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Metro box art

Metro

Game ID: GID0208165
Game Info
Year
1997
Players
1-6
Age
8+
Playtime
30 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Similar to Streetcar, Tsuro, Tantrix and Spaghetti Junction, this game has players putting square tiles onto the board to form rail lines. The major difference in this game, however, is that players are not striving to make short, direct routes like those sought in Streetcar. Instead, the object of the game is to make the rail lines as long as possible. Players start with a number of trains ringing the board. Whenever a tile placement connects a train to a station (either on the edge or the center of the board), that train is removed and the player scores one point for each tile that the route crosses, which can cause one tile to score multiple times if the track loops around. However, players score double for city connections, which are the stations in the center of the board.

For those interested in graph theory, a key part of the Metro game design is that the routes will always connect a starting subway train station with an empty destination station, rather than routing to another starting subway train station. The tiles implement a design principle which allows any tile to be placed on any open grid space, subject to rules for alignment with existing tile edges. If correctly placed per the rules, the routing will allow for all trains to score, albeit not necessarily for the high run value the owner would like to attain.

The game was originally issued as Iron Horse (not to be confused with Iron Horse).

Re-implemented by:

Cable Car

Description

Similar to Streetcar, Tsuro, Tantrix and Spaghetti Junction, this game has players putting square tiles onto the board to form rail lines. The major difference in this game, however, is that players are not striving to make short, direct routes like those sought in Streetcar. Instead, the object of the game is to make the rail lines as long as possible. Players start with a number of trains ringing the board. Whenever a tile placement connects a train to a station (either on the edge or the center of the board), that train is removed and the player scores one point for each tile that the route crosses, which can cause one tile to score multiple times if the track loops around. However, players score double for city connections, which are the stations in the center of the board.

For those interested in graph theory, a key part of the Metro game design is that the routes will always connect a starting subway train station with an empty destination station, rather than routing to another starting subway train station. The tiles implement a design principle which allows any tile to be placed on any open grid space, subject to rules for alignment with existing tile edges. If correctly placed per the rules, the routing will allow for all trains to score, albeit not necessarily for the high run value the owner would like to attain.

The game was originally issued as Iron Horse (not to be confused with Iron Horse).

Re-implemented by:

Cable Car

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video OQEKxNmRTXc Gaming Rules! Rules Teach at 2:13 sentiment: positive
video_pk 65501 · mention_pk 159189
Gaming Rules! - Metro video thumbnail
Click to watch at 2:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Game becomes stronger as Leonardo invents things.
  • Balanced gameplay noted after multiple plays.
  • Mechanic where resources go to teammates reduces chaining combos.
  • Potential for strategic depth with workshop upgrades.
Cons
  • Iconography on prototype cards was confusing.
  • Some rules were unclear due to prototype nature.
  • Potential for imbalance if Michelangelo players start with an advantage (though this evens out).
Thematic elements
  • The rivalry between Michelangelo and Leonardo da Vinci trying to create great works of art and transport them to galleries for points.
  • Florence, Italy
Comparison games
none
Mechanics (from transcript analysis)
  • Action Card Play — Players use action cards that have a publicity value, effort value, and often a bonus action to perform various actions in the game.
  • area majority — Players compete for majority control in different regions (galleries) to score points based on the region's popularity.
  • card drafting — Players draw cards each round and choose a subset to keep, influencing their strategy.
  • set collection — Players collect resources and artworks to fulfill patterns and score points.
  • Worker placement (implied) — The 'collectors' move around the board to influence gallery popularity, suggesting a form of worker placement.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And we're going to be doing a full play through. It's going to be a tutorial as well, so we're going to be explaining the rules as we go along.
  • So, if you only play the game for like two rounds and think, 'Oh, the game's broken. Michelangelo's easily going to win.' Yeah, it it seems to be fairly balanced from the one game that we had this afternoon and the one practice game that I had beforehand.
  • So, whenever you do this action, you now get points equal to the action points that you gained for this action.
References (from this video)
No references stored for this video.
Video U56Z-FefrbU kovray Top List at 13:15 sentiment: positive
video_pk 65083 · mention_pk 158695
kovray - Metro video thumbnail
Click to watch at 13:15 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Highly thematic gameplay
  • Deep strategic elements
  • Rewarding experience after learning
  • Appreciated history behind the game
Cons
  • Long setup and learning time
  • High complexity
Thematic elements
  • Historical
Comparison games
none
Mechanics (from transcript analysis)
  • Resource management — Players engage in resource management where actions have thematic meaning.
  • set collection — Collecting sets of resources or items to achieve goals.
  • worker placement — Described as a 'heavy worker placement game' with strategizing elements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i adore this game it's just so much fun to play
  • it's actually one of the few games i feel like i can not stop playing like i always feel like i can play this game
  • it looks very cozy it looks very fun and relaxing it's not it's a little bit stressful
  • tyler keeps taking all your pieces like he does in every other game
  • it is paladins of the west kingdom
  • i really really just i just love this game
  • every time we have people over or we play games tyler asks if we can play paladins
  • it's not exactly easy to teach
  • there's a lot of depth to the game so you have to be willing to put in the time to really learn it
References (from this video)
No references stored for this video.
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