The Judge returns once again, this time not to check out something brand new, but to look to one of Eagle Games’ biggest sellers instead! Fancy some old-school networking? Time to pick up a copy of Railways of the World – if your back can handle it!
Gamers, as a breed, are always being swept along in the continual, unending, irresistible Cult of the New. Myself included, by the way. I’m not only a registered, card carrying member – I also have a commemorative t-shirt and have started the fan club. I love new games, as do my gaming groups, so I don’t get as many opportunities to revisit some of my favourites as perhaps I would like.
There are exceptions. Terra Mystica is an evergreen and so is the subject of today’s review – Railways of the World.
When discussing this classic “pick up and deliver game” it’s almost a cliché to begin comparing this with Age of Steam and Steam – they’re all from to the same original Martin Wallace design, after all. However, I haven’t played either of those, so in a refreshing break from tradition, they shan’t be mentioned again!
What I do know is that Railways of the World is my second favourite logistics game. (Roads and Boats is best. Review to come…) Simply put, players take turns constructing track to connect cities together and deliver goods cubes from their random starting location towards a destination city. There are a few interesting wrinkles – you have to pay money to build anything and you begin with zero cash. Until you start scoring points, your income each round is also zero, and to gain points you have to deliver goods on your track. You see the problem?
Fortunately, debt is your friend. Loans (or bonds), can be taken to provide a cash influx to get you started – but may never be totally paid off. Once you take this cash (bestowed upon you by an Age of Steam-era payday loans company) [You said you wouldn’t mention it! – Michael] you are indebted to pay £1 per bond after every round of play. That millstone around your neck may have been an attractive charm to begin with, but by the end of the game, you’re lugging around a significant chunk of Stonehenge.
Does this sound stressful? Good, because it is – the positive kind of stressful though. You could play slowly and build up your infrastructure in a fiscally conscientious manner – were it not for the competition of your other players. Acting like gold hungry ’49ers, players will be scrambling to be the first player to deliver the limited number of cubes, identify profitable network routes, and hoping they can get it done before someone gets in the way.
This is all great fun, satisfying, challenging and a giant, ever-changing puzzle. It also looks gorgeous. Railways has been over-produced within an inch of its life. Rail links are marked with brightly coloured, detailed, plastic trains. The timer for the game is the number of cities that have been emptied of cubes. How should we mark these? A cardboard chit? Or a giant plastic water tower? Yep! It’s the latter. The boards also deserve special mention as they are attractive, graphically clear and HUGE. Currently available are Europe, Great Britain, Canada, Mexico and the East and Western US. You can also choose to play a transcontinental variant by putting the East and West maps together, though for this you will need to hire a small village hall or community centre (not included.)
Any negatives? Well, the random card draws of “cool stuff” or specific, point giving tasks are deliberately overpowered and can give you a huge boost – particularly at the start of the game. That said, the auction for turn order at the start of each round deals with most of those problems. “Taking that card would be great, but how much is it worth for me?” is a question that often comes up. Bidding the right amount at the right time to claim these is another key part of the race to victory.
The game claims it plays up to six, depending on the map. Ordinarily, games that say this are dirty, little liars and force players into lengthy, painful experiences. Railways, because of its micro-turns, is actually very good about preventing downtime and is great (though quite different) with all numbers of players. Play Europe with five or six and you have a super tight, cutthroat, knife fight in a phone box. Play The Western US with two and you could conceivably never meet each other.
I love Railways of the World. It is challenging, highly competitive and most importantly a whole heap of fun. A few steps up from Ticket to Ride, not as long or complex as the 18xx series – Railways hits the sweet spot for me, and guarantees a place on my collection, not least as an immovable object standing in the way of the irresistible force of the cult of the new.
Railways of the World is currently published by Eagle Games. Designed by Martin Wallace and Glenn Drover, it was originally released back in 2005. Between two and six players can get around the table, but be sure that it’s a bloody big one! Thanks to The Judge for his write-up, and be sure to follow him on Twitter today!