Let go on record and simply state that I do not like Dominion. This does not mean that it is a bad game. The 2009 Spiel des Jahres winner from Rio Grande Games is an innovative design, being one the the first deck-building card games, but I find it too mechanical and lacking in theme. So I do not own a copy and rarely play it although I know that it is a popular game. I do though, own and like Trains, a deck-building board game from Hisashi Hayashi, the designer of Sail to India and String Railway, and arguably that is very much like Dominion, both in terms of its design and the fact that each has won an Origins award—Dominion for Best Traditional Card Game in 2008 and Trains for Best Board game in 2013. Fortunately, Trains has a number of features that make it more interesting than Dominion.
Trains is not just a deck-building card game. It is a deck-building board game. The difference being that the players are building their decks to take actions on a board all of which consist of creating their railway networks—laying track and building stations. For in fact, Trains is also an area control game. Designed for two to four players, aged twelve and up, Trains sees the players compete to build the most valuable railway networks in the area surrounding the Japanese cities of Tokyo and Osaka. What this means is that there is direct competition between the players rather than just a race to acquire the most Victory Points.
In terms of set-up, each player receives an identical ten-card deck consisting of three types of card—Normal Trains, which generate money for a player; Lay Rails, used to expand a player’s network and to connect to features on the board that will score him Victory Points; and Station Expansion, which let a player build the Stations in the towns and cities to score Victory Points. On his turn, a player uses a hand of five cards drawn from the deck to carry out actions—generate income, purchase new cards, and use the actions on the cards to do various things, but primarily building his network on the board. Where possible, a player’s cards are used to generate both income and actions and a player is free to make as many purchases as he can afford and take as many actions as he can. Once done, a player’s hand of cards goes into the discard pile. Lastly he then draws a new hand of five cards and thinks about what he will do on his next turn. The latter action—thinking about what he will do on his next turn—is explicitly stated in the rules. As part of the game, it is a welcome addition counter to players prone to ‘analysis paralysis’.
Another aspect of the set-up is that the range of cards available to purchase varies from one game to the next. Every game has the eight default cards available to purchase—Express Train, Limited Express Train, Lay Rails, Station Expansion, Apartment, Tower, Skyscraper, and Waste cards, but the remaining eight are randomly determined from the thirty available. This not only makes play different each time, it also allows the game to be tinkered in terms of options. Want an easier game? Then for example, make sure that the Landfill card is available so that players can use it to get rid of Waste.
The cards are categorised into five colours. Purple cards allow a Station Expansion, whilst green cards are construction cards that either Lay Rails or nullify the extra cost of construction, such as Collaboration, which cuts the cost of building track where another player already has track. It also prevents a player gaining Waste from any construction that turn. Blue cards are train cards. The standard Train cards simply generate a player income, but others grant an action or bonus. For example, a Tourist Train grants a Victory Point every time it is played, whilst an Early Train lets a player put purchased cards on the top of his deck. Yellow cards, like the Tower and the Skyscraper grant Victory Point at game’s end, but do clog up a deck. Red cards are action cards that grant various benefits. For example, the Ironworks generates income for each track laying green card played that turn, whilst Station Crew gives a player the choice drawing another card, gaining income, or returning Waste to the Waste stack.
Most deck-building games have an aspect of their design that clogs up each player's’ deck. Usually, this consists of two types of cards. The first type consist of cards that are less effective as the game progresses, typically being replaced by better and more effective cards. The second type consists of Victory Point cards, purchased towards winning the game, but doing nothing else. Trains has both of these, but takes the concept further with Waste. Every time a player lays track, builds a station, or constructs a building, he earns a Waste card—and a Waste card does nothing except clog up a player’s deck and when drawn, his hand.
What does Waste mean? Its effect forces a player to balance his hand and deck. It also curbs a player from expanding too quickly. Yet Waste cards do not wholly impede a player—one or two Waste cards in his hand from one turn to the next will not prevent his making purchases, laying track, expanding stations, and taking actions, but any more Waste cards than that and a player may find himself unable to act. Fortunately, a player can forgo his turn in order to divest his hand of all Waste and there are certain cards that will let him get rid of Waste, such as Landfill.
The obvious aim of the cards is to lay track, but this is primarily a means to an end rather than a means to scoring Victory Points. The main means of scoring Victory Points is by laying track into a city and then building stations. Cities can have between one and three stations, the extra stations after the first being more expensive to build, but scoring a player more Victory Points. The second means of scoring Victory Points is to lay track to a Remote Location on the edge of the map—typically this involves building through expensive terrain like mountains. The third method is by buying Yellow cards, though this is also expensive.
Once a player has built into an area, it does not mean that another player cannot build into the same space. It does make it more expensive though, and whilst this serves as a barrier, a player can lay track into an area held by another player to cancel out any potential Victory Points he might gain by building a station there or by laying track into a Remote Location.
Play continues until a player places his last rail cube as track or places the last station, or four piles of the cards available to purchase have been exhausted. Once one of these conditions has been met the game ends and the player with the most Victory Points wins.
Trains is a nicely presented. Both the rules booklet and the cards are easy to read, the double-sided board is clear and functional. The cards themselves are nicely illustrated and do feel good in the hand.
The question is, is Trains really like Dominion? The answer to that would be both ‘yes’ and ‘no’. There are many cards that look and feel familiar—such that one gamer I know refuses to play it because it is too alike—but the gameplay is different. It is more streamlined, there is less emphasis on setting up your deck as an ‘engine’ that runs perfectly, and a player needs to balance both his deck and his hand as the game progresses. Trains is easier to learn, both because it is more streamlined and because the theme is more accessible. That theme is nicely implemented both through the cards and the maps, though the latter do offer little in the way of variation between the pair of them. The range of cards available and their random determination each game means that every game is different—and that adds to the replayability.
Trains is not quite an introductory deck-building game—Star Realms might be better at that—but it is not a difficult game to learn by any means. It is a medium-light Euro game, just a step or three on from Ticket to Ride in terms of complexity. Overall, Trains is a very accessible, likeable deck-building that makes much of its theme.
Showing posts with label Big in Japan. Show all posts
Showing posts with label Big in Japan. Show all posts
Monday, 14 December 2015
Friday, 20 March 2015
Whither the Indies?

What is remarkable about Sail to India is that it packs an incredibly big game in tiny box, both in terms of its theme and its sometimes harshly efficient Euro style game play. From the designer of String Railways and the Origins award winning Trains, Hisashi Hayashi, and published by Alderac Entertainment Group as part of its Big in Japan line, it is a game of mercantile exploration and adventurism. Designed for three to four players, aged twelve up, it is a game of resource management and worker placement, that sees the participants attempt to sail to the orient in search of glory and riches.
Sail to India is set during the Age of Discovery. The Mediterranean is under Osman Turk control and the great empire of Portugal seeks trade routes to the East. To do so, its merchants and nobles are dispatching explorers to sail south along the coast of Africa and round the Cabo da Boa Esperança in search of a route to India. Each player must manage his resources, and know when to invest in his ships and technological advances, when to discover new ports and establish facilities, and when to reap the riches and the glory.
Thus Sail to India has big themes, but where a classic board game might come with a big board and counters to represent the ships and various goods and buildings. The little box that is Sail to India does it all with just twenty-eight large cards plus thirteen wooden cubes per player. Of these cards, three are given to each player. These are a Domain card, used to track a player’s wealth, the speed of his ships, and his technology; a Historian card, used to track a player’s Victory Points; and a Reference card. He also receives three cubes to invest in technology, one to track his ships’ speed (initially one, but can be bought up to three), and starting wealth (varies upon starting order). This leaves eight cubes, which essentially represent investments that a player can make as ships, goods, buildings, wealth, and glory (Victory Points).
Of the remaining cards, they form the route to India, consisting of coastal towns along the coast of Africa. Each Coastal Town consists of two buildings—churches, markets, and strongholds—which grant Victory Points when built, trade goods that can be sold for wealth, potential Victory Points at game's end, and the sea. They are laid out in a line, with Lisboa at one end, followed by the coastal towns, of which three start face-up. They are known destinations. The others will be revealed as ships sail further and further round the coast of Africa and beyond until the last, India, is reached. At game's start each player also places one of his cubes as a ship on Lisboa.
On his turn, a player has several options, but can only do two of them. These include employing markers, moving ships, selling trade goods, constructing buildings, acquiring technology, and increasing ship speed. Employing ships means taking a cube from a player’s stock and paying one wealth to turn it into a ship in Lisboa. Moving ships involves a player moving any or all of his ships in any direction, up to his ships’ speed. If he moves his ships into a new coastal town, it is turned over and he earns Victory Points. To sell trade goods, a player moves his ships from the sea into the trade good spaces on the coastal towns. These are sold for wealth and Victory Points, the greater the number of types of good, the greater the reward. The markers for the trade goods are returned to Lisboa. For two wealth, a player can turn a ship into a building which now belongs to that player—churches give two Victory Points; markets only give one, but serve as a permanent trade good; and strongholds also only give one, but also serve as a starting point instead of Lisboa. To acquire technology, a player pays the coast and places a technology marker on the correct space on the technology cards. There are three of these cards, giving a total of twelve technologies. They have various effects, such as Printing Press giving a Victory Point when a technology is acquired, the Factory giving extra wealth when trade goods are sold, or Mission Church giving extra Victory Points for churches built. A technology can only be purchased once. Lastly, a player can increase his ships’ speed, first to two, and then three.
Play lasts an hour. It ends when the last coastal town is turned over and India is discovered, or when two players have run out of cubes. After that, everyone gets another turn and the game ends.
What makes Sail to India challenging is three factors. First, a player only has eight cubes to use as ships, trade goods, buildings, and so on. Second, they are interchangeable—ships can become trade goods which become ships, ships become buildings, and so. Third, a player needs to use some of these cubes to track his wealth and Victory Points, and since the tracks for both only go up to five, if a player earns enough to have six or more wealth or Victory Points, then he needs extra cubes—which have to come from those in play and not from those in stock. If a player has no cubes in play available, then he cannot track this extra wealth or Victory Points. Essentially, keeping track of his wealth and his glory (Victory Points) takes effort as reflected by the need for the extra cubes.
Sail to India is nicely presented. The cards are easy to use, the reference cards are very handy, and the rules clearly written. The artwork is in keeping with the game’s enjoyable theme, which is elegantly implemented in the game play. Similarly elegant is the balance between taking actions and using cubes and using cubes to keep track of a player’s wealth and Victory Points. Above all, Sail to India packs a lot gameplay and choices in quite a small box.
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