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Tramways box art

Tramways

Game ID: GID0363923
Game Info
Year
2016
Collection
Rating
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Description

The 1920s: Small City was founded just a few years ago and is still a fledgling town at this stage. Nonetheless, the Town Center is prosperous, and the managers of the weird CliniC have been duly incarcerated for years by this point. Now it is time to reach a new step: Building a new map transit.

In Tramways, you take the role of one of the managers of the local CliniC who were fired last month when it was discovered that you had acquired wealth on the backs of patients and their poor health. You are now at the head of a team of engineers, ready to build the best and most effective network possible for Small City. Your aim is to find the best places between buildings and citizens so that they can use your networks (and not those of your opponents, who are always ready to buy the most interesting development areas). Be assured that a happy citizen who is able to move where and when he wants will thank the best transport companies. There is nothing that satisfies a chief manager more than seeing citizens happy...

The game is divided into six rounds, each of which is divided into two halves:

During the first half of a round, players compete to acquire the best development cards to create their most efficient deck. An original auction phase also determines turn order — and being the first player increases your stress level.

During the second half, they play a train game, using their deck to try to build a great network between the different buildings of Small City. They try to move passengers without stressing them during the transit, in the end obtaining happiness points, which is the aim of the game.

The more that players use the symbols on their cards, the more actions they can do, but they also increase their stress level at the same time, which leads to negative victory points...

Description

The 1920s: Small City was founded just a few years ago and is still a fledgling town at this stage. Nonetheless, the Town Center is prosperous, and the managers of the weird CliniC have been duly incarcerated for years by this point. Now it is time to reach a new step: Building a new map transit.

In Tramways, you take the role of one of the managers of the local CliniC who were fired last month when it was discovered that you had acquired wealth on the backs of patients and their poor health. You are now at the head of a team of engineers, ready to build the best and most effective network possible for Small City. Your aim is to find the best places between buildings and citizens so that they can use your networks (and not those of your opponents, who are always ready to buy the most interesting development areas). Be assured that a happy citizen who is able to move where and when he wants will thank the best transport companies. There is nothing that satisfies a chief manager more than seeing citizens happy...

The game is divided into six rounds, each of which is divided into two halves:

During the first half of a round, players compete to acquire the best development cards to create their most efficient deck. An original auction phase also determines turn order — and being the first player increases your stress level.

During the second half, they play a train game, using their deck to try to build a great network between the different buildings of Small City. They try to move passengers without stressing them during the transit, in the end obtaining happiness points, which is the aim of the game.

The more that players use the symbols on their cards, the more actions they can do, but they also increase their stress level at the same time, which leads to negative victory points...

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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 4 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video ODfSljPI5yw Meeple University Discussion at 5:29 sentiment: positive
video_pk 64917 · mention_pk 158518
Meeple University - Tramways video thumbnail
Click to watch at 5:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Plays really well
  • Gameplay is more important than pretty components
Cons
  • Doesn't have like any special another like ever dealt three or cute components or cute game trace
Thematic elements
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 learned my lesson I shouldn't judge a game by its component
  • it is more important to me for the gameplay to be good rather than pretty components with not-so-good game gameplay
References (from this video)
No references stored for this video.
Video TAOWz_Do4yY Meeple University Review at 0:08 sentiment: positive
video_pk 64898 · mention_pk 158486
Meeple University - Tramways video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Combo icons on development cards allow for actions without extra stress.
  • Edge wrapping mechanic creates interesting route possibilities.
  • Night time restriction adds a strategic element to destinations.
  • Martian passengers add an extra scoring opportunity.
Cons
  • The Martian expansion cannot be played with more than four players.
  • Players cannot use green pieces (Martian passengers) when building their networks.
Thematic elements
  • moon or Mars
Comparison games
none
Mechanics (from transcript analysis)
  • Development card combos — New development cards have combo icons that comprise two existing icons merged together, which can be spent together in a single action without taking extra stress.
  • Edge wrapping — Edges with the same Roman numeral across the entire map are considered adjacent, allowing for routes to wrap around the board.
  • network building — Players must start building networks from existing parcels or buildings and cannot create disconnected network pieces.
  • Night time restriction — A designated night time tile cannot be the final destination for a passenger's journey.
  • Passenger delivery — Players move passengers, including Martian passengers which provide bonus points upon delivery.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hi it's time and Stella from Apple University bringing you a variety of quality bogden videos
  • we're showing you a prototype copy of this game and so the art rules and components may not be final
  • we hope that you enjoy the video and we hope that it helps
  • if you enjoy this video please let us know by hitting the like button
  • write your questions feedback comments in the comment sections below
  • you can also join our Facebook group nipple University community to share your life of board games
  • if you'd like to be among the first notified on what's new from Oakland University please consider subscribing to our Channel and click on the me ball up in the corner to do so and do hit the bell for notifications
References (from this video)
No references stored for this video.
Video _wr87a_7qAI Meeple University Review at 0:10 sentiment: positive
video_pk 64903 · mention_pk 158491
Meeple University - Tramways video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Delivering passengers is key to the game.
  • Using an opponent's links requires paying them, which can be a strategic advantage.
  • Industrial destinations give extra rail workers.
  • Commercial destinations give extra money or cards.
  • Residential destinations let players reduce stress.
  • Leisure buildings let players pay money to gain victory points.
Cons
  • Disparity in the quality of auction cards, with some being strong and others harmful.
  • Increasing stress from using extra icons on cards results in negative points.
Thematic elements
  • Town planning, constructing and upgrading buildings, and railway network development
  • 1920s small city
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players discard cards from their hand which contain icons to perform actions. Using extra icons from the same card increases stress.
  • hand management — Players manage cards in hand to perform actions by discarding them and using their icons.
  • Player owned routes — Opponent's links can be used by paying that opponent.
  • Route Building — Players construct a railway network to move passengers around the town.
  • set collection — Icons on cards are used to perform actions, requiring specific combinations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's the 1920s small city which just found it and growing in its good network and buildings are you going to be the best head engineer to build the happiest and efficient city this is stream waste
  • Players serve as town planners in small city constructing and upgrading buildings as well as the railway network and moving passengers around the town in order to increase the city's overall happiness.
  • the player with the most happiness points after six rounds wins the game
  • the game is a slow deck building game with discarded cards cycling back through a player's deck on subsequent turns
  • most of the actions in the game will deliver some sort of victory points but moving passengers around the board is ultimately the key to the game
  • establishing a carefully thought-out Network which maximizes a player's score and managers Azure her stress is critical to winning the game
References (from this video)
No references stored for this video.
Video o0YWg044tLE Meeple University Rules Teach at 0:50 sentiment: positive
video_pk 64902 · mention_pk 158490
Meeple University - Tramways video thumbnail
Click to watch at 0:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Can increase hand limit by building industry buildings.
  • Completed links are worth 3 victory points at the end of the game.
  • Upgraded links are worth 1.5x the money when used.
  • Flexibility to reroute incomplete links.
Cons
  • Void cards force players to discard another card.
  • Players can accumulate stress, leading to point loss.
  • Cannot use money gained from traversing links to gain points at leisure facilities on the same turn.
  • Incomplete links are removed if not upgraded in a round.
Thematic elements
  • Town planning and engineering to build the happiest and most efficient city.
  • 1920s small city
Comparison games
none
Mechanics (from transcript analysis)
  • auction/bidding — Players bid and pay money to stay in the auction to determine turn order and draft auction cards, with unique rules for bidding and giving up.
  • Deck building — The game has a deck building element where all cards have the same back, and players build their hand over time.
  • hand management — Players manage cards in their hand to perform actions, with a hand limit that can be increased.
  • Route Building — Players build rail links between locations, which can be upgraded for more points and income.
  • set collection — Players collect cards with specific parcel designations and action icons to perform actions.
  • take that — Void cards are actively harmful, forcing players to discard another card.
  • worker placement — Players use grey rail workers for building rail actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • if you stay to you until the end you can pick up some tips and strategies along the way
  • players play cards from their hands in order to take development actions such as building and upgrading rail building and upgrading buildings and finally moving passengers around through the rail network
  • The auction phase players will be bidding on turn order and this turn order will hold until the following rounds auction phase
  • players will take actions using the cards in their hand in turn order
  • players need to manage their stress carefully
  • the player who is earned the most happiness points wins the game
References (from this video)
No references stored for this video.
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