Mini Rails

Designed by: Mark Gerrits

Mini refers to the rules, really, which are pretty simple – but don’t be fooled. Underneath the simple options (you only take twelve actions the entire game) there is a real beast here.

In Mini Rails you are investors in six different railway companies as they expand across the board. Over six rounds you take two actions in each: build track, and buy shares. Every player has two markers on a shared Market board to show what order they’ll play in, and at the start of each round a number of coloured discs – each colour representing a company – are drawn randomly from a bag: equal to the number of players, plus one. Players then take their turn moving their markers down from the turn track to claim a disc: having done so, they can either turn it into a share, or build track with it.

When taking it as a share, simply add it to your personal board on the zero spot. When playing it as track, simply add it to any empty hex on the board adjacent to a disc of a matching colour. You’ll notice that each hex has white or red dots on it. Adding it to a white hex will cause all shares of that colour (owned by any players) to go up in value. Adding it to a red hex will cause the value to go down. Once everyone has taken both their actions, the round ends and new one begins.

And apart from the scoring, that’s pretty much it. But the scoring is where Mini Rails gets interesting. At the end of each round there’s one disc left over, and this goes into the ‘Taxation’ band on the Market board. Thematically, this means that this company has paid its taxes. For the players, that means that after the sixth and final round, shares in the company made be worth something! For come the end of the game any company that hasn’t paid taxes won’t score points at all (though they may cost you negative points!) and companies that have ‘paid their taxes’ can discard any negative scores, and only count up the positive ones. Most points wins!

 

 

Sam says

An unassuming little box with an unassuming theme, but a chewy experience inside, and one we all liked playing. There's no dice-rolling, card-playing and less control over your destiny some might like - but it's a really clever design that packs a punch inside a simple ruleset.

Joe says

Clever, minimalist take on route-building and stocks and shares. I love how easily and quickly it can be explained. One of those games in which the winner will squeak ahead by a small margin if everyone is playing well, it seems to me.

The guru's verdict

  • Take That!

    Take That!

    Plenty. For a game about track-laying and share ownership, you'll very quickly see that it's a dark and dirty world.

  • Fidget Factor!

    Fidget Factor!

    The rules are very very simple - but decisions can be tricky, which may lead to the odd lull.

  • Brain Burn!

    Brain Burn!

    Every action taken affects every player - take a share, and someone may devalue it. Partnerships are formed over certain companies, and rivalries over others. It's deep!

  • Again Again!

    Again Again!

    You need to like a game that suggests itself as a dinner-party guest and then starts a food-fight. Not the kind of game that usually gets played into the ground - but those who enjoy Mini-Rails' cunning and interaction (as we did!) will get a kick out of repeat visits, for sure.