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Crossing Oceans
60m - 90m
2 - 4 Players
Ages 14+
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Nautical
48.00
€
30 day low:
Out of stock
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Kevin_Whitmore
I missed an important rule on the first play, and my co-players took full advantage of the rules gaff I introduced. Even so, I saw a lot of potential for this, and I am pretty confident I won’t be going back to TransAtlantic. I have the conversion kit, so it is in my TransAtlantic box. Barely fits. Hoping for another play to see the game played correctly.
Rontuaru
Hmm. I was skeptical, because of early negative takes, but then again a lot of those takes were panning things I actually like in my euros (heavy emphasis on economic aspects at the expense of an unabashedly dry theme), so I gave this a chance anyway. To my surprise, I found myself enjoying my first play (at least, at 2p). Rarely do I aim to emphasize this, but my present rating is for the 2p game only, and for a variety of reasons I suspect this rating only goes up with more players in the game. In fact, this game might just straight up be best at 4p, or else just offer a rather different feel than the 2p game. I'll address a peculiarity first, and this is going to sound very weird, but Crossing Oceans feels like the missing link between Automobile and Locomotive Werks. I'd be surprised if Mac Gerdts wasn't a fan of both of these games. Crossing Oceans is like...what if we took away the random transport demand and role selection of Automobile and just streamlined the whole thing, making the focus of the game being players managing the transport rusting schedule...and Locomotive Werks is like, what if we threw demand back in and made it imperfectly forecasted, with variable turn order in the mix that is tied to earnings to jostle for the rights to fill said demand? So, I didn't hate it, because it shares elements of these two "sister" games I enjoy greatly. That said, this also feels excessively "Mac Gerdts'd", in that it is really, really stripped down of mechanisms and bone-dry and purely an economic race of spending money to make money (features I do not mind whatsoever, and again parallel that which you'd see in Automobile or Locomotive Werks - moreso in the latter). Is the game loop repetive? Yes...and? So follows the core loop in Automobile and LW: how you choose to spend money and how you'll reap returns are the ever-present questions. Don't go looking for your typical eurobloat where there isn't. Plenty of the new crop offers this on a silver platter, if that's your thing. What does change from investment loop to investment loop are the ways ships can be useful to you - ships earn money a variety of ways, and what may have worked just a few rounds ago may not be suitable for your current needs. It's that incessant pressure to adapt (or languish) that kept the play engaging. On that note, I'll highlight what this does extremely well: sustain tension via constant obsolescence of ships. Obsolescence of a money/resource engine is a trait I adore (and is scarcely to be found in many a modern game) to combat the perpetuated norm of engine building in euros. This is not a game where you can sit on your laurels, and the speed at which ships "rust" is player-controlled. I imagine Crossing Oceans shines best with 4 players all scrambling to be at the forefront of technological advancement as they vie for the hottest new ships off the line. At a full complement, there [i]should[/i] be fewer 'safe' buys, and you're more likely to find that your once-shiny steamer that you dropped a wad of cash for on your last turn is suddenly at death's door on your next. I love that ramp up [i]in theory[/i], and it came and went in waves in our 2p game, but I would like to see it manifest with more ferocity at high player counts and witness the effects on players' decision space. I also like the implications of the variant proposed by the designer to up the costs of investments. If these are the right sorts of non-artificial thumbscrews, my esteem for this game should rise.
Big Bad Lex
Played Essen 2021: more streamlined evolution from the first edition. Early days but the path to victory seems to be to concentrate on one ship colour and the corresponding player board column. Spend contracts on Trading Houses.