In Russian Railroads, players compete in an exciting race to build the largest and most advanced railway network. In order to do so, the players appoint their workers to various important tasks.
The development of simple tracks will quickly bring the players to important places, while the modernization of their railway network will improve the efficiency of their machinery. Newer locomotives cover greater distances and factories churn out improved technology. Engineers, when used effectively, can be the extra boost that an empire needs to race past the competition.
There are many paths to victory: Who will ride into the future full steam ahead and who will be run off the rails? Whose empire will overcome the challenges ahead and emerge victorious?
Game Summary
Each player has their own board, with space for factories, and 3 rail tracks (to 3 different cities). On each track, use a track token to mark the progression of your rails (different colored marker for each type or rail). Some interesting twists:
- The different track types must be built in a specific order (black, gray, brown, natural, white). Later tracks may never be advanced further on the track than the earlier tracks.
- On each track, as the track head advances, you cross several thresholds that provide awards: the ability to start a new color of track, victory points, bonus tiles, etc.
- Each track line can have one (two for the first rail) engine(s) associated with it; the size of the loco(s) determines how far down the track you actually score VP.
The central board has (almost) all the locations for placing workers. Each location requires 1-3 workers (of one player; played all together). Players, who start the game with 5 workers (or 6 workers, in 2-3 player games), will take turns using a location. These provide a variety of abilities, for example:
- advance 1 or more track heads by 1-3 spaces
- acquire an engine or factory; engines are allocated to rail lines, while factories (the reverse side of the tile) are placed on your factory line.
- earn 2 coins
- take 2 temporary workers
- jump ahead in turn order
- acquire an engineer, which has a unique power and becomes a worker-placement location only for you
Each round ends when all players have passed on placing/using workers. Then, score VP for each track and factory line. On each track line, only spaces as far down the track as the loco level will score. Each track type scores VP for every space from its track head back to where the next color of track starts. Track types built earlier (e.g. black) score less/space than later tracks (e.g., white). On each factory line the position of the purple industry marker(s) show how many VP are scored.
After 7 rounds (or 6 rounds, in 2-3 player games), the game ends; most VP wins!
- Heavy scoring engine with tense optimization; excellent player boards
- High scoring pace may be intimidating; heavier to learn
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- "I find these styles of games quite frustrating because whatever you do somebody else on their terms ends up undoing"
- "I can't seem to understand why these games are so popular"
- "Massively impressed with this one"
- "an absolute joy to play"
- "I adore this game"
References (from this video)
- Deep engine-building with meaningful interaction through blocking and timing
- Excellent variability with Ultimate Edition maps
- Strategic depth that rewards planning and adaptation
- Setup can be heavy and the learning curve is steep
- Not as sandbox-y as some gamers prefer
- Rail network development, logistics, and engine-building
- Industrial Russia; railway expansion and organizational efficiency in a growing empire
- Strategic, heavy euro with an emphasis on system interplay
- Brass Birmingham
- Yellow and Yangtze
- Hive
Mechanics (from transcript analysis)
- Card-driven actions — Cards influence available actions and engine configuration.
- engine-building — As players progress, their networks become more efficient and capable.
- worker-placement — Workers are placed to activate actions and advance construction and routes.
Video topics + discussion points
Quotes (from this video)
- it's such a great combination of satisfying engine building and tight worker placement
- this is the number one game on Board Game Geek
- it's a hot game right now
- the module variability is great; eight standalone maps
- it's such an interesting combination of mechanisms here
- one of my favorite games to introduce to people
References (from this video)
- Strong worker-placement flavor
- Expansions (German, American, etc.) add variety
- railway logistics and network expansion
- Industrial rail expansion in the 19th century
- German Railroads
- American Rails
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- SETI, I learned it, loved it. My type of game.
- This is by the creators of Terraforming Mars, and it’s a castle defense game set within a Viking theme.
- Parks is a fantastic game.
- It's a basic worker placement, right? That's the base feel of Russian Railroads.
- I absolutely love Tissue. It’s a richly thematic game with different modules that carry the theme.
- Galactic Cruise is my number two. I am so in love with this game.
- Heat Pedal to the Metal is my number one. It’s a quick, fast card-driven race that just sings.
- In the Footsteps of Marie Curie is based upon Marie Curie's lifetime and the research she did.
References (from this video)
- Two-player or multi-player variants
- Expansion content adds depth
- rail network construction
- Railway logistics
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- SETI, I learned it, loved it. My type of game.
- This is by the creators of Terraforming Mars, and it’s a castle defense game set within a Viking theme.
- Parks is a fantastic game.
- It's a basic worker placement, right? That's the base feel of Russian Railroads.
- I absolutely love Tissue. It’s a richly thematic game with different modules that carry the theme.
- Galactic Cruise is my number two. I am so in love with this game.
- Heat Pedal to the Metal is my number one. It’s a quick, fast card-driven race that just sings.
- In the Footsteps of Marie Curie is based upon Marie Curie's lifetime and the research she did.
References (from this video)
- clear visual of dependencies and progression
- highly satisfying engine-building feel
- strong anticipation as tracks reveal new scoring opportunities
- can feel dense due to multiple tracks and prerequisites
- solving the optimal path may feel overwhelming for new players
- industrialization and network building
- railway expansion across Russia
- highly mechanical, with emphasis on optimization and efficiency
Mechanics (from transcript analysis)
- multi-route worker placement — players advance on three routes with different track types and prerequisites
- private engineer action — private engineer tokens provide specialized, temporary bonuses
- route-based scoring and track unlocking — improving tracks unlocks higher-value opportunities and bonuses
Video topics + discussion points
Quotes (from this video)
- Players take on the role of farm managers who want to deliver the goods to the market stalls, local towns, and hopefully to the ports of Palma.
- the same basic mechanisms as Lacrania, just kind of turned up to 11 essentially.
- with the dice drafting mechanism, you're going to be drafting a die and taking out the inner and outer action.
- One of the key other points I really enjoy about this one is the help your neighbor.
- This is the engine building that I find so enjoyable.
- You're working towards gaining the most prestige before the arrival of the Napoleonic forces.
- The main mechanism in this one is kind of a common action selection.
- There will be more workshops opening up along the way as where players can play their cards.
- This is another Euro game that has some very intricate working cogs.
- Trade with a noble action, cascades into more options depending on which noble you trade with.
- Everything is tied together in interlocking cogs.
- I love planning everything out and cursing the other players when they foil my perfectly laid plans.
- It's a game of chains. I want to take this task because I think I can achieve it.
References (from this video)
- Got complete set with expansions
- Good bargain purchase
- Railroad building
- Russian railway network
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am
References (from this video)
- strong theme alignment with Soviet-era railroading
- well-regarded engine-building mechanics
- solid Euro design and execution
- weighty and lengthy
- reprint and price issues discussed by host
- industrial expansion and railroad mastery
- railroad building and engine development in a Soviet/aesthetic-themed setting
- engine-building with thematic flavor
- 1812 Invasion of Canada
- Forbidden Stars
Mechanics (from transcript analysis)
- engine-building / track advancement — move along tracks to unlock rewards and scoring opportunities
- hire personalities / engineers — conscripts that help you reach your destination and maximize scoring
- progress-based scoring — as you advance tracks, you unlock better rewards
Video topics + discussion points
Quotes (from this video)
- it's number 40 is a game by Paulo Mori
- in Dogs of War you'll be taking control of an army
- the backstabbing nature of this one and the shifting alliances means that it is a rip roaring time
- I'm 35 on this list is a game called Russian railroads
References (from this video)
- vast point potential and strategic density
- great for fans of heavy resource/track games
- excellent player interaction through competition for routes
- very heavy; not welcoming to casual players
- occasional downtime as players plan
- economic engine, route building
- railroad expansion and track optimization in Europe
- analytic, strategic
- Amun-Re
- Terra Mystica
Mechanics (from transcript analysis)
- high-scoring track-driven engine — points come from long-term track development
- progression and timing — timing of track improvements affects scoring opportunities
- track-building with multiple rail lines — players develop rail networks across three routes
Video topics + discussion points
Quotes (from this video)
- it's a really intense game
- this is the meanest tree game out there
- it's the best trick-taking game of all time
- the economy in this game is probably one of the most interesting parts
References (from this video)
- Core engine-building and track-management loop is engaging
- High tension and competitive feel in multiplayer
- Solo mode explained as less exciting and more tedious
- Track development and scoring through engine power
- Railway empire-building in the industrial era
- Direct, strategic competition and resource allocation
- Ultimate Railroads
- German Railroads
- American Railroads
- Asian Railroads
Mechanics (from transcript analysis)
- Industry track bonuses — Capture bonuses on the industry track by choosing how to allocate locomotives and actions.
- Locomotive management — Acquire locomotives of increasing value to extend track reach and scoring potential.
- Track selection and upgrading — Players upgrade their own tracks to unlock scoring tracks and potential bonuses.
Video topics + discussion points
Quotes (from this video)
- Times have changed; solo modes have really changed.
- The solo mode is pretty lackluster.
- I blew 110 bucks on this game because I wanted it so bad to play this solo.
- Russian Railroads is awesome.