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Roads & Boats second edition rule changes

The rules of the second edition of Roads & Boats are slightly different from the first edition. The second edition rules are now the official rules to be used in the puzzle contest. The differences concern the following.

The following clarifications, that are not in the rule books, might be helpful in extreme (puzzle) situations.

Water transporters carrying water transporters

According to the first edition rules, a boat in a river could unload another boat on a sea shore on the same tile, and a boat on shore could unload another boat in a river on the same tile. This is now forbidden. According to second edition rules, water transporters can pick up or put down water transporters only at the exact place (river or sea shore) of the carrier.

Putting down transporters

A transporter which is being carried can be put down only at the beginning of a movement phase which starts after it was picked up. This is slightly more restrictive than the first edition rules, which only regulated the earliest possible unloading time.

Automatic production

When a papermill or coal-burner processes goods from the tile automatically (without a transporter handing in the input goods), all boards on the tile will be processed before the factory starts to take trunks. (This was not defined in the first edition rules). Donkeys do not reproduce automatically, that is: they don't reproduce if their owner does not want them to.

Conflict rules

In the first edition, the default playing sequence is the back-to-front order in the row at the temple. To change this, all players must first choose their preferred positions, and after that, they may invoke the favour of the gods to change the resulting playing sequence (by some complex rule).

In the second edition, the default playing sequence is the sequence as determined in the last conflict. To change the sequence, all players must first decide if they want to invoke the favour of the gods, and after that, they choose their playing positions.

Ferrying goods

Ferrying is what happens if a water transporter in a river takes goods from one side of the river and puts them down or uses them on the other side. This action is officially allowed at any time during the game, it does not count as moving goods. Note, however, that there cannot be any interaction between things that have moved already and things that are still going to move in the movement phase. In other words: you cannot have transporters wait for each other.

As a consequence, a transporter that has moved already and is still going to move on in the moving phase, can ferry goods, but in that case the goods cannot be handled by another transporter in the same phase anymore. So you don't get this kind of ferrying for free. On the other hand, you can get "free ferrying" during the production phase, during the building phase, and at the beginning and the end of the movement phase.

Note that a water transporter carrying another transporter cannot act as a ferry, not even for geese.

Ferrying transporters

In general, transporters cannot be ferried "for free", like goods, since a non-negligible amount of time passes between taking transporters and putting them down. You have to wait at least for the beginning of the next movement phase before unloading the transporter. So, for example, a boat in a river can pick up a truck from one side of the river at the end of the production phase, and then put it down on the other side immediately at the beginning of the movement phase. But the following is not allowed:
  • a single transporter ferrying more than one transporter at the beginning of the movement phase;
  • chain transfers, e.g., a raft ferries a donkey to the other side of a river, then the donkey immediately transfers the raft to the sea shore. This is not allowed.

Besides land-water-land ferrying, water-land-water transfers are possible. So a land transporter may take a water transporter out of the river or out of a dock and put it back into the water at another place on the same tile.

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