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In Tinners' Trail, set in 19th century Cornwall, you represent a mining conglomerate at the height of the tin and copper mining industry. You must buy plots of land... (read more)
In Tinners' Trail, set in 19th century Cornwall, you represent a mining conglomerate at the height of the tin and copper mining industry. You must buy plots of land across Cornwall in auctions and survey them for tin and copper, always managing your "work points" and money effectively.
Once you have a mine in place, it's time to extract the ore and (ideally) make a profit, but the deeper your mine goes, the more expensive the process gets. To reduce the cost of mining, you can place developments, such as ports, train stations, and adits (drainage tunnels), but there's only so many improvements to go around. Once you have made your money - trying to time the market to sell when prices are high - you can invest it in industries outside of Cornwall, which gains you victory points. The earlier you invest, the better the return. Can you outplay the competition and make the most money, or will you be left without two shillings to rub together?
What's changed since 2008?
• Increased player count - a game that was once only 3-4 players can now be enjoyed by 1-5 players!
• 2 new expansions - the Arsenic expansion, which introduces a new resource, and the Emigration expansion, which sees miners travel overseas.
• Reduced randomness - but still keeping the variability. The board is now set up with tiles instead of the roll of a the dice.
• Improved Auctions - dual-use cards are now an important part of the game, giving you information before an auction or an extra boost after an auction.
• Improved artwork and graphic design
• Improved component quality - with custom meeples and colour blind friendly colours.
• Lord Wallace solo mode - a brand new solo mode.
Mechanisms:• Action Points• Auction / Bidding• Dice Rolling• Market• Turn Order: Time Track