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Railway Rivals game 11 – Turn 7

Previous reports: Turn 6 Turn 5 Turn 4 Turn 3 Turn 2 Turn 1 Start-up

Race results

BLACK SHEEP RAILWAYS do the best out of the first round of races, though TRAVEL HOPEFULLY RAILWAY also scores well. STEAM MACHINES & FUNICULARS then built south towards the western docks, while ARRIBA ARRIBA ANDALE started to tunnel through the ridges between the valleys. BLACK SHEEP RAILWAYS built to the last unconnected town and TRAVELLING HOPEFULLY RAILWAY built up the valley to Fochriw.

Race From To AAA BSR SMF THOR
1 35 Merthyr Tydfil 21 Crumlin +4   +1 20-5
2 23 Blackwood S3 Cardiff or Barry 20      
3 15 Brynmawr 41 Hirwaun +3 +4 20-8 10-4+5
4 64 Tonypandy S5 Barry or Penarth   20+3   10-3
5 55 Pontypridd 14 Abertillery 10 JR     10 JR
6 51 Maerdy S4 Cardiff or Newport   10+10-6   20-10+6
7 44 Mountain Ash 62 Treorchy   20    
TOTAL 37 61 13 59

Builds and points

Black Sheep Railways (BSR), Gerald Udowiczenko - Black
Builds: (F18) - G18 - Gilfach Goch (-2 +6)
Points: 75 +4 +61 +1 = 141

Travelling Hopefully Rails (THOR), Jonathan Palfrey - Green
Builds: (G46) - G42 - Fochriw;
    (I50) - Ystrad Mynach;
    (H55) - H54 (-10, 2 to SMF, 1 to AAA)
Points: 47 +59 -10 +1 = 97

Arriba Arriba Arndale (AAA), Mike Dyer - Blue
Builds: (Tredegar) - M40 - L39 -Rhymney;
    (Abertillery) - G77 (-12)
Points: 95 -12 +37 +1 = 121

Steam Machines & Funiculars (SMF), Martin Jennings - Red
Builds: (B56) - A56 - A61 - D62 - D63 (-12, 1 to THOR, 1 to BSR)
Points: 74 -12 +13 +2 = 77

Turn 7 Map (PDF, 1 Mb)

Next turn's races

Race From To
8 33 Fochriw S2 England
9 42 Aberdare 53 No Name
10 13 Abersychan S1 Any Port
11 25 Ystrad Mynach 54 Ynysybwl
12 43 Aberaman S6 Any Port
13 34 Dowlais 65 Tonyrefail
14 36 Merthyr Tydfil S4 Cardiff or Newport
15 16 Ebbw Vale 22 Cross Keys
16 61 Treherbert S3 Cardiff or Barry

GM Notes

The special rule on this map is that every second race is a special. This gives us 8 races each turn. I have no idea where race 8 vanished to last turn. My apologies: it has been added to this turn as a held-over race – so you can enter it in addition to the 5 races allowed.

Each player may enter up to 5 out of 8 each turn – held over races don't count towards this limit.

Many races may require Joint Runs or Exchange of Running Powers – talk to each other. Make sure at least one of you specifies a route and the other one at least says "Joint run/Exchange with X, his route".

After the race, each player may build up to 10 build points, including known costs to others. The build points available after the races will reduce by 2 each turn.