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User Rating Comment Status
Benjamin Keightley
United States
New York
New York
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10
Sep 2008*
The Erie turns the game on its head, directly challenging the typical turn's pattern of three capitalizations followed by five expansions. It's a midgame twist that completely changes the focus of the first act and introduces a brand new type of timing concern. Scary, and absolutely sensational.
2008-05-24*
Owned
Jake M
Canada
Pointe-Claire
Quebec
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10
Oct 2009*
Owned
Aaron N. Tubbs
United States
Norwalk
Connecticut
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10
Sep 2009*
Owned
United Kingdom
Southampton
Hampshire
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I'll think of something witty to put here...
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10
Aug 2010
Improves support for larger numbers of players (5 players is worth playing only if you have Erie, IMO), otherwise CE is really a 3-4 player game.

The narrow gauge expansion is helpful with less experienced players, as it encourages them to take null auctions where they might otherwise not.

The only downside is it takes slightly longer to set up and explain the rules exceptions to new players.

Bought Jan 2010
2011-02-20
Owned
Paul Nomikos
Canada
Kingston
Ontario
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10
Oct 2009*
If you like Chicago Express, you must buy this one. Players with few games of Chicago Express, may find this expansion as not necessary. But the truth is that it is necessary. The new orange trains, augment the "do nothing" action which otherwise you try to avoid because it is never optimal. Now this action has a new twist that can hinder opponents. The Erie company is a gamble. In the middle of the game it introduces a huge decision. To invest in a new company that you will have complete control. It is a decision for every player. Someone will try to buy it, but everyone will try to raise the price to make the company unprofitable in the long run. Both elements that are introduced here adding a lot to the game, but to players that have played only a few time Chicago Express, probably do not mean much.
2009-10-31
Anathema
United States
Ohio
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10
Dec 2009*
Jim Pulles
Canada
Regina
Saskatchewan
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10
Dec 2012
A super fun addition to the basic Chicago Express game. Almost makes you wonder why it wasn't included in the original box.
2010-01-15
Owned
Garcian Smith
United States
Northridge
California
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10
Apr 2011
This is a great expansion to the base game. Assuming all players are familiar with the base game, this is a good addition. The Erie Railroad effectively removes a player from the game because all he will do is to advance it towards Chicago or Detroit. A 4 player game turn into a 3 player game. It removes a player because the player who buys Erie will want to pay a good deal on it. Erie is a 1 share railroad meaning once it is purchased, it is his all to himself. The other players then have to quickly end the game so that the Erie player does not run off with huge bags of money.

The other expansion is Narrow Gauge which sounds pretty nifty, but seems to barely have an effect in testing. Essentially, you can pick up these railroads by going to certain cities. After that, you can place them in a non-city space by doing a null action. It seems most effective early on where rails will have to fight through mountains or forests. Once the rails are in the west of the Appalachians, the blocking trains seem to have a marginal effect. Beginning players will have no idea what to do with these trains.

So overall, it's a good expansion, but it is best suited for experienced players to make the most of it.
2014-12-06
Owned
Willi Watson
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10
Sep 2010
Patryk Dzwonek
Canada
North Vancouver
British Columbia
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10
Oct 2010
Owned
eric hogan
United States
Salem
Oregon
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10
Jan 2011
Chris Cieslik
United States
Arlington
Massachusetts
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designer
Oh hello.
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10
Sep 2014
Michał Sieroń
Poland
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10
Mar 2015
Owned
Aaron N. Tubbs
United States
Norwalk
Connecticut
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9.75
Jun 2009*
Much like the Twilight Struggle Chinese civil war variant, this is an "expansion" to the base game that tightens it up and makes the game even more intense. Worth the money for the paragraph of text and cubes; adds another dimension to the game and doesn't detract from it at all.
2009-06-18
Owned
J C Lawrence
United States
Campbell
California
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9.5
Aug 2008*
Reviewed: Early Experience: Wabash Cannonball Expansion - Erie Railroad

Quite the designer tour-de-force. Amazingly subtle and pervasive. Bravo!

The Erie is nitroglycerin in a cocktail shaker. It makes the already rather delicately knife-edged game of Wabash Cannonball even more tetchy with the penalties for mis-steps ever larger and the path ever narrower and risk-fraught. Specifically, unless the players comprehend not only the base game's arithmetic and alliance system, but also how to posture against game length and how to adroitly wield game-length control against the other players then the Erie will simply walk all over them and render the game results an opaque who-goofed crapshoot. With skillful players however it becomes a delightful game of balancing on razorblades and juggling waterballoons of nitroglycerin.

12 cubes is exactly enough to get from Buffalo to both Detroit and Chicago. But can you afford to do it against the cost for incentives and alliances? Is it worth it?

Considerations and positioning around the potential operations of the Erie starts with the first auction of the first PRR share. Fear and planning for the Erie drives share bid values, share distributions and track builds. Much of the early game becomes a question of positioning for the Erie.

Development, as an action, suddenly comes to life as a valid and valuable action when the Erie forms. Rounds start ending when Expansion and Development. This resets all the normal phasing and rhythm patters in the mid- and late-game and sets quite a dance for turn-order and game-length control.

The Erie can be amazingly profitable and it should always be at least good if it is even somewhat well funded, but the opportunity cost both in cash and in sundered alliances can be even larger. The Erie at heart is a self-election to abandon the current partnerships and for that reason is a very delicate operation. I expect that many games will be won and lost on the Erie alone as players wrap their head around its particular dynamism.

Recommended only for experienced Wabash Cannonball players. The changes to the formation, operation and balance of power in alliance formations are far-reaching and subtle. It really is a doozie that puts the whole game on its ear. I can easily see spending a half-dozen plays just getting to the point where I feel I have a handle on it.

Everything is the same and yet different.
2008-05-21*
Owned
Richard S
United States
Rensselaer
New York
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9.5
Jul 2010
Owned
Beau Bailey
United States
Missoula
Montana
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Why don't you believe me?
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Seriously, I'm a weasel.
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9.5
Aug 2010
Owned
Malwina idha
Poland
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9.5
Dec 2011
Owned
Philip D
United States
Tulsa
Oklahoma
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9.5
Sep 2014
Owned
Costas
Canada
London
Ontario
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9
Jul 2009*
This expansion makes a great game better. The Erie is very delicate though. Bid with caution!

The player to get the Erie in a 3-player game will regularly clean house. Lately, we're only playing it with 4 or more.
2009-12-30
Owned
Scott Petersen
United States
St. Louis Park
Minnesota
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9
Dec 2008*
Tightens up the first part of the game as players position for the Erie which tends to be a great moneymaker.
2009-11-14
Owned
Larry Rice
United States
Irvine
California
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9
Nov 2008*
I really think this expansion enhances the base game beautifully and will play with this one expansion every time hence. It brings a lot more to think about into the game and will change strategies.
2008-09-04*
Owned
Hannu Sinisalo
Finland
Tampere
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9
Nov 2008*
Bravo! An expansion that makes decisions ever tougher. Brilliant variant.
2008-11-13*
Tapani Aulu
Finland
Turku
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9
Jan 2009*
Want To Play
Arden Nelson Jr.
United States
Ohio
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9
Aug 2009*
Owned

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