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Ticket To Ride 1912 Expansion


List Price: $19.99
Price: $14.74 & FREE Shipping on orders over $35. Details
You Save: $5.25 (26%)
In Stock.
Ships from and sold by Amazon.com. Gift-wrap available.
  • This is an expansion to Ticket to Ride, it is not a standalone game
  • Adds depth and complexity to the base game
  • This is an expansion to the Ticket to Ride games, not a standalone game
  • Adds fresh new gameplay
  • Use with any Ticket to Ride game
61 new from $14.00

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$14.74 & FREE Shipping on orders over $35. Details In Stock. Ships from and sold by Amazon.com. Gift-wrap available.


Frequently Bought Together

Ticket To Ride 1912 Expansion + Ticket To Ride - Europe + Ticket To Ride 1910 Expansion
Price for all three: $68.75

Buy the selected items together


Product Details

  • Product Dimensions: 7.8 x 4.2 x 1.2 inches ; 10.2 ounces
  • Shipping Weight: 10.6 ounces (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: China
  • ASIN: B002OFLL7A
  • Item model number: DOW 720111
  • Manufacturer recommended age: 12 - 16 years
  • Amazon Best Sellers Rank: #5,191 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (72 customer reviews)
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Product Description

Product Description

EUROPA 1912 is an expansion in the Ticket to Ride series. It enables 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets. Europa 1912 also introduces Warehouses and Depots - two new game elements that bring an exciting new layer of strategy to all versions of Ticket to Ride.

From the Manufacturer

Upgrade your ticket with exciting new routes to the great rail destinations of Europe and add fresh new gameplay to all versions of Ticket to Ride with Warehouses and Depots. The Ticket to Ride Europa 1912 expansion for the Ticket to Ride series includes 101 Destination Tickets, the 46 original tickets, plus 55 new ones that enable 3 new variants to the Ticket to Ride Europe map: Europe Expanded, which adds 19 new routes to the original 46; Big Cities of Europe, with tickets to 9 major European cities; and Mega Europe, which uses all the new routes as well as the 46 original Destination Tickets. This expansion also introduces Warehouses and Depots, new game rules and pieces that create an additional strategic layer and can be played with any of the Ticket to Ride maps. Wooden Train Depots are placed on cities selected by each player. Throughout the game, each player's Warehouse will accumulate Train cards and those who have the foresight, clever timing, or just plain good fortune to build a route to a Depot can make off with a fistful of Train cards. Depot placement and skillful Warehouse tactics become a key part of a winning Ticket to Ride strategy. An original copy of any complete game in the Ticket to Ride series is required to play with Warehouses and Depots. New Destination Tickets are for use only with Ticket to Ride Europe. The Ticket to Ride Europa 1912 expansion includes a multi-lingual Rules Booklet in English, German, French, Spanish, Dutch, Danish, Norwegian, Swedish, and Finnish.

Customer Reviews

No regrets purchasing this expansion set.
Jes Wee
This is a fun expansion that works with any ticket to ride game.
Michael J. Sorensen
In my view this makes for a very different game.
B. J. Martell

Most Helpful Customer Reviews

96 of 96 people found the following review helpful By B. J. Martell on February 3, 2010
Anyone who owns Ticket To Ride : Europe probably already knows that it is one of the best of the Ticket to Ride games, with a map that creates interesting challenges and roadblocks.

The one drawback with Ticket to Ride: Europe is the lack of routes, with only about 45 or so routes (including only 6 'long routes'). After 20 or so playings, it becomes fairly easy to tell what long route someone is attempting at any time. In my view this expansion is essential, and to a large extent fixes what is the only drawback of Europe I can find.

Europa 1912 adds another 6 long routes. They are designed in such a way that it is now much more difficult to know which long route someone is attempting, no matter what long route they have. These routes are typically slightly shorter than the existing long routes, and worth 16 or 17 only. Also, all long routes now have a different back - good for finding them to shuffle and deal seperately, but everyone will know if you keep it or not!

Additionally, there are 19 more 'short' routes, and these are carefully designed to make those cities and tracks that are underutilised in the original game more important. In my view, with these cards there is a fairly good chance of use (and even of two or three players wanting the track) for any track on the board.

Lastly there is a large set of 'Big Cities' routes. As with both the above sets of cards, it is optional to use these cards. On these cards, nine cities are picked (London, Paris, Berlin, Roma, Athina, Wien, Madrid, Moskva, Angora) and a route is introduced between every combination of these cities. Since only a handful of these routes already existed, this brings in a large number of new routes.
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36 of 36 people found the following review helpful By barfhead on October 13, 2010
This card expansion addresses the one critical issue my friends and I noticed as we played TTR:Europe to death -- the long destinations (and the rest of the routes, in general) are too obvious. By the third or fourth turn most of us had an idea of what the other players were going to do for the rest of the game and it usually degraded to a rush for the 6/8-length routes and volleying for the critical intersection cities pretty rapidly from there on out.

The addition of more long destinations as well as all of the benefits of the 1910 expansion give this game the refresh it needs to perpetuate its replayability much further. It was quite refreshing seeking alternate paths across the map and seeing the hot-spots of the original deck all but disappear. The expansion also contains all of the original cards giving a nice deck refresh. The warehouse addition is fun, but we're plenty occupied with all of the new routes and it's not quite as appealing as originally hoped.

The cost is a bit high for a card expansion, that's the only real reason I docked a star. very fun.

UPDATE (2/14): added 5th star, price is more reasonable, and after more use this is still a solid addition to the game.
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27 of 28 people found the following review helpful By Mohamad El-husseini on July 5, 2010
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As the title of the previous review suggests, this is an essential expansion that changes the game play dynamic fundamentally if you so choose to take advantage of the new rules.

You could play the game using this expansion pack without resorting to using the strategies that it requires, but it is far more compelling and fun to take advantage of the new ways you could approach the game.

Players get a warehouse and 5 depots. At the beginning of the game each player must decide where to place one of their depots (in a city on the map). The game starts, and warehouses are used to store a single card a player draws before his or her turn. The player must then place this card in any of the warehouses (including his or her own) on the board (each player has a warehouse). The player will then draw his or her two cards per usual game rules. Later in the game you may, if connecting to a city occupied by a depot, collect all the cards present in the warehouse that corresponds to the color of that depot. This allows to to collect a substantial number of cards that accumulate in warehouses, and in turn allows you to complete your routs faster. In return you give up one of your four remaining depots. The player with the most depots at the end earns 15 points... but it's far more rewarding to use the depots to capture additional cards. If this strategy is used correctly, you could complete routs very quickly and get a head start early in the game.

One of the limitations of the European version is the introduction of stations that limit your ability to block people. This reduced the cutthroat approach that made the American version so compelling. This expansion, however, adds new strategic depth, and a nervous edge to game play where players have to decide when to make a move and capture cards.

Great expansion.
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26 of 27 people found the following review helpful By A customer on January 19, 2013
Verified Purchase
Despite Amazon's product description, this can ONLY be used with TTR Europe. While this "1912" Expansion doesn't provide as much value as the "1910" Expansion did for the USA version (mainly because Europe already comes with oversized cards), it still helps the game in several ways.

On the plus side for 1912 is all of the new destination tickets. These do make the game better, providing longer routes and making it harder for others to know where you are going. It also makes it more likely you'll want to draw additional tickets throughout the game, as there are many shorter routes added that make it more likely you can complete a route that is drawn in later rounds. From a variety standpoint, people will end up going to more spots on the board, and overall the new cards do freshen things up.

The other new component of the game is the addition of "depots" and "warehouses". Essentially, every player gets several depot playing pieces and a warehouse, and every time they draw train/wagon cards they must also draw/place another one on their warehouse (a colored piece of cardboard). If you complete a route to a city with a depot, you get the train cards that are associated with that warehouse (you can think of the whole concept somewhat like "free parking" in monopoly). We have found their use problematic in some ways, chiefly because it injects a lot of luck into the game, and also some rules ambiguity over whether a player could place a depot immediately before their turn (players place depots as a free move, and get cards for connecting to even their own depot). We decided to play that you could place depots only after your regular turn, and while an OK variant, we think they could have come up with something better.
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