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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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Climbing into the Wayback Machine to remember TransAmerica

Lowell Kempf
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Let me get out the rose tinted glasses of nostalgia and take a look at a game that I got a lot of play from back in the day but who’s time as an active part of my collection seems to have passed.

There are some games that stand a good chance of always being in regular use in your collection. For me, I have a feeling that I’ll still be playing Ingenious for quite a few years to come. It’s a game I come back on a regular basis and I have yet to get bored of it. Dominion is shaping up to have a similar place in my gaming habit. Er, hobby. I meant hobby! However, there are some games that had their time but that time is over.

I’m not talking about games that you played once or twice and put away for trade or to gather dust. I’m talking about games that got played enough to prove that they were worth the time and money you spent buying and playing it. You might just have played them enough to be complete burnt out on them or reached the point where they no longer offered a challenge. Newer and shinier games that fill the same niche may have pushed them out of the way.

One game that served me well in the early years of my board game exploration was TransAmerica. I suspect that there are a lot people who have fond memories of this light, little game. At the time when I discovered it, I was just starting to get into Euro games and it was an incredibly easy one to share.

For years, I referred to TransAmerica as the navy blue blazer of my collection. It was small enough that I could always throw it in my bag, simple enough that I could explain it to just about anyone in five minutes, and engaging enough that people almost always enjoyed playing it.

Although TransAmerica is allegedly a train game, it is another victim of the paper-thin theme effect. While it is themed around building railroads, TransAmerica is such an abstract connection game that it could be about power lines or Facebook networking. Honestly, Powergrid embraces the innate concepts of the train genre better than TransAmerica.

However, if you take a look at my interests, you will note that I am big on Euro-games and abstracts so that doesn’t bother me.

The basic concept of TransAmerica is that each player is dealt five random cities that they need to connect. The board is broken into five regions to keep it from being too easy. The twist is that while your network needs to always connect to your starting piece, the network belongs to everyone. As you connect your rail lines to other player’s lines, you are creating one big network that everyone can use.

The only actual random element in the game is dealing out the cards at the start of each round. To be honest, though, that’s enough of a random factor to make a big difference, particularly with a lower number of players. In a six-player game, someone is going to have cities close to yours. In a three-player game, you could be isolated, which is a bad place to be in TransAmerica. You can’t take advantage of the overall network if it doesn’t go where you need it to go!

Amusingly enough, for a game that is so friendly to casual play and for non-gamers, the learning curve is all about learning how to use the other players and take advantage of their networks. The elements of cooperation are really parasitism

As I mentioned, I did get some nice play out of it. However, as time went on, TransAmerica faded away for me. In the end, it is a fairly light game and you can only play it so many times before the games all start to feel the same. Even the expansion, Vexation, which definitely some good depth and aggression to the game, only breathed a little new life into the game. (I still recomend playing with it, by the way)

Even though I have just gone to great length about how I no longer play the game, I still think that it was a great success in my gaming life. Any game that I rack up more than a hundred plays has definitely proven its worth! It will stay in my shelf (occasionally dusted) and is in no danger of getting traded away. Who knows? If I end up being a parent, it may end up back on the table on a regular basis.
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Subscribe sub options Mon Nov 21, 2011 3:56 pm
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Patrick Carroll
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Carver
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"If a thing is worth doing, it is worth doing badly." (GK Chesterton)
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TransAmerica is a game that would definitely be in my collection and get a lot of play--if I were an active board gamer. I've heard enough great things to make me want it, and I've resisted only because a two-player game is all I can hope to get together now and then when I'm not settling for solitaire.

As to this:
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Any game that I rack up more than a hundred plays has definitely proven its worth!

. . . well, I'd agree. But if we count only face-to-face games, the only game that might come close to that in my life is backgammon. Without the computer, I'd never rack up a hundred plays of any game. In my world, a game proves its worth by pleasing me very much the first few times I play it.
 
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  • Posted Mon Nov 21, 2011 4:08 pm
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Eugene
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You should look into Clippers. It turns the TransAmerica style of route-building play into something far more substantial.
 
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  • Posted Mon Nov 21, 2011 8:17 pm
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Russ Williams
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Or see Paris Connection, freshly awarded a Golden Geek, for a more strategic (no chance, no hidden information) but short elegant railroad game.

EDITED TO ADD: Doh, it does have a bit of hidden information. Been too long since I played it!
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  • Edited Mon Nov 21, 2011 9:18 pm
  • Posted Mon Nov 21, 2011 9:00 pm
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Eugene
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PC has a touch of randomness in the initial cube draw. Clippers, however, is entirely perfect information.
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  • Posted Mon Nov 21, 2011 9:17 pm
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Russ Williams
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garygarison wrote:
PC has a touch of randomness in the initial cube draw.

Right you are - been too long since I played it.
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Clippers, however, is entirely perfect information.

Cool. I see it's a reimplementation of Santa Fe which I remember playing once or twice many years ago but barely remember...

Does Clippers work well with 2 players in your experience?
 
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  • Posted Mon Nov 21, 2011 9:19 pm
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Eugene
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Not at all. Three is to be avoided as well. In fact, one of the weaknesses of Clippers is that it really shines only with a full five. I've had good 4p games, but 5 should be the default.
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  • Posted Mon Nov 21, 2011 9:24 pm
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Bruce Murphy
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I don't seek out TransAmerica to play myself, but I do acknowledge that it's a great gateway game to pull out when I'd like to do something with route-building with very casual players, or when there really isn't very much time.

I typically use it to build up to more interesting games, but it still sees semi-regular play.

B>
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  • Posted Tue Nov 22, 2011 12:29 am
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