Subway Toronto (1994)
Speeltijd: 45
Min. Leeftijd: 0
Spelers: 2 - 6
Uitgever: SUBWAY Games International, Inc.
Ontwerpers: (Uncredited)
Kunstenaars: Onbekend
Mechanismen: Point to Point Movement, Roll / Spin and Move, Hand Management, Open Drafting
Min. Leeftijd: 0
Spelers: 2 - 6
Uitgever: SUBWAY Games International, Inc.
Ontwerpers: (Uncredited)
Kunstenaars: Onbekend
Mechanismen: Point to Point Movement, Roll / Spin and Move, Hand Management, Open Drafting
Beschrijving Tonen Opmerkingen Tonen Prijstrend
A race through the underground tunnels of Toronto's subway system! On the board is a map showing each of the city stations - some are junctions between the different directional lines, and some are terminals at the ends.
Everyone starts at Union Station, with at least 6 destination cards. Hand in destinations that you pass by or land on. If others land on your destination, you may hand in your card OR force them to add another destination from the draw pile!
You move by rolling a special 6-sided die; instead of a 6, it contains the word 'SUBWAY' -- rolling that allows you to jump to one of YOUR stations. Otherwise, move the number rolled without changing your direction, as that can only change when on a junction station.
As well, many of the stations have a signal on them to follow: amber (pick up another destination), green (usually good, useful cards), or red (frequently bad - adding destination, or flinging you to an end of the board). Adds some chaos to the game, but in a fun way!
Everyone starts at Union Station, with at least 6 destination cards. Hand in destinations that you pass by or land on. If others land on your destination, you may hand in your card OR force them to add another destination from the draw pile!
You move by rolling a special 6-sided die; instead of a 6, it contains the word 'SUBWAY' -- rolling that allows you to jump to one of YOUR stations. Otherwise, move the number rolled without changing your direction, as that can only change when on a junction station.
As well, many of the stations have a signal on them to follow: amber (pick up another destination), green (usually good, useful cards), or red (frequently bad - adding destination, or flinging you to an end of the board). Adds some chaos to the game, but in a fun way!
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ag.gameitem.lastUpdated: 2025-05-03 14:56:07.53