Game Info
Year
2020
Players
2-4
Age
12+
Playtime
120 min
Complexity
3.2/5
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Heavy economic train game where railway managers deliver goods across Eastern Canada and the United States
Ask a Rules Question
Images
GID0452589.jpg
GID0452589_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 1 ·
mix 0 ·
neu 1 ·
neg 1
Showing 1–4 of 4
Video OcQpTieTPeg
Getting Games Top 25 List at 31:18 sentiment: positive
video_pk 91240 · mention_pk 244623
Click to watch at 31:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- train routes and resource movement
- railway logistics in the United States
- logistics-themed
Comparison games
none
Mechanics (from transcript analysis)
- pick up and deliver / route management — delivering goods along a railway map
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video ekj-gKhvSM4
Getting Games Discussion at 10:16 sentiment: neutral
video_pk 91008 · mention_pk 243833
Click to watch at 10:16 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
- trains/railways
- euro-style
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've decided to donate my ad revenue that comes in through Google because well I am a privileged white man who has a successful YouTube channel and I make a decent amount of money from those ads
References (from this video)
No references stored for this video.
Video sAttDXZmIbQ
Getting Games Discussion at 19:40
video_pk 90924 · mention_pk 243482
Click to watch at 19:40 · YouTube ↗
Pros
none
Cons
none
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 decided to stop doing it at this point
References (from this video)
No references stored for this video.
Video 0wEAE3gtIV4
Getting Games Discussion at 29:25 sentiment: negative
video_pk 90942 · mention_pk 243540
Click to watch at 29:25 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- time track mechanic is a cool concept
- multi-use cards and deck-evolving nature add variety
- pickup and deliver with upgrade path provides strategic depth
Cons
- game length and pacing can be slow and then accelerate rapidly
- felt like late-game turns were constrained and difficult to optimize
- modality of randomness and rule complexity can hinder repeat play for the author
Thematic elements
- multifaceted logistics and rail expansion with time as a resource
Comparison games
- none listed
Mechanics (from transcript analysis)
- endgame trigger and pacing — the game ends when a player crosses a threshold on the time track (the speaker notes 36 as the end threshold)
- Multi-Use Cards — cards can be used for their destination to move a train or discarded for bottom actions; deck evolves as new cards are drawn and used
- multi-use cards and deck evolution — cards can be used for their destination to move a train or discarded for bottom actions; deck evolves as new cards are drawn and used
- pick up and deliver with wagon/tokens — players pick up goods, deliver them, and store them in wagons; upgrading the train increases capacity for goods
- Pick-Up and Deliver — players pick up goods, deliver them, and store them in wagons; upgrading the train increases capacity for goods
- thresholds and deliveries — deliveries require specific city timing and resources; deliveries grant victory points and tokens stay in front of you
- Time Track — players spend time as a commodity; the further along the time track, the later their turn index and pacing
- time track as a resource — players spend time as a commodity; the further along the time track, the later their turn index and pacing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the rules are very simple to teach
- losing the battle to win the war
- pan am is going to just dominate the air paths essentially
- i was actually pretty disappointed with this one play of the game
- the marble grid seemed super neat and i like it in theory
- there is a lot of randomness can have a huge impact on the play
- if the time track had ended at 24 instead of 36 i probably would have enjoyed the game more
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4