But Chaotic Connections, cleary inspired by TransAmerica, seemed like a silly enough mashup of that game and your classic card-based game Sorry. Now that I've played it, I can say it feels a bit more like the classic but dated game of chaos, Nuclear War. I must be honest right now and say that this game just isn't for me. But considering the outstanding success of something as god-awful boring and chaotic as Killer Bunnies (which really is just a bloated rip-off of Nuclear War), I think this game may be enjoyable for many. It's definitely a lot shorter and simpler than KB, which already makes me think it is a much better game.
Having said all that, once the coloured chips were all punched out (and a few lost forever due to the really crappy cutting job of the card stock) the setup and explanation of the rules was a breeze. The game itself is quite simple. Like TransAmerica, all players are given a set of cities to try and connect to using their own and other players markers. But unlike TA, everyone marks their cities at the beginning so you know exactly what your opponents are going for. And I actually like that. What I didn't really like was that the cities are randomly dealt and only one of your goal cities is picked by an opponent. So basically you pick the 3 of 5 city cards that are the closest on the board and then the player to your right picks the 4th from the two cards they have left (clearly they pick the one farthest from your other cities...)
Then the game proceeds with players playing 1 of 4 cards from their hands every turn, some of the cards being a forced play if you have them. Cards allow players to add mileage markers (chips), take away opponent's markers, block routes temporarily or permanently, or even add or remove cities from a players goals. It's all quite random, and, well, yes, chaotic and players continue adding their chips and removing their opponent's until someone connects all their cities and wins. The game moves quite quickly and our games averaged 20-30 minutes.
It is fairly clear to me that I am not the target audience for this game. The choices are very simple - "player A is going to win. I should remove his markers", "I have add 300 and add 500 miles cards. I should play the add 500 miles", etc. - but the board play is rather interesting. Connecting to someone else's network will get you further but also may help them with their goal. These are some great lessons for kids but a bit simplistic for adults. As well, the frustration of being randomly handed more cities to connect to while the player beside you gets to remove his is, well, chaotic. And having all your cities spread across the board while the other players manages to start his within 10 spaces of each other is also, well, chaotic. And to add 4 mileage markers and then have them removed by others before your next turn, and then add them again, and then have them removed, and then added again. And then you win! Well, that is pretty chaotic. I think you get the idea.
One of the comments from another player is that this game could be house-ruled tons to make for a much better experience. Other ways to determine cities would make for a much better game, I think. For example, you pick one of your cities and then the other players pick 3. That would make for a much better experience and a far more interesting game. In fact, it's something I think I'd like to try.
But hey, extremely chaotic games like Killer Bunnies sell tons of copies. If you like chaos, and you want something to play with the kiddies, you might want to consider this one. Just don't get the cards wet......
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2018.6.20chenlixiang