
- BGG rank
- BGG #3,126
- BGG rating
- 6.7
Isle of Trains
- 2–4 players
- 45 min
- Complexity 2.0/5
- 2014

2014
Rules assistance for Continental Express
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Continental Express is a board game released in 2014 for 2–4 players, 20 minutes per game, and ages 8 and up. It was designed by Charles Chevallier and its main mechanics are Variable Player Powers, Set Collection, and Events.
In Continental Express, players add train cars to their station in the hope of fulfilling objectives and maximizing the value of their secret contract. To start the game, each player chooses one of two contract cards dealt to them; these contracts require players to collect icons of a particular color or groups of like-colored icons or icons and company tokens of differing colors. Players then take turns drafting cards from three face-up rows; the card on the end of each row costs nothing, the card in the middle costs $1, and the card closest to each of the three decks costs $2. Players start with no money, however, and the only way to get some is to draft it – but naturally that means you'll be forgoing other cards. If a player has train cars matching one of the three face-up objective cards, he can choose to discard those train cars and claim the objective – and since the objectives have the icons that satisfy contracts, you'll probably want to do that. In addition to train cars and money, players can draft characters, taking the special action of a character when he drafts one. Actions include things like taking a train car of your choice from the card array, stealing all money from one player, and taking a company token of the color of your choice. The card decks also include two events, and those cards flush either the objective cards on display or the smaller cards that players draft. When a player claims his fourth objective, each other player takes one more turn, then the game ends. Players tally the points scored for their contract (if any), their claimed objective cards, and any money still in hand. Whoever has the highest score wins!
Continental Express supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Continental Express is 20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Continental Express for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Continental Express has a complexity rating of 1.2 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Continental Express belongs to these categories: Card Game and Trains. Its main mechanics are Variable Player Powers, Set Collection, and Events. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Continental Express are: Charles Chevallier. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Continental Express as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.