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Thematic illustration for Railroad Ink
DiceFamily

Railroad Ink

Draw roads and railways from shared dice results to connect the exits on your grid.

Players1–6 best with 2
Play time15–30 min
Complexity1/5 · Easy
Learn & set up7 min

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At the table

Draw roads and railways on your own grid using shared dice results. Everyone sees the same options but develops a different network.

Play style
Competitive
Suggested age
8+
Time to teach
About 5 min
Time to set up
About 2 min
Player elimination
No

How it plays

Roll and writeRoute building

Rules at a glance

Deep Blue base rules using only the four route dice. River and lake expansions are optional.

Your goal

Score the most points from connected exits, longest road and railway, and central spaces, minus open route ends.

The flow of play

  1. Roll the four route dice at the start of each round

  2. Everyone draws all four results when legally possible, connecting them to an exit or existing route

  3. Use at most one special route per round and three per game; score after seven rounds

A quick introduction to the base game. Use your edition’s rulebook for full setup, card effects and exceptions.

Official rules ↗

A feel for the game

quickcoupleschillfast setupno reading
Suggested age
8+
Interaction
Low
Reading
None
Conflict
None
Luck or skill
Mixed
Table space
Small
Downtime
Low

Playing times and difficulty are catalog estimates and may vary by group and edition. Consult the official rulebook for complete rules.

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