Anatomy of a Genre: Train Games, Part Two — Pickup and Delivery

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.

Lunar Rails

Lunar Rails (Empire Builder)

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

MiniReviews: Factory Fun, Monstermaler, On the Underground

As I wrote last year in My Life in Gaming, I’ve had quite a few gaming interests over the years, prime among them roleplaying, board gaming, and computer gaming, in approximately that order. Roleplaying had been at a low ebb for several years, but in the last year or so I’ve been growing more enthusiastic for it, and as a result I’ve started doing something that I hadn’t done seriously in about a decade: writing for the RPG industry.

Currently I’ve got two different major RPG projects on my plate, a book for RuneQuest and a book about the history of the RPG industry. As you might expect, this is taking up a lot of my free time. It’s one of the reasons I’ve dropped back to biweekly here, and it’s also caused me to drop back the frequency of my board game reviews to about one a week.

The downside of that is that I’m not reviewing a lot of the coolest board games that are coming out. So, I’m going to try and correct that in brief this week (and probably again in the future) by writing some mini-reviews.

Following are discussions of three of the best games that I’ve played over the last few months. They’ve just got two plays each, and so I haven’t come to a final decision on them, but nonetheless after two plays enthusiasm remains high. Continue reading