Fixer Tiles - 1x Use

  • Helicopter (Cost $1k): When on a tile with a Helipad, use this tile and spend 1 MP to move to any Location or Land space on a City tile 1 or 2 tiles away from your current tile. If you move 2 tiles away, ignore all Police Officers from the tile you move through. You still need to avoid ones on the tile you left.

  • Safe (Cost $3k): Receive Income.

  • Disguise (Cost $2k): Lose 1 Notoriety.

  • ID Card (Cost $4k): Take an Extra Action disc (see page xx). …

The remaining pages describe the various city rules. Refer only to your current city!

City Card Overview

  1. City name and page reference.
  2. Number of supported players.
  3. Exhibition end condition.
  4. Direction of play: clockwise, counterclockwise, or simultaneously.
  5. Quick setup reference. Note that these do not replace the rules.
  6. Potential fan gains.
  7. Common base(s). Only shown on certain cards.

Home Town

While you're collaborating with other artists, you still want your art to be appreciated and noticed more than anyone else's.

Players: 2-6. …

Building houses and hotels

Building advances your ability to bankrupt your opponents. Many players build all they can afford. However, this strategy results in losses when houses must be torn down to pay rents or other penalties often.

You should build when you form the first complete color group.

You should build when you can do so and still be left with enough cash to pay a "high probability" expense - namely, rents on Railroads or Utilities, Luxury Tax, and the "nasty" unexposed Community Chest or Chance cards. $150 to $200 is all the cash you need to hold onto if there are no other complete color groups against you. $300 to $400 in cash is recommended if there are one or more complete color groups developed against you. …

  1. Cross off your cards correctly

    This seems obvious, but you would be surprised how many people realize after the game they didn't cross off a card.

  2. Eliminate one possibility every turn

    If you can eliminate all false possibilities first, then you have a huge advantage over the other players. …

Geistesblitz Junior is great for players from 4 years old, but can be made more challenging for more experienced players (6 and up).

Usually, Gary the Ghost lives in a castle, just as ghosts are supposed to. But when his cousin Scarecrow Steve wants to go on holiday, Gary agrees to fill in for him while he's away.

So now Gary haunts the countryside, scaring the field mice out of the haystacks and the crows out of the fields. And he's also made some new friends - Freddie the Frog, Charlie the Chicken and Peter the Piglet. …

Our candidate for the ideal opening is the sequence CF, which leaves the board configured as:

This opening has the following strengths:

  • It empties pit F early in the game, allowing Player1 to play a single stone from F into her mancala each time a single stone lands there.

  • It empties pit F at a time when at least two of the stones from F (those landing in J and I) will likely eventually come back around the board to Player1's side. Furthermore, if Player2 makes the defensive G play, all 5 of the stones from G are ultimately likely to wind back up on Player2's side. …

This a fan-based expansion for use with any of the excellent Ticket to Ride games published by Days of Wonder. Since it uses Train Stations, it is best used with Ticket to Ride Europe. Design, development and component construction by Nikita Semago. The rules are written by Roger Burrows.


  • 1 Board map of USSR train routes
  • 240 Colored Train Cars
  • 15 Colored Train Stations
  • 10 Train Car cards
  • 2 Controller cards
  • 57 Destination tickets
  • 1 "Viva to the Soviet Railroad" bonus card
  • 1 "The Longest Railway in the Soviet Union" bonus card
  • 1 "Viva to the Soviet Tunnel Builders" bonus card
  • 1 "Viva to the Soviet Sailors" bonus card
  • 5 Wooden Scoring Markers
  • Rulebook


Place the board in the center of the table. Each player receives a set of 45 Colored Train Cars, a matching set of three Colored Train Stations and the corresponding Scoring Marker. …

  1. If you have successfully moved a pawn backwards at least two spaces beyond your own START space, you may, on a subsequent turn, move into your own SAFETY ZONE without moving all the way around the board.

  2. Keep the square outside of your start free. Only when you drawn a one or a two, you can move a pawn out of start.

    If that square is occupied, you will need to use it to move the pawn out of the way and that's a waste. …

Act 1

Q: If a Barrel is on a Dock or a boat and the Shark swims through that space, does the Barrel's Motion Sensor get triggered?

A: No. Only Motion Sensors on Barrels that are floating in the water can be triggered.

Q: If Quint launches a Barrel into the Shark's space during a round in which the Shark played their Out of Sight Power Token, does the Shark still get hit with the Barrel?

A: Yes. Out of Sight only helps you avoid being detected by the Fish Finder and the Binoculars. …

You unlock asset tiles when

  • Every time you increase Notoriety and cross the threshold lines on Notoriety track.

  • By paying $3k at the beginning of the 2nd and 3rd day, during the Income phase ifyou have Notoriety below the first threshold line.

  • Visiting the Church or the Clinic.

  • Using the Spy card.

  • Visiting any one of the groups of buildings.

You can get extra actions when

  • You visit a completed group of business

  • You visit all 3 Safe Houses

  • Getting the ID Card Fixer tile …