Transatlantic

2017 · Indústria / Fabricação

Transatlantic

Lidere uma companhia marítima do final do século XIX até a Primeira Guerra Mundial, construindo uma frota de navios a vapor históricos e operando rotas de carga, correio e passageiros. Compre navios com características técnicas distintas, garanta depósitos de carvão e entrepostos comerciais, e dispute rotas movimentadas onde competições de velocidade, como o Blue Riband do Atlântico Norte, afetam a receita e o prestígio. A partida é guiada por cartas: a cada turno, jogue uma carta para realizar ações e expandir seu baralho personalizado com novas capacidades. O jogo enfatiza o gerenciamento da frota, a otimização de rotas e a competição interativa, com pouca aleatoriedade e escolhas estratégicas de grande impacto.

Jogadores
2–4 melhor com 3
Tempo de jogo
60–120 min
Idade
12+
Complexidade
3,1 / 5
5,9 na Ludoyaa partir de € 49,99EconômicoNáuticoTabuleiro ModularConstrução de baralhos, bolsas e reservasRecuperação de ações
24
Partidas registradas
53
Jogadores
1h 15m
Partida média
12
Em ludotecas
4
Em listas de desejos

5,9/10

de 9 avaliações na 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

    Primeiras impressões · 2 partidas

  • halbert825,0

    Essen '17?

    Primeiras impressões · 1 partida

  • moses7,7

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

    Primeiras impressões · 2 partidas

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Dados do jogo (jogadores, tempo de jogo, idade, créditos) do BoardGameGeek.