1860: Locomotives of the Isle of Wight
1860: Locomotives of the Isle of Wight Rulebook
Table of Contents
Table of Contents
Locomotive Manifest
* = Surplus
Note many of the early trains were renumbered when their companies merged.
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A: 2+0 #1 Pioneer
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A: 2+0 #2 Precursor
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A: 2+1 Shanklin
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A: 2+1 Ryde
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A: 2+1 Sandown
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A: 2+2 *Bee
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A: 2+2 *Brading
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A: 2+1 Ventnor
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A: 2+0 Mill Hill
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A: 2+2 Wroxhall
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B: 3+0/+2 #6 Newport
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B: 3+0 *#Comet
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B: 3+3 #7 Whippingham
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B: 3+1 *#3 Dorothy
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B: 3+2 #4 Cowes
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B: 3+2 #4 Osborne
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B: 3+2 Brading
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B: 2+4 Bembridge
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B: 3+2 Bonchurch
Transcriber's note: the manifest lists the Band C surplus train as "Drewey Petrol Rail" and "Railmotor", while the Train Cards text refers to "Petrol Rail (1900)" and "Railcar (1906)". Both are reproduced as printed.
Card Layout
The layout of the trains follows this pattern:
The sample card key labels the following parts of each train card: "Train band", "Sorting number", and "Rusting information".
The sample cards shown are:
- A train with train band "A", sorting number "2+0", "1 OR per SR", "Yellow Tiles only", named "Mill Hill (1870)", "Rusts on C", priced "£200".
- A train with train band "B", sorting number "3+2", "2 ORs per SR", "Yellow, Green Tiles", named "#4 Cowes (1876)", "Rusts on E", priced "£300".
Setup
Setup Part 1
Sort the trains into the 8 bands (A-H). Bands D to H will be used in the same way as the 5+3 to 9+5 trains in the standard game. A random selection of the trains in bands A to C will be used in each game.
The band E to H trains are marked "4x" to "7x", and may visit up to 4 (or 7) large stations and all intervening small stations and halts.
Note that as with the standard game, after the Southern Railway forms, halts may no longer be counted in a run.
Setup Part 2
Shuffle all the "A" train cards. Deal out 5 for use in the game. If any of the cards dealt say "surplus" then deal an additional train card which will also be used in the game, over and above the usual 5.
Repeat with the "B" train cards, dealing out 4, and the "C" cards, using 3.
Finally add the E, F, G, and H trains.
Note the deck contains two "F" trains. The additional one is for those who are used to using the optional 7+4 train in the standard game.
Setup Part 3
Sort each pile of A, B, and C trains by the sorting number. The trains are available for purchase in this order. It may be helpful to lay all these trains out on the table for players to see, so they can plan their train purchases more easily.
Alternatively players may opt for the trains to be available in a random order, or for players to choose which of the remaining trains in the currently available band they wish to purchase when the opportunity arises. Players should agree on this before the game starts.
The Train Cards - 1
Some trains rust earlier or later than the trains of that band would normally. Some have higher or lower train allowances. Others have special effects, such as a guarantee to run at least twice. Place markers on these train cards when they run to keep track of this.
Band A: Bee (1866) and Brading (1867) both rust with the "B" trains come out, but only after they have run twice.
The Train Cards - 2
Band B: Whippingham (1875) and Comet (1875) also run at least twice. Whippingham is cheaper, and the owner of Comet receives £150 when the train rusts as a rebate from the LSWR. Newport (1875) rusts when the "D" trains are bought, but the owner has the option of refitting the original 3+0 train as a 3+2 train which rusts on the "E" trains, at an additional cost of £130. Bonchurch (1883) runs for zero on its first revenue round.
Band C: #12 Medina (1898) is especially reliable and lasts until the "G" train is bought. In contrast the experimental Railcar (1906) and Petrol Rail (1900) do not fare so well and only last until the "E" trains.