Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
Players
2-5
Time
?-?
Age
7+
Weight
2.44
Rating
6.90
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high interaction frequency. Limited emphasis on cooperation.
On the Underground has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and player interaction. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game allows room for players to improve their strategy over time, discovering new tactics and strategies. It adapts well to 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.
The final luck score for On the Underground is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Aim of the game from the rulebook: The goal of the game is to build the most successful Underground lines and in doing so gain the most points. You can gain points by connecting your lines to various destinations on the board, and by having the passenger use your lines to travel from station to station. The player who has best balanced the demands by the time that the deck of destinations is exhausted will be declared the winner. Gameplay overview: In On the Underground, the players represent companies building underground lines in London. Each player controls 2-4 different lines (based on the number of players). On each turn, a player can build four pieces of track on the map in any of their color. All track pieces must extend the color. Alternatively, a player may decide to use two branch tokens (acquired by extending lines to the terminus stations or skipping building turns) to branch out of the line. During the track building part, the active player can score in four different ways: Connect their line to a station with a National Rail symbol (1p) Connect their line to a terminus station (2p + a branch token) Connect two connection tokens of the same type (3p) Building a circular line (1p for each station "inside" the line) After each turn, the passenger moves to one or two of the four face up destination cards; first to one express destination and then to a regular destination. If there are no cards face up in either type, the passenger only moves once. The passenger always uses the shortest route from their current position, avoiding walking and line changes. The passenger scores one point for each line they used to get to their destination. When there is not enough destination cards to turn face up from the deck, the passenger marker is removed from the game. Players get equal turns, but after the passenger marker is removed, no more points are awarded from passenger movement and players can only build track. The player with the highest amount of points wins.
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