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Snowdonia: The Trans-Australian Railway
In Snowdonia: The Trans-Australian expansion, 1-4 players help to complete one of the iconic transcontinental railways. Matching the route
completed in 1937, players will build from Sydney (my home town - Matt) on the East to Perth in the West, requiring changes of rail gauge (sort
of). The Trans-Australian Railway includes the longest dead-straight stretch of track in the world at 478km. Players will have to make use of a new
resource, water, which is scarce in this desert country, as well as coping with wild weather and the possibility of drought and flash-flooding.
This advanced scenario, for 1-4 players, introduces water as a valuable and necessary resource and extreme weather conditions.
Setup
Play following the normal Snowdonia rules, except as follows.
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Replace the 8 contract cards from the base game with contract cards of the same number in this expansion.
Put the 16 blue player cubes into general supply to represent Water and place one of the blue player pawns on Sydney (return the rest to the
box)
Shuffle the 7 new trains and deal out 6 to the side of the board (the trains from the base game are not used); place the 7th train face down on
the B space of the board – this is a modified excavation action.
Place two black discs on the Station building spaces on the Event track – these events are replaced by extreme weather events (see below).
Place the new weather reference card on the board.
Place the Nullarbor Plains card above Cook to remind players of the additional cost to lay track and move your surveyor over the sections of
track to either side of this station. You gain +1 Work Rate if you excavate here.
Playing the Game
WATER
Water is a new resource, which can be obtained from the Stockyard (Action Area A), or from stations that have been flooded (see Extreme
Weather). A player may only take one Water per worker with a Stockyard action (as with coal). Water is available every round if the supply has
cubes (it does NOT go in to the bag).
At the start of every round, place one Water from the general supply on the Stockyard space where coal is kept (to remind players they can only
take at most one Water or one Coal with a worker). If a Water cube is already in the Stockyard, don’t add another one.
Water is used for several purposes:
1.
2.
3.
4.
It can be used to build certain parts of stations, as denoted on the station cards.
During a Drought a player can spend a Water to be able to excavate and lay track that turn.
The special abilities of several of the new trains require Water to activate them.
Laying track or moving your surveyor over the sections of track either side of Cook (the Nullarbor Plains) requires the additional
payment of a Water.
EXTREME WEATHER
There is no fog in Australia (of course!); instead players may encounter Extreme Weather events. On the back of the eight new Contract cards,
there is a symbol depicting Extreme Weather. When one of these cards is revealed in the weather phase, there is immediately an Extreme Weather
event matching the current weather. A Drought occurs if the current weather is Sun. A Flood occurs if the current weather is Rain. After resolving
an Extreme Weather event, place a Sun disc on the last space of the weather track if there was a Drought, or a Rain disc if there was a Flood.
Extreme Weather events also occur when the events with black discs on them are triggered. In this case, the type of Extreme Weather matches the
first weather disc on the track.
Drought: When a Drought occurs, first place a black disc on the Excavate and Lay Track action spaces. During the next round, a player must pay
one Water to be able to place workers on these action spaces. However, once they have paid one Water, for the remainder of the round they can
place as many workers as they wish on either action space without having to spend additional Water. The decision to pay is made as the player
places a worker on one of these spaces for the first time in the round. The black disc is removed from these spaces at the end of the round.
Flood: When a Flood occurs, take a number of Water cubes from the supply equal to the current work rate and place them on stations, beginning
with the station where the blue pawn is currently (it begins the game in Sydney). Then move the blue pawn to the station immediately following
the station where the last Water cube was placed (place the blue pawn back at Sydney if the flood should move beyond Perth).
At the end of the game, any stations with Water on them do not score any points, and any ownership markers on these stations cannot be used
towards contracts.
Excavation: When Excavating (Action Area B) players may instead take 1 Water from any station and place it in their personal supply. The B
action card is never replaced in the game, even when all the rubble is cleared.
THE NULLARBOR PLAINS
To excavate or lay track in the Nullarbor Plains (which includes all track cards between Port Augusta and Kalgoorlie) or to move your Surveyor
across this section to either Cook or Kalgoorlie requires the additional payment of one Water per action. Your Excavation Work Rate is increased
by 1 in the Nullarbor Plains.
Game End
Nullarbor Plains: Track sections built in the Nullarbor Plains score their owner double the usual points.
Different Rail Gauges: The Trans-Australian Railway was not a single continuous railway, as the different States used different rail gauges,
requiring passengers to ‘break gauge’ and change trains at several points in their journey. This is shown on the station cards, with a different
colour indicating the different gauge track that was laid between adjacent stations.
At the end of the game, there are new contract scoring options related to each of the gauge types - Standard (yellow), Broad (green) and Narrow
(red). Three of the contract cards require a player to have ownership markers on non-excavation building spaces that match the particular type of
gauge, and another three contracts require ownership markers of any type matching the correct gauge. Track is considered to be of the gauge type
matching the two adjoining stations. For stations with two different gauges, the two leftmost spaces belong to the leftmost gauge, and the two on
the right belong to the other gauge. The double space on the bottom of the station can be counted as either gauge type. For example, on the Albury
station, the 3 shovel and 3 stone space on the left belong to the Standard gauge type, while the 3 shovel and 3 stone space on the right belong to the
Broad gauge type. The 2 stone + 1 steel space at the bottom counts as a space of either type.
The New Trains
Note: All trains enable you to take an extra worker from the Pub as with the base game.
The Indian Pacific: Comes with one Coal. The owner may pay one Water during the Move Surveyor phase (G) to move their Surveyor one Station
further along the track once. Additional Water is not required if moving to Cook or Kalgoorlie using this ability.
The Gulflander: Comes with one Coal. The owner may use Water as Coal and vice versa at any time.
The Spirit of the Outback: Comes with one Coal. At the start of the Move Surveyor phase (G), the owner may pay one Water to take one
Contract card from those available.
The Ghan: Comes with one Coal. The owner may pay one Water during the Works phase (C) to transform 2 Iron Ore into 1 Steel Bar once.
The XPT: Comes with one Coal. The owner may pay one Water in the Build phase (E) to build in two non-excavation spaces instead of one with a
single worker.
The Prospector: Comes with one Coal. At any time, the owner may pay one Water to place a Rubble from the supply on this train. Each Rubble
on this train scores 2 victory points for its owner at the end of the game.
The Overland: Comes with one Coal. When carrying out an Excavation action in phase B, the owner may pay one Water to increase their work
rate by 2.
Design: Matthew Dunstan
Development: Tony Boydell & Brett J. Gilbert
Snowdonia: The Daffodil Line
The Daffodil Line was a railway in Herefordshire and Gloucestershire, England, running between Ledbury Town and the City of Gloucester. It
opened in 1885 and most of the line was built over the route of the southern section of the Herefordshire and Gloucestershire Canal, and Newent,
my current home (says Tony), was part of it.
This advanced scenario, for 1-4 players, mixes up the conventions of the game a little more by adding daffodil collection, stone breaking
and canal filling.
Set up
Play following the normal rules, except as follows.
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Put station 1 (Ledbury) on top of Llanberis. Lay out the other 7 Daffodil Line stations as for the basic game.
Shuffle the Track cards from the basic game and place the appropriate number, chosen at random, before Skew Bridge, Dymock and
Gloucester. Put rubble on these cards and on all of the excavation spaces in stations.
Shuffle The Daffodil Line Canal Track cards and place the appropriate number between the other stations. Do not place rubble on the
Canal Track cards.
Set the Yellow marker pieces aside – these are not used as player pieces in this scenario. Instead they are used to represent Daffodils that
are gained by doing work during the game.
Put the new version of the Works action (C) on to the board with the correct side for the number of players showing.
Card effects
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Contract Card 3: treat this as if it said: “…excavate or fill in completely the next valid excavation space”. This will let you ‘fill in’ an
entire Canal Track card with rubble.
Cards 26 and 30: treat this as if it said “…take and/ or place double the number of Rubble cubes”.
Train No.1 L.A.D.A.S lets you put up to two extra rubble on to Canal Track cards as well as its basic game ability.
Train No.8 Snowplow lets you put up to one extra rubble on to Canal Track cards as well as its basic game ability.
Note: for the cards above you need to have the rubble to put on to Canal Track cards in your personal supply.
Playing the Game
DAFFODILS
Some station spaces and excavation spaces have Daffodils printed on them. When you complete these spaces, you immediately take 1 Yellow
marker and put it into your personal supply. Daffodils are scored at the end of the game.
Gloucester: Daffodil spaces (trading away collected Daffodils): If you want to build in one of these spaces, return the stated number of Daffodil
pieces to general supply and place your marker in the space.
EXCAVATION AND FILLI NG IN THE CANAL
Some parts of an Excavation action will require you to put rubble from your personal supply back on to a Track card. For Track cards from the
basic game, remove rubble cubes as usual. The new Canal Track cards start with no rubble on them and must have rubble pieces placed on them
before track can be laid.
When you resolve an Excavation action that moves to a Canal Track card, each unit that would normally remove a cube must now be used to put
rubble on to the Canal Track card from your personal supply. You must do this if you have rubble available and have an Excavation action in
progress. If you no longer have any rubble, then your Excavation action ends immediately.
Each Canal Track card has a number on it that denotes how much rubble is needed to fill in the abandoned canal. The player who puts in the last
piece of required rubble to complete a Canal Track card takes a Yellow Daffodil marker. You cannot lay track on a Canal Track card until it has
rubble on it equal to the number on the card. You cannot add rubble in excess of the number on the Canal Track card.
EXCAVATION EVENTS
If the game excavates as an Event, treat Canal Track cards like normal cards for the number resolved, but fill them with rubble from general supply,
one card per Work Rate. It is, of course, possible, for an Event or player excavation to be a mix of taking rubble off and putting it back on.
If the game lays track as an Event, clear off any rubble already collected or add rubble to fill canal spaces as appropriate, and flip the card as in the
basic game.
WORKS
The Works action (C) now has a third option for you to use: “stone breaking”. You may trade 1 Stone from your personal supply (put it into the
bag) and take 2 rubble from general supply. You may mix and match the three options as you choose when resolving this action.
Game End
SCORING
The steel bar station spaces on station 7 (Over Junction) count towards track-laying Contract card bonuses, but not ‘station building’ bonuses.
SURVEYOR
If your surveyor is on station 3 (Dymock) or station 7 (Over Junction) at the end of the game, take 1 Yellow marker from general supply before
scoring.
SCORING DAFFODILS
After you have scored all of the elements from the basic game, you must score Daffodils. Scoring applies to sets (or part sets) of four Daffodils at a
rate of 3/9/19/34 points for 1/2/3/4 Daffodils. If you have more than four Daffodils, then start a new set for scoring one to four Daffodils. For
example six Daffodils would score you 34+9 = 43 points.
Final Note: The Yellow markers representing Daffodils are not a fixed limit (though there SHOULD be enough!). If you run out, use an
alternative, preferably yellow, type of marker.
New Train
Utility Loco: Comes with one Coal. The owner may pay one Coal at the start of a round to gain a temporary Labourer for the round. Before
resolving action A and before any other abilities or cards resolve, the owner may choose any other Train controlled by a player. The Utility Loco is
a copy of that Train for the rest of the round. Note: When using the Utility Loco for a temporary Labourer, the cost is always one Coal; copying
Snowdon or the Prototype Engine does not yield any victory points, as the effect of the Utility Loco lasts only till the end of the round, not the end
of the game.
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