![]() Like Ticket to Ride, Via Nebula relies on network/route building and resources management mechanics, but it’s also a pickup & deliver game that requires players to move goods through their network. The player with the most points after each player takes two final actions following the construction of any player’s fifth building wins the game. Players have to work together in Via Nebula in order to achieve their respective goals, but must weigh the pros and cons of aiding their opponents, and as the game progresses working with an opponent may not be beneficial. Players use their turn to carry out a variety of different actions such as gain resources, exploit territories, create paths to transport goods, and construct buildings. Via Nebula is a resource management, pickup & deliver, and network/route building game that is a great challenge for both experienced and casual players with a a playing time of 45-60 minutes. Ultimately, Terra Mystica is a complex board game with a difficulty rating of medium-heavy that could take a whopping 150 minutes to play. In this game players create networks of different structures and developing towns that produce unique resources, compared to Ticket to Ride where players complete simple train routes. Managing resources is far more complex in Terra Mystica than it is in Ticket to Ride, while the same goes for the network/route building. Terra Mystica is similar to Ticket to Ride because both games rely on resource management and network/route building mechanics in a very broad sense, but their individual game styles and game play make these two games feel very different. Creating a network of structures and towns is the key to victory in Terra Mystica. Players earn points by terraforming the land to suit their peoples’ needs and building a variety of interconnected structures that produce various resources and form towns. Terra Mystica is played over six rounds and the player with the most points at the end of the sixth round is the winner. The ‘Vexation’ expansion adds to the original rules of the game and provides more strategic options. TransAmerica only takes a half hour to play. The train theme and network/route building aspects of this game are comparable to Ticket to Ride, but TransAmerica’s simplicity makes it more appropriate for families, children, and casual gamers than Ticket to Ride. After one player’s locomotive crosses the barrier on the linear scoring track, the player with the most points wins.ĭue to the lack of resource management mechanics in TransAmerica the complexity level of this game is rated light. At the end of each round points are tallied. The round is over when a player connects all five of their cities, the other players lose points for not completing their network. Players attempt to connect 5 randomly chosen cities, one from each color-coded region, by placing one or two rails on the board each turn. ![]() TransAmerica is a simple network/route building game that does not require resource management. This game has excellent replay value and dozens of expansion packs that take you to locations across the globe. Moon, “the rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Ticket…….the tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor.”īGG calls this game the “epitome of a ‘gateway game’” because it’s easy to learn and can be taught quickly, but it is stimulating and tense enough to maintain player interest. Ticket to Ride is a card drafting, hand management, and network/route building game where players draw train cards and use them to build train routes by exchanging their cards for trains that can be placed on the board.Īccording to the creator Alan R. Inca Empire Ticket to Ride at a Glance Game Type
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