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Ride the Rails
45m - 60m
2 - 5 Players
Ages 12+
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Trains
37.00
€
Original price was: 37.00€.
29.00
€
Current price is: 29.00€.
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Ride the Rails quantity
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
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
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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basejester
+ Non-obvious on first play + Quicker and somewhat less fiddly than Iberian Gauge - Feels very close to the other cube rails games, like Chicago Express
bcnevan
Action tight. Shared incentives. Brief Rules. That's a decent start for a train game, especially for one that feels a bit introductory. However, Ride the Rails suffers from a bad ratio of process and play length to decision-making. Over the course of the game, you take a total of 18 actions. A large chunk of those actions is mentally doing the calculations and then showing your work on the board, with the longest of these discrete processes being when you transport a passenger. This problem of ratio wouldn't be that impactful if sessions actually came under 60 minutes. But Ride the Rails also asks the players to work above-table alliances, and that makes the game run long. Essentially, Ride the Rails is a mix of calculation, turn order binding, and psychology. That mix is fairly typical for this style of game. But here, that mix generates about all the questions this game asks. Thus, not performing the calculations and not flexing the psychological aspects leaves much of the game unplumbed and has the side effect of generating too many unambiguous decisions. If players attempt to plumb what depth it has, Ride the Rails lasts well over its supposed 60 minutes. At that length, the 18 actions are spread too thin over the whole. That spread is made worse since some of the decisions surrounding those actions remain unambiguous. Put another way, played casually, Ride the Rails is too much process for the decisions that emerge. Played with more rigor, Ride the Rails is too long for the number of unambiguous decisions that arise. Further, the 3P experience is simply bad. Ride the Rails needs more players. I also dislike the use of the small wooden trains in this game. They work in Irish Gauge, due to the sparse nature of its track laying. But here, there are just too many placed on the board. The board is visually cluttered, which increases the spot checking required when calculating and showing your work, and piece manipulation becomes a minor problem. Overall, from the production to game play process, Ride the Rails is just mediocre. Ride the Rails: France & Germany (2020)
benni_jolink
Friendly, welcoming addition to the trains and shares genre. Lacks depth compared to most of those games though. The graphic design is fantastic.