Tramways: The Leisure Expansion
Tramways: The Leisure Expansion Rulebook
Table of Contents
Table of Contents
Components
- 5 players × 8 discs
- 5 grey Railway Workers
- 10 red discs
- 3 Super-Development cards
- 1 official all-action player aid
- This set of rules
Note: The player aid summarizes all actions of the base game and the cover-flap expansion. It does not include rules specific to expansion maps.
Expansion #1: Towers
Building towers encourages passengers to spend, spend, spend. The taller the tower, the happier!
Setup
- Take 8 additional discs of your own color.
Phase 2: Actions
New action: Build a Tower (see D_T below).
A. Build or Upgrade Rails
- Building new rails on a link: You cannot build rails on a space that has a Tower.
C. Move a Passenger
The movement order changes to the following:
- Link owners along the route gain their normal Happiness Points.
1½. Each Tower (yours or an opponent's) that is adjacent to a space the passenger moves through gains $1 for each disc in it. In other words, the Tower must be adjacent to the rail the passenger rides (see the example on the right).
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Final destination bonus. Yes, this means you can ride past Towers to earn money to spend on HP at the final destination L! Note: normal income comes after the destination bonus, so...
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Owners of Rail tiles along the route gain their normal $.
Example: On Green's turn, Green wants to move a Passenger from R to C. She uses her link: from Green's 2 Tower she receives $2, and from 1 link she receives 1 HP. At the Passenger's final destination C she chooses $5 and 1 Stress, and then, because she passed 2 of her own Rail tiles, she receives $2.
Now imagine it is Pink's turn. Pink wants to move an R Passenger to C via I. She receives $2 from Green's 2 Tower, and $4 from Pink's 1 Tower and 3 Tower. She also passes through 2 of her own links, so she gets 2 links = 2 HP. At her final destination C, she chooses a Development card and receives 1 Stress. Finally, because she passed through 3 of her own Rail tiles, she receives $3.
D_T. Build a Tower
When you build n Towers, stack n discs on an empty space. You can build n Towers on a mountain, river, or forest.
- Build 1 Tower: play 1 Parcel icon.
- Build 2 Towers: 2 different Parcel icons, gain 1 Stress.
- Build 3 Towers: 3 different Parcel icons, gain 2 Stress.
- Build 4 Towers: 4 different Parcel icons, gain 3 Stress.
- 5 Towers and beyond: same...
Final Scoring
Towers score HP according to their height.
- 1 Tower: 1 HP
- 2 Towers: 1 + 2 = 3 HP
- 3 Towers: 1 + 2 + 3 = 6 HP
Expansion #2: Labor Union
Railway Workers want better treatment! They want to ride the railways they built with so much effort. They want the same rights as everyone else, including nice housing, shopping opportunities, exciting leisure, and even other job opportunities!
Overview
In this expansion you can operate links as a Railway Worker, and you can also move as a Passenger.
Setup
Each player receives an additional Railway Worker. The Railway Worker holding limit is 1 higher than normal for the whole game.
Phase 2: Actions
B. Construct or Upgrade a Building
Construct a New Building: When you construct a new building, in addition to the normal Passenger, you may add 1 Railway Worker from the reserve. (Each building may hold 1 Passenger per space and 1 Railway Worker per space.)
C. Move a Passenger
The final destination bonuses for Railway Workers are as follows:
- C: Gain 1 Stress. Then immediately either take $10 from the bank, or add 2 Development cards (D) from the market to your hand. You may now exceed the hand limit.
- I: Gain 1 Stress. Take 2 Railway Workers from the reserve and add them to spaces on your player board. (Remember that the limit is 1 higher in this expansion.) If you reach the limit, do not take any more Railway Workers. However, your Stress level still increases (and the Railway Workers move to this destination).
- R: Reduce Stress by 2. Once you reach the leftmost Stress track space, do not reduce Stress any further. However, the Railway Workers still move.
- L: You may buy HP as normal, but all $ income from Railway Workers is doubled.
Expansion #3: New Leisure
In this expansion, leisure is everything, leisure is everything you need, and leisure is your life! Did we mention that buildings for leisure are fundamental?
Setup
- Give each player 2 new New Leisure discs. Place them near your Stress track.
- Parcel cards: You must use the draft rules!
Phase 2: Actions
New action: Convert to Leisure (see D_L below).
D_L. Convert to Leisure
This action requires you to play two identical Destination icons. This lets you place one of your red New Leisure discs on a building other than a pre-printed leisure building. You gain 3 HP. This new leisure is now true leisure with all functions (LRCI). When you convert, you gain 1 Development card (choose a Development card as in the base game). However, you cannot take a Leisure Building card.
Translator's note: The destination is only L, but does the effect mean you may use whichever destination you like?
Expansion #4: Super-Development Cards
Super-Development cards have 2 icons in one slot, so you can use both icons without Stress.
Setup
Shuffle the 3 Super-Development cards into the Development card deck.
Cards marked (A) can do the following in the Management phase:
- Without Stress, take a Railway Worker for $3.
- Gain 1 HP.
- For 1 Stress, gain 1 HP, $3, and take a Railway Worker.