Transatlantic

2017 · Industria / Fabricación

Transatlantic

Lidera una compañía naviera desde finales del siglo XIX hasta la Primera Guerra Mundial, construyendo una flota de barcos de vapor históricos y operando rutas para transportar mercancías, correo y pasajeros. Compra barcos con características técnicas únicas, asegura depósitos de carbón y puestos comerciales, y compite en rutas concurridas donde las carreras de velocidad, como la Blue Riband del Atlántico Norte, afectan a tus ingresos y prestigio. La partida se basa en cartas: en cada turno juegas una carta para realizar acciones y ampliar tu mazo personalizado con nuevas capacidades. El juego hace hincapié en la gestión de la flota, la optimización de rutas y la competencia interactiva, con poca aleatoriedad y decisiones estratégicas de gran importancia.

Jugadores
2–4 mejor con 3
Duración
60–120 min
Edad
12+
Complejidad
3,1 / 5
5,9 en Ludoyadesde 49,99 €EconómicoNáuticoTablero modularConstrucción de mazos, bolsas y reservasRecuperación de acciones

En las mesas de Ludoya

Todas las estadísticas en Ludoya
24
Partidas registradas
53
Jugadores
1h 15m
Partida media
12
En colecciones
4
En listas de deseos

5,9/10

de 9 reseñas en Ludoya

  • Evan5,0

    This game uses a cards hand-building system similar to Concordia as an action selection system. It works well here, but has a very different feel to Concordia. Essentially players are either buying boats, or activating boats to gain money. Money lets you buy more boats, and so it goes repeating in small cycles. When boats are purchased from the belt, the new leftmost boat chumps off and sits to the side which then increases the value of all boats of the same color by 1. Over the course of this game, this can get to be a significant point swing so it naturally pushes player to diversify their color spread. Once you've played five cards you can play your reset card to get all your old cards back, and then select a new action card to use from a belt of action cards which gets resolved immediately. The interesting decision points mostly come from if you want to delay your reset and take an extra action here or there, and which card you'll pick up when you reset. This works out to 2 mildly interesting decisions every 5 or 6 actions, which is a little weak. There are mini points for having a house above an area where your boats produce, but primarily you score a boat when it ages out of the central area at which point it scores based on how many color matching tokens you've bought and points for the chumped boats. One of the big downsides to the game is that there is a mechanism where when an old boat gets pushed out the bottom of one of the zones, if it's younger than the most recent boat in one of the other zones, it clicks to the top of the other zone, pushing the oldest boat there out instead. This can lead to some unpredictable results. It's also not a great feeling when someone pushes out a boat you just took the time to load up with coal so it could deliver. I guess that's fine, because it's more or less the full extent of the player interaction in the game, but I found it more confusing than compelling. The rulebook for the game in english is quite poor. It definitely aims for brevity over clarity. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★☆☆☆☆ Raw enjoyment

    Primeras impresiones · 2 partidas

  • halbert825,0

    Essen '17?

    Primeras impresiones · 1 partida

  • moses7,7

    I liked this game, but unfortunately dont see myself picking it over the masterclass game that is concordia.

    Primeras impresiones · 2 partidas

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