
2020 · Industry / Manufacturing
Whistle Mountain
Players invest railroading profits into high-altitude industry, sending workers and airships into the Rocky Mountain heights to build scaffolds, machines, and contraptions. Use worker placement to deploy an airship fleet and upgrade abilities, gather resources produced by the player-built machines, and expand a tableau of technologies and enhancements. A rising water level on the evolving game board creates spatial pressure and hazard as the mountain melts, forcing tactical choices between building quickly and acquiring long-term upgrades. Resource generation depends on what players construct, so each play develops different economies and strategic pathways.
- Players
- 2–4 best 3
- Playing time
- 60–90 min
- Age
- 14+
- Complexity
- 3.1 / 5
About the game
- Design
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- 72
- Plays logged
- 115
- Players
- 1h 53m
- Average play
- 64
- In collections
- 11
- On wishlists
7.4/10
from 15 Ludoya reviews
Evan7.2 In this game players collectively build a central grid of tiles full of resource gathering spots and or special action buildings. When a player's airship is deployed to the grid it generates one of each thing it's orthogonality next to, including the effects of buildings. The game begins with players putting down basic tetris shaped scaffolding tiles that only yield resources, but as the game progresses more powerful and interesting buildings get built on top of the scaffolding with the additional effect of making the basic resources more scarce. Additionally, once the grid of buildings pokes above the bridge line, the water level rises from the bottom of the grid serving to disable any buildings that get partially submerged. The game has a lot of fun tension. You get a single airship worker in three sizes, 1x1, 1x2 and 1x3. Placing your worker in the grid reserves that space for a future build as no player can build on top of workers. You need to split your actions between gathering the resources to buy the tiles you need, getting powerful card draws, gaining new ongoing ability tiles. This timing is crucial as the effect that gets your airships back is also your build opportunity. A lot of the iconography is unclear or misleading. Cards in your hand need to be checked against the card manifest in the rulebook even if you think you know what the card does. The same is true for ability tiles and building effects. Even then some building effects are unclear. The player board leaves a lot to be desired as well. Endgame scoring is printed on the back of the board, and there's no reminder in the build section of the player aid that you gain VP for building scaffolding tiles. Card plays are also deceptively important. Each turn you get to play a single card and the effects of those cards can massively shake up the tempo of the game, allowing you to immediately claim a building tile or a build without taking a reset turn. Having a card engine tends to make your turns at least twice as efficient, yet the space to gain cards is just one slot regardless of player count. Ultimately I do enjoy this game a lot, I think it does a lot of interesting things. It's unfortunate that the icon design isn't better, or that there isn't more help text as passing the rulebook around drags the pacing down, and inevitably someone has a bad time when they misplay something and don't realize it until turns later. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::star::nostar: Raw enjoyment
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I place an airship in a dock if I can't afford the dock activity?
No — you may not dock your airship where you cannot afford the indicated activity; you must pay from your storage immediately when docking (page 5).
What happens if someone "bumps" an airship in a dock I want to use?
A bumping ability sends the bumped airship back to its owner's player-board dock when you place your airship in that dock (page 5).
How many Builds and Moves/Rescues can I do when I take the Forge action?
When you Forge you may return your airships and then perform up to four Works total: up to three Builds and one Move or Rescue; the first Build is free and the second and third Builds each cost 1 water (page 6).
If a flood sweeps through, what happens to airships and workers, and what is the endgame penalty for workers in the whirlpool?
When water bars cover components, any airship even partially covered returns to its owner's dock and workers on the barracks or scaffolds are swept into the whirlpool; workers in the tower are safe (page 9), and each worker remaining in the whirlpool at game end costs you 5 VPs (pages 7 and 10).
When I place a machine, does that immediately raise the canyon water and affect pieces?
Yes — after placing a machine, if any part is built above the bridge you add water bars (one per machine built above the bridge), and those water bars can return airships, sweep workers into the whirlpool, and waterlog machines as described (page 9).
Can I play a card or redeem an award only after my Main Action, or at other times?
You may take Bonus Actions (play one card and/or redeem one award — one of each at most) at any time during your turn: before, during, or after your Main Action (page 10).
Free, on web, Android and iOS
Play Whistle Mountain with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.




























