🚆 All aboard the fun express!
Ticket to Ride is an award-winning board game that invites 2-5 players to embark on a thrilling cross-country train adventure. With a playtime of 30-60 minutes, this fast-paced strategy game encourages players aged 8 and up to collect train cards, plan routes, and compete for points, ensuring hours of engaging entertainment for friends and family.
CPSIA Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
Item Weight | 1.34 Kilograms |
Number of Items | 1 |
Unit Count | 1 Count |
Material Type | Plastic |
Are Batteries Required | No |
Color | Multicolor |
Theme | Adventure |
K**D
The Early Bird Catches the Worm
I needed that route! You just cut me off, now instead of destination cards giving me gobs of points, now they all count against me. There’s no way around! My nerves have never felt more vexed than they do now. That’s Jane Austin speak for: I’m seeing red and now I’m going to do anything I think might hurt your chances for the rest of the game; and the next one we play!Ok, so the first time this happens, there’s usually another way around, it’s probably the long way around, but hopefully you have enough trains to make it, because that’s a constraint you have to work under.Game PlayThis handsomely illustrated elongated board looks has a map of the United States dotted with notable cities that are connected by short and long lines of rectangles (or tracks). In line of track is one of several colors.You start the game with some cards in your hand that are nicely illustrated train cars of the same several colors. Each turn you either· take you can draw two cards from either some face up cards or “roll the dice” and choose some from a facedown draw pile, or a combination. If you pick a wild from the face-up pile, you only get one card that turn.· buy a route (lay down your trains on the rectangles between cities) You buy the track by discarding from your hand the same number and color of cards of the track where you lay down your trains.· Draw three Destination Cards. You’ve got to keep at least one. These give a method to the madness of which routes you buy.As you lay down your trains you rack up points, The longer the track, the larger the gain. If you successfully complete the route on your destination card, you also rack up points, but those you conceal till the end of the game.The game ends a full round after someone has fewer than four trains- everyone but the catalyst gets another turn.Points are scored as I’ve said, but those destinations you weren’t able to complete, yeah those count as negative points. Oooo.. ouch.I hate to tell you what to do but…Keep an eye on how many trains your opponents have left, don’t be stupid and fill your hand with destinations when you won’t have time to complete them.If it looks like a route you need is one that your opponent might need, you have a vested interest in getting there first, even if it’s an easy one.You may even consider drawing more destination cards for your first turn or two so that you can spend more time in the game working on more that are related. Than getting those you start with and drawing more in the middle of the game.What does “related” mean? Consider the following routes:LA to Miami (goes from the south-east corner of the US to the south-west corner)New Orleans to Duluth (goes north and south through the center of the US)Salt Lake City to Houston (goes from the western US to the south-center)Because there could easily be much overlap in the first and third route, but not the second route, I’d dump the second route and keep the other two.ThemeWell, several off-shoots from Ticket to Ride have come. Not to mention an expansions for the original game that adds several smaller routes. So there is evidence that the theme can be slanted, but in Ticket To Ride Europe, game play is the same with some twists, like you can use someone else’s route for your destination’s sake without getting points for the route, and you route requiring tunneling through mountains are more pricey. These off-shoot stand alone games are a good way for Days of Wonder to charge full price for what could have been a less expensive expansion to the existing game.I can hear you say, “Yeah, but they are boards in different venues!”Yes, they are, but Rio Grande seemed to be able to offer double-sided boards (Yes, that means two new maps) and new rule sets for Power Grid for less than half the cost of the original game.“Oh... Really?”Yup. But for comments to the theme itself, I think the original game is pretty strong. Struggling to eek out routes to complete destinations- trying to get there before someone cuts you off can be very nerve racking, especially when two or more destination cards are riding on making that connection. I’ve got lots of little trains! Cool little plastic trains!BalanceWhile I often complain about chance and this game includes card, the fact that you don’t have to take all the destination cards you draw mitigates it, and that there are several face up cards to choose from also helps. Anyone can build anywhere beats the imbalance Power Grid shackles you with. Tit for tat. Anyway, for having cards, I have no complaints.InteractionInteraction is low. While verbal congrats are possible, expressions of dismay and indifference often follow someone laying track. If you can’t reach the cards, there will be- “give me those two oranges” or, “how about two off the mystery pile of joy! But as I think of it, this game could be played in silence. So if you are entertaining that favorite group of mine to pick on- introverts, you already knew what you were in for.Learning CurveLow. The purchase price card you get tells you how much things cost and the production of a square base on die roll and Robber operation are pretty easy. Each development cards has what it does written plainly on it. While the rules are easy, the options are pretty limited and objective is pretty straightforward.DowntimeNominal. While you do have to wait your turn, there is a possibility that the track you want to buy gets bought on someone else’s turn. If you pay attention you can make groans at the time they will pay off the most.What’s not to Like?I can’t think of anything bad to say that I haven’t already said. It’s a great game that has done much good for the industry and I trust the makers are raking in mega bucks with all their spin offs. If people are willing to pay, they deserve it. Ah, the beauty of capitalism. I guess there are eccentric people out there, who are happy to shell out another $35 to $50.Collateral EndorsementI haven’t come across a soul who didn’t like this game, but you may say that my social circles are small. You are probably right, but I love growing them with games. My kids love to line up the trains from here to there, but they have severed my board in one place, so beware, the (read: any) board is best set up on a table rather than the carpet floor where wee feet are wont to walk.
R**A
KIDS LOVE IT!
Was a bit hessitant, but after viewing so many good reviwes we gave it a chance. Great game, easy to learn.
A**R
Cool game!
Great game! Entertaining for kids and adults. Great for family game night.
D**Y
Great Family Ticket to Ride
Excellent game. My (4) tween grandchildren always want to visit and ply the game. Game is short enough such that younger ones don't lose interest. Worth every penny.
R**E
Un buen clásico
Excelente juego , clasicona y entretenido
H**A
Perfect board game
Perfect board game to chill out with friends and family
H**L
Perfect for game nights
Best game ever, super fun for a game night.
H**N
Fun for tweens.
Fun game. Will be buying other versions.
Trustpilot
2 days ago
2 months ago