Railroad Ink Challenge: Lush Green Edition

(1 customer review)


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Railroad Ink Challenge is a quick-playing roll-and-write game for 1 to 4 players. Grab a board and a dry-erase marker, and get ready to reach networking nirvana! Roll the dice and draw the routes to connect the exits around your board. Expand your network with railways, highways and stations to collect points, but you will be penalized for any open connections, so plan carefully!

Railroad Ink Challenge has everything you love from the original Railroad Ink games and a lot more, with an all-new focus on player interaction thanks to in-game goals! Only those who achieve them first get the reward, so you have to keep an eye on what your opponents are doing and try to complete the goals before they do! A different set of goals is available each time, so no two games will be the same!

Roll the special Forest dice to create placid forest landscapes, or use the Trail dice to weave scenic mountain paths and build a beautiful arboreal paradise, with the Lush Green Edition!

In-Game Goals!
Those who achieve them faster get greater rewards… keep an eye on what your opponents are doing and try to complete the goals before they do! Also, a different set of goals will be available each time: no game will be the same!

New Dice
Draw unprecedented, mind-bending route configurations thanks to the new dice! Stations with three connections, double curves, dead ends… these new faces will change the way you play the game!

Special Structures
Connect special structures to your network to trigger new effects: duplicate a die, gain bonus points and unlock extra special routes… use these effects wisely and you’ll score big!

Designer: Hjalmar Hach, Lorenzo Silva
Publisher: Horrible Guild
Player numbers: 1-4 Player
Recommended Age: 8+
Game Time: 15-30 minutes

Board Game Geek Listing

Publisher Website


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Railroad Ink: Futuristic Expansion Pack
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1 review for Railroad Ink Challenge: Lush Green Edition

  1. Kyle

    As a massive fan of Railroad Ink: Deep Blue Edition, I got this expecting it would supersede and replace it’s older sibling; between the new modules and the different dice, I found that they both provide a similar vibe but warrant a different play style. Both Red/Blue and Yellow/Green are worth keeping around.

    If you want an easier entry to teach, Blue/Red has a little less going on but this isn’t much more complex, and in the added complexity, new mechanisms to help players salvage their board are put in place.

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