Review

Mini Rails

Mini Rails showed some interesting dynamics with three players, but with five it becomes a delightfully vicious half-hour game that can test family relationships.

Mini Rails

Mini Rails

Published
2017
Designer
Mark Gerrits
Publisher
Moaideas Game Design, funbot, Kobold Spieleverlag
Players
1–5
Playing time
60 min

In my practice games with three players, Mini Rails showed that it has dynamics, without quite knocking me out of my chair. With five, on the other hand, it turns into hell — in the good sense, just like its tulip-themed sibling. It is one of those small games that promises quick family fun and then has everyone giving each other slightly dirty looks across the table.

With three, the friction between us was there, but it never became truly explosive. The game moved quickly, the moves showed their potential, yet it felt more like a test of dynamics than an all-out clash.

With five, that same flow changes character. There is less room for quiet decisions, the other players affect what you can do far more directly, and the interaction becomes harsh enough to bring out complaints, laughter, and possibly a little family frostiness afterwards.

So for me, Mini Rails is a fantastic half-hour game, provided you bring it out with five players and are ready for the consequences. After two choo-choo games, we moved on to the newly arrived Import / Export: its cards earned a few sideways looks at first and an initial encounter of almost traumatic intensity, but at its heart it is an easy game and it sings. Like its players, I suppose.

Source: BoardGameGeek

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