Trains

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania

Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania contains a double-sided game board with new rules for use with Ticket to Ride or Ticket to Ride: Europe with players now creating train lines in the British Isles and in Pennsylvania.

The Pennsylvania half of this map collection adds a share mechanism to the basic TtR game. Each time that a player completes a route, they claim a share of one of the companies depicted next to that route. At the end of the game, whoever holds more shares of a company than all other players receives points as a reward.

The United Kingdom half of this map collection introduces the concept of technology to TtR. At the start of the game, players can build only one- and two-train routes and only in England. By spending wild cards, players gain the ability to build routes three trains long or longer, in addition to being able to build ferries across water and build train routes in Scotland, Wales and Ireland. Players can also buy bonus cards that allow them to score extra points for taking certain actions during play. Despite the name, the map covers both the UK and the Republic of Ireland, that is, the islands of Great Britain and Ireland.

Take notice: If you find some of the Advanced Technologies feeling unbalanced, please take in consideration that Designer Alan R. Moon has himself mentioned that "The Advanced Technology Cards were not fully playtested".

20th Century Limited

Become part of a U.S. National Institution of the early 20th Century, as you build the routes and reputation of The Most Famous Train in the World: the 20th Century Limited. You are American rail luminaries, creating small independent lines to serve local cities. Plying your business acumen, you plan to sell these lines to larger companies. Of course, you wouldn’t be where you are today without knowing a thing or two about turning tricky situations to your advantage: You have a scheme in mind to get the big companies what they need, without necessarily having, shall we say, exclusive ownership of it….

20th Century Limited condenses the history the American railroad into a sixty-minute game. Players take on the roles of the great railway robber barons as they set up small railroads, turn them into larger rail lines, then sell them off and start all over again. The spread of the North American rail system can happen on your game table in about an hour as the network develops in a fashion similar to the historical model.

The game possesses the simple route-building mechanisms that were used in Transamerica. The placement of pieces is easy to understand, and this simple feature is livened up by the Rail Line cards that dictate the placement of rail segments to recreate the various historical railways of America. The second piece of the puzzle are the Demand cards that serve as a pseudo pick-up-and-deliver system. Players are able to choose what path suits them in the game. You can go for the fulfillment of demands or you can try to build the great rail lines that shaped America. Everything from the Santa Fe to Boston & Maine and many other memorable lines are represented, including the game's namesake: the New York Central Railroad.

Mogul

In the 1920s, the U.S. stock exchange experienced a period of growth previously unknown. Everyone speculated, and many become millionaires overnight.

In Mogul — a revised and expanded version of the 2002 game of the same name — players buy and sell railway stock, trying to outsmart both the opponents and the market. Each of the five railroad companies has five to eight shares, and in addition to being a share of the company, each share card has a box on it that indicates another company. Players start with particular stock holdings based on the number of players in the game and their position in turn order.

Each turn, one stock card is revealed from the deck. Players earn $1 for each share of this color that they own, then an auction ensues. Turn by turn, players must drop one of their bidding chips into a bowl in order to stay in the auction. When a player passes, whether by necessity or choice, they take all of the chips from the bowl, thereby earning bidding power for future auctions.

When all but one player has passed, this last player wins the auction and has the right to either keep the share or sell stock matching the color of the company depicted on the bottom of the share; the player who dropped out of the auction last takes the action that the winner didn't take. If a player sells stock, they either sell all shares of this color that they own, earning as much for each share as the number of those stock cards face up on the table or they sell none of them; in the latter case, the player places a station depot in their color on an empty space of the appropriate color on the game board. This game board has multiple networks in the five colors of the game, and at game's end each depot has a dollar value equal to the number of that player's depots in the same network.

When the crash card is revealed from the deck, the game ends. Players earn $1 for each share still in front of them and each five bidding chips they hold, in addition to the value of their depots. Whoever has the most money wins!

Trambahn

In Munich at the end of the 19th century, the successful new tramway needs expansion, and the two opposing players in Trambahn are competing for the contract.

To do this, in a grid marked by cards players use their cards in three different ways: as passengers on the trams, as suggested stops on new routes to be built, and as money to pay for these routes. When laying out cards for suggested stops, players need to both match colors and build them in ascending order — but they also need to bring passengers to this tram line in order to score victory points for it.

The cards resemble postcards that feature street cars in Munich and historical parts of the city.

Spike

It's the early 1900's and you are the owner of one of the fastest growing rail companies in the eastern USA.

In Spike, you expand your rail network as you connect cities in order to pick up and deliver more goods; complete contracts and routes to bring in money to modernize your train; upgrade your engines, tenders and railcars to transport the most freight; and build farther, transport more, and amass wealth on your way to become "King of the Rails".