Australian Rails
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Number of Players
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2 - 6
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Play Time
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120 Minutes
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Ages
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12 Years and up
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In this review I am going to go back to the reoccurring Mayfair
Empire Builder series that I consistently play and review another one of the
game in the series.
Australian Rails like the other games in the Empire Builder
series is a game about building an efficient and prosperous railroad network in
a location on earth or a number of fantasy settings. In the case of Australian Rails in the location
of the game is Australia.
In Australian Rails the players are building the railroad
networks in the populated eastern shores of the continent or around Perth in
the west and eventually into the Outback to be able to connect the two sides of
the country. All the while they will
need to deal with sand storms in the deserts, bridges getting washed out,
forest fires and other disasters.
The basic rules for Australian Rails are like all of the
other Empire Builder games. It uses the unique
feature of the Empire Builder family of games, the free form building of
track. The player uses special crayons
that are included with the game to draw their track on the board. Between games the marking from the previous
game are erased from the game so that in the next play of the game the players
start with a fresh board.
There is nothing surprising in the game plays of Australian
Rails versus the other Empire Builder games.
The player gets three demand cards at the start of the game. Each of the demand cards has three different
load demands on them. In order to
complete the card, a player must deliver one of loads on a card to the city
that needs the item. Once the load is
delivered the player discards the demand card and gets a new on in its
place. If the player does not like the
demand cards they have they can opt to lose a turn and replace all of them.
A turn goes as follows.
The player moves their train along their track on the board, and then
builds any additional track they need or upgrade their train before passing the
turn. At any city they go though during
their turn the player my pick up or drop off any loads they have without the
loss of movement. The amount of movement
the train can take depends on the size of train they have. The starting train moves 9 spaces and can
carry 2 loads. The super freight, which
is the best train can move 12 spaces and carry 3 loads. During the build phase the player can spend
up to 20 million yen to upgrade their train or build additional track. Track costs are the same as other games in
the series, 1 million for plains, 2 million for mountains, +1 million for a dry
riverbed, and +2 million for a river crossing.
In addition there is a ferry to Tasmania that the player can opt to
build for 8 million. In order to win Australian
Rails you must be the first to connect three of the four major cities in
eastern Australian and Perth in the west and have 250 million yen.
As with all the games in the Empire Builder series, Australian
Rails can be slow for players that are new to the game, mostly because they are
not familiar with the map and where the loads originate from. Because of this, I always recommend that new
players play with the fast start rules and fast trains to help speed the game
along. In the case of Australian Rails
those fast start rules are the player starts with five demand cards and they
must discard down to three by the end of the pre-build. The train speeds are increased from 9 to 12
for Freight and Heavy Freight and 12 to 16 for Fast and Super Freight. The
Tax Card is ignored.
The unique rule to Australian Rails is that it is the only
game in the Empire Builder series that allows players to start their track from
anywhere other than a major city. In
this case that city is Darwin in the north.
I do not see the option used very often mostly because there are not
very many cities around it and it does not count as major city for victory purposes. In fact I do not remember ever seeing someone
win the game while building to Darwin.
Australian Rails is one of the earlier additions to the
Empire Builder family so it does not have any of the additional special rules
that the later games such as special load cards like Martian and Russian Rails
have. It is a solid addition to the
series.
There are two viable options to victory for the game. You need to create an L with the base going
up the east or west coast and the length of it stretching along the south
coast. Most people try to do the east
coast option as it is easier to start to get to pay off, but the west coast
option can lead to a faster victory provided you have the cards to support it.
I recommend Australian Rails to players who have played
other games in the series. It gives you
a different place to build railroad networks that is not as narrow as Nippon
Rails and there are a number of ways to victory. As always if you are new to the Empire
Builder series I recommend you try the game that corresponds to an area of the
world where you are familiar with the geography when first learning the game. That way you have one less hurdle to overcome
when learning to play the game.
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