Tabletop Gaming

TINNERS’ TRAIL

The industrial legacy of the humble pasty

- CHAD WILKINSON Designer: Martin Wallace | Publisher: Alley Cat Games

There’s a few elements separating Martin Wallace’s Tinners’ Trail from other traditiona­l Euro fare, but there’s one thing that stands out. In defiant opposition to the archetypal Euro box cover depicting an old white guy grasping a map and/or blueprints – Tinners’ Trail opts for an old white guy clutching a pasty. Held aloft as a symbol of pride, thanks, and a warm farewell, this bloated pastry is a small thematic touch which nonetheles­s invites players into Wallace’s crunchy interpreta­tion of a particular time and place.

Representi­ng individual mining operations in 19th century Cornwall, players will be aiming to accrue the most profit over the game’s four rounds. Players will bid on mining areas, erect and employs various developmen­ts to raise efficiency and pump out troublesom­e water, and extract copper and tin ore to sell at the dynamic market. Time will act as a resource, with different actions costing more than others and the active player being the one furthest behind; planned well, this can result in consecutiv­e turns.

Of course, one of the game’s ancillary actions is to sell pasties – a quick way of snatching some extra cash and a cute nod to its theme and setting. Indeed, I have relatives who reminisce over the pasty’s historic role as calorific sustenance for the Cornish miners – their tough crusts forming the perfect handle for dirtied hands. Naturally, my mind then conjures images of discarded crescents of blackened pastry strewn about torch-lit tunnels…

Anyway, that the game gives this option to make an extra pound here and there is also an indicator of how integral managing one’s own economy is in Tinners’ Trail. Unlike many games, there’s no security in knowing exactly how much particular actions are going to cost. Bid amounts on each establishe­d mine can vary wildly depending on various factors, be it the current wealth – which constantly fluctuates – possessed by players, the area’s worth in terms of its positionin­g and resources (if revealed), or the tensions arising from one player in the bidding having already had a sneak peek at a facedown tile.

The cost of actually mining the tin and copper escalates depending on how much water currently sits in the area. Whilst there is an element of control over how much water can be pumped out through the addition of developmen­ts such as boats, trains, and adits - elements of uncertaint­y still arise between rounds thanks to the randomly determined selling prices of both resources. It’s all good having dried up most of a copper-rich mine’s water, but if the market’s at a low point, is it worth the investment this round?

Perhaps most important though, in regard to the game’s tight economy mechanics, is the relationsh­ip between money an actual victory points. At the end of each round, after selling off all their resources, players are given the opportunit­y to invest back into the industry - essentiall­y trading money in ten or five pound increments for points. Whoever passed first in the round has access to a slightly better return rate, but the overall rates will drop each round. What this boils down to is often an agonising choice over how much to invest and how much to keep, especially when considerin­g the aforementi­oned unpredicta­bility around the cost of some actions.

Tinners’ Trail is a great remaster of the 2008 original. Admittedly, due to the mass of components, the board could have benefited from being slightly larger, and the new, expanded player count – catering for two and even solo play – unfortunat­ely doesn’t change the game’s sweet spot of three to four players. But, overall, Tinners’ Trail manages to remain both interestin­g and innovative.

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