Game Review: Ticket to Ride - Marklin Edition
By Rick Thornquist
March 27, 2006
Publisher: Days of Wonder
Designer: Alan R. Moon
Artist: Julien Delval
Players: 2-5
Ages: 8 and up
Playing Time: 30-60 Minutes
Game Played: Review Copy
Number of Plays: 8 (2, 4 and 5 Player Games)
Ticket to Ride - Marklin Edition is the third game in the Ticket to Ride series. So what is a ‘Marklin’ you ask? Marklin is actually a very old German toy company that is best known for their model trains. Days of Wonder is marketing the game in association with Marklin, hence the name (you can still pick up the game at your regular game store, though).
Most gamers have played Ticket to Ride, so the question is here is, what’s different? Well, most obviously, the map is of Germany. There are now two stacks of tickets, long and short. When you choose tickets either at the beginning or during the game, you can choose from either one or both of these stacks.
There are a couple of additional cards as well. +4 Locomotive Cards are wild cards but can only be used on routes that are four or longer. Passenger cards allow you to use other player’s routes when moving your passenger.
The main additions are the merchandise tokens and passengers. The merchandise tokens are numbered tokens that sit on the cities. The passengers get played when a player plays a route - they can put a passenger on either end of the played route. In a future turn, instead of doing anything else, they can move the passenger from where it stands along their own routes picking up merchandise tokens in the cities along the way. Each token is worth face value in victory points.
Oh, and one more thing - the 10 point bonus at the end is no longer for the player with longest route. It’s now for the player who completed the most tickets.
In my opinion, the merchandise tokens and passengers add a very nice layer of strategy on top of the regular Ticket to Ride system. Deciding where to place your passengers and when to move them is key and also adds even more tension to the game. The game is still simple enough for non-gamers, but I think gamers will like the added strategy. The game still has the issue of luck with the tickets (and the merchandise tokens are a little fiddly), but on the whole I quite like the game - it’s easily my favorite of the series and a very good game in its own right.
Comments:
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I agree with you Rick, this edition is easily my favourite. The passengers are a wonderful addition, whose proficient use can result in VP comparable to large tickets. I also enjoy the addition of countries as destination points, despite my inability to distinguish a Swedish flag from a French flag… Posted by Jonathan Benjamin on Mar 27, 2006 at 07:31 PM | #
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I’m greatly enjoying TtR: Marklin, and while there is still luck in the tickets, the decision to separate tickets into long and short piles places that luck under your control to some degree. You can take all short tickets to reduce your potential losses if the end of the game is near, take two and two in the midgame, or take four long ones and keep your fingers crossed. An excellent method of bridging the lucky draws of the original TtR with the single long route of TtR: Europe! Now if only I could pick up the merchandise tokens a bit easier… Posted by W. Eric Martin on Mar 27, 2006 at 11:40 PM | #
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Rick, how did the game play with two players? Was there the same desire to grab the best merchandise tokens early? Or is the game a more relaxed affair with that number? Posted by Larry Levy on Mar 28, 2006 at 10:41 AM | #
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Larry - I found it played pretty much the same with two as it did with more. With two I found there still was still a lot of tension when it came to deciding when to grab the merchandise tokens because you can use the passenger cards to grab tokens on the other player’s line. A favorite strategy of mine is to put a passenger on a route that connects to the other player’s line. It’ll drive them crazy because they’ll think I have a bunch of passenger cards and I’m going to grab the juicy tokens on their line. That will be enough to make them move their passenger early and get less tokens then they might have. If they don’t, and I have the passenger cards, I’ll clean up by taking their tokens. I used this on Christine and she wasn’t happy! - Rick Posted by Rick Thornquist on Mar 28, 2006 at 10:50 AM | #
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