EMPIRE BUILDER - BOARDGAME RULES
A summary of the rules of Mayfair's Empire Builder is given below. These are generic rules that apply to most of the games in the series, including Empire Builder, British Rails, Eurorails, Australia Rails, Nippon Rails, and Russian Rails. Iron Dragon is somewhat different. For specific details, please consult the rules that came with your copy of the board game.
OVERVIEW
Empire Builder is a board game about building railroad empires. Players attempt to construct the most efficient rail network by gradually building track (with a crayon!) and operating a train on that track to pick up and deliver loads. The winner is the first player who can accumulate $250 (million) or more in cash and connect at least all but one of the major cities.
START
Players start the game with $50 cash, a standard engine, and no track. The deck of demand cards is shuffled and 3 cards are dealt to each player. Each card lists 3 destination cities, the type of load demanded and how much they are willing to pay upon delivery. A player can deliver one load per card to the city indicated, at which point he discards the card and draws a replacement from the deck.
BUILDING TRACK
To start, each player gets a "track building only" turn during which he can spend up to $20 to build track or upgrade his train's engine. Each player then gets a second such turn, but taken in reverse player order. On subsequent turns, each player can again spend up to $20 to build or upgrade after he has moved his train.
Building must be from a major city (the large hexagons) or his existing track. Build cost is determined by the type of milepost to which the track is built, as well as any rivers crossed in the process. The cost is as follows: normal milepost $1, mountain $2, alpine $5, swamp $3, city $3, major city $5. When building across a river add $2, across a lake add $3, across an ocean coastline add $3.
Note that building into a major city costs $5 but building out from it (to a normal milepost) costs only $1. Such inexpensive build outs are limited to 2 per turn.
MOVEMENT
Every turn after the two initial build turns, each player can move his train 9 mileposts (dots). Certain upgraded trains can move 12 mileposts. A player need not use his whole move. A train cannot turn around except at a city, or by the player opting to lose an entire turn.
Instead of taking his turn, a player can discard his cards and draw replacements. Typically this is done only a few times per match, and only when a player feels his set of demand cards requires especially awkward or inefficient trips.
PICKING UP LOADS
To pick up a load, the player moves his train to or through a city that supplies that type of load. The loads are represented by poker chips. A player can move a load chip from the supply onto his train at no cost. Note that there is a limit of the number of loads of each type (usually 3), so it is possible for a load to be unavailable if other players are already carrying all chips of that load onboard their trains.
Each train is limited as to the maximum number of loads it can carry. The train with which each player begins the game can carry two loads. Certain upgraded trains can carry three loads.
DELIVERING LOADS
Typically players use their trains and track to transport the loads from the supplying cities to where they are demanded. To deliver a load, during his turn the player moves his train to or through the demand city and returns the load chip from this train to the game's supply. At that point he collects the playoff and draws another demand card.
EVENTS
Scattered within the deck of demand cards are event cards. These include things such as storms and derailments that impact train movement and carried loads. Follow the instructions on the card when it is drawn.
UPGRADING ENGINE
Instead of building track, a player can upgrade his engine. The engine with which he starts can move 9 and carry 2 loads. For $20 he can upgrade to an engine that moves 12 and carries 2 loads, or one that moves 9 and carries 3 loads. After he has made such an upgrade, he can subsequently upgrade for another $20 to a train that moves 12 and carries 3 loads.
USE FEES
Typically, most train movement is done on the player's own track, but players can choose to move their trains along the track of opponents. At completion of a turn during which an opponent's track was used, the player pays that opponent $4.
FERRIES
Some maps have ferries. To access a ferry, a player builds track to it, and then out from its opposite side. The cost of building to the ferry is displayed within the circle along the ferry's route. To use a ferry, the player moves his train to the port, and loses the remainder of his movement. On his next turn, he "teleports" his train to the connected port, where he begins counting his movement, but only moves half the normal amount (rounding up). Each ferry can be built to by up to two players.
BUILD LIMITS
A maximum of two players can build into a small (circular) city. A maximum of three players can build into a medium (square) city. All players must be able to build into major (hexagon) cities. No track may be built that would prevent another player from building into a major city, or other city to which he is otherwise entitled.
WINNING
To win a player must have $250 in cash and a network that connects at least all but one major city. When a player reaches these winning condtions, he announces this to the opponents. The round is then completed, and whoever ends with the most cash wins. If there is a tie for cash, the game continues with the new winning cash requirement increased by $50.
STRATEGY
An efficient network and handling of loads are the key to Empire Builder. Try to combine trips such that you can pick up or deliver two or more loads in the same general vicinity, then deliver them to cities in another general area.
GRAY AREAS
As with most board games, the printed rules for Empire Builder contain several gray areas. Please consult the unofficial FAQ at the Crayon Rail Fanatics Web site.