Long ago, the Great State of Ravenshire sent geologists to find new resources.
Nardir Badger went to no-man’s land, an unfriendly, desolate land, where in the near mountains he discovered a new valuable resource that in the future, was about to change the world as it allowed for rapid technological development. That resource was coal.
In his honor the land was named Nardir.
News of the discovery rapidly reached the nearby nations of Calestia and Awhar. All three nations created a few settlements around the mountain, and as time passed, they grew into large cities.
New mining technologies emerged thanks to the cooperation of Ravenshire and Awhar allowing for rapid economic growth and development. Calestia was not pleased with such a turn of events and wanted to take over the resources for themselves. Under General Marcus Zaini’s command, it attacked the Brukas settlement. Only thanks to joint defense was the attack pushed back, this is how multiple years of the Great War began.
Through the mutual effort of Ravenshire and Awhar under the command of Sybilla Hawk and Sebastian Harriden, Calestia was defeated.
After the war was over, Ravenshire, Awhar, and Calestia decided to cooperate to secure further development and prosperity.
In this world of difficult negotiations and politics, in striving for peace and setting the terms of the covenant, a major role was played by barons of four factions: the Steambridges, the Iron Horses, the Skycarriers, and the Clockworks.
One of their ideas for further development, and exploitation was to build a railroad that would connect three nations, this would allow them to trade, exchange goods, resources, and technologies, and states would not interfere with their affairs.
Today, as a descendant of one of the Barons fight for influence by transporting required resources and quietly lobbying clerks in state positions. Faction that will have the most influence on the economy - will dominate the market and win – will it be you?
—description from the publisher
Images
- faction leadership
Mechanics (from transcript analysis)
- Assets/Logistics and market interaction — Managing warehouses and goods delivery; potential black market interactions for points
- technology tracks — Advancement along technology tracks to improve infrastructure and engine capabilities
- Track Advancement — Advancement along technology tracks to improve infrastructure and engine capabilities
Video topics + discussion points
Quotes (from this video)
- in train rush you are a faction leader
- technology tracks and build your engine
- your game engine not your steam engine
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The components featured in this video are prototype so rules and artwork are not final.
- Build your engine your game engine not your steam engine silly.
- This era of Economic Opportunity and corporate Espionage in Railway Transportation.
- The best faction wins the game.
References (from this video)
- Multiple mechanics create deep strategic decisions (area majority, contracts, tech tracks).
- Clear pathways to score through area majority, contracts, missions, and tech upgrades.
- Engine-building potential via warehouses, transfer stations, and infrastructure upgrades.
- Described as medium to heavy complexity; may be challenging for some players.
- Components shown are prototypes; final components/rules may differ.
- logistics-driven economy with area control, investment, and technology progression
- Railway transportation era of economic opportunity and corporate espionage
- espionage-themed corporate competition in a railway economy
Mechanics (from transcript analysis)
- Action Drafting — At the end of a round, players draw an action card.
- Area Majority — Players compete for control of sectors/areas to gather bonuses.
- Black market — Deliver/sell goods to the Black Market to gain bonus points.
- contract fulfillment — Complete contracts by delivering goods to cities for points.
- draw action cards — At the end of a round, players draw an action card.
- End-game trigger — End-game triggers after a set number of rounds or city completion.
- infrastructure/contractor tracks — Contractors and infrastructure tracks progress influence gameplay bonuses and sequencing.
- investment market cycle — Investment Market cycles back to Common Supply after turns.
- investment/worker placement — During investment phase, players place investment markers to perform actions like building warehouses and transfer stations.
- mission/heroes — Deploy hero to pursue missions and gain bonuses (investment markers, etc.).
- Movement phase — Turn resolves a sequence of actions, with movement around the board in a defined order and with costs.
- technology tracks — Advancing along tech tracks yields income/resources and unlocks bonuses.
- Track Advancement — Advancing along tech tracks yields income/resources and unlocks bonuses.
- Worker Placement — During investment phase, players place investment markers to perform actions like building warehouses and transfer stations.
Video topics + discussion points
Quotes (from this video)
- The components featured in this video are prototype so rules and artwork are not final.
- Build your engine your game engine not your steam engine silly.
- This era of Economic Opportunity and corporate Espionage in Railway Transportation.
- The best faction wins the game.