The Sunday event of my game weekend in March was Game Day
over at the Duck Club. This is a 10 hour
event that takes place once a month in the local area. The good things about the event are that it
gets a lot of players and you have a lot of time to play games. The
bad thing about the event are that the acoustics in the room are so bad that
one the event gets to about half the capacity it gets almost impossible to hear
the people that are participating in the game your are playing. Because of those poor acoustics, I can only
stand to be at the event for 4 -5 hours before the background noise drives me
away. There were around 50 people at the
event and 10 games were being played t any one time.
I was able to play three games at the event.
The first game I played was Ticket to Ride using the 1910
Mega Game deck. 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.
The 1910 Mega Game Deck changes the standard ticket deck out
with a deck of 181 tickets that includes every Ticket to Ride ticket that has
been published. It changes the number of
tickets that a players get to five tickets of which they need to keep 3 or more
and if a player takes more tickets during the game, they get to draw four
tickets and the only need to keep one of them.
At the start of the game I kept only three of the tickets I
was dealt. They were San Francisco to
Atlanta, San Francisco to Washington and Los Angeles to New York. If I were able to complete these tickets I would
get 58 points at the end of the game.
Since they would use the same track going across the country I was
confident that I would be able to complete them. It took me about half the game to make my way
across the country and I was only cut of once which surprised me. After I got to all my destination cities I picked
up some more tickets one of which I had completed which the track that I had
already built and one that should be relatively easy to complete. Unfortunately, it was not as easy to get the
train cards that I needed to complete the last ticket and that took me most of
the rest of the game. Once I completed
it I kept collecting ticket cards in order to build the longest length of track
that I could by the time the game ended because I did not think I could
complete another ticket before the game ended. The 73 points I got for the
tickets I completed and the bonus for completing the most tickets secured me
the win in this game.
The second game of the day was Blueprints. In Blueprints the players are trying to
construct buildings based on a blueprint that they receive. The building blocks are dice that the players
take turns using from a pool of dice there are four different colors of dice
representing four different building materials which score points based on how
they are used in a building. The players
spend six rounds building their buildings which are then scored based on
accuracy to their blueprint and what materials that they used in the
building. After the buildings are scored
the players receive victory point cards based on who scored the most for their
building and other bonuses based on things like height and what the number
facings are on their dice. Once the
victory points are given out the next round begins and goes on until the end of
the third round. The player with the
most victory points wins.
I adjusted my strategy slightly from my game of Blueprints
from the day before. When I built my
first building of the game, I went off spec and built a 5 tall stone tower with
one additional glass 6 to one side and won design bonus, the height bonus, and
the have five of the same type of resource bonus. This got me off to a good start. The other two rounds of the game I follow my
blueprints and was able to get second in the design bonus in the second round and
win it again in the third round. I was
also able to win one additional bonus in each of those rounds as well and win
the game.
The final game of the day for me was Russian Railroads.In Russian Railroad the players take turns placing workers
on actions on the board. These actions
consist of building factories, upgrading trains, moving pieces up the rail or
industrial track, and purchasing engineers.
Once all of the players have placed their workers, the round is over and
everything is scored and the game moves on to the next round. The game lasts seven rounds.
To review my discoveries about the game thus far, there are
two good strategies to the game. The
first is to focus on building two of the rail lines trying to maximize the
advantages you can get from them to gather as many points as possible. The other is to focus on building factories
and only build the track you need to gain bonuses to complete building a full
set of factories.
I have also determined that there is importance in
collecting some engineers especially if their abilities help you reach your
goals. There is also a 40 point bonus at
the end of the game if you have the most engineers. In order get engineers you must make sure that
you go early in the turn order by using one of your workers to make sure you
are the first player in the next turn.
The plus about using the worker in this way in Russian Railroads versus
other worker placement games, is that you get to reuse the worker at the end of
the round on another action.
I found myself pushed towards the factory strategy during
this play of the game like I was the last time I played. I did follow a similar pattern of maximizing
the Moscow to Kiev and Moscow to St. Petersburg routed in order to get the extra
worker and the bonuses. I focused on
getting engineers as well which was difficult because one of the players tried
to keep a strangle hold on the cash coming into the game which I had to break
in order to do it but I did manage to get four engineers and was able to get
three of the four factories that give bonuses for the value of the
engineers. This along with the other
players not playing the track building strategy very well gave the win in the
game.
The day was a very good one for me especially compared to my
results from Saturday.
My stats for the event:
Game
|
No. of Plays
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Avg.
|
Ticket to Ride
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1.00
|
Blueprints
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1.00
|
Russian Railroads
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
1.00
|
||
Totals
|
3
|
3
|
-
|
-
|
-
|
-
|
-
|
-
|
1.00
|
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