You stated that you think the flight cards almost play themselves that is correct, and intentional. I think that the problem is you want a strategic experience out of the game. Please tell me this game will get better! I'm just glad, at this time I didn't shell out the extra for the anniversary edition. So, in conclusion, I'm really hoping this will improve as a two player game with each play or that perhaps it requires more than two players to really shine. The only part I felt shines out are the battery cells, though they are so small I fear they'll get lost. With GT the insert is a badly fitted cardboard, the cards are few and cheap feeling and the plastic pieces feel low quality, though are the astronauts are pretty cute nonetheless. In TtR:E you get umteen quality plastic trains and stations (with spares) a six panel board, really nice quality cards, wooden scorers and a nice plastic insert. This is especially true if I compare the game with Ticket to Ride: Europe which is similarly priced (am I unfair to make this comparison? Is TtR:E especially good value?). I was also a bit disappointed with the quality of the game, despite this aspect being praised in many of the online reviews. I'd like to hope this will get better on replays, once the building strategy becomes clearer but I'm not convinced at this time. So, after just two plays, and only one with the full rules I'm a bit disappointed. I suppose I could produce something myself to improve this aspect. The fact the number and size of meteors is specified on the card and not rolled for is disappointing too: I would have expected a couple of custom dice to cover this aspect rather than printing them on the card. There aren't that many cards so I can't see there being much variation between games.This all takes about two minutes per card, if that, so doesn't really feel like an epic space journey. There's the decision of whether to land on a planet and lose position on the grid,there's the decision of whether to spend crew on abandoned ships, should you happen across them, and the decision on whether to spend batteries. After building there's not really much strategy.This means that there is not really much emotion as it gets destroyed. The building time seems to be too short to foster any real sentiment towards one's ship.This was marginally better but still didn't really do anything for us. So, hoping it would be a grower (I remember being underwhelmed with Jaipur when we first played that, and that's turned out to be a real diamond*) we played a second game, on the class II ship with the full rules (except aliens and without setting aside tiles in the discard area). The building phase basically just turned into us both endlessly flipping tiles looking for ones that would fit in the spaces and then the actual flight could only really be described as boring: it was very mechanical, strategy-less, short and low scoring. Must say we were both somewhat underwhelmed. So it arrived yesterday, I read all the rules (of which there are relatively many) and played the test-flight with the wife. I thought it would be good to play with kids as they're quite young at the moment. I bought Galaxy Trucker because, from what I could tell from the reviews it was fairly lighthearted, not too complex and a lot of fun! Indeed all of the reviews on Amazon are praiseworthy and the sentiment around here tends to be positive.
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