I think the group's enjoyment of Dominion, even among the people who never buy games, is very exciting and something to be encouraged. Hansa Teutonica lit the fires of the group quite a bit too but not to the point of anyone running out and buying it to play at home. It is very satisfying when we can play a game that rises above the feeling that we are all just playing games to hang out for a while or because Matt has all these unplayed games he has spent a ton of cash on and wants to play. It's a good thing and I hope it can happen more.
Along with this you may have noticed that the old classic Acquire hit the table a few times recently. Given this fact I thought perhaps the group was ripe for another rules-light, fast-playing, economic game, so finally we had a chance to play Chicago Express, a game that has been gathering dust on the shelf for a long time.
The Queen Games production of Chicago Express is a thing of beauty: a beautiful board with dials, stock certificates and nice paper money (usually one of my biggest pet peeves in a game but it just feels right in this game), and lots of wooden trains. Added to this is the rule set which is so succinct that I had no problem teaching it to the oft-impatient metroburbers, and a playing time that clocked in at just over an hour on our very first play making this game something very special indeed.
The premise of the game is simple. There are several rail road companies you are going to invest in and grow in order to make the most money by the end of the game.
Each company has a unique and limited number of shares to buy and trains to build routes with and the game will end when 3 of the 4 companies either have no more trains or no more shares, or when there are 3 or less improvements to be built, or if Detroit is completely built up.
Each person begins the game with some cash and one of each company share is auctioned with a unique starting bid to begin the game. There are so few shares that this initial auction phase has affects the entire game thereafter. Each company has an initial offering price and bids escalate until all but one bidder has dropped out. That person pays his money to the company (not the bank) and takes the share.
It is this money that will be used throughout the game to build routes and improvements on the board thereby raising the income of each company and increasing the dividends which in turn provide you with the income that is the victory condition of the game. There is no final selloff of the shares so the dividends you earn throughout the game are your only route to victory.
Already you can probably see that the stage is set for some serious gaming here. Let me recap. The money used to buy the share goes to the company. Anyone with shares in that company can use this money to build train routes or improvements to raise the company income. So by buying into the same company as someone else you are forming a sort of alliance with them whereby you can both work to improve the state of the company to increase your fortune. You can also just try to go along for the ride which can be very frustrated for the other investors. The variation in the number of shares in the companies (from as little as 3 to a max of 7 shares) means that in a game of 5 players there will be a few people who do not have an interest in 1 or more of the companies. It then becomes a challenge to figure out how to compete with these people when they can co-operate to push that company to great heights.
I should probably return to telling you what your turn is like. Each turn you can either auction a share, extend a company's routes on the board, or improve the board. Building routes costs money from the company coffers and is limited to 3 hexes per turn, improving a space does not cost you anything but you can only add one improvement per turn to the board.
When you auction a share the auction is the same as the initial auctions in the game however if no one bids on the share it simply goes back to the company rather than going to the auctioneer.
When you expand a company's route you must pay the amount specified on the board in order to place a wooden train there. It's very simple. Also certain spaces can have a train from each company on them while others once occupied cannot be entered by another company. To perform the action you simply add up the cost in each hex, pay it, and put the trains down. When you enter certain areas the income of the company increases as well. This is also printed directly on the board and you simple move the company income marker up by the total.
When you improve or develop a hex you simply put a wooden house on the hex which adds to the income of all companies present on the hex. If you develop one of the industrial cities they can be developed several times and the income will grow each time. Forest hexes provide cash when developed instead of a an income bump. To develop any location at least one company must have a presence there but you need not own an interest in that company (I think you'll want to though).
Each time you do any of these actions you move the corresponding dials on the board. When two of the dials are in the red zone at the beginning of someone's turn a dividend happens before the turn occurs. During the dividend each company's income is distributed to its shareholders evenly. It's that simple. Then the dials are reset and the game goes on. Detroit is also developed automatically when dividends occur.
It is important to note that you may choose an action and not perform it. This has the effect of pushing the dials toward a dividend and not changing company incomes, improving the board, spending company money, or potentially giving a rich player a shot at a company share prior to a dividend phase.
Not doing this killed me at one point in our game. I had a majority of shares in one of the companies and decided to auction off another share which I lost and which subsequently watered down my interest in the company when a dividend occurred immediately afterward. Boo!
One part of the game I won't go into in too much detail is that when a company reaches Chicago a 5th company Wabash enters the game and a special dividend is payed to the company that reached Chicago. This is a really big deal in the game and Richard trounced us using it.
Anyway that's pretty much the game. The game is fantastic. There's cooperation, and competition happening simultaneously all the time and a constant balance between spending money on shares and to finance the railroad you want to succeed and saving money for the game end. The game is so simple to understand and so hard to play well because of all the elements that it's just wonderful. It's also EXTREMELY FAST and looks fantastic on the table.
I give Chicago Express a 9 and with further plays it might be one of my few 10's.