In Maglev Metro, utilize state-of-the-art magnetic levitation technology to build a metropolitan rail system, transporting workers and robots beneath the city. Replace aging Manhattan and Berlin subway systems with newer, faster, quieter technology. Enhance your rail system's abilities so that your passengers arrive at their destinations first.
Efficiency is your key to success in this pick-up-and-deliver, tile-laying, engine-building game. Transparent tiles allow your route to overlap your opponents' tracks, winding you along from station to station. Robots efficiently upgrade and adjust your abilities, leveraging unique goals to maximize points. By the end of the game, the game board has morphed into a modern subway map, with brightly-colored routes connecting stations all over the city.
Maglev Metro contains two unique maps.
—description from the publisher
- transportation
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- hey everyone who just kind of made it in time i'm not going to say it was a shall we say the easiest time to get here
- come on seriously i need to get on with a stream in a minute
- what is going on at fantasy fly at the moment they're just not bringing out any major good games
- every time they try to do a spin-off game that isn't a card game they tend to fail
- root's okay but i think the fact that you've got to have a balanced group of players who know what they're doing to play it i think it's just too much
- i just i'm okay with rue but i would never seek it out
References (from this video)
- Engaging fusion of engine-building and route-building that scales well with player count
- High-quality acrylic components that stack and overlay cleanly
- Clear color-coding with practical colorblind accommodations noted in play
- Modular maps and expanding content (new maps) create replayability and future interest
- Two-player pacing is tight and fast, with good interaction through overlaying routes
- Colorblind accessibility, while addressed with better color choices, remains a point of friction for some players
- Rule clarifications arise around end-of-line movement, capacity, and color unlocking during play
- Strategic planning can feel constrained by the two-action-per-turn limit, which can lead to analysis paralysis in longer sessions
- city planning, transit optimization, and puzzle-driven engine-building
- A futuristic urban transit network where players build and manage maglev routes and stations across a city map.
- procedural/puzzle-driven with modular maps and components
Mechanics (from transcript analysis)
- color-based unlocking — Colors determine which stations can be built; unlocking a color requires appropriate robots and actions.
- engine-building — Acquire robots to increase action strength, enabling more actions per turn and unlocking capabilities over the course of the game.
- overlay / modular board — Double-sided tiles and acrylic pieces allow multiple lines to pass through the same space, enabling layered networks.
- route-building and delivery — Lay tracks, route trains, and pick up / drop off passengers to score and advance along lines.
- set collection / objectives — Players hold objective cards and complete rows/columns for end-game scoring and bonuses.
- tile/station placement — Place stations and routes along the board, with color unlocking and limited placement rules that shape the network.
Video topics + discussion points
Quotes (from this video)
- I love like the puzzle piece and how this is double sided the component quality is really really well done.
- the reason they're clear like this the reason why they're acrylic is because you can place them on top of each other.
- this is an engine-ish building action selection game.
- the tiles overlay it's so cool to see that overlay in action and how it changes the map.
- I cannot wait to play the new maps.
References (from this video)
- Impressive production quality and components
- Modular map design increases replayability
- Engaging engine-building decisions and strategic depth
- Clear sense of progression and endgame tension
- Hex station tiles can be a tight fit
- Iconography on some tiles is not immediately obvious
- urban transit optimization and network design
- New York and Berlin metro systems with magnetic levitation tracks
- engine-building with modular maps
- Railways of the World
- Age of Steam
- Suburbia
Mechanics (from transcript analysis)
- engine_building — Upgrade actions via robots to increase available actions and capacity.
- pickup_and_delivery — Pick up passengers from stations and drop them off at matching color stations to score points.
- tile_and_track_placement — Place hex station tiles and stackable tracks to create routes between stations.
Video topics + discussion points
Quotes (from this video)
- Production-wise this is one of the best production games I've seen in a long time.
- It's an engine-building game, somewhat to me.
- Phase one you place your workers, Phase two transport the statues, Phase three put the hats on them.
- Two maps give you variety.
- Rapa Nui is a pickup and deliver game with a twist that makes you think about paths and statues.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- My Favorite of the games was Lost Ruins of Arnak.
- This convention is a great time to see other gamers, learn new games, and meet new people.
- The swap meet is a huge way to support Great Plains Gaming Project.
- Staying at the hotel beside it made things easier, though parking and logistics required planning.
References (from this video)
- Designer of Suburbia
- Eye on new designer release
- Expansion featuring Mars coming
- Railway building
- Futuristic transit
- Suburbia
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am