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Ticket To Ride
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- For 2-5 players
- Tons of replay value
- One of the most popular specialty games of all time
- Takes 30-60 minutes to play
- There are 225 Colored Train Cars
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
From the Manufacturer
The Ticket To Ride Board Game is a cross-country train adventure that celebrates Fogg's impetuous and lucrative gamble to travel "Around the World in 80 Days" by proposing a new wager. The stake is a $1 million prize in this winner-takes-all competition. The objective of this train board game is to see who can travel by rail to the most cities in North America in just seven days. This Ticket To Ride game can be played by two to five players. There are 225 colored train cars and players have to collect cards that allow them to use the different railway routes connecting the cities across the USA. This Ticket To Ride Board Game comes complete with a detailed board, game cards, help cards, rules, train miniatures and more.
Ticket to Ride Board Game:
Game enacts a cross-country train adventure
Players collect cards of various types of train cars that enable them to claim railway routes connecting cities throughout North America
Includes detailed board, game cards, help cards, rules, train miniatures, and more
Based on "Around the World in 80 Days"
$1 million prize winner-takes-all competition
Travel by rail to throughout the US within seven days
This Ticket To Ride card game can be played by 2 to 5 players
Includes 225 colored train cars
What is it?
Ticket to Ride is a cross-country train adventure in which players collect and play matching train cards 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.
1 Board map of North American train routes
225 Colored Train Cars
144 Illustrated cards
5 Wooden Scoring Markers
1 Rules booklet
30-60 minutes to play
Ticket To Ride
From the Manufacturer
October 2, 1900 - it's 28 years to the day that noted London eccentric, Phileas Fogg accepted and then won a bet that he could travel "Around the World in 80 Days." Now, at the dawn of the century, 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 the most cities in North America - in just 7 days. 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. For 2 to 5 players ages 8 and older. Playing time: 30-60 minutes. Comes with: 1 Board map of North American train routes, 240 Colored Train Cars, 110 Train Car cards, 30 Destination Tickets, 5 Wooden Scoring Markers, 1 Days of Wonder Online access number, and a Rules booklet.
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|Sold By||BLW ASSOCIATES WEST, LLC||Amazon.com||KRISTIN SHEEHANSD||Amazon.com|
|Are Batteries Required||No||No||No||No|
|Item Dimensions||11.75 x 11.75 x 3 in||11.75 x 11.75 x 3 in||9.5 x 11.62 x 3 in||8.6 x 12 x 1.7 in|
|Item Weight||2.8 lbs||—||2 lbs||2.3 lbs|
Top Customer Reviews
However, I still prefer the Ticket to Ride Europe with the Days of Wonder Ticket to Ride 1912 Expansion because of it provides more interesting challenges (ferries and tunnels) and adds stations players can use to get around being cut off in completing their routes. These stations can easily be used in USA or other versions. Europe still has the "longest route" bonus points award but this is easier to get for everyone because if you have to use a station to complete a route ticket, it no longer counts toward your getting the longest route award.
Another excellent option over the USA version is the Days of Wonder Ticket To Ride - Marklin (Germany) version that adds passengers you can use to score crazy bonus points that add a whole new strategy to the game; unlike the stations in Europe, however, the passenger mechanic is not easily integrated into other editions. Another nice thing about Marklin is that it offers the most balanced map with a near equal distribution of long and short routes which are split up on the left and right sides of the vertical map. With Marklin, completing a ton of short routes is just as viable a win strategy as long routes in the USA base sets.
Both Europe and Marklin also split your initial ticket allotment into long (blue-backed) and short (brown-backed) routes; you get to choose how many of each you want to do--unlike the USA base set, which is totally random in its ticket distribution (long routes are harder to complete but offer more bonus points to win than short routes).
I also enjoy the Ticket to Ride Switzerland Map Expansion and Days of Wonder Ticket to Ride: Nordic Countries Board Game. Both Switzerland and Nordic Countries are designed for only 2-3 players, unlike the usual 2-5) so they are great options for smaller groups. They also offer the two most challenging maps. Unfortunately, Switzerland is out-of-print and online sellers are charging a fortune for it. You can play it and the USA and Europe versions online, however, for a much more reasonable cost (live opponents or vs. the computer). I've played the online version almost 1,000 times since August 2010 but I still love playing the board games. They are my favorite board games of all time!
One thing to watch out for, in my opinion, is that the original USA edition is initially fun but that fun can turn to frustration once you realize the easiest way to win is to just build the long northern routes. That problem is corrected with the 1910 Expansion by providing new route tickets, a new way to score bonus points, and two variants: Big Cities and USA Mega-Game -- the Mega-Game uses everything in the expansion set and is my favorite way to play Ticket To Ride: USA). However, I still prefer the maps and additional challenges (like building ferries and tunnels) that are provided by the Europe and Marklin editions.
No matter which version you pick, if you know how to play one, the others are easy to pick up, and the rules of all editions are fast and easy to learn in about 5 minutes.
Ticket To Ride is, in my opinion, the best light strategy (or "gateway") game on the market to bring family and friends together. Actual game time may vary depending on the number of players, their familiarity with the maps and rules, and how quickly they can strategize and complete their turn (most turns are finished in a minute or less but some could last up to 5, especially when choosing additional route tickets). I'd say every version of Ticket To Ride (even with expansions) takes about 60 minutes on average but a game could last anywhere from 30-120 minutes (the difference between having 2 players vs. 4-5, for example, and/or if some newbie players need rules or strategy help, or are just really bad at making decisions and revising their strategy on the fly).
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 it has strong possibilities of being one of the best games of the year. Alan Moon has always been one of my favorite designers, and this is one of his best games in years. Days of Wonder has put a lot of time and effort into producing this game, and it shows. When I first played TransAmerica, I thought that it was a boring game -what was the point, and where was the strategy? Fortunately, the strategy and fun in this game are wonderful. I don't need a "dumbed-down" game to introduce new folks to the wonderful world of board games. I can just use games like this - tremendous, fun games, filled with tactical choices and enjoyable times.