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Metromania box art

Metromania

Players

2-4

Time

?-?

Age

9+

Weight

2.45

Rating

5.77

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Replay value

Metromania offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds new content and enhances gameplay. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, Metromania has a strong replayability score of 8.0.

Luck profile

Metromania has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have substantial ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role in the game. The game outcome is a balanced mix of luck and strategy.

Overview

Metromania is a game of placement and connection which allows 2 to 4 players to build a subway network between different cities. Each player builds 2 different subway lines, trying to go through the city and connect important places of housing, work, and leisures. After a construction phase, trip-tests verify the best and quickest lines. The mechanism is easy: during his turn, a player puts 3 line counters on the board. If his line meets another line, a station is built where the two connect. The subway network is developed through this process. Because the grid on the board and the line counters are triangular, players have some real placement questions. The game is very interactive, with players sometimes trying to cooperate and sometimes trying to stop other lines. They also choose, during the construction phase, the start and the end of the final trip-tests. But it's never the same player who places both start and end, so a player must anticipate and guess carefully.

Editions

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Credits

Designers

1
Jean-Michel Maman

Artists

1
(Uncredited)

Publishers

1
Spiel-ou-Face

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