Railway Rivals Rules (For more details see the actual Board Game Rules) Return to Home page

Note that the Rules outlined below are Second edition: © DG Watts 1973, 1976 and the Building costs differ from the more recent editions.
Railway Building Stage

All track is marked to and from the centres of the hexes. All track must be continuous. Each player throws one standard die (1-6) and places the indicated length of track. All players have the same throw of the die, and place track in turn.

Starting Points: These vary between the different games but normally any seaport. Each player starts with 20 cash.
Building: Normal build from one hex to the next 'costs' 1. Crossing a river 'costs' 3, building in to or out of hills 'costs' 4, and from one hill to another 'costs' 6. These costs are 'paid' by the die roll and not money!
Payment to Rivals: Except at towns, entry to any space already used by a rival means payment to him of 1 cash. (This means crossing or forming a junction). Additionally to run parallel to another for half a hex costs another 2 cash.
Earnings: Apart from payment from rivals, the first player to enter a town receives 5 cash.

End of Building Stage: When each town has been reached by at least one railway.

Railway Operating Stage
Players now compete to carry goods from town to town, as much as possible on their own track, because they must pay to use a rivals lines.

Select Towns: The die is shaken twice to select the towns reference number, and then repeated to get a second towns reference number. The run must be a minimum of 3 hexes.
Additional Rule for South Wales East: Roll die once on each alternate turn (1,3,5,7 etc) to determine 1/6= any port; 2= Methyr, Dowlais, Brynmawr, Pontypool or Newport; 3= Cardiff(city) or Barry; 4= Cardiff(city) or Newport; 5= Barry or Penarth.

Decide to Carry Goods: Players then decide whether to carry goods from town1 to town2, but can abstain.
Payment to Rivals: Each player states his route, and pays 1 cash for each space using a rivals track.
Race: Each player races his 'train' between the two towns using a sequence of die rolls (less 1 when entering hills). The winner has an income of 20 cash, and second has 10 cash.
Extend Track: After every second race, all players may spend up to 10% of their cash on extensions. (Richest Player first etc.).

Next round: The dice is thrown twice to determine a third town. Players can then race from town2 to town3 (rules as before).

End of Game: The process continues until one player reaches the winning total. (200 for 5 or more players, 225 for 4, 250 for 3); or a set number of turns i.e either 36 or 18, (or my own version - all towns have been reached once only)