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Prussian Rails review

The Prussian Rails logo with gameplay on the right and the box on the left

There's a version of Prussian Rails where you barely take a turn and win anyway. You sit at the table, bid carefully on shares, let other players build the track your companies need, and at the end of the game, your income is quietly higher than everyone else's. This isn't a bug. It's the whole point. The central mechanism rewards you for being poor: the lower your income, the more discs you have in the bag, the more likely you are to take a turn. Aggressive early expansion can be its own punishment. Patience is sometimes the most aggressive thing you can do.

It's a game that sounds like a paradox until you've played it a few times. Then it sounds like a trap.

Eight companies, one map

The board is a hex map of 1830s Germany. Eight historical railroad companies start in different cities, each with their own cube colour, starting income, and cube allotment. Players aren't running these companies. They're investors, acquiring shares, building track using those companies' cubes, and watching income accumulate on the railroad track. Whoever has the highest personal income at the end wins.

The mechanisms are lean almost to the point of austerity. Each turn, a disc is drawn from a bag. Whoever owns it chooses one of three actions: Pass, Capitalise, or Expand. Capitalise means auctioning a share. Expand means placing a track cube, connecting new cities, increasing that company's income, and therefore your own. The whole game lives in those two actions and the auction that connects them.

When a railroad's income rises, every shareholder benefits equally. Dividends don't dilute. So if you hold two shares of Bayerische and someone else holds one, you both want Bayerische to expand, but you both want the other person to do the building. The tension between cooperation and exploitation runs quietly underneath every decision.

The bag is the game

At the start, each player places discs into a shared bag proportional to their income. Low income means more discs. When a disc is drawn, that player takes a turn, income is recalculated, and the discs go back in for the next draw.

Racing to expand early gives you high income, which shrinks your share of the bag, which means other players start taking more turns. They build tracks on your companies and benefit you, yes, but they also control the auctions. You're making income but losing agency.

The counter-strategy, deliberately keeping your income low to control the pace and surge late, is genuinely viable. It echoes Power Grid in the best possible way. But it requires patience and nerve, and it requires the rest of the table not to notice what you're doing.

Not everyone finds this satisfying. Some players will go three or four rounds without a disc being drawn and feel like they're spectating. That frustration is legitimate. The bag doesn't care about pacing or fairness. If you need agency distributed predictably, Prussian Rails will infuriate you.

Auctions as conversation

When a player capitalises, they choose which railroad to auction and set an opening bid. The winner pays into that railroad's treasury, funding future expansion, so the price isn't just a cost. It's an investment in the company's viability.

Overbidding a weak railroad is a real mistake. Purple Köln-Mindener looks tempting early, starting in the industrialised Ruhr surrounded by cities, but its cube count is low, and its routes quickly constrain. The early auctions carry meaningful long-term information, and reading them correctly is as much the game as any expansion decision.

The auctions also create temporary alliances. If you hold three shares of Badische and someone else holds one, you both want that company to expand, but you want it more. You might build Badische on your turn even when it's suboptimal, because keeping it growing keeps your co-investor from drifting elsewhere. Nobody's cutting deals out loud, but the best sessions have a quiet tension between players trying not to reveal what they actually need.

What it looks like

Prussian Rails is a plain-looking game. The board is functional and legible. The wooden cubes are wooden cubes. The share cards have small vintage locomotive drawings that are perfectly pleasant and entirely unmemorable. The 2023 Rio Grande edition added colourblind-friendly dots to the cubes, which was thoughtful, but the production communicates utility over atmosphere.

The game's table presence relies entirely on the map filling up with colour. Early on, the board is sparse, and the systems feel abstract. As track spreads out of each city hub and creeps toward rival networks, it starts to tell a story. But new players won't feel that until the third or fourth session. The components don't do any of the onboarding work for you.

Where it struggles

With three players, the bag mechanism loses texture. Fewer discs, tighter turn distribution, less variance in who controls the pace. The strategic tension compresses noticeably. At five, it opens up, though session length stretches, and the late-game income ceiling can feel inevitable rather than earned.

Prussian Rails does not handle mixed-experience tables well. An experienced player who understands the income dynamics and late-surge strategy will extract value that newer players don't know how to contest. The three-action structure makes the game look simple when it's actually quite demanding in its subtle reads. Teaching the rules takes ten minutes. Teaching the strategy takes several games.

The ending is anticlimactic. The final disc is drawn, income is tallied, and the winner is announced. Clean and efficient and emotionally flat. The tension lives in the middle of the game, and by the time the end arrives, you've either built the right engine or you haven't. The game doesn't build toward a finale so much as simply stop.

Final thoughts

Prussian Rails is not a game for everyone, and it knows it. The components are modest, the theme is thin, and the bag mechanism will frustrate certain player temperaments. What it offers is a precisely constructed economic puzzle where doing less is sometimes doing more, and where the table dynamics generated by shared incentives are interesting enough to sustain multiple plays without ever needing to add complexity.

John Bohrer understood something about restraint that a lot of designers don't, and Prussian Rails carries that understanding in its bones.

Zatu Review Summary

Rails de Prusse

Rails de Prusse

£31.95

£39.99

Score Zatu

81%

Évaluation

Œuvre d'art
star star star star star
Complexité
star star star star star
Rejouabilité
star star star star star
Interaction
star star star star star
Qualité des composants
star star star star star
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