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Railways and Canals
Railways and Canals
by (Web published) (2016)
Player Count

Player Ages

Playing Time
15 minutes to 25 minutes
  • Abstract Strategy
  • Transportation
  • Territory Building
  • Print & Play
  • Designers
  • Miquel Jornet
  • Mechanisms
  • Tile Placement
  • Modular Board
  • Hand Management
  • Area Control / Area Influence
  • Route/Network Building
  • Artists
  • Miquel Jornet
  • Family
  • Player Count: Two Player Only Games
  • Theme: Canals
  • Rating: 0/10 from 0 users


    From the publisher:

    We are in the English county of Devon in 1830. The rivers Plym, Yealm, Erme, Avon and Dart, along with its many creeks and estuaries, lead to the rise of river transportation by building canals; but also it helps the steam railway expansion across all England. Tycoons and investors will struggle to impose the conveyances most prestigious (and, of course, valuable to them).

    In this context, several companies are founded: the Tiverton Canal Co. strive for boat transport and canalization, the South Devon Railway Co. puts its efforts on the railroads and Dartmouth Steam Co. (also known as 'the Independents') diversify in building railways and canals at the beginning of this exciting race to dominate the transportation of passengers and goods in the region.

    Both players start with a pile of 9 tiles each one and a common starting tile. They will expand a modullar board (made up alternating tiles and hollows). Each hollow closed by four tiles will be awarded with a victory point at the end of the game to the player with the most connections pointing to this that gap (all vertical and horizontal projections of the board count!). In addition to its own meeple, players have the valuable help of an external company that may be outsourced... but be careful of not to abuse this option because it can stop working in the area permanently.

    When the last player places his last tile, representing the end of construction of the region of Devon, victory points will be distributed following the scoring criteria. The player who gets most victory points wins the game.

    From the publisher (Spanish):

    Nos situamos en la región inglesa de Devon en el año 1830. Los ríos Plym, Yealm, Erme, Avon y Dart, junto con sus numerosos arroyos y estuarios, propician el auge del transporte fluvial mediante la construcción de canales; pero el vapor también ayuda a la expansión del ferrocarril por toda Inglaterra. Magnates e inversores pugnarán por imponer el medio de transporte que más prestigio (y beneficios) les puedan reportar.

    En este contexto se fundan varias compañías: la Tiverton Canal Co. apuesta por el transporte en barco y la canalización, la South Devon Railway Co. pone toda la carne en el asador por los caminos de hierro y la Dartmouth Steam Co. (también conocida como ‘The Independents’) divide sus esfuerzos en la construcción de vías férreas y canales en el inicio de la contienda por dominar el transporte de pasajeros y mercaderías de la región.

    Los jugadores, con un mazo de 9 losetas cada uno y a partir de una loseta inicial común, irán expandiendo un tablero escaqueado (formado por losetas y huecos). Cada hueco cerrado por cuatro losetas otorgará un punto de victoria al final de la partida al jugador que más conexiones de su color estén apuntando hacia ese hueco (todas las proyecciones verticales y horizontales del tablero cuentan). Además de sus propios meeples, los jugadores disponen de la valiosa ayuda de una compañía externa que podrán subcontratar... pero mucho cuidado de no abusar de esta opción, ya que pueden dejar de trabajar en la zona definitivamente.

    Cuando el último jugador coloque su última loseta, que representa el fin de construcción de la región de Devon, se repartirán los puntos de victoria siguiendo los criterios de puntuación. El jugador que más consiga ganará el juego.

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