![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|||||||||||||||||||
go to MAIN go to Game Pages index |
|||||||||||||||||||
Your first step into the world of "German games" | |||||||||||||||||||
![]() |
|||||||||||||||||||
Ticket to Ride by Alan R. Moon Rating 9/10 after 20+ plays |
|||||||||||||||||||
Ticket to Ride by Alan R. Moon art Julien Delval publish Days of Wonder players: 2-5 duration: 30-45 mins. type: light board game PACE: QUICK. Take 2 cards or lay a set down or take additional bonus cards. And bonus cards can be chosen while everyone else continues the game. COMPLEXITY: LIGHT. Though there are certainly some important decisions in timing, the game is not all that difficult, and the rulebook is basically one page. LUCK: MEDIUM. Bonus cards that compliment each other are a huge leg up, and a lucky draw near the end of the game can cause some flukes. And having good luck picking up Joker cards from the deck while opponents get useless garbage is a huge advantage. But good planning is important, and keeping your options open is a must. TENSION: HIGH. Getting the last card you need for a set, or blocking an opponents from a connection, or linking up a big network -- it makes for some tense gameplay. CONFLICT: MEDIUM. It could be a very vicious game because blocking (especially in a 3 & 5 player games) is so easy, but players who block lose valuable turns and cards which they need to use for their own gain. Still the possibility of huge blocks are present! INTERACTION: MEDIUM. Gameplay goes quick and thinking isn't too deep. Most of the socializing centers around threats issued to players who block other players routes! VISUALS: EXCELLENT. At first I thought it was slightly confusing, but the different styles and symbols for each color train card actual do help once you get used to them. The colors of the plastic trains are great, and the board has a nice look to it with very clear routes depicted. The route tickets are very well done showing the cities positions right on the card (which helps when you are "upside down" relative to the board.) THEME: LOW. How do these travelers magically warp from Duluth to Los Angeles before resuming their journey? Doesn't matter, the game's great anyways. PLAYER SCALING: best 2-5. I think this game does an excellent job of scaling for all players, and is quite a satisfying 2-player game as well, though I personally prefer it with more. GAMER APPEAL: YES. Light, but addictive and even a couple different strategic approaches with tactical adjustments made thruout. More defense with gamers. NON-GAMER APPEAL: YES. Simple ruleset, nice board, tense gameplay without being too deep. High offense with non-gamers. 2 PLAYERS: REPLAY: Excellent. Easy, short, tactically challenging. |
|||||||||||||||||||
Winner: Spiel des Jahres 2004 | |||||||||||||||||||
![]() |
|||||||||||||||||||
Ticket to Ride | Certain adventureous personages have made a wager amonst themselves to see who can travel the most widely through Canada and the United States. Players play sets of colored cards in order to claim 'routes' on the board. Bonus points are awarded for claiming large routes, for claiming certain multiple-city 'route tickets', and for having the longest continuous path through the continent. My 2 cents | My opinion of this has only risen the more I play it. The rules are so simple at first you'll think you wasted your money, but once you actually play the game, you'll find you have many different strategic approaches, and every turn you'll want to do several different things. So simple, anyone can learn to play, but a game that rewards good players. And, like all Days of Wonder games, it looks fantastic. |
|||||||||||||||||||
This page by Jeremy Avery | |||||||||||||||||||