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It is the mid-1800s and you are the owner of a fledgling railroad company. The age of railroading has begun. Cities teem with potential passengers, the countryside yields a bountiful harvest, and countless new factories bulge with finished goods! The potential profits are huge, but who will be the first to seize the best opportunities? The competition will be fierce and only the smartest and most ambitious will prosper. You call the shots. You are the Railroad Baron!
This mini-expansion changes Porto into a city that can accept deliveries of both blue and purple cubes. Place 2 extra purple cubes in Vila Real and Chaves
This mini-expansion adds a Goal card which awards bonus points for the number of Hotels you own, giving an additional incentive to make use of the 10 Hotel cards in the Railroad Operation deck
Railways of Australia Optional Railway Operation Cards
There is an initial bid for game starting position then, at the start of a new turn, the player order is determined by the current score. Worst score becomes the new First Player. Second worst is the new Second Player etc. In case of scoring ties, the player with higher (worst) turn order wins the tie.
It is the mid-1800s and you are the owner of a fledgling railroad company. The age of railroading has begun. Cities teem with potential passengers, the countryside yields a bountiful harvest, and countless new factories bulge with finished goods! The potential profits are huge, but who will be the first to seize the best opportunities? The competition will be fierce and only the smartest and most ambitious will prosper. You call the shots. You are the Railroad Baron!
This mini-expansion changes Porto into a city that can accept deliveries of both blue and purple cubes. Place 2 extra purple cubes in Vila Real and Chaves
This mini-expansion adds a Goal card which awards bonus points for the number of Hotels you own, giving an additional incentive to make use of the 10 Hotel cards in the Railroad Operation deck
Railways of Australia Optional Railway Operation Cards
There is an initial bid for game starting position then, at the start of a new turn, the player order is determined by the current score. Worst score becomes the new First Player. Second worst is the new Second Player etc. In case of scoring ties, the player with higher (worst) turn order wins the tie.