Ticket to Ride

Ticket to Ride

With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets – goal cards that connect distant cities; and to the player who builds the longest continuous route.

"The rules are simple enough to write on a train ticket – each turn you either draw more cards, claim a route, or get additional Destination Tickets," says Ticket to Ride author, Alan R. Moon. "The tension comes from being forced to balance greed – adding more cards to your hand, and fear – losing a critical route to a competitor."

Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.

Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.

BoardGameGeek Info

Publisher
Days of Wonder
Published in
2004
My Rating
7.0
BGG Rating
7.27
BGG Rank
241
Players
2-5
Ages
8+
Duration
0:45
Complexity
1.8266 / 5
Acquired
September 2007
Eager to Play
No
Plays
13
Last Played
September 12, 2018
Time Spent
9:33

This is a train game wherein players must claim train routes between cities. Each player has a number of secret "tickets" which dictate which cities the player is trying to establish a route for. Any incomplete tickets count against you. On your turn you have only 3 options: draw a train card, claim a route, or draw more tickets. Given the limited options and that most routes between to adjoining cities may only be claimed once, there is great tension in each turn. Delay too long and you'll lose opportunity, act too fast and you'll never complete the longer routes.

13 plays

  • June 18, 2016
  • February 20, 2016
  • September 12, 2015
  • June 04, 2010
  • March 12, 2010
  • February 25, 2010
  • February 22, 2010
  • April 01, 2008
  • October 07, 2007
  • September 20, 2007
  • September 05, 2007
  • July 22, 2017
  • September 12, 2018