Showing posts with label Ticket To Ride. Show all posts
Showing posts with label Ticket To Ride. Show all posts

Wednesday, 8 May 2013

Thrift Store Score: Stargate SG-1

I really love my local thrift stores. Not only do you get to help someone out but, you also get something shiny into the deal. Last time for example, you may recall that I won big, picking up a copy of Ticket to Ride: Europe for a fraction of it's retail price.

Today was pretty good too.

It's been a while since any new stock hit the shelves as times are pretty tight in the UK and everyone's feeling it, but given what I picked up, I'm going to say it was worth the wait.

But what did I find that was so great?

Well as you've probably already guessed from the pictures and the title of this post, it was the Stargate SG-1 Board game, which funnily enough was the program that I happened to be watching before heading out to the thrift store.

Now, don't get me wrong, I'm not an uber-fan of the show. I do enjoy it, if it's on and I'm home I'll usually switch over to it but, I don't go out of my way to make sure I never miss an episode. I guess you could say that I'm a casual viewer. The game did peak my interest though, as looking on the back of the box I could see there was an absolute wealth of Risk scale components. I like Risk. I collect Risk, so for me that was reason enough to buy it.

As it turns out the game itself has a lot in common with Risk too. Hell, it's not much more than glorified Risk, so in that respect it was a double score, a treble score if you account for the fact that all of the components where in mint condition. The cards hadn't even had the shrink wrap removed!

So a great find, even better when you consider the price:

Approximate Value: £16
I Paid: £3.99

When it comes to gaming without blowing your fortune, thrift stores definitely seem key. Why not give your local store a go, they could sure use your support.

Monday, 4 February 2013

Amazing Thrift Store Find!

Sometimes you just can't believe your luck, no matter how lucky you are and, this was one such moment.

It even made me run and, well, I'm not the running type. When I spied a copy of Ticket to Ride: Europe half way down the thrift store as I entered the door however, I went all Flash on the situation. ;0).

I'm glad I did too as not only was this the only game remotely like this in the whole store but, it was also complete, in great condition and, cheap!

Granted, I am not 100% sure on what the actual retail price on this product is but when you're only giving up a fiver, which goes to a good cause you really can't complain. Especially when you've been eying up a copy in your local gaming store for a while which would have set you back a damn sight more!

In many ways, I think that little box defines the very meaning of "great find". :0).

Tuesday, 20 November 2012

Crossovers #1: One Way Ticket

A Nuclear War Card Game / Ticket To Ride Crossover created by Rick Loomis, Ken St Andre, and Laura Samuelson. Edited and re-posted here by me. :0).

You are playing Ticket To Ride as usual, with the following exceptions:

  • Create a separate draw pile containing all of the Warheads, Carrier, and Antimissile cards from the Nuclear War Card Game.

  • On your turn you may draw a card from the "Nuke Deck" in the place of drawing or taking a Train card. Cards drawn from the Nuke deck are treated as train cards, so on your turn you may take any combination of two Train / Nuke cards or, one face-up Wildcard as a draw action.

  • Instead of taking your normal action on your turn you may choose to nuke a railroad if you have a Carrier and a Warhead that match. The nuked railroad and all other DIRECT connections between the two cities are destroyed and route markers returned to their prospective players.

  • A Nuke may be countered if the player being attacked has an Antimissile capable of taking out the attacking Warhead, and wishes to play it. If not the train markers on the targeted line are returned to their players piles, and no-one may re-build that connection for 1-4 turns, depending upon the yield of the blast:

10 Megatons = 1 Turn.
20 Megatons = 2 Turns.
50 Megatons = 3 Turns.
100 Megatons = 4 Turns.

  • These turns are counted down at once the player that launched the nuke has taken their turn, so please note that the player that launches the nuke will be the last to be given opportunity to re-build there! Also please note that Bombers remain in play until they have dropped a full 50 Megatons worth of nukes, or are shot down by an Antimissile.

  • Once a Ticket is completed, it is cashed in for points immediately (because that railroad may not be there for long) but, kept by the player who completed it. At the end of the game, the player with the most completed lines receives 10 bonus points.
You can read the original text here or, order your copy of the Nuclear War Card Game here.