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12

Allowing play to continue can give the player who is choosing which tickets to pick up an advantage: Other players may place a route blocking one of the tickets the first player was considering keeping. Seeing what colours others pick up can indicate where they're going. Another round of this can only help decide which routes are worth keeping. If play has ...


12

Destination tickets are kept secret until the end of the game and the final scores are counted. You can't start the game with no cards, and you can never discard the ones you keep, so there is no way to hold zero destination tickets at any point in the game. This is written on the last page of the Ticket to Ride rules, the last paragraph under "drawing ...


11

I don't actually see any ambiguity here. You've quoted the rule saying a Station allows you to use someone else's route. I don't see how that could imply that a Station can complete a route that hasn't yet been filled in by anyone. The reason you are allowed to place Stations on any city, including currently unlinked cities, is to allow you to place a ...


7

There's no concept of direction of travel in Ticket to Ride. If, by the end of the game, a player has created a continuous path of his color plastic trains between the two cities named on a Destination Ticket he holds, he scores the additional points indicated by the Point Value on the Ticket. If he has failed to complete a continuous path between those ...


6

A Train Station allows its owner to use one, and only one, of the routes belonging to another player, into (or out of) that city to help him connect the cities on his Destination Tickets. As per the instructions (emphasis mine), a station can only be used on a single route into or out of the city on which it's placed. Even if the route from Riga to ...


4

I've looked up my rules and your quote is correct but I believe you are right and that the second 'rule' is just poorly written. It makes sense that there is something in the rules to stop the player moving the station from one line to another between Tickets. So, if you were the blue player you could use a blue station on the Paris end of Paris-Frankfurt ...


4

In addition to the answer provided by Aether, the rules clearly state that a player must keep a minimum of two destination cards at the beginning of the game, out of the four that they are dealt. Before taking their first turn, players must choose which Destination Tickets they will keep from among those they were initially dealt. Each player must keep a ...


3

Giving the weaker player 3 train cards per turn instead of 2 has created balanced, competitive (2 and 3 player) games for us, with everyone trying their hardest. Face up locomotives (wild cards) count as 2 train cards, but count as 1 if blindly drawn from the deck. Minor side effects: Face up wild cards get depleted quickly by the weaker player The weaker ...


3

Increasing the number of cards flipped on tunnel routes should be considered. Likewise, one can readily balance things with a requirement for more cards per track segment. For the most experienced, increase the card requirement by 2 per chunk, but do not increase the score. 1 additional for the more experienced. It's brutal, but changes play very little, ...


3

Given that the ticket picking process is usually the slowest aspect of the game, and that turns are designed to be really short, when I play with my board gaming friends we play with a house rule. The house rule is: If a player picks tickets, play may continue until another player indicates that they want to place track. Then play stops until the ...


3

No, once a card has been revealed as a locomotive, you have to "spend" two draws to pick it up, which means you can't do so since you've already drawn one of your two cards. From the official rules (PDF), emphasis mine: If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two. If, after having ...


2

There are two handicap rules I play with to even out skill levels with kids (who otherwise know how to play). The first is that the experienced player(s) lose all of the cards they invested if a tunnel fails to be completed (as opposed to the cards returning to the players hand). The second is to not let station placement count against the kids' scores, so ...


2

Play with 2 or 4 bots. You'll be needing stations more with more competition for routes. Why 2? because you don't get the second half of the doubles without 4 players total. This means that to win, you'll more likely need to make more connections through occupied chunks. If winning cleanly, grab some tickets, and take one or two that you can connect by ...


2

The basic requirement is to purchase the Switzerland map expansion as an in-app purchase and complete the achievements using that map. For the achievement Chocolate Exporter you must connect all four countries (France, Germany, Austria, and Italy). To complete this, priority number one is to actually connect the four countries. This will take most of your ...


2

I don't think the rules are ambiguous. The first rule says that a station may be used to share another player's claimed route. The second rule says that a station can be built even if there are no claimed routes into that city. The second rule doesn't mean that you are using one of those empty routes, it means you can build a station and then wait until one ...


1

One of the interesting ways of adding a “handicap” without breaking the balance is to make some promises. So you would playing the standard rules, but in a way to make your life harder. Destination Tickets As a minor handicap you could say that you wouldn't discard any Destination Tickets on start. A bit more serious — when getting new Destination Tickets ...


1

One easy handicap that works in many games like this is to simply give extra turns. In a game like Ticket to Ride there is little 'engine building' going on, so it doesn't matter if the turns are early or late. Try giving your youngest 2 extra turns, your oldest one extra, then you take yours, all at the beginning of the game. so it would go: youngest ...



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