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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: 5
This page: 5
Sentiment:
pos 4 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–5 of 5
Video ryEfKfdITq0
Bower's Game Corner Review at 0:00 sentiment: mixed
video_pk 121938 · mention_pk 350847
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
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
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
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
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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