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Ticket to Ride
 
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Ticket to Ride

Other products by Days of Wonder
4.8 out of 5 stars  See all reviews (130 customer reviews)

List Price: $59.99
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Features

  • Ticket to Ride is a cross-country train adventure where players collect cards of various types of train cars that enable them to claim railway routes connecting cities throughout North America.
  • 2-5 Players * Age 8+ * 30-60 minutes 2004 Game of the Year in Germany "Once you play this game, you'll never play TransAmerica again.
  • It's a fantastic medium-weight game - one that plays equally well with two to five players.
  • * 1 Board map of North American train routes * 225 Colored Train Cars * 144 Illustrated cards * 5 Wooden Scoring Markers * 1 Rules booklet * 1 Days of Wonder Online access number

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Ticket to Ride
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Product Details

  • Product Dimensions: 11.8 x 3 x 11.8 inches ; 3.2 pounds
  • Shipping Weight: 3.2 pounds (View shipping rates and policies)
  • Shipping: Currently, item can be shipped only within the U.S. and to APO/FPO addresses. For APO/FPO shipments, please check with the manufacturer regarding warranty and support issues.
  • Shipping Advisory: This item must be shipped separately from other items in your order. Additional shipping charges will not apply.
  • Note: Gift-wrapping is not available for this item.
  • ASIN: B0002TV2LU
  • Item model number: 4098340
  • Manufacturer recommended age: 8 years and up
  • Amazon.com Sales Rank: #92 in Toys & Games (See Bestsellers in Toys & Games)

    Popular in these categories: (What's this?)

    #1 in  Toys & Games > Games > Educational Games > Geography & History Games > Geography Games
    #10 in  Toys & Games > Games > Travel Games
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (130 customer reviews)
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Product Description

Amazon.com Review

Join your friends in a race to claim railway routes across North America! Ticket to Ride, an award-winning strategy game, challenges players ages eight and older to complete multiple train routes connecting major cities. As miniature trains begin to populate the board map of North America, secret city-to-city rail connections are completed or hopelessly blocked by merciless competitors. Providing an enticing mixture of strategy and luck for groups of two to five players, Ticket to Ride squeezes the journey of a lifetime into a mere hour or less.


Ages: 8+

Requires: 2 to 5 players

What We Think

Fun factor:
Durability:
Educational factor:
Novelty factor:

The Good: Railway race game balances strategy and luck of the draw.

The Bad: Streamlined North American version less complex than its European counterpart.

In a Nutshell: Game play often results in surprise endings.



Designed for two to five players, this highly-strategic board game will have players vying for train routes. View larger.
Secret Rail Destinations Keep Everyone Guessing
All the action takes place on a detailed, color-illustrated board map of North America. Newbies will want to dedicate 10 to 15 minutes to the well-organized instruction manual, then pass out miniature trains, train-car cards, and destination tickets to each player. Game play is straightforward and consists of only three possible moves per turn: drawing an additional train-car card, drawing a destination ticket, or building a train route.

The train-car cards are color-coded to match specific railway routes, so the basic idea is to collect multiple cards of the same color and then claim a route to score points. Destination tickets present an added challenge by assigning secret routes such as "Seattle to Montreal" and awarding bonus points for completion of these routes. Because the tickets are kept secret, each player's plan for railway domination won't be revealed until the end!

Ride the Rails in Less than an Hour
Because Ticket to Ride only requires two players and can be played in less than an hour, opportunities abound for trying different strategies. While your success relies somewhat on the luck of the draw, part of the fun is trying different strategies like drawing extra destination tickets, discarding difficult tickets, or vying for the longest continuous route (worth 10 points).

Surprise Winners and Reversals of Fortune
Once the miniature trains are played out, each player's destination tickets are revealed. Because an incomplete route can result in a loss of as many as 22 points, last-minute reversals of fortune are commonplace, and victory is never guaranteed.

While those who are already familiar with the more intricate European version of Ticket to Ride might be disappointed by this simpler version, beginners are sure to find it a wonderful introduction to the Days of Wonder board game series. Purchase of the game includes access to online game play, where additional maps and game variants await.

What's in the Box
One board map of North American train routes, 240 colored train cars (including additional replacement cars), 144 illustrated cards, five wooden scoring markers, one rules booklet, one Days of Wonder online access ticket.




Hatch elaborate plans on how to secure railway domination! View larger.


The game features real-life locations across the North American continent. View larger.



Product Description

October 2, 1900. 28 years to the day that noted London eccentric, Phileas Fogg accepted and then won a L20,000 bet that he could travel "Around the World in 80 Days". Now at the dawn of the century it was time for a new "impossible journey". Some old friends have gathered to celebrate Fogg's impetuous and lucrative gamble--and to propose a new wager of their own. The stakes: $1 Million in a winner-takes-all competition. The objective: to see which of them can travel by rail to the most cities in North America--in just 7 days. The journey begins immediately. Ticket to Ride is a cross-country train adventure where players collect cards of various types of train cars that enable them to claim railway routes connecting cities throughout North America. Included in this popular game made by Days of Wonder is a detailed board, game cards, help cards, rules, train miniatures, and more!

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Customer Reviews

130 Reviews
5 star:
 (106)
4 star:
 (20)
3 star:
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Average Customer Review
4.8 out of 5 stars (130 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
170 of 173 people found the following review helpful:
5.0 out of 5 stars A step above the run of the mill games, March 10, 2005
By Jadecat (Lake Orion, MI United States) - See all my reviews
  
Durability:5.0 out of 5 stars Fun:5.0 out of 5 stars Educational:4.0 out of 5 stars 
This is an excellent game for 2-5 players, and especially for kids. I was initially put off by the theme and the mentioning of winning the $1 million dollar prize on the advertisement. I immediately thought there would be paper money involved and it would be like Monopoly where I would have to be a banker,,,and yech. But no, I was WRONG. There is no fake money involved! Just little cards with different colors. Easy, but challenging. It is a game where you can be nice and not mess with your opponents supposed destination, or you can try and block them. You get points according to the tracks you lay and connections you make.
But please, I love Amazon, but their Days of Wonder games are all overpriced. You can get this and their other games much cheaper on designated game sites. Do a search, read other reviews, boardgamegeek is a wonderful place to look and compare games. This was one of the first games I bought and I just keep finding more neat games to buy that you can't find here.
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48 of 48 people found the following review helpful:
5.0 out of 5 stars Fun for beginners and gamers, kids and grownups, July 16, 2006
By E. M. Rivera (San Juan, PR) - See all my reviews
(REAL NAME)   
Every year I buy my daughter at least three board games: one for Christmas, one for Three Kings Day and one for her birthday. It has become a tradition we both enjoy. I purchased TTR after reading excellent recommendations from other gamer parents on Boardgamegeek. I was not disappointed.

The game components are well made and beautiful, and the box is designed to store them well. This is very important, as the game has lots of pieces: cards, colorful plastic trains and wooden marker tokens.

Each turn lets you make decisions, play is never merely mechanical. Each time you play you will be able to choose one of three different actions: claim a train route, collect train cards or gather destination tickets. Each of those actions implies further decisions: Do you take a red train or a blue train? The short Duluth or Phoenix? Risk the big payoff tickets or keep only the safer, smaller points destinations?

The instructions are simple enough for non-gamers and children, but game play is engaging for all levels of play. The game accommodates both laid back and cutthroat gaming styles.

If your family games you should add this to your collection. If you are new to gaming and need a place to start, this is a fine first buy.
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59 of 63 people found the following review helpful:
5.0 out of 5 stars One of the best games - ever!, April 12, 2005
By Thomas J. Vasel "Tom Vasel" (Uijongbu, South Korea) - See all my reviews
(REAL NAME)   
Durability:5.0 out of 5 stars Fun:5.0 out of 5 stars Educational:4.0 out of 5 stars 
When I first heard about Days of Wonder's newest game, Ticket to Ride (Days of Wonder, 2004 - Alan Moon), I was excited. But how could I not be - for all of Days of Wonders games so far have been fabulous, and it seems that each successive game gets better and better. And Alan Moon with a train game (shades of Union Pacific) sounded like a winning combination. I had an opportunity to play the final version of the game, and was quite impressed with how the game looked.

And is the game any good? The short answer is that once you play this game, you'll never play TransAmerica again. It's a fantastic medium-weight game - one that plays equally well with two to five players. The components are superb, the artwork is great, the game is downright fun (and nasty sometimes), and the total package is a very strong contender for the Spiel des Jahres 2004. (which it won!) After my first playing, I ranked it an 8; but after multiple playings the rating moved up to a 9, then a 9.5 - and if I keep playing the game at this rate - may move into my top ten list. Game play is very tight, and I found that game scores can run very close - making for an exciting game, all the way down to the finish.

Each player receives forty-five train cars in one color, and places a matching round token of that color on a scoring track. A large board is placed in the middle of the table, with a map of America (circa late 1800's) superimposed upon it. Thirty-six cities are there, each connected by one or two "railroad lines". These lines are made up of one to six spaces, and are one of eight colors: purple, yellow, black, white, green, red, blue, brown, and gray (neutral color). A deck of "tickets" is shuffled, and three are dealt to each player. Players may discard one of them, but must keep at least two of them. Each ticket has two cities on them, and a point value that a player will receive if they connect those two cities, or lose if they don't connect the cities. The remainder of the ticket cards are shuffled and placed in a face down pile next to the board. A pile of train cards is shuffled, and four are dealt to each player. The remainder are shuffled and placed next to the board, then five of them are turned over and placed face-up next to the draw pile. The player who has traveled the most goes first, and then play continues clockwise around the table.

On a turn, a player may do one of three things. They may draw two cards, one at a time from either the face-up cards and/or the draw pile. Each card shows a different color of train car - matching the eight different colored spaces on the board. There is twelve of each color car in the deck. There are also eighteen "locomotive" cards, which function as wild cards. When a player draws a face-up card, the card is replaced immediately before they draw another card. A locomotive card counts as two cards if drawn when face-up, but only one if drawn when face-down. If there are ever three locomotive cards face-up at any time, all five cards are immediately discarded, and five new cards are drawn. If the cards run out, the discard pile is shuffled back to form a new draw deck.

The second thing a player may do is to draw three ticket cards. They must keep at least one of them, but have the option of keeping all of them, if they like. The others (if any), are discarded.
The third thing a player may do is play cards to place their train cars on the board. A player may play one through six cards of the same color (including wild cards), to place the same amount of train cards on a corresponding line on the board. For example, Las Vegas is connected to Salt Lake City by an orange line consisting of three spaces. Three orange cards must be played to put three trains of that player's color on those spaces. No more players could then place anything between those two cities, and if players want to connect those two cities with their lines, they'll have to go around the long way (if possible). Gray lines can have any color cards played to place trains on them, but the cards played must match the number of spaces in the gray line, and all of the cards must be the same color. When placing trains, the player doing so receives points - 1 point for one train placed, 2 points for two trains, 4 points for three trains, 7 points for four, 10 points for five, and 15 points for six trains. Some cities have two lines connecting them, both of which can be used in a four or five-player game. In a two or three-player game, however, once one of these lines has been used, the other cannot.

When one player, after taking their turn, is down to two train cars or less, the final round begins. Starting with the player to their left, each player has one final turn, and then the game is over. The trains on the board are counted to make sure that the points were totaled correctly during the game, and then ticket cards are revealed. If players can trace a continuous path between the two cities on their card with their color train cars only, they receive the points, and move their tokens accordingly. Otherwise, they lose the points, and must move their token down the scoring track that many points. The player who has the longest continuous track also gets ten points. The player with the most points is the winner!

Some comments on the game...

1.) Components: As usual, the components for Ticket to Ride are supreme. Days of Wonder has, by far, more superior components for their games than any other company. The board is fantastic, with a nice map, and when the train cars - nice plastic cars in bright colors - are placed on it, the whole thing looks pretty fantastic! The cards are of the highest quality, and are about half the size of normal playing cards. Each color card not only has a different train car on it, but they have symbols in the corners to help differentiate between the colors (good for the color blind). Everything fits into a wonderful plastic insert that is in a beautiful, sturdy box - the same size as Days of Wonder's other Big Box Games.

2.) Rules: The rules are only four pages - large, colorful, illustrated pages - but only four! The game is being printed in many languages - and has the distinction of being the first major game release that I know of that has been produced in Korea, something which is rather dear to my heart. The game can be explained in about 5 minutes, and I am very pleased at how easy it is for people to pick up. Even people who have a hard time understanding simple games ("No, John, you cannot attack people in Settlers of Catan!") had an easy time picking up the game - and I was amazed at how fast strategies were picked up.

3.) Strategy: When I first was taught the game by Eric Hautemont, CEO of Days of Wonder, I didn't think that strategy would be that important. Then, he beat us, scoring 162 points to my 82, and my friends 54. I was floored! I thought that I was doing well, during the game, but realized several things that I missed afterwards. I found out in the game that there are different strategies, and was impressed with how they differed. One can ignore their ticket cards and just try to place long trains, hoping to get a lot of points. Or one can try to complete as many ticket cards as possible, not worrying too much about how long of trains they place on the board. Then, there is the middle ground - but is a compromise of the two strategies enough to win? Not to mention the fact that players must watch other players, and occasionally place trains to mess them up.

4.) Cutthroat: This gives the game a real "cut throat" atmosphere. Sometimes the best move for a player is to place train cars between cities they don't care that much about - just to stop another player - either from getting the longest chain of cars, or completing their tickets. This can cause some enmity, but it's all in good fun, and I really enjoyed the player interaction - from taking cards to placing trains.

5.) Holding cards: It's fun to get a big hand of cards (there is no upper limit). Players try to hoard cards so that they can place long trains of cars, scoring the big points. Also, players must always keep in mind that everyone else is watching them, trying to determine where they are going. The longer a player keeps the cards in their hand, the less they tip their hand. However, if one player suddenly uses up all their trains, causing the final round, and you are stuck with a huge hand of cards, it can be quite devastating. My wife found this out the hard way. She was about to connect three cities that would complete two of her tickets - probably winning the game. Another friend of mine, in the same game, had the same problem. Either one of them could have won the game, but because they held the cards just one turn to long - they lost. Of course, I was the evil guy who caused the game to end, but I got my just desserts, losing by only one point to yet another player - and the winning point was caused by her having the longest continuous train of cars.

6.) Fun Factor: And yet, even with the bluffing, and the other little nasty tactics, the game is extremely fun. The decisions are short, causing the game to move quickly, but can be quite stressful at times. Yet these decisions really make the game fun! Blocking someone else off, using your own lines, pulling two locomotives from the draw pile, or finally connecting those two cities - all of this adds up to a wonderful time of fun!

7.) Time and Players: The game runs quickly, because the decisions are important, but don't bog the game down to much. I was impressed with how well the game scaled, but found that the two-player game was much different than a five-player one. Both were fun, but needed different tactics.

As you can see, I really enjoyed this game. I think... Read more ›
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Most Recent Customer Reviews

5.0 out of 5 stars Ticket to Ride probably the #1 rated game for the rest of the world
For anyone who is not a "Gamer" the name "Ticket to Ride" doesn't really mean anything beyond a Beatles song. Read more
Published 3 days ago by Richard D. Carnagey

5.0 out of 5 stars Fun Euro Game
My husband and I enjoy playing board games with friends and have found that this is a great game to teach beginner/intermediate players. Read more
Published 11 days ago by smv135

5.0 out of 5 stars A really fun game
It's a great game best played with either 3 or 5 people.(Though you can play with 2-5 players) This game is less about luck than most other board games and I really appreciate... Read more
Published 19 days ago by P. Jirasek

5.0 out of 5 stars So much Fun!!
This game is very fun to play. It's great because you really have to plan out your moves, while trying to figure out where your opponents are headed. Read more
Published 25 days ago by Tammie Nettleton

4.0 out of 5 stars great Game
Great game, really fun to play, very easy to explain/understand the rules = lotsa fun
Published 28 days ago by Javier Wong Tong

5.0 out of 5 stars Ticket to Ride- USA game
This is such a fun game to play. I love it because their is strategy involved but it is easy to explain it and play it right off the bat. Their isn't a lot of instructions. Read more
Published 1 month ago by Christy Daum

5.0 out of 5 stars Glad I bought my Ticket
This game is great fun for all ages. I've played it with adult groups and with kids and everyone has had a great time.
Published 1 month ago by Chance A. French

5.0 out of 5 stars all aboard...
great game! the concept is simple- collect train cards and build rails to your secret destination(s)- but winning is hard! Read more
Published 2 months ago by jane.l

4.0 out of 5 stars Fun game!
This is a very good game for up to five people. It is a strategic game on three levels, with a scoring system that keeps you guessing as to who the real winner is until the gmae... Read more
Published 2 months ago by H. Kennedy Hudner

5.0 out of 5 stars Super fun but the American version is not as good as the European
This game is full of strategy, interaction, and unpredictability. The whole family loves it! But I've played the Europe version and it has more interesting twists including... Read more
Published 2 months ago by J. Swink

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