Customer Login
If you already have an account, please login using your email address:
If you already have an account, please login using your email address:
Mouseover image to zoom
( You save: $14.37)
Number of Players | 1-5 |
Playtime | 60-90 Min |
Suggested Ages | 13+ |
Designer(s) | Martin Wallace |
Publisher | Alley Cat Games |
In Tinners' Trail, set in 19th century Cornwall, you are a mining conglomerate at the height of the tin and copper mining industry. You must purchase 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 (hopefully) make a profit, but the deeper your mine goes, the more expensive the process becomes. To reduce the cost of mining, you can build 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 gets you victory points. The sooner you invest, the better the return. Can you outplay the competition and get the most money, or will you be left without two shillings to rub together?
This edition of Tinners' Trail differs from the 2008 version in several ways. The player count, for example, is now up to 5 instead of 3-4, and the resources on the board are now set up via tiles instead of die rolls to maintain variability while reducing the randomness. Dual-use cards are now an important part of the game, giving you information prior to an auction or an extra boost after an auction.
With lead development and expansion designs from David Digby
If you already have an account, please login using your email address: