by Edward Kazzimir Winter 1995/Vol 2, no 4 Publisher: White Wind, Inc. Freight Train is a card game played by two to five players who
meld trains by switching cars placed in freight yards. The game,
packaged in a regular bookcase box, includes: 1 main freight yard,
5 players switching yards, 176 freight car cards, 35 locomotive
cards, 1 trains leave card (the night card), 1 small wooden player-turn
engine, 60 plastic chips (money), and 1 rule book printed in both
English and German. Let me begin by saying that this game is not "just another version"
of Mayfair Games, Inc.'s Express (also a train melding game).
There are several differences that make both games distinct entities.
First, in Freight Train, cards are played only on the table--there
are no player hands. Second, there is no team play which is an
option in Express. Third, there are no disaster, caboose, or maintenance
cards in Freight Card. And fourth, no passenger trains exist in
Freight Train (note the title of the game!). In addition, a game
of Express ends when a player reaches a certain total, but in
Freight Train the game lasts three rounds or "days." The freight
cars form a deck and the "trains leave" card, which signals the
end of a round, is placed randomly in the bottom part of the deck
in such a way that the subsequent second and third rounds will
probably become progressively longer. The round ends when the
"trains leave" card is turned over. Money is then awarded to players
based on who owns the longest and second longest train for each
type of freight. The richest player after three days is the winner. The rules and play are short and simple. During set up, players
lay out their initial locomotives (5 to 7 depending on the number
of players); the main freight yard of five tracks is filled with
25 freight cards; each player lays out his switch yard and places
12 freight cars in it. During one's turn, a player may perform
one of the following tasks: 1) move three cars from the freight
yard into his switch yard or directly onto the locomotives to
meld trains; 2) move up to four cars from his switch yard to his
melded trains; 3) redistribute cars within his switch yard for
the cost of $1 (pretending to switch is the only way to pass,
but it still costs money); or 4) call up on additional locomotive
(on days one and two only). Before taking any of these actions,
a player may optionally refill one of the five sidings in the
main yard using freight cards from the deck if at least two main
sidings are empty. It many not always be to your advantage to
refill these tracks just because they may be empty! For each locomotive, a player makes a train composed of just one
type of freight car. Each of his trains must be of a different
type of freight except for one mixed train which is allowed in
the rules. Freight cars left in the player's switching yard at
the end of first round bring the player additional money but,
by the end of the third round, cost the player money. One interesting aspect of the game is the method in which rounds
are conducted. Play for each round proceeds clockwise with the
player starting the round holding the player-turn engine. When
play again reaches the player holding this engine, the player
does not take a turn. Instead, he passes the engine to the player
to this left who then starts the next turn. Thus, a player starting
a turn will play last the following turn. This aspect can be of
great consequence. For example, in a game of three players (designated
A,B and C) the rounds would be played like so: Turn 1) A,B,C;
Turn 2) B,C,A; Turn 3) C,A,B; Turn 4) In the same order as Turn
1; and so forth (This method of play is similar to that of Santa
Fe.). Here lies much of the strategy of the game. However, a player
I taught the gameto and who had an instant winning knack claims
the strategy is in how one manages one's switching yard, especially
since the "trains leave" card can come up after you have had your
turn for the last turn of the day. An optional rule is not to
use the player engine and to proceed turns in a normal clockwise
fashion. A game should last about an hour. The pieces are attractive and well-done, as is White Wind's other
excellent train game, Santa Fe. The cards measure a mere 2 1/2
x 1 3/4 inches in size. Each of the eleven types of cars consists
of a different color, but two of the three greens used are too
similar for my taste. The locomotives use a single diesel design
while the main freight yard is composed of durable hardboard (17
x 12 inches). However, a glossy paper--pretty but hardly as durable
as the freight yard--composes the five player switch yards. The
switch yards are the only reason I cannot rate this game the highest
possible score in durability. As in its sister game, Santa Fe, Freight Train is published in
a limited edition of 1200 numbered copies. The price is $39 (shipping
is $6 in the USA for the first game and $1 for each additional
game. In comparison to most other games, the price may seem a
bit steep for the amount of product one is buying, but a fine
train game of fine quality is something I always have to recommend. Be one of 1200 lucky owners. Have fun switching! Ratings on a scale of one (poor) to five (excellent): Playability: * * * * * Durability: * * * * (why not hardboard switch yards?) Appearance: * * * * *(but watch those greens) Value: * * * * *(put in hardboard switch yards and we could be
talking five stars) Home | The Manifest | All Aboard | Train Gamers Gazette Questions or comments? Email tgatrains@aol.com. The contents of this Web Site are copyright © 1998 by The Train
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Freight Train: A Review
Designer: Alan R. Moon
Price: $39.00
Edward Kazzimir is a train gamer from Missouri and a long-standing
Train Gamers Association member who partook of the Colorado Rail
Tour and RailCon `95.
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