Showing posts with label Ticket to Ride. Show all posts
Showing posts with label Ticket to Ride. Show all posts

Monday, April 13, 2009

I Suck at Ticket to Ride

I've now played Ticket to Ride 4 times, and I have yet to win. Is it that the game requires a lot of luck or am I following a failed strategy?

On our Saturday, 4/4, meetup, Mandi joined us for six player Apples to Apples but left us on our own when we started playing the more complicated games. That means we had 5, Manny, Erin, Richard, Nora, and myself for the rest of the day. It made no sense to break up into 3 and 2 player games, so we needed ones that would accommodate 5 players. Ticket to Ride, though not one of my favorites, fits that niche quite well.

I felt pretty good about my strategy. I jumped out to an early lead by building a six piece track, and all my routes until the end of the game meshed well together. They were, however, all short, low to mid value routes. For my final draw of three tickets, though, only two were even possible, and only one seemed plausible. It, however, was not well connected to my other routes, and I ended up not being able to finish it before Erin used up all but three of her train pieces. This cost me -8 points. Still, I was competitive in total points by building, and I completed a pretty good number of routes.

When the final tally was done, Manny completely obliterated his opponents. He had as many or more routes than me, and they were all worth more points. Even if I had neglected the final round of tickets and concentrated on building 6 piece tracks, there's no way that I could have caught up.

So the answer to the question posed in the first paragraph - a little of both. There is a lot of luck involved, but I think that I also am pursuing a failed strategy. Some tips that I have learned:
  1. Go for long route early, not the short ones.
  2. In terms of both points and efficiency, it's better to use one long track than 2 or more short ones.
  3. It's more efficient to draw tickets if you can than to pick tickets up off the board due to the potential for wild cards.
  4. It's better to hold a lot of cards than spend consecutive turns building except for:
  5. You have to claim choke points early.

I'll try these out next time and see if my play improves.

Saturday, January 10, 2009

Ticket to Ride

JM arrived at game night Thursday after we had started Dominion, so, for our second game, we needed something that would accomodate 5 players. Ticket to Ride fit the bill in that regard and is considered to be a gateway game, perfect for a new group.

In this game, players draw Tickets that grant points for completing a route between two North American cities (other sets use different areas, such as Europe, but this one has the plus that El Paso is shown on the map). Routes are made by converting the correct number of color coded train cars, obtained by drawing cards, into a track made by your train pieces on the board. The creation of a track grants additional VPs depending on the length of the track.

In general, my strategy is to complete the routes on the tickets that I drew. I haven't had a lot of success with this method, however. Patrick won this game by using a technique that I hadn't seen previously; he neglected his route tickets and instead built the longest tracks that he could. He ended up beating JM by one point.

Ticket to Ride isn't the best game ever created, but it is a fun time. It plays quickly and requires very little set up time. It's also great for the less experienced players in the group.