I’ve been a board gamer since I was in High School. I remember discovering that there was this sub-category of board games that had a cult following. I’m talking about railroad games. I never got into the heavier railroad games, but I did enjoy games like Empire Builder and Eurorails — a family of railroad games where you drew rails on the board with erasable crayon and competed to complete routes.
Empire Builder, Eurorails and that whole family of games were fairly popular. But in recent years, more streamlined, and lighter games have supplanted them in popularity. The chief one among these has been Ticket to Ride, along with all of the variants, and alternate maps. I discovered the computer version of the game about 2 years ago, and since I’ve gotten back into board gaming, I purchased the basic game to play with friends. And I’ve recently gotten a chance to do so. This is how the game works:
Ticket to Ride is a game for 2 to 5 players. It has two decks of cards and a map of the US that is crisscrossed by potential routes. Each connection between cities is between 1 and 6 in length, and may be grey, or one of 7 other colors (red, orange, yellow, black, white, purple, green). There are also 8 types of train cards in the train deck — one is wild, and the others match the colors of the routes (other than grey). Each player starts with 4 random train cards and 3 route cards. At the start of the game, each player may, if they wish, discard one of the route cards of their choice. There are also always 5 face-up train cards that are available to players on their turn. The goal of the game is to have the most points at the end of the game.
On your turn, you may do one of the following:
1. Take a face-up wildcard.
2. Take two train cards, any of which may be from the face-up cards, or from the deck of face-down cards, so long as the face-up card you draw is not wild. Face-up cards taken are replaced immediately.
3. Discard 1 to 6 cards of the same color to build tracks connecting two adjacent cities. The color of your cards must match the color of the route, and the number must match the length of that route. You can use any color if the route is grey, but all your cards must be the same color. You build tracks by placing your train tokens on the board on the individual spaces (see image below). You can, of course, substitute wildcards for any color.
4. Draw 3 new route cards, discarding up to 2 of them if you wish.
Note that at any time, if there are three wild cards face-up, you must discard all of the face-up cards and replace them from the deck.
The end-game is triggered once any player is down to 2 or fewer train tokens. At that point, every player gets one more turn, including the player who triggered the end-game. You then add up the scores, getting points for every route completed, minus points for each route not completed, and 10 bonus points for the longest contiguous route. And that’s basically it.
The game is easy to teach, and it plays very fast. The people I’ve taught it to were able to grasp the basic strategy very quickly and told me that they liked the game. One of them actually asked to play it again. It’s a great entry-level game for those who are new to board games. Even though there is some strategy to the game, I will say that there is a lot of luck as well, plus I’m not quite good enough that I can consistently beat newcomers (one of the people I taught, won his first two games in a row). That said, anyone who is looking for a game with a lot of depth to it, will probably not be satisfied. Games generally last 30 minutes to an hour, depending on how many players there are.
Keep in mind that Days of Wonder, who currently makes Ticket to Ride, also sells a number of versions of the game, including a children’s version, alternate route decks, alternate maps with special rules, and so on. There are maps for Europe, Pennsylvania, India, England, and so on, plus a new children’s version that will only be sold at Target. There are also both a mobile version and a version for the PC. I have played the PC version, and own all of the available maps and alternate decks for it, and I’ve enjoyed all of them, though Europe and Pennsylvania are my favorites. The computer AI is not very good, but thankfully, the game does include online play. At least games against the computer are a lot faster. And scores are stored on-line, should you want to compare your high scores to other players.
I definitely recommend this game in all of the incarnations that I’ve tried so far. I have not actually seen the 10th Anniversary edition, so I can’t comment on that one. But I do give thumbs up for both the computer edition and the standard edition (with the US map). I do plan on eventually buying Europe and Pennsylvania/England. Each map adds a few extra rules, but the core gameplay is the same. Based on my experiences in the computer game, those are the best. If you are going to only buy one, I’d recommend Europe. the mini-expansions with alternate decks of destination cards are also good (again, only based on my experiences with the computer game).