Showing posts with label days of wonder. Show all posts
Showing posts with label days of wonder. Show all posts

Ticket To Ride: Nordic Countries Review

Ticket To Ride: Nordic Countries
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Ticket to Ride: Nordic Countries is the same fun boardgame as the others in this series (don't bother with the dice or card version, however). What makes Nordic Countries different is that it combines and revises some of the more advanced rules from both Ticket to Ride Europe and Ticket to Ride Switzerland Map Expansion. You get ferry and tunnel routes like Europe and the locomotives are only usable on them from Switzerland. Ferry routes all require one or two locomotives to build. Unlike Europe or Switzerland, you can "crush cards" when building ferries by "crushing" 3 of any single color card into a locomotive and some of the ferries require you to use cards of a specific color. Tunnels operate the same as Europe; when you try to build one, flip the top 3 cards from the draw pile over; if any of them are the same color as the route you are trying to build or are locomotives, then you need that many extra cards of that same color and/or locomotives in order to build the tunnel. You also get a new vertical game board and ticket cards, of course, depicting Denmark, Norway, Sweden and Finland (plus a bit of Russia), as well as a bonus 10 point Globetrotter ticket awarded to the player with the most tickets completed at the end of the game. There is no longest route bonus as in the original game or Europe. The new map has a lot of short routes in the south and long routes in the north (including a 9 train route that is incredibly tough to build since locomotives do not act as wild cards on normal routes in this version). There are several diabolical choke-points up north where you can screw over the other players by cutting them off while other areas in the south (the big cities) have a ton of ways into them. You can expect a real challenge from this map and its new rule tweaks.
Like the out-of-print Switzerland, Nordic Countries is only playable by 2-3 players; if you are playing with 3 people then you can use the double routes just as in 4-5 player versions of the other games in this series. Once again, Days of Wonder delivers a deceptively simple, fun but challenging game sure to provide years of entertainment. Production values are durable, beautiful and excellent as usual except well over half of the tickets are confusing. Many of the vertical destination tickets have names of the cities listed in order of south to north or right to left, which is the reverse of how one would expect to read them, and this takes quite a bit of getting used to (note that the Marklin edition of Ticket to Ride, which also uses a vertical map, does not seem to have this problem with its destination tickets). I suppose the logic behind the decision is that the south is the heavily populated region with more available routes but it comes across to me as an incredibly bad design choice. Usually, big cities are listed first on a ticket so maybe that is part of the logic but it took actively staring at the cards and comparing them to the map to finally see some method to the madness. And it is madness, because every single player I've gamed with was totally confused by the tickets that had the aforementioned issues in game after game. Okay, so maybe Days of Wonder can say it's not a screw-up but a design choice, except the rule is not even applied consistently. A few tickets do not follow it. Another problem, which cannot be played off as a design choice, is that all seven of the tickets leading to Finland's capital of Helsinki erroneously point inland to Lahti, the city directly above it. I'm not happy with the destination tickets; they cause unnecessary confusion and time-wasting in what is otherwise an excellent game. It does does get a little bit easier once you play enough games and familiarize yourself with the foreign names and locations of the cities. Days of Wonder customer service didn't seem to care or even consider the tickets an issue when I contacted them.
Nordic Countries is especially handy for when I can't get 4-5 people to play (so we can use the double routes), but I am taking off one star from my review for the ridiculous ticket confusion. Regardless of the problem, after playing several games of it, I still prefer Ticket to Ride Europe (with the Days of Wonder Ticket to Ride 1912 Expansion) because the locomotives are true wild cards and it adds three stations per player you can place to avoid being cut-off by your opponents. However, there is nothing to stop you from adding the station rules to Nordic Countries or any other edition. In fact, I recommend it if you like your games a bit less cut-throat, although the station colors may not match up depending on which edition you are trying to integrate them into; different editions of the game use different colors for their trains (Nordic uses black, purple and white, for example). I also like the variety of Days of Wonder Ticket To Ride - Marklin which adds passengers for an extra layer of crazy bonus point scoring strategy, although this edition can be a bit fiddly due to the extra rules and probably shouldn't be your introduction to the Ticket To Ride series. The original Ticket to Ride is the simplest version but also the most frustratingly cut-throat unless you also get the Days of Wonder Ticket to Ride 1910 Expansion which gives you a lot more choices on tickets and customizing the rules to suit your group's play style (but it's still probably the most cut-throat edition even with the expansion).

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Please Note: This special edition version of Nordic Countries is available for only a limited time and in limited quantities. It is already sold out at Days of Wonder. There are no current plans for a second printing.World-wide fan demand prompts release of English, French and German language editions of TtR: Nordic Countries. This 2-3 player version in the award winning Ticket to Ride board game series was previously available only in Swedish, Norwegian, Danish and Finnish languages.Ticket to Ride Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki and Stockholm. Visit Norway's beautiful fjords and the magnificent mountain scenery on the Rauma Railway. Breathe in the salt air of the busy Swedish ports on the Baltic Sea. Ride through the Danish countryside where Vikings once walked. Hop-on the Finnish railway and travel across the Arctic Circle to the land of the Midnight Sun.Players collect cards of various types of train cars that enable them to claim railway routes and pass through tunnels and onto ferries, as they connect cities throughout the Nordic Countries.As with previous versions, the game remains elegant, can be learned in 5 minutes and provides hours of fun for families and experienced gamers alike.Ticket to Ride Nordic Countries is a complete board game designed specifically for 2 or 3 players.

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Ticket To Ride - Marklin Review

Ticket To Ride - Marklin
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The Bavaria/Marklin edition of Ticket to Ride stands alone from the basic (United States) and Europe editions of the game, both in the narrow sense that it is not an "expansion set" to those games, but also in the broader sense that it's a lot more than just the old game with a different map. The rules are fairly similar, so learning all three games only takes a modest amount of time, but the differences across the games alter the strategies a fair bit. Each one feels like a distinct experience.
For those unfamiliar with the series, here's what they all have in common: There is a game board indicating routes among a bunch of cities. The object of the game is to amass the most points, and in one way or another those points come from collecting the routes strategically. Collecting any route between two places will generate points, but each player holds Ticket Cards indicating longer routes of special importance to that person, and stringing together little routes to make this longer connection adds to the payoff (whereas failing to do so imposes a penalty). How do the players take possession of routes? They take turns drawing cards that, when collected into sets, determine which routes they can use, and eventually they start using those cards to claim routes. The main random element is the timing of when those cards turn up in the deck.
The Bavaria/Marklin edition contains a few differences from the other two, but the main new feature is the introduction of Passengers. Each player gets three little plastic guys who can be sent for a ride along the railway, collecting points at each town/city visited. The longer a player's rail, other things equal, the more points the little fellow can collect. But the value of visiting a town/city drops each time, so there's a nice tension between wanting to send them early (while the places are more valuable) and send them late (when more places have been connected). The addition of this rule (and the large number of points associated with it) really alters the strategy from the other two editions.
I don't know that I've done the games justice. They're truly outstanding. You don't have to care a whit about trains. Even small children can enjoy these games, as long as they focus on the pleasure of successfully connecting things instead of focusing on beating the older players. (A suggestion: Keep a pad of paper in the box and track the child's points so that the competition is personal rather than with the adults.) The pace is especially fast, as each player takes turns drawing cards or claiming routes. (My family likes to play a board game while we eat but this one moves so quickly that we have a hard time doing both at the same time.) The boards are gorgeous, the pieces colorful and sturdy. We have just been thrilled with these purchases.
I guess I'll end with a single criticism, only because it's related to the hazy word choice I had to use here. For whatever reason -- I won't speculate why -- the designers pitched these games as representing some kind of competition among travelers to visit places. It feels totally artificial. (Why exactly is a railway route unavailable once someone else has traveled it?) I've used neutral language, saying that players "collect" or "take possession" of routes, which they do in the game's backstory by riding the line. But we found it much more comfortable to interpret the game in a robber baron context, with players either building or buying railway lines -- and by the second time we played we were already referring to the claiming of a route as "laying rail." The game plays the same with either interpretation.


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Ticket to Ride: Marklin Edition by Days of Wonder is the third installment in Days of Wonder's best-selling Ticket to Ride Series. The board for the Märklin Edition is based on a map of Germany and each individual card in the deck depicts a different Märklin Trains model. A DVD introducing players to the Märklin line of model trains is included. Passenger figures are used to pick up merchandise tokens worth different numbers of points along the routes that they claim. The player who completes the most destination tickets receives a 10 point bonus (instead of the base game's longest route bonus).

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Ticket To Ride 1910 Expansion Review

Ticket To Ride 1910 Expansion
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The Ticket to Ride 1910 Expansion (TTR 1910) is an expansion for the basic Ticket to Ride game only. The expansion is great in that it adds game play options as well as improves the basic comfort of the game itself. Some game expansions are just a way to get you to spend more money on a game you already own without adding a lot to game play. TTR 1910 is worth the investment. It adds fun and convenience to an already great game.
TTR 1910 significantly increases the number of destination tickets available adding 35 new long and short haul routes to the game. The new routes are fun and varied, and allow each player to customize his or her strategy around certain city connections.
Also included are four cards from the out of print "Mystery Train Expansion." These cards are for very short routes and are low scoring. They don't add much to the game play.
The expanded rules offer instructions for different game variations that focus on big cities, the new 1910 destinations, or the Mega Game featuring all 65 destination tickets in the box. We tend to stick with the Mega Game for large groups, but for games with fewer players the other variations make for new and fun experiences. We really enjoy the opportunity to develop new game play strategies.
There's also a new 15 point bonus card to reward the player who completes the most routes. This is a nice addition to the game.
In addition to improved game play, the expansion cards are now the same size as regulation playing cards making them significantly easier to hold and play. You get reprints of all of the cards included with the original game so you don't have to mix the cards or choose between the original set or the expansion. For my friends and I, this was a significant improvement over the tiny set that came with the original game.
You might also consider picking up a GLD Pitboss 55-0112 Four Deck Card Shuffler. You'll go through the cards pretty quickly and the shuffler keeps things moving.

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A new train is coming into town! Two and a half years after the release of the best-selling Ticket to Ride boardgame, which introduced millions of players worldwide to the joy of boardgaming euro-style, Days of Wonder is pleased to introduce you to Ticket to Ride - USA 1910, a new expansion that will keep you playing well into the next decade! Regardless of the version you opt to play, the Ticket to Ride - USA 1910 deck will force even long time Ticket to Ride veterans to reconsider their well mapped-out strategies, and develop fresh tactics. It is sure to bring your family and friends hundreds of hours of further enjoyment, riding the rails across a new America!

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Alvin And Dexter: A Ticket To Ride Monster Expansion Review

Alvin And Dexter: A Ticket To Ride Monster Expansion
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Yes, the theme is crazy. An alien and a Godzilla-like monster terrorizing the Ticket to Ride maps? Amazingly, though, this is an effective and surprisingly deep expansion for the series. And while the theme is a little "out there," it adds loads of depth to the gameplay.
Players can move Alvin the alien and Dexter the monster across the board by playing a locomotive card as a free turn. Playing one locomotive allows the player to move a monster up to three cities away, and playing two locomotives allows the player to move a monster up to six cities. This is a free action--the player still draws, plays trains, or draws tickets on his or her turn. The player then takes a card from either the Alvin or the Dexter deck (each has their own little deck of cards) and places it faceup in front of them. This stays faceup until the end of that players next turn. While that card is faceup, nobody else may move that monster.
When a monster occupies a city, that city becomes a "City in Chaos," and no new trains may be placed in or out of that city. This is where the strategy really comes in to play. Ticket to Ride tends to be more of a solo game, where each player is trying to play routes and complete their tickets. A player can block another by playing trains, but they have to spend their turn doing so. With this expansion, there is more opportunity to attack the other players.
At the end of the game, any tickets with cities that Alvin or Dexter currently occupy are worth half of their value, rounded down. Near the end of the game, then, players are going to want to place the monsters in cities that they think are on their opponents' tickets. Or, they will place them in cities that are on their own tickets that they don't think are completable. A well-placed monster at the end of the game can drastically change the outcome. If your opponent has two tickets coming out of Los Angeles, and you place Dexter in Los Angeles at the end of the game, your opponent will suffer in the final scoring.
The other incentive to move the monsters is that at the end of the game, whoever has moved Alvin the most receives 15 points, and whoever has moved Dexter the most receives 15 points. 30 points can drastically change the outcome of the game.
While small, this expansion adds enough strategy to make it worthwhile. Plus, at only 13 dollars, it's a steal. It breathes new life into an already great game. Buy it!

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Meet Alvin and Dexter - two detailed monster figures that bring their own special brand of chaos to cities across the Ticket to Ride landscape. Alvin (the Alien) and Dexter (the Dinosaur) are two wacky characters ready to help you stomp opponents and zap tickets in this fun expansion. But don't take them too lightly, they also introduce a devious new tactical layer to the game.The last two players to start get to place the monsters in different cities on any Ticket to Ride map. It doesn't matter which map - Alvin and Dexter are just as adept at rampaging through London, Zurich or Stockholm as they are in New York or San Francisco. Once a monster moves in, it's now a City in Chaos - no one can build a new route into or out of that city until the monster moves on. This is an expansion. An original copy of any complete board game from the Ticket to Ride series is required to play with the Alvin and Dexter Monster Expansion.

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