Game Info
Year
2015
Collection
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Description
In Munich at the end of the 19th century, the successful new tramway needs expansion, and the two opposing players in Trambahn are competing for the contract.
To do this, in a grid marked by cards players use their cards in three different ways: as passengers on the trams, as suggested stops on new routes to be built, and as money to pay for these routes. When laying out cards for suggested stops, players need to both match colors and build them in ascending order — but they also need to bring passengers to this tram line in order to score victory points for it.
The cards resemble postcards that feature street cars in Munich and historical parts of the city.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Video TDewailST10
Getting Games Review at 0:02 sentiment: negative
video_pk 63631 · mention_pk 157121
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- great card play mechanic with simple, meaningful decisions
- ability to save cards in hand for later or spend to generate income
- no dead cards; you can always turn a card into money or train
- multiple trains and color columns allow varied engine-building
- two-player design works well for head-to-head play
Cons
- overly dependent on luck of the draw
- frequent treading water turns where little happens
- replayability is only average
- endgame acceleration amplifies luck near the scoring rounds
Thematic elements
- train networks / passenger transport
- two-player game where players build trains to move passengers around
Comparison games
- Celtus
- Lost Cities
Mechanics (from transcript analysis)
- color-matching on terminals — a placed card must go on the terminal that matches its color
- column management and money conversion — after laying cards, optionally convert cards to money; columns without a train are discarded
- draw replenishment — at end of a turn, players draw cards from the top of the deck until they have six in hand again
- end game and deck depletion — game ends after ten scoring rounds; when the main draw deck is depleted, players lose half of their stored income, rounded down
- hand management — start with six cards; place 1-2 cards as passengers in a communal area; then lay out any number of cards in ascending color columns; can have multiple columns of the same color
- hand management and card placement — start with six cards; place 1-2 cards as passengers in a communal area; then lay out any number of cards in ascending color columns; can have multiple columns of the same color
- joker/conductor mechanic — a Joker (conductor) can be placed on any train until it is finished; Jokers help reach eight cards per train and are worth strategic use
- Matching — a placed card must go on the terminal that matches its color
- scoring by color and train multipliers — when a color hits a passenger threshold, all trains of that color score; score equals the sum of central numbers on those trains multiplied by the train's multiplier
- train purchasing and modifiers — trains cost five thousand dollars and have multipliers (2x, 3x, 4x) that scale with price; buying trains uses money from the bank
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- in conclusion I've been pretty disappointed by trombone
- this is actually the game clock as soon as 10 scoring rounds happen the game is going to end
- Jokers are important they make it easy to get to eight cars in a train
- the Joker in my hand also called a conductor
- you can always make a second train or a third train of a specific color
- there isn't really a runaway leader problem with this game
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