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Showing posts with label railway game. Show all posts
Showing posts with label railway game. Show all posts

Friday, 4 September 2020

Friday Filler: Railroad Ink: Blazing Red

‘Roll & Write’ games—the mechanic of rolling dice and writing down the results—go all the back to Yahtzee, but that design is over sixty years old and game design has come a long way since 1956. These days, ‘Roll & Write’ games involve ‘write-on, wipe off’ surfaces, so a game can be played, the playing surface written upon, then wiped clean, and played again. Railroad Ink is typical of this. Published by Horrible Guild, Railroad Ink is a family game which combines competition and puzzles for between one and six players, aged eight and above, that can be played in thirty minutes. Over the course of the game, players roll dice and draw the symbols on the dice on their maps to build networks. After seven rounds, they score points for the number of Exits they connect, their longest rail and road networks, and lose points for dead ends created. The player with the most points is the winner. Then, everyone cleans their board, ready to play again. The result is a game with simple mechanics, but thoughtful gameplay as each player tries to connect up the symbols on the dice, all using the same symbols as everyone else, but in a different mechanic.

Railroad Ink comes in different colours—Railroad Ink: Deep Blue and Railroad Ink: Blazing Red are the most commonly available. They differ primarily in their colour and in the expansions available in each. Railroad Ink: Deep Blue adds the Rivers and Lakes expansions, each River symbol making connecting route that much more difficult, whilst Lakes can connect your networks by ferry. Railroad Ink: Blazing Red includes the Lava and Meteor expansions. The Lava comes pouring out of an erupting volcano and can expand to destroy routes, as can meteor strikes, but the craters can be for precious ore (or points). Apart from these expansions (and those in the other editions), the game play is the same between Railroad Ink: Deep Blue, Railroad Ink: Blazing Red, and other editions. Both Railroad Ink: Deep Blue and  Railroad Ink: Blazing Red can be combined to enable as many as twelve players to player—something that few games can do! Of the two, it is Railroad Ink: Blazing Red which is being reviewed here.

Railroad Ink: Blazing Red comes in a little box containing six player boards, six markers, four Route dice, two Lava dice, two Meteor dice, and the rulebook. Each player board consists of a grid, seven squares by seven squares, with three exits on each side. The nine central squares are of a different colour and if routes are built across them, a player will score more points. The back of the player board folds up and serves not as a shield to hide a player’s layout from his rivals, but includes a scoring track, a means to track the dice symbols used each turn, and presents six special symbols which can be used during play. These consist of crossroads of various types, a player being allowed to use one per turn, but can only use each symbol once and cannot use more than three special symbols per game.

The basic dice—all of which are white—consist of two types. One has type has sections of curved, straight, and tee-junction highways and railways. There are three of these. The other type, of which there is only one, shows an overpass and stations at which highways and railways can connect. These connections can be straight or curved. The full colour rulebook runs to sixteen pages and does a decent job of explaining how the game is played. It is not a large rulebook, so it does need a careful read-through to spot everything.

Game set-up is simple. Each player receives a player board and a pen. Game play is also simple. At the beginning of each turn, the four dice are rolled. The players then draw those route symbols onto their player boards, ensuring that the routes connect to either an exit or an existing network. It really is as simple as that. A player can also draw in a special symbol from those listed on the inside of his player board, up to a maximum of three per game. In total seven rounds are played before the game ends. Then a player will score points for the number of exits his networks connect, the longest highway, the longest railway, and the number of central squares he has drawn routes through. Points are deducted for dead ends.

However, the puzzle element of Railroad Ink: Blazing Red means that a player will be constantly working to make the efficient connections and wondering how he can best use the routes marked on the dice that turn. It means that there is a luck element to the game, but a player can work to try and mitigate the effects of what might be a bad roll for him, whilst that roll might be better for another player. In effect, a player is building a puzzle from turn to turn, but does not know what pieces of the puzzle he and his fellow players will receive each turn until the dice are rolled. The game is mechanically simple, but there really is a neat little challenge to it from start to finish, and it really feels satisfying when the dice are rolled and the right symbols come up to make connections and draw an efficient network.

The Meteor and Lava Expansions are optional and add complexity to the game. Both shorten game length to six rather than seven rounds. The Meteor dice are rolled along side the standard dice and indicate the direction and how many squares away a meteor will hit on a player’s board on the next turn. If this means it lands on a route—highway or railway, it is destroyed. A special route can be sacrificed to ignore the effects of a Meteor strike and Meteor craters can be built over. However, dead ends which connect to an existing crater will score a player points as he mines the crater. 

The Lava Expansion adds a volcano at the centre of each player’s board as well as the two Lave dice to the basic dice rolled at the start of each turn. The Lava dice depict the sides of a lava lake, some adjacent to a railway or highway, most not. When they are rolled with the basic dice, a player must use one of the Lava symbols shown to expand the Lava lake. If he cannot do that, he can either start another volcano else where on his board or the lava lake is forced to expand and erase a highway or a railway. Open Lava Lake sides will lose a player points at the end of the game, but a player will score points for each fully enclosed Lava Lake and for his largest Lava Lake.

Both expansions give more for a player to work with and draw, but also make the game play more involving and longer. The Meteor Expansion is the more complex one as there is slightly more to keep track of, but both make the game more challenging. So are probably better suited to older players.

Another way in which Railroad Ink: Blazing Red can be played and that is solo. This is playing the standard game without any competition to see how high a score you can get. However, it is not as much fun as competing with other players, and in some ways, it just highlights the fact that even with other players, Railroad Ink: Blazing Red still feels like a solo game since there is no interaction between them. This does not mean that Railroad Ink: Blazing Red is a bad game, but it is still quite light in terms of its puzzle and challenge factors, so ideally, it should be mixed in with other games or played as filler (as a ‘Friday Filler’ or otherwise). For a family audience this should be less of an issue, but for veteran players or fans of train games, it might be too light (in which case Railway Rivals is a good alternative).

Overall, Railroad Ink: Blazing Red is a very nicely done mix of puzzle and challenge which looks and feels good in play. A charming little filler worth bringing to the table amongst a mix of other fillers. 

Friday, 30 January 2015

1984: Railway Rivals

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

-oOo-

Back in the early 1990s, TSR held European GenCon at Camber Sands, a windswept holiday camp on England’s south coast, much to the shock and amusement of any visiting American guests. The fact that it was within sight of Dungeness nuclear power station only added to the weirdness—and that became a joke in Shadowrun supplement. It was there that I had my first exposure to Railway Rivals to the sound of designer Jack Jaffe extolling you to come and play Save the President. I joined a game run by David Watts, the designer of Railway Rivals, which was played using a map of Ireland. I certainly did not know that I was playing with the designer and I certainly did not win the game, but I enjoyed playing what was essentially my first exposure to railway games. I thought that the idea of drawing on the map to be novel and clever. This memory was enough a decade later to purchase the Games Workshop version of the game and then two decades on, to purchase the original version that came in the heavy cardboard tube that could hold multiple maps.

Railway Rivals is a very stripped back game. It consists of a single six-sided die, six trains (or simply tokens), and a set of washable felt pens that match the colours of the tokens, but at the heart of the game—its maps. Each depicted a geographical area—Eastern USA, London & Liverpool, Germany, and so on—marked with cities, hills, and rivers on a hex grid. Each map sheet is laminated so that it can be drawn on—and that is the point of the game. Each player was setting out to build or draw his own railway network that connected the cities on the map. Then the players would race their trains over their networks to score money.

At the beginning of a game each player receives a train and a pen in a matching colour before rolling for his starting city. Then on his turn a player rolls the die to determine his income which he spends to build, or draw, new track in his network. Most of the maps consist of open plains which are cheap to lay track over, but hills and rivers cost more to cross, as does having to cross or parallel a rival player’s railway line. Money is earned for connecting your network to the cities on the map.

As soon as all cities have been connected, the game’s second phase begins. Races are set up between random cities and the players compete to get there first. Money is awarded to players arriving in first and second place, but must be paid to any railway rival whose track you used as part of your move. This is likely because it is rare for a player to connect to every city on the map. At the end of the game, the player with the most money wins.Once all cities are joined by railway tracks, the second part of the game starts. Players race their trains along the tracks between randomly chosen pairs of cities; just as in real life, players must pay other players to use elements of their track if they do not have a complete route of their own to the current target city. The choice of routes raced is random; each city is used one or more times. Money is awarded to the trains that arrive first and second, and the player with the most money when all routes have been raced is the winner.

By modern standards, Railway Rivals looks simplistic, but that would be an unfair assessment. The laying of the track across a map offers some tactical choice as each player attempts to make the best advantage of his starting position and map’s terrain. Often, this focuses upon certain choke points, typically to cities only accessible via gaps in the surrounding hills that are expensive to build through or to groups of cities, like those of New England.* In such a situation, when it comes to laying track, a player needs to ask himself if it is cheaper to build through the hills or lay track alongside that of his rivals.

*Note that this is typical of most railway games set in the Eastern USA.

Racing the trains in the second phase of course does involve more than a degree of luck, both in terms of rolling for the starting and finishing cities for each race, and rolling movement each turn. Each race will proceed without any complications when a player is travelling over his own network, but should a player need to switch to a rival network to get to a destination, then he needs to pay for the track use. Which loses him money—and thus a potential victory—to his rivals. He can offset this by spending the money he already has to build new track, but again, the cost and any advantage it gains a player needs to be carefully weighed up.


Once all of the races have finished, the players need to total up their money. The player with most is the winner.

Railway Rivals was self-published for many years, but versions have been published by Games Workshop and Queen Games. Despite having won the Spiel des Jahres in 1984,* Railway Rivals is a forgotten classic, having been out of print for almost two decades now. After all, winning the Spiel des Jahres back then did not have the same prestige as it does now, and barring Settlers of Catan, which won in 1995, few winners are remembered from before the rise in popularity of the hobby board game in last fifteen years. Surprisingly it did find a home as a PBEM, or Play-by-E-Mail, game played via fanzines, its simplicity nicely supporting this type of game play. 

*It is unlikely that a game like Railway Rivals would win the Spiel des Jahres today. Arguably though, Railway Rivals was the Ticket to Ride of its day.

Of course, Railway Rivals lacks the sophistication of the modern game. Indeed it looks very plain, but this plainness  suits the simplicity of the game and the simplicity of its game play. In fact the maps are clean, simple, and elegant. The only real complaint about the game is how messy it is—having to wipe a map clean after a game is over is a chore. Yet this write-on, wipe-off feature lies at the game’s heart—prefiguring the crayon games series begun with Empire Builder from Mayfair Games by several years—and makes the game most replayable. Some thirty-five official maps were released for the game, many of them classics in terms of locations for railway games—Germany, New England, France, and so on.

Railway Rivals is all about the maps and getting the chance to draw on them—again and again. Getting to scribble like this has a little of the childhood pleasure to it, but this is a game and a rather charming one at that. Simple and fun, Railway Rivals is not just about lay tracking, but drawing them!