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Hellrail

All aboard the infernal express, where conductors compete to deliver the damned to their just deserts

*Hellrail
*Mayfair Games
*MSRP: $20.00
*3-4 players, ages 10 and up.

Review by Bob Koester

I n Hellrail, players take on the roles of condemned souls who've been let out of the lake of fire to serve as conductors for the trains that take new souls to their places of punishment. There is a great deal of competition to be the best, for only the best get to keep working on the railroad. It's back in the lake for all the others. Our Pick: B+

The game begins when 10 Circle Cards are laid out on the table in a spiral, beginning with the Gates of Hell and winding down to Dante's infamous Ninth Circle. Each player begins with a locomotive and three Rail Cards.

Rail Cards have many uses. The most basic is to represent a passenger car containing sinners. Each card features the sin the passengers committed (from Hypocrisy to Apostasy), a victory point value, the location where they can be picked up and the location where they will spend eternity. To score the points, a player picks up the car at the appropriate location, transports it down (and it's always down) to the appropriate circle and then adds the card to the player's Score Pile.

The Rail Cards can also be played to create track to link the various Circles together (each is illustrated with an interlocking pattern of railroad tracks); to make the trains run (if the card's "Brimstone Value" is as high as the number of cars in the train); and to "Fan the Flames" in order to draw more cards.

Extra randomness is introduced to the game through Circle Effect Tokens. Nine of these (out of fifteen total) are dealt out to the various circles each game and feature "special effects" that a player can invoke each time their train visits the appropriate circle.

Play proceeds with trains zipping from circle to circle, unleashing infernal Circle Effects and occasionally just ramming each other.

The game ends when there are no more cards to draw, i.e. when they're all serving as tracks, sitting in score piles or being held in the players' hands. At this point all players reveal their score piles and whoever has the most victory points worth of cars wins.

Diabolical fun with deadly sins

Physically, the game is similarly wry and understated. The components feature black-and-white illustrations very reminiscent of Gustave Dore's classic illuminations of Dante's Inferno, except that some are updated to a 19th century-Industrial Revolution sort of background. Charon the Boatman, for instance, appears to have acquired a steamboat. In general the illustration is sparse, but is completely serviceable and was no doubt kept simple in order to keep the price low.

Gameplay becomes very easy once the rules are absorbed, with turns going by quickly as a few basic decisions are made (i.e., which cards to pick up, which to turn into track, which to save for their Brimstone Value). The Circle Effects add a nice extra dimension to strategy, with players routing their trains through certain circles just to take advantage of the effects. These effects include those directly affecting other players (siccing Cerberus on them or twisting up the track in front of them) and others that improve the trains (adding a "Soul Catcher" to push sinners off the track or a "Brimstone Tender" to keep the fuel coming).

The game has a winning simplicity about it, and the economical use of game pieces (for instance, of the Rail Cards that do just about everything in the game) is little short of ingenious. This very simplicity can be something of a downfall, however, as the game lacks any real plot to make players emotionally invested in it. More illustrations and more extras like the Circle Effects would have been welcome.

But adding extras might have compromised the whole concept of the game: a cheeky, simple, competitive game that can actually be played in the advertised "45 to 60 minutes." And you can never have too many of those.

The whole idea of turning souls into tracks and burning them as fuel put me very much in mind of my favorite widely despised role-playing game: White Wolf's Wraith: The Oblivion. — Bob

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