I got to get my extra large Flintstone's Vitamin today at LUICC and got
to work from home. As I'm about ready to start up, the mailwoman hits
the doorbell and lo and behold, the latest Days of Wonder game is in my
hands! I'd been waiting for a couple months and preordered it. I
never preorder anything.
Still had to work though...
But
once that was done, I offered to teach the game to my 6-year-old who is
extremely sharp with cards game. I went over the rules and we played
through our first game, going over the rules and working through
things. As we have TTR 1910, Switzerland and Marklin, she's quite
accomplished at playing these games and she caught right on.
Naturally, she beat me, even without the usual house rules...
- Kid Bonus. My age minus her age. Same goes for her sister and ends up being around 25-28 points.
- Friendly Game. No blocks, no picking up someone else's cards. Once that happens, things get a little testy.
- Cards
Down. Or, more appropriately, cards up. Everything's visible,
although with this game, trying to keep track of what you've already
played, what tickets are playing to where, etc., keeps you busy enough
without looking up from your own area.
Naturally, she won,
115-104. She picked up about 8 tickets and missed completing her huge
21 point ticket of New York to Los Angeles. I had 6. Things were
looking good. Unfortunately, she connected to NY, Chicago and LA with
more tickets than I did, so she managed to pull off the win. And this
was
without the kid bonus.
Quick impression of this game:
- Easy to teach, pick up and learn.
- Worth
doing another game of - my daughter and I both agreed to play it soon
(dinner/softball/job #2, so that'll be a different day)...
- Nice
artwork, however, the card backs are distracting and look too much like
the front of the other cards. Another beef I have is that the card
color and symbol are only on the top two corners of the train card.
Not major quibbles, but for some reason, it bugs me more on this game
than others I have. On the flip side, the destination cards and bonus
cards are laid out very well and the side representation of the ticket
on a sliver of the long edge of the card is nifty.
- It took a
little longer than I was expecting - about 40 minutes. This will
probably get cut down in a hurry when the rules are internalized. It
seemed like there was a lot of counting, card stashing and analysis on
my daughter's part (which is expected - give her a break already! :-),
but she catches on quick. Heck, she beat me. :-)
- Like
Ticket to Ride, things can get cut-throat and/or urgent in a hurry as
you near the end of the deck. Also gets interesting when you get your
stack of three or four trumped. So much for the friendly game. This
will be a fun game to play with the wife and my oldest kid.
- A cross between Ticket to Ride, Rummy and Memory.
All
in all, a fun one to have around and a great gateway game. True test
will be with the wife. She's not an instant card player, but this one
has a chance.