by Louis Newman Summer 1996/Vol 3, no 2 The Empire Builder Game System Where to Build Track? Fast Freight or Super Freight? To Discard or NOT to Discard? What Loads to Carry? What is the BEST Rail System? Editor's Comments: I have questions about how well this strategy
works with Australian Rails where the best track may be circular
around the board. Also, I would like to see the author's comments
on how the optional rule of warehousing could affect what loads
to carry. We always welcome comments and responses to articles
published in the TGG. 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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Basic Empire Builder Type Game Strategy
The first time I saw Empire Builder, I watched a group of people
drawing lines with crayons on a board covered ? there were no
dice (hooray)! This turned out to be a very interesting and playable
game system with many decisions to make each turn. Since that
time, the system has expanded successfully and there now exist
a series of games within the Empire Builder system family, but
the strategy remains relatively similar for each game. Here are
some basic decisions you will face in each game and advice on
what to do.
The first two construction turns will be critical to your later
success. It is important to plan to turn in one or preferably
two cards with a reasonable initial payoff. The rule-of-thumb
is that the initial run should be about halfway across the board.
The first build should be into a key city along the route of choice.
The initial cards therefore determine the route for futue railbuilding.
My preference is to build along the long axis of the map and start
the initial buildin the middle of the board. This track will be
sued the most and should be a direct path. Draw straight lines!
The time you save later in the game will far exceed a few extra
million spent now. Time is money!
YES to both and as soon as possible. The goal of the game is to
get $250M; a good basic system costs about $120M; about $50M is
needed for extensions and track use fees; and $40M for the fast
freight and super freight. The total runs about $460M minus the
$60M to start for $400M accumulated during the game. The payoffs
are computed at a little less than $1M per milepost via the most
direct route, but movement is wasted picking up loads and running
the train over less direct routs. Consequently, the expectation
is to earn $0.5M per milepost. A turn with a freight moving at
nine mileposts per turn is worth $4.5M while a tunr with a fast
freight at twelve mileposts is worth $6M. Multiple loads increase
the value of a turn. If the average payoff is $20M, then there
will be about 20 cards used during the game (for the total of
$400M needed) and there will be less than 40 turns. A train should
be upgraded when the next load can be delivered to its destination
and provide at least $20M for further system expansion.
To Pay or NOT to Pay?
Should you pay for the use of another's track? Early in the play
of the game, the decision is usually not to pay $4M for track
use in order to accomplish the following objectives:
? Expand your system of track in a reasonable direction.
? Be prepared for a return trip to the same area.
? Get paid later by someone else using your line.
? Occupy one of the allowed tracks into a city
? Avoid providing funds for the competition to build track.
Later in play, it can become more desirable to pay one of the
other system owners:
? Pick up or deliver a load for a large payoff when it is cheaper
to pay than to build.
? Avoid building track to a city only visited once.
? Save time (time=money) by shortening the delivery path (use
someone's straight line).
? Arrange to carry multiple loads to adjacent destinations.
? Only pay players that are behind in the game, that $4M could
let someone else win.
? Visit a city locked out to you by other players' rail lines
(editor note).
This is the most intriguing decision in the game since it can
drastically change the situation. The factors to consider are
the following (in order of importance):
? Where on the map is the train located? There are fewer places
to go from a corner.
? What loads are required by the cards? These loads may not be
readily available.
? How does the proposed train path fit into the track plan?
Don't build excessively.
? What cards have been used or are on the table? The cards youwant
are in the deck.
?What type of freight train is operating? The extra load can be
used profitably.
? What is the projected income per turn? Don't bother with one
small payoff that is too far away.
? Can more than one load be conveniently delivered? Don't get
into a corner cheaply.
After evaluating all these questions, my tendency is to discard
a hand when two cards look unappetizing and their isn't worth
the effort. Early in the game, a discard avoids unnecessary track
building; later in the game, a new hand may allow an extremely
profitable multiple load in the same direction; at the end of
the game, tossing in the cards may be the only way to win or prevent
someone else from winning. Miracles do happen, there is that great
feeling when you draw the card for the commodity that you have
on board to the city that you can get to in one turn. Editor's
Note: There is some discussion in the playtest of India Rails
to disallow this kind of speculation by forcing players to dump
all loads when cards are turned in in this manner.
Always carry as many loads as possible as an event canr may cause
the loss of one load. If you deliver all three loads to their
destinations?Great! Otherwise, it is time to speculate by picking
up a spare load. A new demand card may require a load already
carried by your train so bring along a likely candidate. Also,
loads on your train are not available to other players. A frequent
ploy is to take all three tokens of a given type when visiting
that out-of-the-way location. Pick up loads that you think might
be useful to your opponents. For each of the games, have an idea
of the recommended loads to carry on speculation for the direction
that you are headed and the track plan that is available. A typical
choice is a commodity that is only available wher the train is
located and cannot be found on the other end of the board. Such
loads have high payoffs.
There is no BEST rail system. The winning player has taken advantage
of the cards and built the system that allows the delivery of
the loads drawn with the minimum track expenditure. Statistically,
the systems that run through the middle of the board efficiently
are more likely to be successful. Experienced players often avoid
building to isolated towns except when required to by the cards
at the beginning of the game. The required stop and half-speed
on the next for a ferry are generally discouraging especially
for a game played with the fast rules (16 movement per turn).
For each of the published games, there are preferred track patterns
that are direct and of minimum cost. Generally, the ideal pattern
connects the major cities with straight lines.
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