Which ticket to ride to buy




















Designed for 2 to 5 players. Game Description: Ticket to Ride is a cross-country train adventure game. Players collect train cards that enable them to claim railway routes connecting cities throughout North America.

The longer the routes, the more points they earn. Additional points come to those who can fulfill their Destination Tickets by connecting two distant cities, and to the player who builds the longest continuous railway. Players collect cards of various types trains and ships that enable them to claim railway and sea routes on a nicely illustrated double-sided board, featuring the world map on one side and the great lakes of North America on the other.

Elegantly simple and fast to learn, it takes the ticket to ride series to the next level! Veteran railroaders as well as family and friends will be delighted to set sail to the new horizons of ticket to ride rails and sails. Players collect sets of train cards that enable them to claim railway routes and fulfil their all-important Destination Tickets by connecting distant cities across a map of Germany.

Ticket to Ride — Marklin is a complete, stand-alone game and does not require the original version. Would have been nice to provide a little more insight into how the rules and play vary from one set to another.

You mention a few by their volume number e. The only advantages to the anniversary edition is the tins to hold the trains and the additional route cards if that really matters to you. Things like stock, passengers, train depots, tunnels and warehouses take away from the simplicity of the game without adding anything of value to the game.

Here are the stand-alone versions and expansions that are listed in the booklet that came with Europe as of this time:. I do not think the city ones do, though. Hope this helps! When are they going to release a version on our 5th continent, Australia? There are passenger trains that run throughout the country. It would be great if they would make one.

Maybe used fairies to the islands of New Zealand. It used to be known as a step back in time. And of course Uluru. I am very disappointed that one has not been built yet. Volume 6 has two completely different locations. One conjures up images of Paris and wine , and the other reminds me of the gold rush and cowboys. There are multiple paths that go right over each other but only one can ever be built.

The set of trains placed locks out the other, turning the tension up to In the Gold Rush era , cities and towns used to pop up all over the place. In a case of art imitating life, Old West introduces player cities to this expansion of Ticket to Ride. Each player has a set amount of cities and the first route that is placed needs to be connected to your starter city. It feels like angry road building from Catan but makes for quite a competitive game.

Nordic uses all the classic rules of Ticket to Ride but they also add tunnels and ferries to the mix. Nordic countries utilizes its smaller board by focusing on a more aggressive playstyle. Ticket to Ride: Europa is a small box expansion for the Europe base game. There are several new additions that add to the gameplay that I actually quite enjoy. In addition to the fancy new Europe map, players will also have the option to use stations, tunnels, and ferries.

Tunnels are a new type of route that can get pricey pretty quickly. After all which public works project ever finishes on time.

Ask anyone from Boston about the Big Dig. Lastly, we have ferries that require a locomotive card in order to be built. Ticket to Ride: Germany takes us through a beautiful map that seems longer north to south than some of the other Ticket to Rides. Germany takes some of the new mechanics from the offshoot Ticket to Ride games and reinvents them into a more cohesive product.

The Passenger scoring system is much easier to deal with and less finicky. That makes it a lot easier to jump into the game and affects how you choose your routes throughout the game. There are some alternate ways of scoring but these changes seem pretty minor in comparison to some of its counterparts. Volume 4 brings us to the gorgeous Netherlands but with a bit of a twist. Most of the routes are double routes and there are now tolls to build on different routes.

This is also one of the more innovative games in the Ticket to Ride line-up. Players can score some serious bonus points by picking up passengers and successfully dropping them off.

Volume 3 takes us to… the Heart of Africa! Players, in addition to train cards, will be able to pick up terrain cards, and when claiming routes if they can match it with the terrain they can seriously boost the score of the route. The first person to build on a route pays the toll to the bank; a second player building on that same route pays the toll to the first builder.

If you want to build but can't pay, you take a Loan card, worth -5 points at the end—and you can never repay it. The rules recommend using a neutral dummy player if you play with two people.

You must login or create an account to comment. Skip to main content Enlarge. The board itself is a good size. The map of the USA is a thing of beauty, highlighting main cities from Montreal and Vancouver, to Los Angeles and Miami with everywhere in between all connected by rail. Taking two to five players and coming in at around 60 minutes per game, Ticket to Ride is the perfect strategy game.

Starting with three destination tickets, each player keeps at least two. The destination tickets are the object of the game, awarding with much needed points at the game's end. Each ticket has a point value and will be added to your end score should you successfully complete it. The score for each completed ticket is on the card and they vary depending on how long and complicated the journey is. You could choose to keep the longer, more complicated tickets or as there is no maximum number of tickets you can attempt build up a handful of shorter, potentially easier journeys.

You may choose a longer ticket and over the course of the game try to complete shorter tickets along the same route. But beware! Your planned route may be blocked by your opponent s also trying to complete their tickets and taking a route you need. Scoring happens during the game and also at the end. When you place trains to connect two cities you score depending on how many trains you placed and there is a handy scoring guide on the board.

Once a player is down to their last two trains or less, everyone takes their last turn and then the end game scoring takes place. You score for the completed tickets and deduct points for incomplete tickets. Ticket to Ride looks stunning, plays really well with so much replay-ability it really is just a great way to spend an evening.

For a great introduction to European style board gaming this is certainly the best way for you and your friends to start. One little thing that impedes on the gameplay, or makes it repetitive or even one sided towards one player who does this or has this. However Days of Wonder ironed this out very quickly in the subsequent game. The cards are almost a standard playing card size. Once you have been bitten by the Ticket to Ride bug there is no going back.

They have even just announced a brand-new map collection - France and the Old West! No matter which new board games we buy and play we will always come back to this amazing game that started our current obsession. Don't forget to read our review for this game and to see the full range of games in the series. In another of our regular board game spotlights, Zatu peruses the CD rack for the music that adequately captures the cavernous hole in its soul, but where teen-centric angst-synth should be there's only Ticket to Ride, the release from publisher Days of Wonder and Designer Alan R.

Ticket to Ride has players competing to take control of the railways of North America, which is actually considered illegal. To do so, they collect cards and train cars, hoping to claim longer routes than their opponents and fulfil Destination tickets. Players have limited actions each turn.

They may draw more cards; take additional destination tickets; or claim a coveted route. Destination cards act as goals, tasking players with connecting certain cities or constructing routes that exceed a certain length. Ticket to Ride, in its infinite popularity, has become known as the cannabis of tabletops, the ultimate gateway game. This is down to the simplicity of its rules alongside the risk-reward tension that, as designer Alan R.

Moon himself says, stems 'from being forced to balance freed - adding more cards to your hand, and fear - losing a critical route to a competitor. Since winning the coveted Spiel des Jahres in , Ticket to Ride has sprogged numerous sequels allowing players to locomotively dominate in a more global sense.

Days of Wonder takes its name from the childhood fascination many feel when they first play games. In it became the youngest publisher ever to win the Spiel des Jahres, just 2 years after it was founded. They distribute across 25 countries and their popular titles include Quadropolis, The Battlelore series and, of course, Ticket to Ride. Alan R. Moon is an English board game designer who grew up in the USA. He has been designing games for over three decades.



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