Trains

Designed by: Hisashi Hayashi

Although there is a board for Trains, in essence it’s a card game. Each player started with their own set of cards with which they can build track or stations on the board; the goal being to link your track to the most stations. During play you’ll only ever have five cards, and on your turn you can play as many of them as you wish – or are capable of playing.

But you can also use cards to get more cards from the communal supply, which do a variety of things; not least score points. Point-scoring cards are good for the obvious reason that most points wins you the game. But point-scoring cards are also bad in that during the game, they have no purpose, so they clog up your hand – if you deal your five cards and find three of them are point-scoring cards, you only have a maximum of two cards to play.

The other thing that clutters up your hand are waste cards, which are a by-product of building. Certain cards bring you benefits, such as cutting costs when you choose to build, but these usually come with waste cards, and these go into your personal deck too. You can choose to forego your turn in order to dump waste cards back into the general supply, however.

So play continues with everyone trying to build whilst managing their waste, and judging when is the right time to start purchasing those point-scoring cards. The game ends when either four of the communal card decks are depleted, or one of the players have placed all their cubes (representing their track). Most points wins!

Sam says

If the box art and the name make it sound like Trains was designed for a five-year-old boy, be prepared for a pleasant surprise. I’m not an avid fan, but I think it’s perfectly pleasant and I mildly prefer this to the game that inspired it, Dominion because while the board is essentially an extravagant score track, it does at least prompt us to raise our heads now and again. What I’ve often found with deck-building games (-start with basic cards; upgrade your deck as you play) is they can be heads-down experiences lacking interaction. The game that best addresses this issue for me is the rather wonderful Quest for El Dorado, which I’d put streets ahead of most of deck-builders.

  • Take that! icon

    Take That!

    Everyone is busy with their own thing with the cards, but on the board there's room to mess with each other.

  • Take that! icon

    Fidget Factor!

    Low. After a first play Trains - as one would hope - speeds along.

  • Take that! icon

    Brain Burn!

    There's only so many ways you can play five cards. Nobody should find this too much of a struggle after a play or two.

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    Again Again!

    If you like Trains, you'll see there are variations in strategy in which cards you acquire.