EURORAILS RULES PDF
These are generic rules that apply to most “crayon rail” titles in the series, including Empire Builder, British Rails, Eurorails, Australia Rails, Nippon Rails, and. I supported because “I support the Geek because of all the great friends I’ve made here. I love playing PBF, VoIP and RL games with you!?” – Fred M ( derf_red). Here are the rules I invented. Pick out any two Crayon games and lay them out side by side on a large table. I recommend North America Rails and Eurorails.
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This is huge, as otherwise looking through a bunch of different goods with tiny pictures is a pain. Check BoardGameGeek for player aids. Granted that should be less of a problem on a map of one’s own country, but it still helps.
Similarly, make sure everybody has the “where does this good come from? Increase starting money by 20 and add one more round of initial building. I’ve tried this eurlrails few times with Iron Dragon with experienced players. The effect was to increase the value of those first early runs, thus jump-starting track building. Allow each player some small number of “I hate this card” redraws, without the cost of a full-round flush. I would limit this to the early stages of the game — maybe up to three uses while your money remains under The idea is to soften those “aw, crap, I guess I could go there for 10” runs that don’t really help you except to flush the card.
If time is being lost because inexperienced players can’t plan their turns in advance, consider some scheme for parallel turns. Play is largely rulex, after all. Maybe a player and the one opposite him at the table can go at the same time so long as they aren’t competing for the same pip, goods token, etc?
If so, turn order wins. I don’t think any of these would damage the spirit of the game, unlike, say, removing some calamities from the deck would. We own several versions and editions of the crayon rail games in my house. In each one that we have, there is a “Variants” section of the rules. One of the variants we always play with is the fast game. It has 5 main effects that I can think of offhand:.
Another official variant that can help is the mercy rule. The mercy rule allows you to “borrow” from the bank, but you must repay double the next time you get money. Between those two rules, our games tend to go smoothly and rather fast usually 1.
It seems funny to me that each of the ideas had been mentioned in some fashion in another answer, but nobody mentioned the official variant. The answer to this depends a lot on why the game is taking you so long to play.
We had been suffering from the same problem, and the main reason is because we have one player who is just an incredibly slow thinker. He often took over 15 minutes just to make one move. Over time, we made a lot of small changes to the game to reduce the amount of information this one player needed to euroraild. The rule change that ultimately resulted in us significantly speeding up eurorsils pace of the game was one I read about in another game forum: At the end of your movement phase, you execute the second half of your turn, building track or upgrading your train.
Then and only then do you draw eugorails or more cards to replace any completed deliveries. This isn’t really a house rule per se, but it’s especially helpful in speeding up the game when playing on a new board or unfamiliar one.
M.I.T. Strategic Games Society house rules for Eurorails
Whenever a new demand card is drawn, read off and find all of the cities as quickly as possible. Everyone “competes” to find and point out each city first. This helps everyone learn the map better, as well as whomever just drew the card evaluate which if any demand to attempt to fulfill.
We find the disaster and taxation cards prolong the game unnecessarily. Remove them before play starts. Untested, but I don’t think it would be too disastrous: Instead of 9 and 12, try 12 and The idea is that you’ll get where you are going in less turns, so your game should take less turns. You might not be able to build track at the beginning fast enough to keep your train in motion.
If a bridge disaster catches you, you’ll spend more “movement time” waiting to get to rebuild. And ferries become more costly to use, as the “half movement” penalty is now half of a bigger number.
Can carry cargo not on available on card. Put each unused card under the stack you draw a new eurrorails from. A solitary version takes 5min to play, above rules but don’t use a train marker, draw tracks and collect on a card immediately if you are connected to source and destination.
EMPIRE BUILDER – RULES
Monica Cellio, while i have Eurorails at home as well this is the only one we’ve played. Questions about house rules should be based on experience rather than speculation and should ask for the same per this meta questionotherwise they tend to end up as discussion questions. Monica Cellio 2, 1 15 It has 5 main effects that I can think of offhand: Xynariz 1 Over time, we made a lot of small changes to the game to reduce the amount of information this one player needed to process: This way, Slowpoke doesn’t waste time looking at anything but his own cards.
Originally, we had an optional rule that you could spend the second half of your turn trading one of your cards for one from the clearinghouse. We dropped that rule so that Slowpoke couldn’t spend time staring at the options in the clearinghouse, and replaced it with a rule where you could trade out an unwanted card for the top card of the deck, sight unseen. This change has several interesting effects: The game marches on while you examine your new cards. However, if an event causes you to lose a turn, you only lose your next turn.
You don’t lose “the remainder of this turn” in addition to your next turn. This seems a little more fair. Once we implemented this rule change, we easily shaved over half an hour from our game time.
Bill Nace 1 6. I don’t understand the ferry point. You still get to move farther than you would have; yes it’s half-cost, but it’s half of a bigger number. With a smaller train your move would have ended before you got that far.
I was thinking about the fact that when you move into the ferry post, you forfeit your remaining move points which will be a bigger number. For a 30min to 1hr game: Can carry cargo not on available on card 8 create 4 rjles piles Put each unused card under eurorsils stack you draw a new card from 10 the only cargo cards that are discarded and out of play are the ones you’ve used delivered cargo and got paid – unwanted unused cards get recycled A solitary version takes 5min to play, above rules but don’t use a train marker, draw tracks and collect on a card immediately if you are connected rjles source and destination.
The rules that our group currently use are as follows: You start building from a major city like before. In subsequent build turns you build from existing track. Yes, you pay the ru,es to enter a new major city. Each player starts with 5 contract cards and picks their favorite 3.
After this, each player holds 3 contract cards. At the start, your current train can deliver one contract per turn. Eurkrails you connect a source with a destination, you are able to collect your money. During your build phase, you can either build track or upgrade your train for a cost of surorails.
If you upgrade your train, you can now deliver 2 contracts per turn instead of one. You can upgrade your train to be able to deliver all three contracts. Remove all event cards if desired. If you keep the event cards, then derailments prevent deliveries or pickups from the cities listed.
If you run on another players track, you pay this player 1M per 2 dots on their track round up. If you do, this counts towards the 20M limit for building.
Play ends at M instead of M. You still need the cities. Each player gets to finish out their last turn. Euroails gives the last player a chance to catch up and sometimes win. Benjamin Cosman 8, 1 14