Railway-themed board games, or Train Games as they are
known, such as the 18XX series, Age of Steam, Railways of the World, Empire
Builder, and so on, are all about their maps. Many of the expansions for these
games come in the form of maps as the terrain presented on each board presents
the players with challenges anew when it comes to making connections between
each map’s destinations. Ticket to Ride is something of a latecomer to the
concept, its publisher, Days of Wonder, having preferred to put out new core
games like Ticket to Ride: Europe and Ticket to Ride: Nordic Countries that
stand alone rather than new boards that expand upon one of the core games. So
the Ticket to Ride Map Collection series has been something of a breath of fresh air.
To date, Days of Wonder has published three volumes of the
Ticket to Ride Map Collection. The first, Ticket to Ride Map Collection vol. 1:Team Asia and Legendary Asia added mountains as a new terrain and expanded the
number of possible players from five to six players with a team play element.
The second, Ticket to Ride Map Collection vol. 2: India and Switzerland
reprinted the Switzerland board from its original release in 2007 together with
a new board for India that advanced the series’ timeline into the Edwardian
age. Late in 2012 these were joined by the third and latest in the series, Ticket
to Ride Map Collection vol. 3: The Heart of Africa.
As with the other titles in the series, Ticket to Ride Map
Collection vol. 3: The Heart of Africa requires a base set to play, either
Ticket to Ride or Ticket to Ride: Europe. Unlike other titles in the series, Ticket
to Ride Map Collection vol. 3: The Heart of Africa only includes the one new
map board and set of rules rather than two. So in comparison, it has to do the
work of two new boards to be interesting, let alone challenging. The good news
is that The Heart of Africa is challenging…
Ticket to Ride Map Collection vol. 3: The Heart of Africa
consists of the new map board, forty-eight Destination Tickets, forty-five
Terrain Cards, a new type of card, plus the twelve-page rules booklet, which
includes the expansion’s rules in ten different languages. The map itself does
not depict the whole of Africa, but rather the South and the West of the
continent as far North as Nigeria in the West and Sudan in the East. Thus it
does not include North Africa nor does it include the Horn of Africa. As with
the Switzerland map, The Heart of Africa map includes destinations that are
countries rather towns or cities. These are limited in number though,
consisting of Nigeria, Tchad, and Sudan on the map’s northern edge. These
destinations are reflected in the game’s Destination Tickets.
Physically, The Heart of Africa map reflects the Ticket to
Ride line’s chronological progression. The original board game is set in the
1890s whereas the India map from Ticket to Ride Map Collection vol. 2: India
and Switzerland is set in the Edwardian period. The Heart of Africa map is
placed in the 1920s, as reflected in the artwork with its motorcar and its
biplane. Elsewhere, the art on the map has a dry, dusty feel apart from the
rich illustrations accorded to the country destinations depicted at the northern
edge of the board.
Most Ticket to Ride maps reflect the type of terrain they
depict in the routes that the players have to claim in order to fulfil their
Destination Tickets. Thus, on the Switzerland map from Ticket to Ride Map
Collection vol. 2: India and Switzerland, there are a lot of mountain routes
that the player must claim if he has to connect to any of the destinations in
the South of the country or over the border in Italy. Similarly, the map of
Scandinavia from Ticket to Ride Nordic Countries has a lot ferry routes
reflecting the difficulty of reaching certain destinations and the fact that
the Baltic Sea divides the various countries on the map. The map in Ticket to
Ride Map Collection vol. 3: The Heart of Africa does reflect the type of terrain
it depicts in the type of routes available. Indeed, besides the standard type
of route, there is only one other incidence of another type of route on the
map, that of the ferry route to Madagascar.
So if The Heart of Africa map does not reflect the difficulty
of its terrain in the types of routes it depicts, then how does it do it? It
does so by grouping the route colours according to terrain type. So rather than
distribute route colours across the map, here they are grouped – orange, red,
and yellow for Desert and Savannah routes; blue, green, and purple for Forest
and Jungle routes; and black, grey, and white for Cliff and Mountain routes. These
groups are organised geographically, with the Forest and Jungle routes across
the middle of the map, the Desert and Savannah routes to North and South of
this, and the Cliff and Mountain routes to the North and the East.
This grouping has a strong influence on play. First, it will
have players scrabbling for Train Cards of the same colour if they want to make
connections through the terrain types. The map has multiple incidences of
routes of one colour being connected to a destination out of which leads a
route of the same colour. This is only exacerbated by the lack of double routes
in the interior of the map – all of its double routes are located along the
coast of the continent. The map also has very few grey routes that can be
claimed using any colour Train Cards. Second, it will be obvious to the other
players what terrain group a player a wants to claim a route from the colour of
the Train cards he is drawing.
The Terrain Cards specifically work with the route groupings
and so come in three types – Desert and Savannah, Forest and Jungle, and Cliff
and Mountain. When a player claims a route he can also play a Terrain Card (or
two Terrain Cards if the route is longer) that matches the colour of the route
to double the value of the points scored for the route. He must have as many
Terrain Cards of that terrain grouping as any other player – this is known
because they have to be kept face up on the table where everyone can see them.
Alternatively, Locomotive or Wild Train Cards can be used instead of Terrain
Cards. Once played, Terrain Cards and Wild Cards are discarded.
Game set up is little different to that of other Ticket to
Ride games. Each player receives his forty-five trains and four Train Cards as
usual. He also receives four Destination Tickets, of which he must keep two,
and a single, random Terrain Card. Two Terrain Cards are placed face up as well
as the usual Train Cards. When a player decides to draw cards during his turn,
he can choose to draw Terrain Cards as well, so either two Train Cards or two
Terrain Cards, or one of each. Once drawn, a player’s Terrain Cards are placed
face up so that everyone can see them.
Both the need to have Terrain Cards and the need to have as
many Terrain Cards as another player adds the need to make more decisions in
the game. Drawing more Terrain Cards gives the potential for a player to
outscore his rivals, though this may come at the cost of drawing Train Cards
and expending them to claim routes. Or should a player ignore the Terrain Cards
and grab routes before anyone else does rather wait to score double points. In
addition, a player can draw more Terrain Cards in order to have as many as his
fellow players or more as a means to stop them scoring double with their
Terrain Cards. In other words, the Terrain Cards can be used as means to block
other players.
Over the course of the Ticket to Ride line, the distribution
of the routes across the various map boards have got tighter and tighter and
thus more competitive. The India map from the previous expansion, Ticket to
Ride Map Collection vol. 2: India and Switzerland being the most recent
evidence of that. With The Heart of Africa, the map is equally as tight and
competitive if not more so because of the lack of the double routes and the
grouping of the route colours. The tight nature and competitive play of the Ticket to Ride Map Collection vol. 3: The Heart of Africa map is enhanced by the use of the Terrain Cards making this the
most challenging version of Ticket to Ride yet.
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