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Pipeline box art

Pipeline

Game ID: GID0245568
Game Info
Year
2019
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

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!

Description

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!

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 6 · mix 0 · neu 2 · neg 0
Mentions per page
Showing 1–8 of 8
Video xW1NGEDGlCg Top 100 List at 14:48 sentiment: positive
video_pk 66463 · mention_pk 161947
Pipeline video thumbnail
Click to watch at 14:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong economic engine
  • Interesting tension in acquiring resources early
  • Depth without being overly long
Cons
none
Thematic elements
Comparison games
  • Lords of Waterdeep
  • Whistle Mountain
Mechanics (from transcript analysis)
  • action selection — Ten actions to choose from with varying values.
  • economic management — Balancing costs, contracts, and expansion.
  • network-building — Build a pipeline network and manage stores to optimize production.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's very difficult to come up with a top 100 board games over a long period of time
  • it's an icebreaker
  • two players can play up to four players
  • this is a trick taking game which came out late in 2024
  • the tile placement is what is different
  • wake up order as I'll call it
  • pandemic style cooperative game
References (from this video)
No references stored for this video.
Video YjKf6pxWTOg Meeple University Rules Teach at 0:00 sentiment: neutral
video_pk 64724 · mention_pk 158223
Meeple University - Pipeline video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • oil economy and pipeline network optimization
  • oil refining industry
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — On a turn a player may take one action from ten available; paying $10 can grant the other action on the same arm of the cross.
  • contracts — Upgrades (shops) and upgrade cards enhance actions; contracts allow selling products under constraints with penalties.
  • Loans and endgame scoring — Loans incur penalties and can be taken at a cost; endgame scoring ends with the player who has the most money as winner.
  • Market and resources — Markets allow purchase of crude and selling refined products; market spaces are limited and prices become less favorable the longer you wait.
  • Network/route building — Players build a personal network of colored pipelines; the length of unbroken lines represents refining capacity.
  • Pipeline network construction — Players build a personal network of colored pipelines; the length of unbroken lines represents refining capacity.
  • Refining and machine placement — Machines, pipes, and tanks are placed to enable refining and require careful placement to avoid reducing pipeline capacity.
  • upgrades and contracts — Upgrades (shops) and upgrade cards enhance actions; contracts allow selling products under constraints with penalties.
  • Valuation and objective cards — Valuation cards drawn at the start yield rewards for achieving certain combinations of pipelines, contracts and assets.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Pipeline is an engine building and commodity trading game based on the oil refining industry
  • the central puzzle of the game is each player's construction of a personal network of colored pipelines
  • money is extremely tight in the game particularly through the first two years of actions
  • there are 18 turns and therefore 18 primary actions in the game
  • the winner is the player with the most money after the end of the game
References (from this video)
No references stored for this video.
Video ZOnLxAFecHw Meeple University Rules Teach at 0:39 sentiment: neutral
video_pk 64676 · mention_pk 158171
Meeple University - Pipeline video thumbnail
Click to watch at 0:39 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Real balance between money and action efficiency.
  • Powerful upgrade cards that scale with resource investment.
  • Lucrative contract/end-of-turn actions that can accelerate earnings.
  • Diverse end-of-game scoring categories tied to pipelines and contracts.
Cons
  • Money is scarce early, forcing tough trade-offs.
  • Machines can split long pipelines, potentially hindering paths.
  • Upgrades can be very powerful but are costly to reach and can be blocked by others.
  • The game has a high level of complexity and many interlocking systems.
Thematic elements
  • oil refining, pipelines, and market competition
  • the nationally controlled oil market is about to be privatized
  • rules-focused tutorial
Comparison games
none
Mechanics (from transcript analysis)
  • building a personal pipe network — Tiles must be placed orthogonally adjacent and connect to form a network; colors influence refining power.
  • Contracts and loans — You may take contracts and loans; contracts require fulfilling oil transfers and can yield penalties if failed.
  • fulfilling orders as a free action — Fulfilling an order lets you immediately gain money and avoid extra actions, but requires available inventory.
  • Loans — You may take contracts and loans; contracts require fulfilling oil transfers and can yield penalties if failed.
  • machine phase and automation — Machines automate pipelines but can block the worker from activating pipelines connected to them.
  • market actions with sell then buy sequence — Markets resolve in two steps: sell oil from tanks to the market, then buy cubes into tanks, with an order of operations.
  • Market Pricing/Manipulation — Markets resolve in two steps: sell oil from tanks to the market, then buy cubes into tanks, with an order of operations.
  • refining via length-based pipeline constraints — You run pipeline lengths to refine crude into products, governed by a cost table and per-turn limits.
  • refresh phase and end-game scoring — At year refresh, contracts are refreshed, markets restock, upgrades flip, and end-game scoring is resolved in multiple categories.
  • turn order track and early/late placement — Choosing position on the turn order track affects when you act each round.
  • upgrades system — Upgrades are purchased from five columns with level 1/2/3 cards, stacking benefits and possible year-start effects.
  • Variable Phase Order — Machines automate pipelines but can block the worker from activating pipelines connected to them.
  • worker placement — Players place a worker on one of ten primary actions to take their turn.
  • worker placement on a central action cross — Players place a worker on one of ten primary actions to take their turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "pipeline is played over 18 rounds split into three years"
  • "money is very scarce particularly in the early phases of the game"
  • "there's a real balance in this game between money and efficiency of actions"
  • "fulfilling orders can be very lucrative you save an action and you'll get the highest amount of money you could for that oil"
  • "Machines will automate your pipelines but it also prevents you from using the worker action to activate it"
References (from this video)
No references stored for this video.
Video vpTM_3ReX_w No Pun Included Discussion at 0:50 sentiment: positive
video_pk 27933 · mention_pk 81552
No Pun Included - Pipeline video thumbnail
Click to watch at 0:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video YBIPZpIrgaU Getting Games Discussion at 40:56 sentiment: positive
video_pk 9364 · mention_pk 27581
Getting Games - Pipeline video thumbnail
Click to watch at 40:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight engine-building; multiple ways to grow your engine
  • interesting machine actions that reduce turn cost later
Cons
  • downturn on early turns can feel inefficient
  • longer playtime at higher player counts
Thematic elements
  • industrial optimization and logistics
  • oil industry and pipeline infrastructure
  • engine-driven with machines
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video K5xSPyZUxYU 3 Minute Board Games Discussion at 10:24 sentiment: positive
video_pk 6062 · mention_pk 18028
3 Minute Board Games - Pipeline video thumbnail
Click to watch at 10:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Host really interested
  • Knows people who can teach it
Cons
  • Never hit the table yet
Thematic elements
  • Economic simulation
  • Oil industry
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 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)
No references stored for this video.
Video NGcYaf1MSyM Getting Games Playthrough at 0:00 sentiment: positive
video_pk 5035 · mention_pk 14930
Getting Games - Pipeline video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • 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
Comparison games
none
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
No key topics recorded for this video.
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)
No references stored for this video.
Video Muu8r4XN6-M Before You Play Playthrough at 0:00 sentiment: positive
video_pk 4205 · mention_pk 12306
Before You Play - Pipeline video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 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
Cons
  • 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
Thematic elements
  • Pipeline construction and oil refinement
  • Oil refining network across three years
  • Educational playthrough with tutorial context
Comparison games
  • 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
No key topics recorded for this video.
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
References (from this video)
No references stored for this video.
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