The following are "official" PBT rulings that have come up at
past tournaments. In all cases, the Puffing Billy conductor is
the one who makes final decisions regarding rules clarifications. If you have a question about a rule or would like to suggest an
addition to this page, email tgatrains@aol.com. Starting money is $60 gold pieces. There are three premovement
builds with a switchback start and crossing of ocean inlets is
allowed. Can you dump during your initial 3 building turns? If yes, do
disasters take effect? Answer: Yes, you can dump during your initial
3 building turns. This takes the place of your building. Any disasters
which are drawn do not take effect Can you upgrade your train during your initial 3 building turns?
Answer: Yes, you may upgrade your train during your initial 3
building turns. On trains, can you go from a train with 3 load slots to 2 load
slots on an upgrade? If you do, must you discard a load if you
have 3? Answer: Yes, you can and you must discard a load if you
have 3 loads. Where does your train have to start? Answer: Your train may start
in any city. This can be a small, medium, or major city. You do
not have to have track built to the city that you start your train
in (for example you could ride someone else's track at the beginning
of the game.) Winning conditions When a player has met the game-winning conditions of $250M and
the required number of cities connected, annd has three load cards
(drawing any to replace any loads that were delivered that turn),
the game continues until all players at the board have completed
that game turn. If two or more players meet game-winning conditions
on the same turn, the player with the most cash wins. Once a player has met game-winning conditions and announced that
they have done so, event cards cannot take the win away, even
though they may reduce their cash below $250 and disconnect their
cities. When a game is not finished by the end of the allotted time period,
a complete turn must be taken prior to the ending time. The winner
is the player with the requiredcities connected and with the most
cash.; if no player has the required major cities connected, the
player with the most cash wins. Whether the game ends in the allotted time period or must be called,
positions after first are determined solely by cash. Event Cards When an event causes the drawing player to lose a turn, they lose
the remainder of the present turn and the entire next turn; players
continue to draw cards until they have three load cards. When an event allows no movement in specific mileposts, it means
that a player cannot move to or from the affected mileposts; half-rate
movement would end with the move to the last affected milepost;
full movement resumes with the first milepost outside of the affected
area. Cities are considered to be clear mileposts for purposes of disasters
that affect clear mileposts. Always round up for movement when counting out half-rate. When an event requires the players to count distance from a specific
location or geographic feature, count the first milepost from
the starting place as '1'. When the starting place is a major
city, use the center point as the starting place. When the starting
place is a coastline, use the shortest distance to determine the
effect of the event. Do not 'insert' mileposts into ocean inlets/lakes
when counting mileposts for an event card. The TGA has ruled, for purposes of PBT play, the Rainbow Bridge
is a permanent affect. This ruling means that the Bridge, once
brought into play, remains permanently. The Wizard's Strike, brought
into play after the Rainbow Bridge has been created, may dispel
this event permanently. Otherwise, the Bridge is permanent. The Wizard Strike event card is meant to last until the end of
the drawing player's next turn. Thus, it would destroy the Rainbow
Bridge forever as the Rainbow Bridge only last one turn. Disaster cards prohibiting movement prohibit both moving into
and moving out of the specified terrain. Foremen You may change foremen once per turn. You may change foremen anytime
during your building phase. For example, you may build with your
elf foreman change to the dwarf foreman and build some more. You
may of course change before you begin building or after you have
finished all of your building. The cost for changing foremen is
part of the 20 GP you have to spend per turn. The Troll foreman builds through all points in the underground
for a cost of 2 GP. The Clear milepost cost 2 GP. The Underground
Rock milepost cost 2 GP. If you cross a river, you still only
pay 2 GP. If you enter a city, you only pay 2 GP, etc. The Troll foreman does not have to pay the bribe to the Orc to
build in the underground. However, he is not your engineer and
does not drive your train, so you are still required to pay the
bribe to the Orc when you travel in the underground. The bribe that you pay to the Orc for moving in the underground
does not count towards the 20 GP limit on spending per turn. However,
the bribe paid to the Orc for building in the underground does
count towards the 20 GP limit on spending per turn. Therefore,
if you build in the underground, you may only build an addition
19 GP worth of track because 1 GP must be paid to the Orc. If
you are the Orc, you may build 20 GP worth of track even if you
build in the underground and do not have to pay yourself a bribe. Track-building Occasionally, there may be questions regarding whether proposed
track would cross a river, lake or ocean inlet; when such occurs,
the rules should be checked first as they may clarify the build;
if they do not, lay a straight-edge along the proposed build between
the center point of each dot -- if the river, lake or ocean is
visible, a bridge must be built. Track once built does not guarantee that right-of-way exists;
thus, if an event causes a player to erase track, that route may
be rebuilt by another player who has track in that area. If a
player's only route into a city is erased, that player is no longer
connected to that city. No player may build track that would block other players from
connecting to all major cities. Players may not build track solely to disrupt another player's
track building. This is often called zippering and it is expressly forbidden during tournament play. The PBC
is the final arbiter of any final builds. Track need not be contiguous. The rule is that a player must build
from their own track or from any major city; track from different major cities need not
connect. Building two track segments out of a major city counts as building
two major city mileposts for the two milepost limit per turn. Players should verbally count the accumulating costs as they build
track with their crayons. Movement Players should cound out loud as they move their pawns from dot
to dot. Always round up when having to move at half-rate, i.e., a freight
train (movement) may move five mileposts. When crossing a ferry and commencing the turn of required half-rate
movement, start counting '1' at the ferry milepost across the
water from where the player started. Movement on ferries not drawn
by the moving player is considered to be movement on another player's
railline even if the moving player only moves on the ferry. Please remember that a player may not voluntarily turn around
on a track until they reach a city. Turning in cards in lieu of drawing in the first turn is allowed
during tournament play. The Mercy Rule or "borrowing" is not allowed during tournament
play. Once the tax card has been turned up, all money is public knowledge.
Until that time, all money is private. After the initial deal of load cards, all disasters are shuffled back into the deck before the start of play. Errata On card #20, there is demand for Iron but the card has a Fur symbol
on it. On card #57 there is demand for Iron but the card has a
Steel symbol on it. Which is correct? Answer: Always use the demand
and not the symbol whenever there is a discrepancy between the
two. Therefore iron is the correct demand for both of the above
cards. Piggnytz should be a small city. Only two people are allowed to
build into it. There is a milepost near Caldeen that is the color of jungle but
is otherwise a normal dot. Should this be treated as a plain dot
or as a jungle milepost? Answer: This should be treated as a clear
milepost and not as a jungle. Should the rule on sand storms have said that trains on sand mileposts
are returned to the last city or port that they passed through?
Answer: Yes, you should return to the last city or port that you
have passed through. Ships Ports The rulebook states that the cost to board a ship is between 1
and 5 GP. The ships that I have only cost between 1 and 3. Am
I missing any ships? Answer: Boarding cost for Ships are between
1 and 3 GP not 1 and 5 GP as listed in the rulebook. Therefore,
you are not missing any ships. Can you build from a port? Answer: You may not build from a port
that you have not already built into. For example, you may not
build from the port near Piggnytz unless you have already built
into this port. You cannot start building from this port. Could you please give a better explanation of how you obtain a
ship. Answer: When you get to a port, you draw a ship. If you
like the ship, you end your movement and board the ship. It will
sail out on your next turn. If you do not like the ship, you have
the option of continuing your movement. It is possible to stop
at more than one port in a single turn. Once you turn a ship down
at a port however, you cannot go back and claim it if you continue
your movement. You may also not attempt to board (draw) more than
one ship at same port in the same turn. Building Can you build out of more than just the major city that you started
the game in? Why is there a cost to build into a major city if
you can build out of the city? Please explain leaving available entrances to the underground
so that all players have access to the major city located there.
Answer: All players must have access to build to all of the major
cities. Since there are only a total of 4 entrances to the underground,
each allowing only two players to build into them, there are only
eight builds into the underground. Therefore, you may not be able
to build to all of the underground entrances because you need
to leave a route in for the other players (whether they end up
using it or not.) For example, in a six player game, one person
may only build 3 of the 4 entrances and may not build all four
because all five other players must have access to the underground.
Does an Alpine count as mountain for the dwarf foreman or not?
Answer: An Alpine does not count as a mountain for the dwarf foreman.
The dwarf foreman must still pay 5 GP to build through an Alpine. Home | The Manifest | All Aboard | Train Gamers Gazette Questions or comments? Email tgatrains@aol.com. The contents of this Web Site are copyright © 1998 by The Train
Gamers Association, Inc. All rights reserved. Designed by Scott Lininger. Last modified Thursday, 11-Jun-1998 16:34:32 CDT
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Iron Dragon
Starting the Game
Answer: When you are building your track, you must build from
a major city or from your track that already exists. This means
that you can build out of a major city without having built into
it. There is a cost for building into a major city only because
you may only build out of 2 major city mileposts per turn and
it is possible that you might want to build into a major city
once you have used your 2 builds out of major city mileposts.
However, this is a very rare occurrence and does not happen
very often.
The Puffing Billy | RailCon | The Switchyard | Union Station