There’s quite a lot going on here, so the age suggested (12+) feels about right. But if your kids are younger and have player other Gerdts games, they’ll be equally at home playing this one.
Transatlantic sees players taking the roles of shipping companies in the age of steam, taking a historic journey from the earliest commercial steam ships (mid 1800s) through to the early 20th Century (yup, The Titanic is in here). You’ll buy modern ships and watch older ones become obsolete, but hopefully long after you’ve made a solid profit from them. The theme is fine, and there’s the usual PD Verlag history document in the box, but it’s as dry as it sounds.
The components are a mixed bag, which I’d have to conclude fall a little short of what we now call average. The main and player boards are dull if functional; the card stock fine but with some odd graphic design – and poor colour – choices; the paper money is thick and nicely designed, but it’s paper money; and the cardboard chits and wooden pieces are fine but uninspiring. Overall it doesn’t look great on the table but is perfectly serviceable; although using largely dark shades for the cards was a big misstep.
If teaching to players used to playing previous Mac Gerdts games Concordia and Navegador, this will be a breeze. But even if not, Transatlantic has an easy to follow and well written rulebook – including a separate sheet for setup.
While setup is a little fiddly it does skip through what would be a boring couple of opening rounds, while setting all the players up competing in the various oceans of the world. This is a game with an underlying economic element built around area control, so forcing everyone to place their first two ships into different areas gets things off on the right foot.
After this you’ll be taking typically Gerdts short, snappy turns – as with Concordia, you’ll play a card and do its action: that’s it. One of your cards (you each start with the same hand of eight cards) allows you to pick up all your played cards back into your hand, so you can do those actions again.
When you do this you also get to take a new card from a public display, so as the game goes on reach player’s hand of cards start to deviate from the rest (you probably get slightly less extra cars than in Concordia, but there are several that feel more specialised and unique than in his previous release).
Standard actions see you buying and then deploying new ships; filling those ships with coal; or using the coal on ships to earn profit by transporting goods or passengers. You’ll also be buying trade houses, coal bunkers and business markers – which then help you score victory points as the game progresses. Trade houses encourage you to use your ships in the sea you place them; while the rest of the markers will increase the value of ships you have of a certain colour.
Whenever someone buys ships, one that hasn’t been bought goes into the ‘docks’; meaning ships of this colour will be worth one extra victory point later. This means ships in a colour no one is buying become more valuable – but of course there are less of them around. You can try to specialise or diversify, but as usual in Gerdts games the name of the game is efficiency: the player who best uses their tactical situations to feed their long term strategy is likely to come out on top.
The four sides
- The writer: As a big Gerdts fan, and a lover of Concordia, I’d looked forward to Transatlantic with growing enthusiasm – especially after it was delayed a year to make sure it was just right. I also like how he takes a mechanism (such as the rondel) and runs with it for several games. Concordia kept just enough of his usual style but was an interesting take on deck-building – so another instalment was welcome. I even quite like the theme. It was easy to learn too, and despite some fiddliness easy to teach. But sadly, despite the pedigree, there just wasn’t a spark.
- The thinker: This game is way more tactical even than Concordia, especially at higher player counts. Ships rocket past in the buying market and money margins are so tight (especially early on) you’re left with little to no control over what to buy. I’m sure that with practice this feeling may dissipate, but after several plays it still felt more random and fluctuating than i feel comfortable with. And while this is offset by the short-ish playing time, I’d rather player a game with more control that plays longer. Unfortunately, a disappointment.
- The trasher: With a dull theme and look, I was surprised to find anything at all I liked in Transatlantic – but it definitely has some interesting interactions. Shipping decisions are often predicated by which ships have coal at what times, as sometimes you can ship a whole region – so timing can be crucial. Control of areas is also interactive, as you can’t beat pushing players’ ships out of areas they’ve spent money building trade houses in. And then there’s the Blue Riband – the only free victory point generator, but you can only get it by putting out the fastest ship into the North Atlantic.
- The dabbler: I was quite surprised that I liked Concordia, but I really couldn’t warm to this one. It looks pretty ugly and without a main boar to move around it simply isn’t spatially appealing. I was moving things around and playing cards, but so many of the actions felt as if they were just variations on a theme. I certainly didn’t hate the game, and everything worked, but I never really felt engaged. And for me it wasn’t the theme – I like something a little different and it’s nice seeing the old style painting of all those classic ships. I just couldn’t really get into it.
During play the games seems fiddly, but I think this is exacerbated by its repetitive nature: you’re son dong the same things over and over, in the same fiddly way, but the payoff doesn’t seem to improve with time. Sure, you’re getting more money per transaction and maybe a slightly better action from a new card – but these things don’t feel different.
While I didn’t have any issues with the rule book, it seems a lot of others did. Sure, its a bit of a dog’s breakfast in terms of layout – but personally I didn’t find it slowed me down. That said, it doesn’t flow well and I had the advantage of being familiar with Concordia – which works in a similar way. So do be aware mileage in this department may vary.
Finally, colour blindness issues with the cards really need a mention. One ship colour is white – but unfortunately the others are black, darkish blue, dark green and a deep maroon red. No, I have no idea what they were thinking – and to make it worse, there is no symbology to tell them apart (they all have the same shape flag on them with no pattern). This is pretty unforgettable in modern gaming, and it does feel a little as if some of the older, traditional German publishers are getting left behind.
I don’t own every Mac Gerdts/PD Verlag game, but have played and enjoyed all the ones I’ve come across – including this one. But Transatlantic is the first I’ve owned that won’t be staying in my collection. Perhaps if it had come along before Concordia, the card play would’ve been enough to keep me playing – but this very much feels like a backward step from that, rather than a forward one.
If you’re a Gerdts fan, like economic games, or if the theme appeals, I’d recommend seeking it out for a play. It is a solid design and mechanically there’s nothing wrong with it at all. But in comparison to his other recent titles, I found it a little lack lustre in terms of a hook, a spark, or a reason to keep coming back. Transatlantic is a solid 6.5, but I just didn’t find anything to love.
* I’d like to thank PD Verlag for providing a discounted copy of the game for review.