The refinement of oil has long been part of the government-controlled energy sector. Amassed with an incredibly complex and inefficient system of refineries, the government has felt the severe pressures of worldwide demand and the ever-increasing global standards for refinement. Unable to keep up with demand, the government has only one option: privatizing the oil industry.
This is where you come in. Seeking to capitalize on this new opportunity, in Pipeline you start a company in the oil business. You will focus on building a much more efficient pipeline network in your refinery, hiring experts that provide valuable benefits over your competitors, and managing the logistics of purchasing and selling your refined oil in the various markets. You will need more than strong economic skills – carefully crafting an interweaving network of pipelines just might ensure your victory!
Pipeline - Playthrough & Review
- Open-ended play space that invites tinkering and experimentation
- Strong visual impact and signature art by Ian O'Toole
- High potential for replayability due to open objectives and variable scoring
- Scoring can vary dramatically (noted as 200–1000), which can feel unforgiving
- Mechanics can feel clunky or abstract to newcomers
- Open competition can overwhelm players who prefer more deterministic outcomes
- Industrial economics and resource optimization within a competitive market
- Oil refinement economy simulated on a modular board, emphasizing pipe networks, barrels, upgrades, and market pressure
- Economic simulator masquerading as an optimization engine; heavy emphasis on competition and adaptability
Mechanics (from transcript analysis)
- Competitive resource denial — Because resources are scarce, opponents can preemptively snatch items essential to engines and plans.
- Network/route building — Players extend pipes to connect resources and push throughput through the system, creating spatial and logistical tension.
- Open play space / sandbox design — The environment is permissive and adjustment-heavy, enabling tinkering and varied play styles within competitive constraints.
- Pipeline/route-building — Players extend pipes to connect resources and push throughput through the system, creating spatial and logistical tension.
- Resource management — Players manage limited oil, barrels, and upgrades to maximize output and efficiency.
- simple action economy — Actions are described as straightforward, but the surrounding system complexity yields emergent strategic depth.
Video topics + discussion points
Quotes (from this video)
- it's an open play space almost like an art project where you can tinker and dabble to make something weird and clunky
- the pipeline is an economic simulator that's masquerading under the guise of an optimization engine
- if you answered yes to at least three of these it's very likely that you should slip pipeline right into your calyx
- pipeline is BRE
References (from this video)
- tight engine-building; multiple ways to grow your engine
- interesting machine actions that reduce turn cost later
- downturn on early turns can feel inefficient
- longer playtime at higher player counts
- industrial optimization and logistics
- oil industry and pipeline infrastructure
- engine-driven with machines
Mechanics (from transcript analysis)
- action-selection work replacement — choose actions and execute multiple steps via machines
- engine-building with machines — build an engine by running machines to upgrade oil through pipelines
Video topics + discussion points
Quotes (from this video)
- The overall feeling of this game really is that you are growing trees and then removing them and placing leaves down.
- It's one of the few Roll & Write style games where you can negatively impact your opponents.
- You are spending money to make money, but machines can give you free actions later on.
- This is essentially a Ticket to Patchwork vibe with a modern, crunchy decision space.
- It's a lightweight game that somehow feels dense because of the interactions.
References (from this video)
- Host really interested
- Knows people who can teach it
- Never hit the table yet
- Economic simulation
- Oil industry
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
References (from this video)
- Deep engine-building with long-term payoff and high interaction on a two-player board
- Rich decision space around upgrades, markets, and tank/storage management
- Exciting late-game engine growth and volatile scoring dynamics
- Rules-heavy and mechanically dense, with a lot to track
- Two-player balance can hinge on contract quality and upgrade timing
- Storage planning and pipeline management can feel fiddly and error-prone
- Infrastructure optimization, market dynamics, and resource conversion
- Oil refinement and pipeline infrastructure in a competitive two-player setting
- Commentary-driven playthrough with live rule discussion and tactical narration
Mechanics (from transcript analysis)
- Endgame scoring and valuation — Valuation cards, contractor fulfillment, tanks, and upgrade tokens contribute to scoring; endgame reassessment can swing final totals.
- Main vs. secondary actions — Main actions develop the engine (upgrades, pipelines, machines); secondary actions provide market access or additional upgrades.
- Market and contract liquidity — Oil is sold into refined markets, and contracts pay out when requirements are met; both funds and future opportunities depend on liquidating assets.
- Pipeline length tracking — Players extend colored pipelines; the length determines upgrade or refinement potential and market reach.
- Resource conversion — Crude oil is refined along pipeline tiers (orange, silver, blue) via machines and upgrades to reach higher quality levels.
- Turn order manipulation — Turn order can be changed by spending actions or upgrading, influencing early turns and access to key upgrades.
- Upgrade system — Upgrades unlock market access, increase efficiency, and can block opponents; some upgrades also modify scoring dynamics.
Video topics + discussion points
Quotes (from this video)
- we're starting out the fifth out of 18 rounds in the game
- we can refine this crude up to the mid grade
- this upgrade is going to flip this over
- the final year of the game
- we're going to sell this mid-grade orange and we'll get $75
References (from this video)
- High strategic depth and puzzle-like elegance
- Strong two-player back-and-forth with thinky tension
- Beautiful production and artwork; Ian O'Toole visuals
- High replayability due to randomized valuations, upgrades, and tiles
- Punishing and unforgiving; can induce analysis paralysis
- Complex to learn and manage; blocking upgrades can frustrate
- Contracts/loans add rigidity; some paths feel slow or prohibitive
- No 20 denomination on components
- Pipeline construction and oil refinement
- Oil refining network across three years
- Educational playthrough with tutorial context
- Curious Cargo
Mechanics (from transcript analysis)
- Contracts and loans — Loans grant cash but add penalty cubes; contracts provide recurring or deferred income and can be fulfilled piecemeal.
- Government tiles and quadrants — Government tiles open quadrants over years; tiles alter available actions and opportunities.
- Machines — Machines auto-refine oil when activated; attached to pipe networks.
- Oil markets — Crude and refined markets with price interactions; selling before buying governs price flow.
- Pipes network construction — Tile-based network of pipes where length determines refinement steps.
- upgrades — Five upgrade categories, each with three levels; buying upgrades blocks room for opponents and provides immediate/ongoing benefits.
- Valuations and scoring — End-game scoring uses four dynamic valuations that vary per game and can double income from contracts/values.
Video topics + discussion points
Quotes (from this video)
- I love the game.
- unforgiving economic game
- bread and butter of this game
- thinky two-player puzzle
- it's very tight back-and-forth
- this valuation that doubles orders changed how we played