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Russian Railroads (RRR) Email GM   Updated July 1, 2023
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Curt Collins II (1st Year)
Round Day Start Time Duration Location
Demo 1/1Tu171Exhibit Hall Annex #6
Heat 1/2FSa152Sunburst
Heat 2/2We192Seasons
2023 Tournament Format Heats Most Wins - Timing

Russian Railroads is a 'B' tournament, which means beginners are welcome to play if you have played before, read the rules, or attended a demo. We will only be using the original Russian Railroads for this tournament.

The game:

Russian Railroads involves building the most efficient and effective network along three separate rail tracks and one industry track. In many respects it is a classic worker placement game, where each player must choose from among the options still available each round. Variety is introduced using coins (which can replace workers and must be used for some actions) and engineers (which provide the owner with personal actions no one else can use).

There are several rounds per turn, depending on how many workers each player has and which actions he or she chooses (some actions require multiple workers). Players continue placing workers until everyone passes. Scoring is performed each turn, but the first half of the game typically nets few points, particularly when using the “top track” strategy. On the seventh and last turn it is not uncommon to score over 100 points out of around 300 or 400 total points. There are also endgame scoring points for special cards and for engineers hired during the game. If you have questions, need a refresher, or just want to learn from scratch – attend the demo where all will be explained.

The rules of the game state that a tie means both players win. That will apply in the Heats (i.e., both players will be eligible for advancement – see advancement criteria below), but of course we must have some sort of tiebreaker for the Semifinal and Final. I will use the tiebreaker created by the original GM, Tom DeMarco, continued by Dan Farrow, and then by Jay Spencer: reverse turn order on the last turn.

One of the most interesting characteristics of this game for me is the lack of randomness. Other than the initial setup, there is no luck. Theoretically, players could map out the entire game, hindered only by the choices of the other players. The whole makes for a remarkably rich experience, while the slight variations in the setup make it immensely replayable. No one strategy dominates.


The game should take between 1.5 and 2 hours. Since the allotted window is 2 hours, the GM will adjudicate any game threatening to go beyond 2 hours. Since the last turn is critically important in this game, please make every effort to play at a reasonable pace. Slowing down the game makes for a bad experience for everyone. If in doubt about what to do and time is running short, just pick an action and move on. Finishing the game is much preferred to adjudication. If adjudication is required, the GM reserves the right to penalize slow players if such can be determined easily.


Advancement will be based on the Heats Most Wins – Timing standard tiebreakers to a 16-player Semifinal, where the four winners will advance to the Final. I will post a list of winners and alternates on the kiosk as soon as possible after each heat. If you win a heat and know that you will not be attending the Semifinal, I would appreciate knowing that ahead of time.

Notes: Event Sheet: For a game to count, a summary sheet must be accurately completed recording ALL pertinent info and submitted promptly to the GM. Winners are responsible for seeing that this is accomplished. Summary sheets will be handed out by the GM before play begins.

Have fun!


  1. Most Wins (e.g., total in all heats entered)
  2. First Win
    • First Heat played
    • Second Heat played
    • Third Heat played
    • Fourth Heat played
  3. Fewest Heats
  4. Most Second Places
  5. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  6. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  7. Highest total points ahead of second place
  8. High dice roll.