Railways of the World: Event Deck
Railways of the World: Event Deck Rulebook
Table of Contents
Table of Contents
- How to Use the Event Deck
- Event Cards
- Bailout Plan
- Big City Tax
- Bond Buyback
- Bond Shortage
- Bond Surplus
- Convention Season
- Earthquake (Future Event)
- Engine Auction
- Engine Maintenance
- Experimental Engine
- Flood (Future Event)
- Free Trade
- Fuel Shortage
- Illegal Activity
- Illegal Transport
- Increased Production
- Land Rush
- Landslide (Future Event)
- Major City Demand
- Major City Unrest
- Major Land Dispute
- Market Contraction (Future Event)
- Market Expansion (Future Event)
- Minor Land Dispute
- Misfortune
- Mountain Snow
- No Event
- Rainy Season
- Resource Shortage
- Risky Business
- Small Market Incentive
- Urbanization Incentive
- Used Engines
How to Use the Event Deck
- Set aside a space next to the game board for the cards, preferably in a single row. The sheet shows four slots from left to right: Event Deck, Future Event, Current Event, and Discard.
- At the start of the game, shuffle the event cards and place them face down in the space set aside for them.
- Take the top card of the deck and place it face up in the Future Event slot. This event takes effect on the second turn of the game, when it is moved to the Current Event slot. If the card drawn is marked "Future Event", move it to the Discard slot and draw a new card.
- On later turns, the card in the Current Event slot goes to the Discard slot. Move the card in the Future Event slot to the Current Event slot, and draw a new card for the Future Event slot.
Note: cards not marked "Future Event" affect the game while they are in the Current Event slot. Cards marked "Future Event" affect the game while they are in the Future Event slot.
Players may freely modify the event deck as they wish. Cards may be removed, and players may add their own cards by filling the empty slots. Experiment and have fun!
Event Cards
Each card is listed by the English name printed on the sheet, followed by its effect.
Bailout Plan
The player (or players) in last place receives a cash bonus equal to $1000 multiplied by the number of points by which they trail the nearest player.
Big City Tax
Each player pays $1000 in tax for each coloured (non-grey) city to which they have a connection.
Bond Buyback
After the auction, in turn order, players may redeem up to 3 bonds (pay money to the bank and return the corresponding number of bonds): 1 bond for $7000, 2 bonds for $15000, 3 bonds for $24000.
Bond Shortage
Bonds issued on this turn yield only $4000 in cash.
Bond Surplus
Bonds issued on this turn yield $6000 in cash.
Convention Season
Each player receives a $1000 cash bonus for each hotel they own.
Earthquake (Future Event)
Each player in turn loses one track token from any plains hex of the player's choice. Repairs must be made by laying track before the card leaves play, otherwise the "unfinished track" is lost.
Engine Auction
Hold an auction for the right to purchase a higher-level locomotive immediately after the new turn order has been determined. This is not counted as an action.
Engine Maintenance
Each player pays $1000 multiplied by the level of their locomotive as upkeep for locomotives.
Experimental Engine
During the current turn, goods may be delivered at your locomotive's level plus 1. This cannot be used to meet the conditions of the "Speed Record" operations card.
Flood (Future Event)
Each player in turn loses one track token from any water hex of the player's choice. Repairs must be made by laying track before the card leaves play, otherwise the "unfinished track" is lost.
Free Trade
Goods cubes delivered to their destination on this turn may travel past one city of matching colour. The player must pay $1000 multiplied by the number of track segments in such a delivery.
Fuel Shortage
Goods delivery on this turn is made at your locomotive's level minus 1. The minimum delivery is 1 track segment (so level 1 locomotives are not reduced).
Illegal Activity
Each player receives a $1000 cash bonus in the event of a pass during the auction for the first player card.
Illegal Transport
Players may pay the bank $1000 for a goods delivery instead of giving 1 point to an opponent whose track they use during the delivery. The player still scores points for the track they own.
Increased Production
After the auction, each player (in turn order) may add a randomly drawn goods cube to any non-empty city of their choice.
Land Rush
Any track laying done exclusively on plains may include a bonus track token. The maximum track laying is 5 tokens.
Landslide (Future Event)
Each player in turn loses one track token from any mountain hex of the player's choice. Repairs must be made by laying track before the card leaves play, otherwise the "unfinished track" is lost.
Major City Demand
Each delivered red goods cube earns the player an immediate cash bonus of $1000.
Major City Unrest
Goods may not be transported with an origin or destination in any red city.
Major Land Dispute
After the auction, the 2nd player may designate 3 hexes as not permitted for track laying during this turn. Mark them with 3 of this player's locomotive figures placed on their side.
Market Contraction (Future Event)
Remove 1 empty warehouse marker from the supply.
Market Expansion (Future Event)
Add 1 additional empty warehouse marker to the supply.
Minor Land Dispute
If any player passes during the auction, that player may designate 1 hex as not permitted for track laying during this turn. Mark it with the player's locomotive figure placed on its side.
Misfortune
The leader (or leaders) on the income track loses one point.
Mountain Snow
Any track laying that includes a mountain hex is limited to a maximum of 3 tokens.
No Event
No event. This card cancels the "Future Event" card that was revealed while this card was in the Current Event slot.
Rainy Season
Any track laying that includes a water hex is limited to a maximum of 3 tokens.
Resource Shortage
Locomotives may not be upgraded.
Risky Business
As a result of the auction, only the winning player (the first player) pays the amount of their bid. This applies only when playing with the optional auction variant of the rules.
Small Market Incentive
Each grey city connected to track on this turn gives the player who connected it a $1000 cash bonus. Each grey city pays out only once, to the corresponding player.
Urbanization Incentive
Developing cities on this turn costs: $6000 for the 1st city, $7000 for the 2nd city, and $8000 for each city after that.
Used Engines
Locomotives may be upgraded for less, by $1000 multiplied by each level of the upgrade, provided that some other player has a locomotive of a higher level. For example, an upgrade to level 4 costs $4000 less.