Yeah, you know that by now. You have six dice with the usual resources on them—wood, brick, wheat, sheep, ore & gold—and you get three rolls, banking and re-rolling as you will, in order to build the usual roads, knights, settlements & cities to score. Two golds act as a wild. The edge of irritation comes at the ten-minute mark; that would seem to limit it to two or three players max. It's also not awful as a solo, semi-masturbatory time-waster for high score. Should you run out and buy it? Probably not. I'm not sorry I have it, but if I'd played it first I probably would have passed on it.
In the end it's all the Catan theme with none of the meat; or, as if Klaus blew up a Catan party balloon and now you get to deflate it into your mouth and get a good taste of his breath, all damp and lung-y with a hint of schnitzel and beer. Good schnitzel and beer, but still.
UPDATE: Okay, all the above makes it sound like I don't like it, and I actually do. The wife enjoys it, I enjoy playing with her, so I'm bumping it up to a 7.
Played half a game once. For whatever reason it makes everyone's eyes bulge out of their heads when they see the massive spray of bits, cards, dice, minis, markers, chits, placeholders, status indicators, and funny-shaped cardboard nib-nobs. And then they expect me to know all the rules. By myself.
"Here's a rule for ya—you're dead! I win!"
UPDATE: In the end I'm just not a fan of tactical dungeon combat. I love dungeon crawls—just with the combat and movement more abstracted. Descent goes into a level of detail I find laborious. It is, by all appearances, a great game, and if I had a rabid group of players who dug it I'd go to the effort of learning and playing it. With no one clamoring for it, it'll have to anchor my game shelves until such a crowd forms...
Takes a light game and froths it into ghost-meringue. Rolling dice is fun, and that's pretty much all you're gonna get out of this. The whole experience is nothing but scrotum-tingly gamblin'... but even that bit is castrated by only having one re-roll.
In the end this is just about the equipment: if you like the clatter of dice in a cup and want to do that while you ride tickets, go for it. Otherwise, I had the mad desire to play real Ticket to Ride while playing this.
UPDATE: I'm liking this more and more. It makes the game super-short, and it's really easy to pull off some spectacular blocking. If the game were longer with screwage of that magnitude, it would just piss people off. If the game were just as short and everyone had to play like Fonzie, it'd be boring. As is, it's the perfect mix—a completely different game from Ticket to Ride proper.
This is working well as a party-game replacement for Settlers when we have couples over. The super bonus item is that it seats six neatly, whereas six-player Settlers is godawful.
Will update after more plays.
UPDATE: No more plays—that damn Ticket to Ride bastard barges in, slams down one too many and ends up curbing poor, stupid-brave TransAmerica in the parking lot. And, of course, all we do is call 911 and hide under the table.
Too much "limp-factor", and I'm not talking about eight inches of limp, either. Middle-of-the-road forgettable, so much so that I'm sitting here scratching my head trying to remember why I shouldn't just sell this... or abandon it to the vagaries of wind, sun and passing hobos.