Game Info
Year
2010
Collection
Your Tier
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Description
A Warpspawn card game for two players. Theme is the building of the transcontinental railroad in the 1860's; one player is the Union Pacific RR, the other is the Central Pacific.RR. The players draw from a common deck of 80 cards: 7 suites each symbolizing an aspect of railroad building (jobs, money, supplies, etc.), and a "difficulty" suite. Each attempts to make melds of cards in the same suite, or cards of the same rank number, or cards of sequential rank (E.g. "a straight" or "straight flush"), to garner "Railroad Markers." First to get 100 Markers built their line to Promontory Summit first.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 1
Showing 1–3 of 3
Video 3R5N_5BagyI
All You Can Board Top 10 List at 29:05 sentiment: positive
video_pk 89949 · mention_pk 347143
Click to watch at 29:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Canadian history tie-in and heritage angle
- table presence and thematic depth
Cons
- delays/uncertainty around release timing
Thematic elements
- railway logistics with telegraphs and loading/unloading decisions
- Transcontinental Railway construction and development
Comparison games
none
Mechanics (from transcript analysis)
- train traveling back and forth — Train moves along board; telegraphs determine future stops; actions align with stops
- Work replacement — Loading/unloading goods on a train with telegraphs predicting future stops
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I can't wait to get my hands on this
- it's one of the most exciting things I've seen
- this looks stunning on the table
References (from this video)
No references stored for this video.
Video 3R5N_5BagyI
All You Can Board Top 10 List at 42:41 sentiment: positive
video_pk 89949 · mention_pk 347145
Click to watch at 42:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Canadian historical tie-in
- interesting decision space around planning and timing
Cons
none
Thematic elements
- railway construction and telegraph planning
- Transcontinental Railway
Comparison games
none
Mechanics (from transcript analysis)
- telegraph planning — Telegraphs used to pre-plan stops and actions
- two-way movement along the board — Train travels east to west (and possibly back) to trigger actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I can't wait to get my hands on this
- it's one of the most exciting things I've seen
- this looks stunning on the table
References (from this video)
No references stored for this video.
Video tRZlpwEz5X8
All You Can Board Discussion at 16:44 sentiment: negative
video_pk 86676 · mention_pk 346189
Click to watch at 16:44 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Stellar historical ambition; educational components; evident labor of love
Cons
- Requires a lot of rule-familiarization; downtime is long; development and streamlining needed
Thematic elements
- Railway construction and logistics
- Canadian history; transcontinental railway
- educational/historic
Comparison games
none
Mechanics (from transcript analysis)
- Network/Route Building — Use telegraphs to plan routes; build and extend rail to maximize goods
- Railway/network building with telegraphs — Use telegraphs to plan routes; build and extend rail to maximize goods
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm going to go over right now the list of games that I've acquired in 2024
- I've decided to get rid of the bottom three
- it's sunk cost fallacy and I don't need to hold on to this
- the three I mentioned are Admirals, Rosio, Rap Gods
- this is one of those 'it's the wrong theme for today' moments
- I don't want to be gaslit into justifying my position in the comments
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3