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Incredible Express TrainDownload132 MbCreate your own railroad: Build rail ways and deliver goods.
The Ride On Santa Fe TrainPopular ToysIt's every kids dream to be able to ride a indoor train! EEP Virtual Railroad ProCD or Download101 MbDiscover limitless fun with this virtual model railway system! Because efficiency is the name of the game in Trains, it also comes with a built in anti-efficiency device.
Waste cards are also gained when building where opponents have already built, and when building station expansions that will be worth points at the end of the game.
What Trains lacks, though, is a ready method for removing cards from your deck (other than Waste). Because it runs on a deck-building engine, most gamers should be able to pick Trains up and comprehend it on a first play. Welcome to the RobolutionGiant Fire Breathing Robot is your source for geeks, games, and gamma rays. Comics, movies, board games, video games, and more are in store as we take you on a tour of modern pop culture. These games, several of which focus on the business aspect of railroads, are my picks for the best train games.What are your favorite train games? Designed by Martin Wallace, published by Mayfair Games (Steam) and Eagle Games (Age of Steam).These two games are closely related. Designed by Franz-Benno Delonge, published by Winning Moves.Unlike most railroad games, TransAmerica is light and quick to play. Designed by Harry Wu, published by Queen Games.Originally published by Winsome Games as Wabash Cannonball, Chicago Express is set on the east cost and in the midwest United States. Designed by Francis Tresham, published by Avalon Hill.This game, in which players try to earn money by buying and selling stock in various railroad companies, is much more focused on the stock elements than on the railroad theme.
Designed by Dirk Henn, published by Queen Games.This is another light, family-friendly train game. Many of them, especially earlier designs, focus primarily on building an efficient engine and then using that efficiency to garner points within the deck itself. The game ends when one player runs out of rail, when all station expansions have been built, or when any four piles have been depleted. Finally, in the late game, purchasing point cards might garner more for a player than any other options.
Of course, that doesn’t mean that the strategy is simple, only that the game is very easy to teach if you have any familiarity with other deck builders. If I searched, I might say that the game can feel a little too brief – ending before a truly satisfying network is built.
The fantastic part of this game is that there are several layers of strategy going on at once. Deck builders often have an inherent advantage in this category since it is easy to randomize the game and create new strategies.
If you overuse the word "shiny," and have a favorite Batman villain, this is the place for you. Moon, published by Days of Wonder.Ticket to Ride is an absolutely top-notch game (plus a number of expansions and follow-ups) with broad appeal, playing in less than an hour and providing a lot of depth without being complicated.

In both of them, players compete to build railroads and deliver goods via a network of tracks and stations that develops as the game progresses.
Players put square tiles on the board to form rail lines, trying to create lines that are as long as possible to connect their trains to a station. Waste cards serve no constructive purpose, are worth no money, and simply exist to clog a player’s deck. Then, points are tallied for cards in hand, out of area connections, and cities with station expansions.
While the eight setup cards provide the basics of what you need to accomplish from game to game, the randomized cards really allow you to explore different tools.
Others, allow you to trash them for a one time coin bonus or to gain new train cards based on what you have in your hand. At one level, the player must tune their deck with the right cards and buy those which will aide him most. Even though deckbuilding is the engine that runs the game, it isn’t the end-all, be-all.
Instead, players on TTR Pocket will only be able to play other TTR Pocket players, and only through Apple’s Game Center.
Players compete to build railroad lines across the United States, trying to connect specific cities while preventing other players from reaching their goals. Both Steam: Rails to Riches (2009) and Age of Steam (originally released in 2002) are fairly described as heavyweight strategy games, and both are excellent.
The winner is the player who earned the most money through the shrewd buying and selling of stock.
You earn points for building trains with the same cars, or for a train with every car being different. Along the way, you will probably also connect some of your opponents' lines, making them as short as possible. While the players strive to build efficient decks, they do so not simply to buy point cards, but to build routes across the board and secure more valuable locations.
As players lay rail by playing the right cards, they will also add their cubes to the board to demonstrate the paths that they have built. The goals, then, are relatively straightforward – get into the highest scoring cities and out of area connections. The randomized cards also include more advanced means of laying rail – cards that eliminate the increased cost for building in river or mountain regions. When there are only two, the boards are often big enough that players can avoid one another. On another level, the player must execute those plans on the board to build the routes that will garner the most points.
I though of other games that had bogged down and drawn on when they could have been more interesting and quick. Tactics and plays that were available in one game thanks to a few choice cards may be wholly unavailable in the next game.
If you build in an area that you know an opponent wants to build in, you get in their way a bit.
With 130,000 TTR Pocket players (Days of Wonder says) though, finding another player to quench your track-building thirst shouldn’t be an issue.

Winning requires a variety of smart strategic and tactical choices, giving Ticket to Ride considerable replay value.
If you enjoy deep games that reward repeated play, I strongly recommend either Steam or Age of Steam. Instead of playing any cards, the player may simply return all Waste cards in his hand to the central board. Buying a few Freight Trains allows you to utilize Wastes and thereby spend less turns Reducing and Reusing. Sometimes a card or two can work in combination to great effect, but be only average on its own.
Now, it will cost more money for the opponent to build there, and they will get an extra Waste card when doing so.
The Waste mechanic is also an ingenious way to force hard choices and to ensure that those with dominant board positions also end up with the most clogged decks. A third related game, also recommended, is Railroad Tycoon (2005), published by Eagle Games. And yellow cards can be bought for points at end game.Each game makes the same eight cards available. You can claim a city first and start building the expansions yourself, or you can wait for another player to build a city up, then jump in and share the points.
Similarly, Tourist Train not only gives income, but also shoots out an immediate point bonus each time it is played.
The board, though cut a little strangely on my copy, is also thick and rugged with excellent iconography and layout.
But the variability in draws acts as a compliment to the larger strategy – ensuring that the player has interesting choices each round.
In fact, after a few rounds, most players have added enough waste that they are drawing one or two (or more) in each hand. Obviously, that’s not a huge obstacle to overcome, but it can be the difference between getting where they want and buying a card, or having to choose between those two. Then an additional eight cards are chosen at random to create a sixteen card board from which players will purchase additions to their deck.
Depending on when that card is first purchased, it could easily be worth seven or eight points over the course of the game. The only problem is that all mountains look like forests which has caused confusion with new players. This dilutes your cards and ensures that you don’t always have the super hand you intended. It also causes you to decide whether its worth it to give up a turn now for greater efficiency later, or to at least do something with the remaining non-Waste cards in hand.

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