Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.
Circus Train Second Edition, by designer Tom Decker, is a 1-5 player game in which you are the owner and operator of a small circus train in prohibition-era America. In this game, you and your opponents are vying to employ the best talent while putting on the most magnificent sho...
Players
1-5
Time
?-?
Age
13+
Weight
2.38
Rating
7.07
Should this hit the table?
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to others' actions frequently, but cooperation is not a major focus.
The Circus Train (Second Edition) has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The expansions add new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the easiness to learn score is still within a reasonable range. Overall, Circus Train (Second Edition) offers a fresh and engaging experience with high replayability potential.
The final luck score for Circus Train (Second Edition) is 5.33, indicating a balanced mix of luck and strategy. The game outcome is influenced by both random elements and player decisions. While there is some room for strategic mitigation of luck, it still plays a significant role in the game. Players have the ability to influence the outcome through strategic decisions and planning, but luck remains a factor that cannot be completely eliminated.
Overview
Circus Train Second Edition, by designer Tom Decker, is a 1-5 player game in which you are the owner and operator of a small circus train in prohibition-era America. In this game, you and your opponents are vying to employ the best talent while putting on the most magnificent show each month. While touring the country by train, you will have the opportunity to perform while adding talent to your show through hiring the performers stranded in cities by defunct circuses. Just remember to keep an eye on your wages, because your talent definitely will. Through clever card hand management, you control the movement of your train around the American northeast, making strategic business decisions about talent, performances and payroll in this fast-paced strategy game. Each turn represents one week of real time, and after six months, the circus season closes for the year and the game ends with one player declared as having The Greatest Show on Earth. Inspired by Sara Gruen’s novel, Water for Elephants, Circus Train Second Edition includes thematic elements such as improving your show’s reputation by picking up alcohol for your talent and staff (legally, in Canada), the high costs of supplying big cats and elephants, and the ability to “red light” (firing by throwing off the train) disgruntled talent or talent that has simply become too expensive to maintain. These elements are blended into the game’s mechanics, keeping it all simple while adding layers of depth and strategy. What's New in 2nd Edition: This new edition combines the first edition with its first expansion. Along with a graphic face-lift, it adds more players (3 more), thereby changing the experience for a gamer and how they play Circus Train 2nd Edition. It also adds new, never-before-seen Event cards into the mix.
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