by Wes Crawford
In this designer diary, I will attempt to answer the WHO, WHERE, WHY, WHAT, and HOW of
Engine Thieves.
To understand the mechanisms of the game, it is imperative to understand the history. With that in mind, let's start off with the WHO:
WHO Is the Designer?
I am the designer. My name is
Wes Crawford. I have been fortunate enough to have been interviewed by a number of historical board game media such as
The Players Aid,
Zilla Blitz,
Aardwolf, and others, but otherwise you have never heard of me.
Well, a mere month ago my first game was released, a co-design with
Ryan Heilman called
The Pursuit of John Wilkes Booth, published by
Blue Panther, LLC, so there is that. Otherwise, you may have heard me drumming somewhere since I quit an MBA program in 1980 and toured steadily until our daughter was born in 1992. Now I perform throughout the DC and Baltimore areas and beyond and teach about thirty students.
But that's not why I'm writing here. My gaming and design experience really started when I discovered
Avalon Hill and
SPI at around 11 years old. I designed games to get me through classes in high school and college when I didn't want to write a paper, never realizing that writing the rules alone takes longer than writing a research paper. When I went on the road with a band, I gave up gaming and designing for the most part until about 2018, although you may be one of the few that owns "The Rap-Along" cassette, "A Rhythmic Murder Mystery" DVD, "Rhythm Blox", or my "Drumset Play-Along DVD". I mark 2018 as the year I began designing non-music games. I attended my first gaming conference in 2022, and I presently have four games under contract. I have been fortunate in life to work only in the music and gaming fields for my living, and I am thankful every day.
WHO Is the Developer?
As I began working on
Engine Thieves, I heard from a Facebook friend that he knew a gamer related to the Andrews Raid of 1862, a.k.a., "The Great Locomotive Chase". This led me to this man's cousin, Gregg Pittenger, from Ohio. His great-great uncle was raider William Pittenger, who wrote the book
The Great Locomotive Chase in the 1880s. In 1956, Disney made it into a film, possibly the most historically accurate film they ever produced, which isn't saying a heck of a lot.
In 2021, I was attending a percussion convention in Indianapolis with 7,000 drummers — they make us promise not to all play at the same time — and Gregg drove over from Ohio to check out my earliest prototype. We played until 3:00 a.m. in a hotel lobby with drummers giving us strange looks. Gregg and I hit it off well, and I asked him to be my developer for the game. We have become friends ever since.
Oh, I should mention that Gregg has been a long-time gamer, was a Civil War re-enactor (appearing in two movies, including
Gettysburg), and has lectured about The Great Locomotive Chase extensively. Now, how many other designers do you know who worked with a developer that had family in the event being gamed? I knew there would be no gamey representation of history with Gregg involved!
WHO Were the Raiders?
James Andrews was the very charismatic leader of the raiders. Andrews was a civilian double spy working for the Union who also made a lot of money smuggling for the Confederacy.
When Union General Mitchel suggested advancing on Confederate-held Chattanooga, Andrews proposed that if given 23 more volunteers dressed as civilians, he could lead them in small groups to Marietta, Georgia where they would board a train and act like they didn't know each other. Imagine twenty fighting-age men getting on a train and sitting together with no one talking to anyone... Then, at the first station, their plan was to steal the train when everyone else got off it to eat breakfast — and this is next to 3,500 encamped Confederate troops!
The game has a counter for each of the individual raiders with their picture on it. Some raiders were valuable engineers to drive the stolen train. Historically, two raiders overslept and two raiders were forced to enlist in the Confederacy near Chattanooga, but they can participate in the game under certain circumstances.
Raiders may survive the raid or become wounded, killed, captured, or hanged in the game. Nineteen of the raiders were awarded Medals of Honor after the raid and were the first soldiers to receive this award. In 2024, two more raiders were awarded the Medal of Honor, which necessitated a last-minute change in the rulebook since Medals of Honor may be earned in the game to help mitigate casualties! Andrews and another raider were civilians and were not eligible for a Medal of Honor. One raider was hanged, and no one ever proposed a posthumous Medal of Honor for him for some unknown reason.
WHO Were the Crazy, er, Determined Confederates who Chased the Stolen Train?
When "The General" (that is, the stolen train) pulled out of the station, the train's conductor (Fuller), foreman (Murphy), and Cain (engineer) gave chase on foot as nearby Confederate soldiers laughed! Historically, Fuller, Murphy, and Cain (F/M/C) doggedly pursued the raiders on foot, on a pole car (pump cars like you see in the movies had not yet been invented), and on various trains.
In the game, they feel a little like Terminators because they never give up! Is there a burned bridge ahead? No problem. They swim across it, with a die roll to see whether they drown. In the two-player version, they can commandeer horses on occasion. F/M/C are played by a bot in the solo version and are played by the Confederate player in the two-player version.
Now, on to the WHERE, and as always, for a historical game, the history must come first and the mechanisms must reflect this history.
WHERE Did This Raid Occur?
This Union raid behind Confederate lines took place throughout Northern Georgia. The game begins after 22 raiders, including leader James Andrews, have reached Marietta. Due to excessive rains further north, they are a day late.
Prequel game play may begin in Marietta where the raiders player may gather intelligence regarding train schedules and a few extra raiders, but with some risk involved. The action really begins after this phase in Big Shanty (now Kennesaw) where the raiders steal the train.
On the game board is a single railroad track running in a serpentine fashion from the bottom to the top. If this were a realistic map, that track would be running from roughly SE to NW in a much straighter line. If that layout would have been done for this game, the board would have been approximately 100" X 8" — not exactly practical for most game tables! Compromises must be made between game conception and game production.
In this game, the raiders must drive their stolen train from the first traversable station to the last, Bridgeport, in order to meet Gen. Mitchel and his Union forces. Along the way, bridges must be burned, telegraph lines cut, and track damaged for a Union victory. I want players to supremely FEEL the distance, so each movement space equals one mile.
(Since we're on location, so to speak, I thought I'd include photos from the B&O Railroad Museum's "Games With Trains" event earlier in 2025.)
WHERE Are the Important Features on the Game Board?
There are 23 stations along the single track. With their sidings, stations are the only locations where northbound and southbound trains may pass each other. There are three wood stations where trains may "fill up", but "emergency wood" may be gained by the raiders at any station (with risk of discovery), and the raiders may cannibalize a boxcar or two for meager wood, which they did historically.
The game board has four telegraph stations. If telegraph wires are not cut after each of these, a telegraph message may be sent northward with devastating effects on the raiders! Confederate combat units with unknown strength are found at most stations, making the raiders' presence there even more dangerous.
Finally, hilly and curvy dangerous track is often found along the route. If the raiders ever attempt to travel at "fast" speed over dangerous track, three D6 must be rolled, and if "boxcars" result (two 6s), the raiders' train derails, making short shrift of their perilous mission! It should be noted that the raiders must successfully bluff their way through Chattanooga, Gen. Mitchel's objective, on their way to Union lines, so this risky challenge waits for them even if they have done well so far in the game.
A Perhaps Humorous Story about WHERE This Raid Took Place...
Paul Laane is the fantastic artist for
Engine Thieves. It so happens that he lives in Finland. His instructions were to design a board with trains during the American Civil War. His first iteration came back as a near fully tan board with cactus growing on it! It looked like a Western trails game in Nevada or something!
He quickly greened up the board to look like what you see now, and in his defense, if I were tasked with designing a board for a game that took place in Finland, it would probably be all white!
WHY Did I Design Engine Thieves?
It all started around 2012. My wife and I were browsing through Washington, DC's premier independent book store,
Politics and Prose, and I happened upon a book on the American Civil War whose title I can't now remember.
I opened the book to a random page and was bewildered by what I read. It spoke of a Confederate raid on St. Albans, VT (VERMONT!!) where Confederate soldiers dressed as civilians crossed the border from Canada, entered St. Albans over the course of a week, sprang into action at a designated time, stole the 2025 equivalent of $4 million from local banks, attempted to set fire to structures (but were unsuccessful due in part to rain), and were chased by railroad workers. (Some of the largest railroad works were located in this town.)
I thought that this would make an exciting film, then I found a 1954 Van Heflin movie called
The Raid that is pretty good, but deviates greatly from the actual history. Fast forward about seven years, after I got back into gaming and designing, and I began designing my own board game on this fascinating event, tentatively called "Yankee Scare Party: The 1864 Confederate Raid on St. Albans, VT". (This is an upcoming release by
Compass Games.)
In 2020, I started wondering whether there was a similar Union raid that also consisted of about twenty raiders who dressed as civilians, traveled behind enemy lines, stole something of value, and were chased by railroad workers. Nah, that would be fairly impossible to find...then I remembered being about six years old, watching "The Wonderful World of Disney" on a Sunday night, sitting about 18" in front of our fuzzy black-and-white television, and wasn't there some show about a stolen train during the Civil War? I quickly traced that show down as a 1956 Disney movie called
The Great Locomotive Chase.
I discovered William Pittengers' first-hand account book of the same name upon which the film was based, and Amazon suggested I should read
Stealing the General by Russell Bonds, which seemed to collate information from several books on this subject quite well, while providing useful information like how many miles apart stations were from each other. (Time and space must be addressed in some manner in historical games.)
After reading these books, I still had questions about how trains behaved, train stations, and the like, and
The Southern Museum in Kennesaw, GA was quite helpful — then I met Gregg Pittenger, who became the game's developer and of whom I spoke previously. For me, this is how life works. One can do something as normal as walk into a book store and, years later, two new games exist that did not before!
Actually, there did exist a spin-and-move game in 1959 that called itself Great Locomotive Race, but that seems to be predominantly a marketing tool for Lionel train sets. In my game, I promise that "The General" does not travel to "Lionelville"!
WHY Did the Union Raiders Attempt This Daring Raid?
General Mitchel's forces were stationed in mid-Tennessee while the focus of operations was further West. In fact, the battle at Shiloh had just recently occurred.
Agonizing over the pace of operations, Mitchel decided to stretch the mandate of his orders and advance towards Chattanooga. His main concern was that reinforcements and supplies could be obtained from Atlanta for Chattanooga's defense. When Andrews proposed his idea of a covert raid to destroy bridges, telegraph lines, and track connecting Atlanta with Chattanooga, then Mitchel decided the risks were minimized enough to move forward with his plan.
Unfortunately for all, the raiders failed in their mission, and Mitchel aborted his attack. Why was this all so significant? If Andrews' raiders had succeeded in their mission and if Mitchel had known this, Chattanooga would likely have fallen since it was not as strongly defended as Mitchel feared, and many of the Confederate soldiers there were inexperienced recruits. If Chattanooga had fallen, the South would have been cut in two, and Union forces could have advanced on Lee from a new direction via the railway to Lynchburg, VA, and beyond. Historians agree that the war may have ended as soon as a year later!
WHAT Happened during the Raid?
The first part of the raid went off without a hitch. When everyone left the train in Big Shanty to eat breakfast, no one seemed to notice or care that twenty military-aged men who had barely spoken a word on the trip so far stayed on the train.
With about 3,500 Confederate troops camped just next to the single track connecting Chattanooga and beyond, Andrews and the two engineers headed for the engine and the rest of the raiders detached the passenger cars and gathered inside one of the three boxcars. They pulled out of Big Shanty. Conductor Fuller, Foreman Murphy, and Engineer Cain (F/M/C) were eating breakfast when they saw "The General" leaving the station without them. They immediately gave chase on foot, while Confederate troops laughed at them!
The raiders pulled into Moon's Station, chatted with some railroad workers there, and were given a crowbar. The raiders were woefully unprepared; they had only revolvers on them, they had no combustibles besides what was on their train, and they did not carry any tools with which to tear up track. The crowbar would have to do, but did not accomplish an effective job later on. The raiders cut the telegraph line. Continuing, the raiders traveled through Etowah and noticed a small company engine on a siding that Andrews was not aware of. They decided no one could possibly use that small engine to chase them and it would be risky to stop and destroy it.
They were wrong.
Meanwhile, F/M/C reached Moon's Station on foot and commandeered a pole car to speed up their pursuit.
The raiders filled up with wood at Cass Station, where a talkative station master gave them an updated train schedule. The large station at Kingston was next. Several trains there were in their way, including "The William R. Smith", with more heading south to the station carrying red flags signifying more trains or danger ahead.
Andrews announced his usual cover story that theirs was a special train filled with emergency gunpowder headed to meet Gen. Beauregard. That story kept most workers away from the train, but barely sped up their progress. They were told they must wait for several other trains to reach the station before they could leave. After 75 fateful minutes, they sped away.
Meanwhile, F/M/C commandeered "The Yonah" in Etowah and gave chase, stopping in Cass Station to see what the talkative station master knew about the raiders on "The General". "The Yonah" sped on and reached Kingston as the raiders had just left. "The Yonah" was not fit for further pursuit, so F/M/C commandeered "The William R. Smith" and gathered troops for the chase.
The clock kept ticking as the raiders continued to cut telegraph wire and damage track. They attempted to burn bridges, but the rainy day made this difficult, and they were unsuccessful. They continued on through Adairsville, Calhoun...
"The William R. Smith" gave chase and came upon the damaged track, stopping them cold. F/M/C started running again. Before long, they flagged down "The Texas" heading south and explained the situation. They pursued the raiders driving backwards on the "The Texas".
The raiders reached the next wood station at Tilton. They hurriedly piled wood on to the tender but did not "fill up" because they heard the whistle of "The Texas" approaching in the distance. They sped off and raced through the large Dalton Station. F/M/C were on their heels.
Then two things happened simultaneously. Since Dalton was a telegraph station, the raiders stopped and cut the telegraph line. "The Texas" slowed down but did not stop in Dalton and a 17-year-old telegraph operator named Edward Henderson jumped off the train and sent a message to Chattanooga warning of the Union raiders and the stolen train. But which happened first? As the telegraph operator in Chattanooga was receiving the message, the line went dead when the raiders cut it. Enough of the message was received and understood, though, that a train was loaded with Confederate infantry in Chattanooga and headed south.
The raiders continued onward and passed through Tunnel Hill, a 1,477-foot tunnel that may have been a perfect ambush spot to attack the pursuers, but this opportunity was passed on. The pursuers moved cautiously through the tunnel and came out unscathed.
The raiders passed through Ringgold where Confederate cavalry were training. At this point, they were using anything flammable for fuel, having already cannibalized two boxcars for their wood. They had thrown rails and ties from the track they had damaged to try to slow down F/M/C, but to no avail.
About two miles past Ringgold, "The General" could go no farther. Andrews yelled, "Abandon train! Every man for himself!" because, again, there was no plan for abandoning the train. The raiders scattered. Their cover line had always been that they were from Flemingsburg, KY and that they were so upset about the "damn yankees" there that they were heading to Atlanta to enlist in the CSA. Once one raider used this line during capture, every other raider who used this story was recognized and captured. Indeed, all twenty raiders were captured within two weeks. Eight were hung. The rest eventually escaped or were traded during prisoner swaps. Nineteen Medals of Honor were subsequently awarded, and these soldiers were the first to receive this commendation. Two more Medals of Honor were awarded in 2024.
WHAT Does a Player Do during the Game?
Everything that happened during the story above is possible in the game, plus a lot more! What would happen if the raiders had stopped in Etowah, battled the Confederates there, and destroyed "The Yonah?" Try it and see.
The raiders moved rather slowly so as not to draw attention to themselves. (The average speed of trains on low quality Southern rails was about 15 mph!) What happens if they moved fast through stations and over dangerous track? Try it and see. What happens if Andrews uses up his persuasion (cubes) early in the game to assure there are no unsuccessful station challenges? Try it and see. What happens if the raiders move into small stations with guns blazing? Again, try it and see.
One thing is certain. If the raiders push their luck too far, it will catch up to them.
In the Two-Player Game, WHAT Can the CSA Player Do to Stop the Raiders?
At first, very little...unless the raiders blow some risky challenges. F/M/C will stop in each station and gain an event card, most of which are helpful for them. Don't use them too quickly, but rather wait for those opportune "gotcha" moments. In the meanwhile — and until F/M/C finally commandeer a train — play strategically with the southbound train schedule stacks and their trains in order to create the riskiest and most time-consuming environment for the raiders until F/M/C can catch up. Remember, you don't need a ticket to ride if you steal the train!
(Full disclosure: The raiders DID buy tickets to different destinations so as to not draw undue attention.)
Last, but certainly not least:
HOW Do You Play the Game?
In the solo and two-player modes, the raiders player must burn bridges, cut telegraph lines, damage track, eliminate CSA units (as possible and necessary), and reach Union forces in Bridgeport with the stolen train in order to win. That's a tall task! The Confederates, either as a bot or as an active player, will try to spoil these plans.
For solo play, the sequence of play is:
1. Play the desired reusable action cards (up to three) totaling no more than 15 minutes. Execute these actions in the order played.
2. Move Fuller, Murphy, and Cain (F/M/C) at their fastest possible pursuit.
3. If in combat, flip over one more CSA unit and fire again.
4. Roll to move southbound face-up activated trains, southernmost first.
5. Roll to move southbound face-down train schedule stacks (TSSs) in alphabetical order.
6. Advance the time track and note any designated events.
The action cards are the nucleus of gameplay. They must be chosen wisely and in their most productive order. The only modification allowed during card play is that the five-minute "Combat Attack" card may be substituted for any other card in the sequence. You can choose from 19 raider action cards. This game is very much a sandbox!
Combat utilizes a 6x6 matrix system. During a raiders round of combat, the raiders player throws two d6 (black and yellow) times the number of raiders divided by 5, rounding down. (One dice throw is still allowed when fewer than five raiders are left.) Cross reference the black d6 and the yellow d6 for the resulting "hits", if any. Rolling doubles signifies a tactical advantage and allows an extra roll. Since Confederates are in their own territory and lots of people may be near the station and flowing into the battle, a CSA unit is eliminated only if the hits incurred in a combat round equal or exceed the strength of the unit.
The combat system is similar to this, but not identical when the CSA unit fires. Roll one black d6, one yellow d6, and one red d6 times the combined CSA unit(s) strength divided by 5, with a minimum of one roll. This time, use the red d6 and look at the "hit effects" table to find out if the affected raiders were captured, wounded, or killed. All hits must be accounted for using the individual raider counters. Flip a wounded raider over to his "wounded" side. Victory points are not lost for wounded raiders, but they do not count for calculating the number of combat rolls.
If the raiders' train runs out of wood or if their situation looks hopeless, the raiders must abandon their train and roll two d6 on the escape table for individual raider outcomes.
There are two alternate scenarios from which to choose:
1. An "APR 11" scenario simulates what would have happened if the raid had been executed a day earlier, as originally planned. There would have been fewer raiders participating, but bridges would have been easier to burn on this sunny day.
2. In the "Historical" scenario, only the Marietta, Big Shanty, and Moon's Station cards that reflect actual history are used and the raiders may not stop in Etowah.
For two-player mode, the CSA has more control over the contents of their train schedule stacks and for placement of some CSA units.
For two-player mode, the sequence of play changes a bit:
1. Each player chooses exactly three of their desired reusable action cards totaling up to 15 minutes and plays them face down for their action sequence. A 15-minute card may be only in the third card position and a 10-minute card may be only in the second or third card position. Each player flips their first card face up. The card with the fewest minutes is played first. If tied, look at the small letter on the card and go in alphabetical order. If still tied, look at the alert level and if 1-5, the raiders player's card is played first; otherwise the CSA player's card is. Repeat for the second and third action cards.
2. Move Fuller, Murphy, and Cain (F/M/C) at their fastest possible pursuit. (This is actually part of Step 1 now using CSA action cards.)
3. If in combat, flip over one more CSA unit and fire again.
4. The CSA player moves ALL activated southbound trains.
5. The CSA player chooses up to two train schedule stacks and rolls to move them, or (in place of one or both moves) they may activate a train or two within a TSS.
5. Advance the time track and note any designated events.
In the two-player game, the CSA player draws an event card every time F/M/C end movement in a station. These are played as instructed. Some cards may help the raiders. Event cards add to the narrative of the game and include many historical anecdotes from the raid. They also help the CSA player stay in the game if the raiders get too far ahead.
When the raiders player damages track, cuts a telegraph wire, burns a bridge, or eliminates a CSA unit, they earn a number of Medal of Honor (MOH) tokens. These may be spent during combat, but only one per combat roll. For each spent MOH, the raiders player may change the pips on one combat die by one pip to change the hit results or hit effects. I feel this is a thematic and functional way to earn and spend Medals of Honor that were so significant as a consequence of this raid.
I can't think of many U.S. military actions as daring and interesting as the Andrews Railroad Raid. That it has only now been turned into a detailed game of strategy and cunning is honestly a mystery to me. Let us never forget that these were actual people involved, and some met sad and untimely deaths.
Still, I hope you have found this designer diary interesting, and I wish you doubles on your combat rolls and high numbers on your bridge burning attempts! Enjoy
Engine Thieves!