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Series: | |
Genre: | |
Format: | |
Theme: | |
Other: | |
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Year:
2007
Players:
2
- 3
Time:
30
- 45
minutes
Ages:
8
and up
Weight:
1,055 grams
Language Requirements:
Game components are printed in English.
This is an international edition or domestic edition of an imported item.
Manufacturer's rules are printed in English.
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Ticket to Ride revised edition
List: $50.00
$44.99
(10% savings!)
One of the most popular games ever designed, Ticket to Ride is a simple yet strategic game of connecting cities in the United States with trains. On their turn, players simply draw train cards, claim routes on the board, or draw more destination ...
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Ticket to Ride: Europe
List: $50.00
$44.99
(10% savings!)
This installment in the best-selling Ticket to Ride series of train adventures, Ticket to Ride Europe takes you across the Ocean into the heart of Europe.
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From the shores of Lake Geneva to the slopes of Davos, this expansion takes you through the heart of Switzerland's mountainous geography. You'll climb aboard the Mont-Blanc Express connecting Martigny to France and ride the Bernina Express over soaring passes into Italy.
Previously only available to Ticket to Ride Computer game players, the Ticket to Ride Swiss Map Expansion is now coming to your board game table!
Designed specifically for 2 or 3 players, this expansion forces you to reconsider all your Ticket to Ride playing strategies. It features Locomotive cards that can only be used on tunnel routes; only 40 trains per player; and new Destination Tickets that take you not just to other cities, but to surrounding countries as well.
The game's author, Alan R. Moon, has called the Swiss map his "favorite of all the Ticket to Ride maps". We think you'll also find this map a great new way to play your favorite train game!
This expansion requires an original copy of Ticket to Ride or Ticket to Ride Europe to play.
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- A full-size game board
- 46 Destination Tickets
- A multi-lingual rules booklet (English, French, German, Spanish, Dutch, Finnish, Swedish)
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     Tough, fierce, and a terrific expansion.
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Tom Vasel
Oct 15, 2007
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If you've never played Ticket to Ride, or Ticket to Ride: Europe, then
I highly suggest you forget about Ticket to Ride: Switzerland (Days of Wonder, 2007 - Alan Moon) and go check out one of them first. Really,
you don't have a lot of choice about that; because this is the first
game in the T2R series, which is not sold as a complete game but
rather an expansion for one of the two original games.
T2R: Switzerland comes in a flat, square box and essentially is just
rules, new ticket cards, and a new board. The trains and train cards
are not included, so one needs a copy of the original game to play. I
managed to fit the entire expansion into my T2R: Europe box, although
I had to take out the plastic insert to make everything fit. I
suppose you could keep the original box, as it does look really nice -
I just figured I would keep everything in one place. The new board
looks fabulous (as they all do), and the new ticket cards are clear
and easy to read.
T2R: Switzerland is one of the first examples of a game that I've
played for a lengthy period of time (on the computer version) before
it came out as an actual board game. For those who may have played
the same version, it's essentially the same thing. This map is unique
in that it only handles two or three players, making it perhaps less
useful than the base games, which went all the way up to five.
A few new rules are included with this version.
- Tunnels (also found in T2R: Europe): Several routes on the board
have a black border, showing that they are tunnel spaces. These are
handled the same as normal routes, except that when a player plays the
train cards necessary to complete a tunnel, the top three cards of the
train deck are flipped over. If any of the flipped cards match the
color of the train cards being played, or are locomotives, the player
must play one extra card for each. If they cannot do this, they take
their played cards back into their hand; and their turn is over,
forcing them to complete the tunnel on a future turn. Tunnels add a
bit of luck to the game but also force players to think carefully when
playing there. Whenever I'm going to build a tunnel, I almost always
store at least one extra card in my hand - just in case. On rare
occasions, a player may need to play two extra cards; and needing
three extra cards is the stuff of legends (I've never seen it happen,
but it's certainly possible). Players can also attempt to avoid using
tunnels; but this map has a ton of them, although most are in the same
places.
- Locomotive Cards: My favorite card from the original game, because
it acted as a wild card. In this version, these are still wild cards
but may ONLY be used in tunnels. This has a two-pronged effect. One,
players are more inclined to try the difficult tunnels, because of the
ease of picking up these cards. Oh - I neglected to mention - taking
a face-up locomotive card is now the same as grabbing any card, so
they are snagged often. Secondly, the regular routes are now slightly
more difficult, since a player has to have the exact color they need,
rather than wait on the wild cards to help them. In fact, sometimes I
get annoyed enough, waiting to get the color for a regular line, that
I'll build a roundabout route, using the colors I had. This is
something that almost never happened to me in the original game.
Tickets: There are forty-six tickets in this game, which for the most
part follow the ticket rules to the basic games. However, a player
starts the game with five tickets and only needs to keep three.
Tickets discarded then and during the game are completely discarded
from the game, which means that players need to grab them quickly.
It's not uncommon for players to run out of tickets during a game, so
tickets are grabbed early and often. There are four countries on the
board (Austria, France, Germany, and Italy), each with several
endpoints in them. This is because twelve of the destination tickets
require a player to either go from a city to a country, or from a
country to a country. All of these tickets, which should always be
kept when drawn, have four numbers on them. If a player completes the
ticket, they receive the highest possible number; and if they fail,
they receive the lowest possible number. For example, there is a
ticket that wants Lugano to be connected with one of the four
countries. If I connect it with Germany (12 points) and France (14
points) and Italy (2 points), I merely receive the 14 points for
France, since it was highest amount. If I failed to complete the
ticket at all, I would only lose two points.
The country tickets have three end results. First of all, they are
incredibly useful, and a player should likely always keep them, unless
they can't get to the city (if any) mentioned on the card. The gain
is greater than the loss, making them a good investment. Also,
because country tickets are so good, players will likely draw more
tickets from the deck in hopes that they get these wonderful country
tickets. Finally, players should connect to countries - whether they
have tickets or not - so that they are prepared when they draw country
tickets. I'm convinced a player who ignores countries does so at his
own peril.
T2R: Switzerland is all about the tickets. There are only a few
routes on the board that award "10" or "15" points, while there are
plenty of routes that have only one train section. For those who
don't like the strategy of simply building random long routes, this
game will be a blessing, as someone who does that will get pummeled
into defeat. At the same time, don't think that the game suffers
because of that. Players are in a fierce competition to get to their
routes first, and it is very easy to cut another player off from their
destination. This makes Switzerland the most interactive of all the
games (except possibly Marklin) and certainly makes it the most
stressful. I wouldn't recommend it for new players, if only because
it has a more "nasty" edge to it than the previous games. But for two
players, it is possibly my choice of games, if only because the game
is so intense.
T2R: Switzerland is not simply another edition of the basic game.
Sure, it uses the same mechanics and will initially feel quite
similar, but the game has a much more crowded feel, and competition
(something that can occasionally be absent from the basic game) is
higher. You don't really have the option of "playing nice" in
Switzerland; players are simply hurrying to finish as many tickets as
they can. I think releasing the game as an expansion was a good idea,
as it will keep newcomers from trying this game first and also save a
little money and space for purchasers. Once again, Mr. Moon manages
to take his successful formula and keep it refreshing and fun!
Tom Vasel
"Real men play board games"
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