Your transit company has been hired to construct subway tunnels and stops, connecting the districts of the city. Will your project stay on track, or will it go off the rails?
Terminus is a resource management and subway development game for 1 - 5 players, featuring a rondel and variable marketplace.
During the game, players will circle the city taking actions to:
-Purchase developments, upgrades, and materials
-Lobby Projects and Agendas
-And build stops and rails for their subway lines
While the economy shifts and resources become more scarce, players must try to outwit each other and earn prestige by fulfilling public project objectives and their own private agendas.
The player who's earned the most prestige wins the game!
—description from the publisher
- Heavy but approachable rules
- Complex strategic depth
- Good artwork similar to Isaia Tools
- Clean graphic design
- Good for heavy game fans
- Smooth gameplay for complexity level
- Rewards good tactics and strategy
- Not forgiving - can paint yourself into corner
- Potential for poor early game decisions to compound
- Requires lookahead planning
- Complex despite simple rules
- Subway network
- City building
- Infrastructure
- Earth
- Food Chain Magnate
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Review and rant about board games - usually more the latter
- It's basically Seven Wonders Dual with a minor reskin on it
- Euro style area control is probably in my bottom five mechanics
- This game is not forgiving
- I'm kind of done with this whole genre
- I'd be the skeletons and he'd be the goblins
- This will cause your brain to ache
- The Expo is kind of more like a taster of what's to come
- Remember as always it's only a game
References (from this video)
- Regarded as one of the heaviest titles from Inside Up
- Deep, satisfying when table time allows
- Very long playtime
- Dense teaching and initial setup may deter newcomers
- Constrained resource allocation with track-laying mechanics
- Rail and logistics network management in a heavy tactical system
- Stoic, euro-tight with a brutal efficiency focus
- Lisboa
- Weather Machine
- Earth
Mechanics (from transcript analysis)
- heavy_resource_management — Tight constraints drive strategic decision-making across turns.
- track_laying_and_route_planning — Players lay tracks to optimize movement and resource flow.
Video topics + discussion points
Quotes (from this video)
- there are hundreds and hundreds of board games he has set up, alphabetically the way they were organized was unbelievable
- The Gamers Ranch... Bland, Missouri... you ain't got to bring a game, there are hundreds of games here
- Inventions... the board is laid out in such a way that it's one of those I'm not even trying to explain what it is
- Terminus... the heaviest game that Vital has asked to play, and it's going to come out on Kickstarter in June
- karaoke night... a lot of show tunes... it was amazing
- shrimp and grits was amazing, but the texture was surprising; grits look gross but taste good
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're listening to the broken meele show a podcast that speaks passionately about board games for the benefit of those who play them
- it's only a game
- Vindication is perfectly good as a base game only and I don't think you need the expansions
- I cannot begin to stress how much of a complete lie that is this is not a 45 to 60 Minute game
- I have suspicions that the critics have overhyped this one a bit
References (from this video)
- Meaty Euro with deep planning and tight resource management
- Rich interaction through shared developments and hub placement
- Multiple viable strategies and varied board setups due to developments
- High production quality (screened components, wooden resources, chunky rails)
- Relatively reasonable setup time for a heavy Euro
- Very punishing and unforgiving; mistakes can derail a game
- Significant analysis paralysis; pacing can lag and turn order can be punishing
- Long play time at 3–5 players (around 3 hours plus) and potentially longer
- Solo mode is weak and diminishes the single-player experience
- Iconography and some rule ambiguities require frequent referee to the book
- Limited variability; scoring and strategies can feel linear across plays
- Infrastructure, logistics, and transportation planning
- Urban rail network in a stylized city
- Eurogame-driven with thematic flavor emerging from resource management
- Empire's End
- Voidfall
Mechanics (from transcript analysis)
- Agenda cards and personal objectives — Personal goals add a private scoring dimension that interacts with shared objectives and public projects.
- Developments with shared and discounted actions — Development tiles grant abilities and can be used by multiple players; they influence optimal routes and strategies.
- Grid-based track and hub placement — Players lay rails on a board with stops and hubs, connecting districts to fulfill demand and score points.
- Interaction through stops, shared abilities, and energy/cash exchange — Using another player’s stop yields a trade-off: a small cash reward for the other, with potential strategic advantage.
- Rondel action selection — A central action cycle across rounds where players move a marker to select actions; progress and timing drive effectiveness.
- Supply and demand resource pricing — Resources have fluctuating prices based on purchase activity, affecting both current and subsequent turns.
- Upgrades and upgrades tiles — Upgrade tiles provide powerful, sometimes wildcard effects that modify future actions or resources.
Video topics + discussion points
Quotes (from this video)
- Terminus is not for the fainthearted
- analysis paralysis I have seen in a heavy Euro for a long time
- this game is going to be a three hour game
- there's a lot of thinking and room for being completely screwed
- the solo mode is really lacking in the box itself
References (from this video)
- Big heavy game
- From same publisher as Earth
- Less than 2000 views but positive reception
- Pretty obscure game with little coverage
- Not getting much buzz despite being heavy and from popular publisher
- Earth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're listening to the broken me show a podcast that speaks passionately about board games for the benefit of those who play them
- it's only a game
- this game is terrible absolutely terrible
- there's nothing to laugh at at this if something gets nicked off you chances are you'll never be able to Nick it back
- I never want to see it again
- if I don't play it I wouldn't really care
- there's no theme to keep me immersed in the game
- this is just such a waste
References (from this video)
- unique train-themed premise
- potential for tactical depth
- early in-depth descriptions; rules unclear
- Transit infrastructure and city growth
- Rail/subway expansion planning
- Strategic, planning-focused
- Brass
- The Underground
Mechanics (from transcript analysis)
- route-building — design and optimize subway lines
Video topics + discussion points
Quotes (from this video)
- it's not easy to stand out so I guess we have to look for small gems like Alice's Garden
- open gaming is still pretty good there
- food is incredibly expensive at this place it is diabolical
- I'll be wearing one every day so I think I'm ordering seven of them
- this is a very busy board a lot of Art and pictures and symbols and that everywhere
References (from this video)
- Well-received by reviewer
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- it's only a game
- I hate pretentiousness in games
- we got to be able to dislike some things you know I'm all about balance you can love something but you got to hate something as well
- I'm worried that they've gone too far
- definitely I think the most complicated game that they have put out ever I'm not joking
References (from this video)
- colorful prototype components
- deep strategic decisions and planning
- interaction with opponents' networks
- hidden agendas and development tiles add variety
- diverse player boards and characters
- prototype may change before final release
- complex rules and queues could increase setup/learning time
- could be heavy for casual players
- subway development and network optimization
- modern city transit planning and subway expansion
- strategic, objective-oriented
Mechanics (from transcript analysis)
- development cards and agendas — hidden agendas and development tiles influence scoring
- lobbyist-on-tiles — sacrifice lobbyists to gain tile bonuses and unlock projects
- Resource management — manage money, time, and resources to fulfill objectives
- tile/board placement — build stations, hubs, and rails across districts
- worker placement — place lobbyists to trigger actions and gain resources or bonuses
Video topics + discussion points
Quotes (from this video)
- Terminus is a Subway planning developing a construction game for two to five players
- it's very strategic because you can use your opponents' stations to get around
- money is very important
- don't take a word for it check it out for yourself
- we love wooden components