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My 5-year old grandson loves kids board games. You know, the kind where one moves pieces around a board, draws cards, rolls dice, etc. I wondered: could the same principles be used in a layout? He was over Monday, so we talked about it and went down to see what we could do.

 

He suggested we call it "Busy, Busy Freight." We identified a variety of cargo, and put each in its own place around the track on the lower level. We had barrels, rocks, logs, bushes, old ties and scrap metal, safety cones, police cars, fire engines, and construction vehicles. We made a 3x5 card for each, with printed name and a drawing of the cargo. We had a car for each on the freight train. Gondolas, flat cars, and dump cars would carry the cargo. A giraffe car and automatic brakeman car were in the consist as well,just because he likes them. Legacy UP GP7 #105 was power,  for its slow speed  and ease of operation on 0-27.

 

We started the train around the track, and took turns drawing cards. If the card was "rocks," the train would stop with the appropriate car for loading. The player threw the dice to see how many pieces of cargo to load. Then the train was off again, with the next player drawing a card. We continued until all the cargo was gone, and the one who loaded the last piece was the "winner."

 

He loved it. I'll bet we played an hour, a long span of attention for a 5-year old. Much longer than he would ever watch or even run the train just around the "boring ovals!"

 

Now I'm thinking" suppose we had two trains, one for each player, set up as a Legacy multiple unit consist, so they stayed about the same distance apart. We could have a list of cargo for each train, and the first one to fill their train would be the winner...same way, drawing a card when it was your turn and using the dice to see how many to load. I may try that next weekend.

 

Here's a few photos of the players, and the train, with the locomotive stopped at "rocks."

 

 

 

IMG_1149

 

gpaw 1-19-2015 2-25-56 PM

 

 

up105 1-19-2015 5-45-04 PM

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Last edited by BANDOB
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What a great idea, kind of like a car card system "lite" version!  You could even add a "breakdown" card that forces you change engines, a "special order" card that limits the length of your train, or a "hotbox" card where you have to set off a car, and find another one of the same type to haul the cargo.

 

I would like to see Lionel program some of this kind of randomness into its Layout Control System, with interactive accessories that have an "appetite" for freight and reward timely service.  I like trains, but IMO this kind of thing is much more fun than just running around in circles.

Thanks for sharing Bill.

It could work, but the game would have to be fun without a layout as well. Most kids do not have a train layout. A computer interface could work, but Lionel has tried that with little reaction from the market. Their game was based on building a layout not operating it. I like the idea.

That's great Bill,

I like the option of adding a train for each player.

Of course there has to be a winner and looser. But keep it simple with the only objective of creating the game being to have fun. Sure some adult modelers can't help but to see a resemblance between the game cards and waybills. A five year old isn't going to care about that nor find any entertainment value in the explanation. So don't bother with it.

Keep an open mind for improvisation. You never know what will come from the mind of a child.

This would be a great idea to make a starter set much more interesting.  The game pieces and cards could be packaged as a separate item for sale.  The game could be setup to allow and encourage expansion of the starter set and adding more engines for more players.  This is an awesome idea.  LC and LC+ engines would be great because you can easily add more players without advanced wiring or expensive command systems.  I know my son and daughter would love it.  You should document your idea and send it to Lionel for them to develop and market if you do not want to do it.

I was thinking it could be like Monopoly.  You could have properties that produce things.  As you get paid to ship the goods, you can build up money to buy the properties.  When you pass a certain point like GO in Monopoly you could pay trackage rights fees.  You could add more industries to your properties as the game goes on.  You could buy more cars to haul more goods to get money faster.

You guys are giving me great ideas! Just now, I thought about relocating my Log loader so that the logs are actually "loaded" by the accessory rather than by hand, and there would be a card for "deliver logs."  The possibilities are endless!

 

I need to get another post-war log dump car (3461 I think) ......anybody got one they want to part with? LOL

 

 

 

 

B&O Bill,  Super idea.  I will also start this up, this weekend.  I have two grandsons coming to spend the night and they love the trains.  We'll be playing the game. 

 

On a second note.  I also have the Legacy UP GP7 105 which is one of my most dependable and versatile engines.  I primarily use it as a yard switcher because it runs so well on all of my track segments. 

 

Posted by B&O Bill:

 

up105 1-19-2015 5-45-04 PM

I don't know how familiar you are with more advanced games for serious board game hobbyists, but they might have some elements that could be integrated into your railroad game.  Two relevant games that my brother and I have are Coal Baron, which is about coal mining; and Power Grid, a Railroad Tycoon-style game about building power plants and providing cities with electricity.  If you want to integrate passenger service, Ticket to Ride may have some applicable elements.  The object of this game is to take the longest rail journeys on existing routes.

Things should start out simple right now, but as your grandson gets older, gradually introducing more advanced concepts, be they board game-inspired or true operations, ought to maintain interest and challenge in the trains.

Great idea, Bill, such a nice and creative way to spend time with your grandson.  I agree that an hour is an eternity for keeping a 5 year old interested.  It is clearly something others, including myself, can try as well.  I can see introducing coupling and uncoupling cars, blowing the whistle, the bell, even turning on and off smoke as other "useful" actions to consider.  Thanks a lot for sharing this.

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