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posted by [personal profile] mylescorcoran at 11:33am on 26/01/2009 under ,
Last night we tried out Ticket to Ride: the Card Game with [livejournal.com profile] irishkate and [livejournal.com profile] alaimacerc.

It's a card game related to the Ticket to Ride games, but with its own special flavour. There's set-collection, memory work (bah!), bowbing your opponents and generally a lot of frustration that there isn't enough time to get everything done that needs to be done before the deck runs out. I enjoyed it but couldn't help thinking that the time would have been better spent playing Race for the Galaxy, unfortunately.

And there's real pain to be had not making some of those tickets! At one point I was sure we'd dropped all the orange cards on the floor as they sure as hell weren't showing up on the table.

Final scores: [livejournal.com profile] sammywol 137+8+12+10+15 = 182, [livejournal.com profile] irishkate 90+8+12 = 110, [livejournal.com profile] mylescorcoran 72+8+10+8 = 98 and [livejournal.com profile] alaimacerc 34.
There are 8 comments on this entry. (Reply.)
 
posted by [identity profile] jkahane.livejournal.com at 03:14pm on 26/01/2009
Ah, Myles, you're just bitter 'cause you lost! :)

That said, I have to say that having played the card game and the board game, I much prefer the board game. I haven't got the Scandinavian one yet, but 'tis only a matter of time and all that.
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 03:19pm on 26/01/2009
Well there's probably some of that. I'll need to play it again to get a better feel, but I suspect that for the play and the time it took we'd almost always be better served by a game of TtR or TtR:Europe.

I haven't played the 1910 version nor the Nordic Countries set. I'd like to try the 1910 cards and see how that goes.
mneme: (Default)
posted by [personal profile] mneme at 03:49pm on 26/01/2009
FWIW, I also like TTR: Marklin. It's not the -same- game (with the passengers, y'know) as TtR/TtR:Europe, but it's a close enough feel.

Switzerland was also fun (when I played it last night) though I got -owned- -- as [livejournal.com profile] jlighton, needing a city with only two lines in right next to a city I desperately needed that -also- had only one line in, started racing for it...and then I missed the tunnel I needed to grab the route (from the other direction; -man- that's a nasty map) by one card (*sigh*). 25 point swing on that play, as he was staking a 10 point ticket against my 15 point one. (then I also missed the 2 point route in the endgame, also by needing 2 extra cards for my tunnel rather than the one I had stocked, which failed another 13 points in tickets (vs 23 points for making them, as one was a variable-point ticket), ending me with something horried).

mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 04:05pm on 26/01/2009
Ouch. The tunnel rule is something I've not decided if I like or not. It adds tension but also screws you on a turn of a card, like your case.

mneme: (Default)
posted by [personal profile] mneme at 06:30pm on 26/01/2009
I don't mind it. It adds uncertainty, but you can ensure against it (until the endgame, anyway) by holding spare locomotives or like-aligned cards (and, in fact, Julian was holding 4 locomotives at game end; he had much better luck with card draws (and locos turning up after his first draw) than I did).

It does change the game, but in larger games you can insure against it by careful manipulation of the incoming deck and some memory (no need to worry about extras when the deck doesn't -contain- any reds or locomotives!), and the limited draw means the long route tunnels aren't -extra- screw.

It's -not- the same problem I have with games with a single "speak in a silly accent" card among other cards with normal gameplay, or with the "maypole" card in Agricola (which unlike every other card in the game, requires enough physical dexterity to not knock it over; I always houserule it to be un-knockable, as this is unaesthetic).
 
posted by [identity profile] alaimacerc.livejournal.com at 07:48pm on 26/01/2009
Being screwed out of a turn is pretty mild stuff, in the :tCG scheme of things, and it's also more foreseeable/preventable, as mnemex notes.

My overall impressions of :tCG were: a bit of TtT; a bit of Mamma Mia; a bit of some combinatorics problem or other (just don't press me too hard on which one... fitting the makeable tickets to the available trains); and a little bit of getting a right royal shafting. Actually, quite a lot of that last. The combinatorics also potentially get worse if you use the "junior variant", as we did, to avoid the memory element. I'm not sure which option is a least worst, in what's supposed to be a "light", and "fast and furious" sort of game.

It obviously needs some sort of rule along those lines, otherwise there would be essentially no player interaction at all (beyond the inevitable "you stole my black train, y'bas!"). If play (and group dynamic) ends up going as bowbish as that every time, though...
mneme: (Default)
posted by [personal profile] mneme at 03:43pm on 26/01/2009
Before the deck runs out the second time, right?

I own (and have played) TTR:tCG a few times, but have found it ultimately unsatisfying -- failing to have either the tasty memory-burning appeal of Mama Mia, nor having any of the competitive Rummy feel of the actual Ticket To Ride.

Not a bad game, by any means -- but no spark of greatness, and, well, life's too short.
mylescorcoran: (Default)
posted by [personal profile] mylescorcoran at 04:06pm on 26/01/2009
Precisely. I'll play it a couple more times to be sure, but my first impression was that it wasn't quite as good as other games that feel similar and fill the same niche.

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