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U.S. Telegraph: Help Build a Transcontinental Telegraph Network!

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The Pony Express only lasted a little over a year, so it's time for big investors to put their money into building the U.S. Telegraph! Compete for land with the best resources, connect routes, and dominate this telegraph network!

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traduzido por Joey

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revisado por Tabata Marques

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Western Union Telegraph Company

U.S. Telegraph is another game inspired by real life, which, by the way, I just love! The Pony Express was one of the pioneers in the mail service business, but it only lasted a short period of time: from April 1960 to October 1961. Its legacy, however, lived on, and proved to everyone that a transcontinental system was viable.

Pony Express Statue in St. Joseph, Missouri
Pony Express Statue in St. Joseph, Missouri

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So, inspired by the Pony Express, the Western Union Telegraph Company began working on a gigantic project, the U.S. Telegraph, which would connect, all at once at high speeds, California to the rest of the United States.

Western Union Telegraph building in Denver, Colorado
Western Union Telegraph building in Denver, Colorado

Though extinct nowadays, Western Union's telegraph service became the most popular service in the American market.

Now it's your turn, as an investor, to be a part of the history of the U.S. Telegraph!

Game Info

U.S. Telegraph is a board game played with 2 to 4 players, for ages 10 and up, by designer Marcel-André Casasola Merkle. It was illustrated by Jules Dubost and Fabrice Weiss.

Game Box
Game Box

It was also released in 2018 by Super Meeple domestically. It still hasn't been released in other countries, like Brazil, so far. This board game is an upgraded new edition of Attika (2003), which was set in Ancient Greece. Its main mechanics are tile placement, network and grid building, and a modular board.

Besides the change to the game's theme, as it is now set in the Wild West, the U.S. Telegraph resolved a serious issue in the game: we couldn't easily control what we had built already, which significantly delayed the game, as we couldn't tell whether we got a bonus or not. We needed to stop the game constantly to check what we had built and find out whether we got a bonus or not. The game now is much more fluid. Point for U.S. Telegraph!

U.S. Telegraph resolved this issue and, in a way, "inherited" from Attika the Meeple's Choice Award, as well as several nominations like Spiel des Jahres*, the board game Oscars.

Besides upgrading its predecessor, U.S. Telegraph isn't language-dependent. This means you can play it even if you don't speak the language it was published in (Attika was also like this).

Let's dive right in!

The Game

In this game, we're investors, and we have just agreed to finance new projects that are part of the U.S. Transcontinental Telegraph network.

We'll race to build the best routes faster than anyone else, fight for the best resources to cheapen our costs, and, finally, dominate the telegraph network market. That's the story of U.S. Telegraph.

Basically, we have to build our structures to connect 2 major cities, or at least build all our structures, even if we can't connect 2 major cities. These are the only two ways to win the game.

There are 7 main buildings, and, obviously, many structures around them (30 in total):

  • the ranch and 3 corals;

  • the fort with a frontier post and the 2 watch towers;

  • the field and the barn;

  • the gold panning and the gold mine

  • the main street, with Wells Fargo (the financial company), the blacksmith, the newspaper, the drugstore, the saloon, the sheriff, the bank, the church, and the cemetery;

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  • the bridge, the viaduct, the tunnel, and the station;

  • and, finally, the 4 telegraph stations.

    Structures you can build
    Structures you can build

    Each structure costs something to build, a resource of some kind, which can be a combination of:

  • wood;

  • water;

  • clay;

  • and metal.

    Resources for buildings
    Resources for buildings

    Now that you know what you can build and what they can cost (resources), a turn in this game is extremely simple. You can pick between 3 options:

  • 1- Draw a building: draw 0, 1, or 2 buildings from a building deck (to build on your gameboard or place on your playerboard);

  • 2 - Construct a building: construct 0, 1, or 3 available buildings on your gameboard;

  • 3 - Draw resource cards: get 3 resource cards from your resource pile.

    Notice that, for the first 2 actions, you can do them up to 3 times. Here's a nice detail in the game: if you don't actually perform all actions 3 times, you can draw resource cards instead of performing an action. That is really relevant!

    When you decide to draw a building from a building deck, you can construct them directly on your main gameboard or place them on your playerboard up to 2 times. If you decide to place them on your playerboard, it will be quite simple, as there is a corresponding space on your playerboard for all buildings.

    Playerboard
    Playerboard

    If you decide to construct something, there are four things you must consider:

  • 1 - the place on which you decide to construct your building may be stamped with a certain resource, which will discount how much it costs to build it (and this resource will be unavailable for the rest of the game);

  • 2 - places directly next (or connected) to the place you picked to build on may also be stamped with a certain resource, and this will also discount how much it costs to build something there;

  • 3 - you can use/spend the cards in your hand to pay for the resources you need to construct a certain building;

  • 4 - if you still need some resources, you can spend any 2 resource cards to make 1 specific resource. You can do this as many times as you want.

    After you do that, and pick one of the 3 actions you have available, it's time to pass your turn to the player to your left.

    Basically, that's a turn in U.S. Telegraph!

    End of the Match

    The game ends on the spot when a player completes one of these two goals:

  • Build 30 constructions or;

  • Connect 2 major cities with an uninterrupted chain of buildings of your color.

    2 Major Cities connected by a blue player
    2 Major Cities connected by a blue player

    Anyone who completes either of these 2 goals first wins.

    Tips and Strategy

    Well, U.S. Telegraph relies more on strategies than it looks. Check out a few of them that will make your life easier and give you many advantages.

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    Remember how I said there were 7 "main" buildings? So, if you build these main buildings "before" the other structures that are directly connected to them, you'll gain a big advantage. If the other structures are built directly next to the main structure, you can build them for free. That's right! This will add a new layer of strategy to the game!

    Structure on a playerboard
    Structure on a playerboard

    Your structures will be available on your playerboard, in one pile for your main buildings and 3 other piles for the buildings around your main buildings. When you run out of each of those piles, you need to get a new region tile and put it in play. Yeah, you'll have a modular board, and the number of region tiles you'll have depends on how many players are playing.

    Region tiles
    Region tiles

    So, using an entire construction pile may be an excellent decision to make your route simpler and less contested. After all, in a modular board, a lot can happen. Point for the game designer!

    And, there's more. Each time you finish building a structure, for instance, the ranch and all 3 corrals, you'll get a meeple (worker) which gives you another action to perform whenever you like. This changes everything. Being able to perform all 3 actions at once may be the difference between winning or losing.

    U.S. Telegraph is so great that there's even more. The best strategy truly is to build a single, connected route - you can build in other directions, from different "fronts", and connect them later, but this will cost you. More precisely, it will cost you 1 extra resource whenever you're building something for the first time on that route. And, obviously, if you build a 3rd route, 2 extra resources for the first building on that new route, and so on and so forth.

    I definitely strongly suggest you build a single route! This will also help you disrupt your opponent's routes!

    Follow these tips, create an efficient telegraph network and win the game!

    Unboxing, Rules, and Gameplay Videos

    Check out this unboxing:

    Learn the rules:

    Watch some gameplay:

    Teaching Moments

    If you want to teach anyone a little bit of history, spacial awareness, resource management, and production chains while having a lot of fun, U.S. Telegraph is perfect for you!

    The gameboard is modular and varies in size according to how many players are playing, so, spacial awareness is critical. You'll also have a different number and types of region tiles each time you play the game, as you need to shuffle your tiles before you put them in play.

    This means you'll need to read the board, figure out how many tiles are there, and where are the best resources to optimize your building process. This will greatly improve your spacial awareness!

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    You'll also have to manage your resources constantly, as you'll have to manage your resource cards and "discount" the resources available on the gameboard. I didn't mention it before, but you'll also need great math skills. Another point for the game designer, obviously.

    Finally, the idea of a production chain, or chain reaction, will be important when you construct your main buildings first and then your secondary structures, preferably right next to them to build them for free. It is a great workout for your brain.

    U.S. Telegraph is a lesson in history as well, as it was inspired by an essential time in history for the United States.

    I strongly recommend U.S. Telegraph for your collection!!!