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The Soo Line box art

The Soo Line

Players

3-5

Time

?-?

Age

?+

Weight

2.11

Rating

6.87

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Soo Line has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is not much emphasis on cooperation in the game.

Replay value

The Soo Line offers a high level of variability in each playthrough with its diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game provides deep strategic possibilities and room for improvement over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, The Soo Line has a strong replayability score of 7.95.

Luck profile

The Soo Line has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, The Soo Line strikes a good balance between luck and strategy, making it an engaging and enjoyable board game.

Overview

THE SOO LINE is a train game set in Michigan’s Upper Peninsula. As in many such games, the players invest in railroad companies, building track to increase the company’s income and paying dividends to the shareholders. And as in several of Amabel Holland’s railroad games, track-leasing and cooperation is required to get past high build costs, strict hex limits, and tight cube supplies. Here’s the thing, though: this is a weird game. For one thing, there are only three railroads to invest in, and the majority shareholder makes all decisions when a company operates. This means that when playing with four or five, some players will not be running companies themselves, and will need to rely on savvy investments to stay competitive. Included in these investments are five Private Companies. Privates are seeded with goods at the start of the game and pay a fixed income each round, and each time a railroad delivers goods. Once their goods are gone, the Private closes and the owner derives no further benefit. If a railroad withholds money instead of paying dividends, its share value drops, sometimes drastically. Given enough time, the stock values for all three railroads will tank - the trick is to end the game before that happens, and when you have the most valuable portfolio. As is usually the case in these kinds of things, the winner is the player with the most money - cash on hand plus the value of your stocks. (Note, however, that no play money is provided. If you don’t have poker chips, greenbacks will do in a pinch and make the game very interesting.) Also, there is a cat on the priority deal card.

Editions

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Credits

Designers

1
Amabel Holland

Artists

1
Ilya Kudriashov

Publishers

1
Hollandspiele

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