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Ticket to Ride: United Kingdom & Pennsylvania Review

I’ve nurtured a long, slow hatred of American cultural imperialism. As a developer, having to spend every working day spelling “colour” wrongly in your code will do that to a man. So, petty as it is, wherever possible, I’ll pick a British version of a thing over an American one. And if a British one doesn’t exist, I’ll seethe quietly while I wait for one.

So it feels like about time that there’s a local version of Ticket to Ride for me. With it being such a great family game, my kids know the routes between Seattle to Atlanta and Essen to Sevastopol better then their own home town. Now they can learn the way around their own country too, with the help of some little plastic trains from either original set.

Or perhaps they can’t. It turns out that this is one of the least family-friendly iterations of the game yet released. Its gimmick is the addition of technology cards, which you buy using locomotive cards as currency. To support this the box has a whole new card deck with extra locos. Plus a new rule that allows you to cash in any four ordinary cards instead of a locomotive. So that’s more rules and a whole slew of new technologies to memorise. No hurdle for hobbyists, but it’s a steep slope for regular family folk.

At the start of the game you can only build poxy 2-space routes in England. If you want to build longer routes, build ferries, build in Ireland, Scotland or Wales you’ll need the appropriate technology to do so. Plus there are more esoteric options, like tech that gives you extra points or lets you cash in less cards for a route.

With all these new options on the table, it looks like a recipe for some new strategies. In reality, however, they function more as limiters. Everyone needs to be able to build longer routes to succeed. It’s hard to imagine doing well without building ferries or outside of England, too. So buying these is a given. As for the other stuff, well, let’s just say I’ve never seen a technology heavy strategy win.

Conversely, there’s a massive ten-space, 40 point route on the board and I’ve never seen anyone claim that and lose. It looks like a bit of a game breaker, although people who’ve grabbed it do tend to fail a few tickets.

In summary, it seems to add extra rules and extra luck of the draw for no particular extra gain. I’ve no problem with the latter, as Ticket to Ride is inherently a luck-heavy game. The former is less forgivable, though. So unless you have a particular geographical bee in your bonnet like me, there’s no real reason to favour the UK map over the vanilla one.

But wait. What’s this? Tucked away on the corner of the cover like an embarrassing elderly relative, there’s a little logo that says “Pennsylvania”. If you rummage in the box there’s a few more cards with funny pictures on. If you flip the board over, there’s another map, another bit of god-damn America.

The new mechanics for this map are a lot more easily digestible. Each time you claim a route, you can grab a stock certificate from one of several rail companies associated with it. At the end of the game, players total up their stocks in each company and get bonus points depending on how many they got. Simple.

Yet what looks like an afterthought turns out to be the better of the two maps. Those stock certificates are mean. They’re kept face down which means you have to try and keep a running tally of what other people are collecting. Unless you’re a human calculator that rapidly becomes impossible. So every selection becomes a cauldron of paranoia, as you wonder whether the card you’re picking is worthless, or a game winner.

Plus, each company operates on a small sub-area of the map. To maximise your points you want to spread widely. So that’s another thing to plan alongside making your tickets and gunning for the longest route. With plenty of blocking opportunities too, the game becomes gloriously brutal. And with both tickets and stock points waiting until the game end, there’s uncertainty right up until the last minute.

So the UK map is only for real Ticket to Ride enthusiasts. But Pennsylvania may be the best variant of the original game I’ve played. It’s almost a shame they made you pay for them both in the same box. Much as I hate to admit it, America wins again.

Board Game Overload

Agricola board game on iPad tablet and iPhone mobile

The effect that the iPad has had on the board gaming community is amazing. The potential of the device as a board game platform was immediately apparent and since release designers and developers have been choosing a wide variety of titles to port across based on various criteria such ease of conversion, suitability for AI play and popularity. Some, such as Ascension have been spectacular successes, others like Bohnanza have been very questionable choices but the stream has been constant and steady and most of the products well worth checking for their extremely reasonable app store prices.

But it seems to me that suddenly, we’ve reached a tipping point. That stream has very suddenly become a veritable flood, at least if you include all the titles for which conversions are promised as being in the pipeline. Amongst the excellent games that I’ve read will be sent to the iPad in the near future are Commands & Colors: Ancients, Survive: Escape from Atlantis, Nightfall, Summoner Wars, Eclipse and Twilight Struggle. Others, such as Imperial and Cyclades are poised to receive important updates. There are more I can’t mention because I’ve forgotten them, or because the bases games aren’t interesting enough to be on my radar.

I don’t doubt that this sudden rush to market has something to do with the fact that Days of Wonder publicly observed that sales of their Ticket to Ride and Ticket to Ride: Pocket apps were driving sales of the physical game and vice-versa. And as a hobby gamer it’s a pretty exciting time – that link between physical and digital sales that Days of Wonder CEO Eric Hautemont observed holds up the possibility that this may be the watershed moment we’ve all been longing for when certain more accessible hobby games penetrate the wider conciousness meaning that we have more people to play against and further dispelling of the pejorative perception that games are just things for kids. It’s a good time to be a gamer.

But there’s a part of me that’s worried. It’s probably the same part that would niggle me with doubts about future happiness if I were to win a multi-million lottery prize in this case certainly driven by annoyance over how I’m going to afford all these things and find time to play them. What worries me is that in the rush to put everything on a tablet, some people, especially nascent board gamers attracted by the new titles but without wide experience of the hobby, will forget why board games have attractions over video games in the first place, to whit human interaction. I mean, the fact that someone thought Bohnanza would make a great experience without a cut-throat table full of people to bargain and haggle with doesn’t bode well in this regard, nor does the absence of messaging facilities in more appropriate games and nor does the downward march of the European game design paradigm that seems determined to squeeze every last ounce of direct player interaction out of the game experience. Casual gamers may come to modern board games through mobile devices, but if they continue to find them as dry and soulless as many of them are now, they certainly won’t stay.