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Gaming Blog

Ride the Rails

23/10/2020

3 Comments

 
20th October 2020

Tuesday evening in Woking at 'The Sovereigns'.

Time for a boardgame with the Woking Gaming Club.

Tonight's game was 'Ride the Rails'.
Now Ride the Rails looks like a traditional railroad building game set in North America, but it has a few wrinkles that make it play a bit differently.

What's in a game?
Some of the components will seem familiar to any that's played a railroad building game
  • Game board: Like all self respecting railroad building games, the board depicts continental North America with a hex map! The map also shows about 50 cities, most are coloured black, but some have other colours related to the rail companies. A scoring track runs around the edge of the board and there's also a section for tracking share price and travel.
  • Train meeples: There 27 train meeples in each of 6 colours.
  • Passenger meeples: There are about 50 of these. Look closely and you'll that these little meeples are waving their hands!
  • Player boards: These player boards track the railroad shares that have been purchased by players.
  • Disc components: Used to track turn order, player scores and changing share prices.
There are lots of little components here, all of them are of a good quality, the train and waving passengers meeples are particularly nice.
You may have noticed that I mentioned shares, but there are no components for shares and no money either. Well, more on that below...

Picture
North America in hexes.
Picture
A whole lot of meeples.
Picture
Player board.
Picture
A meeple in every city.

How's it play?
Set up
  • ​Put all of the share price tracking discs on to their starting spots.
  • Put a passenger meeple on each city space in the map.
  • Sort the train meeples by colour.
  • Give each player a player board.
  • Determine starting order.
That's it, pretty simple.

Ride the Rails is played over 6 rounds.

It's important to know that there are only 2 train companies (Red & blue.) available from round 1. The orange becomes available from round 2, yellow from round 3, purple from round 4 and black from round 5. No new companies appear in the 6th and final round.
Additionally, each company has it's own rules for the placement of train meeples.

A round consists of 3 actions, which all players will carry out.
  • Acquire a share: Each player (In reverse turn order.) can take one share from any available company, thus in round 1 there is choice of 2 companies. When a player takes a share, they take a train meeple of the relevant colour from its supply. These are the same meeples used to build railroads, the more shares that are taken, the less meeples are available to expand the company. It's also worth noting that because there are only 6 rounds, players will only ever acquire 6 shares.
  • Build railroads: Going in turn order, each player can build railroads. A player can only build railroads for any companies in which they own shares, but the player can mix the companies they build for. This is done by taking meeples from the supply and either starting at a city or continuing on a railroad. There are rules for which cities a rail company can start from. There are also limits on how many different companies can occupy the same city or hex. Lastly, building through mountains will slow expansion down a little.
  • Ride the Rails. Once all players have build railroads, then in turn order, each player can select any meeple in a connected city and move it to any other connected city going thorough as many connections (Cities.) as they want, there is a limitation though. A single journey cannot use the same hex more than once. Then the meeple is immediately scored and removed from the game. Scoring is a little involved. The share value of company is increased for everyone of it's connections used. So if a journey used 3 blue and 1 red connection, the share value for blue would be 3 and for red 1. Every blue share would pay 3 and every red 1, this is for all players for shares that they own. Finally, only the active player earns 1 for each city that was in the journey, this is equal to the total connections plus 1, in the example above, the active player would earn 3+1+1 for a bonus of 5. The share value and journey tracker are then reset to 0 for the next player's journey. The more connections a journey has, the more points are scored.
  • New turn order: Once all players have ridden the rails a new turn order is determined based on the players with the lower scores going higher in the turn order.
Players can earn bonus points by being the first to reach certain cities, or being the first to connect the east coast to the west coast.

Endgame
Play continues until the 6th round has been completed. Final scores are tallied, highest score wins.

Picture
Some early train expansion.
Picture
My 6 shares at the game's end.
Picture
Tracking share price and movement.
Picture
Map at the end of the game.

Overall
As you can see, Ride the Rails is pretty straightforward and simple to understand, it also plays quite quickly.
Don't let the simplicity fool you though, there is a fair a amount of depth here.

Firstly; Ride the Rails has the classic dichotomy in which competing players may need to cooperate. If more than one player has spent a turn investing in a certain company, it's to both their benefits to expand that company efficiently.

Being able to gauge which shares will generate the most points is vital to winning, if a player manages to get 2 or 3 shares (Out of their 6) in a rail line that will see a lot of use, they can potentially rake in a lot of points. If a player however invests too quickly in a single company, it can scare off players who might perceive they are helping another player too much. Remember, 2 players can build up a network much quicker than a single player.

Secondly, building rail networks. In the first round, red and blue train meeples can only start in east coast cities and must more or less head west.
Should a player create a meandering network that maximises connections?
Or should they race towards the west coast? No single rail company can cross the entire map, it will probably take the efforts of 3 companies to do that and this will involve crossing the mountains.
This means it's unlikely that more than 2 companies will connect the east and the west. Making this connection first can be very lucrative, it forces other players to either use the rail network you've got shares in, or waste time building a separate network and just like with shares, each player will only have 6 opportunities to build their network.

I think that Ride the Rails is a good game, that has a lot of elements that will be familiar to experienced gamers but actually plays a bit differently.
You buy shares, you just take them and you don't pay to expand a rail network, it just happens. There is no money in the game in fact, money immediately translates into points.

I definitely want to try Ride the Rails again.
3 Comments
Paul Ward link
26/10/2020 20:24:03

It's on my list. Is it worth getting if you've got Irish Gauge?

Reply
Giro Maioriello
26/10/2020 23:04:40

Tricky question.
There are some significant differences between the two, but ultimately the core mechanic of both games (Build a rail network and use it to deliver something from A to B.) is very similar.
So I'd say that unless you a fan, completionist or flush with cash, maybe not.

Reply
Paul Ward link
26/10/2020 23:40:13

I'll leave it on the list then but move it to the bottom.




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