ship route
When a route is claimed, the player places one of his plastic trains (or ships) in each of the route’s spaces. Then all
the cards played to claim the route are discarded, and the player immediately updates his score by moving his scoring
marker along the scoring track equal to the number of spaces indicated by the route scoring table printed on the board.
To claim a purple train route that has 3 spaces, Peter plays
three purple Train cards. Any of them could have been
replaced by a Wild card.
To claim a white ship route that has 4 spaces, Steven plays
two white Double-Ship cards. He could have played four
white Single-Ship cards, two white Single-Ship cards and
one white Double-Ship card, or any other combination
matching this color and number, including Wild cards.
A player can claim any open route on the board. He is not required to connect to any of his already claimed routes.
A player can claim a maximum of only one route on his turn.
Double Routes
Some cities are connected by two parallel routes. Each player cannot claim more than one route
in a double route.
Note: In two- or three-player games, only one of the two routes in a double route can be claimed.
Once one of the two routes has been claimed, the other route is unavailable for the rest of the game.
Double Route
Several cities have both a train route and a ship route between them (Duluth-Thunder Bay and Muskegon-Traverse
City). These are not considered double routes.
Drawing Tickets
A player can use his turn to draw additional Ticket cards. To do so, he draws four cards from the top of the Ticket deck.
If there are less than four tickets left in the deck, the player draws the remaining cards.
A player drawing tickets must keep at least one of them, but may keep two, three, or all four. Any drawn ticket not kept
is placed facedown at the bottom of the Ticket deck. Tickets that a player draws and does not immediately discard must
be kept until the end of the game and cannot be discarded during a later ticket draw.
The cities listed on a ticket represent travel goals for the player, who gains or loses points depending on whether his
tickets were completed. At the end of the game, if a player has connected the cities shown on one of his tickets with a
continuous path of plastic pieces of his color, he gains points equal to the ticket’s point value. If he has failed to connect
the cities shown, he loses points equal to the ticket’s point value.
Tickets are kept facedown and secret from other players during the game and are only revealed at the end of the game
during final scoring. There is no limit to the number of tickets a player can have during the game.
5
Harbors
Harbors can be built only in port cities, which are blue
with an anchor symbol. Each port city can have only
one harbor. A player cannot build a harbor in a port
city unless he has at least one claimed route (of either
type) into that city.
To build a harbor, a player must play two Train cards AND two Ship cards.
All four cards must be the same color and have a harbor symbol. Wild cards
can be used to replace any of these cards.
Each color has four Train cards and four Ship cards with a harbor symbol
(all Single-Ship cards).
Each color has four Train cards and
four Ship cards with a harbor symbol
(all Single-Ship cards).
At the end of the game, a player gains points for each of his harbors as
follows:
✦ 10 points if he has one completed ticket into it;
✦ 20 points if he has two completed tickets into it;
✦ 30 points if he has three or more completed tickets into it.
If a player has two or more harbors that are named on the same ticket,
the player gains points for each Harbor on the ticket.
Players are not required to build harbors, but for each harbor a player
does not build, he loses four points at the end of the game.
Janet uses one wild and one yellow Ship
card plus two yellow Train cards to build
a harbor in Perry Sound.
Janet gains 20 points
for the Chicago harbor
since she completed
two tickets with
Chicago as one of the
destinations.
Janet built a harbor in Chicago
and another one in Montreal.
She completed the following tickets: Chicago-Timmins,
Chicago-Montreal, Montreal-New York.
Janet also gains 20
points for the Montreal
harbor for the same
reason.
Exchange Pieces
A player uses his turn to exchange pieces. He can exchange any
number of plastic pieces in his supply for his color pieces in the box
(one piece for one piece). He adds the new pieces to his supply and
returns the pieces he exchanged back to the box. The player loses
1 point for each piece exchanged. A player can exchange pieces as
many times during the game as he wants, but only if he has pieces of
the desired type still in the box.
6
Ian decides to exchange two ships for
two trains. He loses 2 points in the
process, and his turn ends.
Game End
When any one player’s supply of plastic pieces contains six pieces or fewer (regardless of their type), each player,
including that player, gets two more turns, after which the game ends and players calculate their final scores. The player
with the highest score wins.
Route Length
Points Gained
When a player claims a route with either trains or ships, he immediately gains
the number of points indicated on the Route Scoring Table.
Unlike other games in the Ticket to Ride series, there is no bonus for Longest Route or Most Completed Tickets.
The player with the highest score wins.
Calculating final Score
Final
Score
Current Score
Points
+/for Tickets
Harbors
-4 Points per
Unbuilt Harbor
7
CREDITS
Game design by Alan R. Moon
Illustrations by Julien Delval
Graphic Design by Cyrille Daujean
Playtesters: Janet Moon, Martha Garcia-Murillo & Ian MacInnes,
Emilee Lawson Hatch and Ryan Hatch, Kathy & Al Bargender, Mary Ann
Benkoski & Jim Scheiderich, Alicia Zaret & Jonathan Yost, Ken Drake,
Casey Johnson, Christopher Bass, Ashley & James Voyles, Bruce Linsey,
Rachel Gay.
© 2016 Days of Wonder, Inc. Days of Wonder, the Days of Wonder logo, and Ticket to
Ride are all trademarks or registered trademarks of Days of Wonder, Inc.
All Rights Reserved. Components may vary from those shown. Not intended for
use by persons ages 5 and under.
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