Tag: Network Building

Network Building is a game mechanic in which players develop routes to traverse the game’s world. These routes typically connect locations of interest.

Tsuro: Phoenix Rising

Tsuro: Phoenix Rising

Tsuro: Phoenix Rising

Long ago, a vengeful god stole the stars from the night sky. To illuminate the night, hopeful people sent glowing paper lanterns floating toward the heavens. Out of nowhere, clever magical phoenixes appeared, soaring through the sky. As they flew from lantern to lantern, their enchanted touch changed the lanterns into new stars! The phoenix who can create a constellation of seven new stars will be the champion of a world looking for light!

Tsuro: Phoenix Rising is a new entry in the classic Tsuro series. The game shares a bond with the foundations of the venerable original: play tiles, move pawns, and stay in play, but it introduces a revolutionary board that allows for the double-sided tiles to flip and rotate throughout the game, creating diverging paths and opening up new strategies.

Featuring gorgeous phoenix miniatures, beautiful lantern tokens, and unique gameplay elements such as life tokens that allow your phoenix to be reborn from the ashes once per game, Tsuro: Phoenix Rising is a new chapter in the legacy of Tsuro!

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Network Building
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 8 Players
  • 20 – 50 Minutes
  • Difficulty Weight 2.50

Trains

Trains

Trains

In the 19th century, shortly after the industrial revolution, railways quickly spread over the world. Japan, importing Western culture and eager to become one of the Grand Nations, saw the birth of many private railway companies and entered the Golden Age of railways. Eventually, as a result of the actions of powerful people and capitalists, many of these smaller companies gradually merged into larger ones.

In Trains, the players are such capitalists, managing private railways companies and striving to become bigger and better than the competition. The game takes place during the 19th and 20th century in the 2012 OKAZU Brand edition, whereas the 2013 AEG/Pegasus edition is set in modern times, with bullet trains, freight trains and more. You will start with a small set of cards, but by building a more effective deck throughout the game, you will be able to place stations and lay rails over the maps of Osaka, Tokyo or other locations. The trick is to purchase the cards you want to use, then use them as effectively as possible. Gain enough points from your railways and you will ultimately manage the most powerful railroads in modern Japan!

Game Mechanics:

  • Deck Building
  • Hand Management
  • Network Building

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 2.38

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails

Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you’ll be moving across water, of course, and that’s where the sails come in.

As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they’ve created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.

Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)

Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.

Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.

Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.

Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 60 – 120 Minutes
  • Difficulty Weight 2.53

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries

Ticket to Ride: Nordic Countries takes you on a Nordic adventure through Denmark, Finland, Norway, and Sweden as you travel to the great northern cities of Copenhagen, Oslo, Helsinki, and Stockholm. This version was initially available only in the Nordic Countries of Denmark, Norway, Sweden, and Finland; a worldwide limited-edition release occurred in August 2008 and it has since been kept in print again by Days of Wonder.

The goal in “Nordic” remains the same as base Ticket to Ride: collect and play cards to place your trains on the board, attempting to connect the different cities on your ticket cards. The map incorporates tunnels from Europe and also has routes containing ferries. Ferries will require a certain number of Locomotives to be played, as well as other cards, in order to be claimed. Locomotives are handled a bit differently as well. On your turn you may take 2 Locomotives if you want, but you can only use them on ferries, tunnels, or the special 9 length route.

Unlike the USA or Europe maps, Nordic is designed for 2-3 players only and has a heavier focus on blocking your opponent and more aggressive play.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 2 – 3 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.98

Ticket to Ride: Netherlands

Ticket to Ride: Netherlands

Ticket to Ride: Netherlands

Ticket to Ride Map Collection: Volume 4 – Nederland contains a new game board with new rules for use with Ticket to Ride or Ticket to Ride: Europe with players now creating train lines in the Netherlands.

The basics of TtR gameplay remain the same as always — players collect train cards in order to claim routes between pairs of cities with the overall goal of completing tickets they hold in hand — but Ticket to Ride: Nederland twists this gameplay in two ways. First, nearly every route on the game board is a double-route, with two tracks connecting cities. Both of these routes are in play no matter how many players are in the game.

Second, every route — whether double or single — has a bridge toll that a player must pay when building on that route. On a single route or the first track of a double route, the player pays this toll — which costs 1-4 coins — to the bank; on the second track of a double route, the player pays this toll to the player who built the first track. Players start the game with 30 coins, and if you can’t pay a toll, you must take a loan card to cover the fare, with each loan costing you 5 points at the end of the game.

In addition to helping you avoid loans, coins matter because at game’s end, players receive a bonus based on how many coins they hold relative to everyone else. In a five-player game, for example, the player with the most coins scores a 55 point bonus; the 2nd place player scores 35 points, and the other players 20, 10 and 0 points. If you’ve taken a loan, however, you’re ineligible for this bonus scoring, so players have an incentive to build early and often.

These coin bonuses are balanced by the multitude of destination tickets with large point values: six of them are worth 29+ points while another seventeen are worth 17-26 points.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 3 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.12

Ticket to Ride: Japan/Italy

Ticket to Ride: Japan/Italy

Ticket to Ride: Japan/Italy

Ticket to Ride Map Collection: Volume 7 – Japan & Italy includes a double-sided game board — the longest yet in the Map Collection series — that features Japan on one side and Italy on the other.

In the Japan half of the expansion, some routes are reserved for the Bullet Train network, and once such a route is claimed, it can be used by all players to complete destination tickets. To claim such a route, discard a number of cards equal to the length of the route with all the card being the same color, then mark the route with a single Bullet Train miniature; instead of scoring points for such a route, advance your marker on the separate Bullet Train track as many spaces as the length of this route. At the end of the game, whoever has contributed the most to this shared project receives the largest bonus, with the player who contributes least being penalized.

This game board also has a small inlay for the Tokyo subway system, so players are effectively working on two networks at once. You might have a ticket that lists a city outside Tokyo and a station with Tokyo, and you need to complete a route from that other city to Tokyo, then from the central Tokyo station to that particular subway station.

In Italy, the game board is divided into regions, and players score bonus points based on how many regions they connect in their network, with three regions — Sardegna, Sicilia, and Puglia — counting as two regions in your tally. If you have separate networks, then you score each one separately.

The board also introduces a new type of ferry route. On this game board, all gray routes are ferry routes, with these routes having 1-4 spaces marked with a wave symbol. To cover a wave symbol, you must play a locomotive or a ferry card from your hand (in addition to the other cards needed to claim this route); a ferry card is a special type of card that can be drafted on its own on your turn, and it contains two wave symbols, so it can be used on its own to cover two symbols on a route.

The player trains and game cards from Ticket to Ride or Ticket to Ride: Europe are needed to play this expansion.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.12

Ticket to Ride: India/Switzerland

Ticket to Ride: India/Switzerland

Ticket to Ride: India/Switzerland

Days of Wonder’s Ticket to Ride Map Collection is a series of expansions for Alan R. Moon’s Ticket to Ride, with each expansion including a double-sided game board and destination tickets and rules for those locations.

Ticket to Ride Map Collection: Volume 2 – India & Switzerland presents players with two scenarios:

• India from Ian Vincent – On this game board for 2-4 players, in addition to scoring points for claiming routes and completing tickets, a player can also score points in two other ways. First, the player with the longest continuous path of trains receives a ten point bonus. Second, each player scores bonus points for connecting the cities on one or more tickets with two distinct routes. The first two such tickets earn five additional points each, and the next three earn ten points each for a maximum bonus of 40 points.

• Switzerland from Alan R. Moon – This is a reprint of Ticket to Ride: Switzerland, first published in 2007. This game board is for 2-3 players only. Instead of connecting only cities, some destination tickets connect a city to a country or one country to any of those surrounding Switzerland; a player who completes such a ticket scores the highest point value for which they qualify. Unlike most other TtR games, discarded tickets are removed from the game instead of being returned to the ticket deck. Also, Locomotives can be used only to build tunnels.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 4 Players
  • 30 – 60 Minutes
  • Difficulty Weight 2.03

Ticket to Ride: France

Ticket to Ride: France

Ticket to Ride: France

Ticket to Ride Map Collection: Volume 6 – France & Old West includes a double-sided game board that features France on one side and the western half of the United States on the other.

In the France half of this expansion, 2-5 players collect train cards and claim routes in order to complete tickets in hand, but most of the tracks on the board aren’t colored! Each time that you draw cards, you must take a colored tile that’s 2-5 train cars long and place that tile on an empty track bed. Once you’ve done this, any player can claim that route by discarding the appropriately colored cards from hand, as in any other Ticket to Ride game. (Single-length routes are already colored, and the map contains a number of gray-colored ferry routes.)

Multiple track beds on the game board overlap, and once a tile has placed on the board, any track beds crossed by this tile are off-limits and nothing can be built on them. At the end of the game, players score their tickets, with bonuses being awarded for longest continuous route and most tickets completed.

In the Old West half of the expansion, 2-6 players start the game by choosing (in reverse player order) a starting location for one of their three city pieces. The first route that a player claims must have this city as one of the route’s two endpoints, and each subsequent route claimed must connect to that player’s existing network.

After claiming a route, a player can place one of their remaining cities on either end of that route by discarding a matching pair of train cards. Only one city marker can be in each city. Whenever a player builds a route that connects to a city owned by another player, the owner of the city claims the points for the route, not the player placing the trains. If both endpoints of the route have cities, then the owner of each city scores these points. Whoever completes the most tickets in this expansion scores 15 bonus points.

As a variant, you can play Old West with Alvin the Alien. No player can start the game in Roswell, and the first player who builds a route into Roswell scores 10 points, then places the Alvin marker in any city that they control. The next player to connect to this city scores 10 points, then moves Alvin as before. Whoever controls Alvin at the end of the game scores 10 bonus points.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Set Collection

Game Specifications:

  • 2 – 6 Players
  • 60 – 90 Minutes
  • Difficulty Weight 2.13

Ticket to Ride: Europe

Ticket to Ride: Europe

Ticket to Ride: Europe

Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you’ll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.

More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent’s route to connect yours. The game also includes larger format cards and Train Station game pieces.

The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.

Game Mechanics:

  • Hand Management
  • Network Building
  • Open Drafting
  • Push Your Luck
  • Set Collection

Game Specifications:

  • 2 – 5 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.93

Ticket to Ride: Asia

Ticket to Ride: Asia

Ticket to Ride: Asia

Days of Wonder’s Ticket to Ride Map Collection is a series of expansions for Alan R. Moon’s Ticket to Ride, with each expansion including a double-sided game board and destination tickets and rules for those locations.

Ticket to Ride Map Collection: Volume 1 – Team Asia & Legendary Asia presents players with two set-ups on Earth’s largest continent:

• Team Asia from Alan R. Moon – Four or six players compete as two-player teams, with teammates sitting next to one another at the table. Each player has their own secret hand of cards and tickets, in addition to some cards and tickets being placed in a shared cardholder that either player on the team can access.

When a player draws cards, they must place one card in the cardholder and the other in their hand (unless she takes a face-up locomotive, in which case it must be shared); when a player draws tickets, the first ticket kept must be placed in the cardholder and any additional tickets kept added to their hand. A player can spend their turn to add two tickets from their hand to the cardholder. A team’s points are tracked collectively, and the team with the highest score wins.

• Legendary Asia from François Valentyne – The main change in this set-up is that some of the routes through Asia are labeled mountain routes, with one or more spaces on the route bearing an X. Whenever a player claims one of these routes, their must place a train from their reserve in the Mountain Crossing area of the game board, earning two points for each such train but losing access to them for the rest of the game. The player who connects to the most cities in a single network earns a ten point “Asian Explorer” bonus.

Game Mechanics:

  • Hand Management
  • Limited Communication
  • Network Building
  • Open Drafting
  • Set Collection
  • Team Based

Game Specifications:

  • 2 – 6 Players
  • 30 – 60 Minutes
  • Difficulty Weight 1.96