Haul.
Build roads across the valley and deliver your contracts.
The host’s computer is the table; everyone plays on their own phone.
Connecting to the game…
Scan the code on the table’s screen.
Or open the link the host sent you. Your cards and contracts come to this phone.
NEW GAME
The table runs on a computer.
The host needs the Collaboration Server, and it runs on computers: Windows, macOS, Linux, Chromebook. Open this page there to set up the table; players join from their phones.
This game has ended.
The host closed it, or the Collaboration Server it ran on was stopped.
Set up a new table →This browser remembers who you are in a game, so each of its tabs is the same player. To add another player, open the link on another phone, in a private window or in another browser.
Players scan the code or open this link on their phones.
The server has no public address yet, so this link only works on this computer. Wait until its page shows a public address, then set up the table again.
- Gather. The host starts the Collaboration Server, sets up the table here on a computer and puts it where everyone can see it. Everyone, the host too, scans the code on its screen with their phone. It takes at least 2 players.
- Trying it alone? Your phone is one player, a private window on the computer is another. Another tab of the same browser won’t do: it is the same player.
- The aim. Your contracts are secret tasks like “Pinecrest → Boltville, 6”. Join the two towns with your own roads and the 6 points are yours; if they aren’t joined by the end, you lose half of it, 3.
- Your turn: one thing of four. Cards: take more, they pay for roads. Road: pay as many cards of one cargo as the road is long, the cargo of a town at either end. Depot: in a town your road reaches; it gives a flatbed, which stands in for any card when you build, and +4 for each of your contracts ending there. Contracts: take more, if you’re sure to make them.
- Your first game. Keep 2 contracts that go the same way. For 3–4 turns collect the cargoes your route needs, then build, first the roads others might take. Long roads pay best: 10 points for length 4, just 1 for length 1. A road someone else took isn’t the end: a contract may use up to 2 roads of other players, at 2 points each to their owner.
- The aim. Build roads between the towns of the valley so that your contracts are delivered: each contract names two towns, and your roads must join them. The most points at the end wins.
- Cargo. Every card carries one of five cargoes: grain, timber, machinery, fuel, livestock. Each town ships one of them; crossroads ship nothing. You start with 4 cards and 4 contracts, and keep at least 2 of the contracts.
- On your turn, do one thing:
- Take cards: 2 of the 4 face up in the market, or 3 from the deck, unseen, keeping 2 of them.
- Build a road: pay as many cards of one cargo as the road is long (1 to 4). The cargo must be one that a town at either end ships; between two crossroads any one cargo will do. A road takes as many of your trucks as it is long.
- Open a depot in a town your road reaches: one card of that town’s cargo. You get a flatbed, which stands in for any one card when you build, and every contract of yours that ends in that town is worth 4 more. One depot per town, two per player.
- Take contracts: draw 2 and keep at least 1.
- Toll roads. A contract counts even when the way between its towns uses up to 2 roads of other players. Each such road pays its owner 2 points from you at the end.
- The end. When someone has no trucks left, or the deck runs out for the second time, the round is played to the end, so everyone has had as many turns.
- Points. Roads: 1, 3, 6 or 10 for length 1, 2, 3 or 4. A contract delivered adds its points; one not delivered takes away half of them, rounded up. The widest network (the most towns joined by one player’s own roads) gets 6 more.
- Fair play. The table deals, so it knows every hand; the host can’t see them on the screen, but a browser’s developer tools could show them. Every phone checks every move, and at the end every page replays the whole game from the deck the table promised at the start.