Thanks for the continuing interest in the variant.
In reply to recent comments:
Quote:
One note on building, the "Cost" of building complex/mountain/river seems too high--you are limited to 2 hexes when you have to build complex track, which seems like a very harsh penalty, especially if you need three tiles to complete a link.
One idea instead would be to allow always building of 3 (or 4 in case of Engineer) and the cost being paid as $1 on the income chart for every one of these tiles. You'd probably would want to start on $3 to give the players money to build complex track on the first turn.
I really, really like this idea. I'll be giving it a try this weekend with my boys. If it works OK I'll update the ruleset, which I'm doing anyway for the expansions.
Quote:
Using half of the board for the two-player game might increase competition for routes (and make the game more tense). Unfortunately it my shorten the game even further. Any thoughts? We'll give it a try this weekend.
I've never had an issue with length of play with the variant. We tend to play with 3 on the basic map and France. We tend to be finished within an hour. One of the advantages of doing away with finance.
Quote:
What's the "game play weight" of this variant? Still heavier than Ticket to Ride (for example), I assume?
I'd probably go with Light Medium. The lack of the financial element makes everything much easier. But there is still advance planning for cube deliveries.
Quote:
How confrontational is this variant? More or less than Ticket to Ride, for example?
There is cube stealing so beware if you have a child that mightn't like it.
My eldest boy is a gamer in the making and enjoys this aspect. He knows that when he puts one over on Dad, he did it on his own.
My younger boy has Asperger disorder, so we tend to play a lighter, friendlier variation of the game where we point out good moves. He doesn't mind not winning as long as nobody 'gets him'.
James