Seahill
Railway Rivals game 17
Turn 12
Previous turns: Turn 11 Turn 10 Turn 9 Turn 8 Turn 7 Turn 6 Turn 5 Turn 4 Turn 3 Turn 2 Turn 1 Start-up
Index: Race results Builds and points Map GM Notes Game End Statements
This turn's races
The IRISH RAILWAY ASSOCIATION was really lucky in the last round of races and finished well ahead of RUBBER BANDITS RAILWAY. BIEN finished third, the cost of their missed turn counting. The other three companies did less well.
No | From | To | IRA | RBR | BASH | CR | AGO | BIEN | ||
36 | S1 | South | 66 | Athboy/Navan | 20 | 0+5 | 0-1 | 10-4 | ||
37 | S5 | Shopping | 15 | Larne/Donaghadee | 10 | 20 | ||||
38 | 63 | Dublin | 23 | Limavady/Ballymena | 20 | +6 | 0-6 | 10 | ||
39 | 55 | Armagh/Dungarvan | 43 | Claremorris/Boyle | 20 | |||||
40 | 56 | Dundalk/Monaghan | 32 | Donegal/Armagh | 20 | |||||
41 | 13 | Belfast | 25 | Cookstown/Portadown | 20+2 | 0 | 10-2 | |||
42 | 42 | Galway | 31 | Enniskillen/Strabane | 20 | +3 | 10-3 | |||
TOTAL | 92 | 40 | 14 | -6 | 6 | 44 | ||||
JR = Joint Run; ERP = Exchange of Running Powers |
Builds and points
IRISH RAILWAY ASSOCIATION (IRA), Anthony Gilbert - Green
Starts: Belfast
Builds:
None
Points: 237 +92 = 329 1st
RUBBER BANDIT RAILWAYS (RBR), Mike Dyer - Black
Starts: Dublin
Builds:
None
Points: 273 +40 = 313 2nd
BALLINOKE ARMAGH STRABANE HAULAGE (BASH), Bob Blanchett - Red
Starts: Dublin
Builds:
None
Points: 122 +14 = 136 6th
CANTERBURY RAILS (CR), Rob Pinkerton - Blue
Starts: Derry
Builds:
None
Points: 174 -6 = 168 5th
AW GO ON (AGO), Gerald Udowiczenko - Orange
Starts: Sligo
Builds:
None
Points: 184 +6 = 190 3rd
BIEN'S INTERNATIONAL EXPRESS NETWORK (BIEN), Christian Bien -Purple
Starts: Belfast
Builds:
None
Points: 136 +44 = 180 4th
Map
Seahill map unchanged from turn 11 (PDF, 1.4 Mb)
GM Notes
You must include at least one space on your own track in a race.
Game End Statements
1st: Irish Railway Association, Anthony Gilbert
The valleys soon filled up, making it hard to expand my network after the main building rounds. I was reasonably happy with my NE/SW main line and N/S branches, but some rounds just did not work for me. I really should make a habit of at least checking the races early so I have time to organise joint runs. I hope to close the gap on RBR in the final round, but expect to remain in second place, so congratulate Mike Dyer in advance on his victory. Should he lose boiler pressure in the final stages, allowing me to steam past, I thank him for a great battle. Thanks to Mike Dommett for running the race, and to all the engineers for keeping railway rivalry alive.
2nd: Rubber Bandit Railways, Mike Dyer
This one was a surprise! I wasn't so happy with my rail lines during the builds. The map just felt constricted and I completely neglected any strategic planning around the concept of twin towns. Seeing as many of the runs went my way, I think I simply got lucky in this game. Anthony did have me worried for a while there, but cruising into the last turn I think I may have this one in the bag. Thanks everyone!
4th: Aw Go On, Gerald Udowiczenko
Well done to Mike (RBR - Black), similar network to mine (North to South) but Mike's was more Eastern, and got more of the routes. And well done to everyone else not having so much better routes than me, as I got no offers of any joint runs.
And, as always, many thanks for Mike (D) for running and sorry you had to keep using those "special dice". ??
I look forward to better luck with the next game.
5th: Canterbury Rails, Rob Pinkerton
Another fun game, I really like this map. My initial builds being along the North Coast and North-South proved to be sub-optimal when it came to the races, but I would love to play this map again.
GM: Mike Dommett
Thanks to all players for taking part. It's the first time I've used the map and a good north-south route seems essential. Together with the branches. Perhaps more joint runs would pay benefits next time.