On Tour
Table Top TableTopTakes

TableTopTakes: On Tour

On Tour, another roll and write, and is it going to be one that sticks around in my collection? Well, it is one that I play the app of semi regularly and I got it to the table recently. This might not be the most complex roll and write, but it does some interesting things. Let’s see how On Tour plays.

How To Play On Tour

On Tour is a simple route building game. You roll two dice, and get two numbers. Let’s say a seven and a two. So on your board you put down 27 in one spot and 72 in another. And you try and build up a route as long as possible connecting numbers in ascending order.

There are two things to know about how you do that. Firstly, you connect your route at the end of the game. So that means you don’t need to put those numbers next to existing numbers. And secondly, and as importantly, there are three cards flipped per roll. This affects where you can place the numbers. In the maps, US and Europe, it is split into North and South, and East and West.

Each of the cards also has a location on it. Generally a country or state depending on the map. And if you put the number in that specific location, you get to circle it as well. What do circles do? Well, they get you a point if you route goes through there. So let’s talk scoring. You get one point for each stop for your band. If the location is circled you get an extra point. Most points wins.

What Doesn’t Work?

The game play might be too simple for some gamers. I personally like it because it kind of has a push your luck to it. But All you do is flip cards and roll a die to figure out a route. There are no combos, there is no clever game play. So for some gamers, On Tour is going to be too simple.

I also think for some people the route connections at the end might be tricky. There is a limited number of spots that you can go, so that helps. But you look at your board full of numbers and it can be hard to find all the connections and what is your longest. I think it is useful for a second player to look at it and see what they can find.

On Tour Components
Image Source: BoardGameTables.com

What Works?

On Tour plays in a great arc. What do I mean with that? When you start the game, you push for things, like maybe pushing to get more circles. And as the map tightens up, the tensions increases. Towards the end you need specific numbers, and about half way through the game, you know where you’ll need them. So the game feels like the tension is growing as you play it.

I also think that the simplicity of the game works. Like I said, for some people who really want combos, the game will be too simple. But the game plays in a very smart way. It gives you this balance of risk and reward, like of like No Thanks that I wrote about yesterday. It really asks you how much you want to push your luck. Because a shorter route will score you more points than the player who pushed for a long route but missed one connection they needed.

This game also plays fast and scales well. It is, like many roll and writes, a game where the difference between solo and multiplayer doesn’t exist. What I do on my board doesn’t affect what you do. But we all play at the same time, so that means the game moves along really well. Yes, choices can be hard and slower in the middle of the game, but they are still limited well by the cards and dice, so even then it doesn’t take too long.

On Tour Final Thoughts

I really enjoy On Tour. Clearly if I own the app and I still wanted to own the game. And I think for a lot of people On Tour is going to work very well. It falls into that category of Railroad Ink for me. It is a challenging game, but it also isn’t too complicated. The difference is in Railroad Ink you need to think about four dice placement, and in On Tour, it’s just two numbers. So the options are more limited in On Tour.

I also think that a lot of people will like how fast the game plays, it really moves along quite nicely. But it doesn’t feel like it is too short, it feels like it’s the right length and really does give you that arc of game play. Where the tensions builds towards the middle of the game and into the end game. But the game itself doesn’t drag out too long. No one can optimize their last few placements or turns, because the game limits them.

My Grade: A
Gamer Grade: C
Casual Grade: B+

I think this game probably skews a bit towards the more casual gamer. But I can see gamers liking this one as a palate cleanser between games. It is fast enough to be a filler, but for some groups it’ll be big enough to be the main course. For me, I know it’s a roll and write that won’t be leaving my collection.

Send an Email.
Message me directly on Twitter at @TheScando
Visit us on Facebook here.
Support us on Patreon here.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Recent Posts

Recent Comments

Archives

Categories