



Buy anything from 5,000+ international stores. One checkout price. No surprise fees. Join 2M+ shoppers on Desertcart.
Desertcart purchases this item on your behalf and handles shipping, customs, and support to OMAN.
🚆 All aboard the ultimate strategy express!
Trains Board Game is a strategic, award-nominated game for 2 to 4 players featuring a unique two-sided board and a streamlined deck-building mechanic. With a 45-minute playtime, it offers deep, replayable gameplay centered on managing modern Japanese railways, perfect for professionals seeking engaging, social tabletop experiences.
| ASIN | B00E3FHVQE |
| Age Range Description | Kid |
| Best Sellers Rank | #799,062 in Toys & Games ( See Top 100 in Toys & Games ) #19,943 in Board Games (Toys & Games) |
| Brand Name | AEG |
| Color | Multicolored |
| Customer Reviews | 4.6 out of 5 stars 81 Reviews |
| Educational Objective | Develop critical thinking, strategic planning, and competitive skills through strategic gameplay and reading comprehension. |
| Global Trade Identification Number | 00729220058010 |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 11.7 x 11.7 x 3.6 inches |
| Item Part Number | AEG5801 |
| Item Weight | 32 Ounces |
| Manufacturer | Publisher Services Inc (PSI) |
| Manufacturer Maximum Age (MONTHS) | 1188.0 |
| Manufacturer Minimum Age (MONTHS) | 168.0 |
| Manufacturer Part Number | ALD05801 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Paper |
| Model Number | ALD05801 |
| Number of Players | 4 |
| Operation Mode | Manual |
| Power Source | Manual |
| Supported Battery Types | No batteries required |
| Theme | Trains |
| UPC | 729220058010 |
| Unit Count | 1.0 Count |
D**N
Trains Review by Dad's Gaming Addiction
Trains: 2-4 Players, Ages 12+, Average Play Time = 45 Minutes I had no real issue with the components, though if I had to nit-pick, I'd have to bring up the fact that the so-called mountain spaces on the board look like forests...I'm honestly not sure why the developers labeled them as such. I did like the fact that cards were color-coded based on function (blue for money, green for rail laying, etc.), though some action cards provide money as well so you'll need to pay attention. It would have been nice if these cards could have been color-coded in both of the appropriate colors, just so players can easily pick out a card's dual function. The box insert and the card organizers did an OK job in holding the components, but I would have prefered slots as featured in "Dominion's" box insert. Again, these are minor inconveniences. The learning curve was relatively light, but that's mainly because I've played "Dominion" before. I'll go as far as to say that if you've played "Dominion" and understand how deck building games like this work, that you'll be three-fourths of the way to already learning how to play. The most difficult aspect lies in the strategy and how to use the cards you have to your advantage...obviously this takes time. Vinnie (12) had no trouble with the rules after I have him a brief primer and our first game was for the most part painless. The cards are fairly icon-heavy, so I had to break every now and again to look up their meaning. Some of the cards seemed to be a bit more powerful than others, but then again, we haven't spent years playing the game. The tourist train is one such example and can be purchased like any other card in the supply (assuming it was picked during the random draft process). The kicker is that it, when played, awards that player a victory point. Own enough of them and you'll climb the victory point track like no one's business. While it is important to lay out tracks in a way that intersects stations in play for points at the game's end, I felt like I was forced into buying tourist train cards just to keep up with the competition. Luckily, this deck isn't one of the eight required decks to have during game setup...if it gets picked during a draft, you can simply pick something else if you so choose. Along those lines, the game offers a TON of different ways to play. I mean, c'mon...five-hundred plus cards? There's certainly a lot of replay value here since eight of the sixteen decks are randomized during game setup. On the other hand, the game is mod-friendly in that folks can pick out their favorite decks and forgo the random draft. While the general gameplay mechanics are easy to follow (you're playing up to five cards every turn), the strategies will change depending on the decks/cards available for purchase in the supply. "Dominion" offers this flexibility as well, so those of you who are familiar with that game will be just as pleased with "Trains" in that regard. In the end, "Trains" exceeded my expectations and then some. I admit I'm a big fan of railroad themed games ("Ticket To Ride", "Railroad Tycoon", etc.) to begin with, but the overall gameplay in "Trains" is sound and satisfying. While I seemed like I was nitpicking a bit in the opening paragraph of this review, the positives certainly outweigh the negatives. I can easily recommend this to most gamer families, though the casual folks may need some extra time to get acquainted with the mechanics of in-game deck building.
S**O
Okay for 2 players, better with more. Needs better card management.
The quality of the game is great. The cards are thick and glossy and will hold up to wear. The game play is great with some modifications for 2 players. There are some cards that are too powerful (see BGG for more) that we remove. We are also looking to try some of the fan-made custom maps for 2 players. When we play with more, though, it is an exciting game with lots of interaction. My other wish is for better card management in the box. The box has 2 open, corrugated channels, and all the cards fit in half of one channel. They provide dividers, but there's no separate channels for each deck so they're always falling down.
J**G
Fantastic game!
At first glance, Trains would seem to offer very little beyond other deck-building games (Dominion, anyone?). It's true that many of the game mechanics are similar, but there are some key differences that really help make the game stand out from others: 1) Train theme: this is fairly obvious but does make the game more family friendly. It is nice to have a non-violent, competitive game in my library. 2) Board element: There are two methods of building up victory cards. First, buying victory cards from the supply (very similar to Dominion). Second, building train routes to connect to different cities. The second option doesn't junk up your deck with useless cards, and adds a strategic element to the game. You can build tracks to hamper your opponents progress, or even turtle up on the other side of the map to try and isolate yourself. This element is probably the largest difference between other deck-building games. 3) No limits on action cards: most deck-building games limit the number of action cards that can be played. It might seem that removing this limit would reduce the strategy, but really it just makes it more likely that all the cards will be explored. Too often I have played Dominion and several cards in the supply pile are not even touched (don't want to junk up the hand!). 4) Dual action/money: Played action cards provide currency for buys during a turn. Again, increasing the probability of diversifying the cards in your deck. 5) Waste cards: Building tracks or stations, even buying action cards, will result in your deck filling up with waste cards. Waste cards do nothing (they aren't even worth negative points), they just slow down your ability to play. Fortunately, you can skip a turn to trash all waste cards in your hand, which is a nice mechanic. The only thing I don't like about the game is the choice of packaging. The inside of the box is broken into two troughs, with some foam padding to keep the cards from sliding around. It's obvious that the box is made to accommodate future expansions, which I give them kudos for, but it makes it very difficult to organize and setup the game. The included dividers are nice, but don't help much when it comes time to clean up. Other than that, the components are very nice and I expect will hold up for years to come.
N**N
It's a deck-builder with a board
I've been trying for awhile to get Trains to the table more often, but there is almost always something better than a deck-builder to play instead. My frustration with Trains is the essentially the same as it is with Dominion, Arctic Scavengers, Clank!, or the Cerberus Engine games - you're essentially creating your own randomizer which more often than not makes your optimal choice pretty obvious. It's a decent design, but too limiting in what you can (or should) do to stay competitive, and if you don't draw the hand you need when you need it, there isn't much you can do. The upside is that Trains is a fairly easy game to teach and play, but deck-building as a mechanic wears out pretty quickly for me. I know there are expansions that add more variety, but I'm reluctant to spend more money on enhancing a product that I'm lukewarm about in the first place.
S**L
One Star
The player tokens are missing from the set!!!!
W**E
Super fun...plus a house rule that I like
This game IS basically dominion with a train theme and the added bonus of board strategy...and it works really well! Basic deck building game but you must decide if you want to use your cards as money (to acquire new/better cards) OR use them to build your railways and stations across the board (where most of the points come from). Once one player is out of rails to lay (or all the stations are gone) the game is over...so you want to find a way to get all of your pieces out first. The only real problem I have with this game is that it feels like it ends too soon (same problem I have with Dominion, DC Deckbuilding game, and even 7 Wonders) which I guess makes it a mark of a very fun game-- It ends and you just want more! In order to help curb that I changed the starting hand so you have no "lay track" or "station expansions" in your hand. In place of those, you start with "waste" cards (which only serve to clog your hand). This means the first turns you have to decide "do I clean the waste out of my hand, or buy something to lay rails? I don't want let everyone get ahead of me, but it might make me take off faster if I don't have waste" "Do I buy cards to lay rails...or buy more expensive trains so I can lay MORE rails in the future?" "Should I instead get station expansion cards?" Plus-- It makes it at least two full rounds before anyone even makes it to the board...stretching the game out just a bit more. ;) Hope you guys like it-- if you like any deck building game.... you will love this. The strategy on the board is not complicated at all. It is a LIGHT deckbuilding game and a LIGHT strategy board game. But still super fun!
N**S
Great deck building game
This is another great game from AEG. I find almost all of their games to be excellent. As usual, the components are excellent quality. The cards are high quality and UV coated so I didn't even bother to sleeve them. It is a deck building game with a game board twist mechanic. It is a perfect combo of Dominion and Ticket to Ride. I love both of those games, but might like this one even better. The fact that a majority of the deck is randomized each time really makes setup a breeze and ensures each time you play it will be different. If you are a gamer you will not be disappointed with this game and it is very easy to pick up (it took us ten minutes to decipher the rules on our first play). If you are not a gamer, the instructions are very clear, but it may take a game or two to understand how the mechanics of the game work.
J**Y
Great Game, Great Packaging
Played it last night, and although it will not be our top played game, the game really is kind of genious. Many compare this to Dominion with a game board. The packaging is awesome and comes with a file like system for your cards so you don't hve to dig around. The packaging is by far one of the best I have received, with room for, and dividers for your cards and the "rails" everything have a place, however I have noticed it is awkward to get the board to sit right. Over all fun game, worth a try.
E**N
Trains: A most enjoyable re-introduction to board games
This was the game a friend of mine used to re-introduce me to board gaming. I, like many folks, was used to the Clues and Monopolies of the world but this was simply so refreshing. The combination of what I learned was card drafting plus using the board to occupy stations and build rails was interesting and it's a game that's been enjoyed by all ages with friends and family. The fact it doesn't take long to learn nor play is a definite plus. I'm looking forward to the forthcoming expansion. It's an awesome game and one that my kids truly enjoy. Highly recommended.
J**H
Five Stars
Great game!
A**R
Good solid deck builder
Good solid deck builder, very reminiscent of Dominion, but the map and area control elements really help it distinguish itself. With two different maps on the board and a ton of different cards to choose from there is a lot of replayability in the box. It doesn't do anything tremendously innovative or interesting but it's a good solid entry deck builder, and its theme is great for those who are not into the war and conquest and politics that so many other similar games use as a theme.
Trustpilot
2 weeks ago
1 week ago