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Railroad Dice: The First Railssecond edition
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This is an imported item.
Game components are language-independent.
Manufacturer's rules are printed in multiple languages (including English).
from 1 customer review
Product Awards:
Games Magazine Awards
Advanced Strategy Game Nominee, 2005
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A new country is discovered and laid out with tiles. Additionally, stations get built and connected through a railway track of dice. Five railroad companies compete against each other to transport as many passengers as possible to be successful at the end.
Designed by: Jens Kappe
Released by: Wassertal Spieleverlag
3 - 4 Players, 1 - 1/2 hours
Review by: Greg J. Schloesser
Knowing this was a limited edition from newcomer Jens Kappe and his Wassertal Spieleverlag company, I took a chance and pre-ordered a copy, securing it at the Spiele Faire in Essen in 2003. The game appeared to be interesting, but the rules were somewhat confusing. Coupled with this confusion was the fact that dozens of other newly acquired games were competing for table time. Finally, the fact that the game was limited to four players caused it to languish for 2-months before it finally hit the table.
As its name implies, Railroad Dice is a game about building railroads using dice. The abundance of dice each depict both straight and curved sections of track, as well as a stock certificate and a "?", which serves as a "wild card". Players build track, purchase stock shares, build stations and transport passengers, all in an attempt to gather wealth and become a wealthy tycoon.
First, let me state that I am not a railroad game fanatic. Railroad games do not send shivers of excitement coursing through my bodies. I don't go ga-ga over the thought of constructing track across the vast plains of America or the rugged mountains of central Europe. I've never played an 18xx game. The closest I've probably come is Age of Steam, which even the designer claims is NOT in the 18xx classification of games.
That being said, I'm also not opposed to playing railroad games. The only reason I haven't played an 18xx game is that I've never really had the opportunity. I don't own any games in the series and the length of time required to play one has prevented me from seeking one out during the conventions I attend. Perhaps I'll play one someday, but it just isn't a top priority.
Thus, Railroad Dice didn't hold an irresistible fascination for me, but it also didn't evoke feelings of aversion. The game seemed interesting, so I bought it. After downloading and studying the revised rules, I began to understand the rules and mechanics, so felt reasonably comfortable bringing it to the table.
The game is filled with clever concepts and original mechanisms. The board, as it is, develops as the game progresses, and actually has two views. The first consists of large, 4" x 4" tiles, with an 8x8 grid and various terrain superimposed upon them. Mirroring these large tiles is a set of smaller tiles, which depict the same terrain but not the grid. The track (dice) and stations will be constructed on the larger tiles, while the smaller tiles will be pieced together to form a map of the overall landscape as the tracks spread.
The dice are the central mechanism of the game, and their location -- whether in front of or behind the player's screen -- is important, as is the symbol depicted on its face. Here is how dice can be used:
All dice located BEHIND a player's screen are assumed to depict a "?", so can be used to perform any of the "Behind Screen" actions, regardless of what is actually on their face at the time.
How to use the dice is during the course of a turn is the major decision players face. I should say "decisions", as there are numerous options available. Since dice can be rolled and used in various sequences according to the player's desires, the options seem almost limitless. This also allows for some very clever uses and a game which plays very differently each time.
So just what can a player do on his turn? Let's see --
The ultimate idea is to construct stations that form a connected line; i.e., stations that are located along a series of adjacent tiles. At the end of a turn, the director of a company earns income (known as 'transports passengers' in game parlance) based on the number of that company's connected stations. Thus, the greater the number of connected stations, the more income a player receives. The incentive, therefore, is to grab control of the director position in companies that already have a large network of connected stations, or construct those stations yourself and maintain control of the directorship for as long as possible.
Maintaining control of a directorship is NOT an easy task, however. As mentioned, once all of the shares of at least four of the companies have been purchased, players are free to purchase shares directly from the director of a company. The director cannot refuse these purchases, and the consequence is that directorships often change hands with great frequency, particularly in the latter stages of the game. However, this change of status doesn't actually occur until after income is collected for the transportation of passengers, so the controlling player will reap the benefits for at least the remainder of that turn. Further, he will be compensated, as he receives the dice paid to purchase the shares from him and gets to place any dice taken as income during the following turn in FRONT of his screen. This is a very effective compensatory mechanism that works well.
A player may perform the above actions in any order he desires and, with the exception of (a) and (b), as often as he desires. The possibilities and options are numerous, and the decisions to be made as to which actions to take and how to utilize the dice are challenging and often agonizing. Dice used for performing one action may not be available for use in performing a different action. It is the clever combination of the above actions, along with a little luck in the rolling, that can often result in creative maneuvers and strategic opportunities.
After each player has performed all of the actions they desire or can, an "End of Year" phase is held. First, passengers are transported, with income being distributed to the directors as described above. Then, stock holdings are assessed and the directorships of each company are maintained or reassigned. Finally, the start player rotates and the sequence is completed. The game ultimately ends when one of the following conditions is met:
All of these are feasible endings, and three of these have been achieved in the numerous games I've played. Players can actively force the train line into a position wherein it cannot be continued, so the leader can certainly work towards achieving this before his lead evaporates. Likewise, the director of a company can actively attempt to construct all of the stations of that company, or cause the dice supply to be depleted. So, players do have some degree of control in forcing an end to the game. Very clever and an effective strategy.
After the game end is triggered, passengers are delivered one more time and income paid to the company directors. Players then tally their income and the player who has successfully delivered the most passengers is victorious.
Few games have left me as intrigued and with as much enthusiasm after my initial playing. Subsequent playings maintained much of that enthusiasm. There is SO much going on here and so much to think about. Decisions abound, and there are a variety of strategies players can pursue. At first, it all seems a bit much and it is difficult to get a grasp on the rules and how the various mechanisms mingle to form a cohesive whole. However, about midway through a game, the fog will lift and the various possibilities and opportunities become clearer. Generally, it will likely take several games at least to get a firm grip on how best to utilize your dice and optimize the various actions. That's the mark of a good game.
Are there problems? Sure. For one, waiting until the shares of four companies have been purchased before allowing players to purchase shares from their opponents simply takes too long. Shortly after the game's release, several folks came forward with suggested variants, including the reduction of this number to three or even two. After numerous playings, I completely agree with this modification. It does liven-up the game quicker, as this makes it very difficult to maintain control of a company for an extended period.
Some folks have expressed distaste for how the company directorship and share aspects are handled. For those who share this displeasure, numerous variants and modifications have been proposed. Although some of them do sound intriguing, I find the method as written to be quite satisfactory. Yes, the game can be quite fluid, but players still have control over their own fate. Clever maneuvers, proper timing, and skillful play will rule the rails.
For fans, expansions are also now available. Railroad Dice Deutschland has just been released and promises to add even more twists and features to the game system. I'm looking forward to see where these new rails take me!