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27.9.2016

When entering the world of modern board games the key phase you often hear is “get a good gateway game”. As the name suggests a gateway game is deemed the ideal entry point into the world beyond Monopoly. A good gateway game should be easy to learn, simple to play, have hidden depth and most of all be fun. For over ten years now one of the gateway games of choice has been Alan R Moon’s Ticket To Ride, winning a host of awards along the way including 2004’s Spiel des Jahres Game of the Year, so naturally this became one of our very first purchases. Does it live up to expectation? Let’s find out.What’s it about then?Ticket To Ride (TTR) is a card drafting, set collecting,network building game for 2-5 players aged eight years and above. The game is set in America in the early 1900’s and each player is a railway baron looking to link cities together with train routes, criss-crossing the country, with the hope of completing certain destination tickets. The winner of the game will be the player who has scored the most points.What’s in the box?Ticket To Ride contains;1 game board (a stylized map of North America), 240 trains in 5 different colours, 110 train cards in 9 different variations, 30 destination tickets, 1 summary card, 1 bonus card, 5 scoring markers and 1 rule booklet.How do you play it?The rules of the game are very simple and can be taught quicker than it takes to set up the game. On their turn, each player can perform one of three actions, either, drawing train cards, claiming a route or getting additional destination tickets. Players choose a colour and start with 45 trains and play ends after a final round once a player has 2 or less trains remaining. Four destination tickets are dealt out to players and they must keep at least two to start, players are then dealt a starting hand of train cards, 5 train cards are turned face up into a common area and play begins.Drawing train cards – Players can draw up to two train cards on their turn, either by selecting from the face up display or blind from the top of the deck. Train cards come in 9 different colours, 8 of which correspond to colours used on the game board map. The ninth train card is the wild locomotive card. This train can be used to in place of any other colour train and because of this if a player chooses to select a locomotive from the face up display that is the only card they choose for that turn.Claiming a route – The cities on the map are joined together by train routes or various lengths and different colours. To claim routes players must have the right number of trains of the same colour which matches that route. Some routes on the map are grey, which allows you to claim that route with a set of any colour you wish. All trains must be the same colour, unless you are using wild locomotives, which can fill in if you are missing a card or two. The longer a route is the more points it is worth.Additional destination tickets – Completing a destination ticket will earn you points at the end of the game so players may, if they choose, draw 3 more tickets, keeping at least 1. This can be a risky move, however, as any tickets that are not completed will lose you points.Once the final round has taken place the end game scoring phase begins. Players will gain points for any tickets they have completed, lose points for any they have not completed. Finally a bonus of 10 points is award for the player who has the longest continuous route.What’s good?Learning and explaining the game is very simple as there are only 3 possible moves for players, 9 year old Miss Gamer quickly picked up what to do. The game board is beautiful and also has the scoring track around the outer edge. Although the game is simple there is some added depth and strategy for older or more experienced players. The end game scoring system allows for players at the back of the pack to catch up to those who may have raced ahead. The thematic qualities of the game shine through with each coloured train card depicting a different type of carriage. Days of Wonder were good enough to include 3 spare trains per player, very useful after our dog managed to chew one up.What’s bad?The starting destination cards usually determines your strategy for the game, having a long destination will see you try to gain the longer routes scoring more points, whereas short routes will see you claim more smaller routes worth less points. Once you have played a fair number of games you start getting the same destinations over and over which makes some games feel repetitive. The cards are of good quality but are smaller than your traditional playing card which makes handling sometimes awkward (the TTR:1910 expansion reprints all the cards from TTR on larger cards).Final VerdictWe received Ticket To Ride as a Christmas present and it was a big hit over the holiday period with many games played with various family members, many of whom had not played a board game other than Monopoly. One game soon turned into a second and then a third as players became more familiar with the rules and more aware of the subtle strategies in play. If you are new to Euro-style gaming picking the right gateway game will ensure a fun and successful transition, and we highly recommend TTR as that first step.
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3.12.2005

Ticket To Ride is a great game for all the family. With each game lasting roughly one hour and quick setup and take down, this game is anti-dote to such family board game horrors like Monopoly and Risk.The basic idea of the game is build train routes connecting various cities across the USA to collect more points than your opponents. To complete a route requires a number of coloured Truck Cards of a certain colour. Long routes are worth more points than short routes but require some hard saving of Truck Cards. Points are awarded for completing a route between cities, completing a Ticket (a longer route made up of smaller routes), and by having the longest sequential route on the map at the end.The components of the game are of superb quality.The large game board is made of tough cardboard and displays a map of the USA with the major cities and rail routes marked between. The train trucks are made of good plastic and are very colourful. The trucks combined with the map make for a very appealing game to look at. The cards that come with the game are also of good quality and are laminated for durability - trust me, they'll get a lot of use. :)The rules are just four, beautifully illustrated, pages long and extremely easy to understand. The basic game strategies are also easy to pick up, with more advanced strategies available for the more competitive amongst us. There's quite a good mix of different strategies in this game, and each game may require you to choose a different strategy from your last. You must also remain fairly flexible with your strategies too, because you never know what your so called friends might do to ruin your plans.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.There's a definite cut-throat side to this game as it's often wise (if you're competitive) to delibrately block opponents routes regardless of your own objectives, but this cut-throat side only adds to the overall FUN of the game.I'll list the reasons why I think Ticket To Ride is a great game, and you'll see why I'm not fond of so called 'family games' like Monopoly and Risk:- No one gets eliminated. This is a BIG plus for a family board game.- Even if you lose the game, more often than not, you've completed at least some of the Tickets you hold and therefore have SUCCEEDED at something. A nice feature for a family game; keeps everyone happy. :)- A tip for free, don't count player scores until the end. This keeps everyone guessing right until the end about who is actually going to win.- Player turns are very short. Each turn consists of just one action: picking up more truck cards, laying a route between two cities, or picking up more tickets (think missions in Risk). This means you never have to wait long for your next turn. :)- The game works equally well with 2 - 5 players.There is a European version of this game with some additional rules which add more balance to the game (less hot spots on the map!). I prefer the European version even though I win more on the USA version. Maybe that's just because I'm from Europe, or that the extra rules give a closer game.The best thing I can say about Ticket To Ride is that everyone who has played it with me has wanted to play it again and buy it for all of their family and friends.
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10.7.2012

I first fell in love with Days of Wonder's "Ticket to Ride Pocket" for iPhone. When I discovered there was a European version of the physical board game, I had to have it.Not only does this version of the game have the classic gameplay elements which made the original so enjoyable, but it also expands on them by adding new ones as well as the obvious new map, routes, etc.Ticket to Ride is all about conquest of the national rail systems. Your task is to connect a series of routes between cities marked on a set of "Route Cards" (distributed at the start of the game) by placing "wagons" (train car tokens)along the routes in question.You can only place your wagons along any segment of any route by "purchasing" that route segment with playing cards of varying colours. Each route segment requires a certain number of a certain colour of playing cards, and therefore your goal is to get the right numbers of the right colours of cards in order to place your wagons in the correct places and claim your routes.For each wagon placed you will receive a number of points. More wagons = more points. When your wagons connect from Point-A to Point-B, you've successfully completed your route and earn bonus points for doing so. When any one player has two wagons or fewer remaining in their inventory, the game ends. Any routes you failed to complete will not only forfeit your right to bonus points for that route, it will also subtract those points from your current score.You must therefore try to achieve as many points as you can and complete as many and/or the longest routes you can before the other players and before the end of the game.The rules can SEEM finicky to newcomers, but once understood you realise how very simple they are and the game play is exceedingly engrossing often resulting in multiple games on the trot.Additions in TTRE include even more ways to complete your routes and gain points such as adding train stations, tunnels and ferry routes.The quality of build for this set is very high. The game board is thick and sturdy, the artwork is vibrant and detailed. The player pieces, which keep track of each player's score, are wooden and add to the charm and quality. The playing cards are sturdy, of high quality and again the artwork is beautiful and colourful.The only real let-down is the wagons themselves, and this is really a minor gripe. The wagons are made of moulded plastic and it would be so much nicer if they were wooden as well. However I suspect that, due to the large number of wagons (45 x5 players), this would dramatically increase the cost of this game. If this were something that would bother you it's good to know that there are wooden third-party, aftermarket options available. Another positive worth noting is that several "extra" wagons of each colour are included...just in case one gets lost!Finally, there's even an educational element to each and every version of this game, as it does, in its own way, instil a bit of a minor geography lesson with each and every game played. With the European version, the various cities have their names as spelled in their native tongue...not English. For example, "London" is "London", but "Rome" is "Roma" and "Athens" is "Athina".Highly recommended, highly addictive, and best played with loads of people.
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25.8.2016

I've just played this through for the first time (this was with adults, previously I tried with kids with limited success). It had come strongly recommended by reviewers and the man in the shop. It is indeed a nice and original game but I was left with a load of "yes, but..." issues, so I thought I would share them:I played with two others and we enjoyed it, and it might grow on us. We are all seasoned games players, but not gaming nuts. First impressions:A really different game. No dice, which is refreshing, and lots of cards and pieces.It's not true that the game takes 5 minutes to learn. It took me about 10 minutes to explain the concept and 5 more to show an open handed demonstration of how the game proceeds.And it took us a while longer to get chugging and fully underway. The instructions are clear, but they could do a better job of explaining the overall concept to the first timer. I struggled to work out what was what (felt a bit like those people who say they can't put together an IKEA table) but I persevered and got there eventually.Our game was intense and rather silent as we pored over the possible permutations. We did not come into conflict until late in the game but simply plugged away building our own lines until one of us finished off.It's almost impossible to keep punctilious track of the score as the game progresses, so we rotted up the entire score at the end to be sure. This contributed to the lack of competitive tension in our game.The game is beautifully made, but with reservations: the cards were too similar, it would have been clearer to differentiate long and short tickets for example. It's also (initially) confusing to have counters and routes that are unrelated by their colour. Venezia was spelled Venizia on one ticket card. Names of stations are in the local language, which is fun but a bit forbidding for kids.The instructions are all written to refer to male players ("he then plays his cards...") which seems a bit outdatedly sexist. The pieces are a bit fiddly, and rather light - one rogue elbow or overexcited dog could send things awry.These are perhaps all quibbles. It's a good game. But perhaps could be better.UPDATE: After two games, my sister, who is something of a games addict like me, declared she had a revolutionary secret new tactic that might shake things up. We played, and had a very slightly more competitive game than before (for the first time there appeared to be some real conflict of interest, but only a bit). She lost, and declared that her mystery tactic had been to deliberately try to screw up her two opponents' plans, to try to make it more exciting, with almost no reference to her missions. She then declared the game to be rather boring (although still addictive!) because of the lack of friction. What she would like to see (here is a suggestion for the makers) is some kind of incentive/mechanism to sabotage other people's plans. Perhaps a way of laying dynamite, or a mission card that simply says 20 points if you prevent all your opponents completing at least one of their ticket missions?
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4.1.2007

We got this game because the other half likes trains and we enjoy playing games (both together and with friends), so this seemed like a good mix and different to our other games.There are several different versions of this game, including the original Ticket to Ride (which is US based), but we chose this one as the map is of Europe and we read some reviews that said it is easier to learn, teach and play than the original. I don't know about the original, but this is certainly easy enough to learn.The basic idea is that players draw tickets (say London to Frankfurt) and then you have to connect these two cites along pre-set routes on the board using small plastic trains and by playing coloured cards.You frequently have a choice of routes, and you don't get points for "directness", only for being able to get between the two locations on the ticket - If you choose to go via Moscow that's up to you. You also get points for longer steps, so Edinburgh to London is a longer step than Berlin to Essen, thus it costs more (in terms of cards and plastic trains), but you get more points. The more tickets you can satisfy, the more points you get, but there are penalties for tickets left in your hand that you can't use.In terms of the game, it takes upto about an hour and a half, depending on number of players, how long people take to think and their strategy - we typically take about 45 mins for a two player game. There is a resonable amount of luck involved, but quite a bit of strategy and although the game plays well with any number of players, it is most chaotic with 3 or 5 players (due to a very clever little rule change). For a family board game, it is not cheap, but you do get quite a lot of quality bits for your money (including 45 plastic trains per player), and it's a well thought out game with a big board and lots of cards with a nice feel to them.In summary, it's a good game that's not just for Christmas and has a lot replayability. If you like playing "modern Euro boardgames" (ie games, typically from Germany, with a little more to them than Monopoly and Cludo) or have a thing about trains, then this is definitely for you. However, if you haven't exerienced modern boardgames, there are other, cheaper options to try first (like Carcassonne, Settlers of Catan etc.), but this should be next on your list once you are addicted.In our view, although it's not cheap, it's well worth the money!
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20.1.2014

Ticket to Ride is fast becoming a classic. The Europe edition provides some extra complexity (which you can choose to ignore) as well as a more complex map (which you can't) compared to the US edition. The extra gameplay elements are actually quite clever and I feel they add something, rather than just being a novelty.The idea of the game is to claim train routes across turn-of-the-century Europe. You start off with some 'tickets' which describe the cities you need to join with train routes. You claim routes by collecting sets of cards, so fundamentally Ticket to Ride is a set collecting game in the rummy family.What makes it special is the contention over the train routes as each player tries to complete their tickets.Points are scored for joining neighbouring cities together by spending sets of coloured cards you have collected. You also get extra points at the end of the game for each ticket you have completed...and points deducted for tickets you failed to complete. There's also a bonus at the end for the longest contiguous train. The fact that players tickets are hidden to the end means that the winner is not known until the end of the game which keeps interest up until the end.The Europe edition adds some extra rules which we omit when playing with the kids at their current age. 'Ferries' require you have a certain number of wild cards as part of your set. 'Tunnels' have a potential hidden cost (of extra cards of the same colour) and 'stations' allow a player to use a line owned by another player.The board and components are excellent quality. The board is very large and folds out to a 2 by 6 square rectangle, where the square is just a little smaller than the box. The map is very nice and the markings very clear. The plastic trains and stations are very quality and the box includes some spares too which is a nice touch. The cards are a good size too but, because this is a set collecting game, require a lot of shuffling.The game is good fun for adults but I found my children lost interest after a few games. I think it may come back into its own when they're a bit older: probably an 8- or 9-year-old would enjoy it.Note that the map depicts Europe during industrial revolution with the city names in their local language and historical names from the time, so bear that in mind if you're looking for an educational toy.
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17.8.2013

My friends and I love this game. I purchased it several years ago and many of the people I have played it with have themselves purchased one of the variations. This is the original game, and also the 'vanilla' version. Whereas the European game adds in tunnels and ferries and the German/Marklin game uses passengers this version is kept simple. That is a good thing in my opinion. It is quick to learn, quick to set up and plays in a convenient/satisfying length of time.For me, Ticket to Ride was my first experience of a board game with truly excellent design. Unlike Monopoly, you don't win this game by beating your opponents into submission. That (generally) means a lot less arguments.Use of symbols caters for those of us who are colour-blind. The cards and playing pieces are of good quality and haven't worn. The game is basically well balanced, and offers players plenty of choices and opportunties to make decisions which can improve/reduce your chances of winning.However, this basic version of the game is a little limited. Some folk will learn the destination cards in time. You realise that several cities are not start/end points, and can start to predict what your opponents will do next. This creates a couple problems. Firstly, those players with more experience (and a tendancy to obsess) will be at a distinct advantage over newcomers. Second, it makes some routes (ie, those around Los Angeles) more tricky than they should be. Another problem with this basic game is that there is one strategy that is (most people would say) definitively the best. Once you realise this the game becomes less fun.That is where the 1910 expansion pack comes in. Now, paying for this game, and then £15 on top might seem like a lot. But, having spent that money you will have one of the truly best board games available. The geekish lose their advantage, and various more interesting strategies become more competitive.If you are willing to spent the extra money then this is a brilliant game and a must for anybody who enjoys board games.One more note. Other versions contain different coloured pieces and can be used to increase the number of players. This game does work for 6/7 players-though slight changes to rules/number of trains may be needed.
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31.12.2008

My husband and I often struggle to find board games that keep our interest and can be played with two players.The game itself is beautifully made but you will need some room for the board - kitchen table perhaps.In the box are little train carriages (40+), destination cards (some short and others long rail routes), player counters (moves along the score board around the outer edge of the board) and train cards (a very large set of cards with different coloured trains on) and a lovely large instruction book in full colour. You also get a web-site address to play on-line.Game play set up - simple once you have played it once.Basically each player chooses 2 destination cards (although more can be used).The board is essentially a map of Europe with major cities marked on them. Between each city are spaces to place your carriages.These spaces are coloured. For example, you might see 2 pink spaces to place carriages from Madrid to Barcelona OR 5 black spaces to get from Madrid to Paris.To place your carriages along the track you have to collect train cards of that colour. So, in this example, to start your journey from Madrid to Barcelona you need to have collected 2 pink cards for that journey section.You take it in turns to pick up train cards, collect the right colours or play them in return for placing your carriages. Placing carriages scores points. Highest points wins.Luck element:1) You might pick up a lucky card which can represent any colour.2) You choose from a lucky draw of destination cards - so you might only have a choice of harder routes to make up!Strategy element:1) Choosing which destinations cards to use (these are routes you must build up) Choose wrong and if you don't complete the route you lose points.2) Games ends when a player has only two carriages left to place - so use carriages wisely.3) Block routes that you think your opponent is trying to achieve (they will have to go round you or use another method).4) You can take a short cut by using tracks that go through tunnels or take a ferry - but another twist in game play involves an element of luck.We played it three times in two days and will take a long time to get board of it.
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23.8.2019

I decided this was a definite purchase after I first saw how much fun was had playing this game whilst watching "Wil Wheatons Tabletop" on YouTube.A big board game that looked fun, with some thought and tactics required but not overly complicated. And a game that didn't drag on forever and never finish...cough...Monopoly...cough!From reading other reviews and opinions, I decided on the "Europe" version rather than the original USA version. I wasn't disappointed. Living in the U.K. made this an easier choice as well, being more familiar with the European countries.The first run through was a bit slow, mainly due to learning the rules of the game. But now most games take around 30-45 minutes.Long enough to have substance and keep people interested but not too long to get bored.Some people that I have played with aren't used to this longer format having only played faster paced, tradition board games. As such they try to rush through. So most importantly, please go slow and keep well on top of points being scored as on a few occasions we lost track and had to do a re-count. This can be annoying and time consuming but is a flaw of the players and not the game.It would have been nice if the train pieces were made from heavier wood or metal rather than the current plastic. I get that this would bump up the price quite a bit, so I do understand why this is not the case.However, on a few occasions we did knock the board a few times sending pieces flying. This could have easily and cheaply been fixed by making recessed spaces on the board where you place you counters.Apart from that, this will make a great addition to any board game collection and is a great jumping on point for introducing others to more in depth games such as Catan or Alhambra. And leading them away from the bores that are Monopoly and Cluedo!
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11.5.2009

I'll not describe the mechanisms etc because that's been done well enough elsewhere. Instead I'll just pass on our experience so you can judge whether you think you'd like it too.I've been a board gamer for longer than I care to think and wanted to buy it for ages; but hesitated because you need a willing opponent and I wasn't sure how it would go down at home. So it wasn't until recently that my wife's hairdresser mentioned it to her and raved about it that I got the go ahead to splash the cash.I bought it on Friday and we played that evening (2 parents and 2 teenage girls), and again on Saturday and Sunday and we've had 3 different winners - only the youngest has yet to get there but she's not been last either so it's not an age thing.So,we're still learning; but the whole family enjoyed it on all occasions. It does require a bit of luck in getting routes that suit each other and also the flow of the cards; but so far it's not been clear that one person is running away with it until right at the end which means everyone is still committed to it rather than giving up.I suspect that if you know the routes well enough you can deduce where people are going and start playing negatively by nabbing useful cards or routes; but with four positive players the only spoilers were accidental, and there's no need to be nasty. There are some points in the rules which we've discovered can be used to your advantage if you think far enough ahead - such as not picking up any more destination cards once you've completed a number of routes and have scored your points that way but then just keep playing to extend your line of track and to play out the carriages to score points that way.All in all, a lot to recommend it as there's little to argue over, a lot to think about and more to enjoy.
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14.8.2016

For between two and five players, the game involves building rail routes across Europe. To build the routes you need cards with appropriately coloured wagons, picked up two at a time as a go in the game, and there are various additional considerations to cover, such as a set of specific routes you need to build (allocated by randomly selected cards) if you are to have a chance of winning, and a bonus for the player with the longest single route at the end of the game.The play is an excellent balance of luck (how you build your route is dependent on which cards you pick up) and strategy/tactics, meaning that a good player will usually win, but a less skilled player can win occasionally,so doesn't feel it's pointless to try. You don't have to be interested in trains, by the way - that part is almost incidental - it's effectively about building a network.To begin with it all seems almost impossible to remember everything you are trying to do, but players soon develop strategies that make for a good chance of winning... if it weren't for your opponents. With two taking part there is relatively limited interaction between the players, though even here one will often block the other - with four or five playing, the whole blocking business becomes a major part of the game. If someone gets in your way, you either go round them (and hopefully block them back), or can use a station to piggyback on their line - but this loses you points and means you can't get the longest route.A two player game typically takes about half an hour, with time obviously increasingly with number of players. It's addictive and great fun - highly recommended. You can also get other areas of the world, and expansion packs that add extra rules and complications.
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2.1.2013

Just got this as a Christmas present from my sister. I was looking for a board-game I could play with my daughters (aged 9 & 11). In the week that we have had it, we have played it 3 times already. Rules were pretty simple and I was really pleased how quickly the 9 year old picked it up. The first time we played the full rules, but the 2nd time we left out the special rules for tunnels & ferries as we had two people playing for the first time, and this worked well. Last night was Mum's first time playing, so we left out the special rule for tunnels. The train stations are great from a family point of view as it avoids people being upset that someone has cut off part of the route needed for their destination ticket.I think if I was playing with just my mates, we'd probably leave out the train stations in order to make the game a bit more cut-throat.The rule book is very well laid out and simple to read. The board map is very beautiful. I think that it would have been good if they had used the other side of the board to give a second map and so provide more variety to the game. The cards are also very pretty. My other criticism would be the plastic train cars, my preference would have been for coloured wooden blocks instead. The box itself appears to be pretty sturdy. It would be great if you could get it in a wooden box edition like the ones available for monopoly & cluedo, as I can see myself still playing this game in 10 years time. I like that there are some expansion packs available so that in the future we can vary the game with different maps.Overall a great way to get the little ones playing board-games and hopefully a gateway game to the more challenging board-games in the future.
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19.3.2011

Finally, a family game we can all play. With four children under the age of 10, that's not often an easy thing to achieve, but as long as we help along the younger ones, the game is simple enough for them to play and hard enough to challenge us. We still haven't worked out the best strategy for winning, but making really long trains seems to help.The basic premise is that there are five different colours of trains, and each colour has 45 different little cars. There are a variety of ways to earn points with your 45 cars: either you can build routes by using colour-coded cards that you draw, or you can link up a series of routes to correspond to station-to-station destinations and this gets you bonus points when you've completed it,and finally, you can try to get the longest continuous train for a bonus of 10 points at the end (and often, our games seem to hinge on these precious points to determine who wins overall).My favourite part is the deck of coloured cards: I like the feel of them and the look of them and enjoy hoarding them, just to see their pretty colours. My husband seems to like the "ticket" cards, which are the ones with the longer station-to-station destinations: I say that because he seems to pick a lot of them and still not manage to win the game.My son likes the olde-worlde map with many of the cities written in their original languages (Vienna as Wien), and my 6-year-old likes to move the counters along the boundary to show how she's beating everyone with so many points.The game lasts a good couple of hours with 4 or 5 people, but is a great evening's activity with more interaction than vegging in front of the telly.
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11.9.2016

Ticket to Ride is one of the classic modern style board games. I've been playing it on iPad for years, and whilst the app is good, it doesn't compare to playing it for real with the beautiful board and the colourful train pieces and cards.Although I was already familiar with the rules, I was surprised by how easy it was to learn for new players - I've introduced three new players to the game and they all picked it up straight away (and annoyingly beat me in some cases!)The one criticism I have is that the train cards and tickets are very small, and seem a bit like they were skimped on. This can be rectified by buying the 1910 expansion which has full sized train cards and tickets,but they really should have been provided as standard. On the opposite size, providing a bag of spare train pieces is a nice touch.The game's fun with two players, and that's how I've always played the app version, but it's especially good with three and four players. The gameplay really is so well designed and keeps the game flowing so well and exciting to the end.Games like Ticket to Ride don't seem to be nearly as well known as they should be. This, together with Carcassonne and perhaps a couple of others should feature just as commonly in homes as do more traditional games like Monopoly (actually more commonly, because it's a much better game than Monopoly).It has a mainstream appeal that I don't think is necessarily made particularly clear by its box and marketing, but I'd highly recommend that people give it a try, and if you like it, have a look at the 1910 expansion and some of the additional maps too.
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22.3.2019

The game is simple enough to be picked up quickly and include younger players. We've had a 10 year old play with adults without a problem and it didn't slow gameplay or require us to "go easy" on her. That being said, there is sufficient depth to the game to allow for various strategies to engage more adept board-gamers.I've played with the minimum of 2 players (including myself), right the way up to the maximum of 5 and the game does feel varied by having different numbers of players which gives another level to the game. The game actually adapts the rules very slightly for higher/lower numbers, I feel in an attempt to lessen the impact of this - and I think they've got the balance right.Note that there are different versions.I've only played Europe. As I understand it, the original USA is slightly simpler. I thought it was just a different map/matter of preference when I chose, and am glad I have the more evolved game.There are expansion packs available, so it doesn't feel like a game that going to run out of steam any time soon. No pun intended.Finally, it's fairly quick. Maybe half an hour for 2 players and an hour for 5 (depending on how much chatting, drinking, pausing etc.). As each turn is a choice of one of a range of options, it's much quicker than a game like Catan where you all procedurally take a series of actions per turn. This requirement to choose only one does bring a whole need to judge when to act, as the game finishing follows the fastest player using all/most of their pieces - and that is one of my favourite aspects to the game.
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