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  1. #1

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    1910 basically adds more tickets plus a bonus for the most tickets completed, so that it is a viable strategy. There seemed to be so few tickets with the original that it became easy to know where someone was going and block them. Also, I could just grab 6 of the 6 train sections and nab 90 points, plus the longest train bonus and everyone else would get negative points for uncompleted tickets. Oh, and the cards in the original TtR are small and most people didn't like them. The expansion includes reprints of all the base cards, plus the extra routes.

    My wife loves Dominion, but don't count out Power Grid, Carcassonne, or 7 Wonders. Those three aren't geeky thematic like the others.

    Well, my wife is in school right now (completed her LPN in December, continuing on for her RN), so I quite a bit of free time that I fill by reading and playing games.

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    We have Carcassonne, but it's taken a while to really get into that game and develop a strategy. When do I build a farm? Will anyone around me complete their city? That kind of thing. But it is fun.

    I'm debating on getting the 1912 expansion for the TtR:Europe game that we have. I've read that not only are there more destination cards, but also a separate kind of game with it (I'm probably reading this wrong) that would allow variants on the current gameplay. I got whooped up on pretty good the last time we played, though, so I really need to up my game.


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