PRINT AND PLAY GAME LINKS

Here are the files for some of my more popular print and play games.

Vintage Steam (a heritage rail game)

© Andrew Muhling 2021
In Vintage Steam, players are managing a heritage railway. They will need to try to make it as appealing as possible, with a long track, plenty of locomotives and interesting scenery. Because at some point they will have to show the railway inspector just how good their railway is.

This game is super new. I had the idea one night (4/7/21) and started fiddling. By 6 oclock the next evening I had a Prototype ready for test play. The first play showed real promise (that never happens). Some whiteout and marker on a few of the cards and two more plays later one of the testers looked at me and said "I think this is your best work". So 36 hours later, here it is for you to print and play. You'd need to print out and make 64 small cards (4 sheets) and gather something to use for money. See how easy making cards is here (I did a video). So get crafting.
It plays in about 30-40 minutes and hosts 2-4 well. I hope you digg it.

Get the Vintage Steam (a heritage rail game) PDF files here

Tricky Pirates

© Andrew Muhling 2015
Tricky Pirates is a trick-taking, area control game. Players play cards in tricks that allow them to move their own pirate loaded ships, stab opposing pirates, or sink opposing ships. Pirates in ships fight for control over treasure kept on five islands. But watch out, pirate ships work on wind power and the wind will not always blow your way. At the beginning of the game, the treasure on the islands is bonuses and play effects. But very quickly it becomes doubloons. The player that controls three islands worth of doubloons at the end of a trick wins. We use bottle tops for pirate ships
~ smiles ~



Get the Tricky Pirates PDF files here

Dive Dive Dive

© Andrew Muhling 2018
A co-operative game for 1 to 4 players. Each player is a key officer on a U-Boat with an associated special action. Each turn cards are drawn (one at a time) and placed in numbered spaces along an operations track at the top of a board. The crew commander then rolls two die and refers to the card in the space than number represents. If the card does not relate to the current action state of the U-boat. Nothing happens and play proceeds to the next turn and action state. If the card mentions the current action state, it's instructions are followed. The goal is to survive four missions of differing difficulty without losing a crew member or the U-boat.



Get the Dive Dive Dive PDF files here

Country Trains

© Andrew Muhling 2006
The idea for country trains came when the designer was playing Kings Gate one evening. The rectangular tiles could be stations and the tiles around them and joining them could be services and track. This was way back in 2006. Over the years the design has been revisited many times and the game developed. On a turn a player must lay a tile and may move their train. If the train is on connection between two stations it must move back to a station to re-coal. If the train is at a station, it may move onto a track connection to make a delivery. Deliveries are payed out based on the goods at the source and the type in demand at the destination (timber, sheep, ore). All stations have spaces for goods to be delivered too. When these are full, that station can receive no more goods. However, space can be made for more goods by delivering passengers. The tiles players lay represent track, which they are paid to lay (land grant railway style). Country tiles which provide goods for carriage. Plus passengers which consume the carried goods as described above. The game also has station tiles which are owned by the players. Players start with one station, but may lay extra as their existing stations are properly surrounded. Owning a station also earns players a small income as other player use the facilities there. The game continues until one of the tile stacks runs out.



Get the Country Trains PDF files here

Castle Poker

© Andrew Muhling 2015
In Castle Poker players use one standard deck of cards with 6 special cards added. Players also have a castle card each with 3 vacant spots on the bottom, where cubes are placed, to represent their progress building their castle. 5 cards are dealt to each player. Then in order,from the left of the dealer, players may discard to The Moat, as many as three from their hand. When all the players have discarded, hands are refilled to 5 cards. Then in order from the left of the dealer players may make one bid of stones (cubes) from their supply. When each player has made ONE bid, all hands are revealed. The player with the lowest poker hand looses their bid back to The Quarry. All other player get an extra stone from the Quarry to their supply. They also keep the stones they bid. The player with the highest poker hand may place half the stones (rounded down) they bid onto their castle if they also bid the most stones.
The special cards include a messenger, a trebuchet and barrels of supplies.



Get the Castle Poker PDF files here.
Of if you'd like to buy Castle Poker, head over to the partymeeple store and grab a production copy. You get new art, an upgraded scoring system and a new card, the Bishop.

60 Second Cocktail

© Andrew Muhling 2020
If you are looking for a fun cafe / pub game to play with 2 or 3 friends? This could well be it. You only need to print out and make 16 cards. Find 7 coins or tokens and you're set.
On a turn you either play one of your cards or bid on how many you think you can flip before busting. Other players may outbid you.. ..if they feel game? The catch is, the highest bidder must flip all the cards they have played first. Flip the number of cards you bid without busting the 60 Second timer on the cards and you'll get a tip from the tip jar on the bar. Bust and you'll be penalised. A game only takes 10-15 minutes. But I'm guiessing you'll play for hours..
60 Second Cocktail borrows unashamedly from a cool pub game called Skulls and Roses.



Get the 60 Second Cocktail PDF files here

Trains on a Train

© Andrew Muhling 2020
This is a game that needs no table. So you could play it on a train, in a plane or even in the back seat of the family car on a road trip. On your turn you'll draw a random tile from the big bag (the railway yard). Then discard a tile from your hand. That tile may go into your own score bag, or back to the yard to get you an action. What you are trying to do with the score bag is create a loaded train, pulled by the correct locomotive, worth the most points.
You'll need to craft some little cloth bags (the rules give you dimensions) with wrist loops. Then print and cutout 3 A4 sheets of tiles.



Get the Trains on a Train PDF files here. I should get busy and do a how to play video for this too. Though it's really very simple. One page of rules only.

Go Forward Rugby

© Andrew Muhling 2004
Go Forward Rugby was the first game I relased print n play. This was way back in 2004 and to be frank I'd pretty much forgotten about it. But this weekend was the first round of games in the 2021 Six Nations and two days ago I received a direct message from a rugby fan on Board Game Geek asking about it. I promised I'd check the files and upload them here so those who may be interested may check it out.
Go Forward (the motto of the University of WA Rugby Club) Rugby is my heavily abstracted take on the game of rugby. If you've not played rugby, it will still give you an inkling as to how the game is played. It reflects carrying, passing, tackling and rucks - things I believe are the heart of the game. Unlike all my other games the rules sheet is more than 2 pages of text. But when I had the idea for this, I'd not adopted that idea yet. However the last page does describe the real game in beginner chatter.
It's a card driven game where your team of cards rides a moveable rack forward up the field to try to get over the other team's goal line. It should really take 30-40 minutes to play (not the 60 min BGG says).



So get the PDF files here. You'll get cards to print, half a board that you print twice to make a whole one, the rules, and a design for the rack you push up the field as you go forward. You can make the rack with some light card and some tape. It's not too complicated.




This page was last updated July 2021