Build railroads through France and increase their stock value by connecting to cities. Manipulate the market and collect stock in the most valuable train routes to win.
Paris Connection is designed by David V.H. Peters, published by Queen Games and plays 3 – 6 players, ages 8 and up, in 30 min.
To prepare the board for play, one of each train color is placed around Paris and the company value track. The remaining trains are placed in the grab bag. Players then randomly grab a certain number of trains, based on the number of players in the game. These will be their starting stocks for the game and are placed behind their screens. After all players have drawn from the bag, the remaining trains are sorted and placed on the locomotive storing boards by color.
The game can now begin!
The active player may not pass on their turn and has two possible actions to choose from: Build tracks or Trade.
Building tracks influences the value of the companies. The active player takes one to five trains from any one locomotive storing board and places them on the game board. There are rules to follow when placing a train. Most importantly, a new train has to be placed adjacent to an already placed train of the same color. Hexes divided by a checkered line are not considered adjacent. Rural hexes can contain a maximum of two trains of different colors. Two trains of the same color may never share the same hex. A city hex can only contain one train. Additionally, a train can never be placed in the Eiffel tower hex or the starting hexes. Lastly, each train line has to be able to build tracks from its starting hex to at least one city. It is not allowed to build tracks in such a way that a train is “cut off” completely at the start of the game.
Scoring for the building track action is taken at the end of action. All cities in white are worth one point. Purple cities 2 points, red cities 3 and blue cities 4. For every new connected city, move the correct color company train up the company value track for the respective number of points. Now, any stock held in this company is worth that much towards your final score of the game.
Choosing the Trading action changes the player’s assortment of shares behind their screen. This is done by choosing a train from behind your screen to return to the locomotive storing board of the same color and then taking one or two trains from one different locomotive storing board. By doing so, the player increases his shares in a chosen train line and gets rid of shares in a train line he has no interest in.
The number of trains players are allowed to have behind their screen is determined by the number of players in the game. Any player having more than the maximum number of trains is penalized during end game scoring.
The game ends in one of two different ways. Either, only on one of the locomotive storing boards are trains left or if Marseille has been connected by track. The train line that reaches Marseille, the only blue city in the game, has its stock value increased by 4 points on the company value track.
For end game scoring the players remove their screens. The victory points are made up of the points scored for each company: For each color, the number of locomotives is multiplied with the value on the according company value track. Any player having more than the maximum number of trains allowed, subtracts 20 VP for each extra train from their total score.
Highest score wins!
Chicago Express is a family friendly train game for 2-6 players in which players take on the role of investors of late 19th century America. The Goal: Make as much profit as possible in the thriving railroad sector.
Take part in the development and the expansion of the 5 largest railway companies of the country. It is their aim to make high profits through the expansion of the rail network towards Chicago, the development of town and mountain hexes, and the purchase of company shares.
Only the player who makes wise investments and develops the right companies will win by having the largest amount of money at the end of the game.
To start the game, one share of each railroad company is auctioned off to the highest bidder. Then play continues over multiple turns in which each player can choose from 3 available actions: auction, route expansion and development.
The needle of the chosen action is turned one step to the right and the player has to decide if he wants to implement the action or actually do nothing.
Once 2 needles have reached the red indicator, a dividend phase is triggered and players earn their profits through the shares they have acquired during the game. Then the needles are all turned back to their starting point and a new round begins!
Auction --> The player puts one share of any railroad company up for auction. That player starts the bidding, and bidding then moves clockwise around the table. The highest bidder wins the auction and pays the bid to the company, getting the share in return.
Route Expansion --> The player can expand the railroad network by placing up to 3 locomotives on the board thus increasing the value of the company shares. But each expansion comes as a cost, that has to be payed by the company's available money.
Development --> The player can develop certain hexes in the game to further increase the value of the companies that occupy those hexes.
When one of the four end game conditions are met, players count their money and the player with the most money wins!
Check out Chicago Express at BGG:
Check out the Chicago Express Expansion at BGG:
Samarkand is a merchant game for 2 - 5 players, ages 10 and up, which plays in 45 minutes.
Rich merchant families travel along the Silk Road looking for profitable bargains. The players act as merchants trying to marry into these families and take control of their business. They expand the camel trading routes, earn goods and sell them. Who will establish the most relationships and will be the winner in the end?
Before starting the game, the board is set up with the goods markers and the family tiles with their corresponding camels are placed on the family domains. One camel of each family is placed on each starting space of its corresponding color on the board. Every player gets 2 goods cards and 10 Dirham as a starting capital.
The active player must perform one of two possible actions:
Marry into a merchant family
When a player marries into a merchant family, he has to pay the marriage portion, the amount depending on the family. He then gets a family tile and 3 goods cards, from which he discards 0 to 2 cards.
Expand the trading route of a family
A player can only expand the trading route of a family, if he owns a family tile of the family. He can expand the route by 1 or 2 spaces. The camels he uses, maybe placed on a space adjacent to a space already containing a camel of the same color. No more than 2 camels may occupy any space. The camels on a space must be of different color. If the player places a camel on a goods marker, he takes this marker. Every goods marker is worth 1 VP at the end of the game. If he has a corresponding goods card, he may sell this card for 3 Dirham.
By placing a camel on a land space already occupied by one other camel, the player establishes a new trade relationship between those families. All members of the family whose camel was just placed, receive 3 Dirham and all members of the inactive family receive 1 Dirham. Additionally the active player takes the top relationship markers of both families. Each marker is worth 1 VP at the end of the game.
At the end of the game, victory points are awarded for goods cards, goods markers, relationship markers and Dirham. The player with the most victory points wins.
Check out Samarkand at BGG:
Brazil, Ukraine and Russia
Due to the high customs charges and delivery challenges we no longer ship to Brazil, Ukraine or Russia. We apologize for this inconvenience.
Our release policy for Kickstarter releases are the following. Games will be released once they are available in their particular region. The games will first be available in the EU. The US will be 8-10 weeks after that and for backers everywhere else (including Canada) it could be 10-12 weeks from the EU launch.
All additional costs that may occur because of custom duty or local charges are the backers responsibility.
Risks and challenges
Through our different projects launched on Kickstarter we discovered different challenges, like coordination of production with different manufacturers, production or shipping delays due to several reasons.
Please keep in mind that June 2016 is an estimated delivery date.
Also, despite sending the rewards at the same time, backers in different regions of the world may receive their rewards sooner than others because of logistics of international shipping.
We can refund you after the end of the campaign, but only minus Kickstarter and payment processing fees (which is 10%). All refunds are done via paypal in US $ only.
By pledging to this project, you acknowledge that the name, final look and materials of the project and hence the rewards, are subject to change and may differ from what is presented while the Kickstarter campaign was active.
If you do not accept these terms, please do not pledge on this project but instead wait for the general release.
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