Expedite
Expedite Rulebook
Table of Contents
Table of Contents
Components
- One Expedite game board
- 100 Colored Chips: 25 each of Blue, Red, Yellow, White
- 54 World Trade Cards
- 103 Colored Plane Cards: 18 each of Blue, Red, White, Green, Yellow; ten Wild Cards; three Free Hub Cards
- Eight Airplane Pawns: two each of Blue, Red, Yellow, White
- One Set of Rules
The board shows 35 locations (hubs): Bangkok, Buenos Aires, Cairo, Cape Town, Caracas, Casablanca, Dakar, Denver, Djibouti, Kabul, Lima, London, Los Angeles, Manila, Mexico City, Miami, Moscow, Mumbai, Murmansk, New Delhi, New York City, Oslo, Perth, Port Louis, Reykjavik, Rio de Janeiro, Rome, Santiago, Shanghai, Sydney, Tokyo, Ulan Bator, Vancouver, Winnipeg and Yakutsk.
Game Set Up
Place the Expedite game board on the table. Each player receives a set of colored chips and two pawns of the same color. Place one of the pawns in the "Start" box on the scoring section of the board. Shuffle the Colored Plane Cards and pass out one at a time face-up to each player until someone gets a Blue Card. That person goes first.
Shuffle the World Trade Cards and pass out three to each player. Each player looks at his World Trade Cards but keeps his World Trade Cards hidden from other players.
The first player places his second pawn on any of the 35 hubs. This hub will belong to this player for the entire game. Play moves clockwise until all players have placed their hub pawn. After all players have placed permanent hub pawns, each player may turn in any World Trade Cards with starting hubs owned by an opponent and receive replacement World Trade Card(s).
Shuffle the Colored Plane Cards and pass four to each player. The remaining deck is put face down and the top two cards are flipped over.
Object of the Game
The object of the game is to complete enough World Trade Cards to accumulate 100 or more points. The first person to 100 points wins.
Individual Turn
There are four options on each player's turn. Only one of the four options can be played on a turn:
- Draw Colored Plane Cards – A player receives either two or three cards on each turn. The player may take either the top three cards blindly off the deck or the two flipped cards. If the player selects the two flipped cards, then the next two cards on deck are flipped over as replacement cards. There is no limit to the number of Colored Plane Cards held in any one player's hand. This concludes a player's turn.
- Purchase a Hub – A player purchases a hub by playing the number of Colored Plane Cards and/or Wild Cards listed on the hub. For example, to purchase London, the player discards three white cards on to the discard pile. If a player purchases a hub already owned by another player, he must increase the price by a factor of the original hub price. The second buyer of London would need to pay three white cards and an additional three white cards for a total of six white cards. The second owner of the hub places his token on top of the original owner's token. The original owner no longer has any ownership rights to the hub. A third buyer, who can be the original owner, will now have to pay nine white cards to purchase ownership and stack his token on top of the second owner's token. The hubs with an original price of two pay by a factor of two (two, four, six, eight, etc.) and the hubs priced at one pay by a factor of one (one, two, three, four, etc.). The FREE HUB card allows a player to purchase a hub no matter the current price by playing this single card. Permanently owned hubs with pawns are excluded. All played Colored Plane Cards used in this turn are placed on the discard pile. This concludes a player's turn.
- Play a World Trade Card – The player must own the starting hub that is listed on the World Trade Card. Each hub on the route the player chooses to take must also be owned. He is not required to own any other hub in the connection to complete the World Trade Card. Once a World Trade Card is played, scored, and discarded, a new World Trade Card is drawn from the deck. A player always has three World Trade Cards in their hand. Only one World Trade Card can be played on a turn. This concludes a player's turn.
- Discard a World Trade Card – The final option is a player may discard one of their three World Trade Cards and draw a new World Trade Card from the pile. This concludes a player's turn.
Scoring
Points are awarded when a World Trade Card is played as a player's turn. Each World Trade Card has a point value. If a player owns all the hubs connecting the start and finish hubs, then the player is awarded all the points from the World Trade Card. If the player uses an opponent's hubs, then the connecting cost is subtracted from the available points on the World Trade Card and awarded to the opponent(s).
Example
World Trade Card: Reykjavik to Cape Town (14 points) is played by the Red player. In the example shown, Red owns Reykjavik, Dakar, and Cape Town. Blue owns London. White owns Casablanca. Since Red only has to pay the connecting cost for traveling through hubs he does not own, he has to pay as follows out of the 14 points. Blue gets three points (London) and White gets two points (Casablanca). That leaves the remaining nine points for Red.
Winning
A player can win if another player gives that player connecting points to put him over 100 points. In case of a tie, the player who played the World Trade Card to put himself and the opponent(s) over the 100 point threshold is the winner.
Two Person Game: In a two person game, the player must own ALL hubs on the final World Trade Card to put his total above 100 points.