Ravensburger Rivers, Roads & Rails User Manual
Displayed below is the user manual for Rivers, Roads & Rails by Ravensburger which is a product in the Board & Card Games category. This manual has pages.
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An
Ever-Changing
Matching
Game
Build
a
world
of
vers, roads
and
rails!
Each
card
has
to
connect
perfectly
to
the
next
one
for
cars,
trains
and
ships
to
be
able
to
go
trom
one
place
fo
the
other.
Play
the
otiginal
game
or
its
two variations
for
an
exciting
challenge
of
linking
together
an
intricate
network
of
transportation!
Game
No.
22053
3
For 1-8
Players,
Agos
5+
Contents:
140
Scenery
Cards
Object
of
the
Game:
Be
the
first
fo
use
up
all
your
cards
while
building
a
continuous
network
of
rivers,
roads
and
rails.
Getting
Started:
+
Play
on
a
large fable
or
on
the
floor.
+
Place
all
the
cards
face-down
in
the
game
box
and
mix
them
up!
+
Every
player
picks
10
cards
and
puls
them
face-up
in
front
of
them.
+
Take
one
card
from
the
box
and
put
it
face-up
in
the
middle
of
the
playing
area
as
the
starling
card
Let's
Play!
The
youngest
player
goes
fist
+
Start
your
network!
Take
another
card
from
the
box
and
add
it
fo
your
collection
of
10
cards.
Now
you
have
11.
From
your
11
cards,
ick
any
one
card
that
can
link
to
the
starfing
card.
+
A
iver
must
be
matched
to
a
river,
road
fo
a
toad,
a
rail
fo
a
rail
so
that
an
imaginary
boat,
car
or
frain
could
travel
from
card
fo
card
following
a
logical
path.
On
some
cards
rails
end
at
a
train
station
or
a
river
may
end
at
a
harbor
*
Only
one
card
may
be
placed
on
each
tum.
+
Itaffer
drawing
a
card,
you
cannot
add
one
to
the
network,
your
fum
is
over.
+
As
long
as
there
are
still
cards
left
fo
draw,
each
player
will
have
at
least
10
cards.
+
Itis
okay
if
any
scenery
is
upsice-
down
as
long
as
everything
links
together!
+
No
card
may
be
played
that
makes
it
impossible
for
a
continuing
card
fo
be
added.
Winning
the
Game:
If
you'te
the
first
to
use
up
all
your
cards,
you
winl
If
you
cannot
make
any
further
matches
after
all
cards
have
been
drawn,
then
whoever
has
the
fewest
cards
wins.
@
Va
Roadblock”
(2-4
Players,
Ages
5+)
Object
of
the
Game:
Try
to
play
as
many
cards
as
you
can, while
at
the
same
fime
creating
roadblocks
to
make
it
difficult
for
the.
other
players
to
match
their
cards.
Getting
Started:
*
Cards
that
show
bending
rivers,
roads
and
rails
will
form
the
4
comers
of
an
imaginary
square.
+
Place
4
random
cards
face
down
between
the
comer
cards
fo
make
them
equidistant.
+
Afterwards,
set
them
aside
so
that
only
the
corner
cards
remain
+
Make
sure
the
4
comer
cards
curve
around
the
outside
comers
of
the
12x12
inch
(80x30
cm)
square!
+
Mix
the
remaining
cards
and
put
them
face-down
in
the
box.
+
Each
player
takes
10
cards
from
the
box
I's
ok
fo
let
each
other
see
them.
Let's
Play!
The
youngest
player
goes
firs.
+
Take
turns
matching
one
of
your
cards
within
the
square.
+ If
you
cannot match
a
card,
you
can
draw
up
to
3
cards
from
the.
pile
before
your
tum
is
over.
+
You
must
play
a
card
if
there
is
a
match
+
Cards
cannot
be
played
beyond
the
squarel
+
As
more
cards
fll
up
the
center,
there
is
less
space
fo
play.
If
youre
ahead,
your
goal
will
be
fo
create
roadblocks
or
routes
leading
01
outside
the
square
while other
players
tty
fo
keep
the
routes
open.
+
Ifall
cards
have
been
drawn,
play
confinues
in
fun
as
long
as
any
player
has
a
possible
match.
Winning
the
Game:
The
game
ends
when
+
There
are
no
more
possible
matches
*
There
are
only
2
players
and
each
cone
draws
3
cards,
2
furns
in
a
row
without
being
able
fo
play.
+
There
are
more
than
2
players
and
each
one
draws
3
cards
without
being
able
fo
play.
*
All
the
cards
in
the
pile
have
been
drawn
and
no
player
can
play
another
card.
*
Everyone
count
your
cars!
Whoever
has
the
fewest
is
the
winner.
Variation:
“Foursies’
(2
Players,
Ages
5+)
Object
of
the
Game:
‘Agame
for
fwol
Who
can
collect
the
most
cards
and
win the
game?
Getting
Started:
+
Remove
any
cards
with
bending
tivers,
roads
and
rails
and
put
them
back
in
the
box.
+
Mix
up
the
remaining
cards
and
put
them
face-down
in
a
pile.
Create
the
“center
line":
take
7
cards
from
the
pile
and
lay
them
face-up
in a
row
so
that
each
card
image
runs
horizontally
and
is
not
connected
fo
another.
©
+
Now
take
another
card
and
place
it
face-down
at
the
top
of
the
row.
This
card
makes
sure
that
you
‘always
know where
the
center
Tine
is
*
Both
players
pick
ai
side
of
the
line
to
play
on.
+
Each
player
takes
3
cards
from,
the
pile.
If's
ok
fo
let
each
other
see
them,
Let's
Play!
The
youngest
player
goes
first.
*
Take
a
card
from
the
pile
and
match
one
of
your
4
cards
fo
your
side
of
the
line.
+
Ifyou
can't
match
a
card
fo
one
(on
your
side
of
the
line,
your
furn
is
over.
+
You
must
play
a
tile
fa
match
can
be
made.
+
Whenever
you
are
the
first
fo
place
«
fourth
card
on
your
side
of
the
line
(not
including
the
center
card),
yell
"Foursies!”
~
you
can
then
claim
all
cards
from
that
row,
including
the
center
card
AND
any
cards
your
opponent
has
in
that
same
row!
+
Put
all
the
cards
that
you
win
onto
your
“Foursies”
pile
and
replace
the
center
card
that
you
claimed
with
a
new
card
from
the
deck.
The
fun
passes
to
the
other
player.
©
2011
Ravensburger
Speleveriag
Ravensburger
USA
‘Puzzle
Lae,
Newton, NHO3858
wwww.ravensburgercom
@
+
When
alll
cards
have
been
drawn
from
the
deck,
no
mote
cards
can
be
added
fo
the
center
line.
Play
continues
as
long
as
either
player
can
make
a
match
Winning
the
Game:
When
all
cards
have
been
drawn
from
the
pile
and
neither
of
you
can
make
ny
further
matches,
the
game
is
over.
Count
your
unplayed
cards
and
remove
the
same
number
of
cards
from your
“Foursies"
pile.
Then
count
of
compare
your
piles.
Whoever
has
the
most
cards
is
the
winner!
Helpful
Information:
This
is
a
great
game
for
young
children
who
are
beginning
fo
learn
‘about
their
surroundings
in
everyday
lite.
Encourage
them
to
explore
the
landscape
as
the
cards
are
linked
together.
Ask
them
fo
communicate
their
own
expetience
fo
bring
the
game
to
life.
"What
do
we
see
every
day
when
we
drive
by
the
fiver?”
“That's
right,
lots
of
boats!"
ZX
WARNING:
CHOKING
HAZARD
Sl
prs.
Not
freien
under
3
years.