Last week I started a multipart series on train games. In that article, I suggested that train games are usually built around three mechanics: all train games have connection mechanics, while some train games add on pickup-and-delivery mechanics and others add on stock holding mechanics.
This week I’m going to focus on the second main mechanic found in train games: pickup-and-delivery. I believe that train games using this mechanic are (in general) somewhat more complex than plain connections games … but don’t tend to be as difficult as stock holding games, which I’ll be talking about next week.
Pickup and Delivery
The cool thing about train games (and connections games of all sorts) is that once you have track you can do something with it. This is what gives rise to the second sort of train game, where you pickup goods and then deliver them using your existing network of rails.
There are two classics in the pickup-and-delivery train game genre: the crayon rail games starting with Empire Builder (1980) and the huge mass of related Martin Wallace games that center on Age of Steam (2002). Each of them does its pickup and its delivery in slightly different ways.
In Empire Builder — and the many, many related train games, of which my favorite is Iron Dragon (1994), thanks to its easy-to-find cities and its secondary underground map — there’s almost no contention for pickup-and-delivery. Contracts are privately held, and though goods aren’t unlimited in supply, it’s rare that a player can’t get a good if he wants it. As a result, the game becomes purely one of efficiency rather than competition: the player who is able to most effectively build out his rail line and to best balance multiple demands is the one who wins. Continue reading