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
- Rich combination of Rondell-based action selection with market dynamics
- Strong player interaction through shared map and goals
- Clear sense of evolving strategy and path diversity
- Market manipulation combined with route-building
- Market/transport hub with a subway-like track system
- positive/strategic
- Other Rondell-driven design
- Market/track-building euros
Mechanics (from transcript analysis)
- Market manipulation — Acquiring resources/actions to influence the market and track progression
- Market Pricing/Manipulation — Acquiring resources/actions to influence the market and track progression
- positive interaction on shared map — Connecting with others can yield bonuses; competing goals encourage interaction
- Rondel — Toroidal/rotating wheel style mechanic influencing actions and moves
- Rondell (round-and-round) system — Toroidal/rotating wheel style mechanic influencing actions and moves
Video topics + discussion points
Quotes (from this video)
- "it's about windmills"
- "the closest I've seen to Mario Kart as a board game"
- "it's a very tight worker placement game"
- "the biggest surprise of the year"
- "this is my favorite game of the year so far"
References (from this video)
- dense, highly interconnected route-building with economic tension
- thematic focus on subway networks and resource interplay
- heavy weight may limit playability for casual groups
- complexity could slow the first plays
- Route-building with economic mechanics and objectives
- Urban subway/tunnel network
- economy-driven, heavy Euro
- Brass (economy/ resource management emphasis)
Mechanics (from transcript analysis)
- bidding/turn order economy — Dynamic economy where resources and turn order shift as play progresses
- Network/route building — Connect subway tunnels on a shared grid to score
- Public and private objectives — Players pursue both shared and personal scoring goals
- route-building — Connect subway tunnels on a shared grid to score
- Turn Order: Auction — Dynamic economy where resources and turn order shift as play progresses
Video topics + discussion points
Quotes (from this video)
- this game looks interesting
- I think this game is trying to go for a combination of zoo building and management as is popularized by Arc NOA in addition to making it a more abstract uh dice drafting type of game
- you are playing simultaneously and you do have the opportunity to draft both Dice and tiles
- the worker placement is handled by these strength tiles that have different strengths on them
- I like the fact that the little tweak on worker placement that this adds to the decision space
- this tiled map that you are building on is it looks interesting because I think there is going to be a lot of opportunity for interaction
- the economy shifts and resources become more scarce
References (from this video)
- 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)
- 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