Railroad Tiles Expansion Review: Canals
I’ve been having a lot of fun playing Railroad Tiles with friends and family, and it’s probably one of my favourite games right now. Not only is it easy to setup and play, but it’s quite easy to teach as well, especially for those who have played the predecessor to this, Railroad Ink. I thought Horrible Guild was being a bit ambitious when they launched seven expansions alongside the base game for their Kickstarter campaign, but so far these expansions have been a blast! Let’s take a look at yet another one, Canals!

Canals feel distinctly different from Countryside in many ways. Not only are you playing down canal pieces, which was much harder than the countryside mechanics by the way, despite Horrible Guild saying this was MEDIUM difficulty. Either way, there are no items to draft with your tiles here, but some tiles will have canal spaces and empty bridge spaces. Bridges can only be placed when a road tile connects either side of the bridge tile – then the bridge can be put down.

Canals will sometimes have pinpoints for gondolas, and while you’d think you’d score points for the gondola you placed plus all other gondolas, you would be wrong. I though this was how it was going to work after playing with the animals, but nope! Instead, you score for the number of bridges spanning the canal. It’s actually pretty nifty and I quite enjoyed it! You also score points at the end of the game for how long your canal is, so keeping that going is pretty important. I also enjoyed the new objective tiles in this box, specifically the ones that require gondolas nearby, or the tile that wants you to create a loop of water tiles (I think this was a water mill maybe?). Either way, this isn’t an expansion I own, just played, but it is one I might want to get my hands on!

I have a few other expansions ready to be played, so we will come back to this review series when we have!

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