Object of the Game As a railyard manager, players must “switch” the right train cars to the station in order to form their train. The cars will be worth victory points, depending on their number and rarity. The player with the most victory points at the end of the game is declared the winner! Game Components 20 Company tokens 82 Small cards, including: 30 Long cards, including: 58 Train Cars (The number in the bottom right corner is the number of each type of car available in the game) 20 Objective cards 12 Banknotes 2 Events 10 Contract cards 10 Character cards Game Setup the Contracts and deal two face-down to each player. 1 Shuffle Each player chooses one Contract, which they place face down in front of them. The unused Contracts are returned to the box without being revealed. the Company tokens on the table; they should be easily 2 Place accessible to all players. the deck of Small Cards and then divide it into three 3 Shuffle decks of roughly equal size. Place the three decks face down next to each other. Turn over the top three cards from each deck and place them in a line, as illustrated. If an Event is drawn, replace it with another card and then return it to the deck which must be re-shuffled. the Objective cards and place them face down next to the Small cards. Turn over the top three cards and place them in a 4 Shuffle line, as shown. youngest player plays first, with play proceeding in 5 The a clockwise direction. All aboard! 1 2 3 1 4 1 Playing the Game At each turn, the player will perform one required action and one optional action: Required Action: Take One Small Card On the player’s turn, he/she must select one of the small cards available from the table and place it face up in front of themselves. The cards in the first row are free; the cards in the second row cost one banknote; and the cards in the third row cost two banknotes. Spent Banknotes are returned to the box. 2 1 0 Be Careful! If the player takes a Character card, they must immediately apply its effect and then discard it to the box. If the effect cannot be resolved, the Character is discarded without further action. After the player takes his/her Small card, they must move the other cards in that line forward to fill the empty space. Then, turn over the top card from that deck to fill the open space so that there are always three cards visible: Note: If the deck runs out of cards, leave the open spaces empty. Continue to play with only the remaining face up cards. Optional Action: Claim an Objective After the player has taken their required action, they also have the possibility of claiming one, and only one, Objective from the three that are face up on the table. To claim an Objective, the player must already possess all the Train Cars shown on the Objective. They will take the Objective card and place it face up in front of themself at the end of the train they are creating. The player will discard any Train Cars that he/she used to claim the Objective to the box. Finally, the player will flip over the top Objective card from the deck to replace the one that was claimed. The small cards that contain a Locomotive are considered “wild”— they can take the place of any Train Car needed to claim an Objective. Once the player has completed their actions, their turn is over and the player to the left begins their turn — taking first the required action, then the optional action if possible — and so on. The Events Two of the Small cards are Event cards. If one of these cards is revealed, it takes effect immediately. Once the Event has been resolved, it is discarded to the box and players may continue their turn normally. Train Accident: If this card appears, the player who revealed the card must take all of the unclaimed face up Objective cards and return them to the bottom of the deck. Then they will reveal three new Objective cards to reform the line of cards. The Train Accident card is returned to the box. Station Fire: If this card appears, the player who revealed it must take all of the face up Small cards (including the Station Fire card) and discard them to the box. Then, turn over three new cards from each deck (a total of nine cards) to re-form the three lines of cards. The Contracts There are ten different Contracts, which are explained below. Players can complete the Contracts by using the icons at the bottom left of each Objective card, or also by using the Company tokens: Each icon in the color indicated on the Contract is worth 2 victory points. Each pair of icons of the same color is worth 3 victory points. Each trio of icons of the same color is worth 7 victory points. Each trio of icons of different colors is worth 5 victory points. If the player successfully collects four icons and/or tokens of different colors, they score 6 victory points. If the player successfully collects two pairs of icons of different colors, they score 7 victory points. Example of a successfully completed Contract: The Characters The Investor: The player may take any one of the nine small cards available for free, no matter what its cost. The Pickpocket: The player may take all the Banknotes from one of the other players. The Switchman: The player may exchange one of their Train Cars for any one of another player’s cars. The Director: The player may take one Company token of their choice and place it in front of themself. The player may use this token to complete a Contract at the end of the game. End of the Game Once a player claims their fourth Objective, the remaining players will have one final turn before the game is over. Each player will then total the victory points on their claimed Objectives, plus the points for their completed Contracts, plus one point for each Banknote they possess. The player with the most victory points is the winner! If there is a tie, the tied-player with the most Objective victory points is declared the winner. Credits Author: Charles Chevallier Artwork: Gaël Lannurien Translator: Eric Harlaux Revision: Eric Franklin Editor: William Niebling Proofreaders: Laurent Pouchain, Sylvain Thomas and Benoît Forget
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