Podcast: Play in new window | Download
Subscribe: Apple Podcasts | Spotify | RSS | More
Welcome to Which Game First where we boldly explore the hilariously huge world of board games. Did we unearth any hidden treasures you’ve been missing out on? Let’s find out!
First: We grab our fine tip markers and call all aboard the roll and write express in Railroad Ink
Next: We grab our magnifying glasses and take to the streets full of scofflaws in MicroMacro: Crime City
Lastly: We grab our wizard hats and head to the hinterlands to find the one ring in Quest.
Railroad Ink
Designed by: Hjalmar Hach, Lorenzo Silva
Published by: Horrible Guild (2018)
Players: 1 – 6
Ages: 8 & up
Playing time: 20 – 30 min
Railroad Ink is a roll and write game where you are charting the most beneficial highway and railroad systems through your city. The goal is to connect as many exits to each other as possible by drawing routes that can create networks. The more exits you connect to the same network, the more points it will be worth.
At the beginning of each round, the route dice are rolled once. All players use those dice for that round. After the roll, players play simultaneously, drawing the Routes rolled on their own boards. Highways and Railways, each with straight shots, curves, and T’s, while Overpasses and Stations help you get out of tight spots.
In addition, each player is given 6 special routes. Any 3 of them can be used over the course of the game. And no repeating special routes, one and done.
Play for 7 rounds, and then total up your scores. Did you connect enough exits? Do you have very long routes? Did you utilize the inner boxes of your grid? Did you leave any routes incomplete? Highest point total wins, and becomes the Rail and Road Ink Barron, complete with stove top hat and handlebar moustache!
MicroMacro: Crime City
Designed by: Johannes Sich
Published by: Pegasus Spiele (2020)
Players: 1 – 4
Ages: 12 & up
Playing time: 15 – 45 min
Micro Macro Crime City is a co-op game, set in a city that has been subtly overrun with crime. Players take on the roles of detectives, whose investigative skills are needed to help solve various crimes that have taken place in the city.
There are 16 different criminal cases. Each case consists of a deck of case cards. Players will use the large map to try and find the coordinates described by the question on any given card. For example, if a card says “where does Mr. X live”, it is up to the team to locate Mr. X on the map and trace their steps back to their apartment building. Once the team agrees on the coordinates, check the back of the card to see if you are correct. The back of the card will have the picture of Mr. X’s apartment identical to that on the map.
If by chance the team is wrong, the lead investigator of the case – who has seen the answer on the card – can not help with that part of the case any longer. Back to the drawing board for everyone else.
Solve one case, or solve all 16, but whatever you do, be sure to bring your magnifying glass … you’re going to need it!
Quest
Designed by: Kurt Feyerabend, Tom Ring
Published by: Ravensburger (1984)
Players: 3 – 6
Ages: 12 & up
Playing time: 50 min
Quest describes itself as a “family game of knights, in search of the magical ring, in the age of myths”. There is one ring, and it is the Mcguffin. Players try to grab the ring and race to their opponent’s castles with it.
The other players are all trying to stop that from happening. But there are other obstacles on the board, such as fire breathing dragons, and stone pillars which can suddenly appear, or move. The ring is always active on the board. It is always capturable from other players, and the ring bearer can also lose it in a fight against dragons.
Be the first knight to successfully carry the ring to the three opposing castles, and declare yourself Questmeister, and hope the estate of JRR Tolkien doesn’t sue you for featuring a magic ring so prominently in a medieval fantasy themed setting.