The Tabletop Critique-Ticket to Ride: First Journey

I’m not positive, but I’ve heard that some people out there have these things called “children”. From what I’ve been told, they’re a type of parasite. They hatch out of eggs inside people’s bodies, then progress to devour their hosts’ time and money as they grow. Oddly enough, people seem to like having these children around. And so they purchase products specially made to appease them.

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Our subject today is one of them. Ticket to Ride: First Journey. As you might guess from the name, it’s based off of a larger, slightly more complicated game that’s made for grown ups, which is what I’ve been told children become when they exit their larval stage and develop muscles and body hair. Now, I’ve never played the original Ticket to Ride, but I’m guessing that this is something of a simpler version of the original. Less rules, less pieces, and some more colors and happy faces.

But in any case, let’s take a look at how the game stands on its own.

So, Ticket to Ride: First Journey is a competitive game about trains. You’re in control of a train company, trying to outperform your competitors by buying and establishing transportation routes between key cities. Specifically, each player is given specific cities to connect with each other. If your routes can take someone from one city to another, you get a ticket. First player to six tickets win.

I’ve heard a lot of very positive reports about the original Ticket to Ride. Apparently it’s the height of easy to pick up hard to master-ness, featuring some simple gameplay with some deceptively complex resource management and predictive strategizing behind it. Ticket to Ride: First Edition definitely maintains that simplicity. The game is pretty easy to work through. So easy, it feels like you just go on automatic, sometimes. It does not seem to have much depth or complexity to it, though. It does have some element of strategy to it, particularly when you have more than two players there and the board starts getting crowded. So skill does make a bit of play. But it doesn’t seem that you have much room to exercise it. Which, you know, you’re playing a kid’s game here, so you shouldn’t be going into it expecting a masterful hardcore tabletop gaming deal, but you know, just saying. It strikes a really good balance, though. It’s enough thinking that your engaged, so you’re having a good time, but not so much that you really have to be planning things out, if you’re not up for plumbing the limited depths there are here.

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One thing I really have to give the game credit for, it is snappy as nothing else. The game moves fast. Even when you’re playing with kids, it is a swift game. It helps that you only do one thing each turn, and you’ve only really got two options. You either get more resources, or use your resources to buy a route. It’s pretty easy to choose what you’re going to do. Even if you’re one of those kid things. This makes it feel super active. It’s not one of those games where you have to wait like ten minutes for the other player to figure out their move because the game never bothered putting in a time limit and your fellow players don’t care about anyone else having a good time. Man, freakin’ scrabble. No, here, you’ve barely finished your turn and it’s your turn again. Same thing for everyone else. It moves fast. Like, cheetah speed in SimCity or something.

The game is pretty rife for abuse, as well. Making plays that, although perfectly legal, are not exactly sporting. For example buying up routes for the express purpose of denying other people easy access between Chicago and Washington DC, or buying worthless routes solely to run out of trains so you can end the game early when you’re ahead on tickets but behind on resources. The rulebook says that you shouldn’t do that, but what is it going to do? Give you a paper-cut when you’re tasting the sweet, delicious, brutal victory? This might be taken as a flaw in the game, a gap in the design. Really, it’s not a bug, it’s a feature. This opens up the opportunity to reveal to this ‘children’ the valuable lesson that the world is a horrible place and everyone you trust will take advantage of you if given a moment’s chance. Sure, they may cry in the moment, but think of how better they’re going to be set up to move forward in life.

You know, I wonder if that’s why I don’t get asked to babysit so much. It seems parents would rather just leave their children weak.

So yeah, Ticket to Ride: First Journey. I really wouldn’t recommend that you play it with a group solely made up of ‘mature people’. I actually had a good time playing it with kids, though. It moves quickly, it’s easy for them to pick up on their own so they don’t need me planning out their moves for them, and when you’re working on that level, it’s pretty fun. I didn’t play it long enough for its lack of complexity to wear thin, although that’s a definite possibility, but hey, if you’ve got some of those childrens in your life and you’re looking for something new to do on those slow Tuesday nights, Ticket to Ride: First Journey is really solid. I had some good times with it.

The Tabletop Critique-Cards Against Humanity

I’m just going to guess you’ve heard about Cards Against Humanity by now. Because, really, chances are. It’s gotten a little bit of attention. On the interwebz. I hear some people like it.

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Right, so, if you don’t know about Cards Against Humanity, it’s basically Apples to Apples, except it’s intended to be played the way everyone really played Apples to Apples. The game is played by someone throwing out a statement card. Everyone else plays the cards in their hands that finish up the statement in the most humorous or awful way. Whoever gets the biggest laugh wins, then it all starts over again.

Also, the cards, they tend to be a little… brusque. Dirty jokes and black comedy. That’s part of the charm. Don’t play this game with your mom.

So yeah, game’s simple to play, so there’s not much analysis of the mechanics here. Let’s get down to the judgment here. Is the game good? In the right circumstances, it’s a great time. You have to enjoy this type of humor to have a good time with it, but if you do, yeah, it’s good. It’s pretty dependent on having a good-humored crew playing with you. Larger groups do seem to make it more fun, but the big key is that they have a sense of humor that aligns with yours. I played with a group that did, and had a great time. Played with a group I didn’t know so well, whose humor was more about alluding to baby murder as quickly as possible, and it was a lot more hit or miss. I played it drunk in a party, and it was like I found a new reason for living. I played with my mom, and we ended up having a long conversation about Jesus and my eternal soul.

Blazes, this is the quickest post I’ve written in a long while.

The Tabletop Critique-Magic the Gathering: Arena of the Planeswalkers

Despite my best intentions, Christmas happened again this year. Sorry about that. A man can only do his best, and although my best is considerable, it takes some time to efficiently bring Christmas to a close. Until then, I suppose we all have no choice but to suffer through it.

In the meantime, that means presents, from people. To me. They try their best. This year, me and mine seem to have gotten a lot of tabletop games. It’s been rather a year for that. A lesser man may simply play them, and leave it there, but I’m much more than that. Instead, I shall use this opportunity to enlighten the world! And you’re welcome.

Right. So with all my traditional self-absorbed pompousness out of the way, I got a lot of new tabletop games this holiday season. I’m going to review them. Sound good? Good.

The first game on the Tabletop Critique chopping block is this little number here.

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Magic: The Gathering holds a special place in my heart. I was super big into it as a cub. Well, as super big into it as you can get without actually owning any cards. See, I had those types of parents who thought that anything their children enjoyed was a tool of the devil, so, I had to rely on borrowing stuff from friends. Still, there was a time in my life where my thoughts were constantly on Magic. Beyond just the game itself, the stories, the world-building, and the lore had a really strong impact on me, kickstarting my imagination at a formative stage in my life in a way that little else did. It may be a little odd, but Magic was where I first started playing with storytelling, using the cards as setpieces to craft my own tales to tell myself, which built into one of those good old lifelong passions.

Eventually, I did start picking up the card game itself, then lapsed out of it, and now generally only play on special occasions. I still do have a lot of fond memories for the flavor and the world, however.

Which I suppose is where Arena of the Planeswalkers comes in. It’s a competitive miniature-based tabletop game. I know absolutely nothing about Heroclix, so I feel completely comfortable assuming this game is exactly the same but with a different flavor and a major twist to the mechanics somewhere. Each player controls one planeswalker figure and a collection of critters associated with them, then uses this squad to attempt to conquer all the other players who are doing the same.

In keeping with the source material, you’ve got five colors to work with, each with their own planeswalker, creatures, and spells. Each comes with their own strategic focuses, strengths, and weaknesses, giving you the tools you need to craft your tactics in taking the other teams down. Combat takes place on a game board that can be set up a couple of different ways, with a few obstacles and terrain features to present risks and opportunities. Each creature and planeswalker has different stats and traits, each spell card affects the battle in different ways, you get the picture.

Arena of the Planeswalkers isn’t very flavorful, but mechanically, it does carry the Magic the Gathering feel about as well as you could expect when turning the card game into a board game. The mechanics of it are quite simplified, but the functions carry over into the new format quite well. Summoning creatures plays much the same role as in the card games, and well placed spells will twist the flow of the game in exactly the same way as they can in the card game. In terms of mechanical feel, the game has built it’s similarities with the CCG with unequivocal success. Continue reading

Back to the Roots

Having the wisdom of a sage comes with its downsides. Namely, it’s a lot harder to broaden your horizons. There’s a certain joy in going outside your comfort zone. And when you’ve already got a knowledge of so much, it’s harder to find it. But lately, I’ve gotten that. I’ve found something that properly stretches my sphere.

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I’ve been playing Dungeons and Dragons.

Which is not a completely new thing. I’ve dabbled in it, with a group of friends who were all new to it with me. And I’ve done a fair bit of tabletop gaming in more structured games. This is my first time taking D&D seriously, however. I’ve got a ‘character’. I’m in the middle of a ‘campaign’. I am getting ‘involved’ with ‘other people’ to the point that they express disappointment when I’m not able to make it.

Yeah, I never thought I’d see the day.

There’s a lot of modern gaming that has its foundations in tabletop, of which the originator is good old D&D. The version I’ve been playing is a few editions removed from the classic that everything sprang root from, but even so, there’s a lot of familiar ground there. My gaming experience actually leaves me feeling relatively comfortable in D&D. I’m able to analyze the options available to me, navigate the rules in play, strategize, etc., the same way I would in a similarly-styled video game.

Almost like the good old Vidcons and D&D are cousins or something.

For that matter, I wonder how much they continue to influence each other. The similarities are way too strong for them to have been a straight divergent growth, two branches starting at one point then heading in two completely different directions. And I’m not educated enough in the matter of D&D to track its development. Hell, I haven’t played any of the ‘good’ versions of the game, which according to the internet, seems to be whatever one OP isn’t playing at the moment. Even so, there’s some cues, some balances I’m picking up that do seem to be remarkably familiar, specifically from video games that came out well after D&D had it’s big impact.
It’d be easy to say that D&D still continues to inspire video games. And honestly, that’s probably very true. I can’t imagine it’s a one way relationship, though. They may be in different mediums, but any developer worth it’s salt is going to be picking up inspiration whenever it arises, no matter whether it comes from within or without its sphere. I’d be very, very surprised if video games didn’t inspire tabletop the way tabletop has inspired videogames.

But then could you imagine if D&D was up for review in video game publications? The game millions have passionately enjoyed for decades? “The graphics leave much to be desired. Success or failure in any given move seems arbitrary, and player skill doesn’t seem to have much place here. Also, the main character is completely off putting. Who would think of putting someone like that in the game? 6 out of 10.”

I’m having a good time with it, though. Lame newbie though I am. It’s fun being out of your depth every once in a while.