Village Rails Rulebook

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MATTHEW DUNSTAN & BRETT J.

GILBERT
ART BY JOANNA ROSA

VILLAGE
RAILS

a Gam e of
LOCOMOTIVES
and
LOCAL MOTIVES

In the sleepy English countryside, life continues undisturbed,


just as it has done for centuries. It is your task to travel to every
corner of this green and pleasant land, bearing the promise of
modernisation, accommodating the oddly specific demands of
the locals, and ushering in the age of steam.

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SETUP

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1. Randomly deal each player a corner piece. Each player then
takes all the border pieces with the matching letter on their
back and places them in an upside-down L-shape in front of
them. Return any unused border pieces to the box.
2. Shuffle the railway cards into a deck with the trip side facing
up and place it at the centre of the play area.
3. Draw and place one railway card track-side up next to the
railway deck, forming the track market. Repeat this step until
there are seven cards in the track market.
4. Draw and place one railway card trip-side up on the other side
of the railway deck, forming the trip market. Repeat this step
until there are four cards in the trip market.
5. Place the coins close to the railway deck in a common supply.
Give each player coins totaling £5.
6. Shuffle the terminus cards into a facedown deck. Then
deal each player three terminus cards. You may look at the
terminus cards you are dealt but should keep them secret from
other players.
7. Give each player a scoring dial and set them to zero points.
8. Give each player a reference card.
9. The player with the corner piece in earliest alphabetical order
goes first.

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HOW TO PLAY
OVERVIEW
Village Rails is a tableau-building card game. In the game, your
tableau is framed by your border pieces. In the 3x4 area within
your border pieces, you’ll place railway cards as tracks, creating
your personal rail network. Outside your border pieces, you’ll place
railway cards as trips instead, which will score points throughout
the game.
Your border pieces depict the start of seven railway lines. By placing
tracks, you will extend these lines. When a line runs all the way from
a border piece to an edge of your tableau, that line is completed.
When you complete a line, you score for all the trips and features
associated with it, and play a terminus card to earn money from it.
After all players have taken twelve turns, the game ends and the
player with the most points wins.

Trips

Trips Track

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PLAYER TURN
On your turn, you must build tracks.
You may also plan a trip, either before or after you build tracks.
After you have finished your turn, the player to your left takes their turn.

PLAN A TRIP
To plan a trip, spend £3, returning it to the general supply.
You cannot plan a trip if you can’t afford it!
Take one trip from the trip market. Taking the trip furthest away
from the railway deck has no additional cost. To take any other card,
you must place £1 on each card in the trip market that is further
away from the railway deck than the one you are taking.
Gain any money on the card you take.
After you have taken a card, slide the cards that were closer to the
railway deck down to fill the space left by the card you took. Then,
place the top card of the railway deck trip-side up into the trip
market in the space closest to the railway deck.
There should always be four cards available in the trip market.
Next, assign the trip to a railway line. To do so, simply place the trip
next to the start of a line on one of your border pieces.
You cannot assign a trip to a line that already has two trips assigned
to it.
You cannot assign a trip to a line that is already completed.
Completed lines will have a face-down terminus card next to them to
indicate that you cannot assign trips to them.

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BUILD TRACKS
Take one track from the track market. Taking the track furthest
away from the railway deck has no cost. To take any other card, you
must place £1 on each card in the track market that is further away
from the railway deck than the one you are taking.
Gain any money on the card you take.
After you have taken a card, slide the cards that were closer to the
railway deck down to fill the space left by the card you took. Then,
flip the top card of the railway deck so that it’s track-side up and place
it into the track market in the space closest to the railway deck.
There should always be seven cards available in the trip market.
Next, place the track into one of the twelve spaces in your tableau, as
indicated in the diagram below. You must place the track in an empty
space so that it is adjacent to at least one border piece or track.
You must place tracks in a landscape orientation, but you may
rotate them 180 degrees.

OUT OF MONEY?
If you run out of money, you won’t be able to plan trips, and you’ll
have to build the track furthest from the railway deck. To earn more
money, play terminus cards by completing railway lines, and pick
tracks and trips from the market with money on them.

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COMPLETING A LINE
A line is completed when track runs continuously from a border
piece to an edge of your tableau without one. When a line is
completed, score any associated trips and features, and resolve a
terminus card.
When you score points from trips and features, adjust your scoring
dial accordingly. Points are open information.
When scoring trips and resolving terminus cards, the terrain type or
feature shown on the border piece where the line starts is considered
part of the line.

If you complete multiple lines simultaneously, you choose which


completed line to resolve first.

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TRIP SCORING
Score any trip assigned to the completed line. Each trip scores based
on characteristics of the completed line (including border piece), as
detailed on its card.
Some trips take the form ‘At least one (terrain type) and fewer (terrain
type) than any other type on line.’ These score only if there is at least one
of the indicated type on the line, and every other terrain that is present
on the line appears more times than the indicated type.

FEATURE SCORING
Score any non-siding features along the line.

Each barn indicates a terrain type. A barn scores


one point for each track with the terrain of the
indicated type on the line.

Each farm scores one point for each different


terrain type on the line. The maximum a farm can
score is five points.

3 Each halt scores the points indicated by its icon.

Signals score points according to the total number


of signals on the line:
Number of Signals 0 1 2 3 4+
Points 0 0 8 16 24

Sidings only score at the end of the game.

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RESOLVING A TERMINUS CARD
After scoring for trips and features, choose and play one terminus
card from your hand. Gain the amount of money from the supply
indicated on the card based on the characteristics of the completed
line (including border piece).
Next, place any scored trips on the bottom of the railway deck with
their trip side facing up, in any order you choose. Place the played
terminus card face down next to the start of the scored line. This
serves as a reminder that the line is completed and you cannot assign
any more trips to it.
Finally, if you have not completed all seven of your lines, draw a
terminus card from the deck.
Terminus cards will gain you a minimum of £3.

GAME END
The game ends when all players have taken twelve turns and filled
all the spaces in their tableaux.
Players score points for the number of different lines that have at
least one siding:
Number of lines
1 2 3 4 5 6 7
with 1+ sidings
Points 1 4 9 16 25 36 49

Lastly, players score one point per £3 they have remaining.


The player with the most points wins. If players are tied for the most
points, the tied player with the most money wins. If there is still a
tie, the tied players share the victory.

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EXAMPLE TURN
Mildred chooses to plan a trip, placing £1 on the bottom trip card
and taking the card second from bottom (1). She returns £3 to the
supply and gains the £1 on the card. She then refills the market and
assigns the trip to the rightmost line on her top border piece.
Mildred then builds a track, taking the bottom card from the
track market and refilling the market (2). She chooses to place it
upside down into the bottom right of her tableau. This completes
her rightmost line (3) and her bottom line (4). Mildred decides to
resolve the rightmost line first.

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3

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4
2

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The trip assigned to the rightmost line score four points (as the line
is made of five tracks, including the border piece). The only feature
on the line is a farm, which scores five points for the five types
of terrain on the line (fields, pastures, forests, villages, and lakes),
meaning Mildred scores a total of nine points for the line. Mildred
then plays a terminus card (5), which gains her £4 from the one
field on the line. Finally, she puts the assigned trip on the bottom of
the railway deck, places the played terminus card face down in the
space the trip was in, and draws a new terminus card.
Next, Mildred scores the bottom line (4). No trips were assigned
to the line, so the only points will come from the line’s features.
The barn on the lake scores four points for the four tracks with
lake terrain on the line (as the border piece also shows lake terrain).
The two signals on the line score her another eight points. Then,
Mildred plays a terminus card (6) that gains her money according
to the number of trips assigned to the line, however, as no trips
were assigned to the line, she only gains £3. Mildred then places the
played terminus card facedown next to the start of the scored track
and draws a new terminus card. Her turn is now over.

Game design: Matthew Dunstan & Brett J. Gilbert


Illustration: Joanna Rosa
Game development: Filip Hartelius & Anthony Howgego
Graphic design: James Hunter
First published in Great Britain in 2022 by OSPREY GAMES
Bloomsbury Publishing Plc
Kemp House, Chawley Park, Cumnor Hill, Oxford OX2 9PH, UK
29 Earlsfort Terrace, Dublin 2, Ireland
1385 Broadway, 5th Floor, New York, NY 10018, USA
OSPREY GAMES is a trademark of Osprey Publishing Ltd
© Matthew Dunstan & Brett J. Gilbert, 2022. This edition © 2022 Osprey Publishing Ltd
All rights reserved.
www.ospreygames.co.uk
For more information or replacement parts, email [email protected]
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COMPONENTS
80 railway cards

Tracks: When a railway card is this face up, it Trips: When a railway card is
is considered a track. Each track features two this face up, it is considered a
railway lines. One or both lines may have a trip. Each trip tells you how it
feature. In addition, each track has a terrain will score when its railway line
type: field, forest, pasture, lake, or village. is complete.

38 terminus cards 4 reference cards 4 scoring dials

12 border pieces

44 coins
32 × £1
4 corner border pieces 12 × £5

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