DISCOVER CAPTRAIN
ON THE RAILS OF SUCCESS!
6 rue d’Amsterdam 75009 PARIS
32 cards « Action »
12 cards « Start »
10 cards « Contrat »
8 cards « Bonus »
6 cards « Malus »
3 cards « Joker ».
Be the first to fulfill the contract setting the client's expectations. The winner must have obtained a number of kilometers equal to or greater than the contract as well as any options (CSR, ITE, Site).
Take the game in hand and take a good look at the different types of cards while reading the rules to familiarize yourself with each one.
The "Contract" cards indicate the objectives to be achieved during the game: a total number of kilometers to be covered as well as one or more additional requests: ITE Worksite and CSR. The stars indicate the difficulty of completion.
The backs of “Contract” cards are green and should not be dealt.
The backs of the other cards are black in color they must be shuffled and used for the game.
The "Start" card allows the player to start the game and also offers him the first kilometers covered on his journey. This distance is mentioned at the bottom of the map. In principle, the "Start" card can only be used once per player per game. It must imperatively be placed before you can start playing "Action" cards throughout the game.
The “Start” card can also include a CSR asset mentioned right next to electric locomotives and Eurodual. This asset may be required to carry out certain contracts.
The "Action" cards allow you to move forward on the course. Their values accumulate throughout the game. Some “Action” cards include additional achievements: “ITE” and “Worksite”. The information is found just next to the kilometers traveled and can be used to fulfill certain contract requests. A single card including the mention is sufficient to consider that the mission is successful.
“Bonus” cards help a player to carry out his contract. Their effects are listed at the bottom of these cards.
The "Malus" cards allow an opponent to be penalized for carrying out his contract. They are used when it is most convenient. Their effects are listed at the bottom of these cards.
The "Joker" cards give invulnerability to certain "Malus". Unlike "Bonus" cards, the effects of which are only valid for one turn, "Joker" cards remain in place.
The game is made up of 2 types of cards: “Contract” cards and playing cards. Separate the “Contract” cards from the other cards and draw one. Reserve the other “Contract” cards.
One of the players deals 5 playing cards per person. The remaining cards will constitute a draw pile. The first card must be turned over and placed next to the draw pile: this will constitute the discard pile. Each player holds their cards so that other players cannot see them. During the game everyone will place their cards in their individual playing area in order to meet the needs of the contract.
Once the cards are dealt and the "Contract" card presented, the player who took the train most recently begins the game. Then we will turn clockwise from a station clock.
Before starting to use "Action" cards, you must have opened the way with a "Start" card. When a player is blocked he cannot use any more "Action" cards until he resolves his block. Each turn the player begins by drawing a card from the draw pile. He will then have to place a card of his choice in order to always keep 5 cards in his hand.
Two possibilities are available to him:
Either he can play an "Action" "Bonus" "Malus" or "Joker" card to advance in the realization of his contract or prevent his opponents from achieving it.
Either he does not have a card that can be used immediately and must separate himself from one of his own by placing it face up on the discard pile.
Once the card is laid, it's the next player's turn.
The winner is the first to have all the prerequisites expected in the contract. We can then redistribute the cards, draw a new “Contract” card and start a new game.
When the draw pile is used up the discard pile is then shuffled and turned over to form a new draw pile.