Ranking: Three stars


If you don't get one of the long-route cards (worth 20 points or so) on your original draw, you're probably not going to win. If you can build that long route, then you can build tiny ones off of it later in the game. We've noticed that the north-south routes don't work as well in combination with others as do the east-west routes.

The more people in the game, the more paranoia. The game plays fast, and having to adapt to the cards you get--and watch the cards that other players are taking--makes it interesting, as does the fact that you run out of trains so you can't build everything you'd like.