Other Wise

Early Experience: Wabash Cannonball Expansion – Erie Railroad

Wabash Cannonball Expansion – Erie Railroad belies its effect on the game with its small size. The Erie RR is nitroglycerin in a cocktail shaker. It makes the already rather delicately knife-edged game of Wabash Cannonball even more tetchy(def) with the penalties for mis-steps ever larger and the path ever narrower and risk-fraught.

The Erie expansion consists of a single new Erie company with a single share, 14 cubes (1 income marker, and 13 track) and a slip of paper containing the few special rules governing when and how the Erie becomes available for play. More specifically it has enough cubes to reach both Detroit and Chicago.

The Erie RR becomes available for Capitalisation when any of four specially nominated cities have track built in them by another company. The Erie’s home station is roughly in the middle of the northern edge of the board. It has no special rules except that:

Functionally the Erie RR is simple enough except in the implications:

The Erie RR is highly attractive due to the massive potential profits. Should it get to both Detroit and Chicago it can easily pay $25/share! However as noted above this great profit potential comes with risks for all the players, not just the Erie RR-investing player. That balance of risk and reward forces the players to begin positioning themselves in relation to the Erie RR from the initial auction of a Pennsylvania RR share at the start of the game and every portion of the game after that becomes a question that also needs to be evaluated in relation to the Erie, whether or not it is in the game yet.

I recommend Wabash Cannonball Expansion – Erie Railroad only to experienced Wabash Cannonball players. Unless the players comprehend not only the base game’s arithmetic and alliance system, but also how to posture against game length and how to adroitly wield game-length control against the other players then the Erie will simply walk all over them and render the game results an opaque who-goofed crapshoot. With skillful players however it becomes a delightful game of balancing on razorblades and juggling waterballoons of nitroglycerin. It is quite the designer tour-de-force. Amazingly subtle and pervasive. It is rare that so little turns so much of a game on its ear without also breaking it. Everything is the same and yet different. Bravo!

Definition: tetchy

[1] : The Collaborative International Dictionary of English v.0.48

Tetchy \Tetch"y\, a.
   See Techy. --Shak.
   [1913 Webster]
See also:
[Techy] 

[2] : WordNet (r) 3.0 (2006)

tetchy
    adj 1: easily irritated or annoyed; "an incorrigibly fractious
           young man"; "not the least nettlesome of his countrymen"
           [syn: cranky, fractious, irritable, nettlesome,
           peevish, peckish, pettish, petulant, scratchy,
           testy, tetchy, techy]
See also:
[cranky] [fractious] [irritable] [nettlesome] [peevish] [peckish] 
[pettish] [petulant] [scratchy] [testy] [tetchy] 
[techy] 

Definition: sundering

[1] : The Collaborative International Dictionary of English v.0.48

Sunder \Sun"der\, v. t. [imp. & p. p. Sundered; p. pr. & vb.
   n. Sundering.] [OE. sundren, AS. sundrain (in [=a]sundrain,
   gesundrain), from sundor asunder, separately, apart; akin to
   D. zonder, prep., without, G. sonder separate, as prep.,
   without, sondern but, OHG. suntar separately, Icel. sundr
   asunder, Sw. & Dan. s["o]nder, Goth. sundr[=o] alone,
   separately.]
   To disunite in almost any manner, either by rending, cutting,
   or breaking; to part; to put or keep apart; to separate; to
   divide; to sever; as, to sunder a rope; to sunder a limb; to
   sunder friends.
   [1913 Webster]

         It is sundered from the main land by a sandy plain.
                                                  --Carew.
   [1913 Webster]
See also:
[Sundered] [Sundering] 

Comments   

1 Author:  GamesOnTheBrain | Date:  26 August 2008 | Time:  20:58

Wow… I played the Erie expansion (2 players) this evening and you are absolutely right. It was a game changer.

Fortunately, I had total control of NY and PA early in the game. As soon as Erie was available, I capitalized and acquired it. I then aggressively ran it along the north border of the map through all the towns until expansion ran out. I then developed several of the towns. In the next round, I immediately expanded into NYC with ease — I just kept green (NY) out of the way. With the $8 income boost and multiple developments, I think the income got up to around $22.

I then took green west into a town or two that I’d already developed for the Erie, and then on to Pittsburgh, which my opponent had developed to 8. By then, it was pretty much over. I quickly jumped to a $40+ lead and won the game by about $70 (something like $374 to $301).

Overall, I really enjoyed this expansion. After the game, we both talked at length about how to best play the Erie RR and how to defeat it. If we had time, I would have played again right away.

2 Author:  J C Lawrence | Date:  26 August 2008 | Time:  22:19

The Erie has exactly enough cubes to reach Detroit and Chicago without any to spare. I like this — it forces the Erie player to commit immediately whether to head for Chicago (with the profit-less plains-crossing) or go for nearby quick income and more quickly rescue the cash lost into the Erie

In our last game I won the Erie for $29 (all my cash), and then got a $23 Chicago Dividend, one $14 General Dividend and three $20+ General Dividends before the game ended. It is awfully hard to argue with that. At game end I had a base income of over $50 compared to ~$30 for the next closest player. Woooweee!

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