Monday 24 September 2012

Game Review: Railways of the World

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.

2 comments:

  1. id agree with all of the above but with the addition of one downside.

    once 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

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  2. 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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