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1987 Channel Tunnel box art

1987 Channel Tunnel

Game ID: GID0005348
Game Info
Year
2019
Players
2
Age
12+
Playtime
45 min
Collection
Your Tier
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Description

For centuries, the relationship between Britain and France has been marked by wars and rivalries, but also by mutual alliances. Both societies have a markedly different conception of Europe, but an intense commercial relationship that allowed them to work together in a common interest: the construction of the Channel Tunnel.

In 1987 Channel Tunnel, you get to put yourself in command of a team of builders from Britain or France to unite the two countries under the sea! In this competitive two-player game, you need to lead your team of workers, develop technology, and seek funding to bring the tunnel boring machine to the meeting point at the heart of this epic engineering feat. When the center of the tunnel length is reached, players earn points based on how far have they developed their technology tracks, which cards they have, and whether they haven't deviated with their machines too much.

When taking an action during the game, players play part of their tower of colored discs to perform it. This action won't be available for the rest of the round unless someone plays a taller tower (with more discs) on it. As soon as both players pass, return the discs to the bag, then start a new round.

Description

For centuries, the relationship between Britain and France has been marked by wars and rivalries, but also by mutual alliances. Both societies have a markedly different conception of Europe, but an intense commercial relationship that allowed them to work together in a common interest: the construction of the Channel Tunnel.

In 1987 Channel Tunnel, you get to put yourself in command of a team of builders from Britain or France to unite the two countries under the sea! In this competitive two-player game, you need to lead your team of workers, develop technology, and seek funding to bring the tunnel boring machine to the meeting point at the heart of this epic engineering feat. When the center of the tunnel length is reached, players earn points based on how far have they developed their technology tracks, which cards they have, and whether they haven't deviated with their machines too much.

When taking an action during the game, players play part of their tower of colored discs to perform it. This action won't be available for the rest of the round unless someone plays a taller tower (with more discs) on it. As soon as both players pass, return the discs to the bag, then start a new round.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 2 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–5 of 5
Video 0_oCEO2eBzE Meeple University Discussion at 13:38
video_pk 91196 · mention_pk 261977
Meeple University - 1987 Channel Tunnel video thumbnail
Click to watch at 13:38 · YouTube ↗
Pros
  • The disk draft mechanic works better with two players.
  • The rubble mechanic creates a tighter game where players cannot let opponents get away with drilling tunnels easily.
Cons
  • The game might be destroyed by the opponent stealing your thing and you getting an advantage from it with more than two players.
Thematic elements
  • Building a tunnel between two countries
Comparison games
none
Mechanics (from transcript analysis)
  • Disk Drafting — Using small stacks of disks and taking them back is a draft mechanic that works better with two players as it involves predicting the opponent's moves and not giving them easy access to desired tiles.
  • Resource Management — Having more rubble provides more points, creating a dynamic where players must manage this resource carefully.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think the biggest thing for me is we play a lot of four player games four and five player that's sort of our the that's the best count for a lot of the games we play a lot of the heavier euro types of things mostly actually to four players I noticed yeah and where general we're kind of Care Bears when we play really we don't like the big area control sort of things all that much compared with resource building and we're not that take batty or vindictive about things and one of the well there are some exceptions but carry on and I think one of the bigger things in a three or four player game is that I don't like singling out someone to attack or singling out someone to block just for the sake of it and that's a key part of tactical gaming is blocking people out from things when you're playing with higher player counts it for me it's time to do it kind of like I know what you mean though it's like it's about a bit like King making as well especially if somebody is ahead and do you attack that person or do you attack the person that is I don't know that you think that always wins in the game or but is it based on the strategy or is it based on that particular game or you don't want to attack your partner because you're scared that you gonna get kicked out and sleep in the spare part anyway sorry carry on yes okay King making or the need to for the collective team to block each other equally is something that it's something I don't enjoy and I like when I like in a two-player game you strip all of the complexity of that away and a lot of the games that I find scale best to two players or that I like best as two players bring you down to a point where it's just as valuable to block somebody else as it is to forward your own game and that forms a critical part of the strategy so for me that's what I like in a two-player game particularly one that scales down is one where I've got a very clear way of responding to what my opponent is doing
  • I think one thing that I like it I like it when a game recognizes that even though it could technically mechanically scale down to two players when they realize that they don't do it very well and they just leave that off the play account all right I think raise an example is flotilla it's a three to five player game I don't I don't believe there's any mechanic reason why you couldn't play that with two players but because it's got the sink side sky sky nezam and you need to what one side is doing affects the other yes that asymmetry is critical to the game and so they just drop two players off you're right I always wonder I haven't thought about that further why doesn't has to be minimum of three players in flotilla is because of that balance that needs to be you know you know strike for the sink site in the side side thank you
  • I find treating it as a dual and responding more directly to mice I think it's two things firstly it's responding directly to my single opponents cards if I know they're getting a lot of attacks I'll go and get a lot of moats or whatever the defensive one is if they look like they going a fast game I've got to adjust my pace to that I find that a lot cleaner at two players and four players and the fact that the game almost always ends from the provinces being empty rather than the the decks being out I think that also to play it turns it into a race and I just find that works well for plays yes out of all the minions that you have well this this attacking one I hate I play this you get a curse god and although there's a other type as well that affects others I think I can I haven't played all of the minions played most of them I play more than your thing in Dominion there's a van cart and things like that that probably might change it a little bit but you're talking about the basic good just just any of the well the ones I've played certainly I've enjoyed it a to players and that's how we usually play it
References (from this video)
No references stored for this video.
Video QXsjsdxfh_0 Meeple University Discussion at 10:16 sentiment: positive
video_pk 91103 · mention_pk 261971
Meeple University - 1987 Channel Tunnel video thumbnail
Click to watch at 10:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a neat little game
  • it's elegant, it's smooth, there's not clunky bits in there
  • I really like it because it has plane interaction
  • it's a real-time tile laying game
  • the tiles ... represent the color
  • it's not chaotic it's fun
References (from this video)
No references stored for this video.
Video 6r2tkkiHhFs Meeple University Rules Teach
video_pk 70153 · mention_pk 167054
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I find this mechanic causes another layer of strategy than the simple worker placement
  • you can time it depending on what opponent has
  • the taller means you probably think you won't have a lot of actions but the taller means it can go to where other workers already went
  • multi-use cars are great they offer different strategy each game different worker placement space and cards that you can collect for end of game goals
References (from this video)
No references stored for this video.
Video 6r2tkkiHhFs Meeple University Rules Teach at 0:05 sentiment: neutral
video_pk 70153 · mention_pk 261986
Meeple University - 1987 Channel Tunnel video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Unique worker placement mechanic with group sets that can extend to other spaces.
  • Multiple end-of-game goals and card actions provide strategic depth.
  • Cards and rubble mechanics add interaction and layered strategy.
  • Differing spaces and end-of-game goals create replayability.
Cons
none
Thematic elements
  • Tunnel construction competition and technology race
  • Construction of the Channel Tunnel between Great Britain and France
Comparison games
none
Mechanics (from transcript analysis)
  • End-game scoring — Points are awarded for the longest tunnel and various end-game goals; the player with the most points wins.
  • Multi-Use Cards — Cars provide different strategies and can interact with multiple work actions, adding variety per game.
  • multi-use cars — Cars provide different strategies and can interact with multiple work actions, adding variety per game.
  • rubble tokens and removal — Rubble tokens are revealed/removed as part of action requirements to progress the tunnel and potentially upgrade technology.
  • set collection and card actions — Cards yield money, end-of-game points, and technology upgrades as actions and goals.
  • technology track and deviation track — Players upgrade technology and track deviation; reaching the top or center space ends the game.
  • Track Advancement — Players upgrade technology and track deviation; reaching the top or center space ends the game.
  • two-player setup — The game is designed for two players and uses a central tunnel track as an end condition.
  • Variable Set-Up: Player — The game is designed for two players and uses a central tunnel track as an end condition.
  • Worker Placement — At the start of each round, players draw two workers from a common bag, group same-color workers into a set, and that set counts as a single action; taller sets can reach spaces others have used.
  • worker placement with group sets — At the start of each round, players draw two workers from a common bag, group same-color workers into a set, and that set counts as a single action; taller sets can reach spaces others have used.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I find this mechanic causes another layer of strategy than the simple worker placement
  • you can time it depending on what opponent has
  • the taller means you probably think you won't have a lot of actions but the taller means it can go to where other workers already went
  • multi-use cars are great they offer different strategy each game different worker placement space and cards that you can collect for end of game goals
References (from this video)
No references stored for this video.
Video BGiAd56uHxc Meeple University Top List at 28:54 sentiment: positive
video_pk 64806 · mention_pk 158322
Meeple University - 1987 Channel Tunnel video thumbnail
Click to watch at 28:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever and strategic core mechanism.
  • Dynamic of building workers and opponent interaction creates a tug-of-war.
  • Every game feels different due to the random draw of discs.
Cons
  • The core actions might not be as tight or interesting as the worker selection mechanism.
  • Need to balance growing worker strength with having fewer workers overall.
Thematic elements
Comparison games
  • 1906 San Francisco
  • Targi
Mechanics (from transcript analysis)
  • Variable worker value — Workers are stacks of discs, with height and color determining value. Players must place a worker larger than the one already there.
  • Worker bumping and level up — Players take discs from action spaces to add to their own stacks of the same color, leveling up their workers.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We are very excited today to share you one of the popular mechanic well-known mechanic worker placement but we are going to show you the top 10 twists that we've played in worker placement.
  • The action spaces are there you put it's blocked and uh there's one or two spaces that multiple players can go to so that's kind of the the absolute classic big classic.
  • We're going to try to pick games here that uh really do work a placement in a unique way either they're the only one that does it that way or they do something extra special.
  • Please do let us know in the comments we would love to see your comments and even every single like like it every single few subscribe to us if you liked it's always optional that would really really helpful to us.
  • This becomes so critical to the game you determine what actually will score each round because it will then the first round objective will score the second round and the third one and so on.
  • I think it's a little bit of a Targe type of game as well I didn't find the actions I was selecting right as tight or interesting but I really liked the way I was choosing the actions.
  • Variable worker value with tug of war and Superior worker bumping and level up with shared worker colors.
References (from this video)
No references stored for this video.
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