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Trambahn

Trambahn Rulebook

The Station Cards

Each of these cards can be used in three different ways. When playing a card, you must decide which way you want to use it:

as a station of a particular color (column),

or

Face-up cards on the table either represent a station or a passenger .

as a passenger of a particular color (row),

or

as 1000 marks to pay for new trains.

Face-down cards represent money .

Objective

The player who scores the most victory points during 10 scorings and any extra tours wins the game.

To achieve this goal, you will be building and expanding tramway routes by playing and collecting card-columns in ascending order . In order to score a column, you will need to purchase a Tramway Card and assign it to the column . A scoring is triggered when there are either 4 waiting passengers of one color or 8 stations in a column .

(see step 2)
(see step 4)(see step 1
and Scoring)(see “Extra Tour”)

Setup

A) Thoroughly shuf�le the Station and Conductor Cards together and place them as the draw pile in the middle of the table, face down with the money side facing up.

C) The player who most recently used a tram becomes the start player. 12 cards 6 cards

As such, draw from the draw pile and place them as your money pile in front of you, without looking at the front sides of the cards. They represent 12,000 marks that you can only use to purchase new trains. Your opponent receives 15 cards from the draw pile, i.e. 15,000 marks to start with. They also may not look at the front sides of these cards. Then each player draws from the draw pile into their hand. You can use your hand cards in any of the three available ways (as passengers, stations, or money) . Be sure to keep your cards secret from the other player.

B) Sort the Tramway Cards by value, and place each group of cards on top of each other in ascending order so that the 4s (Electric) are at the bottom, the 3s (Steam) in the middle and the 2s (Horse) are on the top.

12 cards (12,000 marks) The start player’s starting capital

15 cards (15,000 marks) The second player’s starting capital

D) 6 hand cards Make some room on the table for the display of passengers. Place the 4 Terminal Station cards in a column such that there is room for another 4 cards as a row next to each Terminal Station card.

E) You will also need some room in front of you for the card columns you will form to represent your routes.

(It does not matter whether you play your cards on top of or next to each other. This rulebook uses the terms “row” and “column” to differentiate passengers of a route and stations of a route, respectively.)

F) Finally, the start player takes the Scoring Pad and a pen (not included). He will be responsible for keeping track of the scores. Then the game begins!

Player Tour 1 Tour 2 Tour 3 Tour 4 Tour 5 Tour 6 Tour 7 Tour 8 Tour 9 Tour 10 Extra Tours Total

Course of Play You take turns. On your turn, you carry out

the following actions in the given order:

1. Place Passengers

You must play 1 or 2 cards from your hand as passengers . Add each card to the appropriate card row in the middle of the table next to the “Terminal Station” card of matching color. If you play 2 cards, they need not be of the same color but in the row of that color. Conductor Cards can be added to any row. Please note! As soon as the fourth passenger is added to a row, all columns of that color must be scored immediately !

Example: You play a conductor and a red card, adding both cards to the red row. Since the red row (see already has 2 passengers, you Scoring , page 6) trigger a scoring that must be resolved immediately.

2. Place Stations

You can play from your hand Place cards of different colors in separate columns, each column representing a route. In each column, the cards have to be played in ascending order of their values, though you may skip values. If you cannot add a card to an existing column, start a new one. , placing them next to the column. Conductor Cards are not worth any victory points. Their only purpose is to facilitate Extra Tours. You can add any number of Conductor Cards to a column. As soon as you add the eighth card to a column , you immediately trigger an Extra Tour .

any number of cards in front of you. A column is complete when you add a Station Card of value 10 to it. You can add Conductor Cards to any column that is not complete

Example: You play a “3” in green, starting a new green column, because you cannot add the “3” to your existing green one with values “4-7-9”. Then you also play a conductor and a “6” in red, adding them to your red column with values “2-3-5” (with the long-term intent of (regardless of whether it is a Station or Conductor; creating an 8-card route to trigger an extra the Tramway Card does not count) tour). (see page 6)

Please note! You can have multiple columns of the same color, but each of them requires a Tramway Card!

  1. Income You may place any number of cards from your hand on your money pile to increase your capital. Each card represents 1,000 marks.

  2. Purchase Trains You can purchase one or more of the available Tramway Cards by paying the depicted costs. You can only use the cards in your money pile to pay. You cannot use cards from your hand or from your card rows or columns. Place the used cards in a discard pile. Once purchased, you must immediately assign each Tramway Card to one of your columns that does not already have a Tramway Card. Once assigned, you cannot re-assign a Tramway Card. This new Tramway Card is required if you want to keep new columns. You do not replenish the supply of Tramway Cards right away, but only at the end of your turn.

= 15 x

Wertung Scoring & Extra Tours

Player A

Player B

As soon as one of you adds the fourth passenger to the row of a Terminal Station card, a scoring takes place immediately. Both of you must immediately score all of your columns matching the color of the completed row. To score a column, add up the values of the cards in the column and multiply the total with the value of its Tramway Card. Use the Scoring Pad to write down your scores. Then discard the 4 passengers of that row. Do not discard your columns! As soon as you add the eighth card to a column , you must immediately score that column. Write down the score under the “Extra Tours” category of the Scoring Pad. Each column can only have one Extra Tour scoring. Adding a ninth or even more cards to a column does not trigger an Extra Tour scoring again. Game End

(only counting Conductor and Station Cards) Example: The fourth passenger has been just added to the blue Terminal Station card (not pictured), immediately triggering a scoring of that color. Player A has one blue card column with cards 1-2-5-6 and a steam train (value 3), which is worth 12 points. Player B scores a total of 24 points with two blue columns, receiving 10 points for the conductor-2-3-4-7 with a horse train, and 14 points for the 3-5-8-10 with another horse train (value 2).

yers A card game for 2 pla by Helmut Ohley

Munich at the end of the 19 th century: the new tramway is successful and needs expansion. New routes are introduced, stations are built, and existing routes with high demand are reinforced with additional trains. Meanwhile, the technological progress requires some major changes: trains pulled by horses are replaced with steam-powered ones at �irst and later with electrical ones. Both players are competing heads of a company. In the end though, there can only be one tramway company. Who will manage to defeat their competitor?

Components

16 Tramway Cards 5x Horse Train (value “2”) 4x Steam Train (value “3”) 7x Electric Train (value “4”)

Example: There are two horse trains and a steam train in the supply. Since you started 2 more columns this turn, you will need 2 new tramway cards. You would really like to acquire 2 steam trains for this, but there is only one available. So you buy that one and a horse train, moving 15 cards from your money pile to the discard pile.

  1. Draw New Cards If you have any card columns in front of you without a Tramway Card, remove these cards and place them on your money pile. Finally, draw cards from the draw pile and put them into your hand until you have a hand of 6 cards again. As soon as the draw pile is empty, both players must discard half of their money pile (rounded down) . Then shuf�le the discard pile to form a new draw pile.

The game ends immediately after the 10 th regular scoring. Extra Tours are not considered as a regular scoring and cannot trigger the endgame . Then add up your scores from the regular and your Extra Tour scorings. The player with the highest score wins. In the rare event of a tie, the player with the bigger money pile wins. If still tied, play again to determine the winner.

(furthermore you cannot score an Extra Tour while triggering the endgame)

The historic illustrations are from wikimedia.org and from the publisher’s own archive. Special thanks to Klaus Onnich and the archive of the MVG museum in Munich for letting us use the illustrations on the tramway and conductor cards.

Designer: Helmut Ohley Editi ng: Stefan Stadler Layout: Klemens Franz | atelier198 Translati on: Grzegorz Kobiela

MAYFAIR GAMES www.mayfairgames.com Mayfair Games, Inc 8060 St. Louis Ave. Skokie, IL 60076

© 2015 Lookout GmbH Hiddigwarder Straße 37, D- 27804 Berne, Germany.

Value

Victory Points

Route 8 Conductor Cards 112 Stati on Cards 4 Terminal Stati on Cards 2 Overview Cards 1 Scoring Pad and this Rule Book

These are wild cards 28 each in 4 colors that can be added color represents a route), to any route, but are in each color: 2 each of in English and German not worth any victory values “1” and “10”, and points. 3 each of values “2” to “9”

(each

Player Tour 1 Tour 2 Tour 3 Tour 4 Tour 5 Tour 6 Tour 7 Tour 8 Tour 9 Tour 10 Extra Tours Total