Table feel
Moderate level of interaction with a mix of direct confrontation and strategic depth.
Players
4-6
Time
20-30
Age
11+
Weight
2.2
Rating
6.79
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct confrontation and strategic depth.
The game offers a high level of variability with a diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The strategic depth allows players to improve their strategies over time, keeping the game engaging. The game scales well with different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Stop the Train! has a strong replayability score of 7.8.
The final luck score for Stop the Train! is 6. The game has a notable but not exclusive impact of random elements on the outcome. There is some room for players to influence or mitigate the effects of randomness through strategic decisions. The game has a balanced mix of luck and strategy, with neither element dominating the outcome.
Narrative: The 19.05 to Paris is armed with a bomb and hurtling towards its destination threatening civilian destruction. On board, the passengers (10 different characters) must work together to Stop the Train. Stop the Train is a semi-cooperative, social deduction board game. Players have two missions: Mission 1: Stop the Train! Mission 2: A character-specific objective To win, players need to complete both missions. But! There's a saboteur in your midst hellbent on crashing the train, trying to secretly speed the train up at every turn without raising suspicion. The players must put their social deduction skills to the test by collectively identifying the Saboteur to regain control of the train. The train speed is controlled by a speedometer which is impacted by the cards that are laid by each players called Effect Cards. The gameplay is accented by dramatic interventions, votes on route taken and emergency meetings where players can be thrown off the train. If the players can exhaust the deck of Effect Cards, the train runs out of steam. Otherwise a collision is caused and the game is lost and the Saboteur has prevailed. —description from the designer
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