Showing posts with label ticket to ride. Show all posts
Showing posts with label ticket to ride. Show all posts

Sunday, March 17, 2013

Ticket to Ride 2

On Friday night I introduced another non-gaming family to gaming with Ticket to Ride. I guess I chose TtR over Settlers of Catan because it plays for five, is actually easier to explain, and I sort of like it a bit more now than I used to (still not as much as SoC).

It was a success. I won the game by 8 points by virtue of having the longest route, and because one of the other players couldn't complete a 20 point ticket.

This morning I got a text from them asking me where to buy the game in Israel (unfortunately, I don't think you can right now; even if you can, it's almost twice the retail price, which is three times the store price in the US).

Sunday, February 24, 2013

Purim News: Israel and the Settlements (of Catan)

The Jerusalem Post weighs in with Purim news about Israel and the settlements (and games).

I taught my brother and his kids how to play Ticket to Ride (with the 1910 expansion) today. The kids liked it and I think they will be picking up a copy eventually. One of the kids was ridiculously lucky, picking up tickets near the end of the gsme that fit all of his already existing routes. Meanwhile, my routes were all on the East Coast and the tickets I drew near the end were all on the west coast (and the least points was 12, so I lost 12 from the draw).

The previous shabbat, Nadine, Eitan and Emily (just before Emily gave birth), and I played La Citta. They were not impressed. La Citta is a prime example where the necessity of doing multiple calculations is used as a core mechanism. Calculations is not tactics or strategy, it's busy work.

I still like the game, more than they did.

Saturday, January 28, 2012

Shabbat Gaming

Tal and I ate lunch at Abraham and Sarah's. While waiting for Tal to arrive, I played my third game of Ticket To Ride (this one with the 1910 Expansion) with Abraham and Sarah. It's soooo light. It's ok and all, but I just don't see it as comparable to The Settlers of Catan. I can see it as a gateway game; I admit that Settlers has a few more rules, which can discourage newer players. But Settlers also has more depth and more involvement.

Maybe it's just a matter of what flavor you go for. Or maybe I haven't played it enough to appreciate its depth.

We only got about a third of the way into the game, and I enjoyed it well enough. Both Abraham and I were planning to complete our three short routes and then spend the rest of the game making random six routes to end the game. Oh yeah: the ability for one player to hasten the end of the game in a way that doesn't have to do with winning is another mechanic I don't care for.

After lunch we played Tichu. Tal and I scored 965 to Abraham and Sarah's 335, but shabbat was over so I decided to call it a draw. I pulled lots of bad hands but managed one tichu. I still don't know how Aaron called and made so many grand tichus against me at BGG.con.

Sunday, February 12, 2006

Weekend Gaming

This was a full weekend of gaming, for me. Saarya and Tal were both here for the weekend, which only happens once every three weeks.

Our guests for dinner were Zeke, who comes occasionally to the Wed night games, and his mother Mindy. Zeke is about 14 years old, by the way.

After dinner, Zeke, Mindy, Saarya, Tal and I played Zug im Zug, otherwise known as Ticket to Ride. I had played TtR:Europe at BGG.con and was hoping that this could be a game that both Tal and Saarya could enjoy. Net reaction: it's ok. Maybe we are spoiled from five years of gaming already, having broken our teeth on Settlers and Cities and Knights and so on, but TtR is not quite deep enough for us, at least on first playing.

I will say this: it is a very elegant game. It combines a very few rules for a complete game experience. There are just the right amount of decisions to be made on your turn, but not too many. And all with very few rules to the game. Add to that some nifty pieces, an educational map, and you're good to go.

However, it lacks a bit. Since you don't really know what other people need to do, blocking them is usually more of an accident, rather than educated guesswork (although there's some of that). Most of all, it lacks any sort of story arc; the game plays the same from the very beginning to the end and then it stops; then you count points. Some sort of mechanism that required an increasing minimum route length as the game progressed would be slightly more interesting. And of course, the luck of the routes is a big factor, although variants on the web are designed to solve that problem.

So let's say it's 85% of the game we want at 30% of the complexity, which is a good tradeoff. SoC is 70% of the complexity for 95% of the game. I don't think TrR will replace SoC as our introductory game of choice, but it is a strong candidate for being one of the first ones out.

Anyway, Zeke cleaned up in our first game with 115 points. I was the next closest at 88 points.

Saturday Tal brought over some friends. They played TtR again; I forget who won. After dinner we played 4-player Settlers which played ok, although one of them was more interested in the LotR:tConfrontation game I played simultaneously with Saarya. In the Settlers game, there was a lot of giggling, and one of the girls didn't really try, buying only Devel cards whenever she could. I knocked out four cities and a Longest Road.

Meanwhile, Saarya took white in LotR. This was his second game. The first time he beat me playing black. This time he beat me playing white. I must be getting old. Somehow our pieces just kept trading off until we each had three left. Unfortunately mine were not able to get to the Shire or intercept Frodo before he could waltz in.

Lastly I introduced Saarya to Maharaja, and also tried it as a 2 player game. It played pretty well, actually. We played with the variation that each player kept picking roles whenever they chose role swap until we both had three, and thereafter we traded roles. So we each had three roles from the second round onwards. We also played that the role owner had +1 in the corresponding city.

I really like the game; I like it as much as I like El Grande, and there sure are a lot of similar mechanics between the two. However, the one thing that bothers me about Maharaja is the victory conditions. Aside from the fact that the rich kind of get richer, somewhere around midgame one person gets out a palace one round earlier than the other person and that kind of wraps it up as long as he can keep doing so each round thereafter.

Which only matters because the winner is the first person with seven palaces. Two of my game group members complained about the same thing during game night and I dismissed them, but I now kind of agree with them. As a general rule in games, the mechanism for gaining resources should not be the same mechanism for victory points, unless there is a clear means of ganging up on the leader or otherwise making up for a deficiency. Settlers has the robber and trading, Power Grid has the turn order. Maharaja has the blind actions, but it's not quite enough.

In any case, it doesn't prevent me from enjoying the game; I may just have to think if there is anything I can do that would make it slightly more to our taste in victory conditions.

After shabbat I reviewed my player's character sheets and answered an email from a new potential player. The next two days are semi-vacation.

Yehuda

Friday, November 04, 2005

BGG.con: Thursday, Nov 03

First off, I have to give thanks to everyone who has been so generous to me. I am the type of person who is unashamed to ask for favors that I know that I would happily give in return, and do when I am able.

Being here without a car, many people have offered me rides: Chris Trimmer, Jeff Coon, Eran Eldar. People have agreed to help me sell my stuff on Saturday morning when I can't be at the con, such as Aldie, Dan, and the guys at Sunriver Games. And one even offered me a place to sleep in the hotel on Saturday night. Amazing. Thanks also to my friends, David and Sharron Elkins, for hosting me all week. Thanks so much, and if you're ever in Israel, come stay by us.

The transportation authority gave me one more kick as I watched the bus go sailing by on my way to the bus stop and had to wait 40 minutes for the next. I got to the center about 11:00 .

My first stop was to greet Chris Brooks and meet KC at Sunriver Games. KC had done his own mockup of my game and had lots of ideas for more interesting scoring patterns. I hope to play some today to see if they enhance or just complicate the game. Also, he had more theme ideas; no one outside of Israel is enthused with the Hanukkah theme.

I stored my games to trade in their closet.

My goal was to play lots of games that I have on my want list to see if I really want them. I also just sat in for whatever game was around, however.

My first three games were a progression of train games: TransAmerica, Ticket to Ride: Europe, and Age of Steam. The last two are on my want list.

TransAmerica I played just to say that I played it. It was, as I expected, fairly trivial to play and basically determined by the set of cards you have. I got lucky with the cards and embarrassed both myself and my fellow players Chris and Rita by winning 0 to 11 to 12+ .

Next was Ticket to Ride: Europe. I played with a family: Darlene, John, and their son Kevin, and also Lewis (I really should know who he is, since I played several games with him all day). I understand that the routes are more balanced in this version (rather than Ticket to Ride) and the tunnel and train station mechanisms were added. I liked the game enough to consider it, and I thought the routes were balanced. There was also ample opportunity for screwage that most people didn't take advantage of in our game. I liked the train station mechanism. I really didn't like the tunnel mechanism, which is basically that when you complete a tunnel route, you flip cards to see if you need to pay more cards. Reminds me of the card flipping mechanism of Goa, which is my least favorite part of that game.

Scores: Yehuda 130, Darlene 125, Lewis 125, John 114, Kevin 84.

Then I got to play a game I was really looking forward to: Age of Steam. Joining me were Lewis, Jim, Jessie, and Alan. This was a great game and a tight game. In this particular game, the board was almost totally bereft of good shipping opportunities. I don't know how it is, but I got into "the zone" almost immediately, timing my cash and prospering well, although my train never got very large. My strategy was two-fold: spend no money on auctioning for first, and simply make do with whatever role you receive; and when in doubt: ship first, build an extra track, or upgrade your train. I know that some of the other roles are classically better, but given the lack of shipping opportunities, I figured that the money I save not having to issue shares, the extra tracks, and the gaining access to the goods before others, were keyS to victory.

I was right as it turns out, although if the game had lasted one more round I would have lost. Scores: Yehuda 50, Jim 49, Alan 49, Jessie 40, Lewis 33 .

Having won my first several games, I was anticipating a comeuppance, which happened, as I never won any other games today.

Let me just break for a moment to tell you a little about the site:

The con occupies the entire fifth floor of the south tower of the hotel. There are three main rooms: the registration/prize table room, where everyone got to pick a game; the main play area, decorated in great game cutouts and mobiles; and the business room, with stands by various companies, the game library, and lots of game demos.

When I registered, I got to pick a game, and I picked Primordial Soup, not knowing that it was on sale next door at $25. Still, I'm happy. Also included was a game sample by Dancing Eggplant games, which was a nice bonus.

There were some amazing setups. A huge Heroscape landscape, a huge Memoir 44 scenario taking up a few tables, and a huge Carabande track. There were also some Crokinole sets with BGG logos on them (sweet) and BGG.con T-shirts for sale.

There were so many games being played and so many games that I wanted to play, it was frustrating. The big game hit seemed to be Caylus, with people playing non-stop on three tables and lots of good feedback. People came up to me a lot saying how much they enjoyed reading about my disastrous trip to Dallas (... enjoyed?) and everyone was basically great and we all had a good time.

Since I have organized things before, I know that if everything seems to run smoothly, then a whole lot of people must have put in a whole lot of work. Amazing job, staff of BGG. Well done.

Back to me: I roped people into playing my Game Prototype several times. A few times people only liked it, because the tiles or players somehow didn't interact much, but most of the time people were enthusiastic. I think the real judge is if anyone goes to play it twice, or if people spontaneously go over to the table to play it (I left it on a table). I'm waiting to see if that happens.

I played Odin's Ravens with Jeff Coon, and wasn't expecting much, but it turned out to be pretty nifty with some replay value. A little too much in the luck department. I pulled ahead majorly at the start, but Jeff basically creeped up until we were both 11/11 and then we ended the game with him winning 18 to 14.

I also sat in on a demo of Chizo Rising, a collectible tile game. "Collectible" is a bad word to many gamers, but you can buy the prepackaged sets and pretend that the game is not collectible. The game plays by placing the tiles orthogonally to each other, yours facing you and his facing him. When you place four tiles such that they form a certain pattern you collect them. You can also ping tiles by attacking them. First player to collect 12 wins. He didn't really answer my question about how you keep your tile collection intact if your opponent is collecting your tiles during the game, since they are unlikely to stay properly oriented. Also, the game is supposed to play 3 and 4 player, and he was unable to explain how to prevent two players from ganging up on a third.

The game itself was sort of like Magic, with simplified combat. We played open tiles which detracted from the game, because I could see all of his "Instants". A game with hidden tiles might be better. I wasn't impressed enough on first playing to buy it, but I would try it a few more times to see how much deeper it can go.

Robo Rally is another long time "wish list" game. I like it the same way I like Cosmic Encounter - don't expect to play it like a strategy game. It is meant to be fun, and it is. Just be careful not to play with too long a track or it can get tiring, and halfway through one player's victory is already predetermined.

Marshall Phillips' Game Prototype was a game similar to Battle Line, where you have to play transports to match loads that are available. There were a few problems with the game which we discussed, but the core mechanic is good.

I really didn't think I would like Werewolf, but I owed it to myself to give it a try since my last experience was with non-gamers. We played with 11 people, and I was Seer. I started by hinting at who I though were the werewolves without trying to tip my hand, but I tipped it enough to be killed the first night. Afterwards, the villagers forgot to go after the people I was hinting about, and they ended in miserable defeat. Not my type of game, but nice people and lots of laughs.

I did get in one round of Crokinole, losing in a very close match with Chris Brua's wife (name?).

Lastly, I finally played a game that I actually know, St Petersburg. I taught it to Todd and Renee, trying to coax them as to the correct strategy, but I still trounced them. I don't even really like St Pete that much, since the game has several flaws which I believe could be fixed - the easiest way to fix one of the major flaws is to have all of the Blue buildings score one more time at the end of the game.

By that time it was almost 1:00 am and I was exhausted. Now I'm off to play a few hours before shabbat.

Yehuda