Days of wonder, I swear I want to kiss you. This is my most played board game outside of Carcassonne. I don't know I'd I'll buy it, but I provably will. I am not big on playing iPhone board games, the iPad is so much better for that, but hell, just to support them I'll drop a buck!!
Well, this is exactly what I DON'T understand. Why would incoming calls really disturb an asynchronous multiplayer match that much? Granted, it would kill the flow because Ticket to Ride can be played rather quickly, but everyone knows that before they enter an online match. I really hope the devs change their minds about it. Other than that, the game is very polished with a well thought-out gameplay design and an excellent tutorial. (I have never played the iPad version, though I'm an avid fan of the board game.)
So I have a rules question. The last move - the one that gets triggered by you or your opponent have only 2 cars remaining - how come I can't place a row anywhere I have enough cars. It SEEMS I have enough cars - but it will tell me I don't and then I am left just randomly finding something that fits SOMEWHERE for my last move. Like I DEFINITELY had 4 blues, there was a 4 blue rail, it would NOT take it. Why can't you just place your last move anywhere? Is there some other rule I am missing?
How many cars did you have left at that point? You aren't confusing your remaining CARS with the CARDS are you (I assume not but just want to be sure)?
That was my thought too. He may have only had two cars left and tried to place four based on number of cards.
No. You have a finite number of cars available. The end game scenario gets triggered when either player goes below 4 cars left. You could have literally 30 cards in your deck, but you can only place a finite number of cars. That number is always displayed. It's an important part of strategy...if your opponent has few cars left, you need to be very leery in getting more tickets, since you may not have time to play your cars even if you have enough.
Ok so I was confused then - I thought I could draw UP TO the 45 car limit. So you get 45 cars, you get cards of different colors, you can assign the 45 cars to any of the colors of the cards but when the 45 CARS are up then you are done. That what I was missing?
Does anyone know how this looks at 2x on an iPad? I have been curious about this game, and the iPhone/iPod version may be a good way for me to jump in before paying the full price for the iPad version.
Actually the CARDS are unlimited, once they've all been used up the whole pile is reshuffled. The limit to your number of cars is just a very cool gimmick to ensure that you NEED to make all of your tracks/cars count. Do you just lay down tracks to connect your routes or are you willing to waste a few to mess with your opponent's attempt at the longest line even if it doesn't further any of your ticket objectives?
Wow.. This game is great! What mistake I made when I visited my local gameboard store and passing on this game! Tomorow I'll add this game to my physical gameboard collection next to Carcassonne and Pandemic! Also, this game make me wish I had iPad so bad!!! It would be great if developers keep supporting this game and add online multiplayer so as other maps even through IAP... I would gladly pay
I swear this was a brilliant move by DoW. Not only is it a great game in its own right for an unbelievable price, but it is a gateway drug to all of their other games (physical, computer and iPad).
I would think, with the map already in place, the 1910 expansion would be a cinch as it is mainly just additional destination cards (unless I'm missing something obvious).
Exactly! This is actually one of the very strategic parts I like about the game. You need to constantly be looking at the number of cars you and your opponents have left. I have seen people in multiplayer pick up new tickets when I am down to 5-7 cars left. I don't think they understand the endgame rules. Then they are left holding incomplete tickets.
True! That should be easy money for them.. And 1 dollar for this game is really, really ridiculous! I mean.. This game costs around 40-50$ here in Croatia!!! Wish them best with sales and my fingers crossed for online multiplayer!
No online play? Good night, these devs... Does the iPad have asynchronous play yet? Or is the customer still wrong on that one...?
I'm trying to wrap my head around this explanation, but I come up with nothing but empty static You include online play in the iPad version, a device with limited networking capabilities, but exclude from the iPhone, a device with the same Wi-Fi capacity, but also with additional 3G network coverage? And even if you really, really do not want players to play over 3G, for fear of loss of connectivity and spotty experience, why not just include the same online play as the iPad version, but limit it to over Wi-Fi? Even MORE perplexing: since Ticket to Ride is a board game, the natural fit for online play would be asynchronous multiplayer (take turn at convenience, wait for push notification for next turn). This completely eliminates any of the reasons mentioned in the explanation, even to the point of make phone calls inconsequential to the gameplay experience, and provides the best possible online experience for a turn-based game. I recall asking for both iPhone support and online multiplayer in Small World (a game that would be a near-perfect fit on the iPhone, with some clever GUI work, and that would make for one of the best asynchronous online experiences on iOS), from the same developers. Unfortunately, I never did receive a reply to my query. Just like one poster said, a developer explanation is a good thing. But this one reads more like a misunderstanding, or a convenient excuse for some other, more complicates issue. Since I ill like to be conspiratorial, I doubt that's the case But the explanation could probably bear to be a tad more thorough and clear, and if the devs hope to satisfy any disappointment over the exclusion of multiplayer, possibly adress the above-mentioned counterpoints EDIT: (The fact that plenty of posters in this thread are expressing hope for online multiplayer might be an indication that we would gladly accept problems of connection and interrupted games due to phone calls, in the unlikely event that these would somehow damage the experience in spite of asynchronous multiplayer mechanisms, if we got to play Ticket to Ride online on our iPhones )
How DARE they not include asynchronous multiplayer support in this $1 game! Sure it wasn't in the iPad version but I think the fact it wasn't included in this port is an intentional slight to us gamers (I hope my sarcasm showed through my indignant rant)!