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Spirit Train: The Final Journey box art

Spirit Train: The Final Journey

Game Info
Year
Players
Age
Playtime
Publisher
SweaterBear Games
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description

Conductors aboard an ancient railway befriend spirits and carry them onward toward the afterlife

Description

Conductors aboard an ancient railway befriend spirits and carry them onward toward the afterlife

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 5 · mix 1 · neu 0 · neg 0
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Showing 1–7 of 7
Video OThbbs4ZR28 BoardGameCo Review at 17:29
video_pk 153488 · mention_pk 428044
BoardGameCo - Spirit Train: The Final Journey video thumbnail
Click to watch at 17:29 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
  • crowdfunding — The campaign has a few days left to go.
  • Preview — A preview for Spirit Train is going up on the channel.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • 10 Penny Parks is already much better just with the Innovation expansion alone.
  • I'm curious whether playing full through the full arc and I have both the base game and animal doctor rising and expansions. I'm curious if playing through the full arc is going to be like yeah, this is an amazing game and I need to play it all the time or if it'll be like no, that was good.
  • My gut instinct is that I think it's going to be a game that I play and then move on I think I'll clear up a full campaign once I'm done with it.
  • Cascadia Alpine Lakes is a good example there.
  • My son's like, 'Can we Can we finish it?' But he actually wants to start it again. So now we started again to go through it and I've been enjoying that.
  • And overall, uh I'm enjoying diving back into it.
  • I've always had a soft spot for Machi Koro.
  • Machi Koro Legacy, if you if you have an unopened or unplayed, I should say. I don't care if it's opened. If you have an unplayed copy of Machi Koro Legacy, I would like to buy from you.
  • speaking of Legacy games. I hope to play Red Cathedral Legacy.
  • This is one that I was always excited when I saw it on crowdfunding. It's been on my list to pick up.
  • There'll also be a spirit train preview going up on the channel. That campaign has like, you know, a few days left to go.
References (from this video)
No references stored for this video.
Video k4szibBasYY BoardGameCo Review at 0:03 sentiment: positive
video_pk 127064 · mention_pk 362122
BoardGameCo - Spirit Train: The Final Journey video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Trains moving along the map trigger end of cycle.
  • Memorial tokens are released into a tray and then players select them.
  • Players move sequentially through spots on a track.
  • Activating actions on room tiles and spirit cards.
  • Event cards introduce round-specific effects.
  • Simultaneous phase for gaining tickets, memory shards, and improving spirit moods.
  • Player order phase for movement, spirit interaction, and unlocking memorial tokens.
  • Playing spirit cards to send them to the afterlife.
  • Locking rooms to retain access for the next round.
  • Spirits provide additional actions and have favored rooms.
  • Moving spirits to favored terrain to help them move on.
  • Bonuses for the first player to reach the end of the cycle.
  • Ethereal combat against death.
  • Rewards for victorious combat participants.
  • Prank wars as a silly interaction during movement.
  • Drawing spirit cards when stopping on specific map spots.
  • Endgame scoring based on spirit stones, happiness track, spirits moved on, and spirit interaction track.
Cons
  • Losing happiness when spirits cross over.
  • Mood of the train goes down when spirits leave.
  • Spirits engaged in combat cannot play in the next round.
  • Losing momento tokens when spirits flip over to engage in combat.
  • Loser of prank wars moves back on the mood track.
Thematic elements
  • Ushering spirits to the afterlife
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players are going to be using each round to compose your train with the different rooms that you're going to be activating for their actions.
  • Area Movement — Players are going to be moving through to spot 9 and then ultimately to this station here where you'll get one of these rewards.
  • Combat — Players do have a chance to face off against death together.
  • cooperative play — Players do have a chance to face off against death together.
  • Hand Management — Players are going to be able to play out your different spirit cards, which you will start off with three in your hand available, plus there are more in the market.
  • Push Your Luck — Players might even be trying to add spirits that will be just shy of that value. But you also have a chance to be the strongest one in that particular combat.
  • Set Collection — Players are going to be trying to select these later if they are able to get some.
  • Tile Placement — Players are going to be able to choose where they want to slot them in. So, for example, if we wanted to use the art studio, we would be able to place this here.
  • Variable player powers — The spirits are going to provide you those actions as well. So, if they are active, you're going to be able to do those particular things.
  • Worker Placement — Players are going to be able to do certain actions based on the rooms they have placed in their train.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Players are going to be different train conductors and you're going to be using each round to compose your train with the different rooms that you're going to be activating for their actions.
  • Ultimately, you're trying to play out these different spirit cards and then ultimately usher them over to the afterlife.
  • Happiness for your different spirits is really going to matter.
  • Players are going to be able to choose where they want to slot them in.
  • As you can see from these symbols here, depending on how many rooms you're going to choose to play is going to affect a few things for you that round.
  • Players are going to gain tickets, memory shards, as well as improving their spirit moods.
  • Players are going to move our train a total of three spots here to the city.
  • Players are able to unlock those Meamora tokens that I showed you earlier.
  • You're going to have spirit cards in your hand that have a particular ticket cost.
  • Players are going to remove their rooms from their train car over to the used side and you are not able to use them again until you have used everything on the left side of your board.
  • The spirits are going to provide you those actions as well. So, if they are active, you're going to be able to do those particular things.
  • The spirits do have certain terrain that they favor, which represents a terrain that they may have enjoyed in life.
  • The mood of your train will go down because it's sad to see our friends leave.
  • This death is going to require three strength per player, meaning a total of six for a two-player game.
  • The prank wars are going to be something a little silly that is going to happen during movement.
  • The winner is going to gain one of those spirit stones as I mentioned and they will also move one more forward on the map.
  • Players are going to get points for their number of spirit stones.
  • Players are going to have this puzzle each round of which rooms they want to use, where they want to slot them, and how tight they're going to pack their train.
  • Locking these tiles is going to be really important because the rooms are very versatile where you do have the two different sides of each room providing different things.
References (from this video)
No references stored for this video.
Video ryEfKfdITq0 Bower's Game Corner Review at 0:00 sentiment: mixed
video_pk 121938 · mention_pk 350847
Bower's Game Corner - Spirit Train: The Final Journey video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • The artwork and components are appealing.
  • The deluxe version offers good value with acrylics and 3D trains.
  • The train component itself is a highlight.
  • The game feels rock solid.
  • The expansions add significant content like solo mode, fifth player, and legacy elements.
  • The final grade is in the A- to B+ range.
Cons
  • The main image could have done a better job spotlighting artwork and components.
  • The train component can blend into the background.
  • The final pledge level felt like a rug pull by not revealing the expansion earlier.
  • The pricing and value of the expansion could have been sold better.
  • The organization of everything was not done particularly well.
  • The cons mentioned are areas where the execution could have been better, drawing comparisons to other companies.
Thematic elements
  • The final journey
Comparison games
none
Mechanics (from transcript analysis)
  • Co-op — Turn it co-op or solo
  • Fifth player — expansion that adds a fifth player.
  • legacy — It's actually like a leg- It's a whole legacy thing we got in there with eight campaigns.
  • solo mode — super cool expansion that adds a solo mode
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Final grade, by the way, Spirit Train, the final journey.
  • It feels It feels rock solid, you know?
  • And I'm in. But, then, it's kind of just a rug pull on that final pledge of just, "Oh, yeah, there's also But, by the way, the feature pledge We haven't mentioned this expansion at all, but there's a super cool expansion that adds a fifth player."
  • Easily higher if that were just sold better.
  • Spirit Train, the final journey, go with a B.
  • I'm going to go B minus.
References (from this video)
No references stored for this video.
Video PAJthJ0inUg Board Gaymes James Rules Teach at 0:08 sentiment: positive
video_pk 119797 · mention_pk 337159
Board Gaymes James - Spirit Train: The Final Journey video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful artwork
  • Light game
  • Puzzle aspect in tile placement
  • Prank war breaks up monotony
  • Strategic planning through action selection
Cons
  • Interaction track scoring can be difficult in the prototype
  • PDF rules are difficult to navigate
Thematic elements
  • helping spirits cross over to the other side
  • the in-between, guiding spirits to the afterlife
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players select actions by placing rooms into their train.
  • Area Control — The 'fight against death' involves contributing strength to target specific spots.
  • Combat — A 'prank war' mechanic and a 'fight against death' are present.
  • Deck Building — Rooms are drafted and cycled, suggesting a deck-building element.
  • Hand Management — Players manage cards (spirits) in their hand.
  • Player Elimination — Spirits sent to 'death' are not available for the next turn and can be lost if not managed.
  • Push Your Luck — Events can trigger negative effects, and players can spend energy to ignore them.
  • Set Collection — Players collect stones and wisps for scoring.
  • Simultaneous action selection — Players plan their rooms simultaneously behind screens.
  • Worker Placement — Rooms placed in the train provide action spots.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I don't have any spirit interactions.
  • I don't have any mamora.
  • The holiday is next.
  • Oh, you would get two wisps instead of one.
  • I don't have any recruitment.
  • The winner will get the token and the plus, I think it was.
  • We lost our memories facing death apparently.
  • You're miserable, Steve.
  • The prank war is a little bit way to break up the kind of um monotony of Eurogamey aspects to it.
  • I also played with this one yesterday.
References (from this video)
No references stored for this video.
Video JOIPwVEoFps Board Gaymes James Analysis at 0:00 sentiment: positive
video_pk 111092 · mention_pk 319554
Board Gaymes James - Spirit Train: The Final Journey video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful handdrawn art
  • High production quality (especially collector's edition)
  • Significant amount of content in the base game
  • Interesting spatial puzzle with room placement
  • Satisfying card upgrading mechanic
  • Good value for the price
  • Kickstarter exclusive deluxe components create FOMO
  • No AI art used, supporting an artist
Cons
  • Two-box solution for storage might not be ideal for some
  • Solo and co-op modes are part of an add-on expansion
Thematic elements
  • Guiding lost souls through the realm between worlds and into the afterlife
  • The realm between worlds
  • Flavor text on event cards and lore
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Rooms provide base actions, and activating spirits provides additional actions.
  • Card Drafting — Players draft cards behind a hidden wall and slide them into their train.
  • cooperative play — Mentioned as a mode available through expansions, where conductors and spirits must work together to send death away.
  • Engine Building — Upgrading spirit cards with memorial blocks to enhance and expand available actions and gain energy.
  • Modular Board — The train board is built with different room tiles.
  • Push Your Luck — Implied by facing 'death' at the end of cycles and potentially suffering consequences.
  • Resource Management — Collecting and spending memory shards and tickets.
  • Set Collection — Collecting spirit tokens to earn points and collecting memory shards to awaken a spirit's core memory.
  • Solo Play — Mentioned as a mode available through expansions.
  • Tile Placement — Placing room tiles into the train, described as a 'tetronimo puzzle'.
  • Variable player powers — Spirits have moods that affect their activity, and happy spirits are more active.
  • Worker Placement — Activating spirits by strategically placing them into their favorite rooms to maximize actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is an awesome, beautiful, beautiful looking Kickstarter that I am so excited to check out.
  • No AI art. This beautifully handdrawn art by Marissusa Gord. I This is stunning. It's so amazing.
  • This is 100% going to give you Kickstarter FOMO if you do not back this version.
  • So, there's a little bit of a tetronal puzzle here.
  • There's just a ton of content in the base game alone.
  • All of that stuff for $59 bucks... That is a phenomenal price.
  • $100 for that deluxe uh conductor's edition version. I think this also a phenomenal price for how much more cardboard you're getting there.
  • So, how do you actually play this game? You're going to interact with the spirits on your train, help the spirits cross over, and you're going to collect spirit tokens.
  • They thought of everything on this.
  • It looks like there's going to be some player interaction. That's very cool.
  • Oh, that's cool. You can upgrade your cards.
  • Conductors and their spirits must work together to send death away or collectively suffer the consequences.
  • So, that's actually uh beneficial to get it on Kickstarter than wait for retail.
  • It does seem like it's going to be a relatively good game. We've got combos, we have got upgrading of cards, we have got puzzle, uh, and then we've got, of course, an amazing table presents.
References (from this video)
No references stored for this video.
Video xo3iVOMBD1w Before You Play Rules Teach at 0:05 sentiment: positive
video_pk 111082 · mention_pk 319543
Before You Play - Spirit Train: The Final Journey video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique spirits with distinct actions.
  • Strategic room placement influences bonus movements.
  • Managing spirit mood is crucial for scoring multipliers.
  • Ethereal challenges add a significant strategic layer.
  • Thematic integration of spirits and environments.
Cons
  • Can be challenging to manage spirit moods effectively.
  • Prioritizing spirit stones might not always be the optimal strategy.
Thematic elements
  • guiding souls on a train to the afterlife
  • the spirit realm
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — The rooms placed on the train determine the types of actions players can take.
  • Card Drafting — Players draw spirit cards and can choose from a face-up display or the deck.
  • Push Your Luck — The game involves managing spirit mood and potentially facing penalties for losing spirits or failing challenges.
  • Resource Management — Players manage tickets, memory shards, and train energy.
  • Set Collection — Collecting spirit stones is a key objective for scoring points.
  • Variable player powers — Each spirit has unique actions and favorite rooms, influencing strategy.
  • Worker Placement — Spirits are placed into rooms on the train to activate their actions, including bonus actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spirit Train is basically a game about being a train conductor in the spirit realm.
  • You're trying to guide souls on your train to the afterlife.
  • The mood of our spirits because at the end of the game, their overall mood is going to determine the score multipliers.
  • This is the only action that is not optional.
  • Players who house a spirit this turn gain a memorial block for free.
  • It's a race because whoever can get here first gets first pick at these different bonuses.
  • The game has a whole deck of these spirit cards, and they are all unique.
  • It's just so funny, but also not funny at the same time.
References (from this video)
No references stored for this video.
Video 3hUHdsr4cQI The Brothers Murph Playthrough at 1:07 sentiment: positive
video_pk 111084 · mention_pk 319545
The Brothers Murph - Spirit Train: The Final Journey video thumbnail
Click to watch at 1:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cute creature art and theme
  • Engaging mechanics tied to the theme
  • Strategic depth in resource management
  • Fun player interaction with prank wars
  • Visually appealing components
Cons
  • Can be difficult to get spirits
  • Potential for losing mood can be a downside
Thematic elements
  • Bringing fantastical creatures into the afterlife and helping them on their way.
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose from various actions provided by train compartments and activated passengers.
  • Area Movement — Trains move along a track with different locations.
  • Combat/Challenge Resolution — Players collectively commit spirits to face ethereal challenges, with bonuses for the most strength contributed.
  • Engine Building — Memorial blocks are used to unlock more actions and give the train more energy.
  • Hand Management — Players draw spirits into their hand.
  • Movement — Trains move along a track based on specific icons.
  • Player order determination — Turn order is determined by who has the fewest compartments in their train.
  • push-your-luck — The game includes mechanics where players might lose mood for certain interactions or actions.
  • Set Collection — Players collect tickets, memory shards, and memorial blocks.
  • Tableau Building — Players build a tableau with compartments of their spirit train.
  • Take That — Prank wars are a mechanic, suggesting direct negative interaction between players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Now I need to see a nice little harmony. That was nice.
  • We are the brothers Murf and it's time to return to the game house for some spirit training.
  • Players are running competing spirit trains as they try to help spirits cross over, maintaining happiness and fulfillment, dealing with everchanging events and managing your train and its passengers.
  • It's from Sweater Bear Games who are sponsoring this playthrough. Big shouts out to them.
  • I'm upset. Just throwing it out there. Sit. It's fair to be upset. They're really cute.
  • The vibes are immaculate on my turn.
  • I was ticket poor.
  • This is going to be our last round of this cycle.
  • The theme's a dream.
  • My people are so miserable.
  • I do get two mood. One, two. Okay.
  • This is the last round, y'all.
References (from this video)
No references stored for this video.
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