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Tramways: Grand Station

Expansion for Tramways

Tramways: Grand Station Rulebook

Table of Contents

Table of Contents

  • Components
  • Expansion #1: The Tramways Station
    • Tramways Station Setup
    • Tramways Station Phase 2: Actions
    • Tramways Station End of Round
  • Expansion #2: The Stock Exchange
    • Stock Exchange Setup
    • Stock Exchange Phase 2: Actions
    • Stock Exchange End of Round
  • Expansion #3: The Park
    • Park Setup
    • Park Phase 2: Actions
    • Park End of Round
  • Expansion #4: The Station Master
    • Station Master Setup
    • Station Master Phase 1: Auctions
    • Station Master Phase 2: Actions
    • Station Master End of Round

Components

  • 1 Tramways Station tile
  • 4 New Building cards
  • 1 Park tile
  • 1 Stock Exchange tile
  • 1 Station Master (Black Meeple)
  • This set of rules

Expansion #1: The Tramways Station

The Station is a new type of building (S). The Station building card has 3 Action Icons. This card respects all the rules of the base game.

Tramways Station Setup

Map: After you have built the city with modular boards, build the Station on the map, respecting the following rules:

  • The Station cannot be adjacent to a parcel, but it can be adjacent to a pre-printed building.
  • The Station cannot be built on water, but it is fine for it to be in the mountains.
  • If it is not possible to respect all of the rules above, rearrange or change the modular boards to enable the Station to be placed legally.

Parcel cards: It is recommended to play with the advanced rules, which allow you to draft your starting parcel cards, rather than drawing them at random.

Passengers: The Station is a rectangle of 2 squares, and it starts with 2 Passengers.

Building cards: Next to the building cards, add one per player, minus 1, new building cards that show the Station (minimum 1 for one player, and 2 for two players). (The printed amount is shown as a player silhouette followed by "– 1"; it is read here as one card per player, minus 1.)

Tramways Station Phase 2: Actions

Build New Rails on a Link: When you complete a link that connects to the Station, you must play one destination Action Icon, as usual; however, until you have acquired an S Action Icon (see below), you must play the destination icon for the other end of the link. For example, if a player builds his first complete link to the Station from a Residence, he has no choice but to play an R icon for the destination.

The first time you complete a link to the Station, you immediately take a Station building card, which has the exclusive S Action Icon, into your hand (if any remain). As always, this card is immediately available for you to use, even in the very next action. If you connect to the Station again, you do not get another Station building card.

Upgrade an Existing Building: Nobody owns the Station, and it is not possible to upgrade it anyway.

Move a Passenger: A Passenger delivered to the Station stays there after his trip; do not remove him from the board. However, there cannot be more than 2 Passengers on the Station at once. So, if a third Passenger arrives, discard him as is done for the other buildings.

Tramways Station End of Round

New Passengers also arrive at the Station, such that every round starts with 2 Passengers in the Station.

Expansion #2: The Stock Exchange

The Stock Exchange tile is a great place for you crafty engineers to make more money!

Stock Exchange Setup

Map: After you have built the city with modular boards, build the Stock Exchange on the map, respecting the following rules:

  • The Stock Exchange cannot be adjacent to a parcel, but it can be adjacent to a pre-printed building.
  • The Stock Exchange can be built on water and/or in the mountains (or neither, of course). [Trading and money are more important than Nature herself. =:)]
  • If it is not possible to respect all of the rules above, rearrange or change the modular boards to enable the Stock Exchange to be placed legally.

Parcel cards: It is recommended to play with the advanced rules, which allow you to draft your starting parcel cards, rather than drawing them at random.

Passengers: The Stock Exchange is a rectangle of 2 squares, but no Passengers ever wait there.

Stock Exchange Phase 2: Actions

Build New Rails on a Link: When you complete a link that connects to the Stock Exchange, you must play one destination Action Icon, as usual; however, because there is no Action Icon that corresponds to the Stock Exchange, you must play the destination icon for the other end of the link. Example: A player builds a complete link from a Residence to the Stock Exchange. He has no other choice: He must play an R icon for the destination.

Upgrade an Existing Link: Just like when Building New Rails, there is no Stock Exchange Action Icon, so upgrading a link connected to the Stock Exchange requires playing the destination icon for the other end of the link.

Upgrade an Existing Building: Nobody owns the Stock Exchange, and it is not possible to upgrade it anyway.

Move a Passenger: Because there is no Stock Exchange Action Icon, the Stock exchange is fortunately never a destination in Tramways… =:) …however, a Passenger can pass through the Stock exchange, and it functions like a "stop" along the trip. That is to say that the respective link owners earn 1 HP for the link before it, and 1 HP for the link after it, as with any other Building (not counting the Park introduced in Expansion #4, which — let's face it — is not really a building, now is it?). For taking the Passenger through the Stock Exchange, you earn an additional $5. Specifically:

  1. HP to link owners: Same as base game (the Stock Exchange counts as a stop between links, like other Buildings).
  2. Final destination bonus: Same as base game (the Stock Exchange cannot be a final destination).
  3. $ to track owners: Same as base game, with one exception: When you move the Passenger momentarily onto the Stock Exchange along his trip, you earn $5. (He collects his dividends!) As always, be careful to do this in the right order along the trip.

Stock Exchange End of Round

New Passengers never arrive at the Stock Exchange.

Expansion #3: The Park

The Park is a special "building". Although it can never be a passenger's final destination, passing through the park always reduces stress.

I fell in love with the idea of a park. We already knew the role of the gardens in Clinic and the parks in Small City; now we unveil the Park in Tramways!

Park Setup

Map: After you have built the city with modular boards, build the Park on the map, respecting the following rules:

  • All 4 spaces orthogonally adjacent to the Park must be empty spaces (but they could be mountains), which allows links to connect to all 4 sides of the Park.
  • If it is not possible to respect this rule, rearrange or change the modular boards to enable the Park to be placed legally.

Parcel cards: It is recommended to play with the advanced rules, which allow you to draft your starting parcel cards, rather than drawing them at random.

Park Phase 2: Actions

Build New Rails on a Link: You can complete links by connecting to the Park, but (of course) you must play a Destination icon matching the other end of the link, because there is no Destination icon depicting the Park.

Example: All three of the situations above are legal (assuming that each link is connected to a Building or owned Parcel on the other end).

Example: In the double-action round, Orange builds a complete link A of 1 Rail tile from the Residence to the Park. He plays 1 Build Rail Action Icon, and the R Icon as a Destination; he discards one rail worker. Then he builds a complete link B of 1 Rail tile from the Park to his Leisure on the left. He plays 1 Build Rail Action Icon, and the L Icon as a Destination; he discards one rail worker.

Next, Green builds a complete link C of 3 Rail tiles from the Residence to the Park. He plays 3 Build Rail Action Icons, and the R Icon as a Destination; he discards one rail worker. Then he builds a complete link D of 1 Rail tile from the unowned Industry to the Park. He plays 1 Build Rail Action Icon, and the I Icon as a Destination; he discards one rail worker.

Upgrade an Existing Building: Nobody owns the Park, and it is not possible to upgrade it anyway.

Move a Passenger: When you move the Passenger through the Park, you decrease your stress by 1. Because the park is not a destination, the Passenger must continue the journey to a true destination. Strictly speaking the sequence is as follows:

  1. HP to link owners: Same as base game. 1½. Park bonus: Reduce your stress by 1.
  2. Final destination bonus: Same as base game (the Park cannot be a final destination).
  3. $ to track owners: Same as base game.

Example: In the next round of the game, Green moves a Passenger from the Residence to the unowned Industry in the upper-right corner, of course using his green links through the Park. He earns 2 Happiness points. Because he passed through the Park, he decreases his stress by 1. At the Industry, he increases his stress by 1, and gets a Rail Worker. Finally, he gets $4 from his 4 track segments.

If Green had moved the Passenger to the Leisure, he would have moved the Passenger along his green link, through the park (decreasing his stress), but then would have switched to the orange link on the way out of the Park. Then Orange and Green each would earn 1 HP. Green would decrease his stress by 1, then he would get the Leisure benefit as usual. Finally Green would earn $3, then pay Orange $1.

Park End of Round

A link that connects from a building or parcel to the park is considered complete.

Expansion #4: The Station Master

This expansion requires the Tramways Station (Expansion #1)!

Station Master Setup

The (black) Station Master starts the game on the Station tile with the 2 Passengers.

Station Master Phase 1: Auctions

The last player (i.e. the first player to pass during the Auction) will get a free Station Master action in Phase 2.

Station Master Phase 2: Actions

If you are the last player in turn order, you have a free Station Master action (it does not count in the total of 1+2 actions). Whenever you like during one of your Action rounds, you must move the Station Master. This works the same way as moving a Passenger (including HP, final destination bonus, $…), except for the following:

  • You do not play a Destination Action icon and it does not use one of your actions.
  • The Station Master always traverses precisely 1 link, stopping at the first Building or Parcel (if the Parcel is still a destination) he encounters.
  • The Station Master stays at the destination.

If, as the last player, you have not moved the Station Master at the end of your 3 actions (for example, because no links have been built yet!), you get +2 Stress. Once the Station Master has been moved, lay him down to remind you that he has already been moved.

Station Master End of Round

Stand the Station Master up. He is ready for another trip!