<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Russian Rails</title>
	<link>http://www.boardgamegeek.com/boardgame/9617</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 03:28:45 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 03:28:45 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Errata?</title>
	<description>&lt;b&gt;seppo21 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;Lunar rails has a similar problem.  All loads of &quot;Toxic Waste&quot; go to Carnot, but they all have different values.  I was told that it was intentional.&lt;/i&gt;&lt;br&gt;At least they are consistent in their answers &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  That's what they told me when I asked about it, though I didn't catch that all of them go there.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Actually if you consider each place on the LunarRails map that produces &quot;Toxic Waste&quot; and pretend that it's the only place that produces it, then each &quot;Toxic Waste&quot; has the correct value corresponding to each one of the sources. &lt;br&gt;&lt;br&gt;BTW, there is a standard formula for computing load values in Empire Builder games.  Let C = the cheapest cost to build to the closest source of the good and D = the shortest distance ignoring terrain. The value for a load is then v = ((3*C+D)/4)*0.80 rounded up. Note that on some maps values were tweaked upward to make certain locations more attractive, E.g. in BritRails loads to the Welsh Coast and Cornwall have been adjusted upward, but the Scandinavian loads EuroRails have not been so adjusted (which explains why you don't want to build there.)</description>
	<link>http://www.boardgamegeek.com/article/1629147#1629147</link>
	<pubDate>2007-07-26T05:13:57+00:00</pubDate>
	<dc:creator>mark_biggar</dc:creator>
</item><item>
	<title>Thread: Re: Errata?</title>
	<description>&lt;i&gt;Lunar rails has a similar problem.  All loads of &quot;Toxic Waste&quot; go to Carnot, but they all have different values.  I was told that it was intentional.&lt;/i&gt;&lt;br&gt;At least they are consistent in their answers &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  That's what they told me when I asked about it, though I didn't catch that all of them go there.</description>
	<link>http://www.boardgamegeek.com/article/1628909#1628909</link>
	<pubDate>2007-07-26T02:18:29+00:00</pubDate>
	<dc:creator>seppo21</dc:creator>
</item><item>
	<title>Thread: Re: Errata?</title>
	<description>Lunar rails has a similar problem.  All loads of &quot;Toxic Waste&quot; go to Carnot, but they all have different values.  I was told that it was intentional.</description>
	<link>http://www.boardgamegeek.com/article/1628130#1628130</link>
	<pubDate>2007-07-25T20:14:10+00:00</pubDate>
	<dc:creator>mark_biggar</dc:creator>
</item><item>
	<title>Thread: Re: Errata?</title>
	<description>That's quite interesting.  Tashkent also has two deliveries for Uranium with different values, though not quite to the same extent -- 16 and 17.  The cards in question are numbers 63 and 128.  &lt;br&gt;&lt;br&gt;As an aside, I've never had any trouble with Mayfair responding to my questions about any of the Empire Builder series of games.</description>
	<link>http://www.boardgamegeek.com/article/1627622#1627622</link>
	<pubDate>2007-07-25T17:06:12+00:00</pubDate>
	<dc:creator>seppo21</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Destination Tashkent &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217940_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217940</link>
	<pubDate>2007-06-06T18:12:44+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The Kishenev Network - Using Dry-Wipe Markers Instead of Wax Crayons &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217927_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217927</link>
	<pubDate>2007-06-06T16:04:15+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Player Pieces - They Represent Trains - The Similarities Are Astounding &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217926_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217926</link>
	<pubDate>2007-06-06T16:02:50+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Moscow Is A Busy Station - 6 Lines From 6 Players &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217925_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217925</link>
	<pubDate>2007-06-06T16:01:53+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All The Cards And Money &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217922_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217922</link>
	<pubDate>2007-06-06T15:51:33+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Box Contents - Map Goes On Top - Box Must Then Be Kept Flat, Otherwise All The Tokens Get Mixed Up &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217921_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217921</link>
	<pubDate>2007-06-06T15:50:05+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Game Train Cards (There Are Only Two Types Of Train - Fast Or Freight) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217915_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217915</link>
	<pubDate>2007-06-06T14:54:05+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Sticker Sheet - Apply One Per Token &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217914_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217914</link>
	<pubDate>2007-06-06T14:51:35+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Rulebook Front Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217912_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217912</link>
	<pubDate>2007-06-06T14:48:28+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Rulebook Back - Acts As A Usefyl Player Aid &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic217910_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/217910</link>
	<pubDate>2007-06-06T14:46:54+00:00</pubDate>
	<dc:creator>gamephotos</dc:creator>
</item><item>
	<title>Thread: Re: Russian Rails -- Review</title>
	<description>Gotta agree with you.  While I like the &quot;rails&quot; system games overall, I didn't come away with the feeling that &quot;Russian Rails&quot; added anything noteworthy to the series.  In particular, I felt they really missed out on a great opportunity to inject something radically new/different by showing the transition from the Czarist period (with an open market economy), into the Communist period (with a state controlled economy and no private ownership), and then back into a period of wild speculation with the fall of Communism.  Instead, we get a rehash of the same old thing, just with a new map, a few different commodities, and a single event card that might not even come into play.  Boring.</description>
	<link>http://www.boardgamegeek.com/article/1515931#1515931</link>
	<pubDate>2007-05-24T17:04:54+00:00</pubDate>
	<dc:creator>Lancer4321</dc:creator>
</item><item>
	<title>Thread: Russian Rails -- Session Report</title>
	<description>&lt;i&gt;Note:  Reviewing a crayon rail game is a bit of a challenge, as all of the games in the series use very similar mechanisms.  Usually, there are only minor rules changes, with the major difference being the geographical setting.  As such, most of the description of the game’s mechanisms will read the same from review to review.  The emphasis will be on the differences in the particular game under consideration.  With that in mind, much of the following description of Russian Rail’s mechanisms is lifted from my reviews of previous crayon rail games.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;from &lt;i&gt;Mayfair Games &lt;/i&gt;takes the crayon rail system to the former Soviet Union.  The main twist is that during the course of the game, communism may fall, which results in some minor changes in the rules.  The system is essentially the same as most other crayon rail games.  Basically, each player is building rail lines across the map, attempting to link various cities and then pick-up and transport goods between various cities. Players receive payoffs on these deliveries, so developing direct routes and efficiently using these routes in your deliveries is the key to success in the game.&lt;br&gt;&lt;br&gt;Rail lines are actually drawn onto the map with grease crayons, which are included in the game, or dry-erase markers, which are not supplied. Experience has proven that those crayons just don’t work properly, so we’ve defaulted to using the dry eraser markers. These, too, have their problems, but seem to work better than the crayons and are easier to wipe-off once the game is completed.&lt;br&gt;&lt;br&gt;The map here depicts a broad section of the former Soviet Union, with the majority of the geographical area being Russia and the Ukraine.  Superimposed over the map is a grid of points (known as “mileposts”), and rail lines are drawn so as to make connections between these mileposts. The cost of a connection depends upon the type of terrain being built to and can vary from 1 – 5 million rubles.  Mountains, alpine areas, and rivers are the most expensive to traverse.&lt;br&gt;&lt;br&gt;Players each receive a locomotive, 60 million rubles and three Demand cards to begin the game. Each player begins constructing track from major city and initially makes two “builds” – constructing up to a total of 40 million worth of track. After this is completed, the game enters its regular cycle.&lt;br&gt;&lt;br&gt;On a turn, a player may move a number of spaces (milepost to milepost), not to exceed the limit of his current locomotive, which is 9 spaces for the initial loco. Locomotives can be upgraded during the course of the game at a cost of 20 million per upgrade, but this constitutes the entire “build” phase of a player’s turn. Upgraded locomotives are speedier and can hold more cargo. The maximum speed for the top-of-the-line loco is 12 spaces. &lt;br&gt;&lt;br&gt;Once a player completes his movement, he may then build up to 20 million of additional track. Of course, this is further restricted by the amount of money a player possesses, which is in limited supply in the early stages of the game. The idea here is to build routes to the cities wherein you need to pick up and deliver the goods listed on your Demand cards. Each Demand card lists three cities, the type of good they are demanding and the payoff for successfully delivering that good. Each city on the board depicts the type of good that can be secured at that location.  There is no cost to pick-up the goods, and players are free to jettison unneeded goods in any city.  I’m not particularly fond of this aspect of the game, as there is little, if any, drawback in speculating by picking up unneeded goods, hoping to acquire a demand card that will list that good.  One of my fellow gamer plays with a house-rule wherein goods can only be jettisoned in cities that either produce or require that good.  This certainly makes for a tougher game.&lt;br&gt;&lt;br&gt;When building routes, short, direct routes are beneficial, as commodities can be delivered quickly for a fast payoff.  There are no bonuses for most track constructed or benefits for taking the scenic route. Since the only way to earn money in the game is by making deliveries, it pays to get the goods to their destination pronto.  However, many goods are produced in the east and are demanded in the west – and vice versa.  These require lengthy journeys, but usually result in much higher payoffs.  &lt;br&gt;&lt;br&gt;A player may use another player’s track as opposed to constructing it himself, but this is not always a good idea. Riding another player’s rails isn’t free – it costs 4 million per turn you ride an opponent’s rail lines. This is occasionally cost effective, but usually only if you can get through a track section in one turn. Sometimes it is completely necessary to use another player’s lines as the smaller cities only allow a limited number of players to build connections to them. &lt;br&gt;&lt;br&gt;The ultimate objective of the game is to connect to five of the six major cities on the board and amass a wealth of 250 million by the end of a round.  When playing with multiple players, the majority of the tracks are completed about 2/3 of the way into the game and the final 1/3 is occupied by swiftly racing along these tracks delivering goods. Thus, the player who has constructed the tightest line system and has carefully managed his Demand cards will be richly rewarded.&lt;br&gt;&lt;br&gt;When a delivery is successfully made, that Demand card is discarded and a new one immediately drawn. The new card often requires the player to adjust his plans in order to take into account the delivery opportunities the new card offers. To shake things up, the deck of Demand cards contains numerous event cards that can be minor annoyances or major disasters. Most of these cause some delays in movement or force players to pay extra when constructing in certain areas. Watch out for those floods, however, as they can completely destroy sections of track and destroy some or all of the cargo a player is transporting. There are a precious few beneficial events in the deck, which usually cause extra money to be earned when delivering goods to certain locations.&lt;br&gt;&lt;br&gt;As mentioned, the main difference in Russian Rails is the geographical setting and the nature of some of the events.  The commodities are also typical of those produced in this area of the world, including vodka, caviar, uranium, etc.  The big event – the fall of Communism – shakes things up a bit by forcing players to lose 20% of their accumulated cash to reflect the destabilization of the ruble.  It also increases the movement costs when entering Russia from its former satellites.  Unfortunately, this one card is mixed randomly into the sizeable deck of cards, so there is a decent chance that it will never appear.  That diminishes one of the main potential features of the game.  I would rather see the card shuffled into the top-half of the deck, which would virtually assure its appearance.&lt;br&gt;&lt;br&gt;My assessment of &lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;is virtually identical to other games in the series.  I am not a huge fan of the crayon rail game system.  My main complaint against the system continues to hold true here: the games are the perfect definition of the term “multi-player solitaire”. Each player is basically doing his own thing with very little, if any, interaction or interference from his fellow players.  It almost doesn’t matter what your opponents are doing or what goods they are attempting to deliver. There is precious little you can do about it anyway. Each player is simply trying to play his own game, optimizing his routes, massaging his Demand cards and making swift, efficient deliveries. Short of constructing rails aggressively so as to block players from connecting to smaller cities, there is little players can do to interfere with the progress of their opponents. I much prefer games that have a higher degree of interaction amongst the players and there are concrete steps that can be taken to interfere with the plans of my opponents. &lt;br&gt;&lt;br&gt;The other drawback for me is the length of the game, which consistently clocks in at 1 hour per player. I don’t mind the occasional longer game, but often the winner of the crayon rail games can be determined way in advance of the game actually finishing. Investing that much time in a game that I consider “multiple-player solitaire” AND when the last few hours must still be played when the ultimate winner is not in doubt is not what I consider an enjoyable use of game time.&lt;br&gt;&lt;br&gt;Now I say this in full recognition that the crayon rail games have a large number of fans. This group is sizeable enough to have spawned a gaming subculture and to continue to support the release of new games in the series. Some folks are enamored by the system and continue to purchase every version that appears.  &lt;br&gt;&lt;br&gt;That being said, I must admit that I am warming a bit to the system, and don’t mind the occasional playing – once a year or so is enough.  Sadly, I don’t think &lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;adds much to the system.  There isn’t anything refreshingly new or different.  Even the “Fall of Communism” event doesn’t dramatically alter the game or give it a terribly different feel.  My two favorites in the series remain &lt;i&gt;&lt;b&gt;Iron Dragon &lt;/b&gt;&lt;/i&gt;and &lt;i&gt;&lt;b&gt;Lunar Rails&lt;/b&gt;&lt;/i&gt;, both of which offer enough unique aspects to make them feel different.  &lt;i&gt;&lt;b&gt;Russian Rails&lt;/b&gt;&lt;/i&gt; fails to deliver in this aspect.  It works just as it is supposed to, but there really isn’t much new.&lt;br&gt;&lt;br&gt;Jim, Gail and I rushed to complete our rail lines across the Soviet Union, but we really didn’t need to rush.  The advantage of playing with three players is that the game is shorter in duration.  The disadvantage, however, is that there is little interference in the construction of rails.  In fact, throughout the game, none of us EVER used the rails of an opponent.  This simply bolstered my contention that the game is, for the most part, a “multi-player solitaire” affair.  &lt;br&gt;&lt;br&gt;We were all doing fairly well, with Jim and Gail concentrating on longer, more lucrative routes.  I initially pursued shorter routes in order to get a quick influx of cash, but switched to longer routes as my rail lines spread.  Jim managed to deliver several lucrative commodities that helped push him to victory.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Finals:  Jim 252, Greg 185, Gail 150&lt;br&gt;&lt;br&gt;Ratings:  Gail 8, Jim 7, Greg 6&lt;/b&gt;&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/1515611#1515611</link>
	<pubDate>2007-05-24T14:20:47+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item><item>
	<title>Thread: Russian Rails -- Review</title>
	<description>&lt;i&gt;Note:  Reviewing a crayon rail game is a bit of a challenge, as all of the games in the series use very similar mechanisms.  Usually, there are only minor rules changes, with the major difference being the geographical setting.  As such, most of the description of the game’s mechanisms will read the same from review to review.  The emphasis will be on the differences in the particular game under consideration.  With that in mind, much of the following description of Russian Rail’s mechanisms is lifted from my reviews of previous crayon rail games.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;from &lt;i&gt;Mayfair Games &lt;/i&gt;takes the crayon rail system to the former Soviet Union.  The main twist is that during the course of the game, communism may fall, which results in some minor changes in the rules.  The system is essentially the same as most other crayon rail games.  Basically, each player is building rail lines across the map, attempting to link various cities and then pick-up and transport goods between various cities. Players receive payoffs on these deliveries, so developing direct routes and efficiently using these routes in your deliveries is the key to success in the game.&lt;br&gt;&lt;br&gt;Rail lines are actually drawn onto the map with grease crayons, which are included in the game, or dry-erase markers, which are not supplied. Experience has proven that those crayons just don’t work properly, so we’ve defaulted to using the dry eraser markers. These, too, have their problems, but seem to work better than the crayons and are easier to wipe-off once the game is completed.&lt;br&gt;&lt;br&gt;The map here depicts a broad section of the former Soviet Union, with the majority of the geographical area being Russia and the Ukraine.  Superimposed over the map is a grid of points (known as “mileposts”), and rail lines are drawn so as to make connections between these mileposts. The cost of a connection depends upon the type of terrain being built to and can vary from 1 – 5 million rubles.  Mountains, alpine areas, and rivers are the most expensive to traverse.&lt;br&gt;&lt;br&gt;Players each receive a locomotive, 60 million rubles and three Demand cards to begin the game. Each player begins constructing track from major city and initially makes two “builds” – constructing up to a total of 40 million worth of track. After this is completed, the game enters its regular cycle.&lt;br&gt;&lt;br&gt;On a turn, a player may move a number of spaces (milepost to milepost), not to exceed the limit of his current locomotive, which is 9 spaces for the initial loco. Locomotives can be upgraded during the course of the game at a cost of 20 million per upgrade, but this constitutes the entire “build” phase of a player’s turn. Upgraded locomotives are speedier and can hold more cargo. The maximum speed for the top-of-the-line loco is 12 spaces. &lt;br&gt;&lt;br&gt;Once a player completes his movement, he may then build up to 20 million of additional track. Of course, this is further restricted by the amount of money a player possesses, which is in limited supply in the early stages of the game. The idea here is to build routes to the cities wherein you need to pick up and deliver the goods listed on your Demand cards. Each Demand card lists three cities, the type of good they are demanding and the payoff for successfully delivering that good. Each city on the board depicts the type of good that can be secured at that location.  There is no cost to pick-up the goods, and players are free to jettison unneeded goods in any city.  I’m not particularly fond of this aspect of the game, as there is little, if any, drawback in speculating by picking up unneeded goods, hoping to acquire a demand card that will list that good.  One of my fellow gamer plays with a house-rule wherein goods can only be jettisoned in cities that either produce or require that good.  This certainly makes for a tougher game.&lt;br&gt;&lt;br&gt;When building routes, short, direct routes are beneficial, as commodities can be delivered quickly for a fast payoff.  There are no bonuses for most track constructed or benefits for taking the scenic route. Since the only way to earn money in the game is by making deliveries, it pays to get the goods to their destination pronto.  However, many goods are produced in the east and are demanded in the west – and vice versa.  These require lengthy journeys, but usually result in much higher payoffs.  &lt;br&gt;&lt;br&gt;A player may use another player’s track as opposed to constructing it himself, but this is not always a good idea. Riding another player’s rails isn’t free – it costs 4 million per turn you ride an opponent’s rail lines. This is occasionally cost effective, but usually only if you can get through a track section in one turn. Sometimes it is completely necessary to use another player’s lines as the smaller cities only allow a limited number of players to build connections to them. &lt;br&gt;&lt;br&gt;The ultimate objective of the game is to connect to five of the six major cities on the board and amass a wealth of 250 million by the end of a round.  When playing with multiple players, the majority of the tracks are completed about 2/3 of the way into the game and the final 1/3 is occupied by swiftly racing along these tracks delivering goods. Thus, the player who has constructed the tightest line system and has carefully managed his Demand cards will be richly rewarded.&lt;br&gt;&lt;br&gt;When a delivery is successfully made, that Demand card is discarded and a new one immediately drawn. The new card often requires the player to adjust his plans in order to take into account the delivery opportunities the new card offers. To shake things up, the deck of Demand cards contains numerous event cards that can be minor annoyances or major disasters. Most of these cause some delays in movement or force players to pay extra when constructing in certain areas. Watch out for those floods, however, as they can completely destroy sections of track and destroy some or all of the cargo a player is transporting. There are a precious few beneficial events in the deck, which usually cause extra money to be earned when delivering goods to certain locations.&lt;br&gt;&lt;br&gt;As mentioned, the main difference in &lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;is the geographical setting and the nature of some of the events.  The commodities are also typical of those produced in this area of the world, including vodka, caviar, uranium, etc.  The big event – the fall of Communism – shakes things up a bit by forcing players to lose 20% of their accumulated cash to reflect the destabilization of the ruble.  It also increases the movement costs when entering Russia from its former satellites.  Unfortunately, this one card is mixed randomly into the sizeable deck of cards, so there is a decent chance that it will never appear.  That diminishes one of the main potential features of the game.  I would rather see the card shuffled into the top-half of the deck, which would virtually assure its appearance.&lt;br&gt;&lt;br&gt;My assessment of Russian Rails is virtually identical to other games in the series.  I am not a huge fan of the crayon rail game system.  My main complaint against the system continues to hold true here: the games are the perfect definition of the term “multi-player solitaire”. Each player is basically doing his own thing with very little, if any, interaction or interference from his fellow players.  It almost doesn’t matter what your opponents are doing or what goods they are attempting to deliver. There is precious little you can do about it anyway. Each player is simply trying to play his own game, optimizing his routes, massaging his Demand cards and making swift, efficient deliveries. Short of constructing rails aggressively so as to block players from connecting to smaller cities, there is little players can do to interfere with the progress of their opponents. I much prefer games that have a higher degree of interaction amongst the players and there are concrete steps that can be taken to interfere with the plans of my opponents. &lt;br&gt;&lt;br&gt;The other drawback for me is the length of the game, which consistently clocks in at 1 hour per player. I don’t mind the occasional longer game, but often the winner of the crayon rail games can be determined way in advance of the game actually finishing. Investing that much time in a game that I consider “multiple-player solitaire” AND when the last few hours must still be played when the ultimate winner is not in doubt is not what I consider an enjoyable use of game time.&lt;br&gt;&lt;br&gt;Now I say this in full recognition that the crayon rail games have a large number of fans. This group is sizeable enough to have spawned a gaming subculture and to continue to support the release of new games in the series. Some folks are enamored by the system and continue to purchase every version that appears.  &lt;br&gt;&lt;br&gt;That being said, I must admit that I am warming a bit to the system, and don’t mind the occasional playing – once a year or so is enough.  Sadly, I don’t think &lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;adds much to the system.  There isn’t anything refreshingly new or different.  Even the “Fall of Communism” event doesn’t dramatically alter the game or give it a terribly different feel.  My two favorites in the series remain &lt;i&gt;&lt;b&gt;Iron Dragon &lt;/b&gt;&lt;/i&gt;and &lt;i&gt;&lt;b&gt;Lunar Rails&lt;/b&gt;&lt;/i&gt;, both of which offer enough unique aspects to make them feel different.  &lt;i&gt;&lt;b&gt;Russian Rails &lt;/b&gt;&lt;/i&gt;fails to deliver in this aspect.  It works just as it is supposed to, but there really isn’t much new.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1515607#1515607</link>
	<pubDate>2007-05-24T14:18:19+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: F$%&amp;ing Murmansk</title>
	<description>My wife and I own India and Russian Rails, and Russian Rails gets to most plays.  We have found that building to Murmansk is an immediate recipe for failure, although every once in a while one of us is lured there.  It has become a substitute for a swear word in our household, most appropriately used whenever our efforts have little or no payout.&lt;br&gt;&lt;br&gt;By the way, for the first time ever, I built a ferry, and I still managed to win, by the skin of my teeth.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1389877#1389877</link>
	<pubDate>2007-03-15T03:09:41+00:00</pubDate>
	<dc:creator>hegiton</dc:creator>
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	<title>Thread: Re: What does &quot;Switchback Start&quot; mean?</title>
	<description>This didn't exist in the earliest editions, but came out with one of the variant boards after people started using this rule in tourneys (1st seen in EuroRails, 1990). I'm sure you can see that it makes the game(s) more balanced, removing much of the benefit of building 1st.&lt;br&gt;&lt;br&gt;We play this way for every crayon train game.</description>
	<link>http://www.boardgamegeek.com/article/1322122#1322122</link>
	<pubDate>2007-02-05T21:11:04+00:00</pubDate>
	<dc:creator>Liumas</dc:creator>
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	<title>Thread: Re: What does &quot;Switchback Start&quot; mean?</title>
	<description>So is the switchback start a rule or at least a common practice for all of the crayon rail games then?  The only other one I have played is an older version of Empire Builder which we never played that way.  Since I am teaching my 11-year old, I want to be teaching him correctly!</description>
	<link>http://www.boardgamegeek.com/article/1321685#1321685</link>
	<pubDate>2007-02-05T18:21:00+00:00</pubDate>
	<dc:creator>jlinsey</dc:creator>
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	<title>Thread: Re: What does &quot;Switchback Start&quot; mean?</title>
	<description>&quot;Switchback start&quot; means your second option.  With 4 players there would be 2 build turns takne the the player order: 1 2 3 4 4 3 2 1.  Then Player one would take his first full turn: move train and then gets a building opertunity, followed by the other in regular player order.</description>
	<link>http://www.boardgamegeek.com/article/1321666#1321666</link>
	<pubDate>2007-02-05T18:10:50+00:00</pubDate>
	<dc:creator>mark_biggar</dc:creator>
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	<title>Thread: What does &quot;Switchback Start&quot; mean?</title>
	<description>The phrase &quot;Switchback start&quot; is printed on the board where they summarize the other start conditions (60 million rubles, two building turns) and the finish conditions and track building costs...but I do not see it mentioned in the text of the rules.  We usually only have two or three players and have been playing like this:&lt;br&gt;&lt;br&gt;Player 1 build&lt;br&gt;Player 2 build&lt;br&gt;Player 3 build, etc&lt;br&gt;Player 1 build&lt;br&gt;Player 2 build&lt;br&gt;Player 3 build, etc&lt;br&gt;&lt;br&gt;but perhaps it is supposed to be&lt;br&gt;&lt;br&gt;Player 1 build&lt;br&gt;Player 2 build&lt;br&gt;Player 3 build...and so on&lt;br&gt;Player 3 build&lt;br&gt;Player 2 build&lt;br&gt;Player 1 build&lt;br&gt;&lt;br&gt;or something else?&lt;br&gt;&lt;br&gt;It probably is not much of a factor with fewer players, but just would like to understand.  TIA</description>
	<link>http://www.boardgamegeek.com/article/1321631#1321631</link>
	<pubDate>2007-02-05T17:59:20+00:00</pubDate>
	<dc:creator>jlinsey</dc:creator>
</item><item>
	<title>Thread: Errata?</title>
	<description>Since Mayfair only supports Catan games, I am hoping we can compile any Errata with this game here.  For example:&lt;br&gt;&lt;br&gt;Tea to Tashkent appears on 2 cards, one for $41 and one for $32.  Considering tea to Alma-Ata pays $41, I think it is probably safe to assume that both should be treated as $32 (although it maybe more likely that $41 should have a different destination entirely.)</description>
	<link>http://www.boardgamegeek.com/article/1299106#1299106</link>
	<pubDate>2007-01-26T00:42:43+00:00</pubDate>
	<dc:creator>celt619</dc:creator>
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	<title>Thread: Russian Rails Card Payoff Matrix</title>
	<description>Recently added an EXCEL matrix that presents the card payoffs by value and city with totals for both cities and each type of good. Anyone want more of this for the other Crayon Rail games? Australian rails already completed.</description>
	<link>http://www.boardgamegeek.com/article/828371#828371</link>
	<pubDate>2006-03-05T14:33:46+00:00</pubDate>
	<dc:creator>RaffertyA</dc:creator>
</item><item>
	<title>Thread: Re: F$%&amp;ing Murmansk</title>
	<description>&lt;b&gt;TheCat wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Good session report - I enjoyed reading it.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Glad you liked it!&lt;br&gt;&lt;br&gt;Geoff&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/778623#778623</link>
	<pubDate>2006-01-24T17:25:46+00:00</pubDate>
	<dc:creator>gdunbar</dc:creator>
</item><item>
	<title>Thread: Re: F$%&amp;ing Murmansk</title>
	<description>Can I come play games at your house?  Sounds like fun!&lt;br&gt;&lt;br&gt;Good session report - I enjoyed reading it.</description>
	<link>http://www.boardgamegeek.com/article/777988#777988</link>
	<pubDate>2006-01-24T04:05:29+00:00</pubDate>
	<dc:creator>TheCat</dc:creator>
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	<title>Thread: F$%&amp;ing Murmansk</title>
	<description>The Doctor and I had the Borrower over last night for some fun and frivolity, meaning, of course, gaming.  We gave the Borrower &quot;Russian Rails&quot; some months ago, I believe as a birthday present, but the Crayon Rails games are hard to bring to the table, and this was the virgin playing.  &lt;br&gt;&lt;br&gt;By &quot;hard to bring to the table&quot;, I mean there are certain, limited sets of people and circumstances I find Crayon Rails tenable to play with.  Four people is the most I would play with, and that only with experienced players on a board everyone was familiar with.  Two or three works better, but only one newbie allowed.  If you don't follow these simple rules, prepare yourself for a long evening of occasional interest interspersed with periods of intense, and oft-times boring, downtime.  It's even worse than most games because the downtime is not predictable, either in duration or frequency; the game just grinds to a halt when someone gets a new delivery card or two, and has to re-jigger their strategy.  At least in bridge when you're the dummy, you know that you can go watch TV or something for five or ten minutes.&lt;br&gt;&lt;br&gt;But in any case, we had the lucky synergy of three players, all experienced Rails players, so the likelihood of a good game was high.  The Doctor and I have played dozens of games, many two player, and the Borrower has played quite a bit as well.  So, slipping back into Rails was like riding on a bicycle after a lengthy hiatus.  Of course, in this case, given the new map and the array of cities which I've never heard of (I'm confident I could place Russia on a map, but Omsk or Tomsk?), it was like hopping on a bicycle, but the bike has three wheels, two of them hexagonal in shape, the seat is mounted between the handlebars and looks like something from a budget science fiction show (Doctor Who, say), and so forth.  In addition the Russian Rails set promised the tantalizing &quot;Fall of Communism&quot; event; more on that later.&lt;br&gt;&lt;br&gt;Now, one of the thrills of a new game of Rails is the exploration and probing of the various deliveries, locations, and strategies which seem somewhat familiar but also different.  I'd liken it to a board-game Casanova making love to a new woman, but let's be realistic here, it's just a game.  (Perhaps you have a different relationship with your games than I, but please keep that to yourself).  But one of the frustrations of playing the same old Rails board over and over is that you figure out the strategies and it's just a matter of applying the few, known, good strategies given the luck of the Delivery Cards.  The unconventional move is instantly recognized (often by the sharp-witted Doctor), yielding sarcastic remarks like, &quot;Going to Sri Lanka, are you?  I hear the view is beautiful... the view of me whipping you in the game, that is!&quot;, or, &quot;Trying out Barnstaple, are you? Never seen anyone win a game after going to Barnstaple.&quot;  (Or, &quot;F$%&amp;ing Barnstaple&quot;, as it is more often referred to in our, somewhat uncouth, household).&lt;br&gt;&lt;br&gt;Don't let me mislead you; there is pleasure to be had in playing on the old familiar boards too.  The challenge of putting your deliveries in order, and who can execute the strategies the best, is enjoyable.  And, there is the length factor; we had the expectation of taking about twice as long as usual given the new map.  Given that it took us about twenty minutes just to figure out our initial cards, that seemed realistic.  Remember, the initial cards are the only time you have to look at nine separate deliveries, with no track on the board to guide you, with myriad (and mostly impossible) combinations to put together.  Given that none of us knew where any of the cities were, let alone the somewhat-arbitrarily placed commodities on the board, a bit of analysis is to be expected.&lt;br&gt;&lt;br&gt;From that point we moved along pretty smoothly.  The Borrower got off to a slow start, eyeing enviously mine and the Doctor's piles of cash and speedy trains while he puttered around the board, but the Borrower did eventually get things rolling and into competition with the rest of us.  I made two or three poor decisions, such as buying the bigger (three load) train, or building (and using extensively) the ferry across the Caspian Sea, or building track to Murmansk.  The three load train is _never_ (except very rarely) worth the twenty million dollars (or ruples, or whatever).  The ferries are never (except very rarely) worth the cost and delay, and the Caspian ferry seems to be no different, with a more useful route going around the north of the Caspian.  And Murmansk is the Barnstaple (&quot;F$%&amp;ing Barnstaple, as you recall), where it just isn't worth the cost and distance of travel, even for the infrequent high payoff.&lt;br&gt;&lt;br&gt;In fact, if you'll let me digress (&quot;Again?&quot;, you say, to which I answer, &quot;What's a little digression between friends?&quot;), the whole Murmansk situation is one of the slight flaws of the Crayon Rails system.  The deliveries are all costed based strictly on route distance to the nearest source of the specified commodity.  (Actually, they may bump the cost up based on mountain vs. plain or whatever; I've never really analyzed that.  That point is mostly irrelevant to the point I'm making.  Bear with me.)  So, if it's twenty hexes (or whatever) for a delivery to Moscow, that yields the same as twenty hexes to Murmansk.  However, it's very likely that you'll be able to deliver or pickup something else near to Moscow, whereas Murmansk, way off in the boonies, has little else to recommend it.  This makes the strategy of building and delivering to a place like Murmansk a low-reward decision; I contend that if the rewards for deliveries to places like Murmansk were bumped up a little beyond the strict route distance, it would make going to Murmansk more viable.  And by extension, with more viable choices, the whole game would be rendered somewhat more interesting.&lt;br&gt;&lt;br&gt;Back to the matter at hand, the Doctor seemed to hit on the right strategy and the right cards, building an east-to-west network through the middle.  She cruised on to victory at $250 million; the Borrower and I were both around $190, with prospects of getting to around $230 in the next few turns, but no immediate prospects of victory.  The game ended up clocking in at about two hours, as expected.&lt;br&gt;&lt;br&gt;So, my quick thoughts on the Russian Rails map are that it seems quite similar to the Empire Builder (North America) map, where victory is established through a good east-west network, and taking proper advantage of it.  In fact, the Russian Rails map is even less mountainous than Empire Builder, making the good east-west routes even easier to build.  As with the North America map, you then choose which northern and southern extremities to build to based on batches of Delivery cards, while avoiding such obvious losers as Murmansk.  The map is really big and wide open, so there isn't apt to be much competition for track building; if your group is the type who would want to play a Crayon Rails with five or six players (not for me thanks!), this would probably be an appropriate map.  For two or three players, things are perhaps a bit too wide open.&lt;br&gt;&lt;br&gt;The big disappointment for this game was that we didn't get to the &quot;Fall of Communism&quot; card.  Now after reading the rules, it's mostly just a mega-event card, with only a slight effect on the game rules, so that's probably not that big a deal, but it was the much-hyped new feature of Russian Rails (inasmuch as these sorts of things can be described as &quot;hyped&quot;).  Since it's just a single Event card, and with three players we only went through, say, a third of the deck, the &quot;Fall of Communism&quot; is actually pretty unlikely, and is mostly to be ignored unless it actually does happen.  So I would categorize that as a mild letdown.&lt;br&gt;&lt;br&gt;Would I play Russian Rails again?  Absolutely, but that was pretty much a given before we even played; as I said, a new Rails map is something to be enjoyed for a few games, pretty much regardless of it's actual qualities, just for the exploring and unfolding experience.  And perhaps a few more playings and I'll be able to find Volgograd and kin on a map.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/776238#776238</link>
	<pubDate>2006-01-22T22:14:40+00:00</pubDate>
	<dc:creator>gdunbar</dc:creator>
</item><item>
	<title>Thread: Riding Russian Rails</title>
	<description>&lt;u&gt;&lt;b&gt;Only Game: Russian Rails&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;In our quest to play each of our games at least one time this year, we are making a concerted effort to get each of the Empire Builder series played whenever we have the chance.  This is really due to the rather lengthy playing time that they can incur.  Tonight, Christine decided it was time to play Russian Rails.  We have not played it since shortly after we purchased it around Christmas of last year.  As with all of the larger Empire Builder games, the object is to collect 250 million in cash and connect all but one of the major cities.  The cost of track depends on the terrain built through and is drawn directly on the board.  Money is made by delivering commodities to cites that have demand for them.  This is determined by the three demand cards each player has.  Once a delivery is made, a new demand card is drawn.  These new cards can occasionally be events, which can be either positive or negative.  &lt;br&gt;&lt;br&gt;In our game, my initial loads led me to build in the south-central part of the map, connecting Georgia and Azerbaijan to Tashkent via the Caspian Sea ferry.  Interestingly, Christine also used her initial builds to place track down into Georgia.  On the way, I built a little spur into Ashkhabad.  After making my initial deliveries I was left with a dilemma regarding the loads I wanted to deliver.  I ended up running back across the Caspian Sea to pick up some more goods to drop off.  After this, I then headed toward Kuybysheva and up to Kirov.  I then proceeded to build across to Moscow. After this, I spent a lot of time in the Baltic republics and the surrounding area.  I then found a need to head back down into Georgia, which gave me a large loop to my line.  However, I did not head east.  I came back up to Leningrad.  After this delivery, I had two big loads to take to Murmansk.  Normally, I would never have made a trip to such an out of the way location.  However, this time, it was going to pay off really well.  After my delivery, I was able to bring some fish back for a nice payoff.  I then headed on back toward Kuybyshev and up to Kazan.  A quick trip to Gorki and down to Astrakhan, and the game was over.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Final Result:&lt;/b&gt; (in millions)&lt;br&gt;&lt;br&gt;Stephen   -- 262&lt;br&gt;Christine -- 131&lt;br&gt;&lt;br&gt;&lt;i&gt;Once again, building and delivery in the Baltic republics was extremely important.  Christine and I both spent a lot of time in this area of the board.  In addition, as before, there were vast tracts of land, which no one built to.  As mentioned before, I built up to Murmansk solely because I had some amazing demand cards.  The other exception was Christine building up to Novosibirsk.  However, she pretty much regretted this build as it never really paid off for her.  As implied above, this was our second playing of this game from the Empire Builder series.  I have to say that my opinion remains unchanged.  This is easily my least favorite game in the series.  There really just is not much here to recommend it over other incarnations in the series.  True, it has a big map.  The problem is that it is rarely beneficial to build into most of it.  Overall, it is just really bland.  The greatest change to the game is the fall of the Soviet Union.  The only real purpose of this card is to lengthen the game -- a game that many people think is too long anyway.  All in all, it really is just too bland.  Our total playing time was a little less than 2 hours.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/658993#658993</link>
	<pubDate>2005-10-16T02:19:32+00:00</pubDate>
	<dc:creator>seppo21</dc:creator>
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	<title>Thread: Russian Rails Review</title>
	<description>I’ve played all of the rail games in this series once or twice.  So I know enough to be dangerous.  This is also my first User Review, so don’t be too hard on me. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;The game is composed of the following:&lt;br&gt;&lt;br&gt;•	Large Board with a map of the USSR (Western Half).  The board has a grid of dots on top of it that is used in the drawing of track.  City areas a colored in red and next to the city is the resources it produces.&lt;br&gt;•	Six simple ‘train’ tokens of different colors with wipe off crayons in corresponding colors.&lt;br&gt;•	Small ‘Poker’ Chips to track which resources your train is carrying.&lt;br&gt;•	Deck of cards with train loads or events.&lt;br&gt;•	A stack of ‘Monopoly’ money.&lt;br&gt;&lt;br&gt;The game is simple enough.  You start out with 60 million rubles.  The goal is to get to 250 million rubles and connect to 5 out of 6 of the major cities.  However, odds are you are going to need to connect to at least 4 of them by game’s end anyway, so making money is the real goal here.  Generally, whatever money you make needs to be spent right away building more rail lines for your next run.  After building up your rail lines for 2 to 4 hours, you will have enough of an infrastructure to keep the most of the money as profit and hopefully win.&lt;br&gt;&lt;br&gt;Each person starts out with 3 cards from the deck.  Each card has 3 possible delivery train runs.  I.E. Delivery item X to City Y and get Z rubles.  When you complete a delivery you turn in the card and get the money and a new card.  Generally you get another delivery card, but you could also get an event card (train wreck, floods, etc) which can affect either you andor other players on the board. &lt;br&gt;&lt;br&gt;Each turn the player first moves his train, while picking up and delivering loads, then the player can either build track (you use the crayons to draw the track on the board) or upgrade his train to be faster or hold more loads.&lt;br&gt;&lt;br&gt;The event card that everyone talks who has played these games before is the “Communism Falls” event.  This is when the USSR becomes Russia (not that it really matters, but the game’s time frame is the late 1940s, post WW2).  Everyone loses 20% of their cash due to the lost value of the Ruble, also players must pay to cross boundary when coming out of the former Soviet Nations and into Russia.  Some of the event cards that are currently in play go away (some event cards are different depending if Russia is Communist or not).&lt;br&gt;&lt;br&gt;My thoughts:&lt;br&gt;&lt;br&gt;•	Game Components – Very average components at best.  The ‘tray’ that holds the Resource Chips doesn’t really work that well.  Any small bump can send the chips flying.  Also, the yellow player’s crayon is almost unusable.  It is too hard to see on the board.  This is a bigger issue for my group as one of our players is color blind and it forced us to use a color that he would have a hard time telling apart from one of the others (on the other hand, he did win). &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;•	Rules – Rule book is easy to understand.  The player aids that tell the players where on the board cities and resources are located are worth their weight in gold and are used all the time.&lt;br&gt;•	Length – This game is very long.  My wife and I played and it took a good 2.5 to 3 hours.  A five player game I just played with my friends took 5.5 hours and everyone had played the other versions before. &lt;img src=&quot;http://files.boardgamegeek.com/images/yuk.gif&quot; alt=&quot;:yuk:&quot; border=&quot;0&quot;&gt; Some of my friends noted that biggest paying runs (for moving something from one side of the board to the other) are smaller than any other version we could think of.  If that’s true overall, that could be part of the game’s length vs. its other brothers (not that they are short either).&lt;br&gt;&lt;br&gt;&lt;u&gt;Board Layout vs. The Other Games in this Series&lt;/u&gt;&lt;br&gt;&lt;br&gt;•	The land in Russia is very flat.  So there is not much thought about the quickest way to cut though a mountain range, etc.  &lt;br&gt;•	The upper 1/3 of the board will not come into play that much in your rail planning.  There are very few cities up there.  What they do have can be valuable, so it usually is worth a branch line later in the game.  In fact, one could almost say that most of Russia is one giant leech on the satellite countries. &lt;img src=&quot;http://files.boardgamegeek.com/images/sauron.gif&quot; alt=&quot;sauron&quot; border=&quot;0&quot;&gt; Out of the 6 major cities, two produce nothing and two produce only passengers.  Most of the resources are in the satellite countries (again mostly south and a few small counties to the west) or southern Russia in the bottom 1/3 of the map.&lt;br&gt;•	Some have said that the board is too big.  However, because most of the train lines will be in the south, the board doesn’t play as big as it looks.  The southern cities will close quickly.  In fact, there was more riding on other people’s rails in the 5 player game then I would have guessed considering the 'flatness' of the land. &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;•	Variations – The board is big, so playing with the ‘faster’ train version can help speed up the game (trains move 33% faster).  Regardless, I would upgrade my train to the faster version as fast as possible during the game.  Also there is a recommendation to shuffle the Communism Falls card in the back part of the deck to give players some time to get their company established and I think that is a good idea.  I shuffled the card in the ‘back’ ¾ of the deck.&lt;br&gt;&lt;br&gt;Overall, the game was very enjoyable to play.  It does take some time to play so plan ahead.  To quote my wife: ‘I had a lot of fun playing Russian Rails, but I can’t generally spend 4+ hours playing a game.’  &lt;br&gt;&lt;br&gt;If you and your friends can’t find at least 4 hours to play this game, then don’t get it.  If you do get it, it likely won’t be a heavily played game; it just takes too long.  Odds are this game (or one of the other versions) might get one more play between now (May 15) and EOY from my group.  I have no doubt if it does get played, that we all will have a lot of fun, but as I climb into bed at 2AM, I’m going to be really hoping that one of the kids don’t get me up before 7. &lt;img src=&quot;http://files.boardgamegeek.com/images/snore.gif&quot; alt=&quot;:snore:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;7 is also my rating of the game out of 10.  A fun game to play, it could be an 8/10, but the game length knocks it down a notch or maybe two for some gamers.&lt;br&gt;&lt;br&gt;Paul W</description>
	<link>http://www.boardgamegeek.com/article/496468#496468</link>
	<pubDate>2005-05-16T17:11:43+00:00</pubDate>
	<dc:creator>pbwedz</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>pmboos (#75581),&lt;br&gt;&lt;i&gt;Russian Rails (bacause my Son is from Khabarovsk); but it is dissapointing that that all of Russia (partucularly the Far East) is not on the map...&lt;/i&gt;&lt;br&gt;&lt;br&gt;I am a playtester for Russian Rails--the orginal map went all the way to Vladivostok.--It just took too long &lt;img src=&quot;http://files.boardgamegeek.com/images/snore.gif&quot; alt=&quot;:snore:&quot; border=&quot;0&quot;&gt; </description>
	<link>http://www.boardgamegeek.com/article/446553#446553</link>
	<pubDate>2005-03-06T18:35:03+00:00</pubDate>
	<dc:creator>rri1</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>&lt;i&gt;pmboos wrote:&lt;br&gt; but it is dissapointing that that all of Russia (partucularly the Far East) is not on the map...  &lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I may be wrong but this is probibly one of the biggest and most wide open maps in the series.  The east-west run is already really long, adding more to the country would just make the game longer and harder...I think it was probibly for the best to end it where they did...</description>
	<link>http://www.boardgamegeek.com/article/76548#76548</link>
	<pubDate>2005-01-11T13:55:39+00:00</pubDate>
	<dc:creator>ricottma</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>Well, unfortunately Australian is the worst of the bunch, though it's still a 6 in my book.  I'd get it anyway.&lt;br&gt;&lt;br&gt;Whether Eastern Russia matters is personal preference.  Did your son grow up in Western or Eastern Russia?  That might be the decider.</description>
	<link>http://www.boardgamegeek.com/article/75807#75807</link>
	<pubDate>2005-01-08T01:38:37+00:00</pubDate>
	<dc:creator>TheCat</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>A comment I'll make that keeps me from buying one of these...&lt;br&gt;&lt;br&gt;I have interest in two in particular: Australian Rails because I think my wife will like it (she's an Aussie) and Russian Rails (bacause my Son is from Khabarovsk); but it is dissapointing that that all of Russia (partucularly the Far East) is not on the map...  &lt;br&gt;&lt;br&gt;Is this too much to get hung up on?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/75581#75581</link>
	<pubDate>2005-01-07T02:28:21+00:00</pubDate>
	<dc:creator>pmboos</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>For the rail games, I highly reccomend getting some erasable markers and placing a sheet of plexyglass over the board.  This also works for wargames and the like for keeping the folds in the map from annoying you.&lt;br&gt;&lt;br&gt;As for the rail games, it's generally agreed upon that Nippon and British are the most competetive, while Australia and Empire Builder are the fastest.  The hardest to play is Iron Dragon (especially with the expansion the designer personally released later.)  All are the same style of game though.&lt;br&gt;&lt;br&gt;As for the yellow crayon being useless, in the British rails set I got, it had a WHITE crayon.  When asked, the company said they dont do the packing themselves.  This is another reason to get the markers.&lt;br&gt;&lt;br&gt;Oh, I HIGHLY reccomend the newer version of British over the older one.  The early version had the problem of some cities just not being destinations very often, and only experienced players knew which coal town was better because of that, etc...  The newer version fixes this problem.&lt;br&gt;Also, get the deck of runs for Nippon rails if you can.</description>
	<link>http://www.boardgamegeek.com/article/75277#75277</link>
	<pubDate>2005-01-05T23:39:35+00:00</pubDate>
	<dc:creator>Freitag</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>I got this game for Christmas.  I have played all of the other variants and found this one the best.  Luckily I played it with other experienced rail gamers so there was little down time.  We found the added deliveries in the event cards a lot of fun and a real bonus for those that had difficult cards.  The fall of Communism is best played when the game is at least 1/2 way through; I got hit the hardest money wise all three times, but still enjoyed the new dynamic to an old game.  We played with 5 people and did not find the board overly cramped in comparison to other rail games like British Rails which plays best with 3 (4 max!).  Having the map pointers in the rule book was a great idea and was used a lot by us. Overall I think that this is the best of the rail games.</description>
	<link>http://www.boardgamegeek.com/article/75245#75245</link>
	<pubDate>2005-01-05T21:42:59+00:00</pubDate>
	<dc:creator>walk_softly</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>For those wishing to look into them their is a geeklist:&lt;br&gt;&lt;br&gt;&lt;b&gt;The Empire Builder Family of Games&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/geeklist.php3?action=view&amp;listid=3216&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/geeklist.php3?action=view&amp;listi...&lt;/A&gt;  &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/75127#75127</link>
	<pubDate>2005-01-05T14:47:51+00:00</pubDate>
	<dc:creator>wtrollkin2000</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>TomVasel (#74754),&lt;br&gt;&lt;br&gt;I played Russian Rails last night for the first time. I have never played any of the other games in this series before. My impression was that it was a lot of fun and definitely something that I would play again.&lt;br&gt;&lt;br&gt;One thing I learned the hard way is that you should never build rail lines unless you can use them to complete a delivery currently showing on one of your demand cards. At the start I was just trying to connect to as many cities as possible and soon found myself in a situation where I had no money and no delivery's that were possible on my current line. The game provides a way to get out of this situation, but I spent six turn simply handing over my demand cards and hoping that the next set would allow me to do something. Its not a flaw in the game, it was a flaw in my strategy. Next time I will know better.</description>
	<link>http://www.boardgamegeek.com/article/75121#75121</link>
	<pubDate>2005-01-05T14:17:57+00:00</pubDate>
	<dc:creator>Rat King 64</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>&lt;i&gt;Tom Vassel: The crayons were effective and were easy to wipe off the board, but I question the effectiveness of the yellow crayon; it was difficult to see. While the crayons were good, I’m going to get some erasable markers, they’re just easier to use.&lt;/i&gt;&lt;br&gt;&quot;Real train gamers use china markers.&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Tom Vassel: The only problems with the game were the lengthy time of play (3+ hours) and the ample opportunities for analysis paralysis.&lt;/i&gt;&lt;br&gt;Russian Rails is especially prone to analysis paralysis because of all the event cards which remain on the table, each with its own special load and delivery.  This is not a feature of the other crayon rail games.  It is a detriment to the game, in my humble opinion.&lt;br&gt;&lt;br&gt;Experienced crayon rail game players can finish most of the Empire Builder series games in under two hours.  I suggest you try Empire Builder, North American Rails or Eurorails -- all of which have the advantage of (presumably) familiar geography.&lt;br&gt;&lt;br&gt;&lt;i&gt;DW Tripp: I have played all the Mayfair RR games except this one and I can't find a single flaw in this review. I'd advise against Nippon Rails and British Rails as the maps are too restrictive. The others though? All excellent games.&lt;/i&gt;&lt;br&gt;Exactly the opposite of my opinion.  Crayon rail games have a tendency to be multi-player solitaire games.  Nippon Rails and British Rails are the exceptions, with players competing for limited train routes and valuable commodities.  They're my favorites of the bunch.</description>
	<link>http://www.boardgamegeek.com/article/74994#74994</link>
	<pubDate>2005-01-05T01:40:36+00:00</pubDate>
	<dc:creator>TheCat</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>TomVasel (#74754),&lt;br&gt;&lt;br&gt;An incisive and accurate review of the entire crayon RR game line from Mayfair. You hit the nail on the head on each point you made Tom.&lt;br&gt;&lt;br&gt;I have played all the Mayfair RR games except this one and I can't find a single flaw in this review. I'd advise against Nippon Rails and British Rails as the maps are too restrictive. The others though? All excellent games.</description>
	<link>http://www.boardgamegeek.com/article/74961#74961</link>
	<pubDate>2005-01-04T23:28:17+00:00</pubDate>
	<dc:creator>DWTripp</dc:creator>
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	<title>Thread: User Review</title>
	<description>	I’ve never played any of the Empire Rails series.  For some reason, the “crayon-rail” games never had any massive appeal to me, but at the same time I wasn’t averse to playing one.  It’s simply that the lack of availability in my gaming groups, coupled with a lengthy playing time, kept me from trying one out.  This all changed when I received Russian Rails (Mayfair Games, 2004 - Jodi Soares).  Finally, I was able to see what all the fuss was about.&lt;br&gt;&lt;br&gt;	As this is my first Empire Rails game to play, I can’t compare it to others in the series, but I will say that it certainly worked well for beginners and was a fun game to play.  &lt;font color='#FF0000'&gt;It was involving and thought provoking, giving a player a lot of options.&lt;/font&gt;  The only problems with the game were the lengthy time of play (3+ hours) and the ample opportunities for analysis paralysis.  But if you are willing to make the time to play this rails game, you will be rewarded by a tremendous, satisfying game.&lt;br&gt;&lt;br&gt;	A large board is placed in the middle of the table, depicting a map of the former Soviet Union.  The map has forty-six cities, separated into three types: major, medium, and small and is divided up into a triangular grid of “milepost” dots.  Next to each city, there are one to three icons depicting what kinds of goods that city produces.  Each player takes a “train” token in their color, along with a special wipe-off crayon.  Each player also receives sixty million rubles as starting cash and a Loco card that depicts nine speed and two goods.   A deck of demand/event cards is shuffled, and three demand cards are dealt face-up to each player.  The cards show three different cities on them, and the type of goods that each city wants along with the payout in rubles for supplying that demand.  Stacks of chips representing each commodity are placed in a special area in the box, along with the rest of the Loco cards and the cash.  The player who has the highest cash value on one their three Demand cards goes first with play proceeding clockwise around the table.&lt;br&gt;&lt;br&gt;	Each turn has two phases, the operation phase and the building phase.  During the first two turns of the game, players skip the operation phase.  During the operation phase, players can move their train pawn on their tracks on the map.  The train starts the game in any city on the map, and then can move up to its maximum speed (9 or 12) each turn.  Trains cannot reverse direction except at a junction and can pick up or drop off loads at any city.  Players can move freely on their own tracks and must pay opponents 4 million a turn if they use their track.  If in a city that has good icons, a player may pick up loads of those particular types if they have room on their Loco card (two or three spots) and if there are any chips of that type available. (There are three to four chips of each type.)  A player can drop a load off at any city, discarding it for no reward; unless they have a demand card showing that the city they are dropping the load off at wants that type of good.  When the player does deliver a load to its destination, they return the chip to the box, discard the card, and receive the amount of rubles shown on the card immediately.  The player then draws a new Demand card, placing it face-up in front of them.  If the player draws an event card, it is either placed face up on the table, or takes effect immediately (depending on the card), and the player draws another card to take its place.&lt;br&gt;&lt;br&gt;	In the building phase, a player can spend up to twenty million rubles to either upgrade their train or lay track on the board.  If upgrading their train, the player pays twenty million rubles to the bank and takes a new Loco card of the next level, increasing either the speed (from 9 to 12) or the load maximum (from 2 to 3).  If building track, the player can draw on the board with their crayon, connecting the mileposts at a cost.  Players can build from any milepost from which they already have track connected to or can start from any major City milepost (twice a turn).  Different terrain types on the board determine the cost for building the track, determined by the milepost built TO.&lt;br&gt;-	Clear mileposts cost 1 million&lt;br&gt;-	Mountain mileposts cost 2 million&lt;br&gt;-	Alpine mileposts cost 5 million&lt;br&gt;-	Marshland mileposts cost 3 million&lt;br&gt;-	Small cities cost 3 million and have a maximum of two players who can connect to them.&lt;br&gt;-	Medium cities cost 3 million and have a maximum of three players who can connect to them.&lt;br&gt;-	Major cities cost 5 million, and all players can connect to them (a player cannot deliberately block another from connecting.)&lt;br&gt;-	Crossing a river costs an additional 2 million&lt;br&gt;-	Crossing a lake or ocean inlet costs an additional 3 million&lt;br&gt;-	There is a ferry that crosses the Caspian Sea that also has some additional costs and special rules.&lt;br&gt;-	Players cannot ever borrow from the bank but must use cash on hand.&lt;br&gt;&lt;br&gt;Players have the option to discard all three of their cards, drawing new ones - forfeiting the remainder of their turn.  Any event cards drawn must immediately be dealt with.  The most important event card in the deck is the “Communism Falls” event.  Most event cards are known as dual events.  When played before Communism falls, the top half is used, with the bottom half being used after Communism falling.  The fall of Communism also has the following effects.  All players must immediately discard 20% of their cash, all dual events in play are discarded, and the Russian boundaries become effective.  All over the board, the boundaries of Russia are defined but aren’t used when the USSR is in effect.  After the fall, players must pay 2 million when entering INTO Russia.  All the other events allow for special deliveries of goods, tax the players, use weather to keep players from moving, etc.&lt;br&gt;&lt;br&gt;When one player has connected five of the six major cities on the board with a continuous line of track AND has at least 250 million rubles in cash at the end of their turn, the game ends with each player finishing up their last turn.  If a tie occurs, play continues until one player gets 300 million rubles, in which case they are the winner!&lt;br&gt;&lt;br&gt;Some comments on the game...&lt;br&gt;&lt;br&gt;1.)	Components:  The board is six puzzle pieces attached together, which form a fairly accurate map of the USSR.  At first the board looks a bit bland; but once players start drawing the track, it becomes intriguing, as one watches the train networks grow and expand.  The crayons were effective and were easy to wipe off the board, but I question the effectiveness of the yellow crayon; it was difficult to see.  While the crayons were good, I’m going to get some erasable markers, they’re just easier to use.  The boards are of good quality; and while the graphics are plain and a bit bland, they are quite easy to see and differentiate.  The paper money was passable, and the cards were useful and of good quality - easy to shuffle and use.  The chips were small poker chips that needed to have quite a few stickers attached to them, but I’m coloring the commodities to make them stand apart more.  There was a plastic tray in the box that holds money, cards, and chips effectively but with one problem.  If the box is tipped on its side at all, all the chips fall out of their slots, mixing them together in a giant mess.  This is easily fixed by putting them all in a plastic bag, but then you have to sort them all out at the beginning of the game.  Not a big deal, but a slight pain - I might tape some kind of board over them to keep them in place when I transport the game.&lt;br&gt;&lt;br&gt;2.)	Rules:  The rulebook was very clear; I’ve never played a crayon rail game before, but I easily understood it.  The twelve pages of rules include several players’ aids that can be given to each player.  The player aids show the location of each city on the map (the map is divided up into a grid), and the cities that provide each good.  For people who are intimately familiar with Russian geography (me for sure!) these aids can become invaluable.  Actually, I was impressed at how simple the game actually was.  Whenever I had seen a crayon rail game in the past, I thought that they looked complicated and long.  Long is correct, but the game play is actually quite simple.&lt;br&gt;&lt;br&gt;3.)	Length:  The game is LONG.  Even with a variant of moving the trains quicker, it still took a while.  This isn’t to say that I didn’t enjoy my time of playing the game, but downtime can occur.  I tried to speed up the game by encouraging players to plan their track building while others where moving, but a simple event card can mess up all your carefully laid plans and cause a person to rethink the map.  Once a good is delivered, the player draws a new card, which also might affect what they do next.  So there’s really no way around it, the game is going to take a while.&lt;br&gt;&lt;br&gt;4.)	Variations:  There are some variations on play in the rulebook - two of which I think quite useful.  One of them involves changing the speed of the trains to 12 and 16 respectively.  This speeds the game up, while still retaining fairness and balance.  Another variant allows the players to decide where in the deck the Communism Falls event card is placed.  I HIGHLY recommend this variant, as the game can be too unpredictable otherwise.  If you aren’t prepared for the fall of Communism, a lot of plans can be ruined and money lost.  In fact, if a player’s train is outside Russia when the fall occurs, and they have no money (frequent in this game); they are effectively out of the game.  I think it’s better to shuffle it into the bottom one third of the deck - still giving randomness, but a bit more controlled.&lt;br&gt;&lt;br&gt;5.)	Strategy and Fun Factor:  Most of the fun of the game is involved with setting up your network of trains.  It’s great fun to watch your network grow and expand, and delivering goods gives one such a tremendous feeling of satisfaction.  Knowing what goods to deliver and where is the crux of the game.  Do you deliver several small loads, taking a bit of money at a time, or do you concentrate on the very long but lucrative loads.  Being in the right place at the right time also helps, especially when an event card is drawn.  The event cards add some randomness to the game; but aside from Communism Falls, none of them are too detrimental to a player.  The game starts off a bit slow, as players struggle to get one or two loads delivered.  Then, as the game progresses, the game speeds up, with the networks completed, as players rush to deliver as much stuff as they can.  It’s not too terribly interactive, but players get so caught up in their networks that they don’t care too much.&lt;br&gt;&lt;br&gt;6.)	Empire Rails:  As I’ve never played the other games in the series, I cannot compare it; but I’m quite happy with the game.  Others I’ve gamed with HAVE played other crayon-rail games, and they said that this one is similar, with the Fall of Communism providing the major difference.  These opinions I’ve gathered have also been positive, saying that this is one of the better games in the series.&lt;br&gt;&lt;br&gt;This is not the kind of game I’ll pull out to finish out a game night, nor is it one which I’ll pull off the shelves lightly.  When we play this one, we are going to game - and game hard.  At the same time, it’s not too terribly taxing on the brain, just immensely involving.  &lt;font color='#FF0000'&gt;Because it takes so long to play, it probably won’t get played that often; but when it does get played, the time will be memorable.&lt;/font&gt;  I enjoyed the game quite a bit and recommend it to anyone who has wanted to start their own train empire.   And the geography lesson about Russia certainly doesn’t hurt.  &lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;“Real men play board games.”&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/74754#74754</link>
	<pubDate>2005-01-04T21:35:14+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Session Report</title>
	<description>My wife and I have been really big fans of the Mayfair crayon rail games ever since I was introduced to Empire Builder just a couple of years ago.  We get them all and play them as much as possible with all of the other games we enjoy.  Thus, it was a given that we would be purchasing Russian Rails when it became available.  I had mentioned its impending arrival to Christine quite a while back.  However, when I placed my post-Thanksgiving game order, I somehow neglected to mention that Russian Rails would be included -- Ooops &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;.  Needless to say, she was quite surprised and immediately set about to getting the stickers on the commodity tokes.  We had hoped to play it that evening, but circumstances delayed it for several days.&lt;br&gt;&lt;br&gt;For those who have never played a crayon rail game, the object is to earn 250 million dollars and connect a certain number of &quot;major&quot; cities (generally one less than the total one the board) in a continuous rail line.  These rails lines are drawn directly on the board in erasable crayon.  It costs money to build these rail lines, with amounts differing depending on the terrain.  Money is made by picking up commodities and dropping them off in cities listed on demand cards, of which each player has three.  Upon fulfilling a demand, the card is discarded and a new one drawn.  Also in the deck are a series of event cards that can wreak havoc on your lines (or not) or provide additional opportunities for profit.  Ultimately, these are games of optimization -- efficient building and use of lines.  &lt;br&gt;&lt;br&gt;Since there really is not all that much different in the game, we were able to start fairly quickly.  We always play with a 60 million start, three building rounds, and trains of speed 12 and 16.  In Russian Rails, they allow 60 million, but only two building rounds and the standard train speeds of 9 and 12.  In my initial draw, I was fortunate to have silk to both Vilnius and Riga.  This allowed me to build a single long track that essentially allowed me to deliver both.  Since both of these were $40+, so this set me up well for the rest of the game.  I drove my train back and forth across this link, eventually expanding it all the way to the Eastern edge of the board.  Christine essentially built the same type of route but ended up with her initial rails a little more southerly oriented than mine.  Again, for the most part, she stuck to this East-West corridor.  She did have quite a few more branches than I did, though.  During play, we were each able to complete one of the special events that involves the delivery of special loads.  In my case, it conveniently coincided with pick-ups of other necessary commodities.  In the end, I was able to win by nearly 100 million.&lt;br&gt;&lt;br&gt;&lt;i&gt;As with most of the crayon-rail games, the biggest challenge to playing well is getting used to the new load set, where they are located, and how they are distributed throughout the deck.  A further challenge is simply familiarizing yourself with the map.  Although my geography is generally pretty good, it's not THAT good.  I always need the cheat sheets for several games.  Fortunately, this map has a good set of coordinates to help out in this manner.  &lt;br&gt;&lt;br&gt;Each of these rail games seems to add a little something that makes it a little different from the other games in the series.  Without these differences, one  (not me) might argue that their is no point to the additional games in the series.  In this game, the only new mechanic is the fall of the Soviet Union.  This is an event card that has dire consequences when it is drawn.  The biggest is that everyone immediately forfeits 20% of their money -- Ouch!  The secondary event is that you must now pay 2 million rubles any time your train enters Russia from one of the other Republics.  I drew this one turn away from finishing the game, so we decided to ignore it this time around.  While this is surely thematic, in terms of game-play, it appears to make a game that some would say is already too long even longer.  Perhaps the special event cards are good enough after the fall to make the game more interesting, but it does not seem to be the case just by looking at them.  &lt;br&gt;&lt;br&gt;Another problem is that we each built a single main East-West axis across the middle of the board.  Except in the Baltic republics, there was very little branching.  Huge swaths of the board were never even considered.  In fact, easily half the board was completely blank.  Very rarely have our Empire Builder type games appeared this empty upon completion.  Now, this may be a fluke.  We shall see how this holds up after several other playings.  However, with all of the other excellent entries in this series, this one just doesn't seem to have much going for it.  It may not be played much at all -- except as a novelty.  &lt;/i&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/72819#72819</link>
	<pubDate>2004-12-30T14:49:34+00:00</pubDate>
	<dc:creator>seppo21</dc:creator>
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	<title>Thread: When Communism Falls!</title>
	<description>Another good addition to this series.&lt;br&gt;&lt;br&gt;The only thing that niggles is when the &quot;Fall of Communism&quot; card comes into Play.&lt;br&gt;&lt;br&gt;I do not like the primary suggested way - just shuffle it into the deck - In this case it could be either the first Event Card turned up or the last. Neither would be ideal.&lt;br&gt;&lt;br&gt;We prefer to, (after the starting load cards have been distributed), split the deck into 3 roughly equal piles, shuffle the &quot;Fall&quot; card into the midle pile, then complete the deck. This way there is chance of some action in both pre- and post- era's.&lt;br&gt;&lt;br&gt;The rules also suggest that this event happens an a particular point, e.g. when the first player connects 4 cities, etc.&lt;br&gt;&lt;br&gt;It occurs that you could also decide in a similar way to how we decide when the Rainbow Bridge opens in IRON DRAGON, i.e. when any player has a certain amount of cash, this is a   random number between 60 and 160. To get this we cut the deck and check the card number. If this is greater than 100 we re-draw, otherwise we add 60 to that number and that is the amount for that game. (I think this idea originated at Finchley Games Group, if not apologies). &lt;br&gt;&lt;br&gt; We will be trying this way next time.</description>
	<link>http://www.boardgamegeek.com/article/68667#68667</link>
	<pubDate>2004-12-02T11:53:59+00:00</pubDate>
	<dc:creator>kenjohns</dc:creator>
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