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German Railways

Burke Glover
United States
Unspecified
Delaware
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German Railways

Ohh, here's a tough one to rate. I unreservedly liked everything in the game except that kah-razy turn order system. And even that... I have to give it points for doing something wildly different. I found it kind of tolerable, but then I didn't miss out on more than a round at a time. In my first play, one player missed out on 4 rounds in a row. He didn't do well. If I were that guy I'd probably hate this game. There may be some real depth here, but I'm not sure that depth is a good fit for the whole "maybe you get a turn, maybe you don't" thing. In spite of all, I kind of want to play it again. Maybe it's one of those deals where frustration makes success sweeter... We'll see. For now, it gets a 7, and I could see this rising or falling quite a bit.

A couple comments on the Queen production... not bad, though there are some color issues. The orange and yellow stocks and trains are very similar, and player colors could have been more differentiated from the stock colors. Also, shame on Queen for not including player aids in a game that so obviously needs them. Those company special powers are critical, and they need to be easily accessed.

(1 play)
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8 Comments
Subscribe sub options Wed Jan 4, 2012 8:19 am
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Mikko Saari
Finland

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Of course, the catch is to win the game without taking turns. That is quite possible. After all, even when you don't get turns, you do get to participate in auctions.
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  • Posted Wed Jan 4, 2012 11:04 am
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Breno K.
Brazil
Brasília
Distrito Federal
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It may seem frustrating to not get any turns, but the game really is about bidding the right amounts for the stocks offered. The building aspect of the game by itself is too simple, its strategic interest lies in the share distribution between players. The main loss of not getting a turn is not choosing which shares are auctioned, but since you can participate anyway in what is auctioned, it is definitely not a dealbreaker.
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  • Posted Wed Jan 4, 2012 12:40 pm
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Jennifer Schlickbernd
United States
Pasadena
California
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It's really no different from not having a country in Imperial and playing without the investor card. You have to invest properly when it is your turn. The game is awesome because of the turn order. Because of turn order, you do not want to be holding three of the same share. This will guarantee that when you don't have a turn your shares will not increase in value. You want to own shares that other people want to grow, while still having the best overall portfolio.

The design is pure brilliance. I've only had a chance to play once, but I loved every minute of it and can't wait to play again.
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  • Posted Wed Jan 4, 2012 3:41 pm
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Chris
United States
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Delaware
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You know, when I played this I was really fuming about how boring turns were, but the more I think about it, I have a feeling that if I played this again with the same people (or other people who know the rules well), turns will probably go a LOT faster. Building track should not take exceptionally long, and everyone is involved in the auctions, so perhaps once that comes about, the game will become far more engaging, no matter how many turns you actually get.

The more I've thought about this, the more I'm willing to give it another chance.

But they really DO need an ability cheat sheet.
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  • Posted Wed Jan 4, 2012 6:19 pm
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Burke Glover
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Good comments all around. I sensed while playing that you could do well without having turns, if you were savvy with the auctions. I'm not yet convinced that it would be fun, but that may be a personal bias. The mitigating factors you guys have pointed out (board placement not that deep, auctions supremely important and occurring out of turn) suggest that it could be bearable at least.

As Chris suggests, game length and speed of play may also contribute to the success or failure of the game. Our 5 player learning game came in just above the two hour mark. Has anyone approached the 1 hour playing time suggested on the box?
 
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  • Posted Wed Jan 4, 2012 8:16 pm
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Blake Morris
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Henrico
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So far my games have ranged from 90 to 120 minutes. Everything seems to come to a halt when an auction occurs. Great game, by the way!
 
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  • Posted Thu Jan 5, 2012 3:41 am
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Antonio Izzo
Italy

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BrenoK wrote:
the game really is about bidding the right amounts for the stocks offered. The building aspect of the game by itself is too simple, its strategic interest lies in the share distribution between players.

Ok.

This is an hard stuff.

Can someone explain a bit of strategy?

How much money do you spend in the starting auctions?
Do you form a strategic alliance with other players?

In our first play we spent all the money in the starting auction, then everyone built his own track.

 
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  • Posted Thu Jan 5, 2012 1:15 pm
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Claudio Campuzano
United States
Portland
Oregon
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ZetaZeta wrote:
BrenoK wrote:
the game really is about bidding the right amounts for the stocks offered. The building aspect of the game by itself is too simple, its strategic interest lies in the share distribution between players.

Ok.

This is an hard stuff.

Can someone explain a bit of strategy?

How much money do you spend in the starting auctions?
Do you form a strategic alliance with other players?

In our first play we spent all the money in the starting auction, then everyone built his own track.



Imagine if one person had saved their money, gotten three or four turns in the first round because of no income, then used his turns to scoop up one share of each of the other players, thus allowing them to do the work for him on their turns.

Don't let that happen.
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  • Posted Thu Jan 5, 2012 3:21 pm
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