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Richard Clyne
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Empire of the Midnight Beard
Page 1
.In "First Class" we play ambitious founder and direct competitors of Georges Nagelmackers, the founder and initiator of the "Orient Express". Like him, we try to win as many good paying passengers for a prestigious journey. We are trying to score points, among others, the most comfortable cars. At the end we want to offer the best way to travel to the Orient. For this gives us the game many options at hand and many roads can lead to victory. It simply try it and build a nice train, can not be wrong. But be careful, there are not only honorable people in the "Orient Express". From time to time there may be a criminal case ...

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base material (their needs in each lot)
94 wagon cards (50 × 0/1, 24 × 2/4, 20 × 7/12)
16 post wagon cards (4 each in 4 player colors)
72 base cards (24 in 3 stack color)
21 playing cards 12 Schaffner (3 each in 4 players colors)
4 locomotives (1 each in 4 player colors)
24 square (6 each in 4 player colors)
48 coins
8 locomotive platelets
1 Konstantin Opel platelets
4 player boards
1 scoring board
1 start player tile
1 start player figure
material of 5 modules
120 module cards (24 in 3 stack color)
4 "who is the murderer? "- cards (only in module C)
26 evidence (only in module C)
Do you play a game of" First Class ", needed her always the base material and the material of 2 modules. We recommend you urgently, if even 1 player plays the game for the first time to play with the modules A and B. Your players will thank you.
First game
• Module A: The orders (Supplement, page 1)
• Module B: celebrities and postcards (Supplement, pages 2 and 3) The remaining modules not needed it for this game not.
The play structure and course is the same for every number of players.
Take the stack "1" (green)
Of the action cards and place 3 rows With 6 cards each open in the middle of the table. You Then have a total of 18 action cards. This is your display for the 1st Round. In addition, you place the start player Left in front of the first card of the first row. After setting up your game account (on the Next page) it can already Go
First you take all the basic cards. These Are on the front and back with an X Marked on the ticket. They play in every game. Also, take all the cards of the 2 modules, the You chose (see material). Modules you can By means of the letter shown on the ticket, On the front and back, from each other Respectively. All these cards are available in 3 colors and Digits: green = 1, blue = 2 and red = 3.
The game cards mix her face down. The player on the right Next to the starting player, so many game cards are piled How to play +1. Then he searches for 1 of them and gives The remaining cards to the next player counter-clockwise Continue until each player has 1 game card. These Put it face down in front of you. The rest of the game card mixes her again In the stack. The game cards bring you in the final evaluation You can find more points on pages 9, 10 and 15. Afterwards you place 4 playing cards open. The remaining Cards form a hidden draw pile
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Now mix all cards (base and Module cards) of each Colors well together, so you then for Each color has a separate stack. The 3 stacks are now ready for use Your table (see picture on the left). These cards are now available Action cards.
The wagons are laid out for everyone on the table. At the Best sort it ascending: 0-1-2-4-7-12. You are like that 6 stacks of different wagons. Attention: On the back of the 0er-Waggon is always a 1er-Waggon. On the back of the 2er-Waggon is always a 4-wagon and on The back of the 7er-Waggon is always a 12er-Waggon. This means, You can at any time Turn maps of the 0 wagons and turn to the Stack of 1-wagons lay.
The coins lay her as general Stock ready for all players ready
The locomotives are sorted by their locomotives The numbers with the 5 at the top and the 15 at the whole (15-14-13-12-8-7-6-5) and place them as a stack. The Constantinopel plate is also ready.
Each player chooses a color and takes:
• 1 game tray
• 1 coin
• 3 conductors
• 1 locomotive
• 6 cuboids
• 4 Post-waggon cards
• 2 0er wagons
How you build up your game is on the Next page.
Determines a player who is in the course of the game The points. To him you put the counting-plate. Each player represents one of his conductors as a counter figure To the "0/50" field Counting card and placing his 6 cubes next to the counting board ready.
You are the start player. Take the starting player figure.
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Set up of the game
1. Each of you puts out your game board.
2. The locomotive puts her on the brass plate on a stretch.
3. You place a 0-wagon in each case as the first card on your upper and lower train.
4. 1 conductor puts her upstairs and 1 conductor down on the brass plate on your gameboard. (The 3rd conductor has already placed each of you on the "0/50" field of the counting board.)
5. Place the coin on the first square at the bottom left.
Card - Here, you will cover all completed action cards face down, unless they have to be filed otherwise.
6 - The 4 Postwaggon cards are placed next to your game tray
We want to show you an overview of the gameplay and the procedure, when you have the turn.
Afterwards, we explain the symbols you will encounter again and again during the game. If you have understood this, it is certainly not difficult for you to understand the modules. The modules and a few special cases can be explained on the supplement.
Attention: Individual maps and their actions / properties can supplement or modify basic rules, or even replace them completely.
This rule is very detailed written and accompanies you through the mechanisms of the game. You have to read a lot, but do not be frightened by the side count. This will go faster than it seems.
Cursed are notices or special rules, which are not necessarily relevant for the first time, so you can skip them. If a question arises, you can read it, of course.
IMPORTANT: If you are talking about trains in this rule, we always mean your upper and your lower turn on your game line. We never mean train in terms of play. For a turn we use "be in line".
General Gameplay
First Class is a game over 6 rounds. Each round, you place 18 cards of a pile in 3 rows open:
In the 1st and 2nd round you play with the cards of the stack "1" (green),
In the 3rd and 4th round with the cards of the stack "2" (blue) and
In the 5th and 6th round with the cards of the stack "3" (red).
Reminder: The cards for the first round have already been designed during the setup (pages 2 and 3).
A round
You are the first player in the first round.
You start, take 1 action card from the display and execute the action shown there. Then the player to the left of you is the turn, which also takes 1 action card from the display, etc.
A round is over when each player is 3 times the turn and has taken 3 action cards. After each 2 rounds (1 pile of the action cards), an evaluation phase takes place.
If you played 6 rounds, there is a short final rating. Whoever has the most points after this wins the game
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It's your turn
Whenever you turn, you can either take one action card out of the display or the start play tile. You will find more on page 9. If you take an action card, you have the choice from all the openly displayed promotion cards.
You have 2 possibilities to use the action card:
• Execute: You can execute all or part of the actions specified on the action card. You can also take the card if you can not complete the action card completely. Note: If you decide to run, you must first perform all the actions you want to make from this card. In the game, there are ways to get actions outside the action cards. You can find out more about this on pages 9-12 and in the supplement.
• Reject: If you do not want to execute your action card, you will also take it to you, but you will not give up all the actions on this card. For this, upgrade your wagon of your choice. You will find out what the upgrade of a car means on pages 6 and 7. Caution: You can not take the start-up tile and do without it.
Then put the action card face down to the left of your game board. On the following pages we explain the basic symbols and their functions. Special module symbols, which come into play through the individual modules, are explained in the modules on the supplement.
Clear a row
In the course of the round, as many cards were taken from a row of the display, as players play, so Clear the entire remaining row. These cleared action cards come out of the game and can Can not be taken.
As a reminder, at the beginning of a round there are always 6 action cards in a row. That is, in the 4-person game, you clear a row when there are only 2 action cards in a row You have already taken 4 action cards from this series.
Example (3-person game):
After you have taken an action card, only you are left 3 action cards in this series. Therefore, you remove the rest Cards from the row and take them out of the game.
Caution: The start play tile does not count to the action cards taken and is never removed by "Clear a row". This tile is placed in the display until a player chooses it.
The basic symbols
Here we explain the individual basic symbols. These accompany you throughout the game on the most diverse game elements.
New wagons take - train expand or upgrade
During the game, 2 traps are created on your game board. You always start each train with a 0-car (see page 4). Gradually, you upgrade the trains around wagons or the most valuable existing wagons, in order to get more points in the stages of evaluation (pages 13 and 14).
Take the train
With this symbol you take a 0-car from the stock and put it to one of your two trains. You are thus expanding your train around a car.
If the map shows the icon several times, you can see as many 0-wagons as symbols are depicted.
You always place 0-wagons to the right of your last car (last card on the train). With each wagon you decide again which train you want to expand.
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1 - You take this action card and get 2 0-wagons for this.
2 - You put both 0s wagons to your right of your last card to your top turn.
Note: You could have put the two 0-wagons also on your lower train.
If you get several wagons, you can always split them on both trains
2 You put a 0-wagon to your right of your last card to your top turn and your other 0-wagon to your lower turn.
Upgrade a car
To get more points in the course of the game, you have to upgrade your wagons. For this you need high-quality or luxurious wagons.
With this symbol you can upgrade. And you can upgrade one of your 0-wagons to a 1-car.
• You have the option, if you want to upgrade it, on top or bottom. So you decide first, in which of your moves you want to upgrade.
• The symbol on the left shows the lower (less luxurious) wagon (here: 0-car), which you can upgrade. This must already lie in your upper or lower train. So you need at least one lower-level car in one of your two moves to upgrade to the specified level.
• The symbol on the right shows the higher-quality (more luxurious) car (here: 1-car), to which you upgrade. This replaces the lower car.
• For each symbol, you will pay exactly 1 waggon exactly 1 level. If you are allowed to upgrade several wagons, the symbol is shown several times.
• Make sure that the wagon on the left is always better than or equal to the one that follows it. Only the first car you can upgrade at will.
• If you have several wagons of the same level within a train, you must always upgrade the first one from the left.
Example: You are using an upgrade from a 0 to a 1-car.
So you decide for a 0-car in your trains and for a 0-car in your top train. You can only upgrade the red border
Then take a 1-car from the stock.
You replace the previously selected 0-car with this 1-car.
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Attention: You may also upgrade the same car several times, as long as you can carry out the appropriate revaluations.
Analogously, all other revaluations work.
You can not skip a level of revaluation. That is, you always have a 0er to a 1er, then to a 2er, then to a 4er, then to a 7er and then only to a 12er-Waggon.
Upgrade a car of your choice
If this symbol is shown, you can carry out an upgrade of a wagon of your choice, ie you select 1 wagon, which you upgrade by 1 level according to the known rules.
If you have several upgrades of this kind, you can also upgrade the same car several times, that is, several steps.
Please note: You can also take a 0-car from the supply for this upgrade and put this on the right on one of your two trains.
Diagram - You always have to upgrade each individual car in exactly the same order.
You get an upgrade for any wagon.
You want to upgrade one of your four-car wagons by 1 level to a 7-car. You decide for your lower train.
You have to upgrade your first car in this train. To do this, you remove this 4 wagon from your train.
You take a 7-car from the stock and place it in the free place of your train.
Note: You can also do the same with this icon.
The conductor moves
Each of you has 2 coaches (one in your upper and one in your lower).
As a reminder, your 3rd conductor is your counting figure and is already on the counting board.
If one of these icons is shown, move your two directors. The arrows indicate how many steps your leaders are going to the right. One step is a car.
You want to run this symbol.
So you move your two directors by 2 wagons to the right
If only 1 conductor is shown, your conductors go so many steps. Here, too, the arrows indicate how many waggons the coffers are moving to the right. However, you have to divide the number to your two directors and decide who is going how many steps. 1 conductor can use all steps.
Caution: What happens if the conductor can still move, but you do not have another car? If your creator has arrived on the last wagon of your train (the wagon on the far right) or the locomotive wagon (from page 10), you can not move your conductor any further. Remaining steps are lost.
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The locomotive moves
On top of your game, the first section of your route is in the Orient. The locomotive symbolizes which cities you are approaching. Some cities bring you points and others bring you bonuses. First, let's see how your locomotive moves.
If one of these locomotive symbols is shown, you can move your locomotive on your route. The arrows indicate how many cities your locomotive is allowed to move to the left, so how many steps it can take.
You want to run this symbol.
So you can move your locomotive around 2 cities.
Your locomotive was already on town 1 and is now on the last city on your playing field
Attention: The first 3 cities of your circuit are already printed on your game reserve (the start field does not count). If you want to move your locomotive, you have to add more stretch cards. More on this in the next chapter.
The locomotive moves on or over a bonus city
If you move your locomotive on or over a city with this symbol, you will now get the bonus printed in the frame (also marked with). We explain on pages 13 and 14 what the phase of the valuation is.
Diagram - The locomotive has reached the bonus city. Related Bonus: This will be paid out immediately in each value phase
The locomotive moves on or over a point town
If you move your locomotive on or over a city with this symbol, you will get the points indicated. You carry these directly on the counting bar.
Caution: What happens if the locomotive is still allowed to move, but you have no more cities on your route?
If your locomotive has arrived on the last city of your route, you can not move it further. Remaining steps are lost.
Diagram - The locomotive has reached the point town. The player gets 8 points immediately.
Stretch - Take new stretch maps
You want to expand your route of the "Orient Express" as far as possible, as the cities contribute points and bonuses on this route.
With all other cards, the cards are displayed in the display of the action cards. If you take a new stretch card, you put it on the upper left of your game board, always next to the last stretched card.
If it is your first stretch card, you place it on the left side of the beginning of your course already printed on your game deck. Your route runs from right to left.
A route map shows between 1 and 4 cities.
Points and bonuses will only be loaded by a route map when the locomotive has approached the appropriate cities

Diagram - Place your first stretch map to the left of the start of your route.
Place each additional stretch card to the left of the last placed one.
Paris is the beginning of your route. Here is your locomotive at the beginning of the game.
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The orders - With orders you can get more bonuses.
Orders are part of any existing module. Since they occur everywhere, we now explain them in their basic function.
Orders will give you bonuses when you fill them.
• You always see orders on the clipboard shown in cross-format or portrait format.
• If you take an action card order out of the display, you place it openly next to your game board.
• Each order has a requirement (at the top of the card) that you must have fulfilled at least to fulfill the order and a bonus (in the lower part of the card) that you receive when you complete the order.
• If you have reached the prerequisite or more than this, you can fulfill this task. Always before or after your regular action as well as during the evaluation phase (more on pages 13 and 14). You will get the complete bonus 1 time in this moment. If you are not able to use parts of the bonus, you will be forfeited.
• Place your orders on the pile of your already "used" action cards (on the bottom left of your game board).
Note: The explanation of the individual requirements can be found in the respective modules in the supplement.
Note: You can keep orders as long as you want. Some orders will be added at a later date.
Diagram - prerequisite and bonus
The start player
When it's your turn, you can always take the startup plate instead of 1 action card. You lay this open before you.
This will make you a new starter at the end of the game (after each player has been 3 times). This means that you are already a new start player in the value phase (see on pages 13 and 14).
If a player takes the starter tile, bonuses are always distributed. These bonuses are shown on the tile.
You take the Startspielerplättchen and get 2 coins from the stock. The player to the left of you gets nothing. The 3rd player clockwise gets a 0-car.
The 4th player gets either a 0-car or an upgrade to a 1-car. He decides to upgrade to a one-way car.

Note: Even the current start player can take the start play plate to stay in the next round of the start player.
Important: After you take your bonus, you must remove the first action card in the reader's direction (the card on the far left in the top row) and remove it from the game.
You remove the first action card from the top of the current row.
Note: This can lead to a chain reaction and clear the whole line, see "Clearing a line" on page 5.
The game cards - points bring them only at the end
Each of you has already received 1 game card for the game. There are always 4 open game cards.
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• You can either get the game cards by ejecting 4 coins (see page 12 for more) and / or by some promotion cards in the display.
• If you take a game card, you will immediately receive the action shown on the card. After doing this, place the card face down to your playing cards.
• If you have purchased one or more game cards, you will be backed up to 4 cards, but only when your turn is over.
Note: There are cards in each previous module that give you game cards. Whenever you select this action card, you will take 1 game card of your choice from the open slot. In addition, you can also play game cards normally for 4 coins each. Again, do not wait until you finish your turn
After the last stage of the game, there are points for your playing cards. See the section "Playing" on page 15 for more information.
"Special cards"
There are 2 types of "special cards": the 4 post wagons you received at the beginning, as well as the locomotives you provided at the start of the game. Both "special cards" are more or less "automatically" built into your moves. How this works, we explain in the following:
The postcar - 6th card of each train
As soon as you put the 5th wagon in your upper or lower turn, you have to place 1 of your post wagons as the sixth waggon (6th card). You have the choice from all the post wagons you have not yet used. So you can put exactly 2 of your post wagons in the game, one in your top and one in your bottom turn.
Note: You can not upgrade a post-wagon. It does not give you points in the evaluation phase.
1 Place your 5th card on your lower turn.
2 You must place one of your post wagons as a 6th card on your lower turn.
You will receive the bonus shown on the post wagon.
3 You chose this post.
You move your locomotive 2 more left.
Note: If you choose the two upgrades to a 1-car, you can also split them on both trains.
The locomotive plate = 1 / card of each train
If you put the 9th wagon in your upper or lower turn, you have to place the top of the remaining locomotive wagers (as a 10th "card") on this turn.
Example: 1 You put your 9th card on your turn
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You immediately place the top locomotive tile as the 10th "card" on your turn.
Each locomotive tile has 1 or 2 revaluations of your choice. Depending on the locomotive plate, you can immediately upgrade 1 or 2 wagons in your trains.
As a reminder: In the 4-person game, the first 4 locomotives show 2 revaluations and the next 4 locomotives 1 upgrade a wagon of your choice.
In the 2-person game only the first 4 locomotives with 2 revaluations come into play.
You may upgrade 2 Wagons of your choice.
You pay attention to the two red wagons. In the upper train you value a 4-car to a 7-car and in the lower train a 7-car to a 12-car.
In each evaluation phase, you will get the depicted points for each locomotive tile, but only if there is a conductor on the respective locomotive tile. The evaluation phase is described on pages 13 and 14.
If a train has a locomotive plate, then this train is completed in length, that is, you can not then add another train to the right.
Note: Of course you can carry out further upgrades within the train.
Constantinople = The conductor reaches a locomotive plate
If a conductor enters a locomotive tile, this symbolizes that your train is now going to Constantinople. A genuine "Orient Express" has been created. Are you early enough, waving extra points here.
You put the Constantinopel plate at the beginning of the game next to the locomotive plate. Both are closely related.
The first 3 trainers to reach the locomotive plate get additional points. To mark how many conductors have already reached the locomotive plate, you have made Constantinople.
If you are the 1st player whose creator has reached a locomotive tile, you place 1 of your cuboid on "1." to Constantinople and get 20 points immediately.
The second player, who draws one of his coaches on the locomotive tile, places one of his cuboids on "2." and immediately receives 10 points.
The 3rd player still gets 5 points when one of his co-workers reaches the locomotive tile. He places 1 of his cuboids (on "3.") to Constantinople.
Attention: A player can also get points over Constantinople several times if he has reached his locomotive plate as 1st player as well as 2nd or 3rd player with one conductor. In such a case, the player places two cuboids to Constantinople.
The coins - additional actions while you are in the turn
Each of you has a deposit for 12 coins on his game tray. Everyone starts the game with 1 coin.
You can get more coins through a lot of cards, for example, through action cards in the various modules.
If a coin symbol is shown, take as many coins as you can from the stock and place them on your game tray.
Page 12
The coins - additional actions while you are in the turn
Each of you has a deposit for 12 coins on his game tray. Everyone starts the game with 1 coin.
You can get more coins through a lot of cards, for example, with the action cards in the various coins
You must always place new coins on the first free field of your game (as far as possible on the left and as far down as possible).
You must first fill the entire column 1 before you can place 1 coin in column 2.
Important: If you get more than one coin, you have to put all the coins on your game board once.
Caution: What happens when you get more coins than a place?
If you do not have enough space for all the coins you get, you must first make room and spend coins. You can find out how to do this in the next section. Once you have space, you can place the coins on your game board as described.
How do you spend coins and what do they bring?
• You can spend coins each time you are in a row during a round. You may spend coins before and / or after taking your action card. You can also issue coins during the evaluation phase (pages 13 and 14).
• Coins give you additional actions during the game. To perform these actions, return a coin of your choice to your inventory and execute the action associated with the column. These functions are available to you:
¤¤ Column 1 (5 possible coins): Take a 0-car.
¤¤ Column 2 (5 possible coins): Move your locomotive on your route around 1 city, or move 1 of your coffers by 1 car.
¤¤ Column 3 (2 possible coins): Perform an upgrade by 1 level of a wagon of your choice.
¤¤ For 4 coins, you can take 1 game card from the open slot (pages 9 and 10). These coins can come from different columns.
¤¤ For 1 coin from a column of your choice you can take 1 point.
• You can spend as many coins as you want, as long as you turn. Accordingly, you may also use all possibilities several times, if you have enough coins for it.
• You can only print a coin for the action of the respective column, for game cards or for points. Not for an action from another column.
If a coin symbol is shown, take as many coins as you can from the stock and place them on your game tray.
Diagram - Example:
• You already have 3 coins on your game board.
• You get 3 coins and place them on your game board.
• You first occupy the two free fields in column 1 and then the first free field in column 2.
• Round Ending
• When is a round ended?
A round is over when each of you is 3 times in the turn, so 3 action cards or the start play plate has taken. After the last player in the turn has taken his 3rd action card, the remaining cards are removed (see also page 5). The round ends when there are no more action cards in the display.
• New start player
Now, check if one of you took the startup slider out of the display.
If this is the case, the new start player assumes the starting player figure from the previous starting player or retains it if the starting player remains the same. Then he places the start play plate for the next round back into the display.
Page 13
If none of you have taken the startup tile out of the display, the current start player keeps the starting player figure and will remain in the next round of the starting players.
Caution: If no player takes the start play tile, you do not pour out any bonuses (page 9).
new round
After the first round of the current stack
• If you have played a round with the pile of "1", "2" or "3", you again put 18 action cards of the current pile into the display. These form the display for the second round.
• You still have 4 action cards of this stack. This takes you out of the game, you no longer need them for the rest of the game.
• The start player starts the new round. This is the same as the first round.

After the 2nd round of the current stack
• You have already played the 2nd round with the pile of "1", "2" or "3" (you can see this by the fact that you no longer have hidden cards of this pile) .
• After the evaluation phase, a new round begins with a new batch. You place the 18 action cards of the new stack in the display. The starting player starts the new round.
Note: The difference between the stacks is mainly that the cards tend to become stronger.
• If you have already carried out the evaluation phase according to pile "3", the end of the game and the final score will follow. Read more on page 15.
Value phase - always at the end of the stacks "1", "2" and "3".
In the evaluation phase, you will first receive bonuses for your course and then points for your moves.
Starting with the (new) start player, each of you will perform the following two steps one after the other.
1. Get bonuses for your course
• For each bonus city (marked with), where your locomotive is or has already been drawn, you will now receive the bonuses.
As a reminder, the bonuses are always in one
(Also marked with). The first bonus city (2 coins) is already on your game reserve.
• You have the free choice in which order you use the achievements on your route.
Note: You must complete all bonuses of a bonus city before you take the bonuses of another bonus city. Complete negotiation means here that you execute the individual bonuses in whole or in part. If you do not run a bonus, you can not take it in this value phase.
• You can use any bonus city you have reached only once per time.
Caution: If you move your locomotive during the evaluation phase on your course, and if it is drawn to or over a bonus city, it will be activated. You get the bonuses for this bonus city already in the current evaluation phase.
All red bordered Bonestadtes come into the evaluation, since the locomotive was already there. You take all the bonuses in the order of your choice from one frame (blue border).
1 You have these 2 stretch cards on your course.
The red bordered bon vangues come into the scoring, as your locomotive has approached them. You take now the blue-bordered bonuses from the Bonestadtten.
The bonus city of your last map (left) has not yet reached your locomotive, that is, you do not get a bonus now.
Page 14
2 a.) You take a 0-car and put it on your upper train. Then you move your locomotive around 2 more fields. You move over a point town and take the 3 points. In addition, you activate another bonus city. You will get the bonus in this value phase.
B.) You take 2 coins and place them on your game board.
C.) You deposit 1 coin from your slot for 1 additional 0-car and place it on your top turn.
D.) Now you can complete your last bonus. You move your upper conductor around 2 wagons to the right.
Note: You could have chosen the order of the individual bonuses (a, b and d) differently.

• You can, before and while you receive bonuses in the evaluation phase, fulfill orders and / or spend coins. Only after you have done everything, you get the points.
• Performing and / or depositing coins will always be your turn, even if you do not receive bonuses or points.

2. Take points for your moves
• Each of your wagons (except for your post wagons) and the locomotives can give you points.
• In principle, all wagons for which a conductor has already been drawn or on which a conductor is currently on board are awarded. All wagons (and locomotives) to the right of the coaches do not come to the valuation.
• A wagon always has as many points as its number indicates. A 0-car, therefore, 0 points, a 1-car 1 point, etc. The locomotive plate also inserts as many points as its number indicates.
• You are therefore compiling the sum of the valued wagons and the locomotive chip and you receive points accordingly.
Note: Of course, you are worth both moves.
Since the rating for both moves exactly the same, we give you here only one example for the top train.

Diagram - All red-wagoned wagons come into the scoring, since there the conductor was already or is straight.

All red wagons are included in the rating. The 0-wagons (5th and 7th card) give you 0 points. The postcar (6th card) does not give you any points.
So you get 12 + 4 + 1 + 1 = 18 points for your upper turn. After that, you still worth your lower turn.
Page 15
Playing and final evaluation
The game ends after the 3rd phase, so after you have played 6 rounds. Unfulfilled orders that are still with you are now out of the game, they unfortunately bring you nothing more.
• For each coin that is still on your game board, you take 1 point.
• Now you get points for the game cards.
To do this, you first have to sort your pile with the action cards and game cards that were collected during the game. Not all your cards still score points.
Reminder: The pile of the action cards is to the left of your game board, which is hidden with the game cards in front of you.
For billing, you will need all the game cards as well as the basic action cards (marked with an X). All remaining cards are now out of the game. These do not bring you anything.

How to give game cards?
On the game cards you will find an action card and a score. Now you first count the number of all action cards of a kind (locomotive, conductor or car). Then you count the points on the corresponding game cards. Finally, you multiply the two results and get points accordingly. This is done separately for all 3 different game cards.
Note: The number of times a symbol is displayed on a map is irrelevant. It's all about the number of cards.

Diagram - Type of Action Score

You took the following action cards during the game:
3 wagon action cards
1 locomotive action card
1 Schaffner Action Card

All other action cards you took during the game do not give points. You took the following game cards during the game:

2 playing cards for the wagons (2 points and 2 points)
1 game card for the locomotive (3 points)

So you get the following points:
3 (wagons) × 4 (+) = 3 × 4 = 12 points
1 (Lok) × 3 () = 1 × 3 = 3 points
You do not score points for your card, because you do not have a matching game card.
So you get 15 points.

Who wins?
The player who has the most points wins.
a draw
If there is a tie, all the players involved win.
Page 16
A ready train
At the end of the game your train can look like this:
We do not want to frighten you here. Do not think if you do not achieve this in your first game. You may have chosen a different strategy. We just want to show you how your moves might look at the end of a game.
Deep drawing - How do you sort it?
Here you can find an overview of how to sort the game material best. This makes her after every game.
Especially before the first game, you should read the game rules to get to know the names of the game elements
1. The sorting strip that comes here helps you to sort the cards.
2. Each module has its own partition. 2 compartments remain empty.
3. The game cards come into this slot. The other tray remains empty.
4. These 3 card slots are intended for the base cards (marked with an X). It is best to divide it into green (1), blue (2) and red (3). 7. The locomotive plates and the Constantinopel plate have room here.
5. The different waggons (0/1, 2/4, 7/12) come sorted in these 3 compartments.
6. Here the coins (best in a Ziptüte) have their place.
7. The locomotive plates and the Constantinopel plate have room here.
8. This compartment is for the Startup Player Plate and the Startup Player.
9. Here are the proofs and also the "Who is the killer?" Card place.
10. This is the compartment for wooden parts. We recommend to pack a zipped bag with each of the following for each player: 4 post wagons, 3 coaches, 1 locomotive, 2 wagons and 1 coin.
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Adam P
United States
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This is difficult to interpret without the pictures.
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Walt Mueller
United States
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I'm working on an English translation (from the original German rule book and module supplement), but its going to take some time. I keep hoping that ZMan Games will post their English rules soon, so I don't have to do the translation.
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Adam P
United States
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If you can read it, I think a rough synopsis of the mechanisms would be enough.
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Richard Clyne
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Empire of the Midnight Beard
If you have the german rulebook open at the same time it is much easier to understand.
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Rico Melchert
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Proud member of EoN: Everything or Nothing a game group of friends.
wamboyil wrote:
I'm working on an English translation (from the original German rule book and module supplement), but its going to take some time. I keep hoping that ZMan Games will post their English rules soon, so I don't have to do the translation.

Same here. Day three of translating it.
Getting there.

Finally completed the translation of the rules, now I'm on to the modules.

Modules Appendix completed. Time for a quick and dirty edit

The game should be playable after reading this but I wont post anything to the geek until smaller errors and spelling have been sorted.

It's been translated with the help of my school-german (3 years or so) and some German exchange students (and ofc, a bunch of translation services )

Enjoy for now: (improved version, soon (tm))

Edit 3:
Almost thinking of removing the link, so many small mistakes that makes the rules harder to read then necessary. Editing is coming along nicely but wont be done today, wanna play the game some more
(Pages 1-15/24 100% done!)

So, this means I'll be able to upload the Basic Rules today Finally
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paolo bachiorri
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The_EyE wrote:
wamboyil wrote:
I'm working on an English translation (from the original German rule book and module supplement), but its going to take some time. I keep hoping that ZMan Games will post their English rules soon, so I don't have to do the translation.

Same here. Day three of translating it.
Getting there.

Finally completed the translation of the rules, now I'm on to the modules.

Good job and thank you very much...
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angel angelo
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The_EyE wrote:
wamboyil wrote:
I'm working on an English translation (from the original German rule book and module supplement), but its going to take some time. I keep hoping that ZMan Games will post their English rules soon, so I don't have to do the translation.

Same here. Day three of translating it.
Getting there.

Finally completed the translation of the rules, now I'm on to the modules.

Please forward the rules meanwhile! Thank you so much!!!!
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