Express
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Overview
- Goal: clear hand with discard having all trains at least length
3, at least one of length 4 and at least one of length 5
- Card count by type: n cards of each type where n = 13 - printed
value on the card
- Also:in the first round, no disasters or going out
Scoring
- First 3 cars count the printed value, each additional
car adds the printed value. Earn 10 for going out (5 in 4-player). Pay
for cards left in hand.
- Wild Cars (2x) - may stand in for any other car, or, if 2 cars in
train already, may link to another car type.
- Caboose (3x) - immune to breaking and stealing, counts as another
car of same type.
Disasters
- Broken Car (2x) - discard end car, stopped by Light Crane
- Derailment (2x) - lose a turn, stopped by Boom
- Steal Car (2x) - steal end car, stopped by Office
- Switch Engines (2x) - swap engine cards, stopped by Transfer
- Turntable (3x) - take another turn, reverse direction of play
- Wreck (1x) - completely destroy train, stopped by Heavy Crane
Passenger Train Scoring
- Best order: Mail Baggage (2x), Coach (6x), Dome (2x), Sleeper
(2x), Observation (2x)
- doubled if in above order (omissions and doubles, okay)
- doubled if 1 of each type
- doubled if Diesel engine (2x) included (2x)
- doubled if all 6 Coach cars included
- Doubling is cumulative