9th October 2022 Another Sunday, another session of gaming goodness on Board Game Arena. Travel around North America, fulfil tickets, draft cards, create routes in Ticket to Ride. Caveat: We've only played Ticket to Ride digitally. What's in a game?
I suppose that you could call the art on the board muted but I would say it's functional and unobtrusive. The board is quite busy as it is with all the routes crossing back and forth, overly elaborate art would just obfuscate important information, so it feels like a good decision to me. Each colour of train card has it's own unique illustration which helps with accessibility issues. The illustrations are perfectly good if a little plain. The destination cards essentially replicate the art on the board. There's no notable iconography in Ticket to Ride and the game is straightforward to comprehend. There's just the 9 types of train car to remember and that's easy and intuitive. I imagine the biggest hurdle to overcome in the game's presentation is finding destinations on the map and the iconography does a lot to make that as easy as it can. How's it play? Setup
On to play In Ticket to Ride, players broadly speaking have 3 objectives, these are; build as many routes as possible, create a connection between the locations on their destination cards and finally, create the longest contiguous set of connections. All of these will contribute VPs towards their final score. This is done by drafting cards which in turn allows players to create routes. Ticket to Ride uses the typical turn structure of the active player taking their action before play progresses to the player on their left. In their turn, the active player can perform exactly 1 of the 3 following actions.
Endgame When the active player has 2 or less train meeples remaining, the end game is triggered. Every player including the active player has 1 more turn then the game goes to scoring. Players will add points from destination cards to their running total from the game and the player with the longest set of connections gains bonus VPs. Destination cards are now revealed:
Points are tallied, highest score wins. Overall
Ticket to Ride is a very popular, well regarded game and it's easy to see why. Lightweight rules that are genuinely elegant, almost minimalist that're easy to learn, a game that's intuitive to play with a theme anybody can understand. Ticket to Ride is definitely a game with crossover appeal, is a good game for casual play and introduction to board games. It also has a fairly random distribution of destination cards throughout a game which provides a good level of variety to games. This pared down set of rules means that Ticket to Ride also provides players with clear meaningful decisions to make. Basic tactics are pretty straightforward: Players are in a race to connect their personal destinations before they risk getting blocked by other players. They'll need to balance getting cards they need to draft and claiming routes. Since a player's routes do not need to connect, any player essentially can claim any route, anytime if they have the appropriate cards. Completing destination cards can be quite satisfying and they add an extra wrinkle to the gameplay. Being able to acquire more of them during play can be a game changer, earning more VPs but conversely, is also risky, getting a card that is not completed obviously costs VPs. What makes this even more interesting is during the late game this risk/reward mechanic becomes even more pronounced. Acquiring a destination card late in the game can be very risky because the player may not have the required time to complete the connection. However, late in the game is when a player's train network is at it's biggest, consequently it's possible to gain destination cards which have already been connected. There's also a higher level of play in Ticket to Ride. Watching what opponents are doing and successfully anticipating what connections they're trying to make can allow a player to block or slow their progress down by claim routes they might want. If you look at the map, you will see that that there are numerous routes which are only 1 or 2 space grey routes that are very easy for a player to claim, e.g., a 1 space grey route can be claimed with any train rail card. It's obvious this is by design. This brings me to my main contention with Ticket to Ride: It's a game that promotes negative gameplay. What do I mean by that? Claiming a route another player needs will force them to spend additional turns acquiring train car cards and then taking longer to claim routes around the block. In terms of action economy, a player wasting 1 action to make an opponent waste 5 or 6 can be pretty advantageous. Preventing an opponent completing a destination card may earn that player no VPs but for their opponents, it will cost them points. Many Eurogames have mechanics which have sort of a balance to them where if a player screws over an opponent, they will also frequently screw themselves over and only occasionally can they screw an opponent over while advance themselves. Ticket to Ride is not like that! Although, in part this will be down to the type of people playing. Dedicated players will learn and exploit blocking at every opportunity and why not? Games are for winning and getting a score of 1 while opponents get 0 is still winning. More casual players may not care about higher level tactics. Early games will be light and fun but even so, after a while they'll end up realising (Probably by accident!) how powerful blocking can be. Remember, earlier I said how connecting destinations can feel satisfying, well getting blocked can feel equally unsatisfying. There's a lot that's good about Ticket to Ride and I wanted to like it but the negative aspect can just be too frustrating. I understand why the game has a lot of fans, I'm not one of them.
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