Transatlantic

2017 · Industrie / fabrication

Transatlantic

Dirigez une compagnie maritime de la fin du XIXe siècle jusqu’à la Première Guerre mondiale, en constituant une flotte de paquebots historiques et en exploitant des lignes pour le fret, le courrier et les passagers. Achetez des navires aux caractéristiques techniques distinctes, sécurisez des dépôts de charbon et des comptoirs commerciaux, et affrontez la concurrence sur des lignes très fréquentées où des défis de vitesse comme le Ruban bleu de l’Atlantique Nord influencent vos revenus et votre prestige. Le jeu repose sur des cartes : à chaque tour, jouez une carte pour effectuer des actions et enrichissez votre paquet personnalisé de nouvelles capacités. Le jeu met l’accent sur la gestion de la flotte, l’optimisation des lignes et une compétition interactive, avec peu de hasard et des choix stratégiques lourds de conséquences.

Joueurs
2–4 idéal à 3
Temps de jeu
60–120 min
Âge
12+
Complexité
3,1 / 5
5,9 sur Ludoyaà partir de 49,99 €ÉconomiqueNautiquePlateau modulaireConstruction de decks, de sacs et de réservesRécupération d'actions

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
24
Parties enregistrées
53
Joueurs
1h 15m
Partie moyenne
12
Dans des collections
4
Dans des listes de souhaits

5,9/10

sur 9 avis 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

    Premières impressions · 2 parties

  • halbert825,0

    Essen '17?

    Premières impressions · 1 partie

  • moses7,7

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

    Premières impressions · 2 parties

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