On the Underground: London / Berlin

2019 · 运输

On the Underground: London / Berlin

玩家在历史城市地图上发展快速交通线路,通过铺设轨道和延伸分支路线来连接车站与地标。 每回合,玩家最多可以执行四个行动,用来放置轨道标记或拿取分支标记;随后,一名乘客标记会沿着可用线路,朝抽出的目的地卡移动。当乘客使用了你的路线,或你将线路连接到特定类型的车站、完成网络目标(例如形成环线或收集地标板块)时,你就能得分。 当目的地牌堆耗尽,且所有玩家都完成相同数量的回合后,游戏结束。

人数
2–5 最佳 3 人
游戏时长
45–60 分钟
年龄
14+
复杂性
2.3 / 5
4.7 来自 Ludoya¥251.34 起火车单人 / 接龙游戏网络与路线构建点对点移动

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
23
已记录对局
33
玩家
1h 33m
平均时长
6
收藏数
6
愿望清单数

4.7/10

基于 2 条 Ludoya 评测

  • 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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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。