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Railroad Ink Challenge

Created by Horrible Guild

A quick playing roll and write game for 1-4 players with a focus on player interaction, from the creators of the original Railroad Ink.

Latest Updates from Our Project:

24 hours left! Challenge #11 update! More free stretch goals! New add-ons!
almost 4 years ago – Wed, Jun 03, 2020 at 02:52:26 AM

Dear backers,

slightly more than 24 hours are left before the end of this campaign, and it's been an amazing journey so far! While the Underground Expansion has not been unlocked just yet, here's an update on the current status of Challenge #11 (for a reminder of the rules for this challenge, check our previous update).

  •  33 boards submitted so far, with the minimum achievement set at 50 submissions, so no points from the "quantity of submissions" achievements have been obtained yet (come on, we know you can do better than this, we've been consistently receiving more than 100 submissions for the past few challenges... 😉)
  •  22 of these boards have all of the Goals achieved, so 100 points have been unlocked from this achievement! Huzzah!
  • Just 5 boards have a Railway worth at least 25 points, though, out of the 20 required to obtain the corresponding achievement (so no points for these yet).
  • Additionally, only 1 board has a score of more than 100 points (only one that is legal, at least 😅) out of the 10 required to obtain the corresponding achievement (so no points obtained from this achievement either).
  • Finally, our Facebook post has been reshared 54 times, so 54 points have been obtained so far from the social part of this Challenge.

This brings us to a total of 154 points out of the 800 needed! But fear not, there is still time, and you have many ways to obtain more points, either by playing the game (just more submissions will unlock points, even if you can't complete the "performance achievements") and/or by simply sharing our post with your friends (1 point for each additional reshare)!

Submit your score or click to share our facebook post to unlock the Underground Expansion!

With the update on Challenge #11 done, on to the next topic! We have a few more surprises in store for you today! Let's start with not one, but two free stretch goals! And the first one is actually a "double stretch goal", in a way.

Let's start with this "double" stretch goal. We decided to gift you all an additional set of 3 Blueprint cards, bringing the total you will receive to 9 Blueprint cards. But wait, there's more! We will also put a different scenario on the back side of each card! This means that you will have a whopping 18 Blueprints to choose from when you decide to play with a special scenario! This is a completely free stretch goal with no challenge or other conditions attached: another way for us to say a heartfelt "THANK YOU" to all of you for this amazing campaign. They will be all included with each pledge at the Basic level or higher.

Next! Another free stretch goal, another additional use for an existing component! Introducing the Giant boards, another "oversized variant" of the Railroad Ink Challenge board like the Epic boards, with a 9x9 grid of spaces and 4 Exits on each side... and they will be available on the back side of each Epic board (so if you are receiving any Epic board, you will also be receiving an equal amount of Giant boards on their backs)!

The spaces on the Giant boards are slightly bigger than a regular space (which was another request made by some of you), and they act as a sort of "easy mode" for the Epic boards: they allow you to play on a bigger map with an increased amount of rounds and Exits, but without some of the extra difficulties added by the Epic boards, like the "inner Exits" and the impassable mountains with forced paths to go through or around them.

To play with the Giant boards you only need 4 basic (white) dice, like in a normal game with the standard boards, but the game will last for 14 rounds instead of the regular 7 (this is for a game with just the basic 4 dice; if you play with an expansion that usually makes you play 6 rounds, for example, you will "only" play 10 rounds on a Giant board; everything will be detailed in the final product of course).

And that's not all! This layout, simpler and slightly smaller (in terms of spaces on the board) than an Epic board, but still bigger than a regular board, will also allow us to introduce a way to play with 2 expansions at the same time (which was another popular request)! We plan to release ad-hoc rules for the specific interactions of as many possible combinations of 2 expansions as possible (with the expansions currently available, there are more than 150 possible combinations already)!

Here are a few examples of possible interactions between expansions:

  •  Forest + Meteor (or Lava) Expansions: if a space containing trees is hit by a meteor or a lava stream, all of the trees in that space and in the orthogonally adjacent spaces will burn (so you will have to erase all of those trees from your board, but not the Routes).
A Forest space put to flames (by a Meteor, in the example above) will cause the adjacent trees to burn down, too.
  •  Investigation + Trails (or Underground) Expansions: While moving, the Investigator can use trails as if they were highways, and they can use subway rails as if they were railways.
  •  River + Lake Expansions: A River can freely enter into or exit from a Lake without being interrupted, and lakes connected by a River count as a single Lake towards the end game scoring!
  •  Meteor + Lake (or River) Expansions: If a Meteor hits a Lake space, the following tsunami will destroy all of the piers connecting to that Lake; if it hits a River, instead, it will create a sort of "crater lake", that can be used as a starting point to draw more "River routes" on all 4 sides.
  •  Weather + Air Routes Expansions: if an Air Route is orthogonally adjacent to a "bad weather" space (either Rain or Snow), planes will not be able to transit on that Air Route (which prevents you from using those Air Routes when calculating your final score).
The Air Routes next to "stormy weather" spaces will not be transitable by planes.

These are just brief descriptions to give you an idea of the scope of this crazy concept, but each combination will need to have its own precise rules, with clear examples and whatnot. Given the sheer amount of possible interactions, it will be impossible to release a physical, printed rulebook for these combinations... but we have something even better in mind!

We will create a an interactive page on our website, where you will be able to choose which 2 expansions you want to play with on your Giant boards with a couple of clicks, and the website will instantly show you the rules for your chosen couple of expansions! This "digital-only" format will allow us to gradually release rules for more and more expansion combinations and even add more rules if more expansions will be added in the future.

But the surprises are not over yet! We decided to add two more optional add-ons! Some of you have been asking for a chance to get custom Railroad Ink cloth bags and/or a dice trays to use with the game, so... here they are 😁 (graphics are not final).

If you want to add optional add-ons to your pledge (these new ones, or any of the previously available ones) you can either "Manage Your Pledge" here on Kickstarter and any the needed funds to your pledge, or you can wait to receive an invitation to Backerkit, our "pledge manager", where you will be able to add more items to your pledge like in a regular e-commerce website. Whatever works best for you!

The end of the campaign is approaching fast, and we hope you appreciated all of the news we had for you today! Let us conclude this update by saying, once again, THANK YOU to all of you for an amazing campaign! Let's make it even bigger in the final hours by unlocking the Underground Expansion!

Until next time! Play Horrible, join the Guild!

Sincerely,

the Horrible team

Final 48 hours approaching! Challenge #10 results! A new stretch goal! Challenge #11!
almost 4 years ago – Tue, Jun 02, 2020 at 12:02:06 PM

Dear backers,

today we'll start this update start straight away with the results of Challenge #10! You submitted a lot of boards once again, and one of you even managed to achieve the impressive goal of 100 points that we set! Congratulations to Daniel K.!

Board by Daniel K. All goals, all Exits connected to a single network, and exactly 100 points! Well done!

There was another board sent by another Daniel with 102 points declared, but that was actually illegal. One of the rules of the Teleport Expansion is that you can't have more than 2 Portal with the same letter on your board, but Daniel B.G. used all 3 of the "A" Portals that were available in the 7 rounds of this scripted game. It is possible to simply remove the illegal piece, which was directly connected to a highway exit, without causing any additional errors or missing special structure activations, but this would bring the total of Exits connected down to 11 (instead of 12), and the final score to 97 points. Still a very impressive game (and second best score received), despite the slight rules oversight!

Between Daniel's high score of 100 points and the sheer quantity of board received, the community obtained enough points to unlock the Ritual Expansion! Well done, folks! The Ritual Expansion will be included with each pledge at the Basic level or higher.

Time to introduce another challenge (and a new stretch goal, of course)! For Challenge #11 you will be playing a game of 6 rounds on this special "Blueprint-like" board and the Weather Expansion from the Sky Expansion Pack! The Weather Expansion is a two-dice expansion. Using the results of the Weather dice is mandatory, and the game normally lasts 7 rounds when you use it (but it is 6 rounds for this challenge because of the "Blueprint-like" scenario).

The Weather dice can show 3 different weather conditions: Cloudy (white clouds), Rain (black clouds), and Snow (snowflakes/asterisks). You must draw the corresponding symbols from both dice in a corner of 2 different spaces among those where you are drawing routes in the current round (thus assigning a weather condition to 2 of the spaces you are adding to your board this round).

At the end of the game, for each weather condition, you will make 1 point for each space in the biggest area of orthogonally adjacent spaces with that weather condition, as long as none of its spaces is adjacent to spaces with a different weather condition (not even diagonally). Look at the example below!

The green areas marked with A and B are both completely isolated from any different weather condition, and so they are worth 2 points (A) and 1 point (B) respectively. The two red areas marked with C, instead, are adjacent to each other (even if only diagonally), so they cancel each other.

These are the routes and expansion dice that will be available for this challenge:

Click on this image to download the board for Challenge #11 and use these dice to play!

You will also have the following 3 Goals to achieve, with the regular time limit rules:

  •  Goal A: Draw a Route in at least 5 of the Central Spaces on your board (they don't need to be connected, just inside the Central Area) before the end of the 3rd round to obtain 3 points.
  •  Goal L: Build a highway at least 6 spaces long before the end of the 4th round to obtain 4 points.
  •  Goal F: Create a "loop" (a circular route that starts and ends at the same point) before the end of the 5th round to obtain 5  points.

Like the previous challenges, Challenge #10 is tied to a new stretch goal. Check the list of Fan Boost Prizes here below and don't forget to submit your score!

Click on this image to submit your score for Challenge #11!
For bonus points, click on this image and share the linked Facebook post!

There are 1200 points available, but you will only need 800 to unlock our next stretch goal. Since the final 48 hours of the campaign are approaching, in addition to the prizes available for submitting your scores, the community will be able to obtain points by sharing this social post with your friends, to help us spread the word even further and make the end of this campaign as big as possible. Each single reshare will add 1 point to the total obtained by the community.

We know that not all of you like this kind of things, and that's why there's more than enough points available just by playing the game, as with the previous challenges. So, if you prefer to avoid any social media shenanigans, that will not hamper the results of this challenge in any way. But if you will decide to share our post and help us spread the word about the end of this campaign, it will help us a lot! Thanks in advance for any additional help that you may give us, should you decide to!

But now, let's what the next stretch goal actually is... we are very excited to introduce the Underground Expansion, the very first 4-dice expansion for Railroad Ink Challenge! Once unlocked, it will be included with each pledge at the Basic level or higher. Using the results of the Underground dice is mandatory, and the game lasts 7 rounds when you use it. This expansion is still under development, as it was born just recently from our desire to reward your incredible support for this campaign with something completely unprecedented in the world of Railroad Ink.

The rules below will be a bit more vague than usual as they are not final (sorry for that), and they may even change as development progresses, but we are very excited for this new expansion and we wanted to share it with you anyway!

Images from Lorenzo Silva's idyllic smart working location with a glimpse at the WIP Underground Expansion!

The Underground Expansion can be played in two different modes: a regular mode and an advanced mode. With the regular mode, you will be playing with the 4 Underground dice instead of the regular (white) route dice, and you will be building underground "public utility" structures instead of surface transportation networks. You will also need to draw a "Water Collector" in the very central space of the underground board before starting the game. The Underground dice have 2 different kinds of "routes": Pipes and Subways. They allow you to score points in 2 completely different ways.

The Pipes need to be built connected to a pre-existing pipe (from the Water Collector) or to one of the "underground exits" (meaning that you are linking your Water Collector to the surrounding cities). At the end of the game, you will score 3 points for each "underground exit" that is connected to your central Water Collector. You will also score 1 point for your Longest Pipe (just like you would for your Longest Highway/Railway).

A picture of the board use by Hjalmar Hach to playtest the Underground Expansion (to the left).

The Subways instead are made of two different components: "subway rails" (represented with continous lines) and "subway stations" (represented with empty circles). You need to build subway rails attached to pre-existing subway rails or to one of the "underground exits" (meaning that you are linking your subway system to the surrounding cities).

At the end of the game, your subway network(s) will be worth points depending on how many exits they connect, just like on the surface (3 underground exits connected to the same subway network will be worth 8 points, just like a regular network on the surface). You will also score 1 point for your Longest Subway and 1 additional point for each subway station that is not orthogonally adjacent to another subway station (you don't want your subway stations to be too close to each other).

More testing boards from Lorenzo Silva.

Not that subway networks and pipe networks can never connect to each other, but they both make points when you connect them to underground exits. This simple fact brings a new interesting tension to the game: how will you use your (limited) exits? Will you connect them to a Pipe, or to a Subway? For lower numbers of exits, Pipes are slightly more valuable, but for higher numbers, subways will be more advantageous. This changes the dynamics of the game in a pretty big way!

Same testing boards by Hjalmar, 2 rounds later.

If you looked at the pictures above with enough attention, you may have started to understand how the aforemention advanced mode is going to work... which is also where things start to get really interesting (and really difficult)! To play with the advanced mode of the Underground Expansion you will need 2 boards for each player, one representing the surface level of your city (just as usual), while the other is used to represent its underground level!

During an advanced Underground game, you will roll both the regular dice AND the underground dice each round, and you will use the regular (white) dice only on the "surface" board, while you will use the underground dice only on the "underground" board. You will follow the regular rules of the standard game on the surface, and the previously explained Underground rules for the underground level. 

Other Underground Expansion tests, always on the left (photo by Lorenzo Silva).

But the two boards actually interact with each other! Whenever you draw a subway station, you will have to draw its surface entrance (represented once again by an empty circle) in the corresponding space of the surface board! Look at Lorenzo's boards above: on the left board, there are 2 subway stations drawn in the 2 spaces to the lower left of the Central Area. Two empty circles have accordingly been drawn in the corresponding empty spaces on the board to the right, which represents the surface level, representing the two surface entrances of those subway stations.

At the end of the game, you will score the two boards separately, but each underground subway station that is built in correspondence of a regular Station on the surface (like the one to the right of the boards above, that was placed in round 4 by Lorenzo) will count as 1 additional connected "underground exit" when scoring the corresponding underground subway network(s)! 

This mode adds an incredibily challenging (but equally interesting ) new way to play the game. As we said, the Underground Expansion is still in development, so sorry for the lack of fancy examples and shiny graphics. We will keep you posted as the development progresses, but we hope the preview above was enough to entice your appetite! 😉

Click on this image and share our facebook post to unlock this stretch goal faster!

We would like to thank you all once again for your unbelievable support so far, you made this campaign much bigger than we would have ever dared to hope before it started, and many of the unlocked stretch goals would have not been possible otherwise (including the very ambitious Underground Expansion, that we will hopefully unlock very soon)!

Until next time, play Horrible, join the Guild!

Sincerely,

the Horrible team

Challenge #8 and #9 results! Introducing Challenge #10 with a new stretch goal!
almost 4 years ago – Fri, May 29, 2020 at 11:21:11 PM

Dear backers,

Challenge #8 proved to be much more difficult than we imagined... we received a few very good scores, with most of the fan boost prize requirements achieved, but none of you managed to complete all of the objectives at the same time. Still, between the partial "performance" goals and the "quantity" goals that you achieved, the community gained enough points to unlock the Tentacle Expansion!

Here are a few highlights with the best score submissions we received for Challenge #8:

Board by Leonardo. A very good score with 73 points, but 2 missed prize requirements. Well done, anyway!
Board by 黃紹東. Another good job, again 73 points and almost all of the prize requirements met... except for 1 Error!
Board by Riccardo. 73 points with a very cute artistical interpretation too!
Board by Sean. A very good score of 74 points with all Goals, but 1 Error and only 5 Expansion bonus points.
Board by Kirsten. 74 points and all fan boost requirements achieved except the 10 Expansion bonus points!

You guys did all a very good job. We previously posted an "official" solution which was fulfilling all of the required criteria with this update, but it seems there was an error in it... so maybe it was not possible to achieve all of the requirements at the same time after all! Sorry for this, we're all very tired and this should not have happened. This makes the many scores with 70+ points that you submitted even more noteworthy: you achieved greatness trying to achieve the impossible! 😁

Luckily, Challenge #9 proved to be (just a little bit) easier. The real trick here was that you needed to use 2 Factories to duplicate the single Station route that you had available in order to meet all of the requirements. Many of you figured it out, and we received 3 boards who met all of the requirements, with rather good scores too!

Board by Andrew. 35 points and a very interesting approach.
Board by David. 38 points and a clever use of the trails to attach a pieces diagonally on round 1.
Board by Leonardo. Yet another completely different approach, and a whopping 40 points!

One of these boards alone would have been enough to unlock the stretch goal linked to this Challenge... an additional set of 3 Blueprint cards (which brings us to a total of 6 Blueprint cards)!

Time to introduce another challenge for the weekend! We asked Hjalmar to keep the difficulty level down for Challenge #10! You will be playing a full game of 7 rounds on an empty board with a special "Blueprint scenario" applied and... the Teleport Expansion!

The Teleport Expansion is the very first "free stretch goal" that was already "unlocked" for all backers at the Basic level or higher back when we started this campaign. It is a single die expansion, with 1 "portal" on each face (A, B, or C) each coming in two variants (with a highway or with a railway). Using the Teleport die is optional, and you must follow the regular building rules when drawing the Teleport die (i.e., it must be connected to pre-existing routes). There is one other rule: you can't have more than 2 Portals with the same letter on your board (so if a third "Portal A" comes out, for example, and you already have 2 on your board, you CAN'T draw it)!

At the end of the game, each network of Exits connected to a Portal with a certain letter is also connected to any other network connected to another portal with the same letter. Take a look at the example below, it's much easier to understand with an image!

In the example above, you can see that the 3 Exits to the left are connected to the top middle railway exit through Portal A; they are also all connected all connected to the two exits to the right through portal C. This is all a single network with 6 Exits connected to each other, for a total of 20 points!

These are the routes that will be available for this challenge:

Click on this image to download the board for Challenge 10 and use these routes to play!

You will also have the following 3 Goals to achieve, with the regular time limit rules:

  •  Goal J: Connect at least 3 Exits to the same network before the end of the 3rd round to obtain 3 points.
  •  Goal XX: Build at least 3 Portals in a space containing a University before the end of the 4th round to obtain 4 points.
  •  Goal A: Draw a Route in at least 5 of the Central Spaces on your board (they don't need to be connected, just inside the Central Area) before the end of the 5th round to obtain 5 points.

Like the previous challenges, Challenge #10 is tied to a new stretch goal. Check the list of Fan Boost Prizes here below and don't forget to submit your score!

Click on this image to submit your score for Challenge #10!

There are 700 points available, but you will only need 400 to unlock our next stretch goal... the Ritual Expansion!

There's a secret cult in your town. They are trying to celebrate their obscure rituals, but they want to keep them secret! The Ritual Expansion is a single die expansion. Using the results of the Ritual die is mandatory, and the game lasts 7 rounds when you use it.

The Ritual die contains two main kinds of faces. There are faces with both Ritual sites and routes (which follow the regular rules for building routes, i.e., you must connect them to pre-existing routes), and faces with Secret Chantries (which can be linked to a highway or a railway, and must be drawn outside of the edge of your board, sort-of like you're adding a new "special Exit" to your board).

Your goal is to create a sort of "parallel" network system connecting Rituals to Chantries, but preventing them from also connecting to your regular Exits. Take a look at the example below!

The green area marked with a "B" contains 1 Chantry connected to 3 Ritual sites (note that the Rituals in the spaces marked with 5 and 6 are NOT connected to the "bent" straight highways below); a "Ritual network"  is worth points depending on the number of Chantries and/or Rituals that it connects together, following the same scoring table for Exit networks (each Chantry/Ritual is equivalent to 1 "Exit" in this special kind of network). This "B" Ritual networks has 3 Rituals and 1 Chantry, for a total of 4 connected "ritual things", so it will be worth 12 points (like a network with 4 connected Exits).

However, at the end of the game you will lose 1 point for each Ritual that is not connected to at least 1 Chantry (and viceversa, for each Chantry that is not connected to at least 1 Ritual). Look at the red area marked with a "C". It only has 1 Ritual without any Chantry connected to it, so it will make you lose 1 point.

You also lose 2 points for each "regular" Exit that is linked to a Chantry and/or a Ritual. Look at the yellow area marked with an "A": there are 2 Chantries connected together (4 points), but there is also a regular Exit connected to the same network (-2 points) and there is no Ritual (-1 point for each Chantry, so -2 points).

In total, from the example above you would gain 12 points for the "Ritual network" in the green area and 4 points for the one in the yellow area, but you would also lose 4 points in the yellow area for the missing Ritual (-1 point for each Chantry) and the connected Exit (-2 points), and 1 point in the red area (for the missing Chantry). 12 + 4 - 5 = 11 points.

Are you ready for the new challenge? We hope it will be less taxing for your innocent brains this time... and if you don't manage to fulfill all of the requirements, remember that you can unlock the stretch goal even if we will just receive a big amount of submissions... so have fun and relax during the weekend! See you on monday 😊

Until next time! Play Horrible, join the Guild!

Sincerely,

the Horrible team

Here comes Challenge #9 with a new stretch goal!
almost 4 years ago – Fri, May 29, 2020 at 10:59:23 AM

Dear backers,

Challenge #8 seems to be really testing you, seeing the score submissions we received so far... but it is a difficult challenge indeed! While you keep trying to solve that, we decided to give you another (and slightly simpler) challenge to give your brains a little break 😜

Challenge #9 is yet another "puzzle" challenge with a limited number of rounds. This time you will start on this blank board with no Special Routes available, you will only have 2 rounds to play (it's a super quick challenge, where you will have to make the most of the very few resources available), and you will be playing with the Trails Expansion, one of the expansions available in the Lush Green Edition!

For your convenience, here is a reminder of the rules for the Trail Expansion that we already explained in Update #9. Using the results of the Trail dice is optional (but given the short time you have for this challenge, you'll probably want to use them all). The Trail dice contain faces with all most basic kinds of routes (straights, curves, t-junctions) and trails. You must follow the regular building rules when drawing the Trail dice (i.e., you must connect a new face to a pre-existing route and/or a pre-existing trail).

Differently from routes, which always go through the middle of the side of a space, trails go through the corners of a space instead! Most importantly, when you have a trail that ends in the corner of a space with a Station inside (no matter if you drew the trail or the Station first), the trail "automatically" connects to the Station.

Trails entering the corners of a space containing a Station are automatically connected to that Station.

At the end of the game, you will have created a sort of "parallel" network system connecting your Stations by trails. Each of these "Trail networks" will allow you to score points depending on the number of  Stations that it connects (half of the points granted by an equally big  regular network of Exits). For example, if a network of 4 Exits connected by routes is worth 12 points, a network of 4 Stations connected by trails is worth "half of 12", so 6 points.

This "network" of 4 Stations connected by trails would be worth 6 points at the end of the game.

These are the routes that will be available for this challenge:

Click on this image to download the board, and use these routes to play!

You will also have the following 3 Goals to achieve, and once again there will be no time limits (you have 2 rounds only, after all). Each achieved Goal will be worth 4 points:

  •  Goal F: Create a "loop" (a circular route that starts and ends at the same point) before the end of the 2nd round to obtain 4 points.
  •  Goal H: Connect a Station to at least 3 Trails (it could also be different ends of the same branching trail) before the end of the 2nd round to obtain 4 points.
  •  Goal K: Connect at least 3 Stations to the same network before the end of the 2nd round to obtain 4 points.

It's a very short game: with the extremely limited time you have, to achieve all of the Goals and obtain all of the Fan Boost prizes you'll have to be very clever and use all of the tools at your disposal to their maximum potential (special structures... wink wink... nudge nudge...) 🤐

Like the previous challenges, as you probably imagined, Challenge #9 is tied to a new stretch goal. Check the list of Fan Boost Prizes here below and don't forget to submit your score!

Click on this image to submit your score for Challenge #9!

Just two prizes this time, and you will just need to unlock 1 of them to obtain the 200 points needed to unlock today's stretch goal... an additional set of 3 Blueprint cards! Like the previous set, once unlocked this stretch goal will be included with all pledges at the Basic level or higher.

Also, remember that Challenge #8 is still open! If you didn't already, check the rules, download the board, and submit your score to help us unlock the Tentacle Expansion!

Until next time! Play Horrible, join the Guild!

Sincerely,

the Horrible team

Introducing a whole new game mode... Railroad Ink Draft!
almost 4 years ago – Wed, May 27, 2020 at 03:49:56 AM

Dear backers,

a few of you have been asking if we were planning any use for the "duplicated" sets of white dice that you find in each version of Railroad Ink Challenge (and/or classic Railroad Ink), and the answer was that yes, we were indeed. We've been cooking this update for quite some time, as our designers needed to work for a bit longer on the new game mode that makes use of multiple sets of dice that was initially planned as one of the big surprises for the end of the campaign. But we heard the feedback of the community, and we did our best to make it happen earlier (as much as we could), sorry if it still took a few days more than we initially hoped.

Without further ado, it's with great pleasure that we are introducing... Railroad Ink Draft, an additional game mode for Railroad Ink Challenge and our next free stretch goal! It is an upgrade for both the Lush Green Edition and the Shining Yellow Edition retail boxes (it will be a part of the core rulebooks of these versions), and as such it is included with all pledges at the Basic level or higher.

To play a game with the "Railroad Ink Draft" rules, you will need 1 box of the game for each player (they can be classic boxes and/or Challenge boxes). For example, to play a game with 4 players, you will need 4 boxes of the game! Railroad Ink Draft follows most of the normal rules of the game, with a very important exception: instead of using a single set of basic (white) route dice for all players, you will draft your dice from a common pool at the beginning of each round, creating your own personal set of 4 dice each round!

This is how this new game mode works. Take a set of 4 basic (white) dice for each player, and put them all inside one of the game boxes, shuffle them, then take 2 random dice and roll them. Take the couple of dice just formed and put it in the middle of the table. Then, take 2 more dice and roll them too. Repeat this process until all of the dice have been rolled and placed in the middle of the table in separate couples.

In a 4 player game, you will have 8 couples of dice at the end of this process.

After this, a "drafting phase" starts. Starting from a randomly determined first player and proceeding in turns in clockwise order, each player will now have to choose 1 couple of dice and place it in front of them (without changing their results, of course). When you all have a couple of dice in front of you, you will all take a second turn (always in clockwise order starting with the first player) and take a second couple of dice. After this process, you will all have a personal set of 4 dice in front of you; these are the dice each player will have to draw on their boards during the current round.

When all players have picked 1 couple of dice, start a second drafting round and pick another couple.

Before proceeding with the "drawing phase" of the round (when you draw your routes as usual), you will have to determine who will be the first player during the following round. This will be the player with the single lowest-valued die in their set (see the table below).

In case of a tie, the first player will be the one with the second lowest-valued die in their set, and so on. When you have determined who will be the first player next round, mark a symbol in a corner of the first player's board as a reminder.

In the example above, both player 3 and player 4 have a Tier 0 die as their lowest-valued one, but player 4's second lowest is a double railway curve (Tier 1), while player 3's second lowest are the two curves (Tier 2), so the first player next round will be player 4.

After this step, you will play a "drawing phase" following the regular rules for the standard game mode (with the exception that each player will be drawing their own set of 4 dice, instead of a common one). At the end of the round, put all of the basic (white) dice back together in the same pool, randomly roll 2 dice at a time to create new couples of dice, then begin the new round, starting with a new "drafting phase" followed by another "drawing phase". After 7 rounds, the game ends, just like in the regular version of the game!

You can play the new draft mode also with Expansions: in this case, all the regular rules for that Expansion also apply to the draft mode, but the Expansion dice will NOT be drafted, they will shared by all players as usual. This also applies to Goals and Blueprints (you can use them, and they will be valid for all players as usual)!

That's all for today's update, folks! We hope you'll appreciate this new game mode, we've been testing it quite a lot in the past few weeks and it's a real blast to play! It's a completely new way to play Railroad Ink Challenge.

Also, remember that Challenge #8 is still open! If you didn't already, check the rules, download the board, and submit your score to help us unlock the Tentacle Expansion!

Join Challenge #8 and help us unlock the Tentacle Expansion!

Until next time!

Sincerely,

the Horrible team