American Rails

2009 · Economico

American Rails

I giocatori vestono i panni di ricchi capitalisti che gestiscono azioni e obbligazioni di sei compagnie ferroviarie fittizie negli Stati Uniti orientali. A ogni turno comprano e vendono titoli, negoziano con gli altri e assegnano azioni per influenzare il valore delle compagnie e i collegamenti tra le loro tratte. L’ordine dei turni variabile, la diluizione delle città e le diverse configurazioni modificano le priorità strategiche a ogni partita. La partita termina al verificarsi di una determinata condizione e vince il giocatore con più denaro, dopo aver aumentato il valore dei propri investimenti e creato la rete ferroviaria più redditizia.

Giocatori
3–5 ideale in 4
Tempo di gioco
90 min
Età
14+
Complessità
2,9 / 5
7 su LudoyaTreniPunti vittoria come risorsaOrdine di turno: rivendicare azioneCostruzione di reti e percorsi

Il gioco

Foto dai tavoli di Ludoya

Tutte le foto in Ludoya
  • American Rails sul tavolo, foto di Sapinto

Sui tavoli di Ludoya

Tutte le statistiche in Ludoya
25
Partite registrate
57
Giocatori
1h 47m
Partita media
7
Nelle ludoteche
2
Nelle liste dei desideri

7,0/10

da 6 recensioni Ludoya

  • Evan7,0

    This game is not substantially different from Chicago Express and Paris Connection, but it does have the potential to go on longer than it's cousins. It's been just long enough since I played the other two games that I don't feel comfortable writing up a list of differences between the games, but from our one play it felt like the thing that makes this game really interesting and different is that you don't know quite when the end of the game will trigger, which makes your mental math about what stocks are worth difficult, since stocks pay out at the end of each round. I enjoyed the game quite a bit, but I've liked most train games I've played. One of my friends who likes Paris Connection because it's short, and likes 1846 because it's more about stocks than logistics for him, disliked this game a lot. He felt the game relies too much on players knowing what their own best interests are and then acting on them in order for the game to be stable and avoid a runaway leader. In fact, in our game, despite other players having the opportunity to stop me, I was able to buy both copies of the stock in the red company, which seemed like a fairly chumpy move since Red wasn't a large or impressive company, however, players had more or less left it alone all game, and since I was getting 100% of it's payout, this small company amounted to more money coming to me than other players were getting for their 30-50% of larger companies. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

    Prime impressioni · 1 partita

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Dati del gioco (giocatori, durata, età, crediti) da BoardGameGeek.