On the Underground: London / Berlin

2019 · Transport

On the Underground: London / Berlin

Les joueurs développent des lignes de transport rapide sur la carte historique d’une ville, en construisant des voies et des embranchements pour relier des stations et des monuments. À son tour, un joueur effectue jusqu’à quatre actions pour placer des jetons de voie ou prendre des jetons d’embranchement. Ensuite, un marqueur de passager se déplace le long des lignes disponibles vers les destinations indiquées par les cartes tirées. Les joueurs marquent des points lorsque le passager emprunte leurs itinéraires, ainsi que lorsqu’ils relient leurs lignes à certains types de stations ou réalisent des éléments de réseau (comme une ligne circulaire ou la collecte de tuiles Monument). La partie se termine lorsque la pioche de destinations est épuisée et que tous les joueurs ont joué le même nombre de tours.

Joueurs
2–5 idéal à 3
Temps de jeu
45–60 min
Âge
14+
Complexité
2,3 / 5
4,7 sur Ludoyaà partir de 57,50 €TrainsJeu solo / solitaireConstruction de réseaux et de routesDéplacement point à point

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Toutes les statistiques dans Ludoya
23
Parties enregistrées
33
Joueurs
1h 33m
Partie moyenne
6
Dans des collections
6
Dans des listes de souhaits

4,7/10

sur 2 avis Ludoya

  • Evan4,6

    Players are given control of a few colors of train lines. On your turn you place four rail makers down in any of the colors you control, so long as you are extending the end of the line you are placing. You get bonus VP for connecting certain spaces, or enclosing areas of spaces in a loop. Then the passenger token moves to one or two destination markers, giving 1 VP to each rail line it uses along it's route. It aims to walk the least number of spaces possible, and then transfer between lines as few times as possible. Upon arriving at his destinations, new destination cards are revealed from the deck, and the next player begins their turn. The game ends once the deck of possible destinations runs out. The game takes legitimately about an hour, and I have a real affinity for pathing games. The art is nice, the flow of play is clear. I like the tension of trying to claim the best line spaces, while risking that you are setting up too many transfer points and the passenger token might prefer another player's more direct route. One element of the game I stumble on a bit is the memory aspect. Each of the potential destination spaces only has one matching card for it in the deck, which means once that card has come up, the value of working into those areas is lessened. The game says you are not allowed to look at the discard pile to see where the token has already gone, but since my memory comes and goes with my energy level, I'd rather have this very trackable information indicated for me on the map. To this end I've taken some glass gems to mark all the areas not yet visited. I played this way for game 2 and enjoyed the game more as a result, but with multiple plays this might become too predictable. Somewhat on the fence about this game. I like it, but will it see play in the face of other more involved route building games? ★ 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

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