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Railroad Ink: Epic & Giant Boards Set thumbnail

Railroad Ink: Epic & Giant Boards Set

Expansion for Railroad Ink Challenge: Lush Green Edition

Railroad Ink: Epic & Giant Boards Set Rulebook

Table of Contents

Table of Contents

  • Giant Board
  • Epic Board
    • Mountains
    • Cities on the Board
  • Expansion Interactions with the Epic Board
  • Specific Rules for Expansions
  • Expansion Goal Cards
    • Portal
    • River
    • Lake
    • Lava
    • Meteor
  • Blueprint Cards

Giant Board

Play Railroad Ink on a whole new scale with the 9x9 Giant Board! You may choose to play with either the RRI Challenge dice or the RRI Classic dice. With this board, you can even combine 2 Expansions! When playing with the Giant board, apply the following changes to the game:

  • Take the 4 Route dice from any box of Railroad Ink (Challenge or Classic).
  • The game lasts for 12 rounds instead of the normal 7.
  • When using an Expansion that shortens the duration of the game, play 9 rounds instead of 12.
  • When using 2 Expansions that both shorten the duration of the game, play 7 rounds instead of 12.

The Giant board's printed score track reads 2 to 16 along the top row, with the values 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 45, 50, 55, 60, 65 printed beneath them in the same order.

When you play with 2 Expansions, there could be some interactions between them. We created an online tool for this purpose. Visit it to know if there are some special rules for your specific case. Scan the QR code or go to horribleguild.com/railroadink-interactions with your favorite browser.

Epic Board

Play on the epic-sized (and aptly named) 11x11 Epic board for an unprecedented Railroad Ink experience! The Epic boards have more Exits to connect, and also introduce Mountains that constrain your Route building. With this board, you will play 10 rounds rolling 6 dice every round. When playing with the Epic board, apply the following changes:

  • Take the whole set of dice from any box (the RRI Challenge dice are preferable) and add two "simple" white Route dice (the ones with straight, curve, and 'T' junction for Railway and Highway) from any other box. You should now have 6 dice.
  • Each round, you roll 6 dice instead of the normal 4.
  • The game lasts 10 rounds.

Mountains

  • You can't draw on Mountain spaces.
  • Some Mountain spaces have a dotted line. You may draw any kind of Route that fits the space marked by the dotted line.

Cities on the Board

  • Each City on the board counts as 1 Exit for your Network.
  • You can draw Routes starting from these Cities.

The Epic board's printed score track reads 2 to 15 along the top row, with the values 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 45, 50, 55, 60 printed beneath them in the same order.

Expansion Interactions with the Epic Board

  • If an Expansion shortens the duration of the game, play an 8-round game instead of using the game length indicated by the expansion.
  • Mountains and Cities cannot be destroyed by any Expansion effect.
  • Any kind of element that fits the shape indicated by the dotted line in a Mountain space can be drawn there (Rivers, Tentacles, Superconnection, Airway Routes).
  • Elements that occupy a whole space can't be shrunk to fit a dotted line.
  • Elements that change the status of a space can be drawn on a Mountain space (for example, electricity or weather).

Specific Rules for Expansions

  • Trails: Trails can go over Mountains.
  • Canyons: Canyons can be drawn between 2 Mountain spaces.
  • Volcanos: At the start of the game, choose a Mountain and it becomes a Volcano. When you have to draw a new Volcano, it has to be drawn on a Mountain space. Lava touching a Mountain is considered a closed side of a lava lake.
  • Trees: You can draw Trees in Mountain spaces (if there are also Routes they have to match the dotted line).
  • Desert: You can draw Cacti on Mountain spaces (if there are also Routes, they have to match the dotted line).
  • Alien Farmer: Sheep can be drawn on Mountain spaces (if there are also Routes, they have to match the dotted line).
  • Pluck-Man: Pluck-Man symbols can be applied to Exits that are on the board (Cities).
  • Underground: The Underground Expansion can't be played on the Epic board.

Expansion Goal Cards

Follow the rules for playing with Goal cards when using an Expansion (as described on page 10 of the Lush Green or Shining Yellow rulebook).

The bottom row of each card shows scoring icons that are not explained on these pages; scoring follows the base rulebook referenced above.

Portal

  • Have 3 Portals on spaces with a University.
  • Create a Network that loops through matching Portals.
  • Have three orthogonally adjacent Portals.

River

  • Have a Route that crosses over the same River twice.
  • Have 3 Stations orthogonally adjacent to River spaces.
  • Connect 2 Exits with a Route that goes over a River.

Lake

  • Have 2 Exits connected through a Lake.
  • Have 4 Lake spaces in the same row or column.
  • Have a Lake with no straight edges.

Lava

  • Have a Route looping around a Volcano.
  • Connect 2 Exits through a space that has Lava in it.
  • Have Lava destroy 1 of your Routes.

Meteor

  • Have a Crater with Routes on all 4 adjacent spaces.
  • Connect 2 Craters with a Route.
  • Have a Route destroyed by a Crater.

Blueprint Cards

You can play with different starting conditions by using the Blueprint cards. To play with this module, draw a random Blueprint card at the start of the game (the cards are double-sided, so also randomize the side of the card). All players draw all the elements on the Blueprint card on their board so that all boards are the same. After setting up the modified boards, players play following the normal rules. Some Blueprint cards could shorten the duration of the game. This is indicated by a clock symbol and a number defining the new duration of the game.

Some Blueprint cards contain walls between spaces:

  • Routes touching a wall are not considered Errors.
  • Two Routes are not considered connected if a wall is between them.
  • You can have a Railway "touching" a Highway if there is a wall between them.

Special Buildings:

  • Special Buildings are not activated when drawing the Blueprint card elements during setup.

Expansions:

  • If both an Expansion and the Blueprint card reduce the duration of the game play a 5-round game.
  • Don't use Blueprint cards that have walls while playing with any of the following Expansions: Trails, Canyons, Tentacles, or Lava.
  • Don't use any Blueprint cards with the standalone variant of Underground. If you play the double board version, don't apply any Blueprint elements to the Underground board.

Compatibility:

  • You can use Blueprint cards with the classic Railroad Ink.

The page illustrates the Blueprint cards Athens, New Delhi, Madrid, Berlin, Paris and Baltimore.