I went to Thursday Night Gaming at Paradise Perks for a
night of gaming. There were 2- 35 people
at the event with 5 games being played at any one time.
I played three different games at the event and was even
able to play one of them twice.
The first game of the evening was Tsuro, which was the game
that I played two times. Tsuro is a
light game in that if it takes more that 20 - 30 minutes to play you are doing
something wrong. Tsuro consists of a 8
tile by 8 tile playing area. The players
take turns placing tiles on the board and moving their pieces along the trail
on those tiles. Once the player’s piece
goes off the edge of the board or runs into another player’s piece they are out
of the game. The last player with a
piece on the board wins the game.
In the first game I was able to keep moving my piece around
the board away from the other players.
One of the players was eliminated after about half of the tiles were
placed leaving three of us to continue on.
I then made a mistake and placed a tile that ran me one of the other
players and ended the game by eliminating both of us.
Since the first game ended so quickly and not many people
had shown up to the event yet, we decided to play Tsuro again. I was eager to play again because I wanted to
redeem myself for the boneheaded move I had made in the previous game. Unfortunately it was not meant to be. After half of the tiles were played one of
the other players managed to push me to an edge tile row and I was not able to
make my way to the center of the board before I went off the side of the board
and ended up the first person out of the game.
The next game I played was Family Business. In Family Business each player takes in control
of a gang of mobsters from the Prohibition era.
The goal of the game is to be the player with the last gangster living. To do this players take a hand of five cards
from the action deck. The actions
include different types of contracts that can be played against other players
to put their gangsters on the firing line, cards that can be used to remove a
gangster that are already on the firing line, interrupt cards that can be used
to stop one of your gangsters from being put on the firing line and give you
the next turn. Once 6 gangsters are on
the firing line a gang war starts and the gangsters on the firing line get
eliminated from the game until there are no other gangsters on the firing line
or peace is declared.
I started the game off fairly well. I was able to get a number of other player’s
gangsters eliminated and keep mine safe.
I was about the wipe out another player when the rest of the players
noticed I still had all of my gangsters while each of them had some loses. At this point they all started to target me
and even though I was able to eliminate one of the other players first, I was
knocked out of the game shortly after him.
The last game of the night for me was Ticket to Ride. The theme of the game is that the players are
owners of train companies that are building rail lines in the United
States. The goal is to establish routes
between the cities on the tickets that the players receive. If the players connect the cities on a ticket
they will receive bonus points at the end of the game based on the value on the
ticket. If they do not connect the
cities on one of their tickets the player loses the number of points on the
ticket. Points are also scored for
placing trains between two cities on the board more trains needed the more
points are scored.
Game play is simple.
The players start out the game with three tickets that have destinations
that they can connect of which they must keep at least two. They will also receive four train cards. An
additional five train cards are placed face up by the side of the board along
with draw decks of train cards and tickets
The train cards are the core of the game. They come in eight different colors and there
is a ninth card type which is a wild card and can be used as any color. These train cards are what are used to make
the connections between the cities. Each
connection is represented by a number of spaces that are a single color. If a player wished to claim a connection
between two cities they must turn in the number of cards of that color. They then place trains from their reserve on that
connection. After a connection is
claimed no other player may use that connection.
The players choose one of three actions to take during their
turn. The first is that they may take
train cards from the five cards that are face up or from the draw deck. The second option is that they may claim a
connection between two cities. The third
option is that they may take additional tickets.
I started the game with two tickets, Vancouver to Santa Fe,
and Portland to Phoenix. I figured it
would be easy to get these tickets done because they were so close together and
form my recollection there are not many tickets in the western U.S. To my surprise, all of the players started
the game building in the west. I was cut
off by other players twice before I managed to connect up both tickets. Even after having to make my way the long way
around and still had quite a few trains left so I took more tickets and kept
Los Angeles to Chicago and Denver to Pittsburgh. My track connected into both Denver and Los
Angeles and it appeared that I had a clear shot into both cities and it would
use all but four of my trains. I was
able to connect to both Chicago and Pittsburgh with little problem other than
collecting the right colored train cards and ended the game the turn after I
connected. The other players were having
more difficulty connecting their cities than I did and I was able to get the
victory even without the longest track bonus.
My stats for the event:
Game
|
No. of Plays
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Avg.
|
Tsuro
|
2
|
-
|
-
|
1
|
1
|
-
|
-
|
-
|
-
|
3.50
|
Family Business
|
1
|
-
|
-
|
-
|
1
|
-
|
-
|
-
|
-
|
4.00
|
Ticket to Ride
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
|
|
1.00
|
Totals
|
4
|
1
|
-
|
1
|
2
|
-
|
-
|
-
|
3.00
|
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