Review
1861: Railways of the Russian Empire & 1867: Railways of Canada
This game of 1861: Railways of the Russian Empire & 1867: Railways of Canada stayed sharp, but the people around it did not. It came down to $98, and a little sporting mercy made the tension better rather than softer.
1861: Railways of the Russian Empire & 1867: Railways of Canada
- Published
- 2020
- Designer
- Ian D. Wilson
- Publisher
- Grand Trunk Games
- Players
- 3–6
- Playing time
- 360 min
1861: Railways of the Russian Empire & 1867: Railways of Canada showed its teeth in the first round: one mistake can put you out of contention, or out of the game altogether. This table chose not to cash in on one of mine. I returned the favour to hida later, and when one move threatened to remove two of the four players, we collectively rewound it. You do not have to be a 100% Coal Baron every evening.
The game moves round by round through decisions with outsized consequences. An early mistake is not merely an inefficient choice; it can remove you from the race, which gives every decision that familiar railway sting.
You do not have to be a 100% Coal Baron every evening.
TheCuttlefish
Then there is the table. You can exploit another player's weakness, or leave them enough room to remain in the race; we chose the latter, even allowing a mass retcon. The interaction did not disappear. It changed from execution to sporting competition. And it lasted to the finish.
The result was settled by $98 against a rising coal-squid potato-eater, while The M1ke did his bit to keep the Force in balance. A hard game, a fine session, and a useful reminder that train games do not need to leave bodies behind to have teeth.
A hard game, a fine session, and a useful reminder that train games do not need to leave bodies behind to have teeth.
TheCuttlefish
Source: BoardGameGeek
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