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What are those trains? Part 1.

So it has happened that I play Ticket to Ride with my friends quite regularly (we have our own tournament, so you can say "I've read the book, I have an opinion"), while friends of friends know that from time to time we play "that train game". Then I will tell them and others who have become interested in the world of games about this game. Of course, the most diligent will have already found the descriptions on the Internet, so this time for those who prefer to read in Latvian.

I will briefly tell you about the basic versions of the game and the expansions that I have played, adding some comments and giving my subjective assessment and, in my opinion, pros and cons.

I'll start with the most classic, the original Ticket to Ride , which, despite its decent age (the game was released in 2004 and has won countless awards since then), is still on the charts because it's very quick to learn and offers many play options, along with don't get tired of it quickly.

As proof of that, here is this one and a half minute long video, after watching which I think it will be 90% clear how to play this game.

So then:

There is a map of North America with many tracks of different lengths.

At the beginning of the game, each player draws "missions" or tasks that must be completed during the game. For example, build a road from New York to Los Angeles, connecting the cities. A purely technical performance follows.

During his turn, a player can take one (but only one) of 3 possible actions:

  1. take cards
  2. pave the way
  3. take on additional missions.

As you can clearly see in the video, the paths are of different colors, and so are the cards. So, you need to collect the number of cards corresponding to the length of the road, and then you can build a road (for example, if you collect four purple cards, a 4-section road is built).

The winner, as usual, is the one who collects the most points.

Points are obtained in two ways - from the roads built (the longer the sections of the road, the more points) and for the completed missions. It should be noted that unfulfilled missions, in turn, "go into the red" - reduce the number of points.

The player who built the longest continuous path gets an additional 10 point bonus at the end of the game.

At the beginning of the game, each player has 45 wagons, from which roads are also built, and the game ends when, after one of the players makes a move, 2 or less wagons remain. At that point, the final round is played, after which the points are tallied and the winner is determined.

Not that complicated, right?


My rating is 9 wagons out of 10.

Credit to this game for starting this genre, keeping it simple and straightforward. However, one wagon is still missing from perfection. This is like a gem on the playing field, but over time it will be polished to a perfect shine.

A good game to start your journey in the world of Ticket to ride.

Ticket to Ride: Europe

As the name suggests, here the action moves from America to Europe. The whole main idea of ​​the game is the same as in the first game, but the following improvements have arrived, which make the game more balanced and also more exciting.

* Long missions. Unlike the US, where the missions had a higher luck effect (in the beginning, one can only get short missions for a couple of points, while the other gets long ones, which give advantages), in Europe this thing is more polished - from the beginning, everyone gets one "long" mission and 3 " ordinary".

* Ferries. The US has only land roads. Europe has both land routes and ferry lines. Ferry lines are specific in that they require the use of one or two jokers (depending on the specifics of the road) to build a road.

* Tunnels. Another innovation that makes the game more risky and unpredictable. To build a tunnel, 3 cards from the kava are revealed before the road is built; if they contain the chosen color or joker, the number of expendable resources increases.

Example: If I want to build a tunnel of 3 white sections, I say - "tunnel of three whites". The top 3 cards are revealed from the deck. Let's say - blue, red and white. Since the suit is white and there is also a white card in the open ones, you will have to pay not 3, but 4 cards for this path. In an extremely unlucky situation, you may have to part with up to 3 more cards than planned.

* Stations. Each player is assigned 3 stations along with the game dice. At the end of the game, each unused station gives 4 points. The main point of stations is that they can be used to save the situation if competitors build the necessary road; when building a station, you can use one section of your opponent's road as your own. The first station costs one card, the second - two, the third - three. Sometimes there are situations when it is more profitable to build a station than to build a bypass yourself. But this is already a matter of nuances of tactics and calculations.

I admit that for people who are new to the game, the above may seem very complicated, but in reality everything becomes clear after playing one game. If you have played the US version before, there should be no confusion at all.


My rating - 10 wagons out of 10.

The small flaws that were present in the first version have been ironed out, and the game has been made more balanced on the one hand, and more unpredictable and exciting on the other.

Those who are just starting to play will have to spend 10 minutes more to read and familiarize themselves with the rules, but it is worth it.

Both games described above are basic versions. A European or US game is required to play add-ons.

Ticket to Ride: Nordic countries.


Nordic countries.

This game will appeal to aesthetes - it has individually designed colored dice not found in other games (white and purple), and the cards in this version have a more special design - with snowy wagons. Like a trifle, but nice.

Specifics (in this case I would not like to call it a minus) - the maximum number of players is three. (For comparison, USA and Europe can be played with up to 5 players)

Other differences:

* 40 wagons are used in the game.

* Jokers can be taken as normal suit cards, but can only be used in ferry routes.

* Any 3 cards can be used as one joker.

* The exception is the long road Murmansk - Lieksa. In it, any 4 cards can be exchanged for a card of the required color, but jokers count as normal cards (respectively, if you absolutely need a red card, you can exchange 4 jokers for one red card). In my gaming practice, I have not seen a case where someone would change it like that, but it is theoretically and practically possible.

My rating - 7.5 wagons out of 10. A beautiful hybrid of America and Europe. I remove the semi-wagon because it seems to have a full game set - cards, dice, but cannot be used with expansions.

Author: Mārtiņš Baumanis

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Comments

Mārtiņš - December 29, 2016

Autors parasti spēlē 4ratā/3jatā ;)
ASV un Eiropas kartē 2 un 3 spēlētāju gadījumā darbojas noteikums par dubultajiem ceļiem – ja viens spēlētājs tur uzceļ, pārēie vairs to nevar izmantot. 2vatā šķiet, šo spēli neesmu spēlējis nekad.
Bet piekrītu, ka visinteresantāk spēlēt vismaz 4 cilvēku kompānijā (Ziemeļvalstīs 3)

Kristaps - December 28, 2016

Man gan gribētos teikt, ka raksta autors pārvērtē šo spēli.

Lai gan arī mūsu ģimenē šis ir starp favorītiem, tomēr veicamās darbības šķiet ļoti vienveidīgas un īsta spriedze par nepabeidzamiem maršrutiem parādās tikai pie 4-5 spēlētājiem. Lai vai kā, vienmēr mīlēta spēle, ar ko uzsākt hobiju.

Imants - December 28, 2016

Ja parasti spēlē divatā, tad Nordic Countries ir labākā izvēle no rakstā pieminētajiem variantiem. Spēlējot divatā, USA un Eiropas kartē ir tik daudz vietas, ka katrs var darboties savā kaktiņā otru gandrīz nesatiekot.

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