
2019 · Economic
Pipeline
Players run private oil companies building efficient refinery pipeline networks, hiring experts, and managing logistics in a newly privatized energy market. On each turn players design and expand interweaving pipelines inside their refinery, purchase crude and refine it into higher-value products, and sell those products to different markets while balancing costs and demand. Strategic hiring and network layout influence efficiency and scoring as players compete for market share.
- Players
- 2–4 best 3
- Playing time
- 60–120 min
- Age
- 12+
- Complexity
- 3.9 / 5
About the game
- Design
- Art
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 127
- Plays logged
- 177
- Players
- 1h 54m
- Average play
- 72
- In collections
- 13
- On wishlists
6.4/10
from 29 Ludoya reviews
Evan4.6 This is a game where most money at the end is the winner, and the game gives you plenty of chances to spend your money along the way. Variable goal cards are a substantial element of endgame scoring, so it's good not to worry too much so long as you are on the way to those goals. In the mean time you play through three action rounds. The actions will let you buy cubes, buy upgrade cards, buy pipe tiles, buy engine tiles to run your pipe tiles, buy storage tiles to hold your cubes, and most importantly, upgrade your cubes to sell for money to keep your engine running. There's definitely a rinse repeat feeling to the flow of getting cubes. At the end of each action you can spend $15 to upgrade cubes along the pipes connected to your engine tiles. The temptation then is to constantly have an influx of new cubes to upgrade with, but then when are you spending actions and money to increase your capacity? Not to mention that sale slots are limited, and other players are buying the affordable cubes out from under you. The game gives you the opportunity to play efficiently with your actions if you have the cash, only to snatch it away due to all kinds of logistical concerns. For example, I can't tell you how many times my pipe lengths added up to 9 when I needed 10, or how many times I needed $15 but had only $12. Contracts work differently here than in most games. The contracts generally pay out worse than selling to the market spaces, but they have the advantage of being able to send to them on your turn without using an action. With a contract action you can gain up to three, one easy one medium and one hard. Once taken, they can be fulfilled every round. If you don't, you take a penalty cube. Having a lot of penalty cubes is a massive score penalty, but the math of the game is such that it might be worth taking contracts, benefiting from them for a round or two, then ignoring them because the payout elsewhere might still work in your favor. The many blocking mechanisms of the game feel more frustrating than interesting to me. When a tech is taken, taking that tech for that round becomes closed, and you also close a second tech just to block it. When you buy tiles from the grid, you break up groups of tiles to limit future choices, as with a single action you only buy tiles your meeple is on or adjacent to. The techs themselves have abilities that deplete the cheapest board upgrades on the owning player's first turn. It feels a little like climbing a ladder and every so often kicking downwards in case someone was behind you. Definitely lacking in the kind of back and forth, act/react style of player interaction I enjoy. The game is mathy, and turns can be very long. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment
Garfield8.0 #56 BGExpansions in Box This is a tough one! I think you have to replay it several times to be able to sell more. But my first impression was a little bit mixed. I like the pipe network and the economic touch. But I didn't like that it's hard to establish the technology cards (too expensive at the start and useless towards the end game?) and also the machines almost don't come to play because you have to have a big network first but there are not enough rounds. [c] Theme: :star::star::star::star::nostar: <!-- size 7]Building a pipeline network and economic stuff --> Gameplay: :star::star::star::star::star: <!-- size 7]Meaningful decisions --> Interaction: :star::star::star::nostar::nostar: <!-- size 7]No direct interaction, what others buying/selling --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice --> Luck: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Strategy: :star::star::star::star::star: <!-- size 7]Pure strategy --> Components: :star::star::star::star::nostar: <!-- size 7]Very good --> Play duration: :star::star::star::star::star: <!-- size 7]For such a game -> perfect --> Easy to teach: :star::nostar::nostar::nostar::nostar: <!-- size 7]Takes long (60min) --> Rules quality: :star::star::star::nostar::nostar: <!-- size 7]Ok(8 questions) --> Setup time: :star::nostar::nostar::nostar::nostar: <!-- size 7]A lot to setup --> No downtime: :star::star::star::nostar::nostar: <!-- size 7]Can suffer from AP --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Random tiles, different technologies --> [/c]
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I place my worker on an action space that's already occupied?
Yes — you may place your worker on any Action space in the center (or on Government Pipe tiles or in your own Pipe Network) regardless of whether another worker is there, provided you can pay for the Action (p6).
When I'm at a Refined or Crude Market, do I have to buy first or sell first?
If you are both purchasing and selling in a Market you must complete all of your selling before purchasing; you may sell a higher grade as a lower grade and may trade as many barrels as you wish (p7).
If I take a Contract can I defer it to next year, and when do deferred Contracts activate? Can I defer in year 3?
When you take a Contract you immediately choose Active or Deferred; Deferred Contracts become Active at the start of the next year during the Refresh phase, and you may not defer Contracts in year 3 (p7; Refresh step on p6).
Can one Pipeline refine multiple barrels or can I run the same barrel through multiple Pipelines in one Action?
No — each Pipeline may only refine one barrel and you cannot run the same barrel through multiple Pipelines in the same Action; all Pipelines run simultaneously and each may only be run once per turn (p9; p10).
Do Machines count as pipe segments, and how do they interact with pipelines?
Machines do not count as a section of Pipe and when placed on a pipe tile they bisect that Pipeline; during the Machine Phase machines refine oil through the Pipelines connected to them and all Machines run once simultaneously (p8; p10).
If I refine a barrel multiple grades in one run, do I need tank space for the intermediate grades?
You only need a free Tank for the final grade — you do not need tank space for intermediate grades — but you must have a free Tank on the corresponding row to move the refined barrel to, otherwise it cannot be refined (p9).
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.
























