HBG Rail Marker (Acrylic) x5
HBG Rail Marker

HBG Rail Marker (Acrylic) x5

Your Price:$3.75
In Stock
Part Number:HBG-ACR-0083
Historical Board Gaming Custom Markers

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Strategic Rail Movement:
Each nation is able to use a number of rail moves each turn.   These are made during non-combat movement. 

Number of Moves: The amount of rail moves a nation may make depends on the rail infrastructure of the areas they are moving through.

Area

Rail Moves

Exclusions

Europe (all Europe and Scandinavia, to the Urals.

3

None

Asia

1

The Trans-Siberian railway is the only railway east of the Urals and follows a path along the southernmost Soviet zones to Vladovostok

North America (Canada, US, Mexico)

3

There are no railways to or from any part of Alaska or Yukon or Northwest Territories

South and Central America

1

There are no railways connecting Mexico to Panama

Africa

1

Rail movement occurs only in British territories. 

Australia

1

None


Track: Track costs 5 IPC per zone.  It allows one additional rail moves as follows: For moves beyond the allowable rail moves you may move more units into zones with track in them (so long as they move from a zone that otherwise would allow rail movement).  You may only have 1 extra track per zone and that may only support the movement of one extra unit per turn.  Track remains in a zone if that zone is captured.

Track (Alternate Rule): Track represents the vulnerable railway infrastructure of each zone (bridges, rolling stock, rail yards etc..).  Track in a zone may be tactically or strategically attacked for up to the rail capacity the region (i.e. Australia only 1 damage per zone, but Europe up to 3 damages per zone).  Each damage point costs 1 to repair and reduces the number of rail moves into or out of that zone by 1.


Rail Option 1: (Rail Station & Railroad)

Cost:  15 (Rail Station)
1 (Railroad)
Movement:  N/A

Attack:  N/A
Defense:  N/A

Rail allows each nation to extend the movement of their ground units each turn during the non-combat movement phase.  Units wishing to use rail must begin the turn at rail stations.  Only units that have not moved during any other phase may use rail.  Units may not move prior to, or after using rail. 

Rail stations and railroad may be built in any territory controlled for 1(+) round.  It is not required for these units to be built in factory locations.  Rail stations cannot be built any farther than 4 territories away from one another, and must be connect by railroad markers.  Rail stations also have “Built-in Anti-Aircraft”.  As the non-combat movement phase precedes the place units phase, newly purchased rail stations and railroad markers may not be used the same turn they were purchased.

Each nation’s rail capacity is determined by the number of rail stations that power controls.  For each rail stations a power controls their rail capacity increases by 1 up to a maximum of 6.  The number of units that can use each rail station is limited to the IPC level of the territory the rail station is in (max 6).

 The distance units may travel is restricted to a maximum of 4 spaces.  However, distance can be affected by strategic bombing.  For each damage marker on a rail station it reduces the range a unit can be railed by 1.  Rail stations can be damaged with strategic bombing like factories to a maximum of 6 damage markers.  3 damage markers would render the station inoperable.

 Allied players may share rail stations and railroad, however players may not use enemy rail.  Rail stations may be captured by enemy nations, but railroad markers are removed from play rather than captured.  Players must maintain control of captured rail stations for one full turn before they are allowed to use them.

Note:  Rail movement may not cross the Suez Canal, Panama Canal, or Turkish Straits.

 Rail Option 2: (Rail Station & Railroad)

Cost:  10 (Rail Station)
1 (Railroad)
Movement:  N/A

Attack:  N/A
Defense:  N/A

Rail allows each nation to extend the movement of their ground units each turn.  Each nation may move up to 2 ground units from one rail station to another during the non-combat movement phase.  There is no limit to the distance these units may travel, only number of units allowed to use the rail.  An uninterrupted line of railroad markers must connect rail stations.  Only units that have not moved during any other phase may use rail.  Units may not move prior to, or after using rail.  For gaming purposes a nation may only use rail stations and railroad they control.

Rail stations and railroad may be built in any territory controlled for 1(+) round. It is not required for these units to be built in factory locations.  As the non-combat movement phase precedes the place units phase, newly purchased rail stations and railroad markers may not be used the same turn they are purchased.

Rail stations and railroad may be captured by enemy nations.  Players must maintain control of captured rail for one full turn before they are allowed to use them.  Players may destroy their own rail stations and railroad, however this must be done during the controlling players turn.  Players may attempt to destroy enemy rail stations with strategic bombing.  Apply same rules for strategic bombing of factories with the exception that bombers receive one cycle of combat rolls.  The player must roll a successful hit (rather than damage), which destroys the station.  If this occurs, remove the rail station from play.

Note:  Rail movement may not cross the Suez Canal, Panama Canal, or Turkish Straits.

Rail Option 3:  (Rail Station Only)

Cost:  8
Movement:  N/A
Attack:  N/A

Defense:  N/A

Using rail each nation may extend the movement of ground units each turn during the non-combat movement phase.  Units wishing to use rail must begin the turn at rail stations.  Only units that have not moved during any other phase may use rail.  Units may not move prior to, or after using rail. 

Rail stations may be built in any territory controlled for 1(+) round.  It is not required for these units to be built in factory locations.  As the non-combat movement phase precedes the place units phase, newly purchased rail stations may not be used the same turn they are purchased.

Rail stations add “1” extra movement to any unit able to use the station.  The number of units that can use each rail station is limited to the IPC level of the territory the rail station is in.  There is no maximum rail capacity for each nation.  However, each damage marker on a rail station reduces the number of units able to use the station by 1.  Rail stations can be damaged with strategic bombing like factories to a maximum of 6 damage markers.  3 damage markers would render the station inoperable.

Rail stations may be captured by enemy nations.  Players must maintain control of captured rail stations for one full turn before they are allowed to use them.

Note:  Rail movement may not cross the Suez Canal, Panama Canal, or Turkish Straits.


Rail Option 4:  (Rail markers only)

Cost:  3
Movement:  N/A
Attack:  N/A

Defense:  N/A

Rail allows each nation to extend the movement of their ground units each turn.  Each nation may move units along any connected railroad markers.  Only units that have not moved during any other phase may use rail.  Units may not move prior to, or after using rail.  For gaming purposes a nation may only use rail stations and railroad they control.

A nations rail capacity is measured in points determined by its industrial output. We suggest trying a 7:1 ratio.  At the beginning of each players turn, take the nations position on the IPC chart and divide that number by 7.  The result is the number of rail capacity points a player may spend.  Players may expend rail capacity points to make fewer units travel farther, or have more units receive a smaller movement bonus. 

Example:  Germany begins the turn at 29 on the IPC chart.  29/7=4 (round down).  Germany may spend all 4 points to move 1 unit 4 spaces, or 4 points to move 2 units, 2 spaces.

Railroad markers may be built in any territory controlled for 1(+) round.  It is not required for these units to be built in factory locations.  As the non-combat movement phase precedes the place units phase, newly purchased rail stations and railroad markers may not be used the same turn they are purchased.

Railroad may be captured by enemy nations.  Players must maintain control of captured railroads for one full turn before they are allowed to use them.  Players may destroy their own railroad, however this must be done during the controlling players turn.  Players may attempt to destroy enemy railroad with strategic bombing.  Apply same rules for strategic bombing of factories with the exception that bombers receive one cycle of combat rolls.  The player must roll a successful hit (rather than damage), which destroys the railroad.  If this occurs, remove the railroad marker from play.

Note:  Rail movement may not cross the Suez Canal, Panama Canal, or Turkish Straits.

Miscellaneous Rail Options:

·         Rail can be used during the combat movement phase

·         Rail can be upgraded with technology, improving a nations rail capacity.


We have heard our gaming customers asking for markers that are better than cardboard, but smaller than other companies that produce these. So here they are! Laser cut on brown acrylic, laser etched design, filled in with acrylic paint and heat cured. They are durable, bright, and easy to handle...1/8" (3mm) thick. 1/2" (13mm) square.

HBG stands behind ALL their custom products!
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