Railway Rivals game 13 (RR2344LH) – Turn 12 and game end
|40||24||Selsey/ Bognor||34||Petersfield/ Bishop's Waltham||20||10|
|41||56||Woking/ Leatherhead||33||Fareham/ Eastleigh||5||20||5|
|JR = Joint Run; ERP = Exchange of Running Powers|
Builds and Points
BASINGSTOKE ASSOCIATED STEEL HIGHWAY (BASH), Bob Blanchett - Black
Points: 222.5 +40 = 262.5
MISSED, DELAYED AND CANCELLED RAILS (MDCR), Mike Dyer - Blue
Points: 213.5 +31 = 244.5
SLOW LOCOMOTIVES ONLY USED GENTLY ON HILLS (SLOUGH), Brad Martin - Orange
Points: 224 +5 = 229
TIGER IN SMOKE (TIS), Jonathan Palfrey - Green
Points: 290.5 +62 = 352.5
GRAND RAIL EAST ATLANTIC TRUNKLINE (GREAT), Rob Pinkerton - Red
Points: 38.5 +50 = 88.5
SLOW WAGON IN FAST TRAFFIC (SWIFT), Gerald Udowiczenko - Yellow
Points: 260.5 +22 = 282.5
Turn 12 – no changes from Turn 8 (PDF, 2.3 Mb)
Game End Statements
1st: TIGER IN SMOKE (TIS), Jonathan Palfrey
It looks as though I have a win here, though I'm not counting my chickens before they are hatched.
2nd: SLOW WAGON IN FAST TRAFFIC (SWIFT), Gerald Udowiczenko
Well I was doing OK and then the races stopped coming for me, and no one seemed interested in joint runs. Well done to Jonathan for winning by probably 80-90 points [good guess]. Too many routes I had were too long and the races were rarely exclusive. Perhaps a new company name will help, SWIFT I was not.
3rd: BASINGSTOKE ASSOCIATED STEEL HIGHWAY (BASH), Bob Blanchett
Is excused a GES due to circumstances.
4th: MISSED, DELAYED AND CANCELLED RAILS (MDCR), Mike Dyer
Some tough going in here, rather cramped conditions making it hard to work out a good line without becoming hopelessly entangled. Four players on this map might be a better bet. The RR experts doing well as usual: well done, Jon. There must be a more subtle strategy that works better. And congratulations to Rob for managing the lowest scores ever.
5th: SLOW LOCOMOTIVES ONLY USED GENTLY ON HILLS (SLOUGH), Brad Martin
Congratulations to Jonathan. A Periphery strategy is obviously not the easy way to go on this map.
I've always wanted to play this map, not just because I spent a lot of my early and later life living here. The map suggests 4-6 players, but I agree that six is too many. Choices at the start dictate a lot when it's hard to build cross country. SLOUGH and GREAT built along the top edge of the map, Swift built into the SE corner, leaving the LSWR main line route to BASH, the Meon Valley to MDCR, and the Portsmouth Direct to TIS. TIS had the route through the centre of the map and, with the difficulty of building cross lines, was almost certainly destined to win. I was surprised that no one ever ordered a joint run or exchange of running powers. Thanks to all the players.