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TERMS
Location card
Industry card
Game board
Money
• Randomly determine the Starting player. Place
the Player disc of the starting player to the 1st
Player order space. Other players put their disc
to 2 - 4 th order space in counterclockwise
order
VP counter
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SETUP
• Give each player
◦ Player disc x 2
◦ VP counter x 2
◦ Industry counter x 37
◦ Money x total $30
◦ Canal/Rail counter x 14
III) Score VP
• Place Coal cube x 1 in each space on Coal
demand track and Iron cube x 1 in each space IV) End of period maintenance
on Iron demand track
I) Initial cards
• Shuffle all cards
• Remove cards:
◦ Canal period: 4P: Remove Card x 6,
3P: Remove Card x 9
◦ Rail period: 4P: Remove Card x 2, 3P:
Remove Card x 6
• Each player cards x 8
• Shuffle Distant marker tiles and place face • If needs to pay, pay money to BANK, not to
down in Distant market tiles space Amount spent space
• If not enough money to pay: Sell Industry
counters on BOARD. Sell value = Cost of
building / 2 round down
• May need to remove > 1 Counter
• Cannot voluntarily remove Counter to generate
money
• Once flip an Industry counter, move up Income • Industry card allows to build the Type of
track according to Gold circle IMMEDIATELY industry indicated to a location where there is
OWN connectivity
• In the Canal period, each player can only have
1 Industry counter in 1 location. Not allowed to
build a second industry in the same location
• Players can have > 1 Industry counter in a
location in Rail period. This is considered to
have OWN connectivity
• Cannot go beyond $30 for Income track
• If there is no Industry counter AND no links on
board, may use an Industry card to build in
ANY matched space on board
• Pay the cost of the Industry counter, together
with Coal and Iron costs
• Must always build the TOP Industry counter
b) Play cards from 1 of the 5 stacks
• Play 1 card and take an action in turn,
according to Player order track during the
FIRST TURN
• After the first turn, play 2 cards in total and
take 2 actions in total in turn, according to • Cannot build Tech level 0 counters
Player order track • Counter with a Canal symbol can only be built
• Play 2 cards for the first round of Rail period in Canal period, Counter with a Rail symbol
• Discard cards after play can only be built in Rail period
• The type of card played only affects Building • Always build the unflipped side (Front side) of
industry the counter
• May repeat same action
• Must choose card but may do no action and just Buildings that require Coal
discard the card • If the Industry counter requires
• All money spent, including those spent for Coal
and Iron from demand track, is placed on the
Amount spent space of corresponding players'
color Coal Coal must be able to
MOVE from Coal mines or from Coal Demand
Actions: track
i) Build industry • Must always move Coal from mine first if
ii) Build link possible
iii) Develop • Mine can belonged to any players. Links can
iv) Sell cotton also belonged to any players
v) Take loan • Must take from closest source (count links. Tie:
player's choice. Coal in the same location =
closest.)
• Can move Coal THROUGH an External
location
• After the move of Coal -> back to box
i) Build industry • If no Coal left from mines or no link to move
• To build an Industry counter in a particular coal -> Buy from Coal Demand track
location on board • To buy from Coal Demand track, the location
• Can build counters on the 19 locations on must be connected to or in the same location
Board. Each location is made up to 1 - 4 spaces with Port (unflip or flipped). Pay according to
• Types of industry that can be built on a location Coal Demand track
are indicated on Board
= Cotton / Coal
To build:
a) Use Location card / Industry card
b) Match types of industry
c) Able to MOVE coal or TAKE iron to the • The 3 external locations also count as having a
location if needed Port
d) Pay the money required
Build Shipyards
Building Coal mines • Cannot build Level 0 Shipyards
• Place the indicated no. of Coal cubes from box • In Canal period, able to build a shipyard only in
after building Coal mines Liverpool
• Supply of Coal from box unlimited • After building a shipyard: Flip the Shipyard
• If the Coal mine JUST BUILT is connected to IMMEDIATELY, move Income track up
Port (Flipped or unflipped), MUST sell and IMMEDIATELY and score VP later
move Coal to Coal demand track if there is Combining actions
empty space • Play 2 cards to turn into a joker Location card
• Sell value indicated in the Demand track • Select 1 Location, 1 action only, AS IF a
• Fill from bottom of the track up Location card is played on the selected location
• Take money from BANK • Other building rules: Same for a Location card
• Must have the money to build the mine before • Cannot play this combining action on the first
selling the Coal to Demand track turn of the game because only 1 card is played
on the first turn