--- MISCELLANEOUS RAIL GAME VARIANTS Submitted by Roger Horner (Roger_Horner@mitel.com) ------------------------------------------------------------------------------- Slow Down for Cities In real life, trains must slow down when traveling through a city. We simulate this by having trains count two spaces per dot inside a city (small, medium, and major). This encourages people to build bypasses around the cities. Building in Major Cities We found that no one was ever paying the 5 million to build into a major city since you could build out of it for less. We figured that the 5 million was to build a station, stock yard, and round house (all of which are important) so we decided to only allow you to build out of a major city to which your track is not connected on your first turn. The disadvantage of this rule is that it prevents people from building unconnected segments of track. To get around this, another variant I thought of, but haven't had a chance to try, is to charge an additional 4 million to build out of a city to which you don't have any track to. Circus Markers We found that the circus wasn't used very often so we expanded the rule so that the circus can be delivered to any destination on a card which has a number divisible by 10. The delivery is worth $20 million regardless of where it is dropped off. Picking up/Dropping off The game slows down when someone drops off a load since the player wants to investigate the new card before continuing. To speed things up, when a load is dropped off for payment: The player doesn't receive his new card until the end of his turn. The player may postpone the building part of his turn until the beginning of his next turn. Railway Overpasses When a player builds across an opponent's track he MUST build an overpass at the cost of 1 million. Since the tracks do not connect at this point, the player may not change to an opponents track outside of a city. End of Game. When a player announces that he has enough money to win the game: Play continues until all players have had an equal number of turns. All players receive half the value of the loads they have on board, providing they have track to the destination. If they were planning on renting another player's track to deliver the load, they must pay the rent to qualify for this payment. The player who goes out, may also receive half the value of any loads he has on board (same conditions as above), but he may not use this money to reach the required 250 million. Speed Rules. (by Andrew Osterburg) A train can move an additional milepost for each empty load it has at the begining of a turn. For example, a speed 9 train with 2 load can move 11 mileposts if it remains empty for the whole turn. If a load is picked up the train slows to 10. Likewise if two loads are picked up the train now moves its normal 9. --- Empire Builder Auction Rules Description by Bill Ingram First, set up any Crayon game. Give each player $10 more than the rules call for. Don't deal out any load cards. Instead, flip over just the top card. Players now bid whatever amount they want for that card, paying the bank. Turn over a new card and begin another round of bidding. If no one wants a particular card, it will go into the "Open Contracts" area and be covered by the regular Open Contract rules. Only five cards are allowed in the Open Contracts area. If there are already five cards in this area, discard any new ones to be added. If, for example, there are four cards in this area and you need to put in three more, choose one at random to add. Each player may have a maximum of five load cards in front of him. Players may not enter a bid on a new card if they have five already. Auctioning stops when all players have at least three load cards in front of them. Note that this means that players will have three, four, or five cards when the game starts. If all players but one have five cards and the last player has less than three, that last player can have the shown card for a bid of zero or let it go to the Open Contracts area and turn over another one. When making deliveries, only turn over a new load card if that delivery brings that player below three cards. Anyone with less than five cards may bid on that new load card. If the drawing player does not win, another card is turned until, once again, all players have three to five cards. Players may trade or sell cards among themselves. A player with five cards cannot buy another one. If selling a card drops a player below three cards, he just has to wait until the next auction to replenish his hand. Players may still throw away all their cards. These cards are placed in the Open Contracts area and and bidding takes place until all players have at least three cards. Disasters occur at the time they are turned up. You don't bid on disasters. Although that might make an interesting twist. Hmm. --- World Rails Description by Bill Ingram World Rails is not a specific new game, but a new way to play the current rail games you have. 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 (hence the name World Rails). Give each player $60 million. Before any cards are dealt, Ferry lines between the maps must be drawn. Starting with the first player, each player chooses one coastal milepost (a clear milepost, at least two miles from any city) on each map. Major lakes connected, by river to an ocean, count as coastal. These two points are considered to be connected by a Ferry line. Use a black (or nuetral color) crayon to draw a large number or letter at each end of the Ferry line. All players, in order, get to build such a Ferry line. Shuffle the delivery cards, keeping them in separate piles, and place them on the board. Designate one pile "heads" and the other "tails." Whenever a card is needed, flip a coin and draw from the indicated pile. Do this three times for each player to start the game. Play the game as normal with the following additions, Ferries. The cost to build to one of the new Ferries is $20. Only the first two players to build to a Ferry line are allowed. When moving across a new Ferry, you end your movement when your get to a port (like regular Ferries). You must spend your entire next turn riding the Ferry. On the next turn after that, you may move at full speed. Loads. Loads are interchangeable between the two boards. Tourists picked up in Chicago may be delivered to Vienna, for example. Commodities that have the same (or very similar) name or picture are interchangeable (Pigs=Ham=Hogs=Swine, Fruit=Oranges, etc.). Also, any load that crosses a new Ferry can be used as the pictured commodity or as Imports! If your load chips from the two games look exactly alike, you may want to mark the bottoms of one set of chips with paint. Winning. To win, you must accumulate $250 million and connect all-but-two of the major cities in the World. --- Public-Locking Rules for Crayon Games description by Don Woods & Larry Rosenberg Public locked cards. Instead of each person having his/her own cards, there is a public pool of cards. We originally had people "claim" cards from the pool, but in order to fix a couple of game balance problems we modified it slightly. Here's how it works, modulo some special cases at startup. The idea is to allow competition for the "good" cards, to reduce the luck of the draw (though not entirely, since where you are when cards come up is still important). But we don't want to let someone get screwed by making a long trip only to have someone else deliver a cheap load on the same card and use up the card. Therefore cards can be "locked" for particular demands. For N players, there is a pool of up to 3N public cards. At times there can be fewer cards available, down to a minimum of 2N. Any player may make a delivery on any card, whereupon the card is removed and (usually) replaced by a new card. (Note: We haven't played many large games with this variant; possibly the number of cards should be reduced for 5-6 player games.) At any time during a player's turn, until he starts building track (or upgrades his train), he can "lock" a card for a particular demand. To do so, he must be carrying the necessary load, and the load must not already be locking another card. Once a card is declared to be locked, no other demand on that card can be delivered, and the load used to do the locking cannot be voluntarily jettisoned nor delivered elsewhere. Other players can still deliver on the locked demand, in which case the load used to lock the demand becomes available for other use. In the original variant, when you locked a card you took it, and nobody else could deliver that demand. The load doing the locking can then be placed on the card to indicate that the load is locked in your train. This makes for an okay game, but it does sometimes have problems, e.g., one of the frustrations we're trying to address is when you carry a load a long distance "on spec" and then someone else draws a card that would pay off for that load. In the basic game, there's nothing you can do. If cards are claimed when locked, the person drawing the card (or someone else who goes after that player but before your turn) can lock the card for the same demand, and they (later) get the money for it even though you already had the load at the destination. By having locked cards stay public, someone may still be able to steal the card before you can lock it with your spec load, but they have to do so using one of the other two demands on the card, so they usually don't get a good run in addition to making trouble for you. When the locked cards stay public, you need some markers to indicate which player has locked which demands. Small flat chips work best; three of each color. If a player is derailed, he can give up a locked load. If he does so, this unlocks the card (unless somebody else has also locked the same demand). Derailment and having somebody else deliver the demand are the only ways you can "free up" a locked load. The limits on the number of cards are: There are never more than 3N total cards visible, and there are never more than 2N *unlocked* cards. Thus, if there are 2N unlocked cards and someone makes a delivery, no new card turns up. A few side effects worth noting: If 2N cards are unlocked and you make a delivery, no new card turns up. The next time you or anyone else locks down a card, a new card immediately turns up. This leads to a couple common tactics: You're carrying two deliverable loads. One you're about to deliver and you've got the card locked. The other goes to another city, and nobody is currently threatening to lock either of the other demands on that card. Including this latter card, there are 2N unlocked. If you lock down the second card, then when you deliver the first load a card will turn up and possibly be a derailment or strike that will screw you. Instead, you can deliver the first load (no card turns up), pick up a new good, and then lock down the second card (so you get to see the new card and maybe act on it while it's still your turn). There are 2N unlocked cards, and you have goods that could lock some down, but nobody's threatening to lock those cards for other demands. Someone else is going to make a delivery on his next turn. By not locking down the cards, you can sometimes keep that person from getting to see new cards when he delivers. If there are 2N unlocked cards and fewer than 3N total, and someone makes a delivery on one of the unlocked cards, it is in fact a two-step operation: Lock the card, make the delivery. And locking the card causes a new card to appear, which may affect the ability to make the delivery. You can never deliver a load for a payoff without first locking the card. If a new card turns up and it is an event, another new card normally turns up after the event has been dealt with. However, if the event is a derailment and someone unlocks a card (by losing the load from it), that may bring the unlocked pool up to 2N, in which case no further card is drawn. The startup is delicate, lest one player start building track for something and the next player swipe the card using a different load. The first player is given 4 cards and chooses any two. The next player gets the 2 rejected cards plus 2 new cards, and chooses two. This proceeds until each player has chosen 2 out of 4 cards. The two cards rejected by the last player start the public pool, and new cards are added to bring the total to 3N (the 2N limit won't apply). These initial cards are privately locked; only the player who took them can deliver those demands. (And, as with the public locking, he must deliver those demands before he can carry anything else in that part of his train.) When a player chooses his initial two cards, he must declare which loads he intends to deliver for them. He takes the loads and places them face down on his train; the cards are locked, and the loads are reserved for him, but he must still get to a city where he can pick up the load. When he does so, the load gets flipped over to show he's really got it. Reserved loads count against the counter limit in the usual way (two players can't both lock down 2 sugars). Reserved loads also count against the capacity of the freight, so the holds cannot be used for other loads until the reserved loads have been picked up and delivered. As with all locked loads, reserved loads cannot be voluntarily discarded. Reserved loads that have not yet been picked up cannot be selected for loss in a derailment. If the load for a privately locked card, after being picked up, is lost in a derailment, the player may choose to retain the card as a privately locked card (in which case he must as usual go back to pick up the load again), or let the card go into the public pool. You don't have to choose two cards from your initial four. You can choose to take only one card, or none. Any cards you do not take are given to the next player, who still receives two additional cards and may then choose up to two from the combined set. So, though you might not want to commit yourself early to a particular pair of cards, you have to be wary of passing good cards to the next player in line. The last player may be willing to lock no cards, provided all players in front of him have locked two, because he can then wait to see any additional cards that turn up before committing himself. (He may have to worry about someone ahead of him upgrading to a Heavy Freight right away, and locking a third card before the last player gets a chance to move. Usually, though, nobody can afford to spend 20M for the upgrade and still make any of the three deliveries.) If enough players choose not to take two private cards at the start, then it is possible for the 2N limit on unlocked cards to apply, and additional cards are not turned up until more cards get locked. (I don't think this situation has ever arisen in practice.) Typical strategic scenario: You'd like to lock down a tobacco load, but if you head in that direction, someone will lock the card with machinery. But if you don't head for the tobacco, nobody has to lock the card with machinery, and eventually someone else may get the tobacco (or perhaps the third demand on the card). So you sometimes find you have to build bits of track or tweak your movement in order to threaten to pick up an expensive load so as to force someone else to commit to stopping you, etc. Finally, to prevent screwy end-game maneuvers, you cannot win if you have any locked loads. This means that someone who's in the lead can't lock down loads that he has no intention of delivering (he might not even have the necessary track!) just to keep other people from doing other loads on those cards. Addendum: Pitching cards. A player who has no locked loads may give up his entire turn and pitch three randomly selected unlocked cards. The player may not lock any cards that turn. --- Team Rails Rules by Richard Kaszeta(bofh@me.umn.edu) and Rob Humfeld(rhumfeld@vt.edu). TEAMS: Team rails is to be played with two or more teams with two people on each team. RAILS: Each team shares two trains and one color of track. Trains may pass each other on the track. BEGINNING: Each team begins with $60. Teams do not have to place both trains into play on the first turn. CONTRACTS: Each team has four contracts at all times. Whenever a contract is fulfilled, that contract's card is discarded and replaced as normal. Either train may fulfill any or all of the contracts as the team sees fit; a new contract is not devoted to a given train. LOADS: Each train may carry two or three loads (determined by train type). Trains may switch loads if they end their movement in the same city. (Care must be taken to ensure that loads do not "accidentally" jump from train to trian.) TURNS: Each train may choose (independently) either to move or to spend money. If a train chooses to spend money, it may spend up to $10 building or $20 to upgrade itself (not the other train!) Money may never be spent in the same turn in which it is earned. Trains may never ride on track built on the same turn. MOVEMENT: Each train may move 9 or 12 spaces (determined by train type) on the team's turn. The trains are considered to be moving simultaneously. Disasters affect trains on the same instant - therefore, a disaster card is assesed at the locations where both trains have moved the same amount. For example, a team's train 1 draws a new card after moving four. Their train 2 moves four before the card is drawn - if it is a disaster card, it is assessed before either train may continue moving. Movement is completed and disaster cards are assessed before the team does any building. WINNING THE GAME: A team wins when it has amassed $400 and connected to all major cities on the continent. --- Gambling on Crayon Games This is a pretty simple idea I had to turn any of the regular "Crayon" games into a gambling game. Most of the Crayon games involve starting with $40 to $60 million. Someone wins the game when they reach $250 million. Everyone brings $30 in real money to the game (someone should bring a roll of dimes and a bunch of $1 bills). All the money is put into a shoebox or something. Play the game as normal, giving each player $40-$60 in play money, and finishing the game when one or more players go over $250. Everybody counts their money and is paid off from the shoebox at a dime per dollar of play money they earned. Thus, the person who finished with $265 in play money gets paid $26.50 and the player with only $85 in play money gets $8.50. Whatever money is left in the shoebox is divided up as follows, First place gets 50% Second place gets 30% Third place gets 20% Consider a typical five-player game. Figure that Players 1 through 5 finish with $265, $240, $185, $170, and $85 million, respectively. The players would leave the game with, Player 1: $26.50 + $27.80 = $54.30 Player 2: $24.00 + $16.70 = $40.70 Player 3: $18.50 + $11.00 = $29.50 Player 4: $17.00 Player 5: $8.50 Instead of giving people bonuses for finishing first, second, or third, you can just keep playing the game until all the money runs out. You'd have to make sure the bank starts the game with exactly the right amount of play money. For the cheapskates, you can have each player bring $3.00 and pay off each person 1 cent per dollar of play money. For the really strong of heart, each player can bring $300 in cash and use real, actual money to play the game. Imagine spending a real $20 bill to build track to Holy Head! Be sure to check your local gambling laws before you try this. If police break down your front door while you are playing, remember, I told you to check first.