Last night we tried out Ticket to Ride: the Card Game with
irishkate and
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:
sammywol 137+8+12+10+15 = 182,
irishkate 90+8+12 = 110,
mylescorcoran 72+8+10+8 = 98 and
alaimacerc 34.
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:
(no subject)
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.
(no subject)
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.
(no subject)
Switzerland was also fun (when I played it last night) though I got -owned- -- as
(no subject)
(no subject)
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).
(no subject)
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...
(no subject)
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.
(no subject)