By Don Hauser
This will be a sometimes column by your Vice President (appointed) of meandering and observations in our gaming community. As I stand by the faithful hydraulic ram crushing Mini-Thugs Seven Year's War Russians (I just bought and painted the Old Borey Prussians), the green and red reminds me of a game of "Rail Express" I played in Frederick, MD. I met the Monacacy Gamers at the American Legion Hall there; the group meets the third tuesday of every month at 6 p.m. for socializing and gaming. If you're going to be in or near Frederick on one of these evenings give me a call for complete directions and/or I'll put them in the next issue. Anyway, Rail Express is a team card game that mixes gin rummy and the French card game Miles Borne. Teams attempt to build trains for variable point values and avoid mishap cards such as wrecks and derailinents. The game to 500 points played in about two hours, was a lot of fun, and hey, no painting--it comes ready to play! (There go the Russian artillery crews, a beautiful red and black pancake.) The following report was from a Man '0 War game with three players: Fleet Meister Hoarhey Dubious of the Empire held back his fleet while Admiral Siunty (it's the girth that counts) Houseboat clashed with the Sea Dog Jonathan McDonald of Britonnia. The wind being extremely fickle caused the Britonnian all sorts of frustration. Hoarhey struck first with magic (I think he secretly dreams of being a naked goblin princess wizard riding a Panzer V) and a Dwarf Nautilus (that's a submarine) came unglued and went straight to the bottom. The wind continued to change, the Britonnians continued to tack (a nautical term for not moving?) and the Dwarfs haphazardly attacked the Britonnian ' van (no, not like Mayflower, that's a navy term for the boats in the back of a fleet). Shots were exchanged, ships were sunk, and Hoarhey tried to convince us that a popsicle stick was a magic wand, and lead shavings were fairy dust by staying out of manly combat and hurling magic from afar. Blasted, battered, and bashed, the Dwarf and Britonnian fleets parted action after a clear draw, however, at that moment the cowardly Empire Fleet Mister and his ships struck, rolling over the remnants of the two other fleets. Magic is moderate and not overpowering, and each fleet has its strengths and weaknesses. Because of game mechanics, odd numbers of fleets don't work well. Combat is quick and bloody, and fleets can be assembled and painted quickly, with 1000 points being the fleet point size representing on average around 15 ships. Games play in a couple of hours, and the system is fun. The initial outlay is of questionable value, however, at a little less than $100 for everything. Depending upon your selected fleet, the package has good value and is recommended, and this from an historical gamer! (Well, General Apraxin just bit it!) I'm out of time and out of lead. Until next time RRRRAAAAAAMMMMMMMMM--CRUNCH!!!! Back to Novag's Gamer's Closet 17 Table of Contents Back to Novag's Gamer's Closet List of Issues Back to MagWeb Master Magazine List © Copyright 1994 by Novag This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |