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Railroad Ink: Archipelago Boards Set

Expansion for Railroad Ink Challenge: Lush Green EditionExpansion for Railroad Ink Challenge: Shining Yellow EditionExpansion for Railroad Ink: Deep Blue Edition

Railroad Ink: Archipelago Boards Set Rulebook

Table of Contents

Table of Contents

  • Drawing Routes
  • Bridges
  • Warehouses
  • Bonus Points for Longest Routes
  • Goal Cards
  • Expansions & Blueprints

Drawing Routes

  • In addition to the usual drawing rules, when you draw your Routes for the round, you must draw them all on the same Island.
  • When drawing Special Routes, Expansion dice, or Routes obtained through the effect of a Special Building, you may draw them on any Island, without being limited to the one where you are drawing your Route dice for that round.

Bridges

  • The Islands are connected to each other by "empty" Bridge spaces. This is where you may build Bridges to expand your network across different Islands.
  • A Bridge is automatically built as soon as you draw a Highway or Railway Route connected to an empty Bridge space. Draw a "free" Route of the matching type on it, to mark that the Bridge has now been built.
  • When checking for Errors, each end of a built Bridge that does not connect to any other Route counts as an Error.

Example: A Railway Bridge is built as soon as you draw a Railway Route entering the empty Bridge space.

Warehouses

  • You activate a Warehouse when you draw a Route with at least 1 Railway and/or 1 Highway in its space. When you activate a Warehouse, fill the topmost available dot on the Warehouse track to unlock a Warehouse space. You start the game with 2 unlocked Warehouse spaces.
  • Whenever you have basic Route dice yet to draw, you may draw any of them in an unlocked and empty Warehouse space to save it for later, instead of drawing it during the current round.

Example: Katrina activates a Warehouse by drawing the Curved Highway die (1) and chooses to immediately use her new Warehouse space to store the T-Junction Station die for later (2).

  • You can only draw basic Routes in Warehouse spaces (no Special Routes, etc.), but you may save extra Routes obtained by activating a Factory for later.
  • At any point during the round, you may draw on your board any Routes you have previously drawn in Warehouse spaces (even those "saved" earlier in the current round). After you use a Route from a Warehouse space, mark off that Warehouse space on your board as a reminder that you cannot use it again.

Example: After drawing the Curved Highway (1), Katrina uses the Curved Station she saved in a Warehouse space earlier (2), which then allows her to draw the Curved Railway (3), too.

Bonus Points for Longest Routes

  • Your Longest Routes may extend over more than one Island by passing over Bridges. Bridges count as 1-space Routes when calculating the length of your Longest Routes.

Example: The Longest Highway in the example above includes 9 spaces spanning 2 different Islands, including a Bridge space.

Goal Cards

The rules for some of the Goal cards need slight adjustments to account for the unique layout of the Archipelago board:

  • C. Full rows/columns must extend across multiple Islands.
  • E. The 3 x 3 area must be on a single Island.
  • D. Count the corner spaces of the entire game area, which will be on different Islands.
  • K. The opposite Exits will be on different Islands.
  • L. The Central Exits are determined considering the positions of all Exits from all Islands on that side of the board.

Expansions & Blueprints

The Archipelago board is compatible with most Expansions. To account for the unique layout of the Archipelago, whenever an Expansion reduces the number of rounds in the game, you play 8 rounds instead of the regular 10.

However, the Lava, Meteor, Tentacle, and Power Grid Expansions are not compatible with the Archipelago board.

Due to the different layout, the Archipelago board is also not compatible with any Blueprint cards.