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Steve Oksienik
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On the Underground » Forums » Reviews
2-player review: Take a bus instead!
On the Underground is a game in which players attempt to build the best subway in London. As players build the Underground, there is a passenger (further referred to as Wally) who travels to destination cards. Wally is possibly the laziest person in the entire known cosmos and will always go where the least walking (no subway lines) takes him. Featuring a beautiful map of London, this game adds colorful bits to make a nice piece of eye candy, but that is where the fun stops. My review is based on a OtU as a 2-player game. We were so unenthused that we didn't attempt to play it with more. However, a thorough understanding of the rules and mechanics leads me to believe my opinion wouldn't change very much


Rules

The rules of OtU are fairly simple and straight forward. Each turn, a player has 4 actions. For each action, a player may either lay a track of one of their colors, connected to an already placed section, or may skip that action to take a Branch token. Subway lines must always run end-to-end and cannot branch off unless a player pays 2 of the Branch tokens to do so.

Points are scored by connecting National terminals, going to a Terminus, or connecting randomly placed tourist attractions. Additionally, Wally will move at the end of each turn. Next to the game board, 4 cards are placed, each showing a location. Some are gold and some are white. Wally will always move to one gold and then one white if possible. If there are no white, he will only move to one gold. If there are no gold, he will only move to one white. As soon as a city is visited the card is removed and replaced. Players score 1 point for each of their lines that Wally uses. As stated earlier, Wally is one small evolutionary step above a sloth and will go wherever he can get with the least amount of walking. This encourages players to build sprawling lines, covering as much of the city as possible.

Points can also be scored by surrounding terminals but not connecting to them, vaguely reminiscent of Through the Desert.


Components

The components in this game are beautiful. The map is a rather large octo-fold map of the London Underground, slighlty manipulated to make a better board. The play surface really drives home the theme of this game. Its almost as if you're playing on one of those little pocket maps you get in the stations.

Each player will have from 2 to 4 different colored track piles. These tracks are laid on the board and come in a beautiful array of colors including pink, yellow and black. When laid out on the board, they really are quite nice to look at. The colors are different enough that most people should have no problem distinguishing them.

The various other markers in the game (Branch tokens, player color tokens, Wally) are all made of wood and in the case of Branch tokens and player color tokens have nice stickers affixed to them.

From a visual perspective, this game is gorgeous unfortunately, thats about all it has going for it.


Gameplay

As stated earlier a player has only a few choices each round: Extend your subway lines or skip actions to take Branch tokens. As all players can see the 4 current destination cards, it can be an obvious choice to spend your turn building towards the places Wally will travel this turn. Ideally, this will help you later in the game as your track should get bigger and cover more of the city. Since there are only basically two actions and many of them will be predetermined by the Destination cards, the game plays very fast. Where the game slows down however, is with Wally. Each turn, it must be calculated and agreed upon by both players as to where Wally will travel. This can really grind the game to a halt and seems to take away a large part of the competition. Its almost like you need to ask your opponent where they think Wally will go and what you should do to get him there.


Compare it to...

A lot of people say Through the Desert, but that's really only because of one scoring mechanism. Other than that, these two could not be further apart. Through the Desert creates agonizing decisions and features 0% luck. This game is the polar opposite. At best, I could say this game has some similarity to Aquadukt, but even that is a stretch. Again, Aquadukt has a 20-sided die yet feels much less random and luck driven than OtU.


Overall

I strongly disliked this game. There are several reasons for this:

1. Its too easy to score points. As Wally travels, its practically impossible to keep him off your opponents tracks. Most of the time, you score equally on the travel phase. At best you may score 1 or 2 points more than your opponent, but they will most likely score the points back next turn. Connecting into a Terminus is borderline unfair as it not only gives you 2 points but also a Branch token.

2. Random, random, random.... The way the destination deck unfolds makes long term planning impossible. While its true that almost every city on the map will come up during the game, there's no real way to know when. If you play each turn trying to get to the current destinations, you'll certainly lose. If you spend the whole game trying to build sprawling lines and ignoring the destinations, you'll probably luck into enough passenger points to stay even. If luck really plays into your side, you may end up with Wally practically stuck in a section of the board you control exclusively.

3. There is no consequence to your actions. Sometimes, no matter what you do on your turn, you will not be able to get Wally onto any of your tracks. Othertimes, he will only be on your tracks. The randomness of the destination deck and the asinine way in which Wally's travels are determined completely removes any hint of repurcussions to your decisions. Its almost like you should just take turns laying tracks and then once everyone is done, flip the destination tickets one at a time, scoring points until the deck is done. Thats basically how the game plays out anyway.

I am a big fan of games in which your action has weight and consequence. I even like dice games, which seems to contradict that last statement. However, dice games make no attempt to hide their random nature. Neither do cards games which I also enjoy. Even Carcassonne, my absolute favorite game of all time, has a luck factor. That luck factor however, can be minimized with skillfull play. On the Underground has all the randomness of dice or a deck of cards yet hides behind the facade of an elegant Euro game.

I honestly can't rate this game higher than a 3. I would rate it a 2, because I never want to play it again, but the bits and board are too pretty to completely disregard. Nice packaging and parts....terrible game. In fact, I would go so far as to say there really isn't much game in the box at all.
Sheamus Parkes
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I'm not that harsh on this game, *but* I don't really enjoy it.

It's very hard to control what's going on. If you treat the movement more like a multiplayer puzzle, then some enjoyment can be had...
Luke Morris
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Making sure "Wally" travels around on your lines, especially early on in the game is hardly the main part of a strategy.
It's relatively easy to keep track of where the majority of the cards have been based in the city and therefore plan ahead.
You can also use your tracks to make sure you give as good a coverage as possible (in a two player with 4 lines each I try to keep a central line, a north/south line, one to one side of the board and another line going after terminuses and points (terminus scoring is hardly unfair as every player can go after them and a good tactic can involve blocking off areas so only you can return to them later).


Build your tracks alongside others then add another to the end, making your track the one that always has to be used, if another player has control of an area, build through them into it.
When you're trying to score through "Wally" then try to always pick up a point on others turns and then build to keep a "clean sheet" of scoring for you on your next turn. Snatch a point off people here and there and try to keep your "losses" to a minimum.

I'd hardly class it as a deep heavy thinker but I do think there's more to it than you'd suggest, from a humble, personal experience and position of course.


(as an aside I LOVE Through The Desert)
Steve Oksienik
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We bought this because Bianca is English. I did my homework and researched it, but the reviews I read seemed a lot better on paper. I still think the game sounds good when I read about it, I just don't like it in practice. If only there were some way to control Wally a bit more....
Sebastian Bleasdale
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stormseeker75 wrote:
As all players can see the 4 current destination cards, it can be an obvious choice to spend your turn building towards the places Wally will travel this turn. Ideally, this will help you later in the game as your track should get bigger and cover more of the city. Since there are only basically two actions and many of them will be predetermined by the Destination cards, the game plays very fast.

...

A lot of people say Through the Desert, but that's really only because of one scoring mechanism.


I'm sorry to hear that you didn't like the game - it's always a shame when people are have disappointed expectations.

That said, when reading your comments above, I thought of an analogous comment that could be made about Through the Desert, which I thought I would share, as it may provide some insight about your game:

"In Through the Desert As all the players can see the waterholes, it can be an obvious choice to spend your turn building towards the high scoring ones. Ideally this will help you leter in the game. Since the actions are predetermined by the waterholes, the game plays very fast"

If you played Through the Desert only considering what points you could get from the waterholes, you wouldn't think it was a particularly good game either - but it's about more than that - it's about balancing the various points scores you can get by various means against each other and playing for your own points against blocking your opponants moves.

Likewise, in On the Underground, it is tempting to chase the Passenger. However the Passenger has a degree of predictability in that he will visit most of the stations on the board - and building lines to stations as yet unvisited, or collecting points through the other means may serve you better than just trying to ensure the Passenger uses your track next turn.

I'm not trying to claim that you would necessarily like it if you played it again - sometimes games just don't 'click' with people. However, I thought it may at least help open your eyes to see what others see in the game. (And, even though you were disappointed, thank you for taking the time to write a review.)
Doobermite
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I tried to like the game and played it a bunch of times, but in the end, I have to agree with your review. I know others enjoy the game, but it simply wasn't much fun for us. Scores were too close throughout which made the game not very exciting. Having each player play a bunch of different colored lines was confusing. But the biggest problem for me was the passenger deck. Moving the passenger to 2 destinations per turn was slow. Flipping over 2 new cards each turn was too repetitive. I just wish players could hold the cards or something. The board and components were nice though...maybe there's a way to somehow play "TransAmerica-on-the-Underground."
Steve Oksienik
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Sebastian,

I feel bad any time I crucify a game, especially when I know the designer is a BGG and is likely to see it. Unfortunately, this game didn't work for me. I understand what you were saying about building the lines strategically instead of tactically, but I tried playing that way and it seemed even worse to me. I know many people like this game, and when I dislike a highly ranked game, I do as much research as I can to see if I'm doing something wrong or just playing the game improperly. Unfortunately, it seems I had all the rules right and was playing it right.

As stated in my review, I need to feel as though my choices have consequence. I don't get that feeling from OtU.

David Norman
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Steve,

Two things.

stormseeker75 wrote:
I understand what you were saying about building the lines strategically instead of tactically, but I tried playing that way and it seemed even worse to me.


The key to the game is not to play strategically rather than tactically, it is that you have to do both, and you have to find a balance between when to do one, when to do the other, and when there is a move that will achieve both. And furthermore, these choices are influenced by how the other players are playing.

stormseeker75 wrote:
I know many people like this game, and when I dislike a highly ranked game, I do as much research as I can to see if I'm doing something wrong or just playing the game improperly. Unfortunately, it seems I had all the rules right and was playing it right.

As stated in my review, I need to feel as though my choices have consequence. I don't get that feeling from OtU.


This is most easily explained by example. If you do an exam, and you didn't have a clue about the subject, then if the answers are written, you'd get 0%. If it was multi-choice, you'd get 25%. If it was all true/false questions, you'd get 50%.

On the Underground's scoring is a bit like the true/false exam. No matter how badly you play, you'll still get a significant number of points. Wherever you build your track, it will be useful from time to time for the passenger, and will hit some of the board-scoring stations. The key to this game is not in scoring some points, it is in maximising the number of points you get. A win by more than 5 points over second place in a 50 point game is a huge margin of victory. Don't let this deceive you into thinking that there is no skill, and that your choices have no consequence. If that was the case then the same people wouldn't win repeatedly at this game - which they do.

David.
John Farrell
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Steve, I like your review but I totally disagree. I've played 3 times and I love this game. It keeps me interested trying to figure whether I need to lay that track now or will an opponent steal it. I love planning to make the strategic moves knowing that they will pay off. I don't find Wally difficult to follow at all. In fact in my games I often want to tell my opponents to shut up about where Wally's going to go because I already know and I'm making a strategic move instead.
David Grietens
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I have played the game 3 times but I wish I could play it more often. I like the game because it has a great match with its theme. I also think you shouldn't play this game tactically, but rather think about a bigger plan for your underground network. It has to give you points in the long run, not just that one turn that you try to get Wally from one place to another.

Choosing between long term gains and immediate points is what makes this game great. You really need to think what kind of network could bring the most points overall, without forgetting to score points once in a while. Probably it helps to remember more or less which stations have already been visited.

I also think that the game is much less fun with 2. I played it two times with 3, one time with 4 and i preferred the 4 player game.

One negative aspect of the game is the counting you need to do each time, to know where the passenger will be going. I think this game would be great to play online. But in the mean time, I'm completely satisfied with the boardgame.
Markus Welbourne
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Hi

Would like yo point out theat it is now available online at JKLM interactive, if you are interested
Tim Rourke
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I didn't like this game the first 2 times I played it (Last Year).

Yesterday at the games group I attend someone said that they would like to try it, so I said OK, grudgingly.

So I taught and played a 3 player game and It clicked really well. The moving of 'wally' made sense when I was doing it and it was usually obvious which station he had to go to because if one station was on the track he would be going there and if they were one or two away, that usually meant they would be going there.

I think the fact that there were 3 inexperienced players actually helped the game as we talked about his moves, rather that the experienced player moving it seemingly randomly.

I am now considering this for christmas, an amazing change of mind.
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