Wabash Cannonball
If Wabash Cannonball was a Hollywood script, I’d call it Acquire meets Ticket to Ride but directed by Reiner Knizia. It’s a luck-free train game with an economic component that also reminded me of Power Grid. Players buy shares in four railroad lines in an auction, then can use their turns to extend those railroads west across the country toward Chicago. The map is covered in various kinds of hexes, with different hex types providing different bonuses or recurring income amounts to railroads that cross them, with city hexes giving the biggest boost.
On each turn, a player can choose one of three options for his move: auction, build, or develop. In an auction move, the player picks one railroad and one share of that railroad goes up for auction; each railroad has a small, fixed number of shares, and it’s also possible for a player to choose the auction but then decline to auction off any shares (the ‘null’ play). The build move allows the player to choose one railroad and lay tracks on up to three tiles, as long as the railroad still has tracks remaining. Developing certain hexes raises their income or provides a one-time bonus to the railroad(s) occupying it. Because each player will hold shares in multiple railroads, and railroads will be owned by multiple players, choosing your action will depend not just on how much you’ll benefit from the move but on how to minimize the benefits to other players, or perhaps even block another railroad if that’s in your best interests.
When the first of the four initial railroads reaches Chicago, that railroad receives a sizable one-time dividend, and a fifth railroad, the Wabash (gray) line, opens up, with an immediate auction of the first of its two shares. The railroad’s home city is actually Fort Wayne, so within a few turns it can expand to Chicago (triggering another one-time dividend to its shareholders) and Detroit, the two most profitable cities on the board.
A round ends with a General Dividend, meaning payments to all shareholders, when two of the three turn options (auction, build, develop) are exhausted for that round; at each General Dividend, Detroit is developed automatically, increasing its income by $1. The game ends when one of four conditions is met, with nearly every game I’ve played ending because three of the railroads have no more shares available for auction. At game end, there’s a final General Dividend, after which the player with the most money is the winner.
The app’s design is very clean and plays well on the small iPod Touch screen. You can access several screens of information on the players, railroads, and progress toward game-end conditions in a popup window that you can minimize when you need to see more of the game board itself. The AI players are solid, playing intelligently and even using some strategic moves like the null play, with a particular strength in the auction. The AI’s weak spots are a lack of offensive play – they never block or otherwise sabotage other players – and a strange conservatism around the Chicago line, perhaps due to an incorrect valuation of its shares.
The game’s developers told me there are plans for networked play, but no release date for it yet. Beyond that, my criticisms of the app are minor – the “Chicago or bust!” popups are annoying, and it doesn’t save all the player settings from game to game – and I’ve had just one crash, the first time I used the app, which never recurred. For $1.99 it’s an excellent value with plenty of replayability.
Next up, I’ll do a ranking of my favorite boardgame apps. As for books, I bailed on Le Carre’s A Perfect Spy, but ripped through Ann Patchett’s underrated second novel, Taft