Essexstrand - Weekly Map #5


Hello!  It was a busy week and my usual Sunday delivery rolled in a bit later than I wanted. 

I try to play the games at least once before I propose them, however, sometimes I can eyeball something see what tension might come out of it.

Nothing fancy this week for new features to show on the maps.  I will say, however, that this variant from the physical product makes the game more rich:  

"Bot Turn Order Swap (Solo Game):  At the beginning of each round, roll all three dice. For each unique number rolled, mark the corresponding turn with a small dot on the round track, moving left to right. On those turns, Reginald uses the black die, and you assign Xavier’s die. In these rounds, turn order is Reginald first, then Xavier, then you."

Try it out on this map - or any of them really.  The idea is to change the scripting up for Reginald and Xavier - not only to augment the best parts of their personalities and play styles, but also to give another small lever to activate in the R&R system.  I've been playing this mode for the past three or four weeks and I prefer it.

As for that map...  it tempts you to overextend, then punishes it. The cities create natural choke points, so careless builds can lock out entire companies from their best routes. Saving those 6’s for bypasses is key - a well-timed detour can turn a stalled line into a powerhouse. Early expansion feels easy, but the real tension hits midgame when the rust clock starts pressing and every connection matters. It’s a map that rewards foresight, careful timing, and a touch of nerve - classic Rust & Revenue.

Happy railroading!

Files

Weekly Map - A4/Letter format (zip) 824 kB
5 days ago

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