Conover Street Brick Mine Railway TM Game copyright 2000 By T. Sheil and A. Sheil All Rights reserved.  This game and all of its components are the property of the authors.  They many not be copied, reproduced, stored or printed, nor distributed, sold, or bundled in any package, nor used for any commercial or promotional purpose with out the expressed written consent of the authors.  These games are presented here for individual, personal use only.  You may use one copy for yourself.

The CSBMgame.zip file contains:

Two game board halves.  Each can be printed on 1 sheet of 8.5 by 11 paper. Trim them, and fix the two sides together.
One Spinner: Cut it out, affix arrow to center with toothpick or pin
Three sheets of cards.  Cut them apart.
Playing pieces.

These files are in WMF format and may be printed via any Windows-based Draw or Desktop Publishing program.  They will not work in a Paint program.  You may get Draw and DTP programs from the Internet.  Www.tucows,com offers them under their Multimedia heading.  You might also try a conversion program that will change WMF to another format.  Graphics Workshop, a shareware program, can do this for you.  We use WMF because it is universally recognized by Windows, and is easily made by our current software.  We cannot make other versions without eating up too much webspace, or spending hundreds of dollars on new software. The game is free, after all. 


The Conover Street Brick Mine Railway Game

Can you get back to the engine house first?

You have just finished dropping a load of bricks at Magnum Junction.  The dispatcher tells you that there is a note from the company.  It says, "We have an extra load of bricks to deliver.  The first engineer to get back to Engine House gets to deliver the bricks."    Of course, an extra load means extra pay, so you want to be first.  There is trouble on the way.  Crews have been fixing tracks, so you may have to wait.  And sometimes the cows get loose and walk on the rails.  Be ready to face broken track, lazy cows and the dreaded hotbox as you hurry to be the Engineer who gets the extra job.


Preparation:

Shuffle cards and place in a stack
Place pieces at Start

Goal - Be first to park your engine at the track in front of an engine house

Play:

Each person takes a turn spinning once.  First to get a Green signal goes first, next to get it goes second, and on until all have a position.  Each player spins in turn, moving his piece to the next space / track of the color on which the arrow lands.

Spinner: the spinners has four colors.  Normally, the player moves to the next track the same color as the one indicated by the spinner.  Spinner also has signals: 1 red, 1 green and 2 yellow.  When he passes through a signal, he spins to see which signal light is on.

Special spaces:

Stations: these are indicated by red buildings at Sadie Circle, Brickwell, Smudge Depot and Hopewell.  If a player reaches a station, he picks a card.

Water towers: These are blue towers with a white W on them.  Player spins.  If he gets blue, he picks a card.  If he gets any other color, he moves ahead one space.

Crossings: a player stopping on a crossing must go back one space, unless he has a New Bell card.

Red Signal Boxes: these do not count as a space.  A player completes his move as he passes through a red signal box or the red signal loop by the engine houses.  He then spins to see which signal light is on:

Yellow signal: no change
Red signal: go back two spaces
Green signal: forward 2 spaces

Conover Street Brick Mine: pick a card as you pass through the mine.  The mine itself does not count as a space.

Cards:

Cards are shuffled before play and set face-down.  Player who land on the right squares get to pick a card from the top.  Cards that are used are replaced on the bottom of the deck.  You can get one of three types of cards when you pick

Hazard Cards: these cards slow you down.  They include a cow on the track, broken track and a hot box.  (A hot box is when friction in a wheel causes it to heat.)  Each card indicates your penalty.

Cow on track - go back 1 track/space
Broken track: lose one turn (Next turn, you do not spin)
Hotbox: go back to the closes red track/space behind you

Help cards: these cards help you move forward/ The yare:

Welded rail: go forward an extra 2 tracks/spaces
Red Ball: free turn - spin again


Tool Cards help get rid of Hazards

Wrench and tools fix broken track - you turn it in if you get "broken Track," and do not lose a turn
Oil Can: turn in the Oil Can if you get a Hotbox, and you do not have to go back any spaces.
Green Flag: the next time you go through ha signal, turn in Green Flag.  That makes the signal automatically green for you.
Cow Catcher: if you get Cow on Tracks, cow catcher chases it, and you do not lose any spaces.
New Bell: If you land on a crossing, you do not have to go back 1 space
On Time: return the On Time card and pick again.

You may only have one tool card at a time.  If you draw another, you must use one immediately or give one back to the bottom of the pack.  You may choose which one to use or give back.

Winning: you win when your engine is on the track right next to one of the three engine houses.  Then it is removed from the game board and placed on an engine house.


This game is available at http://thortrains.hypermart.net - The All Gauge Model Railroading Page - best free resources for model railroading on the net!

Tell us how you like the games.  E-mail us at  allgauge@bigfoot.com

