Thu, 14 May 2015 16:23

by Salt-Man Z

GSReis wrote:

Now, if you must change the game, you might try first-edition rules. They are more complex (score per city, not per farm), but each individual farmer has a better chance to score some points.

This. I always did prefer the original farm scoring rules.
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Thu, 14 May 2015 16:10

by Salt-Man Z

Guantanamo wrote:

Ok, I'm still confused.

How is this game suppose to be played?

My daughter likes this game and I bought this version. But, it seems like we are playing it wrong, but not sure I follow how we are suppose to play it.

The anniversary edition contains 2 decks of ticket cards, labelled "Classic" and "1910" (plus 4 "Mystery Train" tickets) that allow for four ways to play the game:

Classic game: uses only the Classic tickets (optional: add the Mystery Train tickets)
1910 game: uses only the 1910 tickets
Big Cities game: uses only the "Big Cities" tickets from both decks
Mega Game: uses all tickets

The Classic game rulebook can be found here: http://static.daysofwonder.com/tickettoride/en/img/tt_rules_...

The 1910 rulebook (containing rules for the 1910, Big Cities, and Mega games) can be found here: http://static.daysofwonder.com/tickettoride/en/img/tt_1910_r...
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Thu, 14 May 2015 15:39

by Salt-Man Z

jaeppel wrote:

rickert wrote:

I don't understand a single one of the Alchemy complaints. I never lock in the three cards with potions rule. I think it is a cool in-game strategy to figure out whether you want a card badly enough to purchase a Potion to get it. Just like I don't think it hurts to only have one card that provides coins out of Guilds.

I have totally played that setup where buying one potion to buy one or two University, then trashing the potion and never looking back is totally the thing. Nothing wrong with a single potion kingdom.

If Familiar is the only Alchemy card on the table, my opponents will all roll their eyes, just knowing I'ma grab me some Potions.
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Thu, 14 May 2015 15:32

by Salt-Man Z

cyranos wrote:

I'm still somewhat at a loss as how to play. There are fundamentally 5 types of cards, classic, classic big, 1910, 1910 big and mystery (but one is also big)

Vanilla

Just use the classic cards that don't have big cities? No bonuses?

1910

Just use the 1910 cards that don't have big cities? Only globetrotter bonus, no longest route?

I don't see that anyone answered you in this thread, so I will.

Big Cities tickets are just a subset of the larger ticket decks. So for the classic game, use all the classic tickets, including the Big Cities ones. For 1910, use all the 1910 tickets, including the Big Cities ones.

The Mystery Train tickets were part of an expansion for the classic game, so use them with the Classic tickets. Their inclusion is optional, though.

Classic game uses just the Longest Route, 1910 uses just the Globetrotter, Mega uses both.
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Sun, 10 May 2015 10:44

by Salt-Man Z

Related Item: Dominion: Adventures

marrae wrote:

Awesome storage box! Please tell what it is and where to find one? Oh, and thanks for posting the dividers too! Great job! :-)

Thread about the boxes is here. Dunno if they're available anymore, though. I grabbed two because why not? and I'm glad because I ended up need them both, especially now with Adventures.
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Mon, 04 May 2015 23:39

by Salt-Man Z

Salt-Man Z wrote:

Individual results:
Colony - 10.5%
Shelters - 14.8%
Colony/Shelters - 1.6%
0 Events - 52.6%
1 Event - 33.6%
2 Events - 13.8%

I meant to add this, but apparently forgot, but if you want to approximate this with dice, use a d10 for Colony/Platinum, a d8 for Shelters, and a d8 for Events:

Colony/Platinum on a 1 (d10)
Shelters on a 1 (d8)
No Events on 1-4, 1 Event on 5-7, 2 Events on an 8 (d8)
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Sun, 03 May 2015 21:59

by Salt-Man Z

Related Item: Dominion: Adventures

syndesis wrote:

i think you're missing the Ranger divider.

Noooooo! Gah, yes, good catch, thank you!

Corrected files are up on my website, and have also been submitted to BGG.
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Sat, 02 May 2015 13:26

by Salt-Man Z

Alrighty, files for the Promos (now with Prince) and Adventures have been submitted. In the meantime, as always, you can get them here.
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Fri, 01 May 2015 14:36

by Salt-Man Z

rickert wrote:

So Colony should be 11 percent and Shelters are about 13 percent?

I get 11% for Colony (25 kingdom cards out of 236) and 15% for Shelters (35 out of 236).

I was actually trying to do the math for all Colony/Shelter/Event combos, but then my head started to hurt, so I wrote a quick program to brute force it. Out of 30,000 setups, using the suggested rules (first card Propserity? last card Dark Ages? no more than 2 Events) I get the following percentages:

Vanilla - 40.3%
Colony - 4.7%
Shelters - 6.8%
1 Event - 25.5%
2 Events - 10.4%
Colony/1 Event - 3.0%
Colony/2 Events - 1.3%
Shelters/1 Event - 4.6%
Shelters/2 Events - 1.8%
Colony/Shelters - 0.8%
Colony/Shelters/1 Event - 0.5%
Colony/Shelters/2 Events - 0.2%

Individual results:
Colony - 10.5%
Shelters - 14.8%
Colony/Shelters - 1.6%
0 Events - 52.6%
1 Event - 33.6%
2 Events - 13.8%

I also ran it for my own preferred selection method, which states that if either of the first two kingdom cards are from Prosperity, use Colonies, and if either are Dark Ages, use Shelters. It helps mitigate expansion bloat, and gives the following results:

Vanilla - 30.0%
Colony - 8.3%
Shelters - 12.1%
1 Event - 19.0%
2 Events - 7.7%
Colony/1 Event - 5.4%
Colony/2 Events - 2.3%
Shelters/1 Event - 7.9%
Shelters/2 Events - 3.1%
Colony/Shelters - 2.2%
Colony/Shelters/1 Event - 1.4%
Colony/Shelters/2 Events - 0.5%

Individual results:
Colony - 20.1%
Shelters - 27.2%
Colony/Shelters - 4.1%
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Wed, 29 Apr 2015 22:32

by Salt-Man Z

I think Catan's the better game, but TtR is easier to get non-gamers to play. (I've always been fairly ambivalent about Carc.)
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Mon, 27 Apr 2015 12:07

by Salt-Man Z

The BGG edition section of the Catan page is incomplete but probably your best bet.

The Mayfair first and second edition boxes look like this (the only difference was that the 2nd came with four new player colors):

The third edition box looks like this:

Fourth:


ackmondual wrote:

Kosmos always had different art work, and smaller tiles (that's why in Mayfair, the roads were always too short for the tiles)

Absolutely false about the size. The Kosmos tiles from Das Buch zum Spielen, Atlantis: Szenarien & Varianten, and Die Fischer von Catan all fit perfectly with my 2nd, 3rd, and 4th edition Mayfair sets:

(No 4ed tiles in the above image, but I've had no problem combining them with older tiles.)
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Thu, 23 Apr 2015 09:52

by Salt-Man Z

HBGamer wrote:

I love your dividers which makes me ask, do you have plans to make dividers for Adventures?

Absolutely! I started working on it earlier this week, but haven't had much time to devote to it. With any luck I'll get to work on them this weekend and hopefully have them uploaded by Monday. Thanks for asking!
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Mon, 20 Apr 2015 14:37

by Salt-Man Z

This is the first I've tried this; it's really cool!

I noticed, though, with 5 or 6 players, the basic supply piles get listed as two piles, presumably because you're combining cards from two sets:

30×Curse 10×Curse 9×Estate 3×Estate 12×Duchy 12×Province 3×Province 25×Copper 60×Copper 40×Silver 40×Silver 30×Gold 30×Gold

Was this intentional?
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Mon, 20 Apr 2015 14:27

by Salt-Man Z

Gubump wrote:

Beastmaster:
+4 Cards
If you don'™t have the Tribe token, take it and discard two cards from your hand. If you do have it, pass it to the player to your left.
Cost: $5
Type: Action

The way Beastmaster is currently written means you will never have the Tribe token after playing Beastmaster. If you start with the token, you draw 4, and pass the token. But if you don't start with token, you draw 4, take the token, discard 2, and then pass the token—because you check to see if you have the token after you take it.

If that's not the desired behavior (I'm assuming it's not) you should swap the order of instructions around, something along the lines of:

"If you already have the Tribe token, pass it to the player to your left. Otherwise, take the Tribe token and discard two cards from your hand."
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Mon, 20 Apr 2015 14:16

by Salt-Man Z

rickert wrote:

Pillage '“ Ruins cards

Pillage uses Spoils cards, not Ruins.
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Thu, 16 Apr 2015 16:00

by Salt-Man Z

I regularly play it with my 11-year-old daughter (though she was 10 when she started playing) and my 5-year-old daughter also enjoys playing (and has even won once or twice!)

I should add that we always play with the 10-pile variant from the expansion (though I don't own the expansion.)
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Thu, 16 Apr 2015 12:13

by Salt-Man Z

New edition will be available next week, and the components have been confirmed to be the same as the RGG edition.
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Thu, 16 Apr 2015 12:10

by Salt-Man Z

I always prefer to play with Leaders. I like that it gives you some direction at the beginning of the game, instead of just waiting to see which cards come up.

Cities is just fine. I like that it makes the game just slightly longer. And the new cards are a nice tradeoff between expensive and powerful. It also ups the interaction factor a bit. Not an essential addition, but unless someone specifically doesn't want to play with it, I always add it in.

The Wonder Pack is a no-brainer, just for variety's sake.

I haven't played Babel yet, but what I've heard of it recently has made me rethink its (initially-high) priority on my wishlist.
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Mon, 13 Apr 2015 13:52

by Salt-Man Z

Related Item: Puerto Rico

PR still remains my favorite board game after all these years. I still get excited every time I'm allowed to pull it out (my wife's not a fan). The previous sentence was not originally intended as a double entendre.
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