null  null
Jörg von Rüden
A railroads card game
for 2 to 4 players, ages 12 and up
Object
of the game
In front of you lies the untouched soil of Germany.
There are no tracks cutting through its plains, no train
stations to foreshadow the great industrial progress
that is to come. But you are about to change all that!
You will invest in the construction and upgrading of
railway lines and build stations for different companies.
Your main focus lies on the acquisition of shares, and
as soon as shares are issued, trains can run on behalf
of the companies. This way money is distributed to
the shareholders and you get new capital. So keep
your eyes on the other players to profit from their
actions or to obstruct their plans.
The game ends after the round in which either a certain number of base cards are upgraded or a certain
number of decks have been exhausted. The player who
has managed to gain the most capital wins the game.
Components
4 player boards
with overview and
capital track
PlayinG
1. Government
aid
The player
with the lowest
capital receives
the black engine.
Your capital
a) Cards in hand
b) Shares multiplied
by stations
c) Number of base
card pairs
d) The black engine
(2 points)
2. takinG
35 base cards
(Germany)
numbers 001 to 035
4 turn order cards
1 card
“The black engine”
a round
your turn (in the order of the turn order cards)
Choose one of 3 possible action pairs (you may forfeit actions):
1st action pair
2nd action pair
A) Expand the network
and then
B) Acquire shares
B) Acquire shares
and then
A) Expand the network
a)
Expand thE nEtwork (allowed more than once)
• Pay 1 card from your hand to upgrade: 1 station card
or up to 2 route cards
• The existing routeing must be maintained
• No open track into the sea or a neighboring country
3rd action pair
C) Initiate one bonus payment
and then
D) Change the turn order
c) initiatE onE bonus paYmEnt
• Choose a company (of which you own at least one share)
• Determine route (which includes at least one station of that
company): max. length of route (in cards) = total number of
issued shares of that company
• Bonus payment = number of stations + potential bonuses
b) acquirE sharEs (allowed more than once)
• Only companies with at least one station
• Cost of each share = number of stations (paid for
with cards from your hand)
end
d)
changE thE turn ordEr
• Exchange your turn order card for any other player’s
of the Game
• Short game: 12 base cards or 3 decks
• Long game: 24 base cards or 4 decks
149 upgrade cards
(in 3 color-coded stages):
yellow: 1st stage
red: 2nd stage
blue: 3rd stage
85 route cards:
24 of the 1st stage, numbers 101 to 108
25 of the 2nd stage, numbers 121 to 145
36 of the 3rd stage, numbers 201 to 236
18 terminal stations:
10 of the 1st stage, numbers 401 to 410
6 of the 2nd stage, numbers 431 to 436
2 of the 3rd stage, numbers 461 to 462
33 through stations:
12 of the 1st stage, numbers 501 to 512
16 of the 2nd stage, numbers 531 to 546
5 of the 3rd stage, numbers 561 to 565
13 central stations:
6 of the 1st stage, numbers 601 to 606
6 of the 2nd stage, numbers 630 to 635
1 of the 3rd stage, number 665
4 wooden engines
USA expansion (not needed for the base game;
all USA cards have a red
back and are labeled
)
30 base cards
2
17 upgrade cards 1 wooden blockade
General
notes
Express 01 is a card game. Many cards have several functions. (For an explanation of the symbols and cards see the
section “Cards explanation” on page 12.)
In the beginning, the base cards make up the game board. After they have been exchanged for upgrade cards, they
become part of your passive capital.
The upgrade cards are divided into route cards and station cards.
1. They are used to build and expand the network.
2. They make up your active capital in hand which you need to pay for actions and shares.
3. The route cards which show a colored engine in their lower left corner also serve of the red
= Share
company
as company shares. Once you acquire them, they belong to your passive capital.
Setup
1. Place the base cards (numbers 001 to 035) as game
board on the table, so that they combine to form a map of
Germany. The cards are placed in ascending order from
northwest to southeast.
First, place numbers 001 to 004 in a row from
left to right.
Start the second row with number 005, placing
it underneath number 001 but shifted one space
to the left. Complete the second row with the
numbers 006 to 010.
Start the third row with number 011, also shifted to the left. Continue setup in this fashion.
2. Give each player a player board that he places
in front of him. Also give each
player a wooden engine
that he places onto space
0 of his captial track on
his player board.
3. Sort the upgrade cards by type and each type
according to its stage (color), forming a total of
12 decks.
The route cards
3rd action pair
C) Initiate one bonus payment
and then
D) Change the turn order
changE thE turn ordEr
d)
c) initiatE onE bonus paYmEnt
• Choose a company (of which you own at least one share)
• Determine route (which includes at least one station of that
company): max. length of route (in cards) = total number of
issued shares of that company
• Bonus payment = number of stations + potential bonuses
2nd action pair
B) Acquire shares
and then
A) Expand the network
end
of the Game
• Short game: 12 base cards or 3 decks
• Long game: 24 base cards or 4 decks
a round
PlayinG
your turn (in the order of the turn order cards)
Choose one of 3 possible action pairs (you may forfeit actions):
• Exchange your turn order card for any other player’s
(2 points)
1st action pair
b) acquirE sharEs (allowed more than once)
Expand thE nEtwork (allowed more than once)
• Only companies with at least one station
• Cost of each share = number of stations (paid for
with cards from your hand)
• Pay 1 card from your hand to upgrade: 1 station card
or up to 2 route cards
• The existing routeing must be maintained
• No open track into the sea or a neighboring country
2. takinG
aid
a)
Your capital
card pairs
by stations
The player
with the lowest
capital receives
the black engine.
1. Government
c) Number of base
3rd action pair
changE thE turn ordEr
C) Initiate one bonus payment
and then
D) Change the turn order
d)
c) initiatE onE bonus paYmEnt
• Choose a company (of which you own at least one share)
• Determine route (which includes at least one station of that
company): max. length of route (in cards) = total number of
issued shares of that company
• Bonus payment = number of stations + potential bonuses
2nd action pair
• Exchange your turn order card for any other player’s
B) Acquire shares
and then
A) Expand the network
a round
d) The black engine
PlayinG
your turn (in the order of the turn order cards)
of the Game
Choose one of 3 possible action pairs (you may forfeit actions):
2. takinG
end
• Short game: 12 base cards or 3 decks
• Long game: 24 base cards or 4 decks
1st action pair
b) acquirE sharEs (allowed more than once)
Expand thE nEtwork (allowed more than once)
a) Cards in hand
aid
a)
A) Expand the network
and then
B) Acquire shares
• Only companies with at least one station
• Cost of each share = number of stations (paid for
with cards from your hand)
• Pay 1 card from your hand to upgrade: 1 station card
or up to 2 route cards
• The existing routeing must be maintained
• No open track into the sea or a neighboring country
b) Shares multiplied
1. Government
Your capital
card pairs
(2 points)
by stations
The player
with the lowest
capital receives
the black engine.
a) Cards in hand
3
b) Shares multiplied
Shuffle the individual decks. Place the decks of the same
type next to each other, 3 at each corner of the game board.
c) Number of base
The central stations
d) The black engine
The through stations
A) Expand the network
and then
B) Acquire shares
The terminal stations
4. Take the route cards deck of the 3rd stage (blue) and deal 6 secret cards to each player. These form the
starting capital (in hand) for each player. Put the remaining route cards back into place.
5. To determine the player order, each player chooses one of his cards from his hand and places it face down in
front of him. Then turn the cards over simultaneously. The player with the highest card number becomes the starting player and gets the turn order card labeled 1. The player with the second-highest card gets the turn order card labeled 2, and so on. Place your turn order cards in front of you, the engine facing up. Then return the route cards that you used to determine the player order to your hands.
P l ay i n g
the game
over to its back and it is the next player‘s turn.
After each of your actions, check if at least one of
the two possible end conditions has been met (see
“End of the game”).
A round ends when all turn order cards have been
flipped over to their back.
If no end condition has been met, start a new round.
Express 01 is played over several rounds. Each round
starts with the “Government aid”.
Then players take their turns in the order of their turn
order cards.
During your turn you choose one out of 3 possible
action pairs.
Once your turn is over, you flip your turn order card
G ov e r n m e n t
At the beginning of each round, determine the total
capital of each player (active and passive). The player
with the lowest capital receives government aid.
aid
Example:
a) 5 cards in hand
= 5 points
b) 2 red shares (while there are 2 red
stations in the network) = 4 points
c) 1 pair of unequal base cards
(1 route card + 1 station card)
= 1 point
Calculate your capital as follows:
a) Each card in hand is worth 1 point (active capital).
b) Each of your company shares gives you points equal
to the number of stations within the network that belong to the respective company (passive capital).
c) Each pair of unequal base cards (consisiting of
1 route card and 1 station card) that you have in
front of you is worth 1 point (passive capital).
(
d) If a player owns the black engine, that player
receives 2 additional points.
)
(the 2 single route cards give no points)
Indicate your total capital by placing your wooden
d) The black engine
engine onto the appropriate number on your capital
track.
Note: The capital track simply provides an overview.
in total
It is only adjusted at the beginning of each round and
at the end of the game.
(For indicating scores above 30 points you may, for
example, put the engine on its side.)
PlayinG a round
1. Government
aid
2. takinG
= 2 points
= 12 points
your turn (in the order of the turn order cards)
Choose one of 3 possible action pairs (you may forfeit actions):
Theplayer
player with the lowest
capital receives the black engine as government aid (see “Cards explanation:
The
1stcase
action
pairor more players2nd
pair low on capital,
3rdthe
action
with
the lowest
The
black engine”). In
two
areaction
equally
tiepair
is won by the tied
capital receives
A) Expand the network
B) Acquire shares
C) Initiate one bonus payment
player
with
the
lowest
turn
order
number.
In
the
first
round,
the
black
engine
automatically
goes to the
the black engine.
and then
and then
and then
B) Acquire
shares
Expand
the network
Change the turn order
player with the turn order
card
labeled 1 sinceA)all
players
have the sameD)capital.
Your capital
a) Cards in hand
b) Shares multiplied
a)
Expand thE nEtwork (allowed more than once)
4
• Pay 1 card from your hand to upgrade: 1 station card
or up to 2 route cards
• The existing routeing must be maintained
c) initiatE onE bonus paYmEnt
• Choose a company (of which you own at least one share)
• Determine route (which includes at least one station of that
company): max. length of route (in cards) = total number of
Taking
yo u r t u r n
When it is your turn, you choose one out of 3 possible action pairs:
1st Action pair
2nd Action pair
3rd Action pair
A) Expand the network
and then
B) Acquire shares
B) Acquire shares
and then
A) Expand the network
C) Initiate one bonus payment
and then
D) Change the turn order
General rules:
• If an action has a cost, you must pay for it with your active capital (your cards in hand). Each card spent this
way is put face up on top of the deck it belongs to. Then you perform the chosen action. (You can indeed build
tracks with cards that have just been discarded this way and also purchase them as shares.)
• On turn number one, the first player (who owns the turn order card labeled 1) must choose the 1st action pair
and build a station from which the further expansion of the network can take place. In your first game, we
recommend to expand either Berlin (number 009) or Hannover (number 013).
• Each time you expand the network, an existing card from the game board is exchanged for another. Thus, the
game board is always made up of exactly 35 cards.
• Some actions allow you to search the decks for a card of your choice. You may not change the order of the rest
of the cards in these decks.
• You may choose to perform only one action in an action pair, or you may take no action at all.
A) Expand the network
This action has a cost. For each card that you return from your hand to the top of its deck you may either:
upgrade up to 2 route cards
or
upgrade 1 station card
.
To do this, pick out the upgrade card of your choice from any of the decks. Then you exchange it for one of the
game board‘s cards. If you replace a base card, place it face down in front of you. If you replace a colored upgrade card, return it face up to the top of its deck.
You may perform this action several times in a row, as long as you pay for it.
The following rules must be followed:
• You may not skip a stage. Base cards can only be upgraded with
upgrade cards of stage 1 (yellow), cards of stage 1 only with those of
stage 2 (red), and these only with cards of the 3rd stage (blue).
• Upgrading a certain card can only be done with a valid card; i.e. the
new card‘s number must be listed in the lower right corner of the
card that you want to replace.
• With this action, you actually expand the existing network.
If you upgrade a base card, the new (yellow) card must continue
at least one track of an adjacent card (exception: first station in the
very first turn).
If you upgrade an upgrade card of a lower stage, the new card must
maintain all existing tracks of the upgraded card. A built track can
never disappear. You may only expand it with additional tracks.
5
• You may rotate the new card (placing it upside down), as
long as all other requirements are met.
Note: Some cards show a water tower. If you upgrade one
of these cards, the water tower on the new card must adhere to the same alignment as the upgraded card.
• In general, it is allowed to have open tracks between any 2 cards
of the game board (as long as the previous requirements are met).
At the borders of the game board,
however, open tracks are forbidden.
You may never place a card in such a
way that an open track heads for the
edge of the game board (leading into
the sea or a neighboring country).
B) Acquire shares
The following rules must be followed:
This action has a cost. For each company share that
you want to purchase, you must pay the cost of the
share by returning the required number of cards from
your hand to the top of their respective decks.
The cost of one share always equals the number of
stations in the network that belong to the company.
Example: If there are 3 stations of the red company
within the network, one share of the red company
costs 3 cards from your hand.
• You may only purchase shares of those companies
that have at least one station in the network.
• If there is no share of the desired company left in
the decks (and only then), you may take a share
of that company from another player (the share
must lie in front of this player). In this case, the
paid cards are not returned to their decks but are
handed to this player. If the share of the desired
company can neither be acquired from the decks
nor from another player, you cannot acquire a
share of that company.
Note: You may never take away shares from the
owner of the black engine (see “Cards explanation:
The black engine”).
After paying the cost, you search the route card
decks for a share of that company. Any route card that
shows an engine of a company‘s color in the lower
left corner can serve as a share of that company. Place
your chosen share face up in front of you.
Note: Any card showing an engine is always considered a single share. The number
next to the engine only indicates
the total number of shares of this
color in the respective deck.
You may acquire several shares (even from different
companies) in this fashion, as long as you pay for
them.
C) Initiate one bonus payment
This action is free of charge. You may only perform it once during your turn. You choose one company that sends off
a train and then determine the train‘s route. Thus, the company pays a bonus to its shareholders.
Select a company
You may only select a company:
• of which you own at least one share
and
• of which there is at least one station
in the network.
6
Determine the route
Then you determine the train’s route. The distance
that a train can travel is based on the total number
of company shares in front of all players. For each
issued share of the selected company the train can
travel excactly one card of the game board.
• The route must start at a station and end at a different station. (The number of stations in between is
not limited.)
• At least one station on the route must be a station
of the selected company. It does not matter if this
is the start or end station or any of the stations in
between.
The following rules must be followed:
• You have to choose the route that grants the highest possible bonus payment (see “Payment of the
bonus”). The other shareholders may help you to
determine this ideal route.
• No station may be approached more than once on
the route.
• Tracks without stations, however, may be used
multiple times.
Payment of the bonus
The following rules must be followed:
The bonus is paid to the company’s shareholders
in the form of cards.
Calculate the total bonus as follows:
• While players who do not own a share of the
chosen company usually do not receive any payment, the black engine may be used as a share (see
“Cards explanation: The black engine”).
• Each station on the route is worth 1.
• In additon, some stations grant an additional bonus, indicated by the top right corner icon on the card.
• No shareholder can receive more cards from the
bonus payment than he holds shares in the company. If - due to this - a part of the payment is left
over, it falls to the player who initiated the action.
First, determine the order in which the players
receive their portions of the bonus payment. In
the determined order, the shareholders take one
card each from the top of any deck and add
them to their hands. This continues until the bonus payment has been distributed in its entirety.
• If the number of cards paid out as bonus payment
falls short of the number of shareholders, some of
the shareholders may receive no payment at all.
Order of payment
The payment that the shareholders receive is always
carried out in the order of the turn order cards,
though not necessarily from 1 to 4. The first player
to receive a card is always the player who initiated
the payment. After that, the shareholder with the
next higher turn order number follows, and so on.
Shareholders that have a lower turn order number than
the initiating player follow at the end.
Example: In a 4-player game, the player with the turn
order number 3 initates the action while all players
have a stake in the chosen company. Then the order of
the payment is as follows:
1)
2)
3) 4)
5)
etc.
7
Peter
Example:
Martina
Philipp
Select a company:
It is Peter‘s turn. He chooses to
send off a train of the red company.
Determine the route:
There is a total of 5 red shares
issued. Therefore, the train may take
a route of no more than 5 cards.
Also, the route must include at least
one red station.
Payment of the bonus:
The ideal route (a maximum of 5 cards) includes 3 stations and an
additional bonus of +1.
Thus, the entire payment consists of
4 cards.
Peter starts out by adding the top
card from any deck to his hand. Then
Martina adds one card to her hand.
After that Philipp adds one to his.
Even though it is Peter‘s turn again,
he may not take another card since
he only owns a single red share.
Therefore, the last card falls to Martina who owns 2 red shares and who
preceeds Philipp.
D) Change the turn order
This action is free of charge. To change the turn order, you simply exchange your turn order card for the turn order
card of any other player.
The following rules must be followed:
• If you exchange your turn order card
for another player’s turn order card that
shows its back (“The train has left”), the
new turn order card of that other player
must also show its back (since he already
has had his turn during this round).
• If you exchange your turn order card for
another player’s turn order card that shows
the front side (the engine), the new turn
order card of that other player must also
show the front side (since he has not yet
taken his turn during this round).
Note: If you exchange your turn order card for any turn order card with a higher number, you may not take another
turn the very same round! After your turn, only those players still follow you whose turn order cards have not been
flipped over to their backs yet.
End
o f yo u r t u r n
Once you have completed your turn, you flip your turn order card over to its back (“The train has
left”). Then it is the player‘s turn whose turn order card shows the lowest number and who has not
taken his turn yet.
8
End
o f a ro u n d
After the last turn order card has been flipped over to its back (“The train has left”), the round ends. If, during this
round, one of the two end conditions has been met (see below), the game ends and you determine the winner.
Otherwise, all turn order cards are flipped over to the front side again and a new round begins with the “Government aid”.
End
of the game
Express 01 can be played either as a short game or a long game. Be sure to agree on a version before you start to play.
The short game ends after the round during which one of the following two conditions is met:
12 or more base cards are upgraded
or
3 decks are used up.
The long game ends after the round during which one of the following two conditions is met:
24 or more base cards are upgraded
or
4 decks are used up.
Check at the end of every action if one of the two end conditions is met. If so, finish the current round in full, so that
each player has had the same total number of turns. Afterward, determine the winner.
Determine
At the end of the game, determine the total capital of
each player (active and passive).
the winner
Example:
a) 10 cards in hand
= 10 points
Calculate your capital in the same way as for the
“Government aid”:
a) Each card in hand is worth 1 point (active capital).
b) Each of your company shares gives you points equal
to the number of stations within the network that belong to the respective company (passive capital).
c) Each pair of unequal base cards (consisiting of
one route card and one station card) that you have
in front of you is worth 1 point (passive capital).
d) If a player owns the black engine, that player
receives 2 additional points.
b) 2 red shares (x 3 red stations in network) = 6 points
3 blue shares (x 2 blue stations in network) = 6 points
PlayinG
1. Government
2. takinG
aid
a r
your turn (in the orde
Choose =
one0ofpoints
3 possible action pairs (
1 yellow share (x 0The
yellow
stations in network)
player
1st action pair
with the lowest
capital receives
the black engine.
A) Expand the network
and then
B) Acquire shares
A
c) 2 pairs of unequal
base cards
Your capital
a) Expand thE nEtwork (allowed more than
(1 route card +
1
station
= 2your
points
• Pay 1 card from
hand to upgrade: 1 stati
a) Cards in hand card each)
or up to 2 route
• The existing routeing must be maintained
• No open track into the sea or a neighboring co
b) Shares multiplied
by stations
c) Number of base
The player who has accumulated the most capital (the
card pairs
most points) wins. In the case of a tie, the tied player d) The black engine
d) The black engine
(2 points)
with the most company shares wins. If there is still a
tie, the victory is shared.
in total
b) acquirE sharEs (allowed more than on
= 2 points
• Only companies with at least one station
• Cost of each share = number of stations (paid
with cards from your hand)
end of the G
= 26 •points
Short game: 12 base ca
• Long game: 24 base ca
9
The
game with the
USA
e x pa n s i o n
Remove the following regular cards:
Instead, use the USA cards:
• the 35 Germany base cards (numbers 001 to 035)
• the 18 terminal stations (numbers 4XX)
• the 13 central stations (numbers 6XX)
• the 30 USA base cards (numbers 051 to 080)
• the 17 double stations (numbers 301 to 303, 331 to 338, and 361 to 366)
Setup
Playing the game
The game play is essentially the same as in the base
game. The following special rules apply though:
Follow the instructions on pages 3 and 4 with the
following modifications:
• Place the USA base cards (numbers 051 to 080)
as game board on the table, so that they combine to
form a partial map of the United States. The cards are
placed in ascending order from northwest to southeast.
a The construction of the railroads network starts
at the East Coast. If you are the first player, you
have to upgrade one of the following 3 base cards
during your first turn: 064, 071, or 072.
b The first player who reaches the West gets a bonus. If you are the first to upgrade either base card
051, 056, 065, or 073, you can immediately add
one of the top cards from any deck to your hand.
• Place the wooden blockade upright between base
cards 060 and 061.
• Sort the upgrade cards by type and each type
according to its stage (color), forming a total of 9 decks:
c Since there is neither a neighboring country nor
the sea beyond the most western and southern
cards of the game board, you are allowed to build
open tracks that are heading for the western or
southern edge of the game board.
The route cards
The through stations
d Canada as well as water divide the base cards 060
and 061. You may neither build tracks that connect these two cards nor tracks that abruptly end
there. In other words, you may not build tracks
that either cross or directly head for the blockade.
The double stations
b
b
a
d
c
b
a
b
c
10
a
Credits
Author: Jörg von Rüden | Illustrations and grafics: Dennis Lohausen
Rule book: Alfred Viktor Schulz | Rule book revision: Andreas Preiss, David Marie
Copyright:
Distribution:
© 2012 eggertspiele GmbH & Co. KG, Friedhofstr. 17,
21073 Hamburg, Germany | www.eggertspiele.de
All rights reserved.
Pegasus Spiele GmbH, Straßheimer Str. 2,
61169 Friedberg, Germany | www.pegasus.de
Express 01 has been made possible by the support of a great number of board game afficionados.
Literally hundreds of gamers have helped to crowd fund the production of the game via the
Spiele-Offensive.de’s Spieleschmiede. Jörg von Rüden’s, eggertspiele’s and the Spiele-Offensive.
de’s gratitude goes out to you, the supporters! We would especially like to thank the following
contributors:
Aaron Haag
Alexander Petkovski
Alexander Spahr
André Ilievics
André Missing
André Brück
Andreas Scholz
Andreas Jost
Andreas Sturm
Andreas Kopp
Anja Lange
Antonius Haase
Armin Eckstein
Arne Kuhnert
Benjamin Brannies
Benjamin Krohn
Benjamin Lilienthal
Bernd Zieme
Bernd Nossem
Bernhard Heinisch
Bernhard Baumgartner
Bert Jeswein
Birgit Czeslik
Carmen Schuster
Carsten Rothe
Chris Johannes Voornhout
Christian Lutzke
Christian Blanz
Christian Plate
Christoph Hummel
Christoph Kalchreuter
Christoph Kainrath
Christopher Zotta
Claudia Greiner
Dagmar Storz
Daniel Witt
Daniel Reinsch
Daniel Hallmann
Daniel Greiner
Daniel Oliver Wolf
Daniela Schmitt
Daniela Wolfangel
David Fleschutz
David Ruddat
Dennis Egbers
Dennis Schulz
Dirk Vahlenkamp
Dirk Graf
Dirk Bosawe
Dominik Baltarsar Wüst
Erwin Fleischmann
Frank Rudloff
Frank Hendrych
Frank Ziegler
Frank Scholtz
Frank Gasper
Frank Ükermann
Gaston Lamaitre
Gerd Volberg
Gero Rathgeb
Gerold Strauss
Guenter Kral
Günter Kempen
Hans Mumme
Harald Scholl
Hauke Brockmann
Heiko Grasse
Heiko Weiß
Helfried Lackinger
Holger Kiesel
Iwen Kobow
Jens Fuchs
Joachim Lotz
Johannes Wolf
Jörg Thies
Jörg Herzig
Jörn Gerdes
Jürgen Mader-Focks
Jutta Zuber-Weber
Kai Tiedge
Karlheinz Frank
Katharina Quehenberger
Kathrin Plate
Konrad Dreier
Lars Jeske
Lars D. Hellwig
Leo LEOnhardy
Lukas Biele
Malte Kühle
Manfred Schröder
Manfred Koemling
Manuel Siebert
manuel stolz
Marc Rohroff
Marc Schmid
Marco Perlbach
Marcus Spang
Marcus Rehbein
Maria Kühne
Marinho Tobolla
Markus Behrschmidt
Martin Superobelix Kosub
Martin Nickel
Martin Glos
Mathias Uslar
Matthias Zimmermann
Matthias Bär
Matthias Kälin
Matthias Seul
Matthias Wendler
Matthias Simon Zaugg
michael hoeskuldr neumann
Michael Stemmler
Michael Schlindwein
Michael Lehmann
Michael Stadler
Michael Szelinski-Döring
Michael Schirdewahn
Michael Welsch
Michael Schalles
Nando Koerner
Oliver Konz
Oliver Riesen
Oliver Klaus
Oliver Oesterwind
Oliver Kupski
Oliver Mayer
Ortwin Boenke
Partho Banerjea
Pascal von Engelbrechten
Paul Zänger
Peter Sielaff
Philipp Nelles
R. van Leeuwen
Rainer Knoop
Ralf Arnold
Ralf Kollock
Rebecca Gottschick
Reinhard Ott-Schindele
Rene Danne
Robert Bluege
Roland Mueller
Rudolf Liedler
Sabine Weber
Sarah Rengers
Sascha Werner
Schnexe Sandra Greifelt
Sebastian Stöber
SEBASTIAN BARTSCH
Silke Hückesfeld
Stefan Seis
Stefan Heinrich
Stefan Iffland
Stefan Adamek
Stefanie Menck
Stephanie Bartsch
Susanne Glinka
Sven Siebeneicher
Thomas Busch
Thomas Sommer
Thomas Fickert-Guenther
Thomas Katzner
Thomas Linzert
Thomas Puske
Thomas Ringhof
Thomas Hebein
Timo Hoja
Timo Bullinger
Timo Schopinski
Tobias Hartwig
Torsten Techmann
Ulrich Hegemann
Ulrich Hilverkus
Uwe Faschian
Uwe Zemke
Volker Hendrix
Volker Nickel
Waldemar Blask
Werner Horlamus
Wolf-Eckehard Treptow
Wolfgang Pieth
Wolfgang Juhre
Wolfgang Porger
Yannick Suter
Yves Nagel
Ingo Laubvogel
Roman Straub
Florian Kastner
11
Cards
e x p l a nat i o n
Card number
This card may only be upgraded
with (replaced by) cards with the
numbers listed.
The black engine may
be used by its owner
during his turn. If the
player did not use it
during his turn, it counts
as additional capital
during the “Government aid” and at the
end of the game.
Route card (without any station)
1. Company shares are secure
As long as you own the black engine, your shares
cannot be taken away by the other players (see
“Acquire shares”).
Colored engine = company share:
This route card serves as a share of
the green company. The number
next to the engine only indicates
the total number of shares of that
color in the respective deck.
2. Use it as active capital
You can use the black engine when you have to
pay for an action. It has the exact same value as
one card in hand. Additional costs have to be paid
for with other cards from your hand. After you
have used the black engine in this manner, you
must discard it (until the next “Government aid”
the black engine has no owner).
Neutral terminal station with additional bonus +1 (white stations
belong to no company, they grant
additional bonuses, however)
Through station of the red company
Central station of the blue company (with additional bonus +1)
Double station (USA expansion)
with one station of the green company and one neutral station (the
additional bonus +1 applies to the
neutral station only)
This station card may only be
upgraded with cards with neutral
stations (white) or cards with green
stations (since you only have stations of those companies among
the eligible upgrade cards).
12
3. Use it as one company share
You can use the black engine as one company
share during a bonus payment. This applies only
to the payment itself. It may neither be used when
you select a company nor when the length of the
route is determined.
If you want to use the black engine during a bonus payment, you simply declare this. After you
have received your payment, you must discard
the black engine.
4. Additional capital
If you have not used the black engine during the
previous round, it is worth 2 additional points
when calculating your capital (see “Government
aid” and “Determine the winner”).
Setting up
the dividers:
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