Spike
Game
Overview: Spike is set in the early 1900s
in the Eastern United States, where you are a
railroad tycoon creating a network of rail lines
between cities. Earn money by connecting
cities based on the commodity that exists in those
cities. You also earn money by picking up
and delivering goods to specific cities that are
on contract cards and assigned to you. As an
added bonus, if you complete certain routes on a
route card that you pick, even more money will be
coming your way. This all occurs as you
determine the best route and the best course of
action for you in deciding how quickly your train
will move, how many goods you can carry, and how
many rail cards you draw per turn which come at a
cost to the player. Will you have what it
takes to become the king of the rails?
Box Contents:
There are a lot of components to this
game. It all starts with the large sized
game board (20 inches x 22.5 inches) and
includes 180 plastic train tracks and 8 plastic
locomotives. There are 36 double sided
contract cards, 36 bonus route cards, and 60
rail cards. There are no compartments
within the box to hold everything and you will
have to rely on the baggies that are included to
store the components. I had to use extra
baggies to keep things separated in a way that I
felt was appropriate.
Clarity of
Rules: At first, it appears that
the rules are very long. However, the
rules manual includes directions in English,
German, Dutch, and French. The instructions are
only 8 pages long in a full sized color manual.
They do an excellent job at providing the
necessary directions for the game.
Game Play:
Game setup begins with setting the twelve (cows,
wood, corn, wheat, coal, oil, steel, cloth,
pigs, flour, peaches, and cotton) commodity
values, which range from $3 to $1. This
comes into play during the game, when a player
connects
their rails to a city and whichever
commodity is within that city, the current value
is awarded to that player. The value of
that same commodity then drops to $1 and all
other commodity levels are moved up one space.
Players are then given random contract cards.
The number of contract cards are based on the
number of players. The contract cards
provide the player the dollar value that they
will earn if they pick up the shown commodity
and deliver it to the specified city.
Players are also given one route card, which
will allow them to earn bonus money at the end
of the game for each part of the route that they
have completed, with a maximum amount of $7.
Players are dealt five rail cards and then four
additional rail cards are turned face up.
The rail cards are used to build your tracks
across the game board. There are six
colored rails found on the game board. To build
a rail, your card rail color must match the
color of the rail on the game board that you are
building upon. You do have the ability to
use the other colored rail cards as wilds to
build. However, you will need to play
multiples of the same color to build one.
For example, two white rail cards played would
allow you to build one black rail onto the game
board. Players start the game with their
train having the lowest speed, the lowest power
(rail cards you can draw) and one freight car.
At a cost during the game, players can spend
their earned money to upgrade the speed, power,
and add additional freight cars. From our
experience, upgrading all the way is not
required to win the game With each turn,
players are able to get one free train movement,
if their train is in route. They then
choose to take one of the following actions:
draw rail cards, set train in motion, move train
one extra space, upgrade your train, or build
track. The game consists of three rounds.
The first two rounds end when the rail deck
cards have been used. At the start of the third
round, three time cards are placed into the rail
deck. When the third time card is
revealed, the game ends immediately. At
that point, the player that is farthest ahead on
the scoring chart, which runs along the edge of
the board, wins.
Replay Ability: You see a lot of replay ability with Spike. You have 36 contract cards, which are double sided, so essentially you have 72. In addition, you have the 36 route cards and the variable play with the rail cards coming up to create a different game each and every time.
Appropriate Audience: The game suggests 14+ and while this could be appropriate due to the strategy, our 11 year old son picked this up very quickly and has become one of his favorite games and so far has been unbeaten in the game.
What We Liked/Didn't Like: We really liked the strategy that is involved with this game. With the random commodity and route cards each game, you have to figure out the best way to maximize your earnings to win the game. Add to this the need to upgrade your train and the game not ending at a set time, puts the players on the edge of their seat as the game progresses towards the end. There are just two things that we don't like, which are not specific to the game play itself. One is the board and the plastic rails. You have to be very careful not to bump the board. Bump it too hard and you may need to end/restart the game as you won't be able to recreate it. The other thing that my deter some people is the space that is needed. Yes the board is big, but you will have to go beyond the board and set up additional things on the table.
Add-ons/Other Releases: n/a