Game Info
Year
2008
Collection
Your Tier
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Description
Tinners' Trail is set in nineteenth century Cornwall. You are mining for copper and tin, attempting to sell when the prices are high. To reduce the cost of mining you can place developments, such as ports, adits, and trains. Once you have made your money you invest it in industries outside of Cornwall, which gains you victory points. The earlier you invest the better the return.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 3 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video R1erQq3KNgA
Peaky Boardgamer Rules Teach at 0:35 sentiment: positive
video_pk 90784 · mention_pk 242923
Click to watch at 0:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Played in about an hour
- Fairly simple rules
Cons
none
Thematic elements
- copper and tin mining
- Cornwall of 19th century
Comparison games
none
Mechanics (from transcript analysis)
- Area Auction — The build mine action involves an auction of one area, where the player who wins places one of their mines in that area, owning it throughout the game. Bidding starts at a minimum of £1 and continues clockwise with players bidding higher or passing. The winner pays the cost and time, then places their mine. Players can propose an empty area for bidding, and if won, dice are rolled to add cubes to that area.
- economic engine building — Players exploit areas by mining tin and copper to sell for fluctuating prices. They use this money to buy victory points and invest in their operations.
- market fluctuation — The price for selling tin and copper fluctuates from round to round, determined by dice rolls.
- Resource Management — Players manage tin, copper, and water cubes, using them for various actions and selling them for money. They also manage their money to buy victory points and cover expenses.
- Set Collection — Developments like miners, ports, trains, and steam pumps are added to areas. Ports, adds, and trains increase an area's production capacity, while steam pumps help remove water cubes.
- Victory Point Acquisition — Players buy victory points using their money in an external investments phase, placing investment cubes on a track corresponding to the current turn.
- Worker Placement (Time Track) — Players use a time track to perform actions. When a player spends time, they move their marker forward on the track. The next player to act is always the one whose marker is furthest back and to the top of the time track. Players cannot perform an action if they cannot afford the time cost.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- My name is Victor Aracos and unfortunately we're back to quarantine status here in Greece because of the coronavirus pandemic.
- Let's hope that will come back to normal at some point.
- For now, don't lose hope.
- And until next time, we are staying in and play board games with people we love.
References (from this video)
No references stored for this video.
Video GUdt9MlCpOk
Getting Games Top N List at 31:31 sentiment: positive
video_pk 90714 · mention_pk 242647
Click to watch at 31:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- classic Martin Wallace design
- interesting re-implementation
Cons
none
Thematic elements
- logistics and time-track-driven action
Comparison games
none
Mechanics (from transcript analysis)
- auction-like decisions — infrequent auctions provide pacing decisions
- Time Track — actions depend on position on a time track
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "it's heavy but it only has one resource and that's money"
- "it's fully cooperative and you all play as robots that are trying to essentially take down the human corporations"
- "this is now a multiplayer experience it's not just two players"
References (from this video)
No references stored for this video.
Video w0VpoY_evY4
Board Gaming Ramblings Discussion at 1:00 sentiment: mixed
video_pk 42880 · mention_pk 239904
Click to watch at 1:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- intriguing premise as a reimagining of a classic
- parts of the game show promise
Cons
- initial playthrough was marred by misrules and confusion
- the group felt the first playthrough did not convey the game clearly
Thematic elements
- strategy, development, and reimagined design
- Historical/medieval-like world; reimagining of an older game
- reimagined design with developer updates
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — competition for control of regions or resources
- Auction / Bidding — informal bidding dynamics affecting influence
- auction/bidding elements — informal bidding dynamics affecting influence
- Card-driven actions — cards influence player actions and timing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a martin wallace game
- we have played it once but we played it horribly wrong
- i enjoyed parts of the game but i did not love it
- we did some rules mistakes like a lot of them
- it's a competitive dixit game
- i am not a huge world of warcraft fan i'm not a huge pandemic fan
- maybe those two together are much made in heaven it's the best thing ever
- it's a dynamic cooperative game
- you have dice in it
- you do not have dice in it
- it's a vampires deck building game
- reminds people of clank
References (from this video)
No references stored for this video.
Video mmYwP9GIWqQ
The Board Gaming Doctor Top List at 6:23 sentiment: positive
video_pk 40426 · mention_pk 122401
Click to watch at 6:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- interactive social element
- engaging economic decisions
- asymmetric play is rewarding
Cons
- weightier, less accessible than lighter euros
Thematic elements
- mining, land prospecting, and infrastructure
- 19th/early 20th-century mining/land development
- interactive economic simulation with bluff elements
Comparison games
- Brass
- Via Nebula
Mechanics (from transcript analysis)
- Asymmetric play — ply can be done with asymmetrical land/production choices
- Betting and Bluffing — players bluff about land value and prospective yields, then reveal and adjust
- bluffing / hidden value — players bluff about land value and prospective yields, then reveal and adjust
- economic management — players buy plots of land, prospect for resources (tin, copper), and build infrastructure
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- thank you for sticking around and viewing this list once again
- it's easy to try them out there [Board Game Arena]
- these are the most underrated games in my opinion
- this is a tiny Epic type of game where it's really, small and quick
- I think this is a masterpiece of micro game design
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4