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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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iOS News: Ticket To Ride Pocket Gets Game Center Async!

Gabe Alvaro
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• Days of Wonder Updates Ticket To Ride Pocket, Adds Game Center Async and Improved Local Mode - February 2
You asked for it and Days of Wonder has listened! Ticket To Ride Pocket for iPhone/iPod has been updated to version 1.1. Now you can play Ticket To Ride Pocket asynchronously through Apple's Game Center in iOS 5. Additionally, Days of Wonder has updated Ticket to Ride, the original app for iPad, to support connection over WiFi or Bluetooth in an improved local mode. Roadtrip anyone? Here is the press release from the always delightfully surprising Days of Wonder:

Quote:
Ticket to Ride Pocket Adds New Multi-game Multiplayer Mode

GameCenter Update to Best-Selling Board Game lets Trainiacs play multiple simultaneous games against friends on iPhone and iPod Touch

Los Altos, CA; Paris, France – February 2, 2012. Days of Wonder today announced a major update to their best-selling iPhone/iPod Touch board game Ticket to Ride® Pocket, letting players challenge friends in Apple’s GameCenter for the first time. With this update, players can play multiple simultaneous games against their friends around the world, with support for up to 4 online friends in each game. Most importantly, this new game mode supports asynchronous gameplay, letting players switch from game to game and even to other apps without losing their progress.

“This is the update Ticket to Ride players have been clamoring for since we released Ticket to Ride Pocket.” Said Eric Hautemont, Days of Wonder Founder and CEO. “We love online gameplay, but faced a challenge: ‘how do you create a great online experience on a device like the phone that is constantly being used for other functions?’ We needed to build an experience where players could come and go as they please yet have something meaningful to do when they played; the thought of having multiple games going at once was what convinced us this could work. With Multi Mode, we’ve given players what they want without compromising on the gameplay that made Ticket to Ride so popular to begin with.”

In addition to Multi Mode, Ticket to Ride Pocket allows players to play against nearby friends via an improved “Local Mode”. When connected via Bluetooth or Wi-Fi, players can play against each other using any combination of iPhones, iPod Touch devices and even iPads to start spur of the moment games that bring the old school “family game night” into the digital age. And for those that prefer to play alone, 4 AI personalities, 20 unique achievements recognizing the players’ in-game accomplishments and 3 distinct leader boards all await dedicated Ticket to Ride solo players.

Days of Wonder simultaneously released an update to the iPad version of Ticket to Ride to ensure compatibility with the improved Local Mode included in this new Ticket to Ride Pocket release.

Ticket to Ride Pocket is available in the App Store for $1.99/€1.59 from the App Store on the iPhone and iPod Touch or at http://click.linksynergy.com/fs-bin/stat?id=Smq3RC8yf5I&offe....


So in case it is not clear, Ticket To Ride Pocket will now support online asynchronous and quasi-realtime play (possible delay of 1 sec for turn updates) through Apple's Game Center. While Ticket to Ride (the iPad app) will use the DoW online realtime servers for its online play. Both devices can now be used together to play a locally networked game over Wifi or Bluetooth.

Ticket To Ride Pocket: http://itunes.apple.com/app/ticket-to-ride-pocket/id47185798...
Ticket To Ride: http://itunes.apple.com/app/ticket-to-ride/id432504470

And here are some screenshots which you can click to view in gorgeous high resolution:

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Subscribe sub options Thu Feb 2, 2012 2:00 pm
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V L
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This is AWESOME.
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  • Posted Thu Feb 2, 2012 2:14 pm
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Now that's a BIG announcement. Yeehaa! Online play for ipoders/iphoners.
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  • Posted Thu Feb 2, 2012 2:16 pm
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Dr. Awkward
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No asynch for iPad? Bummer.
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  • Posted Thu Feb 2, 2012 2:24 pm
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Alysa
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p0pcult wrote:
No asynch for iPad? Bummer.


Yeah, I find this rather disappointing to be honest...
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  • Posted Thu Feb 2, 2012 2:26 pm
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Nate Baker
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TtR Android please?
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  • Posted Thu Feb 2, 2012 2:27 pm
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Phil Davies
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I'm missing what the update to local play is...the iPad already communicates in local with the iphone/touch versions, what has changed?
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  • Posted Thu Feb 2, 2012 2:27 pm
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Aenea wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


Yeah, I find this rather disappointing to be honest...

I would imagine its coming, probably after they work out the bugs for iPhone users.
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  • Posted Thu Feb 2, 2012 2:27 pm
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Jake Di Toro
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Definitely disappointed in the lack of async for the Full iPad version.
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  • Posted Thu Feb 2, 2012 2:33 pm
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Damion Pisacane
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Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?
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  • Edited Thu Feb 2, 2012 3:05 pm
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Chris Franka
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p0pcult wrote:
No asynch for iPad? Bummer.

Wow, this was the only thing I was looking for when I clicked on this news update. I was really excited until I realized that async wasn't added to the iPad version.

Quote:
"This is the update Ticket to Ride Pocket players have been clamoring for since we released Ticket to Ride Pocket."

Fixed that for you.
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  • Posted Thu Feb 2, 2012 3:11 pm
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Nick Thomas
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p0pcult wrote:
No asynch for iPad? Bummer.


Hopefully it's on it's way.
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  • Posted Thu Feb 2, 2012 3:12 pm
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Card wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


Hopefully it's on it's way.


Rather bizarre that it wasn't in this update in the first place. Surely the coding can't be that much more complex.

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  • Posted Thu Feb 2, 2012 3:20 pm
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Eric Hautemont
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Darke wrote:
I'm missing what the update to local play is...the iPad already communicates in local with the iphone/touch versions, what has changed?


We have strengthened the protocol in Local Play significantly, so that even if you get interrupted or quit a local game you will now usually be able to reconnect to your game and resume it. No more Local games ending suddenly due to a phone call, brief Wi-Fi interruption or accidental tap on the Home button.

Note that if you are playing Local games between Ticket to Ride iPad and Ticket to Ride iPhone, you will need to make sure you upgrade BOTH of you apps simultaneously.

Eric @ DoW
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  • Posted Thu Feb 2, 2012 3:50 pm
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tom moughan
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glad I picked up pocket for my ipad and play at 2x rather than play not through game center!
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  • Posted Thu Feb 2, 2012 3:55 pm
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Eric Hautemont
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p0pcult wrote:
No asynch for iPad? Bummer.


The issue is that Apple's current API implementation does not allow two different Apps (e.g. Ticket to Ride Pocket and Ticket to Ride for iPad) to connect together for Asynchronous play (even though it does for Local play).

We will keep an eye on this and see how things evolve, however.

Eric @ DoW
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  • Posted Thu Feb 2, 2012 4:33 pm
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Erich wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


The issue is that Apple's current API implementation does not allow two different Apps (e.g. Ticket to Ride Pocket and Ticket to Ride for iPad) to connect together for Asynchronous play (even though it does for Local play).

We will keep an eye on this and see how things evolve, however.

Eric @ DoW


I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg
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  • Edited Thu Feb 2, 2012 4:37 pm
  • Posted Thu Feb 2, 2012 4:36 pm
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GSwarthout wrote:
Erich wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


The issue is that Apple's current API implementation does not allow two different Apps (e.g. Ticket to Ride Pocket and Ticket to Ride for iPad) to connect together for Asynchronous play (even though it does for Local play).

We will keep an eye on this and see how things evolve, however.

Eric @ DoW


I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg


Hear hear!!
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  • Posted Thu Feb 2, 2012 4:45 pm
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GSwarthout wrote:


I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg


+1
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  • Posted Thu Feb 2, 2012 4:48 pm
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Boom04 wrote:
GSwarthout wrote:
Erich wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


The issue is that Apple's current API implementation does not allow two different Apps (e.g. Ticket to Ride Pocket and Ticket to Ride for iPad) to connect together for Asynchronous play (even though it does for Local play).

We will keep an eye on this and see how things evolve, however.

Eric @ DoW


I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg


Hear hear!!


Exactly, or just make it an Universal app.....
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  • Posted Thu Feb 2, 2012 4:49 pm
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Mark Clark Jr
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So far I've not been impressed. Three games tried and none of them have actually gotten further then just picking tickets.
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  • Posted Thu Feb 2, 2012 4:56 pm
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Aenea wrote:


Exactly, or just make it an Universal app.....


BINGO.
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  • Posted Thu Feb 2, 2012 5:07 pm
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LOL, what happened to, "We won't do asynch because TtR has too many 'micro-turns'"?

This is an interesting development, for sure. I'm skeptical, but I'll give it a shot. Nothing to lose but a little bit of time, I suppose. I've misjudged iOS games before; maybe I'm doing the same thing here.

Still, though, I can't help but wish some of this development time was going to Small World. Nearly two years into it, and we're still having to play local games only on the same old 2-player map ... and no updates of any kind since September of 2010. Small World, with its 10-turn limit and Igo-Hugo turn structure, would seem perfect for asynch games.
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  • Posted Thu Feb 2, 2012 5:14 pm
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Ryan S
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dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?


The Android mentality is "give me everything for free", and developers/publishers recognize that. I'm a big Android fan, so I'm not saying this out of some bias, but it just appears that is the way things are at present. Apps seem to sell better in the iOS store than on the android market place.

I bought an ipad2 because I was tired of waiting for more board game apps to release on Android.
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  • Edited Thu Feb 2, 2012 5:27 pm
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Dr. Awkward
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GSwarthout wrote:
Erich wrote:
p0pcult wrote:
No asynch for iPad? Bummer.


The issue is that Apple's current API implementation does not allow two different Apps (e.g. Ticket to Ride Pocket and Ticket to Ride for iPad) to connect together for Asynchronous play (even though it does for Local play).

We will keep an eye on this and see how things evolve, however.

Eric @ DoW


I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg


^This



Why, oh WHYYYYY even after several years of:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!

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  • Edited Thu Feb 2, 2012 5:48 pm
  • Posted Thu Feb 2, 2012 5:38 pm
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Steven Mayer
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Would love some attention on small world as well.

And agreed. Carcassone seems to have set a bar that others are struggling to meet.

Hope 2012 changes that.
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  • Posted Thu Feb 2, 2012 5:47 pm
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GibbRS wrote:
dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?


The Android mentality is "give me everything for free", and developers/publishers recognize that. I'm a big Android fan, so I'm not saying this out of some bias, but it just appears that is the way things are at present. Apps seem to sell better in the iOS store than on the android market place.

I bought an ipad2 because I was tired of waiting for more board game apps to release on Android.


I've heard this comment before.. that Android users expect everything for free. Yet.. I have not heard any evidence.... or case studies on this. I'm curious if true... but no facts to my knowledge to back it up.
 
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  • Posted Thu Feb 2, 2012 5:47 pm
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Bradley Martin
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haha, silly them saying asynchronous wouldn't work on anything but the ipad, soooo happy to read this!!!
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  • Posted Thu Feb 2, 2012 6:00 pm
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p0pcult wrote:
Why, oh WHYYYYY even after several years of:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



Ascension also hits every point on your list.
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  • Posted Thu Feb 2, 2012 6:01 pm
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scottieGGGG wrote:


I've heard this comment before.. that Android users expect everything for free. Yet.. I have not heard any evidence.... or case studies on this. I'm curious if true... but no facts to my knowledge to back it up.


Nothing definitive, but it's a start: http://www.guardian.co.uk/technology/appsblog/2011/nov/22/an...
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  • Posted Thu Feb 2, 2012 6:02 pm
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scottieGGGG wrote:
GibbRS wrote:
dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?


The Android mentality is "give me everything for free", and developers/publishers recognize that. I'm a big Android fan, so I'm not saying this out of some bias, but it just appears that is the way things are at present. Apps seem to sell better in the iOS store than on the android market place.

I bought an ipad2 because I was tired of waiting for more board game apps to release on Android.


I've heard this comment before.. that Android users expect everything for free. Yet.. I have not heard any evidence.... or case studies on this. I'm curious if true... but no facts to my knowledge to back it up.


This wasn't hard to find.

http://www.wired.com/gadgetlab/2011/12/ios-revenues-vs-andro...
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  • Posted Thu Feb 2, 2012 6:05 pm
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p0pcult wrote:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



In a word, Money.

Development of a top-rate iOS game can easily reach $100,000.00. Carcassonne is a proven hit so it makes sense to pour resources into it.

Now, let's look at a lesser known game like the new hotness Eclipse for instance.

Would you be willing to put 9 to 12 months of full-time work to release Eclipse with every feature you describe and then sell it for $4.99? Would you expect it to be profitable?
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  • Edited Thu Feb 2, 2012 6:09 pm
  • Posted Thu Feb 2, 2012 6:07 pm
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incinerator wrote:
p0pcult wrote:
Why, oh WHYYYYY even after several years of:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



Ascension also hits every point on your list.


Yea, I was going to say...Ascension, other than occasionally getting disconnected from the server, is exquisite.
 
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  • Posted Thu Feb 2, 2012 6:25 pm
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Nick Thomas
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FYI - iTunes gift cards are 20% off at Best Buy for the Americans here - http://www.bestbuy.com/site/searchpage.jsp?_dyncharset=ISO-8...
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  • Posted Thu Feb 2, 2012 6:34 pm
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Ryan S
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scottieGGGG wrote:

I've heard this comment before.. that Android users expect everything for free. Yet.. I have not heard any evidence.... or case studies on this. I'm curious if true... but no facts to my knowledge to back it up.


A lot of my comment is based on personal experience, as my company deals with travel related products, so I've been looking at competitors and various travel related apps.

One huge discrepancy I found between iOS and the iPhone was "Lonely Planet." They have a series of travel guide related apps for $6 on iTunes. Supposedly they sell pretty well and have thousands of comments reviews on each one. On the Android store they're $0.99 each, and all of them were listed at less than 500 downloads. I don't know how accurate those android numbers are, but that's a stark contrast. I also remember reading an article that when LP lowered the price to $0.99 on their iOS guides, they sold over a million of them. Odd how the max price on the android is that price and they don't seem to sell.

Also, my company released a tiny app on both iOS and Android. our iOS price was $5 while the android price was $0.99, and we saw maybe 8 or 9 times larger sales on iOS.

Anyway I'm getting way off topic here since we're talking about Ticket to Ride Pocket, haha.

Back on topic, Asynch sounds great in theory, but I honestly don't have much fun playing games asynchronously. It's kind if irritating to play a game where your turn is literally a half second long, where you have to wait 3 or 4 hours between turns. I've been playing a Carcassonne game for the past week and a half, and we just got past laying down the last River II piece maybe 2 turns ago.
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  • Posted Thu Feb 2, 2012 6:57 pm
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soofaloofa wrote:
scottieGGGG wrote:
GibbRS wrote:
dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?


The Android mentality is "give me everything for free", and developers/publishers recognize that. I'm a big Android fan, so I'm not saying this out of some bias, but it just appears that is the way things are at present. Apps seem to sell better in the iOS store than on the android market place.

I bought an ipad2 because I was tired of waiting for more board game apps to release on Android.


I've heard this comment before.. that Android users expect everything for free. Yet.. I have not heard any evidence.... or case studies on this. I'm curious if true... but no facts to my knowledge to back it up.


This wasn't hard to find.

http://www.wired.com/gadgetlab/2011/12/ios-revenues-vs-andro...


Additionally the piracy concern. There is some on iOS - but not NEARLY to the extent of Android users. All one needs to do in Android is go to google - type in "GAMENAME apk download" and sideload about any game you want... it is literally that easy.

It's a very concerning side effect of Google's choice to keep the platform "open"... until they can lock that down - I think you will see continued reluctance of android adoption by many studios. (While my personal project development is hardly a "studio" yet - the studios I have worked with have this listed as one of their top reasons for avoiding android.)

Anyway - I was a huge android fan as well - was happy as can be though when my wife got me an iPad for my bday though... as I knew the lack of board games on android would simply disappoint me!
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Dr. Awkward
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soofaloofa wrote:
p0pcult wrote:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



In a word, Money.

Development of a top-rate iOS game can easily reach $100,000.00. Carcassonne is a proven hit so it makes sense to pour resources into it.

Now, let's look at a lesser known game like the new hotness Eclipse for instance.

Would you be willing to put 9 to 12 months of full-time work to release Eclipse with every feature you describe and then sell it for $4.99? Would you expect it to be profitable?


Whereas Ticket to Ride is relatively unheard of.
 
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  • Posted Thu Feb 2, 2012 7:29 pm
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p0pcult wrote:
Whereas Ticket to Ride is relatively unheard of.


Despite what some may say Ticket to Ride and Ticket to Ride Pocket are incredibly good implementations. It's obvious they spent significant time and resources getting it "right". Even if the everyone has a different definition of "right".

The only thing Ticket to Ride doesn't hit on your list is online asynch. My wife and I play a lot of online games through the iPad and not once have we wished for asynchronous play. The last game I played took literally 10 minutes from start to finish.

If anything our most common complaint is that people don't make moves fast enough.
 
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  • Edited Thu Feb 2, 2012 7:47 pm
  • Posted Thu Feb 2, 2012 7:47 pm
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Darke wrote:
I'm missing what the update to local play is...the iPad already communicates in local with the iphone/touch versions, what has changed?
You can now include AI players if you wish, in local play. Also I've managed by a convoluted method to select the colour I wish to be rather than TtR dictating what colour I play with.
 
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CaptainCosmic wrote:
I can't help but wish some of this development time was going to Small World. Nearly two years into it, and we're still having to play local games only on the same old 2-player map ... and no updates of any kind since September of 2010. Small World, with its 10-turn limit and Igo-Hugo turn structure, would seem perfect for asynch games.

^ This!! ^

My fledgely game group just played our first game of Small World a week ago and we loved it. I've sold them on iOS versions of Carcassonne, Samurai, Ascension and now Ticket to Ride...if Small World ever went online async with 2-5 players, i could guarantee 7+ sales from my group alone!

You guys make great games, DoW, I just want to see MORE of them!
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Gennataos wrote:
CaptainCosmic wrote:
I can't help but wish some of this development time was going to Small World. Nearly two years into it, and we're still having to play local games only on the same old 2-player map ... and no updates of any kind since September of 2010. Small World, with its 10-turn limit and Igo-Hugo turn structure, would seem perfect for asynch games.

^ This!! ^

My fledgely game group just played our first game of Small World a week ago and we loved it. I've sold them on iOS versions of Carcassonne, Samurai, Ascension and now Ticket to Ride...if Small World ever went online async with 2-5 players, i could guarantee 7+ sales from my group alone!

You guys make great games, DoW, I just want to see MORE of them!


I thought I recall some "big news" coming about that at some point... love it or hate it - DoW does a great job of keeping their mouths shut... hopefully this time no news will eventually be good news!!!
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I think I need to steal the kid's iTunes cards and purchase this for the phone.
 
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  • Posted Thu Feb 2, 2012 9:30 pm
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I NEED ASYNC PLAY FOR MY IPAD!!
 
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Excellent! I guess it was possible after all...
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Love the negative vibe in this thread. Days of Wonder finally adds something that many complained about when Pocket was first released... "oh, but not for iPad? You still suck!"
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Tannerman wrote:
Love the negative vibe in this thread. Days of Wonder finally adds something that many complained about when Pocket was first released... "oh, but not for iPad? You still suck!"

Yeah. I'm having a hard time fathoming the bile over a very good app that most any iOS user (not pre-iPh3gs or pre-touch4) could have picked up at launch for just $0.99.
 
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CaptainCosmic wrote:
Still, though, I can't help but wish some of this development time was going to Small World. Nearly two years into it, and we're still having to play local games only on the same old 2-player map ... and no updates of any kind since September of 2010.


Yes please yes... give some love to Small World.
 
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Thanks for the update. My wife and I use the local multiplayer feature a lot and it's a big improvement for us for it not to terminate the game when someone gets a phone call, walks too far away, leaves the app by accident, etc...

I'm hoping one day that the 1910 expansion makes it onto iPhone as well. I understand the explanation that the other maps won't fit right on the screen but this uses the same map so I'm assuming there's no technical reason why it couldn't be implemented fairly easily.

Also, don't update Small World. If it gets updated into the full game with all the goodies I'll probably have to buy an iPad2 (maybe two of them) so this is saving me quite a bit of money
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Steve
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I'm sure you'd be fine with it, but if they did that there'd be just as much complaining as there is in this thread.

GSwarthout wrote:

I think we would be just fine with iPad-to-iPad-only async play, Eric.

Greg

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  • Posted Fri Feb 3, 2012 2:44 am
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Kevin Donovan


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I would just like to point out that if you have a jailbroken iPad the iPhone version of this game can be played in nearly full screen using the retina resolution rather than the eye bleeding x2 mode. To do this you need the jb app called retinapad. It works well and looks great and obviously means you can take advantage of the async.
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Gabe Alvaro
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It's graduation day!

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GibbRS wrote:
Asynch sounds great in theory, but I honestly don't have much fun playing games asynchronously. It's kind if irritating to play a game where your turn is literally a half second long, where you have to wait 3 or 4 hours between turns. I've been playing a Carcassonne game for the past week and a half, and we just got past laying down the last River II piece maybe 2 turns ago.
That's fine. Not everyone needs nor wants asynch play, but just because you don't like it doesn't mean that the people who do shouldn't have it.
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Gabe Alvaro
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jimmcmahon wrote:
GibbRS wrote:
Asynch sounds great in theory, but I honestly don't have much fun playing games asynchronously. It's kind if irritating to play a game where your turn is literally a half second long, where you have to wait 3 or 4 hours between turns. I've been playing a Carcassonne game for the past week and a half, and we just got past laying down the last River II piece maybe 2 turns ago.
That's fine. Not everyone needs nor wants asynch play, but just because you don't like it doesn't mean that the people who do shouldn't have it.

And also the same feature brings a very workable real-time experience as well. In which case you can simply consider the async capability a way to save a real-time game that you and your friends didn't get to finish in one sitting.
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  • Edited Fri Feb 3, 2012 5:32 am
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Tannerman wrote:
Love the negative vibe in this thread. Days of Wonder finally adds something that many complained about when Pocket was first released... "oh, but not for iPad? You still suck!"

Who said that? No one said DOW sucks. I think people posted here because they LIKE the games DOW makes. Several of us just want to share our opinion that we want the same update applied for iPad users. This is how change happens, and it's how we all converse with each other to see if others are thinking the same thing we're thinking. And in his case, it's how we get Eric to update us on what the issues are regarding async play for iPad users, which I appreciate because I had no idea what they were.

If that to you is the same thing as "You still suck," well, there's not much I can do about that other than to tell you that I don't agree with you.
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  • Edited Fri Feb 3, 2012 5:50 am
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Peter Enzerink
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dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?
Because Android market is fragmented with so many devices with varying screen size for example. Also all the momentum is in the iOS market since it has clean gaming APIs so there is better return on investment.
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Jaric wrote:
So far I've not been impressed. Three games tried and none of them have actually gotten further then just picking tickets.



Ditto!
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  • Posted Fri Feb 3, 2012 11:34 am
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William Reed
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incinerator wrote:
p0pcult wrote:
Why, oh WHYYYYY even after several years of:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



Ascension also hits every point on your list.


[Trolling]

If only Ascension weren't so boring. ;-)

[/Trolling]


WMReed
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blindspot wrote:
Tannerman wrote:
Love the negative vibe in this thread. Days of Wonder finally adds something that many complained about when Pocket was first released... "oh, but not for iPad? You still suck!"

Yeah. I'm having a hard time fathoming the bile over a very good app that most any iOS user (not pre-iPh3gs or pre-touch4) could have picked up at launch for just $0.99.


Bile?

I think the original quote was "Bummer," which isn't in the same hemisphere as bile.
 
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  • Edited Fri Feb 3, 2012 2:26 pm
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Paul Bauman
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The game currently allows you to launch a game with non-existent invitees (they haven't joined the game yet, but it launches into the first turn), causing it to crash. Hit a bug at the end of the game which disallowed placing any trains on non-colored routes on the final turn. Doh. Also the async notifications are generic messages from Game Center stating "It's your turn" with no indication as to which game it's my turn in (no icon, no dedicated sound).

That said, I can't wait to play this with a few friends. I just hope they polish it up soon.
 
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Gabe Alvaro
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Frohike wrote:
The game currently allows you to launch a game with non-existent invitees (they haven't joined the game yet, but it launches into the first turn), causing it to crash. Hit a bug at the end of the game which disallowed placing any trains on non-colored routes on the final turn. Doh. Also the async notifications are generic messages from Game Center stating "It's your turn" with no indication as to which game it's my turn in (no icon, no dedicated sound).

Eh?

Yes, you can start the game before invitees accept but I created 6 games in a row like that on the iPhone 4 with no crashes at all.

I'd check that bug again. You may have had enough cards, but you also need enough trains. People's train supplies can get pretty low at the end. And in the app, the indicator that tells you how many you have is very small.

As far as the async Game Center notifications, I've seen both generic and some specifically saying "Ticket To Ride Pocket". I'm not sure what makes the difference. As far as the icon goes, I think you only see that if the app itself is telling notifications center that it has a notification. Usually apps with their own online play servers work this way. But for apps that use Game Center servers exclusively, you may only ever see that Game Center icon and only in the Game Center notifications.

As for sounds, do you have your sounds turned on for Game Center in Notifications settings. I don't, so I'm not going to hear anything. But when the app is active, I do have sounds turned on so that I hear the train whistle telling me it is my turn.
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blindspot wrote:
Yeah. I'm having a hard time fathoming the bile over a very good app that most any iOS user (not pre-iPh3gs or pre-touch4) could have picked up at launch for just $0.99.


Nonexistant bile aside. Why would I have paid for an app that was inferior to the app that I had already purchased? All I'm looking for is an explanation of why not to put the async into the current iPad app. Or better an expectation of when we should see it.
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Put me down as someone who does *not* want async multiplayer with the iPad version.

When I start a game of Ticket to Ride I have an expectation that I will finish the game quickly. I don't want to get close to the end of a game only to have my opponent drop out and have to finish later. Please don't change the existing system!
 
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Thanks for the clarifications, Gabe. I think you're correct on all counts.

The first bug I mentioned only occurred on my first few attempts to launch games with friends. The game would launch, the two other player icons would "spin" for awhile and the session (not the game) would crash with a message about the game being in an "invalid state" or somesuch. This didn't happen when I launched games with randoms.

As for the notifications, I guess I'm used to seeing that Carc icon when I'm notified that it's my turn so I expected most other games to use a custom icon as well. It's totally minor, though.
 
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karrde wrote:
Nonexistant bile aside. Why would I have paid for an app that was inferior to the app that I had already purchased? All I'm looking for is an explanation of why not to put the async into the current iPad app. Or better an expectation of when we should see it.

Alright. "Bile" was too strong. Taken back.

You would pay for an app that is inferior different because it was only $0.99 at launch. And for those who only bought Pocket at $0.99 or even $1.99, it is the best value for an iOS board game ever! At a combined price of $7.95 paid for two apps that I can each run on my iPad to play the same game in flexible ways I think it's a great deal. That's $2.04 cheaper than Carcassonne for a game that I think I actually like better. Yes, I think this game (as two apps) on iOS competes with Carcassonne, if my own playing habits are any indication.

As for an explanation, good luck with that. I don't need one because I'd rather DoW spend it's opportunity cost on:

A) improving Small World
B) maybe bringing on M44
C) some other new title?
 
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GibbRS wrote:
dpisacane wrote:
Nate Baker wrote:
TtR Android please?


I second that! Why is there so little love for Android from board game developers?


The Android mentality is "give me everything for free", and developers/publishers recognize that. I'm a big Android fan, so I'm not saying this out of some bias, but it just appears that is the way things are at present. Apps seem to sell better in the iOS store than on the android market place.

I bought an ipad2 because I was tired of waiting for more board game apps to release on Android.


Someone posted on these blogs that there's a new thing implemented that requires you to sync your apps to a server to authenticate stuff. If you have pirated apps, this thing will disable the use of those apps. Piracy rates are still higher than iOS, but this has gone a long way towards curbing piracy.


p0pcult wrote:
soofaloofa wrote:
p0pcult wrote:

"Carcassonne is the model for how board game apps should be" can't we get one single iOS board game that has:

simple intuitive play
a great tutorial
online through gamecenter
local pass-and-play
online asynch
online real-time
reasonable AI
expansions
great UI?

Actually, we do have one single game that has it all: Carcassonne!



In a word, Money.

Development of a top-rate iOS game can easily reach $100,000.00. Carcassonne is a proven hit so it makes sense to pour resources into it.

Now, let's look at a lesser known game like the new hotness Eclipse for instance.

Would you be willing to put 9 to 12 months of full-time work to release Eclipse with every feature you describe and then sell it for $4.99? Would you expect it to be profitable?


Whereas Ticket to Ride is relatively unheard of.
Well, I reckon many already play TtR on DoW site, or for Xbox 360 via XBLA.
 
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soofaloofa wrote:
Put me down as someone who does *not* want async multiplayer with the iPad version.

When I start a game of Ticket to Ride I have an expectation that I will finish the game quickly. I don't want to get close to the end of a game only to have my opponent drop out and have to finish later. Please don't change the existing system!


I'm on the side of more options generally being better.

Carcassonne does a fine job allowing both async games and quick games. I'd be happy with a similar setup on TTR.
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  • Posted Fri Feb 3, 2012 8:49 pm
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Ryan S
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jimmcmahon wrote:
GibbRS wrote:
Asynch sounds great in theory, but I honestly don't have much fun playing games asynchronously. It's kind if irritating to play a game where your turn is literally a half second long, where you have to wait 3 or 4 hours between turns. I've been playing a Carcassonne game for the past week and a half, and we just got past laying down the last River II piece maybe 2 turns ago.
That's fine. Not everyone needs nor wants asynch play, but just because you don't like it doesn't mean that the people who do shouldn't have it.


Aye, I wasn't implying the feature shouldn't be added, just that I don't find it all that fun myself. Great news for those who have been "clamoring" for it, as my days of wonder email said this morning.
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  • Posted Fri Feb 3, 2012 9:03 pm
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The Gray Dog Passes Go
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Tannerman wrote:
Love the negative vibe in this thread.

Really not seeing it. This has been about the most civilized discussion in the history of this blog.

These discussions often veer off onto related, but separate, tangents. In this case, it doesn't seem unreasonable at all to see people wondering why the TtR iPad app also couldn't get this sort of update and/or wondering if Small World is ever going to get any sort of update at all.

That said, I'm curious to see if asynch is worth the effort in TtR, a game I can currently play to the end in 15 minutes or less with opponents from around the world. I've started a couple of matches, and I'm going to keep an open mind until the end. Yo, Gabe, it's your turn!
 
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  • Posted Fri Feb 3, 2012 9:35 pm
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Gabe Alvaro
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CaptainCosmic wrote:
Tannerman wrote:
Love the negative vibe in this thread.

Really not seeing it.

You don't see vibes, silly. You feel them.

Quote:
These discussions often veer off onto related, but separate, tangents. In this case, it doesn't seem unreasonable at all to see people wondering why the TtR iPad app also couldn't get this sort of update and/or wondering if Small World is ever going to get any sort of update at all.

Only, whether or not SW gets an update would be off topic to the thread. Personally, I think it will. But you won't know it until it does because DoW doesn't spill the beans...ever.

Quote:
That said, I'm curious to see if asynch is worth the effort in TtR, a game I can currently play to the end in 15 minutes or less with opponents from around the world. I've started a couple of matches, and I'm going to keep an open mind until the end. Yo, Gabe, it's your turn!

I think it's worth the effort if, rather than treating it like a classic async app, players adjust their behavior and attention to play it more like a realtime online game with a convenient save game feature.

The app is perfectly capable of responding in a timely realtime fashion. It's as capable at flexibly handling play as realtime or async as Carcassonne famously does. I think if Days of Wonder didn't think it would work well they would have never even bothered to attempt this update.

Anyway I'm trying to demonstrate this to you right now in our game but waiting for your pokey ass keeps timing out my screen saver. devil
 
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  • Edited Fri Feb 3, 2012 10:00 pm
  • Posted Fri Feb 3, 2012 9:58 pm
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The Gray Dog Passes Go
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Oh, it is on!
 
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  • Posted Fri Feb 3, 2012 10:00 pm
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Gabe Alvaro
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CaptainCosmic wrote:
Oh, it is on!

And you're gonna get served.
 
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  • Posted Fri Feb 3, 2012 10:04 pm
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The Gray Dog Passes Go
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Is this the part where we start break-dancing, or something ... ?
 
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  • Posted Fri Feb 3, 2012 10:13 pm
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Gabe Alvaro
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CaptainCosmic wrote:
Is this the part where we start break-dancing, or something ... ?

Well, you just got broke...



Suck it!



But seriously...what did you think?
 
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  • Posted Fri Feb 3, 2012 10:22 pm
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blindspot wrote:
But seriously...what did you think?

Well, we played at near-real time, so I'm not sure I can judge it on an asynchronous basis quite yet. But it looked great, worked just as it should, and was reasonably fun. Give DoW credit for always releasing polished products.

I'm trying to start a few games with players who I know will take longer between turns. I guess I'm mostly curious about how I'll like TtR when it's slowed down; I've been playing the AI or the real-time online for so long now that I'm used to it being a quick game.

BTW, that screen shot made me pause for a second. On my screen, I was the Blue Top-Hat Guy and you were the Purple Old Dude. But your screen has different colors and different characters. I'm not sure what to make of that.
 
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  • Posted Fri Feb 3, 2012 10:35 pm
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Gabe Alvaro
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CaptainCosmic wrote:
blindspot wrote:
But seriously...what did you think?

Well, we played at near-real time, so I'm not sure I can judge it on an asynchronous basis quite yet. But it looked great, worked just as it should, and was reasonably fun. Give DoW credit for always releasing polished products.

I never quit the app, so it was real time for me.

Quote:
I'm trying to start a few games with players who I know will take longer between turns. I guess I'm mostly curious about how I'll like TtR when it's slowed down; I've been playing the AI or the real-time online for so long now that I'm used to it being a quick game.

Aww c'mon Cap'n you're a man of firm conviction. Face it. You are gonna hate it. And I won't blame you.

Quote:
BTW, that screen shot made me pause for a second. On my screen, I was the Blue Top-Hat Guy and you were the Purple Old Dude. But your screen has different colors and different characters. I'm not sure what to make of that.

It gets even better.

On my iPhone 4, you I'm green (by choice) and you are red.
On my iPad 2, I'm yellow (by choice) and you are blue.

On yours, I'm purple and you are blue? Too funny.

As far as I can tell though this has no bearing on game play whatsoever. And it stands to reason, the app seems to keep it all straight. That's what computers are for, right?
 
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  • Edited Fri Feb 3, 2012 11:33 pm
  • Posted Fri Feb 3, 2012 10:45 pm
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Ian Moffett
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Anyone know why I have a red circle with a 1 in it in the top right of the app icon. It's as if I have a message. Been there since the update. Thanks
 
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  • Posted Sat Feb 4, 2012 8:35 pm
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The Gray Dog Passes Go
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It's just a "news item" — and the news is that both TtR and TtR Pocket have been updated. Which you already knew, of course.

Just click it once, glance at the "news," and then the red badge will go away.
 
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  • Posted Sat Feb 4, 2012 8:50 pm
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Ian Moffett
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CaptainCosmic wrote:
It's just a "news item" — and the news is that both TtR and TtR Pocket have been updated. Which you already knew, of course.

Just click it once, glance at the "news," and then the red badge will go away.


Have done that but it is still there. You mean click the app icon don't you?
 
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  • Posted Sat Feb 4, 2012 10:25 pm
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Eddie the Cranky Monkey
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I have a huge problem with Ascension since the update: all my games "expire" before completion (I typically take one or two turns a day).

I have nothing but forefits since the update.

Very disappointing.
 
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  • Posted Sat Feb 4, 2012 10:29 pm
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Robèr Boonmann
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I just LOOOOOOVE the fact that I can now play async.
This way I can play whenever with whoever, regardless of time and place.
So I added some of you here to my gamecenter friends.
Hopefully we can take the next train.meeple


 
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  • Posted Sun Feb 5, 2012 5:24 pm
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Matthew Collier
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I LOVE your releases, hope to someday see

Ticket to Ride IPad
-------------------
Nordic Countries
Mystery Train Expansion
Europa 1912 Expansion
Alvin & Dexter Expansion
Map Collection Volume 1 - Team Asia & Legendary Asia
Map Collection Volume 2 - India

Small World
-----------
Be Not Afraid......
Necromancer Island
Tales and Legends
Tunnels
Underground

Memoir' 44
----------
Base Game
Eastern Front
Pacific Theater
Mediterranean Theater
Air Pack
Just about every scenario you can toss at us, hell even make the campaign book an IAP that unlocks the scenarios contained and I'll still buy it all
 
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  • Posted Mon Feb 6, 2012 1:50 am
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apotheos wrote:
I have a huge problem with Ascension since the update: all my games "expire" before completion (I typically take one or two turns a day).

I have nothing but forefits since the update.

Very disappointing.

Set your invites to 14 days and that should take care of it. I also take 1 or 2 turns a day and anything 3+ days works for me without timing out.
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  • Posted Mon Feb 6, 2012 3:13 am
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The Gray Dog Passes Go
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blindspot wrote:
Aww c'mon Cap'n you're a man of firm conviction. Face it. You are gonna hate it.

Actually, I really like it. They did a great job with it.

I've found that if I mix up some really quick games with some games I know will be slower, I'm happier. I won't have to grind my teeth waiting around all day to just draw two cards. Personally, that's what works for me: a wide range of opponent speeds.

Honestly, I'm legitimately surprised by how much I like asynch with this game.
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  • Posted Mon Feb 6, 2012 3:37 am
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Eddie F III
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I just picked this up tonight on my iPhone. Its actually the first time I played Ticket to Ride. I've seen it played at my FLGS but never got to join. The tutorial at the beginning was great way to show a noob the ropes. So far I only did solo play until I get the knack of everything. I can see this app getting a lot of play. Great two apps I piked up this week will be beckoning a lot of time from my agenda. (The other app is Hero Academy.)

Got to go, time to hop a train to Seattle.

 
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  • Posted Wed Feb 8, 2012 2:48 am
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Gregory Swarthout
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This is now free.

Greg
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  • Posted Wed Feb 8, 2012 8:19 pm
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Martin Grider
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GSwarthout wrote:
This is now free.


I came here to post this as well. I think it's worth one of those "FREEBIE ALERT" posts.

One frustrating note is that you can quit an async game to go back to the menu, (the "are you sure" is not clear, but your async game doesn't get deleted unless you check a box there) ...but then lets say you then start a regular (single player) game. All is going well, but then you get an async turn, the app is kind enough to ask you if you want to go play it. Unfortunately, the app doesn't also inform you that YOUR SINGLE PLAYER GAME WILL BE ABANDONED!!! No way to get back to it. Just goes ahead and starts a new one if you try the single player again. Very frustrating. *sigh*
 
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  • Posted Wed Feb 8, 2012 9:15 pm
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