Stamps, baseball cards, antiques, books, even board games; all of these items are things people like to collect. What is it that gets into our blood and drives us to shop for, buy, and keep multiples of one or more similar items? There must be something completely satisfying about it because collecting sets has been a game mechanic for hundreds of years.
In Set Collection games players are trying to collect specific sets of items (cards, jewels, resources, etc.) in order to gain victory points, claim routes, build buildings, or cure a disease.
Hallmarks of Set Collection
Sets
The one true hallmark of set collection games, is, as with modular board games, pretty obvious. You are collecting sets. The reason for collecting the set, and what you are collecting, may vary from game to game. In "Ticket to Ride" you are collecting sets of the same color in order to claim a route. In "Stone Age" you are collecting wood, stone, brick, and / or gold to build huts. In "Alhambra" you are trying to collect the largest set of similar tiles to gain the most victory points.
Theme
Set collection is a common mechanic found in many Eurogames. It can even be found in some abstract games such as poker and mah-jong. It's rarely found in highly thematic war games or dungeon crawls. There are a few. Usually it plays only a minor role, if any, in thematic games. So, if you are looking for theme, it may be better to try another mechanic.
Purpose of Collecting
Why are you collecting sets? Is some games it is merely to gain victory points, in others there is another purpose. It's a matter of personal opinion which type you prefer.
In "Ra: The Dice Game" players roll the dice to collect Pharaohs, Niles, Floods , and Pyramids in order to score the most points and avoid losing points. In "10 Days In Europe" players are trying to be the first to collect 10 country and transportation tiles that form a continuous route.
Yet another example can be found in "Pandemic." Here players work together to collect a set of five cards of a particular disease. They can then cure it and come closer to their goal of saving the world. Of course, if someone is a scientist, they only need four cards to cure that same disease.
A little bit of push your luck?
I put a question mark next to this hallmark because it isn't present in every set collection game, but it's the heart of many. I'm looking at you poker! The tension and excitement of set collection can be a big draw.
Do you take that wild Engine card this turn in "Ticket to Ride.? Or do you do the safe thing and claim that route before someone else steals it? Do you risk giving up a needed, but out of place, country card in "10 Days?" You hope it doesn't get taken or covered up this turn. Or, do you risk keeping it and try to change your route to make it work? To risk it or not to risk it, that is the question!
Wednesday, February 29, 2012
Saturday, February 25, 2012
Five Minute Friday: Grit (On a Saturday)
Maybe I should just start making this Five minute Saturday instead. You would think Friday would be the easiest day of the week to sit down and just write for five minutes. But that doesn't happen. I join The Gypsy Mama's "Five Minute Friday" topic. Each Friday, we write for five minutes on a topic without any editing or rewriting allowed. I put a little spin on it and relate it to board games.
Today's topic is truly a challenge for me. Grit, true courage. How can I relate this to board games. Does it take true courage to play games? Well no. So I can I write about courage, grit and relate it to board games. I'll give it a try...
So I've got my stopwatch out and I'm ready to on your mark, set, and go!
When asked about my hobbies I usually get a strange look when I talk about board games. People don't really believe me when I say its a hobby. I even refrain from telling people until I know them a lot better. I wavered back and forth when I started this blog asking myself if I wanted to announce to the world (so to say) that yes in fact I do like to spend hours sometimes sitting at a table and moving pieces around on a board. And guess what, it is so much fun!
Now this doesn't take grit, I'll admit. But, being yourself showing who and what you are, even if the world thinks it is a little strange does. I encourage others to be themselves and I see how the world reacts. If you don't fit into the mould of what society decides normal you are different. Guess what, the world doesn't like different. Those who stand up for themselves and face the world with their head held high are the one's with grit.
So yes, I play board games, I love board games. I'd rather spend an evening battling dragons or building a society from nothing than watch an episode of ...okay I can't even think of a popular TV Show, because guess what! I don't have cable either! It doesn't take grit, but it does take a few ounces of courage
And time!
Maybe next time I'll actually get this done on Friday!
Today's topic is truly a challenge for me. Grit, true courage. How can I relate this to board games. Does it take true courage to play games? Well no. So I can I write about courage, grit and relate it to board games. I'll give it a try...
So I've got my stopwatch out and I'm ready to on your mark, set, and go!
When asked about my hobbies I usually get a strange look when I talk about board games. People don't really believe me when I say its a hobby. I even refrain from telling people until I know them a lot better. I wavered back and forth when I started this blog asking myself if I wanted to announce to the world (so to say) that yes in fact I do like to spend hours sometimes sitting at a table and moving pieces around on a board. And guess what, it is so much fun!
Now this doesn't take grit, I'll admit. But, being yourself showing who and what you are, even if the world thinks it is a little strange does. I encourage others to be themselves and I see how the world reacts. If you don't fit into the mould of what society decides normal you are different. Guess what, the world doesn't like different. Those who stand up for themselves and face the world with their head held high are the one's with grit.
So yes, I play board games, I love board games. I'd rather spend an evening battling dragons or building a society from nothing than watch an episode of ...okay I can't even think of a popular TV Show, because guess what! I don't have cable either! It doesn't take grit, but it does take a few ounces of courage
And time!
Maybe next time I'll actually get this done on Friday!
Wednesday, February 22, 2012
Tobago
Creeping through the jungle you clench the tattered scraps of a treasure map in your hands, just a few more clues and you will find the treasure. But you know others are out there, trying to find the very treasures you seek. There aide may be welcome, as they can help you narrow down the clues. But the more they help the more treasure they demand. And they are not the only dangers awaiting on this island. Legend has it that some of the treasure is cursed! Seek the amulets and you will be safe, without them the curse is your destiny.
Object of the Game
Tobago is a treasuring hunting game in which players combine clues with the help of others or alone until the exact location of a treasure is determined. Players try to be the first to reach that treasure and retrieve it. By either finding the treasure or adding clues players can shares of it. Treasures may also be cursed. Amulets with help players gain advantages over other players and protection from curses. At the end of the game the player with the most gold treasure coins wins.
Components / Set-up
I was immediately drawn to Tobago because of the components. Beautiful! I know I say this about a lot of the games I review, but everything, I mean every last component of Tobago, is just amazing.
The first component is the modular game board. There are three double sided sections to the game board. The three front sides (a, b, c) show fewer island spaces than the reverse side (A, B, C). These boards may be combined into 32 different islands. There are also three clamps that lock the board into place. These clamps are also the spaces for the amulets, clue cards, and treasure cards. Players simply decide which island they want, clamp it together and place it on the table.
The island is made up of hexagonal spaces of various terrain types: beach, jungle, river, scrubland, lake, and mountain. No matter how the board is set up there will be exactly one largest area of each terrain type.
Next to the board, the coolest game pieces are the 4 huts, 3 palm trees, and 3 statues. These are placed on the island next, according to a few rules. The first is that only one object may be placed in each space. Each similar object must be placed at least four spaces apart. Be sure to check that you do this, especially on the smaller boards. The last rule is that the Statues can not be placed next to the ocean. Each statue must directly face one of the six surrounding spaces.
The component every player is vying for are the treasure cards. There are 39 total treasure cards, and two curse cards. The deck is formed by first shuffling all the treasure cards, removing the first 12 and then reshuffling the lower 27 with the two curse cards. The cards are then placed on their clamp space.
There is a mistake in the rulebook. It says the game comes with 21 amulet tokens. In fact, it only comes with 20 These tokens are not placed on the board yet. The are set aside, on their clamp space, and will come out later in the game.
The players then take one ATV of their choice and the corresponding colored compass rose tokens (15 each player) . Players chose the starting location of their ATV on the island.
Next, create four treasure map areas near the game board. Sort the four colored treasure cubes. There are 17 total cubes in each of the four colors (grey, brown, black, and white).
Now, players each draw one of the 52 clue cards and place it face up on an empty treasure map. Each player marks the placed card with one of their compass rose tokens to show it is theirs. Players are then dealt four clue cards (6 in a two player game). The remaining cards form the clue card deck.
Each clue card shows the landmark the clue refers to: scrubland, jungle, river, mountain, lake, beach, hut, palm tree, statue, or ocean. If the clue card has two red parenthesis above and below the symbol it refers to the largest area. The two cards below marked with red and green compass rose thus refer to the largest jungle and the largest mountain.
Card type four means not within a landmark. This shows the landmark in the hexagon crossed out. (marked with green). Card type five means not next to the landmark and is marked with the landmark beside a crossed out hexagon. Card type six means not in sight of the landmark, not within 1 or 2 spaces of the landmark. So the treasure must be at farther than two spaces away. The picture show the landmark besides two crossed out hexagons.
Game Play
Players take turns in clockwise order starting with any player. Players may either play a clue card, or move their ATV during their turn. They may also retrieve treasures and use one or more amulets during their turn
1. Play a Clue Card
Players chose one card from their hand and place it face up below the last clue card played of one of the four treasure maps. They must mark the played card with one of their compass roses. New cards are always placed below the older cards. The player then draws a new card.
Rules for adding clues: a new clue added to the treasure map must not contradict any clue already present in the map; it must reduce the possible sites where the treasure could be by at least one space; and it must allow at least one site where the treasure can still be hidden.
To help visualize where the treasure is players add cubes to the board as possible spaces are eliminated. When there are few enough spaces, the spaces that could possibly hold the treasure should be marked with one of the cubes of the treasures color. As new clues are added to the map more cubes are eliminated. The treasures location is determined when only one cube is left. Now the treasure may be retrieved by the first player to reach it. As a side note, it is possible that cubes from different treasures may share the same hex.
2. Move an ATV
Players may move their ATV's up to 3 legs. One leg equals either moving within one terrain or changing a terrain. Players may move within the same terrain type no matter how far for one leg. When players move into an adjacent space of a different terrain type (moving from jungle to lake) that also counts as one leg.
If players retrieves a treasure their movement is ended not matter what. If a player collects a amulet one leg is automatically ended.
ATV's may also enter any space on the island, but they can not go into the ocean.
Retrieving a Treasure
A player may retrieve a treasure if the exact location of a treasure is determines (only one site marker remains) and it is their turn and their ATV reaches or already occupies the space containing the last site marker. That player will then place a compass rose below the last clue card of that treasures map and remove the site marker.
Each player draws as many treasure cards as they have compass roses on the map. They will secretly look at the treasure card and hand them face down the the player who will distribute the treasure cards. Players must be careful to not give away the treasures they have seen.
Distributing a Treasure
The player who will distribute the treasure cards draws one more treasure card from the stack and shuffle it and the other cards for the treasure together. They then display the top treasure card. All players with compass roses on the map are asked, in sequence order (from bottom up) whether thye want to claim the treasure card or not. If the first player declines the next player is asked. If it is not claimed it is put into the discard pile.
If a player claims a treasure card they take it and place it face down next to them. This process is continued until all the treasure cards for this treasure have been offered or no compass rose remains on the board. Left over cards are discarded.
Cursed Treasure
If a curse card is turned up during a distribution that treasure is cursed. A cursed treasure has two consequences. The remaining treasure cards are not distributed. If anyone still has a compass roe on the treasure map they must discard one amulet. If they do not have an amulet they must lose their most valuable treasure card. The curse card is then removed. If the second curse is among the discards it is discarded without it taking affect. Players then take back the compass rose tokens.
Starting a New Treasure Hunt
All clue cards belonging to the retrieved treasure are placed on the discard pile. The player who claimed the last treasure card during the distribution starts a new treasure map by playing a clue face up from his hand.
The Mysterious Appearance of the Amulets
A mysterious force emanates from the statues each time a treasure is raised. Where their gaze strikes the coast amulets surface in the ocean and are swept ashore. After each treasure is retrieved take three amulets and place one each on the coast in the last island space lying in the direction of the view of each statue, unless this space is already occupied by a amulet. The, witha grinding noise, the statues turn to face where the next amulet will surface: rotate the each statue 60 degrees in a clockwise direction.
Picking up Amulets
A player may pick up an amulet during their turn. There are two ways. First at the beginning of the player's turn, if the ATV already occupies a space that contains an amulet, he may take the amulet. This does not count as an action. A player may also claim an amulet if their ATV moves into a space containing an amulet. To pick it up the player must complete one leg of their movement. So it is possible to collect more than one amulet during an action.
Amulet Powers
During a players turn they may play as many amulets as they wish. Amulets may be used in five different ways. It can be used to remove a site makers. The player may remove one cube. The last cube may not be removed. An amulet may also be used to play an extra clue card. If a player needs to make another ATV action, they may move the ATV one extra. Players may not pick up amulets while using htis power. An amulet may also be used to exchange clue cards. The player discards all their clue ards and redraw the same number. The last power of the amulet is to protect players from a cursed treasure.
Used amulets are placed back in the common pile.
Ending the Game
The game ends after the treasure deck runs out, but not before the treasure has been distributed. Discarded treasure cards (but not curses) are reshuffled so that each player with a compass rose gets a treasure card.
The player with the most gold wins!
My Thoughts
Tobago was a game I anticipated and wished for a long time. I watched for it on my favorite websites longed for it as I visited games stores, but it wasn't to be found. Then I saw it! I remember my joy and excitement as I quickly grabbed the box and was determined not to lose it.
Taking it out for the first time I was blown away by the components. They are gorgeous, sublime! Set up, the game just draws you towards it. Even the insert is amazing. Everything has a specific place and fits back in the box so wonderfully. Why can't every game do this?
Tobago is also simply a fun game. You hear the Indiana Jones theme song playing in the background as you hunt for treasure and try to beat your opponents. There is also a little bit of cooperation between players as you build the treasure map. You may have to rely on them to eliminate some possibilities. But you don't want to much cooperation. You may hold back from putting down a clue that would reveal the treasures location so you can get there before the others. I like this struggle in the game.
But I must admit the game has lost some of its luster. I can't exactly put my finger on it but it doesn't have the same draw for me these days. Its still fun, and I'll play it anytime. But, I don't actively seek it out as I did at first. This may be because it isn't the deepest of games. It's a longer lighter game great for families and people new to board games.
I wouldn't advise new players to read the rules and try to teach themselves the game. The rule books is okay but its layout can be a bit confusing.
Overall the game is simply fun. Don't expect deep thought but expect a few tough decisions. Enjoy yourself and find some treasure on a beautiful island.
Quick Stats:
Designer: Bruce Allen
Artists:Victor Boden
Publishers: Rio Grande Games, The Game Master BV, Gigamic, KADABRA, Mercurio, Piatnik, Stupor Mundi, Zoch Verlag
Number of Players: 2-4
Playing Time: 60 minutes
Awards: 2010 Boardgames Australia Awards Best International Game Nominee, 2010 Golden Geek Best Innovative Board GAme Nominee, 2010 Golden Geek Best Family Game, 2010 Kinderspielexperten "8-to-13-year-old" Nominee, 2010 Nederlandse Spellenprijs Nominee, 2010 Spiel des Jahres Reccommended
Sunday, February 19, 2012
Game Mechanic: Modular Board
Think of a board game, any board game. I'm going to say Sorry! Now, think of what the board looks like. Other than possibly changing the theme or updating to more modern images, most boards stay the same. Boardwalk is always next to Go in Monopoly, the starting star in Scrabble is always in the middle of the board, and the cities in Ticket to Ride are always in their correct location.
Can you imagine a game board that isn't always the same? During one game there is a river going right down the middle of the board. During the next game, using the same board, you are now faced with mountains to cross?
One of the fun things about some hobby board games is that the board itself may not be the same each time you play. Some mainstream games are picking up on this mechanic as well. The U-build series of games like Monopoly and Mouse Trap are some current examples.
I like modular boards because they add a lot of re-playability to games and they allow one board to fit multiple scenarios. This is useful in war games like "Commands and Colors." It allows people to play more than just one battle on the same board. It wasn't until I started writing about this mechanic that I realized just how many of my games are modular. It was funny to go through my list of games and see how many fit this mechanic.
Hallmarks of Modular Board Games
The hallmark of modular board games is that the board changes from game to game. (Insert isn't that obvious joke here.) How the board changes varies.
One Board - Multiple Overlays
Overlays are the things that can be put on the board to change it around. Some examples of overlays are tiles or cards. The rule book may come with specific directions for the set-up, or it may be up to the players to chose where the overlays are placed. The board itself doesn't change, but how it looks from game to game will.
Memoir '44 is a great example of one board making use of multiple overlays. The base game comes with a double sided board and lots of different terrain tiles. Players can play the board as is or add the terrain tiles.
These terrain tiles allow the game to simulate different battles from WWII. The terrain tiles affect movement and attack ability. The affect may be advantageous to you are a pain in the rear.
Variable Board Placement
Another way to change things up with modular boards is to randomize board placement. This usually means that the board is made of multiple pieces that are changed around from game to game. Players change their strategy from game to game since things are never in the same location.
In "Sid Meier's Civilization: The Board Game" there are multiple map tiles that are randomly placed each game. As an extra challenge all but the home map tiles are placed face down at the beginning of the game. Players explore to discover the map.
Another variable for this type is to not use all the game pieces at one time. In games like Descent and Dungeons and Dragons: Castle Ravenloft players place the board tiles as they discover and move into new locations. You reveal the dungeons as you explore it, never knowing what dangers or treasures may lurk around the next corner.
Variable board placement does not always mean players don't know what the board looks like from the beginning of the game. Heroscape boards are built before the game starts and players know what it looks like even before they start playing. Again players can use the scenarios in the rule but or create their own map.
Can you imagine a game board that isn't always the same? During one game there is a river going right down the middle of the board. During the next game, using the same board, you are now faced with mountains to cross?
One of the fun things about some hobby board games is that the board itself may not be the same each time you play. Some mainstream games are picking up on this mechanic as well. The U-build series of games like Monopoly and Mouse Trap are some current examples.
I like modular boards because they add a lot of re-playability to games and they allow one board to fit multiple scenarios. This is useful in war games like "Commands and Colors." It allows people to play more than just one battle on the same board. It wasn't until I started writing about this mechanic that I realized just how many of my games are modular. It was funny to go through my list of games and see how many fit this mechanic.
Hallmarks of Modular Board Games
The hallmark of modular board games is that the board changes from game to game. (Insert isn't that obvious joke here.) How the board changes varies.
One Board - Multiple Overlays
Memoir '44 Board |
Board with Terrain Tiles |
These terrain tiles allow the game to simulate different battles from WWII. The terrain tiles affect movement and attack ability. The affect may be advantageous to you are a pain in the rear.
Variable Board Placement
Another way to change things up with modular boards is to randomize board placement. This usually means that the board is made of multiple pieces that are changed around from game to game. Players change their strategy from game to game since things are never in the same location.
Starting Board |
Fully Explored Board |
Variable board placement does not always mean players don't know what the board looks like from the beginning of the game. Heroscape boards are built before the game starts and players know what it looks like even before they start playing. Again players can use the scenarios in the rule but or create their own map.
Saturday, February 18, 2012
Five Minute Friday (On a Saturday): Delight
It's Saturday, and I missed my taking five minutes Friday to write about The Gypsy Mama's "Five Minute Friday" topic. Each Friday, we write for five minutes on a topic without any editing or rewriting allowed. I put a little spin on it and relate it to board games. I know it is cheating a bit but I'll take the time today. The topic is Delight. So I've got my stopwatch out and I'm ready to on your mark, set, and go!
Anticipation, the brown box arrives and the tape is cut open to reveal the wonders hidden inside. What new games do we have today? Oh the delight when you open the boxes, punch out the chits, organize the pieces. Simple pleasures.
The pieces, the wooden meeples, the acrylic penguins, the plastic figures bring delight as you hold them and move them. Counting the cards, figuring out the organization in the box and on the shelves. That self can hold just one more game, right?
Setting up a new game or an old friend on the kitchen table. Family and friends gather around and the fun begins. You can feel the delight the game brings to the room. The smiles prove it. Roll the dice, flip a tile, lay a card...oh the joy.
Turn off the television, a little music in the background is okay, but focus on the people around you. Turn off you cellphone, leave the computer alone and enjoy the simple delight brought to you by a board game.
What about board games delight you?
Anticipation, the brown box arrives and the tape is cut open to reveal the wonders hidden inside. What new games do we have today? Oh the delight when you open the boxes, punch out the chits, organize the pieces. Simple pleasures.
The pieces, the wooden meeples, the acrylic penguins, the plastic figures bring delight as you hold them and move them. Counting the cards, figuring out the organization in the box and on the shelves. That self can hold just one more game, right?
Setting up a new game or an old friend on the kitchen table. Family and friends gather around and the fun begins. You can feel the delight the game brings to the room. The smiles prove it. Roll the dice, flip a tile, lay a card...oh the joy.
Turn off the television, a little music in the background is okay, but focus on the people around you. Turn off you cellphone, leave the computer alone and enjoy the simple delight brought to you by a board game.
What about board games delight you?
Tuesday, February 14, 2012
Railways of the World
Everyone loves a rags to riches story, right? The hero or heroine starting out with next to nothing and by the end of the story living the life of luxury through hard work, talent determination, and perhaps a bit of luck. Railways of the World is a bit like a rags to riches story. Players build a railroad empire from nothing, hoping to by games end, have been the one who made the best decisions, delivered the most goods, and captured the most of the railroad market.
Components
The components of Railways of the World are amazing! The base game comes with two maps. Be warned you will need a large table for these maps. The smaller map of Mexico is 4.75"x24.5" and the larger map is a 30" x 36" map of Eastern U.S. It takes up most of our kitchen table.
You also receive 217 doubled- sided hexagonal track tiles. These are either straight, curves, or crossings. 150 Control locomotives (25 in each player color). 125 goods cubes in five colors, 54 Bond Certificates in 3 denominations, 12 new city tiles (3 x yellow, 3 x black, 3 x blue and 3 x purple), paper money in 3 denominations, 1 score track, 2 Golden Spike tiles, and a drawstring bag.
The cards that come with the game are a Start Player Card, 12 Railroad Baron Cards, and 37 Railroad Operations Cards and Engine Cards levels 1 to 7.
My favorite part are the 24 empty city markers, in four different styles. There is a water tower, rairoad crossing sign, a roundhouse, and
Object of the Game
The players who is able to score the most victory points by delivering the most goods, receiving points from special cards, and possibly meeting their hidden Baron objective will win the game.
Set-up
I know in other posts I praised games for their quick set-up time. Railways of the World certainly isn't the longest game to set up but it does take a bit of time. This does not take away from the enjoyment of the game. It just usually means, it isn't a game that gets played on a week night.
The first thing I like to do is place the goods cubes on the board. We store them in the bag so its easy to set up the cubes. Each city on the board has a number printed on it. Simply draw the number required and put them on the board. A special note for two is three player games is that one less goods cube is placed. Cities marked one still receive one good.
The track tiles should be placed in easy reach of all players. We like to keep ours in the bag and pass it around. Place the new city tiles near the board and take out the number of empty city markers needed for the end game. The number needed varies depending on the map being played and the number of players so consult your rulebook for this information.
Place one locomotive of each players color on the score track. and depending on the map being played you may want to use one for the turn order track. Use an empty city marker (I like to use the roundhouse) for the round order track as well. You may have noticed that players haven't received any money. No, this isn't a mistake, you start with no money.
Players then bid to be the first player, starting with the youngest player. Whomever bids the most takes the first player card. Since you start with no money players must take bond certificates. For each bond the player takes he receives $5,000 from the bank. You can take as many bonds as you want but you can never get rid of bonds. They also cost the player one victory point per bond at the end of the game.
Game Play:
Each turn of the game involves three phases:
Phase One: First Player Auction
After each turn players again auction for first player. After the first turn the player who was first player starts the bidding and it continues clockwise around the table. The minimum bid is $1,000 and any player who passes can not re-enter the auction. The winner pays his bid. If all players pass the first player card goes to the person to the left of the previous first player and they become the first player for the next round. Give the first player card to the winner and start player actions.
There are some varients in the rule book for the auction.
Phase Two: Player Actions
Phase Two is the meat of the game. There are three rounds in phase two. Its important to keep track of these rounds, with the round marker. Players may preform one action each round starting with the first player and going clockwise. The player may either: build track,urbanize, upgrade their engine, deliver one goods cube or take a Railroad Operations Card.
Build Track: You need to connect cities in order to deliver cubes and earn victory points. A tile or series of tiles that connect one city to another is called a link. When you build track the ends of the track must line up so that the railroad forms a continuous line. The first tile laid must connect to a city or the end of an incomplete track. During the action all the tiles laid must connect to that track. You may build up to four tracks during each turn.
When you have built four tracks or connected a city to another city stop building. You can not build more than one link in a single action. If a player is unable to finish a link after the third round that link is lost and all the tiles are removed. The players does not get any money back for the lost track.
How much it costs to lay the track depends upon the terrain. Open terrain "green hexes" cost $2,000. Any water (ocean or river) in a hex increases the cost to $3,000. Mountain hexes (with a white dot) cost $4,000. If a ridge (dark brown line) is crossed then the cost is increased by an additional $4,000.
When you build a track be sure to place one of your control locomotives. The train color shows the owner. Once a link is completed it can not be removed. Players may build a criss-cross track over other players tracks. This does not cost any extra.
Urbanize: If a player wishes they may take one available New City Marker and place it on any gray city for $10,000. They may then drawn two random goods cubes from the bag and add them to the city. If the city was empty the empty city marker is removed.
Upgrade Engine: The player may also choose to upgrade their engine. This cost varies. The cost to upgrade is shown on the bottom right hand corner of the new Engine Card. Upgrading an engine allows players to deliver their goods further. The level represents the maximum number of links a player may deliver his good. For example a level 4 engine may deliver one goods cube to a city a maximum of 4 links away.
Deliver Goods Cubes: Another action that may be chosen is to deliver one goods cube. The goods cubes must be moved along a complete link to a city that is the same color as the cube being delivered (yellow cube to a yellow city). The cube may be moved a number of links up to the the level of the players engine. The cube can not pass through the same city twice. A cube must also stop moving once it reaches a city of the same color. When it is delivered remove it from play and place it back into the bag.
After the goods cube reaches its destination, determine who gains income from the delivery. A player gains one point on the income track for each complete link he owns ,that the cube travelled along. This means that goods can travel over links of other players. If that happens that player will collect the points for their link. The first link used must be owned by the active player.
The points are recorded on the income track. When all goods are moved out of a city place an empty city marker in that city. The type doesn't matter.
Take a Railroad Operations Card: Before the start of the game each of the three start cards are placed face-up, next to the game board. It is easy to find these cards because they are marked with a gold "S" is the bottom left-hand corner. Then the deck is shuffled and a number of cards equal to two times the number of players is drawn from the deck and placed face up next to the game board. These cards are the one available for players. At the end of each turn, and after the Income and Dividends phase, one new cards is placed face-up next to the board.
All the cards have a symbol on the bottom right-hand corner. Each symbol is associated with a special rule or rules for that card.
Green Circle: These cards cannot be selected, but give a benefit to the first player to accomplish the goal printed on the card. Once the goal is accomplished, the card is removed from play. An example of this type of card would be the "Service Bounty Cards" that give a bonus for the first player to deliver a cube to a certain city.
Purple Diamond: Once selected, these cards may be used by the owing player once per turn. This use does not count as an action. An example would be "Perfect Engineering" that allows players to build up to five track segments to a single link, once per turn.
Red "X": When selected, these cards must be used immediately and then discarded. An example would be the "New Industry Card" that allows players to place a new city in a gray city of their choice.
Hand of Cards: These cards may be kept by the player until needed. Once used, the card is discarded. The use of the card does not count as an action An example would be "Tunnel Engineer" that allows mountains and ridges to be half price on a future build action.
No Symbol: This card is kept face-up in front of the player, who gets a benefit of the card for the rest of the game. An example would be the "Hotel Cards" that give players points on the income track for each good delivered by any player to a certain city.
Phase Three: Income and Dividends
After the end of the third round player collect the amount of income shown (in dollars) on the space where their locomotive is on the income track. Once the players have collected their money they must pay "bond dividends." Which means that they must pay $1,000 dollars for each bond issued to them. If the players owes more dividends than he has money, more bonds must be issued to the pay off the debt. Dividends are not paid on these new bonds issued until the next income phase.
At this time any link that was incomplete is removed. Then, the round marker is returned to the "1" space and a new turn is started.
Game End
After the predetermined amount of Empty City Makers are placed on the board, the Game ends at the end of this complete turn. Again, make sure to the check the rule book for the number.
Next, the players check the scoreboard for victory points. Players lose one victory point for each bond. If playing with Baron Cards they receive the number of indicated victory points if they were able to reach their goal. They do not lose points if they did not reach the goal. The player with the most victory points wins. If there is a tie the player with the most track links win, and if there is still a tie the player the most money wins.
My Thoughts
Like Stone Age, Railways of the World is a game that will always have a spot in my collection. It will never be my favorite game, but its definitely in my top 20. It's a game I'm always willing to play as long as I have the time available.
What makes Railways of the World so great is the simple rules and great depth of play. The rules are simple and need little review after a few plays. Even after not playing for a few months I can pull out the game and have only a few questions that would require the rule book. Usually its just to check how many empty city markers I need for the map.
Even if it the rules are simple I don't think I would recommend this game to a new player because of the depth. There is a lot to keep track of during the game. You always need to be thinking a few turns ahead and be ready with alternatives in case someone gets where you were going, before you. You also have to watch your opponents to make sure they aren't blocking you, getting close to getting a major route, or running away with the game. I feel new players may possibly be overwhelmed with all the choices and decisions.
The variable set-up and the randomness of the Railway Operations Cards always make for a unique game each time it hits the table. Re-playability is another important plus for Railways of the World. I also like the Railroad Baron cards and the hidden scoring they offer. If I know I'll be able to meet my objective it gives me hope when I'm behind on the income track.
When I first started playing I thought that I would hate the auction and bonds. I'm not a big fan of the auction mechanic in games because I usually stick to two player games and they rarely work in this situation. It's okay during the two player game. Usually we challenge and bid high the first few rounds but towards the end of the game we usually just pass it back and forth. Perhaps a variant where you have to pay no matter what would make us more competitive during the two player auction.
Depending on the map being played the bonds are not as bad as I thought. I try to not take more than two or three but I think the Western U.S. map sometimes causes me to be less cautious in order to get ahead. I had a friend who once won handedly even with taking about eight bonds, so maybe I don't need to be so cautious.
I also like that Railways of the World is a game system. The rules work on multiple maps and each new map offers some new rules and ways to play. I haven't tried them all but I really like the city spinner that let you deliver two colors of goods cubes to one city.
The last game we played with the Event Deck. My husband decided to go easy on me and took out most of the bad cards. I get flustered when bad things start to happen. I like what this added as well. It was really easy to add and made each round interesting.
The last thing I enjoy about the game are of course the components, as I already said. They are all very high quality and create a really cool picture at the end of the game. I feel like I actually have built a railroad empire. I don't like the paper money. We always use poker chips instead and its now gotten to the point that I think they actually came with the game instead of the paper money.
There are a lot of different board available. The best for two players I think are Railways of Europe and Railways of England and Wales. These two force more competition between two players. The Eastern U.S. map if almost too big and an entire game may be played without much player interaction. I look forward to more boards coming out in the future and if anyone is listening a map of the state of Pennsylvania would be really cool, there is so much railroading history here!
Quick Stats:
Designer: Glenn Drover, Martin Wallace
Artists: Paul Niemeyer, David Oram
Publisher: Eagle Games
Number of Players: 2-6
Playing Time: 120 minutes
Expansions: Railways of England and Wales, Railways of Europe, Railways of Mexico, Railways of the Western U.S., Railways Through Time, Railways of the World Even Deck
Components
The components of Railways of the World are amazing! The base game comes with two maps. Be warned you will need a large table for these maps. The smaller map of Mexico is 4.75"x24.5" and the larger map is a 30" x 36" map of Eastern U.S. It takes up most of our kitchen table.
You also receive 217 doubled- sided hexagonal track tiles. These are either straight, curves, or crossings. 150 Control locomotives (25 in each player color). 125 goods cubes in five colors, 54 Bond Certificates in 3 denominations, 12 new city tiles (3 x yellow, 3 x black, 3 x blue and 3 x purple), paper money in 3 denominations, 1 score track, 2 Golden Spike tiles, and a drawstring bag.
The cards that come with the game are a Start Player Card, 12 Railroad Baron Cards, and 37 Railroad Operations Cards and Engine Cards levels 1 to 7.
My favorite part are the 24 empty city markers, in four different styles. There is a water tower, rairoad crossing sign, a roundhouse, and
Object of the Game
The players who is able to score the most victory points by delivering the most goods, receiving points from special cards, and possibly meeting their hidden Baron objective will win the game.
Set-up
I know in other posts I praised games for their quick set-up time. Railways of the World certainly isn't the longest game to set up but it does take a bit of time. This does not take away from the enjoyment of the game. It just usually means, it isn't a game that gets played on a week night.
The first thing I like to do is place the goods cubes on the board. We store them in the bag so its easy to set up the cubes. Each city on the board has a number printed on it. Simply draw the number required and put them on the board. A special note for two is three player games is that one less goods cube is placed. Cities marked one still receive one good.
The track tiles should be placed in easy reach of all players. We like to keep ours in the bag and pass it around. Place the new city tiles near the board and take out the number of empty city markers needed for the end game. The number needed varies depending on the map being played and the number of players so consult your rulebook for this information.
Each player then receives the 25 control locomotives in their player color, a Level 1 train card, and a player aide card. Players may also receive two Railroad Barons cards and choose one. These cards add a hidden scoring element to the game allowing players to score extra points if they meet their barons objectives by the end of the game.
Place one locomotive of each players color on the score track. and depending on the map being played you may want to use one for the turn order track. Use an empty city marker (I like to use the roundhouse) for the round order track as well. You may have noticed that players haven't received any money. No, this isn't a mistake, you start with no money.
Players then bid to be the first player, starting with the youngest player. Whomever bids the most takes the first player card. Since you start with no money players must take bond certificates. For each bond the player takes he receives $5,000 from the bank. You can take as many bonds as you want but you can never get rid of bonds. They also cost the player one victory point per bond at the end of the game.
Game Play:
Each turn of the game involves three phases:
- Phase One: Auction to determine first player
- Phase Two: Player Actions
- Phase Three: Income and Dividends
Phase One: First Player Auction
After each turn players again auction for first player. After the first turn the player who was first player starts the bidding and it continues clockwise around the table. The minimum bid is $1,000 and any player who passes can not re-enter the auction. The winner pays his bid. If all players pass the first player card goes to the person to the left of the previous first player and they become the first player for the next round. Give the first player card to the winner and start player actions.
There are some varients in the rule book for the auction.
Phase Two: Player Actions
Phase Two is the meat of the game. There are three rounds in phase two. Its important to keep track of these rounds, with the round marker. Players may preform one action each round starting with the first player and going clockwise. The player may either: build track,urbanize, upgrade their engine, deliver one goods cube or take a Railroad Operations Card.
Build Track: You need to connect cities in order to deliver cubes and earn victory points. A tile or series of tiles that connect one city to another is called a link. When you build track the ends of the track must line up so that the railroad forms a continuous line. The first tile laid must connect to a city or the end of an incomplete track. During the action all the tiles laid must connect to that track. You may build up to four tracks during each turn.
When you have built four tracks or connected a city to another city stop building. You can not build more than one link in a single action. If a player is unable to finish a link after the third round that link is lost and all the tiles are removed. The players does not get any money back for the lost track.
How much it costs to lay the track depends upon the terrain. Open terrain "green hexes" cost $2,000. Any water (ocean or river) in a hex increases the cost to $3,000. Mountain hexes (with a white dot) cost $4,000. If a ridge (dark brown line) is crossed then the cost is increased by an additional $4,000.
When you build a track be sure to place one of your control locomotives. The train color shows the owner. Once a link is completed it can not be removed. Players may build a criss-cross track over other players tracks. This does not cost any extra.
Urbanize: If a player wishes they may take one available New City Marker and place it on any gray city for $10,000. They may then drawn two random goods cubes from the bag and add them to the city. If the city was empty the empty city marker is removed.
Upgrade Engine: The player may also choose to upgrade their engine. This cost varies. The cost to upgrade is shown on the bottom right hand corner of the new Engine Card. Upgrading an engine allows players to deliver their goods further. The level represents the maximum number of links a player may deliver his good. For example a level 4 engine may deliver one goods cube to a city a maximum of 4 links away.
Deliver Goods Cubes: Another action that may be chosen is to deliver one goods cube. The goods cubes must be moved along a complete link to a city that is the same color as the cube being delivered (yellow cube to a yellow city). The cube may be moved a number of links up to the the level of the players engine. The cube can not pass through the same city twice. A cube must also stop moving once it reaches a city of the same color. When it is delivered remove it from play and place it back into the bag.
After the goods cube reaches its destination, determine who gains income from the delivery. A player gains one point on the income track for each complete link he owns ,that the cube travelled along. This means that goods can travel over links of other players. If that happens that player will collect the points for their link. The first link used must be owned by the active player.
The points are recorded on the income track. When all goods are moved out of a city place an empty city marker in that city. The type doesn't matter.
Take a Railroad Operations Card: Before the start of the game each of the three start cards are placed face-up, next to the game board. It is easy to find these cards because they are marked with a gold "S" is the bottom left-hand corner. Then the deck is shuffled and a number of cards equal to two times the number of players is drawn from the deck and placed face up next to the game board. These cards are the one available for players. At the end of each turn, and after the Income and Dividends phase, one new cards is placed face-up next to the board.
All the cards have a symbol on the bottom right-hand corner. Each symbol is associated with a special rule or rules for that card.
Green Circle: These cards cannot be selected, but give a benefit to the first player to accomplish the goal printed on the card. Once the goal is accomplished, the card is removed from play. An example of this type of card would be the "Service Bounty Cards" that give a bonus for the first player to deliver a cube to a certain city.
Purple Diamond: Once selected, these cards may be used by the owing player once per turn. This use does not count as an action. An example would be "Perfect Engineering" that allows players to build up to five track segments to a single link, once per turn.
Red "X": When selected, these cards must be used immediately and then discarded. An example would be the "New Industry Card" that allows players to place a new city in a gray city of their choice.
Hand of Cards: These cards may be kept by the player until needed. Once used, the card is discarded. The use of the card does not count as an action An example would be "Tunnel Engineer" that allows mountains and ridges to be half price on a future build action.
No Symbol: This card is kept face-up in front of the player, who gets a benefit of the card for the rest of the game. An example would be the "Hotel Cards" that give players points on the income track for each good delivered by any player to a certain city.
Phase Three: Income and Dividends
After the end of the third round player collect the amount of income shown (in dollars) on the space where their locomotive is on the income track. Once the players have collected their money they must pay "bond dividends." Which means that they must pay $1,000 dollars for each bond issued to them. If the players owes more dividends than he has money, more bonds must be issued to the pay off the debt. Dividends are not paid on these new bonds issued until the next income phase.
At this time any link that was incomplete is removed. Then, the round marker is returned to the "1" space and a new turn is started.
Game End
After the predetermined amount of Empty City Makers are placed on the board, the Game ends at the end of this complete turn. Again, make sure to the check the rule book for the number.
Next, the players check the scoreboard for victory points. Players lose one victory point for each bond. If playing with Baron Cards they receive the number of indicated victory points if they were able to reach their goal. They do not lose points if they did not reach the goal. The player with the most victory points wins. If there is a tie the player with the most track links win, and if there is still a tie the player the most money wins.
My Thoughts
Like Stone Age, Railways of the World is a game that will always have a spot in my collection. It will never be my favorite game, but its definitely in my top 20. It's a game I'm always willing to play as long as I have the time available.
What makes Railways of the World so great is the simple rules and great depth of play. The rules are simple and need little review after a few plays. Even after not playing for a few months I can pull out the game and have only a few questions that would require the rule book. Usually its just to check how many empty city markers I need for the map.
Even if it the rules are simple I don't think I would recommend this game to a new player because of the depth. There is a lot to keep track of during the game. You always need to be thinking a few turns ahead and be ready with alternatives in case someone gets where you were going, before you. You also have to watch your opponents to make sure they aren't blocking you, getting close to getting a major route, or running away with the game. I feel new players may possibly be overwhelmed with all the choices and decisions.
The variable set-up and the randomness of the Railway Operations Cards always make for a unique game each time it hits the table. Re-playability is another important plus for Railways of the World. I also like the Railroad Baron cards and the hidden scoring they offer. If I know I'll be able to meet my objective it gives me hope when I'm behind on the income track.
When I first started playing I thought that I would hate the auction and bonds. I'm not a big fan of the auction mechanic in games because I usually stick to two player games and they rarely work in this situation. It's okay during the two player game. Usually we challenge and bid high the first few rounds but towards the end of the game we usually just pass it back and forth. Perhaps a variant where you have to pay no matter what would make us more competitive during the two player auction.
Depending on the map being played the bonds are not as bad as I thought. I try to not take more than two or three but I think the Western U.S. map sometimes causes me to be less cautious in order to get ahead. I had a friend who once won handedly even with taking about eight bonds, so maybe I don't need to be so cautious.
I also like that Railways of the World is a game system. The rules work on multiple maps and each new map offers some new rules and ways to play. I haven't tried them all but I really like the city spinner that let you deliver two colors of goods cubes to one city.
The last game we played with the Event Deck. My husband decided to go easy on me and took out most of the bad cards. I get flustered when bad things start to happen. I like what this added as well. It was really easy to add and made each round interesting.
The last thing I enjoy about the game are of course the components, as I already said. They are all very high quality and create a really cool picture at the end of the game. I feel like I actually have built a railroad empire. I don't like the paper money. We always use poker chips instead and its now gotten to the point that I think they actually came with the game instead of the paper money.
There are a lot of different board available. The best for two players I think are Railways of Europe and Railways of England and Wales. These two force more competition between two players. The Eastern U.S. map if almost too big and an entire game may be played without much player interaction. I look forward to more boards coming out in the future and if anyone is listening a map of the state of Pennsylvania would be really cool, there is so much railroading history here!
Quick Stats:
Designer: Glenn Drover, Martin Wallace
Artists: Paul Niemeyer, David Oram
Publisher: Eagle Games
Number of Players: 2-6
Playing Time: 120 minutes
Expansions: Railways of England and Wales, Railways of Europe, Railways of Mexico, Railways of the Western U.S., Railways Through Time, Railways of the World Even Deck
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