Contrary to the box art, there are no actual boobs involved in the gameplay. I suppose you could just use the "magic of imagination" to see juddering mammaries bursting above the strained zippers of the sexy-small bomber jackets of the nubile tank commanders as they ride, straddling massive cannons, across the surging, curving hills and valleys. You could, but it would take the same four-dimensional sudoku required for a Buddhist monk to imagine baby-stabbing while motor-boating a godlike pair offered up in a clench of lace.
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.
Really, really wanted to like this more than I do. The Warhammer world is fun, the art is fantastic, and the component quality* and presentation are like a gingerbread house in the middle of the woods.
In the end the problem, to quote my son, is that "it's not Magic."
Not that it has to be, or even that it's trying to be. But I get where he's coming from: why play this when you could be playing Magic: The Gathering? It's a better game, a deeper game, a more satisfying game. And if we're going to be playing a fantasy-themed card game for the next 20 minutes, I'd rather throw some Magic around.
*With the exception of different-sized cards in the expansions. I hate card sleeves, and when the cards are even fractionally larger or smaller or funny-shaped it affects the shuffle. (And, no, pile sorting doesn't randomize the cards—it just makes sure no two cards are next to each other.) If you overhand or monge shuffle with different sized cards, they end up clumped by size. Riffle shuffling is better, but the bigger cards get mangulated faster. Ah, well. I should count myself lucky to have such problems, no?