Top critical review
2 people found this helpful
on 6 April 2014
Despite the warehouses being the biggest selling point of this expansion, when we tried it we found the resulting game didn't really make a lot of sense. From the rules, it appeared that you could simply place a depo anywhere on the board and then build straight into it, discarding a second depo as you did so in order to pick up all the cards from your own warehouse. But then we tried with the additional rule that you cannot place a depo and then build into it on the same turn. This seemed to help a bit, but ultimately using the warehouses takes away from the other strategies in the game and makes the whole game a bit more based on chance. One of the most annoying things about the warehouses was that if you needed to collect cards for one of the long connections in the game, it could turn out that most of the cards of the colour you wanted were stuck facedown on a warehouse somewhere, only to be taken by another player. This meant basically avoiding the longer connections unless you happened to be that other player and found yourself handed 6 cards of the same colour.
The redeeming feature of this expansion however was the Big Cities option which we found to be quite fun. The combined option didn't work so well because you could start off being dealt original route cards while another player could start off with the Big Cities routes, which basically means you're screwed from the beginning.
Actually, the Big Cities is a bit flawed as well in that once you've played a couple of times, because the routes fit together so well, everybody basically starts the game by taking routes until there are none left in the stack. But it is still a lot of fun!