Express
Rules Summary Cards

Goal: clear hand with discard having all trains at least length 3, at least one of length 4 and at least one of length 5
Scoring: first 3 cars count the printed value, each additional car adds the printed value. Earn 10 for going out (5 in 4-player). Pay for cards left in hand.
Wild Cars (2x) - may stand in for any other car, or, if 2 cars in train already, may link to another car type.
Caboose (3x) - immune to breaking and stealing, counts as another car of same type.
Disasters:
Broken Car (2x) - discard end car, stopped by Light Crane
Derailment (2x) - lose a turn, stopped by Boom
Steal Car (2x) - steal end car, stopped by Office
Switch Engines (2x) - swap engine cards, stopped by Transfer
Turntable (3x) - take another turn, reverse direction of play
Wreck (1x) - completely destroy train, stopped by Heavy Crane
Passenger Train Scoring: best order: Mail Baggage (2x), Coach (6x), Dome (2x), Sleeper (2x), Observation (2x)
· doubled if in above order (omissions and doubles, okay)
· doubled if 1 of each type
· doubled if Diesel engine (2x) included (2x)
· doubled if all 6 Coach cars included
Doubling is cumulative
Card count by type: n cards of each type where n = 13 - printed value on the card
Also:in the first round, no disasters or going out
Goal: clear hand with discard having all trains at least length 3, at least one of length 4 and at least one of length 5
Scoring: first 3 cars count the printed value, each additional car adds the printed value. Earn 10 for going out (5 in 4-player). Pay for cards left in hand. Game to 100.
Wild Cars (2x) - may stand in for any other car, or, if 2 cars in train already, may link to another car type.
Caboose (3x) - immune to breaking and stealing, counts as another car of same type.
Disasters:
Broken Car (2x) - discard end car, stopped by Light Crane
Derailment (2x) - lose a turn, stopped by Boom
Steal Car (2x) - steal end car, stopped by Office
Switch Engines (2x) - swap engine cards, stopped by Transfer
Turntable (3x) - take another turn, reverse direction of play
Wreck (1x) - completely destroy train, stopped by Heavy Crane
Passenger Train Scoring: best order: Mail Baggage (2x), Coach (6x), Dome (2x), Sleeper (2x), Observation (2x) Game to 100.
· doubled if in above order (omissions and doubles, okay)
· doubled if 1 of each type
· doubled if Diesel engine (2x) included (2x)
· doubled if all 6 Coach cars included
Doubling is cumulative
Card count by type: n cards of each type where n = 13 - printed value on the card
Also: in the first round, no disasters or going out
Goal: clear hand with discard having all trains at least length 3, at least one of length 4 and at least one of length 5
Scoring: first 3 cars count the printed value, each additional car adds the printed value. Earn 10 for going out (5 in 4-player). Pay for cards left in hand.
Wild Cars (2x) - may stand in for any other car, or, if 2 cars in train already, may link to another car type.
Caboose (3x) - immune to breaking and stealing, counts as another car of same type.
Disasters:
Broken Car (2x) - discard end car, stopped by Light Crane
Derailment (2x) - lose a turn, stopped by Boom
Steal Car (2x) - steal end car, stopped by Office
Switch Engines (2x) - swap engine cards, stopped by Transfer
Turntable (3x) - take another turn, reverse direction of play
Wreck (1x) - completely destroy train, stopped by Heavy Crane
Passenger Train Scoring: best order: Mail Baggage (2x), Coach (6x), Dome (2x), Sleeper (2x), Observation (2x)
· doubled if in above order (omissions and doubles, okay)
· doubled if 1 of each type
· doubled if Diesel engine (2x) included (2x)
· doubled if all 6 Coach cars included
Doubling is cumulative
Card count by type: n cards of each type where n = 13 - printed value on the card
Also:in the first round, no disasters or going out
Goal: clear hand with discard having all trains at least length 3, at least one of length 4 and at least one of length 5
Scoring: first 3 cars count the printed value, each additional car adds the printed value. Earn 10 for going out (5 in 4-player). Pay for cards left in hand. Game to 100.
Wild Cars (2x) - may stand in for any other car, or, if 2 cars in train already, may link to another car type.
Caboose (3x) - immune to breaking and stealing, counts as another car of same type.
Disasters:
Broken Car (2x) - discard end car, stopped by Light Crane
Derailment (2x) - lose a turn, stopped by Boom
Steal Car (2x) - steal end car, stopped by Office
Switch Engines (2x) - swap engine cards, stopped by Transfer
Turntable (3x) - take another turn, reverse direction of play
Wreck (1x) - completely destroy train, stopped by Heavy Crane
Passenger Train Scoring: best order: Mail Baggage (2x), Coach (6x), Dome (2x), Sleeper (2x), Observation (2x) Game to 100.
· doubled if in above order (omissions and doubles, okay)
· doubled if 1 of each type
· doubled if Diesel engine (2x) included (2x)
· doubled if all 6 Coach cars included
Doubling is cumulative
Card count by type: n cards of each type where n = 13 - printed value on the card
Also: in the first round, no disasters or going out


Thu Apr 1 16:39:58 PST 2004
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