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Are there any rules variants that I can use to speed up a game of Empire Builder? I love playing Empire Builder, but the fact that it takes so long tends to put off some of my friends.

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Do you have this problem with other members of the crayon-rail-game family too, or is it just this one? – Monica Cellio Jul 29 '11 at 16:40
@Monica Cellio, while i have Eurorails at home as well this is the only one we've played. – DForck42 Jul 29 '11 at 17:43
Questions about house rules should be based on experience rather than speculation and should ask for the same per this meta question, otherwise they tend to end up as discussion questions. – Dave DuPlantis Aug 4 '11 at 20:19

4 Answers

up vote 4 down vote accepted

One dis-recommendation: don't lower the amount of money for the win condition. The game advances through phases from initial building (limited range) to networking to running those few big deals that are finally possible late in the game. By reducing the win condition you'd be cutting out that last phase and that can be a lot of fun.

Some ideas occur to me, all untested:

Increase starting money by 20 and add one more round of initial building. (Edit: Since posting this answer I've tried this with one game of Iron Dragon with experienced players. The effect was to increase the value of those first early runs, thus jump-starting track building. It didn't make a huge difference in elapsed time (maybe 10%), but it did cut down on the early feelings of angst and futility that can come with unfortunate cards.)

Allow each player some small number of "I hate this card" redraws, without the cost of a full-round flush. I would limit this to the early stages of the game -- maybe up to three uses while your money remains under 100. The idea is to soften those "aw, crap, I guess I could go there for 10" runs that don't really help you except to flush the card.

If time is being lost because inexperienced players can't plan their turns in advance, consider some scheme for parallel turns. Play is largely non-interactive, after all. Maybe a player and the one opposite him at the table can go at the same time so long as they aren't competing for the same pip, goods token, etc? (If so, turn order wins.)

I don't think any of these would damage the spirit of the game, unlike, say, removing some calamities from the deck would.

Edit: oh, and do check BoardGameGeek for player aids. It can be hard to study the map to plan your move without getting in the way of the active player, but a copy of the map can help (not so much with detailed track planning, but with "where the heck is $city on this map?" planning. Granted that should be less of a problem on a map of one's own country, but it still helps.) And alphabetize the goods if you haven't already so "banking" is fast.

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Untested, but I don't think it would be too disastrous: increase the speed of the trains. Instead of 9 and 12, try 12 and 15.

The idea is that you'll get where you are going in less turns, so your game should take less turns.

Possible problems: You might not be able to build track at the beginning fast enough to keep your train in motion. If a bridge disaster catches you, you'll spend more "movement time" waiting to get to rebuild. And ferries become more costly to use, as the "half movement" penalty is now half of a bigger number.

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I don't understand the ferry point. You still get to move farther than you would have; yes it's half-cost, but it's half of a bigger number. With a smaller train your move would have ended before you got that far. – Monica Cellio Nov 30 '11 at 16:00
I was thinking about the fact that when you move into the ferry post, you forfeit your remaining move points (which will be a bigger number). – Bill Nace Nov 30 '11 at 20:19
12 and 16 works better -- keeps the benefit of the train upgrade the same (+33%) – Chris Dodd Nov 30 '11 at 23:14

This isn't really a house rule per se, but it's especially helpful in speeding up the game when playing on a new board (or unfamiliar one).

Whenever a new demand card is drawn, read off and find all of the cities as quickly as possible. Everyone "competes" to find and point out each city first. This helps everyone learn the map better, as well as whomever just drew the card evaluate which (if any) demand to attempt to fulfill.

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We find the disaster and taxation cards prolong the game unnecessarily. Remove them before play starts.

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