by JustinRRizzo
DrumPhil wrote:
130 is not a bad score.
Yes, you only have three scoring periods. But any stopwatch bonus gets doubled if you have tucked a postcard above that track card. That is a big part of building up your game engine to make the final scoring round big. Also consider the opportunity at the end of the game to purchase more endgame scoring cards with any excess coins (four coins per card).
Perhaps you were coming into this game expecting it to be a bigger experience than it is? It is nowhere near as complex or meaty as Russian Railroads. It's more like a 45-minute super-filler. It's not the main reason to host a game night, but is pretty good at what it does. Still, not every game is a hit at every table.
Yes, you only have three scoring periods. But any stopwatch bonus gets doubled if you have tucked a postcard above that track card. That is a big part of building up your game engine to make the final scoring round big. Also consider the opportunity at the end of the game to purchase more endgame scoring cards with any excess coins (four coins per card).
Perhaps you were coming into this game expecting it to be a bigger experience than it is? It is nowhere near as complex or meaty as Russian Railroads. It's more like a 45-minute super-filler. It's not the main reason to host a game night, but is pretty good at what it does. Still, not every game is a hit at every table.
I hadn't thought about doubling up the track bonuses, I guess I was thinking it just doubled the scores. That's a bit helpful.
Yeah, I think I was coming into it expecting a little more length. The mechanics are simple and enjoyable, I just want more of it per game. I think we are going to play you draft 4 cards per round and see how that goes. I can't see it breaking the game or anything.
I think super-filler is a good description. Hey, at least it wet my whistle for RR. I might have to pick up a copy off of Amazon.de
How do you think I will like it? I prefer player driven game ending conditions (VP pool, VP threshold, depletion thresholds, etc). I'm ok with fixed rounds/turns, so long as there are lots of them. I quite like worker placement, as long as it scales to 2P without needed a dummy player. I enjoy engine builders, again, so long as I'm not restricted to running my engine just a few times. I generally prefer game with non-static setups and variability in paths to victory.
Thoughts?