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13

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 ...


12

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 ...


11

The original and Europe versions differ HUGELY, it's not just a different board. The US version is the simplest formulation of the game. It accommodates up to 5 players, I believe, and it'd be a great one to play with non-boardgame-obsessed family members, including the old and the young. It's still got a great deal of strategy and depth to it once you ...


10

If none of the drawn cards match the colour of the cards you chose to play, then you are in luck - the tunnel does not cost any additional cards. To put it another way, the tunnel costs 0 additional cards. This case isn't explicitly discussed in the rules, but I think it's quite clear. When attempting to claim a Tunnel route, a player first lays down ...


10

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 ...


10

No, you only need one of the base games (Europe or USA) in order to access the train car cards, scoring markers and the player carriage pieces. It doesn't matter which base game you own. For example, the rules for Heart of Africa tell you: This game is an expansion and requires that you use the following game parts from one of the previous versions of ...


7

Firstly, to extend the game you will need to add twice the train pieces as well as 2 boards. Maybe you should double the tickets too. This soon degrades into playing two different games at the same time, where you choose which one to play each round. The second problem is all the advantage is on the side of playing on only one board. This is because adding ...


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

Either of those big boxes is fine. Märklin is not perfectly compatible, since the train car deck is a little bit off, and Nordic Countries only has enough trains for three players. That's why those boxes are not quite compatible with the expansion maps.


6

According to the rules (available here) you are not required to pick new destination cards when you complete the ones in your hand. Player 2 can simply perform one of the other actions for his last turn, e.g. drawing train cards.


5

No, the rules explicitly state what pieces are required from an earlier set: This game is an expansion and requires that you use the following game parts from one of the previous versions of Ticket to Ride: A reserve of 45 Trains per player and matching Scoring Markers taken from any of the following: - Ticket to Ride / Ticket to Ride Europe ...


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 ...


4

I would suggest that Ticket To Ride is fairly self-balancing. What this means, applied to your question, is that the European map and destination tickets won't be as intrinsically balanced as if you'd played with the full rules. Obviously routes involving lots of ferries and tunnels have suddenly become a lot easier to complete, and as such more attractive ...


4

An unused station is one you have not put on the board. For each station still in your supplies at end of game, you get those 4 points. If you've put it on the board, it's been used, even if you don't need it there to complete your tickets. I base this upon extensive play of TTR:E on daysofwonder.com.


4

It means for each Station that you don't play, you get four points at the end of the game. The idea is to force you to weigh up the cost (cards, loss of bonus points) against the benefits (completing your route). It would be a pretty weird rule if it rewarded you for placing Stations, but making sure you don't use them on any route...


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

Stations are specific to Europe and could potentially break (or perhaps make) games on other continents. Since Asia and other expansion maps can be played with both US and Europe base sets, the largest common denominator would be to not use stations in expansions. I have not tried using stations for Asia or India, perhaps it could be worth a test run, but ...


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 ...


3

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 ...


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

I can't comment on the newer Ticket to Ride editions, but you should know the original and Europe have a few differences: Europe edition includes ferry and tunnel routes that have special rules about claiming them. http://www.daysofwonder.com/tickettoride/en/content/rules_te The original edition comes with small cards that I find a bit clumsy to shuffle. ...


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

No, definitely not. You are never required to draw Destinations Tickets except during setup. It seems to me you don't realize one can claim routes even without Destination Tickets[1]. There's a good chance P2 might have the Train Cards to claim a one- or two-train route for the one or two points it gives. If P2 can't claim any routes, then they should draw ...


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 ...


2

I do not think this is the best idea, here's why: Usually, a game is designed and playtested against its original rules, to fit them as well as possible. Since the Europe version adds the train stations, the game is built in a way that encourages their use. In this case, the map has several choke points that get crowded quickly, requiring the other players ...


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 ...


1

Also don't forget that Ticket To Ride: Alvin & Dexter is an expansion that can work with any of the base TTR games. It expands the game in a different direction; adding a giant dinosaur and an alien who can create havoc for those trying to build to/from a certain location.



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