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{{In use}}
{{Under construction}}
{{Short description|Play-by-mail game}}
{{Short description|Play-by-mail game}}
{{Infobox game
{{Infobox game
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| width =
| width =
| label_width =
| label_width =
| other_names =
| other_names = ''Continental Rails II''
| AKA =
| AKA =
| manufacturer =
| manufacturer =
| designer =
| designer = John Van De Graaf, Laurie Van De Graaf
| publisher = Graaf Simulations (US), AustWiz (AUS), Sloth Enterprises (UK)
| publisher =
| date = {{Start date and age|df=29|1991}}
| date = {{Start date and age|df=29|1987}}
| years =
| years =
| genre = [[play-by-mail]]
| genre = [[play-by-mail]]
| language = English
| language = English
| system =
| system = computer-moderated
| players =
| players = 15
| setup_time =
| setup_time =
| playing_time =
| playing_time = 25 turns
| random_chance =
| random_chance =
| materials = Instructions, order sheets, turn results, paper, pencil
| materials = Instructions, order sheets, turn results, paper, pencil
| media_type = [[Play-by-mail]] or email
| media_type = [[Play-by-mail]] or email
| website =
| website = https://epistoludisme.com/en/cr/index.php
| footnotes =
| footnotes =
}}
}}
{{Italic title}}'''''Continental Rails''''' is a [[Play-by-mail game#Closed versus open ended|closed-end]], [[Play-by-mail game#Computer versus human moderated|computer moderated]], [[play-by-mail]] (PBM) game.
{{Italic title}}'''''Continental Rails''''' is a [[Play-by-mail game#Closed versus open ended|closed-end]], [[Play-by-mail game#Computer versus human moderated|computer moderated]], [[play-by-mail]] (PBM) railroad game. Published in 1987 by Graaf Simulations, it was eventually licensed overseas in the United Kingdom and Australia. As of 2023, Epistoludisme & Cie publishes the game as the revised ''Continental Rails II''.

15 players per game vie as rail moguls in the United States between the years 1840 and 1890. The game comprises two periods separated by the American Civil War, with focus on the east coast and then the west coast in respective periods.


==History and development==
==History and development==
The game was published by Graaf Simulations and designed by John and Laurie Van De Graaf.<ref name=Martin91>[[#Mar90|Martin 1990]]. p. 91.</ref> It is closed-ended and computer moderated.<ref name=Estvanik32/> It was launched in 1987.<ref name=Estvanik32>[[#Est87|Estvanik 1987]]. p. 32.</ref> By 1989, Sloth Games was running the game in the [[United Kingdom]].<ref name=Estvanik7>[[#Est89|Estvanik 1989]]. p. 7.</ref>
The game was published by Graaf Simulations and designed by John and Laurie Van De Graaf.<ref name=Martin91>[[#Mar90|Martin 1990]]. p. 91.</ref> It is closed-ended and computer moderated.<ref name=Estvanik32/> It was launched in 1987.<ref name=Estvanik32>[[#Est87|Estvanik 1987]]. p. 32.</ref> By 1989, Sloth Enterprises was running the game in the [[United Kingdom]], AustWiz in [[Australia]] and PeterStevens Postspiele in [[Germany]].<ref name=Estvanik7>[[#Est89|Estvanik 1989]]. p. 7.</ref> By 1998, Graaf Simulations had published Continental Rails II.<ref name=Greenwood12>[[#Gre98|Greenwood 1998]]. p. 12.</ref> As of 2023, Epistoludisme & Cie is the publisher.


==Gameplay==
==Gameplay==
The setting is the United States in the 19th century during the growth of railroads. 15 players per game assume the role of a railroad executive.<ref name=Martin9192>[[#Mar90|Martin 1990]]. pp. 91–92.</ref> Diplomacy is a key aspect of gameplay.<ref name=Martin92/>
The setting is the United States in the 19th century during the growth of railroads. 15 players per game assume the role of a railroad executive.<ref name=Martin9192>[[#Mar90|Martin 1990]]. pp. 91–92.</ref> Intrigue can be employed.<ref name=Estvanik7/> Diplomacy is a key aspect of gameplay.<ref name=Martin92/>


The period of play is the [[1840s]] to the [[1880s]].<ref name=Estvanik32/> In the first phase of the game, before the [[American Civil War]], players begin on the east coast of the United States and acquire companies to develop railroads and make key connections.<ref name=Martin92/> The second phase is after the Civil War, when play shifts westward with players attempting to make a coast-to-coast connection.<ref name=Martin92/> Stock market interaction occurs throughout the game.<ref name=Martin92/>
The period of play is the [[1840s]] to the [[1880s]].<ref name=Estvanik32/> In the first phase of the game, before the [[American Civil War]], players begin on the east coast of the United States and acquire companies to develop railroads and make key connections.<ref name=Martin92/> The second phase is after the Civil War, when play shifts westward with players attempting to make a coast-to-coast connection.<ref name=Martin92/> Stock market interaction occurs throughout the game.<ref name=Martin92/>

The game's purpose was to achieve the most victory points. These could be obtained by from a high net worth, leading a railroad, expansion, creating rail connections, and a combination of the other categories. Each game has a winner in each category.<ref name=Estvanik7/>


The game takes no more than 25 turns to finish.<ref name=Martin91/>
The game takes no more than 25 turns to finish.<ref name=Martin91/>
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==Reception==
==Reception==
Steve Estvanik reviewed the game in the Winter 1987 issue of [[Flagship (magazine)|''Flagship'']]. He called it "a fun game".<ref name=Estvanik33>[[#Est87|Estvanik 1987]]. p. 33.</ref>
Steve Estvanik reviewed the game in the Winter 1987 issue of [[Flagship (magazine)|''Flagship'']]. He called it "a fun game".<ref name=Estvanik33>[[#Est87|Estvanik 1987]]. p. 33.</ref>

[[Stewart Wieck]] reviewed ''Continental Rails'' in ''[[White Wolf (magazine)|White Wolf]]'' #16 (June/July, 1989), rating it a 4 out of 5 and stated that "While a little tricky at first, the rules of this game can be mastered with a little attention, though the game itself will always bring heartache as well as successes."<ref name="WW16">{{Cite magazine |last=Wieck|first=Stewart|authorlink=Stewart Wieck |date=June-July 1989 |title= PBM Game Reviews |magazine= [[White Wolf Magazine]] |number=16 |page= 8 |url=https://imgur.com/a/AQHWbNY}}</ref>


In the August–September 1990 issue of [[Challenge (game magazine)|''Challenge'']], reviewer [[Julia Martin]] thought that the game would resonate with ''[[Rail Baron]]'' or [[Empire Builder (board game)|''Empire Builder'']] players.<ref name=Martin92>[[#Mar90|Martin 1990]]. p. 92.</ref> She advised that, except for a few drawbacks, she "strongly recommend[ed] Continental Rails as a good game and a lot of fun".<ref name=Martin92/>
In the August–September 1990 issue of [[Challenge (game magazine)|''Challenge'']], reviewer [[Julia Martin]] thought that the game would resonate with ''[[Rail Baron]]'' or [[Empire Builder (board game)|''Empire Builder'']] players.<ref name=Martin92>[[#Mar90|Martin 1990]]. p. 92.</ref> She advised that, except for a few drawbacks, she "strongly recommend[ed] Continental Rails as a good game and a lot of fun".<ref name=Martin92/>
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==Bibliography==
==Bibliography==
{{refbegin}}
{{refbegin}}
* {{Cite magazine|last=Martim|first=Julia|date= August–September 1990 |title=Reviews: Continental Rails |publisher=[[Challenge (game magazine)]] |number=45 |pages= 91–92 |url=https://archive.org/details/Gdw-Challenge45/page/91/mode/1up| access-date=19 August 2023|ref=Mar90}}
* {{Cite magazine|last=Estvanik|first=Steve|date= Winter 1987 |title=Reviews: Continental Rails |magazine=[[Flagship (magazine)|Flagship]]|number=17 |pages= 32–33 |ref=Est87}}
* {{Cite magazine|last=Estvanik|first=Steve|date= Spring 1989 |title=Continental Rails |magazine=Flagship|number=21 |pages= 7–8 |ref=Est89}}

* {{Cite magazine|last=Estvanik|first=Steve|date= Winter 1987 |title=Reviews: Continental Rails |publisher=[[Flagship (magazine)|Flagship]]|number=17 |pages= 32–33 |ref=Est87}}
* {{Cite magazine|last=Fast|first=Byron|date= August 1990|title=Continental Rails for Beginners |magazine=Flagship|number=27 |pages= 9–10 |ref=Est89}}
* {{Cite magazine|last=Greenwood|first=Kyle|date= May–June 1998 |title= Continental Rails II|magazine=Paper Mayhem|number= 90 |pages= 12–14 |ref=Gre98}}

* {{Cite magazine|last=Estvanik|first=Steve|date= Spring 1989 |title=Continental Rails |publisher=Flagship|number=21 |pages= 7–8 |ref=Est89}}
* {{Cite magazine|last=Martin|first=Julia|date= August–September 1990 |title=Reviews: Continental Rails |magazine=[[Challenge (game magazine)]] |number=45 |pages= 91–92 |url=https://archive.org/details/Gdw-Challenge45/page/91/mode/1up| access-date=19 August 2023|ref=Mar90}}
{{refend}}
{{refend}}


==Further reading==
==Further reading==
{{refbegin}}
<!-- * {{cite book |last1=Vikuda |first1=Allen G. |title=Victory the Battle for Europe – Hint and Strategy Guide |date=January 1, 1997 |publisher=Pentland Press, Inc.|isbn=1-57197-056-8}} 160-page book with info on the game from the author's experience. -->
* {{Cite magazine|last=Gold|first=Andre|date= March 1992 |title= Advanced Continental Rails |magazine=Flagship|number= 36 |pages= 46–47 |ref=Gol92}}
* {{Cite magazine|last=Derham|first=Dick|date= September–October 1988 |title= The Making of a Rail Baron|magazine=Paper Mayhem|number= 32 |pages= 16–29 |ref=Der88}} 14-page article by Dick Derham.
* {{Cite magazine|last=Van De Graaf|first=John|date= May–June 1990 |title= Continental Rails: Planning the First Turn|magazine=Paper Mayhem|number= 42 |pages= 16–20 |ref=Van90}}
{{refend}}


{{Play-by-mail games}}
{{Play-by-mail games}}


[[Category:American games]]
[[Category:Multiplayer games]]
[[Category:Multiplayer games]]
[[Category:Play-by-mail games]]
[[Category:Play-by-mail games]]
[[Category:Railroad games]]
[[Category:Strategy games]]
[[Category:Strategy games]]
[[Category:Tabletop games]]

Latest revision as of 05:04, 11 September 2024

Continental Rails
Other namesContinental Rails II
DesignersJohn Van De Graaf, Laurie Van De Graaf
PublishersGraaf Simulations (US), AustWiz (AUS), Sloth Enterprises (UK)
Publication1987; 37 years ago (1987)
Genresplay-by-mail
LanguagesEnglish
Systemscomputer-moderated
Players15
Playing time25 turns
Materials requiredInstructions, order sheets, turn results, paper, pencil
Media typePlay-by-mail or email
Websitehttps://epistoludisme.com/en/cr/index.php

Continental Rails is a closed-end, computer moderated, play-by-mail (PBM) railroad game. Published in 1987 by Graaf Simulations, it was eventually licensed overseas in the United Kingdom and Australia. As of 2023, Epistoludisme & Cie publishes the game as the revised Continental Rails II.

15 players per game vie as rail moguls in the United States between the years 1840 and 1890. The game comprises two periods separated by the American Civil War, with focus on the east coast and then the west coast in respective periods.

History and development

[edit]

The game was published by Graaf Simulations and designed by John and Laurie Van De Graaf.[1] It is closed-ended and computer moderated.[2] It was launched in 1987.[2] By 1989, Sloth Enterprises was running the game in the United Kingdom, AustWiz in Australia and PeterStevens Postspiele in Germany.[3] By 1998, Graaf Simulations had published Continental Rails II.[4] As of 2023, Epistoludisme & Cie is the publisher.

Gameplay

[edit]

The setting is the United States in the 19th century during the growth of railroads. 15 players per game assume the role of a railroad executive.[5] Intrigue can be employed.[3] Diplomacy is a key aspect of gameplay.[6]

The period of play is the 1840s to the 1880s.[2] In the first phase of the game, before the American Civil War, players begin on the east coast of the United States and acquire companies to develop railroads and make key connections.[6] The second phase is after the Civil War, when play shifts westward with players attempting to make a coast-to-coast connection.[6] Stock market interaction occurs throughout the game.[6]

The game's purpose was to achieve the most victory points. These could be obtained by from a high net worth, leading a railroad, expansion, creating rail connections, and a combination of the other categories. Each game has a winner in each category.[3]

The game takes no more than 25 turns to finish.[1]

Reception

[edit]

Steve Estvanik reviewed the game in the Winter 1987 issue of Flagship. He called it "a fun game".[7]

Stewart Wieck reviewed Continental Rails in White Wolf #16 (June/July, 1989), rating it a 4 out of 5 and stated that "While a little tricky at first, the rules of this game can be mastered with a little attention, though the game itself will always bring heartache as well as successes."[8]

In the August–September 1990 issue of Challenge, reviewer Julia Martin thought that the game would resonate with Rail Baron or Empire Builder players.[6] She advised that, except for a few drawbacks, she "strongly recommend[ed] Continental Rails as a good game and a lot of fun".[6]

See also

[edit]

Notes

[edit]

References

[edit]
  1. ^ a b Martin 1990. p. 91.
  2. ^ a b c Estvanik 1987. p. 32.
  3. ^ a b c Estvanik 1989. p. 7.
  4. ^ Greenwood 1998. p. 12.
  5. ^ Martin 1990. pp. 91–92.
  6. ^ a b c d e f Martin 1990. p. 92.
  7. ^ Estvanik 1987. p. 33.
  8. ^ Wieck, Stewart (June–July 1989). "PBM Game Reviews". White Wolf Magazine. No. 16. p. 8.{{cite magazine}}: CS1 maint: date format (link)

Bibliography

[edit]
  • Estvanik, Steve (Winter 1987). "Reviews: Continental Rails". Flagship. No. 17. pp. 32–33.
  • Estvanik, Steve (Spring 1989). "Continental Rails". Flagship. No. 21. pp. 7–8.
  • Fast, Byron (August 1990). "Continental Rails for Beginners". Flagship. No. 27. pp. 9–10.
  • Greenwood, Kyle (May–June 1998). "Continental Rails II". Paper Mayhem. No. 90. pp. 12–14.
  • Martin, Julia (August–September 1990). "Reviews: Continental Rails". Challenge (game magazine). No. 45. pp. 91–92. Retrieved 19 August 2023.

Further reading

[edit]
  • Gold, Andre (March 1992). "Advanced Continental Rails". Flagship. No. 36. pp. 46–47.
  • Derham, Dick (September–October 1988). "The Making of a Rail Baron". Paper Mayhem. No. 32. pp. 16–29. 14-page article by Dick Derham.
  • Van De Graaf, John (May–June 1990). "Continental Rails: Planning the First Turn". Paper Mayhem. No. 42. pp. 16–20.