Prior to Essen 1999, a group of students created Splotter Spellen to sell some of their own game designs. This game is regarded as one of the highlights of that group. The object of the game is to deliver as many people to their destinations as you can. To accomplish this, players place route markers on the board to connect passengers to their destinations. However, the destination types (work, bar, home) vary from turn to turn, so you can follow certain passengers as they make their way through the daily grind.
Players may buy more buses (they start off with one), build onto their bus route, bring new passengers to the city (via the trains), expand the city by adding more buildings, and run their buses. There is another option, the clock. The action board has one other clever feature. On some actions, route expansion and building, the first player to choose that action actually gets to execute the action last! Which leads to some interesting games of chicken and some painful decisions.
Buying more buses allows a player to carry one more passenger every time they run their buses - hence scoring, in the best case, one more point. Depending on how the city gets built, however, finding lots of passengers on the street can be tricky.
Bus routes extend from either end of a Settlers-style initial placement. Extensions are appended to either end. Routes may only run parallel if there are no empty streets at one of the ends or the line ends on the crossing as another player's end. All new passengers will arrive at one of two train stations so that is one concern when route building. One must also be careful to run by a nice mix of building types. And, when building, one must always have an eye towards spoiling other players' routes by placing a mix of building types at each of their intersection so that all of their passengers just walk! Finally, when carrying passengers, one wants to be careful to set up to carry the same passenger next turn.
- Early worker placement game
- Didn't set the world on fire
- public_transportation
- Aladdin's Dragons
- Cathedral
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Easy to learn and quick to teach
- Solid design that rewards strategic play
- Some actions can feel useless at times, requiring you to take something
- route competition, indirect cutthroat gameplay
- rail transport and routing in a busy network
- light, strategic route-building in a bustling network
Mechanics (from transcript analysis)
- action selection — Each round consists of one primary action choice, with optional later actions possible.
- high interaction — Directly affecting opponents' routes and space to disrupt their plans.
- routing/route building — Players place/build routes, placing workers or guests to move along the network.
Video topics + discussion points
Quotes (from this video)
- I really enjoyed this game. It was a ton of fun. Absolutely loved it.
- I don't understand mind management. If you really get it, please explain it to me.
- it's easy to learn, takes a lifetime to master
- This is one of those heavy euro that is a thick box; we learned and that was great.
- we absolutely lose. Cthulhu is immortal and it was the last possible round, but it created a fun story.
- I thought, this is good. This was a good experience.
- I would definitely play again after getting through the learning curve.
References (from this video)
- Straightforward basic rules
- high interaction and takedown opportunities
- Confrontational, not solitaire-friendly
- Urban transit competition and passenger flow
- A city’s public transportation system in an expanding city
- Direct, confrontational with open information
Mechanics (from transcript analysis)
- player interaction — Direct scoring and interference with opponents' routes.
- route/passage competition — Players compete to pick up and drop off the same passengers; no hidden information.
Video topics + discussion points
Quotes (from this video)
- deliciously confrontational game with everything out in the open, no hidden information.
- you only have 16 actions for the entire game
- There are two ways you can go in the game. You can stay a merchant for the entire game, and there are definitely some advantages for that, like there's a lot of income, but you can also decide to become a monk
- the action selection progress
- this is the most player interactive game I have in my list, and it is mean, but so much fun
- I love the aliens; at the beginning of the game, there are random aliens placed on the board face down
- you don't roll your dice. You set them to whatever numbers you want