Gaming The Rails

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I’ve been a railfan for as long as I’ve been a gamer. I grew up taking daily school bus rides past the rail yards of the short line Genesee & Wyoming Railroad. As a kid, my brothers, father and I built an enormous HO scale model railroad in our basement, complete with mountains, tunnels, trestles, lamp-lit streets and a working waterfall. After graduate school, I found myself living in Western Pennsylvania surrounded by and visiting railroad landmarks like the Gallitzin Tunnels, Horseshoe Curve National Landmark and East Broad Top Railroad. To this day, I rarely walk by a magazine rack without leafing through the latest issue of Model Railroader Magazine. There’s just something about trains.

For dual fans of railroading and gaming like me, there are a lot of options. Railroads lend themselves to gaming with their familiar cultural history coupled with thematic economic and mission/route-completion mechanics. Real-world competition among railroad companies, investors and promoters also contributes easily to any game presented within a railroading context.

AARailBaronAvalon Hill’s Rail Baron from 1977 is widely considered the grandfather of railroad games. Based on a 1974 board game called Box Cars, Rail Baron presents players with a map of the US with 28 historic railway routes. Players compete, as did the railroad moguls of the past, to complete routes, upgrade to faster trains and collect more cash to pour back into their empire. Rail Baron became one of AH’s all-time best-selling games, and most modern railroad board games owe more than a little to this classic.

Ticket

A longtime favorite at my house is Ticket To Ride, the award-winning 2004 game from Days Of Wonder. TTR is a pretty straightforward game where players complete routes between US cities, scoring points based on the length of the rail line and connections made along the way. Players balance holding cards in their hands attempting to build more longer valuable routes with the risk of their opponents building the highly-prized lines before them. The game is great for kids since play is fairly straightforward with little-to-no reading required, and various expansions have added to the replay of the game over the years.

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A couple weeks ago I had occasion for a first play through Steam at Metropolitan Wargamers in Brooklyn, NY. Steam, released by Mayfair Games in 2008, is similar to many train games in that it has a a route-completion component. The basic game comes with a two-side board featuring the US Northeast and the European Rhine/Ruhr region on the flipside. Aside from building routes, players transport goods between cities and upgrade towns to become new hubs. The game is competitive, but players can also balance sharing the wealth over some lines as tracks are strategically completed. Various map expansions add geographic possibilities in Europe, Africa, Asia and the West Coast of the US. Steam Barons expands the game further with a heavier economic mechanic of investing in the stock of multiple railways.

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In my first play through Steam I really enjoyed the Eurogame feel with choices made each round in various focuses of upgrading trains, building track, establishing new stations and moving goods. Bidding for turn placement also becomes increasingly important throughout the game as the board becomes crowded with competing routes and available goods begin to dwindle. Access to capital also shifts during the game, as access to lots of money becomes less important late in the game after a focused growth mode early on. Having played through the game, I’m anxious to give it another ride soon with the Steam Barons expansion’s added stock market elements.

RussianRR

The latest favorite rail game hitting the table at the club in Brooklyn is last year’s Russian Railroads from Z-Man Games. In classic Eurogame style, Russian Railroads is driven by worker placement mechanics as players push to develop increasingly technological superior trains ahead of the competition. While I haven’t had a chance to play the game yet, it did make a lot of people’s top games of the year, so I’m certain to jump into a game in the very near future.

Like myself, I’ve found a lot of gamers who are passionate about trains. Maybe it’s the competition inherent in railroad history that make them appealing. It could also just be the boyish thrill big trains never cease to bring. Regardless, like a passenger waiting at some rural depot with ticket in-hand, we’re all waiting for the next train to arrive with the possibility of adventure and fortune somewhere down the tracks.

Retro Gaming The 70s & 80s: DC Heroes Role Playing Game

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Households tend to gravitate to fan divisions. There are Star Trek people and Star Wars people. In New York City, you’re a Mets fan or a Yankees supporter. With comic books, divisions have fallen for decades between Marvel Comics and DC Comics with endless nerdy debates of the pros and cons for each.

In my home growing up, my brothers and I were Marvel guys. Our cardboard storage boxes were chocked full of bagged and boarded books from the Fantastic Four, The Avengers, Captain America, The Uncanny X-Men, Doctor Strange, Iron Man, The Incredible Hulk and Alpha Flight. The occasional Batman or Justice League story grabbed our interest, but superheroes who dwelled in the real-world embattled streets of New York City always won our hearts over the denizens of Gotham, Metropolis and Star City.

When we got around to superhero gaming we likewise threw our fandom (and dollars) behind TSR’s Marvel Super Heroes Role-Playing Game. While role-playing our favorite Marvel characters never took off with the passion we had for Dungeons & Dragons, we loved the modules and expanions chocked full of great art, stories and cut-out scenery and foldable heroes.

In 1985, a year after TSR’s comic-themed release, Mayfair Games answered with DC Heroes Role Playing Game. The game was released just as DC’s monumental Crisis On Infinite Earths series hit the comic racks garnering wide praise from long-time fans and the straight press alike. For a tepid DC fan like myself, Crisis was a crash course in DC lore and injected significant emotional realism to the character storylines mimicking much of what Marvel had been up to for a couple decades. The one-two punch of Crisis and the new game had me running to the store to add yet another RPG system to my shelf.

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Like the Marvel role-playing game, the DC system never became a big part of my gaming time but its mechanics had some merits which retain a significant fan base to this day. At its root, the game used a unified “attributes points” design from which all manner of super powers, skills, wealth, time and distance variables could be calculated. Within this single framework, the game could contextually handle normal human characters such as Lois Lane and Jimmy Olsen side-by-side with epic heroes like Superman and Shazam.

Similar to TSR’s Marvel game, Mayfair’s DC game box came with a group of manuals for the players and gamemaster as well as a gamemaster’s screen, starter character cards and a manual of powers and skills. While the primary color design was more spare, the DC game’s mechanics and information offered a quicker start than wading through the uneven and occassionally frustrating complexities of the Marvel game.

Despite the surface comic book character interest in the DC game and the earlier Marvel one, my interest in superhero gaming waned pretty quickly. With positives and negatives to each RPG super hero system, what I always walked away with was a feeling of constraint within the boundaries of massive established narrative comic universes. While both games offered rules for creating new characters and scenarios (more effectively in the DC one), my mind inevitably drifted back to known caharacters and storylines I couldn’t imagine breaking into new realms and threads. With plenty of more satisfying fantasy RPG and historical miniature gaming options available to me, one thing I could always reconcile about Marvel and DC alike was that I preferred my comic heroes on the page rather than the tabletop.

Collector’s Note: Mayfair’s DC Heroes Role Playing Game and its expansion modules can be easily found online in the non-heroic $10-30 price range at eBay and elsewhere.