Railroad Ink: Electricity Expansion Pack
Railroad Ink: Electricity Expansion Pack Rulebook
Table of Contents
Table of Contents
Street Lamps Dice
Difficulty: Easy · 6 rounds
Shine a spotlight on your Longest Highways with the Street Lamps Expansion. Draw additional Highways accompanied by Street Lamps but remember that you also have to turn them on to gain bonus points. With the addition of two dice containing only Highways, you will reach unprecedented Longest Highways, and you will also gain points for your activated lights.
When playing with the Street Lamps Expansion, apply these changes to the regular game rules:
- The game only lasts 6 rounds.
- When you draw Routes, you may draw the result of the Street Lamp dice, following the normal placement rules.
- Every time you use a Special Route (also when activating your third University), you must choose a row or a column and put an asterisk on all spaces containing Street Lamps in that row or column. These lamps are now activated. You don't have to choose the same row or column where you put the Special Route. Every Street Lamp can only be activated once (only one asterisk per space).
- At the end of the game, you gain 1 point for each Street Lamp that you activated.
Example: Suzanne used a Special Route and had to choose a row to activate. By choosing the top row, she had the chance to activate 3 Street Lamps. (The board diagram for this example is not reproduced.)
Power Grid Dice
Difficulty: Hard · 7 rounds
Manage an infrastructure of Power Lines on top of your Route Networks and connect your cities to the Accumulator to ensure a constant supply of energy. Charge the Accumulator at the center of your board and build Power Lines connecting to your Exits. The Power Grid dice indicate the direction in which you will be able to electrify your Routes: at the end of the round you will electrify all of your adjacent Routes in the given direction, starting from an Exit or an electrified Route. When you electrify your Accumulator, it will charge up. At the end of the game, you will gain points equal to the number of Exits connected to the Accumulator, multiplied by the number of charges on the Accumulator itself.
When playing with the Power Grid Expansion, apply these changes to the regular game rules:
- At the start of the game, draw an Accumulator in the center of your board (Fig. 1 shows the Accumulator and its charging process; the illustration is not reproduced).
- At the end of each round, you may use the Power Grid dice to electrify your Routes. Start from an Exit or from an already electrified space and move in the direction indicated by the Power Grid die (the curved line on the dice always represents the bottom). You may electrify as many spaces as you desire as long as you are moving in a straight line and electrifying every consecutive space. When you electrify a space, mark it by drawing a little lightning in the bottom right of the space. Follow these rules for electrification:
- You can only electrify spaces that contain a Route.
- You can't electrify an already electrified space.
- You can't electrify the Accumulator.
- When electrifying, if you start from an already electrified space next to the Accumulator and you move on top of the Accumulator, you will charge the Accumulator by 1 point (out of a maximum of 3). Mark it by filling one of the three circles on your Accumulator. After charging your Accumulator, this electrification ends.
Example 1: Three examples of electrification. (The board diagrams for these examples are not reproduced.)
Example 2: Suzanne has connected 5 Exits to her Accumulator and has charged it 2 times. She will gain 10 points (5 Exits x 2 Charges).