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Ticket to Ride: Europe
# 4 on my "Top Ten Games
of All Time (2006 ed.)" list
I had a lot of high praise for Ticket to
Ride in my initial review. I stated that I thought it would win game of
the year, and that it had a high probability of breaking into my top ten
games. Both of those predictions came through, and Ticket to Ride stands
as my most-played game in 2004. It is THE gateway game for me to use and
works just as well with a group of “gamers”. I was pleased as punch to
hear that Alan Moon was working on variations to the game and was excited
to play the first in this lineup - Ticket to Ride: Europe (Days of Wonder,
2005 - Alan Moon).
I knew that some changes had been made but
expected game play to remain mostly the same. Was I ever surprised! Even
though only a few changes have been made to the game, coupled with the new
map, they’ve produced a game that is just as good as the original game,
yet seemingly more strategic. This is good, because I didn’t want to play
what would have simply been an alternate map (although that still would
have been interesting) - but TtR Europe feels like an entirely different
game - with the same mechanics.
The basic game play of Ticket to
Ride is the same (see my interview here http://www.boardgamegeek.com/article/29132 for details.)
I’ll discuss the differences in this version... 1.) Components: Days
of Wonder certainly listens to their customer base. There were many
complaints about the small train cards in the first edition. I never had a
problem with them, but the people who wanted larger cards should be
pleased - the train cards in this game are full-sized cards, with white
borders and of excellent quality. The board looks really nice, just as the
one in the original edition (although I see that the ridiculous complaints
about city placement are popping up on the internet. For crying out loud
folks, it’s a GAME!). The train cards also have little symbols on them
that match little symbols on the tracks, allowing colorblind people to
play. Three new station pieces are added in each color and are made of
plastic just like the trains, adding some more décor to the board. I
needn’t go on about component quality; all I need say is that this is a
Days of Wonder typical game.
2.) Rules: The rulebook is written
very nicely. If this is your first time playing any Ticket to Ride game,
you’d never know it. Veteran TtR players are notified which sections are
new to them. I will say that I think this game is a bit more complicated
to teach to new players - I would prefer to show them the original game
instead. Still, however, I’ve taught TtR Europe to several new players,
and all of them caught on quickly.
3.) Tickets: Another complaint
about the original TtR game was player’s luck when drawing tickets. Again,
I never saw this as a problem, but I did like how this luck was handled in
the Europe game. Tickets are divided into two piles at the beginning of
the game: Long tickets (six of them - with blue backgrounds), and short
tickets. Each player is randomly given one long ticket and three short
tickets, and must keep at least two of them. Long tickets are worth twenty
or twenty-one points, while short tickets are worth six to twelve points.
Players can only get a long ticket at the beginning of the game; the rest
are discarded, and only the short ticket stack is used throughout the
game. I really enjoy this method; and everyone who’s played the game
agreed that this levels the playing field from the beginning of the game,
although it by no means certifies exactly what a player will do.
4.) Tunnels: Several tracks between cities have a dark outline
around them, denoting the fact that they are a tunnel. Tunnels add a bit
of randomness to the game, in that a player can never be too sure how long
a tunnel might be. Whenever a player is going to place track between two
cities with a tunnel, they must place the colored train cards they are
using (i.e. four green cards), and then reveal the top three cards of the
deck. If any of these revealed cards match the color of the train cards
being played (or are wild), the player must play an additional card to
match each revealed card. If they cannot, they must take back their cards
and their turn ends. Tunnels add a layer of excitement to the game that I
really enjoyed. Yes, it adds a bit of luck to the game, but it’s luck that
the player can control, to a degree. Do you really want to build that
two-yellow tunnel route? Well, if you have three yellow cards, you know
that you have a good chance; four yellow cards all but guarantee it, and
five yellow cards seal the deal. Players who are risky may chance it when
they only have the minimum train cards needed, but they risk losing their
turn, revealing their cards, and showing the other players where they
intend to play.
5.) Ferries: Some of the neutral gray routes
between cities have locomotive icons on one or more of their spaces. This
means that a player must play a wild (locomotive) card for each of these
icons or cannot complete the route. This doesn’t seem like a big change,
but it does put a premium on locomotive cards. Between tunnels and
ferries, I saw a lot more locomotive cards being drawn from the face up
cards on the table. When playing TtR with experienced players, we’ve
discovered that it’s usually best to leave locomotive cards lying on the
table, as getting only one card instead of two can be detrimental. Not so
in TtR Europe - players are rapidly scooping up the locomotive cards.
Resets occurred a lot less frequently in our games.
6.) Routes:
The board is a lot more crowded than the American one. In a five-player
game, players will constantly be blocking each other’s routes, and the
game can indeed get a lot nastier. No longer will claiming long routes
only be a viable strategy; players must complete tickets to win. There are
no five-card routes on the table, only two six-card routes, and one
whopping eight-card route (but it’s also a tunnel!) Even if a player gets
all the points from the three biggest routes, they still need to complete
tickets to win the game - something that makes the game better (although I
did like the
build-long-random-routes-all-over-the-board-and-annoy-other-... strategy
every once in a while.)
7.) Train Stations: Since the board is so
cluttered, and since player’s routes will be blocked quite frequently,
each player has three train stations that they can build on their turn.
The first train station costs a single train card, the second costs two
train cards of the same color, and the third costs three train cards of
the same color. When building a train station, a player can place it on
any city on the board (preventing any future train stations from being
played in that city). When the final scoring occurs, players may utilize
each station to use one (and only one) route belonging to another player
for the purpose of completing their tickets. The stations actually fit
over the trains, so a player can place the station on top of the route
they are “borrowing”. This allows a player to keep from getting boxed in,
and they can usually complete an important ticket if they wait to play
their stations. All this does come at a catch, however - each unplaced
station is worth four points to the player at the end of the game. Several
times now, I’ve seen a player place a station, and then connect their
route a different way - not needing the station after all - but losing
those four crucial points. A player must only play a station when they
absolutely must - but in a three or five player game, when the board is
most crowded - playing a station at the right city can be a lifesaver.
8.) Fun Factor: If you asked me whether Ticket to Ride or Ticket
to Ride: Europe was better, I couldn’t tell you; they are both incredibly
fun in their own way. TtR Europe offers more strategic options, especially
with the stations, and is probably a slightly well-tuned game. At the same
time, I find that the original TtR has a nice simplicity, and I (as an
American) found the US map a bit more intuitive. But these are all minor
points; both games are extremely fun!
Whenever I have folks over
to my house, who’ve never played board games before, I’ll probably still
prefer to show them the original Ticket to Ride. People who want something
a little deeper, or a change of pace will get introduced to the Europe
version. Not only have Days of Wonder components improved in this version
(something we thought was impossible!) but the game play has also
deepened, without losing any of that fast, smooth game play that was in
the original. Watching an opponent spend two extra trains to build a
tunnel, cutting off two opponents when placing a route, managing to save
all three stations until the end of the game, completing my long ticket,
and many other enjoyable experiences place this game at the top of my
list. Ticket to Ride Europe may be a derivative of the first game, but
it’s certainly good enough to stand on its own ground; and owners of the
first game can be assured that they are getting their money’s worth when
purchasing this version. When choosing an hour or less game that
accommodates up to five people (with a two-person game playing equally as
well), there are almost no other games I would prefer over this one. Alan
Moon has struck gold with this series; and if TtR Europe is any
indication, each game will continually get better!
Tom Vasel "Real men play board games"
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