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It is mid-19th century Mexico. As more and more railroad companies emerge in the US, the transportation of goods is at an all-time high. Trading between countries is booming, and Mexico is ready to develop its rail system for transportation of goods to the USA. Can you build the best rail system south of the border and control the Railways of Mexico?
This mini-expansion changes Porto into a city that can accept deliveries of both blue and purple cubes. Place 2 extra purple cubes in Vila Real and Chaves
This mini-expansion adds a Goal card which awards bonus points for the number of Hotels you own, giving an additional incentive to make use of the 10 Hotel cards in the Railroad Operation deck
Railways of Australia Optional Railway Operation Cards
There is an initial bid for game starting position then, at the start of a new turn, the player order is determined by the current score. Worst score becomes the new First Player. Second worst is the new Second Player etc. In case of scoring ties, the player with higher (worst) turn order wins the tie.
It is mid-19th century Mexico. As more and more railroad companies emerge in the US, the transportation of goods is at an all-time high. Trading between countries is booming, and Mexico is ready to develop its rail system for transportation of goods to the USA. Can you build the best rail system south of the border and control the Railways of Mexico?
This mini-expansion changes Porto into a city that can accept deliveries of both blue and purple cubes. Place 2 extra purple cubes in Vila Real and Chaves
This mini-expansion adds a Goal card which awards bonus points for the number of Hotels you own, giving an additional incentive to make use of the 10 Hotel cards in the Railroad Operation deck
Railways of Australia Optional Railway Operation Cards
There is an initial bid for game starting position then, at the start of a new turn, the player order is determined by the current score. Worst score becomes the new First Player. Second worst is the new Second Player etc. In case of scoring ties, the player with higher (worst) turn order wins the tie.