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great_western_trail.rst

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Great Western Trail

Time:75-150 min
# Players:2-4
Style:competitive deck-building track movement game (strategy)

Table of Contents:

place
a cardboard tile on the board (building, hazard tile or teepee)
empty spaces on the board are not considered places
worker
cowboy, craftsman or engineer
the same worker(s) cannot be used twice in the same turn
forest
a building is located in a forest if it covers any part of one of the forests drawn on the map
discard
every card you gain goes onto your discard (cow or objective)
you can look through your discard any time
objective
draw from the four public ones or from pile, put onto your discard and refill the public ones to four
any number of them can be played from your hand (before or after Phase A and B of your turn), then trigger their immediate action
played cards have to be fulfilled at the end of the game to get points, else cost points
cards not played can be played at the end of the game before scoring
resources are not shared between cards (if two cards require 1 teepee, you need 2 teepees to fulfill both)
resources are shared between objective cards and station master tile goals
locomotive movement
move 1-max spaces, max is given by the action
a space blocked by another player's locomotive cannot be accessed, it is not counted for movement (i.e. if another locomotive is in front of yours, moving one space will put yours in front of theirs)
if moving backward, you cannot move less spaces than indicated (requirement for a reward)
upgrade a train station
if your locomotive ends its movement in front of a train station (next to turnout spaces), you have the chance to upgrade it
upgrading: pay the cost, put your marker on it
if there is a station master tile, you can replace it with one of your workers (any kind, rightmost tile) to gain the station master tile
you cannot upgrade a station that already has your marker (thus you cannot take the station master tile later)
after arriving at and optionally upgrading the last train station (space 39), you have to move your locomotive 1-x spaces backwards (x is any space of your choice, even another train station that you may upgrade immediately), also gain 3 dollars
teepee trade
if you gain a teepee you either gain or pay money as indicated on the map
hands
if there is a black and/or green hand on the place you move to, pay the fee to the player who owns the building or the bank (hazard tile or teepee)
if you cannot pay (everything), pay as much as you can and continue normally
actions
many actions have a requirement (often marked with a red arrow, e.g. to drop a card) and a reward (often marked with a green arrow)
the requirement needs to be fulfilled, a reward can be skipped or partly skipped unless it is money
a + combines rewards
simple help action
do an action once, not twice! (if you have removed the corresponding marker on the left of your player board)
can be done on any place instead of local actions
double help action
do an action once or twice (if you have removed the corresponding marker(s) on the left of your player board)
hire
you must not hire workers from the row of the current job market token
costs as much as the row + modifier on the action
fill up your player space from left to right, choose to activate or ignore actions (even if these actions were activated before by a worker that has been removed)
you have one worker by default (printed)
cattle market
you can use your cowboys to buy cattle or add 2 cows to the market
you can only buy the cattle in the market (face-up cards)
cows are put on your discard pile
remove hazard tile
put a hazard tile from the map next to your player board and pay the price (if any is indicated)
build
place on an empty space or upgrade one of your buildings to a higher-level one (old one is removed from the game)
you pay costs for each craftsman required and you can only build if you have enough craftsman
an upgrade requires less craftsman (and thereby money), i.e. the difference in required craftsman (if one building requires 1 and you upgrade to one that requires 3, you only need 2 craftsman)
buildings are identical for all players
job market token
moved downward one row once a worker is placed onto it
blocks hiring in current row
if moved along yellow arrow: cattel market refills to 7/10/13 cards (2/3/4) players
if moved along red arrow: ends the game once moved out of job market (player who moves it out gets it)
first round
place your workers on any neutral building along the track and continue with Phase B
turns (you must do all phases)
  1. Phase A

    move your cattleman
  2. Phase B

    either use the local action of the building you arrived at (if neutral or your own)
    or use a simple help action (anywhere except Kansas City)
    or do all actions in Kansas City
  3. Phase C

    draw cards up to your hand limit (indicated on your player board)
cattleman movement (Phase A)
move 1-max steps, max is indicated on your board
moving to the next place on the board (building, hazard tile or teepee) takes 1 step (empty spaces do not count as steps)
move along the track to Kansas City (not backwards)
movement may cost you (see hands)
freely choose where to move on junctions
movement ends in Kansas City
multiple players can be in the same place
local actions
perform multiple non-exclusive actions in any order
you do not have to perform all actions
if an action is drawn next to the building tile on the gameboard, it becomes part of the local actions (risk actions)
Kansas City
  1. choose one of the 1, 2 and then 3 tiles in the forecasts and put them in the corresponding place

    teepee: lowest-value teepee space (remove from game if it can't be placed)
    hazard tile: lowest-value hazard space (remove from game if it can't be placed)
    worker: into the row of the current job market token from left (number players) to right (token moves once replaced with a worker)
  2. get money for your cattle, discard hand

    x = sum(set(cow values in hand)), i.e. sum of values for each differing cow in your hand
    x = x + temporary and permanent certificates
    reduce the temporary certificate counter by the used amount
    get x money
  3. transport the cattle to a town, pay the transport costs

    deliver to a town in a distance smaller or equal to x that does not have your marker on it (Kansas City and San Francisco can have multiple of your markers)
    pay 1 money for each cross ahead of your locomotive up to the town position
    put a marker from your player board onto the town (white bordered ones on any town, black bordered ones only on black bordered towns only)
    pay costs to remove the marker from your player board, if applicable
    do the town action, if applicable
  4. put your cattleman on the beginning of the track

  5. refill the 1, 2 and 3 tile forecasts

game end
once the job market token is moved out of the job market (player who moves it out gets it), this was their last turn
all other players have one final turn
score
5 money is worth 1 point, all else is indicated
station master tile resources are independent from objective card goal resources (if an objective cards needs two teepees and a station master tile gives points for two teepees, both count)
win
player(s) with the most points win(s)