Train/Delivery
Age of Steam
Type: Trains
Number of players: 3-6
Age of players: 13+
Length: 120 minutes
Expanded by:
Steam-belching iron horses roar across the wild plains! Age of Steam relives the era when pioneering US railroads built the tracks that transformed America's economy. The cut-throat action is centered on the industrial powerhouses of the growing nation: Pittsburgh, Cincinnati, Chicago and beyond.
Challenges that await you:
Can you finance both the most extensive track network and the most powerful locomotives?
Which routes will give the best returns on their costs?
Can you beat the opposition to the most lucrative shipments?
Will you make enough money to pay your aggressive creditors?
Competition is brutal, with the game usually going to the player who plans most carefully.
Each self-contained phase in the game keeps players constantly involved in making vital decisions and interacting with other players. Age of Steam also allows towns to be developed into cities, ensuring that no two games are exactly the same.
Baltimore & Ohio
Type: Train/Stock Game
Ages: 16 and up
Number of Players: 3 – 6
Playing Time: 180 minutes
With a bright Peep from the whistle, a full Chuff from the pistons and a powerful Clank from the drivers, America's first steam locomotive moves down the steel rails of the Baltimore & Ohio Railroad in Baltimore in 1830. This strategic railroad game extends from the first of America's railroads through the golden age of steam, where pioneering rail barons knit together the fledgling United States with iron roads, realizing the full power of the nation's mighty heartland. Each player takes the roles of railroad presidents and their wealthy investors, betting that their capital gambles will pay off handsomely. Baltimore and Ohio is not a game of luck or chance, but a competitive struggle of wits, savvy and guile. With the resources at hand, should you focus on further expansion, technological breakthroughs or emerging markets? This modern classic has all the challenges faced by the empire building capitalists that created a superpower.
Eddie Robbins' Baltimore & Ohio is a no luck, no auctions, 3+ hour, grand strategic economic slugfest of a train game.
The railroads in the game are:
- Baltimore & Ohio
- Boston & Maine
- Chesapeake & Ohio
- Erie
- Illinois Central
- New York Central
- New York, Chicago & Saint Louis (aka Nickel Plate)
- New York, New Haven & Hartford
- Pennsylvania
- Wabash
Contents:
- 17” x 33” gameboard
- 10 company charter boards
- 100 shares (10 each per company)
- 150 wood cubes (10 colors)
- 30 different capital equipment cards
- Money (340 bills - 6 denominations)
- 17 Game markers
- 6 Player turn cards
- Rulebook
Brass
Type: Economic/Network Building
Number of players: 3-4
Age of players: 13+
Length: 120 minutes
An open copy of this game is available for demonstration.
Your goal in Brass is to build cotton mills, coal mines, iron works, canals, railways, ports, and shipyards, and to have them be used so that they score points. Your choices will be limited by the cards you draw, but not as much as by the plans you make. Lots of interesting detail in the historical Lancashire setting.
Catan: Settlers of America
Type: Resource Management
Ages: 10+
Players: 3-4
Playing Time: 90-120 minutes
The 19th Century has arrived and America is heading west. Wagon trains form on the frontier. Settlers seeking fresh lives and opportunities strike out to tame wild lands and build new cities. These new cities rely on young railroads for vital goods. Trails become rails and create great wealth.
While the crowded East still offers options, its resources dwindle. Look west to make your fortune. Smart money seeks rich, unclaimed land and hungry new markets. Finance your settlers as they head west to build capitals of tomorrow. Link these cities with rails of steel. Operate your railroad to supply the townsfolk with goods. Go west. Settle the wide, open land. Claim your destiny!
Settlers of America, Trails to Rails™ utilizes the simple, fun Catan hex-tile grid to map the young United States. Collect and trade resources in order to purchase and move settlers, build cities, lay rails and acquire and move trains. Create rail links to acquire gold, which lets you buy resources and use opponents’ rails. Use trains to distribute goods to rival cities. But, as your settlers populate the West, they deplete the resources of the East. Still, your options always abound.
Components
- 120 railroad tracks (in 4 colors)
- 48 cities (in 4 colors)
- 8 train engines (in 4 colors)
- 8 settlers wagon (in 4 colors)
- 1 outlaw
- 40 goods cubes (in 4 colors)
- 40+ die-cut gold coins (in 1 and 5 denominations)
- 4 building cost overview charts
- 1 map board
- 2 dice
- 12 die-cut number tokens
- 95 resource cards
- 24 development cards
- 1 rulebook
Chicago Express
Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for demonstration.
The players try to earn as much profit as possible by buying shares in thriving railroad companies. Player have several options for increasing the value of shares in the companies, which, in turn, increase their profits. All aboard!!
China Rails
Type: Pickup and Delivery
Number of players: 2-6
Age of players: 12+
Length: 3 hours
For centuries, trade has been a crucial factor of life in China. From the ancient "Silk Road" to modern ocean trade, the flow of goods and cargo was the very lifeblood of the great "Middle Kingdom." Once, bearers traveling on foot or carts pulled by oxen were enough to fulfill the needs of this great society. But the wheel of time cannot stop turning, and thus new means are being called upon to deliver precious goods to the people.
Like a river of iron, the tracks of new railroads begin to cross the tremendous distances of the land, stretching from Shanghai to Urumqi, from Qiqihar to Hong Kong, and to every city in between. Shining dragons rush along these tracks, delivering goods as mundane as grain, as exotic as jade. From time to time, these young railroads will be called upon to transfer people: the noble workers or exalted party officials.
From Tibet to Taiwan, the needs of the Republic call out to you. With your limited resources, can you construct the most efficient rail network? Can you deliver needed goods more quickly than your competitors?
Can you prove to the People and the Party that you, and you alone, deserve to be named the "Minister of Railroads"? Events and disasters, both natural and man-made, will stand in your way. But if your plan is sound and your tactics are true, you shall overcome them all and claim your victory!
Container
Type: Economic/Auction
Number of players: 3-5
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Container is a game about big ships and big production. Each player will play both the producer and shipper of goods. Players will decide which products they want to produce, and which of the OTHER players’ goods they want to ship out to a remote island. During these phases, players will be able to set the prices for their goods and try to maximize their cash!
Once the goods have reached the island, players will play the part of the purchaser for their tiny island. Players bid for the goods arriving each day by ship, and the highest bidder collects these goods for conversion into points at the end of the game.
Sounds simple? It is! But the real challenge is turning heavy industry production into goods for your island. Your government is willing to subsidize your purchases, but just how much money do you want to give to your competitors for that lovely crate of goods your island desperately needs?
Cuba
Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 75-120 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Cuba prior to the revolution: Under turbulent circumstances, the villages of the island strive for independent wealth and influence.Who can buy and sell his products and goods on the domestic market profitably or take in the most on the trading ships?Who can send the right delegate to parliament in order to influence the government legislative process, or erect distilleries, hotels and banks at the right moment to the benefit of his village?Whoever has accumulated the most victory points at the end of the game, wins. Players earn victory points by shipping merchandise from the harbor, but also by erecting and using buildings, and by abiding by the law.
Days of Steam
Type: Train/Tile Laying Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 60 minutes
Days of Steam is a great game that was released at Essen in 2009 by Valley Games. The game includes rules in both English and German.
Days of Steam designer Aaron Lauster has done a wonderful job on taking the ideas of a traditional train game and made something that will appeal to the most hard core gamer and the new comer to board gaming. This fantastic title has elements of the complex, strategic train game and creates a fun environment of tile laying and goods delivery that is played usually within an hour.
Elfenland
Type: Race
Number of players: 2 – 6
Age of players: 10+
Length: 60 minutes
In Elfenland, young elves have to pass a very special test before they are accepted as grown-ups. All elf girls and elf boys receive a map of Elfenland, and they have to visit as many famous towns in Elfenland as possible, using the common types of transportation: dragons, unicorns, giant pigs, elfcycles, troll wagons, magic clouds, ferries and rafts. These types of transportation, however, are available in limited numbers and can only be used in specific regions. Thus, an exciting race starts among the elves to find out who will make the best use of the available transportation. The one to visit the most towns will win the game.
Galaxy Trucker
Type: Economic/ Tile Placement
Number of players: 2-4
Age of players: 10++
Length: 60 minutes
An open copy of this game is available for demonstration.
Corporation Incorporated is an interplanetary construction firm that builds sewer systems and low-income housing on the less-developed planets of the Galaxy. For years, Corp Inc. has tottered on the brink of bankruptcy: transporting building materials to the edge of the Galaxy, where the need for their services is greatest, is a risky business. The company was saved by a few visionaries on the board of directors. Instead of shipping materials to the Periphery, they reasoned, why not build the materials into spacecraft and let them ship themselves? Furthermore, why hire pilots if there are nut-cases who will do it for free? T hat’s where you come in. Just sign the contract, and you gain unrestricted access to a Corp Inc. Warehouse. Build your own space ship from the available prefabricated components, and fly it to the Periphery. Of course, you may have to eat a loss, but any profits you make along the way are yours to keep, and Corporation Incorporated will pay you a bonus for quick delivery. It’s possible that you will end up with an insurmountable debt and finish your days panhandling on the streets of Deneb III, but if Lady Luck should smile upon you, you just might find yourself among the 10 billion richest people in the Galaxy!
Hermagor
Type: Economic
Number of players: 2-5
Age of players: 12+
Length: 90-120 minutes
An open copy of this game is available for demonstration.
In a distant land, many years ago there rose a great and wealthy city. It’s name, now forgotten by most, was Hermagor. Commerce was the source of its richness, because from all its territory men, artisans, and adventurers brought to the city all kinds of merchandise to sell there: weapons, ancient books, precious relics, and the rare dragon eggs. In this city, one can buy and exchange almost everything. This made Hermagor famous and merchants came from far and wide to buy and sell all kinds of goods at the market. Some even undertook perilous adventures to acquire especially rare items. They criss-crossed this wealthy region, creating new paths and roads, adding markets to towns, but always with the aim to become wealthy!
Manila
Type: Risk-taking
Number of players: 3-5
Age of players: 10+
Length: 60 minutes
It is 1821, and for 250 years the Philippine Islands have been under the thumb of the Spanish crown. But, in the end, the Spaniards do not really control everything. In the shadow of the colonial power, self-willed natives have established secret maritime trade with neighboring islands and the Asiatic mainland. Using odd-looking punts and fragile bamboo barks, these black market traders cram their boats with nutmeg, silk, jade, and ginseng, and set sail to smuggle them into Manila. Succes in each venture is uncertain, as the seaworthiness of both boats and captains is poor. To add to their woes, pirates lie in wait to plunder boats that cannot escape them. Given all this, it is not surprising that wares that reach the black markets in Manila command high prices, making the venture worth the risk for those who succeed. The black market dealers use accomplices to ensure they get the wares, bribe pilots to aid their cargoes and hinder others, and insure their cargoes against failure. And a few wealthy merchants hire pirates to attack the black market boats and secretly pocket the profits from these raids.
Merchants and Marauders
Type: Pick up and Deliver
Ages: 13 and up
Number of Players: 2 – 4
Playing Time: 180 minutes
Merchants & Marauders lets you live the life of an influential merchant or a dreaded pirate in the Caribbean during the Golden Age of Piracy. Seek your fortune through trade, rumor hunting, missions, and of course, plundering.
The game features a unique trade system and a thematic combat system, allowing for critical decisions and intense excitement. Modify your ship, buy impressive vessels, load deadly special ammunitions and hire specialist crew members.
Will your captain gain eternal glory and immense wealth or find his wet grave under the stormy surface of the Caribbean Sea?
Contents:
- board, 26 plastic miniature ships (5 different ship types)
- over 250 cards (including 16 unique captains)
- over 190 die cut tokens
- 4 die cut treasure chests
- rules
Niagara
Type: Exploration/Set Collection
Number of players: 3-5
Age of players: 8+
Length: 60 minutes
Expanded by:
In the wild rapids of the Niagara River, fearless canoers battle the water and each other to collect gems along the riverbank. Of course, the most valuable gems are found furthest down-river, close to the waterfall. Yes, there is a waterfall, and careless canoers can fall over the waterfall. Also, players must return collected gems to land in order to be counted. At the end, the player who collects the most value in gems is the winner. Players play on a 3D board, representing the Niagara River and the falls. Canoes float down the river as the river flows, but players can row their canoes up-river or down-river to collect gems, to return them to shore, and to avoid the waterfall. This game is great fun for the family, but is strategic and gives players the chance to plan and steal from one another.
Paris Connection
Type: Train/Stock Game
Number of Players: 3 – 6
Playing Time: 30 minutes
Ages: 8 and up
David V. H. Peters' Paris Connection is a 3-6 player game lasting 30 minutes. This simple but compelling railroad game covers all of France. Through the use of company expansion and adding to your portfolio, the goal is to earn more than your fellow rail barons over the course of the game
Poseidon
Type: Pick up and Deliver
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 90 – 120 minutes
Poseidon is a game about prestige, fortune and exploration.
Greece, a long time ago. Due to the development of ships suitable for crossing the Ionian Sea, different nation start setting up trading routes and exploring new territory. Each player represents a rich family clan trying to multiply their riches. You invest in flourishing
nations by obtaining merchant licenses and even rule some of those nations if you’re the player with the most merchant licenses equaling highest influence. (The terms ‘merchant’ and ‘merchant license’ will be used synonymous.) As the ruler of a nation, you send out your discovery ship to establish trading routes and collect income with your merchant fleet.
MAP

Contents:
- 1 map,
- 30 Ship cards,
- 6 Special cards,
- 8 King cards,
- 1 Starting Player card,
- 8 Nation charters,
- 160 wooden disks,
- 8 discovery ships,
- 26 markers,
- playing money (each 24 of 500, 100, 50, 20, 10, 5, 2, 1),
- rules
Railroad Tycoon
Type: Auction/Card Drafting
Number of players: 2-6
Age of players: 10+
Length: 120 minutes
Revisit the early days of the Age of Steam as you begin with a locomotive (the venerable John Bull, the first locomotive to run in North America) and a vision (your Tycoon "mission" card). From there, build your budding railroad network into a vast empire. Connect New York to Chicago, earn the most money, develop bigger and faster locomotives and maybe even span North America and build the Transcontinental Railway!
This game is preceded by the designer's other Winsome train games: Age of Steam, Australian Railways, Veld Railroads, Volldampf, Pampas Railroads, New England Railways, Prairie Railroads, Veld Spoorweg, Lancashire Railways, and Ferrocarriles Pampas.
Note: The board itself is gigantic (about 36x45 inches, 91x114 cm) and requires a huge table or playing on the floor.
Railways of the World
Type: Train Game
Ages: 12 and up
Number of Players: 2 – 6
Playing Time: 120 minutes
Expanded by:
- Railways of Europe
- Railways of England and Wales
- Railways of the Western U.S.
- Railways Through Time
- Event Deck
Related Item:
The new edition of the base game for Eagle Games' popular Railways of the World series, first published as Railroad Tycoon in 2005.
Railways of the World is the new base game for the system and will include the engine placards, railroad tiles, train tokens, money, bonds, and other items that will be needed in almost all "Railways of _____" games. A gameboard depicting the eastern half of the United States is included in the base game, as well as a mounted map of Mexico.
Contents:
30" x 36" mounted map of Eastern U.S.
14.75"x24.5" mounted map of Mexico
12 Railroad Baron Cards
1 Start Player Card
42 Railroad Operation Cards
2 Rulebooks
1 Score Track
150 Plastic trains in 6 all new colors
24 empty city markers (4 types)
125 goods cubes (5 colors)
Bond Certificates (54 notes in 3 denominations)
Money (3 denominations)
Track Tiles
New City Tiles
2 Golden Spike tiles
Drawstring Bag
Railways of the World: The Card Game
Type: Train/Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Expanded by:
Railways of the World The Card Game is a fast paced card game adaptation of the popular Railways of the World board game series. In Railways of the World The Card Game players use track cards and city cards to build a series of railroad routes and deliver goods!
As the game progresses, players work to connect more cities, upgrade their engines for larger carrying capacity and deliver goods through a network of routes across the table.
Railways of the World The Card Game provides two versions of rules: one the whole family can play, which is also a great way to introduce them to Railways of the World, and one for more experienced fans of the Railways of the World series.
Steam: Rails to Riches
Type: Train/Pick-up and Deliver
Players: 3-6
Ages: 12+
Playing Time: 90+ minutes
An open copy of this game is available for demonstration.
Players adopt the role of a governor, and vie for resources to build up their province, military power to defend their homes, and above all the influence of the King. Over five years (five turns) players rely on various advisors to the King for resources. From tangibles like gold, wood, and stone to soldiers and portents, each acquisition will shape the future of your community.
Steel Driver
Type: Auction/Train Game
Number of players: 3-6
Age of players: 11+
Length: 60 minutes
An open copy of this game is available for demonstration.
A relatively simple train game set in North America and involving shares and building railway lines with a few twists thrown in.
Each player uses their investment cubes to bid for control of companies, (six in all). When you take control of a company you receive one share, which means that only one share per turn can be purchased. The cubes you bid with go into the company and allow it to build track. Each location has a value which determines how much profit you receive for connecting it. After companies have built as much track as they can players are paid the profit that each company they control has made this turn. Profit levels are reset for the following turn. Players get another set of cubes to bid with and then bid again for control of companies.
Cash earned from shares is really victory points, it cannot be used to bid on future shares. As each player receives the same number of investment cubes each turn there is no positive feedback for owning the best shares.
The game lasts five turns. At the end of the game each company will pay out an additional amount of profit to each share held. This level is determined by how many different regions a company is connected to, (it's a little more involved than that, and coloured cubes are moved around!).
Sunken City
Type: Delivery/Tile laying
Number of Players: 2 − 4
Playing Time: 45 minutes
Ages : 8 and up
An open copy of this game is available for demonstration.
Players have come to the ruins of the Sunken City which long ago was lost to the sea. Try to raise the old city, building by building, and then construct pathways to get to these buildings to find ancient treasure from this lost civilization. But Neptune, the maritime protector, governs this area and is furious with the interfering humans. He streaks across the board smashing everything he comes across, that the city may rest in peace. The player who finds the most treasure is the victor, and so the city may rest again...
Thurn and Taxis
Type: Area Control/Set Collecting
Number of players: 2-4
Age of players: 10+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
In 1490, Kaiser Maximilian I awarded Franz von Taxis the contract to deliver mail between the Kaiser’s residences in Innsbruck and Brussels.He did such a good job, that postal services in the country continue to be connected with the name Thurn and Taxis. With the introduction of postal carriages in the middle of the 17th century, members of the family were raised to Count status and given the hereditary title of Postmaster General. The game begins at this point in history. Can you emulate the achievements of this family and build a successful postal network? Do you have the talent to connect the right cities to create an effective network and not lose sight of the need to acquire new carriages when they are needed? Plan your moves carefully and watch your opponents’ moves carefully, so you are prepared to respond to them. The game takes you back in time and gives you challenges that will bring you back to the game over and over.
Ticket to Ride
Type: Set Collecting
Number of players: 2-5
Age of players: 8+
Length: 45 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Ticket to Ride is a cross-country train adventure in which players collect and play matching train cards to claim railway routes connecting cities throughout North America.
The longer the routes, the more points they earn.
Additional points come to those who can fulfill their Destination Tickets by connecting two distant cities, and to the player who builds the longest continuous railway.
The object of the game is to score the highest number of total points. Points can be scored by:
Claiming a Route between two cities on the map;
Successfully completing a Continuous Path of routes between two cities listed on your Destination Ticket(s);
Or by completing the Longest Continuous Path of routes.
Points are lost if you do not successfully complete the route given on your Destination Ticket(s).
Ticket to Ride Card Game
Type: Card Game
Number of players: 2-4
Age of players: 8+
Length: 30 minutes
The Ticket to Ride Card Game delivers all of the excitement, fun and nail-biting tension of the original Ticket to Ride board game, but with several unique game-play twists in a new stand-alone, card game format.
Players collect sets of illustrated Train cards which are then used to complete Destination Tickets - routes between two cities depicted on each ticket. But before their Train cards can be used, players must face the risk of "train-robbing", where another player may force them to lose their hard-earned cards.
Every fan of the board game will want to own a copy of the Ticket to Ride Card Game!
Ticket to Ride Europe
Type: Train Game
Number of Players: 2 − 5
Ages: 8+
Playing Time: 60 minutes
Expanded by:
From the craggy hillsides of Edinburgh to the sunlit docks of Constantinople, from the dusty alleys of Pamplona to a windswept station in Berlin, Ticket to Ride Europe takes you on an exciting train adventure through the great cities of turn-of-the-century Europe.
The second installment in our best-selling Ticket to Ride series of train adventures, Ticket to Ride Europe takes you into the heart of Europe. In addition to the new board map, Ticket to Ride Europe offers you brand new game play elements including Tunnels, Ferries and Train Stations. We've also upgraded you to First-Class accommodations with larger cards, new Train Station game pieces, and a lavishly illustrated game board.
Ticket to Ride: Marklin
Type: Set Collection
Number of players: 2-5
Age of players: 8+
Length: 45 minutes
Expanded by:
Ticket to Ride - Märklin Edition is the third installment in Days of Wonder's best-selling Ticket to Ride series. The board for the Märklin Edition is based on a map of Germany and each individual card in the deck depicts a different Märklin Trains model.
Passenger figures are used to pick up merchandise tokens worth different numbers of points along the routes that they claim.
The player who completes the most destination tickets receives a 10 point bonus (instead of the base game's longest route bonus).
Ticket to Ride: Nordic Countries
Type: Card Drafting/Network Building
Number of players: 2-3
Age of players: 8+
Length: 45 minutes
Expanded by:
Ticket to Ride: Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway's beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun.
Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries.
As with previous versions, the game remains elegant, can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike.
Traders of Carthage
Type: Card Game
Number of players: 2-4
Age of players: 10+
Length: 30-45 minutes
An open copy of this game is available for demonstration.
You are traders in the bustling commerce city of Carthage, buying goods at Market and selling them to overseas merchants. But if you want to prosper, be careful of pirates!
Players buy goods or grab coins in the market while cards inthe famr replenish the market. When goods are bought, ships move toward Carthage. When a ship reaches Carthage, a payday occurs, where that particular merchandise is sold. Any ships on pirate spaces get raided and you must discard cards with storage icons to try and save your merchandise.
Achievement tokens increase the value of your merchandise and when someone has gotten 8 or more such tokens the game is over.
Valdora
Type: Delivery
Number of Players: 3-5
Playing Time: 60 minutes
Ages : 10 and up
Hidden far away from our time lies a valley full of unimaginable riches. Adventurers from all over the world set off to try to make their fortunes here.
Players purchase equipment and comminsions in Valdora's cities. Only with the help of special equipment can they dig for gold and various gemstones. If a player undertakes a commission and delivers the requested gemstones to the house of his patron, he earns victory points. Additionally, he can hire a craftsman. Each craftsman specializes in gold, silver, or specific gemstones. The first player to have enough craftsmen wit the same specialization may open a workshop. Workshop owners receive bonus points.
At the end of the game, players earn victory points for their workshops, craftsmen, and gemstones. The player with the most points has made his fortune in Valdora and wins the game!
