Transcontinental Deep Dive
What the Community Thinks About Transcontinental
All You Can Board has covered Transcontinental across two videos, one written as an anticipated release for 2022 and one written after the channel had spent time with a copy. Transcontinental is a Kickstarter project designed, illustrated, and published by Glenn Dresser, whom the channel describes as a first-time designer. It is set during the building of the Canadian Transcontinental Railway, and the reviewers stressed the game's historical subject matter as the main reason it stood out to them.
The earlier video placed Transcontinental near the top of the channel's most-anticipated list, with the reviewers calling it a game they were eager to play. The later video reflects a more mixed verdict. The reviewer acknowledged that production problems, rising shipping costs, and release delays followed the campaign. The reviewer also said they did not think Dresser should be judged harshly for those problems, noting that Dresser was responsive during the campaign and produced teaching videos and playthroughs. The same reviewer ultimately decided to part with the game, saying the design had many strong ideas but needed more development work before it felt right at the table.
Core Mechanics That Define Transcontinental
Telegraph Placement and Train Routing
The reviewers describe Transcontinental as a work-replacement game built around a train that travels back and forth across the board, east to west and then back again. Players place telegraphs on the map ahead of time, and those telegraphs determine where the train will stop. Each stop lines up with actions on the board, so a player must effectively telegraph their intended actions in advance. The reviewer noted that a telegraph can be left somewhere that the train passes on the way out and then used on the return trip, which gives the routing a layered feel. As the rail head extends, the train reaches further along the route, and when it reaches a set point the game ends.
Cargo Loading Order
Goods are loaded onto the train, and the order in which they are loaded determines the order in which they can be unloaded at each stop. The reviewers pointed out that this sequencing has to be worked out in advance, so the cargo plan and the telegraph plan are tied together. Carlo of All You Can Board described this as a puzzle that players must solve before the train moves, which turns each turn into a question of how far to commit resources to a route that may not pay off until later.
The Transcontinental Experience
Historical Immersion and Heritage
The reviewers consistently framed Transcontinental as a game that brings real history to the table. The channel praised the attention to detail given to the historical figures involved in building and operating the railway, and said the design is steeped in its setting. The reviewer also noted that a separate educational book in the box, with photographs and character backgrounds, supports that feel. For Carlo, who is Canadian, the chance to own a game about the country's railway history carried extra appeal, and that heritage angle was one of the main reasons the game drew early anticipation on the channel.
Planning Tension Across the Route
Because the train, the cargo, and the telegraphs all depend on decisions made before they execute, the reviewers described a steady planning tension. Each choice about where to place a telegraph or how to load goods affects what will be possible several turns later. The reviewer who ultimately sold the game said the core sequencing was clever and that the decision space around planning and timing was genuinely interesting. The same reviewer, however, found that the tension was hard to enjoy while still relearning the rules and checking the rulebook during play.
What Makes Transcontinental Stand Out
Historical Ambition and Educational Value
The channel repeatedly returned to the ambition of Transcontinental as a piece of historical design. Carlo and Dylan described the game as a rare title that treats Canadian history with real seriousness, and the reviewers singled out the figures from the era as a feature that sets the game apart from other railway titles. The companion book was highlighted as a way to learn about the period, which gives the game educational value beyond its rules. Carlo also mentioned that the GameBrain podcast had praised a fully scripted Tabletop Simulator version of the game, which the channel cited as further evidence of the design's appeal.
Thematic Depth and Table Presence
The reviewers also valued how fully the game commits to its theme. The reviewer who later parted with the game described the amount of work that went into it as clearly a labor of love, and the component and presentation choices reinforce the setting. The game's physical presence and its theme of a continent-spanning railway made it a title the channel was excited to see on the shelf. Even as the reviewer decided to move on from the copy, they said they would be curious about any future design from Dresser because of the clear design skill and effort on display.
Potential Drawbacks
A Steep Rule Familiarization Curve
The most frequent concern in the coverage is how long it takes to learn the game. The reviewer said it took a considerable amount of time to learn the proper rules, that they kept consulting the rulebook while playing, and that they had to relearn the rules before the game could be taught to someone else. For a game with this much sequencing, that learning cost was a real barrier for the reviewer, who felt the rules would be impossible to remember if the game was not played immediately. The reviewer framed this as a fair trade-off for a game with depth, but it weighed heavily on the decision to let the copy go.
Downtime and the Need for Streamlining
The reviewer also raised concerns about downtime, noting that even playing solo took quite a while. The reviewer felt the game had many good ideas that were not yet refined, and concluded that it needed more development work and streamlining. Their view is that the core concepts are strong and that the design would benefit from tightening, which is why they described the game as one they wanted to love but could not justify keeping in the collection in its current form.
If You Enjoy Transcontinental
Reviewers connected Transcontinental to other train and work-replacement designs they had played. Dylan of All You Can Board pointed to Imperial Steam as a train game that changed their view of the genre, and said it became one of their favorite games played that year. For players who enjoy the route-building and cargo sequencing in Transcontinental, that title is a natural next step. The channel also highlighted Darwin's Journey, a work-replacement game by Simone Luciani where workers must gain prerequisite skills before reaching certain parts of the board, which the reviewers described as a demanding planning experience. For players who like the pick-up-and-deliver routing and the tension of committing resources early, the channel pointed to Wormholes by Peter McPherson, a game in which using another player's wormhole gives them points and forces careful timing decisions.
What Reviewers Are Saying
"This is a game I wanted to love a lot because it deals with Canadian history in a way that I haven't really seen many other games do. The level of attention to detail to historical figures who are involved in the construction and use of this railway is stunning."
— All You Can Board
"This had so many cool ideas but this severely needed a bit more development work and streamlining and that's what prevented me from wanting to hold on to it."
— All You Can Board
"The fact that it is actually like a piece of Canadian history as well, all the actual figures that were part of that era that Glenn Dresser has incorporated into the game, it's just something I'm so eager to just have on my shelf as a Canadian."
— All You Can Board