Railroad Ink: Arcade Expansion Pack
Railroad Ink: Arcade Expansion Pack Rulebook
Table of Contents
Table of Contents
General Rules for Playing with an Expansion
When you play with an Expansion, you must roll the respective Expansion die along with the 4 Route dice at the beginning of each round. In addition, the Expansion may change the number of rounds you must play and give you new ways to score points.
During the game, follow the same rules as the regular game with a few changes, as described in the sections for each Expansion die below.
At the end of the game, when you add up your score, remember to count the points you earned from the Expansion you're using, and mark them in the designated space of your scoring table.
Pluck-Man Die
Difficulty: Medium. Length: 7 rounds.
Draw Pluck-Man, Ghosts, and Fruits next to your unused Exits. At the end of the game, the more Ghosts you connected to Pluck-Man, the more bonus points you will score... as long as a Fruit is also connected to that same network to feed Pluck-Man with the energy needed to catch all those pesky Ghosts!
When playing with the Pluck-Man Expansion, apply these changes to the regular game rules:
- The game lasts 7 rounds as usual.
- When you draw Routes, you must draw the result of the Pluck-Man die next to one of your "unused" Exits, i.e., an Exit that has nothing connected to it.
- If you have no unused Exits available, you cannot draw the Pluck-Man die for that round.
- At the end of the game, for each Network you have, you gain 3 points if that Network contains at least 1 Pluck-Man Exit. If it also contains 1 or more Ghost Exits but no Fruit Exits, you also lose 2 points for each Ghost Exit in that Network. If that Network contains at least 1 Fruit Exit, you instead gain 2 points for each Ghost Exit in that Network. If a Network only contains Ghost Exits and/or Fruit Exits, but no Pluck-Man Exit, nothing happens.
Some examples of Pluck-Man Networks:
- A Network with one Pluck-Man Exit and no Ghost or Fruit Exits: 3 points.
- A Network with one Pluck-Man Exit and two Ghost Exits, but no Fruit Exit: 3 points, minus 2 points for each Ghost Exit (-2, -2), for a total of -1 point.
- A Network with one Pluck-Man Exit, one Fruit Exit and two Ghost Exits: 3 points for Pluck-Man, plus 2 points for each Ghost Exit (+2, +2), for a total of +7 points.
Tetromino Die
Difficulty: Easy. Length: 7 rounds.
Are you ready for some next-level urban planning? Declare where you are going to build in advance: if you respect your commitment you will gain points at the end of the game. If not, you will lose points instead.
When playing with the Tetromino Expansion, apply these changes to the regular game rules:
- The game lasts 7 rounds as usual.
- Before you draw any Routes each round, you may draw the result of the Tetromino die (you still have to use all 4 Route dice).
- When you do use the Tetromino die, you must "enhance" empty spaces on your board, following the same pattern shown on the die, by drawing a small square around the white space used to mark the number of the round (spaces that are already enhanced cannot be enhanced again).
- You can freely rotate and/or reverse the pattern shown on the Tetromino die, just like with regular Routes, but you must use the full pattern shown on the Tetromino die: you cannot use only part of it. If you can't find a patch of empty spaces that matches the pattern, you cannot use the Tetromino die this round.
- At the end of the game, you gain 1 point for each enhanced space that also contains something (either Routes or other drawn elements). You lose 1 point for each empty enhanced space.
Example: Valentina uses the "L" shaped Tetromino to enhance 4 empty spaces. At the end of the game, 3 of those spaces have been filled for 3 points, but one remains empty, costing her 1 point.
Galactic Invaders Die
Difficulty: Medium. Length: 7 rounds.
Send Aliens to attack your opponents while trying to defend against those that are invading you. When Aliens attack, they destroy any structures in their space. Get rid of Aliens by drawing something in the same space they are in, but beware: this will not work on Aliens that have raised their Shield. At the end of the game, you will lose points for each Alien left on your board.
When playing with the Galactic Invaders Expansion, apply these changes to the regular game rules:
- The game lasts 7 rounds as usual.
- At the start of the game, each player draws 2 Aliens on the board of the player to their right, in the bottom right corner of 2 different empty spaces.
- At the end of each round, roll the Galactic Invaders die and resolve its effects (the die is rolled only once and all players apply the effect of the same result).
- The Space Invader die has 3 types of faces:
- Alien: Draw an Alien in the bottom right corner of any empty space on the board of the player to your right. There can only be 1 Alien per space.
- Attack: First, all the Aliens on your board activate their Shield (i.e., you must draw a circle around each one of them to show it); then, each Alien attacks, destroying everything in their space (i.e., you must erase everything in that space except the Alien).
- Nuke: Choose 1 Alien on your board (even one with a Shield) and erase it.
- In case of the destruction or removal of a space containing a Special Building, follow the rules explained on the Special Buildings section of the base rulebook (page 7).
- When you draw something on a space that contains an Alien without a Shield, you must erase that Alien. Aliens with Shields, instead, can only be erased with a Nuke action.
- At the end of the game, you lose 1 point for each Alien that remains on your board.
Setup: Place Aliens in any 2 different spaces on the board of the player to your right.
Attack: All Aliens get a Shield (if they don't have one already); then, you must erase any structures drawn in the same space as an Alien.
Erasing Aliens: You can erase an Alien without a Shield by drawing anything in the same space. Aliens with a Shield cannot be erased this way.
Rainbow Die
Difficulty: Medium. Length: 6 rounds.
It's a kind of magic! Cars and trains are flying on colorful rainbows, and the enchanted creatures living underneath clovers harness the power of those rainbows. But not all is cupcakes and sprinkles. Dark clouds are lurking beyond the horizon. Draw colorful rainbows on your boards and send ominous clouds to your opponents!
When playing with the Rainbow Expansion, apply these changes to the regular game rules:
- The game only lasts 6 rounds.
- At the start of each round, you must apply the effect shown on the Rainbow die.
- The Rainbow die has 3 types of faces:
- Rainbow: Draw a Rainbow in 1 empty space on your board of your choice OR erase a Rainy Cloud from a space of your choice and replace it with a Rainbow, as long as that space is not orthogonally adjacent to another space that already contains a Rainbow.
- Rain: Draw a Rainy Cloud on the board of the player to your left. The Rain Cloud must be drawn on an empty space that is orthogonally adjacent to a preexisting Rainbow. If such a space does not exist (and only in that case), you can draw the Rainy Cloud on any empty space. A Rainy Cloud has no effect, it just occupies a full space.
- Clover: Draw a Clover in 1 empty space on your board.
- Networks connected to the same space with a Rainbow are also connected to each other.
- Rainbows interrupt your longest Highway and/or Railway.
- At the end of the game, each Rainbow is worth 2 points for each Clover that is orthogonally adjacent to it.
- Rainbows, Rainy Clouds, and Clovers occupy the whole space (nothing else can be drawn in the same space).
- Open ended Routes leading into a space that contains a Rainy Cloud and/or a Clover do not count as Errors.
Rainbow placement: You can't place a Rainbow orthogonally adjacent to a preexisting one.
Connections: Routes connected to the same Rainbow are also connected to each other.
Example: Valentina has a network with 8 Exits and one with 3 Exits. She also has a Longest Highway with a length of 5 (marked in green) and a Longest Railway with a length of 8 (marked in pink). Her Rainbows are both adjacent to the same Clover and they are worth 4 points (2 points each).