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4th June 2023 It's a Sunday and we're on Board Game Arena for some gaming goodness. Being a tourist is great. You get to wander through a city's public transit network and travel the streets, see the sites, take the train and on this particular instance, do it in Tokyo. All thanks to the transit planners and designers! What's in a game?
There's not much to say about the component quality for Next Station: Tokyo. The pad of maps is exactly what you'd expect, a thick pad of probably about 100 leaves. Each individual leaf is quite thin and flimsy but since they're only ever used once before discarded, it's not an issue. Although, having said that, it would have been nice to have had laminated map sheets and dry-erase markers instead. Speaking of laminated, the cards are plastic coated and feel nice and sturdy. Finally, the pencils that come with the game are well, they're normal pencils only in 4 somewhat garish colours. They'll need sharpening once in a while but that's about it. Next Station: Tokyo uses a sort of abstract stickman, heavy black-line art style to represent people and locations and along with the solid bright colour scheme employed, it gives the game a distinct and eye-catching presentation. It's also a style that sort of matches the look of modern subway maps and thus fits game's subway theme. Arguably, it's a cartoonish art direction which I guess won't appeal to everyone but I found it to be a clean and uncluttered style, furthermore I'm generally always a fan of using bright colours so it's a thumbs up from me. There's just over a handful of icons here but they're easily understood as most of them are only referencing themselves. The last remaining icons will quickly be learned by players. I don't imagine this being a problem for anyone. How's it play? Setup
On to play During Next Station: Tokyo, each player will be building 4 subway networks in the 4 colours corresponding to the pencils and the game is played 4 rounds. Players will be trying to make their networks as expansive and interconnected as possible. This is done by flipping station cards and resolving result which will allow players to connect stations to each other by drawing lines between them. Technically, the controller is responsible for flipping cards, players then resolve all their actions simultaneously. Each round plays as follows.
Endgame Once the 4th round is concluded and all players will have created 4 networks on their map sheets, the game goes to scoring. Next Station Tokyo provides players with various avenues to scoring points. which will be totalled to provide their final scores.
Points are tallied, highest score wins. Overall
In a game of creating transit networks to draw in tourists, using a join-the-dots mechanic to well.... join-the-stations feels pretty appropriate thematically. Gameplay wise, I feel Next Station Tokyo definitely sits at the lighter end of complexity. It's construction rules are perhaps a touch too fiddly to be intuitive but still, are easily learned. Having said that, I'm not sure how quickly 'non-gamers' would grasp the mechanics. However, like all well produced game, the complexity comes from the decisions presented to players. In that regard, if you're a fan of the roll/flip/randomiser-and-write genre, you'll be on familiar ground here. Players will find themselves planning their moves and actions but having to react to whatever the randomiser delivers to them and adapt and exploit to whatever options are presented to them. This forces players to make tricky decisions that can be risky or 'imperfect', which in my opinion, is always a good thing. Curiously, it might seem that fact that only 11 cards are used in each round can easily be memorised and is exploitable - 2 of each symbol, 2 joker/double rail symbols and 1 railway switch but there's an there's an interesting rule at play. Which is that when the 5th subway card is revealed the round is over. As a result 5-10 cards will be revealed each round and this means at least 1 card wont be used and potentially more than half wont be used. I'm sure this is deliberate to keep proceedings unpredictable. As I said above, players of this style of game will be on familiar ground here: Where Next Station: Tokyo differentiates itself from its contemporaries is that players are creating 4 separate networks, which they'll want to expand as much as possible but without hindering their other networks but also interchanging with them. It definitely a novel challenge. If I was being harsh though, I would say that this unique mechanic might not be enough to make the game stand out in the crowd. Players of similar games might not find enough to make it worth playing Next Station: Tokyo. However: If I was being generous, I would say that this a enjoyable addition to the genre that provides an interesting challenge. If you're a big fan of that genre, this might be worth considering and if you've never played a x-and-write game, this is definitely one to consider.
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