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 |