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Ticket to Ride: Marklin
# 4 on my "Top Ten Games
of All Time (2006 ed.)" list
There seems to be a few trends in the
gaming industry these days. One is of companies, who once they 've
produced a hit game, produce many sequels and spin-offs of this hit.
Another is of folks who like to complain about these new additions,
accusing the company of simply cashing in on their original game's
popularity. In some cases, this charge is true, but Ticket to Ride
certainly doesn't follow this trend. Each of the three Ticket to Ride
games has the same basic mechanic, but Alan Moon tends to rework the
mechanics like a composer rearranging the score to a movie, altering it so
that it has the same basic music, but with an entirely different flare.
Ticket to Ride: Marklin (Days of Wonder, 2006 - Alan Moon) is like the
full realization of the original game - the main part of the marvelous
symphony that is Ticket to Ride.
While I will still point
newcomers to the original game for its cheerful simplicity, T2R Marklin is an incredible version of the game, adding
more tenseness, more options, and a lot of "beef" to the game.
Tickets are more streamlined, the artwork surpasses even the great
illustrations of the original, and the game rates a "10" for me. My wife
and I adore it as a two-player game; and with many players, the tension
and fun increase quite a bit. Most people have already found the virtues
of the original game; let me expound on the new items discovered in this
version.
1.) Marklin: According to sources I've read, Marklin is
the premier company in the world for model railroads, remaining that way
for over one hundred years. The artwork and theme of the game ties into
this, with the most notable being that of the cards. Unlike the previous
versions of T2R, each card shows a different train model from the Marklin
line. This actually isn't as confusing as it sounds, because the color of
the cards as well as the symbols in the corner clearly identify what lines
they match. But the different trains certainly add an "oh cool!" factor to
the game; and when playing the cards, it adds a bit of a pleasant variety
to the landscape of the game. I wish more games would have varied artwork
like this in a game; it adds to the aesthetic value considerably, allowing
a more enjoyable playing experience.
2.) Rules: The rules are
actually shorter than I expected, but are very clearly done - on six full
color pages with tons of illustrations and examples. A note in the
beginning points out the rule changes that T2R veterans should note. As I
said in the beginning, I would prefer to use the original T2R game to
introduce beginners to; but I've successfully played the Marklin edition
with new folk, and they were able to catch on quickly (although I did win
because of my experience).
3.) Map: In this version, the map is of
Germany, on the board in a vertical fashion. I really enjoyed the way the
routes were spread across the board. In the southwest corner, there are a
lot of small routes connected to important cities, while longer routes are
spread on the sides of the board. In fact, there are even seven length
routes in this game that are worth eighteen points. That makes them
slightly worth more than a six point route (2.57 a train rather than 2.5),
but not so much that they are overpowering. Unlike the original game,
going for a strategy in which a player simply tries to take long routes
isn't terribly viable. Two other things that are notable about the map are
the fact that there are a couple triple routes (helps in the very tight
spots) and some countries rather than cities - not a big deal, but
connecting to France can be done in three different spots, rather than a
single city.
4.) Wilds: There are wild cards, just as in the basic
game, but a new kind of wild card is also included in the deck, the "+4"
wild. This locomotive card can only be used in a route that is four or
more trains long but counts as a wild. Before you get discouraged at this
powering down of a wild card; however, these cards can be drawn from the
face up cards, counting only as one card (unlike the two cards that normal
wild cards cost). These cards are good, and I've never seen a player not
pick them up on their turn, unless they were laying down a critically
important route.
5.) Passengers: By far, the most interesting and
important change to this version of the game is the addition of passengers
and freight. At the beginning of the game, each city on the board has one
or more tokens placed on it, depending on the color of the city. White
cities have a single "2" token placed on them, while red and yellow cities
have three tokens placed on them with descending values (starting at "4"
and "3", respectively). Berlin is a special city with four tokens with
descending values starting from "7" placed on it. Players each receive
three passenger tokens to play during the game. When laying a route down
between two cities, a player may place a passenger into one of the cities
(only one passenger may be in a city). On future turns, a player may move
one of their passengers to gather these merchandise tokens. Passengers may
only move on a player's own lines and pick up the top token in each city
they pass through. A player can, however, move over a single opponent's
line for each passenger card (ten in the deck) they play. No matter what,
however, a passenger may only move over a line once on their trip. At the
end of the trip the player discards the passenger from the game and totals
the score from the chips they've collected. The passengers add an entirely
new level to the game. I'm not sure that a player can win by ignoring
them; although I suppose it's possible) because they garner a lot of
points. The trouble that players will find themselves in is deciding where
to place a passenger, and when and where to move the passenger to maximize
their own points. Setting up a clever network (and gathering cards) can be
pretty neat and allows a player to score a huge number of points (our
record is thirty-four right now); but if you hold off too long, another
player will move their passenger first, robbing you of several points.
I've seen games come down to only a few points, which most likely were
passenger points.
6.) Tickets: While I never had a huge problem
with the ticket distribution in the original game, I have heard complaints
from some about bad ticket draws. While I disagree with these allegations,
I think that the complainers will be much happier with the way tickets are
handled in Marklin. First of all, there are two piles of tickets, a pile
of short routes (five to eleven points) and a pile of long routes (twelve
to twenty-two points). When drawing tickets, players draw FOUR tickets
from either or both piles - their choice. Thus, if a player wants to
simply concentrate on a bunch of short routes and moving passengers, they
never have to draw a long ticket. Players who love connecting lengthy
routes can draw exclusively (or mostly) from the long ticket pile.
Everyone who has played the game with me is in favor of this system; it
gives the player a feeling of more control.
7.) Bonus Tile: A big
change to the game is the new bonus tile included with the game. Not only
is the "longest route" card missing from the game, but this bonus tile
gives ten points to the player who connects the most routes. This is an
added incentive to complete a pile of short routes and is a lot easier to
add up at the end of the game.
8.) Components: The components are
of a very high quality, equal to the standards of previous Days of Wonder
games. Notable changes are the new artwork on the cards (which is really
quite good) and the new passenger pieces (which are cute little models of
folks holding two suitcases), which are very distinguishable on the board.
I also enjoyed how one of the colors of the trains is purple - a new color
for Ticket to Ride. The small merchandise tokens were a little more fiddly
than I would have liked (and I'm in constant fear of losing one), and
setting them up is a little more effort than your typical T2R game; but it
wasn't a big deal - just something I noted.
9.) Tension and Fun
Factor: I've always enjoyed Ticket to Ride because of the tension that it
brings. Do you draw more cards, or lay down the route before your opponent
does? This was a simple, yet effective way to have fun. There was some
blocking in the first two games, yet rarely was there much contention
between players. However, in Marklin, the tension has ratcheted upwards
considerably. Not only are the tickets and routes laid out in such a way
as to increase competition between players, but players also have to deal
with the passengers. Players now have the choice of moving their
passengers at any time - but when is the best time to move? Move too
early, and you'll only get a few chips - albeit the higher point valued
ones. Move too late, and there won't be much for you to take. In a couple
games, another person moved their passenger THE TURN BEFORE I was going to
move mine, causing me to utter a yelp of anguish at my slowness. This,
dear readers, it what makes T2R Marklin so much fun. While not a game in
which players are in direct confrontation, the routes and merchandise
tokens cause a high level of interaction and fun. There is a high level of
tension in the game, which is something that most people enjoy (at least
in small doses), because it gives you that feeling of "next game - "I'll
do better!"
10.) Players: Marklin makes a great two player game,
which is my wife's preferred style of play. But with multiple players,
especially three and five, the game becomes rather tense, as I just
mentioned; and there is a lot more cutting off of routes and races to move
the merchandise tokens. I think five is my favorite number to play with,
although three is probably the most cutthroat.
There is probably
more that I can say about Ticket to Ride: Marklin, but I can sum it up in
"more of the same fun, with different terrific options enabled." I suspect
that Ticket to Ride fans will be delighted with this "advanced" version of
the basic game, although some might prefer the simplicity of the first
design. Yet even though there is more going on in Marklin, it still
retains a simple play format, and the options added are quite natural. I
encourage anyone who shied away from the original game ("because it was
simple and boring") to give this version a try; it's not simply an
expansion but a completely new game. At the same time, players who thought
T2R: Europe had too much luck might enjoy the lessening of luck in this
version. While I'll still retain the original game and Europe for teaching
newcomers how to play this series, Marklin is
definitely my choice right now. It's a fantastic game and is one of the
most balanced systems I've ever played. Alan Moon has proved that
Ticket to Ride is not a tired franchise, but rather a series of exciting,
interesting games.
Tom Vasel "Real men play board games"
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