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Renegade Game Studios Gulf, Mobile & Ohio

Code: RGG581
  • Now £26.24
  • (Delivery from £3.99)
  • RRP £34.99
+ In Stock Now | Usually dispatched within 24 hours
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This product is on Pre-Order and the date of release is suggested by the manufacturer or our supplier and is subject to change. If a date shows as the last date of the month then this is likely to be an indication of a delayed product that has passed it's original release date and we therefore move such product to the end of the following month and repeat the process each month until we get further info. Any order containing a Pre-Order plus current products will not ship until the Pre-Order becomes available so please order these items separately if you wish. Thanks for being AWESOME, Dice & Decks!

In Gulf, Mobile & Ohio, the third entry in Winsome Games's Historic Railroads System, players build railroads in the South that existed between 1830-1860, with the game board featuring cities from Richmond to New Orleans, and from Memphis to Savannah. Twenty-three different railroad lines exist in the game, each represented by two shares of stock: a charter share for the player who founds this railroad, and a common share that might be auctioned later in the game. Eight railroads are designated as starting lines, and initially only the shares for these eight lines are available to players. Railroad lines will be represented on the game board with wooden cubes that come in six colors, with the number of cubes ranging from 6 to 32. On a turn, a player takes one of four actions: • Charter a railroad: The active player starts an auction for the charter share of a railroad that hasn't yet been founded. Players place bids for this share, with the winner claiming this charter share, placing a cube of the color that's most common on it, then using the money spent in the auction to place additional cubes on the game board at a cost of $3/cube. One cube of the same color is placed in the railroad's starting city (and sometimes you have a choice of starting city), and additional cubes are placed on track intersections and in connecting cities. You must bid enough that you can place this line in at least two cities. If the color of the cube that's most available in the stock is already in this city (thanks to railroad lines previously built), then the active player can't put this line up for auction. Whenever you build or expand railroad lines, you can't place cubes so that two lines of the same color touch. If a white cube has been placed in Grenada, for example, you can't found the MC or M&T lines in that city if white is the most common color of cubes. • Auction a common share: Once the charter share of a line has been acquired, the active player can start an auction for the common share of that line, with the winning bid once again being used to expand that line with additional cubes of that railroad's color, although in this case you have no building requirement and a winning bid of $0 is allowed. After each auction, a "common share" tracking marker is moved, and after the second such movement, players receive dividends from the bank for the shares they hold: $5 for a charter share when that railroad has issued only that one share, and $3 for each share otherwise held. • Expand a line: If you own the charter share of a line, you can spend your funds to expand this line. • Pass: If all players pass in turn, the game ends. When a railroad line expands into a city that's the starting city for a railroad line not yet available in the auction pool, you take the two shares of that new line and place them in the auction pool. Each time you build railroad lines, you score victory points: 1 VP for founding a new line (with three lines being worth 2 VP), 1 VP for placing a cube in a city (2 VP for going into Atlanta), and 1 VP for the first time that a line connects to a line of each other color (which can occur only in cities). If all players pass in turn or the sixth color of cubes is on the board following the chartering of a railroad, the game ends. Whoever has the most points wins!

Delivery


Here at Dice & Decks, all orders over £50.00 qualify for free UK delivery.

  • MTG cards are posted Royal Mail 1st Class at £1.75 with orders over £15.00 sent tracked and signed for.
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Returns

Sometimes things don't work out, and that's fine! We are happy to issue refunds for new, unopened items that have been sold and fulfilled here at Dice & Decks within 30 days of delivery. We'll even cover your return shipping - we're good like that. 

Your refund will be sent to you after we have received the product back, and you should receive a full refund within four weeks at the latest (but in most cases, it will be far quicker - this time period just covers transit time for us receive the product back, send it to our distributor, and get a new one back if necessary, then have your refund processed by the bank). We will notify you via e-mail of your refun once we have received and processed the returned item.

 

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