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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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Review: Ticket to Ride

Brad Cummings
United States

Connecticut
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The Stats:
Compatibility: iPad.
Current Price: $6.99
Developer/Publisher: Days of Wonder
Version: 1.0
Size: 153 MB
Multiplayer: Online, (Pass and Play promised in next update)
AI: Yes, varying difficulties.
Itunes link: http://itunes.apple.com/us/app/ticket-to-ride/id432504470?mt...



The Good:
The app is beautiful, from the menus to the in-game play.
A great online experience, better than Ticket to Ride Online on PC.
A wealth of features available at game launch.
The Bad:
Not a great candidate for pass and play or async multiplayer.
Could be at home on iPhone because it is mostly an online or single player experience.

Summary:
Ticket to Ride is a strong contender for the best board game app on iOS. It brings a very popular game to the masses in a very beautiful and sleek manner. In many ways it is Ticket to Ride Online reskinned, but the iPad version is easier to access, easier to play, and polished in almost every way.

Gameplay:
Ticket to Ride is one of the most popular and widely known designer board games. As a physical game it is sold in almost all speciality toy shops and has been given many awards. It stands with Catan, Carcassonne, and Dominion as one of the easiest and most accessible strategy board games. All lauds and praises aside I never cared much for Ticket to Ride, but I can honestly say playing it on an iPad has certainly changed my mind.

Ticket to Ride is a train game with simple mechanics. Players take turns collecting sets of train cards that allow them to claim routes (ranging from 1 card required to 6 cards) on a map of the United States, scoring points based the size of the route. Held in secret from the others, each player has destination cards that show two cities that the player must attempt to connect by claiming the routes between them, completing these scores the player bonus points at game end. Players continue to claim routes, draw train cards, and occasionally draw additional destination cards until one player has 2 or fewer trains of their color to place on the board. At this point each player has one last turn and then points are tallied. Player receive extra points for completed destination cards and one player gets bonus points for having the longest continuous line of his color trains.

With the launch of Ticket to Ride on the ipad there are already 3 expansion available that add many different ways to play. In its vanilla version Ticket to Ride is fairly simple to comprehend but offers a fun diversion with many strategic choices. Playing the game in its sleek and beautiful iOS implementation has given me a chance not only to explore it further through repeated play, but also changed my opinion on a game that many love. Ticket to Ride is great fun and highly recommended.

Implementation:
Ticket to Ride is a great example of what every iOS board game app should aspire to be. It was launched with an abundant amount of features and expansions. Also due to popular demand Days of Wonder has offered the missing feature (not in my opinion) of pass and play with the next update.

The graphic design of Ticket to Ride is, in one word: beautiful. It takes a more animated approach than apps like Carcassonne or Samurai, but it is still clear and appealing. The main option screen does not clearly list what each option is but after playing around a little you will see where each button takes you. Also the app will always give you a description of each option if you require it. The beauty of the app continues to amaze me. Just the other day I left the app running and realized the train station switches from day to night and new passengers come and go. Is it helpful to the game? No, but it looked very pretty and was a symbol of going above and beyond simply presenting information.

The interface of the app, despite being clothed in an artistic façade is simple and easy to use. From the main screen you can either go straight into the game creation menu or enter the station for more specific menu options. From the game creation window you can start a game with AI or online. In online mode you can select options such as how many players and whether or not you want to play a ranked game. The app will then automatically join you to a game that matches your criteria or it will create a game for you that others can join. You can purchase and select the 3 available expansions from this screen. From the train station menu you can enter the online lobby and pick a game from the list or invite friends to a game. You can also adjust basic settings, see leader boards, review written rules, and find links to purchase DoW products (smart for any board game app). I always felt like everything was well laid out and I was not wading through confusing menu chains. The in game play is very clear. The active player glows with their color. It also highlights the cities or your different destination tickets. The touch controls seem very clear and I have not encountered any problems.

The AI play of Ticket to Ride is there and offers bots of varying strategies. It is great for quick games when you are not connected but I have noticed that the AI is not extremely strong, I usually win with a wide margin and as any of you will meet me online can attest, I am not great at this game. However, the AI is great for learning and refreshing as well as testing out new strategies.

The online multiplayer of Ticket to Ride is equal to the best of any on iOS. It does not suffer from the lack of async, as I feel this would bog down the game and give the disconnected feeling of Ra. The online real-time multiplayer is quick and smooth. If a player disconnects they are quickly replaced by a bot and the game continues. This in my opinion trumps Carcassonne, where so many quick-play games are ended when one player disconnects (the majority of my wins are from forfeits). This app also awards you a karma rating based on how many games you quit out of early, so the more games you skip out on the less people will like you…makes sense. It is this fast, engaging online multiplayer that has moved me from an indifferent attitude toward Ticket to Ride to that of appreciation.

Another outstanding feature of this app is the amount of content it had at releases. It included online play, leaderboards and 3 expansions right out of the gate. These expansions are 1910 (which modifies the base game), Europe (provides a new map and new rules) and Switzerland (a map made for 2 or 3 players). This expansions are reasonably price and add a lot of variety to the game. I do think that their position in the initial game creation menu may be a little disorienting for new players they are clearly explained and labeled.

Ticket to Ride is honed toward online play. After your 3rd or 4th AI game the app will actually prompt you to play online instead. Because of this single player on one device and online focus it seems the iPhone may be a possible device for this iteration of Ticket to Ride (but perhaps I am only dreaming). Pass and play will be another feature to utilize but I can foresee it being used solely while traveling. I also assume there will be clamoring for async play in the near future, but I for one think this will not improve the play experience. I could see some sort of pause feature being used in games with friends but the game plays so quickly and turns are so short it is most enjoyable in one sitting. Days of Wonder has a good track record with Small World, not introducing more features than are necessary and I hope they continue that trend with Ticket to Ride.

Conclusion:
Ticket to Ride is near perfect. It is a fun and engaging app that offers a sleek and speedy online multiplayer system. It ranks up there with the best offerings on iOS. It may not have every feature offered in other apps due to the nature of the game, but this is, in my opinion, a strength not a weakness.

Rating: 4/4 One of the Best
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58 Comments
Subscribe sub options Wed Jun 8, 2011 6:02 pm
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Jeffrey L.
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Massachusetts
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Bought this last week for the ipad2. Beautiful game and it is probably the best ios game I own. Well worth money, especially if you like TTR.thumbsup
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  • Posted Wed Jun 8, 2011 6:16 pm
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Duke of Lizards
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Great review. I agree with nearly all of your points. It is a beautifully done app. I do find myself annoyed by the menus though. Thematically they work, though a new player may be mystified. What drives me crazy though is the inability to turn off the voiceover audio that occurs on every menu. It's cute, even helpful, the first few times but quickly becomes tiresome.

Carcassonne still ranks as the best implementation of a board game on iOS, IMHO.
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  • Posted Wed Jun 8, 2011 6:18 pm
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Paul S
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Nice review. Fingers crossed for an iPhone version.
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  • Posted Wed Jun 8, 2011 6:28 pm
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The Gray Dog Passes Go
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TtR is iOS gaming done right. Simple as.

I rank it on a level with Neuroshima Hex, which also has a very slick interface and a full feature set (although I give a slight edge to NH, but just because I like it better as a game). DoW's SmallWorld is also a very professional app, but it suffers from a desperate need for an update of some sort. Carcassonne is a fine effort, but a distant fourth place. Honestly, I've always been a bit mystified by the near-universal adoration Carc. receives; I'm just not seeing it.

BTW, my understanding is that the NPCs will be less chatty when the TtR update lands, perhaps even silent. I think it will be a category added to the options panel. Other than pass-n-play — which is an entirely debatable "feature" for this version of TtR — the repetitious voice-acting is the top complaint I've seen.
 
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  • Posted Wed Jun 8, 2011 6:30 pm
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Cate
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I only have one wish: Please allow me to have more control over the sounds. If I could control it, I would eliminate all the talking and just keep the sounds that tell me it is my turn.
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  • Posted Wed Jun 8, 2011 6:38 pm
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Gabe Alvaro
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Quote:
If a player disconnects they are quickly replaced by a bot and the game continues. This in my opinion trumps Carcassonne, where so many quick-play games are ended when one player disconnects (the majority of my wins are from forfeits). This app also awards you a karma rating based on how many games you quit out of early, so the more games you skip out on the less people will like you…makes sense.

Thanks for mentioning the Karma system. I'm not sure that the app makes the best use of it. Clearly, however, DoW is aiming at a larger chunk of casual gaming time than async would afford. It's almost as if they are saying "if you can't spare 20 minutes to play an online game, then you should be punished." Of course the punishment is a hit to one's karma. But I can't really tell how a low karma score affects play in the app. I'll admit I've forgotten how karma affects users in TTR Online for Web as well. Perhaps someone could remind me?

In any case, it's my belief that async should only ever be considered by users and devs alike as an optional additional feature for any game--only in addition to more robust gameplay modes such as Pass N' Play and Realtime local and Online. I think developers call this "Nice-to-haves", as opposed to "must haves".

One makes a value judgement when one says "this game just would not work as async" because I believe that there are time-strapped or even severely ADD-afflicted users out there who would rather play async than indeterminate sessions of 15-30 mins or nothing at all even if the moves were micro-incremental. Still ya gotta kind of admire the stand the DoW implicitly takes on this subject with their Karma system. And due to the sheer popularity of their game, it would appear that they can dictate that style of play time.
 
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  • Edited Wed Jun 8, 2011 6:42 pm
  • Posted Wed Jun 8, 2011 6:40 pm
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Mark Stricker
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I love TtR on my iPad2, but I do find that it unexpected quits at times.

Mark
 
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  • Posted Wed Jun 8, 2011 6:46 pm
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Eric Hautemont
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Cate108 wrote:
I only have one wish: Please allow me to have more control over the sounds. If I could control it, I would eliminate all the talking and just keep the sounds that tell me it is my turn.


Coming in the next release!
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  • Posted Wed Jun 8, 2011 7:02 pm
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Dominic Crapuchettes
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This might push me over the edge into getting an iPad!!!
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  • Edited Wed Jun 8, 2011 7:12 pm
  • Posted Wed Jun 8, 2011 7:12 pm
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The Gray Dog Passes Go
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blindspot wrote:
But I can't really tell how a low karma score affects play in the app. I'll admit I've forgotten how karma affects users in TTR Online for Web as well. Perhaps someone could remind me?

I haven't played online via browser in ages, but I seem to remember that you could create games using minimum karma values. The theory being that your "4-plus" game wouldn't have any of the riff-raff that had somehow managed to accumulate a karma of 3 or lower.
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  • Posted Wed Jun 8, 2011 7:32 pm
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Doug Cooley
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While it's nice to have Europe, 1910, and Switzerland, I'd be happy to buy Nordic and the 1912 (Europe) expansions too. Plus the one with the monsters. I'd expect Maerklin to be impossible due to the licensing issues with the train models, although it would be easy to strip that part out of the game and sell it as a "generic" Germany version.

I'm finding the game to be a lot of fun, but slow players can kill the vibe. That and occasionally I find that I can't place a legal route, usually on the Swiss map, but I expect that kind of thing to be fixed in a future rev.
 
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  • Posted Wed Jun 8, 2011 7:36 pm
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Richard Linnell
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Am I simply not seeing it, or is there truly no way to select who you want to play against? I would love to play 2p with my wife on our iPads, but whenever I select multiplayer it just slots in whatever random player is available.
 
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  • Posted Wed Jun 8, 2011 7:45 pm
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M.J.E. Hendriks
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Beloch wrote:
Nice review. Fingers crossed for an iPhone version.


indeed!
 
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  • Posted Wed Jun 8, 2011 7:55 pm
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Erik Mallinson
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polychrotid wrote:
What drives me crazy though is the inability to turn off the voiceover audio that occurs on every menu. It's cute, even helpful, the first few times but quickly becomes tiresome.


I contacted DoW about that the first day it came out and they replied that there will be an option to turn off the voice (and leave other sounds on) in the next release.

I think the TTR iPad app is amazing but I haven’t played a single game without myself or another player being disconnected. Most times I’ve been disconnected multiple times in a single game. It’s not only screwed up my ranking (as the AI takes turns for you while you are out and it’s also really jarring to change colors when you reconnect, and I probably suck too) but it screws up my karma too. I’m not playing online again until it’s updated, it’s that bad.
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  • Posted Wed Jun 8, 2011 7:59 pm
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Scott Kinsey
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Seamus-

It's pretty easy to set up a 'private game' (with a password that you only tell your wife) or you can create a new game and have your wife hovering her fingers on the 'join game' screen. Tell her what your game name is and "VOILA" you and wifey happily TTRing
 
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  • Edited Wed Jun 8, 2011 8:21 pm
  • Posted Wed Jun 8, 2011 8:19 pm
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The Galaxy is Just Packed!
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Other improvements that would be nice:

- A way to bypass the "you've completed a route" animation (with a tap or something).

- When selection which tickets to pick, Have the respective cities glow (and in a different color) so it's a bit easier to pick them out.

Love this implementation!!
 
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  • Posted Wed Jun 8, 2011 8:52 pm
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MJ Clark
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Great review, thanks. Seems like DoW knows what they're doing when it comes to iOS versions of their board games.
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  • Posted Wed Jun 8, 2011 10:01 pm
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Justin L
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I am also really hoping they release this for iPhone as well.

Does this seem at all likely at this point?
 
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  • Posted Wed Jun 8, 2011 10:07 pm
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Duke of Lizards
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BDKWombat wrote:
Seamus-

It's pretty easy to set up a 'private game' (with a password that you only tell your wife) or you can create a new game and have your wife hovering her fingers on the 'join game' screen. Tell her what your game name is and "VOILA" you and wifey happily TTRing


In case Seamus misses it, the key part is to go into the "cafe" section of the menu, rather than going directly to the game setup screen.
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  • Posted Wed Jun 8, 2011 10:08 pm
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Lindsay Scholle
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My wife is enjoying this game. She says to pass on that she'd like to see a stronger AI, but otherwise it's excellent work.

(As much as I like the computer version of Memoir 44, I'd pinch her iPad and she'd never see it again if I could buy it for the iPad.)
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  • Posted Wed Jun 8, 2011 10:10 pm
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Andy Holt
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polychrotid wrote:
What drives me crazy though is the inability to turn off the voiceover audio that occurs on every menu. It's cute, even helpful, the first few times but quickly becomes tiresome.


Hear, Hear! "Folksy" cute voiceovers and animations just get in the way.

The AIs seem rather weak, also. Is the pressure to online play due to this or is this because online play is the expected norm?
 
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  • Posted Wed Jun 8, 2011 10:53 pm
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andyholt wrote:
polychrotid wrote:
What drives me crazy though is the inability to turn off the voiceover audio that occurs on every menu. It's cute, even helpful, the first few times but quickly becomes tiresome.


Hear, Hear! "Folksy" cute voiceovers and animations just get in the way.



i have become accustomed to the voice overs and don't mind them so much any more. but i can understand why some would want to turn them off. or down.
 
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  • Posted Wed Jun 8, 2011 11:06 pm
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Tim Koppang
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bryanwinter wrote:
When selection which tickets to pick, Have the respective cities glow (and in a different color) so it's a bit easier to pick them out.

When selecting new tickets, if you touch and hold your finger on a particular ticket, the corresponding destination cities will glow.
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  • Posted Wed Jun 8, 2011 11:41 pm
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Stian Kristiansen
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Fingers crossed for iPod/iPhone version!
 
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  • Posted Thu Jun 9, 2011 12:33 am
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Richard Bingle
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domcrap wrote:
This might push me over the edge into getting an iPad!!!


This did push me over the edge into getting an iPad!
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  • Posted Thu Jun 9, 2011 3:22 am
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Snooze Festival
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Hillsborough
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Terrific app -- my preferred way to play the game now! But I HATE the navigation system! A simple menu, with text descriptions instead of cryptic icons, would me much appreciated!
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  • Posted Thu Jun 9, 2011 3:33 am
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kevin long
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Hey guys - in the recent contest my map was requested by DOW for playtesting. I had hoped the lack of tickets on my slant for TTR would be a strong point for the mobile aps. Never played the mobile ap though. Do you think some versions without tickets would be a plus? This is the first arena i have seen to discuss this and just curious for a couple of inputs on its viability? thanks!
 
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  • Posted Thu Jun 9, 2011 3:51 am
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Peter Enzerink
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snoozefest wrote:
Terrific app -- my preferred way to play the game now! But I HATE the navigation system! A simple menu, with text descriptions instead of cryptic icons, would me much appreciated!
It's confusing for about 10 mins then once you are familiar imho the interface is much nicer than ugly text and lists.
 
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  • Posted Thu Jun 9, 2011 5:38 am
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Keith
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This game makes me wish I had an iPad. Hopefully they'll come out with an iPod Touch version of it.
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  • Posted Thu Jun 9, 2011 8:18 am
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Kevin Johnson
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Thank you for a very comprehensive review.

Quote:
I love TtR on my iPad2, but I do find that it unexpected quits at times.


I've found the same on an iPad 1. I've also had the game lock up and had to abandon it, but that's only rarely. Otherwise this is an excellent app and one that I have been playing constantly. I'm looking forward to more expansions.

My one request would be for some control over the AI, so that I can select opponents of increasing ability.
 
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  • Posted Thu Jun 9, 2011 8:44 am
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CaptainCosmic wrote:
TtR is iOS gaming done right. Simple as.

I rank it on a level with Neuroshima Hex, which also has a very slick interface and a full feature set (although I give a slight edge to NH, but just because I like it better as a game). DoW's SmallWorld is also a very professional app, but it suffers from a desperate need for an update of some sort. Carcassonne is a fine effort, but a distant fourth place. Honestly, I've always been a bit mystified by the near-universal adoration Carc. receives; I'm just not seeing it.

BTW, my understanding is that the NPCs will be less chatty when the TtR update lands, perhaps even silent. I think it will be a category added to the options panel. Other than pass-n-play — which is an entirely debatable "feature" for this version of TtR — the repetitious voice-acting is the top complaint I've seen.


i'll let you in on a little secret -- it's called asynchronous multiplayer and being a universal app. wake me up when ttr has either
 
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  • Posted Thu Jun 9, 2011 8:50 am
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This app's a winner. And with pass n play apparently coming in the next update it's going to get better.

One thing I like is the HUGE amount of people ALWAYS online for multiplayer. Never had to wait for a game.
 
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  • Posted Thu Jun 9, 2011 9:53 am
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treece keenes wrote:
in the recent contest my map was requested by DOW for playtesting. I had hoped the lack of tickets on my slant for TTR would be a strong point for the mobile apps. Do you think some versions without tickets would be a plus? !


hi kevin. This sounds exciting, but a bit cryptic. Can you expand your comment for us simple folk?
 
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  • Edited Thu Jun 9, 2011 11:16 am
  • Posted Thu Jun 9, 2011 11:15 am
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Great app! Everything's very well done and a lot of content was included.

The only thing missing is Nordic Countries which my favorite of the T2R franchise!
 
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  • Posted Thu Jun 9, 2011 11:35 am
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Question, my wife is pregnant and I am looking for a few games for our iPad to play pre and post labor. This is not one of the games that we could play against each other using the same iPad?
 
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  • Posted Thu Jun 9, 2011 3:41 pm
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OnlyHuman wrote:
Question, my wife is pregnant and I am looking for a few games for our iPad to play pre and post labor. This is not one of the games that we could play against each other using the same iPad?


They said this would come in an update, but it may not be in time for that particular purpose!
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  • Posted Thu Jun 9, 2011 3:52 pm
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AstroLad wrote:
i'll let you in on a little secret -- it's called asynchronous multiplayer and being a universal app. wake me up when ttr has either

Wow. Charming. And that would actually be two secrets ...

Newsflash for you: Asynch for TtR would be an absolute joke. Since you've clearly never played before, I'll explain one of the basics: TtR is a fast game, full of simple decisions, and meant to be played in one sitting. The president of DoW himself is on record as saying that TtR's "micro-turns" are not a good fit for asynch — and he's 100 percent right.

And here's a bonus newsflash: an entire online multiplayer game can be played in 15 minutes. Not one turn. Not logging on and seeing that some idiot in France still hasn't made a move, even though it's been three days now. An entire game. Here, I'll provide a handy link for you: www.daysofwonder.com

As for universal ... well, maybe. But, with SmallWorld being out for well over a year now, it's pretty clear that DoW is designing its games as HD versions meant to be played on the iPad. Maybe they will have a change of heart; maybe not. Personally, I'm in no hurry to spend all my time scrolling around and doing the pinch/zoom dance. And it's not like they're charging for two different versions of their games. It's pretty simple ... iPad: get one.

Wake me up when you learn how to use that shift key on your keyboard.

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  • Posted Thu Jun 9, 2011 4:52 pm
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SJack wrote:
treece keenes wrote:
in the recent contest my map was requested by DOW for playtesting. I had hoped the lack of tickets on my slant for TTR would be a strong point for the mobile apps. Do you think some versions without tickets would be a plus? !


hi kevin. This sounds exciting, but a bit cryptic. Can you expand your comment for us simple folk?


Sorry - I was wondering if a version of TTR with out the tickets would be a good fit for mobile applications. It is pretty easy to replace the tickets with goals on the map itself to compete for.
 
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  • Posted Thu Jun 9, 2011 5:53 pm
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CaptainCosmic wrote:
AstroLad wrote:
i'll let you in on a little secret -- it's called asynchronous multiplayer and being a universal app. wake me up when ttr has either

Wow. Charming. And that would actually be two secrets ...

Newsflash for you: Asynch for TtR would be an absolute joke. Since you've clearly never played before, I'll explain one of the basics: TtR is a fast game, full of simple decisions, and meant to be played in one sitting. The president of DoW himself is on record as saying that TtR's "micro-turns" are not a good fit for asynch — and he's 100 percent right.

And here's a bonus newsflash: an entire online multiplayer game can be played in 15 minutes. Not one turn. Not logging on and seeing that some idiot in France still hasn't made a move, even though it's been three days now. An entire game. Here, I'll provide a handy link for you: www.daysofwonder.com

As for universal ... well, maybe. But, with SmallWorld being out for well over a year now, it's pretty clear that DoW is designing its games as HD versions meant to be played on the iPad. Maybe they will have a change of heart; maybe not. Personally, I'm in no hurry to spend all my time scrolling around and doing the pinch/zoom dance. And it's not like they're charging for two different versions of their games. It's pretty simple ... iPad: get one.

Wake me up when you learn how to use that shift key on your keyboard.



I totally agree, Asynch actually ruins games that are meant to be played quickly.
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  • Posted Thu Jun 9, 2011 6:59 pm
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Asynch can be great. It fits some games quite nicely (when the whole concept is actually working, of course).

But I'd lose my mind trying it for TtR. When I play, I'm more like, "Draw! Draw! Claim route! Draw, draw! What? You blocked me? Die! Draw, draw, draw! Play faster!"
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  • Posted Thu Jun 9, 2011 11:21 pm
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treece keenes wrote:
SJack wrote:
treece keenes wrote:
in the recent contest my map was requested by DOW for playtesting. I had hoped the lack of tickets on my slant for TTR would be a strong point for the mobile apps. Do you think some versions without tickets would be a plus? !


hi kevin. This sounds exciting, but a bit cryptic. Can you expand your comment for us simple folk?


Sorry - I was wondering if a version of TTR with out the tickets would be a good fit for mobile applications. It is pretty easy to replace the tickets with goals on the map itself to compete for.


Is your map one you have designed to be played without tickets? Is that why DOW are interested in it?
 
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  • Posted Fri Jun 10, 2011 1:08 pm
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Ramon Mercado
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I too don't need to be explained everything every time I enter the game or the different rooms.

I love this game and play it more often now that I can carry it with me all the time. However I do have a few minor issues:

1. I don't really see how private games are created, although I do see games on the private games list. Is this something DoW is testing?

2. I got 1910, and now I can only create 1910 games online. I feel that having bought the base and expansion I should be able to start either game.

3. On the scoring screen I would like to see an icon indicating who took the bonuses. While the scoring animation is cool I don't really pay attention and miss who took the bonuses. Also I think that on 1910 the game don't show the bonuses at all, it simply updates the scores.

Again, great job porting this game. Keep it up!!!!!
 
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  • Edited Fri Jun 10, 2011 2:50 pm
  • Posted Fri Jun 10, 2011 2:38 pm
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kevin long
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SJack wrote:
treece keenes wrote:
SJack wrote:
treece keenes wrote:
in the recent contest my map was requested by DOW for playtesting. I had hoped the lack of tickets on my slant for TTR would be a strong point for the mobile apps. Do you think some versions without tickets would be a plus? !


hi kevin. This sounds exciting, but a bit cryptic. Can you expand your comment for us simple folk?


Sorry - I was wondering if a version of TTR with out the tickets would be a good fit for mobile applications. It is pretty easy to replace the tickets with goals on the map itself to compete for.


Is your map one you have designed to be played without tickets? Is that why DOW are interested in it?


I am hoping they were attracted to the alternate scoring system. I didn't tell them there weren't any tickets needed until after the maps arrived at their office emphasizing No Tickets - hoping they they see a good use for that kind of map on mobile apps and for a fiestier game.

But the question i am curious about for those that hve played the software version. Could a map with out tickets be an easier start for TTR newbies?
 
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  • Posted Fri Jun 10, 2011 6:02 pm
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treece keenes wrote:
But the question i am curious about for those that hve played the software version. Could a map with out tickets be an easier start for TTR newbies?

Sounds like you're wondering if the effect would be similar removing the farmers in Carcassonne? Of course one could remove the tickets in TTR, but I think it makes for a far less compelling game. You are also suggesting an easier start in a game that is popular because its pretty easy to play already.

The tickets don't trip up how a newbie learns the game, they could only really trip up a newbies efforts to win the game if not understood correctly. After one game of seeing how the tickets can dramatically effect the final scoring, they'll get it. IMO a "no ticket" option doesn't add anything and may be a little bit counter-productive to encouraging quality play, especially in an online multiplayer environment.
 
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  • Posted Fri Jun 10, 2011 6:15 pm
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treece keenes wrote:
But the question i am curious about for those that hve played the software version. Could a map with out tickets be an easier start for TTR newbies?


Perhaps you get one of a set of predetermined tickets at game start that would balance the game a little more. Europe took some steps in this direction with getting X Long routes and Y Short routes, but for beginners (and on a tablet device, where you don't know what everyone is getting and you can pick from a relatively extensive pool) this would be very easy to do and there could be enough "packets" that you wouldn't necessarily know where everyone's tickets took them.

Actually, I'd prefer to play this way, as too many games (and by this I mean about 25%) seem to end up with someone being put out of the race early because of a poor selection of tickets in their initial pool.

Nothing you can really do about "lucky" ticket draws in the game, though, although you could set up Switzerland so that those generic tickets aren't quite as lucky (only one ticket from a given foreign country to another would be counted, although you could have them in hand.

One other thing - Switzerland tends to punch my country-to-country ticket as soon as I've made the connection, regardless of the end-game state. This is a direct contradiction with the board game rules, and it catches me every time.

As for a ticketless game, this might also work as a variant for the existing games. However, the very fact that a different ticket set can so change the game up, resulting in what is more or less a new game, strikes me as a good reason for keeping tickets around. That said, no reason it can't come that way in the box, perhaps with the tickets being the variant. Certainly it would be a differentiator when trying to get through the approval process.

 
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  • Posted Fri Jun 10, 2011 6:18 pm
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dcooley wrote:
One other thing - Switzerland tends to punch my country-to-country ticket as soon as I've made the connection, regardless of the end-game state. This is a direct contradiction with the board game rules, and it catches me every time.


I noticed that too, but I believe you still get credit for the highest point connection at the end. So, it might punch it when you connect Austria to Italy, but if you connect to France later, you get the larger bonus.
 
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  • Posted Fri Jun 10, 2011 6:52 pm
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cheng wrote:
dcooley wrote:
One other thing - Switzerland tends to punch my country-to-country ticket as soon as I've made the connection, regardless of the end-game state. This is a direct contradiction with the board game rules, and it catches me every time.


I noticed that too, but I believe you still get credit for the highest point connection at the end. So, it might punch it when you connect Austria to Italy, but if you connect to France later, you get the larger bonus.


That's not what it looks like when it adds up the tickets at the end. It does go fast at that point, but I've seen it happen on multiple occasions and I'd guess that since there's no way to see how the score was tallied that most people haven't noticed it. It is definitely there.

Doug
 
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  • Posted Fri Jun 10, 2011 7:13 pm
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dcooley wrote:
That's not what it looks like when it adds up the tickets at the end. It does go fast at that point, but I've seen it happen on multiple occasions and I'd guess that since there's no way to see how the score was tallied that most people haven't noticed it. It is definitely there.

Doug


I would swear that, when it happened to me, I saw the larger bonus at the end. But you're right, it does go kind of fast.
 
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  • Posted Fri Jun 10, 2011 8:28 pm
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How is the iPad version for red/green color blind users? I read a review that said the map didn't have the symbols on the board and cards and made it very hard to play. That was my experience with the original Ticket to Ride board game until they released the updated version. I ended up selling my original copy and buying the new one so I could play.

~8-10% of men are red/green colorblind. I'm an iPhone game developer and a long time application developer... It's common user interface knowledge that when you design an interface you never use just color as the only way to distinguish something.

From Apple's Human Interface Guidelines:

"Although color can greatly enhance a user interface, make sure it is not the only source of information. A color blind user may not be able to distinguish between two objects that differ only in color."

With all that said... I'm not on crack and there's actually a pref to change the board/cards setting or something is there?
 
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  • Posted Fri Jun 10, 2011 8:30 pm
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The "premature Switzerland" problem is definitely there, and has been reported on other sites, as well.

A fix has been mentioned at DoW as being included in the 1.1 update ... which, frankly, I'd love to see drop sometime soon.
 
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  • Posted Fri Jun 10, 2011 8:42 pm
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Tim Earl
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CaptainCosmic wrote:
The "premature Switzerland" problem is definitely there, and has been reported on other sites, as well.

A fix has been mentioned at DoW as being included in the 1.1 update ... which, frankly, I'd love to see drop sometime soon.


I stand corrected.

I'm waiting for 1.1 so that I can draw 4 tickets in the Mega Game instead of 3 when playing the AI. (It's correct in multiplayer mode).
 
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  • Posted Fri Jun 10, 2011 9:03 pm
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Brad,

I really enjoy your reviews. I like getting games for the iPad but have stayed away from games I own in the traditional format. Since I own TTR I am not inclined to get it, but, judging from the great job done with Small World, I am not surprised that it is very good.
 
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  • Posted Sat Jun 11, 2011 4:05 am
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Doug Iverson
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TTR Swiss also does that to me. If I make a connection between two countries, its counted immediately, even if I make the higher score connection later in the game. This needs to be fixed.
 
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  • Posted Sun Jun 12, 2011 3:14 pm
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I think the art work is good and the game is well implemented, with the scoring exception of TTR: Switzerland. I would never use async as this game is designed to be played very fast, not over several days.
 
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  • Posted Sun Jun 12, 2011 3:17 pm
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milandoug wrote:
I think the art work is good and the game is well implemented, with the scoring exception of TTR: Switzerland. I would never use async as this game is designed to be played very fast, not over several days.


The only complaint that I have with TtR for the iPad is that the AI players are WEAK. Seldom do they complete all their routes even though I often see them drawing more routes during the game.

There needs to be some dificulty adjustments to the Bots. The only way to get any challenge is to max out the players.
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  • Posted Sun Jun 12, 2011 11:32 pm
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Thank you for the review. I love playing Small World on the iPad with my wife. I will buy Ticket To Ride, the day the pass and play update is released. I hope they make some sort of announcement.
 
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  • Posted Sat Jun 18, 2011 2:34 pm
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Anyone know when the update with pass and play will finally show up?
 
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  • Posted Tue Jun 28, 2011 8:16 pm
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cristobal oo


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Did you get any update about how private games are created? Creating public games is obvious enough with the create button, but the private tab doesn't have the same button...
 
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