How to Play

First Class: All Aboard the Orient Express!

2-4 players 40-80 min 7.4 Board Game Geek Rating

Players compete as railroad barons in early 1900s luxury rail travel, building opulent train networks to serve wealthy passengers. Using limited action cards each round, you'll add cars, upgrade services, extend routes toward Constantinople, and fulfill passenger needs. Victory goes to whoever accumulates the most fame points through strategic empire building.

Published 2016

First Class: All Aboard the Orient Express!

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Prepare action card decks
Start with base cards marked "X" and add cards from 2 chosen letter modules, then shuffle and sort into piles by color (green, blue, red)
2
Set up railroad car stacks
Place the 3 stacks of Railroad Car cards on the table in order [0/1, 2/4, 7/12]
3
Arrange locomotive tiles
Sort Locomotive Tiles in ascending order with 5 on top and 15 on bottom, place face-up on table with Constantinople tile nearby
4
Distribute player components
Each player receives a player board, 1 coin, 3 conductors, 1 locomotive, 6 scoring marker cubes, 4 mail car cards in their chosen color, plus 2 zero-value railroad car cards
5
Select start player
Pick a start player and award them the start player marker
6
Place scoring conductor
Each player places 1 conductor on the 0/50 space of the main scoreboard with scoring markers nearby
7
Draft game end cards
Shuffle Game End cards face-down; player to the right of start player draws cards equal to number of players plus 1, keeps 1, passes counterclockwise; leftover card shuffles back into pile
8
Reveal public game end cards
Draw 4 more Game End cards and lay face-up on table
9
Deal initial action cards
Deal 3 rows of 6 green Action cards face-up and place the Start Player tile to the left of the first card in the top row
10
Set up player boards
Place your locomotive at top of player board, 1 conductor on each brass space on right, 2 zero-value rail car cards in each train slot on right, and coin on bottom left coin space

On Your Turn

What you can do during your turn.

1
Select one action card
Choose 1 Action card from the face-up cards and execute the action, or forego the action to increase value of 1 railcar instead
2
Commit before bonuses
You may partially execute actions but must commit before claiming any bonuses or moving to the next action
3
Store completed cards
After taking action, place the chosen card face-down into space at bottom left of player board
4
Follow card color schedule
Use green cards in rounds 1 and 2, blue cards in rounds 3 and 4, and red cards in rounds 5 and 6
5
Remove depleted rows
As soon as number of cards taken equals number of players in a row, remove the entire remaining row to box; Start player tile moves down if top row is removed
6
Complete the round
Play continues clockwise until all players have taken 3 cards, clearing the last row of Action cards
7
Add railcars
Take a zero-value railcar and add it to the right end of 1 of your 2 trains; if none available, use the rightmost zero-value railcar and replace when available
8
Upgrade railcars
Upgrade 1 railcar to the next value shown; a railcar can never be higher value than the car on its left but can be equal; upgrade same-value railcars from left to right
9
Move conductors
Move your conductors to the right a number of spaces equal to arrows shown; with a single conductor symbol, split movement between your 2 conductors as desired
10
Move locomotive
Move your locomotive to the left a number of spaces equal to arrows shown; immediately gain VP when passing points stations; bonus actions trigger during scoring phases
11
Add route cards
Add new Route cards to the left end of your route
12
Fulfill contracts
Put contracts face-up next to player board; fulfill before or after your action on your turn, or during scoring phase; place fulfilled contracts face-down with completed Action cards
13
Take start player tile
Take this instead of an Action card to become new start player; receive 2 coins, 2nd player gets nothing, 3rd player gets zero-value railcar, 4th player gets zero-value railcar or can upgrade one; remove leftmost Action card from top row
14
Purchase game end cards
Pay 4 coins on your turn to take 1 Game End card from face-up row; take the 1x bonus on card and place face-down; refill the card space at end of turn
15
Add mail cars
As soon as you add the 5th railcar to either train, immediately add 1 mail car as the 6th car and take the bonus action; mail cars cannot be upgraded
16
Add locomotive car
As soon as you add the 9th railcar to either train, immediately add 1 locomotive as the 10th and final car; apply the bonus upgrade to either train
17
Spend coins for actions
Pay from any column for the action shown below: Column 1 for zero-value railcar, Column 2 for 1 conductor space or 1 locomotive space, Column 3 for 1 railcar upgrade, or pay 1 coin for 1 VP

Winning

How to claim victory.

1
Conduct scoring phases
At end of rounds 2, 4, and 6, beginning with start player, each player receives bonus actions for each bonus space reached, then scores railcar VP for cars conductors have moved onto or past
2
Score Constantinople
Once any conductor reaches a locomotive tile, place 1 scoring marker on the highest empty points spot of the Constantinople card
3
Add coin points
Gain 1 VP for every coin remaining on your player board
4
Score game end cards
Gain VP for Game End cards based on your "X" Action cards of matching type
5
Determine winner
Most VP wins; ties have no tiebreaker

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FULL rules

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