TREXLANDS RULES
Glossary
TRUX - Your trucks (YoUr trUx).
TREX - Enemy trucks belonging to any rival player (Enemy trEx).
TRAX - All trucks involved in gameplay (All trAx).
Tribu - Your tribal characters and assets, identifiable by genealogy and color affiliations that match your fleet.
Forfeit - An action that requires the transfer of a specific asset (a card, V coin, X token, item, etc.) from a player, Camp, Terra, or City into the discard bag (the Pit). The asset is no longer in game play.
Post - An Tribu card that can be placed on a Terra.
Battle-Roll - An action that directs a player to physically roll a TRUX or TREX atop a table or hard surface. A TRUX "wins" if it lands upright (Wheels-Up) with all four wheels touching the table. A TRUX "loses" if it lands (Wheels-Down) on its top, sides, unevenly, jumbled atop other TRUX or TREX, or in any condition where one or more wheels do not touch the table.
WINNING THE GAME
The purpose of the game is to move your TRUX through the interconnected Terra spaces and into the City.
When your TRUX enter the City, they score X tokens.
The game ends when all X tokens in the City are scored.
The player with the highest collection of X tokens wins the game.
Tie-Breaker: If the game ends with multiple players holding equal collections of X tokens, then a tie occurs. Tied players must each Battle-roll 1 TRUX. The first player whose TRUX lands Wheels Up while all TREX land Wheels Down is the game winner.
PRE-GAME ACTIONS
There are three pre-game actions: (1) player rankings, (2) game board set up, and (3) establishment of Camps & Captains.
SET PLAYER RANKINGS
To set a rank turn order, all players must each Battle-roll 1 TRUX at the same time. The #1 Rank Player is selected by being the first TRUX Wheels-Up while all competing TREX land Wheels-Down.
Unselected players repeat Battle-rolls to determine #2 Rank Player. Continue until all players receive a rank order (#3 Player, #4 Player, etc.).
SET UP THE GAMEBOARD
Set up the gameboard by shuffling the Terra Deck, then drawing random cards to determine a new configuration of Terra, ramps, and position of the City (see illustration).
Any player can set up the Terra on behalf of the player group (as it is solely administrative).
For a 2-players, create a 12-Terra board with 3 ramps on a single edge and the City on the opposite edge.
For 3-players, create a 18-Terra board with 4 ramps on a single edge and the City on the opposite edge.
For 4-players, create a 24-Terra board with ramps on all 4 edges and the City in the center.
To finish game set up, Supply the Terra with V coins. Add one (1) V coin to each free Terra. At the start of a game, this Supply action will add 1 V coin to every Terra on the board (since all are free before the first player moves).
Note: Additional Supply Cycles during game play will add more. During the Supply Cycle at the end of every EXCHANGE, 1 V coin is added to each free Terra not occupied by TRAX or Tribu Posts, to a limit of 4. The infusion of new V coins across free Terra increase the supply of V coins after every EXCHANGE.
ESTABLISH CAMPS & CAPTAINS
PHASES OF GAME PLAY
Game play is divided into two phases: MOVE and EXCHANGE.
THE WHEEL MARKER
The WHEEL is a marker to help track phases and turns between players. When a player holds the WHEEL, it is their turn to MOVE. When they finish their movement, they pass the WHEEL to the next player. The WHEEL is also used to Open and Close the EXCHANGE and execute a V coin Supply Cycle.
START GAME PLAY
The #1 Rank Player begins the game.
First, (1) Claim the WHEEL by placing it atop the Camp of the #1. This indicates to all players that the #1 Rank Player player is ready to take their turn.
Then, select a MOVE action from the three possible options: Camp>Terra, Terra>Terra, or Terra>City.
After executing a MOVE, pass the WHEEL to the next player's Camp in rank turn order.
MOVE Option 1, Terra > City
Score X tokens for total value of TRUX entering City, then return scoring TRUX to Camp.
MOVE Option 2, Camp > Terra
Move 1 TRUX (or TRUX stack) from Ramp to any adjacent free Terra.
No Battles allowed (Exception: TREX occupy all Terra adjacent to Ramp).
MOVE Option 3, Terra > Terra
Move 1 TRUX (or TRUX stack) to any adjacent Terra.
Ramps enable Moves up, down, & across Terra.
Terrain obstacles block Moves (and stacking) between & within Terra.
(Claim V coins) Whenever TRUX enter a Terra with V coins, transfer them to your Camp.
(De/stack) If two TRUX are within the same Terra or on adjacent Terra, the two TRUX can combine into one TRUX stack - unless - an obstacle exists between them.
(Battle TREX) Whenever TRUX and TREX enter the same Terra, a Battle occurs. Battles should be resolved immediately in the moment they occur, unless a player presents an action card to disrupt or alter battle play.
BATTLES
Battle-roll TRUX and TREX whenever the two enter the same Terra.
Wheels Up remain in play.
Wheels Down return to Camp.
TRUX Attack scenario: If all TREX in a contested Terra (defenders) return to Camp, Wheels Up TRUX (attackers) must move to occupy the Terra.
TREX attack scenario: If any TRUX in a contested Terra (defenders) land Wheels Up, the attack fails. Any Wheels Up TREX (attackers) revert to the Terra from where they launched their attack.
PLAYING ACTION CARDS
Players may select any deployed card in their Camp and execute its special action(s). Cards may be played at any time during any player or rival turn, guided by the special action as denoted on the card. If uncertainty exists about the sequencing or effect of an action, apply common sense logic guidance.
For example, one player declares an "intent" to move into a free Terra to claim V coins. As soon as the move is announced, a rival player executes a card action that cancels the move action. Since the move was interrupted, no V coins are claimed - even though the truck pieces may have already been moved into the Terra and V coins claimed in-hand. The card's special action reverses the player's turn action and negates any advantages claimed.
There is a 10-second time window for using action cards to interrupt a rival's turn actions. This is a rough guideline and depends primarily upon the disposition of the player group.
NEXT TURN
After #1 Rank Player moves, #2 Player now claims the WHEEL in their Camp and executes their one MOVE.
Once all Camps have held the WHEEL, the MOVE phase ends.
Transfer the WHEEL to the EXCHANGE.
THE EXCHANGE
After each player takes their turn to MOVE, the EXCHANGE phase begins.
When the WHEEL enters the EXCHANGE, it is declared "Open."
Upon opening the EXCHANGE, take the following actions:
PUBLIC MARKET
(1) Deal Public Market Deck
Any player can execute this action on behalf of the player group (as it is solely administrative).
To establish the Exchange's Public Market, draw 4 cards from top of the PUBLIC DECK and place them face-up in the center of the Exchange.
Note: If an Clima card is deployed, immediately resolve the Clima action. Then draw a replacement card from the PUBLIC DECK.
(2) Open Public Action
At the same time, all players may "bid" on any face-up cards in the Public Market.
To bid, a player places their chosen amount of V coins from their Camp to one edge of a card. Once the V coins are placed on the card, they are "committed" and do not return to their players.
Players can bid or rebid an unlimited number of times.
When all players mutually decide to end bidding by declining to bid or re-bid, the auction ends and cards are immediately awarded.
(3) Public Awards
Cards are awarded to whomever commits the highest amount of V coins. Deploy awarded cards immediately to the Camp of the winning bidder. All V coins committed to a bid are forfeited, regardless of whether a player wins or loses their bid.
Cards with no bids are forfeited.
Equal bids negate each other. If multiple players bid the same amount on the same card, no player may claim it. The card is forfeited and all V coins on the card are forfeited as well.
At this point, all public cards will be either awarded or forfeited. After the Public Market is vacant of cards, the Private Arena opens.
PRIVATE ARENA
After the Public Market ends, the Private Arena starts.
In the arena, players can deploy - or bluff - cards from a Private Tribu Deck to their Camp.
At the same time, all players may
(1) secretly examine the entirety of their Private Tribu Deck,
(2) select any amount of their Tribu cards and immediately place them face-down (in any table space separate from rival players),
(3) for each of their face-down Tribu cards, place any amount of V coins from their Camp to atop the center of the face-down Tribu card. Once the V coins are placed on the card, they are "committed" and do not return to their players.
(4) "challenge" a bluff of any rival player by placing one (1) V coin from their camp to the edge of a rival player's face-down private Tribu card. Once the V coin is placed on the rival's card, it is "committed" and does not return to the player.
When all players mutually decide to stop placing new cards or challenging rivals' cards, then all players flip over their private Tribu cards to reveal the results of their buys/bluffs.
Players automatically buy a private card with committed V coins that matches the card's value. Any challenges are negated and the card is immediately deployed to the player's Camp.
Players who "bluff" also buy private cards with committed V coins less than its value - unless - a rival committed a V coin as a Challenge.
Successful Challenges force a bluffing player to forfeit the contested private Tribu card.
For example, a player can select a 3V card from their private deck and commit only 1V atop it. Absent a Challenge, the player buys the 3V card for a discounted 1V.
In another example, a player selects a 2V card and commits 2V. A rival player, sensing a bluff, commits a 1V challenge. When the revealed card value matches the committed V coins, the player is awarded their card and the rival player loses their challenge. All V coins involved are forfeited.
In a final example, a player selects a 3V card and commits only 1V. A rival player, sensing a bluff, commits a 1V challenge. When the bluff is revealed, the challenge is successful and the card is forfeited (and now unavailable to the bluffing player). All V coins involved are forfeited.
At this point, all public and private cards will be either deployed to Camps, or forfeited, and the EXCHANGE will be vacant.
As a final closing action of every EXCHANGE, a Supply Cycle must be executed.
Any player can execute this action on behalf of the player group (as it is solely administrative).
To execute a Supply Cycle, add 1 V coin to each free Terra (not occupied by TRAX or Tribu Posts), to a limit of 4.
Once 4 V coins exist on a Terra, no more can be added. The infusion of new V coins across Terra increase the supply of V coins each turn cycle.
After all awards, bluffs, and supply cycles are executed, the EXCHANGE "Closes."
Pass the WHEEL back to the #1 Rank Player who begins a new MOVE phase.
Have fun!