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Roll and Rails

Roll and Rails Rulebook

Table of Contents

Table of Contents

  • The Goal of the Game
  • What You Need
  • Components
    • Game Sheet (Map)
    • Player Sheet
  • Before You Start
  • Resources (Money)
  • Setup
  • Gameplay
    • Dice Selection Phase
    • Action Phase
      • Player's Turn
      • Action Selection
      • Available Actions
        • Railway Network Development Action
        • Upgrade Action
        • Goods Delivery Action
    • Specialist Wheel
    • Dice Manipulators
    • End of Player's Turn
  • End of the Game
  • Solo Variant
    • The Goal of the Game (Solo)
    • What You Need (Solo)
    • Game Setup (Solo)
    • Gameplay (Solo)
    • Action Selection (Solo)
    • Specialist Selection (Solo)
    • The End of the Game (Solo)

The Goal of the Game

The goal of the game is to create a railroad connection between cities to ship goods between them. In order to do so, players have to invest in their rolling stock to gain victory points and resources for further development. The player who does that most efficiently wins the game.

What You Need

  • 1 printed game sheet – chosen map,
  • 1 printed player sheet per player,
  • 5 colored pencils (yellow, red, blue, green, and grey),
  • A number of dice according to the player count (4x number of players+1). 1 player – 5 dice, 2 players – 9 dice, 3 players – 13 dice, 4 players – 17 dice, 5 players – 21 dice,
  • Any first player marker of your choice.

Components

Game Sheet (Map)

On the game sheet there are the following elements:

  1. Map – The main element of the game sheet. Here, players will draw their railway connections and mark the shipped goods. The map is covered with a hexagonal net. On the hexes there are Cities and Towns, as well as different terrains: plains, forests, swamps and mountains. What is more, there can be a river flowing between the hexes. In the corner you can see the length of the game according to the number of players.

  2. New City table – here you can see the new cities colors that players can build during the game. Cities have different color/description (A-blue, B-green, C-yellow, D-red, and E-grey).

  3. Goods table – here you see the sets of new goods that can be placed in cities later in the game.

  4. Setup table – thanks to this table, players can set up the starting goods in the cities on the map.

Player Sheet

On the player sheet there are the following elements:

  1. Action table – here you can find all the available actions that players can take during the game.

  2. Specialist wheel – here you can find specialists, who will help players during the game.

  3. Rolling stock improvement track – players mark their rolling stock level. The higher the level, the further you can transport the goods.

  4. Delivery table – players track the rounds and points scored for delivering goods.

  5. Resources table – players track the resources gained during the game.

  6. Final scoring table – players track their scores for delivering goods and created railway connections. The final score is the sum of those factors.

  7. Information table – players include the game data here.

  8. Dice manipulators – four player's aids to help change the dice result.

Before You Start

In this game, players do not use erasers. Anything you write or mark will be like this to the end of the game. It also includes elements that are crossed out. Once the element is crossed out (goods or resources), it cannot be used a second time.

Resources (Money)

During the game, players will gain resources for further development. Every time this happens, you need to mark this in the resources table. For example: Player receives 3 resources thanks to the banker's help. This needs to be marked in the resource table by drawing 3 circles in empty spaces.

What is more, every time a player has to pay cost for anything, they must cross out the resources gained before from the resources table. If the player cannot afford this action, they cannot perform the action until new resources are gained.

Setup

Every player receives their player sheet, where they can mark their game progress. Using colored pencils, you need to fill the starting goods into the cities. You need to use the setup table. Starting from the top leftmost city, players fill the cities from top to bottom. In every city, there are 6 spaces available for filling. In the setup phase players use 3 spaces. The remaining 3 spaces will be used later in the game.

In order to fill the starting goods, players roll 3 dice for each city. Every outcome must be matched to the setup table. Next, you need to cross out from the table and fill in the cities (using colored pencils or letter given).

If any of the dice shows the result 6, you need to cross out one space in the city. This city will have less goods at the beginning of the game. If the result shows the goods that was entirely crossed out of the setup table, this die must be rerolled.

After all cities are filled with starting goods, players can begin the game.

Example: Three dice were rolled to determine the starting goods for Berlin. The values of dice are 2, 4, and 6. Berlin was filled with one red and one green piece of goods. Dice value 6 caused the situation that only two goods are available. Next, players have to cross out the corresponding goods from the Setup table.

Important: In the event, when all dice show the same result, all three dice must be rerolled immediately.

Gameplay

Choose the starting player randomly. This player receives the first player marker. The game is divided into a number of rounds. The number of rounds is different, according to the player count and map selection. (This information is included on each game sheet).

Every round consists of 3 phases:

  1. Dice selection phase,
  2. Action phase,
  3. Shipping the goods phase.

After all rounds finish, the game ends.

Dice Selection Phase

The starting player rolls a number of dice (4x player count +1). Next, starting from the first player and then going clockwise, players choose 1 die result and take it. When all players make their first choice, players choose their second die. Starting from the last player, players in the counter-clockwise order choose their second die result. After the second die result is chosen, players choose their third and fourth result in the same way as first and second die.

After all players choose 4 dice results, there should be one die left in the middle of the table. This die will not be used this round.

The order of drafting dice for 3 players: players draft dice values until there is 1 die left in the middle of the table.

Important: In the event, when all dice show the same result, all three dice must be rerolled immediately.

Action Phase

Starting from the first player, players take turns in the clockwise order. During every player's turn, players perform 3 actions and choose 1 specialist using the selected dice.

Player's Turn

During every player's turn, the player must match one of the selected dice to the specialist wheel. The remaining three dice must be matched to the action table. After all dice are matched the player activates them in any selected order (e.g. action die, specialist die, action die, action die etc.) After a die is activated it must be returned to the middle of the table to the dice pool for the next round.

Action Selection

The player matches three dice results to the actions available in the action table. Some of the actions can be matched with more than one die, which means that the same action can be done a few times. The number of possible dice is represented by white dots.

Example: Jack matched three dice to actions. Two dice with 4 pips were matched to the second action, one die with 6 pips was matched to the fourth action and one die to the specialist wheel.

Available Actions

Railway Network Development Action
  • Building the railway track (curve). Dice values: 1, 2, 3. This action can be done three times.
  • Building the railway track (straight). Dice values: 1, 2, 4. This action can be done three times.
  • Building the railway track (sharp curve). Dice values: 5, 6. This action can be done three times.

Actions mentioned above are the Railway network development. They follow the rules below.

Rules for Railway Network development:

According to the dice values, players can build a straight or two types of curves. In order to build a railway track, the player draws a fragment in their chosen color to the map. The building of the track must begin in the existing city or it has to continue previously built track fragments. When one player builds a track in their color, other players cannot build the track on the other side joining the connection. Players can build non-conflicting tracks; if two of the hex sides are joined by one player's tracks, other players can build in the same hex tile joining other hex sides together. When player's tracks reach another city or cross through the town, the connection is finished. The player cannot build a connection in such a way that it begins and ends in the same city or town.

Example: Jack is using red color. He wants to continue building the track coming from Hamburg. He can't connect his tracks with blue tracks (A), tracks can't be directed on the border of the map (B) and can't be built into the same city (C). There are only two possibilities (D).

The cost of building the railway track depends on the terrain they lead through. The costs mentioned below sum up during building.

The cost of track building:

  • Building through plains: 0$
  • Building through forest, swamp: 1$
  • Building through mountains: 2$
  • Building through town: 1$
  • Building through river (paid once when reached the river): 1$

Example: Jack has built red tracks from Bielefeld to Hamburg. The tracks go through mountain (A), town (B), forest (C) and river (D). He has to pay 5$.

The process of building tracks does not have to end during a single round. The player can continue building their connections throughout several rounds. However, if a player began the building process in the previous round and does not continue building this round, this connection is considered to be abandoned. It has to be marked with X at the end and players must color it with the pencil. Every player can claim this connection next round by continuing it or joining with preexisting connection. This includes the player who abandoned the connection.

Example: Jack decided not to continue his red tracks from Bielefeld. The tracks are colored with a pencil and marked with X. In the next round, any player can continue this track by joining it with their own or continuing it with their color. This track will belong to that player.

Upgrade Action

This action allows the player to raise their rolling stock level by 1. The cost of this operation is shown on the player's sheet (1-5$). Increasing the rolling stock level enables the player to transport goods to further distances. The current level should be marked in the proper space in the rolling stock table.

Upgrading Rolling Stock allows a player to deliver goods to more distant towns. Upgrading Rolling Stock through action requires assigning a die of correct value and paying a cost of upgrading to next level. A player may upgrade a Stock through this action only once in a turn.

The upgrade costs printed on the rolling stock track are: level 2 – 1$, level 3 – 2$, level 4 – 3$, level 5 – 4$, level 6 – 5$.

Example: Jack has decided to use the Upgrade rolling stock action. He is upgrading to level 4. He has to pay 3$ and mark the level in the Rolling stock table. Jack can transport goods through 4 connections.

Goods Delivery Action

The player can transport one piece of goods from one city to another to deliver it. The player can transport the goods using completed connections only (using their own and/or opponent's).

The shipment can be transported only when it will be delivered to the city of the same color. The goods cannot be transported back to the city it started from. The shipment cannot be transported through the city of the same color to a further city. If that situation occurs, the shipment will stop in the first city of that color and it will be delivered.

When transporting the goods, the player has to use at least one connection of their own. The player can use other players' connections, but at least half of the connection must be their own. The number of connections used to ship the goods cannot be higher than the current level of player's rolling stock level. The shipped goods must be crossed out from the original city.

Example: Jack's Rolling stock level is 3, so he is able to deliver goods using up to three connections. Jack has decided to ship yellow goods from Stuttgart to Nurnberg. He is using his two red connections (A) and one blue connection (B) belonging to Mary. Jack receives 2 transport points and Mary receives 1 transport point. The yellow goods are crossed out.

Players gain Transport Points for shipping the goods. The player who shipped goods receives one Transport Point for each connection belonging to them, through which the shipment was transported. Every opponent, whose connections were used, receives 1 Transport Point for every connection used.

Players have to decide what they want to spend the Transport Points for. They can be spent on Victory points or Resources.

  • If the player chooses Victory points, they need to be marked in the Delivery Table in the proper column and row. The column corresponds to the current round. First row is reserved for points for shipping through shipping action. Second row is reserved for points gained in the 3rd phase of the round. Third row is reserved for points gained for other players shipping the goods through our connections.

Example: Jack decides to get Victory Points for shipping goods. This is the second round and he fills the second column.

  • If the player chooses resources, they need to be marked in the Resources table. They can be used later in the game.

Players have to spend all Transport Points gained on one of the things. Points cannot be split into two benefits. If more than one player receives points for one shipping, the player who shipped the goods decides first.

Specialist Wheel

Player has to match 1 die to the specialist wheel. Depending on the die result, player can be helped by one of six specialists during each round.

  • Logistician (dice value 1 or 2). +1: The player can ship one additional piece of goods this round over shipping limit (two pieces of goods total). In order to use the help of this specialist, the player has to match one of the other dice to the "shipping the goods" action in the action table.
  • Manufacturer (dice value 2 or 3). -1$: Thanks to this specialist's help, the player can fill in new set of goods to any city on the map, on the condition that there are empty spaces available. The player selects one of the sets of goods from the New Goods table and fills them into a chosen city, by coloring or writing the letters. Next, the used set of goods must be crossed out from the New Goods table. This set will no longer be available. The cost of this operation is 1$ (it needs to be marked in the resources table).
  • Urban planner (dice value 6 or 1). -3$: Thanks to the help of the urban planner, the player can change one town into a city. There has to be at least one existing railway connection in the town to do it. This operation costs 3$. After the cost is paid, the player chooses an available city color from the New City table and has to cross it out. Next, the newly established city has to be colored into the chosen color, covering the preexisting connections in the town. Additionally, the city has to be marked with the letter to identify the city's type. Next, the player chooses a set available from the Goods table and fills them into the new city. The chosen set has to be crossed out from the Goods table.

Example: Jack is using the Urban Planner action. He can build a city in Erfurt or Frankfurt, because there are connections running through those towns. He chose to build red town D with blue, green and yellow goods.

  • Engineer (dice value 3 or 4). +1: The player can build one more track than building limit this round (4 tracks total). In order to use this specialist's help, all other dice must be matched to track building actions. The additional track added by that specialist can be of any given shape.
  • Mechanic (dice value 4 or 5). Cost shown on the player's sheet (1-5$). Thanks to the help of the mechanic, the player can raise their rolling stock level by 1. The cost of this operation is shown on the player's sheet (1-5$). Increasing the rolling stock level enables the player to transport goods to further distances. The current level should be marked in the proper space in the rolling stock table.
  • Banker (dice value 5 or 6). +3$: The player receives 3$. This has to be marked in the Resources table on the player's sheet.

Dice Manipulators

Players have 4 dice manipulators available during the game. After the dice are drafted player can use one or more modifications to change the value of die/dice. Each manipulator is one-time use. After the manipulator is used, player crosses it out.

  1. Reroll the selected die/dice. Player can choose any number of drafted dice (1-4) and reroll them.

  2. Modify +/-1. Player can modify one of the selected dice by +1 or -1. Player cannot change 6 into 1 or 1 into 6.

  3. Turn over one die. Player can modify one of the selected dice by turning it over 180°. (e.g. 1 can be turned into 6, and 3 can be turned into 4).

  4. Match one die. Player can change one of the selected dice and change its value to any of the other dice in his possession. (e.g. if the player has values 1, 3, 4, and 6, they can change dice value 3 into 6).

End of Player's Turn

When the starting player performs their actions, the player on their left has the turn. When all players take their turns, shipping phase begins.

Shipping the Goods Phase

After all players finish their turns, shipping phase begins. Starting from the first player, every player can ship one of the available goods and receive Transport Points, following the rules of Shipping the goods.

End of the Round

After all phases end, players move to the next round. The first player marker is moved to the player on the left and new round begins. The game ends after a certain number of rounds mentioned on the map.

End of the Game

After the last round ends, players calculate their final score. Players sum up all Victory Points gained for shipping the goods. Next, players check how many complete connections they managed to create. Every complete connection is worth 1 point. Add the points together. The player with the most points wins. In case of a tie, the player with the most complete connections is the winner. If there is still a tie, the player with the most resources unused is the winner. If there is still a tie, players share victory.

Example: Jack has created 5 connections, but only 2 of them are completed (A). Jack receives 2 extra points for this.

Final Scoring Example: Jack has earned 29 points for shipping the goods and 8 points for created connections. His end game score is 37.

Solo Variant

Editorial note: pages 9–10 of the rulebook open with the printed headings "The Goal of the Game", "What You Need?", "Game Setup", "Gameplay", "Action selection", "Specialist selection" and "The End of the Game", with no separate solo title. They are reproduced below in order under this "Solo Variant" heading, which is added for navigation.

The Goal of the Game (Solo)

The goal of the game is to build railway connections and invest in your rolling stock so that all the starting goods are transported. The player receives points for transporting goods and creating connections between cities. The more points you receive the better title at the end of the game.

What You Need (Solo)

  • 5 dice,
  • 1 solo game sheet,
  • 5 colored pencils (blue, green, yellow, red, and grey),
  • 1 pencil.

Game Setup (Solo)

First, you need to place the starting goods into all the cities (using crayons). You need to use the Setup table of goods. You need to start with the city near the top left-hand corner. Next you move in rows from the top to bottom. Every city has 3 spaces for starting goods.

In order to place the starting goods, you must roll 3 dice. Every dice result must be matched to the Setup table. Next, you need to cross out the goods from the table and draw them into cities (using colored pencils or writing letter symbols). If any of the dice has the result 6, you need to reroll the dice(s) to show other outcome. There must be 3 goods in every city. If the result of the die will show the goods which was crossed out fully, you need to reroll that die.

After all starting goods are placed, you can start the game.

Gameplay (Solo)

The game consists of a certain number of rounds, shown in the sheet description. Every round is divided into 5 steps.

Step 1: Building the city (optional). When you built a connection between a city and a town, at the beginning of a round, you can upgrade the town into a city by coloring the town into one of the available colors. Next you need to mark the used city color in the New city table. During the first round this step is omitted. When there is no connection between a city and town, the new city cannot be built.

Step 2: Roll dice. Roll 5 dice. Next, you must choose 4 of the dice results and match them to the spaces on the game sheet.

Step 3: Matching the dice. Select 4 dice results and match them to the available actions. Three dice must be matched to the action selection and one must be matched to specialist selection.

Step 4: Action resolution. After the dice results are matched to action and specialist selection, you have to take 4 actions. You can perform the actions in any chosen order. Action Phase and scoring the Track points is the same as in multiplayer game. See Action Phase.

Step 5: Shipping the goods. After the action phase is finished, you can ship one available goods and gain Track points according to the rules of Shipping the goods from the multiplayer game.

After all steps are completed, move to the next round.

Example: Arthur has decided to use die value 3 to the specialist table. He can use the Logistician or Engineer or take 1$. If he wants to use the Logistician help, he must cross out the icon.

Action Selection (Solo)

Action selection is exactly the same as in the multiplayer game. See Action Selection.

Specialist Selection (Solo)

Match one die result to the specialist selection. Every dice result corresponds to a pair of specialists. In the solo variant, there are 4 specialists available, every one of the specialists can help you three times. Select one of the available specialists. Specialist's actions are the same as in the multiplayer game. See Specialist selection.

Every specialist action is one-time use. After you use help of the specialist you must cross out the action you used. When you do not want to use the specialist help or when it is no longer available, you can collect 1$, without the need to cross it out.

The End of the Game (Solo)

After the end of the last round, the game ends. Now you have to calculate the final score. Scoring is the combination of points for shipping goods and creating the connections.

  • Add all the points for shipped goods received during the game. Fill the sum to the first spot in the scoring table.
  • For all completed connections between cities and towns you receive 1 point. Sum it up and fill the second spot in the scoring table.
  • Next, check if you managed to ship all starting goods. For every unshipped good you receive -2 points. Mark it in the third spot in the scoring table.

Your final score is the sum of all spots from the scoring table. You receive a reward based on your score: bronze, silver, gold, and platinum (shown on every map).

Shipping the Goods Phase
  • End of the Round