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Pacific Rails Inc.
60m - 90m
2 - 4 Players
Ages 14+
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
American West
Trains
34.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
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Edgarleebc
Game is ok once you learn it. The teach is bad. Would not play unless everyone at the table already knows how to play.
cymric
In short: I'm not really convinced about the qualities of this game. In long: The core is a stock standard get resources & convert them into stuff-game with little to call its own. There's extra actions to claim, there's extra resources to claim; and both occur in thematically convoluted ways (houses on districts, extra actions on districts, carriages containing personnel, carriage upgrades). It makes sense to increase the efficiency of both resource production as well as action execution. In practice I noticed that in the 2P-case the game is too loose in this regard: it takes almost no effort at all to get to the point where resources roll in no matter what you do. This will be decidedly harder in case of more players... hopefully that will be compensated by quicker track building. The worker placement core is reminiscent of Spyrium which too uses a mechanism 'in between' action areas. But in Spyrium such 'in between' placement served a double function: namely to determine the cost of an action, or how much money you got when you moved away. In this game, it's 'just' an action multiplier on placement or withdrawal; and meeples from opponents are not counted. Okay, I suppose this more or less works, and yes it's nice to see the mechanism again... but obviously the fact that there are multiple ways of increasing the yield of an action (district houses, for example) also has me somewhat questioning the entire thing too. As in: what problem are the players required to solve here? In some meta-way it reminds me of the really weird cross thing in Bruxelles 1893 which snakes its way across an empty Excel table: yeah, it works, but... [u]why?![/u] The track laying is kept simple, although the 'shortest route' calculation is annoying to learn from the rules text. There is some prioritisation in who gets to build where because of the rule that you must end this particular action by placing a building of your own. This can sometimes mean that you cannot easily finish a game, which is somewhat insidious. But the cross-pollination between players seems okay here, although I suspect matters will become a tad chaotic at higher player numbers. This part is, for the moment. not too bad. Although clearly a lot of effort went into this game in the end I'm not really sure there is room for yet another tite in the genre of route building in the continental USA. Over the years I have played Union Pacific, TransAmerica, Ticket to Ride, Steel Driver, Age of Steam/Steam, Railroad Tycoon, Railroad Revolution (with its expansion of course), Chicago Express, and American Rails; plus a few more generic titles like First Class and Russian Railroads. Between First Class (with its action extension thingy) and Railroad Revolution (too using worker placement and various personnel to increase efficiency) this offering gets squeezed out as it offers only an extra take on route building which in my case isn't enough to carry the entire game. YMMV if you haven't played the above titles before. Finally, I dislike the way the rule book is laid out. The subject matter gets in the way of clarity too often.
larryjrice
FIRST IMPRESSION: The first play was finding all the ways to be inefficient in worker placement so to speak - but I would definitely like to revisit. I'm not sure what the title has to do with the game, but I do think the worker placement mechanism and the train mechanic are pretty interesting.