Vendor: Steve Jackson Games
Type: Board Games
Price:
26.95
Designer |
Darwin Bromley |
Publisher | Steve Jackson Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 8 and up |
Express (The Railroad Car Game) is a classic card game for the old Mayfair Games line, which was designed by Darwin Bromley. The new edition has been updated by Steve Jackson and the Train Games Association.
Vendor: Mayfair Games
Type: Board Games
Price:
52.95
Designer |
Darwin Bromley Tom Wham |
Publisher | Mayfair Games |
Players | 2-6 |
Playtime | 240 mins |
Suggested Age | 12 and up |
Expansion For | Iron Dragon Extensions |
Vendor: Mayfair Games
Type: Board Games
Price:
12.95
Designer | |
Publisher | Mayfair Games |
Players | 3-10 |
Playtime | 30-45 mins |
Suggested Age | 10 and up |
The Whodunit Card Game: "Murder in the big city, and you must solve the crime. Brenda's dead, and foul play is suspected. To win, find out who did it, where, when, how, and why."
This is a card game that shares some similarities with Clue, but adds some other questions to the mix, like what time of day did it happen, and what was the killer's motive? To the usual process of elimination and deduction found in most Clue-type games, they've added scoring elements. You can collect sets of clues and reveal them to score points. Obviously, though, this aids the other players as well by eliminating some categories.
You start with a number of cards, each of which contains a specific clue. As play progresses, you can attempt to accumulate all the clues in a category, which will earn you points based on what turn you choose to reveal your set.
Each turn, you are allowed to direct a question to a specific player. The question must be answerable with a number. For example, you may ask "How many Cookie Carpenter cards do you have?" or "How many Jealousy cards have you seen?" Doing this will help you eliminate some of the icons (clues) on your score sheet.
Your other option during your turn is to make an accusation. You need to be careful though, since this also will end the game! On the other hand, you do get some bonus points for being the First Accuser.
Cards are passed after each player's turn. For the first round it is only one, but it increases by 1 for every round the game lasts.
Once someone decides to accuse, all players can make any guesses they want to, filling in the answers they've come up with for each category (Suspect, Place, Weapon, Emotion). You can also fill in the specific answer within a category for more points. The problem with guessing, though, is that wrong answers result in negative points, and the First Accuser loses double!
Vendor: Mayfair Games
Type: Board Games
Price:
39.95
Designer |
Darwin Bromley Bill Fawcett |
Publisher | Mayfair Games |
Players | 2-6 |
Playtime | 180 mins |
Suggested Age | 12 and up |
Epic Railroad Building in North America
Discover a modern North American classic. Celebrate one of our most vital and enduring passions: railroads. Use your initial investment to build track. Then pick up commodities where they are grown, mined, or manufactured and deliver them to a lucrative place of demand. Complete a delivery and make the money you need to buy larger, faster trains, and expand your railroad empire. Win the game by building the most effective railroad empire!
The original and flagship of Mayfair's crayon-rails line allows players, using washable crayons, to draw their train routes over a map of North America. Players start with an initial sum of money which they use to build short lengths of track during their first couple of turns. For the rest of the game, players operate their trains over the track network drawn on the board to pick up and deliver loads to various cities, and then have the opportunity to add to their track network or improve their train. The game uses demand cards which list three three demands, each of a commodity to be delivered to a specified city for a given payoff. Each player has three demand cards to provide opportunities for income.
Each turn consists of an operations phase and a building phase. During the operations phase, trains are moved to cities where commodities are picked up at no cost and moved to one of the cities on that player's demand cards. When the commodity is delivered, the player receives the payoff and trades that demand card for a new one. Event cards are mixed in the deck with the demand cards. When an event card is drawn the instructions are followed. During the building phase a player may pay to build more track or upgrade his train.
A player wins by being the first to connect his track network to six of the seven major cities on the board and acquire $250,000,000 in cash on hand.