Manufacturer: Days of Wonder
Author: Alan R. Moon
Number of players: 3-5
Age: 13 years plus
Time: 30-60 mins.
SdJ 2004: Game of the Year
DSP 2004: 6th place
GCA 2004: Multiplayer Nominees
1 Gameboard - 240 Train Cars - 144 Cards - 5 Scoring Markers - 1
The players are millionaires who meet
once a year to perform a famous
deed like the famous Phileas Fogg who travelled around the world in 80
days. Now - in the jubilee year of 1900 - they want to find out who of
them is able to travel by rail to the most cities in North America. The
winner gets 1.000.000 dollars.
Before the start
of the game
each player has to choose a colour. In
that colour each player gets all the train cars and the according
scoring marker. The train cards have to be shuffled and each player
gets 5 cards. The other cards are placed facedown next to the gameboard
and the first five cards are drawn and laid faceup next to the stack.
At last the the destination ticket cards have to be shuffled and each
player gets 3 cards. He/She must keep at least to cards but he/she is
allowed to keep all 3 cards. Any unwanted ticket destination cards are
placed on the bottom of the remaining cards. The remaining destination
ticket cards are
placed next to the gameboard.
experienced traveller becomes
start player. The start
player begins the game and the other
players go clockwise. In his/her turn each player can choose 1 out of 3
The game ends when one player
has only 0, 1 or 2 train cars left in his/her personal supply. Each
player - including the player who ends the game - gets one final turn.
- The player can decide to draw 2
train car cards. He/She may take one of the five faceup cards
or he/she may take the top card from the pile. If a player takes one of
the five faceup cards he/she immediatley takes the top card from the
pile to replace the card taken. He/She may take the replacement card.
So there are always 5 faceup train car cards next to the gameboard. It
does not matter if a player takes two cards from the pile, two faceup
cards and so on - any combination is allowed.
- The player can claim a route. To
do so a player has to play as many cards as there are boxes in the
route. With exception of the gray cards all routes require specific
colours - so if a player wants to claim a blue route with 5 boxes
he/she has to play 5 blue train car cards. He/She then places train
cars in his/her colour in those boxes. He/She then owns this route. The
cards are discarded. When a player claims a route he/she gets victory
points according to the Route Scoring Table (1 point for a route of 1
train car, 2 for 2, 4 for 3, 7 for 4, 10 for 5 and 15 for 6).
- The player can draw destination
tickets. The player takes the top 3 destination tickets from
the pile. He/She must keep at least one ticket and may keep up to all 3
points have to be
counted. The players know how
much points they have already got
for the routes they claimed but maybe want to recount the points. All
players now have to show their destination ticket cards. The now get
additional points according to the card if they managed to connect the
towns as shown on the card. If they were not able to do so they loose
that amount of points. The player who has the longest continous
receives 10 points extra. The player with the highest total of victory
points is the winner of the game.
about Ticket to Ride? Contact us!
says 7 of 10 points:
"Ticket to Ride" is a good game of the year. Even if it is
or less a classical railway game the new theme of "the millionaires
meeting to perform unbelievable deeds" makes the game interesting for
families and especially railway-haters as well. The rules are very easy
and can be explained within minutes. Each situation is explained in the
rulebook and there are sufficient examples in the book. The game is
fluent and can be played tactically - a player may decide to wait
before he/she decides to claim a route or he/she may block certain
routes by claiming them so that other players can not use them. The
problem for tacticians are the destination ticket cards. The cards
depend on luck only so if you draw a good card you may success in
connecting the two towns if the card is bad you can not. Especially
later in the game it does not make any sense to draw a destination
ticket card because almost all routes have been claimed. If you leave
away those cards the game becomes more tactical and you'll enjoy the
game probably even more then before. All in all it's a nice game
especially interesting for families and gamers who like quick and easy
games. The European "Zug um Zug" costs about 28 Euros the American
"Ticket to Ride" cost about 35 Dollars.
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