The aim of this game is
simple, build the biggest and best railway network, deliver goods and
make money. The premise is simple, the game play however is as deep
and strategic as you would like in a medium weight game.
Sitting in between
Ticket to Ride and the 1830 series of railway games, do not let the
theme put you off. It could be anything, they just chose trains.
Game contents
You get a lot of game
in this big, heavy box. There are two game boards, Railways of the
Eastern US, which is quite simply put, HUGE. You need a big table for
this one, or the ability to bring in another table to the room. The
other board, Railways if Mexico, is smaller and suited to 2-3
players. There is also a score board and income track board. Each
board has their own set of cards assigned to them. You get a main
rulebook, and two smaller rule sets for the individual maps. Also in
the box you get paper money and bond cards, train cards, wooden goods
cubes, lots of track tiles, and lots and lots of trains.
Set up is simple. Each
city on the board has a number, this is the number of goods cubes
that starts on it. Place cubes on all the city's. Each player each
gets a level 1 train card, and a handful of train markers. 5 cards
are dealt out, representing events that unfold throughout the game,
and play begins. It could take a while for one person to set up
alone, but with a group setup should not be more than 5 minutes.
How it plays
The game uses a auction
system to gain the first turn. This can be vitally important, as if
there is a card that would greatly benefit you, chances are it will
greatly benefit someone else also. Bidding wars can be fierce, but
great fun.
You start with no money
at all in this game. Once the first auction is completed, players
have to take bonds from the bank to get some money and get that game
going. These bonds can never be payed back, and deduct points from
you final score, 1 point for each bond you have, so you have to
decide if you want to go for big money and gain a big lead, or play
more reserved and see if other people will get into a lot of debt.
So now you have a
little bit of money and its your turn. What to do? Well, you have 5
options.
- Build track, which costs money.
- Deliver goods, which gains you money
- Urbanize a city, change a grey city to a colour and place some good on it.
- Upgrade your train to the next level
- Take a operations card
It can be overwhelming
at first, but after one turn, most players will have picked up what
to do.
I'm not going to go
into much detail on this game, as this review could then easily turn
into a small novel. I cannot speak highly enough of this game, its
almost perfect. There are just a few little niggles, like it being 1
turn to long, and some of the rules are not that clear, and you need
to turn to the internet to work some problems out. But on a whole,
this is like monopoly on steroids, with a good dose of strategy to
boot. Plenty of options, and no two games will be the same due to
the randomness of the cards and goods in play.
If you like trains,
this is the game for you. If you don't like trains, then forget
about the train theme, and play it. Its a economy game at heart, and
a very good one at that, don't pass this one by.
id agree with all of the above but with the addition of one downside.
ReplyDeleteonce track gets put down it becomes impossible to see the names of towns, this isn't such an issue if you knowledge of eastern US geography is up to scratch or if you have played a fair few times and memory serves you well. this might seam like a small issue but when you start having to hunt round the board for the place name of an objective you start to betray your strategy's a little.
it also leads to the hotel cards becoming a bit redundant as you start to move coloured cubes to the matching coloured town, without an eagle eye on where things are going you might miss that it was a delivery to somewhere you needed and miss out on valuable points
That adds to the game I feel, in the way that as your network grows, you need to be more "on the ball" to see whats happening, just like in real life. I admit, it is probably a design flaw in the game, but when looked like that, makes sense.
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